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blakeace

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Everything posted by blakeace

  1. Blake's Autopilot v1.1 for Arma2 OA tIQofGsMCwQ kH334o1xot0 History: V1.1 Added: NAV Computer to dynamically add waypoints. Added: Course mode (CRS) to alter the heading value to point to the current waypoint. Added: Clear all waypoints menu item. Hold zoomout to make visible in the menu. Fixed: Autopilot menu item duplication issue in multiplayer. Introduction: This is a port of my autopilot for take on helicopters. The main benefit for this with arma is the automatic engagement of attitude hold when viewing the map if the autopilot isn't already engaged. It has the same modes as the TOH verison. Attitude hold Heading hold Attitude / Altitude hold It also contains a WIP terrain following mode for planes. Limitations: The autopilot isn't very quick or strong, which can cause issues if trying to alter you heading while maintaining a low altitude. When the aircraft banks to alter direction, it loses some lift, this causes the aircraft to briefly lose some altitude before the autopilot can compensate. Each aircraft behaves slightly differently, so be aware of that when chnging rides. Installation: Features: 1.1 Additions Course Mode Button (CRS): Select this to have either the heading or terrain modes update to direct towards the current waypoint. Clear waypoint data action menu item. Requires zoom out to be held for it to be visible. I removes all the current waypoints. NAV Computer: Use this to create a new or alter and existing set of waypoints. Markers - Red current editing position. Blue current waypoint for the group. Shift Left Click - Add a new waypoint at that position. The last waypoint created is always a Cycle waypoint. Left Click - Select the current editing point. Current point id highlighted with the red marker. Added waypoints are inserted after this point. Alt Left Click - If near enough to a waypoint position it will delete that waypoint. The last point cannot be deleted. Safer map reading (and PINS camera): Automatic Attitude hold when you are viewing the map if the autopilot isn't already engaged. This addon is also compatiable with my PINS addon, and will engage autopilot attitude mode if you are using the camera view in PINS. When you close the map/camera the attitude mode is automatically disengaged. Autopilot Master Mode (AP): The autopilot will only work if the master button is on (green). This also allows pilots to pre set a desired setup before engaging the autopilot. E.g. Whilst the master mode is off, select heading hold, dial in the desired heading and altitude, when you want to engage the autopilot it will try to follow the preset values. The addon creates three autopilot modes for the helicopters. Plus Terrain following for planes. Modes can be changed without needing to cancel the previous mode. When the map is selected, if no autopilot mode is enabled then the autopilot will engage Attitude hold while the map is open. If another mode is selected it will remain in that mode. If the cyclic is moved far enough the autopilot mode is disengaged. Attitude Hold (ATT): Holds the current attitude of the helicopter in both pitch and bank. Bank and pitch can be altered by moving the joystick beyond the 0.2 threshold in that direction. When you release the joystick the autopilot will maintain the new attitude. This mode can be toggled on and off with each press of the button. Heading Hold (HDG): When engaged the helicopters current altitude and heading are the initial settings. Settings can be pre selected, and once required engaged by turning on the master mode button (AP). Heading changes are in 10 degree increments. Altitude changes are in 250ft increments. This mode can be toggled on and off with each press of the button. Attitude/Altitude (ATT ALT): Will hold altitude as per above, whilst holding attitude for the roll component. Minor attitude changes are possible by slightly moving the joystick in the desired direction for the roll. This mode can be toggled on and off with each press of the button. Terrain Following (TERR): This will hold heading as per heading hold, but will try and maintain a altitude height relative to the height between the aircraft and the ground. If you select 500ft then the autopilot will attempt to maintain that gap between the aircraft and the ground below. Note the autopilot isn't super reactive, so high speed low altitude and mountainous terrain will be to hard for the autopilot to cope with. Download: Six Updater: http://stats.six-updater.net/mods/show/b664b018-ae17-11e1-916f-001517bd964c Armaholic: Blake's Autopilot Armed Assault: Blakes Autopilot : http://www.armedassault.info/index.php?game=1&cat=addons&id=1953 https://rapidshare.com/files/782772376/Blakes_AP_ee_v1_1.rar
  2. Blake's Mobile Parts Workshop v0.1a 0K-AoYk3eik gYkaUbiMR2c Requirements: TOH version of CBA. Introduction: This addon kind of grew from very humble beginnings of trying to create a simple camera system that I could use for my own custom missions. The parts aspect doesn't include all items, I have focused on single player non military parts. Certain parts can only be added when certain other parts are either present or absent. e.g. Benches are only available after removing the doors and the back seats. All the additional code I have attached to the helicopters should be available if that part is by default on that model. E.g. if it has a camera then the camera controls are there without the need of the parts vehicle. The one known current exception to this is the emergency services medium flir helicopter that already has a working thermal camera, which I presume is related to the gunners view. I in no way pretend to be an expert here, this is just the result of my own experimentation to achieve functionality I wanted for myself. I have got it to a level of satisfaction where I am happy to allow others to enjoy it if they want. I have updated my sling loading addon, so that the camera systems work together if using both addons. History: 0.2.1a Fixed a couple of incorrect strings which caused certain menu items to function incorrectly. Thanks HonO for the find :) 0.2a Changed how I detect the anim states from read of the config to checking the animation phase. Allowing the use of adding components from the vehicles init field. 0.1a Initial release. Installation: Same as any other addon. If you are unsure, please search the forums for help. A good starting point is here. http://forums.bistudio.com/showpost.php?p=1908141&postcount=2 Limitations: This has only been designed for single player, though some aspects may work in an MP environment, there has been no testing for it. Server bikey files included if people wanted to try. Much of what I have done is work arounds to get something close to what you would except to see. Whether that be a camera or a spot light. Due to either my knowledge, ability or TOH limitations I have tried to emulate as best I could. E.g. The spot lights are created using a standard light source, moved to try and achieve a spot light like effect. On the ground when looking in certain directions you will get a lot of "glare" :P When adding or removing benches off the light helicopter I am actually changing the model, so the action menu can seem to go funny. I find it helps to look away and back to get it back. This was required to have functioning benches and rear seats. Instructions: The parts menu is only available if the mobile parts workshop is close enough. The vehicle is the MTVR repair vehicle in the editor. Park it within 40m of the helicopter you wish to customise. Most aspects are accessed via the action menu. Parts: Light helicopter: Add/Remove Camera (Side mounted version) Add/Remove Camera2 (floor mounted) Add/Remove Doors Add/Remove Back seats Add/Remove Benches (Adds menu items to fold up and down) Add/Remove Copilot monitor. Medium Helicopter: Note the search light can only be moved around if the helicopter has a camera, else it has a fixed direction; See below. Add/Remove Camera Add/Remove Winch Add/Remove Searchlight If you have a camera installed with a searchlight you gain these additional menu items SRCH SLV - Slaves the light to the camera, highlighting the cameras focus. SRCH FRE - Resets the searchlight to it's static position Heavy Helicopter: Add/Remove Camera (No visual model seen on helicopter) Add/Remove Winch Ramp menu items: If there isn't a gun mount there. RMP UP Raise ramp and close opening RMP DWN Lower ramp to the ground RMP LVL Level ramp with cargo floor Paint Shop: Click on the paintshop menu item to expand the painting options. Depending on the base model you are paintiing may limit the possible choices that are extracted from the configs. Certain paint jobs will appear more than once due to the way I am dredging the configs. Another menu will appear called custom paint that allows you to alter the helicopter in one specific colour. Camera Controls: Camera ON/OFF Turns camera on and off. Must be off for other camera like options to become available. Stabilise ON/OFF Selects whether it is oriented to the ground, showing one spot unless moved. Hotkey - User5 Lock ON/OFF If stabilised, selecting lock will attempt to follow the nearest vehicle including man types. Object must be a sub type of Allvehicles. Hotkey - User6 CAM WAY Sets the camera to focus on the position of the current waypoint if available. CAM RST Unstabilises and sets it to the starting direction forward and slightly down. CAM RST LVL Like above but the camera is set more up. CAM RST DWN Like above but looking almost straight down. CAM MARKER AID Displays an orange sphere at the focal point of the camera to aid in where it is looking. CAM MODE Cycles through daylight, infrared and thermal. Moving the camera around is designed to be performed using the hotkeys. There are menu items available, but the movement with each selection isn't that great. The keys are your custom keys in your options menu. CAM UP Hotkey - User9 CAM DWN Hotkey - User10 CAM LFT Hotkey - User11 CAM RGT Hotkey - User12 CAM ZM+ Focus in closer. Hotkey - User7 CAM ZM- See a wider area. Hotkey - User8 For mission designers the object variable heli_name getvariable "Camera_focus" contains the object that the camera is currrently focusing on. An idea maybe to use the distance command to gather whether the player is following the correct vehicle etc. Switch heli_name with the name of the players helicopter. Picture in picture - External Views: If you do not have any camera operating, then an option will appear in the action menu called PIP CAM. This will open an action window and display an external of your helicopter on the action screen. There are three different views. Chase, FlyBy and Orbit. Each can be selected by either using it's action menu or by using the binoculars key default B. Note only one choice is available at a time on the action menu. Select one to see the next menu choice. Download http://www.modsaholic.com Search for Blake's https://rapidshare.com/files/4075135680/blakes_mobile_parts_workshop_toh_ee_v0_2_1a_.rar
  3. Blake's PINS(Pseudo Inertial Navigation System) and Bombing. V1.03.03 A3Y9zDdoQxU Note: Video is of an older module version. I haven't had time to create a newer one. Current version has no module, it uses CBA to launch the addon. bSaam7cwur4 tTMI9qtSMtc Rover Terminal Testing Alpha Test release included in version 1.2 Requirements: PRADAR requires extended event handlers found in Community Base Addons. http://forums.bistudio.com/showthread.php?t=103871 Introduction: 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. FeedBack welcome especially regarding functionality on dedicated servers. Background to design choices. Firstly I am an avid flight simulation enthusist, and have been using one piece of software or another for nearly thirty years. That said I believe Arma to primarily be and infantry simulator. It's one unqiue feature over any other software I have used in my opinion is it's ability to allow human players to experince the interaction between different arms within the military. So my focus here was to try and maximise that communication from the air to the ground, so many aspects are simplified in the aircraft so that hopefully on the ground it seems no different to somebody linking dcs a10 to arma. Most importantly I wanted to maximise situational awareness, so that instead of the pilot always having his head in the map, he always has the most important reference point right there. He can then relay things like how long he will be what direction all from the information displayed. Hopefully it will make things like targetting with referencing smoke a lot easier as the imediate area is framed. Though the pilot still needs to use his eyes to find the exact point and the reference frame doesn't focus right down to the exact point. Resonably easy with a cluster of five buildings, difficult in the middle of a large town or city. Even if you are just tranporting troops in, and you want to fly low, this gives you the distance to the area allowing you to focus on flying without be distracted by where you are going, or worse plowing into the ground because it took a little to long for your map to close. Depending on the mission you can add a camera so the pilot can focus in more precisely on the area either as an aid for when referencing points with the ground, or fine tuning for CCIP,CCRP or Laser delivery. I also wanted to have the different types of attacks represented better. So that the ground controller can make better use of the planes munitions. So unguided bombs can no longer lock onto a vehicle, but the pilot actually has an aiming cursor. Unguided bombs will drift too, so careful consideration needs to be applied in regards to where friendly troops are located. Eg target has a couple of non radar guided anti aircraft guns in a farm, friendlies in nearby woods. You have a harrier on call with unguided bombs. Better to setup a medium altitude CCRP run, to limit the guns effect compared to diving down onto the target. If this target was in the middle of the city then this may not be the right call as a stray bomb could kill civilians etc. Making the decisions of the controller on the ground all that more important. Things like the height you release unguided bombs affect where they impact as drift is calculated into their flight. Holding the aircraft steady is also important as the rotational forces are passed onto the released bombs. Installation: Same as any other addon. If you are unsure, please search the forums for help. A good starting point is here. http://forums.bistudio.com/showpost.php?p=1908141&postcount=2 History: Version 1.03.03 Fixed: Menus not appearing if the player doesn't start in the plane broken in the last update. (Thanks to Sjaba for finding this one). Version 1.03.02 Altered: Menus to be created with the aircraft rather than dynamically to prevent duplication. Instructions: Download: Note: The ACE config changes PBO is only required if using ACE. From my limited testing it seems to help the situation with unguided bombs. It also changes the cluster bombs to show the aiming pipper for them. At higher levels the cluster munitions will fall short. Best employed at low level or dive bombing. Hopefully my changes don't impact on any other ACE functionality. Hence the beta label Blakes PINS and Bombing : http://www.armedassault.info/index.php?game=1&cat=addons&id=1901 Added to Six Updater Network. http://i51.tinypic.com/2yvv67o.png Direct Download | Mod info http://rapidshare.com/files/2327674441/Blakes_PINS_EE_v1_03_03.rar
  4. Do You Own a Struggling Helicopter Charter Company ? Are you tired of aviation authority reports stamped with CFIT* pilot reading map ? Have you or are you thinking of updating your fleet with Six Updater Industries CBA technology ? Then you need the new Blake 1000 Helicopter Autopilot! Easily fitted using a CBA EXT-H port, the autopilot is easily installed** and fully integrates with the helicopters current systems. Only available online! OjoU-URNDZc kH334o1xot0 Blake's TOH Autopilot Version v1.1 Requirements: TOH version of CBA. Introduction: With the bigger distances, and the newer more complex flight model, doing things like looking at the map or flying long distances has become much harder in TOH. This addon is a step towards making things like above easier. History: Version1.1 Added: NAV Computer to dynamically add waypoints. Added: Course mode (CRS) to alter the heading value to point to the current waypoint. Added: Clear all waypoints menu item. Hold zoomout to make visible in the menu. Fixed: Autopilot menu item duplication issue in multiplayer. Version 1.0 Added autopilot panel dialog Removed action menu items Removed hover hold Increased autopilot power to hold desired attitude Added AP master button v0.1.1a Fixed incorrectly named action keys to the new names for TOH. Fixed alt hold where once converted to feet (to match the altimeter) the initial height was not being correctly set. v0.1 Initial release Limitations/Bugs: Important, if flying before you even open the autopilot dialog ensure you have trimmed the helicopter. Take on Helicopters disables the controls when a dialog is open. Because of this when the dialog is open, the autopilot will go into attitude hold if no other mode is active. This allows the pilot to use the dialog without losing control of the helicopter. If you haven't trimmed the helicopter the autopilot will not be strong enough to hold it and will eventually lose control. Installation: *IMPORTANT* If you are new to the Arma / Take On Helicopter games, please ensure you no how to correctly add mods before proceeding. *DO NOT* add these files into the folders that contain the default TOH files. They are in the addons folder which is located in the TOH games main subdirectory. Install as you would any other addon. (Check the BIS forums if unsure!). Try here for a good post by Günter Severloh on adding mods. http://forums.bistudio.com/showpost.php?p=1908141&postcount=2 Features: 1.1 Additions Course Mode Button (CRS): Select this to have either the heading or terrain modes update to direct towards the current waypoint. Clear waypoint data action menu item. Requires zoom out to be held for it to be visible. I removes all the current waypoints. NAV Computer: Use this to create a new or alter and existing set of waypoints. Markers - Red current editing position. Blue current waypoint for the group. Shift Left Click - Add a new waypoint at that position. The last waypoint created is always a Cycle waypoint. Left Click - Select the current editing point. Current point id highlighted with the red marker. Added waypoints are inserted after this point. Alt Left Click - If near enough to a waypoint position it will delete that waypoint. The last point cannot be deleted. The addon creates Three atupilot modes for the helicopters. Important Ensure the helicopter is fully trimmed first otherwise the autopilot will be fighting for control. Autopilot Master Mode (AP): The autopilot will only work if the master button is on (green). This also allows pilots to pre set a desired setup before engaging the autopilot. E.g. Whilst the master mode is off, select heading hold, dial in the desired heading and altitude, when you want to engage the autopilot it will try to follow the preset values. The addon creates three autopilot modes for the helicopters. Modes can be changed without needing to cancel the previous mode. When the map is selected, if no autopilot mode is enabled then the autopilot will engage Attitude hold while the map is open. If another mode is selected it will remain in that mode. If the cyclic is moved far enough the autopilot mode is disengaged. Attitude Hold (ATT): Holds the current attitude of the helicopter in both pitch and bank. Bank and pitch can be altered by moving the joystick beyond the 0.2 threshold in that direction. When you release the joystick the autopilot will maintain the new attitude. This mode can be toggled on and off with each press of the button. Heading Hold (HDG): When engaged the helicopters current altitude and heading are the initial settings. Settings can be pre selected, and once required engaged by turning on the master mode button (AP). Heading changes are in 10 degree increments. Altitude changes are in 250ft increments. This mode can be toggled on and off with each press of the button. Attitude/Altitude (ATT ALT): Will hold altitude as per above, whilst holding attitude for the roll component. Minor attitude changes are possible by slightly moving the joystick in the desired direction for the roll. This mode can be toggled on and off with each press of the button. Download: Added to Six Updater Network. Direct Download | Mod info https://rapidshare.com/files/554842572/Blakes_TOH_autopilot_v_1_1.rar Footnotes *Controlled flight into terrain ** Use of a non qualified installer could lead to adverse problems within the TOH software. Qualification is generally acquired by searching first, then if no result posing the question in the BIS forums.
  5. 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 Blake
  6. blakeace

    Blake's PRADAR

    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 Blake
  7. Blake's PRADAR (Player Radar) V1.2.03 dct7IdSn2Vs Video courtesy of Variable from CIA :) More media in Spoiler: History: Version 1.2.03 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. Introduction: Firstly just like my other addons, real life is limiting my time online, as such rather than continue to let these items gather dust on my harddrive, I thought I would release them and let the community both test the MP aspects, and hopefully enjoy their use. Hence the alpha status. One of the things I found frustrating at times was my situational awareness, involving both my group members as well as my ability to interact with other groups effectively. The more visual clues that are available help reduce the critical communications channels to more important transmissions. Rather than the usual who's that or where are you etc. This was even more valuable to me when leading a group. Knowing quickly where players are helps you to quickly issue orders more effectively. Espessially in time critical moments. Using mods that highlighted names helped, but generally required you to focus your cursor over them. That is if you have one visible. I like a minimal information display ideally, the more data presented constantly makes me feel more like a terminator visual interface than a basic grunt on the ground. Bright red names like neon signs really didn't help the immersion for me personally. I also wanted a better sense of player distances to me of those units behind me. In the real world you would have many cues that somebody was close behind you. In arma generally it was only when you quickly tried to duck back into a doorway as a tank came round the corner, and suddenly you find yourself moon walking on the spot. Requirements: PRADAR requires extended event handlers found in Community Base Addons. http://forums.bistudio.com/showthread.php?t=103871 Installation: Usage: Acknowledgements: Thanks for all the help testing: Vairable CIA Variable's friend Mike The Colonel ZSU Victim ZSU Thanks for hosting PRADAR: Old Bear Foxhound SickBoy Download: PRADAR Blakes PRADAR (Player Radar) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1830 Also available via Six Updater. http://rapidshare.com/files/4242663964/Blakes_PRADAR_v1_2_03.rar
  8. Hi MacMillan11 I unfortunately don't have access to my files as the rig I use for playing around with Arma adn TOH is down and I am very time poor with RL to find time to get it up and running atm. I'm not sure if somebody who has previously downloaded my addons is able to host or upload them somewhere? Kind regards Blake
  9. Blake's AI FO Module Version 1.4.02 OsX1iANNogk pmztnBVOI6Q 6sNzqCB5Cn8 History: Version 1.4.02 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. Introduction: Check the sample missions for how to use the placed artillery. The module is based on my AI artillery framework scripts. I have tweaked and changed a couple of things, but mainly it is fundamently the same. The reason for producing a module was to create a very simple way for mission designers to add opposition artillery. Like the framework it uses real mortar pieces firing rounds at targets that the FO's genuinely know about. Using the BIS artillery module functionality hidden within. Leaving the user with a nice graphical way of creating opposition artillery. Mission designers need to be aware of the ranges of different artillery objects. Basic ranges can be found at http://community.bistudio.com/wiki/Artillery_Module It is not intended to be deadly accurate, though the default mortars still pack a real punch if detonating nearby. Installation: Install as you would any other addon. (Check the BIS forums if unsure!). Instructions: ACE Compatibility: I have tested it with ACE, and it seems to work fine with the standard BIS artillery objects, but I can't get the ACE 60mm mortar to work (ACE_M224) unfortunately. Downloads: Blakes AI Forward Observer (v 0.4) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1835 Added to Six Updater Network. Direct Download | Mod info AI Forward Observer http://rapidshare.com/files/528938861/Blakes_AI_FO_v1_4_02.rar Requirements: None
  10. 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 :)
  11. 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! 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;
  12. blakeace

    Blake's PRADAR

    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.
  13. 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.
  14. I'm glad you like them :) and thanks again for the really detailed bug report, it made my part a lot easier, just sorry it took me so long to get an update out.
  15. 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
  16. 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.
  17. 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.
  18. Thanks Sjaba I'll have a dig around and see what I can find.
  19. blakeace

    Towable AT gun

    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.
  20. blakeace

    Towable AT gun

    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.
  21. blakeace

    Towable AT gun

    The addaction command has a condition parameter that allows further refinement for when the script should be visible. http://community.bistudio.com/wiki/addAction Quoted from the above page 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 Blake
  22. @fullerpj - Cheers feedback is always appreciated :) 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. Thanks.
  23. 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.
  24. blakeace

    Blake's PRADAR

    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.
  25. Updated 1.03.02 Available on the first post. History: Altered: Menus to be created with the aircraft rather than dynamically to prevent duplication. Hopefully this will stop the multiple menu items for good. Instead of trying to only add the actions if the aircraft is going to be used by a player I have them added to the aircraft when it is created once only.
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