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alexboy

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Everything posted by alexboy

  1. Counter Rocket, Artillery, and Mortar These are static weapons that can be manned by either AI or by Player users to destroy incoming rounds. As of right now this is still a WIP... this is an alpha release so that the community can help give some input on this extremely long process of getting close to the final product. Images: http://i.imgur.com/rtR7ylU.jpg (554 kB) http://i.imgur.com/NfU5V5r.jpg (397 kB) http://i.imgur.com/3skr6fY.jpg (178 kB) http://i.imgur.com/LVIiCHg.jpg (408 kB) http://i.imgur.com/Z2Wyxcd.jpg (419 kB) Videos: Future fixes/additions: Fix weapon sound to a non-BI sound to make it more realistic (WIP) Explosive ammo (explodes in the distance or on contact) (check) Fix script to make it faster and more reliable (WIP) Fix to track missiles (WIP) Fix to animate faster to track fast moving object (WIP) Add an Indestructible version and a version that can be destroyed Add to weapons to target - MLRS missiles CREDITS ARMA 3 game engine: Bohemia Interactive Author of original addon and concept: alexboy Original Script: Bakerman Config and implementation of scripts by: alexboy Advisers: WarDoG/Rages123 Model: Adskad And of course all the community members for being so kind and posting valuable information/tutorials and solutions about how to mod this game. Attaching to Hemmit and Nimitz Hemmit: Nimitz: Version: Alpha V1.0: Changelog: Updated the script running the mortar tracking and taking down, more efficient but still not 100% Sound works now, at least on my end of right now, more realistic galting sound, hopefully will find someone to make a custom one perfect for this... make it way better Changed tracer rounds to be more like the c-ram, looks like a large straight spray of bullets, amazing sight at night changed some config around in the phalanx's so that they run better Changed the model a little to run better, future might try to find someone to texture it better and higher quality Changed the script so each different type of artillery has different hit counts and ranges that they can be detected at. NEW -> players can get in the c-ram and take down incoming rounds (gun automatically fires, issue cant figure out how to stop it if player is inside) Incoming rounds are marked with a red and white box, so that it is clearly seen when you are looking for it and also so it shows up on map. Can target MLRS rounds now... Can target most Vanilla bombs from aircraft, and AG missles from jets and helicopters (still issues, due to the fact that they are close and fast, tracking issues) Known issues: the explosions look off (due to the fact that it wont destroy the actual artillery round (harder to take out the rounds, can last longer) looks more realistic with explosions (rounds hitting the artillery) Tracking can be off in the beginning may shoot at distant hills (for some reason sometimes white box lock on targets are placed on ground (just one) and the phalanx targets it and fires at it, but re allocates the incomming round and fires at it once it is in range. The phalanx can get stuck between incoming rounds if there are more than one, most of the time can get all but sometimes cant allocate which to fire at, so it tries to fire at all of them at once... need to find a way to save all incoming rounds into an array and pre allocate the targeting from closest to farthest rounds.. to be more efficient... Also, need to make the phalanx to be more accurate to hit the target, need to figure out how to force the AI to lock onto the target so that the rounds can (page up) so that it is ranged in and the rounds actually hit the target and not pass way below (short time fix is that i increased the hit box for them, bad side, makes it look unrealistic... Alpha V0.5 : Changelog: Indestructible (armor: 100000) and a destructible (armor: 1000) Explosive Ammo (explodes on contact or in air) Fixed Script some (minor tweaks) Fixed model (some pieces where invisible) and some other minor things Alpha v0.0 : initial release Been a lot of issues about installation Installation: all addon files go into a mod folder as usual. But the userconfig must be placed in your arma 3 directory to work properly, without the addon will not work and/or display an error. Please do not forget REQUIRED: CBA Addon Download Link: New version :https://www.mediafire.com/?0q45splg7iuzsc9 Release frontpaged on the Armaholic homepage. C-RAM (Counter Rocket, Artillery, and Mortar) alpha 1 New mod v0.1 available at withSIX. Download now by clicking: END USER LICENCE AGREEMENT DISCLAIMER You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author. This addon is released under: Creative Commons Licence Attribution-NonCommercial-NoDerivs for use in ARMA 3 version 1.04
  2. Alright, ill take a look at it in my free time, sorry for this error... I never received it I dont think.. Thank you tho
  3. Are you talking about : _targetproj_red enableSimulation false; > 20:46:32 Error position: <_targetproj_red enableSimulation false; > 20:46:32 Error Nicht definierte Variable in Ausdruck: _targetproj_red 20:46:32 Error in expression <ect 2]; if (_boop == 0) then { I will try to fix that... think that is from my debug that was left in the code by accident. can you translate : Error Nicht definierte Variable in Ausdruc guessing error in undefined term? or what?
  4. The Texture is a simple fix, I will try to fix it soon, i have midterms this month so I dont know when i will be able to. But from the mortar perspective, there is no initialization of the c-ram code, there should be hints / side chat code going on when you fire the mortars. Do you have the userconfig in place.... ie: main directory This is how mine looks ===> (C:\SteamLibrary\steamapps\common\Arma 3\userconfig\alex_AIS) You must have this for the c-ram to work, its little code, but its required for it to run properly. If you have that, then there may be another issue that I dont know of, but what I can see the c-ram code (anti-mortar) isnt even starting on yours.
  5. I know there are issues with the sound, the other sounds in the file are testing and alot of them I havent been able to modify properly where it sounds good enough. I been trying to contact a sound guy to make a fully custom one and all so it sounds perfect... as for the gun shooting long, its for the taking down mortars to make it more realistic, once I can make the script and targeting better I will be able to decrease the firing time. <- that issue is the reason for it shooting at ground and all at times. I do apologize but it is alpha : )
  6. Thank you for all your support guys !! Still haven't heard if the sound works for ya'll lol, could someone give me confirmation it works for you guys. If you guys want/can upload photos and videos of you using it, will show others how good this addon is as its an alpha and all. will help support me and see how you guys are using it. @meiestrix As for mortars... when there are helicopters around and other stuff that are enemy, itll attack whatever is closest or what it targets first... can you see about placing it with just a artillery unit and fire that unit to see if it targets the rounds? havent tried placing the c-ram by zeus before.. I am not at my apartment to see this for my self... The script should over-ride the targeting of the c-ram, but i guess if its targetting something already, could mess it up.
  7. Not really a big surprise, but V1.0 has been released, only through media fire link, which is supplied in the main page... soon armaholic link will be updated :) Please leave feedback, it really helps me find issues... Also, if you know how to fix some issues, send a message, dont mind the help : D I wanna see how many people actually use this addon and how much time i might put toward it. Hope you like it ;) and have fun shooting down them pesky untouchable artillery rounds.... until NOW :o :ph34r:
  8. Yea, was suppose to be updated over weekend, but work had me late so i was unable to release.... Right now it is still mostly testing phase (with shooting down mortars) it isnt accurate, so its mostly like the real c-ram isnt 100% affective... but it does its job... ill be releasing today hopefully with what it is to get some insight and what might need to be changed.... ofc the coding is stil wayy alpha cause there are some glitches and all and need to find a better way to run the script and the load of the script! hope you guys excited.. been working hard between work and college.
  9. I think the new sound update a while back ended up ruining the sound file, due to them changing the file name i believe... But now I have the sounds working now. I downloaded the one off the website, and saw a lot of issue - no sound, doesnt target artillery, doesnt show where artillery rounds are so that players can target each one individually by themselves..... I apologize for this, i believed it was perfect, I should have check what I gave out to ensure it was the right file... My bad I have been working on this addon on/off since last update.... If I dont say so my self, it is running a lot better, is able to take down rounds on Stratis, as for Altis it does work but with multiple c-rams it basically unfuncitonal at targeting mortar rounds. So please use one if you want to take down mortars or artillery and all... if you just want it to protect against aircraft... use any amount of them... they will dominate the air Known issues: more than one c-ram placed causes issues to the code to run slow and miss artillery rounds. So if you want it to take down artillery just place one, it will do its job. Sound is function back up, and looks alot better when firing.
  10. Sorry for the long delay in response, my computer broke down and have been trying to get the files back.... luckily i had a back up for the c-ram but havent seen how old the code of it is... Open source, I dont really know about, due to the model being not mine and I only have permission for it.... but the code, I will be willing to post the config code, so if you guys wanna see if you can find anything wrong. As for the sound, it is a custom sound that uses no sound mod at all, its just the gatling sound that is inside the addon file, sometimes it messes up, thats why I went out to see if a sound guy could make one that works with it... but sadly never got a response back. I can see if i have time to load it in my game again and if it works ill contact armaholic dev with an updated version so you guys can have a better sound.. I apologize, and i know if i was in your position id be anxious and annoyed that it hasnt been fixed... appreciate that you guys like the addon.
  11. Flashlight has different logic i think and is too light and disperces too much to make ti perfectly visible during the day, ill see what i can find tomorrow i was kinda thinking of makeing a bullet with a super long tracer that does no damage, but that wouldnt last longer, i think taking laser logic and seeing if there is a (visible in NV / daylight) would be the best option
  12. Update - I have figured out how to do this laserLock = 1; just forgot the stupid define variable.: #define false 0 #define true 1 I got another issue I ran into - I cannot figure out the way to force an ai to (Tab target) or lock onto said laser . lets say I have a aircraft with a scripted laser on the ground, how do i make the aircraft ai lock onto that laser, i know how to make him aim and fire, just not how to force the ai to lock onto it with tab lock so that the auto zeroing takes place
  13. Hey guys, I am back at it for sometime in programming the C-ram. I been working hard on this coding, but i need some help with one issue of coding. What I am trying to do is make a config that lets someone Tab- lock on to a target, just like if you had an AA gun - you press TAB and a white box goes around an air craft then it locks on when you are aiming in the direction of the target. also you can do this with machineguns (so that the zeroing is automatic and not manual), I am trying to make a target to be lock on able, so that it does automatic zeroing when aiming at it. right now my C-ram can "auto-zero" into aircraft since it can lock on to it and the zeroing adjusts so that the c-ram bullets hits the target while aiming at it, rather then the bullets ending up missing the target. =============================== EDIT ============================== Right now I can Tab-target aircraft with my c-ram so that it can auto-zero the turret so that the bullets can hit the target at far distances I am trying to be able to do that but with the target i make below Target code: class at_phalanx_target_base: TargetBase { class EventHandlers; }; class at_phalanx_target: at_phalanx_target_base //take out gps { model = "at_phalanx\at_phalanx_target"; displayName = "gun RAM TARGET"; _generalMacro = "at_phalanx_target"; // irTarget = 1; //side = 0; //hasdriver = 1; irLock = true; laserLock = true; nameSound = ""; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.0, 0.0, 1.0}; //simulation = "artillerymarker"; //simulation = "nvmarker"; laserTarget = true; irTarget = true; nvTarget = 0; //artilleryTarget = true; type = VAir;//added vehicleClass = "Air"; side = TEast; //scope = protected; //laserTarget = 1; armor = 15; scope = 2; cost =10000000; //vehicleClass = "Static"; }; if anyone can help me, i will be very thankful. I been at just this point for a couple of days and i just feel like im missing something simple, and I am looking toward the community for some help Thank you in advance! alexboy
  14. so you are looking to copy / change or edit the config for the spawning in the editor, i would believe it may be in the editor, i am not near my computer at this time so I cannot check myself, but id start there
  15. Np! I hope it works, i have seen this done with a few vehicles for lets say - opening and closing a ramp as i shown, but no idea why it shouldnt work for a persons animation
  16. alexboy

    cfgGoggles help

    This could be a simple error - due to not having a P drive or the directory in which you refer to your "Bandanna" texture ensure that : hiddenSelectionsTextures[] = {"\AMCU_Headgear\Mod\Data\AMCU_ReconWrap.paa"}; is spelled correctly and is the exact directory inwhich you binarized the texture into,
  17. I would think that itself is already inherited into static weapons, what weapon are you using to inherit from inside your code if you dont mind, could you share some code? or atleast what weapon you are inheriting from (i.e what weapon are you using from arma to refer to, to create your full addon)
  18. alexboy

    Impact-detonated grenades

    Great to hear that you fixed your issue! possibly - share how you fixed it with code, so if other people find they run into this issue, it could help them too if you dont mind
  19. you may need to add a script to it such as like a useraction - you scroll and click (turn in) then it runs passengerinAction through that script or you can make gunneraction the Passenger_inside_1 and the script for user action - "Turn out" - which runs the gunnerinaction = "vehicle_turnout_1" is there any addon youve seen that does waht you want to be done to yours? possibility i used on a c-130 class UserActions { class OpenRamp { displayName = "Open Ramp"; position = "pos_gunner"; onlyforplayer = 1; radius = 6; condition = "(this animationPhase ""ramp_bottom"" == 0) AND Alive(this)"; statement = "this animate [""ramp_bottom"",1];this animate [""ramp_top"",1];"; }; }; But make this option to players / units in the 2 back seats just an idea
  20. I agree with the above post, it has happened to me before. Also, its stupid, but check to ensure that the names in the config refer exactly to the names in the model (no miss spells, or improper naming of a selected bone / vertice / dot) also, sometimes the direction the two dots are facing could have a problem of why you are having this issue / where it is placed on the model ( inside it or in the proper place in front of the door)
  21. question : is this like a HMW with a guy in the 50mm turret hatch, or more like a APC and the guy is usually sitting down, but you are making him stand up through a hatch (so that he can fire) possibly if there is an addon like this, you can share it so we can get a better picture of what you want. also could ask them specifically what they did (share some code) to make it work properly, most people are happy to share ideas n code, especially when its for the community!
  22. I am pretty sure this is possible, like if you look in NV with a laser on a gun. the beam is shown from start to end.... there could be some config that prevents such laser to be seen without NV goggles. This could be a way to show a laser as you are looking for. just an idea that popped into my head (if its possible) a super long tracer bullet that lasts for a very long time or until user/player clicks to turn it off or something
  23. 1. what type of weapons / hmg are you trying to use a. I ask this because: is it a gatling gun, or a 50mm or what 2. What are you looking for, like some dust thrown up in the air from the barrel or the camera actually shaking / vibrating when the gun is fired so kind of blurring the vision possibly add a picture of the obj you are trying to bring to "life" I may be able to help
  24. since no one has replied, what are you trying to do, add a config line that makes it so the person is spawned with one of the following: (if activated) or are you trying to make a script that can be run to do so. Im just asking questions that could help others understand what you are fully looking for
  25. alexboy

    Impact-detonated grenades

    could do it to a simple - _objgrenade = getPosATL player _obj setPosATL [ getPosATL _obj select 0, getPosATL _obj select 1, getPosATL _obj select 3]; ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ x y z EX: _x = getPosATL _objgrenade select 0; _y = getPosATL _objgrenade select 1; _z = getPosATL _objgrenade select 2; (its so early here so ima try, think Z is the upward direction) if (_z == 0 || _z < 0) then { _objgrenade setDamage 1; (if you dont got an explosion script) _SFXEXPLO = "SmallSecondary"; _sfx = _SFXEXPLO createVehicle [getPosATL _objgrenade select 0, getPosATL _objgrenade select 1, (getPosATL _objgrenade select 2)]; }; This is just something i used for something similar to this, give it a try to try to use some ideas. this could be run in a script - you config the grenade as an ordinary grenade then you can use this script to blow it up on ground contact. also there may be a ground contact script that may be better than this (incase it hits a building or a wall of such) ill try to help as much as i can!
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