blakeace
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Everything posted by blakeace
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Blake's AI Forward Observer
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you, I'm glad you like it. Not with this version, I have almost finished testing an update, but this is a good idea. Luckily the syncing timing is all between the artillery and the "hidden" artillery module. I just need to record a few key variables so that they can be accessed external to the initialisation script in another script specific to adding new FO's. -
Blake's PINS (Pseudo Inertial Navigation System) and Bombing
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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Doors Off
blakeace replied to LeftSkidLow's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
Yep the video version had the same limitation. The problem is the working benches are a different config that defines the valid cargo positions. Since that video I have done a partial rewrite that actually swithes out the old object and creates the new one. I have also written it in such a way as to remeber all the old settings and reapplies them to the new model. Which I have now got working. Fingers crossed I am hoping to release the first version within a week, though no promises as you never know! For those wondering what the video is (SP only), 0K-AoYk3eik Learnt a lot playing around with this one! -
Blake's PINS (Pseudo Inertial Navigation System) and Bombing
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've not tried the GLT stuff, os I cannot say. I imagine with this version the biggest issue is if the GLT mod uses custom weapons, they wouldn't register. The next version checks the configs, so hopefully they should be ok then. As far as the accuracy, I don't think it would as I am "forcing" the munitions to where I want them rather than calculating with these forces it will impact here. I'm hoping to get the next version out in about a week. Current changes, Reads munitions via config Correct laser for east aircraft. Laser guided missiles now work. Added indicator for when the weapon acquires the laser. Added generic acquisition cone required for laser guided weapons. Added algorithm to paint the appropriate side of buildings instead of losing the laser beneath the building. Currently working on a way to use the custom keys for some functions. -
Making Sheep Sprint
blakeace replied to max power's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes editor placed. I have done it two ways, first uses the sync method. Sync all the sheep to a reference object, minus the reference object from the array of synced objects to get an array of all the sheep objects. _ref_object = _this select 0; _sheep_array = synchronizedObjects _ref_object ; _sheep_array = _sheep_array -[_ref_object]; The other way was to create a trigger in a script started from one of the sheep objects, then filter for the same type of object as the calling object. Not very elegant, but works. SR2 = [this, typeof this] execVM "Herd_Behaviour.sqf"; _refobj = _this select 0; _ClassType = _this select 1; _trg2=createTrigger["EmptyDetector",getPos _refobj]; _trg2 setTriggerArea[1000,1000,0,false]; _trg2 setTriggerActivation["ANY","PRESENT",false]; _trg2 setTriggerTimeout [0, 0, 0, true ]; _trg2 setTriggerStatements["this", "", ""]; waituntil {sleep 1; count (list _trg2) >0}; _Herd_List = []; { if (_x iskindof _ClassType) then { _Herd_List = _Herd_List + [_x]; }; }foreach (list _trg2); fsm's are on my todo list to learn about, so can''t help there. -
Making Sheep Sprint
blakeace replied to max power's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This won't affect how fast they move, but I have used the moveto command on them and cows to get them to move. I found for my project cows better because they have a faster movement compared to sheep. Not sure what you are doing, but I found the sheep to be quite slow. Goats are quite fast so seem to react better. I used the forcespeed command to obtain a level of control over their speed, by slowing down certain animals that weren't as "freaked" by a vehicle. An example of what the above commands acheived. Sheep not shown below. Z4UnF-C1MbA Hope this helps Blake -
Not tested, for this but I have used the HandleDamage eventhandler before to create my own pvp style revive system in arma. If you don't return the damage from the handler, the object will take no damage, this may include the blades? Haven't done any testing with it in TOH though. In arma it makes all obbjects invunerable unless you setdamage 0 when not returning the value. http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#HandleDamage
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Blake's PINS (Pseudo Inertial Navigation System) and Bombing
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No idea at this stage, the only way I get those menu options is when I dont' have the required weapon selected or using a vehicle that isn't equiped with them at all. Effectively the same thing. My only thought at this stage is maybe somehow the weapon names are different? The current valid unguided weapons the addon checks for is: AirBombLauncher Mk82BombLauncher_6 HeliBombLauncher You could try putting the script below in your aircrafts init, then cycle though the weapons to see if they do match? si = this spawn { while {true} do { hintsilent format ["%1", currentWeapon _this]; sleep 0.5; }; }; The only other thing I can think of is if a global variable is getting corrupted. I have a variable named Blakes_AimP which contains the position of the impact point. I haven't gotten around to converting it to an object variable yet. That one would be quite a long shot though. The only other thing is you are required to be the driver of the vehicle. After that at this stage I am sorry I am out of ideas as to what could be happening. Which aircraft uses that, and is it from a mod? Is it's display name different to KAB 500Ls? -
Blake's PINS (Pseudo Inertial Navigation System) and Bombing
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The options only show up once the aircraft is moving as the aiming pipper needs to be visible for the system to switch to bombing mode. You also have unguided bombs selected as the current weapon. See if that solves it? Blake -
Triggers and playableunits from an object
blakeace replied to mikie boy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_trg=createTrigger["EmptyDetector",getpos _Modulename]; _trg setTriggerArea[500,500,0,true]; _trg setTriggerActivation["ANY","PRESENT",true]; _trg setTriggerTimeout [4, 4, 4, true ]; _trg setTriggerStatements["{vehicle _x in thislist} count playableUnits + [player] > 0 ", "", ""]; Try adapting this, I used it to check if any players whether in a vehicle or on foot were within 500m of a town. It works on my test dedicated server. The addition of the player value allows for testing locally. I can't take any credit for it, and I can't remeber where I came across it either sorry? Possibly from here? http://forums.bistudio.com/showthread.php?t=128822&highlight=%7Bvehicle+thislist%7D+count+playableUnits -
Blake's AI Forward Observer
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Update: New version available, first post updated with the new download. Added the ability to sycronize your own placed artillery from the editor. Added a counter for each FO to track how many fire missions they have called. Added an object variable that toggles whether an individual FO is able to call fire missions. Added a debug mode where at the startup of the module it will display when tested locally the minimum and maximum range of the modules artillery group. I also displays the distance from the aifo module position to the first synced FO. This should greatly improve placement of artillery so it is in effective range. Removed the salute(shielding eyes from the sun ;) ) animation from units that start with a weapon. Raised the maximum speed that the FO will target. Changed the minimum safe distance to friendly units. This will now increase with the range between the artillery units and the target. Lessening the chances of friendlies being caught, though it also lowers the chances of ai calling in a fire mission if units are to close too. Version 1.0 details and how to; Mirrored on first post: I finally had chance to have another bash at this one. Thanks to everyone that helped with feedback. Enjoy Blake. -
Blake's PINS (Pseudo Inertial Navigation System) and Bombing
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I don't see any issues, the bombs are default nothing special, I'm just using the lock feature of the unguided bombs to lock onto where my impact predictor algorithm indicates, plus a drift factor. One current limitation is I am only creating west laser markers. They should be visible by other clients. Just dont lase directly over a building. The target will be inside as I just create a laser target at the sp point. Are you using any mods? I have only developed this with vanilla Arma using it's default unguided munitions. One job that I have yet to solve is how to determine if a weapon is a unguided, laser etc via it's config. So far the missiles seem to operate differently. So I haven't been able to use the technique I'm using for bombs with missiles. In the next version I have added east laser markers so if the munitions are able to track a laser target you should be able to lock onto the target created at the sp. -
Blake's PINS (Pseudo Inertial Navigation System) and Bombing
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The commands are the look up, look down, look left, look right, in the controls dialog. Problem is when in the camera view I have never been able to get the keyboard equivalent to work. No idea why. Your options are either moving the sp via the map or buying a joystick unfortunately as far as I know. Similar issue to above, to get this to function I am limited to certain items that respond when it that view. The action menu isn't available, so that isn't an option. It is also why I give the ability to alter zoom when not in camera view as the zoomin doesn't always register. I originally had zoomout but after one of the previous patches, it stopped registering, forcing the cycling approach with three set zoom levels rather than a continuous in and out. I didn't want a toggle on and off system as you have no control over the aircraft while viewing the camera. This was far easier for me to quickly view the camera before switching back to controlling the aircraft. If I can find another keypress that is redundant during flight but responds in that view I could look at adding a toggle option. That doesn't help short term, and I am not even sure if there is one. Sorry I can't offer anything more. Blake. -
Blake's PINS (Pseudo Inertial Navigation System) and Bombing
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks guys enjoy. I use this and my carrier ops to give me a pseudo harrier sim :D There isn't one, video is of an older version. I converted it to utilise CBA so that I could have the code function without first having to getin the aircraft. I have a sentence below the video refering to that. I have increased it's font size to make it easier to see and reworded it. Sorry for the confusion. @Foxhound, thank you as always! -
Blake's Trim Indicator
blakeace replied to blakeace's topic in TAKE ON HELICOPTERS - ADDONS & MODS: COMPLETE
You'd be surprised I imagine. That's been going for quite a while, I just peck away at it when I have the time. I probably use TOH more these days anyway :) Your welcome, and thank you for the feedback :) -
I'm not an addon person by any means, but there isn't a single program you can use to repaint an addon. If the object has a hidden selections component to it's config. Basically if there are by default multiple texture versions of the one object available in the editor, then the command PuFu put forward is the easiest to get started. http://community.bistudio.com/wiki/setObjectTexture At a minimum you will need the bi tools to convert an image into .paa format. http://community.bistudio.com/wiki/BI_Tools_2 I convert between .paa and .png in TexView2,using saveas and change the file type component to convert. I use paint.net to play with the png files before converting back. Here's some examples of me playing around in take on helicopters, but the process is the same as in arma. http://forums.bistudio.com/showpost.php?p=2079482&postcount=15 If you wanted the original image then you will need a tool to de-pbo the addon to get access to the .paa file. https://dev-heaven.net/projects/mikero-pbodll/wiki/User_Tools If you wanted to create your own version eg a new addon you would need to search the forums there is a lot of info there about that sort of thing, but not my area. Hope this helps Blake
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Location and setvariable
blakeace replied to giallustio's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You need to add the line below, to pause your script to allow time for the functions to load properly. This is in reference to F2k Sel's code. If you are trying to run it at mission start. waituntil {!isnil "bis_fnc_init"}; Worked fine when I added this. Hope this helps Blake. -
Blake's Trim Indicator
blakeace replied to blakeace's topic in TAKE ON HELICOPTERS - ADDONS & MODS: COMPLETE
Interesting, thanks for the feedback. I'll have to have a think about how to determine if to terminate it or not. This is all I commented out. if (isAutoTrimOnRtd (vehicle player)) exitWith {}; I'm wondering if you play on a setting which by default is set to autotrim, but you have it disabled in the options, if it starts still enbled, and disabled during mission startup, where my code is running prior to that? Ok there is a command enableAutoTrimRTD I bet that's why. Alright I'll have a think about the best way around it. I don't like leaving things unpolished as much as I can help it -
Blake's Trim Indicator
blakeace replied to blakeace's topic in TAKE ON HELICOPTERS - ADDONS & MODS: COMPLETE
Hmm, I just updated CBA, via six updater to check and it is still ok my end. My only initial thought is if you are using auto trim by default? That's about the only change I can think of that I made. In the orginal version I just suspended displaying the indicator if auto trim was on. In this version I thought it was more appropriate to just terminate the code rather than consume resources when it is not needed. The other modifications were very minor and I can't see how they could really affect anything being machines. I'll upload a version with the auto trim check commented out to see if that is the culprit for you. https://rapidshare.com/files/2266075406/Blakes_Trim_Indicator_v0_2a_special_atc_removed.rar -
Blake's Trim Indicator
blakeace replied to blakeace's topic in TAKE ON HELICOPTERS - ADDONS & MODS: COMPLETE
Updated see first post for download Cheers, I'm glad you like it. Been a busy holidays, but I played around with your ideas Jedra. Dots will now change colour when centred. I piggy backed the watch display to also display the trim. I didn't want to clutter the action menu and thought this is probably easier and more convient overall. -
Spawn a helo with camera
blakeace replied to jedra's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
These are just snippets of stuff I was playing around with, more a starting point for others to experiment with. One of the reasons I created the object helipad1 instead of at the object I wanted to follow, is it allows for changing where the camera points at easier by just moving the helipad object. helipad1 attachto [car1,[0,0,0]]; Take the above line, you could create triggers to change what the camera is looking at by attaching the invisible helipad to different objects, or even just setting its' position somewhere important. The code will still run but the camera will point towards the new location. For something more permanent it would be neater to create a script file and call the code from it rather than using the spawn command. I use it more for experimenting with ideas that I copy and paste into the editor. E.g. Create a mission and create a text file in the mission folder called something like tracking_Cam.sqf copy and paste in the code below. _heli = _this select 0; _cam_target = _this select 1; //Line below used to terminate any existing PIP [] call BIS_fnc_PiP; helipad1 = createvehicle ["Helipad_invisible_h", [0,0,0],[],0,"NONE"]; sleep 0.1; helipad1 attachto [_cam_target,[0,0,0]]; _cam_loc = ( [0.7,0.84,-1.7]); sling_cam = ["rendertarget0",[[_heli,_cam_loc ],helipad1 ],_heli,true] call BIS_fnc_PIP; sling_cam camPrepareFOV 0.02; sling_cam camCommit 0; _heli animate ["AddTread", 0]; _heli animate ["AddFLIR", 1]; _heli animate ["AddMirror", 1]; _heli animate ["AddHoldingFrame", 1]; Call the player helicopter "player_heli" without the quotes. Create an object like a car and call it "car1" without the quotes. Create a second object called "car2" without the quotes. Then in a trigger or init.sqf or in the player helicopters init field add si = [player_heli,car1] execVM "tracking_Cam.sqf"; In a trigger or actionmenu, add the following. This will cause the camera to follow the object called car2 now. helipad1 attachto [car2,[0,0,0]]; You could change the other script snippet in a similar way, most important thing is to add. [] call BIS_fnc_PiP; This will clear any existing PIP first before creating something else. Then using the likes of a trigger or an action menu you could run that code and the camera will change to a sling camera. Alternatively if you wanted to have the existing flir camera point down to act like a sling camera you could just add something like; helipad1 attachto [player_heli,[0,0,-30]]; Causing the camera to focus at a point 30m below the player helicopter. For better clarity probably calling helipad1 something like PIP_target would be better. I didn't just for ease of copying and pasting :P Hope this is a good starting point for you. Blake. -
Any interest in some objects to sling load?
blakeace replied to b101_uk's topic in TAKE ON HELICOPTERS - ADDONS & MODS: DISCUSSION
Nice :) -
Script needed for passenger pick up
blakeace replied to vonduck's topic in TAKE ON HELICOPTERS - CUSTOM SCENARIOS
If it is a player flown helicopter, then there is no need for any scripting. Create a Helicopter and add some waypoints. Where you want to pickup your group of people, make a waypoint and in the select type box set it to LOAD. Create a group of people, make a waypoint for them next to the heli waypoint, in their select type use GETIN. Then sync the two waypoints together. Chain looking symbol next to the waypoint one. Drag mouse from one to the other waypoints and a line should appear connecting the two. Where you want them to get out. Heli Waypoint TRANSPORT UNLOAD Group of people GETOUT. Sync these two. Also 99% of the arma stuff is still relevant for TOH. So it is a great resource you can use to search for info that will still be applicable in TOH Hope this helps Blake. -
Doors Off
blakeace replied to LeftSkidLow's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
This is probably your best starting point. http://forums.bistudio.com/showthread.php?t=128444 -
how to rescue a victm with sling
blakeace replied to accroalhelico's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
I think possibly only the medium and the heavy helicopters are capable of winching operations, Place a waypoint over the leader of the group you want to winch up. Set the following in the waypoint dialog, Category "SCRIPTED - HELICOPTER" Select Type "WINCH LOAD" I think you need to ensure there is a person already in the helicopter that can be lowered down, though haven't tested this. See this thread for adding the winching visuals to the helicopters. http://forums.bistudio.com/showthread.php?t=127119 Hope this helps Blake