-
Content Count
214 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by fat_lurch
-
Update 2019-01-20 8 and 10 digit grid input is now supported.
- 51 replies
-
- 2
-
- uav
- helicopter
-
(and 1 more)
Tagged with:
-
Thanks for the idea jone_kone. I seem to have plane support working now. I've updated the list in my first post of which assets I've tested with. Thanks
- 51 replies
-
- 1
-
- uav
- helicopter
-
(and 1 more)
Tagged with:
-
Update 2019-01-19: Slew to Grid: -Improved accuracy -Now slews to center of grid -Added proper cancel functionality via escape key -Set focus to text input when dialog comes up for faster input -Users can now commit their entry with the Enter key on the numpad -Tooltip added to Enter key to remind users of keyboard inputs
- 51 replies
-
- 2
-
- uav
- helicopter
-
(and 1 more)
Tagged with:
-
Thanks GF!
- 51 replies
-
- 1
-
- uav
- helicopter
-
(and 1 more)
Tagged with:
-
I just uploaded a version with initial support for slewing to typed grids to Steam Workshop. Note that the turret seems to be off by about 100 meters for now. I'm looking into the cause. Cancelling a slew to grid operation will also cause the turret to slew to the last typed grid. I'm working on this as well. Thanks
- 51 replies
-
- 1
-
- uav
- helicopter
-
(and 1 more)
Tagged with:
-
Thanks @jone_kone I'm uploading a version now that includes planes. I did a really quick test with the Wipeout and it looks like the marker options aren't showing up yet. The code I have put together is intended for multi-seat vehicles. If I enable the actions for pilots, the UAV pilots will see the actions too. I'll try to come up with a workaround soon.
- 51 replies
-
- 1
-
- uav
- helicopter
-
(and 1 more)
Tagged with:
-
Thank you for all the work, Pook!
- 172 replies
-
RPGTard - Liberal use of RPGs
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It would need to be run on whichever machine the AI is local to/spawned from. It's never been real clear to me which machines spawn what so I have it running on my clients and dedicated server.- 29 replies
-
RPGTard - Liberal use of RPGs
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks @GEORGE FLOROS GR! My original intent for this mod was to make use of the existing loadouts in the Project OPFOR mod, this way I could see ALiVE place some RPG gunners automatically. With this in mind, this mod allows the AI to use any RPG-7 round against any target. Unfortunately, the existing loadouts are equipped with AT only. I may see if there's anything I can do to add some AP rounds to the kits, or create an AP gunner class and add it to the infantry groups.- 29 replies
-
- 1
-
RPGTard - Liberal use of RPGs
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks @froggyluv! I know where you're coming from. I do want to be clear though - I know using anti-tank rounds against infantry is bad tactics. However, in the context of ARMA it's a heck of a lot more interesting- 29 replies
-
RPGTard - Liberal use of RPGs
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@jarrad96 I've added a link to a vanilla version in my original post - I've tested this less than the RHS version. Please let me know if you have any issues. Thanks!- 29 replies
-
RPGTard - Liberal use of RPGs
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@jarrad96, I can look into it, yes.- 29 replies
-
- 2
-
OCAP - Op Capture And Playback (AAR/Replay)
fat_lurch replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
MG, I hope you're able to continue with OCAP - it's an invaluable tool for player vs. AI scenarios. It acts as a training aid - allowing people to understand what happened after the fact. The people in my group would all study the OCAP AAR and then compare notes after each mission. We've developed our virtual skills significantly as a result. OCAP also aids in troubleshooting large scenarios - Certain AI behavioral bugs reveal themselves, and issues with scenario design itself become apparent. Please, if you are able to find the time, continue development of OCAP! From everyone at TSOG! Thanks -
Looking for help writing extension to output to comm port for flight sim style gauges
fat_lurch posted a topic in ARMA 3 - FIND OR OFFER EDITING
Hello, I'm looking for help with the creation of a simple .dll extension to output text to a com port. My end goal is to output data to control some simple DIY flight sim style gauges. I've looked into the tutorials available for programming extensions in Arma 3, but I've never programmed a .dll before and this is pretty far beyond my reach - all of my attempts have been failures. Any help would be greatly appreciated! Thanks in advance.-
- serial port
- com port
-
(and 1 more)
Tagged with:
-
ARMA 3 Addon Request Thread
fat_lurch replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm interested in a simple .dll extension that passes data to a serial port (and by extension, likely an Arduino). I'd like to use such an extension to develop a sim-style set of cockpit gauges for flying. I've taken a crack at an extension myself, but it's far beyond my depth. I'm confident that I could develop the .sqf code to pass data via this notional extension to some simple Arduino-based gauges (the easy part...). Any help would be greatly appreciated! Thanks in advance. -
Is there a way to add vehicle passengers in config.cpp?
fat_lurch replied to fat_lurch's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks for the tip @Gilatar, I tried adding this line to a custom RHS HMMWV and Mi-8 with no luck. I tried a few variations: typicalCargo[] = {"Soldier", "Soldier"}; typicalCargo[] = {"myCustomClassname", "myCustomClassname"}; //Where myCustomClassname is the actual class name of one of my infantry configs I've also tried adding 1-5 soldiers in case the number of units was somehow the issue. Can anyone expand upon this? Thanks -
This mod allows you to attach and detach the RHSUSAF PVS-27 using the ACE3 self-interact menu while using the RHSUSAF M8541A optic or the TA31RCO (Desert). Please note that this only works with the desert colored RCO (ACOG) because there's only currently a model of the Tan ACOG with the PVS-27 in RHSUSAF. As soon as more optic/PVS-27 combos are available from RHS, I'll incorporate them into this mod. I've tested this in SP and on a dedicated server without issue. If there are issues in local MP, please let me know. Feel free to use any or all of this mod, and change it as you see fit. If you wind up using this in a project, I'd appreciate a nod. Thanks to the RHS and ACE3 teams for their awesome content. Special thanks to pabstmirror from the ACE3 team for help on this! Thanks to voiper for his/her writeup on the ACE Interact framework. This is my first mod released to the community - be gentle. I'll try to un@#$% any issues that are found. Thanks http://steamcommunity.com/sharedfiles/filedetails/?id=933524188 http://www.armaholic.com/page.php?id=32794 Changelog: v0.3 -Added hints when PVS-27 attached and removed -Added error handling for instances where the PVS-27+daylight scope combo is incompatible (e.g. An RHS M4 variant with the ACOG+PVS-27 combo) v0.2 -Updated to allow usage of the PVS-27 with the TA31RCO (Desert). -Fixed bug where the interaction would show up if you had a PVS-27 in inventory but an inappropriate scope to match. v0.1 - first release
- 17 replies
-
- 11
-
Thanks @armyinf. I'm not familiar with 2D mode. Can you explain? I noticed I had to add the rhsusf_acc_SpecterDR_pvs27 twice in testing. Thanks
-
I'll look into it! I hadn't seen this before, thanks for the heads up
-
@ski2060 I was able to download the SMA weapons pack and try the PVS-27 with the SCAR-H Standard: It seems to work. I am also able to get it to work with the RHS Mk11. Note that I'm not using any ACE compatibility files for either mod at the moment. Maybe that has something to do with it?
-
@ski2060 I think I was able to reproduce a similar error: I added an ACOG to a carbine (in my case, an RHS M4A1 block II) This weapon is not compatible with RHS's ACOG+PVS-27 combo, so when I try to add the PVS-27, the PVS-27 disappears, and it doesn't get added to the carbine. A quick way to test this would be to try to add the combo in the Arsenal; If you can't find it in the weapon attachment list, it's not compatible with that particular weapon. I've added error trapping to detect these instances and warn the user (instead of just stealing your PVS-27 )
-
Locking UAV's cam turret on target via script?
fat_lurch replied to Rydygier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I came across your thread looking for an answer to the same. uav lockCameraTo [guy,[0]]; Credit to killzone kid for the answer: http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ -
I updated my post: If you downloaded from Armaholic, you'll probably want to re-download. I put in a bugfix yesterday that took a little while to get into Armaholic's system. I've tested on a vanilla marksman rifle and an RHS MK11.
-
@ski2060: You may want to verify you have the latest download of the addon: I incorporated some bugfixes early yesterday. I'm not able to reproduce the error you're describing with the latest version. Here what I tried: Start a scenario with the "M150 RCO + AN/PVS-27" optic, use the interact to remove the PVS-27. The PVS-27 shows up in my inventory as it should. Then I use the interact to re-attach. There is error handling to warn the user if their inventory is full. When this happens you're not able to remove the PVS-27. Note that the tan ACOG starts life as an M150 when it's combined with the PVS-27 then "turns into" a TA31 (these were the only two that had matching colors, otherwise the ACOG would change color when you attach/remove the PVS-27)
-
I'll look into this. Thanks for the info!