LurchiDerLurch
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Everything posted by 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
Take a program to pack your mission folder to *.zip or *.rar f.e. izarc http://www.izarc.org/ then go to this site and upload it ;) http://www.file-upload.net/ -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can you upload your mission somewhere? I'll have a look at it. Would be much easier to find the solution ;) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What do you mean? Everything explained here works fine with the example mission. -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I just tested it and it worked. Ok what are you exactly doing? I suppose that the LDL_init is executed AFTER your code in the init. So the LDL_init overwrites your options with the default values. That's avoided in the example mission with this code: Are you sure you have it and AFTER this the LDL_options? -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If you have the AddOn activated you must place the logic. The script won't start if it detects the AddOn. Are you sure you changed the correct line in the init.sqf located in the mission folder? -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Change 3, //22: Available AC130 mapclicks per player. Default: 3 to 10, //22: Available AC130 mapclicks per player. Default: 3 And you have 10 mapclicks available. -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
0.5.1 was released for OA users. But in fact it didn't work properly. Now I can start OA alone and so I'm able to test it by myself. There will be a new version sooon with full OA support. -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No the AC130 will be available in 2 minutes :D You can change the delay in the LDL_options (located in the init.sqf of the example mission) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i'm wondering, too. maybe they called the script manually... -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah I think I've got it... the C130 from A2 is another class than the C130 from OA... and in my scripts I only check for the C130 from A2... thank you. one more thing I'll fix for the OA release. Maybe you have the AddOn active and forgot to place the init? -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
They work perfect togheter ;) The script runs best with cobined operations (A2 + OA) I'm working on a version which suppurts OA standalone. -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
because every new plane must execute this line again. that's part of the respawn script. ;) doesn't make sense to implement it into my script. -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Because it's a normal C130 ;) Since version 0.5 every C130 behaves normal. Instead there's an AC130 in the units menu. (USMC side) Of course OA only users can't see it. For that problem is a hotfix under progress ;) But if you put this in the init: this setVariable ["LDL_planeInUse", false, true]; The C130 should be an AC130 any way. :) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
"compass points rotating on the screen" ? :confused: Do you mean the "shkaing camera"? Could be caused by low hardware, bad conection etc... -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
? Sure there's the cursor... it's a dialog. And as far as I know there's no way to hide it. -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok here it is: http://www.file-upload.net/download-2783389/AC130_v0.5.1_OA.zip.html Can you have a look at it if it's working? Because I don't have OA standalone... There is still the USMC AC130. I don't know if this causes trouble. If so I'll delete it ;) edit: But if you call a mapclick AC130 the script still uses the USMC AC130 :/ I'll fix that ^^ I think I'll stop support for ARMA2 only at this point... I'm not sure but I think there are more A2+OA and OA only users than A2 only... It's usesless without the FLIR anyway. -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
In this version all C130 behave normal and that's a better solution ;) The AC130 appears under USA if you add this code to the config.cpp under the old AC130: class C130J_base; class C130J_US_EP1; class LDL_C130J_US: C130J_US_EP1 { displayName = "AC-130U Spooky II"; Icon = "\LDL_ac130\Pictures\icon_AC130.paa"; class EventHandlers { init = "_this execVM""\LDL_ac130\Addon\ac130_init_AC130.sqf"""; }; }; But the thing now is that everybody without OA will get a config error... @KrAziKilla: Never heard of that kind of problem... Does anybody else have the problem? -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
class AllVehicles; class Air; class Plane; class C130J; class LDL_C130J: C130J { displayName = "AC-130 Spectre Gunship"; Icon = "\LDL_ac130\Pictures\icon_AC130.paa"; class EventHandlers { init = "_this execVM""\LDL_ac130\Addon\ac130_init_AC130.sqf"""; }; }; This is the config for the AC130... shouldn't it be the same on the USMC and USA side? -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Put this in the init line of an C-130J: The plane is an AC130 then. ;) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It was never OA standalone compatible... Only the 3 Call logics must be synchronized with an object f.e. the player. ;) There's something weird with the picture for the crosshairs... The objects are too far away to be displayed. Try to increase the view distance. Thanks but you don't read the readme :p UAV is still beta. The rockets don't look fine... Maybe I'll implement mando missles some time... -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good news everyone. Version 0.5 is ready :) And here's a little surprise: The SP Mission "Death From Above", not perfect but more interesting than the boring test maps ;) The zip file comes with the AddOn, a test map for the AddOn, a test map for the script only version and the SP Mission "Death From Above". Download page v.0.5: - Link Download Death From Above A new Video: 2IFrZ_S_cnU Changelog v.0.5: Added: Minimap Set height and radius in the map Delay for mapclick AC130 to arrive Marker for AC130 / AI AC130 Fix camera on target (or position) Give AI AC130 orders New 25mm gun sound (still bad) Disable sound Optical zoom (BETA only for rotating AC130) Fixed: Sound "amb07" was missing Slow down AI aiming Removed engine sound when calling mapclick AC130 Limit the amount of times the mapclick can be called LDL_options added: Delay for mapclick AC130 to arrive Sequence at startup Available mapclicks per player Disable sounds Enable optical zoom -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are you using addon version or script version? The player will loose the action if he dies. You will have to check that in a script and then reatttach it. Maybe I'll make an option for the addon in the future. this setVariable ["LDL_planeInUse", false, true]; This line should make the C130J to an AC130... -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Put this code at the end of your init.sqf: should work fine. -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
if the variable "LDL_cameraEffect" is 1 you must execute "LDL_cameraEffect = 0" and "[]call LDL_createCamEffects;"