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Thread: UNA Targets - Realistict target board script

  1. #41
    I already figured it out.
    Mods are making the original version to not work properly. If you remove all mods, it´ll work fine. I´m currently working in a fixed version for using the script with mods. As soon as I finish it, I´ll post it here.

  2. #42
    This mod needs a good single player mission.
    Like "A day at the shooting range" or something. Something lazy people like myself can just pop in the mission folder and play while getting some atmosphere from the mission maker. Similar to the "home airport base" in BAF dlc.
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  3. #43
    Nice script thanks for making and sharing!

    /KC

  4. #44
    Quote Originally Posted by geolerme View Post
    I already figured it out.
    Mods are making the original version to not work properly. If you remove all mods, it´ll work fine. I´m currently working in a fixed version for using the script with mods. As soon as I finish it, I´ll post it here.
    That's good news, because I also have this problem with 0.9

    THX Walker001 for the nice script. I also like the new "check from a distance" methode. That's far more realistic than teleporting around like Captain Kirk.

  5. #45
    I'm having some issues with this script in a training mission. It works perfectly until you try to clear a target after shooting at it a couple of times. As soon as you hit that it throws an error

    Code:
    Error in expression <scoretable;
    };
    if (WALK_TARGET_PUBVAR == _target) then { _scoretable = null; >
      Error position: <== _target) then { _scoretable = null; >
      Error ==: Type Script, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location
    it is version 0.9v

  6. #46
    Same error here - anyone know how to fix it?

  7. #47
    First Lieutenant Manzilla's Avatar
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    I'm trying to use this in the beginning of a mission. How would I set this up so when the player "Inspects target" and if the total score is over a number, say 30, than a trigger would go off and the objective is complete. I basically want a player to dial in his scope for a sniping mission and when he gets a certain score it's on to the next objective.

    I see that the variable is _totalscore but if I make a trigger with a condition of:
    Code:
    _totalscore = 30
    and an Onact of:

    Code:
    hint "Complete";
    nothing happens. The simple hint never goes off. How would I pass the total score variable to the trigger? I'm assuming this would be possible. My scripting skills just aren't good enough yet.
    (God damn bananas..... again)

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  8. #48
    Quote Originally Posted by zvukoper View Post
    Thank you very much! Excellent script! Just for the needs of my squad. We practice realistic combat and training and your script will definitely be included.

    One more thing which is needed badly, is the same thing, but with a human target, like those in America's Army. It's subdivided in arm, center of mass, head etc. sectors. It would be fantastic to have the same script, but when you come close and check results it will say: You hit: left arm, torso, center of mass, head... I believe the same scripting will do but we need to develop a system which detects certain coordinates as body parts...
    Yeah I would really like a human target but I think a simple scoring system like this would work better.
    For example
    http://www.caelyntek.com/airsoft/art...APSStarget.jpg

  9. #49
    This is great Ive used it in the past and some today. Haven't had any competitions as of yet but maybe soon. I just wanted to report however that your included new demo mission may be broken somehow. In that even on Desert I still have to walk to the target to check score and the editor doesnt show you added an action to anything near the shooters location. I wanted to add the addaction Check score to an object and used your Syntax snippet and I am getting frustrated with the editor because its saying first Local variable in global space then I get rid of the underscores in front of everything and it tells me Type of script expected nothing or something like that.There was another guy who recently did a GUN RANGE scripted Single/Multiplayer mission at Chernarus Main Airport and it allows change of target distance,type,Moving or still options as well as some other settings its fun but Not very realistic, though it does make for a great Practice tool it only says if you hit not a score based on where you hit This script seems much more in depth for Target Info however maybe you can get some Ideas from his on how to do some other things you want to add. I have to say,I have seen several mentions of targets may I suggest the light blue and white silhouette Targets they use at Quantico. And of course if your willing to go all out the new Zombie Targets would add a nice touch hehe. I wonder also if theres a way to get the Neon shot Dots so you can see where you hit before you check score.Hope to see an Update Keep up the Great work man.

  10. #50
    Quote Originally Posted by MadJackChurchill View Post
    I'm having some issues with this script in a training mission. It works perfectly until you try to clear a target after shooting at it a couple of times. As soon as you hit that it throws an error

    Code:
    Error in expression <scoretable;
    };
    if (WALK_TARGET_PUBVAR == _target) then { _scoretable = null; >
      Error position: <== _target) then { _scoretable = null; >
      Error ==: Type Script, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location
    it is version 0.9v
    I am getting the same error as soon as I load a mission with this in it. Anyone got a fix for it? It used to work fine before, it would be a shame if I cannot use this any more as its ideal for what I need.

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