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Heavensrevenger

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  1. Heavensrevenger

    Attach sound to a vehicle

    I have the same problem with the distance, but it fixed it when i put the distance up to like 1500. The problem is that it it doesn't move with the plane, so after 0.5 seconds the airplane already moved 100m and the sound just plays from the same spot in the air
  2. Hello, im trying to make a A-143 with jericho trumpets, so when diving it makes a sound. I have the following code so far, but I have trouble attaching the sound to the airplane. I know of say3D, however I don't think the volume can't be changed in that command, furthermore this script is supposed to be a composition so that it can be spawned on the fly in any mission. Any input is much appreciated! this addWeaponTurret ["cannon_125mm_advanced",[-1]]; this addMagazineTurret ["24Rnd_125mm_APFSDS_T_Red",[-1]]; this addMagazineTurret ["24Rnd_125mm_APFSDS_T_Red",[-1]]; nul = [this] spawn { params ["_this"]; while {alive _this} do { _velocity = ((velocityModelSpace _this select 1) - 100) max 0; _vol = _velocity / 10; playSound3D [ "a3\sounds_f\sfx\alarm_blufor.wss", _this, false, _this, _vol, 1, 300 ]; sleep 3; }; };
  3. Hello, I just a little help with the missileTargetPos command. When running it on the VLS Missile it seems to return a random position mid air near the launcher, but not where the missile is actually intended to go. Is there a reason for this or a different way to find the target position?
  4. Heavensrevenger

    Turn vehicle except the turret invisible

    I know of mods with open topped vehicle (which is really all i want lol) but idk i prefer vanilla or using mods for some reason. But i still found a good way, by using props attached to the turet to act as the shield in the prowler
  5. Hello, i need some help; im trying to make a humvee like hunter, so with a manned HMG. My thought process was to attach a prowler HMG to the Hunter and the turn everything but the gun invisible. I'm not sure how to do this or if this is the best way to do it.
  6. Heavensrevenger

    CFGAmmo of 30mm explosion

    can you only detonate spawned projectiles? Because the explosion would be spawned on an existing 30mm anyway, but when i tried to set its damage to 1 it wouldnt explode.
  7. Hello I want to spawn the explosion of the 30 mm MP-T from the LDF APC using createVehicle. I know you can spawn "HelicopterExploBig" and I was wondering if there was a CFGAmmo for the 30mm explosion.
  8. Heavensrevenger

    Finding a weapons zeroing

    I will use a keypress detector and then run screenToWorld, that should work doesnt work, as the range goes through objects like houses or walls
  9. Heavensrevenger

    Finding a weapons zeroing

    works well with helis and planes but for ground vehicles the gunner doesnt really have a laser
  10. So I wanted to make programmable AB rounds that explode a few meters beyond the turrets current zeroed distance. I thought I could use currentZeroing but it only gives the manually zeroed distances (100,200,300,400,...), however i need to know the distance the gun automatically adjusts to when lasing the range. Is there any way to get that value? Thanks in advance
  11. Heavensrevenger

    Run a code for each crew member of a vehicle

    Thank you! This works great
  12. I'm making interceptable Artillery rounds, however I can't attach a drone (that acts as the target for AA) to Cluster rounds / MLRS, i fixed MLRS by teleporting the drone to the round at all times. I was planning to do the same for the cluster, but since howitzers have multiple ammo types I need to find out if the round is a Cluster or not. this addEventHandler ["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; _drone = createVehicle ["B_UAV_02_F", [0,0,1000], [], 0]; _drone disableCollisionWith _unit; _drone attachTo [_projectile,[0,0,0]]; _drone setObjectTextureGlobal [_index, ""]; createVehicleCrew _drone; _drone disableAI "LIGHTS"; _drone disableCollisionWith _vehicle; _drone setVehicleAmmo 0; _drone setCollisionLight false; nul = [_drone, _projectile] spawn { params ["_drone","_projectile"]; if ( _projectile == "Cluster_155mm_AMOS" ) then { //this doesnt work while {alive _drone} do { _drone setpos getPosASL _projectile; _drone setVelocity velocity _projectile; sleep 0.001; }; }; waitUntil {sleep 0.001; !alive _drone}; _bomb = "SatchelCharge_Remote_Ammo_Scripted" createVehicle getPosASL _projectile; _bomb setDamage 1; deleteVehicle _projectile; deleteVehicle _drone; }; }]; I either need a way to check the projectiles Cfg class or a way to attach the drone to the artillery round Thank you in advance Edit: if ( getText (configOf _projectile / "vehicleClass") == "Cluster_155mm_AMOS" ) then { this doesn't work either
  13. Heavensrevenger

    Run a code for each crew member of a vehicle

    I've run into a problem I'm not sure how to fix _vehicles = nearestObjects [player, ["Ship", "LandVehicle", "Helicopter", "Plane"], 200]; This returns the "crew" AI of drones, so running the code will kill the drones "crew" so they are basically useless. Is there a way to exclude classes? i tried !"B_UAV_AI" but that doesnt work
  14. Heavensrevenger

    Run loop in init field with suspension

    I see. I've got most the code down now, it's really just bugfixing but ill make a mental note for next time or if i decide to overhaul the code for efficiendy or something thank you
  15. Heavensrevenger

    Run loop in init field with suspension

    this... is exactly what i was looking for
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