LurchiDerLurch
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AC-130 Script for ARMA2 (0.3)
LurchiDerLurch posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This script simulates an AC-130 in ARMA2. Current version: 0.8 README Download page v.0.8: Link Older versions: Screenshots: Older Screenshots: Videos: Uses Scripts: - mando_angles.sqf v1.0 by Mandoble (http://www.ofpec.com/ed_depot/index.php?action=details&id=441&game=ArmA) - setPitchBank.sqf by General Barron (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=71;t=73312;top) Credits: - Mandoble (mando missiles used for the UAV) - Kremator, Cyborg11, Pele93, Uziyahu--IDF, 204 Kallisto, ademczuk, B1n4ry, UGLY58 (beta testing) - swtx (sounds) - kju (multiplayer scripting) - =L2D=Curry (rearm script) README Installation Controls Changelog v.0.8: Detailed online readme New AC-130 Mode: Only functional in MP with two players (COOP pilot/gunner), more stable and interactive (see readme) New designed HUD (with working buttons) When hit ESC the script won't terminate any more: a dialog with the options "close" and "continue" appears (http://www.abload.de/img/arma2oa2011-10-1410-006e1x.png) Improved some functions, scripts and fixed some minor bugs f.e: AI delay via parameters didn't work Assign targets for AI AC-130 with Laser Marker is now possible (see readme) Shells for invisible AC-130 (lite AC-130) need more time to hit the ground Script uses new shells (thanks to B1n4ry) Fixed: Exiting the script with FLIR enabled and starting a new camera lead to the issue that the new camera had FLIR enabled Change camera modes with N is now possible Change the radius and height of the AC-130 in the map is now possible with a dialog window Rearming is only possible for a slow or standing AC-130 Help dialog (F1 or H) redesigned Known Bugs: Sometimes weird camera/gun behaviour when fixing the camera with Shift Script error in createParticleSource.sqf Infantry strobes are hardly visible with FLIR enabled Standard (not mando) hellfire is weak and rather useless Have fun, Lurchi -
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 ;) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
the plane distance has nothing to do with the camera (in coop) ;) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
the gunner can define a target area and the pilot can see this target area on his hud and with the datas on his HUD the pilot is able to get the plane in position. ;) As soon as the plane flies corretly in relation to the target the gunner has view on the target area. http://lurchiderlurch.lu.funpic.de/arma/readme_ac130.html#Availabletypes 6: COOP for Multiplayer -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ok thank you :) 1) Seems to be a general problem with ARMA... but it's better compared to the older versions? 2) That's exactly the way it was planned. The "camera view" and the "coop" are two seperate and different modes. The camera view is only a camera attached to the plane and can lag heavily due to the synchronization of the plane position and the camera position over the net... The camera in coop is available as soon as the plane is in position... maybe I should add some more information ingame ;) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Other dialogs are working? Try to change the menu size in the options of arma 2 Then you will love the next update... but it will take a while :cool: -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No seems a new bug... andybody else got issues like that? I'm always glad about feedback especially in MP because I'm not able to test this properly ;) so give it a chance and if you have any ideas or something tell me :) -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
v.0.8 is released See first post for details: http://forums.bistudio.com/showthread.php?p=1635824 README Download page v.0.8: Link Changelog v.0.8: Detailed online readme New AC-130 Mode: Only functional in MP with two players (COOP pilot/gunner), more stable and interactive (see readme) New designed HUD (with working buttons) When hit ESC the script won't terminate any more: a dialog with the options "close" and "continue" appears (http://www.abload.de/img/arma2oa2011-10-1410-006e1x.png) Improved some functions, scripts and fixed some minor bugs f.e: AI delay via parameters didn't work Assign targets for AI AC-130 with Laser Marker is now possible (see readme) Shells for invisible AC-130 (lite AC-130) need more time to hit the ground Script uses new shells (thanks to B1n4ry) Fixed: Exiting the script with FLIR enabled and starting a new camera lead to the issue that the new camera had FLIR enabled Change camera modes with N is now possible Change the radius and height of the AC-130 in the map is now possible with a dialog window Rearming is only possible for a slow or standing AC-130 Help dialog (F1 or H) redesigned -
AC-130 Script for ARMA2 (0.3)
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
strange... try it without any addons. the uav should at least fire the hellfire. the UAV is still buggy especially the hellfire. Without mando missiles enabled they're quite useless. But I'm focusing on the AC130. The UAV is just a little addition ;) If anybody feels qualified for adding some extras to the UAV or anything feel free to contact me. By the way I just have to write the readme vor v.0.8 and it'll be released tomorrow or so ;) -
Focus controls in a dialog problem
LurchiDerLurch posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I don't like dialogs. And they don't like me.... I'm simply creating a dialog which looks like this: And with ctrlShow [idc, true]; I hide/show the needed controls. So far everything works fine. Now I want a little popup window and let it show with the above code: Looks pretty nice but the edit boxes and buttons won't focus if I click on them with the mouse... if I force focus with ctrlSetFocus the edit box works just fine... but why can't the mouse focus them?? I have to mention that I had to call ctrlSetFocus on the map so the player is able to click on it and use it... Do you need any code? Thank you in advance ;) -
Focus controls in a dialog problem
LurchiDerLurch replied to LurchiDerLurch's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Works like a charm :) thank you