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Everything posted by seth0351
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Hey guys I need help on this Supressive fire script, I got it from . So as it stands there, it works fine and I use it for a few gun emplacements. The problem is the guns shoot too low when aiming up a hill. I want to replace markers and use objects instead so I can change their height and get the desired effect. I've been using the grass cutter larger object in game as invisible targets and they work as targets with [this dotarget T1] in the int of the static mg. So here is the code that works with the markers: // Random Fire anything with a name. By Big_Wilk (Chris2). A how to video can be found here: http://www.youtube.com/watch?v=4kDPo0J2Q_8&feature=youtu.be //nul = [Gun1,"t1","t2","t3","t4","t5","t6",60] execVM "randomfire.sqf"; private ["_gunname","_marker1","_marker2","_marker3","_marker4","_marker5","_marker6","_targetname","_changetarget","_fortime","_sleeptime","_gunnername"]; if (!isServer) exitWith {}; _gunname = _this select 0; _gunnername = gunner _gunname; _marker1 = _this select 1; _marker2 = _this select 2; _marker3 = _this select 3; _marker4 = _this select 4; _marker5 = _this select 5; _marker6 = _this select 6; _fortime = 0; _fortime = _this select 7; while {_fortime > 0} do { if (!alive _gunnername) exitwith {}; _changetarget = floor(random 15); switch (_changetarget) do { _sleeptime = ceil(random 5); sleep _sleeptime; _fortime = _fortime - 1; case 0: {_gunname doWatch (getmarkerpos _marker1); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 1: {_gunname doWatch (getmarkerpos _marker2); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 2: {_gunname doWatch (getmarkerpos _marker3); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 3: {_gunname doWatch (getmarkerpos _marker4); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 4: {_gunname doWatch (getmarkerpos _marker5); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 5: {_gunname doWatch (getmarkerpos _marker6); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; }; }; and here is the code that I want to work with objects: // Random Fire anything with a name. By Big_Wilk (Chris2). A how to video can be found here: http://www.youtube.com/watch?v=4kDPo0J2Q_8&feature=youtu.be //nul = [Gun1,"t1","t2","t3","t4","t5","t6",60] execVM "randomfire.sqf"; private ["_gunname","_marker1","_marker2","_marker3","_marker4","_marker5","_marker6","_targetname","_changetarget","_fortime","_sleeptime","_gunnername"]; if (!isServer) exitWith {}; _gunname = _this select 0; _gunnername = gunner _gunname; _marker1 = _this select 1; _marker2 = _this select 2; _marker3 = _this select 3; _marker4 = _this select 4; _marker5 = _this select 5; _marker6 = _this select 6; _fortime = 0; _fortime = _this select 7; while {_fortime > 0} do { if (!alive _gunnername) exitwith {}; _changetarget = floor(random 15); switch (_changetarget) do { _sleeptime = ceil(random 5); sleep _sleeptime; _fortime = _fortime - 1; case 0: {_gunname dowatch [_marker1];_gunname dotarget (_marker1); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 1: {_gunname dowatch [_marker2];_gunname dotarget (_marker2); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 2: {_gunname dowatch [_marker3];_gunname dotarget (_marker3); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 3: {_gunname dowatch [_marker4];_gunname dotarget (_marker4); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 4: {_gunname dowatch [_marker5];_gunname dotarget (_marker5); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; case 5: {_gunname dowatch [_marker6];_gunname dotarget (_marker6); _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; }; }; If you guys could figure out where I'm messing up that would be awsome
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Object addaction -> sever executed script
seth0351 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So the idea here is to walk up to a door, place a breaching charge and have a SLAM mine spawn in and detonate in 5 seconds. The door is a simple object to prevent it from having an action (to mimic it being locked) so I used an invisible wall in front of the door as the object with the addaction. The problem is with the dedicated server, if I run the command via console on the server it executes fine but the addactions don't work. I've tried remoteexect as well to no avail. Is there another way to call a script from a client on the server? Script: // [[gate_8,wall_8],"breach.sqf"] remoteExec ["execVM",0]; // nul = [gate_6,wall_6] execVM "breach.sqf"; _gate = _this select 0; _wall = _this select 1; if(_gate == gate_7) then { mine = createVehicle ["ACE_SLAMDirectionalMine_Timer_Ammo", [(getpos _gate select 0)-.4,(getpos _gate select 1),(getpos _gate select 2)-2.4], [], 0, "NONE"]; sleep 5; mine setdamage 1; deletevehicle _wall; _gate animate ["Door_1_rot", 1]; } else { if(_gate == gate_8 || _gate == gate_1) then { mine = createVehicle ["ACE_SLAMDirectionalMine_Timer_Ammo", [(getpos _gate select 0)+.4,(getpos _gate select 1)-.3,(getpos _gate select 2)-.9], [], 0, "NONE"]; sleep 5; mine setdamage 1; _gate animate ["Door_1_rot", 1]; deletevehicle _wall; } else { mine = createVehicle ["ACE_SLAMDirectionalMine_Timer_Ammo", [(getpos _gate select 0)-.4,(getpos _gate select 1)+.3,(getpos _gate select 2)-.9], [], 0, "NONE"]; mine setdir 180; sleep 5; mine setdamage 1; deletevehicle _wall; _gate animate ["Door_1_rot", 1]; }; }; -
Hey Guys, I've got a script I need to be executed globally but I'm not sure how to do it correctly with remoteexec. this is how I would call it with locally: nul = [ATV, Truck] execVM "unload.sqf"; I would also like it to pertain to JIPs Thanks
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Hey guys I'm pretty crappy at scripting but I'm trying to make a script using Killzone Kids setfuel 0 script but its not working. What I'd like to have happen is if prisoner is in heli, heli fuel = 0 and tailrotor damage = 1. I have a script that works in single player, but it does not work on the dedicated server, presumably because it is not being executed on the machine that the aircraft is local to. Anyway here is the script I was originally working with: // nul = [Heliname] execVM "crash.sqf"; _heli = _this select 0; _heli setfuel 0; _heli setHitPointDamage ["HitVRotor", 1]; _heli allowdamage false; _mine = createVehicle ["SLAMDirectionalMine_Wire_Ammo", [0,0,0], [], 0, "NONE"]; _mine attachto [_heli, [-.3,-4.3,-.5]]; _mine setdir 90; detach _mine; _mine setdamage 1; *players will be flying the helicopter Thanks
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Dedicated Setfuel 0 Help
seth0351 replied to seth0351's topic in ARMA 3 - MISSION EDITING & SCRIPTING
turns out I'm still crappy at scripting, is this the correct format? Its in the act of a trigger: "crash.sqf" remoteExec ["execVM", Heli]; -
Dedicated Setfuel 0 Help
seth0351 replied to seth0351's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is what I needed thank you -
Dedicated Setfuel 0 Help
seth0351 replied to seth0351's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this the same as defining the function in the unit and the calling the function? That's currently how I'm testing now but with no joy -
The only work around I've found for EDEN is making a 2d editor mission with just the AI that you want on the HC and leaving everything else on local
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ACE3 - A collaborative merger between AGM, CSE, and ACE
seth0351 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
- I would rather the ACE team spends time on more game play features than something that will be used once every couple hours like food. - Hacking can be simulated with scripts, not something that should be included in ACE - For the amount of gameplay time spent underwater I don't think O2 would be and issue for divers using re-breathers. Pilots don't need O2, and they have more available O2 available than fuel, in regards to time. - Cell Phones would be cool, but I think something like that would be better with ACRE or something. - I can easily see gasmasks and gas types being introduced by ACE - AGM did have a temp check, but I think it was more for the weapon, might be a good feature - AGM also had climb, I would expect it to make it into ACE - I would be object interaction like push/tow will make it in. RF3 Logistics does it pretty well. - AGM had an ability to deploy sandbags and wire but it was rough, RF3 did it much better, I bet it will be in ACE - Civi interrogation sounds cool - Throwing mags would be awesome too, would hate to lose it in the environment too though. -
Awesome thanks
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Currently trying to get static MG to suppress at 800m+. I've been using a trigger to reveal all playable units (players), the gunner will aim, then I force it to shoot every few seconds using a script. trigger: {g1 reveal _x} forEach playableUnits; script: if (!isServer) exitWith {}; _gunname = _this select 0; _gunnername = gunner _gunname; _fortime = 100; while {_fortime > 0} do { if (!alive _gunnername) exitwith {}; _sleeptime = ceil(random 5); sleep _sleeptime; _fortime = _fortime - 1; _gunname action ["useWeapon",_gunname,gunner _gunname,1]; }; My issue is sometimes the gun tries to engage targets 2-3k out instead of the closer targets. Is there a way I can limit the reveal to a radius around the gun?
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[Functions] UnitCapture/UnitPlay for Infantry Units in ArmA 3
seth0351 replied to TedHo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This works awesome for the most part, thanks for your effort. There is a slight issue I have been having, I dont know if its on my part or not, but the AI wont aim up when the script is running, they always are looking to the horizon. Is this on my side or script side? -
Yup that was it! Thanks so much!
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Via trigger int: nul = [Gun6,"t1_5","t2_5","t3_5","t4_5","t5_5","t6_5",1200] execVM "randomfire.sqf";
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Thats what mine to as well. Have you tried messing with the graphics settings? Edit: Depth of Field does this, set to 0 and enjoy
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If you pull too hard on the collective you will over torque which will cause damage to the helicopter and cause it to shake
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Everything is working pretty awesome so far, the only thing I would do is increase the amount of lean out of the cockpit. Im using track IR so its pretty easy for me, more so than using the sling loading assistant.
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The camera shake effects are in, I've noticed them after lots of over torque. Maybe not all camera shakes, but they are in. And G-effects really dont apply to helicopters as we tend to keep the G forces around 1 as much as possible. Jets, well I dunno about the G effects there. As far as the instrument panel goes for the helicopters, I dunno what to tell you. Thats how most helicopters are designed, if you practice and become familiar it becomes much easier. But I don't think its going to change, or should change. Its from the pilots POV and thats what the pilot sees when they fly.
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Alright all you mil guys make me jealous. All I've got is 145HP recip in a 1200lb bird. All your fancy electronics and what not. Anyway, the birds in arma 3 should all have some type of FADEC or govenor right? All up unitll the engine is tapped out (pull to much collective) or you auto. I know the RR M250 in the MD540F has FADEC, so the RPM should always be right where it should until there is an engine failure or you over pull. Right? I'm gonna go try to get the ghost hawk to take off while eng are orange
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I haven't heard of requiring right pedal to compensate for a tail fin, I know right pedal is needed during the entry of an auto, but shouldn't the tail fin keep the helicopter relatively straight in the direction of movement? I don't know if its just a characteristic of the UH-60 or what. What my biggest complaint would be is say your engines are red, you enter and auto and when you go to cushion (up collective) there is simulated torque which then flips right and you roll *boom*. And of course your tail rotor isn't very effective at this point because its probably gone. With the RPM decay/gain I was talking more about in flight, especially during autos. What I would like to see is a flare generate rotor RPM for cushioning the landing, I know there is something like that now, but not enough in my opinion. And now that I think about the bigger helicopters should have heavy inertia rotor systems right? The RPM may fluctuate a bit much during low power settings. And last, could the UH-60 do a rolling takeoff? Thats what I was attempting, and failing at. Mostly because *boom*
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So after a few flights here is my feedback for the new flight models - There should be no yaw when the collective is full down, at that point the helicopter is in an auto-rotative state and not producing torque, thus no tail rotor input is needed. - The helicopters with skid type gear should also do faster running landing/takeoffs, skids should also keep the helicopter moving in the direction of momentum as long as the skids are parallel with it - The rotor RPM shouldn't decrease unless you're pulling too much pitch or nosing over in an auto rotation. Currently, a flare or a nose up maneuver will lower the RPM when it should spike it. - I think Effective translational lift and ground effect should have much more of an effect than it does now. - Main rotor Torque may be a bit much in the ghost hawk, you dont need full left pedal to compensate the MR with a tail rotor that big. Also, the Ghost hawk is unable to take off with orange ENG I'm also a helicopter pilot so I maybe asking a bit much but whatever; the MD-540F is what the M/AH-9 are based off of and that thing is light and is powered by a 700shp engine, the helicopter has bawls even when its loaded with troops or munitions. All of the helicopters feel a bit anemic actually. The MD-500/OH-6 series is know for survivability, it would be nice if could be a bit more resistant to ground contact, or at least able to get a few orange components instead of red. Thoughts?
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So i did a search and found no IFR related subjects so... is there going to be any IFR situations in TOH? I know most of the people who will buy this game will have zero knowledge of how to fly in IFR but... flying helicopters does include more than just VFR. And if there are going to be IFR situations will the airports come with approach plates for whatever approach is available?
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Some points from a pilot.
seth0351 replied to Chris CDN's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
Another thing that would be nice is using the throttle position as indication of how much power. The way it works for me now is above midpoint = increasing power, below = decreasing power. FSX does this nicely with the helis -
Seems like there are a lot of pilots from the Seattle area, who all here flies around the area? (I do as well)
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New Video: Real life flying Part 2
seth0351 replied to nightsta1ker's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
Where do you fly at? Im flying up at Harvey field sometimes with snohomish flying service :)
