LurchiDerLurch
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AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hello everyone Every link is online again. I don't think that there will be any updates again. The project is too time consuming for one person... time that I don't have right now or that I want to spend on other things... ;) Maybe Arma 3 will bring back my motivation. thanks for using and enjoying my script :) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Download the recent version and replace the old LDL_ac130 folder with the new one. Have a look at the example mission especially at the files init.sqf and describtion.ext. -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Greetings folks :) For the sake of clarity here's a little update of what I'm doing all the time (to stay precise: the time remaining for scripting among studies and other stuff :p) Right now I'm rewriting the whole script. So if I'm done in v.0.9 you will be able to start more than just one script at the same time, switch between cameras and much more. For example call in an AC130 and switch to its camera if necesarry. At the very same time you can call a UAV, let it hover over your target area, switch to that camera and finally switch to the AC130 again. The mission maker will be able to change variables of every single script. The motivation: At the moment the script is "hard coded" with many global variables. So it was only able to handle one script at the time. It is very hard to add new features. (I never thought that the script will ever be that known) And maybe the script is more fluent without 100 global variables :confused: Now in v.0.9: Every script (AC130, UAV and every variation of it) is launched with the same setup script. The mission maker can decide precisely which feature he wants to activate in his script f.e. which vehicle should or should not be visible, is there a camera, what weapon script is the vehicle using... many variables can be changed afterwards (the setup script returns an object to handle this) and on the run like adding a camera. It will also be possible to write user scripts and let the script use these instead of the default scripts (f.e. default weapon script for the UAV) I'm trying to keep the script transparent so that the implemenation into a mission and the control is as user friendly as possible. ;) Lurchi -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
http://www.file-upload.net/download-4190432/AC130_v0.6.zip.html -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No ;) As far as i know the issue is deep in the engine. the createParticleSource.sqf is caused by an event and sleep is not allowed in events. you're also not allowed to use sleep in a keyEvent or mouseEvent function -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This bug is known... the sleep is somehow not allowed there... :eek: we had this issue some time ago.. I thought we had fixed it? :eek: I just don't have the time for A2 right now... I'll have to install it again I had so many ideas for this script :j: -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
in the init.sqf add the LDL_Adjustments if they don't exist. http://lurchiderlurch.lu.funpic.de/arma/readme_ac130.html#ConfigurateAC130 -
IR Strobes not visible using camUseNVG
LurchiDerLurch posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I was wondering if anybody figured this out yet: First of all I create an IR Strobe: strobe1 = "IRStrobe" createVehicle getPos test1; Works perfectly and can be seen when activating NVG while playing a soldier. But now if I create a camera instead and use NVG with the scripting command camUseNVG true; the IR Strobes aren't visible anymore. Is this a bug? It also appears with the strobes from ACE2. Lurchi -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I came to the conclusion that the strobes will NOT be visible in FLIR and ONLY in NVG. Why? Because there should be a reason to switch to NVG during night and not only use FLIR all the time. ;) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Or you simply add this to your init: LDL_userInit = { if(LDL_plane_type == "UAV") then { LDL_ac130_plane setCaptive true; }; }; not tested but should work. the user init is always called when the script initializes his variables (so whenever a new ac130/uav is set up) IR Strobes: Does anybody have an idea for the IR Strobes? A lightsource would be visible from above but the light is too bright... I'll have to check out ACE2. There are already IR Strobes right? -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good evening mates, I did some testing to find out what causes the AI to fail in Singleplayer (AI didn't attack and ignored themself) After lots of testing with the camera and last but not least with my script itself I came to a solution: The infrared strobe script causes the weird AI behaviour... I don't know why exactly. I'll have to do further testing on that. But if you have problems with the AI in singleplayer just deactivate the strobe script: LDL_Adjustments = [ /* 0. Infantry Strobes*/ [false, false]/*Explanation: Enable Infantry Strobes / Show them at startup. Default: [true, true]*/, ... ]; This should do fine until I find a solution. Now the question: When should the infrared strobe (http://www.google.de/#sclient=psy-ab&hl=de&site=&source=hp&q=infrared+strobe&pbx=1&oq=infrared+strobe&aq=f&aqi=g-L2g-vL2&aql=&gs_sm=e&gs_upl=254l2575l0l2696l15l10l0l2l2l0l333l1815l0.7.2.1l12l0&bav=on.2,or.r_gc.r_pw.,cf.osb&fp=9e9b1678de286be4&biw=1680&bih=860) be visible? Night vision? FLIR? -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No the AI script is buggy ;) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can use any vehicle if you add the init line. But the AC130 which comes with my AddOn has uses the C130 model. But we were already working on a model for the AddOn. There will definitely a model in v.8.1 ;) It detects any vehicle on the screen. Disabled by default. You must enable it in the init.sqf first. The readme is still out of date at some points and not as detailed as I'd like it to be... shame on me :( -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So it never occured with 0.6? But NOW it also occures with 0.6? ... so it seems a ARMA2 problem? -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Alright I took a note ;)