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Found 7 results

  1. Hi there people, Is there a way to make a static artillery emplacement such as a mortar have an infinite range across an entire map via a script? I don't like using the virtual combat support modules as I like to hear/see the artillery being fired from a base camp far from the front lines. I've used the ALiVE mod and MCC forward observer artillery interface before however these both still require the artillery gun to be in range. I don't want to have to move Artillery vehicles across the map to get within range ya see. Thanks in advance, - Jack
  2. Hi there people, Is there a way to make a static artillery emplacement such as a mortar have an infinite range across an entire map via a script? I don't like using the virtual combat support modules as I like to hear/see the artillery being fired from a base camp far from the front lines. I've used the ALiVE mod and MCC forward observer artillery interface before however these both still require the artillery gun to be in range. I don't want to have to move Artillery vehicles across the map to get within range ya see. Thanks in advance, - Jack
  3. Does anyone know how the ranging system works for the ams? I've heard someone say that it has a mildot type system, but it makes no sense to me. Any insight is much appreciated.
  4. I'm making a post after looking through a few topics and consulting with one of my contacts. We have tried a number of fixes, but none have solved the problem. Scenario: There is a rifle qualification range and a pistol qualification range on the same mission. Controls are linked to scripts via addAction to either raise targets at 1 of 3 set distances at the rifle range or to raise the pistol targets in sequence. The rifle targets need to reset after being hit, while the pistol targets need to stay down after being hit. Problem: Through various scripts, I was able to get the ranges to work properly when loaded in the editor. However, on the server, the combinations will either make all the targets pop up or stay down despite trying a number of combinations. Attempts: Since one of the topics I found mentioned locality, I tried implementing if (isServer) line in pistol range scripts - Scripts would not work at all on server. Also tried moving nopop = true/false; into target objects' init lines - Does not work. Moving nopop = false; line to rifle range scripts - Targets initially in up position, stay down when hit. Upon executing scripts, will reset as intended in editor, but not in server. Moved lines from init.sqf into range.sqf file executed from init.sqf - Organizes it better but does not address issue. Scripts: There is a execVM "range.sqf"; line in the init.sqf file which calls the range.sqf script: One of the rifle range scripts: Pistol Range Script: There are also scripts to reset the ranges after use, but those are working as intended so I don't think I need to post them.
  5. Hi guys!! I'll buy a GPU to play Wasteland Altis on full servers (around 75~100 player) with the maximum range of vision possible (graphic settings can be reduced). I want to get the R7 370 ... but I'm in doubt if I get the 2gb or 4gb version. Can someone help me? My specs: CPU FX6300 Corsair 8GB 1333mhz RAM PSU CX600 V2 Corsair Hyper 212 Cooler Tower dual fan CoolerMaster Sorry for my english. I need to use google translate Tu guys!!!
  6. All, Hello. I've been tossing around the idea of having a structured Multipurpose Range Complex (MPRC) set of missions developed for Arma 3. This would allow armored crews to conduct gunnery in accordance with (IAW) Army crew qualification standards. I'm a 21 year US Army veteran, and spend my career on M2 ODS and M2 ODS SA variants of the Bradley. I'm Master Gunner qualified so I know how to conduct gunnery in the real world, and would like to translate that to the virtual battlefields of Arma. Commanders use gunnery to rate their crews readiness and identify training strengths and weaknesses for their crews prior to combat operations or follow on section or platoon gunnery. Gunnery was a major training event, and was basically an armored units "report card" for the training year. What I need is someone who can create the targetry assets. I would be using the Army's TC 25-8 manual for the dimensions of the targets. Basically, the Army uses plywood cut targets to simulate armor and pc targets, and troop silhouettes for the troop target arrays. I have the dimensions and all the tools for asset creation. What I don't have is a modeler and texture guy to actually create the targets. There would be some scripting involved as well. Just something for to intiate the target being raised and remain exposed for 50 seconds or until a registered hit knocked it down, whichever happened first. We could work together to set the targets as per Army standards IAW the HBCT FM 3-20.21. There is a newer manual out, but I'm not sure its currently in the public domain. Let me know what you guys think. I think the MilSim groups out there that run armor would love to have a standard gunnery table to rate their crews and keep them battle ready for the units Operation nights. Plus, it would give that unit commander an overall assessment of his armor crews readiness. And its just damn fun to have that inter-rivalry between the crews. Let me know if anyone is interested!! I've linked a video showing some aspects of gunnery for Abrams. https://www.youtube.com/watch?v=pDIL88x3GJU
  7. So Bohemia recently nerfed the scopes ranges so now they don't go as far is there a way I can change this on my server to get them back up higher?
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