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AtomicBoy

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Everything posted by AtomicBoy

  1. hello, when you take the ARMA3 with the Vcom AI 3.1 Update mod, the following message appears: "script vcom \ Functions \ VCM_CBASetting.sqf not found." After reviewing the addon, the script exists but the error comes out. Br, AtomicBoy
  2. AtomicBoy

    HETMAN - Artificial Leader

    Remember that you can add the Russian units to the US ARMY RHS list, follow the instructions from the HETMAN PDF Br. AtomicBoy
  3. AtomicBoy

    HETMAN - Artificial Leader

    How to create units sfq configured: Remove the records of the units. Put the Russian RHS units on the map Select them all With the right mouse button click on the units and click on record -> register class on clipboard Paste the content into a document. Create RHQ_ARRAYS, create the list by adding class in quotation marks and separated by commas, follow the instructions in the HETMAN PDF: //////////////////////////////////////////////////////////////////////////////////////// // // RHQ_SpecFor–special forces group. Will be used for constant guarding of HQ if idle or // chosen for it. If there is known valuable target (enemy HQ, arty or static), there is a // chance dependant on Leader’s personality (bigger at night, much lower, when target is // armored), that group(s) will be send to eliminate that target with wide flanking route; // RHQ_Recon-reconnaissance units; note, that all classes included here should be also // included to Inf category; //RHQ_FO–forward observer units; note, that all classes included here should be also included // to Inf category; //RHQ_Snipers-snipers, sharpshooters; note, that all classes included here should be also// // included to Inf category; //RHQ_ATInf-infantry and unarmored vehicles with antitank weapons; note, that all infantry // classes included here should be also included to Inf categoryand unarmored vehicles to // RHQ_Cars; //RHQ_AAInf-infantry and vehicles with antiaircraft weaponry; note, that all infantry classes // included here should be also included to Inf category,unarmored vehicles to RHQ_Cars and // armored to RHQ_LArmor categories; // RHQ_Inf-infantry in total; // RHQ_Art-artillery; // RHQ_HArmor-tanks // // RHQ_MArmor–medium armor IFVs, APCs with significant firepower or aged tanks like T-34; // note, that all classes included here should be also included respectively to LArmor or // HArmor category; // RHQ_LArmor–all light armored vehicles, included medium armor category, APCs, etc. // (excluding self propelled artillery like MRLS). Light armor will sometimes be used for // recon; // RHQ_LarmorAT-as above, with weapons effective against armored vehicles (such as mounted // ATGM // launchers); note, that all classes included here should be also included to LArmor // category; // RHQ_Cars-vehicles without armor; // RHQ_Air–all helicopters and planes; // RHQ_NCAir–all unarmed helicopters and planes; note, that all classes included here should // be also included to Air category; // RHQ_BAir–bombers.Note, that all classes included here should be also included to Air // category. This category is empty by default, because some units are effective both as // fighter and bomber CAS, so with this array mission maker may choose which generic or non-// generic planes should behave as bombers. Planes added to this category will receive precise // “destroy” waypoint attached to the target group’s team leader or team leader’s vehicle // instead of usual “SAD” waypoint. However, this will not make the given unit drop bombs // attarget, for this additional external code is needed. Without such external code (which // perhapswill be provided someday in HAL’s BIS Forum thread…) such planes will use only guns // or rockets, as non-bombing CAS; // RHQ_RAir–recon aerial units, mostly for unmanned UAVs (generic UAVs added); therecon of // first choice; note, that all classes included here should be also included to Air category; // RHQ_Naval -boats; // RHQ_Static-static weapons including MG nests; // RHQ_StaticAA-as above, anti-aircraft;note, that all classes included here should be also // included to Static category; // RHQ_StaticAT-as above, anti-tank; note, that all classes included here should be also // included to Static category; // RHQ_Support-logistics and medical support units; // RHQ_Med = []–medevac support vehicles;note, that all classes included here should be also // included to support category; // RHQ_Ammo = []–reammo support vehicles; note, that all classes included here should be also // included to support category; // RHQ_Fuel = []–refuel support vehicles; note, that all classes included here should be also // included to support category; // RHQ_Rep = []–repair support vehicles; note, that all classes included here should be also // included to support category; // RHQ_Cargo-all vehicles, armored and not,able to carry passengers;; note, that classes of // unarmed vehicles included here should be also included to Cars category, and armored to // LArmor; // RHQ_NCCargo-as above, unarmed; // RHQ_Crew-only pilots and designated vehicle crew members; note, that all classes included // here should be also included to Inf category; // RHQ_SPMortars–custom self-propelled artillery vehicles, that should be controlled by // internal arty handler; // RHQ_Mortars = [];-as above, for custom variants of mortars; // // RHQ_RocketArty–ditto, for custom rocket artillery (MLRS). // Each Leader shares same RHQ arrays set, so only RHQ_ are needed, and no RHQB_ and // subsequent are needed. All categories of non-generic “vanilla” Arma 2 (from user-made // addons, official DLC’s, expansions, etc.), both units and vehicles, present on the map // should be included in RHQ arrays, regardless of faction, that uses the given unit/vehicle, // unless missiondesigner wants to make a given Leader not able to recognize & control units // of selected classes. The necessary class names may be found in given addon’s readme, on BIS // Forums, or on DevHeaven. Alternatively they may easily be determined by an in-editormethod: // add following code to init field of any unit whose class name you want to know: diag_log // (typeOf this);and check RPT file after “preview”, or hint (typeOf this);and watch the on // screen message. // //////////////////////////////////////////////////////////////////////////////////////////////
  4. AtomicBoy

    HETMAN - Artificial Leader

    FOR US ARMY RHS. Create an init.sqf file and it is added: RHQ_SpecFor = ["rhsusf_socom_marsoc_teamleader", "rhsusf_socom_marsoc_teamchief", "rhsusf_socom_marsoc_elementleader", "rhsusf_socom_marsoc_cso", "rhsusf_socom_marsoc_cso_breacher", "rhsusf_socom_marsoc_cso_mechanic", "rhsusf_socom_marsoc_sarc", "rhsusf_socom_marsoc_elementleader", "rhsusf_socom_marsoc_cso", "rhsusf_socom_marsoc_cso_breacher", "rhsusf_socom_marsoc_cso_mechanic", "rhsusf_socom_marsoc_sarc"]; RHQ_Recon = ["rhsusf_socom_marsoc_teamleader", "rhsusf_socom_marsoc_teamchief", "rhsusf_socom_marsoc_elementleader", "rhsusf_socom_marsoc_cso", "rhsusf_socom_marsoc_cso_breacher", "rhsusf_socom_marsoc_cso_mechanic", "rhsusf_socom_marsoc_sarc", "rhsusf_socom_marsoc_elementleader", "rhsusf_socom_marsoc_cso", "rhsusf_socom_marsoc_cso_breacher", "rhsusf_socom_marsoc_cso_mechanic", "rhsusf_socom_marsoc_sarc", "CUP_B_AH6X_USA", "CUP_B_USMC_DYN_MQ9"]; RHQ_FO–forward = ["rhsusf_socom_marsoc_jtac"]; RHQ_ATInf = ["rhsusf_army_ocp_javelin"] RHQ_Inf = ["rhsusf_socom_marsoc_teamleader", "rhsusf_socom_marsoc_teamchief", "rhsusf_socom_marsoc_elementleader", "rhsusf_socom_marsoc_cso", "rhsusf_socom_marsoc_cso_breacher", "rhsusf_socom_marsoc_cso_mechanic", "rhsusf_socom_marsoc_sarc", "rhsusf_socom_marsoc_elementleader", "rhsusf_socom_marsoc_cso", "rhsusf_socom_marsoc_cso_breacher", "rhsusf_socom_marsoc_cso_mechanic", "rhsusf_socom_marsoc_sarc","rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_teamleader", "rhsusf_army_ocp_grenadier", "rhsusf_army_ocp_rifleman", "rhsusf_army_ocp_teamleader", "rhsusf_army_ocp_autorifleman", "rhsusf_army_ocp_autorifleman", "rhsusf_army_ocp_javelin", "rhsusf_army_ocp_rifleman", "rhsusf_socom_marsoc_jtac", "CUP_B_AH6X_USA", "CUP_B_USMC_DYN_MQ9", "rhsusf_army_ocp_helicrew", "rhsusf_army_ocp_helipilot", "rhsusf_army_ocp_crewman", "rhsusf_army_ocp_combatcrewman"]; RHQ_HArmor = ["rhsusf_m1a2sep1d_usarmy"]; RHQ_MArmor = ["RHS_M2A2_BUSKI","RHS_M2A3_BUSKIII"]; RHQ_Support = ["rhsusf_M977A4_AMMO_usarmy_d", "rhsusf_M977A4_REPAIR_usarmy_d", "rhsusf_M1085A1P2_B_D_Medical_fmtv_usarmy", "rhsusf_M978A4_usarmy_d"]; RHQ_Cargo = ["RHS_CH_47F_10", "RHS_CH_47F_light", "RHS_UH60M_d","RHS_M2A2_BUSKI","RHS_M2A3_BUSKIII"] RHQ_Med = ["rhsusf_M1085A1P2_B_D_Medical_fmtv_usarmy"]; RHQ_Ammo = ["rhsusf_M977A4_AMMO_usarmy_d"]; RHQ_Rep = ["rhsusf_M977A4_REPAIR_usarmy_d"]; RHQ_Fuel = ["rhsusf_M978A4_usarmy_d"]; RHQ_Air = ["RHS_AH64D", "RHS_CH_47F_10", "RHS_CH_47F_light", "RHS_UH60M_d"] RHQ_Crew = ["rhsusf_army_ocp_helicrew", "rhsusf_army_ocp_helipilot", "rhsusf_army_ocp_crewman", "rhsusf_army_ocp_combatcrewman"]
  5. AtomicBoy

    HAFM Submarines V2.0

    Hello everyone, Inform you that when you put the waypoint of depth of 20 meters and 30 meters in the path of a submarine gives the following error: script \ HAFM_NAVY_CORE \ scripts \ wp20depth.sf not found script \ HAFM_NAVY_CORE \ scripts \ wp30depth.sf not found To review the scripts folder, these scripts do not appear. BR AtomicBoy
  6. A bit of reverse engineering: In the Addons @FIR_AWS are the script that launches the ECM, you can add them to the aircraft in a mission as follows: 1.- unpack the FIR_AirWeaponSystem_US.pbo Within this pbo, access the ECM directory that is in the route FIR_AirweaponSystem \ FIR_AirWeaponSystem_US \ Script \ ECM. 2.- In the ECM directory there are 2 script: ECM.sqf and ECM_ON.sqf. These script simulate ECM, the ECM_ON script invokes ECM. Copy them to the mission directory. 3.-To be executed, add to the plane's init: scripts = [this] execvm "ECM_ON.sqf"; 4.- The airplane must have an AWS EWS pod (Electronic Warfare System). 5.- For use on all firewill aircraft or those airplanes that have added the AWS FIR NOTE : Tool to unpack the pbo files: Arma Tools. http://www.armaholic.com/page.php?id=411 Un saludo. AtomicBoy
  7. EDIT: THIS IS FOR C-130 HELLAS 1.-TRIGGER: +++ Open Ramp ++++ put a plane, rename plane as "c-130" , height 300, e.g. Put a trigger with the following information: AXIS A: 50 AXIS B: 50 Activation: BLUFOR once I presented AL ACT: c130 animate ["doorB_L", 1]; c130 animate ["doorB_R", 1]; c130 animate ["LowerRamp", 0.50]; c130 animate ["UpperRamp", 0.80]; ++++ Close Ramp ++++ put a plane rename plane as "c-130", height 300, e.g.Put a trigger with the following information: AXIS A: 50 AXIS B: 50 Activation: BLUFOR once I presented AL ACT: c130 animate ["doorB_L"", 0]; c130 animate [""doorB_R"", 0]; c130 animate [""LowerRamp"", 0]; c130 animate [""UpperRamp"", 0]"; 2.WAYPOINT +++ Open Ramp ++++ rename plane as "c-130" in a waypoint add: c130 animate ["doorB_L", 1]; c130 animate ["doorB_R", 1]; c130 animate ["LowerRamp", 0.50]; c130 animate ["UpperRamp", 0.80]; ++++ Close Ramp ++++ rename plane as "c-130" in a waypoint add: c130 animate ["doorB_L"", 0]; c130 animate [""doorB_R"", 0]; c130 animate [""LowerRamp"", 0]; c130 animate [""UpperRamp"", 0]"; Un saludo AtomicBoy
  8. morta Hello everyone: I have allowed myself to "improve" the mortar script: The "improvements" are: - The mortar target is marked on the map. When it is destroyed, it marks the next one. - The target is marked with red smoke. script=[mortar1, thislist, 10] execVM "fireMortar+bengalasV2.sqf"; // script=[mortar1, thislist, 10] execVM "fireMortar+bengalasV2.sqf"; _mortar = _this select 0; _targetArray = _this select 1; _shellTravelTime = _this select 2; // _shellTravelTime is the third // param passed in. // This is how long you want the // mortar to wait between // checking for targets. The point is // to prevent wasting shots on dead targets. // This doesn't work 100% with mortars like // it does with artillery. Not sure why - might // be a tad bugged still. // Higher = slower rate of fire, more accurate // Lower = higher rate of fire, less accurate //This script call acquires the target _tgtScript = [_targetArray] execVM "findLiveGroundTarget.sqf"; waitUntil {scriptDone _tgtScript}; _target = liveGroundTarget; if (!isNull _target) then { _theAmmo = getArtilleryAmmo [_mortar] select 0; _idx = 0; // The number of times you want the mortar //to check for range and fire (if in range). _shellCount = 10; // The number of times you want the _mortar to check for range while {(_idx < _shellCount)} do{ _isAlive = alive _target; if(!_isAlive) then { //Target is dead, find another deletemarker "MORTERO"; _idx = _shellCount; script = [_mortar, _targetArray, _shellTravelTime] execVM "fireMortar+bengalasV2.sqf"; } else { _tgtPos = position _target; _isInRange = _tgtPos inRangeOfArtillery [[_mortar], _theAmmo ]; if (_isInRange) then { _mkr = createMarker ["MORTERO",_tgtPos]; _mkr setMarkerShape "ICON"; _mkr setMarkerType "hd_destroy"; _mkr setMarkerColor "ColorRed"; _mkr setMarkerText "FIRE MISSION MORTERO"; _bengala = "G_40mm_SmokeRed" createvehicle [(_tgtPos select 0) , (_tgtPos select 1) , 100]; _mortar doArtilleryFire [_tgtPos, _theAmmo , 10 ]; // _mortar doArtilleryFire [_tgtPos, _theAmmo , 1 ]; //Reload time sleep 5; sleep _shellTravelTime; }else { //The target may have moved too //close or too far, or you might //try moving the target area marker. _idx = _shellCount; }; }; _idx = _idx + 1; }; };
  9. Hello everyone: I have allowed myself to "improve" the arilleria script: The "improvements" are: - The artillery target is marked on the map. When it is destroyed, it marks the next one. - The target is marked with yellow smoke. script=[artilleria1, thislist, 10] execVM "fireArty+bengalasV2.sqf"; //Just like above, create a named artillery piece, in this case "arty1". Then in your trigger's on act put this: //script=[artilleria1, thislist, 10] execVM "fireArty+bengalasV2.sqf"; // //script=[artilleria2, thislist, 10] execVM "fireArty+bengalasV2.sqf"; // //script=[artilleria3, thislist, 10] execVM "fireArty+bengalasV2.sqf"; // //Would be for different arty pieces with different shell transit times. _arty = _this select 0; _targetArray = _this select 1; _shellTravelTime = _this select 2; // _shellTravelTime is the third // param passed in. // This is how long you want the // artillery piece to wait between // checking for targets. The point is // to prevent wasting shots on dead targets. // This wait time increases the time // between shots in addition to the // _reloadTime variable below. // Higher = slower rate of fire, more accurate // Lower = higher rate of fire, less accurate //This script call acquires the target _tgtScript = [_targetArray] execVM "findLiveGroundTarget.sqf"; waitUntil {scriptDone _tgtScript}; _target = liveGroundTarget; if (!isNull _target) then { _theAmmo = getArtilleryAmmo [_arty] select 0; _idx = 0; // The number of times you want the artillery //to check for range and fire (if in range). _shellCount = 10; // 10 seconds to reload is for the // longest reloading artillery piece. // MLRS reloads faster, but it gets buggy // if you set this much lower. _reloadTime = 10; _arty addMagazineTurret [_theAmmo, [0]]; sleep _reloadTime; while {(_idx < _shellCount)} do{ _isAlive = alive _target; if(!_isAlive) then { //Target is dead, find another deletemarker "ARTY"; _idx = _shellCount; script = [_arty, _targetArray, _shellTravelTime] execVM "fireArty+bengalasV2.sqf"; } else { _tgtPos = position _target; _isInRange = _tgtPos inRangeOfArtillery [[_arty], _theAmmo ]; if (_isInRange) then { _mkr = createMarker ["ARTY",_tgtPos]; _mkr setMarkerShape "ICON"; _mkr setMarkerType "hd_destroy"; _mkr setMarkerColor "ColorRed"; _mkr setMarkerText "FIRE MISSION ARTILLERIA"; _bengala = "G_40mm_SmokeYellow" createvehicle [(_tgtPos select 0) , (_tgtPos select 1) , 100]; _arty doArtilleryFire [_tgtPos, _theAmmo, 3]; _arty addMagazineTurret [_theAmmo, [0]]; sleep _reloadTime; sleep _shellTravelTime; } else { //The target may have moved too //close or too far, or you might //try moving the target area marker. _idx = _shellCount; }; }; _idx = _idx + 1; }; };
  10. AtomicBoy

    EF-2000 Version 7x

    Good day, Can it include the insignia of the Spanish air force, user of the ef-2000? Excellent addons Thank you AtomicBoy
  11. Hi: How to take off from helipuerto with an av-8b + from IA: put a name to the av-8b, for example avion. 1.- change in the config FIR_AV8B_Cfg.pbo of the av-8b + the variable VTOL of vtol = 2; to vtol = 4; that way it takes off in vertical mode. 2.- select invisible helipad and put in the map. 3.- select a av-8a + put in the invisible helipad 4.- put a WAYPOINT of movement from the plane to the objective 5.- fly how to land in helipuerto 1.- put invisible helipad 2.- Conect with av-8b +, put a WAYPOINT "download transport" in the position of invisible helipad 3.- in the waypont in condition, write: avion land "LAND"; BR Atomicboy
  12. Hello Can you explain how used the taxi script? Thank you Atomicboy
  13. AtomicBoy

    Pook ARTY Pack

    hcpookie, Thank you, you are the best. Un saludo. AtomicBoy.
  14. AtomicBoy

    Pook ARTY Pack

    Hi hcpookie, the addon does not work correctly when used with the "doArtilleryFire" instruction or module artilery of ARMA3. The shot falls short because the ATP cannon does not raise enough. with the Arma3 artillery computer if it works correctly. Please, check the addon. BR. AtomicBoy.
  15. Hi: How to take off from LHD wasp with an av-8b + from IA: put a name to the av-8b, for example avion. 1.- change in the config of the av-8b + the variable VTOL of vtol = 2; to vtol = 4; that way it takes off in vertical mode. 2.- select addon CUP LHD mod andd put in the map. 3.- select a av-8a + in the Stern of the LHD, in the area of white lines. It must be aligned with the yellow line. THIS IS VERY IMPORTANT. 4.- put a WAYPOINT of movement from the plane to the objective 5.- fly how to land in LHD 1.- put a deck from LHD invisible helipad 2.- Conect with av-8b +, put a WAYPOINT "download transport" in the position of invisible helipad 3.- in the waypont in condition, write: avion land "LAND"; BR Atomicboy
  16. AtomicBoy

    Pook ARTY Pack

    hcpookie, thank you for the answer. but... not you understand me The problem is the ANGLE of the CANYON when de IA Fire, it does not rise enough and the shot is short. (El problema es el ANGULO del CAÑON del ADDON, no se eleva lo suficiente y el disparo queda corto) Un saludo. Atomicboy
  17. AtomicBoy

    Pook ARTY Pack

    Hi. I am only reporting something that I have detected, according to the tests I have done, grouped in a single post, so as not to disperse the information. It may also be that something I am doing wrong Sorry if I upset someone. Of course I do not expect a quick response. I also know that there is life beyond ARMA 3 un saludo y gracias por el addon Atomicboy
  18. AtomicBoy

    Pook ARTY Pack

    Hello Hcpookie using the artillery mod with artilleria module he angle of the artillery tube does not rise enough and therefore falls short. un saludo y gracias por el addon Atomicboy
  19. Hello Rydygier, Using the Pook ARTY Pack: v1 artillery mod with the "Fire For Effect: The God Of War" mod, I found that the angle of the artillery tube does not rise enough and therefore falls short. Any idea what can happen? Solved, it was a problem of the addons that is already solved un saludo y gracias por el addon Atomicboy
  20. AtomicBoy

    Pook ARTY Pack

    Hello hcpookie, Using the artillery mod with the "Fire For Effect: The God Of War" mod, I found that the angle of the artillery tube does not rise enough and therefore falls short. I've also tried it with this script: and the same thing happens. Any idea what can happen? un saludo y gracias por el addon Atomicboy
  21. Hello everyone, are you thinking of adding flares that indicate the position of the artillery impacts? I have modified the script FFE_fnc.sqf in the following way: Adding the creation of a flare: _bengala = "G_40mm_SmokeRed" createvehicle [(_pos select 0), (_pos select 1), 100]; the script is as follows: if (((toLower (typeOf _vh)) in ["uss_iowa_turret_c", "uss_iowa_turret_b", "uss_iowa_turret_a"]) or {RydFFE_IowaMode}) then { { _gun = vehicle _x; if not ((toLower (typeOf_gun)) isEqualTo "uss_iowa_battleship") then { _bengala = "G_40mm_SmokeRed" createvehicle [(_pos select 0), (_pos select 1), 100]; _gun doArtilleryFire [_pos, _ammo, (_ vh getVariable ["RydFFE_ShotsToFire", 1])]; } } foreach (units (group _vh)) } else { _bengala = "G_40mm_SmokeRed" createvehicle [(_pos select 0), (_pos select 1), 100]; _vh doArtilleryFire [_pos, _ammo, (_ vh getVariable ["RydFFE_ShotsToFire", 1])]; }; un saludo y gracias por el script
  22. Hello everybody: How to take off from LHD wasp with an av-8b + from IA: put a name to the av-8b, for example avion. 1.- change in the config of the av-8b + the variable VTOL of vtol = 2; to vtol = 4; that way it takes off in vertical mode. 2.- select addon CUP LHD mod andd put in the map. 3.- select a av-8a + in the Stern of the LHD, in the area of white lines. It must be aligned with the yellow line. THIS IS VERY IMPORTANT. 4.- put a WAYPOINT of movement from the plane to the objective 5.- fly how to land in LHD 1.- put a deck from LHD invisible helipad 2.- Conect with av-8b +, put a WAYPOINT "download transport" in the position of invisible helipad 3.- in the waypont in condition, write: avion land "LAND"; BR Atomicboy
  23. Hello, the harrier "maqueado" by mine is AV-8B Harrier 2 Series Standalone, it has properly configured PhysX, Br Atomic boy
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