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Everything posted by beno_83au
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RHS Escalation (AFRF and USAF)
beno_83au replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I still run RHS pretty much every time I come back to fire something up. Still works just fine, always been a staple in my time with Arma 3.- 16577 replies
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Download: MIL_CAS - Dropbox Description: MIL_CAS is a simple script to allow a mission designer to use the vanilla CAS Module in-game via scripting. All this does is perform the required actions to properly call BIS_fnc_moduleCAS. Best suited for ambience, the strikes shouldn't be relied on for 100% accuracy. Features: - Position and approach heading can be defined. - Plane and type of CAS to be provided can be defined. To use: - Copy the file MIL_CAS.sqf to your mission folder. - Run the script using: nul = [[_position,_direction,_vehicle,_type],"MIL_CAS.sqf"] remoteExec ["BIS_fnc_execVM",2]; - _position - array - position for CAS to strike - _direction - number - direction for the CAS to approach on - _vehicle - string (optional) - default: "B_Plane_CAS_01_F" - classname of the plane to fly CAS - _type - number (optional) - default: 2 - type of CAS to be used - 0 - Guns - 1 - Missiles - 2 - Guns & Missiles - 3 - Bomb - Examples: nul = [[getPos player,240],"MIL_CAS.sqf"] remoteExec ["BIS_fnc_execVM",2]; - Wipeout will fly in for a "Guns & Missiles" run. nul = [[getPos player,240,"RHS_A10",3],"MIL_CAS.sqf"] remoteExec ["BIS_fnc_execVM",2]; - A-10 will fly in and drop a single bomb. Credits: - This uses the vanilla function BIS_fnc_moduleCAS for the actual CAS. All I did was make an easy way to launch it from a script. Media: Everyone knows what CAS is all about, but here is all four types being called in anyway (0.52): If anyone finds any problems please let me know. Thank you.
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Correct, because it has been replaced by _pos which is defined by onMapSingleClick when you click on the map.
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@gatordev Try something like this in your addAction code: openMap true; onMapSingleClick " [[_pos,200,'B_Plane_CAS_01_f',0],'MIL_CAS.sqf'] remoteExec ['BIS_fnc_execVM',2]; onMapSingleClick ''; openMap false; " That should open the map, then run the CAS and close the map once you click on a position, but honestly it's been more than a while for me. You don't need to define _pos here either as it gets defined when you click the map.
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Using the Slammer ("B_MBT_01_TUSK_F") as the example, the gunner's coax ("LMG_coax") and commander's gun ("HMG_127_MBT") both have their reloadTime values at 0.25 seconds, but in reality fire at a higher RoF than that. Can anyone explain why that is? I can't determine if there are any other values that are affecting the rates of fire or timing between shots. Edit: I did include some rough testing with the main cannon, but a more "scientific" process proved my rough testing wrong (while proving the machine gun results correct). Also tried on the AMV-7 gun ("autocannon_40mm_CTWS") which has a reloadTime of 0.3 and fired pretty close to that, which doesn't add much to the question though...... Cheers.
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@kibaBG Use a variable in the condition parameter. Just declare a variable as true before you start the firing, then declare it as false to stop firing. Where you've got the "6" is how many rounds per minute, not how many rounds total. So it'll keep firing 6 round per minute until the script is stopped. But if your code works then you may as well use that.
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That video is literally Arma
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Hi @kdjac. Thanks, yeah I had a lot of fun playing this one too. I haven't really done anything in Arma for about 2 years, but what's broken? Might be something I can fix up if I don't have to go bug hunting myself as I don't really have the chance to get back into it these days.
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Download: MIL_DominationDM: Dropbox/Steam Workshop/Armaholic Description: MIL_DominationDM combines deathmatch gameplay with domination point scoring. There are a number of role specific classes to pick from, each with their own strengths and weakness. Kill players or try to stay alive in one of the score zones to earn points. Full description of mission features and available roles are within the mission briefings and are summarised below under spoiler tags. Features: Scoring: Roles: Missions: MIL_DominationDM consists of 6 missions currently, with 1 more being tested and another 2 planned. Currently: - Altis - Urban - Tanoa - Jungle - Ihantala - Forested homestead - Stratis - Container yard - Livonia - Forest valley - Malden - Desert battlefield wreckage Being tested: - Winter Ihantala - Swampland Planned: - Anizay - Urban/Industrial - Anizay - Urban Dependencies: Mods required are RHSUSAF, RHSAFRF and CUP Terrain - Core. Individual missions may require DLC or mods for access to their related terrains. Install: For the Steam Workshop, subscribe to the above linked collection or the individual missions. For all else, download the MILDominationDM.rar file and extract the missions to your ArmA3/MPMissions folder. Difficulty Settings: Most options have been accounted for by mission scripts, anything else can be setup by the host. However, FOR MINES TO WORK AS INTENDED their detection needs to be turned off either in player profile settings (DETECTED MINES) if running hosted MP, or server difficulty settings (detectedMines) if running a dedicated server - https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu. Otherwise, the red triangle will still end up appearing around the mine. Media: Promo (3:05s): Known bugs: Hopefully none, I think I've nailed everything down. BUT, let me know please. Credits: @HallyG for his kill feed script and his openness to it being used and edited (I do plan on adding my changes to the thread) - https://forums.bohemia.net/forums/topic/204483-code-snippet-kill-feed/ @Larrow for his workaround for selecting briefing subjects - https://forums.bohemia.net/forums/topic/224393-selectdiarysubject-help/?do=findComment&comment=3368667 @aliascartoons for his fantastic dust storm script - https://steamcommunity.com/sharedfiles/filedetails/?id=800771522 And the community in general as a good reference point, as always. If anyone would like to see this on another map/specific location let me know. Change log:
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Chat GPT tried to script
beno_83au replied to CMDR Echo3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've tried the freely available version of chatgpt 3 times, just purely out of curiosity. All 3 times i had to tell it that it was wrong, and it wasn't difficult stuff that it got wrong. I agree, chatgpt is not a good alternative. -
Just jumped on and grabbed an older artillery script of mine. I just rewrote it a bit but it should still work. MIL_Bombardment.sqf /* Simple bombardment script to enhance immersion. nul = [_round,_position,_area,_rpm,_condition] execVM MIL_Bombardment.sqf; _round - STRING - projectile you want to use _position - ARRAY - 2D position to bomb _area - ARRAY - x,y dimensions of a circular area to bomb around _position _rpm - NUMBER - roughly how many rounds per minute (some randomness in it) OPTIONAL: _condition - defaults to TRUE, change as needed e.g. nul = ["Sh_82mm_AMOS",[10767,8686],[150,50],6] execVM MIL_Bombardment.sqf; */ params ["_round","_position","_area","_rpm",["_condition",true]]; while {_condition} do { private ["_impactPos","_bomb"]; _time = 60 / _rpm; sleep ((_time - (_rpm / 2)) + (random _rpm)); //sleeps for random +/- 50% of _rpm _impactPos = [ (_position select 0) - (_area select 0) + (random ((_area select 0) * 2)), (_position select 1) - (_area select 1) + (random ((_area select 1) * 2)), 50 ]; _bomb = _round createVehicle _impactPos; _bomb setVelocity [0,0,-50]; };
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Thanks @Casio91Fin There's a bunch of scripts out there that'll do artillery strikes. Probably not so many for helicopters but there'd be a few for sure. But I didn't write anything for any of the other editor modules, sorry.
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I've never tried it together, but you probably can. All it does is run the module anyway so it should be the same as using the editor module multiple times.
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@Hamster2k I don't think it'd be the function, unless something has changed over time. You'll need to show your code though.
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@kibaBG Sorry, the original example I gave you would've deleted the trigger the first time it ran 🙃 I edited it.
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Yes. Simple way is to just declare a variable somewhere, then run a check each time you try to run the CAS and increment the variable each time it runs. Assuming this is single player (multiplayer is a bit different), and to keep it simple, in your player's Init field type: CAS_Runs = 0; You can put that variable in your init.sqf instead though if you have one. Then in the trigger you can check the variable and increment it each time the CAS runs: if (CAS_Runs < 5) then { nul = [screenToWorld [0.5,0.5],90,"RHS_A10",2] execVM "MIL_CAS.sqf"; CAS_Runs = CAS_Runs + 1; } else { deleteVehicle YourTriggerName; }; Then make sure your trigger is set to be repeatable and replace YourTriggerName with whatever you've called your trigger so that it gets deleted after it's final use.
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That's probably how a lot of projects will be looked at now I guess, which is fair enough. Good job though 👍
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Please give arma reforger and enfusion forums
beno_83au replied to computer's topic in BOHEMIA INTERACTIVE - GENERAL
Yeah agreed. And I am not a fan of Discord as an information repository. Stuff gets lost in the fluff so quickly. -
Play sound for one person.
beno_83au replied to bendingbanana101's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Probably running on all clients I assume? Where is it being executed? Considering that, try this: if (player == Y) then { []spawn { while {true} do { if (Y inArea t1) then { playSound "geiger"; uiSleep 1.6; }; }; }; }; -
Foolproof way of forcing ai man to fire specified mag from underbarrel launcher.
beno_83au replied to flyingsaucerinvasion's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, I don't know of a way of reliably targeting a position. I've been through a lot of this kind of thing when making a support-by-fire function, but I can get AI to reliably fire any of their weapons at a target - https://www.youtube.com/watch?v=W4j0MkmNMQE&list=PLec6T_DTU707E72sxxPGIxuobvmuQcP8I&index=9 To break down what I have to the bare bones of what you should need: //Create logic target and reveal. _target = "Logic" createVehicleLocal _targetPosition; _unit reveal [_target,4]; _unit doWatch objNull; _unit doWatch _target; _unit doTarget _target; //Sleep to allow everything to catch up (e.g. aiming). sleep 1; //Unit fires the weapon. _unit selectWeapon ((getArray(configFile>>"cfgWeapons" >> primaryWeapon _unit >> "muzzles")) select 1); _unit forceWeaponFire [primaryWeapon _unit,"Single"]; With _unit being the grenadier obviously, see if that works out for you. This is also assuming that the unit already has a smoke round loaded, but you can do that whenever you want or just put it in at the beginning of the code block with a short sleep after. -
Foolproof way of forcing ai man to fire specified mag from underbarrel launcher.
beno_83au replied to flyingsaucerinvasion's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use the below in combination with doTarget: _unit selectWeapon ((getArray(configFile>>"cfgWeapons" >> primaryWeapon _unit >> "muzzles")) select 1); _unit forceWeaponFire [primaryWeapon _unit,"Single"]; The select 1 can be changed to whatever index number is needed, it may be different between mods/vanilla. edit: Sorry, just realised this is only a half answer. You'll also need to force the AI to reload a specific (smoke) grenade: https://community.bistudio.com/wiki/reload -
Well, that's the basic idea behind Reforger. You should look into a product before you buy it next time, you might save yourself a bit of money (and it'll reduce the chance of making embarrassing posts like this one). Honestly, bot network? Imagine acting like this as an adult.
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Please give arma reforger and enfusion forums
beno_83au replied to computer's topic in BOHEMIA INTERACTIVE - GENERAL
Plus, these forums can already be accessed without a login. You only need a login to contribute, which shouldn't change. -
Mission works well though, been a while since I've actually jumped into Arma and/or flying so was good to get re-acquainted easily.
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I guess it comes down to personal preference I suppose. It would probably be enough though for just: I know that's still quite a few but that's different roles (like the Tornado variants are all different roles) and some are two-seat versions. So I guess it comes down to how much of a pain it is to incorporate them. If I had to narrow it down to my bare minimum preference though, I'd probably say A-10C, F-14D, F-15E, F/A18E. Having worked on my own style of dynamic/procedural aerial mission though I can appreciate the difficulties of making something like this (especially when you don't curb your enthusiasm 😂).