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zephyrdark

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Posts posted by zephyrdark


  1. ACE Changed the default IFAK a while back. You no longer carry morphine or epinephrine. Also, there a couple new medical items (tourniquet namely) and some of them have been renamed. (IFAK is now Bandage, Bandage Kit (Elastic), and a tourniquet).

    A couple other things:

    • Sparebarrel bag has no weight listed
    • Satchels' weight is now increased in-game for ACE. They weight about 9.6kg iirc

    Just thought I'd point out the changes that have occurred in-game but have not been updated for the tool.


  2. I already have a cfgPatches, possibly I'm doing something wrong there or elsewhere in the config. He's the full config.cpp as of right now.

    class CfgPatches
    {
       class tg_shotfinder
       {
           units[] = {};
           weapons[] = {};
           requiredVersion = 1.0;
           requiredAddons[] = {"CAData", "CBA_MAIN", "ACE_MAIN","ACE_SYS_INTERACTION"};
           author[] = {"BlackPython","OPS"};
       };
    };
    
    
    class CfgSounds
    {
       sounds[] = {SF 1oclock};
       class oc1
       {
           name = "SF 1oclock";
           sound[] = {"tg_shotfinder\sounds\shot1oclock.ogg", 1, 1};
           titles[] = {};
       };
    };
    
    class CfgVehicleClasses
    {
       class tg_shotfinder_vc
       {
           displayName = "BoomeRange Objects";
       };
    };
    
    
    
    
    class CfgVehicles
    {
       class HouseBase;
       class House: HouseBase
       {
           class DestructionEffects;
           class AnimationSources;
       };
       class tg_shotfinder_mast: House 
       {
           vehicleClass="tg_shotfinder_vc";
           icon = "tg_shotfinder\object.paa";
           accuracy = 0.200000;
           scope=2;
           simulation="House";
           camouflage=10;
           Audible=10;
           mapSize=0.2;
           cost=100000000;
           threat[]={1,1,1};
           armor = 1000;
           irtarget=0;
           destrType = "DestructYes";
           lasertarget=0;
           side = 3;
           displayName = "BoomeRange Antenna";
           animated = 1;
           model = "\tg_shotfinder\model\mast.p3d";
       };
       class sf_tripod : tg_shotfinder_mast 
       {
           displayName = "BoomeRange Full Assembly";
           model = "\tg_shotfinder\model\fullassembly.p3d";
       };
       class sf_carrycase : tg_shotfinder_mast
       {
             displayName = "BoomeRange Transport Case";
             model = "\tg_shotfinder\model\case.p3d";
       };
    };
    
    
    class Extended_PostInit_EventHandlers
    {
       class tg_shotfinderInit {
           clientInit = "sfnul = [] spawn compile preprocessFileLineNumbers 'tg_shotfinder\SF_clientInit.sqf'";
    
       };
    };
    


  3. I think that the sounds[] = {}; array needs to have what is classed as the name. So try this instead.

    class CfgSounds{
       sounds[] = {1oclocks};
       class sf_1oclock_s
       {
           name = "1oclocks";
           sound[] = {"tg_shotfinder\sounds\shot1oclock_2.ogg", 1, 1};
           titles[] = {};
       };
    };
    

    No-Joy. Still running into the same issues with cfgSounds not even being registered. Would be great if anybody had any insight on this.


  4. New Version: 1.5.102412

    Download Link: https://dl.dropbox.com/u/102400142/Python%20Script%20Pack%20v1.5.102412.zip

    Changelog v1.5.102412:

    • ADDED:No Respawn ScoreCard script. Allows for percentile scoring system to be easily implements based on players alive at end of mission as well as factoring in side tasks.

    Changelog v1.4.83112:

    • REMOVED: ACE Wounds Stabilization. ACE has implemented a similar, even better, system into the actual mod. Works the same way, stops life timer while in medical vehicles.
    • FIXED: RXMT Example Values. Were not set to defaulted channels assigned in ACRE. Still worked, but players needed to manually set the frequency.
    • CHANGED: Insta-wall now can now create 4/3/2/1 sided walled compounds
    • ADDED: More info about respawn value in the description.ext comments

    Changelog v1.3.72812:

    • ADDED:Fully function readme.html, allows for quick refence of scripts and instructions in browser.
    • FIXED: Instawall now only runs on server. Fixes mass-lag in MP.
    • CHANGED: mkLimit features Epinephire, Morphine limitation as well. Allows for multiple vehicles. Updates gear amount properly now.
    • CHANGED: rxmt now features ability to designate rxmtToPos and rxmtToObj. Check instructions for details.
    • UPDATE: Stabilize tested on MP, works (well, SHOULD work).
    • UPDATE: MIV.sqf(MedicInVehicle) not included, still WIP.


  5. Thanks BlackMamb, I'll have a look through my script and see if I can make some simplifications and comment up a bit of the variables. I keep forgetting that the count command has a condition argument to it.

    ---------- Post added at 09:08 AM ---------- Previous post was at 08:35 AM ----------

    I appear to have solved it.


    //ScoreCard.sqf




    private ["_numPlayers","_numAlive","_newString","_bonusScoreString","_Q1","_Q2","_Q3","_Q4","_compiled","_aliveRatio"];


    _Q1= _this select 0 select 0; //Quartile 1 (0-25% Alive Score)
    _Q2= _this select 0 select 1; //Quartile 2 (25-50% Alive Score)
    _Q3= _this select 0 select 2; //Quartile 3 (50-75% Alive Score)
    _Q4= _this select 0 select 3; //Quartile 4 (75-100% Alive Score)
    MEC_BP = false; //Mission End Condition Variable. Once true, allows script to finish.
    _bonusScoreString = "#"; //Base To-Be Compiled String. "#" will be replaced with _newString formatted text via CBA.
    //_bonusScoreString will result in creating a dynamic function that should return with variable tScore.
    _numPlayers = 0;
    _numAlive = 0;


    _numPlayers = {isPlayer _x} count allUnits;
    MEC_BP = true; //Debug. Allows for calling of script via trigger for testing purposes.
    waitUntil {MEC_BP};


    _numAlive = {isPlayer _x && alive _x} count allUnits;
    _aliveRatio = _numAlive/_numPlayers; // Ratio of players alive at end of mission over the total players.


    switch (true) do
    {
    case ( (_aliveRatio) <= 0.25 ): //Quartile 1
    {
    baseScore = _Q1;
    };
    case ( (_aliveRatio > 0.25) && (_aliveRatio <= 0.50) ): //Quartile 2
    {
    baseScore = _Q2;
    };
    case ( (_aliveRatio > 0.50) && (_aliveRatio<= 0.75) ): //Quartile 3
    {
    baseScore = _Q3;
    };
    case ( (_aliveRatio > 0.75) && (_aliveRatio <= 1) ): //Quartile 4
    {
    baseScore = _Q4
    };
    };


    //hint "resolving final score...";
    sleep 1;


    {
    _newString = format ["if (%1) then {_tScore= _tScore + %2};
    #", _x select 0, _x select 1];
    _bonusScoreString = [_bonusScoreString, "#", _newString] call CBA_fnc_replace;
    sleep .1;
    } forEach (_this select 1); //Loops through second script argument which is an array of arrays. (i.e., [[sec1,10][sec2,10]) where Element 1 is boolean variable and element 2 is a number.


    _bonusScoreString = ["_tScore = 0;
    #
    [-2, {hint str(_tScore)}] call CBA_fnc_globalExecute;
    _tScore", "#", _bonusScoreString ] call CBA_fnc_replace;
    _bonusScoreString = [_bonusScoreString, "#", ""] call CBA_fnc_replace;
    //copyToClipboard _bonusScoreString;






    _compiled = compile _bonusScoreString; //Compiles Above string producing Bonus Score function dependent on arguments of the string.
    copyToClipboard format ["%1",_compiled];
    bScore = call _compiled;
    finalScore = baseScore + bScore; // Final Score = Base Score + Bonus Score


    [
    -2, //Execute on Clients & Server
    {
    player globalChat "Mission Complete!";
    sleep 2;
    player globalChat format ["Your Score: %1", _this];
    sleep 4;
    endMission "END1";
    }, finalScore
    ] call CBA_fnc_globalExecute;
    hint "End of Script
    Test";

    [/Code]

    I moved around the compiled code to the bottom of the script to ensure it is run only at the end of the mission. I also changed the behaviour of the script-string, it no longer creates an array in which it adds up, but just adds onto the value, _tScore, if the conditions are met. I also added in a waitUntil{} to hold off the script to ensure it is accurate, making it required to run at mission start. Thanks for the help BlackMamb! I will probably be releasing this with my script pack later on with a little bit more refined version of this script in it.


  6. Working on a script that allows mission makers to easily set up a point based score system that judges player's performance based on players left alive and if side objectives were completed. It currently uses CBA functions for sake of ease.

    So far everything appears to work, but when it reaches the final global execute, it doesn't want to do anything. Through attempts of debugging, I also found that the variable bScore becomes useless once I define it via the call on the compiled string. I've attempted to use typeName to determine if its still a valid variable, but nothing has arisen from that.

    In the Case of:


    nul = [ [0,0,0,70],[ [sec1,10],[sec2,10],[sec3,10] ] ]execVM "scoreCard.sqf";
    [/Code]

    the copyToClipboard returns:

    [Code]
    {
    _bsArray = [];
    tScore = 0;
    if (false) then {_bonusScore0 = 10;} else {_bonusScore0 = 0};
    _bsArray = _bsArray + [_bonusScore0];
    if (false) then {_bonusScore1 = 10;} else {_bonusScore1 = 0};
    _bsArray = _bsArray + [_bonusScore1];
    if (false) then {_bonusScore2 = 10;} else {_bonusScore2 = 0};
    _bsArray = _bsArray + [_bonusScore2];
    {tScore = tScore + _x} forEach _bsArray;
    tScore
    }
    [/Code]

    Here is the entire code.

    [Code]
    //ScoreCard.sqf




    private ["_numPlayers","_numAlive","_listNum","_newString","_bonusScoreString","_Q1","_Q2","_Q3","_Q4","_compiled"];


    _Q1= _this select 0 select 0;
    _Q2= _this select 0 select 1;
    _Q3= _this select 0 select 2;
    _Q4= _this select 0 select 3;
    tScore = 0;


    _listNum = -1;
    _bonusScoreString = "#";


    {
    _listNum = _listNum + 1;
    _newString = format ["if (%1) then {_bonusScore%2 = %3;} else {_bonusScore%2 = 0}; _bsArray = _bsArray + [_bonusScore%2]; #", _x select 0, _listNum, _x select 1];
    _bonusScoreString = [_bonusScoreString, "#", _newString] call CBA_fnc_replace;
    sleep .1;
    } forEach (_this select 1);


    _bonusScoreString = ["_bsArray = []; tScore = 0; # {tScore = tScore + _x} forEach _bsArray; tScore", "#", _bonusScoreString ] call CBA_fnc_replace;
    _bonusScoreString = [_bonusScoreString, "#", ""] call CBA_fnc_replace;
    //copyToClipboard _bonusScoreString;
    _compiled = compile _bonusScoreString;
    copyToClipboard format ["%1",_compiled];
    bScore = call _compiled;
    hint typeName bScore;
    //hintC _bonusScoreString;
    //sleep 1;


    _numPlayers = 0;
    _numAlive = 0;




    {
    if (isPlayer _x) then
    {
    _numPlayers = _numPlayers + 1;
    };

    } forEach allUnits;




    {
    if (isPlayer _x && alive _x) then
    {
    _numAlive = _numAlive + 1;
    };

    } forEach allUnits;












    switch (true) do
    {
    case ( (_numAlive / _numPlayers) <= 0.25 ):
    {
    baseScore = _Q1;
    };
    case ( ((_numAlive / _numPlayers) > 0.25) && ((_numAlive / _numPlayers) <= 0.50) ):
    {
    baseScore = _Q2;
    };
    case ( ((_numAlive / _numPlayers) > 0.50) && ((_numAlive / _numPlayers) <= 0.75) ):
    {
    baseScore = _Q3;
    };
    case ( ((_numAlive / _numPlayers) > 0.75) && ((_numAlive / _numPlayers) <= 1) ):
    {
    baseScore = _Q4
    };
    };


    //hint "resolving final score...";
    sleep 1;


    finalScore = baseScore + bScore;
    hint str(finalScore);
    [
    -2,
    {
    player globalChat "Mission Complete!";
    sleep 2;
    player globalChat format ["Your Score: %1", _this];
    sleep 4;
    endMission "END1";
    }, finalScore
    ] call CBA_fnc_globalExecute;
    [/Code]


  7. Currently running into a complete wall of a problem with the config for an addon I am working on.

    Currently the config contains:

    class CfgSounds{
    sounds[] = {sf_1oclock_s};
    class sf_1oclock_s
    {
    	name = "1oclocks";
    	sound[] = {"tg_shotfinder\sounds\shot1oclock_2.ogg", 1, 1};
    	titles[] = {};
    };
    };

    From what I can tell, I have no syntax errors and the class is basically just a template with the changes I needed to make in the strings and the class name. The issue arises when the the sound is called in a mission, it states that the sound does not exist despite the config saying it should. If it helps, the config.bin/cpp also contains a cfgVehicles, cfgVehicleClasses,CfgRadio, and some rscTitle's.


  8. https://dl.dropbox.com/u/29314101/arma2oa%202012-09-08%2022-07-46-37.png (838 kb)

    ahh the pitfalls of a mast based anti sniper countermeasure

    https://dl.dropbox.com/u/29314101/arma2oa%202012-09-08%2022-15-01-43.png (890 kb)

    i blame python

    https://dl.dropbox.com/u/29314101/arma2oa%202012-09-08%2022-40-02-18.png (1182 kb)

    one more for the night well there will be more where that came from its nearly completed.

    Some WIP screens from the stationary version for base defense.


  9. New WIP video:

    Changes so far:

    • Range display
    • Detects bullets instead of rockets now
    • Detects only incoming shots (± 10 degrees towards vehicle)
    • Added minimum detection range (alterable)

    I am working with some friends on making this into an addon. It will feature a usable microphone setup that can be attached to vehicles or placed on the ground. Will also start work on an individual soldier version. More to come.


  10. What's up with r569? Nothing listed in the changelog, it's a bit puzzling.

    A lot of the updates do not have change long additions since a lot of the changes are just little things within the scripts. Check out https://dev-heaven.net/projects/ace-mod2/repository if you want to follow what they're working on. You'll need a Dev-Heaven account also.

    Only a DAGR to Vector link AFAIK, been a long time since I've used the feature though.

    http://wiki.ace-mod.net/DAGR+howto

    You can link the SOFLAM as well. It just doesn't provide you with a second menu option. Just use the Connect To.. > Vector 21B menu option on the DAGR.


  11. I'm currently very happy about how your baby's going along, guys, especially the effort you put into the artillery-system!

    When talking about the Arty-System, is there, by any chance, already a guide on how to handle the mortars (without T&E)...?

    Well to use the mortars without T&E, you need to use the aiming posts (well you could actually use anything, but the aiming posts do help since you can adjust for parallax with them). Here is a quick step-by-step:

    1. Find out the relative bearing the posts are from the center of the gun. Easiest way to do that is take a Vector-21B, turn it on, and press Alt-R ONCE to change the bearing indicator to 6400 Mils. You want to try to get the two posts directly in line on the center of the Vector's cross-hair. Write that bearing down.
    2. Get into the mortar and open up the sight-unit's dialog. Take take the Reset value and then add it to the bearing of the aiming posts. This should give you your Direction/Azimuth of Fire. Write this down.
    3. When you get a fire-mission, you will need to find the bearing of the target relative to the mortar. Write that down.
    4. Subtract the DoF/AoF from the bearing to target. You will then need to add this number to the gun's deflection (which should be at 3200. Also, remember, when 'adding' a negative number to a positive, you are subtracting the absolute value of negative number from the first. Ex. [ a + (-b) = c ] == [ a - b = c ] ).
    5. Set the gunsight's deflection reading to the number you got above.
    6. Now, align the gunsight with the aiming posts.
    7. To adjust for Parallax Error, you need to measure the distance of the rear post to the front post, in mils (horizontal distance), and then align the sight to the left/right depending on which side the rear post is in relation to the front post. (If left, align left ; if right, align right.) (See ACE Artillery Guide by TacticalGamer.com University - GoogleDocs Section 2 - Parallax Error ID & Adjustment for pictures and better explanation)
    8. To align elevation, you simply need to input the appropriate elevation into the elevation setting on the gunsight. Then use the "Barrel Elevation" bubble-level to align the barrel properly. (The bubble levels look like this: |---|o|---| , and yes, I do mean a bubble level, like the one used for carpentry and etc.)

    Note: It is possible to use the M1A1 Collimator as an aiming reference, but the set up is a little complicated for me to explain at this moment of time. I will see about writing up something soon.


  12. I have a problem with the userconfig. I can't save my ACE options, because when I want to unzip settings.ace (it's in zip) I get a bluescreen. I even tried ACE Clippi but it says that "OA refused access to settings.ace"

    Try deleting it, then running "Verify and Repair" on SixUpdater. settings.ace shouldn't be a .zip file, nor should it cause BSODs. Also, I would suggest running a spyware/malware as well as a virus scan on your computer.


  13. Possibly, but it would be a ways off. Rockets and bombs (besides the Mk82s and any other dumb bombs in this system) use the ammo simulation type shotRocket, which is fairly complex and even after some deep analysis (with trained astrophysicists nonetheless) it still remains a mystery... Rockets are even more confusing than dumb bombs because if ammo that uses shotRocket has any thrust applied to them by the engine (their own motor for example) then gravity no longer plays a part in their trajectory. ACE gets around this by constantly updating the rockets pitch vector as it flies based off of its velocity, so its even more confusing!

    That would explain why I've had so much trouble with my Active Countermeasure System. It was supposed to simulate the TROPHY system and take out RPGs heading for specific vehicles. Tried to make it so that if the rocket was to hit the vehicle, that it'd run through the rest of the script. I could never get the ballistics formulas to work out right. I might give you a PM with the problems I've been having. So far, I think its just the info that i've been getting with the vector commnds and the CBA command vectElev (or whatever it is) that have not been giving me the right numbers I need.


  14. There are three methods to input targets for CCRP on most aircraft with out using any external systems. The first is CCRP via the radar, where you slew your targeting radar and designate a ground target. The second is to enter a steerpoint and then drop on that steerpoint. The third is the one I think you are thinking of, which is called Dive Toss, or DTOSS. This is where you get a little box on your HUD that you can slew around and designate with.

    I plan to implement steerpoints and DTOSS.

    I also plan to implement targets via laser spot tracking, and it would be nice in the future to have a targeting pod or something, but that might have to wait for A3, or maybe something specifically for TakeOn.

    Awesome. Also, not to dig in to much, but will we be getting a Pipper(CCRP/CCIP) for the rocket pods as well, or something similar? One of the things that I've always hated about fixed-wing rocket pods as having to get up close and personal and still missing because of the ballistics of the rockets.


  15. Thanks. They are building us a castle, but the gold and marble floors we demanded are not yet there and they figured better to spend money on A3.

    Wait until BI says "Here's your castle ACE Team, its in a little cornor on Limnos, and is about 10cm x 10cm x 20cm. Have fun!" (Yes I know what you said was a joke.)

    Back on topic:

    Nou, just to ask, are you currently working on a controllable HUD designator thing (been a while since i've been in DCS, can't remember the dang things name), that will allow as to manually designate targets for CCRP, or possibly a 'gps' kind of designation due to the limitations of view distance in ArmA2?


  16. My backpack disappears when I enter the Chinook as pilot or when I get in the MHQ as driver. Upon getting out my backpack is gone. I have searched the net and this thread but the only information I can find on the matter is this thread:

    https://dev-heaven.net/issues/27384

    There are a couple of links in the replies there that refer to some workaround but the links don't open.

    Sickboy mentions there : "Put radio(s) / other equipment in cargo. When pilot gets out, take radio from cargo." and also "Or use the unofficial way to disable the system, as documented in the various tickets about it."

    I'm sorry but I cant figure out how to put the ruck in cargo, or to stop losing my pack when piloting the chopper.

    I've tried interaction kety, gear, etc. to no avail. Can anyone help me with this?

    Thanks in advance.

    1) Cargo =/= gear. Interact with the helicopter while outside of it and chose "Show Cargo". Your ruck should be in there.

    2) Launchers, MGs, Rucks, radios, etc. are not allowed to be carried while either in a pilot (pilot, crewchief, gunner) or crewman (driver, gunner, commander) positions. Rifles are not permitted for plane/jet pilots (fixed wing) as well as the same restrictions that a rotary pilot has.

    3) Equipment will either be in the Gear (MGs primarily), in a duffel bag outside of the vehicle (launchers namely, jet pilot's gear) (note: Duffel Bag is local to player only), or in the ACE Cargo.


  17. This script pack features several scripts that missions makers who use ACE and ACRE will certainly benefit from.

    Contains:

    • Template Description.ext File
    • Template Init.sqf File
    • InstaWall Script
    • JIP Map Script
    • JIP Radio Script
    • Medical Gear Limitator Script
    • ACRE Retransmit Script
    • NoRespawn ScoreCard

    Current Version: v1.5.102412

    Changelog v1.5.102412:

    • ADDED:No Respawn ScoreCard script. Allows for percentile scoring system to be easily implements based on players alive at end of mission as well as factoring in side tasks.

    Changelog v1.4.83112:

    • REMOVED: ACE Wounds Stabilization. ACE has implemented a similar, even better, system into the actual mod. Works the same way, stops life timer while in medical vehicles.
    • FIXED: RXMT Example Values. Were not set to defaulted channels assigned in ACRE. Still worked, but players needed to manually set the frequency.
    • CHANGED: Insta-wall now can now create 4/3/2/1 sided walled compounds
    • ADDED: More info about respawn value in the description.ext comments

    Changelog v1.3.72812:

    • ADDED:Fully function readme.html, allows for quick refence of scripts and instructions in browser.
    • FIXED: Instawall now only runs on server. Fixes mass-lag in MP.
    • CHANGED: mkLimit features Epinephire, Morphine limitation as well. Allows for multiple vehicles. Updates gear amount properly now.
    • CHANGED: rxmt now features ability to designate rxmtToPos and rxmtToObj. Check instructions for details.
    • UPDATE: Stabilize tested on MP, works (well, SHOULD work).
    • UPDATE: MIV.sqf(MedicInVehicle) not included, still WIP.

    Download Link: https://dl.dropbox.com/u/102400142/Python%20Script%20Pack%20v1.5.102412.zip (Link Updated: Oct, 24, 2012)

    Please contact me via PM on the BiForums, TacticalGamer.com forums, or email (TG Forums and Email listed in readme.html alongside script pack), if you have any questions, concerns, or bug reports, or if you wish to host this file on your own webhost. Thank you

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