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ArmA 2 & OA - USER MISSIONS For discussing missions/campaigns created by the community for ArmA 2 & the standalone expansion Operation Arrowhead

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Old 07-22-2009, 10:39 PM   #1
*Kronzky*
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Moveable Target Range

My Moveable Target Range has been converted to ArmA2.

For those who are unfamiliar with the original version, here's a quick feature list:
  • Use any objects as targets.
  • Targets can be placed anywhere on the map, and will always align with the player.
  • Targets can be static or move at a user-defined speed & distance.
  • Target distances can be incrementally adjusted during the mission.
  • Target units will assume different stances.
  • Target distances are indicated with walls & flags.
  • Any available weapon can be selected via a dialog.
  • Weapons have unlimited ammo available, with automatic reloading.
  • The distance, impact height and average speed of the projectile is displayed after each shot.
  • Ballistics information can be shown in-game, or copied into a spreadsheet for further analysis.
  • A bullet cam option allows following the path of the projectile.
  • A slow-mo mode is available, to simulate a perfect aiming situation.
  • The landing spot of the fired projectile can be indicated on the map.
  • Fully compatible with any vehicle weapons.



Available here.
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Old 07-22-2009, 11:42 PM   #2
alef
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Thank you! I was really waiting for this!
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Old 07-23-2009, 12:31 AM   #3
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tres cool, can tell right now I'm going to have to buy an extra hard drive for all of these addons
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Old 07-23-2009, 12:34 AM   #4
*Alex72*
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Quote:
can tell right now I'm going to have to buy an extra hard drive for all of these addons
Dont worry mate - this is just a small mission.

Thanks Kronzky for ARMA2 version!

Alex
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Old 07-23-2009, 01:27 AM   #5
twisted
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great! thanks
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Old 07-23-2009, 07:41 AM   #6
Victor
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I've practiced and practiced with this mission over and over! Thank you!

I didn't know a T72 was stronger than a T90 in it's rear (with a SMAW)! I also didn't know a T72 was weaker on its side than on its rear! Well, I speak strickly of the AI getting out of the tank(s).

I replaced the target tank with an actual tank in the editor for testing purposes with other launchers and for figuring armor penetration properties and I was wondering if there was anyway we could actually see the tank explode? The global chat message is nice, but the smoke from the launcher & from the rocket impact lasts long enough to the point to where the vehicle has already disappeared & respawned before you knew it even "blew up".
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Last edited by Victor; 07-23-2009 at 08:00 AM.
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Old 07-23-2009, 09:16 AM   #7
Daza
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I had a problem running the one with .Intro and .Sara got a No Entry bin\configbin/cfgworlds error on each of those. But the other Utes one worked okay.
There was a rpg1.jpeg error also.
I didnt see an option for bullet cam? and slow mo mode...how to do you activate it?

It would be good if there was a Stop/Resume moving of targets. Also putting some popup targets on the far hill would be good. And perhaps an option to swap ends of the runway so you are on top of that hill looking down at the target range. Since shooting down from a hill is alittle harder at long distance than on flat ground.


Otherwise great work!
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Old 07-23-2009, 12:08 PM   #8
*Kronzky*
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Quote:
Originally Posted by Victor View Post
[...]I was wondering if there was anyway we could actually see the tank explode? The global chat message is nice, but the smoke from the launcher & from the rocket impact lasts long enough to the point to where the vehicle has already disappeared & respawned before you knew it even "blew up".
You could try setting the respawning timeout to a longer period (right now it's 3 seconds), to see the exploded tank. It's line 119 in functions.sqf ("%1 setTriggerTimeout[3,3,3,false]").


Quote:
Originally Posted by Daza View Post
I didnt see an option for bullet cam? and slow mo mode...how to do you activate it?

It would be good if there was a Stop/Resume moving of targets. Also putting some popup targets on the far hill would be good. And perhaps an option to swap ends of the runway so you are on top of that hill looking down at the target range. Since shooting down from a hill is alittle harder at long distance than on flat ground.
The options like bulletcam, starting/stopping targets, etc. are available from the radio menu. (There some documentation in the Notebook.)

Targets are positioned in front of the player, so if you point him towards a mountain, or move him to the other side of the runway (either in the editor, or while the mission is running), you will then have the targets at whatever location he's looking at. - That's why it's called the "Moveable Target Range"...
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Old 07-23-2009, 12:11 PM   #9
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Thanks! I've been looking forward to this.
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Old 07-23-2009, 03:30 PM   #10
Victor
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Quote:
Originally Posted by Kronzky View Post
You could try setting the respawning timeout to a longer period (right now it's 3 seconds), to see the exploded tank. It's line 119 in functions.sqf ("%1 setTriggerTimeout[3,3,3,false]").
Thanks dude - I'll give that a go, keep up the spectacular work!
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