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WurschtBanane

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About WurschtBanane

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  1. WurschtBanane

    Jets DLC Official Feedback

    The new Midrange SAMs get spoofed by chaff WAY too easy and thus are too ineffective against player-controlled aircraft. If i place an S-400 site like this: It has a range of 10-16km, but a simple 10 flare burst just trashes the missile completely. This would not be a problem if the AI would only use 1 launcher at once, but it uses all 6. So practically, you dont need to use KH58 or a HARM missile to defeat the new "Beyond visual range" SAMs. You just take an A-10, survive 4 missile shots with a couple of flares, and cannon down the site. Solutions: - Give the ability to group together these launchers and radars, so they ACT AS ONE SITE and only shoot one missile at a time - Increase missile effectiveness against countermeasures. I mean its a radar guided SAM, not a stinger/titan MANPAD, goddamit :D - Someone told me that the missiles did not eat countermeasures as easily when they were player-controlled (with a UAV terminal), which i did not test though. Maybe the issue is there.
  2. No, they are the SAME missiles. This mods aim120 and R77 depict the same missiles and are supposed to work the same as vanilla. Just that vanilla is modeled better when it comes to range and Probability of Kill. And last time i checked the radar guided mod missiles were heatseaking.
  3. Hey, could you remove your mod´s Air to air missiles or at least the R77 and Aim120? I honestly only use the vanilla AMRAAM/ R77 anyway because it has better missile physics, and it is really confusing to always pick the right one. MIssion makers or logistics rearming an aircraft often will not know the difference between the mod´s radar guided missiles and the vanilla ones.
  4. WurschtBanane

    Delete dismounted vehicle crews

    Alright @Grumpy Old Man thank you very much, i got it to work! What i found out is, that for some reason the EH is triggered upon spawn. So what i did was to add the EH one minute after each spawn. This is what the spawn script using GOMs despawn eventhandler looks like now: if isServer then { while {true} do { sleep 5; _grp1 = [getMarkerPos "tankspawn_2", BLUFOR, ["rhs_m6"],[],[],[],[],[], 0] call BIS_fnc_spawnGroup; _grp1 setBehaviour "SAFE"; _grp1 setFormation "COLUMN"; _wpt1 = _grp1 addWaypoint [getmarkerPos "waypointspawn_1",0]; _wpt1 setWaypointType "MOVE"; _wpt2 = _grp1 addWaypoint [getmarkerPos "waypointspawn_2",0]; _wpt2 setWaypointType "MOVE"; _wpt3 = _grp1 addWaypoint [getmarkerPos "waypointspawn_3",0]; _wpt3 setWaypointType "SAD"; sleep 60; _veh1 = assignedVehicle leader _grp1; _veh1 addEventHandler ["GetOut",{ params ["_vehicle","_role","_unit"]; _delete = _unit spawn GOM_fnc_crewDelete; }]; sleep 5; _grp2 = [getMarkerPos "tankspawn_2_2", BLUFOR, ["rhs_m6"],[],[],[],[],[], 0] call BIS_fnc_spawnGroup; _grp2 setBehaviour "SAFE"; _grp2 setFormation "COLUMN"; _wpt4 = _grp2 addWaypoint [getmarkerPos "waypointspawn_1",0]; _wpt4 setWaypointType "MOVE"; _wpt5 = _grp2 addWaypoint [getmarkerPos "waypointspawn_2",0]; _wpt5 setWaypointType "MOVE"; _wpt6 = _grp2 addWaypoint [getmarkerPos "waypointspawn_3",0]; _wpt6 setWaypointType "SAD"; sleep 60; _veh2 = assignedVehicle leader _grp2; _veh2 addEventHandler ["GetOut",{ params ["_vehicle","_role","_unit"]; _delete = _unit spawn GOM_fnc_crewDelete; }]; }; }; Obviously, you need to make the sleeps longer, i shortened them to be able to test properly. 10 tanks per minute is a bit much :D
  5. WurschtBanane

    Delete dismounted vehicle crews

    So now after testing, i encountered 2 problems. Number one: I put this (without the lower vehicles apply part) in the InitServer.sqf. I removed the two "systemchat format" lines (i hope they are not important, by my understanding its just for testing). It works on local and local hosted MP, but not on a dedicated server. Problem number two: if isServer then { [] spawn { while {true} do { sleep 600; _grp1 = [getMarkerPos "tankspawn_2", BLUFOR, ["rhs_m6"],[],[],[],[],[], 0] call BIS_fnc_spawnGroup; _grp1 setBehaviour "SAFE"; _grp1 setFormation "COLUMN"; _wpt1 = _grp1 addWaypoint [getmarkerPos "waypointspawn_1",0]; _wpt1 setWaypointType "MOVE"; _wpt2 = _grp1 addWaypoint [getmarkerPos "waypointspawn_2",0]; _wpt2 setWaypointType "MOVE"; _wpt3 = _grp1 addWaypoint [getmarkerPos "waypointspawn_3",0]; _wpt3 setWaypointType "SAD"; _veh = assignedVehicle leader _grp1; vehicles apply { _veh addEventHandler ["GetOut",{ params ["_vehicle","_role","_unit"]; _delete = _unit spawn GOM_fnc_crewDelete; }]}; sleep 5; _grp2 = [getMarkerPos "tankspawn_2_2", BLUFOR, ["rhs_m6"],[],[],[],[],[], 0] call BIS_fnc_spawnGroup; _grp2 setBehaviour "SAFE"; _grp2 setFormation "COLUMN"; _wpt4 = _grp2 addWaypoint [getmarkerPos "waypointspawn_1",0]; _wpt4 setWaypointType "MOVE"; _wpt5 = _grp2 addWaypoint [getmarkerPos "waypointspawn_2",0]; _wpt5 setWaypointType "MOVE"; _wpt6 = _grp2 addWaypoint [getmarkerPos "waypointspawn_3",0]; _wpt6 setWaypointType "SAD"; _veh = assignedVehicle leader _grp2; vehicles apply { _veh addEventHandler ["GetOut",{ params ["_vehicle","_role","_unit"]; _delete = _unit spawn GOM_fnc_crewDelete; }]}; }; }; I tried to put this APC spawn on a loop, wedging the eventhandler in there. But the script does not work, and i dont know what i am doing wrong.
  6. WurschtBanane

    Delete dismounted vehicle crews

    So, looking at the eventhandler, i see that _x stands for the vehicle. But i only defined the group, so if i put in _grp1 addeventhandler it will assign the EH to the group, not the tank. How do i solve this?
  7. WurschtBanane

    Delete dismounted vehicle crews

    To spawn tanks (in this case its an APC) i do: if isHC then { [] spawn { while {true} do { sleep 1000; _grp1 = [getMarkerPos "tankspawn_2", BLUFOR, ["rhsusf_M113_D_usarmy_MK19"],[],[],[],[],[], 0] call BIS_fnc_spawnGroup; _grp1 setBehaviour "SAFE"; _grp1 setFormation "COLUMN"; _wpt1 = _grp1 addWaypoint [getmarkerPos "waypointspawn_1",0]; _wpt1 setWaypointType "MOVE"; _wpt2 = _grp1 addWaypoint [getmarkerPos "waypointspawn_2",0]; _wpt2 setWaypointType "MOVE"; _wpt3 = _grp1 addWaypoint [getmarkerPos "waypointspawn_3",0]; _wpt3 setWaypointType "SAD"; }; Its an infinite spawn, basically. I did this with different vehicles, that way about 20 vehicles are spawned per hour. I got performance issues sorted already, i just need to know how to wedge the eventhandler in there.
  8. WurschtBanane

    Delete dismounted vehicle crews

    Thank you @Grumpy Old Man! So if i execute your code on the server once, it will work for the rest of the mission?
  9. WurschtBanane

    Delete dismounted vehicle crews

    Does this work with AI spawned on a HC, if i spawn this loop on a Server?
  10. WurschtBanane

    Delete dismounted vehicle crews

    Okay, i still need help with that. Do i put an Eventhandler into the init.sqf? I cant, that would be too unauthentic/unimmersive.
  11. Now after the Tanks DLC, am making a pure OPFOR tank mission, meaning no hostile infantry. I made an infinite spawn of enemy tanks. The problem: The infantry that ejects from a disabled tank, often runs away and survives. And it stacks up. And stacks up. And stacks up. And crashes/lags the server. My solution is to make all BLUFOR infantry get detected via an eventhandler, then get the "CARELESS" stat assigned so they dont run around, and then give them a waypoint into a hidden place where players cannot see them, for example the edge of the map. There will be a trigger, which loops and deletes every blufor unit that enters it. My question: How do i create an eventhandler (has to work with JIPing players), that gives all Blufor infantry which isnt in a vehicle a waypoint and the CARELESS behaviour. Also, how do i create a black hole trigger, that eats blufor and only blufor? Just putting in "BLUFOR present" and making it repeatable might not work, as it might get stuck due to blufor still being present and not reactivating the trigger.
  12. WurschtBanane

    Jets DLC Official Feedback

    Nope. AP and also a very light variant, you wont be blowing up any tanks or APCs with it.
  13. WurschtBanane

    Jets DLC Official Feedback

    I am not talking about destroying the jets with 10+ rounds. The problem is that light AP ammo means the bullet only penetrates the component it actually hits. So if i hit the right wing 100 times, it will not even make the jet unflyable, it will just spin for a while. You hit the main part 20 times, something that will require you to waste all your ammunition against a dodging enemy player (if you even manage to stay behind him without him being helped or luring you over AA). And i know what i am talking about, i have spent dozens of hours fighting enemy player controlled Jets with the cannon. But high explosive ammo would deal damage to MULTIPLE components when it hits, meaning 10 hits (no matter where they hit) wont blow up the jet, but disable the vertical controls and instruments, for example. Another solution would be to give the bullets a way bigger punch, like the Su-25s (Yes i know it is not meant for CAP but public PvP is public PVP) Armor Piercing cannon in the RHS mod (of which i am too lazy to provide footage of right now), which disables any part of a jet in 1-2 hits, and also has big tracers when shooting and big effects when hitting, showing you where your bullets go, while the vanilla (new Jets, old ones work fine) bullets are almost invisible. What aircraft cannon designer would think: Hey, lets give the aircraft light AP Ammo, which can only destroy a jet when hitting certain parts of it! The fact that the new Jets dont get HE just looks like a balancing measure to me, which only works when fighting AI, despite the fact that the Jets DLC is meant to make things more realistic.
  14. WurschtBanane

    Jets DLC Official Feedback

    The thing you seem to forget, is that in an ACTUAL scenario, where there is an enemy player in a jet, you wont be able to just shoot him in the weak spots like that and aim perfectly... you will be lucky to score some hits. Go on a King of the Hill server, get in the Shikra and try to kill an enemy Jet with just the cannon. And then come back and accuse me of being bad. EDIT: The main point is, that you should be able to destroy an enemy jet with ten 30mm rounds no matter where you hit it. And that would be the case if the ammo was high explosive. If you do not want the cannons abused for CAS runs, keep them AP, but at least give them more power, so that a few hits will render the enemy jet fully uncontrollable.
  15. WurschtBanane

    Jets DLC Official Feedback

    Lets go to slo mo and count: 1 hit at the first burst (0:13), 3-4 hits in the back and engine or more at the second (0:16), 2 hits on the left wing (0:20), at LEAST 5-6 hits, most in the right wing at (0:23), another 3+ hits at (0:30), and around 5-10 hits with the last burst. I aimed worse than i had to to simulate a multiplayer dogfight, where you often only have 1-2 seconds to shoot the enemy (and not have the chance to aim for "critical hits"), as a player will not just keep you behind him by doing a couple of laughable attempts to dodge your cannon fire. By my understanding, a 30mm cannon should easily rip off one of the aircrafts wings with 2-3 hits, but here you need to hit with approx 50% of the ammo. And the fact that AI ejects at the slightest damage done to the aircraft does not fix the problem, a good pilot aka player will just keep flying, bring you over his AA and land somewhere afterwards. This is not as bad on the F/A-181, as it at least gets around 600 rounds, which is enough despite the laughable gun damage. Before the Jets DLC, it was way easier to shoot down enemy jets because you 1: saw the bullets tracers way more clearly and 2: it was HE and did more damage. At this point, in a guns only dogfight, the A-164 might beat a CAP fighter just because the CAP aircraft might run out of ammo first.
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