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Coding42

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Everything posted by Coding42

  1. Coding42

    Report Selling

    I do not know if I am oversensitive but there is a guy selling a guieditor which seems to be made ingame... As far as I understand the tools licence this is forbidden: Here is the link.
  2. Coding42

    CODI_MORTAR

    I might change the license to gpl to make this happen: https://gyazo.com/823e613db136ba67c721b47b8fb1687d
  3. What is CODI_MORTAR? CODI_MORTAR adds an Artillery Computer that calculates firesolutions using mortar coordinates, target coordinates and adjustments. Youtube Should I try CODI_MORTAR? If you like the basic Artillery Computer provided by Arma 3 then you might not want to try this. If you like realism and like to give indirect firesupport without line of sight then you might try this. Is it complex? It is as easy as it could be made. But there is no MapClickShit. How do I use it? There are 2 modes of operation. One for GRID mode where target location is known and a POLAR mode where a forward observer tells you his position and you adjust the target from his position. In each mode the mortar position need to be entered or you click on the first "me" button to automatically fill in the correct values of the current position of the player. GRID: By opening the map and interpolating the position of the enemy to ~10 m you enter its coordinates and aproximate height in meters into the computer. The computer calculates the firesolution which can be used in the mortar to shoot at the target. Adjust your mortar and fire. POLAR: By opening the map and interpolating the position of the forward oberserver to ~10 m you enter its coordinates and aproximate height in meters into the computer. The forward observer needs you to give the azimut to the target in degree as well as the elevation to the target also in degree and the distance to the target in meters. You need to enter all those values into the computer. If you dont, you will shoot at your forward observers position! The computer calculates the firesolution which can be used in the mortar to shoot at the target. Adjust your mortar and fire. Yeah you got me, the mortar aims 1 MIL beside and 1 MIL to low (It is the same image as in the GRID mode) If you missed your target due to wrong aiming or positions and the forward observer saw the impact he can give you an adjustment like "45° 100m". If you enter those values you might hit your target on the second attempt. YOU DO NOT NEED TO PRESS THE "Adjust DST" BUTTON!!! If your Observer has multiple corrections you can click the button to change your DST values so you can use the adjustment again relative to the last adjustment if wanted. If you are fast enough you can remember Time On Target (TOT) after shooting with charge 2 then recalculate with charge 1 (will be faster due to lower angle) and time the shots using TOT to have simultaneous impacts. The computer ignores wind. AFAIK ACE also ignores wind for large calibers. What Speed do I need to enter? Depends. Default Mortar shoots with charge 0: 70 m/s, charge 1: 140 m/s and charge 2: 200 m/s Am I high? Normally you can hit a target with 2 different angles: a low one and a high angle. Mortars have a very high minimum angle so you will probably never need the low firesolution but just in case... How to setup a mission using the script? Copy the "CODI" folder into your mission. init.sqf: [] call compile preprocessFileLineNumbers "CODI\MORTAR\preInit.sqf"; enableEngineArtillery false; if (hasInterface) then { waitUntil{!isNull player}; private _mortar = ["Open MortarComputer", "Open MortarComputer", "", {createDialog "CODI_Mortar_GUI";}, {true}, {}, [], "", 10] call ace_interact_menu_fnc_createAction; [player, 1, ["ACE_SelfActions"], _mortar] call ace_interact_menu_fnc_addActionToObject; }; description.ext: #include "CODI\MORTAR\dialogs.hpp" What weapons are supported? All that you enter in the CODI\MORTAR\preInit.sqf in the variable CODI_Mortar_weapons Keep in mind you need to enter the WEAPONclass not the VEHICLEclass! I Like Artysupport but no one likes to play Arty... Change CODI\MORTAR\preInit.sqf CODI_Mortar_fireEnabled to true. Then you can click FIRE as often and fast as you like and a shell will be created at the specified artillery coordinates. Download: Dropbox Required Addons: ACE License This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/4.0/.
  4. Coding42

    CODI_MORTAR

    hotfix (i was too dumb to check the code after cleaning up...) added option to lock the src when using the simulated mortar
  5. Coding42

    CODI_MORTAR

    small update: added dispersion changed speed buttons to one listbox
  6. Nice to see, people know me 😄 Here is kind of a new version:
  7. Coding42

    CODI_MORTAR

    updated videos and images will follow
  8. Coding42

    CODI_MORTAR

    Quick preview: https://gyazo.com/f8788cbbf9e2b67565f85c43f22862c3 I completely have redone the GUI I will upload it when I am sure all works as it should. (Maybe tomorrow)
  9. Is it possible to use your Artillery UI (Gunnerview) without installing a mod, just by calling a scriptcommand and adding stuff to the description?
  10. Coding42

    CODI_MORTAR

    And the update is uploaded...
  11. Coding42

    CODI_MORTAR

    It works with each weaponsystem as long as you know its projectilespeed, it has no drag-/windeffects and the mortar shows you azimuth/elevation in MIL in worldcoordinates (not relative to the vehicle, shich makes absolutly no sense for artillery).
  12. Coding42

    CODI_MORTAR

    Your are welcome I will post a small update tomorrow as well as a video of the useage.
  13. Coding42

    CODI_MORTAR

    @Belbo Nice, that people remember me! I had a long break from Arma and now I am back. @Moderator This is a script and not an Addon. I hope it is ok to post it here because the Threads in "ARMA 3 - MISSION EDITING & SCRIPTING" were more technically and less a completed project.
  14. CODI_BFT is a blufortracker. When you open the map, you can see every unit of your own side in realtime. When zooming out, units are grouped if they are close together. When you zoom in, they get separated again. Group leaders have a larger symbol and have the callsign attached. ACE: Only units who have the item CODI_BFT_Tablet can track other units. Only units who have CODI_BFT_Tablet can be tracked. It is not possible to track enemy units if you collect an enemytracker. Downloads https://dl.dropboxusercontent.com/u/33115052/%40CODI_BFT.zip http://www.armaholic.com/page.php?id=30274
  15. Coding42

    Helmet Mounted Displays MOD

    In the Comanche gunner has its weapon displayed in the right upper corner. in the MELB AH6M-H the gunner has no idea what weapon is active unless the pilot tells him. Can you please change this?
  16. Like for the kick me dialogue!!! and some nice code snippets
  17. upper stair at [13437.4,16989.1,-0.000839233] not useable and vegetation on this small road intended? concrete visual at [13463.8,16459.2,0.00151062] btw. dont feel offended by me, just want to help on it and testing is a work in a project which is generally "liked a lot"
  18. nice! you are really fast!!! and an issue i have with several custom maps: roads are not displayed after a certain distance ~1km in your map, there are underlying dirtpaths. is it a problem with my settings or an issue for you?
  19. noticed it but i already noticed that issue with multiple maps so i guess its enginerelated as workaround addan action and call a setPos? :P rock on road near [11517.7,13640,1.13416] roof textures on multiple locations on ground are a bit disturbing gras and stones on road near [9937.12,11849,1.14362] keep on the good work
  20. you are awesome! is it possible to add "angel island" as a landmass? in the specops base, when you try to drive jets from the lower area to the upper area, there are some trees dangerously close to the taxiway
  21. Coding42

    Test retexture

    Actually it is a dev build and i will work on it if i feel to... In general I would like to know if the pattern works. Thats difficult to say if i only see the texture... Forgot the link... https://github.com/Codingboy/HexPat you need python ~3.4 Colours can be changed easy in the first lines of code other things are not that easy to change :D Feel free to use the code under cc by nc sa license Digital may come, Tiger not.
  22. I wrote a small program to generate camouflage textures. I began with hexagons because they are based on triangles which makes them easy to change in shape. As basecolours in this example I used colours from the BWMod for Arma 3 (Flecktarn). https://github.com/Codingboy/HexPat/blob/master/fleck_hexI.svg To make the pattern more irregular the shape of each hexagon is changed. https://github.com/Codingboy/HexPat/blob/master/fleck_hexII.svg To blur it even more, colours of different hexagons are interpolated and mixed to draw triangles. Version 3 is blured most. Version 4 has slightly decreased blur. https://github.com/Codingboy/HexPat/blob/master/fleck_hexIII.svg https://github.com/Codingboy/HexPat/blob/master/fleck_hexIV.svg What do you think of it? Is anybody willed to make an experimental test uniform with it? Can be really cheap, just to see something ingame to evaluate...
  23. Coding42

    Codings Sattelite

    no, not really people who have whitelisted servers would probably not put this in
  24. CODI_SAT gives you the possibillity to see the battlefield from sattelite view. You can move the sattelite view with wasd, zoom in with q, zoom out with y. With numpad 1-5 you can switch viewmodes. ACE: You need the item CODI_SAT_Tablet. Downloads https://dl.dropboxusercontent.com/u/33115052/%40CODI_SAT.zip http://www.armaholic.com/page.php?id=30271
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