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Hi everyone, long time forum lurker. This is my first script to be released and i hope it won´t be the last. This script was and idea that came to my mind when a wrong click on a zeus mission sent a full 82mm mortar barrage on a squad. Thats when i came with the idea, even if it isnt completly realistic, of creating something that would give the players some time to react by displaying a small marker on the map to warn them of a possible round coming down on the area. I dont use any kind of eventhandlers, and if im not mistaken, all the calculations are run server-side. The script only works for mortars and artillery as easier to predict its target, where mlrs or rocket propelled rounds have an engine providing acceleration. (i might try to get them to work in the future) Radar Script 0.3 Hope you enjoy it, and if suggestions or ideas come up, write them down and if its in my skill range, ill try my best to add them. Future ideas: -Remove markers after hit. -Predict launch position after X rounds fired from around the same area. Released under APL-SA CHANGELOG: Version 0.3 #Changed -Fixed bug where markers wouldnt delete because of being stored the wrong way. -More optimizations were made. -Tested in Dedicated server and LAN. No script errors and no FPS drops while running. (Set at 5000m range and 6 second interval). Tested with 16 simultaneous players in VeteranMod. I can safely say that this boi saved lots of lives that day, exactly the purpose i built it for. Version 0.2 #Added -Radar_MrkR --- Its job is to mark the radar´s position and its range so its visible to everyone in the side of the radar. #Changed -All markers (Radar pos and range, and prediction markers) now only show to the side the radar belong to,making this viable for PVP. Markers are created globally but its alpha is set to 0 and only changed to 1 by remoteexec. -Several optimizations marked by sarogahtyp Version 0.1 BETA #Added -Added a floor height for the radar to detect rounds to simulate blind-zones too close to the radar.(Default Radar Pos ASL + 500m) -Added death range. This value shows the "sure range" of death around the round´s impact. If you are within this range, you die. THANKS sarogahtyp for showing me how to check class configs -Added filter to only predict artillery rounds and avoid tank shells or anything else - AGAIN THANKS sarogahtyp for the code -Markers are now stored and deleted in order when rounds impact #Changed -As artillery radars cant locate a single round, the threshold for detection has been increased from "> 0" to "> 2". -Position of the round was changed from getposATL to getposASL, this showed improved precision. -The radius of the marker now corresponds with the indirectHitRange X 5 #Removed -Replaced Radar_Alcance for Radar_CalcImpact.sqf by sarogahtyp Version 0 Release