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kronzky

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Everything posted by kronzky

  1. Using the code I listed will give you full functionality. There's a reason I put the cheat in quotation marks... ;) The same reason this module doesn't have a "Kill All", or a "Make me invisible/invincible" option. It's meant to fix some engine/mission-generated problems, and to allow you to take on some different challenges. But not to eliminate the challenge altogether... And having unlimited artillery strikes available would be pretty close to that "Kill All" function—way too easy to just carpet-bomb the whole map.
  2. A MP version of this is not going to happen, but if you have access to the specific mission in the editor, you can add a trigger in there, with the following code in the "onActivation" field: nul=createDialog "KRON_SupportCall_Dlg" (Or you can create a script with this call in it, that could then be activated via a user action or whatever.) The trigger (or the user action) could, of course, come with all the usual conditions (only accessible to certain users, can only be used once or in a certain area, etc.), so it *could* possibly become a valid mission component. e.g. there could be one "quartermaster" that has access to this trigger, and he could then supply other players in the mission with the requested equipment, if he finds the request reasonable. Or, you could have each player select his loadout once, at the beginning of the mission, and after that they have to live with it.
  3. It (obviously) only works in Single Player. In MP no extra button will show up. When you're in a mission or in the editor, and press <Esc>, the pause menu will come up (where you can select "Save", "Abort", etc.). That's where the extra button will be. See the image in my first post of this thread). Or this:
  4. More sand unlocked for your sandbox! Access UAV video feeds from anywhere on the map. Launch your own UAV/ULB if the mission doesn't have one yet. Unlock any vehicle on the map (even the ones you're locked into). Recruit other soldiers present on the map, to join your own group. This should open up a whole new can of worms to play with! :) Especially the option to now leave a vehicle you're locked into will allow you to play existing missions in a totally different way. The "Death from above" one, for example, which has pretty nice setup to try out UAVs, can now be played on foot, perhaps taking out the main target as a sniper, instead of bombing him! Or sneaking up on the tank position, and taking them out with some satchel charges. Get creative! It *is* supposed to be a sandbox game after all...
  5. A new version has been posted, with the following additional features: When requesting equipment, a drop location can be specified on the map. Intel info can be displayed via marker on the map. Radio communication can be disabled. If stuck on the terrain, player can be forced out from it. (I'm still considering adding a UAV function, but I'm not quite sure yet whether to use the standard Arma one or a third-party solution. Still evaluating the options.)
  6. I thought long and hard about the option to drop other units, but I didn't implement it because that would be a bit too much like "real cheating", being able to build up your own army, or use you replaceable group member as cannon fodder... But if you need some healing you can already request an ambulance vehicle, and use that instead (without needing a medic).
  7. Good timing... This might be what you're looking for: Support Call - Cheat Module
  8. kronzky

    Moveable Target Range

    The "elevation" is the vertical angle you held your weapon at when you fired it (positive means you were pointing it up, negative means you pointed it down). To get comparable charts you would try to fire when that value is as close to 0 as possible. OTOH, to check optics, you would raise the weapon according to what the optics would tell you (which will normally give you a positive value for the elevation). The "x-offset" is the horizontal distance at the impact point from where it should've landed theoretically. AFAIK wind does not affect bullet travel in the standard version of Arma, but bullets have a random distribution, the severity of which depends on the ammo type. The second column in the chart represents the drop of the bullet at that distance. It starts out at 0 (when it leaves the barrel). Then, for some weapons, it may go upward for a while (positive value), after which gravity will take over, and it will drop towards the ground (negative value). The normal firing height for a person is about 1.5m, so if the bullet has a drop of 0.8m after 300m that means it would hit the target at a height of 0.7m (1.5-0.8).
  9. kronzky

    Moveable Target Range

    I don't understand... In your previous post you stated that "the above description makes it sound as if it should be displayed below the basic ballistic readout (elevation, distance, height etc) which is showing fine..", but now you say that you can't see the ballistics data at all??? I just tried it with 1.07, and ballistics chart and impact markers were working fine (I don't have 1.08 installed yet, but I doubt that 1.08 would've broken both of those features).
  10. kronzky

    Moveable Target Range

    You select the data in the field below the ballistics chart, just like you would copy something in Windows: Hold down <Shift>, and move the cursor over the whole content. Then press <Ctrl>-C to copy it, and either in Excel or some text editor you press <Ctrl>-P to paste it.
  11. kronzky

    Moveable Target Range

    You would have to rewrite all the scripts and dialogs to make them MP compatible. It'd be a massive job...
  12. kronzky

    Moveable Target Range

    It sounds like the bullet is not being destroyed when it hits the ground (as it should, and does, in the standard version), and just sits there on the ground, until it's "lifetime" expires. You can easily check what's happening with the bullet by activating the bullet cam (via a radio call). I don't have the ACE mod, so I'm just guessing - but if this is indeed what's happening, you might want to bring it up with the mod team.
  13. I wasn't aware that there was an issue with my UPS script (feel free to email me if you come across stuff like that), but I've looked into it now, and it seems to be related to larger markers. Once they get over a certain size, it can happen that the AI gets "confused", and sort of collects around the center of the patrol area. I've uploaded a new version (2.0.5) to my site, that should not show this behavior anymore. Sorry JW, for hijacking your thread, but I think it's only fair, considering you hijacked my script name... ;)
  14. kronzky

    Moveable Target Range

    The ballistics chart should be functional again now (V2.8.0). The output has also been normalized in regards to the muzzle position (i.e. the chart shows the vertical offset during the flight, rather than the absolute height of the bullet). This should make it a bit easier to create comparison charts. In addition, any ricochets (bullet bouncing off the ground) are not entered into the ballistics chart anymore. I've also added the ability to abort the bulletcam (in case one goes "astray", and you'd have to wait until it finally hits the ground again). Press 0-0-0 during the flight to activate the radio code that aborts the tracking. http://kronzky.info/targetrange/index.htm
  15. kronzky

    Moveable Target Range

    Seems like the latest version of Arma broke the bullet tracking (as it also doesn't show any impact information anymore). The ballistics information is only shown once the bullet has impacted somewhere, but since that doesn't seem to happen anymore, there's no impact info and no ballistics chart. Hopefully I'll be able to look into it over the holidays...
  16. kronzky

    Moveable Target Range

    You add that option to the argument list of the script call (which happens in the player's init line). e.g. nul=[["SoldierEB",0,0,"T72"],"mindist:",200, [b]"speed:5"[/b]] execVM "targetrange.sqf"
  17. kronzky

    Moveable Target Range

    Information about the possible parameters are in the header of the targetrange.sqf file (as mentioned in the readme).
  18. kronzky

    LCD/LED projectors?

    I've dumped my TV a few years, and only had a projector since then. And while I would never go back to regular TVs, you should still keep a few caveats in mind when considering switching. a) Unless you are willing (and able) to seriously block out light during the day, a projector picture is gonna look pretty crappy during the day. Most better projectors have a "high intensity" mode for watching during the day, but it still doesn't come close to TV quality (plus, it will burn out your expensive lamp in a hurry). b) Projectors are somewhat noisy. If your main use will be for gaming or war movies, then that's not a bit deal, but if you do watch quieter movies, and are somewhat noise-sensitive, then that could become annoying. c) Hooking up the whole thing to your stereo, PC, etc., can be a bit of a hassle, and requires plenty of cables and creative arrangements. Despite this, with a good setup the quality you get from a projector can equal (or even outdo) that what you get from an average cinema. (i.e. no commercials, no overpriced snacks, no basketball players sitting in front of you, nobody talking, etc.) Now - as far as models are concerned, I would definitely not go with a cheap no-name brand. There are severe quality differences between the different technologies and implementations, and a movie that looks fantastic on one will look like crap on another. Plus, if you buy it from some random guy on ebay, you will not be able to test it beforehand (to see how good it looks), and probably not have any real warranty. In addition, once your lamp burns out, you might have a real hard time finding a replacement one. I spent about $1,000 on mine (a BenQ W500), and bought it, after reading very enthusiastic reviews online, at Costco (where I could've returned it without problem). Even though I live in a large city (Montreal) there was hardly any store that had projectors, and even if they did they weren't able to give a good demonstration of it, in proper viewing conditions. So you have to somewhat rely on word of mouth of other users, and have a good return policy as a backup... I would suggest you do some serious research first, about what's the best deal right now (AVForums and ProjectorCentral are probably the best places to do it), and then save some money ($1,000 should be enough nowadays) to get a decent quality brand-name one. You won't regret it... ;)
  19. kronzky

    Using your PC in living room on tv ,ergonomics of it ?

    I haven't used a regular TV in nearly a decade (everything goes through my HTPC), and the best solution is a wireless keyboard with an integrated trackball/touchpad. There's an ongoing discussion about what works and what doesn't on the AVSForum. Something like this:
  20. kronzky

    Moveable Target Range

    You have to start it from the editor (not from the Single Player menu).
  21. kronzky

    Moveable Target Range

    When you turn ballistics information on (via radio), there is a text field at the bottom of the ballistics dialog (Where it says "Copy data from here"). That field contains everything that's in the listbox above. So select the whole content of that textbox, copy it into a text file, convert the vertical bars ('|') into line breaks, and import that file into Excel. It sounds more complicated than it is, but once you've done it a couple of times, it's a pretty straightforward process...
  22. kronzky

    Moveable Target Range

    Unfortunately not... The script uses several global variables, which right now are all shared by every instance of it running; and making all those variables local would be a pretty significant job.
  23. kronzky

    Moveable Target Range

    I don't have the Steam version, but you could try this location:\Steam\steamapps\common\arma 2\Missions
  24. kronzky

    Moveable Target Range

    What did you do with the README file, though?
  25. kronzky

    Moveable Target Range

    I've just added one new feature: If AI units have been defined as a target, they can be made to run at different speeds (instead of sliding around). Use the "run:<speedmode>" parameter to define which speed it should move at (<speedmode> can be "LIMITED","NORMAL" or "FULL"). While it is possible to mix different targets (static ones and running AI), it doesn't really make much sense, as they do end up moving at different speeds, so I've added a second demo mission "Targetrange_Man" that just contains a moving AI unit. Load up, and good luck! :)
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