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wickedstigma

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Everything posted by wickedstigma

  1. thanks to both of you. Im going to try it and post back in a few minutes. ---------- Post added at 11:57 AM ---------- Previous post was at 11:36 AM ---------- I tried the following without success... [color="Orange"] // Check if _ffe was getting the true value[/color] _ffe = true; hintc format ["Fire for effect value: %1", _ffe]; [color="Orange"] // Check if _typeofFire = "FFE" then hint[/color] if (_typeofFire == "FFE") then {hint "Fire for effect!}; [color="Red"]// The code doesnt pass this point of the code[/color] _ffe = false; hintc format ["Fire for effect value: %1", _ffe]; if (_ffe) then {hint "Fire for Effect Shot!"}; I tried it with the last code switch, with the double ==, and with the _ffe alone. But it didn't work.
  2. wickedstigma

    Artillery

    real artillery or virtual? or a script that simulates it?
  3. @Sardaukar17 I see. And don't worry if you were getting really good with SQS you will learn SQF fast. Keep up the good work.
  4. Does someone knows the classname of the invisible targets? Ive been trying to make an A10 fire its main gun to the middle of a marker and despite everything I tried nothing worked. So I think by creating an invisible target in the marker I could do that.
  5. Did you tried the one I sent you?
  6. wickedstigma

    Modding interface?

    You mean like making custom interfaces for different things? Like for stats, actions, or something else?
  7. wickedstigma

    Removing The HUD

    I am also interested in this.
  8. wickedstigma

    Optics Scripting (Ah-64)

    I read a book called "Apache - Inside the Cockpit of the World's Most Deadly Fighting Machine" by Ed Macy, who served in Afghanistan in the current war, which mentions a lot of details of the Apache. Here is one paragraph where he talks about the zoom of the TADS on page 3. Here is another paragraph talking more about the TADS on page 32: And that's talking only about the magnification of the TADS. God forbid to even think about how the Longbow can detect and track up to 128 targets at the same time, designating the top 64 threats and pointing out the top 2 threats of all, while aiming at them at the same time, and unfortunately the game fails to give us the chance to have a taste. At least Mando missiles lets us have a bit of joy with his add-on, but still, there is a lot of work to be done to replicate the features of an Apache in the game. As a military simulator BI should make the proper mods on the new expansion or we the coders should help mando to make a big, really big big mod for the Apache.
  9. 2 thumbs and 2 toes up! lol! ---------- Post added at 12:25 PM ---------- Previous post was at 12:20 PM ---------- I've been trying to figure out how to do this without using the SOM, which I dont even know if it can be used with artillery. I was trying to do it on Helmand Valley map to recreate some real live story but I couldn't make OpFor shoot the damn thing. There has to be a way to give target coordinates to the mortar gunner and then make him fire with the doFire command but I'm not really sure how to do it. Ill try to research later. PS. I don't know if I tried with the the doTarget doFire commands. Ill try and post back later. ---------- Post added at 12:47 PM ---------- Previous post was at 12:25 PM ---------- Nope, it didn't work. Any ideas?
  10. wickedstigma

    A runner question

    () How can I get a unit to not stop at a waypoint? I want to simulate somone running away and he wouldnt stop at every corner of the building lol and yes i have tried things and yes his state is set to carless, any ideas? The only way I can think of doing that right now is by creating an invisible Helipad or Marker and make them move to it using the following code [color="Orange"]// If you are moving them to a marker[/color] group move (getMarkerPos "marker"); [color="Orange"]// If you are moving them to a invisible helipad[/color] unit move (getPos helipad_name); () How can I create a trigger to execute something once Unit A AND Unit B is farther than X meters from Unit C? I think this will work but Im not sure if its what you want waitUntil {((_unitA distance _unitC)>50) && ((unitB distance _unitC)>50);}; [color="Orange"] //Whatever code you want here[/color] Im not really sure if this will work but hope it will.
  11. wickedstigma

    Simple Artillery Strike v1.0

    Thanks man. Is this doable with other modules? ---------- Post added at 01:51 AM ---------- Previous post was at 01:18 AM ---------- I wanted to let all of you know that Im almost done with the next version of the script. It will have: Preset Values Patterns [Tight, Scattered, Suppressive, Harass, Spread, Rolling Barrage] Restructured variable designation Area Marker on the fire zone Fire Direction Center (FDC) chatter
  12. wickedstigma

    Airsoft & Paintball and those in between.

    I love airsoft too, theres a decent amount of players here in Puerto Rico. I have a lot of airsoft rifles. 4 M4 carbines , 1 ak47, 1 svd, 1 steyr aug, 1 G36C, 1 G36K, and a lot more including snipers and LMGs. I love everything that has to do with milsim.
  13. wickedstigma

    Need help with proxy bombs

    <span id='postcolor'></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgweapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher: LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class Mk_82_2: HellfireLauncher { displayName= "Mk82 500LBS"; displayNameMagazine= "Mk82"; shortNameMagazine= "Mk82"; ammo= mk_82; model= "\DrF_Intruder\mk_82"; proxyShape= "\DrF_Intruder\mk_82"; magazine= "mk82"; magazines[]= {Mk_82_2}; magazineReloadTime= 0.1; count= 2; initSpeed= 0; canLock= 2; burst= 4; aiRateOfFire= 8.0; aiRateOfFireDistance= 3500; optics= 1; sound[]= {"\sound\weapons\AK74dry",db-50,1.0}; reloadTime= 0.15; autoFire = 1; recoil= empty; }; class MK_81_2: MK_82_2 { displayName= "Mk81 250LBS"; displayNameMagazine= "Mk81"; shortNameMagazine= "Mk81"; model= "\DrF_Intruder\mk_81"; ammo= mk_81; proxyShape= "\DrF_Intruder\mk_81"; magazine= "mk81"; magazines[]= {MK_81_2}; count= 2; }; class MK_83_2: MK_82_2 { displayName= "Mk83 1000LBS"; displayNameMagazine= "Mk83"; shortNameMagazine= "Mk83"; model= "\DrF_Intruder\mk_83"; ammo= mk_83; burst= 2; proxyShape= "\DrF_Intruder\mk_83"; magazine= "mk83"; magazines[]= {Mk_83_2}; count= 2; aiRateOfFire= 16.0; reloadTime= 0.30; }; class MK_84_1: MK_82_2 { displayName= "Mk84 2000LBS"; displayNameMagazine= "Mk84"; shortNameMagazine= "Mk84"; model= "\DrF_Intruder\mk_84"; ammo= mk_84; burst= 1; proxyShape= "\DrF_Intruder\mk_84"; aiRateOfFire= 32.0; magazine= "mk84"; magazines[]= {MK_84_1}; count= 1; reloadTime= 0.45; }; class LaserGuidedBombLauncher: HellfireLauncher {}; class GBU_10E: LaserGuidedBombLauncher { picture= "Hellfire"; ammo= GBU_10E; displayName= "GBU_10E 2000lb LGB"; displayNameMagazine= "GBU_10E LGB"; shortNameMagazine= "GBU_10"; model= "\DrF_Intruder\GBU_10"; proxyShape= "\DrF_Intruder\GBU_10P"; count= 5; reloadTime= 0.5; sound[]= {"\sound\weapons\AK74dry",db-50,1.0}; initSpeed= 0; aiRateOfFire= 13.0; aiRateOfFireDistance= 2500; }; class GBU_12D: GBU_10E { displayName= "GBU_12D 500lb LGB"; displayNameMagazine= "GBU_12D LGB"; shortNameMagazine= "GBU_12"; model= "\DrF_Intruder\GBU_12"; proxyShape= "\DrF_Intruder\GBU_12P"; count= 15; }; class GBU_16B: GBU_10E { displayName= "GBU_16B 1000lb LGB"; displayNameMagazine= "GBU_16B LGB"; shortNameMagazine= "GBU_16"; model= "\DrF_Intruder\GBU_16"; proxyShape= "\DrF_Intruder\GBU_16P"; count= 15; }; }:<span id='postcolor'> Note that the GBU models aren't in the current beta of the A-6E Intruder. This should save you time. DragoFire Where can I get your addon?
  14. wickedstigma

    Simple Artillery Strike v1.0

    By initialized you mean...? On characters Init?
  15. wickedstigma

    Simple Artillery Strike v1.0

    Ok I get it. The thing is I made a thread about IEDs,it was one of my first things to do in Arma 2, and I just wanted to spawn a gbu or something like it was laying down on the place I placed the IED, no one came out with the right answer, and the IED graphics package thats running around in other pages the links are broken. Now with the vectorUp and with the attach code I might be able to finally spawn some sort of missile to simulate the IED, I am currently using a grave as a marker of an IED which works great. ---------- Post added at 11:57 AM ---------- Previous post was at 11:54 AM ---------- Lol, yeah I know, I just used the Mk48 to see if the code is working since I didnt know how to stop in mid air the mortar rounds, and the Mk48 is pretty easy to spot when you spawn it due to its size and slow movement. ---------- Post added at 12:00 PM ---------- Previous post was at 11:57 AM ---------- This is the code I used for putting the missile/mortar/anything down: _artilleryStrike setvectorup [0,9,0.1];
  16. wickedstigma

    Simple Artillery Strike v1.0

    Finally, I never saw the error, every time I tried I copy/paste the cod, but now it worked perfectly @ any distance, I tried with the Mk82 since I don't know how to freeze the damn thing in mid air. I will be glad if you post the code to do that. Thanks again for your coop. ---------- Post added at 11:46 PM ---------- Previous post was at 10:47 PM ---------- @Fuzzy Bandit i also replaced the old for loop and the old way I spawned the mortars for the one that let me use the radius of placement as the _spread. Next task is to change the how the code manages the arguments with the Swtch Case structure you gave me. This thing is getting better with all of these.
  17. wickedstigma

    Simple Artillery Strike v1.0

    Hi! I keep trying to use the setVectorUp and it still seems to work @ low altitude, but when I spawn again at lets say 100 meters they keep coming down on an angle. I had to play with the values to make it appear perfectly straight. Ill try it again and will post back.
  18. wickedstigma

    Simple Artillery Strike v1.0

    I see, Ill try it later, I have to go out now will be back in a couple of hours to try the code.
  19. wickedstigma

    Simple Artillery Strike v1.0

    Ok, first of all thanks for helping. Now the codes worked, but the setVectorUp worked only at low level, like 10 meters above the ground, when I spawn it 100 for example it comes down on an angle instead of the being completely vertical. ---------- Post added at 05:56 PM ---------- Previous post was at 05:48 PM ---------- I see. but the -10 meters are just there to make negative values for the random numbers from 1 to 10 of the spread radius. this could be replaced with the other code I wanted to implement since the placement radius will take care of the negative and positive values. About the loop, I didn't know you could use a For loop like that here, I'm just taking the structure of the loops from a sqf guide I found on the net.
  20. wickedstigma

    Simple Artillery Strike v1.0

    My bad, I use createVehicle, and it crashed first becuase I was using the "FLY" argument, now Im using the "CAN_COLLIDE" argument and its not crashing, even though everything works but the artillery doesn't spawn. I used this code: _artilleryStrike = createVehicle ["_ammo", [(getMarkerPos "artilleryTarget") select 0, (getMarkerPos "artilleryTarget") select 1, _height], [], _spread, "CAN_COLLIDE"]; I even took the quotes on _ammo to see if it worked and it didn't.
  21. wickedstigma

    Simple Artillery Strike v1.0

    Ok, Ill try it and post back in a few minutes. Thanks. ---------- Post added at 02:41 PM ---------- Previous post was at 02:00 PM ---------- Yes! It worked as you said, the problem where the extra quotes. Thanks for your help. I was trying also to work something out with the spawning of the artillery shells, but I couldn't find anything. 1) You know when you spawn the shell it comes down flat, not down like its supposed to be if they where fired from a mortar or whatever. 2) I was trying to make the code shorter by elminiating the following red parts in the code: _artilleryStrike = _ammo createVehicle [(getMarkerPos _bombsite1 select 0) [color="Red"]+ (_y - 10)[/color],( getMarkerPos _bombsite1 select 1) [color="Red"]+ (_y - 10)[/color], _height]; and change it to something like this: bomb = someGroup createUnit ["_ammo", [0,0,1], [],[color="Red"] [b]_spread[/b][/color], "CAN_COLLIDE"]; [color="Red"][b]Red[/b][/color] = [i]Placement Radius of the object[/i] But it crashes when I do it.
  22. Hi everyone. Ive been working all day in this script and I managed to make it work some how. But I have a few problems: 1) I cant control when the Sniper and Spotter Joins you 2) The chopper doesnt come down to unload the snipers, (even though I tried the transport unload), because they are already in my group, unless I tell them to Disembark. 3) When I take out the piece of code that makes them part of my team the script works beautifully, but again I cant make them join my group after they disembark so they keep running towards the next waypoint of the transport. 4)When they are on my team I cant make them stop from the script so they try to come running towards me after disembarking. I will be glad for all the help. Here is the code: Remember to create 2 markers on the map, one called Sniper_Spawn and the other called Sniper_Infil Radio Activated Trigger: hint "Left click on map to set Sniper Team LZ coordinates"; onMapSingleClick """Sniper_Infil"" setMarkerPos _pos;[]exec ""Sniper_Support.sqs""; onMapSingleClick """";"; Sniper_Support.sqs: [With this code it worked once, but then it started disembarking the snipers first and then heading to the real LZ. Btw, HueySecure is to force the chopper down to unload.] //------------------------------------- //Sniper Team Support By: wickedStigma //------------------------------------- //v1.0 beta //------------------------------------- //Creates Group SniperTeam1 SniperTeam1 = CreateGroup West; //Creates Group SNIPERTEAMTRANSPORT and spawns UH1Y helicopter on the marker Sniper_Spawn SNIPERTEAMTRANSPORT = createVehicle ["UH1Y", [(getMarkerPos "Sniper_Spawn") select 0,(getMarkerPos "Sniper_Spawn") select 1,100], [], 0, "FLY"]; //Creates Helicopter Crew TRANSPORTPILOT = SNIPERTEAMTRANSPORT createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; TRANSPORTPILOT moveInDriver SNIPERTEAMTRANSPORT; TRANSPORTGUNNER = SNIPERTEAMTRANSPORT createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"]; TRANSPORTGUNNER moveInGunner SNIPERTEAMTRANSPORT; //Creates Helicopter crew HueyPilot = SniperTeam1 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; HueyPilot moveInDriver SNIPERTEAMTRANSPORT; HueyGunner = SniperTeam1 createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"]; HueyGunner moveInGunner SNIPERTEAMTRANSPORT; HueySecure = SniperTeam1 createUnit ["USMC_Soldier_AR", [0,0,1], [], 0, "CAN_COLLIDE"]; HueySecure moveInCargo SNIPERTEAMTRANSPORT; //Creates Sniper Team [sniper and Spotter] and moves them in Huey Cargo Sniper1 = SniperTeam1 createUnit ["USMC_SoldierS_Sniper", [0,0,1], [], 0, "CAN_COLLIDE"]; Sniper1 moveInCargo SNIPERTEAMTRANSPORT; Spotter1 = SniperTeam1 createUnit ["USMC_SoldierS_Spotter", [0,0,1], [], 0, "CAN_COLLIDE"]; Spotter1 moveInCargo SNIPERTEAMTRANSPORT; //Sniper Team Joins Player [sniper1,Spotter1] join Player; //Creates Waypoints to unload the snipers in the designated area wp1 = SniperTeam1 addWaypoint [(getMarkerPos "Sniper_Infil"), 0]; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointType "UNLOAD"; doGetOut Sniper1; doGetOut Spotter1; deleteVehicle HueySecure; wp2 = SniperTeam1 addWaypoint [(getMarkerPos "Sniper_Spawn"), 0]; wp2 setWaypointType "MOVE" //Let you know the code was complete hint "We are in position, standing by for orders.";
  23. Ok, let me change that and Ill post back in a minute to see if it works. And btw, thanks for helping me in both scripts, I already posted the new version of the artillery strike and added special thanks to you. ---------- Post added at 02:32 PM ---------- Previous post was at 02:27 PM ---------- IT WORKS!!!!!!!!!!!! ITS ALIIIIIIVE!!!!!!!!! Fianlly man, so that was the problem. I'm going to add a couple of more features and then will post the final version. Thanks a lot ST_Dux. Lets see if I can get through alone with the other features. Thanks again man.
  24. wickedstigma

    Simple Artillery Strike v1.0

    Here it is, it doesnt work when I put it like this: hint "Left click on map to send coordinates"; onMapSingleClick """artilleryTarget"" setMarkerPos _pos; ["ARTY_Sh_122_HE","atilleryTarget",5,500,10,50]execVM ""artillery.sqf""; onMapSingleClick """";";
  25. OOOOOOOOOOOOOOOOOOH! now I understand! Thanks man. ---------- Post added at 01:25 PM ---------- Previous post was at 01:07 PM ---------- Ok, first, I am running the script through: hint "Left click on map to set Sniper Team LZ coordinates"; onMapSingleClick """snprInfil"" setMarkerPos _pos;[]exec ""Sniper_Support2.sqf""; onMapSingleClick """";"; Second, and most important, I think I found why they join me from start. I think its because I'm spawning the sniper and the spotter out of the chopper and the I move them as cargo to the chopper. Now that I know that, I tried to place a sleep command before the last waitUntil and it didn't work. I was planning to make a counter of at least two seconds to then activate the waitUntil but I'm not really sure that this will work. //Sniper Team Support By: wickedStigma //------------------------------------ // Creates group [WORKING] snprSupport = CreateGroup West; //Creates Helicopter [WORKING] transportHelicopter = createVehicle ["UH1Y", [(getMarkerPos "supportSpawn") select 0, (getMarkerPos "supportSpawn") select 1, 50], [], 0, "FLY"]; //Creates Helicopter Crew members [WORKING] transportPilot = snprSupport createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; transportPilot moveInDriver transportHelicopter; transportGunner = snprSupport createUnit ["USMC_Soldier_Crew", [0,0,1], [], 0, "CAN_COLLIDE"]; transportGunner moveInGunner transportHelicopter; //Creates Sniper and Spotter [WORKING] [b][color="Red"]teamSniper = snprSupport createUnit ["USMC_SoldierS_SniperH", [0,0,1], [], 0, "CAN_COLLIDE"]; teamSniper moveInCargo transportHelicopter; teamSpotter = snprSupport createUnit ["USMC_SoldierS_Spotter", [0,0,1], [], 0, "CAN_COLLIDE"]; teamSpotter moveInCargo transportHelicopter;[/color][/b] [color="Orange"][i]// They sapwn outside the chopper[/i][/color] //Gives move action to Helicopter [WORKING] transportHelicopter move (getMarkerPos "snprInfil"); //Wait until Helicopter is over Infil to land [WORKING] waitUntil {unitReady transportHelicopter}; transportHelicopter land "LAND"; //Wait until helicopter is near the ground and tell the sniper and the spotter to unload [WORKING] waitUntil {(position transportHelicopter select 2) < 5}; unassignVehicle teamSniper; unassignVehicle teamSpotter; //Wait until sniper team is off the helicopter and make the helicopter return back to base waitUntil {{vehicle _x == _x} count [teamSniper,teamSpotter] == 2}; [teamSniper,teamSpotter] join player; transportHelicopter move (getMarkerPos "supportSpawn")
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