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Posts posted by blakeace

  1. Have you checked modsaholic? I am not running that website neither do I keep track what they add, but I do recall at some point they hosted Take On: Helicopters stuff there. Worth a try maybe?

    Hi Foxhound,

    I only quickly checked the old link yesterday, and it is no longer correct, but you are right they seem to still be on mosaholic, just the links have changed.

    I havent tested the downloads.

    Try a search of modsaholic with Blake's

    The site doesnt like the link I am trying to post here for some reason.

    Kind regards


  2. Hay Blake, any time we will see this mod in ARMA3?

    Because the problem with seeing other player names in arma2 still exists in arma3 and I love this pradar mod still to this day.

    I can't wait till I see this mod in arma3. :)

    Hi nozomunz74,

    Sorry for the very slow response, I am very time poor these days, I would love to say yes as I really would like it for A3 as well if I ever got time to just get on and play; but I unfortunately don't have time or more importantly the energy to dedicate to my enjoyment of creating Arma and TOH content.

    I did get it on A3 with i couple of errors before my arma pc failed but I have no idea when I will get around to fixing up, and gaining access to the files.

    My plan was to reduce the content in the addon and just retain the name display in A3.

    I am happy for somebody to take my code and look at an A3 version, I would just appreciate an acknowledgement of my work :)

    Kind regards


  3. I want the terrain avoidence feature to maybe automatically choose some way to mask where the troops are inserted by simply find an choose someplace near but obscured to enemy not seeing where they are exsactly by putting down the chopper at the best tactical insertion point ,maybe behind the closest hill.

    Autopilots in the real world has the ability for :Nav,Heading Hold,Altitude Hold,Combat. It would be nice,if it could return fast to programmed altitude after passing a town and maybe suggest by promt if we want to fly by using the vallys that it can spot and make a suggestion to change the WP to take advantage of it.;).

    I would like the Terrain Avoidence feature to be used for helicopters as well,UH-60L and DAP versions have that in real life .

    Fantastic! Keep up the good work!

    HI John1000,

    It would be great to be able to have a more responsive autopilot, one of the reasons it is quite "sluggish" is due to how I am manipulating the aircraft object to change angles. I am using the setvector commands very quickly using very small changes. When you start trying to increase the rate of change in the code it has the horrible effect of shaking the aircraft in a very disturbing manner. So the rate of change I settled for was the greatest rate that wasn't annoying for myself.

    If ever bi released commands that allowed us to manipulate the input values like we were using a joystick then many of your desires could be looked at. I unfortunately have just changed careers and my new job is taking up all my time and I really haven't got any time for scripting etc :(

    Thanks for the kind words they are much appreciated :)

  4. I have started to notice this to now. I have not been flying and using the camera the recent months as i was "grounded" on infantery duty for a while :)

    So im not sure if this have been the case for the last month or two.

    Situation: Camera function works at first and then the function to switch on and off the camera seems to be lost..just to work again say, 5- 10 min later.

    At this point i have not been able to replicate the situation to the point where i can point at a cause.

    When the camera is working i have had no issues with swithcing termals/ir etc, but i have to very "firmly" press and hold the switch key for a 1 sek or so to activate.

    Just a note: i have only tested this using the Warthog thrustmaster joystick and throttle system. so not sure if this is the case using normal keys.

    However the issue is quite critical since one can not rely on using the camera for recon for our ground troops, as well as making standalone GBU drops with fixed wing aircrafts which we do in our games..so i really hope the issue is "fixable"

    Please let me know if you need a "tester" Blackace, im more then happy to help, because i love this addon :)

    I cannot tell you why it occurs, but it is an issue using the inputaction command. It seems to be more prevelant when a server is under load but I am not an expert with these things. I have started change things and use my over key press eventhandlers for the likes of carrier ops and the mirror mods (both not released yet) because it seems a lot more reliable.

    The reason I liked the inputaction command originally was it allowed a quick and easy way to have both a keyboard and joystick button functionality. I have started to change things because of the above issue.

    Unfortunately I have recently started a new job and I am literally working 10 - 13 hour days 7 days a week trying to get myself up to speed with this new career. So my arma hobby has reluctantly been placed on hold.

    I really don't think I'll be able to do much before Arma 3 is out by the looks of things, so hopefully they have all this already in game by then :)

    If not I imagine it would be pretty much a rewrite working with pip etc possibly drawing from some of my TOH code.

    I'm glad you have enjoyed it and sorry I can't do much with it at the moment unfortunately. If I do get more time to play with things I'll definately take you up on helping to test thanks!

    I remember using PINs and I could use the camera mode in any plane in any server, I downloaded the latest patch and now I am unable to use the camera, I read the readme file and now I have to activate it, why this change?

    Setting of the camera position has always been part of how the camera function worked. If you didn't set a value then the camera should not be accessible. I have always checked this by seeing if the object variable is nil or not.

    So I am surprised that you could always access it in the past. I even just checked an old archived file last modified 6/10/11 and the exact same check is there. So no idea what was going on there sorry?

    _presetm = _car1 getvariable "FLIRloc";
    if (!(isNil ("_presetm"))) then
    	_mpos = _presetm;

  5. Is it possible to disable name shortening?

    Yes that is possible, though I imagine the result could get very cluttered easily without some extra coding to alter the sizing and colour/transparency of the text.

    I'll try and have a look at the just changing the name length part, but it probably wouldn't be for a while as real life is demanding all of my time at the moment sorry.

  6. Yes the version I was testing was the one just previous to your last release. Its seems to have been fixed, but Im having a bigger issue when on a dedicated server. And have mulitple aircraft using pins. Its seems to lose its ability to use the B key to toggle the camera, and as well sometimes loses the abilty to switch to thermals. Im guessign its something to do with server lag. But I have no real idea. other than it doesn't do that in Single player. I'm really pushing this to be integrated in our community, but some of the problems I mentioned are keeping it out for now. I fully understand your time limitations and am happy to see this project get updated on your time table. its really the only thing out there that even remotley captures how a real tgt pod handle operates. Im VERy surprised none has stepped in to team up with you. (Well someone with addon know how). Cheers !!!!

    Cheers, I appreciate the kind words. The only thing I can think of is converting the code to use an eventhandler for evaluating the key presses, I was using the inputaction command but I think this sometimes isn't returning valid results? The reason I used it was to easily allow joystick button functionality. I have just started playing around with the key eventhandler, in the above mentioned yet to be updated addons, that said I haven't stress tested them on a server, just my usual limited test server with one player.

    Unfortunately I wish I could a quick update, but real life is being very very demanding at moment.

  7. HeY BA! I was actually just about to find this post to report some more findings. Its seems for some reason when this is added to the game mode insurgency that the LASE portion wont work at all. From what I can see it seems to break CBA when in the Insurgency mode. This is also the first time I tested in on a dedicated server. Have you had any probs with it just running on a dedi with no other mods? Unfortunatly the only server I have access to has ACE running on it. So its hard to get a good baseline test. And I also have one question. Is it possible to make the PINS mod script side? So as not to create dependencies?

    Hi Jumpartist

    I am assuming your LASE issue is for the version prior to the one I just uploaded? If so one of the issues was the lasing. Some items including lasing seemed to not work with changing around how the menus were implemented.

    I have two test servers setup, one is vanilla plus my addons only, the other is an ACE version with my addons only. I generally develop and test on the vanilla server, and once I am at a testing stage I will give the addon a run on the ACE one.

    This last version I tested only on the ACE test server as I haven't had much time, and the lasing operated as it should during that brief testing at least.

    A script version isn't really viable as this is quite complex and always under development and testing etc. I don't have the time for the one version let alone maintaining and fixing a scripted version. The addon version also gives a better setup for fixing bugs and implementing updates.

    I've also got updates for both my carrier ops and mirrors but haven't found the time to even update the documentation yet so I can upload them :(

    Cheers Blake

  8. Updated 1.03.03

    Just a small update to fix the menu items not appearing if the player started the game not in the plane.

    A big thank you to Sjaba for his very detailed report on the issues.

    I'm very sorry it has taken this long to start addressing this, real life unfortunately hasn't given me must time to sort things like this out.

    At this stage I haven't been able to replicate the "When guns selected a big green square filled the hud totaly blocking the line of sight " you reported Sjaba, so I have no idea what is occurring there.

    Update available on the first page.

  9. One more ? from me.

    When using the rover terminal. If i place the notebook on a table its almost impossible to get the action menu up ?

    Is it someway of fixing this or does the notebook have to be on ground ( also tried on floor inside a building, but then i get same result, no menu).


    No idea sorry, the menu is just a standard action menu on the laptop object. I know I have lost it under a floor of a building when the laptop appeared below floor level on the ground.

  10. EDIT: It was me being a dumb ass ;) all works fine

    EDIT 2: It works for me ONLY when player is either set as a PLAYABLE unit starting in cockpit OR as a PLAYER inside cockpit. If starting as PLAYER or PLAYABLE unit OUTSIDE the aircraft i loose the ability to arm the laser and the INC/ DEC intervall functions...

    Im I the only one ??

    However NO MORE DUPLICATED MENUS :jump_clap:


    Thanks Sjaba I'll have a dig around and see what I can find.

  11. I don't see why not, you know what vehicle is being used and probably best use nearestobjects command setting the radius for your desired attaching distance. Filter it for the correct class type of the gun.

    Use the position of _target to centre the search radius of of the nearestobjects command.

    Then in the code search again for the gun object, the addaction passes what object it is attached to, use _this select 0 in your code to know which car action had been selected.

    There is probably a few other ways to do it, but this one's just off the top of my head.

  12. A lot depends on what vehicles/s and gun/s you are using. If you are simply using one specific car and one specific gun then you could use something like this where you explicitly name the two objects you are checking the distance between.

    If you want it to be a more dynamic where it can function with multiple objects then it would be a little more involved.

    for the simple case you could use something like:

    ATgun addAction ["Attach gun", "Attach_gun.sqs",[],1, false, false, "", "(Tow_car distance Towed_gun) < 5"];

    Where in my example they are named the car Tow_car and the gun Towed_gun.

  13. The addaction command has a condition parameter that allows further refinement for when the script should be visible.


    Quoted from the above page

    condition: String - (optional, Arma 2 only, default:true) Code that must return true for action to be shown. Special variables "_target" (unit to which action is attached to) and "_this" (caller/executing unit) can be used in the evaluation.

    Here is an example of an elaborate one I used for a tow rope mod. Note the condition field is a string when setting it up.

    _actionidx = _this addAction ["Use Tow Rope","\BlakesTowRope\TowRope.sqf",  [],1, false, false, "", " Player == driver (vehicle player) and (speed  player) == 0 and count(nearestobjects [(vehicle player), [""LandVehicle""], 50]) > 1 and ((vehicle player) getvariable ""OnTow"") == 0"];

    Hope this helps


  14. @fullerpj - Cheers feedback is always appreciated :)

    Is it possible to get this from Six Updater? Keep up the good work!

    Yes Sickboy kindly supports all my mods on six updater. For some reason my disqus aren't going through which is how I inform Sickboy of the updates. I have now managed to get a post through without including the links. So hopefully he will update them soon.


  15. Thanks for a outstanding mod..question if you will sir. Is there a way yo already have the laser and the camera already implemented without having to enter them in the initi..? Also for the rover just clarifying that the aircraft with the camera must be turned on in order for it to be beamed back to the laptop and is it possible to view multiple feeds? Sorry if already asked and again thank you

    It may be possible to check, depending on where that sort of information is stored for an aircraft object.

    For somebody to receive a camera feed from an aircraft, requires the aircraft have a camera (PINS one) and the pilot must be broadcasting the feed (action menu). The rover terminal at the time of connection must be close enough to the aircraft off the top of my head I cannot remember the distance sorry.

    You can only watch multiple feeds by either turning off and reconnecting to the next aircraft or use multiple rovers where each is connected to different aircraft. That said I have never tested using multiple rovers so I am unsure if that would have any issues.

  16. Updated 1.2.03

    Download available first post.

    Changed: Near object information gathering moved to a second thread.

    Changed: Reduced the number of dots and names displayed to reduce stutter. Total of 6 each.

    Added: Number of peripheral dots displayed dynamically changes to only have a maximum combination of 8 controls displayed at once. Excluding lists. To help reduce stuttering issue introduced in game engine changes in patch 1.62.

    Changed: Increased the range to 80m.

    Changed: Collection area is now forward of the players view. Centre 30m unless the player is looking at the ground closer. This allows better filtering of desired focus.

    Changed: Reduced the peripheral dot size to 50% to be less obtrusive.

    Changed: Label size, position, range viewable, and colour/alpha value for easier viewing.

  17. Updated 1.4.02

    New version available on the first post.

    Added: Distance given in "debug" mode is referenced to the first artillery unit synced to the module if using placed units. Module is used for dynamically placed units.

    Added: Marker range circles showing ranges when using "debug" mode.

    Improved: FO's will now only call missions from one battery at a time if they are synced to multiple AI FO modules. If using multiple batteries and FO's will more likely spread the fire missions around the different FO's better.

  18. Blake, if you could publish the minimum and maximum ranges of the various artillery pieces, it would be an immense boon.

    The module will give you the min and max range of it's artillery types plus the distance between where you have placed the module to the position of the first FO unit you synced to the module.

    You just need to add this to the init field in the AI FO module.

    this setvariable ["debug",true,false];

    Sometimes you may need to restart the mission as I forgot to place a pause in to allow the values to be found :o In the next version I have included a small sleep to make it more reliable.

    I have also added the markers in the next version to give a better visual reference when placing units and using the debug feature.

    The other option is with any artillery piece, place it down sync it with the default BIS artillery module and place the following in the modules init field.

    Note: this is nothing to do with my module other than a way to find an artillery unit ranges.

    sh = this spawn
    sleep 5;
    	[_this,"HE"] CALL BIS_ARTY_F_LoadMapRanges;
    sleep 0.1;
    hint format ["MIN: %1\nMAX: %2",_this getvariable "ARTY_MIN_RANGE",_this getvariable "ARTY_MAX_RANGE"];
    _markerstr = createMarker["markername",getpos _this];
    _markerstr setMarkerShape "ELLIPSE";
    _markerstr setMarkerSize [_this getvariable "ARTY_MIN_RANGE", _this getvariable "ARTY_MIN_RANGE"];
    _markerstr setMarkerBrush "Border";
    _markerstr setMarkerColor "ColorBlue";
    _markerstr2 = createMarker["markername2",getpos _this];
    _markerstr2 setMarkerShape "ELLIPSE";
    _markerstr2 setMarkerSize [_this getvariable "ARTY_MAX_RANGE", _this getvariable "ARTY_MAX_RANGE"];
    _markerstr2 setMarkerBrush "Border";
    _markerstr2 setMarkerColor "ColorBlue";

    I use a sleep command at the beginning as I have found the BIS_ARTY_LOADED object variable doesn't seem to get set for some reason?

  19. I have a question, does this work with any artillery pieces placed (including other mods, assuming they use the artillery computer) or does it only work with ACE/BI standard mortars and artillery?

    Wanted to search the thread initially to see if it was answered but didn't exactly know what to search.

    To be honest I have no idea, I don't create addons to know what makes the artillery piece compatible with the bis artillery module. I do know the ACE 60mm mortar didn't work when I tested a long time ago.

    First, this is a great addon. Definitely in the forehead-smacking-why-isn't-this-in-the-core-game category.

    That said, am I completely confused, or is this not correct:

    How can this addon be server-side only if it uses a module? As it is, I am getting the expected error message when testing on dedi - "'You cannot play/edit this mission, it is dependent on downloadable content that has been deleted.aifo".

    I'd love to use this in a particular mission (well, most missions!), but requiring yet another addon client-side is going to disqualify it from use on my clan server. Is a script version possible?


    Sorry Harzach I'm not a server admin expert to answer this properly. I was under the impression that was the case as the code only runs on the server, with no part running on any client. As a precaution I have removed that sentence from the first post thanks. No there isn't a script version.

  20. Yeah that feature looks cool too. not tried myself yet.

    However, im afraid i have to report that the duplicating of the action menu still exsists.

    The bug was noted in A10 and Harrier atleast after update to recent version..


    Cheers Sjaba, no idea what is going here at all? I'll have a look but at this stage I don't know how it could be occurring to even start looking at how the rectify it?

  21. Try using getposASL.

    getposATL will measure the vehicles distance above the ground it is sitting on. It will only alter a very small amount with terrain and vehicle position/angle variations.

    getposASL measures the vehicle relative to the sea level position which stays constant while you either get further away or closer to it.

    sh = this spawn
    while {alive _this} do
    	hint str((getposASL _this) select 2);
    	sleep 0.1; 

    Place the snippet of code in a vehicles init field to see how the z component of the position changes. Change the ASL to ATL in the code to see how that one doesn't really alter.

    Hope this helps


  22. Just installed but got a message saying I need to install "extended eventhandlers" Downloaded extended event handlers by Solus and Killswitch. Now its asking me that I need CAcharacters where can I find CAcharacters? and is there anything else is need to use blakes mobile work shop.



    Hi Rhys, the only requirement needed is the Community Base Addons.

    I use six updater for downloading my mods, or try Modsaholic.