Jump to content

Liquid_Silence

Member
  • Content Count

    57
  • Joined

  • Last visited

    Never
  • Medals

Posts posted by Liquid_Silence


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BAS-Damocles @ posted this)</td></tr><tr><td id="QUOTE">High powered magnification scopes would be impractical mounted on a machine gun, and not very accurate.<span id='postcolor'>

    Damocles, you definitely are an authority on this sort of stuff, and this is a heavier machine gun smile.gif but I thought I'd mention it anyway...

    A Marine Scout/Sniper (more like the Marine Scout/Sniper smile.gif ), Gunnery Sgt. Carlos N. Hathcock II, was once accredited with hitting an NVA at 2,500 yards (1.42 miles, or 2.28 kilometers) with a special scope-adapted (I think the scope was a Unertl, and that it was side-mounted) .50 caliber machine gun converted for single shot operation.


  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Feb. 15 2003,11:11)</td></tr><tr><td id="QUOTE">It wont work like that. Anywheres on the map 0 is depending on the terrain height.

    Even if you moved the object wanting the height check to over and  above your sea level marker ,it will still be the same height off the land it was in the other position.

    Anywheres in the water 0 is same tho

    Appears math is needed<span id='postcolor'>

    Math is most definitely not needed.

    Ok, I'll use the version I would use (I have 1.91) to explain this clearly...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">solution (for 1.90+):

    in init.sqs:

    Setup that only needs to happen once...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">;create a trigger (an object with 0 asl as it's height always...

    sea_level = "emptyDetector" camCreate [0,0,0]

    ;load the function file into memory as a string to optimize code...

    get_sea_level = loadFile "get_sea_level.sqf" <span id='postcolor'>

    in get_sea_level.sqf:

    called whenever someone wants to get the height asl of an object...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">commant "declare a couple of variables a private in scope..."

    private ["_object","_height_asl"];

    comment "set _object to the object to get the height asl of..."

    _object = _this select 0;

    comment "set the trigger to the position of the object (and since it's height is always 0 asl, you can use the fast way (setpos getpos)"

    sea_level setPos (getPos _object);

    comment "get the distance between the object and the trigger, which is the height asl of the object...and the distance function is very accurate, so no complaints there please..."

    _height_asl = sea_level distance _object;

    comment "return the height asl of the object"

    _height_asl<span id='postcolor'>

    example usage:

     if you wanted to find the height asl of a helicopter called chopper...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">chopper_height_asl = [chopper] call get_sea_level

    hint format ["%1",chopper_height_asl]<span id='postcolor'><span id='postcolor'>

    EDIT: OK, I re-read your post, and I now understand where you have gone wrong...the object I am camCreating here is a trigger not a marker...meaning that it always has a height of 0 asl...


  3. Um, I don't know if it would work in multiplayer or not...

    It should work if you change the camCreate to createVehicle...and put public sea_level below the createVehicle command...

    And yeah, they'll all use sea_level...If you're gonna be using it a lot you can change it to a private variable for each, to prevent weird things happening smile.gif


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dschulle @ Feb. 07 2003,13:23)</td></tr><tr><td id="QUOTE">I'm a bit surprised, that the script worked. Since I did it like this and had to change the setpos line to:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_sea_level setPos [(getPos chopper)select 0, (getPos chopper)select 1, 0]<span id='postcolor'>

    otherwise sometimes the distance was 0!  wow.gif

    Add. using:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">chopper_height_asl = (getpos chopper select 2) -(getpos _sea_level select 2)<span id='postcolor'>might be more precise.<span id='postcolor'>

    hmmm...I'll change mine accordingly. I haven't had any problems with it so far, but better to be safe than sorry smile.gif

    About the distance thing:

    a) Distance seems to be perfectly accurate at reasonably short distances...I haven't tested it though, so you may be right...

    b) this would require a slower workaround for BAS's MH47E...since all getPos chopper select 2 does on that is return close to zero...my way works for all choppers without specifying which you're using...


  5. solution (for 1.90+):

    in init.sqs:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">sea_level = "emptyDetector" camCreate [0,0,0]

    get_sea_level = loadFile "get_sea_level.sqf"<span id='postcolor'>

    in get_sea_level.sqf:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_object","_height_asl"];

    _object = _this select 0;

    sea_level setPos (getPos _object);

    _height_asl = sea_level distance _object;

    _height_asl<span id='postcolor'>

    example usage:

      if you wanted to find the height asl of a helicopter called chopper...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">chopper_height_asl = [chopper] call get_sea_level<span id='postcolor'>

    solution (for < 1.90):

    in init.sqs:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">sea_level = "emptyDetector" camCreate [0,0,0]

    height_asl = 0<span id='postcolor'>

    in get_sea_level.sqs:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_object = _this select 0

    sea_level setPos (getPos _object)

    height_asl = sea_level distance _object<span id='postcolor'>

    example usage:

      if you wanted to find the height asl of a helicopter called chopper...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[chopper] exec "get_sea_level.sqs"

    chopper_height_asl = height_asl<span id='postcolor'>


  6. Spitfire: just use a camCreated trigger

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_sea_level = "emptyDetector" camCreate [0,0,0]

    #loop

    _sea_level setPos (getPos chopper)

    chopper_height_asl = _sea_level distance chopper

    ~0.01

    if (alive chopper) then {goto "loop"}<span id='postcolor'>

    would update "chopper_height_asl" every 0.01 sec with the height asl of the chopper, as the camCreated trigger doesn't ever change its height from sea level...

    I just camCreate a global trigger at the beginning of my script, and use it for all choppers that have cargo ropes (+ anything else requiring height above sea level readings)

    EDIT: Prospero: I'm having a look at the script. From the look of it, it's gonna be helpful smile.gif Um, its the one from the thread titled "floor enumerator demo" or something like that, right?


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CuteQA @ Uh, earlier methinks? biggrin.gif)</td></tr><tr><td id="QUOTE">Shotbox was terminated wow.gif<span id='postcolor'>

    Yeah, and it's a good thing too smile.gif they were spending far too much time losing their tempers at morons who didn't know when to shut their mouths rather than working on their beautiful units smile.gif

    Oh and I hope that that Thunder-whats-his-name guy didn't get in too much trouble since he didn't seem a bad sort at all...but that other guy was a complete moron... crazy.gif loco me says...loco...


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (¤Specops¤ @ Feb. 06 2003,12:51)</td></tr><tr><td id="QUOTE">euh... this setUnitPos "down"

    Is it correct ?<span id='postcolor'>

    yes it is, and the code you are using should work...

    try using this stop true at different points in the code...


  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Little Blue Assassin @ Feb. 06 2003,06:44)</td></tr><tr><td id="QUOTE">Now on a somewhat related note, I am trying to delete a helicopter in the air when it reaches the edge of the map.  This works, but the pilots both fall to their deaths, and I want them to be deleted instead so that it does not affect my rating.  Now, I tried making an empty helicopter and two pilots with names (so that I could delete them seperately with a different trigger) and then placing the pilots in the helicopter, but one of the helicopter's waypoints before the deletion involves the "transport unload" command, and it will only work if the helicopter is created as a manned unit (I mean, it can't piloted by two guys placed inside using the "moveindriver" command as I tried to do).  And you can't name the drivers or pilots of a unit that is created manned (as far as I know).

    What I am trying to do now is create a trigger that will affect all units within its radius, but I have searched both this forum and the command reference for a long time and I cannot find any "all units within this trigger's radius" command, or anything like it.  Please help.<span id='postcolor'>

    a.

    deleteVehicle (driver my_chopper)

    deleteVehicle (gunner my_chopper)

    create the trigger, set to activated by "anybody" (or everyone or whatever it is smile.gif )

    ok: in "on activation" put "_x doThis thing" forEach thisList

    but change the code within the "" to what you want it to be (if you use v. 1.90+ you can use {} instead of "" which is better smile.gif )

    e.g. you want anyoine within the triggers radius to be deleted:

    on activation: "deleteVehicle _x" forEach thisList

    if you want to do some things, then it might get tricky: e.g. you want everyone to salute once when they get within a certain distance...if you used (on activation: {_x stop true;_x playMove "effectStandSalute";~2;_x playMove "effectStandSaluteEnd";_x stop false} forEach thisList) then any person within the trigger would constantly be saluting...so you'd have to come up with a workaround for it (probably using a script)

    If you encounter any more problems just post again smile.gif


  10. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Spitfire @ Feb. 05 2003,17:10)</td></tr><tr><td id="QUOTE">It's better to calculate the correction by making a trigger or gamelogic that moves around with the chopper, staying right underneath it with a looping setPos command. If you setpos it to an elevation of 0, it remains at the ground level, even when there is a multilevel building on that spot. Then, the height error the building is causing can be calculated by substracting the reported height of the helicopter from the distance of the helicopter and the trigger.<span id='postcolor'>

    Yeah, I'm using a camCreated trigger that is setPos'd to the helicopter every cycle (and since it's a trigger it's height is always sea level...)

    Basically the compensator works, but there is a certain height band it doesn't work in...(I wish BIS had chosen a different way of detecting walkable surfaces...) confused.gif

    I am currently using a compensator that runs once a cycle, but I may have to use a looping compensator. I am still running a few tests to see the best way of doing this, 'cause I don't want to slow down the script too much. Progress is slow, 'cause I'm also working on a campaign smile.gif

    I'm very interested in any information anyone discovers about the vehicle tilting thing, as this is another thing I'm gonna have to fix before my script is usable...


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Feb. 05 2003,05:33)</td></tr><tr><td id="QUOTE">...but it also means that careful attention must be made so that it does not interfere with other weapon addon packs that have the same weapons.<span id='postcolor'>

    That's why we have the OFPEC naming conventions smile.gif

    3 letter tag that is a unique ID for any addon maker...i.e. BAS's is BAS, SelectThis's is STT etc...

    If you register a tag and use it for all your addons then you shouldn't run into problems at all smile.gif


  12. Earl: You can use removeAllWeapons unit to remove all a units weapons so don't bother smile.gif

    Why would you want to use any other weapons with these Marines?

    I can see it in some circumstances, but in most missions they would be using standard issue weapons...i.e. the ones included...

    The only use for using other weapons/weapon packs is if the originals are unrealistic, or there is a weapon mission (e.g. M82 SASR or something for a scout/sniper doing a special mission...)

    And in the case of </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The problem is that every new add-on has to come with 'new' weapons, that means that if you wish to use more than one add-on in a mission/campaign....like, your marines, and someone elses Rangers....you end up doubling up on most of the weapons, where as if the units were released seperatly from the weapons, mission makers could choose which weapons pack to use, requireing less downloading, and smaller addons, avoiding the 'cannot memory map' message...we really don't need more M4's, M249's, M240's, there are dozens of them already available, and many more still being cranked out.<span id='postcolor'>

    I agree to an extent...but remember that different services use different weapons and different configurations for the same weapons (for example Force Recon has three items in their M4 SOPMOD kit that aren't in the standard SOCOM one...) so by doing this way you end up enhancing realism...and realism is good smile.gif

    I mean, when this addon comes out I'm gonna delete all the SAW addons and the M40 addon I've got, 'cause I'll have no use for them anymore smile.gif since the only reason they're there at the moment is so I can't load regular soldiers to simulate Marines biggrin.gif I'll have two addon packs doing the job of like three...I may have to wait ages for the d/l (56k biggrin.gif ) but I'll still be happy...

    EDIT: How are these beautiful creations going btw? (Both the Marines and the weapons smile.gif )


  13. I have the same problem with my underslung cargo script, and I am using setDir as well...(and trig functions to set the cargo's position correctly under the helicopter...)

    Another problem with setPos'ing objects beneath a helicopter comes when you use BAS's MH47E...as it's (getPos select 2) is always close to zero, rather than giving it's actual height...

    (Fixed with a logic and the distance command...)

    The biggest problem with setPos'ing beneath a helicopter:

    The multilevel buildings in Nogova...

    Der Bastler: try your script at the airport in the desert area in the SW of Nogova...fly over one of the tall buildings at different height levels and notice the weird effect....

    With more than one zero level stacked, you get an odd effect where the cargo jumps around...I have a compensator running with a camCreated trigger, to get a correction relative to sea level...but there's still one height level band that I can't correct the cargo for...

    I've completely rewritten my script and still can't find a solution that doesn't slow the script down immensely (and make ground collision detection impossible)... crazy.gif


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (earl @ Feb. 03 2003,03:49)</td></tr><tr><td id="QUOTE">Anybody know what sidearm Force Recon is using now?  From an article at at www.forcerecon.com they don't seem to like the M9, but are they still using the MEU(SOC) version of the 1911?<span id='postcolor'>

    The following quotes apply to Force Recon (specifically the 1st Force Recon Company)...(from an article on ForceRecon.org biggrin.gif )

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">While the standard USMC pistol is the M9, those in the operational platoons use the MEU (SOC) pistol.

    ...

    There are 60 MEU (SOC) pistols in the Company. They are authorized 110. They should have 300.<span id='postcolor'>

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Pistol, Semiautomatic 9mm M9 (NSN 1005-01-118-2640)

    The M9 is used by those not currently assigned to the operational platoons and whose duties preclude being armed with a rifle. Though some in the outside world speak well of this pistol, it is apparent that they do not subject it to the same use as the Marines do. Large in grip circumference and utilizing a double action trigger system, it is a difficult pistol to shoot, and even more so for those with small to average size hands. Coupled with the anemic 9xl9mm cartridge, poor service life and a horrible maintenance record, few have any confidence in this pistol.

    There are 60 M9 pistols in the Company.<span id='postcolor'>

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Squad Automatic Weapon, 5.56x45mm M249 (para) (NSN 1005-01-127-7510)

    ...

    Consequently, the Company modified their M249’s to the Para SAW. Utilizing a kit from the manufacturer (Fabrique Nationale), the standard barrel is replaced with a 13.5" barrel, the fixed stock with a collapsible stock.

    ...

    One Para SAW is carried per Recon Team. In the headquarters Team, the Corpsman will normally carry the SAW ("The best form of combat medicine is fire superiority").<span id='postcolor'>

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">While the SOPMOD Kit has a number of components, few are on the carbine at any given time (this is directly opposite the hero pictures in some of the gun rags, where everything is mounted). The Company has a system of configuration for their carbines.

       Common to all:

    Compensator for the QD Suppressor.

    Back Up Iron Sight.

    Optical sight (mission specific)

    Combat Sling.

    Vertical Fore Grip (Operator Preference)

      CQB:

    Aimpoint®/Reflex

    Suppressor (mission specific)

    VLI with JR cover

    Helmet mounted ANIPVS-l4

    Weapon mounted Laser aiming device (AN/PEQ-2)

      Intermediate Range (patrolling):

    ACOG/Aimpoint®IReflexIANIPVS- 17

    Suppressor (mission specific)

    Head Mounted ANIPVS- 14

    Weapon mounted laser-aiming device (ANIPEQ-2)

    QDM2O3 (TL/ATL)<span id='postcolor'>

    They were thinking about replacing the MEU(SOC) pistol, but decided on a PIP instead...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">A product improved MEU (SOC) pistol is in the works. (The USSOCOM Mk23 ModO was briefly looked at. However the large size of this gun and other issues render it less than desirable as a secondary weapon). Though the basic pistol will remain the same, a new barrel and hardened drop in parts will replace those that must be hand fitted. This will permit maintenance to be performed at the company level rather than being evacuated.

    Forward slide serrations and a memory bump grip safety will be added. The PWS is currently looking at a new light for the pistol. All of the new guns will have a MilStdl9l3 rail welded to the dust cover. Several new lights and Laser Aiming Modules (LAMS) are being evaluated at this time.<span id='postcolor'>

    Anyway, sorry about the length of the post smile.gif just trying to help...


  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (InqWiper @ Feb. 01 2003,16:42)</td></tr><tr><td id="QUOTE">I dont think you should hope to be able to stand on moving vehicles in the next patch. You also should not hope for bullets that go through walls or grenades leaving craters...<span id='postcolor'>

    Why?

    Even if you know, or think, that it's futile to hope for something doesn't mean that you shouldn't, that's the nature of hope...

×