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About damotr

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  1. AC130 and question

    Yeah... but would it be worth it? I mean... My goal is rather to make something effective than make it exactly as in real life. Virtual gun with "end of barrel" in certain distance from plane and playing little nasty bondage game via "getposASL-setposASL" is just easier, and from player point of view... well: Weapons of AC130 (as far as I know, may be wrong here) are stabilized, so after getting exact pich and roll values it will be necessary to somehow smooth the gun movement - if not any change of roll will affect the targeting line. Aiming would become impossible. Current solution does not require this. Edit: One more thing: also if end of gun will be closer than now AI would shot itself in the wing. Tested. There is no option to lock the elevation limit of the gun to roll of the plane, so still - point where projectiles are created must be out-of-model if we want to use it with AI gunners.
  2. CWA and publicVariable

    Yeah, I've seen that, but as I said: "isServer" was introduced on Arma 1.06 and added to CWA. Maybe some commands from Arma 1.00 were also added. I'll check it ASAP... which is not so soon sadly :/
  3. AC130 and question

    Thanks! There is a little problem in making gun rotating... and even shooting from certain point (like end of barrel :P ) It is possible to lock gun with plane - so it's constantly matching it's position and direction (-90 deg so it's portside) but no way of making it maching pitch or roll. Gun is 100% virtual. It has no model. Even end of barrel point is distant enough fron center of roll, so AI wont shoot itself in the wing :P Guns on the model are just props. It's possible to show muzzle flash on them if virtual gun is firing M61... but... during night there is that huuuge flash that makes muzzle flash nearly unnoticable and during day... well... distance from plane and it's speed causes same thing... Same thing with making those prop-guns movable. They are static and making them aiming in direction that virtual gun is aiming may be possible (but may not be, it would require calculating roll and pich of a plane) but script will be massive, CPU-consuming and effects probably won't be noticed by any player. On the other hand - I may prepare simple script for guns movement just for cutscene purposes.
  4. Here I'm again! Again - something WIP and for my mod. As always - models are not mine, they are reused from addons made by people much much better at modeling than myself. Also fastrope is BAS based. So... in original missions and campaing it was always (for me) irritating that heli is always called via 0-0-x radio menu and helicopter cooperation was not crutial for mission. As it's - I suppose - in real life. So here it is: my solution. To use heli player (or group leader) must be in RTO-array for helicopter operations. Also vehicles that the RTO is in charge are defined there. Secondly - RTO will need radio: PRC-77 for west or R109 for east and resistance. Also vehicles equipped with radios may be used (so yeah: You can call for heli while sitting inside humvee) Also - if leader is onboard heli he'll got all options for this specific vehicle without radio. There are four types of LZ avaliable: - Base - that is defined by GameLogic - Pre-defined - marked on map as mission starts - Makred by player - You'll give coordinates and mark specific place by flare or smoke - Ad-hoc - You'll give coordinates and heli will land/do-anything-else in nearest suitable area. And 7 types of missions: - Land - land for boarding or leaving. This may be used as heli-taxi. - MEDEVAC - as player will be able to define if he's allowed to lose anyone this may be crucial for the operation. If your soldier is wounded and cannot walk, he'll bleed to death soon. Unless You call for evac, put him in heli and send to base. Wounded soldier is unjoined form his group and healed after disembarking in base. - POW-EVAC - in original SLX EPWs were just pointless. Now player may put them inside specifically defined vehicle and send to base. - Civil-EVAC - if the objective is to evacuate the civilians from area this - with combination of script allowing to command them - will be used. - Fastrope - as name suggests - Paradrop - heli will fly aroud LZ wile soldiers are paradopping. - Return to base - It may be used in two situations - as heli-taxi to base (possibly ending scenario) or if he want to call off the heli in case of danger near the LZ. CAS script is still is WIP as I've different things to do right now :P
  5. AC130 and question

    I've a slightly different approach: In case player has a radio (PRC77 or is inside vehicle with western radio) and is defined as FAC - he (or any other member of his group) will be able to call for CAS support. In case of AC-130 there will be following options: - Set the center of rounding circle (Yeah... little note here: making line-attack eg. along the road with convoy is just pointless. Attacked convoy will stop, and in case of opening fire upon static objects this in enaugh - I know it's by-the-book and is used in real life but from my perspective and testing - in distances and AI if OFP just makes it useless) - Type of marking for target (flare, smoke, laser) - Type of weapon - Number of rounds So for CAS you don't need to be commander of plane - You need to be defined as FAC (like in my artillery script). Also - It will be impossible for more than one FAC to call the same aircraft for CAS (it would be complicated beyond usefulness) If player is aboard Specter it probably means that it's MP mission - it such You don't need sophisticated scripting solution for commanding. I mean: You could have one, but currently I'm too busy with CAS script, and AC130 will be WIP until CAS is finished. I'll be very happy to co-work with someone, but as I've mentioned - I'm working on Total Convertion Mod, and due to type of real-life work I'm not always avaliable. I will publish the scripts after CAS is finished.
  6. Okay, here is again a litte piece of things in maybe-someday-mod. (No idea why sound is shifted :/ ) I know that there is CoC UA but I wanted to create something more... Flashpointish... in my opinion of course. Simple while effective and a bit realistic :) Still WIP as it has some flaws Script is array-based, so list of artillery avaliable for player can be modified during mission. Every side may have one arty group that will conduct fire-support missions for AI squads. AI is able to also call artillery and with one or two MARKs hit moving target pretty accurate, but has limitation of "danger close" situations. Not yet fully MP compatibile. I still struggle with correct rario commands as well as correct english phrases (yeah... as shown in video :/ ).
  7. Okay, that was pretty helpful, but: With vanilla M21 description is shown. With modified (magazine name "20rnd_762x51" and weapon name "M21") not even "i" icon appears. On the other hand: magazine "Mine" has it's information icon regardless of the lack of description in DTAEXT. Solved,
  8. Hi! For some vanilla weapons there is "i" icon in weapon-selection menu. Is there any way to make my own "Weapon information" page for specific gun?
  9. CWA and publicVariable

    Okay... Different approach: isServer was introduced on Arma 1.06 and added to CWA I can see that publicVariable supports "String" and "Text" type of data in Arma 1.00. Did anyone know if this was also updated in CWA? I don't see that in change log, but hope dies last :/
  10. Functional power lines

    Well... I just want to make OFP/CWA great again ;P
  11. Since I won't have possibility to check my scripts on another machine for some time I want to ask: is "publicVariable" able to handle arrays in 1.99 ? And if not: Any idea how to achieve the same effect using fwatch?
  12. Hello again :D I don't know if anyone have done this before. I used models from MAPFACT, Chernobyl and KLA Powerlines. Powerline consists of three elements: - Source (e.g. Electric House) - Objects that may be controlled by source - Power cables In every electricity pylon model cabels are defined as "lines" and may be rotated around "axis" that is 100m below base of pylon. If one of the pylons is down - following will rotate its cabels so they are no longer visable (no floating things in the air... yay :D ) Also - if pylon in last in row - it's cables will stay hidden Script was created for using with modified islands, run by GameLogic element. Code of "Powerlines.sqs": In the movie I'm near the SECOND_LINE - that is just Electric House and lamp Explosion broke the FIRST_LINE _Hoes=["ElectricHo","Energy"] _Lamps=["StreetLamp","StreetLampWood","StreetLampMetal","StreetLampMetal2","StreetLampMetalSeda","StreetLampMetalStara1"] ;powerline: source(HO), line(b), objects(a) ; ; a a ; \ / ; HO-b-b-b-b-b-b-c(next HO) ; / \ ; a a ; ;LINE=[source id, [object ids] , [line-object ids], last element id, name of higher powerline, name of this line] ; ;simpliefied version ; ; ; ; d-b-b-b-b-b-b-c(next d) ; ; ; ;LINE=[source id, [] , [line-object ids], last element id, name of higher powerline, name of this line] ; ;all used lines definitions FIRST_LINE=[577,[],[576,667,719,775,814,861,970,1054,1132,1289],1383,"none","FIRST_LINE"] SECOND_LINE=[1383,[1516],[],1383,"FIRST_LINE","SECOND_LINE"] THIRD_LINE=[575,[],[718,774,860,969,1131],1288,"none","THIRD_LINE"] FOURTH_LINE=[578,[],[776,971],1290,"none","FOURTH_LINE"] ;creating matrix of active powerlines - active means that last element of the line has power SLX_ActiveLines=[] ; listing _listOfLines=[FIRST_LINE,SECOND_LINE,THIRD_LINE,FOURTH_LINE] _listOfLineNames=[] "_listOfLineNames=_listOfLineNames+[_x select 5]" foreach _listOfLines _num_lines=(count _listOfLines)-1 _num_line=-1 ; Hiding useless cables "if ((typeOf (object (_x select 3))) in _Hoes) then {} else {(object (_x select 3)) animate [{Fall},1]}" foreach _listOfLines #loop ~0.1 ;selection of powerline _num_line=_num_line+1 if(_num_line>_num_lines) then {_num_line=0} else {} _curr_line=_listOfLines select _num_line ;unpacking the matrix _curr_line_start=object (_curr_line select 0) _curr_line_objects=_curr_line select 1 _curr_line_line=_curr_line select 2 _curr_line_end=object (_curr_line select 3) _curr_line_dependency=_curr_line select 4 _curr_line_name=_curr_line select 5 ;OBJECT-RELATED OPERATIONS ;checking dependency if (_curr_line_dependency=="none") then {goto"over_dependency"} else {} if (_curr_line_dependency in SLX_ActiveLines) then {goto "over_dependency"} else {} goto "switchOFFobjects" #over_dependency ;checking if first element is broken if (ALIVE _curr_line_start) then {} else {goto "switchOFFobjects"} ;checking if first object is HO if ((typeOf _curr_line_start) in _Hoes) then {} else {goto "switchONobjects"} ;checking if HO is switched on if ((_curr_line_start animationPhase "Switch")>0.5) then {goto "switchOFFobjects"} else {goto "switchONobjects"} ;end of object-related operations #first_end ; LINE-RELATED OPERATIONS - SINGLE HO if (_curr_line_start==_curr_line_end) then {} else {goto "OverHUB"} if (_curr_line_dependency=="none") then {goto "loop"} else {} if (_curr_line_dependency in SLX_ActiveLines) then {goto "AddToActive"} else {} goto "RemoveFromActive" #OverHUB ; LINE-RELATED OPERATIONS - LINE ;checking if there is discontinuity _damMatrix=[] _allMatrix=[(_curr_line select 0)]+_curr_line_line+[(_curr_line select 3)] "if (ALIVE (object _x)) then {} else {_damMatrix=_damMatrix+[_x]}" foreach _allMatrix ;if no discontinuity - line works fine if ((count _damMatrix)==0) then {goto "AddToActive"} else {} ;hiding useless cables "if ((_allMatrix find _x)>0) then {if (ALIVE (object (_allMatrix select ((_allMatrix find _x)-1)))) then {(object (_allMatrix select ((_allMatrix find _x)-1))) animate [{Fall},1]} else {(object (_allMatrix select ((_allMatrix find _x)-1))) animate [{Fall},0.45]}} else {}" foreach _damMatrix goto "RemoveFromActive" #switchOFFobjects ; switching off all objects "(object _x) switchLight {OFF}" foreach _curr_line_objects goto "first_end" #switchONobjects ; switching on all objects "if (ALIVE (object _x)) then{(object _x) switchLight {ON}} else {}" foreach _curr_line_objects goto "first_end" #RemoveFromActive ; removing line from active list if (_curr_line_name in SLX_ActiveLines) then {SLX_ActiveLines=SLX_ActiveLines-[_curr_line_name]} else {} goto "loop" #AddToActive ; adding line from active list if (_curr_line_name in SLX_ActiveLines) then {} else {SLX_ActiveLines=SLX_ActiveLines+[_curr_line_name]} goto "loop"
  13. AC130 and question

    Yeah... currently there is more that 3GB of models and textures that I used just for fun... but it turned out to be nicely combined and so here is an idea of releasing it. And well... in most readmes there is "If you use something from this addon, please send me mail and give my name to CREDITS in your addon"... So I though it would be technically okay.
  14. Okay, it's next element of my maybe-someday-mod... and it works like this: - Every AC-130H has virtual empty static gun that is fixed to plane's center-of-roll and is constantly machning plane's direction (minus 90 deg) - Pilot or gunner may initiate script via "Enable combat mode" action. Gunner is then tranfered to this fixed gun. - Gunner will return to his seat when "Disable combat mode" action is used. - In case pilot is controlled by AI - rounding script is used - Onboard "gun" player is only abe to use optics view - its due to very strange angles of camera in case of external or internal view. Still WIP till I'll figure out how to make CAS script :/ And yeah - model needs polishing, but right now scripts are more important for me. Model is modified FLK C130. I was unable to contact creators and ask for permission so here comes another thing: Would it be fair and enough to list all credits of models/textures/etc. in kick-ass-credits-cutscene? After so many years it's impossible to contact most of the people.
  15. Red dot in night vision problem

    Yeay... now it's time to face 2Gb RAM limit :P