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sirglider

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Everything posted by sirglider

  1. sirglider

    Strenfould island v2.0 addon for OFP

    Thanks for the addon. Very nice! I love the topology and the different towns around. Very sovietic ambiance :) However I almost cannot fly above the main city. I have a Radeon 5850! and it lags heavily like 3-5 fps... My proposition would be to remove the grass and try to find a solution for the corn field. Town itself is not so problematic I think. Or maybe remove a few grave from the cementery.
  2. sirglider

    UAV management

    Change its ID but be aware to change it in the scripts as well...
  3. sirglider

    KA50 vs AV8

    My solution for the the Laser Target Designator (LTD) on a UAV, is to define the point on the ground at which the cam looks via a prolongation of the pointing vector untill it's hitting the ground. Then the coordinates of the ground position is transmitted. Working fine with the UA as I take a shortcut to the target defining and not really a Laser Target transmission. I've tried a few ways to create that object gamelogic that uses the normal laser target on the ground but successless so far... Still to be implemented
  4. Hi scribe556, I'm almost over with the scripting of our UAV Ranger (Swiss but exactly the same as FDF) and it will be kind of Vigilant's console but with much more features. The only problem is that I'm almost over with it on OFP. So we would need to turn it to ArmA, but shouldn't be that much work.. Tell me if you want more infos
  5. sirglider

    Does anyone have an Operable UAV addon?

    Unfortunately, it won't be compatible with AA as long as it will need some small fixing, but not big ones I'll publish an AA version later as well. Where to download it, probably on OFP.info as they were our host for a long time
  6. sirglider

    Does anyone have an Operable UAV addon?

    Hi all, I was about to post a news concerning my work in progress on OFP, but I saw your message so I reply directly to it. I'm almost over with my UAV control console. Pretty much work, but with a really nice result. It has many functions included: - multi UAV - MP (normally, but not tested) - Launcher included - Engine command - Altitude control - WP control - Automatic landing feature wherever your want - Night vision - Laser Target Transmitor for the UA 1.1 - GPS - Gyroscope on the camera - Target adjustable manually - Multilanguage version (english, french, german) But I need to fix some little bugs left. Especially on the models and small scripts. If someone would like to help me, with pleasure For your pleasure, a screenshot of the console by night. Enjoy!
  7. sirglider

    Multiplayer Laggy!

    You should designate a standalone server so that it doesn't have to calculate everything for the server and everything (or almost..) for the client, what you play and see on the screen...
  8. sirglider

    Single addon UVA's

    There two types of launcher: the truck or the trailer.In the Swissmod, we have actually only modeled the trailer launcher  More information and pictures about our specific UAV: Ruag Aerospace Ranger's webpage
  9. sirglider

    Single addon UVA's

    That's the one It flies exactly the same way as a plane as it's coded as a plane..
  10. sirglider

    Single addon UVA's

    What do you mean by autocenter? The UAV flies to its waypoint and then circle above it. So? Sure it is. It's a normal plane.
  11. sirglider

    Single addon UVA's

    Hi all! Well there's also the UAV from the OFrP Mod which is a helicopter, not simulated so, but nice to fly and to use. From this base I've worked for a very long time on a console to use multiple UAV's and also MP compatible. The model is from the FdF as we use the same in the swiss army, so in the SwissMod I've almost made everything for it: - Altitude control - Waypoint control - Nightvision - Camera Zoom - Camera Rotation - Camera Up/Down control - Launcher system included - Status display in the list - Usual informations as speed, position, altitude, etc. - Full Screen view option - Autodestruction - Autolanding via a Laserbase's placement on the ground - UA Target transmitting possibility! - Multilangual console All those functions are working I just have to fix some bugs and to finish the cpp for standalone addon but it's working fine! If someone want to give me a hand for the standalone cpp, it would go faster for the release! For further informations, don't hesitate to contact me! Cheers, Sirglider
  12. sirglider

    AI using flaps

    Sorry that might be a bit confused, it's about WP away from the RWY and Taxiways.In fact my test is with a 1st WP about 1km north of the RWY and then the next one is about 6km away from the 1st one.
  13. sirglider

    AI using flaps

    Hi all! I've looked around a little bit and I don't really understand the behaviour of the AI on my plane. When I fly the plane, there's no problem. I can take-off easily and then my plane climbs well at around 120kph. But when the AI uses it, he takes-off normaly, but then he puts some flaps to climb. The problem is that my plane is a STOL aircraft and it has very efficients flaps. So if I put them half down, I almost can't climb anymore. Normal! But for an unknown reason the AI use them to climb too! I've tried to played a bit with the speed settings. Here are they:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">landingspeed=130; maxspeed=200; I suppose that both speeds are too close for the AI. But if I put a landing speed lower, then the AI stalls. I've tried to change a little bit my CG and the weight of my plane. It changes its attitude in flight, but not the stall speed... So here's all my problem. How can I manage the AI to fly and climb well with my plane? Thx for your help! Sirglider
  14. sirglider

    AI using flaps

    All right, I've reduced my flap' s friction to a quite normal value. But now I have an other problem, not related to STOL: When the AI takes-off and should move to a first point at the end of the runway, it takes him ages to go there. In fact it takes off, turn a bit and then make a 360 to join the point, eventhough he's reached it. I've set<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">precision=350;But even with nomral (500m) it does the same. And he does it with every waypoint if flies to... Is there anything to do with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">steeraheadsimul steeraheadplan? Cause I can't figure out those 2 config lines.. Thx
  15. sirglider

    Aquilair beta

    Sorry for not commenting it directly  It's a kind of addon I really love to play with. Maybe one thing, it should fly a bit slower which means to take-off on shorter distances too. I'm working on an alpha version of a STOL aircraft which use a script for a short take-off. If you can't figure it out with weight balance and so, I could help you with the script. An other thing, about modeling: I think it's a really beautiful addon, but would need, as you say, some other LODS, cause the details of the exhaust pipes are not really important when you're more than 3 meters away from it. So good work, keep going on so! Sirglider
  16. sirglider

    L118/M119 howitzer

    I can help you with that script. I did one for our Rapier AA Missile so that we can tow it anywhere. PM me if you need my help Â
  17. sirglider

    Towing script

    I can send you only the script if you want if you can use it so...
  18. sirglider

    Towing script

    You can look at our SwissMod. You can tow the Rapier AA with the puch for example. Enjoy!
  19. sirglider

    Vehicle engine off

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?enginon yourvehicle: blablabla engineon command returns you if the vehicle has the engine turned on. Enojy!
  20. sirglider

    UAV Addon

    There are three alternatives to include a dialog with an addon: 1. In a ressource.hpp for example which is included in your addon folder. To use it, you need to include a reference line in your description.ext file in your mission.sqm 2. To include your dialog code directly in your description.ext file in your mission folder. Not recommended, because it might be an error source in copying the whole code in each description.ext 3. In the ressource.bin or ressource.hpp of your mod\bin folder To let you know, I'm working on such a dialog for our UAV. For the tests, I include my code in the description.ext to be able to change it during the mission edition. When everything will be ready, it will be then included in our ressource.hpp of our Mod. Enjoy!
  21. Hi all! I'm working hard on my UAV consol to control many uav's at the same time and also in mp. My main script, from the dialog, is quite big about 20Ko. I'm testing it for the moment only on one computer, so in SP, so in local. I'm assigning new WP from the main script to my uav's. They are then published with the publicvariable command. Each uav has got it's own loop running to see if their wp has changed for example. The state is so: it's working fine at the beginning, every uav moves to its first wp. But then when I assigned them a new WP, they move but in a complete different direction and they never stop. They just flight straight in a direction. I've checked at many states if my wp are recognized. They are even recognized in the uav script. But the UAV doesn't obey to the moving order anymore. Last test: if I assign a new WP from a radio trigger for example. No prob then. Any idea? Limit of number of commands in a loop for example? Thx for your help mates! Â
  22. sirglider

    Plane WP not working

    The control script checks if the WP from the actual Ranger is different from the Temppos defined with an OnMapSingleClick command and published. If there's a difference then it publishes the new position for the Ranger.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">... #loop ~0.005 ... _RangerWP = Call format [ "Ranger%1WP",_IDofRanger ] ... If (abs ((Temppos select 0) - (_RangerWP select 0)) > 50) then {Call format ["Ranger%1WP = Temppos; publicvariable {Ranger%1WP}",_IDofRanger]; _objRanger sidechat format ["Roger, UAV %1 moving to %2",_IDofRanger,Temppos]} If (abs ((Temppos select 1) - (_RangerWP select 1)) > 50) then {Call format ["Ranger%1WP = Temppos; publicvariable {Ranger%1WP}",_IDofRanger]; _objRanger sidechat format ["Roger, UAV %1 moving to %2",_IDofRanger,Temppos]} ... goto "loop" Then the UAV script checks if there's a difference between its actual position and the position saved in the consol script. If yes, then it orders the uav to move to this new WP.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">... #loop _RangerWP = Call format [ "Ranger%1WP",_IDofRanger ] ... If (abs ((_RangerWP select 0) - (getpos _objRanger select 0)) > 50) then {_objRanger move _RangerWP; player sidechat format ["_RangerWP = %1 pour _objRanger %2", _RangerWP, _IDofRanger]} If (abs ((_RangerWP select 1) - (getpos _objRanger select 1)) > 50) then {_objRanger move _RangerWP; player sidechat format ["_RangerWP = %1 pour _objRanger %2", _RangerWP, _IDofRanger]} ... goto "loop" I've changed into move commands instead of domove ones. Results, working the first time I run the test, but not on the next ones... strange behaviour! But it works from time to time. But most of the time not... An other result: the _RangerWP is well read in the UAV script. It means the information of changing it's designed point and publish it is good! Only the UAV doesn't answer on the command... Thx for your help mates!
  23. sirglider

    Plane WP not working

    you're right the UAV will be local on the server. But the controler is a player, the one which gives them orders. For your 1st question: points are at least 50m away from eachother. But I've tried with points close the 1st one and also points really far (~10'000m) from the 1st one. Both the same results
  24. sirglider

    base jumping parachutes

    Look maybe directly to the FDF 1.4 they've fixed the MP bug with HALO jumpers. Our Swissmod units use the FDF script but the old version (not well working in MP). For basejump, it's the same. I use to play around with our units climbing on a radio tower, jump, open, land, pack, and climb again... Working fine except that you shouldn't forget to activate the opening of your chute... All the best!
  25. sirglider

    Force landing?

    You're right UNN! In fact, you also created the 3D trajectory of the plane so it should work. Just a little bit difficult to use, but it's a really nice addon. THX!
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