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Mandoble
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« Reply #120 on: 26 Feb 2008, 18:29:29 » |
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Hi Nixer, many many things have changed in 2.3, you will not have more visual glowing marks in the sky, but real HUD and RWR info (both are optional). Both reloading scripts in 2.3 are now SQF. 2.3 will be public shortly. here and hereyou might check the new look from inside the visual launchers for players. About your gunner question, yes, the AI as gunner will still operate the gun while the script will operate the missiles (as long as the gunner is alive and into the gunner position of the vehicle).
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Nixer6
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« Reply #121 on: 26 Feb 2008, 20:42:01 » |
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Thanks Mando, waiting with great anticipation.
I'll send you copy of the MP mission when complete. Just the test version is really lots of fun.
I've ran into a little snag Mando. I've added a couple of AI Opfor SAM vehicles. It now seems like I get a radar lock warning or no warning when AA soldiers launch Strelas. Is their some init line I need to put into the aa soldiers??
My bad Mando. I had added a new helo and forgot to put the exec etc onlymandoones...init line in.
Sorry.
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« Last Edit: 27 Feb 2008, 19:55:54 by Nixer6 »
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Why do I have to be a Rocket Scientist to make a good mission?
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Mandoble
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« Reply #123 on: 28 Feb 2008, 16:45:25 » |
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Nope, they arent. Automatic flares are there to be used by AI pilots, and AI pilots will unlikely land near reloading vehicles. Manual flares for players are re-loadable via action menu which is available as soon as the pilot is close ot any vehicle of the indicated classes.
In which situations do you need AI reloading flares?
EDIT: You may always provide 100 flare packets to the AI units ...
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« Last Edit: 28 Feb 2008, 18:17:47 by Mandoble »
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Nixer6
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« Reply #124 on: 28 Feb 2008, 17:55:00 » |
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Mando I have to tell you. I ran a test of my mission concept yesterday evening on a dedi with 5 other VERY experienced MP players.
These guys were just freaking out about how cool your scripts work. The sun was just starting to set, and the visuals were great.
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Why do I have to be a Rocket Scientist to make a good mission?
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Mandoble
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« Reply #126 on: 01 Mar 2008, 09:15:16 » |
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Ok, that should not be a problem with 2.3, I mean avg joe, with the new RWR display it is easy to figure out from where the missiles are comming. Anyway I'll see what can be done for automatic reloading.
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Nixer6
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« Reply #127 on: 02 Mar 2008, 22:02:14 » |
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In the latest public version, SAM vehicles are launching 2 to 3 missiles at once! Is this normal or because of the fact that I have lowered the ROF?
I watched (as a seagull,lol) a BRDM ATGM configured as an SA-8/SA-9 doing exactly this. These are the "older" type SAM's BTW.
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Why do I have to be a Rocket Scientist to make a good mission?
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Mandoble
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« Reply #128 on: 02 Mar 2008, 22:39:22 » |
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The ROF is measured in missiles/(minute + lockon time)
May be you executed the AI automatic launcher script in more than one machine in a MP game? Make sure you check if isServer before executing the automatic launcher scripts.
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« Last Edit: 02 Mar 2008, 22:43:22 by Mandoble »
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Nixer6
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« Reply #129 on: 02 Mar 2008, 22:53:19 » |
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That's what I did Mando. Which script(s) should I only have run on the server?  ?? Do I need to do the same for the flare/chaff script???
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« Last Edit: 02 Mar 2008, 22:59:52 by Nixer6 »
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Why do I have to be a Rocket Scientist to make a good mission?
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Mandoble
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« Reply #130 on: 02 Mar 2008, 23:13:16 » |
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Yes, automatic systems (not for players) should run only on the server: the scripts inside mando_missiles\units\attackers folder, mando_missileattacker.sqf and mando_missileecm.sqf.
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Nixer6
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« Reply #131 on: 02 Mar 2008, 23:28:42 » |
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Thanks, that's what I had done.. Geez ,no wonder everybody asked me to cut back on the SA-9's.  Thanks again, as we are testing tonite with about 10 players I hope.....10 Missiles per SAM might have been a tad too much.
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Mandoble
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« Reply #132 on: 03 Mar 2008, 00:03:02 » |
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Just basic usage example (this is for 2.3, but will give you a clear idea for 2.2b3): // init.sqf // Mando Missile ArmA initialization []execVM"mando_missiles\mando_missileinit.sqf"; Sleep 1; if (isServer) then { [my_first_sam, 0, ["Air"], 12, 500, 3000, 5, [0,1,2], 360, 0, [west,sideEnemy], false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs"; };
Being my_first_sam a Shilka unit.
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Nixer6
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« Reply #133 on: 11 Mar 2008, 18:58:17 » |
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Hi Mando No more multiple missiles in the air now. But....I must be doing something else wrong. None of the clients are getting Radar Lock messages from the SAM vehicles. Missiles are firing, just no radar lock message. also getting this error in the ArmAServer.rpt file File mpmissions\__cur_mp.Sara\mando_missiles\units\mando_missileattacker.sqf, line 94 Error in expression <ait = 60.0 / _rof; _arc = _arc / 2;
_i = 0; _blanco=objNull; _espera => Error position: </ 2;
_i = 0; _blanco=objNull; _espera => Error /: Type Array, expected Number,Config entry
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« Last Edit: 11 Mar 2008, 19:19:19 by Nixer6 »
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Why do I have to be a Rocket Scientist to make a good mission?
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Mandoble
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« Reply #134 on: 11 Mar 2008, 19:52:10 » |
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Your init.sqf code seems correct to me, as long as my_first_sam is an existing vehicle with a driver inside (unit pos = 0)
Did you modify the original mando_basicsam_unit2.sqs script?
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