Uziyahu--IDF 0 Posted April 16, 2010 Well, yeah, but it will really need the updated script... the inaccuracy of that jittering camera can make things really messy. Share this post Link to post Share on other sites
monotone 3 Posted April 18, 2010 When AC130 flying high like 3000m,105mm cannon bullet dosen't impact where its tracer is. Can I tweak this? Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted April 18, 2010 Also, I was wondering if the AC130 had a pilot in it, because if it is empty, that might be why a Tunguska won't fire at it? You might be able to place a pilot in it and then disable various aspects of its A.I., which was possible in either OFP:R or ArmA 1. Share this post Link to post Share on other sites
kremator 1065 Posted April 19, 2010 All will be revealed VERY soon. This is going to be HUGE ! Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted April 20, 2010 Hello everyone! Here it is: Version 0.2 :P Download: Link Most important Changes: Camera now flawless (even with ACE2. However if problems occur, please report) Starting the script from an existing C-130J as a pilot or copilot AC-130 is now able to fly to a new position (right-mouse) New sounds New crosshairs New controls ... But see for yourself. ;-) Everything is in the mission. Usage: There are 3 ways to use this script: 1) Place an object of your choice in the editor (e.g. laptop). In Init-line enter: "this addAction ["Call AC130", "ac130\ac130_action_map.sqf"];" (without " "). Ingame the script will be activated if you start the object's action. You will be asked to mark the point on the map around which the AC130 will fly. 2) Control an existing C-130J as a pilot and start the "AC130 Autopilot" action. The AC130 will fly at this location (just like in 1). 3) Be the copilot of an existing C-130J and start the "AC130 Camera" action. Note: You'll have to be in first person view to see the action. The action appears within 1 or 2 seconds. You can change some of the scripts parameters (e.g. altitude, radius...) in the "ac130\ac130_start.sqf" function. Controls: Move your Mouse to aim LEFT MOUSE: Fire RIGHT MOUSE: Set new Position MOUSE WHEEL: Zoom MOUSE WHEEL + SHIFT: Contrast 1 2 3 or ^: Change Weapons F1: Help F2: Enable/disable FLIR F3: Change view F4: Enable/disable night vision googles F5: Enable/disable showing signal for friendly units F6: Enable/disable showing vehicles on Hud F7: Enable/disable showing waypoints ESC: Abort Multiplayer support avaible in version 0.3. Stop asking, please :D Thanks to: Kremator and Cyborg11 (beta testing) swtx (sounds) Please give me some feedback and have fun, Lurchi Share this post Link to post Share on other sites
kremator 1065 Posted April 20, 2010 Thanks for letting me beta test this AMAZING script! It was a pleasure to test. Share this post Link to post Share on other sites
wika_woo 182 Posted April 20, 2010 Awesome update, Can it be operated with an ai unit?.. That's all thanks Share this post Link to post Share on other sites
kheiro 10 Posted April 20, 2010 just class script But can put a different set of night vision Share this post Link to post Share on other sites
kremator 1065 Posted April 20, 2010 (edited) Yes it can be operated in all modes (as pilot, as copilot or as AI flown as pilot). For a fully AI controlled AC130 mando missiles will do it. This script is for those that want to do the damage themselves. @khero. Isn't FLIR or NV not good enough? Edited April 20, 2010 by Kremator Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted April 20, 2010 (edited) just class scriptBut can put a different set of night vision Take a look at the "ac130\ac130_start.sqf" script. You can choose 2 different NVGs... a green and a grey one. If you choose the grey NVG you'll have to disable FLIR ;) @wika_woo: Yes, just put yourself in the cargo... but there is just a waypoint for the plane... the AI doesn't care if you want to shoot or not This feature is more a placeholder for MP... Edited April 20, 2010 by LurchiDerLurch Share this post Link to post Share on other sites
wika_woo 182 Posted April 20, 2010 @wika_woo: Yes, just put yourself in the cargo... but there is just a waypoint for the plane... the AI doesn't care if you want to shoot or not This feature is more a placeholder for MP... thanks, but also can ai operate as a gunner?.. would be awesome! Share this post Link to post Share on other sites
kremator 1065 Posted April 20, 2010 Nope, AI cannot be the gunner currently (and in fact why waste a GREAT addon like this (where we can see the damage we cause !) - use MandoMissiles console addon for that. Cheers Share this post Link to post Share on other sites
MrAgentGuy 10 Posted April 20, 2010 will this ever be a proper addon, and not just script? So we can have actual ac130 model, with all the features built in, for which we can then create our own custom missions without the need to play with scripts to activate it? Share this post Link to post Share on other sites
kremator 1065 Posted April 20, 2010 By all means please make an AC130 model. You will STILL need scripts to power it however. What is wrong with using scripts anyway? I have put this script into EVO, Domi, and VTS all without a problem - tell me that isn't good enough for a start ! Share this post Link to post Share on other sites
Sgt.Spoetnik 10 Posted April 20, 2010 Great work guys, didn check the first version but this is pretty fine the way it is, love the power off its firepower:D having great fun blasting and shooting. @MrAgentGuy: I have seen some pics and movies showing a AC-130 addon but they are still WIP, dunno when 1 will be released. cya Share this post Link to post Share on other sites
Guest Posted April 20, 2010 Updated version frontpaged on the Armaholic homepage. AC130 Script v0.2 beta Share this post Link to post Share on other sites
MrAgentGuy 10 Posted April 20, 2010 By all means please make an AC130 model. You will STILL need scripts to power it however.What is wrong with using scripts anyway? I have put this script into EVO, Domi, and VTS all without a problem - tell me that isn't good enough for a start ! I just asking the question, and i mean for the future. I really like the mission, but thats all it is. I wondering if it will be an addon for the game, with ac130 model, which will have the weapon system built in. Without need of activating the system by random object like laptop... Very nice work anyway! i look forward to its progression :) Share this post Link to post Share on other sites
ebanks129 10 Posted April 20, 2010 I just asking the question, and i mean for the future. I really like the mission, but thats all it is. I wondering if it will be an addon for the game, with ac130 model, which will have the weapon system built in. Without need of activating the system by random object like laptop... Very nice work anyway! i look forward to its progression :) maybe for now you can make other missions with those scripts:) Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted April 20, 2010 Updated version frontpaged on the Armaholic homepage. AC130 Script v0.2 beta Thank you. Wow so many downloads :eek: Share this post Link to post Share on other sites
kremator 1065 Posted April 20, 2010 Told you it would be successful Lurchi ! Share this post Link to post Share on other sites
pre-Vet 10 Posted April 20, 2010 would it be possible LurchiDerLurch and GeneralCarver would contact each other to merge their great scripts to make one kickass AC-130 script(set)? (http://www.armaholic.com/page.php?id=7189) (http://www.armaholic.com/page.php?id=10136) having AI AC-130 cover would be very nice, guess thats why people are asking Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted April 21, 2010 I just gave the test mission a play. I'd like to be able to get just a little more zoom, so that infantry looks as big as they do in that video with the mosque, though I'm not sure at what altitude that was filmed. Also, can you apply some of those graphical effects to the FLIR, to make it look more blurry and contrasty, like in the videos? Also, it's harder now to know when the 105mm's round is loaded, again. And I take it that I can replace the sound effects with my own, if I want? In the old version, I could toggle between weapons with the F key. That has changed? Aims much much better, now. Share this post Link to post Share on other sites
Devil Dogs SF 13 Posted April 21, 2010 This is amazing and I've already implemented it into some of my own missions, I like how you can adjust things like contrast of FLIR too. My only requests to make it even better is AI AC-130 like some other people asked (If it is possible of course), and a little more zoom for times when you are engaging infantry units and not armor. Share this post Link to post Share on other sites
KeyCat 131 Posted April 21, 2010 Awesome work LurchiDerLurch! Just had time for a quick test but will give it some more time later tonigt, looking forward to MP version of this! /KC Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted April 21, 2010 I'm working on AI support. it's not that difficult ;) The only tricky thing is, when does the AI shoot, what shell, how many and at which target... the shooting itself is already done. More zoom? We decreased it during the beta phase ^^ maybe allow more zoom for the 25mm and less for the 40mm and 105mm? @Uziyahu--IDF: New controls, read the readme ;) and sounds: just replace the old ones in the ac130\Sounds folder It's nice to hear that you enjoy my script ;) Looking forward to more feedback and ideas Lurchi Share this post Link to post Share on other sites