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tanin69

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About tanin69

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  1. How to reproduce : Normal behavior with HE shells 1) place a mk6 mortar with gunner 2) place a target at azimut 0 (for simplicity) and (for example) 700 m. away 3) set turret elevation to 75 deg (40/50 m. too long) and azimut 0 4) fire 3 shells : one with the mortar range finder on the target, the other one with the range finder looking at the ground, even just in front of the mortar and the third one, high in the sky. -> result : all shells land approximatively at the same distance, with the normal dispersion Wrong behavior with laser guided shells 1) Place a darter and give the gunner a drone terminal. For the test, I place the drone at a 90 deg angle between the target and the mortar, 100 m. on the right. Fly (alt. 50 m. or 100 m.), take turret control, lock on target (ctrl + t) and illuminate the target with the laser (LMB) 2) load guided shells : <mortar> addMagazineTurret ["8Rnd_82mm_Mo_LG", [0], 5]; in the debug console 3) set turret elevation to 75 deg and azimut 0 4) fire first shell with mortar range finder on the target -> result : the shell heavily corrects its trajectory and hit exactly on target 5) fire a second shell looking at the ground -> result : the shell falls 50 m. in front of the mortar 6) fire a third shell looking at the sky -> result : the shell falls far far behind HE impacts. To visualize shell trajectories : [player, 3] call BIS_fnc_traceBullets; in the debug console It clearly seems that the mortar range finder is used to acquire target coordinates. Feature or bug ? How to use laser guided shells on indirect fire in these conditions without artillery computer ? Arma 2.08.149102, no mod. Same problem with 8Rnd_82mm_Mo_guided shells (IR guided)
  2. tanin69

    LAMBS Improved Danger.fsm

    omg, forget everything, there was a spy Expression in the dbg console 😄🤪😳
  3. tanin69

    LAMBS Improved Danger.fsm

    Sorry, @diwako, I'm a such a fool tired idiot
  4. tanin69

    Advanced Developer Tools

    Thank you Lepoard20. I continue the discussion in Lambs thread, as it seems more related to LAMBS than ADT.
  5. tanin69

    LAMBS Improved Danger.fsm

    Another question. I'm on the way to find the best solution to completly desactivate the mod (seems some sort of oxymoron, because it's the only way to introduce it in our community :-D). The "brute force way" would be to set _unit setVariable ["lambs_danger_disableAI", true, true]; as nKenny previously suggested on every AI, included spwaned ones. Not a big problem, but would there be some side effect as : - Some mod functions still active ? In other words, does the mod affect only AI/man units and disabling on AI will really desactivate the entire mod ? - Would we expect a performance impact (EH launched, units loop to check FSM activation, etc ?) ? I didn't dig deeply enough in the code to answer by myself.
  6. tanin69

    LAMBS Improved Danger.fsm

    Hi and thank you for your quick answer. Same answer from Leopard20. Will check again this evening.
  7. tanin69

    Advanced Developer Tools

    Mmmm. Will test again this evening. Thank you for your quick reply.
  8. tanin69

    Advanced Developer Tools

    For your information, @Leopard20, it seems to have an incompatibility between ADT and the LAMBS danger mod (no we don't want to choose between this two wonderful mods !!). Steps to reproduce : ARma luanched with : CBA 3.15.6, lambs 2.5.3 and ADT : MIssion with one soldier in VR map, at mission start : 23:30:16 Error in expression <QGVAR(debug_drawRectCacheGame)> 23:30:16 Error position: <(debug_drawRectCacheGame)> 23:30:16 Error Missing ; Reported in lambs danger thread
  9. tanin69

    LAMBS Improved Danger.fsm

    For your information @nkenny, it seems to have an incompatibility between Leopard20's Advanced Developper Tool and the LAMBS danger mod (no we don't want to choose between this two wonderful mods !!). Steps to reproduce : ARma luanched with : CBA 3.15.6, lambs 2.5.3 and ADT : MIssion with one soldier in VR map, at mission start ( also reported in Advanced Developper Tool forum thread) : 23:30:16 Error in expression <QGVAR(debug_drawRectCacheGame)> 23:30:16 Error position: <(debug_drawRectCacheGame)> 23:30:16 Error Missing ;
  10. And it's aaaa biiingo : idc number conflict 😡. Very weird behavior, but, well, arma is like that.
  11. I'm trying to add a button and a filter dialog on map screens (briefing, in game map), but I've got this error message on mission loading : As if these controls were inheriting from RscListNbox class , ignoring the declaration : class lbl1: RscText For some reasons, a few controls display without any problems : Does anyone have any idea ? My config.cpp : class CfgPatches { class gdc_diary { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Functions_F", "A3_Modules_F", "A3_UI_F"}; }; }; #include "base_classes.hpp" // Ecran carte en jeu class RscDisplayMainMap { //IDD 12 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; // BRIEFING SCREEN class RscDisplayGetReady: RscDisplayMainMap { //IDD 37 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; class RscDisplayClientGetReady: RscDisplayGetReady { //IDD 53 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; class RscDisplayServerGetReady: RscDisplayGetReady { //IDD 52 // Ajoute le dialogue de filtre des marqueurs class controls { #include "RscMrkFilter.cpp" }; }; base_classes.hpp class RscText; class RscActiveText; class RscButton; class RscCheckbox; class RscControlsGroup; class ControlsBackground; class HScrollbar; class VScrollbar; class RscListNBox; RscMrkFilter.cpp : class gdc_MrkFilter_button: RscActiveText { idc= -1; style = 48; type = 11; access = 0; default = true; deletable = 0; fade = 0; //font = "PuristaMedium"; //shadow = 2; sizeEx = 0.4; action = "_ctrl = uiNameSpace getVariable 'crtlMrkFilter';if !(ctrlShown _ctrl) then {_ctrl ctrlShow true} else {_ctrl ctrlShow false}"; color[] = { 1, 1, 1, 0.6 }; colorText[] = {1, 1, 1, 1}; colorActive[] = { 1, 0.2, 0.2, 1 }; colorDisabled[] = {1,1,1,1}; /* soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; */ x = safeZoneW + safeZoneX - (0.020630 * safezoneW); y = safezoneY; w = 0.020625 * safezoneW; h = 0.033 * safezoneH; text = "\GDC_mrkFilter\data\icon-filter.jpg"; tooltip = "Filtrer les marqueurs"; url = ""; }; //Filter control group class gdc_MrkFilter_grp: RscControlsGroup { idc = -1; onLoad = "uiNamespace setVariable ['crtlMrkFilter', _this select 0];"; text = ""; show = true; x = safeZoneW + safeZoneX - (0.1765 * safezoneW); y = 0.032 * safezoneH + safezoneY; h = 0.206 * safezoneH; w = 0.176 * safezoneW; class controls { class Backgrd: RscText { idc = -1; type = 0; style = 96; //x = 0.5; //y = 0.5; h = 0.206 * safezoneH; w = 0.176 * safezoneW; colorText[] = {1, 1, 1, 1}; colorBackground[]={0,0,0,1}; text = ""; }; class lbl1: RscText { idc = 1001; type = 0; style = 1; text = "Tous les marqueurs MM"; //--- ToDo: Localize; x = 0.04; y = 0.03; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx1: RscCheckbox { idc = 2001; checked = 1; x = 0.21; y = 0.02; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; //box blufor class Bx79: RscText { idc = 2079; x = 0.212; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0,0.3,0.6,1}; }; //box opfor class Bx89: RscText { idc = 2089; x = 0.262; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0.5,0,0,1}; }; //box guer class Bx99: RscText { idc = 2099; x = 0.312; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorBackground[] = {0,0.5,0,1}; }; //box all class Bx69: RscText { idc = 2069; type = 0; style = 2; text = "Tous"; x = 0.372; y = 0.08; w = 1 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class lbl2: RscText { idc = 1002; type = 0; style = 1; text = "Marqueurs AAP"; //--- ToDo: Localize; x = 0.04; y = 0.13; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx2a: RscCheckbox { idc = 2002; checked = 1; x = 0.21; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2b: RscCheckbox { idc = 2012; checked = 1; x = 0.26; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2c: RscCheckbox { idc = 2022; checked = 1; x = 0.31; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class chkBx2d: RscCheckbox { idc = 2032; checked = 1; x = 0.37; y = 0.12; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl3: RscText { idc = 1003; type = 0; style = 1; text = "Marqueurs de zone"; //--- ToDo: Localize; x = 0.04; y = 0.18; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx3: RscCheckbox { idc = 2003; checked = 1; x = 0.21; y = 0.17; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl4: RscText { idc = 1004; type = 0; style = 1; text = "Marqueurs autres"; //--- ToDo: Localize; x = 0.04; y = 0.23; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx4: RscCheckbox { idc = 2004; checked = 1; x = 0.21; y = 0.22; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; class lbl5: RscText { idc = 1005; type = 0; style = 1; text = "Tous les marqueurs joueurs"; //--- ToDo: Localize; x = 0.04; y = 0.315; w = 0.07 * safezoneW; h = 0.015 * safezoneH; colorText[] = {1,1,1,1}; colorBackground[] = {-1,-1,-1,0}; sizeEx = 0.015 * safezoneH; }; class chkBx5: RscCheckbox { idc = 2005; checked = 1; x = 0.21; y = 0.305; w = 1.2 * (((safezoneW / safezoneH) min 1.2) / 40); h = 1.2 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25); }; }; };
  12. tanin69

    LAMBS Improved Danger.fsm

    Thank you for your answer @nkenny But my explanation is not clear enough. Is it possible to desactivate LAMBS at the mission level, not at the group or unit level. In other terms, activate or desactivate LAMBS globally for an existing mission (with the mod active in the modset) ? LAMBS seems very very promising, but we can not take the chance to break our 200 + existing missions, with many of them heavily scripted on IA behavior.
  13. tanin69

    LAMBS Improved Danger.fsm

    Just a dummy question : is there a way to completly desactivate LAMB by mission settings ? In our community, we have a huge ammount of missions, most of them are heavily scripted and running LAMBS on them might produce unexpected results. But if we could activate LAMBS mission by mission, we would be able to build our new missions with LAMBS. Thanks a lot for your future answers 😁
  14. tanin69

    Rosche, Germany

    Hi here ! From your last post @Haggerty, it seems that you removed dependencies on MBG buildings, but dependencies on MBG buildings are listed on the first post. Do you confirm that there are no more dependencies with MBG buildings (and that the first post needs to be updated) ? Thank you for the great job !
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