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scottb613

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  1. scottb613

    3CB BAF Vehicles

    Hi Folks, Just a heads up on the Apache - that issue with the perpetual climb still seems present... Ran a another test and recorded the results with (3) helicopters with (3) move waypoints each... Units Tested: UNIT_1: (3CB) Apache AH1 Multi UNIT_2: (VAN) AH-99 Blackfoot UNIT_3: (3CB) Merlin HC4 18 GPMG Criteria: All helicopters had waypoints created by script so they are identical. Tested without script to confirm results. Ordered altitude = 30 meters. Length of run = 16 kilometers. Departure staggered so distance varies on each data point. Test ran over water to eliminate ground interference. Mode was set to "CARELESS". Given - the altitude isn't held very well when passing waypoint. The first two data points are on ground so you have some odd results. Result: As you can see by the data presented below - after an approx. 16K meter run - the Apache is at a final height of 180 meters - while the other two examples seem to hold their programmed height of 30 meters (more or less). If you notice in the first few data points on the Apache it seems to try and hold its altitude but when it gets up to full speed it just can't control it... I did try limiting the speed but even then - when it hits the max set limit it starts to climb... TRACKguns.sqf ## ## UNIT_1: Apache AH1 Multi || Time = 71.934 || Alt = 23.4918 || Spd = 0.604495 || Dist = 0.576934 ## UNIT_2: AH-99 Blackfoot || Time = 71.934 || Alt = 22.3154 || Spd = 4.6578e-006 || Dist = 0.00472832 ## UNIT_3: Merlin HC4 18 GPMG || Time = 71.934 || Alt = 23.8356 || Spd = -2.6469e-005 || Dist = 0.00855532 ## ## UNIT_1: Apache AH1 Multi || Time = 81.939 || Alt = 56.6002 || Spd = 146.949 || Dist = 180.6 ## UNIT_2: AH-99 Blackfoot || Time = 81.939 || Alt = 41.5377 || Spd = 4.14278 || Dist = 19.628 ## UNIT_3: Merlin HC4 18 GPMG || Time = 81.939 || Alt = 23.8356 || Spd = 4.88869e-005 || Dist = 0.00855532 ## ## UNIT_1: Apache AH1 Multi || Time = 91.947 || Alt = 31.4076 || Spd = 225.354 || Dist = 699.083 ## UNIT_2: AH-99 Blackfoot || Time = 91.947 || Alt = 61.1974 || Spd = 166.55 || Dist = 276.12 ## UNIT_3: Merlin HC4 18 GPMG || Time = 91.947 || Alt = 61.9951 || Spd = 63.6128 || Dist = 63.6897 ## ## UNIT_1: Apache AH1 Multi || Time = 101.955 || Alt = 27.96 || Spd = 264.516 || Dist = 1376.33 ## UNIT_2: AH-99 Blackfoot || Time = 101.955 || Alt = 29.7623 || Spd = 232.612 || Dist = 826.667 ## UNIT_3: Merlin HC4 18 GPMG || Time = 101.955 || Alt = 43.7224 || Spd = 171.525 || Dist = 417.519 ## ## UNIT_1: Apache AH1 Multi || Time = 111.967 || Alt = 28.0334 || Spd = 283.254 || Dist = 2135.56 ## UNIT_2: AH-99 Blackfoot || Time = 111.967 || Alt = 28.4176 || Spd = 268.65 || Dist = 1526.01 ## UNIT_3: Merlin HC4 18 GPMG || Time = 111.967 || Alt = 25.3103 || Spd = 222.42 || Dist = 968.215 ## ## UNIT_1: Apache AH1 Multi || Time = 121.97 || Alt = 28.0274 || Spd = 289.866 || Dist = 2927.58 ## UNIT_2: AH-99 Blackfoot || Time = 121.97 || Alt = 28.3971 || Spd = 283.527 || Dist = 2291.13 ## UNIT_3: Merlin HC4 18 GPMG || Time = 121.97 || Alt = 23.1417 || Spd = 245.521 || Dist = 1617.37 ## ## UNIT_1: Apache AH1 Multi || Time = 131.975 || Alt = 48.124 || Spd = 285.515 || Dist = 3723.5 ## UNIT_2: AH-99 Blackfoot || Time = 131.975 || Alt = 40.2371 || Spd = 288.88 || Dist = 3083.81 ## UNIT_3: Merlin HC4 18 GPMG || Time = 131.975 || Alt = 22.9608 || Spd = 256.459 || Dist = 2313.93 ## ## UNIT_1: Apache AH1 Multi || Time = 141.983 || Alt = 66.1732 || Spd = 287.296 || Dist = 4408.54 ## UNIT_2: AH-99 Blackfoot || Time = 141.983 || Alt = 61.4336 || Spd = 277.425 || Dist = 3846.32 ## UNIT_3: Merlin HC4 18 GPMG || Time = 141.983 || Alt = 22.9317 || Spd = 264.269 || Dist = 3040.09 ## ## UNIT_1: Apache AH1 Multi || Time = 151.986 || Alt = 103.965 || Spd = 283.241 || Dist = 5146.41 ## UNIT_2: AH-99 Blackfoot || Time = 151.986 || Alt = 34.8361 || Spd = 291.229 || Dist = 4538.41 ## UNIT_3: Merlin HC4 18 GPMG || Time = 151.986 || Alt = 27.4719 || Spd = 271.028 || Dist = 3770.11 ## ## UNIT_1: Apache AH1 Multi || Time = 162.002 || Alt = 103.858 || Spd = 290.486 || Dist = 5932.93 ## UNIT_2: AH-99 Blackfoot || Time = 162.002 || Alt = 53.9406 || Spd = 281.933 || Dist = 5299.63 ## UNIT_3: Merlin HC4 18 GPMG || Time = 162.002 || Alt = 27.4162 || Spd = 275.728 || Dist = 4421.71 ## ## UNIT_1: Apache AH1 Multi || Time = 172.004 || Alt = 100.014 || Spd = 296.536 || Dist = 6735.18 ## UNIT_2: AH-99 Blackfoot || Time = 172.004 || Alt = 29.4626 || Spd = 292.949 || Dist = 6087.08 ## UNIT_3: Merlin HC4 18 GPMG || Time = 172.004 || Alt = 27.924 || Spd = 279.006 || Dist = 5146.85 ## ## UNIT_1: Apache AH1 Multi || Time = 182.014 || Alt = 110.454 || Spd = 293.867 || Dist = 7538.22 ## UNIT_2: AH-99 Blackfoot || Time = 182.014 || Alt = 28.3872 || Spd = 294.584 || Dist = 6889.25 ## UNIT_3: Merlin HC4 18 GPMG || Time = 182.014 || Alt = 27.7116 || Spd = 276.851 || Dist = 5917.6 ## ## UNIT_1: Apache AH1 Multi || Time = 192.015 || Alt = 121.534 || Spd = 293.183 || Dist = 8347.64 ## UNIT_2: AH-99 Blackfoot || Time = 192.015 || Alt = 28.3859 || Spd = 293.973 || Dist = 7695.82 ## UNIT_3: Merlin HC4 18 GPMG || Time = 192.015 || Alt = 27.7277 || Spd = 276.947 || Dist = 6682.43 ## ## UNIT_1: Apache AH1 Multi || Time = 202.021 || Alt = 127.11 || Spd = 293.583 || Dist = 9161 ## UNIT_2: AH-99 Blackfoot || Time = 202.021 || Alt = 28.3997 || Spd = 295.738 || Dist = 8507.15 ## UNIT_3: Merlin HC4 18 GPMG || Time = 202.021 || Alt = 27.737 || Spd = 276.38 || Dist = 7450.1 ## ## UNIT_1: Apache AH1 Multi || Time = 212.021 || Alt = 125.242 || Spd = 295.055 || Dist = 9971.82 ## UNIT_2: AH-99 Blackfoot || Time = 212.021 || Alt = 28.387 || Spd = 296.002 || Dist = 9323.08 ## UNIT_3: Merlin HC4 18 GPMG || Time = 212.021 || Alt = 27.7153 || Spd = 274.894 || Dist = 8219.24 ## ## UNIT_1: Apache AH1 Multi || Time = 222.029 || Alt = 136.642 || Spd = 294.137 || Dist = 10783.3 ## UNIT_2: AH-99 Blackfoot || Time = 222.029 || Alt = 28.4041 || Spd = 295.443 || Dist = 10136.8 ## UNIT_3: Merlin HC4 18 GPMG || Time = 222.029 || Alt = 27.7492 || Spd = 276.158 || Dist = 8987.69 ## ## UNIT_1: Apache AH1 Multi || Time = 232.047 || Alt = 131.575 || Spd = 295.138 || Dist = 11596.3 ## UNIT_2: AH-99 Blackfoot || Time = 232.047 || Alt = 28.3863 || Spd = 295.11 || Dist = 10951.2 ## UNIT_3: Merlin HC4 18 GPMG || Time = 232.047 || Alt = 27.7524 || Spd = 273.208 || Dist = 9754.29 ## ## UNIT_1: Apache AH1 Multi || Time = 242.052 || Alt = 144.917 || Spd = 289.494 || Dist = 12404.5 ## UNIT_2: AH-99 Blackfoot || Time = 242.052 || Alt = 28.3941 || Spd = 296.049 || Dist = 11764.9 ## UNIT_3: Merlin HC4 18 GPMG || Time = 242.052 || Alt = 27.7564 || Spd = 273.559 || Dist = 10515.1 ## ## UNIT_1: Apache AH1 Multi || Time = 252.067 || Alt = 145.401 || Spd = 291.973 || Dist = 13200.4 ## UNIT_2: AH-99 Blackfoot || Time = 252.067 || Alt = 31.9889 || Spd = 289.125 || Dist = 12576.5 ## UNIT_3: Merlin HC4 18 GPMG || Time = 252.067 || Alt = 27.7277 || Spd = 273.847 || Dist = 11280.3 ## ## UNIT_1: Apache AH1 Multi || Time = 262.072 || Alt = 139.392 || Spd = 293.91 || Dist = 14010.1 ## UNIT_2: AH-99 Blackfoot || Time = 262.072 || Alt = 28.4011 || Spd = 292.796 || Dist = 13379.7 ## UNIT_3: Merlin HC4 18 GPMG || Time = 262.072 || Alt = 27.7267 || Spd = 272.288 || Dist = 12042.8 ## ## UNIT_1: Apache AH1 Multi || Time = 272.082 || Alt = 134.061 || Spd = 294.362 || Dist = 14825.8 ## UNIT_2: AH-99 Blackfoot || Time = 272.082 || Alt = 28.3901 || Spd = 294.335 || Dist = 14193.2 ## UNIT_3: Merlin HC4 18 GPMG || Time = 272.082 || Alt = 27.8487 || Spd = 268.697 || Dist = 12798.5 ## ## UNIT_1: Apache AH1 Multi || Time = 282.085 || Alt = 175.377 || Spd = 284.423 || Dist = 15567.5 ## UNIT_2: AH-99 Blackfoot || Time = 282.085 || Alt = 32.3064 || Spd = 291.363 || Dist = 15007.2 ## UNIT_3: Merlin HC4 18 GPMG || Time = 282.085 || Alt = 27.6874 || Spd = 271.031 || Dist = 13552.5 ## ## UNIT_1: Apache AH1 Multi || Time = 292.093 || Alt = 180.971 || Spd = 291.329 || Dist = 16097.8 ## UNIT_2: AH-99 Blackfoot || Time = 292.093 || Alt = 60.3474 || Spd = 280.634 || Dist = 15692.2 ## UNIT_3: Merlin HC4 18 GPMG || Time = 292.093 || Alt = 27.7172 || Spd = 273.59 || Dist = 14315.9 ## ## Repro Mission: Includes data tracking script (data copied to Windows clipboard) - Helicopter Launch and Data Collection kicked off by Radio Trigger: https://www.dropbox.com/s/1wrwf8nroel11rs/SCO-GUNS-DEMO.Altis.zip?dl=0 Hope this helps... Regards, Scott
  2. scottb613

    3CB BAF Vehicles

    Just thanks for all the effort and work on the update - much appreciated... Regards, Scott Sent from my iPhone using Tapatalk
  3. Hi Folks, I've actually scoured YouTube looking for a tutorial on how to use these missiles in both AI and Player modes... Could use a bit of help... From an AI standpoint - I load helicopters equipped with these missiles and they seem very reluctant to use them - I watched 3CB Wildcats make successive passes over two tanks for more than 10 minutes (SAD,RED,COMBAT) and never fire a shot... These are Electro Optical and Laser Guided munitions - is there some key requirement missing for them to target these tanks ? I've used other flavors of attack helicopters as well - it's just 3CB makes a good example as the missiles are the only weapon carried... From a players perspective in the cockpit - again - what magical sequence do I need to follow to lock onto an armored asset ? I see a laser designator is included in the cycle weapons key - do I need to use that ? The missiles comes off the rail and just fly unguided into the ground... Finally - I noticed ACE has their own brand of AGM - what's different or special utilizing these ? Seems good tutorials are easy to find on just about any ArmA topic - but pickens are slim on this one... Regards, Scott Sent from my iPad using Tapatalk
  4. scottb613

    [ALiVE, SP/COOP 1-20] Inshallah [Insurgency]

    Hi HaV, Or - Steam being Steam - just ignore them all... Thanks for the effort !!! Inshallah is a favorite - and one I keep coming back to... So - I'm assuming you arm the civilians and they play the roles of both Civilian and OPFOR since they seem to be the only faction available now in your "Required Addons" list ??? Regards, Scott
  5. Hi Folks, Been privileged to see some of the inner workings of this mods development - it's turned into quite the team effort - Bravo Zulu - Cheese and Co - job well done... Very professional job on the wiki - RM - as well... Regards, Scott
  6. Hi Folks, That's some mighty fine modeling - never realized a truck could look sooooo good... Regards, Scott
  7. scottb613

    Global variable - how to?

    Example: I think you would want to use [call] vs [spawn] ??? Regards, Scott
  8. scottb613

    Global variable - how to?

    Hi Rory, I think I'm not explaining it well - here is an excerpt from KK's blog: Regards, Scott
  9. scottb613

    Global variable - how to?

    Hi Rory, LOL - glad you figured it out... Globals are easy - just leave the "_" off the beginning - then it's available not only in your current script but any other script you might use... As I assume you've gathered - the script runs in sequential order - so you can't use variables you haven't declared until you get to them... If you write any functions - same deal - I usually place them in the very beginning so they are immediately available... I'm no expert - but - if you use [spawn] I don't think your [sleep] will work - [spawn] is scheduled to run only when there is time available in the game engine - so [sleep]'s don't work - you might want to look at [call] as that's sequential - everything needs to be done in order - and the script processing will wait for [sleep]'s to process before moving on... I'm probably not explaining it 100% - but I think that's the gist... [spawn] is something you fire off when you don't need the result to continue... If you're new to this - hope your editing with something that gives you the ArmA Syntax color coding - something like Notepad ++ with an ArmA script plugin... If you need more info just shout... http://killzonekid.com/arma-2-arma-3-hybrid-syntax-highlighter-for-notepad/ Here's some great background info on variables: http://killzonekid.com/arma-scripting-tutorials-variables-part-2/ Bookmark that site as there is a TON of very useful scripting help... Best of luck... Regards, Scott
  10. scottb613

    Max speed of Jets

    Hi... If you've noticed ArmA sceneries are a bit small compared to real life - the runways are a bit shorter - FOV seems a bit off as runways seem to rush by entirely too fast - the normal view distances aren't that far - I believe ArmA jet speeds have been adjusted accordingly to compensate for this - you need to take the flight models with a grain of salt... While many seem to enjoy flying jets - I'm a real pilot and and avid flight simmer - I don't think flight is modeled all that well - personally - I stick to flying helicopters in ArmA for the most part and leave the jets for AI to fly... There are afterburners - I don't recall if you you need to bind a key... Just my two cents - take it for what it's worth... Regards, Scott Sent from my iPad using Tapatalk
  11. Happy to help - I've tried a couple - I like his the best - enjoy! Sent from my iPhone using Tapatalk
  12. Hi Folks, Maybe this is obvious to everyone but I've found using the "windows clipboard" really helps/speeds my script debugging efforts... I just call my logging function from critical areas of code passing it whatever respective string is needed... This allows me to track the codes execution step by step - or - variable by variable if necessary... It doesn't vanish like a hint - it's not microscopic text like in the chat dialog - and I don't have to wade through the full log file... Simply open a new text document and hit paste after your codes execution... The only issue I haven't been able to figure out is - I can't pass the clipboard a carriage return - therefore the file output is delimited... It's easy in Notepad ++ to globally substitute carriage returns for your delimiter - a couple of keystrokes... // FUNCTION - Log to Clipboard // _fcLogger = {params ["_logEnt"]; private ["_logHld","_logSpc","_logPut"]; _logHld = copyfromclipboard; _logSpc = " ## "; _logPut = _logHld + _logEnt + _logSpc; copytoclipboard _logPut; }; Regards, Scott
  13. Hi, While the A-7 used the same engine as the F111 and the F14 - it didn't have an afterburner or supersonic flight... Regards, Scott
  14. Hi Folks, Obviously we need ( 0 == 0 ) to continue from the [waitUntil] loop... I was confused on how you were making the "unit is alive" and "unit is not in Helicopter" a condition of [count]... Up until now I thought [count] only had one parameter - the array you were counting... As usual - wiki - has the answer and shows the alternative syntax which applies here and adds a "condition" to the mix: [Count] Syntax: condition count array Parameters: condition: Code that must return true for the tested element to be counted. The variable _x will contain the currently tested element. array: Array Return Value: Number Regards, Scott
  15. Hi Folks, Normally I can find something to help me get through each task I need to complete - although it might not be the most efficient method... I'm struggling a bit with this one... I have an array of infantry group names - I want to "waitUntil" all infantry units are loaded into cargo... This is where I'm at - the example below doesn't work - just illustrates my thought process... Any suggestions or help appreciated... { _vehicle = slick1; _infGroup = missionNamespace getVariable [_x, objNull]; _infUnitArr = units _infGroup; { _cargoIndex = _vehicle getCargoIndex _x; waitUntil { _cargoIndex != -1 }; } foreach _infUnitArr; } foreach _infGroupArr; Thanks... Regards, Scott
  16. LOL - I caught that myself... The number of groups per helicopter can vary... Possible (4) helicopters with possible (4) infantry groups per helicopter... Just wanted to insure everyone was loaded prior to commencing with engine start... I tried starting the engines before the chalks completed loading - but I couldn't hold them on the ground - they just popped up an hovered like 20 meters off the ground - even with flyinHeight set to 0... My implementation (I can't test until weekend): // (CHALK) waituntil each chalk loaded as cargo // { _slkUnt = slick1; _chkGrp = missionNamespace getVariable [_x, objNull]; waituntil { sleep 2; ({alive _x && !(_x in _slkUnt)} count (units _chkGrp)) == 0 }; } foreach _chk1Arr; { _slkUnt = slick2; _chkGrp = missionNamespace getVariable [_x, objNull]; waituntil { sleep 2; ({alive _x && !(_x in _slkUnt)} count (units _chkGrp)) == 0 }; } foreach _chk2Arr; { _slkUnt = slick3; _chkGrp = missionNamespace getVariable [_x, objNull]; waituntil { sleep 2; ({alive _x && !(_x in _slkUnt)} count (units _chkGrp)) == 0 }; } foreach _chk3Arr; { _slkUnt = slick4; _chkGrp = missionNamespace getVariable [_x, objNull]; waituntil { sleep 2; ({alive _x && !(_x in _slkUnt)} count (units _chkGrp)) == 0 }; } foreach _chk4Arr; Regards, Scott
  17. Much appreciated... Regards, Scott
  18. Hi... Sorry - one follow up -the first open paren is a typo right - there is no matching close paren... Regards, Scott
  19. THANKS ! I'll give it a shot... Regards, Scott
  20. Hi... Waypoints are the best method I know of to control - where - an aircraft flies... You can change your altitude with "flyInHeight" in the aircraft init field or subsequent waypoint activations... Examples: yourVehicleName flyInHeight 10; this flyInHeight 10; Regards, Scott
  21. Hi Folks, I was messing around last night and I think CCIP for bombs may be missing as well - dropping GBU's from one of the vanilla planes... Might have been the one that looks like an Albatross - I didn't research it further... Regards, Scott
  22. scottb613

    AGM - Hellfire and Mavericks

    Hi... Thanks so much for taking the time to write this up... Let me see if I can put some of this new information to good use... Regards, Scott Sent from my iPad using Tapatalk
  23. Sorry - I don't - my favorite is the one from Killzone Kid - I have that one and it's still available... Regards, Scott Sent from my iPad using Tapatalk
  24. scottb613

    Jets DLC Official Feedback

    Hi Folks, Is there any plan to make aircraft actually turn when they bank ? I realize we're not shooting for a flight simulator fidelity - BUT - this is truly a biggie... Thanks... Regards, Scott
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