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cervantes

WW2 warships release on arma3 engine

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Really hoping you guys can get the script working. These subs look amazing and you have done a really good job with these. 

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i trying actualy to reworking a config and share a news laters ty for your help Aplion 

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i trying actualy to reworking a config and share a news laters ty for your help Aplion 

 

Anytime mate ... let me know when you need something more ... lets stay in touch on that ... don't hesitate to contact me and in case my files could help I can always share them with you.

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heyyy i have find and fixed my scripts ;)

 

i have always a litle tremors on the move but the moves now working corectly :)

 

my news troobls is now a removeweaponturret not working corectly and i c'ant launch my torpedoes when im in fully underwater :/

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heyyy i have find and fixed my scripts ;)

 

i have always a litle tremors on the move but the moves now working corectly :)

 

my news troobls is now a removeweaponturret not working corectly and i c'ant launch my torpedoes when im in fully underwater :/

 

Glad to short out your scripts, give me some more details about your problem when the sub is fully underwater ...

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for the moment i need try again with minimal scripts for see if i have not a same probs to torpedoes script ;)

 

i check this tomorow ;)

 

and you whats your need for your submarine? :)

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for the moment i need try again with minimal scripts for see if i have not a same probs to torpedoes script ;)

 

 

 

i check this tomorow ;)

 

and you whats your need for your submarine? :)

 

My problem is that the AI script is not working ... in fact when an enemy ship has detected by the sub, then it dives and fire but without locking onto the ship so the torpedo goes away. Anyway we'll talk on my issues later ... now lets focus on your issues :)

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this is a Ai3.sqs script its this damned script have created a troobls with my torpedoes script.

 

i have fix this script.

 

 

_ship = _this select 0;
 
 
 
?(player in _ship):exit
 
 
#main
_targets = [];
_planes = [];
 
#scan
?!(alive _ship):exit;
_target = _ship findnearestenemy (position _ship);
?(_target iskindof "Ship") and (_target != _ship):_targets  = _targets + [_target];
?(_target iskindof "Air"):_planes  = _planes + [_target];
?(count _targets > 0):_Curenttarget = _targets select 0;goto "Alarm";
?(count _targets <= 0) and (count _planes <= 0):goto "surface";
~1
goto "scan"
 
 
 
 
 
 
#surface
?(_ship animationphase "senkou" == 0): goto "main"  
?!(_ship getvariable "DEPTH"):[_ship,0,0] exec "\warship_config\script\dive.sqs";
_ship animate ["deploy_periscope",-3];
 
#end
?(_ship animationphase "senkou" == 0):goto "main"
~1
goto "end"
 
 
 
 
#Alarm
?(_ship animationphase "senkou" <= 0) and !(_ship getvariable "DEPTH"):[_ship,8,8] exec "\warship_config\script\dive.sqs";
 
#end2
?(_ship distance _target <= 4000) and (_ship distance _target >= 1000) and (_ship animationphase "senkou" == 8):goto "attack"
~1
goto "end2"
 
 
 
 
 
#attack
_ship animate ["deploy_periscope",3];
_ship doWatch _Curenttarget;
?(_ship animationphase "deploy_periscope" == 3):goto "launch"
goto "attack"
 
 
#launch
[_ship,_Curenttarget,"warship_launcher"] exec "\warship_config\script\Torpedo_Fire.sqs";
 
 
 
#wait
?!(alive _Curenttarget):goto "main"
~1
goto "wait"
 
 
for launch
 
?!(player in _UB):[_UB] exec "\warship_config\script\Ai3.sqs";
 
enjoy ;)

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I'll have a better look on that as the same from ArmA 2 was not working ... I'll come back to you for this one. Thanks man.

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try this if you have same animations names or with your animation names

 

?(_target iskindof "Ship") :_targets  = _targets + [_target];

 

you have this in our script

 

you need replace by :

?(_target iskindof "Ship") and (_target != _ship):_targets  = _targets + [_target];

 

 

in script a submarine dive if plane is spoted and launch a torpedo on ennemy boats

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ok i have now find where is a news troobls.

 

i have observed when i have replace a turrets weapons script one troobl with removeWeaponTurret.

 

on 1.54 this script working corectly but after 1.56 this comand afecting also my turret 0 (periscope)

 

when script remove a turret 1 weapon (88mm gun) this afecting a turret0 and c'ant locking with periscope and c'ant launch a torpedoes.

 

TargetTorpedo.sqf is also afected

 

and c'ant corectly using a direction of curentweapon _ship.

 

i see with cuttext debuger a corect weapons and magazine using but this not working corectly.

 

 

if im full face with target a torpedoes is launched corectly.

 

i think a script using a direction of turret 1 and not a turret0 direction

 

return in cutext debuger ;)

 

 

after 1.56 i have reworking also a turrets config because all crews is spawned out of sub in editor.

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I'm not so sure that I understood the problem as described above.

Which is the reason to remove any turret weapon ? your sub uses 2 (or maybe more) weapons, so for each one you must have a turret and a gunner for it.

These are gunners positions and there is no need for scripting them as they can work through config turrets section I guess.

Normally only sub Commander should be able to use the periscope and torpedoes aiming and firing.

As for the external weapon (88mm) I believe that it is unable to shoot underwater so it will be used only when the sub will be on surface.

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my sub have 4 turrets ;)

 

only a turret1 and turret0 is afected

 

this is same on surface or underwater if i d'ont remove a turrets weapons a torpedoes is lanched if im face to target.

 

if i remove a turrets 88m weapons this afected also a periscope weapons and i c'ant launch a torpedoes.

 

 

this troobls apear only after a 1.56 :/

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my sub have 4 turrets ;)

 

only a turret1 and turret0 is afected

 

this is same on surface or underwater if i d'ont remove a turrets weapons a torpedoes is lanched if im face to target.

 

if i remove a turrets 88m weapons this afected also a periscope weapons and i c'ant launch a torpedoes.

 

 

this troobls apear only after a 1.56 :/

 

I suspect that this is something might have to do with your p3d memory points for torpedos weapon (the periscope I guess). Be sure that into your config (turrets) for torpedoes you have something like this ... memoryPointGun = "torp0"; ... also make sure that this "torp0" point is the same as your "gunnerview" point on that turret ... have a look on my turret for example.

		class Turrets: Turrets
		{
			class MainTurret: NewTurret
			{
				class HitPoints
				{
					class HitTurret
					{
						armor = 0.8;
						material = 60;
						name = "turret";
						visual = "turret";
						passThrough = 1;
					};
					class HitGun
					{
						armor = 0.6;
						material = 60;
						name = "gun";
						visual = "gun";
						passThrough = 1;
					};
				};
				threat[] = {0.5,1,0};
				stabilizedInAxes = 4;
				body = "mainTurret";
				gun = "mainGun";
				animationSourceBody = "mainTurret";
				animationSourceGun = "mainGun";
				gunnerAction = "HAFM_Commander";
				gunnerGetInAction = "GetInMedium";
				gunnerGetOutAction = "GetOutMedium";
				ejectDeadGunner = 0;
				outGunnerMayFire = 1;
				inGunnerMayFire = 1;
				soundServo[] = {"A3\sounds_f\dummysound",0.0056234132,1.0};
				gunBeg = "torp_beg";
				gunEnd = "torp_end";
				memoryPointGun = "torp0";
				weapons[] = {"TorpedoLauncher","Laserdesignator_mounted"};
				magazines[] = {"1Rnd_Torpedo_HAFM","1Rnd_Torpedo_HAFM","1Rnd_Torpedo_HAFM","1Rnd_Torpedo_HAFM","1Rnd_Torpedo_HAFM","1Rnd_Torpedo_HAFM","1Rnd_Torpedo_HAFM","1Rnd_Torpedo_HAFM","Laserbatteries"};
				discreteDistance[] = {100,200,300,400,600,800,1000,1200};
				discreteDistanceInitIndex = 2;
				gunnerName = "Commander";
				memoryPointGunnerOptics = "gunnerview";
				gunnerOpticsModel = "\A3\weapons_f_beta\reticle\reticle_SDV";
				turretInfoType = "RscOptics_SDV_periscope";
				gunnerForceOptics = 0;
				castGunnerShadow = 0;
				startEngine = 0;
				commanding = 2;
				radarType = 2;
				proxyIndex = 1;
				primaryGunner = 1;
				primaryObserver = 1;
				LODTurnedIn = 1000;
				LODTurnedOut = 1000;
				gunnerCanSee = 31;
				Laser = 1;
				canlock = 2;
				usePip = 1;
				minElev = -15;
				maxElev = 80;
				initElev = 0;
				minTurn = -90;
				maxTurn = 90;
				initTurn = 0;
				showAllTargets = 2;
				class ViewOptics: ViewOptics
				{
					initAngleX = 0;
					minAngleX = 0;
					maxAngleX = 0;
					initAngleY = 0;
					minAngleY = -180;
					maxAngleY = 180;
					initFov = 0.14;
					minFov = 0.0175;
					maxFov = 0.14;
					visionMode[] = {"Normal","NVG","Ti"};
					thermalMode[] = {2,3,4};
				};
				class ViewGunner: ViewOptics
				{
					initAngleX = -15;
					minAngleX = -45;
					maxAngleX = 45;
					initAngleY = 0;
					minAngleY = -150;
					maxAngleY = 150;
					initFov = 0.9;
					minFov = 0.42;
					maxFov = 0.9;
					visionMode[] = {};
				};
			};
		};

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do you mean in viewgunner lod p3d or config?

 

All points should be set into your p3d memory lod and above is an example turrets config for these points to work.

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yes i known ^^

 

but my memorie point gun is in memories not in viewgunner lod ;)

 

and i think your submarine have only one turret ;)

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yes i known ^^

 

but my memorie point gun is in memories not in viewgunner lod ;)

 

and i think your submarine have only one turret ;)

 

I haven't write anything about viewGunner lod mate ... all memory points goes to memory lod as you know. The gunnerView is a point you must have and is that point that used for your view when you are using the periscope. You can give on this point also the name "topr0" and use it into your config as "memoryPointGun" ... by this way your gun (torpedoes) will aim through this point and your torpedo will follow what you have aimed before firing (your script will do that also).

 

My suggestion is to temporarilly remove all turrets except this one for torpedoes (periscope) and give it a try ... then you will add another turret at a time and you will see which one causes your issue.

 

And yes I have only one turret for the moment :)

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yes i think is the best way i actualy try this ;)

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btw ... your Ai3.sqs above is not working for me ... the sub is diving but not firing against any target.

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problem solved this is not a p3d points a problems ;)

 

i have juste add primaryGunner = 1; on periscope and primaryGunner = 0; to 88mm turret and this working now ;)

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add hint or cutext in all loop dor see whats loop is stuck.

 

im not sur but i think is a #attack loop

 

because a loop wait a periscope animation before jump to next loop ;)

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add hint or cutext in all loop dor see whats loop is stuck.

 

im not sur but i think is a #attack loop

 

because a loop wait a periscope animation before jump to next loop ;)

 

I haven't any periscope anim so I have removed that part. I believe that the "dowatch" command is not working correct and there is no lock on target ... so the firing script is not trigger it.

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humm im not sure but i think you have also add your conditions for using this script?

 

because by deffault this script do not apply stealth attack a sub attacking a ship with surfacing weapons and dive only if plane is spoted .

 

 

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humm im not sure but i think you have also add your conditions for using this script?

 

because by deffault this script do not apply stealth attack a sub attacking a ship with surfacing weapons and dive only if plane is spoted .

 

My need is when the sub will spot an enemy ship or plane to dive (so far so good) but in case of an enemy ship, after diving to periscope depth, to attack on that ship launching a torpedo. To do that, must the sub commander keep on lock the enemy ship. Otherwise is meanless ...

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