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scudrunner

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Everything posted by scudrunner

  1. What happened to/(how do i select?) the Flying Razorback texture as per the armaholic page image? http://www.armaholic.com/pfs.php?m=view&v=8582-f16_addon.jpg
  2. scudrunner

    Vietnam: The Experience

    Does anyone know how to use the latest patch with this mod? It seems I can only use 1.08. Also, everytime I load a map in the editor, I'm missing some kind of rock. When playing, eventually it seems the game CTD's because- my guess- it's supposed to load this rock and can't. Is this common? I've tried to reinstall it and no joy. (Have no crashes with Sahrani) Finally- and probably most importantly- Im wondering- is this mod dead? The latest post in their forums here http://tactical.nekromantix.com/forum/viewtopic.php?t=21332 is November 07. It has a lot of potential, and if I had any skills to offer I would, but I don't. Hope it's still alive, and if not could be resurrected or updated in a more stable platform- if, need be, less ambitious (remove some questionable things if they can't be fixed, e.g. F-4s with pilots sitting on canopies...)
  3. scudrunner

    TrackIR Pros & Cons???

    Wow. Away from my home until later this week but sounds like a good deal. I'll shoot you an email. You just made my night. Anyone mention customer service as a pro? Now, i wonder if the anheuser bush company will offer to replace their stuff as well...
  4. scudrunner

    TrackIR Pros & Cons???

    Pros overwhelmingly defeat the cons and the only con I know of that hasn't been mentioned is about the trackIR clip. the clip you can buy, while definitely worth it if you use headphones and/or dont like to wear hats, is fairly cheaply made (read cheap, breakable plastic) Mine broke within 2 weeks and i have to use tape to keep it in position. No effect on performance, just an eyesore, but annoying. Other than that, the TrackIR becomes as indispensable to gaming (if you're a big flight guy, Arma, FSX, etc) as a joystick. I could get carried away and say it's almost as crucial as high speed but that may be a bit much....
  5. scudrunner

    Mando Missile ArmA

    Looks very nice--- should save me a ton of headaches assuming it's not tough to implement I suppose we'll have to wait for the next release for this one as well?
  6. Any updates for us, Doc?
  7. scudrunner

    Mando Missile ArmA

    1. Again, I did originally use the AH1. You do NOT have to use the Apache addons if you did it like I explained. If you still have troubles PM I don't want to fill up Mando's thread with unrelated stuff. I only used the Apache addons to verify my concern with multiplayer errors. ( I wanted to test it with built in laser designators, not "init" line LD's) It works perfectly fine in single player with either BIS Cobra's with init line LD's ....... OR...... Mapfact Apaches with built in laser designators. 2. The "bugs" I reported were for MP only. The accuracy of the laser guidance and the inability to bring up, detect, and keep the laser active were problems I determined to be because it's not working with the server correctly.
  8. scudrunner

    Cobra Gunner With Laser Designator

    Hmmm. Well What I have works but it doesn't work in multiplayer correctly. There's some kind of client/server error that doesn't sync the information with pilot and gunner so it may randomly turn off, not turn on, or not be detectable, etc.... Very strange, oh well.
  9. Does anyone have any idea how this was done? http://www.youtube.com/watch?v=mI_nYvU9xW4 Is this something that could be done with an init or script or does it require making an addon? I'm really quite interested in adding a laser designator to the Cobra's gunner seat but can't seem to get it to work with addweapon or addweapon cargo,etc... Any ideas would be greatly appreciated!
  10. scudrunner

    Mando Missile ArmA

    Apparently I wasn't clear enough. I did put a LD in the standard BIS Cobra. We (believed we)had issues with client/server not syncing correctly so I downloaded the Apache's with built in LD's to confirm it. This confirmed that it wasn't necessarily my addweapon/addmagazine init that was causing the problem per se, but that it didn't work with multiplayer: This caused these two issues for the pilot/gunner: 1) laser on/off unreliability (Turned off w/o reason, wouldn't turn on, turned on but not detected so can't transmit laser data, etc...) 2) laser/Mando overlay inaccuracy. ( I never doubted the Mando stuff, I knew it was BIS not happy with the LD in the helo) What I determined was , yes, 1)an addon will not make it work properly so that's not the fix and 2) it will require a script to sync client/server and make it work properly. Hopefully that's clearer, I was just trying to help you out if you're going to try to add this. @ Panda- if you do it like I explained it'll work in single player definitely. it will not work in multi player reliably
  11. scudrunner

    Mando Missile ArmA

    I'm not sure about Panda's system but mine worked fine for single player. For testing, I downloaded the Mapfact Apache's because they have a built in laser designator. (Although theirs are different because you don't see a radar contact) Similarly, it works just fine in within one person but a deal breaker arrives in multiplayer. There is some kind of client-server issue that will prevent the laser from turning on or seemingly it randomly turns off. And even when it does work in MP the Mando overlay does not properly line up with the BIS LD and therefor the impacts are inaccurate. I noticed when the gunner said he had the little "gunner" dot (the dot that shows the pilot where the gunner is looking) on target, it did not appear to be. So I suspect the laser uses the pilot for LOS and is that is why it is shooting inaccurately. (Also, usually the 1st shot is accurate but those following do not track until too close or behind the target) Basically, FYI Mando, if you're planning on trying to implement this it'll take a script as you stated above i'd imagine. I'd love to help just shoot me a PM or find the TOW TS, I'm sure ViperMaul always has something to ask you anyway and he may be there.... lol...
  12. scudrunner

    Mando Missile ArmA

    I'm not sure exactly how this is better...? The way I have it set up right now the laser does move with the gunner. The pilot has to activate it before flight and then it's always on,but with your missiles it works. I have two issues now and I don't think they're an issue for you particularly. 1. Again, the laser designator needs to be a weapon built into the chopper for the gunner to use it. 2. After extensive MP testing, there is a serious BIS issue. The BIS laser is sometimes lost with the current setup, sometimes the client can't see what the host sees, etc. I fear for this to work it'll have to work with an addon that has the LD built in, or for a scripter to figure out how to make it work in MP. Sometimes it works in MP just fine, sometimes the laser can't be found at all, and sometimes it appears to work fine but the Mando missile doesn't seem to track the BIS LD (I suspect the BIS LD is out of range, but the Mando "locked" info in the upper left corner is still current, and therefore the pilots think it's a suitable shot.) The Mando stuff works fine, so until someone with some insight on the scripting the LD properly and with MP compatability, it won't work fully.
  13. scudrunner

    Mando Missile ArmA

    Very nice, but not the issue. I have already done this with the Cobra.... My issue is giving the laser specifically to the gunner of Cobra. Right now what I have is working... but i don't like it in that the pilot must activate the laser using manual fire, and then it is acting as a constant overlay to the gunner's M197. He moves the gun, it moves the laser. But no on/off and it requires knowledge of the manual fire trick to get it to work in the first place. What I am trying to figure out is how to instead put the laser in the GUNNER's seat as scrollable a weapon. With my current addweapon init, the weapon is going to the pilot's seat (and it is not "f key" scrollable, but an action menu option like when using the LD on the ground) . What i need is to give it to the gunner, and then hope he can move it around like the m197, or like the Kiowa gunner did in OFP, then the system would be perfect because with remote mode you can use your missiles on your own laser. And of course the other problem I have is respawning the helo with the init's still in, i.e. my addweapons, etc..... but thats just my lack of scripting knowledge....
  14. scudrunner

    Mando Missile ArmA

    Not my video and not your missile system. That's someone else's mod, I showed to to ask how they got the laser designator in the gunner's weapon selection. Still can't figure that out.... If I can figure out that much then I believe this system is better, since in the video he has having to repeatedly turn the laser on/off for some reason....
  15. scudrunner

    Mando Missile ArmA

    I'm more than happy to post this, I hate the arcade lock and click action so maybe one day after it's perfected it'll become standard in missions with the Cobra...... So here is my explanation.... As you can see, it's not yet a perfect system, but it works.... http://www.flashpoint1985.com/cgi-bin....t=68937 (I assume you know basically how to use Mando's scripts) 1)Create a mission with Mando's Missiles. 2) Add a Cobra and give it this in its init: this addweapon "laserdesignator"; this addmagazine "laserbatteries"; this addAction ["Transmit laser target", "mando_missiles\units\mando_getlaser.sqf"]; 3) Give the Cobra gunner the Mando System llike the pilot. You do this by copying and pasting the AH1W profile in the mission init, and changing the "0" to a "1" The easiest way to test this, (and this is how it works in MP too....) 1) Hop in the pilot seat, in the action menu switch to weapon laser marker. 2)When it is your weapon, switch to manual fire, trigger it on, and turn of manual fire. Now it stays on (assuming it did..., it's hit and miss) 3) You can now hop in the gunner seat or have your gunner hop in, when he switches to M197, everywhere he aims has a laser. 4)Transmit the laser target in the action menu, switch to Mando's remote mode, and hit ctrl to lock it up. Windows to shoot and have fun... Activating the laser is still cumbersome and I'm trying to make it easier. P.S. Remote mode will NOT work unless you add this to the mission init as well, almost forgot... //Any player with a laser designator may transmit remote target info for missile armed units REMOTE-target capable script_mando_haveialaser = []execVM"mando_missiles\units\mando_haveialaser.sqf"; sleep 1; Correct me if I'm wrong anyone, and if anyone can figure out how to make the laser easier to access, like the Kiowa was in OFP, PLEASE let me know.
  16. scudrunner

    Cobra Gunner With Laser Designator

    Hmmm what exactly do you mean by that? I have it somewhat working: I added addweapon "laserdesignator"; addmagazine "laser batteries" to the init of the Cobra. Hop in as a pilot, switch to manual fire and you can have an action menu button that says "switch to laser designator", hit this and you have the laser out, trigger the laser on. Take manual fire off and the gunner hops in, now anytime he has the gun out wherver he aims it, he aims a laser... Combine with mando's transmit laser option (put in init) and his remote mode, and I have laser guided mando missiles.... Problem is, what I want is the gunner to have the laser designator built in to the m197/ffar's/hellfire "f" weapons. that way he can switch to the laser and turn the laser off/on at will. Basically, I'm trying to give the Cobra gunner the same capability as the Kiowa gunner had in OFP... if you recall... anyone have any input?
  17. scudrunner

    Mando Missile ArmA

    Hey Mando- no questions just a bit of fun.... When it comes to scripting and such I'm pretty much TimmaAYY but I figured out how to put a laser designator in the gunner seat of the Cobra and use remote mode to lase my own targets- man is that sweet--- thanks for this again!
  18. scudrunner

    OFPEC ILS

    Very nice Mando, once again. finishing up up my instrument rating right now actually. And P.S. thanks for your help at TOW, looking forward to the fixes! stop by sometime-
  19. scudrunner

    Manual artillery addon

    I'm having a very difficult time working in multiplayer. The init doesn't seem to be configed for it, i.e., the Forward observers don't spawn with their bearing/range ability. Anyway you can help with this, Jones?
  20. scudrunner

    Newly Rampant Hacking

    [i didn't see this specifically covered elsewhere and even if it is I feel it deserves to be brought to higher attention anyway...] I realize there have been posts about hacking and anti-cheat software and such, but I've never been worried about it until the last couple of weeks. It seems now that anytime a decent sized Berzerk comes up in the server list, after joining before long there is absolutely unmistakable hacking. Of course, for some time there has been the infamous satchel loaded M249, but not until recently for me has there been such strange phenomena as water tower spires reaching thousands of feet into the air, random squads of AI spawning (in a Berzerk), being suddenly endowed (myself and other innocents) with a Shilka cannon or FFAR launcher in my chest, or seeing others (or myself) exploding into the air only to land harmlessly on my feet. I have also witnessed having the entire map be rained with random GBU's. Needless to say, anytime a good game comes up with enough people to make it enjoyable (which is hard to find thanks to the over saturation of evolution), these same symptoms arrive soon after simply to disrupt and ruin the game for everyone. I find it hard to believe I havent seen any posts about this ( i did search and I'm sure as soon as I say this a mod will hand the link to me as well as my ass...). What is there that can be done? Does the ArmA cheat or whatever combat this? is it the particular servers for allowing certain options? Can this be stopped?? This is destroying the game, at least for me. It may just be the final frustration that ends my and I'm sure others' interest in a game with such great potential. P.S. It seems a friend has tracked down the newly distributed hack to some Swedish guy and his website. Though I'm sure he's no longer the only guy using it. --- Oh and mr swedish hacker guy... go to hell.
  21. scudrunner

    Newly Rampant Hacking

    @ Messiah Yeah I did look at the most prominent hacking posts but none I saw considered this new threat directly. As for the MP forum, yeah I suppose that'd make more sense, and I wouldn't object if this were moved to there- though it'd probably get more attention here as the MP forums may be a bit neglected...
  22. Wow. After much trial and error it seems to be working. (why removemagazine on some and removemagazineS on others?!, lol) Thanks for your help !
  23. Hey all. I'm scratching my head on this one. I have some Av8-'s and SU's in a mission with an init that removed some of their weapons and Magazines. Problem is, when they respawn, they respawn with their full compliment of weapons. Is there a way this can be remedied? Perhaps with a trigger? Or maybe a script that says all these vehicles have none of their weapons (except guns and the SU's rockets...i.e., NOT AIM9's, r-73's, or GBUs) Any help would be greatly appreciated! If this works I'd also like to remove guided rockets from Cobra's, A-10's, and Ka50's as well. EDIT: How I failed to spell respawn correctly in the heading I do not know. lol.
  24. scudrunner

    Aircraft Rudders

    Rudder input in fixed winged aircraft has a rubber band effect initially do to momentum, but keeping the rudder down long enough will certainly change the direction of the aircraft. Pulling a 360 with rudder and keeping bank steady would take quite some time, but certainly as long as exaggerated above- and of course it'd depend on speed. The rudder effect could certainly be strengthened without objection in fixed winged aircraft.
  25. Hey, thanks for the help. But for a reason I am convinced I cant explain, I'm steering away from Karr's respawn. I'm convinced that sometimes it crashes my missions when a helo or jet crashes (too) occasionally. Anyway, could you interpret this respawn and possibly explain how to introduce the above changes into it? [/code]; Call in initline with (120 for 120 seconds, 2 minutes) : ; ; [this, 20] exec "vehirespawn.sqs" ; ; Note - This script needs a "GameLogic" trigger named "SERVER" or else spawning will be nuts ; ?! (local server): exit ~3 _vehicle = _this select 0 _delay = _this select 1 _empty = true _disabled = false _moved = false _startpos = getpos _vehicle _startdir = getdir _vehicle _type = typeof _vehicle #waiting ~2 _newpos = getpos _vehicle ?! (_newpos select 0 in _startpos) or not (_newpos select 1 in _startpos): _moved = true ?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not (isnull commander _vehicle): _empty = false ? (isnull driver _vehicle) and (isnull gunner _vehicle) and (isnull commander _vehicle): _empty = true ?! (canmove _vehicle) or (canfire _vehicle): _disabled = true ? (canmove _vehicle) and (canfire _vehicle): _disabled = false ? (_disabled) and (_empty): goto "spawn" ? (_moved) and (_empty): goto "spawn" goto "waiting" #spawn ~_delay ?! (isnull driver _vehicle) or not (isnull gunner _vehicle) or not(isnull commander _vehicle): _empty = false ?! (_empty): goto "waiting" deletevehicle _vehicle ~0.5 _newveh = _type createvehicle _startpos _newveh setpos _startpos _newveh setdir _startdir [_newveh, _delay] exec "vehirespawn.sqs" exit I'm not looking for a hand out and Im not lazy I have tried quite a bit to figure it out. I know nothing about scripting,
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