maxqubit
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check this post
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v0.3 of Cobra pilot/gunner char switching mission is up for download (see topic for details)
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v0.3 is up for download (see top post for details) (I finally solved all outstanding pilot bugs. A simple NEVER FIRE/CARELESS for the pilot did the trick ... i have to say i'm pleased with this mission now. That pilot/gunner thing is a blast to play;)
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v0.2 contains a bug: - AI Pilot keeps flying when you are switched to gunner, this despite a specific domove(!?). Possibly because pilot/gunner have called targets, this because before you've encountered enemies it seems to work allright. I thought i had it covered but it keeps popping up. Is under investigation for v0.3. Edit: Well it seems the prob is more stubborn than i thought. I just can't get the pilot (when being gunner) to do what i want on 100% of the time. I think the mix of 'cobra domove getpos cobra' and the fact that enemies are spotted and targetted just wrecks the system. The pilot just doesn't do the 'cobra domove getpos cobra' anymore and takes action on his own!? Even if i disable all AI of the pilot. Sometimes i let the pilot fly to see where he goes. One time he just flew away over the ocean, the other time he went and stopped at a certain spot which had no extra significant meaning to me. Why he does this i really don't know? I will try the thing as was in v0.1 so without the domove's (and therefor without the jump +5m/-5m thing). It will be back to basic but at least that works. It is a pity cause initially the 'cobra domove getpos cobra' works very well. You switch to gunner and the pilot just nicely stops at the spot where you've made the switch. It is only after contact with the enemy that this whole system is wrecked:( Edit2: I just realized i could/should try another obvious thing namely: pilot setCombatMode "BLUE" pilot setBehaviour "CARELESS" how i could have overlooked this is beyond me:) (perhaps it was in a previous version and i editted it out or something)
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Hahahah, ask what you want. I don't mind:) But anyway, most of the extra's you want belong to the field of mission making, so yes, you should have a go at it yourself. However things like flying/moving sideways are more a thing for scripting, so i could have a look at it although atm i don't see any added value in this (taking into account the expected time i/somebody has to invest to make it work) For me i will work toward a v1.0 version of this mission, smoothing out the last tech details and make a proper mission and test it ... anyway it'll feel 95% like v0.2 anyways. Have fun! -- Max
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If anybody wants to try a very similar mission to the vid in the top post, check this topic in user mission forum. I have a mission for download. Character switching can be fun:)
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v0.2 is up for download (see top post for details)
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There is hope. I had another go at it (leaving the liquor locked up;) and used DOMOVE fix in stead of MOVETO (which is not good) ... seems the heli will do the thing i want. Laterz:) Edit: My god, it works like a charm. A bit more tweaking and v0.2 is there for download:)
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Bind a key directly to a script
maxqubit replied to maxqubit's topic in ARMA - MISSION EDITING & SCRIPTING
Oh no ... it seems it works!! Dumbass me used 'moveto' but i HAD TO USE 'domove' so: cobra DOmove getpos cobra (but it is still a workaround;) -
Adding flying height manipulation from the gunners seat (e.g. to pop out of cover above the tree line) DOESN'T work. This must be some kind of bug. I CAN order the heli going up from the gunner seat but i CAN'T order it down!?!? which is totally bizar because it is exactly the same operation i try to perform: cobra flyinheight (h + 10) versus cobra flyinheight (h - 10) Bizar and frustrating. I probably report this as a bug but if it will ever be solved?
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Bind a key directly to a script
maxqubit replied to maxqubit's topic in ARMA - MISSION EDITING & SCRIPTING
Tried it ... same prob. Goes up NOT down ... smells buggy (this goes for a lot of character/team switching features ... switching f*cks up the AI/commanding) and i don't like workarounds anyway ... Probably i will report it in the BUG list EDIT(!): Hmmm, not giving up on this i started to implement it all manually so using addswitchableunit and stuff with scripting in stead of predefining it in the editor ... And it seems to work (better). Will report back and use it in version 0.2 of my Cobra vs convoy mission EDIT2(!!): Nope, it doesn't work either. I used a global variable h for flyinheight. If i do h = h + 10 the heli will go up, if i do h = h - 10 it won't go down. Tried adding a dummy moveto and lots of more stuff. It is just a bug i think. Frustrating cause it becomes useless. To make it clear. I do this as a gunner ... so if the gunner wants to manipulate the flyinheight it WILL go up but it WON'T go down (no matter if the gunner is teamleader or whatever)!?!? -
Bind a key directly to a script
maxqubit replied to maxqubit's topic in ARMA - MISSION EDITING & SCRIPTING
Thx sanctuary. Will try it -
Bind a key directly to a script
maxqubit replied to maxqubit's topic in ARMA - MISSION EDITING & SCRIPTING
I did this (can post the scripting) but it is very weird! If i set flyinheigth to a height above the current height the heli will go up, but if i set it to a height lower than the current height nothing happens!? Even if all is hard-coded! So say heli (name is 'cobra') is at 10 meters and i perform a script in which are the following satements: cobra flyinheight 25 ~20 cobra flyinheight 10 The cobra WILL go to 25 meters but WON'T go down to 10 meters anymore!? Weird. -
Bind a key directly to a script
maxqubit replied to maxqubit's topic in ARMA - MISSION EDITING & SCRIPTING
Yep, that could do the trick and is not too complex. (Max with his 360 controller muses a bit on ... it would be very sophisticated if you could bob by pulling the left analogue trigger, pull it more = bob more high ... right stick to aim and right trigger to fire ... hmmm, perhaps too sophisticated and 'arcade' and i wouldn't know how to program this, if at all possible;) -
Bind a key directly to a script
maxqubit replied to maxqubit's topic in ARMA - MISSION EDITING & SCRIPTING
I made a mission (see this post) of a Cobra attacking a convoy (how original:) Anyway i use character switching between pilot and gunner. If you take the gunners seat the pilot doesn't do anything anymore. That's GOOD, because i can fly as a pilot to where ever i want, go into hover, then switch to gunner and take out infantry with the main gun while the Cobra keeps hovering ... ... of course somebody came up with the idea that it would be even better if you could hover below a tree line, take the gunner seat AND ORDER YOUR PILOT TO BOB ABOVE THE TREELINE, take some shots and go back below the treeline into cover. ... now how would you perform such an action while being gunner? You'd think of something like define a button/key which: - onkeydown (or something like that) performs in pseudo code (h=flyingheight, heli flyinheight h+10) - onkeyup (or something like that) performs in pseudo code (h=flyingheight, heli flyinheight h-10) This only when you are gunner and stuff like that. Anyway, the idea is to alter the flyinheight by pressing a key or button while in gunner seat (but it could be that i overlook a much more simple solution, if that is the case, enlighten me:) -
Taking the risk of asking a totally n00b question but here it goes:) If in the editor e.g. in the init line i type something like 'movein' the editor will show an autocompleted command like 'moveindriver' (i think) ... but there are more 'movein' variations like 'moveingunner' ... ... is it possible to get a dropdownlist or something of all the commands starting with 'movein' as you type, so you then can select from this dropdownlist (in stead of being presented with just the first possible command). ... i would think it must be possible but i wasn't able to find out how.
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Bind a key directly to a script
maxqubit replied to maxqubit's topic in ARMA - MISSION EDITING & SCRIPTING
Thx ... any pointer where to start understanding this dialog eventhandlers? I searched and hit upon some stuff but it feels like i jump in the middle of this stuff. A basic start point/thread/topic/site would be appreciated -
Let me know what you think. Feedback is welcome;)
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Hmmm, i remember having trouble to get it right ... i fiddled a lot, but i managed it all from the options menu ... i didn't edit the config file directly. One of the things/probs was the double assignments (they show up in red). You don't want too many of those (but some can't be prevented) Strangely enough there are 2(!) Fire entries in the option menu. 1 for infantry, the other for vehicles ... I assigned the Y button for both to get it to work. You'd expect that only assigning Y to the vehicle-Fire would be enough to fire when flying but it won't work (i reported this as a bug on the wiki) Look around (the right stick) is configured under analogue viewing (same place as the TrackIR entries). Anyway, it is too complicated to put in words. What i will do is make some screenshots (or vid) of my settings and post them here. Laterz
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Could you plz leave MY topic alone. We know what your silly point is, now plz get lost. Make your own topic about this 'superior' keyboard/mouse/desk thingy ... i won't bother to reply in that one:)
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Check this post for a downloadable mission which resembles the mission in the vid (with char switching)
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(Check my vid ... in the intro is my current setup;) Currently it is like this: Flying = Left stick Looking around = Right stick Aiming = Right stick (this is a bit weird when being gunner in normal view, looking AND aiming at the same time, but in Optics mode it is ok;) Rudders = Left/Right analogue triggers (if we get more rudder at higher speed, Cobra becomes a freakin' killing machine;) Up/Down = Left/Right shoulder buttons Y = Fire B = Manual fire X = Change weapons A = Action back = Hover start = Next team (character switch e.g. pilot/gunner) Click left stick = Target next Click right stick = Optics/Visor D-up = Fire(!) D-down = action menu down D-left = zoom out D-right = zoom in Perhaps you are surprised i have 2(!) buttons assigned for Fire. reason is that when being pilot the Y is best, but when being gunner the Y is not good cause you have to take your thumb from the right stick so i choose D-pad-up One final remark. I experimented also with right trigger to Fire but this doesn't work. Right trigger doesn't fire (probably because it is an analogue trigger and not digital) ... anyway, the triggers are better for rudders anyway. Hope this helps -- Max PS; i made a little script which makes the helicopter keep the flying height when switching to gunner, plus i disabled some AI ... now i can fly, switch to gunner with the pilot remaining at the same height (and not landing or going to default flying heigt). I can/will post the script and the init's used in the mission later.
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Hehehe ... i took my old xbox Thrustmaster Top Gun flightstick. Did the 10 minute mod from link Eizei (well it took me 30 mins;) ... plugged it in. It was instantly regonized by XP and configureable under ArmA. Tried it for another 15 minutes .. Well the flying seems cool, perhaps with training even very cool BUT, i instantly knew the 360 controller is better suited for me ... reason? all the buttons etc, are much easier to reach and stuff ... also configuring viewing and gunner targeting is much easier with the controller than with the stick. Conclusion: I have now a usb flightstick but i wil stick (sic;) to the controller for flying AND driving (last one obviously can't be done with a flightstick) Edit: btw, the 360 controller is a notch better than the xbox controller ... reason, the 2 bumper/shoulder buttons which come in very handy as up/down for flying (with xbox controller you would have to revert to black/white which of course is a lesser solution)
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Eizei. thx for the mod link. I have a xbox top gun flight stick lying around. No use for xbox anymore but i can make the usb plug and see if it is usable as flightstick in ArmA (when you are low on cash, you've got to be inventive:)
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Not 100% clear still:) The WIRED controller is for 360 AND PC!! (but of course mainly associated with 360 because it comes standard with the core package) Btw, the wireless 360 controller is afaik still NOT useable with pc Check specs @ MS Get the driver here @ ms (just select the correct entries)