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accuracythruvolume

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About accuracythruvolume

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  1. accuracythruvolume

    Project: Psykers!

    Project moving into mod form, stay tuned!
  2. accuracythruvolume

    Mega City 3 --- An urban combat focused terrain

    That could be workable in some areas outside the main city. In the ruined city remains to the east, for example.
  3. accuracythruvolume

    Herne The AI Hunter Script

    Would it be possible to get the bounding box size of the building that the target is hiding in (I think there is a way to determine if a unit is indoors) and adjust your search radius dynamically to that? Say a default value and if hiding in a building that is a bounding box over default, adjust search radius only in that case?
  4. accuracythruvolume

    artillery barrage script

    For Random position you could do something like this, say you want a spread of 200 meters (100 meters in any direction): _minX = 0; _maxX = 200 _rndX = ((floor(random _maxX )) + _minX ) - (_maxX / 2); _minY = 0; _maxY = 200 _rndY = ((floor(random _maxY )) + _minY ) - (_maxY / 2); _randomPos = [((_tgt select 0) + _rndX) , ((_tgt select 1) + _rndY), 0]; Also since spread is already in the full script I posted earlier, you can just use that. Therefore, just replace the line: _randomPos = [_tgt,0,_artySpread] call fnc_FindPositionOnLand; with: _minX = 0; _maxX = _artySpread _rndX = ((floor(random _maxX )) + _minX ) - (_maxX / 2); _minY = 0; _maxY = _artySpread _rndY = ((floor(random _maxY )) + _minY ) - (_maxY / 2); _randomPos = [((_tgt select 0) + _rndX) , ((_tgt select 1) + _rndY), 0];
  5. accuracythruvolume

    artillery barrage script

    This script does call a custom function to find a random location near a position, you can write you own to randomize the X and Y location a bit. /* Order Artillery unit or units to fire on a position. Declare function: fnc_AI_Artillery = compileFinal preprocessFileLineNumbers "scripts\fnc_AI_Artillery.sqf"; Call function: 0 = [_arrayOrObject,_targetObj or _targetPos,_min_rounds,_max_rounds,_min_salvos,_max_salvos,_min_delay,_max_delay,_spread] call fnc_AI_Artillery; Ex args: _arty = Mortar_1 _arrayOrObject = (getMarkerPos "Mk_Booms") _min_rounds = 2 _max_rounds = 10 _min_salvos = 1 _max_salvos = 5 _min_delay = 3 _max_delay = 20 _spread = 150 */ private ["_arrayOrObject","_arty","_boomer", "_target","_min_delay","_max_delay","_min_rounds","_max_rounds","_min_salvos","_max_salvos","_salvos", "_delay", "_rounds", "_ammo"]; _arrayOrObject = _this select 0; _arty = []; _boomer = objNull; _target = _this select 1; _targetPos = []; _min_rounds = _this select 2; _max_rounds = _this select 3; _min_salvos = _this select 4; _max_salvos = _this select 5; _min_delay = _this select 6; _max_delay = _this select 7; _spread = _this select 8; if ((typeName _arrayOrObject) == "ARRAY") then { _arty = _arrayOrObject; }; if ((typeName _arrayOrObject) == "OBJECT") then { _arty = [_arrayOrObject]; }; if ((typeName _target) == "ARRAY") then { _targetPos = _target; }; if ((typeName _target) == "OBJECT") then { _targetPos = getpos _target; }; _salvos = round (_min_salvos + random (_max_salvos - _min_salvos)); { _boomer = _x; // DEBUG STUFF /* _txt = str(getArtilleryAmmo [_boomer]); systemChat _txt; if ( ([[_boomer], (getArtilleryAmmo [_boomer] select 0)]) isEqualTo []) exitWith { _txt = "Error in Arty unit " + (typeOf _boomer) + ". No ammo type found."; systemChat _txt; }; */ _isInRange = _targetPos inRangeOfArtillery [[_boomer], (getArtilleryAmmo [_boomer] select 0)]; if (_isInRange) then { 0 = [_boomer, _targetPos, _min_delay, _max_delay, _min_rounds, _max_rounds, _salvos, _spread] spawn { _unit = _this select 0; _tgt = _this select 1; _minDelay = _this select 2; _maxDelay = _this select 3; _minRounds = _this select 4; _maxRounds = _this select 5; _salvos2 = _this select 6; _artySpread = _this select 7; _randomPos = []; // DEBUG STUFF /* _txt = "Salvos: "+ str(_salvos2); systemChat _txt; */ _ammo = getArtilleryAmmo [_unit] select 0; for "_i" from 1 to _salvos2 do { _delay = _minDelay + random (_maxDelay - _minDelay); _rounds = round (_minRounds + random (_maxRounds - _minRounds)); _mag = _unit ammo (currentMuzzle (gunner _unit)); // DEBUG STUFF /* _txt = "Rounds in mag: " + str(_mag); systemChat _txt; */ if (_mag < _rounds) then { _rounds = _mag; }; if (_mag isEqualTo 0) then { _unit addMagazine _ammo; }; // DEBUG STUFF /* _txt = "Barrage count: " + str(_rounds); systemChat _txt; */ _randomPos = [_tgt,0,_artySpread] call fnc_FindPositionOnLand; _unit doArtilleryFire [_randomPos, _ammo, _rounds]; sleep _delay; }; }; } else { _txt = "Target Location of Arty unit " + (typeOf _boomer) + " is out of range."; diag_log _txt; //systemChat _txt; }; } forEach _arty;
  6. accuracythruvolume

    Mega City 3 --- An urban combat focused terrain

    Sweet shot! This reminds me that a lighting pass is going to be needed after the buildings are in place 😎
  7. accuracythruvolume

    Soviet AF Pack

    Personally I like the cannon as an additional gameplay option. It's not OP to have on the bird. Big thumbs up to hcpookie as usual with his awesome mods 👍
  8. accuracythruvolume

    Project: Psykers!

    New version up with a bunch of fixes for working on dedicated server. Still some left to resolve. OP updated.
  9. accuracythruvolume

    Mega City 3 --- An urban combat focused terrain

    Sprawl is getting more sprawl-y
  10. accuracythruvolume

    Mega City 3 --- An urban combat focused terrain

    The current area being developed is the industrial zone of the city. Sectors 1-4 are going to be the core government areas, and will be surrounded by downtown business sectors. The outer perimeter sectors are going to be residential sectors. An embassy like area is a great idea! Look for more variety in the sectors once I get out of the southern "Dorito" part of the city.
  11. accuracythruvolume

    Mega City 3 --- An urban combat focused terrain

    Base southern area for the Industrial zone is now done. (For scale, those runways are ~3.1km)
  12. accuracythruvolume

    Project: Psykers!

    This is very useful indeed! I haven't given it a dedicated server test yet of all the scripts. Hmm the giant is the most disconcerting. The dog actually has an agent attached to it, that is how it moves. Sometimes when it takes explosive damage, the agent becomes visible which it all weird but it is a tradeoff in order to get a good movable dog that obeys collision. Point your players to this thread, it will help explain things 😀 Looked like in the video you had a script to change psyker type on the fly? Let me know if you find other broken stuff. --ATV
  13. accuracythruvolume

    Mega City 3 --- An urban combat focused terrain

    Mega City Port is open for Business! 🚢 🚤
  14. accuracythruvolume

    Mega City 3 --- An urban combat focused terrain

    Working on the sector that contains the port area. Yo dawg I heard you like containers to go with your containers so I got some containers.....
  15. accuracythruvolume

    Project: Psykers!

    The system captures when the 1-7 keys are pressed and depending on the class of psyker, does things or not. Activation is the good ole left mouse click. Bails out of the script immediately if not a psyker. The intent is to make it a hassle if the psyker decides to use weapons. Their powers stop working (otherwise trying to shoot guns would cast powers at the same time).
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