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fat_lurch

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Everything posted by fat_lurch

  1. Update 2019-02-10: -Added custom model for strobe -Fixed issue where A2 trees could knock off strobe
  2. fat_lurch

    Turret Enhanced

    Update 2019-02-04 -I finally listened to jone_kone and made all the features configurable via CBA. This way mission makers can enable and disable features as they see fit. -The target indicator now displays 6, 8 or 10 digit grids. This is configurable via the addon settings. The default is 6 digit.
  3. fat_lurch

    Turret Enhanced

    Update 2019-02-03: -Added configurable keybinds for adding markers -Added compatibility with Firewill's FIR AWS assets Default keybinds: Add Black Marker - Shift+1 Add Blue Marker - Shift +2 Add Red Marker - Shift +3
  4. fat_lurch

    Turret Enhanced

    Update 2019-02-03: -Added settings dialog so user can hide GUI elements so they don't conflict with other addons (e.g. ITC) -Added support for CUP Helicopters & USAF's AC-130 Spectre - I *think* this is also working for Air Weapon Systems/Firewill's assets now. I've tested with the F-22 and things seemed to be working. If anyone has feedback one way or the other, please let me know. Thanks
  5. fat_lurch

    Turret Enhanced

    Update 2019-01-30 -Added a simple 2D distance measurement feature that returns distance and heading between two points
  6. This mod updates the AGM-114K and AGM-114N Hellfire missiles in the USAF mod to be a little more effective and unique. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1638688128 The AGM-114K Hellfire II is an anti-tank missile. I've updated the parameters of USAF's version to have a more powerful penetrating charge and explosion effects. This round can now also be used to destroy structures. The AGM-114N Hellfire II is a thermobaric missile designed for urban targets. I've updated USAF's version to be better at engaging dismounts on the ground and added a large fireball effect. This round will not perform well against armor since it's not what it's designed for. Both missiles originally inherited the same parameters of the vanilla Skalpel missile which was slightly under-powered and had underwhelming graphical effects. Note that unfortunately, simulating the thermobaric properties of the AGM-114N isn't something ARMA does well so I optimized this round primarily as an urban Anti-Personnel missile. If someone knows some tricks on how to simulate this, please let me know. I suspect this mod may become obsolete once USAF releases their long-awaited update but I already put this together for myself and friends and figured it wouldn't hurt to share. I've only tested these missiles with USAF's MQ-9 since that's the only thing I'm using them on. Credits & Thanks: -SGT Fuller & the USAF Mod Team This addon pairs well with my a couple of my other addons: -Turret Enhanced - https://steamcommunity.com/sharedfiles/filedetails/?id=1623498241 -MS IFF Strobes - https://steamcommunity.com/sharedfiles/filedetails/?id=1543390130
  7. fat_lurch

    USAF Hellfire - Enhanced

    Update: Server key added
  8. fat_lurch

    GF Units Map Markers and Symbols Script

    GF, You may want to try the unitIsUAV command. It is more reliable than isTypeOf for UAVs because some of the AR-2 variants are actually defined as helicopters. I'm looking forward to trying this with my group, thanks!
  9. Hello, As stated in the title: I'm looking for ways to add/define passengers to a vehicle in the config.cpp. (not after init, e.g. not moveInCargo). Example: a transport helicopter pre-loaded with infantry to act as a QRF. Thanks in advance for any help! For reference: I wound up searching for answers to anyway I could think of phrasing this question online for about an hour before posting this. I also went through some BID sample config. I'm fearing this may not be possible, but I'm hoping someone knows the magic for this.
  10. fat_lurch

    USAF Hellfire - Enhanced

    Thanks GF! That's a great idea! I'll get something like that setup.
  11. fat_lurch

    Turret Enhanced

    Is there any value in displaying an 8 or 10 digit grid in lieu of a 6 digit grid? The other thought would be to make it toggle'able with a key or scroll action.
  12. fat_lurch

    Turret Enhanced

    Update 2019-01-21 -Greatly improved accuracy in steep terrain -Added support for pilot cameras - this ensures the A-164 will slew to target correctly
  13. fat_lurch

    Turret Enhanced

    Would anyone have an interest in a Moving Target Indicator (MTI) as part of this addon ?
  14. fat_lurch

    Turret Enhanced

    Update 2019-01-20 8 and 10 digit grid input is now supported.
  15. fat_lurch

    Turret Enhanced

    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
  16. fat_lurch

    Turret Enhanced

    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
  17. fat_lurch

    Turret Enhanced

    Thanks GF!
  18. fat_lurch

    Turret Enhanced

    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
  19. fat_lurch

    Turret Enhanced

    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.
  20. fat_lurch

    Soviet AF Pack

    Thank you for all the work, Pook!
  21. fat_lurch

    RPGTard - Liberal use of RPGs

    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.
  22. fat_lurch

    RPGTard - Liberal use of RPGs

    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.
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