Apocal
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Posts posted by Apocal
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And the point of doing that when the existing ones aren't populated is...?...giving the threadstarter the answer to his question.
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^^ All very subjective ... give me proof ! SEEMS is not a good enough reason.Why should they (or any admin, really) have to prove it to you...? That attitude is, frankly, ungrateful. Especially when you stop to consider CF is pushing the limit with regards to server stability, to give people a fun, large-scale event. To say that their experience, however empirical, is irrelevant smacks of an outright arrogance bordering on idiocy.
It also contributes greatly to that attitude some admins have developed: "Fuck you, rent your own server."
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The mod actually calcs distance and heading for you. Its the elevation calc that you need to do. Ive created a calc for this in a spreadsheet if anyone is interested.Never noticed that before. Even though it's written on the demo map.
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You have to put it in a seperate file then place a reference to it in the the unit's init. Reread the previous posts.
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Should this really work just by putting the module in mission ?You don't need to synchronize or anything ?
I used this in my mission and have played the mission many times over and never i have seen enemies surrender. Even though in the end i had 6 members alive in my team and only couple of light infantry men and they choose to fight till death.
As far as I know it's heavily influenced by the threat level and proximity of the enemy and their ability to hurt said enemy. Take away an enemy squad's RPGs, then start gunning them down from 70m with your coax and you'll see hands on heads, most ricky tick.
Also, I don't believe it can affect player groups at all.
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The varname is the player name if I'm reading that right. I'm not sure how you are getting class names from that script...?
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Awesome.... How does this work? :confused:It works more or less like a real (albeit already emplaced) mortar. Instead of aiming using 360 degrees, you have 6400 mils. Once you are on your mortar, figure out your own location, as accurately as possible. When you recieve a fire mission, first determine tangent (deflection) by physically turning the mortar towards the grid. I've found that placing the map compass over my position, turning, adjusting, turning, adjusting, etc. works. Once you are on target, figure out (roughly) what the range is. Each grid is 100m and simply counting grids usually gets you in the ballpark. Match that to your range table (because you did build your own range table, right?!) and apply the proper elevation. If the altitude of your target differs significantly take the difference and either add (higher alt) or subtract (lower alt) from your range.
Fire.
At a period of some time, your forward observer/mortar fire controller (because you do have an FO/MFC, right?!) should report back with an adjustment. Make the adjustment and fire again. Repeat the process until you've exhausted your ammo, your target or your patience.
Or you could do what I do, download BlakeAce's Fire Control Calculator from Armaholic, import the friction and speed values and call it your Mortar Ballistic Computer.
Believe me, if you like easy mode artillery, this mod is not for you. The only people I remember using similar in ArmA1 were former or aspiring artillerymen themselves, as two of us were former or active artillerymen (of a sort) and of the three HS kids in my unit's battery, two went into real life artillery, one in the Army, one in the USMC.
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No illumination rounds? Probably a very solid minority here, but my gaming group uses them in our throwback '85 missions.
Other than that, awesome, awesome mod. Now to build a firing table...
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Most programmers are shitty writers, that's why.
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Honestly, you can just build from the ground up. Get one soldier the way you want him, the copy-paste more to make a team. Get the team the way you want, copy-paste squad, and so on and so forth.
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The problem is, even though the hpad is 1-2km away, the rockets explode mid air, about 500m away from the grads. How to make them fly longer or just delete them before they explode?The thing that pops into my mind is the Grads may be the same as MLRS; try deleting their current magazine and adding "ARTY_40Rnd_120mmHE_BM21"
If not, that, it could be that they are shooting at an "invalid" target. Try scripting them to fire onto an invisible helipad by calling the Arty mod itself.
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There is an "Arty_ShellTrack.sqf" already built into the Artillery module.
scriptName format ["%1ARTY\data\scripts\ARTY_shellTrack.sqf (_this: %1)",_this]; #include "h\arty_scripts.hpp" // ARTY_shellTrack.sqf // // Updates position of shell tracking markers on the player's client. private ["_updateAlt", "_updateVel", "_updateTOF", "_shell", "_alt", "_vel", "_launchTime", "_mkr", "_mkTxt"]; _updateAlt = _this select 0; // Track altitude. _updateVel = _this select 1; // Track velocity. _updateTOF = _this select 2; // Track time of flight. // Go through catalog one at a time for [{_i=0},{_i < count BIS_ARTY_SHELLCAT},{_i = _i + 1;}] do { _x = BIS_ARTY_SHELLCAT select _i; _shell = _x select 0; _launchTime = _x select 1; _mkr = _x select 2; if (!isNull(_shell)) then // Update shell tracking stats. { // Create marker if necessary. if (_mkr=="") then { // Set marker name, increment marker name counter. _mkr = format ["BIS_ARTY_SHELLMARKER_%1", BIS_ARTY_SHELLCAT_CTR]; BIS_ARTY_SHELLCAT_CTR = BIS_ARTY_SHELLCAT_CTR + 1; _markerobj = createMarkerLocal[_mkr, [getPos _shell select 0, getPos _shell select 1]]; _markerobj setMarkerShapeLocal "ICON"; _mkr setMarkerTypeLocal "DOT"; _mkr setMarkerColorLocal "ColorRed"; _mkr setMarkerSizeLocal [.5, .5]; // Update new shell data. _x set [2, _mkr]; }; // Determine marker text if any. _mkTxt = typeOf _shell; if (_updateAlt) then {_mkTxt = _mkTxt + " " + format ["Alt: %1", getPos _shell select 2];}; if (_updateVel) then { _vel = sqrt((velocity _shell select 0)^2 + (velocity _shell select 1)^2 + (velocity _shell select 2)^2); _mkTxt = _mkTxt + " " + format ["Vel: %1", _vel]; }; if (_updateTOF) then { _tof = time - _launchTime; _mkTxt = _mkTxt + " " + format ["TOF: %1", _tof]; }; _mkr setMarkerTextLocal _mkTxt; _mkr setMarkerPosLocal [getPos _shell select 0, getPos _shell select 1]; } else // Remove null shell from the catalog; remove its marker. { if (_mkr != "") then {deleteMarkerLocal _mkr;}; BIS_ARTY_SHELLCAT = BIS_ARTY_SHELLCAT - [_x]; }; }; -
Ah thank you for clearing that up, the A2 recieved new thermals after the urban kit upgrade didn't it?CITV came with the M1A2... around 1996, IIRC. They might have upgraded the thermals since then, I haven't been keeping track of the A2 as much.
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I believe in reality the commander of a tank ( at least on M1A2/Challenger/T-90) can slave the main turret to his sights. Meaning he can scan for a target, and then rotate the main gun to face it and have the gunner fire.The commander actually has two views he uses, on the M1A1, the gunner's primary sight extension which just displays whatever the gunner sees and the CWS, which is his caliber fifty. He doesn't have an independent sight really and the CWS can in no way be used to control the turret.
Now on the M1A2, there is a commander's independent thermal viewer (CITV), which allows the commander to scan for targets. But we don't get that in ArmA.
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Anything new? I was initially interested but this somehow slipped past me.
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By the way, have you also noticed, that the smokelauncher of the AAVP doesn't work?It was working for me a minute ago. Dedicated server.
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AFAIK it's the same issue with hellfires and mavericks.No idea, don't the Cobra much.
IRL I doubt a bush that covers some of the tank's hull and nothing more will "break" your LOS, for either hellfire or maverick.You'd be surprised. But overall, it shouldn't happen as much.
Just to avoid calculation errors, spawning in the editor in an A-10 and not any controls, simply looking at the map, I covered 1KM in 8 seconds. Not 6-7km which is not what I was saying, but definitely cover the 2-3km that currently allow a lock on tanks that are anywhere near bushes.It's a reasonable depiction of the real life tradeoff between having a great field of fire (sitting exposed on a hill) and having great concealment (sitting behind a pair of narrow trees).
I do agree we need a better locking interface (just like any vehicle interface needs to be improved, really), but we also need a little bush to not stop a maverick. Which btw reminds me that shooting randomly through a gate (with "poles" covering about 1/10 of its area), ~1/2 the shots will go through because the game considers them much thicker than they actually appear. Maybe it's also the same for bushes?It's not that. Line-of-sight is calculated from the tank's hull. You can have 100% of the turret swinging around, engaging and the enemy AI will not see you if they are on level ground.
Certainly agree that aspect could use improvement.
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Go back to the thread, download the example mission and modify the pieces as you see fit.
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I'm just saying that the current locking system is a lot more messed up than a simple "it's too easy". Currently it's often too easy, yet sometimes impossible, and in an actual game you will often not be able to lock before 2-3KM even when flying high for the reason stated above.Yeah... that happens in real life too. If you can't get line-of-sight from sensor to target, all the fancy IR tricks the Maverick does won't matter. The only anti-tank weapon with a dead reckoning (lock on without line-of-sight) I'm aware of is the Javelin, and it's dead reckoning mode works in game.
Making locking take 10-30 seconds will make any jet that uses those missiles useless, and make every helo have to come to a halt to use them without getting shot down.1. Jets don't cover 6-7km in 10-15 seconds unless they are really hauling ass.
2. Helos don't carry Mavericks.
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Yup... I really can't name single naval infantry unit which wouldn't have these we're the "best-of-the-best"-illusions. Maybe sea-water just makes person more dumb or something? ... Or they chat and hang-around more with navy-guys than grunts? :DOn-topic: US is very rare country in it that it has afford to equip every soldier with NVGs. Some is soon going to come in suggesting that Marines are poor and have poor equipment? BAH! They have NVGs, optics, radios to low level! Sure compared to Army they are poorish, but compared to usual level in world they have "insane" amounts of top-quality gear.
Circa 2004, Battle of Fallujah, night vision went to drivers, team leaders and squad leaders only. They were dependent on illumination from either fires or flares to see at night, which played merry hell with the nearby Army unit's night vision.
And no, it's not an "insane" amount of gear. It's the amount of gear a military has when it actually expects to fight and win.
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Skeet skeet skeet
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Smoke is broken in 1.03. 1.04 should fix it.
---------- Post added at 04:07 AM ---------- Previous post was at 02:55 AM ----------
Now, that being said, I think smoke could use a thorough look in the game, albeit in my I have a problem with arty obscurants (WP/Smoke) and the lack of differentation between the two. WP is pretty quick to build, pretty much *boom* smoke, but it doesn't last long, maybe a minute or two. Base-discharging smoke takes time to build but it lasts quite a bit longer.
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I just tried to use the Artillery from the SOM, works fine locally or in editor...Is there anyway to get arty on a dedicated?
SOM does not work on dedicated servers. I've not tried any FO type script that replicates it's functionality on dedicated server.
Could it be due to "player" being in there?Probably, but there may be other things going on there and I honestly am not the person to talk to regarding dedicated server issues.
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doesnt work on a dedicated server20:16:09 You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
swtanks
You did upload the addon to the server's ArmA2/Addons folder, yes? Sorry for asking such a basic question, but you'd be surprised what some people miss.
High Command Help
in ARMA 2 & OA - GENERAL
Posted
You might have to restart the mission.