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alexboy

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Everything posted by alexboy

  1. Hey guys... If you dont know already.... im working on alot of addons / scripts.... I am working on my C-ram right now... and in my script I am trying to check if my unit is firing (actually firing bullets... not checking if its aiming at a target....) I get this _defender addEventHandler ["fired", {_this call IGN_fnc_shotcounter}]; but.... how can i make this into a true / false or 0/1 value that is given ex: if unit is firing return value 1 if unit is not firing return value 0 i need this to make sure the unit is firing to be able to aim its "target" to destroy it if you can make it into a simple cut / paste code itll be highly appreciative really stuck on this... when i put this into my script it lags it terribly //creating a little function to count fired shots from primary weapon alex_fnc_shotcounter = { private ["_defender", "_weapon"]; _defender = _this select 0; _weapon = _weaponClass; //_this select 1; //_defender setVariable ["ShotsTaken", (_defender getVariable "ShotsTaken") + 1]; if ((_defender getVariable "ShotsTaken")) then { //hintsilent format ["Shots fired: %1", _defender getVariable "ShotsTaken"]; hint "firing"; _fired = 1; _firinggun = 1; } else { _fired = 0; //hintsilent format ["Limit of %1 shots reached", _defender getVariable "maxShots"]; hint "not firing"; }; }; //Adding eventHandler to the unit. if (_aimingQuality == 1 && _firinggun == 0) then { alex_firedEH = _defender addEventHandler ["fired", {_this call alex_fnc_shotcounter}]; }; but if you can find a better way to do this... i appreciate it Thank you in advance
  2. Ok i got the missile to work.... (it follows Laser of the ship or any other laser that that player / AI has that is "connected" to the ship).... only problem now is the fact that the turrets and everythign dont "aim" properly at targets... the AI are messed up....
  3. I am trying to make a Cruise missile to launch from the center of the ship... I have the cruise missile, it works perfectly and all... only problem is that the missile fires from an unknown point (even though i have the points to fire out of pre-defined) (optics are located at the front/top of the ship, while the missiles are suppose to launch from center) another problem is that the model of the missile is pointing upward (i want this) but when it fires it.... the missile is still pointing up and just goes in the direction of the turret.... What i want to happen is that the missile launches from the center of the ship upwards for set number of seconds or until its like a set height above the ship before it "activates" and the missile rotates up/down to fly toward the target (like how a missile from a sub gets launched, up, then an arc to its target) specific weapon that i want to launch up (VLS ) the event handler is the launch script for the cruise missile from arma 2 ... but has no affect on the missile for some reason will add this in next post due to little room config code #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define LockNo 0 #define LockCadet 1 #define LockYes 2 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class TxT_LCS1 { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; }; }; class Mode_SemiAuto; //External class reference class Mode_Burst; //External class reference class CfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class VehicleMagazine : CA_Magazine {}; class 50Rnd_120mm_Mo_shells; // External class reference class 24Rnd_PG_missiles: VehicleMagazine {}; class 1Rnd_Jerohawk_Missile : 24Rnd_PG_missiles{ //50Rnd_120mm_Mo_shells { displayName = "Jerohawk Missile"; count = 1; ammo = "Sh_Jerohawk_destroyer";//"VLS_destroyer"; //changed initSpeed = 200; sound[] = {"A3\sounds_f\weapons\rockets\explosion_missile_02.wav", db0, 1, 1200}; reloadSound[] = {"", 0.000316228, 1}; nameSound = "missiles"; }; class 1Rnd_GNTDummyGunA: VehicleMagazine { scope = 2; displayName = "Torpedo"; ammo = "GntDummy_Gun"; count = 1; initSpeed = 1700; }; class 1Rnd_GNTR29RM_DLT: VehicleMagazine { scope = 2; displayName = "R-29RM"; ammo = "M_GNTR29RM_DLT"; initSpeed = 8; count = 1; maxLeadSpeed = 10; }; }; class CfgCloudlets { class Default; class BombExp1; class BombSmk1; class BombSmk2; class BombSmk3; class GNTBombExp1a: BombExp1 { circleRadius = 10; circleVelocity[] = {-3,0,-3}; timerPeriod = 1; lifeTime = 8; size[] = {2,7,2}; color[] = {{ 1,1,1,0.8 },{ 1,1,1,0.3 },{ 1,1,1,0.3 },{ 1,1,1,0.3 },{ 1,1,1,0 }}; animationSpeed[] = {1}; randomDirectionPeriod = 0.2; randomDirectionIntensity = 0.1; onTimerScript = ""; beforeDestroyScript = ""; lifeTimeVar = 0.5; positionVar[] = {2,2,2}; MoveVelocityVar[] = {0.1,3,0.1}; rotationVelocityVar = 1; sizeVar = 0.9; colorVar[] = {0.2,0,0,0.3}; randomDirectionPeriodVar = 0.2; randomDirectionIntensityVar = 0.05; }; class GNTBombSmk1a: BombSmk1 { circleRadius = 18.5; lifeTime = 8.5; size[] = {45,30}; lifeTimeVar = 0.5; color[] = {{ 0.95,0.9,0.85,0.4 },{ 0.85,0.8,0.75,0.3 },{ 0.75,0.7,0.65,0.2 },{ 0.65,0.6,0.55,0.1 },{ 0.55,0.5,0.45,0 }}; }; class GNTBombSmk2a: BombSmk2 { circleRadius = 8.5; lifeTime = 8.5; size[] = {45,30}; lifeTimeVar = 0.5; color[] = {{ 0.95,0.9,0.85,0.4 },{ 0.85,0.8,0.75,0.3 },{ 0.75,0.7,0.65,0.2 },{ 0.65,0.6,0.55,0.1 },{ 0.55,0.5,0.45,0 }}; }; class GNTBombSmk3a: BombSmk3 { circleRadius = 18.5; lifeTime = 14; size[] = {40,35}; lifeTimeVar = 0.5; color[] = {{ 0.95,0.9,0.85,0.4 },{ 0.85,0.8,0.75,0.3 },{ 0.75,0.7,0.65,0.2 },{ 0.65,0.6,0.55,0.1 },{ 0.55,0.5,0.45,0 }}; }; class RightWater1; class LeftWater1; class LeftEng1; class RightEng1; class NEff: Default { interval = 0; sizeCoef = 0; colorCoef[] = {1,1,1,1}; animationName = ""; animationSpeedCoef = 0; lifetime = 0; position[] = {0,0,0}; }; }; class NoSpray { class NoSpray { simulation = "particles"; type = "NEff"; }; }; class GNT_BCrater1a{}; class GNT_BExplosion1a { class LightExp { simulation = "light"; type = "ExploLight"; position[] = {0,0,0}; intensity = 0.001; interval = 1; lifeTime = 0.5; }; class BombExp1 { simulation = "particles"; type = "GNTBombExp1a"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 0.2; }; class BombSmk1 { simulation = "particles"; type = "GNTBombSmk1a"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 0.7; }; class BombSmk2 { simulation = "particles"; type = "GNTBombSmk2a"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 0.7; }; class BombSmk3 { simulation = "particles"; type = "GNTBombSmk3a"; position[] = {0,0,0}; intensity = 1; interval = 1; lifeTime = 3; }; }; class CfgAmmo { class Sh_120mm_AMOS; //External class Reference class MissileBase; class M_GNTR29RM_DLT: MissileBase { model = "\TxT_LCS1\weap\GNTrsm54.p3d"; hit = 4700; indirectHit = 3500; indirectHitRange = 50; irLock = 1; manualControl = 1; timeToLive = 80; cost = 10000; maxSpeed = 200; thrust = 30; initTime = 0; thrustTime = 15.0; maneuvrability = 25; CraterEffects = "GNT_BCrater1a"; explosionEffects = "GNT_BExplosion1a"; simulationStep = 0.002; trackLead = 2.0; trackOversteer = 2.0; sideAirFriction = 0.1; effectsMissile = "missile5"; }; class Sh_Jerohawk_destroyer : MissileBase{ //Sh_120mm_AMOS { model = "\cruisemissile\cruisemissile4";//change no ca proxyShape = "\A3\weapons_f\empty"; hit = 3500; indirectHit = 2500; indirectHitRange = 15; cost = 10000; muzzleEffect = ""; waterFriction = -0.00001; whistleDist = 4; CraterEffects = "AAMissileCrater"; explosionEffects = "AAMissileExplosion"; effectsMissileInit = "RocketBackEffectsRPG"; effectsMissile = "missile3"; //class EventHandlers//: EventHandlers //{ //init = "_this execVM ""\at_phalanx_missile\start.sqf"";"; //init = "[_this select 0] exec ""\CruiseMissile\Data\Scripts\launch.sqf"";"; //init = "_this execVM ""\CruiseMissile\Data\Scripts\launch.sqf"";"; //}; class CamShakeFire { power = 10; duration = 0.5; frequency = 20; distance = 30; }; class CamShakePlayerFire { power = 5; duration = 0.1; frequency = 20; }; class CamShakeHit { power = 50; duration = 1; frequency = 20; }; }; class BulletBase; class GntDummy_Gun: BulletBase { hit = 4000; indirectHit = 1; indirectHitRange = 1; typicalSpeed = 1900; cost = 100; deflecting = 1; airLock = 0; model = ""; }; }; class cfgWeapons { class Default; // External class reference class LauncherCore; // External class reference class CannonCore ; // External class reference class MissileLauncher; class GNTR29RMLauncher_DLT: MissileLauncher { displayName = "R-29RM"; minRange = 200; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.96; maxRange = 9000; maxRangeProbab = 0.96; //sound[] = {"\ca\Weapons\Data\Sound\Javelin1",31.622776,1}; reloadTime = 6; canLock = 2; magazineReloadTime = 45; magazines[] = {"1Rnd_GNTR29RM_DLT"}; aiRateOfFire = 1.0; aiRateOfFireDistance = 3000; //soundFly[] = {"\ca\air\Data\Sound\AH6_engine_v3",25.118866,1}; }; class GNTDummyGunA: CannonCore { scope = 1; cursorAim = "\ca\Weapons\Data\clear_empty"; multiplier = 1; autoFire = 1; flashSize = 0.01; reloadTime = 2.0; magazineReloadTime = 30; displayName = "Torpedo"; minRange = 300; minRangeProbab = 0.98; midRange = 2000; midRangeProbab = 0.98; maxRange = 4500; maxRangeProbab = 0.9; sound[] = {"",17.782795,1}; aiRateOfFire = 10.3; aiRateOfFireDistance = 4200; magazines[] = {"1Rnd_GNTDummyGunA"}; maxLeadSpeed = 600; dispersion = 0.01; aiDispersionCoefY = 7.0; aiDispersionCoefX = 7.0; }; class Vertical_launching_system : LauncherCore{ //CannonCore { scope = protected; displayname = "Vertical launching system"; autoFire = 1; nameSound = "CannonCore"; cursor = "mortar"; cursorAim = "EmptyCursor"; sound[] = {"A3\Sounds_F\weapons\Cannons\cannon82mm", db20, 1, 700}; reloadSound[] = {"A3\sounds_f\dummysound", 1.12202, 1, 12}; soundServo[] = {"", db-80, 1.0}; minRange = 80; minRangeProbab = 0.7; midRange = 2000; midRangeProbab = 0.7; maxRange = 4000; maxRangeProbab = 0.1; reloadTime = 1.8; magazineReloadTime = 5; maxLeadSpeed = 100; // max estimated speed km/h autoReload = true; canLock = 2; magazines[] = {"1Rnd_Jerohawk_Missile"}; ballisticsComputer = 2; canShootInWater = 1; class EventHandlers//: EventHandlers { //init = "_this execVM ""\at_phalanx_missile\start.sqf"";"; init = "[_this select 0] exec ""\CruiseMissile\Data\Scripts\launch.sqf"";"; //init = "_this execVM ""\CruiseMissile\Data\Scripts\launch.sqf"";"; }; modes[] = {"Single1","Burst1", "Burst2", "Burst3"}; class Single1 : Mode_SemiAuto { displayName = "INS Guidance"; sound[] = {"A3\Sounds_F\weapons\Cannons\cannon82mm.wav", db20, 1, 500}; reloadSound[] = {"A3\sounds_f\dummysound", 1.12202, 1, 12}; soundServo[] = {"", db-80, 1.0}; reloadTime = 1.8; minRange = 90; midRange = 3000; maxRange = 8000; artilleryDispersion = 0.7; artilleryCharge = 1; }; class Burst1 : Mode_Burst { showToPlayer = false; displayName = "$STR_A3_mortar_82mm_Burst10"; burst = 4; sound[] = {"A3\Sounds_F\weapons\Cannons\cannon82mm", db20, 1, 500}; reloadSound[] = {"A3\sounds_f\dummysound", 1.12202, 1, 12}; soundServo[] = {"", db-80, 1.0}; soundBurst = 0; reloadTime = 1.8; minRange = 60; minRangeProbab = 0.5; midRange = 290; midRangeProbab = 0.7; maxRange = 665; maxRangeProbab = 0.5; artilleryDispersion = 0.93; artilleryCharge = 0.35; }; class Burst2 : Burst1 { showToPlayer = false; displayName = "$STR_A3_mortar_82mm_Burst20"; minRange = 230; minRangeProbab = 0.4; midRange = 1175; midRangeProbab = 0.6; maxRange = 2660; maxRangeProbab = 0.4; artilleryCharge = 0.7; }; class Burst3 : Burst1 { showToPlayer = false; displayName = "$STR_A3_mortar_82mm_Burst30"; minRange = 540; minRangeProbab = 0.3; midRange = 2355; midRangeProbab = 0.4; maxRange = 5500; maxRangeProbab = 0.3; artilleryCharge = 1; }; }; }; /*extern*/ class DefaultEventhandlers; /*extern*/ class RCWSOptics; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land : AllVehicles {}; class Ship: AllVehicles{}; class BigShip: Ship{}; class Boat_F: BigShip { /*extern*/ class NewTurret; /*extern*/ class Turrets; /*extern*/ class ViewOptics; }; class TxT_LCS1: Boat_F { displayName = USS Freedom / LCS1; GunnerAction = "RHIB_Driver"; model="\TxT_LCS1\LCS1.p3d"; vehicleClass = "Ship"; crew = "B_Soldier_lite_F"; faction = BLU_F; side = TWest; scope=public; hasDriver=true; hasGunner=true; hasCommander=true; driverIsCommander=false; gunnerOpticsShowCursor = true; getInRadius= 20; extCameraPosition[] = {0, 24.0, -54.0}; camouflage = 0.01; // how dificult to spot - bigger - better spotable accuracy = 5.0; // accuracy needed to recognize type of this target airCapacity = 1209600; // Quite important for sumarines. Determines the time the crew inside the ship can be below the surface before dying suffocated for lack of air. It seems that when using class submarinex, the engine sets the crew as if they were below the water featureSize = 100; driverCanSee = 31; commanderCanSee = 31; gunnerCanSee = 31; radarType = 4; LockDetectionSystem = 8 + 4; IncommingMisslieDetectionSystem = 16; alwaysTarget = 0; soundLocked[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 0.000316, 2};//change no CA soundIncommingMissile[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 0.000316, 4};//change now CA selectionFireAnim = "VLS_AIM"; memoryPointLMissile = "VLS_1"; memoryPointRMissile = "VLS_2"; audible = 4; antiRollbarForceCoef = 0; antiRollbarForceLimit = 5; antiRollbarSpeedMax = 60; antiRollbarSpeedMin = 20; allowTabLock = 1; irTarget = false; irScanRangeMin = 0; irScanRangeMax = 8000; irScanToEyeFactor = 9; irScanGround = true; laserTarget = false; laserScanner = false; hideUnitInfo = false; nightVision = false; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.8, 1, 0.8}; armor=25000; armorStructural=2.000000; verticalTurnCoef = 30.2; // This line seems to control the speed for ascending/descending. canFloat = 1; showWeaponCargo =true; driverLeftHandAnimName = "drivewheel"; driverRightHandAnimName = "drivewheel"; driverAction = "driver_boat01"; getInAction = "GetInMedium"; getOutAction = "GetOutMedium"; cargoGetInAction[] = {"GetInMedium"}; cargoGetOutAction[] = {"GetOutMedium"}; castDriverShadow = true; castCargoShadow = true; driverhasflares = true; gunnerHasFlares = false; gunneriscommander= true; enableGPS = 1; transportSoldier = 75; cost = 80000; transportAmmo= 30000; fuelCapacity= 8800; supplyRadius = 3; precision = 15; brakeDistance = 100;//change start steerAheadSimul = 6.0;// steerAheadPlan = 3.0;// predictTurnSimul = 1.0;// predictTurnPlan = 1.0; //changed stop //acceleration = 50; //turnCoef = 0.75; maxSpeed = 75; // max speed on level road, km/h simulation = "shipX"; thrustDelay = 1; overSpeedBrakeCoef = .8;//0.2; waterLeakiness = 10000;//200; waterLinearDampingCoefY = 8;//10; waterLinearDampingCoefX = 2;//10.0; waterAngularDampingCoef = 8;//10; waterResistanceCoef = 0.01;//0.0015; rudderForceCoef = 14;//0 rudderForceCoefAtMaxSpeed = 50;//18; idleRpm = 1000;//200; redRpm = 6000;//3200; peakTorque = 5000; //maxOmega = 22500; enginePower = 80000;//66200; engineShiftY = -10.1;//-15.100; impactEffectSpeedLimit = 8; impactEffectsSea = "ImpactEffectsSea"; tBody = 150; reversed = 1; safeDepth = 2; cargoCanEject = 0; driverCanEject = 0; ArtilleryScanner =1; Uav = 0; /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// dustBackLeftPos = "dustBackLeft"; dustBackRightPos = "dustBackRight"; dustFrontLeftPos = "dustFrontLeft"; dustFrontRightPos = "dustFrontRight"; memoryPointDriverOptics[] = {"driverview","pilot"}; memoryPointsGetInDriver = "pos_driver"; memoryPointsGetInDriverDir = "pos_driver_dir"; memoryPointsgetOutDriver = "pos_driver"; memoryPointsgetOutDriverDir = "pos_driver_dir"; memoryPointsGetInCargo = "pos_cargo"; memoryPointsGetInCargoDir = "pos_cargo_dir"; memoryPointsgetOutCargo = "pos_cargo"; memoryPointsgetOutCargoDir = "pos_cargo_dir"; memoryPointsgetInGunner = "pos_gunner"; memoryPointsgetInGunnerDir = "pos_gunner_dir"; memoryPointsgetOutGunner = "pos_gunner"; memoryPointsgetOutGunnerDir = "pos_gunner_dir"; memoryPointMissile = "memoryPointMissile";//[] = {"memoryPointMissile"}; memoryPointMissileDir = "memoryPointMissileDir";//[] = {"memoryPointMissileDir"}; // These are points in the memory LOD that represent the spawning points for water particle FX. The first ones represent bow FX, the last ones represent the foam generated by the engine propeller memoryPointsLeftEngineEffect = "EngineEffectL"; memoryPointsLeftWaterEffect = "waterEffectL"; memoryPointsRightEngineEffect = "EngineEffectR"; memoryPointsRightWaterEffect = "waterEffectR"; memoryPointSupply = "SupplyPoint"; selectionClan = "clan"; selectionDamage = "zbytek"; selectionBackLights = "zadni svetlo"; selectionBrakeLights = "brzdove svetlo"; shownUnderWaterSelections[] = {}; destrType = "DestructBuilding"; dammageHalf[] = {"\AnyAddon\AnyPAA.paa","\AnyAddon\AnyOtherPAA.paa", ...}; dammageFull[] = {"\AnyAddon\AnyPAA.paa","\AnyAddon\AnyOtherPAA.paa", ...}; /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// unitInfoType = "UnitInfoShip"; insideSoundCoef = 0; soundEngineOnInt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-start-02.wav", 1.0, 1.0}; soundEngineOnExt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-start-02.wav", 1.0, 1.0, 200}; soundEngineOffInt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-stop-02.wav", 1.0, 1.0}; soundEngineOffExt[] = {"a3\Sounds_F\vehicles\boat\SpeedBoat\ext-boat-stop-02.wav", 1.0, 1.0, 200}; class Sounds { class IdleOut { sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-idle-2.wav", db5, 1.0, 300}; frequency = "0.95 + ((rpm/ 1200) factor[(100/ 1200),(300/ 1200)])*0.15"; volume = "engineOn*(((rpm/ 1200) factor[(0/ 1200),(30/ 1200)]) * ((rpm/ 1200) factor[(500/ 1200),(300/ 1200)]))"; }; class Engine { sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-low-2.wav", db10, 1.0, 450}; frequency = "0.95 + ((rpm/ 1200) factor[(300/ 1200),(600/ 1200)])*0.2"; volume = "engineOn*(((rpm/ 1200) factor[(150/ 1200),(250/ 1200)]) * ((rpm/ 1200) factor[(600/ 1200),(400/ 1200)]))"; }; class EngineMidOut { sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-mid-2.wav", db10, 1.0, 500}; frequency = "0.95 + ((rpm/ 1200) factor[(600/ 1200),(900/ 1200)])*0.2"; volume = "engineOn*(((rpm/ 1200) factor[(350/ 1200),(500/ 1200)]) * ((rpm/ 1200) factor[(1000/ 1200),(700/ 1200)]))"; }; class EngineMaxOut { sound[] = {"A3\Sounds_F\vehicles\boat\SpeedBoat\speedboat-high-2.wav", 5.62341, 1.0, 600}; frequency = "0.95 + ((rpm/ 1200) factor[(700/ 1200),(1000/ 1200)])*0.2"; volume = "engineOn*((rpm/ 1200) factor[(800/ 1200),(1200/ 1200)])"; }; class WaternoiseOutW0 { sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-0-speed1.wav", db-10, 1.0, 250}; frequency = "1"; volume = "(speed factor[4, 1])"; }; class WaternoiseOutW1 { sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-20-speed.wav", db-10, 1.0, 250}; frequency = "1"; volume = "((speed factor[2, 6]) min (speed factor[6, 4]))"; }; class WaternoiseOutW2 { sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-50-speed.wav", db-10, 1.0, 250}; frequency = "1"; volume = "(speed factor[3, 9])"; }; }; /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// enableManualFire = 0; smokeLauncherGrenadeCount = 12; smokeLauncherVelocity = 14; smokeLauncherOnTurret = 0; smokeLauncherAngle = 120; magazines[] = {"60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine"}; weapons[] = {"CMFlareLauncher"}; /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// //alexboy took this out //class complexGearbox { // GearboxRatios[] = {"R1", -0.782, "N", 0, "D1", 2}; // TransmissionRatios[] = {"High", 1.0}; // gearBoxMode = "auto"; // moveOffGear = 1; // driveString = "D"; // neutralString = "N"; // reverseString = "R"; //}; /*class complexGearbox { GearboxRatios[] = {"R1",-3.231,"N",0,"D1",2.462,"D2",1.870,"D3",1.241,"D4",0.970,"D5",0.711}; TransmissionRatios[] = {"High",4.111}; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles) moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. driveString = "D"; // string to display in the HUD for forward gears. neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. };*/ /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// class AttenuationsEffects { class TankAttenuation; }; attenuationEffectType = "TankAttenuation"; //added class Exhausts { class Exhaust1 { position = "Exhaust1"; direction = "Exhaust1_dir"; effect = "ExhaustEffectHeli"; }; class Exhaust2 { position = "Exhaust2"; direction = "Exhaust2_dir"; effect = "ExhaustEffectHeli"; }; }; ladders[] = { {"start","end" } };// a building with one ladder //ladders[] = { {"start1","end1" } , {"start2","end2" } };// two ladder building /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// leftDustEffect = "LDustEffects"; leftEngineEffect = "LEngEffectsSmall"; leftFastWaterEffect = "LWaterEffects"; leftWaterEffect = "LWaterEffects"; rightDustEffect = "RDustEffects"; rightEngineEffect = "REngEffectsSmall"; rightFastWaterEffect = "RWaterEffects"; rightWaterEffect = "RWaterEffects"; waterEffectSpeed = 5; engineEffectSpeed = 5; waterFastEffectSpeed = 18; /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// /* The entry to the actionmenu */ class UserActions { class Open_fence_back { displayName="Drop the fence"; onlyforplayer = true; position="fence_button"; radius=2; /* visibility distance of the entry */ condition="this animationPhase ""fence_back"" < 0.5"; statement="this animate [""fence_back"", 1]"; }; class Close_fence_back : Open_fence_back { displayName="Close the fence"; condition="this animationPhase ""fence_back"" >= 0.5"; statement="this animate [""fence_back"", 0]"; }; class Open_indoor { displayName="Open Door"; onlyforplayer = true; position="indoor_point"; radius=2; /* visibility distance of the entry */ condition="this animationPhase ""indoor"" < 0.5"; statement="this animate [""indoor"", 1]"; }; class Close_indoor : Open_indoor { displayName="Close Door"; condition="this animationPhase ""indoor"" >= 0.5"; statement="this animate [""indoor"", 0]"; }; }; class AnimationSources //: AnimationSources { class recoil_source { source = "reload";//"ammorandom"; weapon = "autocannon_40mm_CTWS"; }; class muzzle_rot_cannon { source = "ammorandom"; weapon = "LMG_Minigun"; }; }; /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// class Turrets { class FrontTurret : NewTurret { class HitPoints { class HitTurret { armor = 0.8; material = 60; name = "gun_trav"; visual = "gun_trav"; passThrough = true; }; class HitGun { armor = 0.6; material = 60; name = "gun_elev"; visual = "gun_elev"; passThrough = true; }; }; stabilizedInAxes = 4; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; gunnerAction = "gunner_hunter"; gunnerGetInAction = "GetInMedium"; gunnerGetOutAction = "GetOutMedium"; ejectDeadGunner = false; outGunnerMayFire = true; inGunnerMayFire = true; soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0}; gunBeg = "gun_beg"; // endpoint of the gun gunEnd = "gun_end"; // chamber of the gun weapons[] = {"autocannon_40mm_CTWS"}; magazines[] = {"60Rnd_40mm_GPR_shells","60Rnd_40mm_GPR_shells","40Rnd_40mm_APFSDS_shells","40Rnd_40mm_APFSDS_shells"}; discreteDistance[] = {100, 200, 300, 400, 600, 800, 1000, 1200}; discreteDistanceInitIndex = 2; gunnerName = "Cannon 40mm Operator"; memoryPointGunnerOptics = "gunnerview"; memoryPointGunnerOutOptics = "gunnerview";//ADDED memoryPointGun = "gun_end"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV}; turretInfoType = "RscOptics_crows"; gunnerForceOptics = false; startEngine = false; commanding = 0; primaryGunner = 1; primaryObserver = 0; LODTurnedIn = 1100; LODTurnedOut = 1100; usePip = 1; minElev = -15; maxElev = 40; initElev = 5; minTurn = -135; maxTurn = 135; initTurn = 0; class ViewOptics : RCWSOptics {}; class ViewGunner : ViewOptics { initAngleX = -15; minAngleX = -360;//-45; maxAngleX = 360;//45; minAngleY = -360;//-45;//added maxAngleY = 360;//45;//added initFov = 0.9; minFov = 0.42; maxFov = 0.9; visionMode[] = {}; }; class OpticsIn //added { class Wide: ViewOptics { initAngleX = 0; minAngleX = -360; maxAngleX = +360; initAngleY = 0; minAngleY = -360;//100 maxAngleY = 360; initFov = 0.3; minFov = 0.3; maxFov = 0.3; visionMode[] = {"NV","Ti"}; thermalMode[] = {0,1}; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_w_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_m_F.p3d"; initFov = 0.07; minFov = 0.07; maxFov = 0.07; }; class Narrow: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_n_F.p3d"; initFov = 0.028; minFov = 0.028; maxFov = 0.028; }; }; }; class MainTurret: NewTurret { body = "main1turret"; gun = "main1gun"; animationSourceBody = "main1turret"; animationSourceGun = "main1gun"; gunnerAction = "gunner_hunter"; gunnerName = "Weapons Station"; //gunnerOpticsModel = "\ca\wheeled\optika_BRDM"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; proxyIndex = 1; castGunnerShadow = 1; ejectDeadGunner = 0; minElev = -5; maxElev = 45; //soundServo[] = {"\ca\wheeled\Data\Sound\servo3",0.000178,0.9}; soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0}; initElev = 0; minTurn = -185; maxTurn = 185; initTurn = 0; weapons[] = {"GNTR29RMLauncher_DLT"}; magazines[] = {"1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT","1Rnd_GNTR29RM_DLT"}; memoryPointGun = "gunner1"; memoryPointGunnerOptics = "gunner1"; gunnerCompartments = "Compartment1"; showgunneroptics = 1; startEngine = 0; forceHideGunner = 0; gunnercansee = "2+4+8+16+1"; outGunnerMayFire = 1; inGunnerMayFire = 1; irScanRangeMin = 500; irScanRangeMax = 10000; irScanToEyeFactor = 1; sensitivity = 1; hasgunner = 1; gunBeg = "ustihlavne1"; gunEnd = "konechlavne1"; missileBeg = "spicerakety"; missileEnd = "konecrakety"; gunnerForceOptics = 1; commanding = 1; class EventHandlers //take out { init = "[_this] execvm ""\TxT_LCS1\scr\launch.sqf"""; fired = "[_this] execvm ""\TxT_LCS1\scr\launch.sqf"""; }; class ViewOptics { initAngleX = 0; initAngleY = 0; minAngleX = -360;//-45; maxAngleX = 360;//45; minAngleY = -360;//-45;//added maxAngleY = 360;//45;//added initFov = 0.6; minFov = 0.15; maxFov = 0.8; }; class ViewGunner { initAngleX = 0; minAngleX = 0; maxAngleX = 0; initAngleY = 0; minAngleY = -360; maxAngleY = 360; initFov = 0.6; minFov = 0.5; maxFov = 0.7; }; }; class AftTurret : NewTurret { stabilizedInAxes = 4; body = "SeaRAMTurret"; gun = "SeaRAMGun"; animationSourceBody = "SeaRAMTurret"; animationSourceGun = "SeaRAMGun"; gunnerAction = "gunner_hunter"; gunnerGetInAction = "GetInMedium"; gunnerGetOutAction = "GetOutMedium"; ejectDeadGunner = false; outGunnerMayFire = true; inGunnerMayFire = true; soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0}; gunBeg = "missile_end";//"missile_beg"; // endpoint of the gun gunEnd = "missile_beg";//"missile_end"; // chamber of the gun weapons[] = {"missiles_ASRAAM"}; magazines[] = {"4Rnd_AAA_missiles","4Rnd_AAA_missiles","4Rnd_AAA_missiles"}; gunnerName = "SeaRAM Operator"; memoryPointGunnerOutOptics = "SeaRAMview";//ADDED memoryPointGunnerOptics = "SeaRAMview"; memoryPointGun = "missile_end"; memoryPointLMissile = "Rocket_1"; memoryPointRMissile = "Rocket_2"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV}; turretInfoType = "RscOptics_crows"; gunnerForceOptics = false; startEngine = false; commanding = 0; primaryGunner = 2; primaryObserver = 0; LODTurnedIn = 1100; LODTurnedOut = 1100; usePip = 1; minElev = -360;//-15 maxElev = 360; initElev = 5; minTurn = 45; maxTurn = 315; initTurn = 180; class ViewOptics : RCWSOptics {}; class ViewGunner : ViewOptics { initAngleX = -15; minAngleX = -360;//-45; maxAngleX = 360;//45; minAngleY = -360;//-45;//added maxAngleY = 360;//45;//added initFov = 0.9; minFov = 0.42; maxFov = 0.9; visionMode[] = {}; }; class OpticsIn //added { class Wide: ViewOptics { initAngleX = 0; minAngleX = -360; maxAngleX = +360; initAngleY = 0; minAngleY = -360;//100 maxAngleY = 360; initFov = 0.3; minFov = 0.3; maxFov = 0.3; visionMode[] = {"NV","Ti"}; thermalMode[] = {0,1}; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_w_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_m_F.p3d"; initFov = 0.07; minFov = 0.07; maxFov = 0.07; }; class Narrow: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_n_F.p3d"; initFov = 0.028; minFov = 0.028; maxFov = 0.028; }; }; }; class ReaperTurret : NewTurret { stabilizedInAxes = 4; gunnerName = "Reaper 65x39mm Operator"; outGunnerMayFire = 1; memoryPointGun = "front_aa_chamber"; //memoryPointGun[] = {"front_aa_chamber","front_aa_chamber1"}; body = "FrontaaTurret"; gun = "FrontaaGun"; animationSourceBody = "frontaaTurret"; animationSourceGun = "frontaaGun"; gunnerAction = "ManActTestDriverOut"; gunnerGetInAction = "GetInLow"; gunnerGetOutAction = "GetOutLow"; soundServo[] = {"A3\sounds_f\dummysound", 0.005623, 1.000000}; gunBeg = "front_aa_muzzle"; gunEnd = "front_aa_chamber"; weapons[] = {"LMG_Minigun"}; magazines[] = {"2000Rnd_65x39_Belt_Tracer_Yellow", "2000Rnd_65x39_Belt_Tracer_Yellow", "2000Rnd_65x39_Belt_Tracer_Yellow", "2000Rnd_65x39_Belt_Tracer_Yellow", "2000Rnd_65x39_Belt_Tracer_Yellow", "2000Rnd_65x39_Belt_Tracer_Yellow", "2000Rnd_65x39_Belt_Tracer_Yellow", "2000Rnd_65x39_Belt_Tracer_Yellow"}; discreteDistance[] = {100, 200, 300, 400, 600, 800, 1000, 1200, 1600, 2000, 2500, 3000}; discreteDistanceInitIndex = 5; memoryPointGunnerOutOptics = "front_aa_opticview";//ADDED memoryPointGunnerOptics = "front_aa_opticview"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; turretInfoType = "RscOptics_crows"; radarType = 4; gunnerForceOptics = 1; startEngine = 0; commanding = 0; primaryGunner = 0; primaryObserver = 1; LODTurnedIn = 1100; LODTurnedOut = 1100; usePip = 1; minElev = -360;//-8 maxElev = 180;//360 initElev = 0; class HitPoints { class HitTurret { armor = 0.800000; material = -1; name = "vez"; visual = "vez"; passThrough = 0.300000; }; class HitGun { armor = 0.400000; material = -1; name = "zbran"; visual = "zbran"; passThrough = 0.100000; }; }; class ViewOptics: RCWSOptics { }; class ViewGunner: ViewOptics { initAngleX = 0; initAngleY = 0; minAngleX = -360;//-45; maxAngleX = 360;//45; minAngleY = -360;//-45;//added maxAngleY = 360;//45;//added initFov = 0.900000; minFov = 0.420000; maxFov = 0.900000; visionMode[] = {}; }; }; class VLS : NewTurret { class HitPoints { class HitTurret { armor = 0.8; material = 60; name = "otochlaven"; visual = "otochlaven"; passThrough = true; }; class HitGun { armor = 0.6; material = 60; name = "otochlaven"; visual = "otochlaven"; passThrough = true; }; }; stabilizedInAxes = 4; body = "CoTurret"; gun = "CoGun"; animationSourceBody = "CoTurret"; animationSourceGun = "CoGun"; gunnerAction = "RHIB_Driver"; gunnerName = "VLS JeroHawk Operator"; gunnerOpticsModel = "\A3\Armor_F\2D_scope_crows"; turretInfoType = "RscOptics_crows"; gunnerForceOptics = false; proxyIndex = 1; castGunnerShadow = true; ejectDeadGunner = false; minElev = -10; maxElev = 180; soundServo[] = {"\ca\wheeled\Data\Sound\servo3", 0.000178, 0.9};//CHANGe no CA initElev = 0; minTurn = -185; maxTurn = 185; initTurn = 0; weapons[] = {"Vertical_launching_system",}; magazines[] = {"Titan_AP","Titan_AT","Titan_AA","Titan_AA","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile","1Rnd_Jerohawk_Missile"}; memoryPointGun = "OPAM_2";//"gunner1"; memoryPointGunnerOutOptics = "co_opticview";//ADDED memoryPointGunnerOptics = "co_opticview"; gunnerCompartments = "Compartment1"; showgunneroptics = 1; startEngine = false; forceHideGunner = false; gunnerCanSee = 31; radarType = 4; outGunnerMayFire = true; inGunnerMayFire = true; irScanRangeMin = 200; irScanRangeMax = 15000; irScanToEyeFactor = 1; sensitivity = 2; // sensor sensitivity hasgunner = true; gunBeg = "rocket_beg"; // endpoint of the gun gunEnd = "rocket_end"; // chamber of the gun missileBeg = "missile_beg"; missileEnd = "missile_end"; memoryPointLMissile = "VLS_1"; memoryPointRMissile = "VLS_2"; commanding = 1; class EventHandlers//: EventHandlers { //init = "_this execVM ""\at_phalanx_missile\start.sqf"";"; // init = "[_this select 0] exec ""\at_phalanx_missile\start.sqf"";"; //fired = "[_this select 0] exec ""\CruiseMissile\Data\Scripts\launch.sqf"";"; //init = "_this execVM ""\CruiseMissile\Data\Scripts\launch.sqf"";"; }; class ViewOptics { initAngleX = 0; initAngleY = 0; minAngleX = -360;//-45; maxAngleX = 360;//45; minAngleY = -360;//-45;//added maxAngleY = 360;//45;//added initFov = 0.6; minFov = 0.15; maxFov = 0.8; }; class ViewGunner { initAngleX = 0; minAngleX = -10; maxAngleX = 55; initAngleY = 0; minAngleY = -360; maxAngleY = 360; initFov = 0.6; minFov = 0.5; maxFov = 0.7; }; class OpticsIn { class Wide: ViewOptics { initAngleX = 0; minAngleX = -360; maxAngleX = +360; initAngleY = 0; minAngleY = -360;//100 maxAngleY = 360; initFov = 0.3; minFov = 0.3; maxFov = 0.3; visionMode[] = {"NV","Ti"}; thermalMode[] = {0,1}; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_w_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_m_F.p3d"; initFov = 0.07; minFov = 0.07; maxFov = 0.07; }; class Narrow: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_n_F.p3d"; initFov = 0.028; minFov = 0.028; maxFov = 0.028; }; }; }; }; }; }; launch /* File: launch.sqf Author: Joris-Jan van 't Land Description: Launching a cruisemissile from a submerged submarine. Parameter(s): _this select 0: the objetc that launches the missile (should be in water). _this select 1: the target object. */ //ToDo: convert particle systems to particle sources. //ToDo: abort when launch position is not in water? private ["_Launcher"]; _Launcher = _this select 0; _posLaunch = Getpos _Launcher; _dirLaunch = Getdir _Launcher; _path = "\cruisemissile\"; _pathS = _path + "data\scripts\"; //Spawn the launch variant of the cruise missile and its flare. private ["_misL", "_misFlare"]; _misL = "CruiseMissile1" createVehicle [(_posLaunch select 0), (_posLaunch select 1), -1]; _misFlare = "CruiseMissileFlare1" createVehicle [(_posLaunch select 0), (_posLaunch select 1), -1]; _misFlare inflame true; //Start the launch. _misL setVelocity [0, 0, 20]; _misL setdir _dirLaunch; [_misL] execVM (_pathS + "watersplash.sqf"); //Unhide animated parts. _misL setObjectTexture [0, "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,CO)"]; _misL setObjectTexture [1, "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,CO)"]; _misL setObjectTexture [2, "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,CO)"]; _misL setObjectTexture [3, "#(argb,8,8,3)color(0,0,0,1.0,co)"]; _misL setVariable ["cruisemissile_level", false]; sleep 0.8; [_misL, _misFlare] execVM (_pathS + "cruisemissileflare.sqf"); _misL setObjectTexture [4, _path + "data\exhaust_flame_ca"]; _misFlare say "CruiseMissileLaunch"; [_misL] execVM (_pathS + "exhaust1.sqf"); [_misL] execVM (_pathS + "exhaust3.sqf"); sleep 0.3; //[_misL] execVM "booster.sqf"; //[_misL] execVM "vector_control.sqf"; sleep 1; _misL setObjectTexture [0, ""]; _misL animate ["Cover1", 1]; _misL animate ["Cover2", 1]; _misL animate ["Fin1", 1]; _misL animate ["Fin2", 1]; _misL animate ["Fin3", 1]; _misL animate ["Fin4", 1]; _misL animate ["Wing1", 1]; _misL animate ["Wing2", 1]; _misL animate ["Intake1", 1]; sleep 0.5; _misL setObjectTexture [1, ""]; _misL setObjectTexture [2, ""]; drop [_path + "cl_cover1", "", "SpaceObject", 1, 40, [-3, -3, -0.5], [-5, 0, 50], 2, 10.0, 1.0, 0, [1], [[1, 1, 1, 1]], [0, 1], 0, 0, "", "", _misL]; drop [_path + "cl_cover1", "", "SpaceObject", 1, 40, [3, 3, -0.5], [5, 0, 50], 2, 10.0, 1.0, 0, [1], [[1, 1, 1, 1]], [0, 1], 0, 0, "", "", _misL]; waitUntil {((Getpos _misL) select 2) >= 80}; _misL setVariable ["cruisemissile_level", true]; _misL setObjectTexture [4, ""]; private ["_pos", "_vel", "_dir"]; _pos = position _misL; _vel = velocity _misL; _dir = direction _misL; deleteVehicle _misL; true
  4. alexboy

    C-RAM for Arma 3!!!!

    Hey guys... sorry for the long time between posts... but I have been working on this addon here and there... college semester is close to being over, so i am studying more for finals... but I do still work on this between studying and relaxing.... There are still some errors I am trying to work out... and still looking for someone to pull the textures of the LHD in arma 2 for the phalanx's and sea rams... my version of the textures have been broken in game and turn black for some reason Won't be releasing this addon until I get working textures, because it wont look good... also I am working on other projects too, so i try to space my time out for each one... but this is my priority... Thank you for being patient
  5. I tried this too... for some reason mine wouldnt work either... im still looking into it and will give you an update... tried copying the MLRS config over to see what I am missing... but no work.... I got the Artillery computer user input option to pop up... but wouldnt open anything... so it might be within the game that it isnt working properly... possibly trying to copy the MLRS config over so you have all correct inheritence and also your turret you inherit the turret from the MLRS.... I am busy so i cant try this soon... but hope this helps
  6. alexboy

    C-RAM for Arma 3!!!!

    That is by @dr_strangepete... i been talking to him... we sometimes work together when we have time... but that will most likely be NATO based too His is going to be an awesome version for the C-ram too
  7. alexboy

    C-RAM for Arma 3!!!!

    I do apologize, but on my version of it i deleted all the comments when copying i guess i missed that part of it. I did read your message clearly... I even asked other people what support meant, they said for pre-caution do not release... Support can mean legally no permission or can use but with no supply of help. I would rather not take the chance of using someone else's script with out them clearly stating you can use it... So that is why I told above that I do not have permission. I Do apologize to you @Bakerman about past messages, I have been bombarded several times so I been clearing my inboxes, and I might of deleted your past messages, which would be evident to my confusion, I don't remember recieving an newer script to your version, is why i kept thinking the script you were refering to as new, was the one you sent me the first time, was what you were talking about, which is why i kept using it..
  8. alexboy

    C-RAM for Arma 3!!!!

    ya arma 2 had that gun... i might port over that from arma 2 if i get permission.... or if someone wants to find a really nice model of it and give it to me ^_^ but as of right now this model is delayed... due to permission for powerful script for my phalanx tracking, aiming, and firing has been withdrawn... (this is my fault and i take all responsibility for this) Will have to figure out a new way of doing this script in my own way... or find someone to help me.... or wait to see if i can regain permission to use this wonderful script i base mine off of.... so cross your fingers and I do apologize
  9. alexboy

    C-RAM for Arma 3!!!!

    Im looking into finding a russian model c-ram if you look on youtube they have a c-ram variant (dual phalanx gatlings with 2 rocket pods) possible example ^^ so there is a possibility if i can get hands on a model like that ---------- Post added at 12:57 ---------- Previous post was at 12:07 ---------- Ok, im testing different typs of artillery guns to track.... is there newer artillery coming into game anytime soon ? also im looking for someone to pull the textures of BI's lhd phalanx's that has a dome scanner on it... also if people can pull all models on the lhd (sea sparow, sea-ram variant and phalanx that would be helpful) just to have different sizes / looks of phalanxs' is always cool i just need textures because one of my friends... i lost his contact info on here so im looking for him... he gave me some CIWS models... and textures are similar to lhd texture for phalanxs and everything... so would help alot... and could help me release sooner because my textures are broke ingame for some reason... thank yall
  10. alexboy

    C-RAM for Arma 3!!!!

    Sorry for this post... but I am looking for the person who sent me some CIWS models / addons, please message me if you see this !!!! i need to talk to you about an issue and also to give credit (sorry i had to clean my inbox because of so many inboxes/ out boxes lately) also to make sure for everyone else can be happy... I am having great progress with this... changed tracers to red... talking to some sound mod creators to see if they can make a sexy sound for this phalanx.... and the script for targeting artillery is almost complete... just need to fix some bugs... and may see a beta release at the end of the week (no promises)
  11. weird thing is... i place mankyles ship on my map and it doesnt work ? the turrets point up ???
  12. does the config of ummm... i forgot who.. but you said you use this ship turret config and you said it worked ? http://forums.bistudio.com/showthread.php?159841-Arleigh-Burke-class-destroyer&p=2597017&viewfull=1#post2597017
  13. alexboy

    C-RAM for Arma 3!!!!

    Hey guys... I am looking for someone who can fix my textures for one of my phalanx's... when in game the whole model is black... I can't figure out why the textures wont work.... some of the textures wont open in textview for some reason... If someone who is good at texturing could take a look at this problem and try to fix it? Thank you in advance
  14. Thanks Gnat i worked around with using this and it worked !!!!! ok next problem... for some reason the guns on the Ship (AI as gunner) they aim upwards when they are "suppose" to be aiming at targets that are ahead of it, also for some reason all the 3rd views of each gunner and driver are at the center of the ship and not like in the correct location how can i fix this
  15. alexboy

    Installing new mods: a question

    Im almost 100% sure this doesnt belong in this thready... try moving it to another thread http://forums.bistudio.com/forumdisplay.php?175-ARMA-3-QUESTIONS-amp-ANSWERS or http://forums.bistudio.com/forumdisplay.php?161-ARMA-3-TROUBLESHOOTING
  16. Ok so this seems hard for anyone to help with... Another way around this... would to make the weapon to be like an MLRS how it launches its missiles into the air through artillery computer... could anyone help me config that ? i been trying but ... no luck at all... it wont let me use artillery computer
  17. alexboy

    C-RAM for Arma 3!!!!

    The burst isnt on my side... he was adding the gatling gun weapon and ammo from the A-10 from the update coming tomorrow and it was going against my phalanx's weapon so it turned into burst... it will be full auto... just wanted to show you guys what the sound would be like
  18. alexboy

    C-RAM for Arma 3!!!!

    New update - video and photos thanks to IntrepidGamer Video: Photos: http://imgur.com/a/vAjE4
  19. alexboy

    C-RAM for Arma 3!!!!

    How far it'll engage targets is uknown right now, due to testing... trying to see optimal distance so there is no glitches... once i find the min and max... i might give the user to give the distance within that (so like it can defend a base) so if your base is like 500m around and my phalanx can gaurd lets say 1000m... you can make it (600m) or such to gaurd just your base or something... (just an idea) if i cant get that to work... possibly 500-800 around it... as for sounds... trying to get a sexy sound... gonna see if any of the sound mod people wanna make a good sound for this... becasue i can''t find that perfect sound from BIS sounds...
  20. alexboy

    C-RAM for Arma 3!!!!

    hey guys just wanted to give you a newer update better working script... able to gaurd/ scan a larger area and more rounds, still in testing trying to make it work faster and have better chance of hitting all targets usually misses like 1/5 rounds... but I think this is due to the inaccuracy of the motors over shooting its target location so it doesnt hit within the phalanx's range Video: Night time shot https://www.flickr.com/photos/118054828@N03/13258781143/
  21. Is there any way to implement the launch of a missile from a gun/weapon to have like a certain launch sequence like the Launch above... then turn into a normal missile and go to its target ? because i got it to launch at targets and such.... just cant get it to lock on something so it follows it or hit the correct target and also cant get it to launch upwards... which the launch.sqf should do (dont know how to make the missile do that) (or have a "fake missile do that" then delete it, then have the real missile that can track launch)
  22. alexboy

    Damons HD Kryptek Units WIP

    Great job man, the detail is incredible ! almost too real
  23. alexboy

    C-RAM for Arma 3!!!!

    VIDEO !!! Next video will either be later tonight, or later this week... tweeked the script more and it has increased in optimizability.... lot better at figuring out which target to fire at first rather than just firing at the first "bullet" being fired... it searches for how close it is to its target / the defender (phalanx) and fires at that round first than goes up to the farthest one... distance for the radar right now for testing is at 500(dont know the units the game uses) but will increase to make it more realistic to the true phalanx facts and such... hope you guys like the teaser video
  24. There was something similar to the c130"taxi" in arms 2 I think it was jtk halo. You should talk to him about working with him or if you can use his information. Because it's really close to what you are wanting to do.
  25. thanks, ya this was just a friends model (didnt know the textures would turn out bad.. put the textures on after doing alot of work on it) so i felt like i ddi enough work on it to release it... just thought yall would like it its the future so yea... but there will be a new model coming out in the future for another addon (and later on a newer model for this USAV) the next addon will be similar but look like a helicopter...) and later on i will have this same model but made better so textures can be applied better was releasing for people to test it out and see how it is... only problem right now (except texture) i can't figure out how to make the UAV not twist (turn) so quickly... tried figuring it out but no luck.... if anyone has details on this it would help alot
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