Jump to content
Sign in to follow this  
kremator

AC130 script from LurchiDerLurch

Recommended Posts

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

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

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

All will be revealed VERY soon. This is going to be HUGE !

Share this post


Link to post
Share on other sites

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

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

Awesome update, Can it be operated with an ai unit?.. That's all thanks

Share this post


Link to post
Share on other sites

just class script

But can put a different set of night vision

Share this post


Link to post
Share on other sites

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 by Kremator

Share this post


Link to post
Share on other sites
just class script

But 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 by LurchiDerLurch

Share this post


Link to post
Share on other sites

@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

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

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

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

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
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
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

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

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

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

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
Guest
This topic is now closed to further replies.
Sign in to follow this  

×