Jump to content

beno_83au

Member
  • Content Count

    1868
  • Joined

  • Last visited

  • Medals

Everything posted by beno_83au

  1. 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.
  2. 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.
  3. beno_83au

    [Release] MIL_CAS

    @kibaBG Sorry, the original example I gave you would've deleted the trigger the first time it ran 🙃 I edited it.
  4. beno_83au

    [Release] MIL_CAS

    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.
  5. beno_83au

    HAFM NAVY (Ships) - v2.0

    That's probably how a lot of projects will be looked at now I guess, which is fair enough. Good job though 👍
  6. Yeah agreed. And I am not a fan of Discord as an information repository. Stuff gets lost in the fluff so quickly.
  7. beno_83au

    Play sound for one person.

    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; }; }; }; };
  8. 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&amp;list=PLec6T_DTU707E72sxxPGIxuobvmuQcP8I&amp;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.
  9. 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
  10. beno_83au

    Fix arma reforge

    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.
  11. Plus, these forums can already be accessed without a login. You only need a login to contribute, which shouldn't change.
  12. beno_83au

    ACES of the Sky v1.6

    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.
  13. beno_83au

    ACES of the Sky v1.6

    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 😂).
  14. beno_83au

    ACES of the Sky v1.6

    That's most of his work, and I'm not asking you to add them all (there's a lot there) but it's what I've subbed to. There's also tonnes of skinned variants but they all have their own classnames, so the above are "base models" I guess you could say. They also all/mostly require FIR AWS. All of his work can be found on his workshop though - https://steamcommunity.com/id/Firewill/myworkshopfiles/?appid=107410&amp;p=4
  15. beno_83au

    ACES of the Sky v1.6

    Snakeman has some pretty large, albeit sparse (by necessity obviously), maps - https://www.pmctactical.org/arma3/terrain.php But there's also Deniland - https://steamcommunity.com/sharedfiles/filedetails/?id=1231955722 - 40km x 40km that I've played my own air combat style mission on and it's a really nice effort for a map that large. Definitely a fan of it.
  16. beno_83au

    ACES of the Sky v1.6

    I don't think he has a "pack" but classnames would be easy enough. Stuck home with covid so I might be able to fetch a few.
  17. beno_83au

    ACES of the Sky v1.6

    Nice Gunter, there needs to be more aircraft missions. Was there any thought towards adding in any of Firewill's planes as well? Also, agreed on the reduced haze mod. It is 100% a must have for these missions! I've also used https://steamcommunity.com/sharedfiles/filedetails/?id=1439605692 for auto pilot in the past, not sure if it's still working though but it was really useful.
  18. You'd probably have to make a new one. I don't know how to do models, so I don't know what they'd need but I assume it would be something more than just a simple config replacement.
  19. They need this to be able to take setTextureObject commands afaik. So without any hidden selections, there's no chance of setting their texture.
  20. beno_83au

    A few questions

    Well, we're here again i guess..... Honestly since the game came out, since the prehistoric OFP came out back over 20 years ago, I cannot remember a time when I've accidentally ejected myself from a vehicle due to "female programming", or the male variant for that matter. Surely it's happened to me at least once, and I can think of twice when another mate has done it. But in all these years it's never been an issue. Not even my young kids have done it (nor my wife and she got a kill on an Exile server once by shooting at someone from a helo skid 😄). As the old saying goes, user error. Look inwards before you look outwards.
  21. beno_83au

    A few questions

    Sometimes I feel that people need to learn to help themselves before anyone else can ever hope to offer theirs.
  22. I've done it before with unitPlay. Try turning the engines on first: _plane engineOn true; _plane setAirplaneThrottle 0.3;
  23. beno_83au

    TELEPORT ACROSS BRIDGES

    Yeah sounds like it. I guess something like a repeating trigger for ANYBODY using: { (vehicle _x) setPos [6447,4788,0]; } forEach thisList; Prone to disaster though without accounting for things being tele'ed on top of other things. Things could get stratospheric very quickly 🤣 Also @csepi0101 you should look through https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands at the commands you are using so you can understand them better.
  24. beno_83au

    Units

    Could be a mod that hasn't configured the editor preview. Otherwise if it's happening without mods then try verifying your game files through Steam.
  25. beno_83au

    Moving objects with trigger

    Yeah, in the triggers On Activation field just use: _object setPos _postion; Where: _object - the object you're moving _position - where you want to move it to So it'd look something like: object1 setPos [1234,5678]; https://community.bistudio.com/wiki/setPos There's various other commands to set an object's position, just search "setPos" here for them if you need something different or just want to see what can be done.
×