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Killy_McMurder

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Everything posted by Killy_McMurder

  1. Basically, i'm trying to put together an improvised AC130 Spooky Gunship, i've got a C130 with an M2 Minitripod, Mk19, and M119 attached to the right side of the aircraft and positioned pretty good (not an entirely accurate set up, i know. But, meh :P). They're all offset to 90 degrees right so they have a 180 degree field of fire along the side of the aircraft, but they can't aim lower than zero degrees, i.e. they don't point any further down than 'level' in relation to the aircraft. What i need is someway of having the three guns Set at something like -50 degrees downwards or something like that whilst staying attached and in position on the aircraft This is what i have on the guns init at the moment and it works well: thunder1 attachTo [saviour6, [2.5,6,-3.5]]; thunder1 setDir 90; thunder1 being the M119 and saviour6 being the C130. i also have hail1 for the Mk19 and rain1 for the M2 Minitripod, just swapping the names and position co-ordinates where necessary. Basically i want them to be able to fire almost straight down whilst the aircraft is flying level, at the moment i'm not sure how to do this... Any takers?
  2. Killy_McMurder

    IED Script problems.

    Just out of interest, i just discovered you can use the IED script on people as well... Bit sick to be honest, but could be useful in a suicide bomber scenario i suppose.
  3. Killy_McMurder

    False advertisement!!

    I can actually see the black smoke from my laptop trying to run ArmA 2 :D
  4. You're probably right actually, i never thought of that... i can see why people have given up on this idea in the past now! I'll probably keep at it though Assuming there is/will be a way to work around the "eject crew" attribute as Gnat mentioned, another issue i'm having is the collision detection when i add large guns to the aircraft. Is there anything similar to deleteCollectio that will disable the collision detaction without making the actual model disappear? I'm starting to get the feeling that if i ever get this to work someone will have already modelled one from scratch anyway!
  5. Seems to work when the player flies the aircraft and the AI handles the guns. When i take over the gun though and the AI banks the plane over it issues a disemark command again and the gunners (including me) disembark, fall to earth and go splat... it issues an order to get in the plane straight away though so it must be because they're grouped i guess...
  6. Bump Having similar problems
  7. Killy_McMurder

    Paradropped Ammo Sinking

    Ahhh, you're right..... never thought of the fact the crate would hang there... Like i said, noob :)
  8. Killy_McMurder

    Paradropped Ammo Sinking

    I'm a total noob at scripting, so forgive me if i'm wrong, but would just attaching the parachute to the crate solve this problem instead of attaching the crate to the parachute? Then wouldn't the crate stop at the floor and the parachute stop with it rather than the parachute having to get all the way to the floor and pushing the crate under? Just a thought
  9. Got the c130 script working, finally, Works brilliantly. Thanks Tajin, done a great job there
  10. Killy_McMurder

    FLIR some ideas

    Bump I'd also like to know if its possible to add the FLIR effect to other units/weapons? i.e. Static weapons
  11. Bump. I'm a total noob at scripting tbh, i have no idea when it comes to this. Is there a way of getting the gunner to ignore any changes in his attitude/angle? Or maybe a way of having the gun set angled on the side of the aircraft and having the actual gunner positioned somewhere else, maybe at a safer angle/level as opposed to parallel with the gun?
  12. Any ideas what the deal is with the gunner just diving out when the aircraft banks though? Could cause problems on a CAS sortie haha Found a slight workaround, if i group all the units and set the pilot as the leader/player, the gunners stay seated when i turn steeply, but if i take control of the gunner position the pilot/leader orders the group to disembrk when banking... rather odd
  13. It looks good up to the point where i attach it to the aircraft, i've applied the setVectorUp and its angled down pretty much perfectly and attaches correctly, but it faces the same direction as the plane; it seems to be ignoring the setDir line now, like before i had that set as "setDir 90;" so the weapon pointed straight out the side of the aircraft. Now its just facing the same way... i have the pallet like: "this attachTo [saviour6, [2,10,-3.7]]; this setDir 90; this setvectorUp[0,1,0.9];" Don't know what i'm doing wrong, i am quite tired though lol ---------- Post added at 09:54 PM ---------- Previous post was at 09:30 PM ---------- Hang on, cracked it: Had to change the orientation of the pallet first, changed that to; "this setvectorUp[0.9,0,1]" This made it angle down on its Y axis so the left side dipped instead of the front. Then i just set the "setDir 90" to the gun instead of the pallet and it works fine now, both look like this now (switched the gun to Mk19-Thunder2- for now btw): Mk19 "thunder2 attachTo [pallet, [0,-0.2,0]]; this setDir 90;" and the pallet looks like: "pallet attachTo [saviour6, [2.4,10,-3.5]]; this setvectorUp[0.9,0,1];" (saviour6 being the name of the aircraft) The gunner does that bail out thing aswell when the aircraft banks too far over... can't explain that. Everything else seems to work ok though. Now, i just need to make the pallet invisible but i don't know how to use the deleteCollection command. What do i need to put/where in the code line should i put it?
  14. I had the same problem, i was messing with the setVectorDir line and ended up with the camera ata 90 degree angle to the world. The pilot didn't like that and kept making me get out at about 100 feet off the ground :D I ungrouped the player from everything though, seemed to solve the problem. What did you use to get the gunner to point down more?
  15. Don't know if that's the same thing but would that turn off the collision detection aswell? or would it just actually make it invisible? Turning off the collision detection would actually be quite useful if it could be done
  16. Ahhh, i wondered why i kept kerploding... I've done a quick test with just Mk19's grouped to the pilot, with the pilot under a High Command Subordinate GL with me in command and they actually do the trick (more or less) So when its AI controlled and too high in the air to see its not too bad. But i'm quite stubborn so i'll probably keep at it for a while :D
  17. Yea, should be left, but i couldn't be bothered with the negative values for the position co-ordinates when i first started lol I'll probably switch it around once i get the bugs worked out Thanks for the help
  18. Ok, i've got the .sqf in the correct mission folder. And the init box for the unit has the correct line in it, but it still says that the script can not be found when i first load and preview the mission... am i just screwed?lol :confused:
  19. The Missions & MPMission folders are there but they're empty apart from the readMe :j: and i've got plenty of missions in progress in the editor. Hidden files are on, but knowing me i'm probably doing something else wrong...
  20. Ok, i'll get it out the way quick - I'm a noob. I know about <--this--> much about scripting, and i'm gettin a bit stuck with the c130 script, i've added the code to the init box on the unit, but i've obviously put the .sqf file in the wrong place because just as the mission loads i get a message saying it can't find the script. Where exactly do i need to put the .sqf file for it to work? Halp :confused_o:
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