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Found 1 result

  1. Hi all, Want to play with a "One man tank"? Here is a little script for "World of tank" aficionados. Works on all tanks in game, as far as you can jump into the driver's seat. Usage: you're driver until you move the mouse, pointing cannon at cursor direction. Driver is always in 3rd person. Then, you're gunner but you can use your keys to continue driving the tank. - in external view, you'll be back at driver's seat if no waypoint (see further) and no turret movement for 10 seconds. - in gunner view, you stay as gunner role and continue to drive. - if in gunner (or external) view and right click (Temporary zoom) on landscape, you create a temporary waypoint where the tank goes as far as you don't touch any of the driver's keys. Driver's keys will delete this waypoint when strike. Hints to know: - when driving from gunner's seat, avoid maintaining the forward key when you need to turn. release all, strike left(/right), maintain if you want; As soon as the direction is good, release left(/right) key, strike forward key. The tank will start to sway a little around the desired direction but will go where you want. Remember release all keys to make change. - there is no rear clutch while in gunner, just because Arma's engine prefers a 180° turn instead of a 10 meter rear drive... So, I disabled the backward key in gunner. Other stuffs: There are 2 parameters O/1 for displaying: - tank icon, in order to have a clear view of the direction of the tank when you are in gunner view. Gun is always up, of course. - little radar displaying other vehicles in game, along with knowledge of these units. Now, the function. Just add it into init.sqf or initPlayer.sqf, or any script which run for player: MGI_1ManTank = { params [["_icon",1,[0]],["_radar",1,[0]]]; if (!hasInterface) exitWith {}; MGI_iTk = _icon; MGI_rdrTk = _radar; MGI_timerTurreting = 0; MGI_timerStopping = 0; MGI_icon_tk = ""; coef_ratioTK = (getResolution select 4)/ 1.77778; coef_uiSpaceTK = 0.55/(getResolution select 5); MGI_keysMovingTk = ["carForward","Turbo","carSlowForward","carBack","carLeft","carRight"] apply {actionkeys _x select 0}; MGI_destTk = [0,0,0]; inGameUISetEventHandler ["Action", " if (_this select 0 isKindOf 'tank') then { MGI_icon_tk = getText (configFile >> 'cfgVehicles' >> typeof (_this select 0) >> 'icon'); if ((_this select 3) == 'GetInDriver' and count crew (_this select 0) > 0) then { _units = crew (_this select 0); {unassignVehicle _x} forEach _units; _units allowGetIn false }; if ((_this select 3) in ['GetInGunner','GetInCommander','GetInTurret']) exitWith { hint parseText ('<t>Jump in driver'+""'""+'s seat<t/>'); true}; if ((_this select 3) in ['MoveToGunner','MoveToCommander','MoveToTurret'] && !(player getVariable ['gunning',false])) exitWith { hint parseText ('<t>Only driver'+""'""+'s seat available<t/>'); true}; } "]; _MGI_EHTank = ["MGI_TK","onEachFrame", { coef_zoomTK = ([0.5,0.5] distance worldToScreen positionCameraToWorld [0,10,10])* (getResolution select 5); _veh = vehicle player; if (inputAction "zoomTemp" == 1 && {!isnil "MGI_agent"}) then { MGI_destTk = screenToWorld [0.5,0.5]; if (isnil "MGI_signTkDest") then { MGI_agent setDestination [MGI_destTk, 'VEHICLE PLANNED', true]; MGI_destTk set [2,2]; MGI_signTkDest = "Sign_Arrow_Large_F" createvehicle MGI_destTk }; }; if (!isnil "MGI_signTkDest" && {MGI_destTk isEqualTo [0,0,0] or (player distanceSqr MGI_destTk < 100) or driver _veh == player}) then { deleteVehicle MGI_signTkDest; MGI_signTkDest = nil}; if (!(_veh isKindOf "tank") && !isNil "MGI_agent") exitWith { deleteVehicle MGI_agent; MGI_agent = nil; if (!isnil "MGI_keysDriving") then {(findDisplay 46) displayRemoveEventHandler ["keyDown",MGI_keysDriving]; MGI_keysDriving = nil}; if (!isnil "MGI_keysDrivingUp") then {(findDisplay 46) displayRemoveEventHandler ["keyUp",MGI_keysDrivingUp]; MGI_keysDrivingUp = nil}; }; if (player == driver _veh) then { {_veh lockTurret [_x,true]} forEach allTurrets _veh; if (cameraView != "external" && _veh isKindOf "tank") then {player switchcamera "external"} } else { if (player == gunner _veh && diag_tickTime > MGI_timerTurreting + 10 && (cameraView == "external" && isnil "MGI_signTkDest")) then { player action ["MoveToDriver", _veh]; player setVariable ["gunning",false]; if !(isnil "MGI_agent") then {deleteVehicle MGI_agent; MGI_agent = nil;{_veh lockTurret [_x,true]} forEach allTurrets _veh}; }; }; if (isnil "MGI_keysDriving") then { MGI_keysDriving = (findDisplay 46) displayAddEventHandler ["KeyDown", " private _handled = false; if (!isnil 'MGI_agent') then { MGI_timerStopping = diag_tickTime; _veh = vehicle player; call { if ((_this select 1) == MGI_keysMovingTk select 4) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [-30,10,0], 'VEHICLE PLANNED', true]; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 5) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [30,10,0], 'VEHICLE PLANNED', true]; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 1) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,100,0], 'VEHICLE PLANNED', true]; MGI_agent setSpeedMode 'FULL'; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 2) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,30,0], 'VEHICLE PLANNED', true]; MGI_agent setSpeedMode 'LIMITED'; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 0) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,100,0], 'VEHICLE PLANNED', true]; MGI_agent setSpeedMode 'NORMAL'; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 3) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,0,0], 'DoNotPlan', true]; MGI_destTk = [0,0,0]; _handled = true }; }; }; _handled "]; MGI_keysDrivingUp = (findDisplay 46) displayAddEventHandler ["KeyUp", " if (!isnil 'MGI_agent' && diag_tickTime > MGI_timerStopping + 3 && (MGI_destTk isEqualTo [0,0,0])) then { MGI_agent setDestination [vehicle player modelToWorldVisual [0,0,0], 'DoNotPlan', true] }; "]; }; }] call BIS_fnc_addStackedEventHandler; _MGI_DrawRadar = addMissionEventHandler ["draw3D",{ if (cameraView == "gunner" && vehicle player isKindOf "tank") then { _veh = vehicle player; _aTurret = Deg (_veh AnimationPhase "mainturret"); if (MGI_iTk == 1) then { _tkIconPos = positionCameraToWorld [0,-370/coef_zoomTK,1000]; _damageTK = [2*(damage _veh),2 - 2 * (damage _veh),0.3,0.5]; drawIcon3D [MGI_icon_tk, _damageTK,_tkIconPos, 2, 2, - _aTurret, "", 1, 0.05, "TahomaB"]; }; if (MGI_rdrTk == 1) then { for "_i" from 0 to 350 step 10 do { _posdiam = positionCameraToWorld [(sin _i) * 110 * coef_ratioTK / coef_zoomTK,(-370+ ((cos _i) * 110)) / coef_zoomTK,1000]; drawIcon3D ["A3\ui_f\data\IGUI\Cfg\squadRadar\SquadRadarOtherGroupUnit_ca.paa", [0.7,1,0.3,0.8], _posdiam, 0.4, 0.4, 0, "", 1, 0.05, "PuristaMedium"]; }; if (!isnil "MGI_signTkDest") then { _dirS = (((_veh) getRelDir MGI_destTK) + _aTurret) mod 360; _d2S = ((player distanceSqr MGI_destTK) min 10^6) max 10^4; _xx = 100 - ((10^6-_d2S)/19800); _posWpt = positionCameraToWorld [(sin _dirS) * _xx * coef_ratioTK / coef_zoomTK,(-370+ ((cos _dirS) * _xx)) / coef_zoomTK,1000]; drawIcon3D ["A3\ui_f\data\GUI\Cfg\Cursors\hc_move_gs.paa", [1,1,0.5,1], _posWpt, 0.5, 0.5, 0, "", 1, 0.05, "PuristaMedium"]; }; _allvehicles = vehicles select {alive _x && !(_x isKindOf "WeaponHolderSimulated") && side _x != civilian}; _enyVehs = _allvehicles select {side _x getFriend side player < 0.6}; _frdVehs = _allvehicles - _enyVehs; if ( count (_enyVehs + _frdVehs) > 0) then { private ["_icon","_color"]; { if (_x isKindOf "air") then { _icon = "A3\ui_f\data\IGUI\Cfg\tacticalDisplay\targetAirTexture_gs.paa" } else { _icon = "A3\ui_f\data\IGUI\Cfg\tacticalDisplay\targetTexture_gs.paa" }; _dir = ((_veh) getRelDir _x) + _aTurret; _d2 = ((player distanceSqr _x) min 10^6) max 10^4; _dd = 100 - ((10^6 - _d2)/19800); _posVeh = positionCameraToWorld [(sin _dir) * _dd * coef_ratioTK / coef_zoomTK,(-370+ ((cos _dir) * _dd)) / coef_zoomTK,1000]; call { if (_x in _frdVehs) exitWith { _kwn = player knowsAbout _x; _color = if (_kwn < 1.5) then [{[0.3,0.3,0.3,0.3]},{[0.3,0.8,0.9,0.8]}]; }; _kwn = playerSide knowsAbout _x; _color = [0.3 max (_kwn/2),((0.3 max (_kwn/2)) min (2 - (0.3 max (_kwn/2)))) max 0.3,0.3,0.3 + (0.5*_kwn/4)]; }; drawIcon3D [_icon, _color, _posVeh, 0.5, 0.5, 0, "", 1, 0.05, "PuristaMedium"]; } forEach (_allvehicles - [_veh]); }; }; }; }]; _MGI_mousingGunner = (findDisplay 46) displayAddEventHandler ["mouseMoving", { _veh = vehicle player; if (_veh isKindOf "tank") then { player setVariable ["gunning",true]; if (gunner _veh != player) then {player action ["MoveToTurret",_veh,[0]]}; MGI_timerTurreting = diag_tickTime; if (isnil "MGI_agent") then { MGI_agent = createAgent ["B_Soldier_VR_F", getpos _veh, [], 0, "CAN_COLLIDE"]; MGI_agent moveInDriver _veh; MGI_agent setBehaviour "COMBAT"; MGI_agent setSpeedMode "FULL"; }; }; }]; }; Then call this function with desired parameters: [1,1] call MGI_1ManTank; // 1 = enable tank icon, 1 = enable radar EDITED : You'll find below, a lighter version (with no radar and no destination on marker). This light version is also updated & improved in MGI Advanced Modules. Hope you'll have fun! Pierre MGI
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