brians200
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Everything posted by brians200
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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.
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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.
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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?
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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?
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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?
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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
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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
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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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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So the IED script is pretty oblivious as to what is going on during the mission. It doesn't know which sides are actually fighting, where the fighting is it, etc. Additionally, when people create a marker the size of the entire map, where would I hide him? To me, this feels more like functionality that should be supported by the mission's logic so that it can be tuned to fit in with what the intent of the mission is. That being said I would not be against providing functionality to assist with this logic. I already have functions to create and remove ied sections during the mission. The add ied section function can be used when creating the next area of interest. The remove ied section could be called when the "dicker" dies. I am not sure what else a mission maker would need. -
I have updated this script. V1.1 Replaced RPG-42 75mm HE with 84mm MAAWS 44 HE. Bombs are no longer spawn overhead and drop straight down. Now they are spawned about 4km and glide in. Missiles are no longer spawn overhead and fire straight down. Now they are spawned about 4km away and fly in. 155mm CLUSTER is no longer spawned overhead and is shot in like the rest of the shells. Bullets, Grenades, and Shells now spawn about 2.2km away, up from 1km away, to give them more time to fly in. (pre requisite work for have a tracer effect) Fixed logic with new players resetting the reload timer to 0. The script files and a sample mission can be found here: https://github.com/Brians200/EPD-JTAC/releases/tag/V1.1 The code can also be found here: https://github.com/Brians200/EPD-JTAC Future plans: Adding more settings for map makers (global Cool down modifiers, global acquisition modifiers, etc) Mine fields Making the script work with UAV and Vehicle commander seats that have lasers.
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Absolutely Mikey. Should be relatively simple for me to give you a location to go attack. You would just have to give me the code and I can put an example of how to add it to the jtac menu
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You can adjust the cool down by changing the second number next to each firemission in this file. The number is in seconds https://github.com/Brians200/EPD-JTAC/blob/master/EPD/VirtualJTAC/jtacsettings.sqf#L51-L84 Can you explain more how this lobby param would work? Should the time get multiplied by the number of jtacs or what?
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I will see if I can make this compatible with add ons. As an aside, does anybody know how to get the location of the Laser Marker that commanders can use in some vehicles? The following command only gives me <NULL-object> laserTarget vehicle player I've even tried using the commander command to no avail.
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Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can you provide a link to the EOD mod? -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks George! Would you mind sharing your list? I'd like to check out what you found. For now, I am going to checkout out the new dispenser to see how it works, as well as the mining drone to see if I can incorporate them. I also want to work on the explosion's smoke particle effects. Are there any other areas I should be concentrating on? -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello all my Arma friends! After a long hiatus I am back and am looking to start working on my IEDs again. As I have not kept up with Arma 3 for a long time, I am looking for some information. 1. Does this still work? Are people still having issues with it? I see there are some posts with people having errors. I tried running the sample mission on a local server and it seemed to work. I jumped during the first explosion 2. Is there a better script that has been released in the mean time that would make this one obsolete? 3. Have there been any changes made to Arma in regards to EOD? I see one of the DLCs has APERS Mine Dispenser and Utility & Demining Drone now. Anything else I should know about? 4. Are there any other related scripts I should work on integrating with? (EOD type scripts, texture scripts, etc) Thanks everybody. I look forward to developing this again. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't see anything wrong with those two file, and I am unable to reproduce the issue without your full mission. Sorry. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The sample mission doesn't have those errors. Can you post your init.sqf and Ied_Init.sqf and Ied_Settings.sqf? -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The sample mission doesn't have those errors. Can you post your init.sqf and Ied_Init.sqf and Ied_Settings.sqf? -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The sample mission doesn't have those errors. Can you post your init.sqf and Ied_Init.sqf and Ied_Settings.sqf? -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am not sure what you mean by these are no longer usable, as they weren't apart of the script I released. To answer your question, I am not sure that ever would have worked at all because it is considered a mine. This script usages createVehicle to spawn the objects and that has never played well with mines. You would need to use createMine if you want to use that object. Just a heads up though, you will have 2 disarm actions if you do this. The default arma 3 mine disarm and the one this script adds for ieds. Using the default disarm will not stop the script. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am assuming you mean invade and annex? If you look in \mission\main\region, you will see there are 5 regions which spawn the main AOs at various places. In my IED tutorial video here, I talk about how to create and delete ieds during the mission. Inside the region loop, after it has picked a new AO, you can spawn the ieds there. Then after that AO is finished, you can have it clean up and remove the ieds. You can even have it wait a few minutes before it removes them to make the extraction dangerous. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You will need to compile the file first. Put this in your init.sqf. Replace the location with where you are saving the file. call compile preprocessFileLineNumbers "EPD\IED\ExplosionEffects.sqf"; Then you can call it like this. [[_iedPosition] , "IED_SMOKE_SMALL", true, false] spawn BIS_fnc_MP; execVM won't work because it is a not a script file, it is a function file. IE, there is no code for it to run, just a bunch of functions that can be called. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sure. Are you talking about just the smoke and rock particle effects or the actual explosions? You will need to have this file compiled. https://github.com/Brians200/EPD-IED/blob/master/EPD/IED/ExplosionEffects.sqf Then you can call the various ones, changing _iedPosition to the location you care about. [[_iedPosition] , "IED_SMOKE_LARGE", true, false] spawn BIS_fnc_MP; [[_iedPosition] , "IED_SMOKE_MEDIUM", true, false] spawn BIS_fnc_MP; [[_iedPosition] , "IED_SMOKE_SMALL", true, false] spawn BIS_fnc_MP; If you want the rock effects, [[_iedPosition] , "IED_ROCKS", true, false] spawn BIS_fnc_MP; For obvious reasons, the particles are not transferred across the network and are local to each client. -
Randomly generated roadside IEDs
brians200 replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please post your init.sqf and Ied_Settings.sqf files or the whole mission