J3ANP3T3R
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Close Air Support SIMULATION Without using Scripts
J3ANP3T3R posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Testing. Testing. Allow AI aircraft to spawn and attack your targets or bomb an empty space just for the heck of it. without using external files and scripts. Simply create a marker named "Airstrike_Spawn" wherever you like to place them. try on far corners. Then add a trigger named "AKDummyTrigger" set it to be Repeatable and called on RADIO. add the codes below to the OnAct field. Now using your center view or binoculars or weapon aim point to a target MAN VEHICLE or point to an empty ground. Airstrike will spawn from a distant and provide support. different aircraft can be set for different targets. for MAN targets i use Nodunit & Franze AH-64D mod (which is awesome by the way. i just cant fly it). it will use all its weapon. for all vehicle targets manned or unmanned. i use A-10. for empty ground targets pr buildings i still use A-10 GBU12 because i dont know of any other. Config for aircraft: AirKraft = ["CLASS NAME OF AIRCRAFT","ANY DESCRIPTION"] ; AKFlyHeight = travel maintaining height ; spawn type "FLY,NONE,FORM,CAN_COLLIDE" etc ; initial speed. put 0 to ignore ; spawn height ; distance from target before aircraft starts diving and aiming at the target ; let loose will use Waypoint (for choppers) ; expired time before aircraft cancel everything and return to base ; distance from target before aicraft starts shooting ; WeaponType = ["CLASS NAME OF WEAPON",DELAY B4 FIRING AGAIN, fire how many ,"ANY DESCRIPTION"] ; AKOrdinance = Just a tag to tell me what type of target man vehicle or empty ground ; TGTDesc = "ANY DESCRIPTION" ; TGTType = class type of target ; myNearestEnemy = AK findNearestEnemy AK ; if( myNearestEnemy == objNull ) Then {AKStatus = 3 ; hint 'CLear' ;} ; doesnt work. please tell me how i can fix this. -
Spawn vehicle mid air.
J3ANP3T3R replied to fadly1979's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
"_F35Bveh = createVehicle ["F35B", position player, [], 5000, "FLY"];" i know this thread is old but i just have to ask a few things. i feel this line of code wont have its altitude working unless you change "FLY" into "NO_COLLISION" .. this have been a problem for me. whatever you do with that 5000 it gets overwritten with 100 or so. but using "NO_COLLISION" to have it exactly where you spawned it will have it dropping until the pilot can recover from the stall. what i am to do is spawn it in mid air @2000 with engines ON and speed as if he was already flying there. -
ARTILLERY SIMULATION without using scripts.
J3ANP3T3R posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Good day ! ARMA 2 have been around for years and now i have revisited the game. mostly on editing and im fairly new at it. i have found difficulties in searching for editing tutorials in some of my target changes. most of which i prefer would not require a download of anything anywhere. just simple ingame editor usage. i would like to share this one below if anyone still require them. its a simulation of an artillery strike and is actually just dropping bombs from the sky. where _InitDelay is how far up the first bomb will fall ( the higher it is the longer the delay for the bomb to explode ). _Delay is the gap between bomb explosion ( again not really time delay but height delay ). _Rounds is how many bombs will drop. _Radius is in meters(i think) from the center. these are the values you can change as well as the "ARTY_Sh_105_HE" ammo class. so basically you create a radio trigger ALPHA Bravo etc... then add this line of code to the ONACTIVATION box. then ingame- point to the ground where you want them to drop example a village etc. then call in your radio. _InitDelay = 500 ; _Delay = 100 ; _Rounds = 10 ; _Radius = 100 ; CurrTarget = screenToWorld [0.5, 0.5] ; Dummyobj = "Baseball" createVehicle [(CurrTarget) select 0,(CurrTarget) select 1,1] ; Dummysmoke = "SmokeShellRed" createVehicle [(CurrTarget) select 0,(CurrTarget) select 1,1] ; Dummysmoke attachto [Dummyobj,[0,0,0]]; for [{_x= 0},{_x <= (_Delay * _Rounds)},{_x = _x + _Delay}] do { tX = (((CurrTarget) select 0) - _Radius) + random (_Radius * 2) ; tY = (((CurrTarget) select 1) - _Radius) + random (_Radius * 2) ; bomb = "ARTY_Sh_105_HE" createVehicle [tX,tY,_InitDelay + _x] ; } BUT i have a problem again because i want to be able to point to a location in the map as well and not use my scope or aim at ground. i cant seem to find anything that will let me get the mouse position while on map then convert that into world position. i was hoping someone can help me with this also if you want to add some sound to your trigger and hear it when you call in the radio just name your trigger and move your trigger to your player's position. example add to the code above ART_Trigger setPos (getPos player) ; where ART_Trigger is the name of your trigger. i have also created an aircraft carpet bomb, GBU bomb drop simulation which im going to finish in a while. have a great day.