Footmunch
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Everything posted by Footmunch
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One of the main motivations for ACES (and perhaps JAM?) was to standardise weapon power: if all the units use the same hit values for an AGM-65, then mission makers can replace, say, an F-16 with an A-10, and it won't 'break' the mission. In addition, if there is a standard weapon power, addon makers creating, say, a T-80 can adjust their armor value to reflect the strength of these weapons. So, addons like ACES feed into larger projects like Common Armour Values. IMO, you don't have to use ACES/JAM directly, but it would be a bad idea to create a new Maverick weapon that had twice the hit power - it would destabilise the established balance. Back on topic - there is a lot of co-operation happening, but most of it goes on via PM: just because you don't _see_ it doesn't mean it doesn't happen . For example, note how many addons have readme's thet mention help from other addon makers. Edit - for speeling
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Rock - ADEN 25 was cancelled wasn't it?
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Like Rock said, there should be only one kulomet point. The gun axis in planes is set along a constant-Y line. Another thing to check is whether the vertex in the memory LOD is set to 'shining': if it is, set it back to normal. Looking good, btw.
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It's been a while, but I've got something to show for it: (BETA) A-6E Intruder (BETA) Zip File Currently armed with 12 Mk82HD bombs. I will change the undercarriage methods so that this can be used on the carrier addons. Cockpit needs a little more work. Probably _won't_ be roundled, but there may be a tailcode/ship scripting choice. (No immediate prospect of a Prowler, sorry.) (BETA) Hawker Hunter (BETA) Zip File 2 versions - A2A (with 4 RedTop missiles) and A2G (with rockets and 4 'generic' bombs). This will be roundel capable soon (currently sporting the 'new' Singapore roundel). Cockpit is in progress. Numbering in progress. Suggestions for paint jobs accepted... (BETA) Su-27 Flanker v1.1 (BETA) Zip File Updated model and functionality. Armed with 4xAlamo and 4xArcher. _Very_ deadly. Proximity fusing will probably be added to the Alamo's. Roundel and number capable. Defaults to USSR roundel. (BETA) F-15 C/E (BETA) Zip File - note this is a 7.4 MB file. Added Strike Eagle versions (in grey and 'black'). -E has 4 Mavs, 2 GBU and 12 Mk-20. Open to suggestions on the loadout. Open to suggestions on Gunner/Cargo choice for the guy-in-back. I may break these two up into two separate addons.
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Quick update picture: A6-E (beta) providing CAS over Tatu displaying TER (triple ejector rack) and MER (multiple ejector rack) functionality:
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Uber - Well, I was bored, and ... I'll texture it up with some basic sandstone-type files and PM you the PBO in the next couple of days.
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First things first - the F-15C has been 'completed', and is up on my homepage. Direct link here: RAR File Includes readme file. Next, a new beta addon - Tu-22m3 Backfire bomber - RAR File This maritime patrol version carries 3 Kitchen missiles and has a working tail gun - thanks to SA8Gecko for the majority of the scripting. Please report any problems here as there has been a lot of testing, but bugs may still exist. Note that the turret does not 'roll' with the plane - this is an engine limitation that cannot currently be resolved. Includes swing wing, rolling wheels, flares, exhaust, numbering. Still to do - cockpit improvements, 'bomber' version, texture improvements. And finally, a beta EH-101 Merlin addon: RAR File Includes BAS rappel, rotor dust and sling scripting used with permission. Also includes exhaust smoke, DIRCM anti-missile system and automatic gear up/down. Thanks to FLK, P:UKF and VCB for extensive beta testing The paintschemes included are the standard RAF 28 Sqd green camo and a 'fictional' desert camoflauge. The desert camo has _not_ been applied to the Merlins currently operating in Iraq, but is based on the standard colours used for other helicopters in desert combat operations. Note that a more 'generic' version (ie no RAF lettering and roundel-capable) will be forthcoming. The helicopter will pick up _any_ car-class addon, as well as _any_ reammobox-class unit. A pair of ammo palettes are included (under Empty->Ammo) that look a little better 'visually' during transport: They are listed as 'Fuel & Ammo Palette' - one has BIS ammo, the other has JAM ammo - and also include vehicle fuel and shells. The procedure for sling transport is to hover over the unit to pick-up. An option wil appear on the pilot's action menu to attach the unit. There is a 150 kmh upper speed limit for sling cargo, and the helicopter must be moving slowly and below 20 metres for correct unloading. The fast insertion command will become available when the helicopter is loaded and is low and slow again. Note that at present the 'fast insertion' command will deploy _all_ the troops in the helicopter. Note - Coaler is progressing. New version in a couple of weeks. Hmm. What's this on my HD? - it's only the F-35A, so no STOL/VTOL yet...
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Fox - I'll PM you a link for an ACES-converted Su-33 that will be released soon. Pic below: (Full KAB-500L loadout shown.) The process is essentially simple - you place a proxy at each missile position. You also need a swPayload switch-anim and then some config and payload.cfg editing. You can compare the config for the Flanker with the EF and the non-ACES Flanker* * - Link for non-ACES flanker - http://www.footmunch.org.uk/beta/rktsu33.rar Gecko - Can you be a bit careful with your ACES-compatible F-4 please? There will be an 'official' F-4 soon, and I don't want there to be any conflicts or crossovers: Thanks in advance.
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Yep. This is my mistake originally - thanks VB. Yep, this is the (correct) class structure from the first public ACES version - Kikill if you need a copy of that PBO or ammo.cpp, PM me and I can upload.
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I've got a fair amount of FLK work to do at the moment. Once that's done, I'll be converting some of my existing planes to ACES (F-16, F-4, Flogger and Su-33 are the priorities there, but the Jag and Bucc will be converted over as well) and maybe helping out on ACES debugging (which should leak-over into improvements with the EF). So, sadly, I can't make a committment on the EF right now... Gecko - My mistake on the videos - the F4 release does seem quite smooth - nice work. Does putting the list of commands into the call function pre-compile them (and increase the speed) in some way? Interesting.
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Gecko - I've also been working on a camSetRelPos pseudo-proxy system for the Su-24. Great minds think alike Here's a sample of what I've got so far: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Create the positioning camera _missposcam = "CAMERA" camCreate [0,0,0] _missposcam camSetTarget _plane [...] #R60B_away _plane setobjecttexture[12, ""] _missrelpos =[4, -7, 0] goto "MoveMissile" [...] #MoveMissile ; Get the missile object _missobj = nearestobject[_plane, _ammoname] ; Get an offset position from the plane _missposcam camSetRelPos _missrelpos _missposcam camCommit 0 _missobj setpos (getpos _missposcam) camDestroy _missposcam The main problem I've encountered with this approach compared to a standard sideways move is the speed of execution. Even in your vid with the Typhoon, you can see the missile being created above the 'spine' of the aircraft while the camCommit 0 line gets executed. The quicker grab and move ACES approach means that the missile spends less time above the plane. With the overhead that HR mentions relating to hard-mounted and multiple rail weapons, the it may be difficult to keep the speed in line. Here's hoping ArmA has things like this built in - it already looks as though the MCar stuff won't be needed...
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Do you have any old ACES.pbo versions installed? If so remove them. Are the ACES.pbo and the EF pbo in the same folder? Try to put them both either in addons or res\addons. Have you tried different weapon combinations? Kikill - Do you want to start a seperate ACES thread?
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The ensign on the tail would usually be the same red and blue as the roundel that Messiah already posted. IIRC, the red is always to the left, so it's reversed from one side of the tail to the other.
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By the way, the helicopter in the foreground of some of the Guerrico pictures is the FLK SA.316 Alouette, which is also new news
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Tankie - The closest current match to Storm Shadow in ACES is probably the AIM154. HR - Good to see the EF (finally )
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Typhoon addons are in progress from Hardrock and Rockape. Harrier from FLK Mod. (RAF Jaguar is also being re-jigged currently - pictures soon.) Tu-95 Bear has been started by [APS]Gnat
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Can you check what weapon is selected? I think he wants the bay doors to open when the pilot selects the bombs as a weapon? At least with the fired event you can say for sure what weapon is un use. Agreed: I don't think there's a way of finding the _selected_ weapon, is there? I meant that with the FiredEH, you know what's been launched, so you can immediately open the appropriate bay. If you give the weapon a longer initTime, and the bay anim quite a short animperiod, you can 'fudge' the result to look okay-ish.
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This is how I did the doors on the F-35: it kind of works... There is one more trick: You can loop and find when the AI plane goes from "Safe" to "Combat". When this happens you open the doors. The AI doesn't fire in Safe mode*, so it shouldn't launch through the doors. Then, you monitor when the AI goes from "Combat" back to "Safe", and close the doors again. Or close them again when the ammo reaches 0. You can pick-up the behaviour of the AI using the "behaviour _plane" command. * - I think this is true, but it may not be 100%.
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For random intervals: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_delay = _min + random (_max - _min) ~_delay where _min and _max are the shortest and longest time intervals you want (both in seconds, btw). For explosions, there are lots of ways of doing this. Try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bomb= "MortarShell" createvehicle [_posx, _posy, 0] where _posx and _posy are the location you want to blow up. You can use grenades, mortarshells or laserguidedbombs to change the explosive power.
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Weight and rubbing (oo-err) determine the gravity fall, IIRC. 'Thickness' of the smoke is determined by the alpha values in the colour arrays.
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The word-wrapping might have got it wrong, but you've only got one instance of the word 'drop' in there, old chap. The second line is just creating a big old array. To close up the gaps you've got 3 options: 1) Increase the frequency of the smoke (ie reduce the ~0.05 values) so that each 'puff' is closer together. 2) Make the smoke 'bigger' so that the gaps between 'puffs' is reduced. 3) Give the smoke some 'velocity' - this is harder than you might think, as you'll have to take the plane's speed into account as well.
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Chris - Ammo grabbing code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Init our local vars _array = _this select 0 _weapon = _array select 1 _ammoname = _array select 4 _unit = _array select 0 ; Get the missile object _missobj = nearestobject[_unit , _ammoname] ; Get the missile direction _missdir = direction _missobj etc The sqs is started from something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class EventHandlers { fired="[_this] exec {\boing\grabmissile.sqs}"; }
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If you get hold of a 'C++ aware' text editor like: http://www.pnotepad.org/ Then it can do indentation and scope semi-automatically.
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They're just identifying integers that are read by the game engine - there's (probably) no significance to the binary values. You can already have two hard-mounted weapons on a vehicle: eg AT3 + cannon on BMP. It's just that proxies are restricted to one type, and different ammo classes are spawned at different memlod defined points. You can change _any_ weapon to hard-mounted: eg you can put a grenade-shooting mortar on a tank. However there are recoil issues in that case.
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Apologies for the lateness of the reply: Standard Hook animations: I'm all for it, but someone needs to actually put a marker down and set it in motion. And that's not going to be me, btw Hardrock, Kyle, Gnat: Thanks. I'll put the _cam setdir 0 in as soon as possible. Franze: The AB and brake scripts not working with a joy-throttle is one of the reasons I'm not super happy with the keyscript. You can fly with right hand on joystick and left-hand on WASD, but it feels a bit strange. Kh-31: The missile targetting/flying is a little bit poor at the moment: this will be fixed. I will also increase the damage a little bit, but as Shashman said, the LST is not a 'standard' unit in OFP - it has all sorts of weirdness in it's config, IIRC. I'll check up on loadouts and positioning. I thought it was OK, but it may have got a little mixed up. The main gear clipping the engine _is_ an issue. It will be adjusted. Maneuvering: I can make it a little more sensitive on the elevators, but it may be that you're turning _too_ hard. You lose a lot of speed if you try to turn too quickly. Slower target = easier to hit. Try keeping your speed up above 400-ish. The HUD/cockpit is not final - I will add instruments and the like, but there's very little chance of a full-on digital HUD: it requires a lot of work, and there are still features that _cannot_ be done with the tools in hand, sadly. In other news - Tu22m3 is very close: includes a new paint scheme (it's just grey rather than blue, so don't get too excited) and a new loadout (bombs instead of the missiles). An-72 Coaler is getting some work done, and so is the Il-28 Beagle. Fencer? Maybe. For now, how about a Foxhound: _Very_ early stages: no comments required yet.