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LurchiDerLurch

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Posts posted by LurchiDerLurch


  1. We've been testing this mod extensively (= a lot of incoming for the enemy) and so far the only issues we found are:

    1) Once one player activates the camera, he becomes the only player that can ever access it again;

    2) A2TS3 mod does not work while in camera view;

    3) Camera operator cannot open the map;

    Great job! We're loving this, I would really like a mod version of this script, is it doable?

    1) When does this exactly happen?

    2) Never heard of this mod... maybe the mod doesn't work if a dialog is open...

    3) That's because it's a dialog... I'll make one in the future.


  2. You've done everything correct ;) But I think there could be the reason why it's not working:

    init.sqf

    if !(isServer) exitWith {hint "NOT Server"};
    _as = [] execVM "Sys\Serv_bot.sqf";
    _as = [] execVM "Sys\Lin_Kontakt.sqf";
    sleep 3;
    _an = [] execVM "Start.sqf";
    sleep 1;
    _as = [] execVM "Sys\Resp_Veh.sqf";
    sleep 1;
    _as = [] execVM "Garnizon\Random.sqf";
    
    //init.sqf for Lurchi's AC-130 Script
    
    //Call LDL_init for Lurchi's AC-130 Script
    LDL_init = compile preprocessFileLineNumbers "ac130\LDL_init.sqf";
    []spawn LDL_init;
    waitUntil {!isNil "LDL_initDone"};
    waitUntil {LDL_initDone};

    The first line

    if !(isServer) exitWith {hint "NOT Server"};

    Means: If you're not the server, go out. That means your friend (who is not the server because that's the host.) won't execute the rest of this script. And there's the init for the AC-130.

    Try to put the AC130 init in the first line of the init or somewhere above this code. ;)


  3. Hello, i have a question. I made a map with script and when i tested this map, this script worked, but when i give this map to my friend, he was host of our game, but i dind't can use script in AC-130, but my friend can do it. How can we work together?

    I found this addon http://pvpscene.arma-creations.com/files/temp/LDL_AC130.7z but he didn't work

    Sorry my English is not good.=(

    Actually this add on is from kju and he made v.0.2 MP compatible. And I don't know if it's supposed to be used...

    The example mission is working in multiplayer. Just open the server and your friend can join.

    The only way you can work togheter is when you fly the AC130 and your friend is co-pilot and activates the camera view.

    Lurchi


  4. Also, did you increase the rate-of-fire on 1 or more of the weapons? Seems like it doesn't take so long to load, now.

    v.0.2:

    25mm: 0.075 sec

    40mm: 0.5 sec

    105mm: 3,5 sec

    v.0.3:

    25mm: 0.08 sec

    40mm: 0.5 sec

    105mm: 3,5 sec

    I think the most important sounds when operating the guns are the loaders letting you know when the rounds have been loaded and you're ready to fire, again. Lots of the chatter doesn't always fit the context.

    The crew sounds are just for the ambiente... and there is a reload sound for the 105mm.

    If I use the method to place a player in the copilot seat of the C130 in camera view, when the C130 reaches the wp is there an easy way to transition into the full AC-130 script such as in your wp example, since I've noticed that the copilot method can't control where the C130 goes by right clicking. Would I need to use the stop script method to stop the copilot script, before the full AC-130 scripts start to allow for the control of where the C-130 rotates.

    If you use the "ac130_att_setup" the camera will be attached to the plane and nothing more. There must be a pilot controlling the plane or a AI unit with waypoints. That's more or less for multiplayer.

    If you want the plane to rotate you will have to stop the attach script and start the rotate script.

    How do I use the old buttons on this?

    What do you mean with old buttons? Q,E,C,X... instead of F1, F2, F3... ?


  5. In your waypoint example I get moved into the camera view when it reaches the wp, but when I duplicated the same waypoint, plane, and player in another test all I get is a rotating plane, nothing more. No camera view or anything, just me watching from the ground???

    the plane is rotating but you're not in camera view? this is quite strange... :confused:


  6. @thegunnysgt: One player can only run one AC130 script. And one C130 can only "be part" of one script.

    Here's an example: http://www.file-upload.net/download-2550254/AC130_v0.3_example01_WP_rotate.zip.html

    I don't know how to tell the AI that they should fly exactly to the position where the WP is... the plane starts its turn where he is at that moment when he finishes the WP...

    You can change the amount of rounds in the setup scripts:

    - \ac130\Rotate\ac130_rot_setup.sqf

    - \ac130\Attach\ac130_att_setup.sqf

    or you change it via scripting:

    - plane setVariable ["LDL_Ammo25", 1000, true];

    - plane setVariable ["LDL_Ammo40", 100, true];

    - plane setVariable ["LDL_Ammo105", 50, true];

    @Muzza: I know... must have something to do with ARMA2... :/


  7. This script simulates an AC-130 in ARMA2.

    Current version: 0.8

    README

    Download page v.0.8:

    news_donwload_oa_4.png

    Link

    Older versions:

    v.0.7:

    - Link

    v.0.6:

    - Link

    v.0.5:

    - Link

    v.0.4:

    - Link

    Screenshots:

    arma2oa2011-10-1411-373kzl.png arma2oa2011-10-1410-165d6l.png arma2oa2011-10-1410-169cas.png arma2oa2011-10-1410-03af9x.png arma2oa2011-10-1410-006e1x.png arma2oa2011-10-1409-583fbm.png

    Older Screenshots:

    Videos:

    v.0.7:

    LaDidjogbUs

    UAV with Mando Missiles v.0.6:

    887wuHfgCFg

    v.0.5:

    2IFrZ_S_cnU

    v.0.4:

    WMY5Y45U5YI

    v.0.3:

    KYrSadaG3Cs

    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

    Changelog v0.7:

    • Scripts now terminate correctly
    • Fixed: Minor bugfixes, HUD indicators showed wrong values in attached mode
    • Added: More options, LDL_actionsInGame, UAV Mapclicks, Rearm-Logic and function
    • New Sounds for 25mm and 40mm, empty sound

    Changelog v0.6:

    Added:

    • OA Standalone & Combined Operations support (ARMA2 standalone is no longer supported)
    • Improved weapon system for the UAV
    • New HUD
    • MMA Missiles for the UAV (only if MMA is correctly initialized)

    Fixed:

    • Type of plane (and pilot) depends on the players faction now
    • There is now a maximum / minimum height and radius
    • Some code optimization
    • Time is now shown formated: f.e: 00:02:00
    • Fixing the camera on a target/position in exterior view now possible
    • Plane stops changing height/radius immediately when released an arrow key

    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

    Changelog v.0.4:

    • Added Ooperation Arrowhead FLIR
    • Added Addon version
    • Easy configuration for AC-130
    • AI uses all guns now
    • You can set a time how long the AC-130 is in the air
    • Enable/disable Hud, Monitor, Vehicle squares, Infantry signals, Third person view...
    • Added new shells (Addon only)

    Changelog v.0.3:

    • Multiplayer support
    • New HUD
    • New particles
    • Improved zoom (every weapon has its maximum zoom)
    • AI controlled AC-130
    • C-130J has gear up
    • Shells are less accurate, more slowly and fly correct now
    • Only one player can use the AC-130 at a time
    • You can see when your weapon is reloading or empty
    • If you activate the NVG FLIR will be turned off
    • Simpler to set up the script

    Changelog v.0.2:

    • Camera now flawless (even with ACE2. However if problems occur, please report)
    • Starting the script from an existing C-130J as a pilot or copilot
    • AC-130 is now able to fly to a new position (right-mouse)
    • New sounds
    • New crosshairs
    • New controls

    Have fun,

    Lurchi


  8. If there's somebody who wants to make a model... but I have no experience with models, add ons and so on...

    And then I would always release two versions. One only scripts and another pbo with model and so on.

    Is it possible that I open my own thread here or will this end up in confusion? Then I could post the recent version on the first page... :/


  9. If you take the old picture and replace it with the new one...

    But the red informations on the left will stay the same.

    Maybe I'll make another one if the majority of the community don't like it. But the old one was simply taken from battlefield2 and I'd prefer having my own stuff...

    @Uziyahu--IDF: Yes they explode and make a strage noise... I could use other shells but they would make no sound... :/ It's hard to find compatible shells...


  10. This would be no problem. The mission creater will be able to start the script whenever he wants and with every plane.

    f.e:

    1. The mission starts somewhere.

    2. At a certain point a C130 is apperaing in the sky and the player will be switched into the camera mode. The C130 still follows its waypoints.

    3. After a few minutes or at a certain position the C130 switches to rotating mode and then rotates around the center.

    Lurchi


  11. What about offering a way to have the C130 follow waypoints, then when it reaches it's last waypoint, or it can be any waypoint, trigger or event in the mission, the mission designer just simply needs to put into the init line of that waypoint similar to the above code you provided me. That way the C130 will follow waypoints, and then do it's thing with the pylon turn.

    In the next release (soon ;) ) you will be able to start the script in different ways:

    1. pylon turn with an existing plane (pass radius and height)

    2. pylon turn without an existing plane (pass position, radius, height)

    3. Camera view of an existing plane (the plane will not rotate around a center)

    So the mission maker can easily start the scripts at will and later stop them. :)

    Could there be an option to just have a player in the AC130 camera, but not have the C130 start it's pylon turn until it gets to whatever waypoint as described above.

    If you're the co-pilot of a C130 you can switch to camera mode and another person can fly the C130. That's what you mean?

    Lurchi


  12. Maybe I should completly remove the ability to set waypoints via script? (only if it's used as co-pilot!)

    Because in MP the pilot will be a human and in SP you can order the AI without the script or just use the other script (the AC130 flying around a center).

    This would solve the problem and you can give the C130 waypoints... what do you mean? :)


  13. I meant is there a way to have a player already in the camera view, when the mission starts, so if I would like a mission to start with a player already controlling the AC130 in camera view whether the player is on the ground, or in a C130, it doesn't matter as long as it starts him in the camera view when the mission loads or whenever we choose without the use of waiting on them to select the menu action.

    [0,_pos]spawn ac130_start;

    _pos is an array of a position f.e. "getPos player"

    Write this in the init.sqf

    but be careful, the rest of the init has to be untouched... I hope this works ^^ I haven't checked it for myself... the same code is used in the ac130_action_map.sqf but there he's using the position of the mapclick.

    Sorry about the confusion, I'll try to explain it a bit better. Whenever I place a C130 in a mission piloted by an AI and place me in it as copilot, it doesn't matter if I am group leader or the AI is the AI always starts and flys the pylon turn wherever I have the C130 at on the map.

    If I create waypoints in the editor either it is for the AI or myself depending on whom is group leader the AI still fly the pylon turn and doesn't follow the waypoints. Now if I am group leader, and I have waypoints created in the editor, I can get the AI to follow waypoints, but I have to issue them in-game, then the AI will follow them.

    Ah kay... the problem is that the pilot gets a waypoint in the script... but this isn't really working :( very strange thing with the waypoints...

    I hope this was hepful :)

    Lurchi


  14. Is there any way to make the C130s fly their waypoints in the map until the AC130 is used, either it be using laptop, driver, copilot?

    You mean that the C130 flies without the script and then when you turn on the script the C130 flies around the circle?

    This is rather the code which is used when you start the AC130 as a pilot...

    Have a look in the ac130_start.sqf

    I plan on making the script more mission-maker-friendly in the future. So that you can easily start and stop it during a mission.

    Also, could we get an option to already have a player in the AC130 camera view instead of using the action menu items mentioned above.

    What do you mean with that? That you can switch to the gunner view without being in the plane and using the action menu?

    Lurchi

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