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brians200

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About brians200

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  1. 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.
  2. 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.
  3. 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
  4. brians200

    Standalone JTAC Script

    I have updated the original post with the full release of version 1.3. Here is a quick list of changes V1.3 Cleaned up code Simplified settings menu Added guided missiles with two firing modes Follow the laser Fire and forget vehicle tracking Added two failure modes for the guide missiles Loss of tracking Unplanned rapid disassembly I also finally got around to making a video for the script showing off some of what it can do. As always, feedback is welcome. - Brian
  5. brians200

    Standalone JTAC Script

    Hello Everybody, I am sorry I had to take a leave of absence, but I am back. Not only am I back, but I bring you gifts. Here is a preview version of the guided missiles: https://github.com/Brians200/EPD-JTAC/releases/tag/v1.3 There are two modes: Titan AT After locking on to your laser for about 10 seconds, the missile is fired and tries its hardest to hit where your laser currently is pointing. The missile will adjust if you move your laser while it is coming down There is a limit to how much the missile can adjust in a given time period, so don't expect miracle turns. Titan AT FnF (Fire and Forget) After a short lock on of about 10 seconds, the missile will automatically follow the ground vehicle you locked on to. There is a bit of a mini game for locking the vehicle. When you are pointed at the vehicle, the lock percentage counts towards 100% If you stop pointing at the vehicle, a lost percentage starts to count up. If the lost percentage goes to 100%, you will need to start over If the target is reacquired, the lost percentage drops back to 0 and the lock percentage continues where it left off. I am looking for feedback on timing and whether any other missiles should be included. Still todo: Add in game docs explaining the new missile modes. Add in missile failures (configurable percentages) Explodes mid air Loses tracking Allow drones to call in the guided missiles. ? For future reference, this script is free to use in your own missions. All I ask for is a tiny bit of credit. If you would like to change what ordinance are available, you can find all of the options in the jtacsettings.sqf. You are free to add and remove ordinance, but you will have to figure out what settings are required to hit the target with new shells. Message me if you would like some help on this as it isn't easy. Thanks, Brian
  6. brians200

    Standalone JTAC Script

    Yup, I agree. The failure chance will be low by default and configurable. I just want to add some level of fairness to the script. The other projectiles are given some level of error while being fired, so I was keeping within the spirit of that. While testing my code, I was able to hit helicopters going full speed with these missiles, as well as the considerably slower land vehicles.
  7. brians200

    Standalone JTAC Script

    I have been thinking about how I want the missiles to miss, without having to throw the missile at the end of it's trajectory. I have thought of two ways so far. Any other miss ideas are welcome. 1. Guidance failure. If triggered, the missile will stop steering towards the target and just travel in a straight line. 2. Blow up in the air. Something catastrophically goes wrong with the missile in flight, causing it to blow up, like below. I understand now. That will definitely be a stretch goal as I don't even know where to begin with that. I really like the idea though.
  8. brians200

    Standalone JTAC Script

    Thanks @schweyer! Here is a video of version 2 in action. This just has a brief period before the missile is launched. After it is launched, it just targets your laser. As you can see on the third missile, you can redirect it pretty easy. I have limited how much the missiles can turn, so don't expect miracle turns.
  9. brians200

    Standalone JTAC Script

    Here is a video of version 1 in action. As you can see, there are two numbers involved. The first number, "Lock", is the current amount the missile is locked. It has to reach 100% before the missile is fired. This number does not go up if you are not aimed at the target. Once the missile is locked, the laser can be turned off as it will track the vehicle automatically. I am thinking of making this take 30-40 seconds before 100%. The second number is "Lock Lost". This number begins counting when you are not aimed at the target. If it reaches 100%, the lock is lost and you must start over. This number is reset to 0 every time the laser is put back on the vehicle. Currently it is about 3-4 seconds before reaching 100% and canceling. Alternatively, I can just use one number. It would count up when you are on target and count down when you are off target. Thoughts? Feedback is welcome.
  10. brians200

    Standalone JTAC Script

    Can you explain what you are hoping to get out of an addon with this? It is a simple script that mission makers can choose to add to their mission if they feel like adding the JTAC capabilities the script provides. I am not sure what the transition from a script that the mission maker decides to include to an addon that the user has to install would provide?
  11. brians200

    Standalone JTAC Script

    I am working on making guided missiles for this script. I plan to make two versions. Version 1) After a long acquire time, a missile is fired and automatically tracks the vehicle (going to limit it to land vehicles). The laser can be turned off after acquisition. Version 2) After a short acquire time, a missile is fired and automatically tracks the laser, allowing the missile course to be changed as it flies in. Here is a work in progress video of version 1. (The final version will have the missile come in from a random direction, just like the rest of the projectiles. In the video, they come from the same direction every time for testing purposes) Questions for the audience: Should these missiles always hit within the best of my ability to program them? Should there bit a % chance in the config for them to miss?
  12. brians200

    Standalone JTAC Script

    I guess I don't understand. In your earlier comment, you mentioned being able to use the JTAC menu when controlling a UAV, which I have enabled. Can you explain to me exactly what the addon version would be and how it would be used?
  13. brians200

    Standalone JTAC Script

    Sorry for the absence, I have fixed the bug with players in a UAV being able to access the JTAC menu. @schweyer, can you tell me what other vehicles you saw it in so I can make sure I fixed it everywhere? I will look into making guided missiles work, but it might be a little while with my availability. V1.21 Fixed bug where none JTAC players can access the JTAC menu by using a UAV. (Thanks schweyer and bigshot!) https://github.com/Brians200/EPD-JTAC/releases/tag/V1.21
  14. brians200

    Standalone JTAC Script

    I have updated the script to v1.2 A note on the UAVs. If your laser designator is turned on at the same time as your drone's laser, your handheld laser will be used. At the same time, if your drone's laser is on and you aren't actively controlling it, you can still have the drone call in a fire mission where ever it is aiming. Also I am interested in your thoughts on the new mine fields. Are there too many mines? Are they too big? Is the demining too powerful? V1.2 Added global cooldown and acquisition modifiers. Added support for drones to call in fire missions when controlled by JTAC operators. Added the ability to create mine fields. Added the ability to destroy mine fields. Swapped BIS_fnc_MP with remoteExec. Fixed JIP not having the JTAC menu. The script files and a sample mission can be found here: https://github.com/Brians200/EPD-JTAC/releases/tag/V1.2 The code can also be found here: https://github.com/Brians200/EPD-JTAC
  15. brians200

    Standalone JTAC Script

    There was a typo in my release earlier, causing bombs to not work. I have corrected it and updated the code on the same link. I am going to leave the version numbers the same.
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