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cry me a river kids

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About cry me a river kids

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  1. cry me a river kids

    RHS Escalation (AFRF and USAF)

    Here's the same scenario but I swapped the T-80Us for US M1A2 SEPv2 Abrams tanks. One Abrams suffered a mobility kill, while seven T-72s were catastrophically killed with another immobilized and abandoned by its crew (who were shortly gunned down by machine gun fire). Lastly, I replaced the T-72B3s with T-14s. This was a pretty even match and the crew survivability of the T-14 was really exemplified here. Seven T-14s suffered mobility kills and were abandoned, and only one T-14 was catastrophically destroyed. In comparison, four Abrams were catastrophically killed, and another was a firepower kill with its main gun knocked out.
  2. cry me a river kids

    RHS Escalation (AFRF and USAF)

    Just did a little test where I pitted eight T-80Us against eight T72B3s, in light of the Russian invasion of Ukraine. The T-72s absolutely crushed the T-80s. One T-72 k-killed with two more mobility kills versus seven T-80 k-killed and one mobility kill.
  3. cry me a river kids

    RHS Escalation (AFRF and USAF)

    Sorry if this was already answered somewhere. A lot of the pages (e.g. the page for the AFRF) on the Red Hammer Studios website seem to be down.
  4. cry me a river kids

    ORBAT Textures

    I can't see your picture so I have no way to tell, but I'm guessing you pulled it off google images and it already has a white background. Simply remove this background in an editor like paint or gimp. There are tutorials on youtube that show you how. This will create a transparent background for your texture.
  5. cry me a river kids

    Active Protection System Script

    That's strange. Does it work in singleplayer? I've never scripted for multiplayer before but if it works in singleplayer then there should be a way to port this to multiplayer. It probably has to do with the isServer thing.
  6. cry me a river kids

    [REQUEST] ORBAT Tutorial

    post your script. I copied the example and edited the path and that's it. I put it into my init.sqf file in the mission folder and saved it. Works like a charm. Here is my script: [missionConfigFile >> "CfgORBAT" >> "TFE" >> "AA" ,"mil_destroy", [1,0,0,1], 1.2,1.2,45] call BIS_fnc_ORBATAddGroupOverlay; Do you know how to create the init.sqf file? Just create a text file and type out your script. Save it. When file extensions are turned on, you can edit the file type simply by changed .txt to .sqf and that's it.
  7. cry me a river kids

    [REQUEST] ORBAT Tutorial

    I put it into an init.sqf file in my mission folder and it works just fine. You can just create a text file with that script and save it. WIth file extensions turned on, turn the .txt file into a .sqf file and you're done.
  8. cry me a river kids

    [REQUEST] ORBAT Tutorial

    Look up ORBAT tutorials on youtube. You need to define class names for a unit in a description.ext file in your mission folder. Then, you use the ORBAT module in the editor to actually show this unit. Where ever you place the module will be where that unit is displayed, and the ORBAT path determines what unit is displayed.
  9. cry me a river kids

    RHS Escalation (AFRF and USAF)

    The T14 Armata currently has an active protection system (APS), but the other vehicles don't. For the sake of balance, until the dev team decides to give the M1A2 a representation of the Trophy system, feel free to use my script for an APS:
  10. Hello all! I've taken the script shared by DayZ Medic in his CIWS video and heavily modified it to create a script that acts as an active protection system (APS). It can intercept rockets, missiles, and large calibre shells. The script file and the commentated code (separate file) are included in a dropbox folder. In order to use the script, copy the Trophy.sqf file into your mission folder. Then, after finding the class names of the vehicles you want to have the APS, copy and paste the following into an init.sqf file: call compile preprocessFileLineNumbers "Trophy.sqf"; if(isServer)then{ { if (_x isKindOf "classname") then{ [_x,15]call addToTrophy; }; } forEach vehicles; }; Note that this applies to every vehicle of that type, and doesn't differentiate between which faction controls it or even if it is manned. I have not tested it in a very large, complicated scenario, but do expect performance drops if you have a lot of the vehicle type you intend on giving it the APS. Additionally, it spawns an explosion when it destroys an incoming projectile, so it is a hazard to nearby infantry (true to real life), although the infantry was probably at risk anyway if they're standing next to a vehicle about to be hit by an RPG. As noted in the commentated code (readme_2.txt), the performance of the APS is dependent upon the range declared in the init.sqf (I have it as 15 meters by default), and the interval time between checks. The greater the distance and the shorter the interval time, the fewer projectiles will get through, and the faster the projectile can be and still get intercepted. With the default settings, it will reliably stop most missiles and rockets, and a projectile from a recoilless rifle (SPG-9 from the RHS mod). You can adjust these parameters to be able to stop tank rounds, but this will increase the CPU usage to run this script. Also, there is a delay between intercepting a projectile if a salvo is engaged at the same time. Thus, the best way to defeat a vehicle with the APS is to coordinate multiple launchers to shoot simultaneously, and to use the fastest projectiles available.
  11. cry me a river kids

    RHS Escalation (AFRF and USAF)

    Yup, and they've posted a patch that fixes it. If anyone else has the same issue and doesn't know how to install the patch, I can help
  12. cry me a river kids

    Working Explosion Effects

    Beautiful! This works perfectly! Thank you.
  13. I'm creating a script that takes the position of an airborne rocket and spawns an explosion on the rocket's position before deleting it. So far, the only script I've gotten to work for spawning the explosion is the following: "HelicopterExpoBig" createVehicle (getPos _target); This spawns an explosion every time, but one that is too big for my purposes. I've tried the various string names listed in "explosionEffect" in the config viewer for CfgAmmo but substituting those in results in no explosion at all being generated. In fact, I don't even know where HelicopterExpoBig came from, as I saw it in DayzMedic's video on how to script a CIWS. If anyone could provide pointers such as the location of HelicopterExpoBig so I can try some other explosion effects, that would be lovely. Ideally, this would be done without using any complicated scripts for particles and I can just find a working string name for an explosion effect that I would substitute into my script. Additionally, the usual trick below doesn't work because it requires that the ordinance spawn on the ground. If spawned in the air, the resulting projectile such as a rocket would simply spawn with its rocket motor ignited and fly off. bomb = "M_Zephir" createVehicle (getPos _target); I know Tankbuster already made a thread on a similar subject, but that was resolved using files that are no longer obtainable and he never shared his final code, so it was a dead end. Hopefully, this approach of finding existing names for explosion effects will bear fruit. Thanks in advance.
  14. Disregard this. I'm not used to the BI forum and thought this was a DM.


  15. cry me a river kids

    RHS Escalation (AFRF and USAF)

    Sorry lads but life has gotten in the way and I haven't been able to conduct any tests today. I'll aim to have them done as soon as possible as student life is taking over once again.