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j0nes

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Everything posted by j0nes

  1. j0nes

    Ac-130x (wip)

    ok, I need help :) the autopilot is still far from perfect, but Ive torn it to pieces and cant find a way to improve it any further. here is the core: ac130_rot_camera: (rotates a center logic to "tie" the plane to) set circle position: (creates a circular path for the aircraft to follow) ac130_rot_main: (loop that changes the angle of the plane with adjustments in radius, height or movement) LDL_mando_angles: (checks if one object is the the field of vision of another object, this is for moving the center of rotation) ac130_rot_float: (moves the plane to new orbit)
  2. j0nes

    Ac-130x (wip)

    well the speed shown is just what the simulation thinks the plane "should" be doing (thats why it can ready -50 and still be moving forward) but Ill have to look at the speed script itself, I think I may just need to add more sleep cycles or set definite bank angles instead of running them through scripts to find them ---------- Post added at 04:25 ---------- Previous post was at 02:38 ---------- ARRRRGGHHH, I messed up, autopilot wouldnt turn off unless you ejected, patched here! NEW DOWNLOAD LINK
  3. j0nes

    Ac-130x (wip)

    VERSION 1.1 IS OUT!!! new download link one more person added to the Credits and thanks list: Big Dawg KS, for WP damage script changelog: -continued smoothing autopilot -AP sounds -ambient gunner chatter -tire squeal on touchdown -made prop blur more visable -autopilot adjustable (see new operators manual below) -WP effects (50m Kill radius, only safe in tracked vehicles) -fixed various textures -fixed muzzle for S-FCO (was on opposite side of the plane) -reticules now change with the selected weapon -contrails -eject now turns off autopilot - guns calibrated to 375 kph in rotation -added all 6 FLIR modes -AP starting radius changed to 700 -AP now starts at current aircraft height above sea level (wont try to noseplant on high maps like CLAfghan) issues: -AP still lags (work as a team damnit! XD) -some texture loading problems on occasions -WP rounds may lag the autopilot so badly the game crashes, dont fire more than one at once -no wreck model yet -ambient gunner sounds only work if a player is in the P-FCOs seat -reticule stays on players screen when the go to map to do: -fix issues above -add other camos -add mechanical sounds (gear, flaps, etc.) -multiplayer testing! -AI testing! updated operators manual: left arrow = decrease radius by 25m (500m min.) right arrow = increase radius by 25m (5000m max.) up arrow = increase height by 50 down arrow = decrease height by 50 adjust ambient gunner chatter in RADIO volume settings, not sound volume.
  4. j0nes

    Ac-130x (wip)

    update coming out today!! some of the fixes are: removed some unnecessary autopilot scripts (still lags, but ill keep working on it) reticule now changes with the weapon selected white phosphorus rounds now kill (50m kill radius, only safe in tracked vehicles, thanks to Big Dawg KS for the script!) camo updated prop blurs more visible added contrails autopilot now adjustable! -left arrow: radius -25 -right arrow: radius +25 -up arrow: height +50 -down arrow: height -50 added help screen when autopilot active added cabin/gunner sounds gunner cams now have all 6 FLIR view modes (white hot, black hot, red hot, orange hot, brown hot, magenta hot, baby blue hot, yellow hot, etc) tire squeal on touchdown issues: some texture errors (if anyone knows why, please let me know :)) autopilot still lags, but my excuse until its fixed will be "im forcing you to play as a team" WP rounds can lag autopilot to point of crashing game if more than one are fired at once to do: continue working on AP script gear raise/lower sounds flaps raise/lower sounds WP explosion effects add battlefield uplink (youll see ;)) add IR strobe fix textures more camos start MP testing!!
  5. j0nes

    Ac-130x (wip)

    actually, the only sounds Im NOT using from LordJarhead, are the 40mm and 105mm cannon sounds! he was very helpful when I asked :)
  6. j0nes

    Ac-130x (wip)

    yep! there will be different textures, digital desert camo (see page 1), snow camo, navy, woodland, spooky (dark grey or black), and ill include the wire frames so that you guys can make your own textures for it!
  7. j0nes

    Ac-130x (wip)

    I need some help, can anyone post some samples of good particle effects, Ive check the wiki and forums, but theyre all outdated or not what Im looking for. I need three muzzle smoke plumes. or is it possible (via script, not cfg editing) to call premade effects such as "BIS_heavy_caliber"?
  8. j0nes

    Ac-130x (wip)

    I could probably write a script similar to the R3F scripts that includes weapon weight for the fuel and ammo, but the scripting would be so extensive in the way it would influence speed,fuel consumption, handling that it might suffer in heavily scripted missions. So for arguments sake, yes, it would only effect the endurance :) I didnt know if people were going to use the gunship more as a death machine where it will burn all its ammo before it uses half a tank of gas, or more of a UAV and called upon for CAS when needed and would therefore need to be airborne longer.
  9. j0nes

    Ac-130x (wip)

    not going to start another pole for this HOWEVER: I noticed a lot of you have checked "realism" as a top priority in an AC130 mod so Im gonna drop some realism on you. a C-130H (skeleton of the AC130) carries 60,000 lbs (27215.542 kg) of fuel. 1 gallon of Jet A fuel (close enough to turboprop fuel) weighs about 6.8 lbs (453.6 g) per gallon. So that means the C130H carries 8823.53 gallons (33400.7 l) of fuel. now... that being said. ArmA measures fuel capacity in Liters, and the BIS C130J carries 3000 L of fuel for reference. Should I have the AC-130X carry 33401 L of fuel, or the same as the C130J?
  10. j0nes

    Ac-130x (wip)

    new digital desert camo skins ---------- Post added at 00:31 ---------- Previous post was at 00:29 ---------- click below for the ALPHA version of the AC-130X (FOR ARMA II: OA): link here OPERATON MANUAL: P-FCO = primary fire control officer (main gunner, 105mm,40mm,25mm) S-FCO = secondary fire control officer (secondary gunner, 25mm) autopilot = -must be 200m above terrain level to start - 1000m orbit height/1000m orbit radius -open your map and single click over the center of your target area -the plane will wait until it is aligned properly with the destination zone and then will level out and move goals for alpha testing: -single player mechanics -core flight mechanics -core scripting mechanics to-do list: -textures -full WP smoke effects (burning flesh, screaming, etc.) -streamline autopilot scripting (chugs a little in heavy-script missions) -gun calibration -camera stability -cabin warning sounds -ambient gunner chatter sounds -make "eject" turn off autopilot -change gunner optics with weapon if you found a bug: please post in the following format or your post will be ignored!!! 1. issue 2. another issue 3. another issue comments CREDITS AND THANKS: CRASHNZ: c130H base p3d model (thanks for kickstarting the entire project!) c130H base config file c130H base textures/materials LordJarhead: 25mm sound c130 aircraft sounds bullet effect sounds LurchiDerLurch: AC130 Autopilot script gunners optics gunners monitor editor icon 105mm sound 40mm sound {DMM}Crossfire: creation of {DMM} clan {DMM}: testing and moral support {DMM}MADWEED: Textures RavenDK: Config help AC130 config reference script Randy: Config help AC130 config reference script Gnat: Config help (this is not an official BIS addon, use at your own risk) (all contents within this addon have been used with the expressed written permission of their original creators/owners. If you feel your work has been stollen, please contact me @ Jones.sidewalk@gmail.com)
  11. j0nes

    Ac-130x (wip)

    first untextured views first texture tests first ingame tests!
  12. j0nes

    Ac-130x (wip)

    forgot you have to sign in to the forums :P ill post them here!, but check the last post, theres a download link for the mod!
  13. j0nes

    APC Config Help

    did some more digging :) try this link: http://community.bistudio.com/wiki/Model_Config#Animation_sources make sure in your model.cfg that when you are selecting the track pieces that under source =.... that you use the proper animation sources
  14. http://community.bistudio.com/wiki/Weapons_settings this can explain much better than I can :)
  15. there are 2 possible problems that this could be caused by: 1. the unit may have the letters RACS stamped across the side, but in the cfgfactions class it is defined as belonging to USMC 2. in the config.cpp there is a section that should read something like typicalcrew[] ={}; or typicalcargo[] = {}; and if those contain classnames such as "USMC_soldier" or whatever then, regardless of the vehicles faction, the game will fill that vehicle with the corresponding units
  16. j0nes

    APC Config Help

    this may not be the source of the problem, but your ASTR_MGC1 class isnt inheriting anything. you have all of the bmp classes listed, but YOUR vehicle class has to take its model from somewhere so the game knows where to take its simulation. try this: class ASTR_MGC1: BMP2_base { scope=2; side=2; displayName = "APC"; faction="ASTR"; model="astr_mgc\astr_mgc"; accuracy=0.3; vehicleClass="Armored"; crew="CZ_Soldier_Crew_Wdl_ACR"; typicalCargo[]={"CZ_Soldier_Crew_Wdl_ACR","CZ_Soldier_Crew_Wdl_ACR"}; }; may not fix anything, but it might....
  17. wow....with all my work on this script I should have seen this.... HERES youre init: nul = [this,"H4",0.5]execVM "scripts\mark_unit.sqf";null = [this]execVM "scripts\lock.sqf";veh = [this, 60, 300, 0, FALSE, FALSE, "nul = [this,""H4"",0.5] execVM ""scripts\mark_unit.sqf"";null = [this] execVM ""scripts\lock.sqf"";"] execVM "scripts\vehicle.sqf"; you have to enter your scripts twice, the first time is for the initial vehicle, the time within the respawn script is for every time the vehicle respawns
  18. Im building an addon and Ive nearly finished it. However, Ive been able to get the turret to work fine with guns, but the moment I change it to fire a missile it does not work. how do I define the memory points for a missile? heres my turret cfg: class Turrets: Turrets { class MainTurret: NewTurret { gunnername = "P-FCO"; memorypointsgetingunner = "pos gunner"; memorypointsgetingunnerdir = "pos gunner dir"; weapons[] = {"AMC25"}; magazines[] = {"3000Rnd_25_API"}; soundServo[] = {"\ac_130X\sounds\turret",1,0.9}; minElev = -30; maxElev = 10; minturn = 60; maxturn = 120; initturn = 90; gunnerOpticsModel = "\ac_130X\optics\105_optics"; memorypointgun = "cannon"; memorypointgunneroptics = "gunnerview_1"; animationsourcebody = "mainturret"; animationsourcegun = "maingun"; gun = "105_vertical"; body = "105_horizontal"; gunend = "gun_chamber"; gunbeg = "gun_muzzle"; ingunnermayfire = true; outgunnermayfire = true; primarygunner = true; proxytype = "CPGunner"; proxyindex = 1; showgunneroptics = true; startengine = false; }; };
  19. im using BIS TOW missiles to test with if that makes a difference
  20. syntax is all right, just talked to another scripter in my clan and apparently the alpha update did something to the respawn script and so it has to be rewritten and re-released :) so it will work after that!
  21. you forgot the "e" in null = [this]execVM ""scripts\lock.sqf""; ---------- Post added at 11:19 ---------- Previous post was at 11:16 ---------- *cough* or rather I did *cough*
  22. tried it and it didnt work. I used the the already defined and double defined "gun_muzzle" and "gun_chamber" points, but the missiles still just fired from the center of the vehicle. do the rocket points need to be different from the gunend = "gun_chamber"; gunbeg = "gun_muzzle"; points?
  23. what vehicle respawn script are you using? ---------- Post added at 10:44 ---------- Previous post was at 10:41 ---------- if your first post is correct then your vehicle init should look like this: veh = [this, 60, 300, 0, FALSE, FALSE, "nul = [this,""H4"",0.5] execVM ""scripts\mark_unit.sqf"";null = [this]excVM ""lock.sqf"";"] execVM "scripts\vehicle.sqf";
  24. here ya go! actually tested this one :P ok so in your vehicle init put this: null = [this]execVM "lock.sqf"; and heres the lock.sqf": _vehicle = _this select 0; _vehicle addEventHandler ["GetIn", { private ["_veh", "_UIDarray"]; _veh = _this select 0; _UIDArray = ["123456", "654321", "789456"]; if ((_veh emptyPositions "driver" == 0) && (player != driver _veh)) exitWith {}; if (getPlayerUID player in _UIDArray) then {hint ""} else {player action ["getOut",(vehicle player)]; hint "For members only"; }; }]; ---------- Post added at 10:24 ---------- Previous post was at 10:18 ---------- also, to find your UID go to the games main menu >> player profile >> your profile on the screen with the floating head there will be some numbers and thats your ID in the editor this script will ALWAYS kick you out of a vehicle, regardless of correct IDs I think it will work in a hosted server, but definitely in a dedicated
  25. it was, but I figured it out. didnt binarize the file first :mad:
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