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alexboy

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Everything posted by alexboy

  1. Possible, new release in the near future. I been fondling with the code here and there and have reformated it to process a way lot faster, and has a better chance of taking down incoming rounds including - Bombs, AG/AA Missiles (launched from aircraft), RPG rounds (shot from personal), Rocket (MLRS - still making this better), Artillery - ( Mortar / Sorchar) Better functionality so that the target is aimed at and destroyed, different hit counts for different types of targets (i.e. AG/AA have low hits, do to their speed, contact of bullets would tear it apart. Mortars - have a higher hit count, due to their metal and their slow speed) Sound - (WIP) I have a sound man working on creating a custom sound for this addon, hopefully he will finish soon. Will try to contact him. Explosive rounds - deleted for now - due to the ammount of explosions that would be accuring, for computer processing. I will see if i can upload a video of the process of the guns Thanks for all your support
  2. Please refer to@dixon13 post Sorry for delay... I been working and school so don't have much time for here but doing my best now on to check it, hopefully in a few months we can get an update out with a better script. Fingers crossed
  3. Hey man, for some reason the download link isnt working? is there any way you can re updated it ?
  4. I been trying two ways for the C-ram... 1. If anyone knows how to attach an object to a bullet, please contact me... everytime I try this it fails misserably... and the object doesnt attach to the bullet (missile/artillery) at all... it only attaches to it at that one second and stays in that possition... 2. If someone knows how to create a missile that can be targeted like how MMA is able to. If you know how to do this, could you message me with the script. or if you know how to code kinematics and all or something similar to this for trajectory (i do, but i havent had success making it work perfectly) update- been messing around with the script, and its able to target missiles (AG mostly) and bombs. This wont be released till i can have a better version, because it is very glitchy and has lots of errors in how it works.. cross your fingers
  5. Its all good haha, but honestly that way may be quicker to "track/target", if you could figure out how he exactly changed the missiles/ammo around so that they could be trackable. That would seriously make a difference in how fast this scripting could go, and how efficient it will be. To be honest his scripting looked "easier" just by having one script that changes the config of the weapons to be able to be tracked... Maybe if you could find that, i could implement it. or if anyone could find out how ---------------edit----------- I been looking into MMA for hours on end for 2 days and still havent found out how he exactly changed the config of the missiles to make them mandoble missiles rather than vanilla missiles... i see areas he could have possibly changed it, but have not officially been able to put this into arma 3.
  6. @Chortles To answer your last question, I just never implemented missiles into the firing system. The reasoning behind that was because missiles move alot faster than mortors and bombs, so I was trying to finished the mortors to its highest possibility then implementing the missiles and re-configuring to make it work for both. its not that its a low-priority its just trying to make my coding work with what it has (easier) than step up to something that moves faster. But for the "replacing BI's missiles with objects that used the visual appearance of the vanilla or third-party missiles", that would require me to reconfig / remodel every missile, mortor, and so on in the game so that I can be able to target it. correct? I dont have the skill to model something to that accuracy, nor the time to actually do somthing like that. If someone is willing to do that I could possibly have a better chance in doing this. ----edit---- I looked into what MMA did (just for reference) in mando_replacemissile.sqf all he changes is some variables... (speed, max speed, accelleration, boomrange, etc, if anything i see is _intercept=true; being somthing worthy to look at but no idea what it means.... but for detectable he puts false... whats confusing me is what he actually changed to make the missiles to be 'detected/targeted'
  7. @Chortles I have tried desperately to get MMA to work into Arma 3, but there is just sooo much code to go over exactly I changed all the Dirs to see if it would actually just work. Just for trial reasons... but it would never actually activate during game start... so you would have to ask mma to try to implement... but ya i did see that changing the missiles and all... but I would rather try to do it how the real phalanx system does it, by using radar, kinematics, dynamics, etc... basically sense it firing then calculating interception points and firing.... later on I am goign to try to incorporate a missile interception (phalanx system) fires a missile at a incomming missile to destroy it... but ya I am trying to implement all flying objects mostly... like Artillery, planes/helicopters, bombs, missiles, etc... that will be future. First trying to get the system running then adding all the "pretty" additions.
  8. @Deny_001 Thanks, ya i am definitely waiting for this to run super smooth and realistic. @Chortles Do you mean like do i plan on making the phalanx target incoming missiles such as like one fired from a Jet (AA missile or AG missile)? I think the c-ram tracks bombs fired from jets... or that could of been one of my trials and never released.
  9. @deny_001 it is already in arma 3, works fine how it is now. Can target AA vehicles and mostly any type of artillery, just needs to be remade/reconfigured so it does it more smoothly and more efficiently
  10. Hello everyone, I am back... Sorry for the long delay, I have been having life issues that needed my direct attention.... Now that it is fixed I will do my best to get on here more often, I am in college 2nd year so got studying to do but i do find more free times now that some issues in my life have been dealt with.... not to sound rude, but opening my code without permission is against the rules... but as I do not mind it, please next time wait for a response. All i can say is thank you for not releasing any "new" info if you did edit my scripting. Since I am back I wouldnt mind working with other people to get this script working at its full potential. @AstutAvian I have been trying to fix that for such a long time, I have a updated version of the coding, but it is even worse at choosing what projectile to aim at first and the other... it just aims at both trying to shoot at both at the same time kind of... but the way i did it fixes the issue of the c-ram aiming at ground level while firing then moving to aim at the projectile... it kind of follows the projectile from "launch" I am open to work together with people, this weekend I am having a friend come over that is amazing at coding, he said he may be able to make me a new code that can do everything using 3 dimensional kinematics which i been trying to do ( writing down, but havent been able to transfer it into coding that works for this).... so we shall see, this forum is open again to more posts, glad to see people still want this addon to work and function properly
  11. Hey guys.. sorry I been on vacation.. and still on it... if you dont mind being more specific... Ill do my best to help the addons (.pbo) go into a addon folder... or an addon folder you make for it such as : @C_ram => Addons then the userconfig folder goes into the userconfig folder in the Arma 3 File... not into any Addon folders just copy the userconfig folder into your arma 3 folder and press merge.... you should already have a userconfig folder in the Arma 3 file... as for anything else regarding this... please be more specific on whats happening... or photos of your problem will help... I will do my best... and hopefully others will follow... The addon is still being worked on here and there slowly... but right now the released is the newest version.. its pretty stable... and a little hint for yall... a C-ram trailer version may come out soon... and a possible futuristic Russian version... Same coding but awesome models ; D... keep veiwing this forum.. and give me updates of what you do with the c-ram... and how it works and possible glitches... helps me to get community input to find errors
  12. the indestructable is glitches for some reason... i will try to fix it when i have time.... im on vacation and away fomr my computer at thsi time.... im sorry guys
  13. @AngelwinggamingJacob That is basically what Johnspartan said :P... he said he could help me do this to my script when we can be on at the same time and probably better when i have a better script!!! :P lol but yes this will be done
  14. somthing like this, as i added earlier would be something later on, because id rather have a script that works (the way it is now) and working to make it better... then when i get a way more stable version... add stuff like this, so that nothing ruins the script itself... but yes this is one of the future goals to add into this add-on
  15. Sweet man thanks !!! means alot to me and probably the whole community... sorry that its a bit bad coding alot of it was trial and error
  16. But the thing is it is the same phalanx as the phalanx already released.. no new model or anything just a scripted aiming at air units and all ill see what i can do about releaseing possibly a teaser video for a while and maybe the addon later
  17. did you add the userconfig file provided into the userconfig folder ?
  18. Hey guys... so i have a faster script that works with arma 3... but its only Anti- air (helicopter and planes)... you guys want me to release a teaser for that ? so that there are 3 phalanx's ? its a way faster moving phalanx so it "twitches" or "turns quick" almost like the real phalanx... probably will release a video soon
  19. @MoloJack I do not know multiplayer... i can barly play due my computer being such low specs... but I would say it would be the same as any other addon sorry if this isnt any help... i hope someone has an answer
  20. @Chortles Ill try to work on this... Firstly I have to get a steady script that works perfectly 100%... then I can start adding variables to it... so that it can be less accurate or have more variables that the user can put into it so that it works in different ways... ya know ? cant really start messing with dfferent variables until it works.. because that could cause unexpected problems but yes... that is a huge possibility... so you mean somewhat like MMA ? how you have to put the peramiters into the c-ram to have it have the MMA scripting activated for it ?
  21. Oh shoot... sorry about that I tottally forgot i had CBA as a dependency... SORRY EVERYONE ill email SIX and Foxhound to update...... i always took CBA as a somewhat "already downloaded" addon... my bad... does it work @AstutAvian with CBA ?
  22. That should be the most up to date version that is released... only changes im doing right now is to the sound and such... dont got much time to work on it right now lol..
  23. Sorry about this man... I am not like a scripter.. i am using bakerman's script (which was allowed) and just let my mind go on it and it worked... i know for a fact that this code can be transformed into a more "scripted" manner ... just dont know how to do it since i am not a scripter... but ya... if anyone wants to figure out problems since im not like 100% good at this... im always open to help guys... hopefully ill be able to fix this with some other people i am working with as of recently to get this addon at a better handling...
  24. Thank you so much for your response @livefire most of these I know I have to fix and are a WIP... the turret turning speed (faster it is.. more inaccurate it is in game...) so trying to go through scripting version for aiming... so thats a huge WIP... The more c-rams there are the more inaccurate they are... i have seen this... Am trying to fix this... its a scripting flaw... so if anyone is really good at scripting and would like to take a look at my script you are welcome to peek at it and see if there is anyway of fixing it (i do not give permission to really "look" only to help out... credit would be given..) As for the angle.. I am trying to do something similar as to what you say... let the user choose. I may just restrict it at a 45 degree angle below... and if i can find out how to let the player to choose the angle.. illl add that... as for your not being able to fire at artillery? just wondering how did you make it work to see that more there are the more inaccurate they are... and as for the 10 seconds for it to turn on... that is being fixed too... havent found out how to fix it yet... and if anyone knows how to fix anyof this... i accept any help ;) ---------- Post added at 01:27 ---------- Previous post was at 23:59 ---------- HEY GUYS!!! I found an error that has to do with not firing against Anti-mortar... If you want anti-mortar to work... do not use destructable version... only indestructable works... i forgot to add the info for destructable to the script... people who couldnt get it to work.. can you try the indestructable version?
  25. So it still doesn't work at all? as in for anti-mortar ? if anyone else has this problem and has fixed this please help him out... ill look into this ... sorry for it not working man... im not really a good computer person :P haha... but ill take a look... so if i understand it put it into a userconfig in the arma folder not in the addon folder hmm is there any error that comes up at all ?
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