TBuck
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Posts posted by TBuck
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Make sure you guys are using the newest version of CBA/XEH.http://www.armaholic.com/page.php?id=11087
That fixed the issues I had.
Hi Manzilla,
WARFX isn't activated but you are right WarFX has the same problem with spinnig fire animations.
Tino
my CBA version is 0.5.0 (Arma2 + OA installed)
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Hi Opicalsnare,
is it possible to create some burning parts blown away after a hit like in GL4.
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I've some graphical issues. The fire of destroyed vehicles is sometimes like a spiral spinning very fast. It's the same for burning houses hit by tank fire for example. I think that some special effects doesn't work like before.
Tino
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I've edited the script regarding the loop but thig dosen't work
setfire=true;
titleText ["Click on the map to set your firedirection","plain down"];
onMapSingleClick "ASTarget setPos _pos; setfire=false";
@!setfire;
"Firedirection" setmarkerpos getPos ASTarget;
onMapSingleClick "";
titleText ["", "plain down"];
;=========DEFINE=======================
#AIRSTRIKE
_dropPosition = getpos ASTarget;
~0.5
_dropPosX = _dropPosition select 0;
_dropPosY = _dropPosition select 1;
_dropPosZ = _dropPosition select 2;
~0.1
_planespawnpos = [_dropPosX + 3000, _dropPosY, _dropPosZ + 1000];
_pilotspawnpos = [_dropPosX + 3000, _dropPosY, _dropPosZ + 1000];
;=========CREATE=======================
_PlaneG = creategroup WEST;
_plane = createVehicle ["GLT_Falcon_GBU",_planespawnpos,[], 0, "FLY"];
_plane setPos [(getPos _plane select 0),(getPos _plane select 1),900] ;
_pilot = "USMC_Soldier_Pilot" createUnit [getMarkerPos "Firedirection", _PlaneG, "P1=this"];
_Plane setVelocity [100,0,0] ;
~0.4
P1 moveinDriver _plane;
P1 setDamage 0;
P1 action ["gear_up", vehicle P1] ;
_plane flyinHeight 100;
_plane setSpeedMode "full";
#CHECK
P1 doMove getPos ASTarget;
P1 doTarget ASTarget;
P1 doWatch ASTarget;
? (_plane distance ASTarget) < 1500 : goto "DROP"
goto "CHECK"
;=========FIRE=======================
#DROP
_i = 0
_plane flyInHeight 100;
_plane setPos [(getPos _plane select 0),(getPos _plane select 1),100] ;
~13
#FIRE
_i=_i+1
_plane fire "BombLauncher";
~0.2
? _i <= 6 : goto "FIRE"
;=========FLY AWAY=======================
ASTarget setPos [0,0,0];
"Firedirection" setMarkerPos [0,0];
_plane setSpeedMode “Fullâ€
~4
_plane flyInHeight 300;
P1 doMove getPos ASTarget;
#Check2
_plane setDamage 0;
P1 setDamage 0;
? (_plane distance Player) > 500 : goto "ENDE";
goto "Check2"
;=========DELETE========================
#ENDE;
deleteVehicle _plane;
deleteGroup _PlaneG
deleteVehicle P1;
goto "LOOP"
;=========LOOP========================
#LOOP
_delay=0.15;
goto "AIRSTRIKE"
Hope someone can help me.
Tino
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Hi,
I would like to get a wingman and a loop- function for the script bellow.
The script is from Mr. Murray's "Editing Guide Deluxe Edition".
I'm editing a great offensive on Zargabad with many units. There is also CAS.
With this script I call one F16 in my example. The fighter reach the combat zone drop one bomb or missile and left the combat zone immediately. So it works perfect for me. (Another script "crB Airsupport Demo - v0.1" is not so good because the planes stay in the combat zone and where shot down).
First I want a wingman for the F16.
Second I would like to get a loop function. Usually I activate the airstrike by radio Alpha and place a marker on the map (see bellow).
Now i would like for example every 5 min a generated Airstrike with wingman after placing the marker for one time ( for example in the city center). So at the end of the script should be a loop function with a time delay.
on map:
Unsichtbares Heli-H:
Leer/Objekte: H (invisible)
Name: ASTarget
Funkauslöser:
Aktivierung: Radio Alpha
Text: 0-0-1 AIRSTRIKE
Achse a/b: 0
bei Aktivierung: [] exec "Scripts\Airstrike.sqs"
Marker:
Name: Firedirection
Farbe: rot
Symbol: Destroy
Achse a/b: 1
script "Airstrike.sqs" my working example:
setfire=true;
titleText ["Click on the map to set your firedirection","plain down"];
onMapSingleClick "ASTarget setPos _pos; setfire=false";
@!setfire;
"Firedirection" setmarkerpos getPos ASTarget;
onMapSingleClick "";
titleText ["", "plain down"];
;=========DEFINE=======================
_dropPosition = getpos ASTarget;
~0.5
_dropPosX = _dropPosition select 0;
_dropPosY = _dropPosition select 1;
_dropPosZ = _dropPosition select 2;
~0.1
_planespawnpos = [_dropPosX + 3000, _dropPosY, _dropPosZ + 1000];
_pilotspawnpos = [_dropPosX + 3000, _dropPosY, _dropPosZ + 1000];
;=========CREATE=======================
_PlaneG = creategroup WEST;
_plane = createVehicle ["GLT_Falcon_GBU",_planespawnpos,[], 0, "FLY"];
_plane setPos [(getPos _plane select 0),(getPos _plane select 1),900] ;
_pilot = "USMC_Soldier_Pilot" createUnit [getMarkerPos "Firedirection", _PlaneG, "P1=this"];
_Plane setVelocity [100,0,0] ;
~0.4
P1 moveinDriver _plane;
P1 setDamage 0;
P1 action ["gear_up", vehicle P1] ;
_plane flyinHeight 100;
_plane setSpeedMode "full";
#CHECK
P1 doMove getPos ASTarget;
P1 doTarget ASTarget;
P1 doWatch ASTarget;
? (_plane distance ASTarget) < 1500 : goto "DROP"
goto "CHECK"
;=========FIRE=======================
#DROP
_i = 0
_plane flyInHeight 100;
_plane setPos [(getPos _plane select 0),(getPos _plane select 1),100] ;
~13
#FIRE
_i=_i+1
_plane fire "BombLauncher";
~0.2
? _i <= 6 : goto "FIRE"
;=========FLY AWAY=======================
ASTarget setPos [0,0,0];
"Firedirection" setMarkerPos [0,0];
_plane setSpeedMode “Fullâ€
~4
_plane flyInHeight 300;
P1 doMove getPos ASTarget;
#Check2
_plane setDamage 0;
P1 setDamage 0;
? (_plane distance Player) > 2500 : goto "ENDE";
goto "Check2"
;=========DELETE========================
#ENDE;
deleteVehicle _plane;
deleteGroup _PlaneG
deleteVehicle P1;
exit
Can anybody help me to revise the script?
Thanks in advance!
Tino
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Great work eble!
What are the class names for every version for scripting?
Tino
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@Manzilla: you are right, disabling mma solve the problem
@Myke:
this is my command line:
C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -maxmem=2048 -cpucount=4 -mod=@CBA;@GL4;@mma;@mma_xeh;@F16
(I renamed the original Grouplink4 and the F16 folder as you can see)
latest versions for all mods and public patch 1.05 for Arma
The F16 comes in, turns around and tries to attack the two BTRs, but than the F16 expode.
My view distance is at 10k for that mission to follow the F16.
here the link tor the mission on Utes:
Tino
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Hi Myke,
I don't get much time for playing ( heavily pregnant wife ;) ).
Today I try to figure out the problem by separating the mods.
Cross your fingers for me! ;)
Tino
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The F16 doesn't work for me if it's AI.
When I place a F16 for CAS and the plane starts firing than it explodes in the air and crashes. It works fine with the other planes.
other mods: vilas proj 85, mma, GL4.
Tino
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Thanks a lot for this awesome map! I was a big fan of M1 Tank Platoon 2 and your map and Vilas Project 85 made my day. I'm home again.
Tino
PS: If you have nothing to do keep up the good work and make a winter version please ;) .
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@Marseille77:
Where can I get the East German troops from your signature? Is this Project 85 by Vilas?
Tino
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Hi Mando,
Does non player choppers and planes drop automatically flares if they where under fire (missiles) like in RKL. I havent noted it right now.
Tino
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Hi Opticlasnare,
Could you also add tracks on the ground?
Tino
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@Enad:
?
It works perfectly with JTD Fire+Smoke.
Tino
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@Opticalsnare:
Could you also add more dust for moving vehicles?
More like transparent.
Tino
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Please improve the tank AI.
If they attack and are less away from enemy tanks they often spin around and show the back part to the enemy and fire from 6 o'clock for example. :rolleyes:
If they note enemy tanks they schould try to show the front to their position and also drive backwards in that way.
It's also possible in some RTS games why not in ARMA2?
Tino
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I had the same idea ;) . Tomorrow I 'll try it. With the program above you have also the option to define mouse functionality to the joystick, but don't know if you can also manage the cooliehat and how well does it works when it's possible. I think it's not possible because you have for the whole time the mouse functionality for the cooliehat. If you use the cooliehat in the cockpit view your chopper is moving. It schould work if you erase the mouse for moving left right etc. in the control menue. But Mandoble could use this mouse config for the camera mode, so that this is now out of work. Let's try.
Tino
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@deralky:
you made my day- works fine! thx
@Mandoble:
Could you also define a key for "MMA Toogle HUD"?
Tino
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@themaster303:
i read it ;) . But it sounds more like it is.
It only concerns to the joystick buttons. It's not possible to place keyboard buttons to joystickbuttons. I downloaded the actual driver and hoped to get also a software to program the buttons with joystick buttons, but there isn't something like this.
So i don't want to go more off topic and try to find a solution maybe Mandoble get the joystick buttons also to work for the custom control.
Tino
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@Mandoble:
Ok, I understand. I've a Thrustmaster T Flight Stick X and there is no external software to program keybuttons to the joystick buttons. So it's not possible for me? Is there a workaround ore can anybody help me? How do the other use this with joystick?
Tino
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@Mandoble:
thank you for the new version ;)
Would it be possible to define joystick-buttons for HUD keys also "Lock on target"? At the moment its not very comfortable to play with joystick and the keyboard for the main keys.
The color of the monocle glasses is a bit to brown, a bit like sun glasses ;) Would it be possible to bright it up, so that you note, that it is made of glas but dont cloud the sight to much.
For me the mouse is now to sensitive on every zoom level using the hellfire camera. While using 2.4B3 it was only on the high zoom-level.
Tino
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Hi DMarvick,
when I zoom in the smoke direct around the tank for example get smaller and when I zoom out it get to the original size. Can it be fixed?
Tino
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Where is the VIDEO in that? :rolleyes:
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Hi SNKMAN;
thx for the mod, but I have one question:
I don't have the two spreading effects like in your Video Explosion FX (WIP).
The one version at 0:04 and 0:29 and the other version at 0:07 and 0:30.
The last version I got in a different way- less and in grey.
I have also small spreading effects, when I shot on Infantry.
When i use the cannon of the apache i have impact exposions with no correct scale, I think. When I shot on a far away BTR with manual fire as Pilot the impact explosions on the BTR are nearly as big as from a nearby positon (ore compare it with ore without zoom "+").
Tino
Group Link 4 Special FX Edition
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Hi SNKMAN,
How can I disable the allways present high command symbols over the units after using the "H.C. Artillery"-module for example. Usually in vanilla they are only present in High Command mode (LCtrl + Space).
Tino