zephyrdark
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Posts posted by zephyrdark
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Nice job and very well done.There is one thing I very much dislike about it though. Even though I have ace's Remove all markers on map thingy on, the raven force overides it and auto-marks everything on the map for everyone to be seen.
That actually makes me not want to use it. It just makes it to easy..
Also: Is it possible to make the beep and blink transmitable so everyone can hear it and it isnt only clientside?
What difficulty are you on? ACE's "Force Group Markers off" only forces the military symbols that mark friendly locations on the map . It does not disable the "auto-spotting" on the map of normal & recruit difficulties.
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I can hear the engine start-up and the beep that occurs after it hits the ground just fine, I don't know why anybody would have difficulties hearing it since it's pretty loud.The issue is not people hearing it (volume-wise) but that when one player launches it, other players on that server do not hear the sounds unless they launched the Raven. Once I get a chance I'll see if I can record an example of it with some friends on a dedicated server.
Feint, if possible, could you do some testing with CBA to see if you could get it to work that way?
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Came across the issue that the sounds are not propagated across the server, as in, when they're played on the player who launched/constructed/etc. the RQ-11 will hear the sounds. This is probably because you're using the say command within the script the addAction calls. A work-around that I figured out a while ago (that doesn't use CBA because it seems you want to try to keep the dependency of your mod only to itself, though CBA does have globalSay and globalSay3D commands) is to have the addAction execute a script that executes another script. There may be another, more simple way of doing this, but that's a work around I've used in the past.
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Nou, I'm guessing you mean the playback option :"Play mono sounds over center speaker when available" correct?
[EDIT] Tried the above, cut out all sounds for people. I could turn my speakers to stereo.. but.. then there's no point in a 5.1 headset.
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Just found a pretty annoying bug.
USMC, CDF, Russians, a.k.a ArmA2 Factions (not OA) do not get the "Take Backpack" action, so in other words, they cannot pick it up. They get the assemble action, but nothing else. Also, it appears that there is no weapon classname for the backpack... is there any reason for that?
[edit] I ran the command "weapons" and it didn't return a classname for the pack.
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It appears that the 5.1 has not been completely fixed. I'm having no issues using the radios, hearing people at long distance, but the only issue I have run into is that I cannot hear people talk direct when they are right behind me.
Headset: Turtle Beach Z6A (True 5.1, not virtual like the G35/G930)
Sound Card: Creative SoundBlaster X-Fi Titanium
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I believe I quite the working script now. Only thing is, is it possible to use the createVehicle command for the explosion classname "ATRocketExplosion"? Only reason I ask is that its possible with the Secondary one and the Helo Explosion ones, but so far I have been getting no result with ATRocketExplosion.
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Recently I have been working on an active countermeasure script. The issue I have run into is that I cannot find a straight forward way to 'intercept' the incoming projectile.
My current attempts and their results have been so far:
Attempt 1: Use ProtectionZone_Ep1 to detonate the RPG.
Result: Works. Protection Zone is visible to all but the server despite setting its alpha to 0.
Attempt 2: Spawn another projectile to 'intercept' the other,
Result: Didn't work.
Attempt 3: Delete the incoming projectile, spawn another projectile to explode to simulate the detonation of the first.
Result: Partially worked. Created explosion at ground level, despite the altitude of the incoming projectile.
Now, is there any way to 'detonate' any projectile via a script, is my main question. I would also like to get some help figuring out why the ProtectionZone_Ep1 object doesn't like to set its alpha for everyone (even when the script is run on all clients. (cba_fnc_globalExecute doesn't work either, might be an issue on their part)
Here is a download for a test mission containing my current version of the scripts and etc. I don't know how much of a working condition it is in at the moment. I believe it is currently in Attempt 3's method of dealing with the threat. The script is currently running a isServer check to reduce issues with spawning of multiple objects, etc.
Here is the code-blocks that does all the fancy stuff with the projectile:
In-Range Distance Check:
{_rDistArray = _rDistArray + [((_x select 0) distance _unit)];} forEach vehArray; {if (_x <= _maxDetect) then {_rCheck = _rCheck + [1]} else {_rCheck = _rCheck + [0]};} forEach _rDistArray; { if (_rCheck select _x == 1) then { _defVeh = _defVeh + [vehArray select _x]; }; } forEach _vehCount; _run = true; /* (Ballistics Formula, not used currently) _prH = (getPosATL _projectile select 0); _gc = 9.8; _vel = .2777 * (speed _projectile); _theta = [(vectorDir _projectile select 0), (vectorDir _projectile select 1), (vectorDir _projectile select 2)] call CBA_fnc_vectElev; _dist = ((_vel * cos _theta) / _gc) * ( (_vel * sin _theta) + sqrt( ( (_vel * sin _theta) ^ 2 ) + (2 * _gc * _prH) )); _height = _prH + (_dist * tan _theta) - ((_gc * (_dist^2)) / (2 * ((_vel * cos _theta)^2))); hintC format ["Theta = %1 : D = %2 : H = %3", _theta,_dist, _height]; */Tracking of Projectile's Distance:
{_projDist = _projDist + [[_projectile distance (_x select 0), _x]]} forEach _defVeh; { if ((_x select 0) <= 35) then { if ((((_x select 1) select 1) > 0) && alive _projectile) then { /* {_prZone = "ProtectionZone_Ep1" createVehicle [0,0,0]; _prZone setObjectTexture [0,"#(argb,8,8,3)color(0,0,0,0,ca)"]; In dedicated, this appears to not work...? (Object still flashes in as a red cylinder) */ _prDir = getDir _projectile; _yC= 1.1 * (cos _prDir); _xC= 1.1 * (sin _prDir); _xF= _xC + (getpos _projectile select 0); _yF= _yC + (getpos _projectile select 1); /* _prZone setPosATL (getPosATL _projectile); _prZone setPos [_xF, _yF]; */ { if (isServer) then { _num = (((vehArray select _x) select 1) - 1); vehArray select _x set [1, _num]; publicVariable "vehArray"; }; } forEach ((_x select 1) select 2); } else {_run = false;}; }; } forEach _projDist; _timeNow = time;The test mission requires ACE, CBA, and Fallujah to my knowledge. Sorry!
Download Link: http://www.mediafire.com/?d7dt4apotku3khj
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Background Image Source: Link
This script is a development of TacticalGamer.com
Check us out at http://www.tacticalgamer.com/armed-assault/Summary:
This script enables vehicles to be equipped with a Shot Detection System. The system is currently only able to detect RPG shots within 300m of the vehicle. The system will display a visual representation of the direction that the RPG was fired through the means of a clock-face and text stating the direction in clock-bearing.
The system is based after the Boomerang Shot Detection that is currently in service around the world today. The script does not represent the system as true to real life, but uses it as a basis to work from.
This script is ACE ready and will detect the various RPG projectiles included by the ACE Mod.
Videos:
yVLFwv6pIZw
To Do:
- Add ability to detect rifle and other hand-held weapon shots
- Look into possible JIP issues
- Create Soldier mounted version with appropriate images and functionality
- Create non-vehicle based version for placement as a base defense system
- Make Boomerang model and turn into addon??
Credit:
Scripting by Blackpython (Base script) & Hawke (Dialog)
Audio by Unkl and Blackpython
Images by LowSpeedHighDrag
Instructions:
Found in the ReadMe.txt in the file.
Download:
(Please do not mirror without permission!)
- Add ability to detect rifle and other hand-held weapon shots
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So some good news for everyone, I have more than likely fixed the issue with 5.1/7.1 headsets. It is at least confirmed on the Logitech G35s. A release is going out to our testing communities and hopefully I will have a public release here very soon!On another note, I have lost the name of the gracious individual who did our main ACRE logo. I believe that you posted your information in a ticket on our old DH tracker which we no longer access. If you could get in contact with me again let me know, just like to have your contact info on hand as I've had inquiries into who the artist was from others in the community. :)
Why is there no +Rep on these forums..... If there was there would be buckets and buckets of reputation going to you Nou. Let's just hope it works for my Z6As (Or in other words, true 5.1 instead of virtual 5.1/7.1 like the G35 & G930s).
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ok you'll get it into next version, just even don't know what it is use for :DIts to swap out the barrel for Automatic Rifles, Machine Guns, and Crew Served Weapons like the M2, to resets its sys_overheating status. In practical sense, it brings your accuracy back to full and stops the incessant jamming that happens when your barrel overheats.
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You removed Watches from the prefences menu..... -.- and you have still yet to add the ACE Spare Barrel Bag which was implemented months ago.
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That would be cool, finally a use for the ACE hand signalsI've got a script that makes AI aware of players if they speak within a X range of them; however, they can detect you even if you only tap your push to talk :/
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I really wish it could. I use the API for ACRE that detects if a player is speaking. Doesn't handle volume sadly. If I knew how to write a plugin for that I wold, but... :/
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Hey everyone.
I'm still pretty novice when comes to scripting. Lately been working on some new scripts. This script allows for hostile AI within the defined radius to detect players speaking and seek out the source of the sound. Its pretty rough in its current state, however it has proved to work.
Requires CBA
Requires ACRE
/* I Hear You! Script by Blackpython of TacticalGamer.com ########################################## ***Requires CBA*** Script Call Line: [-1, {nul=[*radius*,*hostile side*]execVM "IHearYou.sqf";}] call CBA_fnc_globalExecute; *radius* = Radius Enemies can hear players *hostile side* = WEST , EAST, RESISTANCE , CIVILIAN. Depending on the side that can hear you and react. */ private ["_AIAry","_ret","_rad","_wpNew","_side","_pos","_posPlay"]; _rad = _this select 0; _side = _this select 1; _AIAry = []; while {true} do { if (isServer) exitWith {}; {if (side _x == _side) then {_AIAry = _AIAry + [_x]}} forEach allUnits; {if (_x in _AIAry) then {_AIAry = _AIAry - [_x]}} forEach allDead; { if ((_x distance player) <= _rad) then { {if (_x != player) then {_AIAry = _AIAry + [_x]}} forEach allUnits; {if (_x in _AIAry) then {_AIAry = _AIAry - [_x]}} forEach allDead; _ret = [player] call acre_api_fnc_isSpeaking; if (_ret) then { _x setBehaviour "AWARE"; _pos = getpos player; _posPlay = [(_pos select 0) + round(random 15),(_pos select 1) - round(random 15)]; _wpNew = (group _x) addWaypoint [_posPlay, 0]; _wpNew setWaypointType "MOVE"; (group _x) setCurrentWaypoint _wpNew; } } } forEach _AIAry; sleep 0.1; }Mediafire Download: http://www.mediafire.com/?j8mt8ht5x18unte
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Hey everyone.
I'm still pretty novice when comes to scripting. Lately been working on some new scripts. This script here makes it so if the players leave a vehicle with no friendly units nearby, after x amount of time the vehicle has a chance of being sabotaged. Currently the vehicle can have a tire damaged, fuel siphoned, or an IED planted nearby.
Requires ACE for the IEDs.
/* Keep the Keys script by Blackpython of TacticalGamer.com ############## Execution Line: nul=[_veh,_range,_side,_prob,_time]execVM "KeepTheKeys.sqf"; _VEH is the vehicle you want the script to watch. Assign "this" if the script is applied on a vehicle. _RANGE is the distance from the vehicle that the assigned side can be before the script performs its mischief. Default 50m _SIDE is the side that you want to be able to defend the vehicle. Default: West (BLUFOR) _PROB is the chance of an action occuring. A number from 0 to 1. Defualt: .25 (25%) _TIME is the time between each instance of the script running. Defualt: 300 Seconds (5 Minutes) ############# */ private ["_dis","_veh","_range","_prob","_time","_distArray","_TFArray","_desert","_chance","_ranNum","_num2","_fuelTotal","_fuel","_caseTire","_vehPos","_ied","_iedDir","_side"]; _veh = _this select 0; _range = if (count _this > 1) then {_this select 1} else {50}; _side = if (count _this > 2) then {_this select 2} else {west}; _prob = if (count _this > 3) then {_this select 3} else {.25}; _time = if (count _this > 4) then {_this select 4} else {300}; _distArray = []; _TFArray = []; sleep 1; while {true} do { if (!isServer) exitWith {}; _distArray = nil; _TFArray = nil; _distArray = []; _TFArray = []; sleep _time; {if (side _x == _side) then {_dis = _x distance _veh}; _distArray = _distArray + [_dis];} forEach allUnits; {if (_x > _range) then {_TFArray = _TFArray + [0]} else {_TFArray = _TFArray + [1]};} forEach _distArray; if (!(1 in _TFArray)) then {_desert = true} else {_desert = false}; _ranNum = random 1; if (_ranNum <= _prob) then {_chance = true} else {_chance = false}; if (_desert && _chance) then { _num2 = floor(random 3); switch (_num2) do { case 0: //Fuel Alteration Result { _fuelTotal = fuel _veh; if (_fuelTotal >= .1) then { _fuel = (_fuelTotal * .20); _veh setFuel _fuel; }; }; case 1: //Flat Tire Result { _caseTire = floor(random 4); switch (_caseTire) do { case 0: { _veh setHit ["wheel_1_1_steering", .9]; }; case 1: { _veh setHit ["wheel_1_2_steering", .9]; }; case 2: { _veh setHit ["wheel_2_1_steering", .9]; }; case 3: { _veh setHit ["wheel_2_2_steering", .9]; }; }; }; case 2: //IED result { _vehPos = getpos _veh; _iedDir = random 360; _ied = "Land_IED_v1_PMC" createVehicle _vehPos; _ied setVariable ["direction", _iedDir]; // Set tripwire direction _ied setVariable ["length", 3]; // Set tripwire length }; }; _distArray = nil; _TFArray = nil; _distArray = []; _TFArray = []; }; };Mediafire Download Link: http://www.mediafire.com/?kje89ajefhav7jk
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Someone explain the Dom_Maker and what and how it works. There is no documentation on it, and there is nothing that explains it. I've heard people have used it to create custom domination missions. A little insight would be fantastic.
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The artillery seems bugged. Before the latest update, I was able to actually hit the target, now with the collimator and the reset shown instead of azimuth, the gun is off target if correctly aligned with the collimator. And I always have an issue shifting the gun via the action menu. I get stuck and can't even quit the game (have to force close in the task manager). The roation with the CSW menu is the only option that works but is unprecise. Did not find any bug report about that, so maybe something is wron on my end.To exit the turning of the gun via Action Menu: Press Z, X, or C, or in other words, try changing your stance.
One thing you need to make sure is that the reset states "800" and the Common Deflection when the gun is first placed is at 3200mils. I ran into this issue when teaching our artillery course over at TacticalGamer, some why all the guns had suddenly had their deflection set at 4000 and their reset at 0. When I corrected that issue, the guns were on target.
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Hello everyone. I've done a search on the say3D command and found only one thread that related to my issue(http://forums.bistudio.com/showthread.php?130007-Music-on-a-moving-vehicle&highlight=say3D) and have not come up on anything that offers any answers.
Currently, in my mission I have a vehicle which is to play music upon the pilot selecting an action on the helicopter. The issue I am coming up with is if the player is inside of the helicopter the music has its volume reduced drastically. This does not change if in third person or if outside of the vehicle. The only way to bypass this is if the pilot activates the music when they are outside of the vehicle. The volume then stays where it should be even if the player then gets inside of the vehicle.
Any assistance would be fantastic.
Current script I am using:
//radAction.sqf _tgt = _this select 0; _call = _this select 1; _id = _this select 2; [-1, {UH1H_1 say3D "helosong"}] call CBA_fnc_globalExecute; //plays song for all clients from source UH1H_1 [-1, {UH1H_1 removeAction _this}, _id] call CBA_fnc_globalExecute; //removes the action menu selection from the vehicle for all clients -
Does anybody remember how to force masks/goggles onto players at mission start. I remember there was some function or something a while back that I used. Issue is is I cannot seem to find the mission I was working on that used it.
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Well, recently on the TG server we have come into another problem. What happened is during on of our in house missions a script error popped up about an hour into the mission. I do not believe anybody got a screen shot of it. However, I got one our admins to dig up the Server rpt file. This is what it said:
Before the mission began:
"SERVER TRIED TO GIVE OUT ID: ACRE_PRC148_ID_2 EXISTING ALREADY FOR O 1-1-A:2 (**Redacted**) REMOTE"The player who was affected was our Pilot for the mission.
During the mission:
(This one actually happened over 1000 times according to the RPT)"Update of nonlocal object 2:33518 called"The above error cleared for a moment stating:
"Update of nonlocal object 2:33518 calledUpdate of nonlocal object 2:33518 called
Warning: Delete out of order
Warning: Delete out of order
Update of nonlocal object 2:33518 called
Update of nonlocal object 2:33518 called
Server: Object info 2:33518 not found during Changing Owner
Client: Remote object 189:49 not found(This line repeated every so often with different numbers)"
Then we had this:
Server: Network message 5e6d280 is pendingServer: Network message 5e6d281 is pending
Server: Network message 5e6d2a2 is pending
Server: Network message 5e6d2a3 is pending
Server: Network message 5e6d2a4 is pending
Server: Network message 5e6d2a5 is pending
Server: Network message 5e7699f is pending
Server: Network message 5e769a0 is pending
Server: Network message 5e76a55 is pending
Which happened about 30 times total, with differnt numbers each time.
What I suspect to be the culprit is the Retransmission scripts breaking. This specific issue (noted at the start of the post) has occured only, as far as I know, on missions running retransmission.
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Another bug was just found on the TG server. If you use a Vehicle Radio, you get stuck with the vehicle radio, which by the way, doesn't work at all anymore. It did that in 1.3.14 as well.
To fix it you have to get out of the vehicle and drop your radios and then pick them back up. That allows you to use your 343 again.
People have also said that the AN/PRC-119 cannot be used at all.
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Alright, it appears that the issue now is that our positional data isn't updating properly for the signal stuff. So the further away you get from spawn, the worse the signal quality gets until its gone completely.
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Still having the error of losing communication with people 20 feet from you. Happened a couple times on our server since the Hotfix. The AN/PRC-343 & 148 will suddenly stop working in the way of not being able to hear specific people reply to your transmissions. In other words, traffic starts becoming one-way only. Do not know whats causing it, and everyone on our server is running the hotfixed version.
Is anybody else suffering these issues?
Shotfinder Script 2.0
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
It should. I do not believe I used any CBA elements in this script.