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AtomicBoy

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About AtomicBoy

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  1. AtomicBoy

    NGSW mod

    Next Generation Armory - (NGSW + more) https://steamcommunity.com/sharedfiles/filedetails/?id=2770322183
  2. Please tell me what errors you have detected. thank you
  3. Modified script: "_target_marker" follows the item as well. ReconocimientoDroneV3.sqf // script = [RQ4A] execVM "ReconocimientoDroneV3.sqf"; // params ["_drone"]; while {alive _drone} do { _enemies = [_drone,5000] call BIS_fnc_enemyTargets; if (count _enemies > 0) then { _enemies = _enemies select {typeOf _x isKindOf "Land"}; { if (alive _x) then { _drone lockCameraTo [_x, [0]]; _drone doTarget _x; _drone doWatch _x; _target = _x; _targer_marker = createMarker ["laserMarker",[0,0,0]]; _targer_marker setMarkerColor "ColorYellow"; _targer_marker setMarkerShape "icon"; _targer_marker setMarkerSize [1,1]; _targer_marker setMarkerType "mil_destroy"; _targer_marker setMarkerText "LASER TGT POS"; _laser = "LaserTargetW" createVehicle getPosATL _target; _laser attachTo [_target,[0,0,0]]; _targer_marker setMarkerPos getpos _target; waituntil {if (alive _x) then {sleep 1; _targer_marker setMarkerPos getpos _target;};!alive _x OR !alive _drone}; if (!alive _drone) exitWith {deleteVehicle _laser;deletemarker "laserMarker";;}; deleteVehicle _laser; deletemarker "laserMarker"; }; } forEach _enemies; }; };
  4. Hello everyone: Inspirational in the scripts: https://forums.bohemia.net/forums/topic/231587-release-deadly-drone-aimanual-greyhawk-v10/ https://forums.bohemia.net/forums/topic/203486-how-to-make-ai-jtac-lase-enemy-infantry/ Allows from a reconnaissance uav to point targets with a laser. Once destroyed it looks for a new target, shot down the uav, it stops working the laser. To make it work: 1.- Name the UAV, for example: RQ4A. 2.-Create a triget or in the init of the vehicle add the script: script = [RQ4A] execVM "ReconocimientoDroneV3.sqf"; FIX V3: Modified script: "_target_marker" follows the item as well. FAILURES: It does not mark infantry and static artillery with the laser, "easy" solution, connect the infantry or static artillery unit with a vehicle.
  5. AtomicBoy

    Dynamic Vehicle Camshake

    Where can I download Version 2.1 hotfix? because the Download: is Dynamic Vehicle CamShake v1.2H Thanks
  6. AtomicBoy

    Pook ARTY Pack

    Unable to download the addons from steam, the following error is displayed: https://steamcommunity.com/sharedfiles/filedetails/?id=1312457117 Lo sentimos. Se ha producido un error mientras se procesaba la solicitud: Este artículo está marcado como oculto o no estás autorizado a verlo.
  7. AtomicBoy

    Real Armor Mod

    Real Engine contains the MOD Real Armor, author's comment: Real Armor by Olds & Bakerman with the clean-up [real_armor.pbo] Adressing many requests to fix vanilla and RHS armor I found it appropriate to implement a Real Armor script that normalizes the armor properties of every vehicle making the vehicle damage model more realistic. https://steamcommunity.com/sharedfiles/filedetails/?id=2127693591&searchtext=Real+Armor+Mod
  8. The IA URO Vamtac Cardom vehicle does not work with any mortar script. If you don't want to remove the function, you can change the order of the instruction to the following: weapons[] = {"mortar_82mm", "ffaa_SafeWeapon"};
  9. The IA URO Vamtac Cardom vehicle does not work with the VCOM IA addons and with NR6 PACK - HAL Evolved. After checking the addons of the vehicle, in the config.bin, modifying this line: 1137 weapons[] = {"ffaa_SafeWeapon", "mortar_82mm"}; by this line: 1137 weapons[] = {"mortar_82mm"}; It works without problems, can you update it so that other users using vcom and NR6 PACK - HAL Evolved. can use AI gunner support with? Thanks
  10. AtomicBoy

    BWMod

    How to make a homemade g95 / hk-416 for the BWMod mod - install the mod: 1Tier 1 Weapons/Vanilla Scopes: https://steamcommunity.com/sharedfiles/filedetails/?id=2381335602&searchtext=Tier1+weapons - copy in the unit’s init the following TXT: or only weapons, charger and granade: How to make a homemade g95 / hk-416 for the BWMod mod - install the mod: NIArms Core: https://steamcommunity.com/sharedfiles/filedetails/?id=667454606&searchtext=+NIArms+ - copy in the unit’s init the following TXT: or only weapons, charger and granade:
  11. AtomicBoy

    BWMod

    How to make a homemade g95 / hk-416 for the BWMod mod - install the mod: Specialist Military Arms (SMA) Version 2.7.1 https://steamcommunity.com/workshop/filedetails/?id=699630614 - copy in the INIC of the soldier the following TXT: or only weapons, charger and granade:
  12. AtomicBoy

    R3F VEHICULES

    Fixed problem R3F VBMR 12.7 and R3F VBMR LG40mm Replace the following lines in the config: minElev = -25; initElev = 25; by initElev = 25; minElev = 25; +++ ORIGINAL class Turrets : Turrets { class MainTurretVBMR : MainTurret { body = "mainTurret"; gun = "mainGun"; weapons[] = {HMG_127_LSV_01, "SmokeLauncher"}; magazines[] = {"500Rnd_127x99_mag_Tracer_Green", "500Rnd_127x99_mag_Tracer_Green", "500Rnd_127x99_mag_Tracer_Green", "SmokeLauncherMag", "SmokeLauncherMag"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner", 0.1, 1, 30}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical", 0.1, 1, 30}; commanding = 0; primaryGunner = 1; minElev = -25; initElev = 25; maxElev = 80; class Turrets : Turrets { class MainTurretVBMR : MainTurret { body = "mainTurret"; gun = "mainGun"; weapons[] = {"GMG_40mm", "SmokeLauncher"}; magazines[] = {"200Rnd_40mm_G_belt", "SmokeLauncherMag", "SmokeLauncherMag"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner", 0.1, 1, 30}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical", 0.1, 1, 30}; commanding = 0; primaryGunner = 1; minElev = -25; initElev = 25; maxElev = 80; +++ EXCHANGE class Turrets : Turrets { class MainTurretVBMR : MainTurret { body = "mainTurret"; gun = "mainGun"; weapons[] = {HMG_127_LSV_01, "SmokeLauncher"}; magazines[] = {"500Rnd_127x99_mag_Tracer_Green", "500Rnd_127x99_mag_Tracer_Green", "500Rnd_127x99_mag_Tracer_Green", "SmokeLauncherMag", "SmokeLauncherMag"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner", 0.1, 1, 30}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical", 0.1, 1, 30}; commanding = 0; primaryGunner = 1; initElev = 25; <----------------------- minElev = 25; <----------------------- maxElev = 80; class Turrets : Turrets { class MainTurretVBMR : MainTurret { body = "mainTurret"; gun = "mainGun"; weapons[] = {"GMG_40mm", "SmokeLauncher"}; magazines[] = {"200Rnd_40mm_G_belt", "SmokeLauncherMag", "SmokeLauncherMag"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner", 0.1, 1, 30}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical", 0.1, 1, 30}; commanding = 0; primaryGunner = 1; initElev = 25; <------------------------ minElev = 25; <----------------------- maxElev = 80;
  13. AtomicBoy

    Gunner AI in vehicle don't fire

    Fixed problem R3F VBMR 12.7 and R3F VBMR LG40mm Replace the following lines in the config: minElev = -25; initElev = 25; by initElev = 25; minElev = 25; +++ ORIGINAL class Turrets : Turrets { class MainTurretVBMR : MainTurret { body = "mainTurret"; gun = "mainGun"; weapons[] = {HMG_127_LSV_01, "SmokeLauncher"}; magazines[] = {"500Rnd_127x99_mag_Tracer_Green", "500Rnd_127x99_mag_Tracer_Green", "500Rnd_127x99_mag_Tracer_Green", "SmokeLauncherMag", "SmokeLauncherMag"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner", 0.1, 1, 30}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical", 0.1, 1, 30}; commanding = 0; primaryGunner = 1; minElev = -25; initElev = 25; maxElev = 80; class Turrets : Turrets { class MainTurretVBMR : MainTurret { body = "mainTurret"; gun = "mainGun"; weapons[] = {"GMG_40mm", "SmokeLauncher"}; magazines[] = {"200Rnd_40mm_G_belt", "SmokeLauncherMag", "SmokeLauncherMag"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner", 0.1, 1, 30}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical", 0.1, 1, 30}; commanding = 0; primaryGunner = 1; minElev = -25; initElev = 25; maxElev = 80; +++ EXCHANGE class Turrets : Turrets { class MainTurretVBMR : MainTurret { body = "mainTurret"; gun = "mainGun"; weapons[] = {HMG_127_LSV_01, "SmokeLauncher"}; magazines[] = {"500Rnd_127x99_mag_Tracer_Green", "500Rnd_127x99_mag_Tracer_Green", "500Rnd_127x99_mag_Tracer_Green", "SmokeLauncherMag", "SmokeLauncherMag"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner", 0.1, 1, 30}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical", 0.1, 1, 30}; commanding = 0; primaryGunner = 1; initElev = 25; <----------------------- minElev = 25; <----------------------- maxElev = 80; class Turrets : Turrets { class MainTurretVBMR : MainTurret { body = "mainTurret"; gun = "mainGun"; weapons[] = {"GMG_40mm", "SmokeLauncher"}; magazines[] = {"200Rnd_40mm_G_belt", "SmokeLauncherMag", "SmokeLauncherMag"}; soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner", 0.1, 1, 30}; soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical", 0.1, 1, 30}; commanding = 0; primaryGunner = 1; initElev = 25; <------------------------ minElev = 25; <----------------------- maxElev = 80;
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