SD_BOB
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Everything posted by SD_BOB
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The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cheers for that eggbeast, finally got a chance to test. Solves alot of headaches, thankyou. Quick question, how dod you solve the RTO having 2 x Support Actions on mission start? As one gets added with the support module and the other with the spawn.sqf -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The script I posted is one of a number which are needed for it all to work together. It will not work without them. I gave up trying to get the planes to drop bombs with that script anyway. I use it just for strafing runs now, with the script below for napalm and bomb runs. Probably not very elegent, it was thrown together from a couple of other scripts. But it works, so I'm happy with it, plus imo it looks better with the planes running in level top drop the bombs, rather than diving straight onto the target as with a cannon run. if (!isServer) exitwith {}; _grp = createGroup side s1; _spwn = getPosASL NAPpad; _spwndir = getDir NAPpad; _naploc = getPos naptarget; _airSupBomb = "Uns_Napalm_blu1"; _lockobj = "HeliHEmpty" createVehicle _naploc; _lock = getPosASL _lockobj select 2; nofricgrav = { _b = _this select 0; _vx = _this select 1; _vy = _this select 2; _vz = 0; while {!isNull _b} do { _b setVelocity [_vx,_vy,_vz]; _vz = _vz - 9.8*0.3; sleep 0.27; }; if(true)exitWith{}; }; _plane = createVehicle ["A7UN", position NAPpad, [], 0, "FLY"]; _plane setdir _spwndir; _plane setVelocity [sin(_spwndir)*100,cos(_spwndir)*100,0]; _pilot = _grp createUnit ["uns_pilot1", _spwn, [], 0, "FORM"]; _pilot moveinDriver _plane; _plane flyInheight 120; sleep 2; _plane doMove getPos naptarget; while {true} do { if (((((getPos _plane select 0) - (_naploc select 0))^2+((getPos _plane select 1) - (_naploc select 1))^2)^0.5) <= 500)exitwith{}; if(!alive _plane)exitwith{}; sleep 0.5; }; if (alive _plane) then { _b1 = _airSupBomb createvehicle [getPos _plane select 0,getPos _plane select 1,(getPos _plane select 2)-10]; _b1 setDir ((_naploc select 0)-(getPos _b1 select 0)) atan2 ((_naploc select 1)-(getPos _b1 select 1)); _bombfall = sqrt(((getPosASL _b1 select 2)-_lock)/5.0); _bombvelx = ((_naploc select 0)-(getPos _b1 select 0))/_bombfall; _bombvely = ((_naploc select 1)-(getPos _b1 select 1))/_bombfall; [_b1,_bombvelx,_bombvely] spawn nofricgrav; _b2 = _airSupBomb createvehicle [getPos _plane select 0,getPos _plane select 1,(getPos _plane select 2)-10]; _b2 setDir ((_naploc select 0)-(getPos _b2 select 0)) atan2 ((_naploc select 1)-(getPos _b2 select 1)); _bombfall2 = sqrt(((getPosASL _b2 select 2)-_lock)/4.0); _bombvelx2 = ((_naploc select 0)-(getPos _b2 select 0))/_bombfall2; _bombvely2 = ((_naploc select 1)-(getPos _b2 select 1))/_bombfall2; [_b2,_bombvelx2,_bombvely2] spawn nofricgrav; }; sleep 30; if(alive _pilot)then{deleteVehicle _pilot}; deleteVehicle _plane; Just kick that off with this:- napalmgo = [] execVM "napalm.sqf"; Obviously you will need to place the NapPad and naptarget objects, but see what you think. -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cool, completely missed your post with the mission on. I'll take a look... -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cheers for the input guys... EggBeast, legend mate, thanks for those bomb names. Napalm working like a treat on my other script now. Means running one for strafing runs and another for napalm. But it actually worked out quite well. If you get any joy with the Support system for the RTO and respawns, let me know. I too am after something reliable, to keep the Support option with the RTO through a respawn. Thanks again, much appreciated. -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are you aware if the napalm effect is kicked off by a script call with those bombs? Bombs spawn ok and impact, but explode as if just HE... Which .pbo contains the info above? Save me keep asking you, i'll take a look at the other bomb names aswell. -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok i see what your getting at, the bomb launcher is just defined earlier in the script where i set the parameters for the dive onto target etc. Switch (_type) do { case "mgs": {_planeArray = _us_mgs; _diveDist = 575; _fireDist = 360}; case "cannons": {_planeArray = _us_cannons; _diveDist = 500; _fireDist = 400}; case "bombs": {_planeArray = _us_bombers; _diveDist = 500; _fireDist = 400; _bombLauncher = "uns_MK82SnakeLauncher"}; case "rockets": {_planeArray = _us_rockets; _diveDist = 555; _fireDist = 360}; }; The above is just an extract, trying to use the other types of launchers. I have been through and tried all of the Unsung bomb launchers on diff aircraft. Here is the full script... Ignore the switch cases for USNavy & NVA, those are just in place for once it works. Cheers for the reply though, appreciated. I'll have a play around... Dont suppose you know the name of the new napalm bomb do you? As previsouly posted, before 2.5 it was "uns_Bo_Blu2", but seems to have changed. I have a simple script that calculates the fall of the bomb and creates the bomb object below the aircraft to simulate the drop, just need tthe new name, then at least i will have a backup system if this new one doesnt work. -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys, really hope someone can help me with this one. I'm trying to create some ambient CAS in a mission. Basically planes just flying in over you dropping bombs. The script relies on the AI using the "fire" command, extract below... case "bombs": { _plane setSpeedMode "full"; _plane fire _bombLauncher; sleep (0.5 + random 1.5); _plane fire _bombLauncher; }; This is tested and works with default aircraft, A10's for example are fine. As do aircraft from other mods. For the life of me i cannot get any of the Unsung aircraft to drop bombs. At first i thought it was the "ripple" system on the Skyraider, that was causing it, so i tried the other aircraft, which have a standard 1 at time drop. But still, they just dont seem to want to release the bombs. Worth mentioning, i can get the strafing function of the script working fine. Its just those bombs... Is there any reason you know of as to why they behave like this? Any help would be greatly appreciated. EDIT1: Or alternatively, is there a way to call an airstrike using the Support module system. But initialised from a script call? EDIT2: Or :) before 2.5 the name for the napalm bomb was "uns_Bo_Blu2" What is it called now? -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
^^^^ Couple of pages back, i was looking at the same thing. -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys, after some digging i've found a couple more classnames... uns_anpvs2 - AN/PVS-2 Night Sight UNS_ItemRadio - Required for support calls, if you edit the loadout of the RTO. Can also be added to other units if you really want. -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Appreciate the responses guys, gives me a couple of options at least. Main reasons were purely, id like to turn off the RTO ambient in such situations, as a LRRP patrol. But then enable when say you meet contact, so you add a bit more atmosphere. But gook voices and AK fire will have to do for now :) As for transistor radio, that was more of a fun thing, just to increase the sound levels, so i could say attachto a radio onto a slick during an insertion without it being completely drowned out by the chopper. But again, this was just to save increasing mission sizes with custom sounds. Back to converting my missions... Loving it, as always :) EDIT: Actually, just one more question :) Is there a way to reinitialise the RTO Support function after unit respawns? -
The Unsung Vietnam War Mod 2.5 Released
SD_BOB replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys loving the changes so far, just a couple of quick questions... Are there variables in place to turn off the RTO ambient sounds aswell as the module? Would be nice to be able to disable/enable the sounds on the fly as it were. Also is there any way to increase the volume of the transistor radio sounds? New map is great though, little bit of fog a color correction and some rain. Very atmospheric... -
Currently playing around with this one... http://forums.bistudio.com/showthread.php?148577-GET-SET-Loadout-%28saves-and-loads-pretty-much-everything%29 Has an option like yours to re-equip what you died with, or you can just save your load out once complete and go with that. TBH i would probably use yours, but it would be nice to have the option if not too time consuming to implement.
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Could you allow this option to be disabled as with the other variables? Just incase, like me you are using another method for re equipping gear after respawn. I forgot how much revive adds to missions, something good knowing that even though you technically died, someone managed to get to you. Good job again on this...
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Tasks not showing up when hosted on dedicated server
SD_BOB replied to pvtdancer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There are currently alot of locality issues with the new task framework. As posted above, either go back to using a script/briefing/init for now until (hopefully), the new system works. -
Am i correct thinking, the script will respawn you with the same weapons you died with? If so, is there a way to disable it? If not then nevermind... Loving the script though mate, kudos.
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Tutorial: How to use the Task Modules
SD_BOB replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Didnt do anything special afaik, just followed Zipper's instructions a few pages back. I'm still playing and testing so ill report back if anything else pops up. -
Tutorial: How to use the Task Modules
SD_BOB replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Found a limit with MP can anyone confirm. Tasks show and sync properly on creation and succeeded for players in the server at mission start. But any players who the drop out of the game or just back to the lobby, aswell as JIP players do not get any tasks showing. -
Cheers for the response mate, i wonder if you are just calling a script onto the guys for "building" maybe you could try this one until the CBA Fncs are added... crB_HousePos.sqf ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: (AEF)Wolffy.au [CTB] // Created: 20100705 // Modified: 20100711 // Contact: http://creobellum.org // Purpose: Move or patrol a unit to random house positions // // The following code is an extract from Random Building Position Script v1.0 by Tophe of Östgöta Ops // Usage: // Move unit or object to random house position within 10m // 0 = [this] execVM "crB_scripts\crB_HousePos.sqf"; // // Move unit or object to random house position within 50m // 0 = [this, 50] execVM "crB_scripts\crB_HousePos.sqf"; // // Patrol unit to random house positions within 50m with a maximum // wait time 300 sec between positions // 0 = [this, 50, true] execVM "crB_scripts\crB_HousePos.sqf"; // // Patrol unit to random house positions within 50m with a maximum // wait time 600 sec between positions // 0 = [this, 50, true, 600] execVM "crB_scripts\crB_HousePos.sqf"; ////////////////////////////////////////////////////////////////// if (!isServer) exitwith {}; private["_obj","_radius","_patrol","_maxwait","_pos","_bldgpos","_i","_j","_nearbldgs"]; _obj = _this select 0; _radius = 10; if(count _this > 1) then {_radius = _this select 1;}; _patrol = false; if(count _this > 2) then {_patrol = _this select 2;}; _maxwait = 300; if(count _this > 3) then {_maxwait = _this select 3;}; _pos = getPos _obj; _bldgpos = []; _i = 0; _j = 0; _nearbldgs = nearestObjects [_pos, ["Building"], _radius]; { private["_y"]; _y = _x buildingPos _i; while {format["%1", _y] != "[0,0,0]"} do { _bldgpos set [_j, _y]; _i = _i + 1; _j = _j + 1; _y = _x buildingPos _i; }; _i = 0; } forEach _nearbldgs; _pos = _bldgpos select floor(random count _bldgpos); if(_obj isKindOf "Man" || _obj isKindOf "Car") then { if(_patrol) then { _obj setSpeedMode "LIMITED"; }; _obj setCombatMode "YELLOW"; _obj move _pos; } else { _obj setPos _pos; _obj setDir (random 360); _obj setVectorUp [0,0,1]; }; _obj setDir (random 360); while{_patrol && alive _obj} do { sleep (random _maxwait); _pos = _bldgpos select floor(random count _bldgpos); _obj move _pos; // waitUntil{unitReady _obj;}; // _obj setDirection (random 360); }; ////////////////////////////////////////////////////////////////// Have tested this, seems to work fine on individual editor units and groups.
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Nomadd, great system... Kind of a easy to use simplified DAC. Couple of quick questions, if you use the "building" task, is it possible to get the units to move slowly between different position with the building and maybe go to other buildings aswell? Also would be it possible to maybe color code the text for the debug markers, to represent the different task modes. I.E keep the Red diamond markers for OPFOR but change the color of the text so say patrol would be standard red, building might be green, defend yellow etc. Just like to keep an eye on what everything is doing.
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Tutorial: How to use the Task Modules
SD_BOB replied to Steiner34's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Got to say i love the new task framework thus far, cant wait to see the completed thing. -
Picture in loading screen
SD_BOB replied to ProfessorChaos's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What format is best for transparency? -
Moving/Deleting Triggers?
SD_BOB replied to FartParty's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If you are just trying to remove a trigger, a sloppy way to do it would be to attach the trigger to an object somewhere once you need it gone. [i]TRIGGER[/i] attachTo [[i]OBJECT[/i],[0,0,0]]; Probably easy to move them but, without looking around i'm not sure. -
Display text/info when player JIP
SD_BOB replied to CombatComm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Could you use a init_onPlayerRespawn.sqf along side the init.sqf Would obviously go off for respawns, but should cover JIP. This was something out of old ArmA2 mission, so might not work. -
disabledAI = true; Needs to go your description.ext mate.
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Have you guys noticed problems with the "Building Searching"? My groups detect a building, try to enter it, then just stand around the same spot not moving off. Turning off the "Building Searching", seems to sort the problem.