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Found 2 results

  1. RR CRAM Project THIS PROJECT HAS SOFAR NOT BEEN RELEASED AND IS WORK IN PROGRESS Start Date: 12/2020 Team: Wasserstoff (Main Coder) Pax (Github / PR / Code Kiddo) Contributors: none so far Host Community (DE): Website Discord Pre-Release Versions: v1.0.a.1 4.4.21 - v1.0.a.2 Feature-Requests / Bugreports / other issues: PLEASE LABLE YOUR ISSUE! Credits: Can be found on the project main page. already CBA Team for saving our butts with XEHs 😉 Updates will be posted in this thread
  2. This is a script I made that allows the vanilla C-RAM to attack incoming artillery shells. You can find the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2825319340 or if you want 100% vanilla then use the following composition: https://steamcommunity.com/sharedfiles/filedetails/?id=2825313831 The target selection logic can be changed via action menu: Random Distance/Speed bias Thread bias: The system will engage the shell that is going to land the closest factoring time. Code: _unit = param[0]; _distance = param[1, 2500]; _tgtLogic = param[2, 0]; _typeArray = param[3, ["ShellBase","RocketBase","MissileBase"]]; _ignored = param[4, ["ammo_Missile_rim116"]]; if(_unit getVariable ["init",false]) exitWith {}; _unit setVariable ["init", true]; _unit setVariable ["_tgtLogic", _tgtLogic]; _unit addAction ["Change targeting mode", { params ["_target", "_caller", "_actionId", "_arguments"]; _tgtLogic = _target getVariable ["_tgtLogic", 0]; _tgtLogic = _tgtLogic + 1; if(_tgtLogic > 3) then { _tgtLogic = 0; }; _out = ""; switch (_tgtLogic) do { case 0: { _out = "Random selection"; }; case 1: { _out = "Distance/Speed bias"; }; case 2: { _out = "Threat bias"; }; default {_out = "No targeting"}; }; _id = owner _caller; ["Logic changed to: " + _out] remoteExec ["hint", _id]; _target setVariable ["_tgtLogic", _tgtLogic]; }, nil, 10, false, false, "", "!(_this in _target)", 10]; //Makes it better { _x setSkill 1; }foreach crew _unit; //Main loop _loops = ((count _typeArray) - 1); scopeName "start"; while {alive _unit} do { _tgtLogic = _unit getVariable ["_tgtLogic", 0]; _entities = []; for "_i" from 0 to _loops do { _near = _unit nearObjects [_typeArray select _i, _distance]; _entities append _near; }; _entities = _entities select {!(typeOf _x in _ignored)}; //_entities = _entities select {((getPosATL _x) select 2) > 25}; _entities = _entities select {alive _x}; if(count _entities > 0) then { //Init all the entities { if(_x getVariable ["toInit",true]) then { _x setVariable ["toInit",false]; [_x] spawn { _x = _this select 0; while {alive _x} do { _entities = (_x nearObjects ["BulletBase", 5]); if(count _entities > 0) then { _mine = createMine ["APERSMine", getPosATL _x, [], 0]; _mine setDamage 1; deletevehicle _x; }; sleep 0.02; }; _fake = (_x getVariable ["attachedObject", objNull]); detach _fake; deletevehicle _fake; }; }; }foreach _entities; //Pick one _target = objNull; _fake = objNull; _p = -1; _lastP = _p; _first = true; _wep = currentWeapon _unit; _g = 9.81; { switch (_tgtLogic) do { //Pure random case 0: { _target = selectRandom _entities; }; //Distance/Speed bias + direction case 1: { _vel = velocity _x; _dist = _unit distance _x; _aimQuality = _unit aimedAtTarget [_x, _wep]; _p = abs((_dist / _distance) -(_vel select 2)/100 + _aimQuality*2); if(_p > _lastP or _first) then { _target = _x; _lastP = _p; _first = false; }; }; //Threat bias case 2: { _vel = velocity _x; _pos = getPosASL _x; _alt = _pos select 2; _v0 = -(_vel select 2); //Negative when going up _root = ((_v0 ^ 2) - 2 * _g * (-_alt)); if(_root < 0) then {continue}; //Time to impact _t = round((-_v0 + sqrt(_root)) / _g); //Space travelled - approximation!!! _spaceX = ((_pos select 0) + (_vel select 0) * _t); _spaceY = ((_pos select 1) + (_vel select 1) * _t); _nPos = [_spaceX, _spaceY, 0]; _p = (_unit distance2d _nPos) + (_t * 10); if(_p < _lastP or {_first}) then { _target = _x; _lastP = _p; _first = false; /* systemChat (str _x); systemChat ("p:" + str _p); systemChat ("t:" + str _t); */ }; }; default {_target = objNull;}; }; }foreach _entities; if(isNull _target) then {breakTo "start";}; _target allowdamage false; _fake = (_target getVariable ["attachedObject", objNull]); if(isNull _fake) then { _fake = "B_Plane_Fighter_01_Stealth_F" createVehicle [0,0,100]; _fake hideObjectGlobal true; _fake allowdamage false; _fake attachTo [_target, [0,5,0]]; _target setVariable ["attachedObject", _fake]; }; _unit reveal _fake; (side driver _unit) reportRemoteTarget [_fake, 3600]; _fake confirmSensorTarget [west, true]; if(!isNull _fake) then { _unit doTarget _fake; _time = time; waitUntil{_unit aimedAtTarget [_fake, _wep] > 0.2 or (time - _time) > 2}; for "_i" from 1 to 100 do { if(!alive _target) exitWith {}; if(isNull _fake) exitWith {}; //Every 10 steps if((_i % 10) == 0) then { _unit doTarget _fake; }; if((_unit weaponDirection _wep) select 2 > 0.1) then { if(_unit aimedAtTarget [_fake, _wep] > 0.33) then { [_unit, _wep, [0]] call BIS_fnc_fire; }; }; sleep 0.013; //75 rounds per second }; //sleep 1; detach _fake; deletevehicle _fake; _target setVariable ["attachedObject", objNull]; }; }; sleep 0.1; }; removeallActions _unit; I'm also going to make a missile-based interceptor similar to the Israeli's iron dome.
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