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Author Topic: Mando Gun ArmA  (Read 14857 times)

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Offline Mandoble

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Re: Mando Gun ArmA
« Reply #15 on: 23 Aug 2007, 02:17:26 »
Well, this is the current header of mando_gunattacker, more or less like a readme  ;)

Quote
mando_gunattacker.sqf v1.2
 August 2007 Mandoble

The purpose is to add an automatic lock on/gun fire system for a unit
More than 1 system may be added to a single unit (but not at the same firing place.


 Sintax:
[disp, unitpos, ttype, quantity, min range, max range, muzzle velocity, rounds per salvo, rate of fire, max dispersion array, time to aim, detonate?, firing gun, ammo type, firing pos, gun barrel length, scan arc, minknows, enemy sides, antimissile?, gun initially ON?, Radio Messsages?, radar on sound, radar off sound, shot sound] exec"mando_gunattacker.sqf"

 disp: gun armed vehicle
 unitpos: gun armed unit position inside vehicle: 0 driver, 1 gunner, 2 commander.
 gun target types array: ["Air"] or ["LandVehicle"] or ["Men"] or ["Air", "LandVehicle", "Ship"],etc. "REMOTE" target type may be used
                         to indicate this unit may target targets locked by other units.   
 quantity: number of salvos loaded into this unit.
 min range: closer than that, the system will not attack units.
 max range: farther than that, the system will not attack units
 muzzle velocity: Muzzle velocity in m/s
 rounds per salvo: number of shots per salvo.
 rate of fire: maximum number of salvos fired per minute.
 max dispersion array: [hor, vert] in degrees, max dispersion at 400m.
 time to aim: time needed to aim to the target in seconds.
 detonate?: true/false, if true an small explosion will happen when round if close to the target.
 firing gun: The gun class which will fire, "" if none.
 ammo type: ammo class use to fire, for example "B_23mm_AA", "B_20mm_AA", "B_30mmA10_AP", "B_30mm_HE", "B_127x99_Ball", etc.
 firing position: relative firing position of the salvo to the launcher (vehicle or unit parameter).
 gun barrel length: aproximate length of the gun in meters
 scan arc: arc in front of the firing unit where targets may be locked, 90 means from -45 degrees to the left to
           +45 degrees to the right, 360 will lock on any target in range, 180 will lock on any target in front
           of the firing unit (from -90 to the left to +90 to the right).
 minimum knowledge: Minimum knowledge of the target from 0 (nothing, STANDOFF attacks) to 4 (everything).
 enemy sides: array with sides considered enemy (west, east, resistance, sideEnemy and/or civilian)
              note: empty units side is civilian
 Able to track and fire against incomming missiles? (true/false)
 Initially active: true/false. If false, the unit may be activated writing a true into its "mando_gunattacker_on" variable.
 Radio initially on: true/false. If false, it may be turned on when needed writing a true into its "mando_gunattacker_radio" variable.
 Radar ON sound resource name (defined in description.ext), "" if none.
 Radar OFF sound resource name (defined in description.ext), "" if none.
 Shot sound resource name (defined in description.ext).

Offline MattiusRochelle

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Re: Mando Gun ArmA
« Reply #16 on: 23 Aug 2007, 14:44:33 »
Ah thanks ill create a more readable colour coded version?  :good:

Offline MattiusRochelle

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Re: Mando Gun ArmA
« Reply #17 on: 23 Aug 2007, 17:37:33 »
Sintax:

[dispunitpostypequantitymin rangemax rangemuzzle velocityrounds per salvorate of firemax dispersion arraytime to aimdetonate?firing gunammo typefiring posgun barrel lengthscan arcminknowsenemy sidesantimissile?gun initially ON?,  Radio Messsages?radar on soundradar off soundshot sound]

Disp:-  Name of the Gun or Vehicle

Unitpos: Gun armed unit position inside vehicle: 0 driver, 1 gunner, 2 commander. [ Usually Gunner ]

Type: Array for what type of units the gun will target ["Air"] or ["LandVehicle"] or ["Men"] or ["Air", "LandVehicle", "Ship"],etc. "REMOTE" target type may be used to indicate this unit may target targets locked by other units.

Quantity: number of salvos loaded into this unit. [ Number of Rounds Unit Has ]

Min range: Closer than that, the system will not attack units.

Max range: Maximum Range Unit Will Target Enemy

Muzzle velocity: Muzzle velocity in m/s

Rounds per salvo: Number of shots per salvo.

Rate of fire: Maximum number of salvos fired per minute.

max dispersion array: [horizontal, vertical] in degrees, max dispersion at 400m.

time to aim: Time needed to aim to the target in seconds.

detonate?: true/false, if true an small explosion will happen when round if close to the target.

firing gun: The gun class which will fire, "" if none.

ammo type: Ammo class use to fire, for example "B_23mm_AA", "B_20mm_AA", "B_30mmA10_AP", "B_30mm_HE", "B_127x99_Ball", etc.

firing position: Relative firing position of the salvo to the launcher (vehicle or unit parameter).

Gun barrel length: aproximate length of the gun in meters

Scan arc: arc in front of the firing unit where targets may be locked, 90 means from -45 degrees to the left to +45 degrees to the right, 360 will lock on any target in range, 180 will lock on any target in front of the firing unit (from -90 to the left to +90 to the right).

Minimum knowledge: Minimum knowledge of the target from 0 (nothing, STANDOFF attacks) to 4 (everything).

Enemy sides: array with sides considered enemy (west, east, resistance, sideEnemy and/or civilian) note: empty units side is civilian

Antimissile: Able to track and fire against incomming missiles? (true/false)

Initially active: true/false. If false, the unit may be activated writing a true into its "mando_gunattacker_on" variable.

Radio initially on: true/false. If false, it may be turned on when needed writing a true into its "mando_gunattacker_radio" variable.

 Radar ON sound resource name (defined in description.ext), "" if none.

 Radar OFF sound resource name (defined in description.ext), "" if none.

 Shot sound resource name (defined in description.ext).

Offline Mandoble

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Re: Mando Gun ArmA
« Reply #18 on: 23 Aug 2007, 19:04:55 »
Thanks Matt  :)

Offline ViperMaul

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Re: Mando Gun ArmA
« Reply #19 on: 26 Aug 2007, 04:05:11 »
Wow Thanks Matt!
And thanks Mando for this script.
We are looking to implement this into our next tournament along with your Artillery Script and of course your MMA v2.2.
ViperMaul
Theatre of War (Co-Lead Dev)
ACE (Jr Project Manager)

Offline Luke

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Re: Mando Gun ArmA
« Reply #20 on: 15 Jul 2008, 18:50:00 »
Mando,

Can you put a working gun on a plane object?

Thanx for the replies, as always.

Luke
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Offline Mandoble

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Re: Mando Gun ArmA
« Reply #21 on: 15 Jul 2008, 19:46:01 »
Yes, but surely you can do that too  :P Just try it. Note that Mando Gun works defining acquisition angle limits, so the cannot is supposed to be able to move, which means that it might be well suited for something like the guns of attack choppers or C130 gunships, but not as fixed gun for a fighter.

Offline Luke

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Re: Mando Gun ArmA
« Reply #22 on: 16 Jul 2008, 04:44:23 »
Mandoble,

Is there a way to have it gimballed with say a 200 cone of fire and not be the 200 at the front of the plane (i.e. not be +100, but rather 260-2800).

Thanx for the replies, as always.

Luke
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Wort Wort Wort.

Offline Mandoble

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Re: Mando Gun ArmA
« Reply #23 on: 16 Jul 2008, 09:13:25 »
Part of the header of mando_gunattacker.sqf explaining scan arc parameter:

 scan arc: arc in front of the firing unit where targets may be locked, 90 means from -45 degrees to the left to
           +45 degrees to the right, 360 will lock on any target in range, 180 will lock on any target in front
           of the firing unit (from -90 to the left to +90 to the right).
           or
           array with arc and delta. Delta is an angle to add to the direction of the firing unit. For example, a gun
           able to engange targets to the left of the firing unit in an arc of 90 degrees [90,270].


You may see the same parameter more graphically explained in the mando missile help.

Offline Luke

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Re: Mando Gun ArmA
« Reply #24 on: 18 Jul 2008, 20:42:12 »
Note that Mando Gun works defining acquisition angle limits, so the cannot is supposed to be able to move, which means that it might be well suited for something like the guns of attack choppers or C130 gunships,

Tried it,

The GCC init-ed then nothing, would look forward to using this for an AC-130.

Thanx for the replies, as always.

Luke
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Offline Kremator

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Re: Mando Gun ArmA
« Reply #25 on: 03 Aug 2008, 10:30:30 »
Mandoble, now that we have a BRILLIANT Mando Bombs 1.57, how would we go about replacing the hellfires on the reco plane with the gun?  Is it simple to script?

[TAO] Kremator

Offline Mandoble

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Re: Mando Gun ArmA
« Reply #26 on: 03 Aug 2008, 11:48:58 »
It should be quite easy to script, but the reco plane would fire from a "virtual" gun as it would not be able to use any gun firing only forward. So, a harrier would have something like a virtual gun pod similar to that on the Cobra, not sure if this is the effect you are looking for.

Offline Kremator

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Re: Mando Gun ArmA
« Reply #27 on: 03 Aug 2008, 15:21:07 »
I dont think the virtual pod would be a problem.  I think that it would effectively model the AC130 until a proper model comes out.  Would LOVE to see the ground getting peppered with rounds taking out a target :)

[TAO] Kremator


Offline Luke

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Re: Mando Gun ArmA
« Reply #28 on: 11 Aug 2008, 03:32:32 »
Agreed,  :)

I love a good bomb run or chopper gunship run or missile strike, but having an actual fixed-wing GUNship hanging around for several minutes dropping several pounds of lead and high-explosives on target per second is something a lot of people are craving right now.  ;)

It would most definately be a welcome sight to see it flying over your shoulder to the target, and inspire fear in the hearts of all non-AI opponents on it's business end.

Plus, maybe add an option for rate of fire in Rounds/min, and be able to adjust the time between salvos rather than salvos per minute, and also a player version for it. 

That, and it might make a killer tail- and ball-turret gun for a WWII style long-distance bomber.

Hope these ideas help, because you, Mandoble, have quite a bit of hidden potential hidden potential for some serious addon-unlocking power hidden in this snippet of script you made here.  I absolutely can't wait to see what you can do with future iterations of MandoGun.

Luke
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Offline Luke

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Re: Mando Gun ArmA
« Reply #29 on: 22 Aug 2008, 21:19:33 »
Mando,

How would one manually call "mando_gun.sqs"?

I have tried but no is created.

Luke
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