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sabot10.5mm

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About sabot10.5mm

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    Sabot105mm

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  1. once revealed maybe place a LaserTargetW on the pos of current target so ai have additional opportunities to fire missiles, bombs. _lasers = missionnamespace getvariable ["SAVEDLASERS",[]]; { _target = _x; _laser = "LaserTargetW" createVehicle position _target; _laser attachto [_target, [0,0,1]]; _lasers pushback [_laser,_target]; }foreach (allunits select {(side _x) == east}); missionnamespace setvariable ["SAVEDLASERS",_lasers]; //to delete { _laser=_x select 0; _unit=_x select 1; if(!alive _unit)then{deletevehicle _laser;}; }foreach _lasers
  2. firstly "weapon_AGM_65Launcher" are infrared-guided hence will not lock onto laser nor guide toward target. scalpel, dagr are the only vanilla laser guided missiles. possibly doTarget _laserTarget object
  3. sabot10.5mm

    Inconsistent loop timer

    as I said it was just an idea. I just tested it and it doesnt work as intended, 10000 iteration complete very fast
  4. sabot10.5mm

    Inconsistent loop timer

    A scheduled script has an execution time limit of 3 ms before being suspended to the benefit of another script until its turn comes back. here maybe to avoid suspension use a non-schedule? just an idea. _Timer SetVariable ["TimerTime", (time + 5)]; [...] call { _timer = _this select 0; while {true} do { if (time > (_timer getVariable ["TimerTime", -1])) exitwith {//misc stuff that doesnt run until timer is finished }; }; };
  5. once revealed maybe place a LaserTargetW on the pos of current target so ai have additional opportunities to fire missiles, bombs. never tried this but should work. hint macer missles are infrared. scalpel, dagr and GBU12 are laser guilded. _lasers = missionnamespace getvariable ["SAVEDLASERS",[]]; { _target = _x; _laser = "LaserTargetW" createVehicle position _target; _laser attachto [_target, [0,0,1]]; _lasers pushback [_laser,_target]; }foreach (allunits select {(side _x) == east}); missionnamespace setvariable ["SAVEDLASERS",_lasers]; //to delete { _laser=_x select 0; _unit=_x select 1; if(!alive _unit)then{deletevehicle _laser;}; }foreach _lasers
  6. allUnits apply {plane reveal [_x,4];}; go into editor spawn a plane and give it a name of plane, place SAD waypoint and spawn some troops. start the game and paste the code into debug. boom
  7. sabot10.5mm

    navigating config files

    or just use if ("string" find "instring" > -1) then {};
  8. sabot10.5mm

    navigating config files

    my slow instring fnc Result: 0.0126 ms Cycles: 10000/10000 ["hi","1hi1"] call fn_instring; //returns true
  9. sabot10.5mm

    Enemy occupation system (eos)

    i don't have a server to test if it fully works. only thing i could test is artificialy increasing _Pcnt which seemed to work. And you are welcome. I'm ou-
  10. sabot10.5mm

    Enemy occupation system (eos)

    something like this
  11. sabot10.5mm

    Enemy occupation system (eos)

    This one? i added a call to a script to see if marker is bigger then 500m by 500m than enable dynamic simulation for each unit. i also switched out the fillhouse to a much better IMHO, each file must be replaced for it to work
  12. now I remember what I wanted to say. _delayedReveal = [_firer,_x,_distance,_travelTime,_revealValue] spawn { params ["_firer","_unit","_travelTime","_revealValue"]; take out (_distance). params is looking for 4 variables
  13. made a small change to JBOY UpDown script. added a logic statement that lockouts further while loops from exec if one is already running. then removes EH based on eventhandler index id for the unit
  14. sabot10.5mm

    Enemy occupation system (eos)

    enable dynamic simulation for markers more then 500m by 500m. I like this fillhouse script a little better
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