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xendance

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Everything posted by xendance

  1. Hi, I'm working on a mission and I tested the JSRS sound mod on it. My problem is that while the mod was active, I saved the mission. So after I removed the sound mod, I can't open the mission anymore since the editor says it's dependent on stuff that has been removed. So: How I can remove the dependency?
  2. arma-ccip Arma-ccip is a CCIP (continously computed impact point) solver for aircrafts in ArmA 3. It is a client side script that only runs on clients. The script calculates the approximate impact point of the currently selected weapon in the aircraft. It is an approximation, so there will be a small degree of error between the calculated impact point and the real impact point. Current stable release: https://github.com/jonimake/arma-ccip/releases I no longer support this. It was more of a proof of concept thing. eRazeri has forked the repo and is supporting it: https://github.com/eRazeri/CCIP Network view of all forks: https://github.com/jonimake/arma-ccip/network Sample mission, includes two jets with the script running and some targets: http://steamcommunity.com/sharedfiles/filedetails/?id=270145257 Development branch, might be broken and has been only tested on arma 3 dev: https://github.com/jonimake/arma-ccip/tree/arma-dev Who it is for? Vehicle authors Other modders Other enthusiastic people The script only calculates the impact point. There is just a crude cross on the HUD along with distance text to indicate the computed impact point. HUD development was never a focus of this project but that might change. The script provides two variables that can be accessed to get the impact point information: //these are subject to change ccip_impactPos - contains the impact position in ASL format ccip_resultIndex - Value will be -1 if no impact point could be solved during the iteration. Otherwise the value will indicate which step of the Euler's method was below the ground. These variables are calculated on each frame and the ccip_impactPos variable is a moving average of the past ten frames. This is done to minimize jittering of the position. Vehicle authors and other mod makers should only need to read these two variables in order to create a proper HUD for their aircraft. Of course suggestions for additional variables are welcome. How does it work? Approximation is done by using Euler's method to solve the projectile motion. The following ammo types are supported more or less: MissileCore and its sub-types. BulletCore and its sub-types. BombCore and its sub-types. Installing and usage Note that you currently need to run this on the ArmA 3 dev branch due to the required vector functions that aren't yet on the main version. You just need to download the script files into your mission root so that the main function is in jonimake_ccip folder inside the mission root. The script package has been tested with the following folder structure: missionRoot │ mission.sqm │ └───jonimake_ccip │ getImpactPos.sqf - BulletCore solver │ getImpactPosBomb.sqf - BombCore solver │ getImpactPosRocket.sqf - MissileCore solver │ includes.sqf - contains pre-processor defs for debugging │ jonimake_ccip.sqf - main script file │ └───ccipProviders - place additional ccipProvider.sqf files here B_Plane_CAS_01_F_ccipProvider.sqf O_Plane_CAS_02_F_ccipProvider.sqf I_Plane_Fighter_03_CAS_F_ccipProvider.sqf Run the script by writing the following script into the vehicle init: handle = this execVM "jonimake_ccip\jonimake_ccip.sqf" This event handlers to the vehicle that will enable and disable the ccip solver as needed. Configuring allowed weapons In order to enable CCIP on a certain aircraft, you have to define all CCIP compatible weapons in a file that uses the vehicle type name suffixed with _ccipProvider.sqf. For example, the BLUFOR jet would use a file called B_Plane_CAS_01_F_ccipProvider.sqf of which you can find an example below. _allowedWeapons = [ "Rocket_04_HE_Plane_CAS_01_F", "Rocket_04_AP_Plane_CAS_01_F", "Gatling_30mm_Plane_CAS_01_F", "Bomb_04_Plane_CAS_01_F"]; //These functions will be called in the jonimake_ccip.sqf file. //The current plane is passed as _this parameter and the function //has to return the position of the weapon in model space. This means //you can either call _this selectionPosition "memoryposname" or just //return the position as a three index array like the _heRocketInfo for example. _gatlinInfo = { _this selectionPosition "Gatling_barrels_end"; }; _heRocketInfo = { [5.3,1.5,-0.5]; }; _apRocketInfo = { [-5.3,1.5,-0.5]; }; _bombInfo = { [0,0,-1]; }; _pairs = []; _pairs = [_pairs,"Bomb_04_Plane_CAS_01_F",_bombInfo,false] call BIS_fnc_addToPairs; _pairs = [_pairs,"Gatling_30mm_Plane_CAS_01_F",_gatlinInfo,false] call BIS_fnc_addToPairs; _pairs = [_pairs,"Rocket_04_HE_Plane_CAS_01_F",_heRocketInfo,false] call BIS_fnc_addToPairs; _pairs = [_pairs,"Rocket_04_AP_Plane_CAS_01_F",_apRocketInfo,false] call BIS_fnc_addToPairs; [_allowedWeapons , _pairs]; //return as an array that contains the allowed weapons list and the pairs data structure License MIT License (yes, anyone can use this in any project they want, including Make ArmA Not War contest): Copyright © 2014 Joni Mäkelä Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  3. xendance

    Targeting improvements

    So wait. You're working on this: I managed to get that working somewhat two years ago (https://github.com/jonimake/arma-ccip ) but I it was just an SQF script and I had no idea what kind of physics calculations were done for the bombs. Great to have proper support for CCIP in the future :)
  4. Almost every guide is over two years old now and include things like copying stuff from A to B by hand and running 3rd party scripts. I'd like to know how to place A3 objects on my map (trees and such) in terrain builder using only BIS tools. I tried doing a map over a year ago but dropped the project after I managed to package the terrain and satmap into game ready format. So if anyone has any links to up-to-date tutorials or other tips, I'd appreciate it.
  5. xendance

    How to place A3 objects on map

    I guess I'll just wait until the expansion is released and see if anything changes. I was just checking if the first-time user experience has improved at all. Thanks.
  6. xendance

    How to place A3 objects on map

    Do I really need third party tools to use official A3 tools? Edit: Also, how does the engine even know what assets to reference if I first de-pbo some files, add them to my map, pack the map and then load the map in A3?
  7. xendance

    How to place A3 objects on map

    I have the P: drive set up via the arma 3 tools thingy in steam and this is how it sets the P: drive up: http://i.imgur.com/vE8MOxi.png I can't load the stuff in A3_retail folder at all since they're all binarized (naturally considering it's my A3 game folder). Is the tool missing some sort of step when setting up P: drive?
  8. xendance

    How to place A3 objects on map

    By P:\A3\structures you mean the A3_retail shortcut that leads to the arma 3 installation directory? There isn't "structures" folder there. Maybe this isn't hard for you, but it's hard for me. That's why I asked help in the first place ;)
  9. Did you use the laser scanned heightmaps from the national land survey website? Dat 2 meter XY resolution and 1 cm elevation res 8)
  10. xendance

    A-164 Wipeout HUD MOD

    CCIP script's original author here: It could be that the weapon name doesn't match the one in the stock CCIP mod, that's the most likely reason for it.
  11. Really nice, the sound clipping has always bothered me in ArmA and its various sound mods.
  12. Did you make the sun light configs from scratch or are you using Altis' or some other config? I think it looks nice in the screenshots above, nothing is too bright nor dark. How's the evening and morning lighting?
  13. xendance

    AI Discussion (dev branch)

    They should be able to sense if they're being shot at. If they're not being shot at, they should try to rearm while staying in cover (or by diving from cover to cover). That is better than AI staying still and getting shot at. Maybe there should be some kind of order to tell them that you're holding/defending an area, when they could move to rearm by themselves. If in formation and moving, only rearm when moving really close to a rearming place.
  14. xendance

    AI Discussion (dev branch)

    I don't get why there even is a "rearm" command. It is just too micro-management like. The AI should know how to rearm themselves if they know there is an ammo cache nearby. Maybe ask the lowliest rifleman to fetch some ammo. Also, don't the default squads have ammo carrier guys that have a backpack full of ammo? Rearming should just happen automatically without you telling AI to do it.
  15. xendance

    Audio Tweaking (dev branch)

    Agreed, the MX sounds pretty weird at the moment. Needs more refining.
  16. I have to say that this works really nice. I like that it leaves the actual weapon firing sounds to what they are in vanilla. Though I do think that overall the reverb sound is kinda too loud, right now they can very very easily drown out all other gun fire. Not sure if this is due to how arma handles sound mixing, but I'd normalize the volume of the reverb sounds a bit and maybe made them a tad more quiet.
  17. What tools are you using? Also, if motivation tends to be a problem, you could try posting a WIP thread on polycount forums or such. People where usually give a lot of constructive criticism and suggestions.
  18. xendance

    A-164 Wipeout HUD MOD

    You don't need to do anything else with the CCIP mod except configure the config.cpp for your plane. It already works for the wipeout so you shouldn't need to do anything afaik if you have only tweaked the HUD. To render the CCIP piper you can access a variable named CCIP_impactPos as seen in the source here: https://github.com/eRazeri/CCIP/blob/master/src/CCIP_Core/fn_calculateImpactPoint.sqf If I recall correctly, it is in ATL format. You just have to transform the position so that it fits on your HUD. Ask eRazeri if you need help because he has been the main developer of that for quite some time now. I'm not sure how to turn off the default CCIP piper rendering so that you could use your own HUD piper. Maybe it could just do a simple variable check or something.
  19. This one? http://forums.bistudio.com/showthread.php?179025-CCIP-script-for-aircrafts It was forked, I edited the text to reflect it. Check out eRazeri's github repo.
  20. xendance

    CCIP script for aircrafts

    Edited the first post to reflect who is currently working on this.
  21. xendance

    CCIP script for aircrafts

    Feel free to do anything you want.
  22. xendance

    CCIP script for aircrafts

    Oh. Nice to see this thing is still going 8) Keep up the work eRazeri.
  23. Did you accidentally post in a wrong thread? I don't see how that's relevant.
  24. xendance

    AI Configuration - feedback

    Because the responsibility of the mission is on the mission maker. It doesn't make sense to have the burden of responsibility of balancing to be on the shoulders of the player, that would be silly.
  25. Except that FPS in A3 plummets even when the map has zero objects and you turn object view distance to 12 km.
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