LurchiDerLurch
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Posts posted by LurchiDerLurch
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I need more ammo.
Can you tell me how to add more ammo, i found the files
ac130_rot_setup.sqf
ac130_att_setup.sqf
What i need do to now?
Or how to script more ammo.
TY
That was in the old version... look in the init.sqf of the example mission. there should be a line "LDL_options = ..." here you can change all options
Is it not possible to increase the zoom in the next version? Seems like the view has gotten more zoomed out with each version.Is 10x the max zoom the game allows? I'll decrease my FOV settings (resulting in more all-of-time zoom), in that case.
I'm not 100% sure but could be...
Also, I think there is another line of script that you can add that looks something like
~8
I think that would add 8 seconds before executing the next line, but I'm not sure. (Personally, I would like a random number of seconds. I'm a big fan of chaos in mission-making.)
The real scripters on this forum could help better than I can.
~8 means "wait 8 seconds" but this command only works with sqs
in sqf use this command: "sleep 8;"
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Do you think it would be possible to use this kind of cam, or zoom mode, in the AC-130 script?
I've taken a look at the config and there's only one camera... I think there's a difference between the normal camera and the camera of a weapon (zoom)
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Nice video. I wasn't able to make one... xfire doesn't detect my ARMA2 anymore :(
Can something be done to ignore the addon if the script version is detected? Lots players will have the addon loaded by a mod switch, but if they connect multiplayer to a mission with the script version I'm guessing the mission will break? Or will it still work for clients?Actually, the only scripts that the add on takes from the pbo are the LDL_init.sqf and the inits for the objects/logics...
ARMA2 seems to search in the mission folder first.
Also, is a light-source briefly generated just out of the left side of the bird, so that the bird lights up when it fires a weapon? Right now the bird itself is super-stealth (visually, anyway...lol) even when viewing it firing through NVG's.
And I still think that the firing rate should be adjusted to be a bit slower on the 40mm Bofors, because of the reloading time required for those 4 (5?) round stripper clips. That's if you can't add a pause between the loading of each clip.
For the A.I. bird, is there an "aiming time" calculated when switching targets, especially ones that are across the map from each other? (The more the turret has to swing, the longer the aiming time should be.)
Also, the A.I. bird seems to fire the auto-cannon until the first round arrives at target to kill it. Can it be trained to fire somewhat smaller bursts? (Although the longer bursts DO look and sound cooler for spectating players.)
Any chance that the ammo counts of the weapons can be assigned to a virtual AC130 entity that will be called upon the next time the script is accessed in the same mission (since it is doubtful two AC130's would be operating in the same area...or is it?)? Being able to refresh one's ammo supply each time you activate the script is a bit unbalancing. (This was an issue in previous versions, but I'm not sure if it is in this newest.)
Nice ideas. I'll keep them in mind for v.0.5 :cool:
Lurchi
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GLARING ISSUE: If you have @LDL loaded, the add-action menu option doesn't seem to work in a script version of the addon.Awesome job. No more boxes around vehicles, so that makes it more challenging. A.I. AC130 uses all ammo types, raining hell on the map.
From what I can see, anything else you might want to change or tweak is taken care of easily enough.
Fragmentation from the auto-cannon impacts results in random enough kills. Script version 40mm SABOT doesn't fragment, but you already pointed out how to change that, if I desired.
One thing I wonder about... Is the bird able to fire out the right side? The turret swing limits might need to be reined in a bit, requiring the C130 to reposition itself.
If the script detects the Addon it doesn't start. The script only works without the Addon.
Addon -> place init or nothing works.
I don't think that the AC130 can fire out of the right side...
thanks for your feedback.
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Good :-)
Have fun and if you have any questions feel free to ask ;)
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Thanks, but how does it work_spread = (random 100)/500;
How do you make it less accurate?
EDIT: I figured this one out. Increasing the "100" value increases the spread.
But does it affect all guns, since it's not in the individual gun types/sub groups?
Every gun.
The gun is precise if spread is 0.
Every value above or below 0 makes the gun inaccurate.
A value of 1 or -1 is already very inaccurate.
Thats why I took a random number from 0 to 100 and divided it with 500.
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My first post, wohoo!You can disable tracers by changing the
_showParticles = true to false in
Attach\ac130_att_setup.sqf AND
Rotate\ac130_rot_setup.sqf
I did it myself and it looks super awesome :D
BTW i have a question myself, is accuracy tied to the bullet or can you change it (like you can change the rate of fire and bullet speed) without a pbo?
I think you can handle this (you already managed the particles :p):
Go into the ac130_init.sqf and search for the "LDL_calculateBullet" function. In this code block you can change several things:
_spread = (random 100)/500; _dirh = _dirh + sin(random 360)*_spread; _dirv = _dirv + cos(random 360)*_spread;
this will cause the bullet to fly away inaccurate.
And while flying:
while {alive _shell} do { _x = sin(random 360)*0.2; _y = sin(random 360)*0.2; _z = sin(random 360)*0.2; _shell setPos (_shell modelToWorld[_x,_y,_z]); sleep 0.1; _shell setVelocity _vel; };Last code is mainly for visual effects for the 25mm.
Lurchi
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Hello,
Anybody interested in beta testing v.0.4?
I don't want to release it without testing it enough... :rolleyes:
If you want to test it you should be able to install an Addon and own Operation Arrowhead.
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So far the script doesn't even notice when you kill someone... and that would be necesarry for such a script
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Great work, looks even more awesome with the OA FLIR system!Here is another request... Would it be possible to have the tracers somehow optional since from RL videos I've seen the 105mm and 40mm do not have them.
Keep it up!
/KC
it is already. Have a look at the LDL_init.sqf:
LDL_showParticles = true;
change it to false
I have one request, and its to enhance realism. Could you make a gib script? so when the units are hit they are deleted and replaced with flying gibs?
This looks almost real when the effect happens with flir activated!
Please consider it buddy! :)
:confused: soory but I don't know what you mean...
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Lurch, before the next version, do you think you can program in a toggleable option for random weapon malfunctions? I was watching a video about the AC130 and how overworked it is. They wind up having to resort to the 25mm auto-cannon and manually loading the 105mm, because the 40mm Bofors went Tango-Uniform.That would add some suspense and balance to the birdy. :)
I also think the dispersion on the 25mm and 40mm needs to be turned down a bit to make it more realistic. I can pound away at a squad of infantry with the 40mm Sabot Bofors and it takes FOREVER before I hit any of them.
Funny idea :D But not in the next version. I want to release the flir as soon as possible ;) I'll keep this idea in mind (or on my task list ^^)
The weapons were always a problem... there aren't enough of them in Arma2...
But I will release two versions. One with script only and the other one is an Add On with my own weapons. If you have the Add On activated it will automatically use the new weapons. And if you have OAH activated it will use the new FLIR.
Lurchi
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We will have to take a look how the FLIR is implemented... as far as I know it's attached to a weapon... my script is NOT a weapon... So it's difficult to implement the FLIR into a dialog...
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We had the same problem in version 0.1. But then I optimized the script and it worked with ACE... :/
Try to turn down your graphics. Maybe the script is just too complex for your hardware?
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Pure awesomeness!I experience insane camera jerking and lagging when using ACE-mod (Because the actual airplane doesn't have same dimensions I presume [Camera is in different position, for example]). Any chances to get ACE-compatible version? And if it is not too much to ask a simple way to disable hud/3rd person view. They are killing the immersion.
Is it in MP? If someone else is flys the AC130 and you're the gunner the camera shakes because planes don't fly stable...
I have no problems with ACE in SP.
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Ran into a slight snag with a vehicle respawn script in domination... When the vehicle respawns LDL_ac130_plane getVariable "LDL_planeInUse" returns null instead of false/true which causes ac130_action_pilot/copilot.sqfs to end at the If statement. Using the debugger I was able to setvariable this to false and the sensor operator camera works again afterwards.
Every C130-J must execute this line:
nameOfC130J setVariable ["LDL_planeInUse", false, true];
Thaks for the reply Lurch.The grey NVG doesn't seem to work thought, I've tried the:
in the setup file in both the rotate and attach folders, but it just makes the NVG unselectable. That makes me think that there may be a small typing error somewhere in the script that's supposed to call for the grey NVG?
I found the problem. It's "[]call LDL_setCamAperture;" instead of "[]call setCamAperture;"
Thank you. ;)
Maybe I'll release an update with all these bugfixes. ;)
There's also an add-on version in the works.
Last but not least I'm waiting for Operation Arrowhead and its FLIR. :p
Lurchi
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I don't know how to disable the cursor in a dialog...
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First, thx for the great work.I set up some missions with the AC130, but it always uses the 25mm gun. It doesn't matter if the target is a tank or something else. There was no random use of big guns...
Oh you're right... I have no idea at which point I changed the script. The AC130 is using every gun in the video... hm
If you want to fix this by your own:
Go into the ac130_AI_shooting.sqf located in the "AI" folder.
Replace this line:
[LDL_guns_dirh,LDL_guns_dirv,0,_logic]call _shoot;
with this line:
[LDL_guns_dirh,LDL_guns_dirv,_num,_logic]call _shoot;
The same line appears at the bottom again. Don't replace this line. It's for the light targets (so it uses 25mm all the time).
I didn't test it (very busy at the moment :( ) but it should work.
Thanks for figuring this out.
Salah ad Din;1650653']very nice addon. Having great fun with it. But' date=' I don't quite understand why the different guns have different zooms.
[/quote']
Due to balance. The AC130 would be too powerful and it's supposed to be more difficult to shoot. ;)
Hi.First of all thanks for a great script. I have some issues (I'm not good at coding):
1.) Does anyone know how to initialize the script so that NVG are defaulted (and then turn off FLIR)
2.) No troops showing by default
3.) How to make the grey version of NVG.
4.) And finally how to make the spawned (map clicked) AC-130 to be ignored by enemy AI, like if is possible to insert a setCaptive true command somewhere in the script.
1) 2): The folders Attach and Rotate have ac130_*_setup scripts.
You can change some parameter in it.
I'll make it easier to change them in the next version.
3): Search for this line in the setup script:
_typeOfNVG = 0;
4: Strange... usally the AI ignores it and I don't know why ^^
You could place this line:
LDL_ac130_plane setCaptive true;
at the bottom of the ac130_rot_setup.sqf located in the Rotate folder.
Lurchi
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One thing I have noticed is if you have more than 2 people load into the C130 it breaks the script. The option will not return unless you destroy the C130. (not a big deal as I added it to the rewards for doing main missions)Are you sure that nobody had the script activiated? :confused:
2) How do you get the AI AC130 to fire other than 25MM. I can't get it to fire 40MM and 105MM at targets. I even placed tanks and it will not fire above 25MM, any solution?
So far it's just random. For infantry it always uses the 25mm. For vehicles it's random which of the 3 weapons it uses.
I like the GBU12 as the "105MM" , but when you fire it zig zags all over the place, any solution? normal 105MM is weak in game, seen AC130 105MM for real and it really does some damage.the gbu12 is not a shell. So the "velocity" won't work with that. It can't be accelerated...
However I've managed to create my own shells. But the disadvantage is that it's an add on... so if you want the big explosions back, you will have to install the add on :)
Lurchi
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http://www.ofpec.com/COMREF/index.php?action=read&id=210
It has a 40mm but as far as I remember the exoplosion was very small...
feel free to open the ac130_init.sqf and search for the calculateBullet part and replace the shells with one from the list. ("G_30mm_HE", "Sh_120_SABOT" and "Sh_120_HE")... I didn't found the perfekt one...
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I could put the options in a single file? Name it ac130_options or something... would be no problem ;)
At the moment I try to get familiar with making add-ons. :)
The new FLIR system will be implemented as soon as OA is released and I've figured out how it works. ^^
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I take it by this you mean it cannot be disabled in the current version, but possibly for future updates?If so is there a way to at least disable that bit of code for now, until a new version?
It's not difficult to disable it ;) Maybe I'll make a little update with this.
1. Go into the setup scripts:
ac130\Rotate\ac130_rot_setup.sqf
ac130\Attach\ac130_att_setup.sqf
Replace this line:
_enableHud = true; //Show vehicles as a square; default: true
with this line:
_enableHud = false; //Show vehicles as a square; default: true
2. Go into the ac130\ac130_init.sqf
Search for these lines:
if (_dikCode == 64) then { //F6 pressed if (LDL_showTroops) then { LDL_showTroops = false; (_display displayctrl 1002) ctrlSetText "Show Troops off"; (_display displayctrl 1020) ctrlSetTextColor [0,0,0,1]; } else { LDL_showTroops = true; (_display displayctrl 1002) ctrlSetText "Show Troops on"; (_display displayctrl 1020) ctrlSetTextColor [1,0,0,1]; }; };And remove them or comment them out with
/*
comment
*/
This should work...
Sorry for not replying. I meant those buttons around the screen, the ones you got from bf2.....You could take the new picture and replace it with the new one. It's called Display.paa and is located in the Pictures folder.
Lurchi
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Lurch,Wikipedia says that the AC130 carries the L/60 Bofors and "The gun fired a 900 g (2.0 lb) high explosive 40 × 311R (rimmed) shell at 850 m/s (2,800 ft/s). The rate of fire was normally about 120 rounds per minute (2.0 rounds per second), which improved slightly when the barrels were closer to the horizontal as gravity assisted the feeding from the top-mounted magazine. IN PRACTICE firing rates were closer to 80–100 rpm (1.3-1.7 rounds per second), as the rounds were fed into the breech from four round clips which had to be replaced by hand."
"The U.S. version of the gun fired three variants of the British Mk. II high-explosive shell as well as the M81A1 armor-piercing round, which was capable of penetrating some 50 mm of homogeneous armor plate at a range of 500 yards."
Arma 2 doesn't offer enough shells... if I use high explosion for the 40mm there's no bigger explosion for the 105mm left...
Is it possible to disable the HUD (Show Troops On/Off)??
Yes, it is ;) . Maybe spot via lasertarget (that the gunner can see)...
I really hope some one can help Lurch turns these scripts into an pbo addon!Would be nice ^^ That would also solve the shell problem... I don't know but maybe I could make my own shells?
Is there a tutorial or something??
Lurchi
AC-130 Script for ARMA2 (0.3)
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Respawn works for me...when is this happening?