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brians200

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About brians200

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  1. brians200

    Standalone JTAC Script

    Can you zip up your folder and share it? I will take a look
  2. brians200

    Standalone JTAC Script

    Hi Craig, I just ran the sample mission on a dedicated server and was able to make many explosions. Perhaps you have misconfigured it. Are there any errors in the log?
  3. brians200

    Standalone JTAC Script

    I have released v1.6 with the map feature here: https://github.com/Brians200/EPD-JTAC/releases/tag/v1.6 You can see a demonstration of it here: :
  4. brians200

    Standalone JTAC Script

    I just put some speed monitors on some of the bombs with the parameters above and here are the speeds when the bombs hit the ground. GBU12 = 494.255 kph FIR_GBU56 = 501.694 kph FIR_GBU39 = 663.491 kph So they are definitely a little on the slow side. Even speeding them up to 900 kph, the game engine is still able to render them perfectly fine though. I am able to easily take a screen shot of them in the air. I tested several missiles going 2000 kph and I was still able to see them flying. I am choosing to spawn them so far away because I like having the potential for them to hit buildings or hills along the way if the player is not smart about setting the ingress direction correctly. Faking that travel time would remove that possibility. I also don't want to have to figure out how much to angle each individual bomb so that it would hit the ground faster than free falling. I already did that with the missiles and it wasn't fun 😞
  5. brians200

    Standalone JTAC Script

    There has to be a typo somewhere in there, but I am not seeing it with my eyes. This works for example ["BOMBS", "250lb SDB", 40, 1, "DROP_BOMBS", ["ammo_Bomb_SDB", 1, 250, 0.125, 2, 0, 0]], ["BOMBS", "500lb GBU12", 44, 2, "DROP_BOMBS", ["Bomb_03_F", 1, 223.5, 1, 10, 0, 0]], ["BOMBS", "580lb Cluster", 48, 4, "DROP_BOMBS", ["BombCluster_03_Ammo_F", 1, 212, 0.5, 10, 0, 0]], ["BOMBS", "750lb Cluster", 52, 4, "DROP_BOMBS", ["BombCluster_01_Ammo_F", 1, 224, 0.5, 10, 0, 0]], ["BOMBS", "1100lb Cluster", 56, 4, "DROP_BOMBS", ["BombCluster_02_Ammo_F", 1, 255, 0.5, 10, 0, 0]], ["BOMBS", "Cruise Missile Cluster", 60, 4, "FIRE_ROCKETS", ["ammo_Missile_Cruise_01_Cluster", 1, 3911.5, -17.04, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU10", 40, 1, "DROP_BOMBS", ["FIR_GBU10", 1, 94.7, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU12", 40, 1, "DROP_BOMBS", ["FIR_GBU12", 1, 147.3, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_EGBU12", 40, 1, "DROP_BOMBS", ["FIR_EGBU12", 1, 147.3, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_PAVEWAY_IV", 40, 1, "DROP_BOMBS", ["FIR_PAVEWAY_IV", 1, 147.3, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GCS1", 40, 1, "DROP_BOMBS", ["FIR_GCS1", 1, 127.41, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU16", 40, 1, "DROP_BOMBS", ["FIR_GBU16", 1, 212.3, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU31", 40, 1, "DROP_BOMBS", ["FIR_GBU31", 1, 120.45, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU56", 40, 1, "DROP_BOMBS", ["FIR_GBU56", 1, 120.45, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU32", 40, 1, "DROP_BOMBS", ["FIR_GBU32", 1, 128.65, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU38", 40, 1, "DROP_BOMBS", ["FIR_GBU38", 1, 150.65, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU54", 40, 1, "DROP_BOMBS", ["FIR_GBU54", 1, 150.65, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU39", 40, 1, "DROP_BOMBS", ["FIR_GBU39", 1, 223.45, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU53", 40, 1, "DROP_BOMBS", ["FIR_GBU53", 1, 260.6, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_mk83", 40, 1, "DROP_BOMBS", ["FIR_mk83", 1, 176.5, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_mk84", 40, 1, "DROP_BOMBS", ["FIR_mk84", 1, 110.7, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_GBU32", 40, 1, "DROP_BOMBS", ["FIR_CBU97", 1, 196.95, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_CBU97", 40, 1, "DROP_BOMBS", ["FIR_PDU5B", 1, 196.97, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_KAB250L", 40, 1, "DROP_BOMBS", ["FIR_KAB250L", 1, 193.7, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_KAB500L", 40, 1, "DROP_BOMBS", ["FIR_KAB500L", 1, 193.7, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_KAB500Kr", 40, 1, "DROP_BOMBS", ["FIR_KAB500Kr", 1, 168.5, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_KAB500SE", 40, 1, "DROP_BOMBS", ["FIR_KAB500SE", 1, 168.5, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_FAB250", 40, 1, "DROP_BOMBS", ["FIR_FAB250", 1, 176.51, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_RBK500_SPBE_D", 40, 1, "DROP_BOMBS", ["FIR_RBK500_SPBE_D", 1, 184.95, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_BLU107", 40, 1, "DROP_BOMBS", ["FIR_BLU107", 1, 123.65, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_CBU87", 40, 1, "DROP_BOMBS", ["FIR_CBU87", 1, 196.95, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_CBU100", 40, 1, "DROP_BOMBS", ["FIR_CBU100", 1, 196.95, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_CBU78", 40, 1, "DROP_BOMBS", ["FIR_CBU78", 1, 196.95, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_CBU89", 40, 1, "DROP_BOMBS", ["FIR_CBU89", 1, 196.95, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_CBU103", 40, 1, "DROP_BOMBS", ["FIR_CBU103", 1, 196.95, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_CBU105", 40, 1, "DROP_BOMBS", ["FIR_CBU105", 1, 196.95, 0.1, 0.1, 0, 0]], ["BOMBS", "FIR_RBK250", 40, 1, "DROP_BOMBS", ["FIR_RBK250", 1, 184.95, 0.1, 0.1, 0, 0]], I've also never seen a list that long in the game 🙂
  6. brians200

    Standalone JTAC Script

    I had a bit of time on my hands. Here are some initial velocities for the bombs I tested Bombs: FIR_GBU10 - 94.7 FIR_GBU12 - 147.3 FIR_EGBU12 - 147.3 FIR_PAVEWAY_IV - 147.3 FIR_GCS1 - 127.41 FIR_GBU16 - 212.3 FIR_GBU31 - 120.45 FIR_GBU56 - 120.45 FIR_GBU32 - 128.65 FIR_GBU38 - 150.65 FIR_GBU54 - 150.65 FIR_GBU39 - 223.45 FIR_GBU53 - 260.6 FIR_mk83 - 176.5 FIR_mk84 - 110.7 FIR_CBU97 - 196.95 FIR_PDU5B - 196.97 # Is this one supposed to release sub-munitions? FIR_KAB250L - 193.7 FIR_KAB500L - 193.7 FIR_KAB500Kr - 168.5 FIR_KAB500SE - 168.5 FIR_FAB250 - 176.51 FIR_RBK500_SPBE_D - 184.95 # Is this one supposed to release sub-munitions? FIR_BLU107 - 123.65 Sub-munition Bombs: # These are hard to tell since they explode so far away. Please double check FIR_CBU87 - 196.95 FIR_CBU100 - 196.95 FIR_CBU78 - 196.95 FIR_CBU89 - 196.95 FIR_CBU103 - 196.95 FIR_CBU105 - 196.95 FIR_RBK250 - 184.95
  7. brians200

    Standalone JTAC Script

    The bombs are not actually aimed, they are just free falling. The initial velocity is what it takes for the bomb to reach the destination from the starting location. I do not know of a calculation to determine the initial velocity. I just do it through trial and error. Each bomb has different flight characteristics in the physics engine (wings, weight, etc). I aim at the crosses on the runway of Stratis. You can speed up your testing by calling the bomb function directly in the debug console. [[1817.67,5623.62,5.47415], 90,["FIR_GBU32",1,128.65,0,0,0,0]] call DROP_BOMBS; The first array is the location you would like it to land If you are having trouble figuring out where it is landing in the first place, you can ride the bomb by adding player attachTo [_bomb, [0,-2,-2]]; To line 38 here: https://github.com/Brians200/EPD-JTAC/blob/master/EPD/VirtualJTAC/Attacks/Bombs.sqf For the GBU56, it looks like 120.45 will hit it on the mark. For the GBU39, 223.45 seemed to be a tiny bit more accurate (2 foot difference) , but both will kill ya 🙂 Let me know if the above doesn't make sense or you need help with others. I can make a video showing my process if you need If you plan to use any of the rockets, it will require a different method. Let me know and I can help there too.
  8. brians200

    Standalone JTAC Script

    Sorry for the delay, I have been having computer issues. The following will drop one of the GBU32s from FIR. I called it in 10 times to give you an idea of the spread. You can play with the intentional inaccuracy however you want. The "1" after 128.65 is how much the speed will vary, causing the bomb to over or undershoot. The "10" is how far off the angle will can be, causing the bomb to veer left and right. (Script will pick a random number at time of launching). Values of 0 will make it hit the dot every time. Make sure you update the docs of your local copy so players can check their diary and see an explanation of the new attack: https://github.com/Brians200/EPD-JTAC/blob/master/EPD/VirtualJTAC/jtacdoc.sqf Let me know if you need any more help with the other projectiles. ["BOMBS", "GBU32", 40, 1, "DROP_BOMBS", ["FIR_GBU32", 1, 128.65, 1, 10, 0, 0]], Thanks for clearing it up. The script works by spawning a projectile and flinging in the direction of the target. I have "done the math"* for each projectile to figure out exactly how much of an oomph each projectile needs to reach the target as they all behave differently in the physics engine. The script does have a simple version of ingress now with the "Fire Direction" addaction, being able to pick 45 degree increments. I can work on taking advantage of the map scripting commands, maybe making it a two click approach. The first click on the map could mimic your ingress by specifying the location the projectile will be coming from. (Actual distance wouldn't matter, this would only be used for calculating the direction the projectile would come from). The second click on the map would then be the grid location you would like the projectile to hit (I would leave their intentional inaccuracies). The script doesn't spawn a vehicle or anything, so there is nothing in the script that could take advantage of an egress. Does this sound like it would scratch your itch? * The math
  9. brians200

    Standalone JTAC Script

    I really like the idea of being able to provide a 6 digit grid. That will allow the JTAC player to be able to make calls without line of sight. Do you know how accurate the 6digit grid is? 1 meter, 10 meters, or....? I want to make sure I am factoring in the fake accuracy that I have already added correctly. I will need to look into how coordinates can be input. Can you expand on the second part? I am not sure I understand. I created a settings file with the intention of people adding/removing attacks or changing how they work . You are free to add any weapons you would like to the local version of your script here: https://github.com/Brians200/EPD-JTAC/blob/master/EPD/VirtualJTAC/jtacsettings.sqf#L112 Are you asking for help on how to calculate the offsets? Can you provide a list of the weapons you need help with and I will help figure it out when I get some time.
  10. brians200

    Standalone JTAC Script

    Hi Kremator Can you suggest a getting started with modding tutorial somewhere? This is not a lot to getting started here... https://community.bistudio.com/wiki/Eden_Editor:_Modding
  11. brians200

    Standalone JTAC Script

    I have updated the overview with the latest update v1.5. In addition, I have added youtube videos of all the categories to better show off what this script can do. V1.5 Separated nonlethal attacks into smoke and night attacks. Added more smoke attacks for signaling and concealment. Added more documentation to the diary for the JTAC user to read. Added new parameters to the projectile code so mission makers can more easily provide their own attacks. I welcome feedback for balance and other suggestions. Thank you and enjoy.
  12. brians200

    Randomly generated roadside IEDs

    Hello Knight81, My recent development time has been focused on my other Standalone JTAC script. Any development for this script is mostly limited to maintaining it so it still works. Do you have any suggestions you would like to see?
  13. brians200

    Standalone JTAC Script

    I have updated the original post with the release of V1.41 The JTAC players can now check how much time is remaining on each of the individual reloads. The asterisk next to the reload timer means the guns have not finished firing yet and the timer has not started yet. Thank you and enjoy.
  14. brians200

    Standalone JTAC Script

    I have updated the original post with the release of V1.4. I have revamped the reload system and would like opinions on the chosen settings. Each category now has an independent reload timer and the other categories can be called in while the recently used ones are reloading. There is also the concept of a short reload (simulating a vehicle turning around and reacquiring a target) and a long reload (simulating the vehicle returning to base to rearm). Each category has a capacity assigned to it and each attack has a point value. As long as the sum of the point values do not push the category above the capacity, a short reload will be performed. Once the capacity is reached, a long reload will happen. V1.4 Player can choose which direction the projectiles are fired from Strafing runs have been added Each attack category now has its own independent reload timers. There is a short reload timer to simulate a vehicle turning around and reacquiring the target. After several shots in the category a long reload timer is triggered to simulate the vehicle returning to base to rearm. Added reloaded notification Fixed UAVs being unable to call in guided missiles The grenades category has been removed and a couple of options moved to the bullets category. Code clean up and optimizations.
  15. brians200

    Standalone JTAC Script

    Hello Everybody, I am here to post an update of what is coming down the line. In the next release, JTAC operators will be able to control which direction the shots are fired from: There are new strafing run attacks: I am planning on revamping the reload timer system. I am wanting to have a separate reload timer for each attack type. Additionally, there will be several short reload timers before a long reload timer is trigger. As an example, this would help to simulate an airplane dropping a bomb, turning around, dropping another bomb and returning to base to reload. As always, feedback is welcome. - Brian
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