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shrike88

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Everything posted by shrike88

  1. Crickets.... Sad though this thread was more active.
  2. Thanks, yea I was only trying to set up the Main Deck gun on the FFAA BAM ship for use as an artillery asset also. I had all of the configs and ammo set up correctly, however I think the issue is that The Turrets on the FFAA BAM ship are set up as remote UAV Turrets, and there might be a conflict in the core files between using an artillery computer coinciding with a UAV controlled (remotely controlled) turret. Will keep experimenting with this Thanks for the reply Shrike
  3. Still looking for guidance on the Artillery computers integration..... Anyone ? Shrike
  4. Just curious if this was ever figured out, Two years old however was looking toward doing the same thing with weapons on a Ship. Shrike
  5. Greetings, Love the BAM. However on a dedicated server having issues with the functionality of the helipad safety fences working. Single player and editor works correctly, however on the multilayer dedicated server there is no action menu appearing for the fence to be animated. Might have to possibly force it on somehow with script or init command in the mission file ? ------- Also have been speaking with one of the team members. I was looking into possibly adding artillery functionality for the main Deck gun. I have added the required coding for the class ammo, and the vehicle itself . artilleryscanner = 1; to the ammo artilleryLock =1; ballisticsComputer = 16; I have the artillery computer displayed when in the turret however no information nor able to click on the map. When not in the remote firing UAV computer in the the weapon sight, the artillery computer autocloses quickly. Any thoughts or suggestions ? Would there be a conflict as its using a remote UAV terminal setup for the weapons ? that conflicting with the Artillery computer ? Thanks Shrike
  6. To add to this, Thanks John S. for filling me in on the location. The Location of the files and UI setup is UI_f_data/A3/ui_f/igui/RSCingameui/RSCoptics/ attitude.paa attitudestatic.paa Im guessing its all run through turret optics settings in game and turned on or off based on AFM variable. Or I could just force them in the Class pilotcamera ? class RscOptics_CAS_Pilot: RscUnitInfoAirPlane { idd = 300; controls[] = {"CA_BackgroundVehicle","CA_BackgroundVehicleTitle","CA_BackgroundVehicleTitleDark","CA_BackgroundFuel","CA_Vehicle","CA_VehicleRole","CA_HitZones","CA_VehicleTogglesBackground","CA_VehicleToggles","CA_SpeedBackground","CA_SpeedUnits","CA_Speed","CA_ValueFuel","CA_AltBackground","CA_AltUnits","CA_Alt","WeaponInfoControlsGroupRight","CA_Throttle","DriverOpticsGroup"}; class DriverOpticsGroup: RscControlsGroup { idc = 392; class VScrollbar: VScrollbar { width = 0; }; class HScrollbar: HScrollbar { height = 0; }; x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))"; y = "0 * (0.025 * SafezoneH) + (SafezoneY)"; w = "53.5 * (0.01875 * SafezoneH)"; h = "40 * (0.025 * SafezoneH)"; class controls { class TextMag: RscText { idc = 1001; sizeEx = "0.03*SafezoneH"; style = 0; shadow = 0; font = "EtelkaMonospacePro"; text = ""; x = "0 * (0.01875 * SafezoneH)"; y = "0 * (0.025 * SafezoneH)"; w = "0 * (0.01875 * SafezoneH)"; h = "0 * (0.025 * SafezoneH)"; colorBackground[] = {0,0,0,1}; }; class OpticsZoom: TextMag { idc = 192; style = 0; x = "48.2 * (0.01875 * SafezoneH)"; y = "7 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; colorBackground[] = {0,0,0,1}; }; class ValueTime: TextMag { idc = 101; style = 1; text = "20:28:35"; x = "2 * (0.01875 * SafezoneH)"; y = "27.5 * (0.025 * SafezoneH)"; w = "4.8 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; }; class TextAlt: TextMag { idc = 1002; text = " AGL"; x = "0 * (0.01875 * SafezoneH)"; y = "34 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; }; class CA_Alt: TextMag { idc = 191; style = 1; text = "3825"; x = "5 * (0.01875 * SafezoneH)"; y = "34 * (0.025 * SafezoneH)"; w = "3.5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; }; class TextSpd: TextMag { idc = 1003; text = " IAS"; x = "0 * (0.01875 * SafezoneH)"; y = "35 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; }; class CA_Speed: TextMag { idc = 190; style = 1; text = "120"; x = "5 * (0.01875 * SafezoneH)"; y = "35 * (0.025 * SafezoneH)"; w = "3.5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; }; class AnalogueHorizonStatic: RscPicture { idc = 1200; text = "\A3\Ui_f\data\IGUI\RscIngameUI\RscOptics\attitude_static.paa"; x = "2.8 * (0.01875 * SafezoneH)"; y = "28.55 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "5 * (0.025 * SafezoneH)"; }; class AnalogueHorizon: RscLadderPicture { idc = 383; topValue = 0; bottomValue = 0; visibleRange = -1; text = "\A3\Ui_f\data\IGUI\RscIngameUI\RscOptics\attitude.paa"; x = "2.8 * (0.01875 * SafezoneH)"; y = "28.7 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "5 * (0.025 * SafezoneH)"; }; }; }; }; class RscOptics_CAS_01_TGP: RscUnitInfo { idd = 300; controls[] = {"CA_IGUI_elements_group"}; class CA_IGUI_elements_group: RscControlsGroup { idc = 170; class VScrollbar: VScrollbar { width = 0; }; class HScrollbar: HScrollbar { height = 0; }; x = "0 * (0.01875 * SafezoneH) + (SafezoneX + ((SafezoneW - SafezoneH) / 2))"; y = "0 * (0.025 * SafezoneH) + (SafezoneY)"; w = "53.5 * (0.01875 * SafezoneH)"; h = "40 * (0.025 * SafezoneH)"; class controls { class ValueDistance: RscText { style = 1; sizeEx = "0.038*SafezoneH"; shadow = 0; font = "EtelkaMonospacePro"; idc = 183; text = "2456"; x = "34.6 * (0.01875 * SafezoneH)"; y = "25.8 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; }; class ValueGrid: ValueDistance { style = 1; sizeEx = "0.02*SafezoneH"; idc = 172; text = "245678"; x = "34.5 * (0.01875 * SafezoneH)"; y = "27 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; }; class TextGrid: ValueGrid { style = 0; idc = 1001; text = "GRID:"; x = "34.3 * (0.01875 * SafezoneH)"; y = "27 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; }; class CA_VisionMode: RscText { idc = 152; sizeEx = "0.03*SafezoneH"; style = 0; shadow = 0; font = "EtelkaMonospacePro"; text = "DTV"; x = "48.2 * (0.01875 * SafezoneH)"; y = "8.4 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; colorBackground[] = {0,0,0,1}; }; class CA_FlirMode: CA_VisionMode { idc = 153; text = "BHOT"; x = "48.2 * (0.01875 * SafezoneH)"; y = "9.4 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "1.2 * (0.025 * SafezoneH)"; }; class CA_Laser: RscText { idc = 158; style = "0x30 + 0x800"; sizeEx = "0.038*SafezoneH"; colorText[] = {0.706,0.0745,0.0196,1}; shadow = 0; font = "EtelkaMonospacePro"; text = "\A3\ui_f\data\igui\rscingameui\rscoptics\laser_designator_iconLaserOn.paa"; x = "31.1 * (0.01875 * SafezoneH)"; y = "12.85 * (0.025 * SafezoneH)"; w = "3.5 * (0.01875 * SafezoneH)"; h = "1.5 * (0.025 * SafezoneH)"; }; class TextTrackArea: ValueDistance { idc = 194; style = 2; sizeEx = "0.038*SafezoneH"; text = "AREA"; x = "24.2 * (0.01875 * SafezoneH)"; y = "25.8 * (0.025 * SafezoneH)"; w = "5 * (0.01875 * SafezoneH)"; h = "1.5 * (0.025 * SafezoneH)"; }; class TextTrackPoint: TextTrackArea { idc = 195; text = "POINT"; }; }; }; }; If anyone knows of a easier way to force these on would be much appreciated. Or just the specific classes for the text / symbols etc. Im a Datajunkie on the Targeting cameras thanks Shrike
  7. Greetings, Hopefully this was just a setting I am overlooking, and not a update. The Bank Indicator or simplified Attitude indicator that is on the Targeting Camera for several aircraft and one aircraft mod that I am working on does not show up with AFM on. It does display when the AFM is off however I am searching for a way to force it on regardless of the AFM on or off on the settings. Reaching out to the community if anyone knows of a way to force this on in the config ? or going to have to remotely force it on when AFM is on. The entire information gauge cluster on the lower left is all part of this I believe with the Time / Bank indicator / Alt AGL / Airspeed. Not known if this is inbedded into the turret camera optics gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_narrow_F"; I am assuming its separate and a global command that is run. Please if anyone knows how to force this on when AFM is on any help is appreciated. Thanks Shrike 111S.O.G. WEBSITE
  8. A good place is still www.armaholic.com under the arma3 vehicles helicopters section. Shrike
  9. shrike88

    Control sensitivity - per vehicle type?

    Agreed, Since the many improvements and updates to the flight models in the game there has been little done to the control context menu and ui. Basically an all or nothing approach including sensitivity and deadzones. Try using mode selection for your X52 with the supplied software. Not sure how reliable since madcatz is gone. Ill look up some good 3rd party stuff I have used in the past as I travel a ton for work and sometimes use gamepads on the road / HOTAS at home. Shrike 111 SOG
  10. shrike88

    unable to get DLC data Crash plz help

    I also having this problem, anyone ?
  11. Very nice work thus far Neddles, Also very happy to hear that the mod community was Positive and helpful to you starting out. Very encouraging. Looking forward to checking this out soon. Shrike
  12. As of now I believe the new DLC configs are binarized and locked for a while, therefore unable to pull any of the information from the current classes. I myself am very new at this also but the best way to go about it now I believe is to snag current p3d and rvmap files as well as the textures from current weapons, then patch via a config patches setup to edit current ammo, and create a new class to add to the vehicle. Good luck https://community.bistudio.com/wiki/CfgPatches Shrike
  13. Walsh There were predicted impact points with earlier versions per the balisticcomputer = X; that was intigrated in 1.60 and believe it was on there. However since the 1.70 (Jets DLC) there now is the ability to create new HUD features with the CCIP Recticle and Dtoss lines on the HUD. Maybe something to be added in the future, however Im sure Firewill has tons on his plate already. regards, Shrike
  14. shrike88

    Jets - HUD improvements

    Thanks for the Quick response, I just simplified it for the forum thread and wanted to condense it. It is in the Draw class with other items that work . Sent you a PM with it. Need more Coffee Thanks Shrike
  15. shrike88

    Jets - HUD improvements

    Reyhard, Experimenting with the Poly Drawing of paa files and logos. Anything I am doing wrong here ? does it depend on the parent dimensions and size of the paa ? are they limited to a certain size ? Dont worry about the structure but the meat of the class is it limited to certain things alpha or size vs size of the image.paa ? Thanks Shrike class MFD { class Polytest_main { topLeft = "HUD_top_left"; topRight = "HUD_top_right"; bottomLeft = "HUD_bottom_left"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; color[] = {0,1,0.3}; helmetMountedDisplay = 1; helmetPosition[] = {-0.0375,0.0375,0.1}; helmetRight[] = {0.075,0.0,0.0}; helmetDown[] = {0.0,-0.075,0.0}; class Bones{}; class Draw{}; }; class PolygonTest: Polytest_main { condition = "rpm<800"; color[] = {0.082,0.408,0.039}; // use to define color class Polygon { type = "polygon"; texture = "fir_ghosthawk_acc\images\mod.paa"; // only alpha channel will be used for drawing points[] = // space where texture should be drawn { {{0,0.1},1}, {{1,0.1},1}, {{1,1},1}, {{0,1},1} }; }; }; };
  16. shrike88

    Jets - HUD improvements

    @reed Try this in your class MFD, I still stink at circles but this might give you a nice Recticle cross. Class MFD { class BASE_HUD_1 { topLeft = "HUD_top_left"; topRight = "HUD_top_right"; bottomLeft = "HUD_bottom_left"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0; color[] = {0,1,0.3};//color[] = {0.15,1,0.15,1}; enableParallax = 1;//0 class Bones{}; class Draw{}; helmetMountedDisplay = 1; helmetPosition[] = {-0.04,0.04,0.1}; helmetRight[] = {0.08,0,0}; helmetDown[] = {0,-0.08,0}; }; class AirplaneHUD_Mini: BASE_HUD_1 { turret[] = {-2}; class Bones { class WeaponAim { type = "vector"; source = "impactpointtoview"; pos0[] = {0.5,0.5}; pos10[] = {0.734,0.73}; }; }; class Draw { alpha = 1.0; color[] = {0.15,1.0,0.15,1.0}; condition = "mGun"; class Static { type = "line"; width = 3.0; points[] = {{"WeaponAim",1,{-0.02,0.0},1},{"WeaponAim",1,{-0.01,0.0},1},{},{"WeaponAim",1,{0.01,0.0},1},{"WeaponAim",1,{0.02,0.0},1},{},{"WeaponAim",1,{0.0,-0.01},1},{"WeaponAim",1,{0.0,-0.02},1},{},{"WeaponAim",1,{0.0,0.01},1},{"WeaponAim",1,{0.0,0.02},1},{}}; }; class GunnerNumber { type = "text"; source = "static"; text = "GUN"; sourceScale = 0.001; align = "center"; scale = 1; pos[] = {"WeaponAim",{-0.002,-0.07},1}; right[] = {"WeaponAim",{0.045,-0.07},1}; down[] = {"WeaponAim",{-0.002,-0.03},1}; }; }; }; }; Hat tip to kimi Shrike
  17. shrike88

    Jets - HUD improvements

    Thanks Reyhard for pulling me over to the forum, and for your help. Currently working on a Custom HUD and upgrade all of the systems of 1.70 with my little project for our Group piggy backing off of Firewills UH-80R, as well as help from Kimi and others. Also nice work on placing poly's and render textures. Would make for some really cool start-up Sequences with the HUD when the aircraft is first powered on. maybe like flashing a "software Version" or a quick Logo Flash from the mod developer then disappears. Was able to make certain features like a flashing "FUEL" low fuel warning, as well as a type of limited Ground Prox / GPWS to flash rapidly on the HUD when certain criteria are met AltitudeAGL< and speed. Really love the new functions and conditions BI has put into the Class MFD system. This is what I used. Obviously not looking out as a projected path as a warning, but still a start. condition = "((30-altitudeAGL) min 1) * ((speed*3.6) > 50)"; color[] = {0,1,0.3}; blinkingPattern[] = {.2,.2}; blinkingStartsOn = 1; Shrike
  18. Thanks Reyhard for pulling me over to the forum, and for your help. Currently working on a Custom HUD and upgrade all of the systems of 1.70 with my little project for our Group piggy backing off of Firewills UH-80R, as well as help from Kimi and others. Was able to make certain features like a flashing "FUEL" low fuel warning, as well as a type of limited Ground Prox / GPWS to flash rapidly on the HUD when certain criteria are met AltitudeAGL< and speed. Really love the new functions and conditions BI has put into the Class MFD system. This is what I used. Obviously not looking out as a projected path as a warning, but still a start. condition = "((30-altitudeAGL) min 1) * ((speed*3.6) > 50)"; color[] = {0,1,0.3}; blinkingPattern[] = {.2,.2}; blinkingStartsOn = 1; Shrike
  19. Was working on a new HUD , Class MFD for one of our helicopters our group has and the amount of new information and variables that can now be projected on the HUD is amazing. However I am finding the positioning and formatting on the HUD / Class MFD very un-intuitive and a very difficult learning curve. I understand the basics however the X,Y coordinate system is extremely difficult to muster. I wish there was a template or some type of layout editor or system to assemble the information text and data without having to constantly tweak, move, and size, pack then check in game. Does anyone have any better system that they currently use or any tips for me ? Thanks Shrike
  20. The new sensor systems I agree you cannot run any type of video that is not PIP related. You can view broadcast UAV sensor data collected by their on board sensors, as well as view the video feed from UAV's if the piloted / operated vehicle has the "cam drone" custom panel. The sensors and the PIP Drone panel are separate. Scotty unless your thinking about the Cam Drone Panel, you can relay and send targets to your UAV and vise versa, target something remotely piloted by a UAV, then using an onboard sensor and targeting system of your operated aircraft, if your class ammo/weapon allows the targeting of that drone target.
  21. shrike88

    Jets - HUD improvements

    Not sure on that one. I would assume its possible if you pull the inheritence from the parent class and just make another class MFD referencing the Parent class. For Example adding a G Meter Class MFD { Class Your_New_Hud: Inherited_HUD_Class { Class Bones{}; Class Draw { class CrzNumberG_symbol { type = "text"; source = "gmeter" sourceScale = 1; sourcePrecision = 1; align = "left"; scale = 1; pos[] = {{0.81,0.16},1}; right[] = {{0.85,0.16},1}; down[] = {{0.81,0.2},1}; }; }; }; } Maybe just a thought..... Not actually tested
  22. What is the 111th S.O.G. ? The 111th Special Operations Group is modeled after the small direct action paramilitary units employed by the C.I.A.. As a component of the Special Activities Division, the 111th SOG is a highly trained group tasked with the most secretive missions in the world. Using every tier 1 specialty and asset in its arsenal the group takes on missions that include everything from hostage rescue, HVT assassinations, reconnaissance, demolition, and sabotage are just a small sample of the types of missions it takes on Who are we looking for ? The 111th SAD/SOG is currently rebooting our group from the ground up. We have already acquired a few new candidates and are looking to grow our ranks. We are a small and tight knit group of friends that enjoy ARMA 3 COOP milsim training and missions. We are mature older professionals looking for those out there that want to experience ARMA 3 MilSim in a "New to MilSim" friendly environment. For those out there that are brand new to ARMA or brand new to MilSim, we provide a great place to learn the ropes and will walk you through the entire process from installing your mods, to setting up your ARMA settings and training with our unit. We are also of course interested in those that are experienced ARMA players or those who have mission building experience. We are about 6 in size right now and want to be around the 16 unit member mark. Its a small number but we thrive off of that "small direct action unit" vibe. Again we are just starting and rebooting the group. We already have over 30 missions and 15 training scenarios we run regularly throughout the week and we also run large scale COOP mission on the weekends. 111 S.O.G. Website - 111SOG.GAMERLAUNCH.COM REQUIREMENTS TO JOIN Must be 18 or older Must be willing to approach the game with an eagerness and passion to be involved Our mission times are usually around 9:30PM Eastern Time Zone, so that timezone would need to be one you can work with Fill out the application on our website Read the rules on our website After you send in your application a 111SOG staff member will review it and reach back out to you. We will get you on our TeamSpeak channel and can discuss further and help get you set up with the 111SOG mod collection. 111 S.O.G. Website - &nbsp;111SOG.GAMERLAUNCH.COM i
  23. shrike88

    Aerodrome ICAO signs Mod

    Great work on the mod thus far. Greatly appreciated by a member of the aviation community. Will be looking to see if I can edit and move NDB stations as a directional aid as an OM for the stock BI ILS approaches on the maps. Again Great work Shrike
  24. I have worked some with ours, Still alot of learning where I go. Can try to help out where I can Shrike
  25. Sad there still is nothing for this, like working door hoists and winches.
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