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Thread: Ai forward observer & mortar packs

  1. #21
    Hi,

    Glad you liked it. A GroupLink version would be excellent, the Observer needs a command structure above it to make better use of his information.

    Let me know how you get on, or if there is anything I can add to make it easier to implement.

    Cheers

  2. #22
    Gunnery Sergeant
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    St. Marys Ga.
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    Hmm tried plugging the old M110 howitzer into your scripts, shows ingame, but FO gets no target plotting commands,
    Q. Are the params scripts limited by shell size or type?

    <no worries, I&#39;m not planning to steal your work, just doing this for my own amusement>

  3. #23
    Quote Originally Posted by [b
    Quote[/b] ]Hmm tried plugging the old M110 howitzer into your scripts, shows ingame, but FO gets no target plotting commands,
    There are a few arrays that need to modified, I can IM the details if you want to try. Or perhps use the older version of my indirect fire scripts:

    http://homepages.gotadsl.co.uk/~gsso...944Mortars.zip

    Basicly the same thats in the addon, just less code to wade through.

    Quote Originally Posted by [b
    Quote[/b] ]Q. Are the params scripts limited by shell size or type?
    I did not test many artillery addons, only the M198. I could not get a good match with the trajectory equation I have. I think its down to velocity, the m198 is 1200 m/s, the mortars I use are only 240 m/s. I think the physics are different for high velocity projectiles?

    Quote Originally Posted by [b
    Quote[/b] ]<no worries, I&#39;m not planning to steal your work, just doing this for my own amusement>
    Hehe...All scripts are open for anyone to view&#92;use, thats the way it should be with everything in OFP.

    As long as I get at least a mention, I dont mind




  4. #24
    Gunnery Sergeant
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    St. Marys Ga.
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    Hehe, yeah mon that&#39;d be a ton o&#39; crap to wade through <already did it>

    I&#39;ll use your earlier script and see what I can get out of it,
    <I&#39;m no coder, but I can bang on something until it gives pretty good>

    Hmm, perhaps modifiy the velocity? gotta see,

    No worries, IF I put it out for public consumption, I&#39;ll probably forward it to you and let YOU release it, <could care less about "fame" just want stuff to do what I want, ya know?>



    P.S. You&#39;re code is smaller than CoC&#39;s arty scripts, I&#39;ve been working on adding WWII arty to them and OMFG&#33; these guys must live in closets with UV lights to keep their skin healthy>

  5.   This is the last Developer post in this thread.   #25
    Quote Originally Posted by (pzvg @ May 06 2004,12:07)
    P.S. You&#39;re code is smaller than CoC&#39;s arty scripts, I&#39;ve been working on adding WWII arty to them and OMFG&#33; these guys must live in closets with UV lights to keep their skin healthy>
    To avoid this I try to go outside, in Ottawa we have some great out door paths and parks you can enjoy, jogging, biking, hiking, mountain biking, you name it. (just have to watch the wildlife, ie polar bears)



    "Peace can not be kept by force. It can only be achieved by understanding." Albert Einstein

    Please report Arma 3 bugs in the Bug Tracker

  6. #26
    Quote Originally Posted by [b
    Quote[/b] ]Hmm, perhaps modifiy the velocity? gotta see
    Thats not a bad idea, changing the M110&#39;s velocity would give you more elevation, but in the scripts I have to compensate for how the mortar addons have been setup to fire, using the function LaInterp.sqf. You would still have to change some paramters.

    Quote Originally Posted by [b
    Quote[/b] ]No worries, IF I put it out for public consumption, I&#39;ll probably forward it to you and let YOU release it, <could care less about "fame">
    Sure, it makes sense to keep everything together. But there is no fame to be found at the back of a dusty readme, only courtesy

    Quote Originally Posted by [b
    Quote[/b] ]just want stuff to do what I want, ya know?
    Depends on what you want. Like CoC I tried to cover as many requirements from mission makers as I could. If you wanted to use the M110&#39;s in a specific mission just use DoWatch and Fire with a bit of trial and error. I have a spreadsheet and a mission to test the trajectories of the Mortars, I could send you those or send me the M110 and I&#39;ll see if it will work.

    Quote Originally Posted by [b
    Quote[/b] ]P.S. You&#39;re code is smaller than CoC&#39;s arty scripts, I&#39;ve been working on adding WWII arty to them and OMFG&#33; these guys must live in closets with UV lights to keep their skin healthy>
    ***

    I heard that CoC, while they worked. Had there brows mopped with Coconut milk, by attentive, sultry maidens

    But really there should be less code, as it probably consitiutes a quarter (if that) of the functionality thats available with CoC&#39;s UA.

  7. #27
    Gunnery Sergeant
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    Well, I can send you something to look at if you want, but

    1) either you need INV1944 demo installed or I need to redo the .cpp to use stock troops.

    2) You have to understand that it isn&#39;t for release, isn&#39;t intended for release, and shouldn&#39;t be released <basically it uses things from other folks, and I don&#39;t even want to get into that kind of row.

    So lemme know if you want to take a look.

  8. #28
    Quote Originally Posted by [b
    Quote[/b] ]1) either you need INV1944 demo installed or I need to redo the .cpp to use stock troops.
    When I wrote those scripts I did not have any Mortars for standrad OFP. If you update the content of parameters.sqf with the type and weapon name of the Addon you want to use, that should be enough.

    Quote Originally Posted by [b
    Quote[/b] ]2) You have to understand that it isn&#39;t for release, isn&#39;t intended for release, and shouldn&#39;t be released <basically it uses things from other folks, and I don&#39;t even want to get into that kind of row.

    So lemme know if you want to take a look.
    Sure thing. If I can help out, then mail it to me.

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