thedudeabides 40 Posted May 8, 2010 On the sample mission the Tungaskas were shooting their guns at me (thanks WarFx) but I received no damage. If that helps any Share this post Link to post Share on other sites
MirindoR 10 Posted May 9, 2010 looks really sweet!! i'll have to try this out. Share this post Link to post Share on other sites
ray243 11 Posted May 11, 2010 Hey, there is a new ac130 script. Did you make a new one? ---------- Post added at 01:20 PM ---------- Previous post was at 12:47 PM ---------- Argh I still can't get this to work. I tried putting in the missions folder, I tested it, it said script not found, I made a folder in missions and called in scripts and put the contents inside and it still cannot work. I also placed it inside the Arma 2 root folder in my computer and it still cannot work! Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted May 11, 2010 Recent version is allways on this site: http://www.ofpec.com/forum/index.php?topic=34814.0 Share this post Link to post Share on other sites
Liam!!!! 10 Posted May 13, 2010 (edited) Actually can someone please tell me where to put all the files? Edited May 13, 2010 by Liam!!!! Share this post Link to post Share on other sites
konyo 14 Posted May 13, 2010 Ive just installed this, and gone to try it, but when i load the mission it says "Script ac130/rotate/ac130_rot_camera.sqf not found" And when i go to the laptop and do the Ac-130 simulation, the camera is in the water? :confused: Thanks konyo Share this post Link to post Share on other sites
kremator 1065 Posted May 13, 2010 The script isnt initiallised properly then. If it the mission that comes with the release then there should be no problems, unless you have monkeyed around with it. Share this post Link to post Share on other sites
konyo 14 Posted May 14, 2010 Ive just installed this, and gone to try it, but when i load the mission it says "Script ac130/rotate/ac130_rot_camera.sqf not found" And when i go to the laptop and do the Ac-130 simulation, the camera is in the water? :confused:Thanks konyo Ahh i got it sorted now, its because my unzip program doesn’t show folders, it just opens with all the files, so i made a folder, put it all in that folder, and placed it in mission and tryed it. So downloaded it on my dads laptop and got the folder :) Works properly now, works great :bounce3: Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted May 16, 2010 Hey everyone! :) I must apologize... you haven't heard from me for a long time but I had plenty things to do... :/ Good news though. I've successfully tested the script in multiplayer. There will be a new release with MP support soon ;) Lurchi Share this post Link to post Share on other sites
vengeance1 50 Posted May 17, 2010 Outstanding News! That's what I have been waiting for, well done! Share this post Link to post Share on other sites
thegunnysgt 1 Posted May 20, 2010 Is there any way to make the C130s fly their waypoints in the map until the AC130 is used, either it be using laptop, driver, copilot? I've done everything I know and I can't get them to fly the waypoints I have set for them. The C130 just starts it's pylon turn and never gets out of it unless I give it a waypoint myself, I have it already flying. Also, could we get an option to already have a player in the AC130 camera view instead of using the action menu items mentioned above. Great job btw. Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted May 20, 2010 Is there any way to make the C130s fly their waypoints in the map until the AC130 is used, either it be using laptop, driver, copilot? You mean that the C130 flies without the script and then when you turn on the script the C130 flies around the circle? This is rather the code which is used when you start the AC130 as a pilot... Have a look in the ac130_start.sqf I plan on making the script more mission-maker-friendly in the future. So that you can easily start and stop it during a mission. Also, could we get an option to already have a player in the AC130 camera view instead of using the action menu items mentioned above. What do you mean with that? That you can switch to the gunner view without being in the plane and using the action menu? Lurchi Share this post Link to post Share on other sites
thegunnysgt 1 Posted May 20, 2010 (edited) You mean that the C130 flies without the script and then when you turn on the script the C130 flies around the circle? This is rather the code which is used when you start the AC130 as a pilot... Have a look in the ac130_start.sqf I plan on making the script more mission-maker-friendly in the future. So that you can easily start and stop it during a mission. Sorry about the confusion, I'll try to explain it a bit better. Whenever I place a C130 in a mission piloted by an AI and place me in it as copilot, it doesn't matter if I am group leader or the AI is the AI always starts and flys the pylon turn wherever I have the C130 at on the map. If I create waypoints in the editor either it is for the AI or myself depending on whom is group leader the AI still fly the pylon turn and doesn't follow the waypoints. Now if I am group leader, and I have waypoints created in the editor, I can get the AI to follow waypoints, but I have to issue them in-game, then the AI will follow them. What do you mean with that? That you can switch to the gunner view without being in the plane and using the action menu? I meant is there a way to have a player already in the camera view, when the mission starts, so if I would like a mission to start with a player already controlling the AC130 in camera view whether the player is on the ground, or in a C130, it doesn't matter as long as it starts him in the camera view when the mission loads or whenever we choose without the use of waiting on them to select the menu action. Edited May 20, 2010 by thegunnysgt Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted May 20, 2010 I meant is there a way to have a player already in the camera view, when the mission starts, so if I would like a mission to start with a player already controlling the AC130 in camera view whether the player is on the ground, or in a C130, it doesn't matter as long as it starts him in the camera view when the mission loads or whenever we choose without the use of waiting on them to select the menu action. [0,_pos]spawn ac130_start; _pos is an array of a position f.e. "getPos player" Write this in the init.sqf but be careful, the rest of the init has to be untouched... I hope this works ^^ I haven't checked it for myself... the same code is used in the ac130_action_map.sqf but there he's using the position of the mapclick. Sorry about the confusion, I'll try to explain it a bit better. Whenever I place a C130 in a mission piloted by an AI and place me in it as copilot, it doesn't matter if I am group leader or the AI is the AI always starts and flys the pylon turn wherever I have the C130 at on the map. If I create waypoints in the editor either it is for the AI or myself depending on whom is group leader the AI still fly the pylon turn and doesn't follow the waypoints. Now if I am group leader, and I have waypoints created in the editor, I can get the AI to follow waypoints, but I have to issue them in-game, then the AI will follow them. Ah kay... the problem is that the pilot gets a waypoint in the script... but this isn't really working :( very strange thing with the waypoints... I hope this was hepful :) Lurchi Share this post Link to post Share on other sites
thegunnysgt 1 Posted May 20, 2010 (edited) [0,_pos]spawn ac130_start; _pos is an array of a position f.e. "getPos player" Write this in the init.sqf but be careful, the rest of the init has to be untouched... I hope this works ^^ I haven't checked it for myself... the same code is used in the ac130_action_map.sqf but there he's using the position of the mapclick. That works great! I changed the 0 to a 2 since I didn't want to create a C130, but use one already flying in the mission, but put the player already in camera view. Ah kay... the problem is that the pilot gets a waypoint in the script... but this isn't really working :( very strange thing with the waypoints... I hope this was hepful :) Now if we can only solve the issue of the C130 not following waypoints, I can have a player start the mission out in the AC130 camera view, while it is flying it's designated waypoints that I create in the editor to the target area. For some reason the AI pilot just wants to start the pylon turn immediately upon mission start even if I am not in the camera view, meaning I'm in the copilot seat, shouldn't it wait until the AC130 scripts are called/started using the action menu items. Though if I have a player in camera view upon mission start than the scripts might take over and overwrite any waypoints I have in the editor. Is there a way to issue the right-click move command in the camera view, through a script or trigger, maybe that can be used to issue waypoints. Is it possible to have someone in the AC130 camera view and have the C130 fly a set of waypoints? I used a trigger to issue move commands to the C130 pilot, but while I was in the camera view the pilot just flew the pylon turn. Through when I exited out of the camera view, it accepted the new waypoints give to it through the trigger. Edited May 21, 2010 by thegunnysgt Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted May 21, 2010 Maybe I should completly remove the ability to set waypoints via script? (only if it's used as co-pilot!) Because in MP the pilot will be a human and in SP you can order the AI without the script or just use the other script (the AC130 flying around a center). This would solve the problem and you can give the C130 waypoints... what do you mean? :) Share this post Link to post Share on other sites
thegunnysgt 1 Posted May 21, 2010 I don't want you to have to rewrite your scripts. :) Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted May 21, 2010 well first of all, deactivating the waypoints isn't difficult ;) Quite the contrary I needn't think about this problem anymore :D Second: I want feedback from the community so I can improve the script. :) I'm glad about new ideas and willing to implement them as long as I like them too of course =D Share this post Link to post Share on other sites
thegunnysgt 1 Posted May 21, 2010 What about offering a way to have the C130 follow waypoints, then when it reaches it's last waypoint, or it can be any waypoint, trigger or event in the mission, the mission designer just simply needs to put into the init line of that waypoint similar to the above code you provided me. That way the C130 will follow waypoints, and then do it's thing with the pylon turn. Could there be an option to just have a player in the AC130 camera, but not have the C130 start it's pylon turn until it gets to whatever waypoint as described above. I guess my imagination for mission making is a bit out of the scope of the AC130 scripts in it's current state.. ;) means that there is alot of room for some good ideas. Lol. Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted May 21, 2010 What about offering a way to have the C130 follow waypoints, then when it reaches it's last waypoint, or it can be any waypoint, trigger or event in the mission, the mission designer just simply needs to put into the init line of that waypoint similar to the above code you provided me. That way the C130 will follow waypoints, and then do it's thing with the pylon turn. In the next release (soon ;) ) you will be able to start the script in different ways: 1. pylon turn with an existing plane (pass radius and height) 2. pylon turn without an existing plane (pass position, radius, height) 3. Camera view of an existing plane (the plane will not rotate around a center) So the mission maker can easily start the scripts at will and later stop them. :) Could there be an option to just have a player in the AC130 camera, but not have the C130 start it's pylon turn until it gets to whatever waypoint as described above. If you're the co-pilot of a C130 you can switch to camera mode and another person can fly the C130. That's what you mean? Lurchi Share this post Link to post Share on other sites
thegunnysgt 1 Posted May 21, 2010 In the next release (soon ;) ) you will be able to start the script in different ways: 1. pylon turn with an existing plane (pass radius and height) 2. pylon turn without an existing plane (pass position, radius, height) 3. Camera view of an existing plane (the plane will not rotate around a center) So the mission maker can easily start the scripts at will and later stop them. :) If you're the co-pilot of a C130 you can switch to camera mode and another person can fly the C130. That's what you mean? This is turning out to be a very great set of scripts! I mean for a player to be in camera mode and the C130 be piloted by AI following waypoints created in the editor, then at whatever point the mission creater choose the AI starts their pylon turn. Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted May 22, 2010 This would be no problem. The mission creater will be able to start the script whenever he wants and with every plane. f.e: 1. The mission starts somewhere. 2. At a certain point a C130 is apperaing in the sky and the player will be switched into the camera mode. The C130 still follows its waypoints. 3. After a few minutes or at a certain position the C130 switches to rotating mode and then rotates around the center. Lurchi Share this post Link to post Share on other sites
TheDecline 10 Posted May 22, 2010 Hey, I've been trying to get this to work in Evo but am not having much luck. I put the folder with all the scripts into the mission along with the code in the init file. The only thing I didn't add that was in the sample mission was the code in the description.ext. When I load up an Evo game all option to "Call AC130" shows up on the object with the init line but instead of going into the gunner view it just flashes briefly and then returns you to your character. Same thing happens with "AC130 Autopilot" and "AC130 Camera". This is with vanilla ArmA 2 with no mods. Any ideas on what could be causing the problem? Am I missing something? Share this post Link to post Share on other sites
LurchiDerLurch 10 Posted May 22, 2010 The only thing I didn't add that was in the sample mission was the code in the description.ext. Maybe that's the problem? :rolleyes: Share this post Link to post Share on other sites
TheDecline 10 Posted May 23, 2010 Maybe that's the problem? :rolleyes: Could be, I was hoping it wasn't, when I use the that line of code in Evo's description.ext and then try and host a game it gives me the following error: File MPMissions\EVO%20BLUE%20AC130.Chernarus\ac130\Rsc.h, line 12: .RscText: Member already defined. :confused: Share this post Link to post Share on other sites