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OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by snafu on 11 Aug 2019, 17:24:35 »
Two excellent suggestions there, gents  :)

Appreciate the assistance.

BIS ATGMS are children of LAWLauncher with default params:

One can increase dispertion of LAWLauncher in BIN\config.cpp or
in addon configs.

My first idea was to go to JAM and I tested the HD versions of armor. However, HD didn't appear to impact MG or ATGM fire which was unfortunate.
OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by SoldierEPilot on 10 Aug 2019, 14:27:10 »
Human activity detected :D

BIS ATGMS are children of LAWLauncher with default params:

One can increase dispertion of LAWLauncher in BIN\config.cpp or
in addon configs.

It's also not a rocket science to use scripts like these:

In init field of unit with ATGM:
Code: [Select]
this addEventHandler ["fired", "_this exec {onFired.sqs}"]
Put this file to mission folder:
Code: [Select]
_unit=_this select 0
_ammoClass=_this select 4
_r=nearestObject[_unit, _ammoClass]

; ajust _k value here to change the dispersion value
_k = 8

?isNull _r: exit
_v=velocity _r
_vNew=[(_v select 0)+_k-(random 2*_k),(_v select 1)+_k-(random 2*_k),(_v select 2)+_k-(random 2*_k)]
_r setVelocity _vNew

; ajust time period between deviations here
~(0.2+random 0.3)
goto "fly"
OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by Gruntage on 10 Aug 2019, 11:26:31 »
It's been a long time since I played OFP but I do have a suggestion.

However it depends on the answer to this question, can a missile or any other kind of projectile be deleted when it's in flight?

Maybe some kind of nearestobject code following a 'fired' eventhandler perhaps?

My suggestion is simply spawning explosions in a radius around a target, which can be done using any artillery script around with a little modification. You'd still see the missile being fired however. Just that it gets deleted very shortly after fact, near instantly. This way you don't have to mess with velocity of missiles in flight. This is just an idea and I have no idea if projectiles can be deleted.

If my memory serves me well, Mandoble played around with custom missiles and velocity stuff in his campaign Grunt ONE. Perhaps it's worth looking in's also a very good campaign so worth a play if nothing else  :)

EDIT: I just remembered that THobson played around with spawning projectiles in his Abandoned Armies mission. So by creating the right kind of projectile (such as a missile) at random points around a set position (a radius essentially), you would get the dispersion effect I think. That's where I would look. (How do I remember this stuff from 10 years+ ago  :blink: )
OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by snafu on 08 Aug 2019, 22:46:10 »
I did think about using invisible targets around tanks with the idea that the AI might engage them and create a sense of ATGMs missing their targets due to an operator error etc. However, your method sounds better. I'll have a play around with it and see what it's like.

Thanks  :)

OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by h- on 08 Aug 2019, 19:06:01 »
Using "fired" eventhandler to execute code that modifies the velocity of the fired projectile with setVelocity should do the trick.  :hmmm:

It just involves "space maths" because you cant just modify the velocity with some random values because it would also affect the speed of the projectile.
I lack the brain to give an example  :(
OFP - Editing/Scripting General / ATGM Dispersion / Accuracy
« Last post by snafu on 07 Aug 2019, 22:28:53 »
Recently I've been creating some Cold War-era armor missions and have tried to include some fixed ATGMs and armor equipped with ATGMs on each side. However, I've found the ATGMs to be too effective. Was there ever a mechanism or script developed to create dispersion for ATGMs launched from armor, static weapons and aircraft?

1) Class to seek: in init field of unit with bolter write:
hint primaryWeapon this
OK, now you know what to seek in cfgWeapons superclass in config.cpp

if you have patch 2.01 installed

just try this:
bolterName getWeaponParam "model"
and this
bolterName getWeaponParam "picture"
The result may contain path to config location.

use PBOX utility to find pbo with infantry weapons.
If file has weapon models 90% probability what it has gun configs in config.cpp
If it has models but no config - try check PBOs with similar name.

As an alternative, you can use binary search:
a) move a half of addon files to some folder in /addons directory.
b) now try to add bolter to standard BIS Captive soldier:
this addWeapon bolterClassName
c) if error like "class bolterName not found" occures, you need to seek among moved addons, if not -
check out addons left.

And there is also a small chance what bolter class was defined in mod config.
So just seek for a "bolterName" in bin\config.cpp and in hpp files if any present in bin folder.
OFP - Addons & Mods General / OFPWH40K Bolter Editing (Need Help)
« Last post by ReddieChan on 10 Jun 2019, 03:18:51 »
Hey all! I've recently downloaded a big mod for OFP which is the Warhammer 40,0000 Mod, and while it's really cool, it's got one really big issue! The bolters (or a primary weapon for the units) is missing sounds, while others are fine.

I simply want to know how to go about locating the file that contains the bolter or the units with it, and how to edit them to fix the sound.

I'm assuming it would be easier to locate the file containing the weapon that lacks proper sounds and copy/paste the sound code from the other weapons that are working and identical to the non-working weapon. If not that, I'm assuming I'd just have to edit the specific units that are affected by the broken weapon and change their loadout for the editor.

Any advice?
OFP - Addons & Mods Beta Testing / Butterflies
« Last post by SoldierEPilot on 17 May 2019, 23:51:42 »
Hi people!

This small addon was based on materials from Linker Splits's Hi-Def Tropic island pack:
8 butterflies with embedded flying script.

Configs and scripts were reworked.
Dependencies: none.
Side: civilian, vehicle class - #Insects.

Update to version 1.1:
Lower wing-beat frequency [6 per second instead of 8].
Butterflies fly around starting positions at 2-8 meters (instead of scattering around the island).
They also try to avoid player.
Mission Discussion / Upcoming SP Mission OP 'GECKOHUNT'
« Last post by clockx on 11 May 2019, 11:58:17 »

I'm almost finished with my first and last mission for ArmA 2: OA.
I started making it in 2013, if I remember correctly. So it's about time!
It features custom voice acting, sounds and music and a lot of scripts to make it as atmospheric and immersive as possible.
I also put a lot of effort in making the AI behave correctly in a nighttime environment.
It's an ACE2 sniper assassination stealth mission with two switchable player units. (sniper/spotter)
But I will add a vanilla version too.

Operation 'Geckohunt'

SEAL Team THREE Sniper Team, call sign 'Eagle', is on its way to 'Feruz Abad', where Colonel Aziz (call sign 'Gecko') of the Army of Takistan is heading to. 'Eagle' must assassinate 'Gecko'.

I made a trailer for the upcoming release this summer.

"Unofficial sources state, that Colonel Muhammad Rahim Aziz, of the socialist military force of takistan, was assassinated by US special forces. According to our informants, a covert operation took place, in the takistan heartland, close to 'Feruz Abad'. Without any collateral damage, an unnamed two man squad infiltrated the area, to eliminate the head of the authoritarian regime of takistan."
- AAN News

I hope you enjoy.


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