Jump to content

GamerDad

Member
  • Content Count

    8
  • Joined

  • Last visited

  • Medals

Posts posted by GamerDad


  1. On 8/31/2021 at 4:42 PM, cry me a river kids said:

    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. 

     

    Hi River, thanks for posting this however it doesn't seem to work in multiplayer. I added a chat notification to ensure it's loading correctly which it is, however when I changed spawn explosion to spawn sniper (silly way to test) it's not spawning anything when a rocket/missile comes in. I tried to get creative on seeing if the script was being triggered and after some playing around I figured out it's not.


  2. On 6/12/2020 at 6:32 AM, Jezuro said:

    Some things I've been able to tweak so far:

    • It should be no longer possible to deploy static defences through an obstacle (wall, rock etc.); deployment will be cancelled if the asset being placed collides with another object
    • Mine dispensers filtered out from loaded loadouts
    • Assets below terrain are being periodically deleted
       


    Been a while since we've heard from you @Jezuro, any chance at seeing Warlords Reformed obtain more updates? There is a list of minor stuff that needs fixing but the big one overall is that vehicles/aircraft do NOT rearm after the 5 min timer. I tried using an ammo truck and crate and it fails every time.

     


    Perhaps something below needs tweaking?

    if ((_asset getVariable "BIS_WL_nextRearm") <= WL_SYNCED_TIME) then {
    									_curWeapon = currentWeapon _asset;
    									{
    										private _turret = _x;
    										private _mags = (_asset getVariable "BIS_WL_defaultMagazines") # _forEachIndex;
    										{
    											_asset removeMagazineTurret [_x, _turret];
    											_asset addMagazineTurret [_x, _turret];
    										} forEach _mags;
    									} forEach allTurrets _asset;
    									_asset selectWeapon _curWeapon;
    									_asset setVariable ["BIS_WL_nextRearm", WL_SYNCED_TIME + WL_MAINTENANCE_COOLDOWN_REARM];
    									playSound3D ["A3\Sounds_F\sfx\UI\vehicles\Vehicle_Rearm.wss", _asset, FALSE, getPosASL _asset, 2, 1, 75];
    									[toUpper localize "STR_A3_WL_popup_asset_rearmed"] spawn BIS_fnc_WL2_smoothText;
    								} else {
    									playSound "AddItemFailed";
    								};

     


  3. Or you could have a server that rotates maps and provides a different combined warfare experience on each one. On my dedi altis is normal warlords, stratis is more of a mechanized warfare with mostly light vehicles, transport helis and infantry fighting; and Malden is normal warlords but without fixed wing aircraft (helis spawn at the base due to the airfield being north).


  4. I just wanted to chime in and say that for a few months I've been hosting Warlords on my dedi server for the very reasons you all post here. The goal is to copy what OFFICIAL servers do right and tweak everything they don't do right (I would love for people to hop onto my discord and give input like what I read here). I've put a lot of work into making changes and quite frankly I'm hopefully the community notices. Just today, I've finally put in stratis into rotation. Only light vehicles/apcs/helis to encourage more mechanized inf warfare.

     

    • Thanks 1
×