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o5_

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About o5_

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  1. ACC4I - Air Craft Command Control Computers Communications and Intelligence This script/mod brings enhanced situational awareness and targeting capabilities for air Craft (something I feel the game is lacking). + adds an invisible UAV to serve as the targeting pod and laser + Interactive MFD + adds ability to interact with data links in real time + adds ability to interact with sensors in real time + TGP camera can lock to position or follow pilots view + TGP cam has night vision, IR+, and IR- + Adds navigational display + TGP cam and navigational display zoom + adds ability to cycle know targets present on data link and those known to pilot (I doubt the pilot would have knowledge of targets that the sensors don't). I plan to make the latter an option you can disable + while cycling system targets the TGP will lock to the current target, if in range (currently 3km) This is very much a work in progress, but I want to share it as a proof of concept to get feedback for suggestions and help if/where needed. Right now it's a set of scripts (easily hosted on a server and remote executed for clients). When it reaches a stable and near complete state I'll package it as a mod. Controls (editable in game settings > controls > add-on settings) Ctrl+z: toggle TGP cam mode Ctrl+x: ACC4I action menu Ctrl+c: MFD interaction Ctrl+v: TGP/nav zoom out Ctrl+b: TGP/nav zoom in Ctrl+n: arm/desarm TGP laser When you climb in a Air Craft you have to initialize ACC4I with Ctrl+x *Download example mission*
  2. ACC4I - Air Craft Command Control Computers Communications and Intelligence This script/mod brings enhanced situational awareness and targeting capabilities for air Craft (something I feel the game is lacking). + adds an invisible UAV to serve as the targeting pod and laser + Interactive MFD + adds ability to interact with data links in real time + adds ability to interact with sensors in real time + TGP camera can lock to position or follow pilots view + TGP cam has night vision, IR+, and IR- + Adds navigational display + TGP cam and navigational display zoom + adds ability to cycle know targets present on data link and those known to pilot (I doubt the pilot would have knowledge of targets that the sensors don't). I plan to make the latter an option you can disable + while cycling system targets the TGP will lock to the current target, if in range (currently 3km) This is very much a work in progress, but I want to share it as a proof of concept to get feedback for suggestions and help if/where needed. Right now it's a set of scripts (easily hosted on a server and remote executed for clients). When it reaches a stable and near complete state I'll package it as a mod. Controls (editable in game settings > controls > add-on settings) Ctrl+z: toggle TGP cam mode Ctrl+x: ACC4I action menu Ctrl+c: MFD interaction Ctrl+v: TGP/nav zoom out Ctrl+b: TGP/nav zoom in Ctrl+n: arm/disarm TGP laser When you climb in a Air Craft you have to initialize ACC4I with Ctrl+x *download mission template with scripts*
  3. Thanks man. I look into using config classes.
  4. Gentlemen, greetings again. I created a display control to mimic a MFD screen with a map/nav page with the following code... with uiNamespace do { disableSerialization; TGPMFD = findDisplay 46 ctrlCreate ["RscPicture", 89978]; TGPMFD ctrlSetPosition [ 0.69 * safezoneW + safezoneX, 0.578 * safezoneH + safezoneY, 0.31 * safezoneW, 0.415 * safezoneH ]; TGPMFD ctrlSetText "ACC4I\mfd.paa"; TGPNav = findDisplay 46 ctrlCreate ["RscMapControl", 89980]; TGPNav ctrlSetPosition [ 0.7205 * safezoneW + safezoneX, 0.619 * safezoneH + safezoneY, 0.2475 * safezoneW, 0.33 * safezoneH ]; }; I have it updating properly but I'll use this picture to describe the issue... . any ideas how I can fix this. I think I have to center the map on the center of the control.?.? Thank you!
  5. Amazing, just what I was looking for! Thanks!
  6. Hey George, thanks. I'm on my mobile and I'm having a hard time viewing the content in the link you sent. Is there a particular part that would benefit me? Again, thanks man. Sent from my SM-G930F using Tapatalk
  7. If I spawn a random group not knowing how many vehicles are in it or how many dismounted soldiers it has in it (assuming there are both), what's the easiest way (code) to mount all dismounted soldiers in vacant vehicles positions? Thanks for the help guys. Sent from my SM-G930F using Tapatalk
  8. I suggest leaving out the postInits in functions. Cfg so I, as a mission maker, have the flexibility to add enable/disable in mission parameters. Thanks@genesis92x and@Freddo3000. Love vcom Sent from my SM-G930F using Tapatalk
  9. Thanks for the reply grumpy Sent from my SM-G930F using Tapatalk
  10. Is there a way to distinguish how a target is detected? I want to list targets picked up by my aircraft sensors exclusively, not just some vehicle detected visually. For example we can list tracks tracks sent over the datalink with listremotetargets. Anything similar for local targets? Or a workaround? Thanks. Sent from my SM-G930F using Tapatalk
  11. so I spend a lot of time playing arma by myself so this is something that I would enjoy. whats the best way to control the main gun as the pilot? I'll include a few ideas I had and hopefully someone can provide some insight towards a better solution. #1. private _laser = ("LaserTargetW" createVehicleLocal [0,0,0]); private _gunner = ((group player) createUnit ["B_soldier_F", [0,0,0], [], 0, "NONE"]); missionNamespace setVariable ["LASE", _laser]; missionNamespace setVariable ["GUN", _gunner]; _gunner moveInAny (vehicle player); hideObject _gunner; _gunner setSpeaker "NoVoice"; _gunner setSkill 1; _gunner disableAI "TARGET"; _gunner disableAI "AUTOTARGET"; _gunner disableAI "AUTOCOMBAT"; _gunner disableAI "FSM"; (group player) setBehaviour "COMBAT"; (group player) setCombatMode "BLUE"; [_laser,_gunner] spawn { _laser = (_this param [0]); _gunner = (_this param [1]); waitUntil { _laser setPos (AGLtoASL (screenToWorld [.5,.5])); //_gunner reveal _laser; //_gunner doTarget _laser; (not (missionNamespace getVariable "laserOn")) }; }; _gunner commandTarget _laser; or use an actual laser 2. animateSource: AH99 animateSource ["MainTurret", -rad 90]; AH99 animateSource ["MainGun", rad 30]; what do you guys think? are there better ideas or methods? thanks.
  12. Thanks for the reply. I'll certainly consider your recommendations and see what I can do. Sent from my SM-G930F using Tapatalk
  13. So as the title states I'm curious what you all think about efficiency/optimizations when it comes to writing a lengthy script/mod for a mission. My current scripted mod is AC-C4I (Air Craft Command, Contol, Computers, Communications, & Intelligence). It has to do with sensors and targeting. The scripts have a lot of "waitUntil" commands for locking the targeting camera to screenToWorld amongst other functions. What would be the most efficient way to write this/integrate it into a mission. I can write the whole thing in one file and "call compile preprocessFileLineNumbers" on init. I can create a CfgFunctions.hpp and add it to the description.ext, or I could make it an FSM. I'd love to hear from you guys. Thanks.
  14. if I had the darter I could lock the camera simply by doing- _uav lockCameraTo [(screenToworld [0.5,0.5]), [0]]; and if I wanted to show an on screen PIP of the uav feed I create a camera object and place it like this- _cam attachTo [_uav, [0,0,0], "PiP0_pos"]; how can I do both of these for the pilotCamera found on planes in the new jets DLC? Thanks guys. -o5
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