Jump to content

brians200

Member
  • Content Count

    284
  • Joined

  • Last visited

  • Medals

Everything posted by brians200

  1. Hello, I am here to release my standalone JTAC script for mission makers to use freely in their missions. What this script does is allow players to call in air strikes, artillery strikes, and a few other things without having to have a bunch of other players controlling helicopters, airplanes, and artillery vehicles. I have found this to be useful on servers with a small number of players and on missions where you don't want certain vehicles to be freely available. How does it work: The script works by adding a JTAC menu option to players who have the JTAC flag enabled. The player then needs to use a laser designator to aim the rounds they wish to fire from the drop down. The more powerful the round, the longer they will have to aim. The rounds will be delivered and the JTAC guns will go on a global cool down. The more powerful the round, the longer they will have to wait before being able to fire anything again. This will force the player to make smart choices about when and what to fire or suffer the consequences when the guns aren't ready and they could really use it. If there is more than one JTAC player, they will have to coordinate, because they share the global cool down. What can the JTAC player fire: The JTAC player will have a diary entry added to their map explaining all of the possible fire missions they can request. Each of the fire missions have their own accuracy, target acquisition time, reload times, and number of rounds fired. The current available options are below. Videos are speed up for the sake of brevity. Explosive Bullets 20mm 20mm HE 30mm HE 40mm HEDP 40mm HE Shells 82mm AMOS 120mm HE 155mm AMOS 155mm CLUSTER Strafing Run 20mm - 50 meter run 20mm - 100 meter run Dagger - 50 meter run Dagger - 100 meter run Shrieker HE - 50 meter run Shrieker HE - 100 meter run Bombs 250 lb SDB 500 lb GBU12 580 lb CLUSTER 750 lb CLUSTER 1100 lb CLUSTER Cruise Missile Cluster Rocket Barrage 84mm MAAWS 44 HE Vorona 130mm HE 230mm HE Cruise Missile Guided Missiles Titan AT Missile will automatically track to where your laser designator is pointing Titan AT FnF Fire and forget missile that automatically tracks vehicles. Mines APERS Mine APERS Bounding Mine APERS Mix Anti-Tank Mine SLAM Directional Mine Anti-Vehicle Mix Clear Mine Field (Demine) Smoke Signaling smoke White Blue Green Orange Purple Red Yellow Smoke clouds Small Medium Large Night Flare cloud - for lighting up the night over a target Chem lights - for lighting up the ground around a target Strobes - For marking a target with strobes Night Signal - A mixture of smoke and chem lights for signaling at night. How do I call in attacks using the map? The code: The script files and a sample mission can be found here: https://github.com/Brians200/EPD-JTAC/releases/tag/v1.6 The code can also be found here: https://github.com/Brians200/EPD-JTAC How to use: Copy the EPD folder to your Mission Folder In the server's init.sqf, add the following: call compile preprocessFileLineNumbers "EPD\VirtualJTAC\init.sqf"; Copy the following into your Description.ext class CfgNotifications { class JtacReloadNotification { title = "JTAC"; iconPicture = "a3\ui_f\data\gui\cfg\communicationmenu\call_ca.paa"; iconText = "1"; description = "%1"; color[] = {0.153, 0.933, 0.122, 1}; duration = 5; priority = 0; difficulty[] = {}; }; } On each of the players you want to have JTAC abilities, add the following: this setVariable ["JTAC",true]; How to configure the script to your liking: This script contains settings that a mission maker can change located in the well documented jtacsettings.sqf file. Attacks can be added/removed and modified in the EPDJtacAvailableAttacks array. Reload settings can be adjusted in the EPDJtacReloads array. Missile failure chance can also be adjusted. Media: Screenshots: Screenshots of using this script aren't super exciting, but here are some anyways. Change Log: 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. V1.2 Added global cooldown and acquisition modifiers. Fixed JIP not having the JTAC menu. Added the ability to create mine fields. Added the ability to destroy mine fields. Added support for drones to call in fire missions. Swapped BIS_fnc_MP with remoteExec. V1.21 Fixed bug where none JTAC players can access the JTAC menu by using a UAV. (Thanks schweyer and bigshot!) 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 V1.31 Slight optimization Change rectangular inaccuracy to circular inaccuracy as originally intended. 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. V1.41 Added option for the JTAC player to check how much time is left on each of the reload timers. 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. V1.6 Added the ability to call in firemissions using a map. Please enjoy and let me know your feedback!
  2. brians200

    Standalone JTAC Script

    @bodybaq Two options: You can remove this line from the addAction from here and they won't be able to select it. (Make sure you delete the trailing comma from the line end of the line before) Or use version 1.5 https://github.com/Brians200/EPD-JTAC/releases/tag/v1.5 The only difference in version 1.6 is the map.
  3. brians200

    Standalone JTAC Script

    You can can set it like this: player setVariable ["JTAC",true]; or if you have a reference to the unit _unit setVariable ["JTAC",true]; That will work as long as the the initPlayerLocal.sqf gets run before this line https://github.com/Brians200/EPD-JTAC/blob/master/EPD/VirtualJTAC/init.sqf#L25-L30 Which I think is true based off of this: https://community.bistudio.com/wiki/Initialization_Order
  4. brians200

    Standalone JTAC Script

    Hi Craig, sorry for the delay. I cannot see anything obviously wrong with your files that you posted. What messages do you see in the corner of your screen? If you are able to use the action menu, it sounds like it is having trouble getting permission from the server to fire. If you are trying to fire two times in quick succession, does it tell you that another jtac fired or the guns are still reloading? (Line 36, 38) https://github.com/Brians200/EPD-JTAC/blob/master/EPD/VirtualJTAC/jtacfirecontrol.sqf#L36 Can you try playing with this set to true? https://github.com/Brians200/EPD-JTAC/blob/master/EPD/VirtualJTAC/jtacsettings.sqf#L3 Can you tell me which messages you are seeing? Without the mission on my computer, it is hard to tell from here.
  5. brians200

    Standalone JTAC Script

    Can you zip up your folder and share it? I will take a look
  6. 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?
  7. 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: :
  8. 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 😞
  9. 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 🙂
  10. 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
  11. 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.
  12. 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
  13. 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.
  14. 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
  15. 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.
  16. August 2nd, 2018. I'M BACK!! Hello, I am here to release a script I created that randomly generates IEDs. It is based off of the original work from Tankbuster and Mantls's update on that. VIDEOS Release v1.0 video - Release v1.1 video - Release v1.2 video - Release v1.5 video - Release v2.1 video - Release v2.2 video - v1.5 Tutorial video - v2.3 Tutorial video - IMAGES http://i.imgur.com/tirV1Dk.jpg http://i.imgur.com/ttIV6LX.jpg http://i.imgur.com/nr2nbVM.jpg (556 kB) Adding the script to your mission file is pretty simple, all you need to do is put the folder into your mission folder and add the following to your init.sqf [] spawn {call compile preprocessFileLineNumbers "EPD\Ied_Init.sqf";}; And copy the following into your description.ext class CfgFunctions { #include "EPD\EPDcfgFunctions.hpp" }; If you want to change where or how many IEDs are spawned when the mission starts, modify the variable called iedInitialArray in Ied_Settings.sqf. There are several ways to define where you want the IEDs placed. //These are the actual IEDs that will spawn. Add them using one of the following formats. //mapLocations must have their type defined as one of "NameCityCapital","NameCity","NameVillage", "NameLocal" //["All", side] //["AllCities", side] //["AllVillages", side] //["AllLocals", side] //["mapLocation", side] //["mapLocation", amountToPlace, side]; //["mapLocation", iedsToPlace, fakesToPlace, side] //["mapLocation", amountToPlace, [fakeChance, smallIedChance, mediumIedChance, largeIedChance], side] //["predefinedLocation", side] //["predefinedLocation", amountToPlace, side]; //["predefinedLocation", iedsToPlace, fakesToPlace, side] //["predefinedLocation", amountToPlace, [fakeChance, smallIedChance, mediumIedChance, largeIedChance], side] /*********Marker size > 1**********************/ //["marker", amountToPlace, [fakeChance, smallIedChance, mediumIedChance, largeIedChance], side] //["marker", iedsToPlace, fakesToPlace, side] //["marker", amountToPlace, side] //["marker", side] /*********Marker size = 1**********************/ //["marker", side] //["marker", chanceToBeReal, side] //["marker", [fakeChance, smallIedChance, mediumIedChance, largeIedChance] , side] //The side can be a single side, or an array of sides //Ex. "West" or ["West,"East"] //http://community.bistudio.com/wiki/side The way it works is that it will use the markerName as the center and find all the roads within the radius of the marker (make sure you set it!), then it will randomly place real and fake IEDs somewhere within it. There are several predefined locations for Altis in EPD\Ied_Settings.sqf that you can use if you don't feel like making your own markers. As of version 1.3, you can also use the names of locations in the game. If you want to share your predefined locations for other maps for others to use, feel free to, and I will post them here on the front post. Here is a map of where each AltisRandom corresponds to. If you do not specify how many to place, it will calculate an amount based on the size of the marker you gave it. If the marker has a size of 1, it will place exactly 1 IED in that exact spot, allowing you to pick where the IED is at, rather than a random road near the marker. There is an example of each type in EPD\Ied_Settings.sqf. There are currently 4 types of IEDs Secondary IED - Designed to kill first responders after the other IEDs goes off. Infantry IED - Will kill the person who sets it off and injure most other squad members near him Light Armor IED - Will destroy hunter type vehicles and usually disable marshall type vehicles. Heavy Armor IED - Will destroy all vehicles and cause lots of mayhem The type of IED also determines what size the object it is hiding in is. Heavy Armor IEDs will be hidden in things like trash piles and wrecked vehicles. Infantry IEDs will be hidden in things like buckets and tires. IEDs are set off based on speed and proximity. If your horizontal velocity squared is higher than 2.8, and you are within 11 meters of it, you will set it off. The IEDs can be disarmed if you have the appropriate items and are within 3 meters. If you fail while trying to disarm an IED, you will set it off. Settings that can be changes as of version 2.0 EPD_IED_debug - If this is set to true, it will create map markers indicating where the IEDs and fakes are. It will create a message showing if a player is near an IED and give their distance and speed (see picture 2). It will also create a message if there are secondaries incoming. These will only show up to the person who is the server. This is mostly useful for testing while developing a map. hideIedSectionMarkers - Set this to true if you want it to hide the marker you used to position the IED circle. hideSafeZoneMarkers - Set this to true if you want it to hide the marker you used to position safezones. itemsRequiredToDisarm - A player must have all of these items in order to have a disarm option. betterDisarmers - Players of these classes have an increased chance of disarming IEDs baseDisarmChance - Default chance of successfully disarming an IED bonusDisarmChance - Players who are in the betterDisarmers array will have this amount added to their baseDisarmChance secondaryChance - Chance that secondary explosions will spawn smallChance - Chance that an IED will be small sized mediumChance - Chance that an IED will be medium sized largeChance - Chance that an IED will be large sized iedSecondaryItems - Items secondary IEDs will hide in iedSmallItems - Items Infantry IEDs will hide in iedMediumItems - Items Light Armor IEDs will hide in iedLargeItems - Items Heavy Armor IEDs will hide in predefinedLocations - If you want to use the same locations over lots of missions without having to create markers over and over, define them here using the following format ["Name",[LocationX,LocationY,LocationZ],size]. Most of Altis has been provided as an example. allowExplosiveToTriggerIEDs - If this is set to true explosions can set off the IEDs. iedInitialArray - This is where you actually pick where the IEDs are spawned and how many when the mission starts. See the code above for the format iedSafeZones - Place the mapLocations, predefinedLocations, and markerNames of places you don't want any random IEDs spawning Explosives Requirements Planted explosives and Bombs have a 100% chance of setting off IEDs if they are within 6 meters Hand grenades have a 35% chance of setting off IEDs if they are within 6 meters Rockets, Missiles, Shells, and Submunitions have a 100% chance of setting off IEDS if they are a direct hit Launched grenades have a 50% chance of setting off IEDs if they are a direct hit Explosive bullets have a 40% chance of setting off IEDs if they are a direct hit Creating IEDs after the mission has started Version 2.0 introduced the ability to create IEDs in the middle of a mission. Create an array similar to how you did for the iedInitialArray then call the CREATE_IED_SECTION function. For example, [["OreoKastro", "West"]] call CREATE_IED_SECTION; This will return a randomly generated string of the new section created, hold onto this if you plan on doing any other functions with this section. OR ["sectionName", ["OreoKastro", "West"]] call CREATE_IED_SECTION; This will return the sectionName string you passed in, hold onto this if you plan on doing any other functions with this section. Checking the status of a section of IEDs If you want to know how many IEDS have been blown up or disarmed in a section, use the GET_IED_SECTION_INFORMATION function. "sectionName" call GET_IED_SECTION_INFORMATION; //Returns [#iedsExploded, #iedsDisarmed] If you want to know how many IEDs remain in a section, use the GET_REMAINING_IED_COUNT function. "sectionName" call GET_REMAINING_IED_COUNT; Removing sections of IEDs If you want to remove a section of IEDs, use the REMOVE_IED_SECTION function. "sectionName" call REMOVE_IED_SECTION; Getting the last IED explosion location If you would like to set up ambushes and the like, you can check the value of lastIedExplosion to get the location of the last IED to go off. Then have your units react appropriately. Change Log: Version 2.3 Triggers are now created and deleted as they are needed to reduce the strain on the server. Only IEDs with a soldier or vehicle within 250 meters of them will have a trigger actively checking for victims. Fixed the "bucket bug". This should remove the lag the explosions were creating on servers with more than a few players. Special thanks to serjames Smoke plumes now travel much faster. Reduced the number of plumes for each IED. Small IED: 0-7 Medium IED: 5-19 Large IED: 15-34 [*] Rocks are now flung a little bit farther so you can see them outside of the smoke. [*] Other small particle tweaks. [*] Fixed shrapnel logic so it produces different amounts based on the size of the IED. (The code was in the wrong order in the last release, causing it to produce the same amount for every IED) Known Issues: Sometimes the IEDs will spawn behind a wall. Deactivating a charge near an IED will set off the IED. Download Here v2.3 Armaholic Mirror Older versions
  17. 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?
  18. 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.
  19. 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.
  20. 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
  21. 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
  22. 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
  23. 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.
  24. 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.
  25. 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.
×