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AtomicBoy

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Everything posted by AtomicBoy

  1. I reinstalled all the aircraft mod and FIR AWS now if it works, it was possibly not those addon
  2. Hello everyone, especially you If it doesn't bother, what is the VCOM AI 3 script used to deploy VANT drones from the backpack? Thank you
  3. Solved by removing these mod: @NATO Overhauled [NIA] @NIArms All in One - CUP Compatibility @NIArms All in One - RHS Compatibility I don't know which one is responsible. A greeting.
  4. Hello, comment that when I try to select weaponry of any type of plane does not change. It is left by default the weaponry that has the plane Greetings
  5. AtomicBoy

    HETMAN - Artificial Leader

    An error has been detected in HAL 1.23. When using the artillery "rhsusf_m109d_usarmy", "rhsusf_m109_usarmy" gives an error message. The solution is to replace in the file "HAC_fnc2.sqf" from line 2445 to 2448: if not (_subAmmo isEqualTo "") then { _ammoC = configfile >> "CfgAmmo" >> _subAmmo }; by this line taken from the "Fire For Effect: The God Of War" addon of the file "FFE_fnc.sqf", from line 1707 to 1710 if ((isText _subAmmo) and {not ((getText _subAmmo) isEqualTo "")}) then { _ammoC = configfile >> "CfgAmmo" >> (getText _subAmmo); }; To use the artillery "rhsusf_m109d_usarmy", "rhsusf_m109_usarmy" in HAL: RydHQ_RHQAutoFill = true; RHQ_Art = [ "rhsusf_m109d_usarmy", "rhsusf_m109_usarmy" ]; RydHQ_Add_OtherArty = [ [["rhsusf_m109d_usarmy","rhsusf_m109_usarmy"],["rhs_mag_155mm_m795_28","rhs_mag_155mm_m712_2","rhs_mag_155mm_m864_3","rhs_mag_155mm_m825a1_2","rhs_mag_155mm_485_2","",""]], ]; that's all folks
  6. Hello, The short answer is yes, artillery can be used with VCOM. The long answer is: NOTE: RydFFE_FOClass = advanced observer, the format is lowercase classname). RydFFE_Add_Other = artillery, classname in lowercase with the following format: [[ , ],…]; should contain always 5 positions, even if empty string - "". Best repeat same magazine class for first three positions (primary, special, secondary): OPTION 1: Create an inti.sqf file with the following text, it must be added in the mission folder: RydFFE_Debug = true; RydFFE_ShellView = true; RydFFE_FOClass = ([ "i_uav_02_dynamicloadout_f", "rhsusf_army_ocp_jfo", "pla_soldier_sl_f", "pla_soldier_tl_f", "vme_ch3", "vme_ch7", "vme_ch4b" ]); RydFFE_Add_Other = [ [["pla_phl03_des", "pla_phl03"], ["vme_PHL03_mag", "vme_PHL03_mag", "vme_PHL03_mag", "", ""]], [["vme_pla_phz10_des", "vme_pla_phz10"], ["vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "" "," "], [["pla_phz81_des", "pla_phz81"], ["vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "", ""]], [["vme_pll05_des", "vme_pll05"], ["VME_Mortar120mm_30rndHE", "VME_Type86_30rndSMOKE", "VME_Type86_30rndILLUM", "", ""]], [["vme_pla_plz05_des", "vme_pla_plz05"], ["VME_Type86_30rndHE", "VME_Type86_30rndHE", "VME_Type86_30rndHE", "", ""]], [["vme_pla_plz07_des", "vme_pla_plz07"], ["VME_Type86_30rndHE", "VME_Type86_30rndHE", "VME_Type86_30rndHE", "", ""]], [["vme_sm4_des", "vme_sm4"], ["VME_Mortar120mm_30rndHE", "VME_Type86_30rndSMOKE", "VME_Type86_30rndILLUM", "", ""]] ]; OPTION 2: add in map a unit, copy to unit init: RydFFE_Debug = true; RydFFE_ShellView = true; RydFFE_FOClass = ([ "i_uav_02_dynamicloadout_f", "rhsusf_army_ocp_jfo", "pla_soldier_sl_f", "pla_soldier_tl_f", "vme_ch3", "vme_ch7", "vme_ch4b" ]); RydFFE_Add_Other = [ [["pla_phl03_des", "pla_phl03"], ["vme_PHL03_mag", "vme_PHL03_mag", "vme_PHL03_mag", "", ""]], [["vme_pla_phz10_des", "vme_pla_phz10"], ["vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "" "," "], [["pla_phz81_des", "pla_phz81"], ["vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "vme_122mm_RKT_x40", "", ""]], [["vme_pll05_des", "vme_pll05"], ["VME_Mortar120mm_30rndHE", "VME_Type86_30rndSMOKE", "VME_Type86_30rndILLUM", "", ""]], [["vme_pla_plz05_des", "vme_pla_plz05"], ["VME_Type86_30rndHE", "VME_Type86_30rndHE", "VME_Type86_30rndHE", "", ""]], [["vme_pla_plz07_des", "vme_pla_plz07"], ["VME_Type86_30rndHE", "VME_Type86_30rndHE", "VME_Type86_30rndHE", "", ""]], [["vme_sm4_des", "vme_sm4"], ["VME_Mortar120mm_30rndHE", "VME_Type86_30rndSMOKE", "VME_Type86_30rndILLUM", "", ""]] ]; OPTION 3: Add the artillery to see what happens. BR.
  7. AtomicBoy

    HETMAN - Artificial Leader

    thanks and best regards
  8. AtomicBoy

    HETMAN - Artificial Leader

    Good Morning, Can you tell me in the ADDON of HETMAN where the artillery script is? thanks and best regards
  9. AtomicBoy

    HETMAN - Artificial Leader

    now the artillery if it shoots thank you
  10. AtomicBoy

    HETMAN - Artificial Leader

    Hello I would like to use Pook ARTY Pack artillery in HETMAN. The Magazine Names of the artillery I want to use are: + pook_2S19_OPFOR ["Pook_152mm_40rdHE" "pook_ARTY_12rdSMK" "pook_ARTY_30rdILM" "pook_ARTY_12rdAP" "6Rnd_155mm_Mo_mine" "6Rnd_155mm_Mo_AT_mine" "2Rnd_155mm_Mo_Cluster" "2Rnd_155mm_Mo_LG" "50Rnd_127x108_Ball" "SmokeLauncherMag" "Laserbatteries"] + pook_9K58_OPFOR ["pook_9M55_mag"] To use it with HETMAN the configuration I created the following configuration: RHQ_Art = [ "pook_2S19_OPFOR", "pook_9K58_OPFOR" ]; RydHQ_Add_OtherArty = [ [["pook_2S19_OPFOR"], ["pook_152mm_40rdHE", "2Rnd_155mm_Mo_Cluster", "pook_ARTY_12rdSMK", "pook_ARTY_30rdILM"]], [["pook_9K58_OPFOR"], ["pook_9M55_mag", "pook_9M55_mag", "pook_9M55_mag", "", ""]] ]; It doesn't work and I don't know where the fault is, can you check it and correct it.? Thanks for all
  11. AtomicBoy

    Pook ARTY Pack: v4

    Thank you so much for everything
  12. AtomicBoy

    Pook ARTY Pack: v4

    with this information can be used ADDON POOK ARTY PACK artillery to use in Vcom (use the FFE scritpt) and in HETMAN. thanks
  13. AtomicBoy

    Pook ARTY Pack: v4

    yes, more or less list classnames of list of arty pieces classnames (lowercase)],list of magazines for these classes in order: primary (HE), rare (WP, Cluster…),secondary (used instead of HE – guided, laser…),smoke, illum]], … BR. AtomicBoy
  14. AtomicBoy

    Pook ARTY Pack: v4

    Would you be so kind as to add the list of custom magazines artillery by type of artillery? As this information can be used ADDON artillery to use in Vcom (use the FFE scritpt) and in HETMAN. It is used like this: 1.-VCOM: The format is RydFFE_Add_Other ([]) - here you can list classnames of other custom artillery units (lowercase only!), That are being controlled by “FFE”, if are using custom magazines (classes added here shouldn't be added to any other “add "Array). EXAMPLE: Create an init.sqf file and add: RydFFE_Debug = true; RydFFE_ShellView = true; RydFFE_FO = ["vme_CH4B", "I_UAV_02_CAS_F", "I_UGV_01_rcws_F", "CUP_I_RACS_SL"]; RydFFE_Add_Other = [ [["pook_2S19_OPFOR"], ["pook_152mm_30rdHE", "pook_152mm_30rdHE", "pook_152mm_30rdHE", "", ""]] ]; 2.HETMAN The format is In HAL this is RydHQ_Add_OtherArty, which should be used instead of RHQ_Mortars (RHQ_Mortars is for mortars, also custom, but only those using vanilla ammunition). Rest works same way. EXAMPLE: Within the init.sqf file created add the following lines (NOTE, this scrip is much more complex, this is only to add artillery): RydFFE_FOClass = ([ "O_mas_afr_hd_recon_JTAC_F", "O_mas_afr_recon_JTAC_F", "I_UAV_02_dynamicLoadout_F", "I_UAV_02_CAS_F", "I_UAV_01_F", "I_UGV_01_F", "I_UGV_01_rcws_F", "CUP_I_RACS_RoyalCommando", "CUP_I_RACS_RoyalGuard", "CUP_I_RACS_RoyalMarksman", "CUP_I_RACS_SL" ]); RHQ_Art = [ "rhsusf_m142_usarmy_wd", "rhsusf_m142_usarmy_d", "rhsusf_m109d_usarmy", "rhsusf_m109_usarmy", "B_MBT_01_arty_F", "B_MBT_01_mlrs_F", "CUP_I_M252_RACS", "CUP_I_M119_RACS", "pook_2S19_RACS" ]; RydHQ_Add_OtherArty = [ [["CUP_I_M119_RACS"], ["CUP_30Rnd_105mmHE_M119_M", "CUP_30Rnd_105mmLASER_M119_M", "CUP_30Rnd_105mmWP_M119_M", "CUP_30Rnd_105mmS_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM_MM" [["pook_2S19_RACS"], ["pook_152mm_30rdHE", "pook_152mm_40rdHE", "pook_ARTY_12rdSMK", "pook_ARTY_30rdILM", "", ""]], [["rhsusf_m109d_usarmy", "rhsusf_m109_usarmy"], ["rhs_mag_155mm_m795_28", "rhs_mag_155mm_m712_2", "rhs_mag_155mm_m864_3", "rhs_mag_m," rhs_mag_m_5 " [["rhsusf_m142_usarmy_wd", "rhsusf_m142_usarmy_d"], ["rhs_ammo_m26a1_rocket", "rhs_ammo_m26a1_rocket", "rhs_ammo_m26a1_rocket"] ",", " // [["" pook_2S19_OPFOR "], [" pook_152mm_30rdHE "," pook_152mm_30rdHE "," pook_152mm_30rdHE "," "," "]] [["pook_2S19_OPFOR"], ["pook_152mm_40rdHE", "pook_152mm_40rdHE", "pook_152mm_40rdHE", "", ""]] ]; Thanks in advance Atomicboy
  15. Hello, Tested ttt_nimitzfunctions.pbo works correctly. Now the script works as before. If someone is interested in the automatic takeoff and landing script, it is in: https://www.ffaamod.es/wiki/Portaviones_Nimitz_Despegue_aterrizaje_autom%C3%A1tico Thank you. AtomicBoy
  16. Yes please. I would appreciate it very much. I have made a very simple script to put airplanes (4) in flight and it is very comfortable to perform simple missions. Teletransporting the aircraft to the catapult makes the execution of the script easier. BR. Atomic Boy
  17. Hello, I have a problem with the spawn script ttt_fnc_planeStart. Previously a plane was placed on the deck of the nimitz carrier, launching the script was placed on the catapult and took off. Now, with the new versions of the addons, the plane does not automatically get into the catapult. What has changed or what I do wrong so that when executing the script again, when placing the plane on deck when executing the script, put the plane in the catapult? BR Atomicboy
  18. Hello, the anti-tank missile of the AFT10 does not fly, when it is launched it is suspended and falls to the ground, exploding BR, AtomicBoy
  19. AtomicBoy

    3CB Factions

    From You can find group classnames by Start a blank editor mission Press escape --> hit function on the debug console Navigate to CfgGroups and double-click From there you can navigate the different groups for different factions
  20. AtomicBoy

    3CB Factions

    Hello: from the editor of arma3: Put the Takistan Militia or/and Takistan Army 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 Br. AtomicBoy
  21. AtomicBoy

    RHS Escalation (AFRF and USAF)

    you can used Drongo's Active Protection System with the addons RHS http://www.armaholic.com/page.php?id=34250 br. Atomicboy
  22. Hello, icebreakr, Is it possible to add an airport to the north of the map? Thanks and best regards AtomicBoy
  23. Script Search and rescue combat, or CSAR Inspired by the script: https://forums.bohemia.net/forums/topic/194415-sync-two-waypoints-via-script/ http://www.armaholic.com/forums.php?m=posts&q=29111 in spanish: https://www.ffaamod.es/wiki/ScriptBúsqueda_y_rescate_de_combate,_o_CSAR Description: The combat search and rescue script, or CSAR, is used to rescue a pilot shot down in combat, and in that way, in an air combat mission, it can have an alternate ending with the rescue of that pilot. The script works in the following way: 1.- Once the pilot is on the ground from the radio, the CSAR rescue is requested. 2.- A message tells you to mark the rescue area on the map. 3.- Take out the map and mark on the map, a sign indicates the landing area of the helicopter. 4.- Takeoff of the CSAR helicopter + support aircraft. 5.- When the helicopter is less than 200 meters from the landing area, a green flare indicates the landing point. 6.- Landing the helicopter, the rescue squad is deployed 7.- The pilot is automatically grouped to the rescue squad. 8.- The group enters the helicopter. 9.- Helicopter and support aircraft return to the airport. Syntax / Code / Explanation: Variables to execute the script with The CSAR team, consists of: Rescue helicopter: The helicopter is named: helicoptero_CSAR To create WP in the script, a group is created naming the pilot of the helicopter as the leader of the group: group_helicoptero_CSAR and added at the beginning of the leader: grupo_helicoptero_CSAR = group this; Rescue group: I recommend a group of four soldiers or the number that fits in the helicopter -1 to fit the rescued pilot. The head of the group is named: grupoCSAR To create a group add at the beginning of the leader: grupoCSAR = group this; For the group to appear inside the helicopter, add at the beginning of the leader: {_x assignasCargo helicoptero_CSAR; _x moveinCargo helicoptero_CSAR} forEach units group this; Airplane support group CSAR: Put the plane at the airport from where it will take off. Rename the plane: avion_soporte_CSAR Put fuel to 0 to take off only when the support is requested, add at the beginning: this setfuel 0; To create WP in the script, a group is created by naming the pilot of the plane as the leader of the group: group_avion_CSAR and added at the start of the pilot: grupo_avion_CSAR = group this; Name the pilot player: pilot. Add invisible helipad to the place where the rescue helicopter will take off, naming it as: Base_HQ Add invisible helipad to the place where the CSAR team support aircraft landed, naming it as: aeropuerto_HQ To execute the script from an activator: AXLE A: 0 AXIS B: 0 Activation: Radio Alpha once I presented AL ACT: scripts = [pilot, Base_HQ, helicopter_CSAR] execvm "CSAR.sqf"; If you want to do several times, mark "repeatable". // scripts=[piloto, Base_HQ, helicoptero_CSAR] execvm "CSAR.sqf"; // // // // // private ["_pos","_meters"]; _piloto = _this select 0; _HQ_LZ = _this select 1; _helicoptero = _this select 2; _Zona_LZ_HQ = position _HQ_LZ; //crear marcador Zona aterrizaje LZ-CSAR _marker = createMarker ["Mark1",[0,0,0]]; _marker setMarkerColor "ColorRed"; _marker setMarkerType "hd_destroy"; _marker setMarkerShape "ICON"; _marker setMarkerSize [1,1]; _marker setMarkerText "Zona aterrizaje LZ-CSAR"; //Creando punto de mapa para Zona aterrizaje LZ-CSAR sleep 1; openMap [true, false]; mapclick = true; titleText ["Indica en el mapa la zona de aterrizaje de Helicoptero CSAR","plain down"]; onMapSingleClick "grupo_helicoptero_CSAR move _pos;""Mark1"" setMarkerPos _pos;mapclick = false; onMapSingleClick ''; true; openMap false; "; waitUntil {!mapClick}; _helipuerto = createVehicle ["Land_HelipadEmpty_F", getMarkerPos "Mark1", [], 0, "NONE"]; sleep 2; //añadir wp0 para helicoptero CSAR private _wp = grupo_helicoptero_CSAR addWaypoint [_helipuerto, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointSpeed "FULL"; _wp setWaypointStatements ["true", "(vehicle this) land 'LAND'"]; //añadir w0 para grupo_avion_CSAR avion_soporte_CSAR setfuel 1; private _wp = grupo_avion_CSAR addWaypoint [_helipuerto, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; _meters = _piloto distance helicoptero_CSAR; waitUntil {_meters = _piloto distance helicoptero_CSAR; _meters < 200; }; _smoke1="G_40mm_SmokeGreen" createvehicle (position _helipuerto); hint format ["Señal de humo señaliza el punto de aterrizaje Helicoptero CSAR"]; waitUntil {sleep 30; ((getPos helicoptero_CSAR) select 2) < 2}; grupoCSAR leaveVehicle helicoptero_CSAR; waitUntil {sleep 5; ({_x in helicoptero_CSAR} count (units grupoCSAR)) isEqualTo 0}; hint format ["Desplegado el grupo de rescate"]; sleep 5; [_piloto] join grupoCSAR; hint format ["Helicoptero ha aterrizado. %1 unete al grupo de rescate",_piloto]; sleep 5; grupoCSAR addVehicle helicoptero_CSAR; hint format ["%1 entra en el helicoptero, ¡¡¡Preparate para el despegue!!!!",_piloto]; sleep 10; deleteMarker "Mark1"; private _wp = grupo_helicoptero_CSAR addWaypoint [_Zona_LZ_HQ, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointSpeed "FULL"; _wp setWaypointStatements ["true", "(vehicle this) land 'LAND'"]; private _wp = grupo_avion_CSAR addWaypoint [aeropuerto_HQ, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; _wp setWaypointStatements ["true", "(vehicle this) land 'LAND'"]; [_piloto] join grpnull;
  24. based on the in spanish, https://www.ffaamod.es/wiki/Script_Target_laser_v2 Description: The script simulates a laser pointer, a trigger that includes the targets to eliminate, marking the units one by one with a laser marker. Eliminate one goal marks the next, up to a maximum of 10 targets. It also works with groups. The weapons that work with the scrpt are the maverick laser, LJDAM, GBU, EGBU. I have not tested it with OPFORCE weapons It consists of two scripts that should go in the mission folder: - The script that marks the targets as laser targets: Target_LASER_V2.sqf - The script that checks for enemy units live and that is invoked from the previous script: findLiveGroundTarget.sqf The variables are from the script, [thislist, time] execVM "Target_LASER_V2.sqf"; are: thislist, check enemy targets in the trigger. time, check time it takes to review a new objective. By default 1, it can be increased to increase the testing times between eliminated targets. Syntax / Code / Explanation: In a zone of the map there is a trigger that encompasses the objective units, in the trigger it should be: as activator: OPFOR Type of activation: PRESENT When activated: script = [thislist, 1] execVM "Target_LASER_V2.sqf"; In the mission folder, you should put the two script: Target_LASER_V2.sqf findLiveGroundTarget.sqf Target_LASER_V2.sqf / Then in your trigger's on act put this: // // // script = [thislist, 1] execVM "Target_LASER_V2.sqf"; // _targetArray = _this select 0; _shellTravelTime = _this select 1; _lazer = 0; _tgtScript = [_targetArray] execVM "findLiveGroundTarget.sqf"; waitUntil {scriptDone _tgtScript}; _target = liveGroundTarget; if (! isNull _target) then { _idx = 0; _shellCount = 10; while {(_idx <_shellCount)} do { _isAlive = alive _target; if (! _ isAlive) then { // Target is dead, find another deletemarker "laserMarker"; deleteVehicle _lazer; _idx = _shellCount; script = [_targetArray, _shellTravelTime] execVM "Target_LASER_V2.sqf"; } else { _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"; _lazer = "LaserTargetW" createVehicle position _target; _lazer attachto [_target, [0,0,1]]; _targer_marker setMarkerPos getpos _target; sleep _shellTravelTime; }; }; _idx = _idx + 1; }; findLiveGroundTarget.sqf // The original script above works fine, but I've refined it and made it a little "smarter". // // This script will: // // Fire on any enemy ground unit (set in the trigger) that strays into it's target area. // Re-adjust it's aim before each shot. // Does not fire at aircraft. // Acquire a new target if the current target is dead. // Allows for shell transit time before checking if the target is still alive and re-adjusting aim. // // This is a little more complicated than the one above, but it makes for smarter AI artillery. // // There is a new variable you'll pass in from the trigger for shell transit time. What is the force of the artillery piece to wait for the shell to arrive at the target before checking to see if it's still alive. You'll need to tinker around with this number to get it right for the range and artillery piece. Or just set it to one second and let it fire immediately after it // reloads like before. // // This involves 2 scripts. I wanted to break the functionality for finding live ground targets into another script so it could be used for mortars (or anything else). // // This one I called "findLiveGroundTarget.sqf" " // nul = [thislist] execVM "findLiveGroundTarget.sqf"; // script = [thislist] execVM "findLiveGroundTarget.sqf"; _targetArray = _this select 0; // Reset the global variable to null // to make sure we start fresh every check. liveGroundTarget = objNull; _idx = 0; _targetCount = count _targetArray; while {(_idx <_targetCount)} do { _someTarget = _targetArray select _idx; _isAlive = alive _someTarget; if (isTouchingGround _someTarget && _isAlive) then { // live ground target found, get out of the loop liveGroundTarget = _someTarget; _idx = _targetCount; }; _idx = _idx +1; };
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