blakeace
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Everything posted by blakeace
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Awesome video Variable! Much better than my ones, so added it to the first post thanks :) Looking forward to watching one of your CIA night videos with it enabled!
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Blake's Autopilot
blakeace replied to blakeace's topic in TAKE ON HELICOPTERS - ADDONS & MODS: COMPLETE
Cheers I figured a two minute video of a helicopter flying level or on a particular heading would be a bit bland, glad you enjoyed the alternative. Thanks, and good to know, I just prefer to use manual trim :) As always thanks :) -
joystick input
blakeace replied to jcgam's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
I had a quick look, and couldn't get any response for the label "fire" Tried and couple of other names like "helifire" but got nothing there either. I know they changed a couple of the names like heliforward and heliback to helicyclicforward and helicyclicback. So they may have changed others as well? Here is the code I drop into the initialization area when I want to test inputaction results. I believe you would need to use the spawn command to make your code work. Here is what I use for testing. sh = [] spawn { while{true}do { hintsilent format ["%1",(inputaction "helicyclicleft")]; sleep 0.1; }; }; -
Blake's Autopilot
blakeace replied to blakeace's topic in TAKE ON HELICOPTERS - ADDONS & MODS: COMPLETE
That's fixed in the new version, execept the menu labels. When I converted to using feet, to match the altimeter, I didn't update the current height. That should be fine in new version. Sorry thought I had updated the first post, but I had only stated the menu labels. Add a history list to first post. Try the latest version, that should correctly match the altitude as read in the altimeter. -
Blake's Autopilot
blakeace replied to blakeace's topic in TAKE ON HELICOPTERS - ADDONS & MODS: COMPLETE
Update: New version uploaded. Tried on a hunch using HelicyclicForward and HeliCyclicBack to read the joystick values. These worked so first post has been updated with a link to version 0.1.1a. Updated Dev-Heaven with the findings. Thanks, just remember to grab the new version :) Cheers Blake. -
Blake's Carrier Ops. e1NeSGWtUJg History: v0.2a (EE) & v0.1.1a(module A quick fix where I hadn't limited the getin handler to the player allowing the addon to possibly run multiple times Introduction: Ok this is my first addon, and is implemented via a module. It has been tested on my small test dedicated server by me, but hasn't had any real MP testing. All good in SP at least. RL is limiting my online time atm, and a lot of things I have played around with are just getting dusty on my HD. So I figure better to just release as an ALPHA product and hope the community can enjoy some of these addons. Hopefully I'll find time to upload some other stuff soon. Feedback would be great. Hopefully A3 will make this one redundant :) Features: Adds the ability to manouver aircraft around, to facilitate the ability to utilise the likes of the LHD more fully. Any aircraft can be moved, even if inoperable, as long as it isn't destroyed. This allows the clearance of damaged aircraft from vital areas. It also enables the ability to backup aircraft that are parked on a ramp etc. As a side benefit it also allows the emulation of ground manouving of helicopters. Yes those with skids will also do this (though would look funny). Also allowing for more realistic ground operations if required. Some helicopters behave better than others. One way of improving movement on some is to engage auto hover while taxiing forward, disengaging when turning is required. No it is not designed to be a proper simulation of ground movement for any aircraft, rather it is a simplified method of allowing more precise ground handling. Installation: Install as you would any other addon. (Check the BIS forums if unsure!). In the editor place a Blake's Carrier Ops module onto the map. All editor placed aircarft are now enabled. Keys: Engage ground manouver mode : Press Gear key default G. (There is a short delay before movement is engaged). To go forward heliforward key default W. Back heliback key default S. Rotate Left HeliRudderLeft key default X. Rotate Right HeliRudderRight key default C. Or use your joystick. Requirements are the vehicle must be on the ground and have a speed between -20 and 30. Usage: By placing the module in the editor, any editor placed aircraft will have this functionality. If the payer starts in the aircraft, functionality is created through the getin event handler requiring the player to dismount and get in the aircraft again as pilot. If you wanted to give spawned aircraft the ability, Eg creating a helicopter within a script. Script must be executed on the server. First name your carrier ops module, in the example below it assumes the module is named cops. _heli = createVehicle ["AW159_Lynx_BAF", getMarkerPos "helimarker2", [], 0, "NONE"]; waituntil {(cops getvariable "COPS_initDone")}; [[_heli]] CALL Fcn_Blakes_C_OPS; Notice the function call requires you to pass an array, which is why there are double square brackets. Notes: This module is really designed for analogue inputs. eg joystick. This will give smoother results. Esp with helicopters. If your joystick sensitivity is reduced, you may not get full speed from planes either increase it or quickly press to equivilent key to boost movement. Download: Important: Ensure only one version is installed and active. You only need one. Module version allows benefit of selecting if you want it in different missions. EE version is also active in all missions. Both versons from Armaholic: Blake's Carrier Ops v0.1.1 Alpha Blake's Carrier Ops - Extended Eventhandlers v0.2 Alpha Link to updated mirrors : Carrier Ops (v 0.1.1alpha) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1808 Carrier Ops - EE version (v 0.2 alpha) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1834 Needed : @CBAv0.7.10 (v build 167) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1814&game=1 Added to Six Updater Network. Direct Download | Mod info
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This is one that I probably will eventually look at making a script version. I won't do it just yet, one is time but also I want to get the thing into a stable state first.
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Blake's AI Forward Observer
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's the beauty of Arma, so many ways to play it :) Hadn't thought about it from an SP aspect, but yes I can see where you are coming from re having a friendly ai spotter on your team. Nice! Ah ok, sorry now I see where you are coming from. I don't know if my ability will go as far as ai getting the others radio. Though there is no reason why something couldn't be setup in a more simple way where if the FO dies, the script looks to see if there is another unit in the group that isn't already a spotter and set him up as one. This isn't a bad idea, I was setting up redundancy by creating multiple untis within a group as a spotter. This is possibly a more elegant solution. I'll have a play around with things to see. -
Blake's AI Forward Observer
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think for now I am going to include a debug mode, so when testing the module will report back when not in range. Giving some indication at least. I am also going to look at creating some object variables that allow designers to overide things like friendly units distance, and max speed of unit before not targeting. :eek: Don't blame me when you get kicked out of your group for "excessive evilness in mission design charges" :p I have to admit I snuck a salute animation in there to gauge peoples thoughts on the result. Trying to find a nice way to show they are doing something esp civ dickers. It was the only animation I found that wasn't really not bad for what I wanted. I rationalised they are standing shading the sun to check things out :p Otherwise armed aren't to bad in they lose their weapon, but I didn't like that there was no way for an observant player to be able to go hey he's acting funny or something when they are unarmed civilians. 1. That could be done. Though I am a little lost in how this would play out in a mission. Do the ai ever lose their gear? Could you please elaborate in why it would be good, and how it would play out in a mission? 2. There is http://www.armaholic.com/page.php?id=8421&highlight=AI%2BFRAMEWORK already which this is based on. The only real differences are units are no longer restricted to east and west sides, I have slightly improved the lead algorithm and the FO's don't become unarmed either. Though it is no way near as easy to use. Which is why I created this one. I might look at something like that in the future, but at the moment I am focusing on a few other things some already made public, and a couple I am still trying to find time to package up. Had a real nice effect on the ZSU crew when I first used the script version above on them I have thought about that to, but wanted to see how the basic functionality went before adding to it. Great for when you want to hide the arty somewhere special etc. -
Thanks Mandole for testing it out. The reason I went with a must hold concept was for a couple of reasons. It really isn't that natural when on, and being forced to maintain a key press reminds you that it is on. The other reason was to create a more HOTAS like setup, where users can map the gear control to a joystick button.I haven't had any joy when testing displayAddEventHandler command in the past. I can only pressume I am missing something else that is required to implement it. So that direction isn't possible at this stage without figuring it out. I could create an action menu to control things, but I personally find it a rather clunky way to implement things. I mght look at an option of being able to control by either a menu or by holding gear with a menu? I'll have a think and a play around. This isn't really meant to be a correct simulation of vehicle movement, rather a simplified way of maneuvering with more precision. By being able to make greater use of the LHD etc. So it is like a simplification of both what an aircraft can do as well as what can be achieved by ground crews.
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Blake's AI Forward Observer
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I haven't come up with a real smart way around that yet. My current thoughts are to create a debug variable that if set to on, creates a hint reporting back if a battery isn't in range. I have mainly used mortars, reasoning mainly that for use against humans less is more. Ambience, followed by leadership skill utilisation to resolve the situation. Rather than one big bang eliminates half the players. That sounds like the ideal mission my mate Zeddy would make :p. The reality is the algorithm I'm using for them is very simple. If they have a target, and that target isn't to fast and the target is in range of our artillery and the artillery is available . Then lets send them a present :eek: I have to admit to not really putting any effoert into these really big guns, focussing more on the smaller pieces, for the reasons given above. That said, using a grad with a UAV FO against a mech inf group, could be a bit of fun, no friendly fire issues, plus ubber ambience for those in the tin cans unless they keep up there speed :icon_twisted: A side note, since I created the video I reduced the max speed to target, which means there is a smaller chance that moving vehicles will be engaged. It is a balance between them not firing and leading a target to an unrealistic assumption in that the vehicle can do many things between calling the mission and the impact of the rounds. -
Blake's AI Forward Observer
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Another possibilty is that there is already another fire mission underway. The FO's won't try and use the guns if they are already engaged. The guns don't become available straight after firing. I use the BIS_ARTY_F_Available function to check when they are ready. Using the default mortars you are looking at approx 25-30 seconds before the mortars will accept another fire mission. I just did a test with only one spotter with this setcaptive true, and he still called in fire missions. So that shouldn't be an issue. I am reading the FO's with nearTargets which even when set to captive they still consider the opposition as being an enemy. I definitely appreciate that. Definitely loving any informed constructive feedback, any possible faults etc. One day of public testing by a few patient people is more than I can do in a month. Plus many will try things that I wouldn't even think about. So thank you very much for taking the time to help test it :). -
Blake's AI Forward Observer
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
FO's will automatically call in fire missions on any "known" targets. Reasons why they may not target something is they maybe still unsure of the target. Ie they haven't determined they are an enemy yet. Another reason could be FO's won't target fast moving threats as it is to hard to calculate where they will be by the time the rounds impact. The artillery will also not fire if they determine the impact point is to close to friendly units. This in mind, using ai mods that allow ai to detect enemy units at longer ranges makes this addon more effective and dangerous. Range of the artillery units is a factor too. Also if using civilian dickers, then you need to make them part of the enemies side for them to detect targets. eg group them with an enemy unit with 0% chance of being present is how I do it. I have also found with my current dispersion values the MLRS type units have quite a large spread when firing, this may impact on how designers employ them. Depending on the feedback I may have to look at some form of formula to adjust dispersion relative to range? -
I'm glad you are making progress, if or when you find the conflicting mod, could you please let me know, even if it is to just place a known issue notice for other players thanks. It needs to be on the server.
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Thankyou, I'm glad you like it. To taxi with a helicopters engine on try to toggle the auto hover on, What I am doing is adding some extra forces to the aircraft when you use your input device. This is the reason why it is generally so sensitive in the helicopters. eg Pushing forward makes the aircraft nose forward by default, so I try and get my forces to push the aircraft forward to engage before the rolling forces are to strong. I the latest versions I actually lowered the forces I was applying to the movement, as I found if you engaged auto hover whilst taxiing it really helped to keep the helicopter level. It restricts the turning a little, but I have mapped my auto hover on/off to one button so I can toggle it on and off as required when taxiing. Just remeber to turn auto hover off before taking off :P Done that a few times of late! Do you have any other mods that may be conflicting? possibly try selectively turning them off, usless one stands out as using the gear key. That's about all I can offer I haven't been able to duplicate it, but I am only running ACE and my stuff, no other mods. Hope that helps Blake
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Blake's AI Forward Observer
blakeace replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Old Bear, SickBoy & Foxhound thankyou all as always :) Thank you, I hope you enjoy it. I was just descibing a little of how I created this, what is hidden in the black box that you don't need to worry about. I have just taken a lot of what is covered here in the arty module page, wrapped it in a nice user interface, and added a little complexity in how and who they aim at. As far as which artillery type objects work, depends on what the designers have done. If they inherit the standard BIS objects ability to link with an artillery module then they should work. My not being able to get the ACE version working could either be me passing the wrong values or it may be they have done something special to it in their design. These are the object variables and their contents I was using to try and get it to function. If anymore knows more about them, my values could be wrong. I didn't spend much time trouble shooting it. I was really hoping it would and my main desire for this was in adding realism to what a player might face, but at times the default mortars are big nasty beasts. A 60mm would add a nice smaller option to throw at players. this setvariable ["Arty_Type","ACE_M224",false]; this setvariable ["Arty_Ammo",["8Rnd_81mmHE_M252","8Rnd_81mmILLUM_M252"],false]; -
No worries, would be nice if issues were this easily fixed :)
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So far I personally haven't had any issues whenever I have tested with ACE. Works exactly the same as with vanilla(no mods excluding my own) Arma. Though I do most testing with vanilla(no mods excluding my own) Arma. Have you checked your control settings. Think of it as the "gear" key. If you have reassigned how you access your gear dialog, then the key you press to activate the C-OP's functionality will be via that key. If you have something else assigned to your "g" key then that will be what is possibly flashing on and off. The module version also requires you to board the aircraft before becoming functional. If you start the mission in an aircraft you have to jump out and re-board to gain functionality. The extended eventhandlers version doesn't require you to jump out. Check whether it is all aircraft, or just one/some. I am not that familiar which much of ACE's functionality if they have something assigned to the gear key press then that would be also activating. I have yet to find an aircraft with anything like this so far. That sounds like the functionality of the addon isn't being activated. As above check your key bindings. It is the "gear" key, and only the "g" key if you haven't reassigned "gear" to something else. If you are starting in an aircraft you need to get out and re-board to enable functionality if using the module version of the addon. I hope this helps. Blake
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They are included in the download. Are you saying the current included signature files are not working?
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Thanks guys, I'm glad you like it. @Foxhound, Old Bear & Sickboy - Thankyou :)
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I would really like to see how you utilise it, thanks :)
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Thanks, I'm glad you liked it. @Old Bear & Sickboy - thank you :) I am hopefully going to find some time to add the ability to adjust the strength of the forces applied. This will hopefully give a little more flexibility with players differences in input peripherals.
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The extended event handler version already does have this capability. At this stage I am not sure how I would implement this in the module version without making it dependent on CBA. @Foxhound, as always thanks for hosting and speedy updates at your end :)
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Update: A quick fix where I hadn't limited the getin handler to the player allowing the addon to possibly run multiple times Module Version: https://rapidshare.com/files/760198207/Blakes_Mirrors_v0_1_1a.rar Extended Eventhandlers version: https://rapidshare.com/files/2573827564/Blakes_Mirrors_EE_v0_2_1a.rar First post updated.
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Update: A quick fix where I hadn't limited the getin handler to the player allowing the addon to possibly run multiple times Module Version: https://rapidshare.com/files/3428213746/Blakes_Carrier_Ops_v0_1_1a.rar Extended Eventhandlers version: https://rapidshare.com/files/539489973/Blakes_Carrier_Ops_EE_V0_2a.rar First post updated.