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Thread: [R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)

  1. #91
    This addon is a game changer. It really is great . I created a playable artillary team and another payer can teamswitch back to the artillary base to recieve coodinates , fire and teamswitch back.



    This rocks.

  2. #92
    Staff Sergeant Alderman's Avatar
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    @MadBull

    Right now if you go off the numbers on the Chernarus map in ACE/ArmA2 the grids are 6 digits, example is 046054. If you wanted to be in the middle of 6 digit grid square (the smallest grid square shown on the arma2 map) you could go as detailed as a 8 digit, which in this example is centered in the squad would be 04650545 or 0465 longitude, 0545 latitude. Right now your system gives a 10 digit reference which is as accurate as 1 meter (a bit to accurate I believe for arma2 application). your system with the above grid would display 46.50 which is really 04650 (being a 10 digit since its 5 digits for half the grid reference). Another example, your 47.55 would be 04755.

    Basically I think your system needs to one, incorporate leading zero's, remove the decimal, and only have a 8 digit grid reference (which is 10m accuracy) thus removing 2 numbers after your currently existing decimal and having 1. This would make the system more realistic and uniform to the games grid system and more.

    Also I have suggested to ace mod for them to make a tool for the map to allow for someone to figure out the 8 digit from a 6 digit since the lines only get to 6 digit accuracy. Though if someone understands nothing and easting with map reading (which is very simple) then they (like I do) can look at the map and estimate it easy and accurate enough.
    Last edited by Alderman; Jan 26 2010 at 04:59.
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  3. #93

    When the CP gets destroyed

    Okay I found a problem that one of you may find really easy to fix. How do I make it so that the command post respawns if destroyed? If it gets blown up or is in a truck that gets destroyed I don't know how to get it back. Anyone?
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  4. #94
    Staff Sergeant Muecke's Avatar
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    Hi,
    Ive tryed to get this in my MP CTI Mission but it wont show any options or something.
    i did all exactly like in the Instal.pdf.
    Description.ext ,Stringtable.csv ,Init.sqs , copy the R3F_ARTY_AND_LOG folder in my Mission folder.
    Also gave a command to the Satphone like in your Demo.
    But nothing happen.

    Could it be that if the satphone or the vehicles spawn while game this system do not work ?

  5. #95
    @MADBULL
    * Important : the calculation time is long. It can take up to one hour. The game isn't crashed. Check your ARMA2.RPT, the game is writing in.
    .............
    * Call example (copy/paste it in the init.sqf, replace "MAGAZINE_NAME" by the good class name) :
    *
    * startLoadingScreen ["Computing..."]; // Permits to compute very faster
    * [
    .............
    * ] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\g ener er_table.sqf";
    * endLoadingScreen; // <- DON'T forget this line !
    GOOD News this is running, help me understand if it is processing correctly as it was started at 15:30 GMT and continues to still run 9+hours later.

    Here is what is has produced (I will clean it up later)
    ###
    Spoiler:

    ###
    I will let it run to completion, unless you define an optimization I have missed.

    thanks!

    ---------- Post added at 06:33 AM ---------- Previous post was at 06:19 AM ----------

    @tromac

    Find a script that respawns vehicles (or copy spolier to and create a ".SQF" file named "vehicle.sqf"), in the INIT of the SAT phone place following code:
    side="EMPTY";
    vehicle="SatPhone";
    skill=0.60000002;
    init="nul = [this] execVM ""R3F_ARTY_AND_LOG\create_arty_quarter.sqf"";"veh = [this, 90] execVM ""vehicle.sqf"";";


    This is if said item is destroyed it will respawn where it was started in the game. I suggest you alter to where it was LAST destroyed; the details explain that configuration setting.

    Here is the SQF found in some maps:
    ###
    Spoiler:

    ###

    I have not tested it with the SATphone, however, in theory you should be good.
    Last edited by phxfire; Jan 26 2010 at 12:35.
    Having Fun and doing it fast!


  6. #96
    Staff Sergeant madbull's Avatar
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    @Alderman [3rd MD] :
    Ok. I now understand.

    The current system doesn't force you to input up to 10 digits. You can input zero, one, two, three (!), ... decimals.
    In practice you can't read the map with a precision higher than 8 digit position.

    The Map click feature gave you a 10 digit precision. It's much. But it can be assimiled to a GPS integrated system (or something like that).
    This feature can be (and must be, to play seriously) disabled.

    But I agree with you. Zero leading is better. And no decimals but a 8 digit grid reference is better too.
    It will be fixed in a future version.


    @tromac :
    1. the satphone can't be destroyed (if I remember right)
    2. an arty command quarter in a destroyed vehicle is destroyed too (as IRL)
    3. you must take care of your arty command quarter ... or having your own creation/respawn system ... but it's not the role of the R3F system to do that


    @Muecke :
    It should work. I successfully do it on a Domination. There is no reason to don't work on a CRCTI.

    > "Could it be that if the satphone or the vehicles spawn while game this system do not work ? "
    The problem is not there. The R3F system automatically detects any new or already existing arty or logistic object.

    Are the columns of the stringtable.csv correct ? (by default the R3F system is in English, French). Read the manual for more informations.


    @phxfire :
    Wow ! 9 hours ! It takes less than 50 minutes if you use the startLoadingScreen command. When I say "very faster", it's not a joke !
    BTW, in your ARMA2.RPT there is some logs from addons as ACE2. You will have to clean it up. These message would not appeared with the "startLoadingScreen" (or without ACE2).
    Good thing : I had computed the same values. So you're doing it correctly.

  7. #97
    Staff Sergeant Alderman's Avatar
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    Thanks Madbull, so the max precision that can be entered will be changed to 8 digit? Either by manual enter or mapclick?

    Yes we plan to disable the map click on our tactical and training servers that have missions using this for realism purposes, but will enable on our public domination (if I can get the damn thing working with domination).

    Also a easier way to disable the logistics system and have only the artillery would be nice btw, rather than putting the no log command in the init line of each item in the mission file. Thanks again for one of the greatest script I have seen for some time.
    Last edited by Alderman; Jan 27 2010 at 05:30.

  8. #98
    Master Gunnery Sergeant Kroky's Avatar
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    @madbull

    Can you please make this as an auto initializing addon so it could be used with all missions please!

  9. #99
    Staff Sergeant Muecke's Avatar
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    Quote Originally Posted by madbull View Post
    @Alderman [3rd MD] :
    @Muecke :
    It should work. I successfully do it on a Domination. There is no reason to don't work on a CRCTI.

    > "Could it be that if the satphone or the vehicles spawn while game this system do not work ? "
    The problem is not there. The R3F system automatically detects any new or already existing arty or logistic object.

    Are the columns of the stringtable.csv correct ? (by default the R3F system is in English, French). Read the manual for more informations.
    thanks for answer.
    i tryed diffrent types of stringtable.The Stringtable part of the manual isnt that clear as the other parts
    but i will try again......

    edit:
    I did and still have a fault somewhere.
    >>Here<< is the Mission if someone could help maybe would be nice....
    Last edited by Muecke; Jan 26 2010 at 21:06.

  10. #100
    Quote Originally Posted by madbull View Post

    @phxfire :
    Wow ! 9 hours ! It takes less than 50 minutes if you use the startLoadingScreen command. When I say "very faster", it's not a joke !
    BTW, in your ARMA2.RPT there is some logs from addons as ACE2. You will have to clean it up. These message would not appeared with the "startLoadingScreen" (or without ACE2).
    Good thing : I had computed the same values. So you're doing it correctly.
    Here is my INIT and it is still running?!?! what do I do?

    here is as far as it has gotten and still running:

    ###
    Spoiler:

    ###
    ugh!!!!


    startLoadingScreen ["Computing..."]; // Permits to compute very faster
    [
    // Méta-données (meta-data)
    [
    getNumber (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "initSpeed"),
    -(getNumber (configFile >> "CfgAmmo" >> (getText (configFile >> "CfgMagazines" >> "vil_PALmag_HE" >> "ammo")) >> "airFriction")),
    R3F_ARTY_table_altitude_impact_defaut,
    R3F_ARTY_table_angles_defaut
    ],
    // Données (data)
    [] // Vide en entrée (empty in output)
    ] call compile preprocessFile "R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\gener er_table.sqf";
    endLoadingScreen; // <- DON'T forget this line !

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