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Shotfinder Script 2.0


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Thread Starter
Zephyrdark
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Posted 15 April 2012 - 02:30 #1

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Background Image Source: Link

This script is a development of TacticalGamer.com
Check us out at http://www.tacticalg.../armed-assault/


Summary:
This script enables vehicles to be equipped with a Shot Detection System. The system is currently only able to detect RPG shots within 300m of the vehicle. The system will display a visual representation of the direction that the RPG was fired through the means of a clock-face and text stating the direction in clock-bearing.

The system is based after the Boomerang Shot Detection that is currently in service around the world today. The script does not represent the system as true to real life, but uses it as a basis to work from.

This script is ACE ready and will detect the various RPG projectiles included by the ACE Mod.

Videos:
yVLFwv6pIZw

To Do:
  • Add ability to detect rifle and other hand-held weapon shots
  • Look into possible JIP issues
  • Create Soldier mounted version with appropriate images and functionality
  • Create non-vehicle based version for placement as a base defense system
  • Make Boomerang model and turn into addon??


Credit:
Scripting by Blackpython (Base script) & Hawke (Dialog)
Audio by Unkl and Blackpython
Images by LowSpeedHighDrag

Instructions:
Found in the ReadMe.txt in the file.

Download:
Mediafire Link
(Please do not mirror without permission!)

Edited by Zephyrdark, 15 April 2012 - 02:43.


Dmented
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Posted 15 April 2012 - 23:33 #2

I've been looking for something like this for awhile. Really good work dude!

Voice actor is good too, sounds realistic.

ffur2007slx2_5
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Posted 16 April 2012 - 13:56 #3

Smart, test it soon.

kremator
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Posted 10 May 2012 - 11:31 #4

Does the script also work for vanilla Arma2?

Thread Starter
Zephyrdark
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Posted 31 May 2012 - 07:09 #5

Does the script also work for vanilla Arma2?


It should. I do not believe I used any CBA elements in this script.

Thread Starter
Zephyrdark
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Posted 07 September 2012 - 17:22 #6

New WIP video:

http://www.youtube.com/watch?v=cj_JcTIq36Q&hd=1

Changes so far:

  • Range display
  • Detects bullets instead of rockets now
  • Detects only incoming shots (± 10 degrees towards vehicle)
  • Added minimum detection range (alterable)


I am working with some friends on making this into an addon. It will feature a usable microphone setup that can be attached to vehicles or placed on the ground. Will also start work on an individual soldier version. More to come.

kylania
kylania

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Posted 07 September 2012 - 17:53 #7

Sweet! Now to just tie this into a circling A-10 for instant response! :)

Thread Starter
Zephyrdark
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Posted 09 September 2012 - 15:08 #8

https://dl.dropbox.c...22-07-46-37.png (838 kb)

ahh the pitfalls of a mast based anti sniper countermeasure

https://dl.dropbox.c...22-15-01-43.png (890 kb)

i blame python

https://dl.dropbox.c...22-40-02-18.png (1182 kb)

one more for the night well there will be more where that came from its nearly completed.


Some WIP screens from the stationary version for base defense.

B1n4ry
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Posted 10 September 2012 - 17:31 #9

Nice script, keep it coming ;D

I am working with some friends on making this into an addon. It will feature a usable microphone setup that can be attached to vehicles or placed on the ground. Will also start work on an individual soldier version. More to come.

Cool, but can you keep a script version please?
Cheers B1n4ry ;)

Thread Starter
Zephyrdark
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Posted 11 September 2012 - 00:19 #10

Nice script, keep it coming ;D


Cool, but can you keep a script version please?


The script version will still be around, I'll probably update it one last time with some of the changes; however, I cannot/will not release a script version with the increased functionality and models, etc.

Thread Starter
Zephyrdark
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Posted 28 September 2012 - 17:18 #11

WIP Update:

http://www.youtube.com/watch?v=WYBZ2SEpfm8

Changes so far:
  • Script is now an addon
  • Ability to attach system to vehicle
  • Ability to detach system from vehicle
  • Attaching/Detaching enables/disables the system on the vehicle.
  • WIP Model added
  • Requires CBA and ACE

Notes:
Dependency on ACE may be removed in the future (TBD)
CBA will be required no matter what.

pellejones
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Posted 29 September 2012 - 01:18 #12

oooooooooh nice!

When do you think this will be released?
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Zephyrdark
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Posted 29 September 2012 - 03:13 #13

I've been working on it on and off for now. I'll probably be putting a lot more work into it in the near future. I'm currently waiting on the models at the moment.

ECHO121
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Posted 15 November 2012 - 02:28 #14

Little bit of an Update from Zephyr and myself .

http://www.youtube.com/watch?v=IPHBCRx0TrY

https://dl.dropbox.c...18-46-29-66.png (2169 kB)
https://dl.dropbox.c...19-04-11-86.png (2299 kB)
https://dl.dropbox.c...19-19-43-05.png (2195 kB)

Edited by ECHO121, 15 November 2012 - 03:22.


GIAT industries
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Posted 30 November 2012 - 21:34 #15

Please, make a no-ACE version!

ECHO121
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Posted 25 December 2012 - 22:12 #16

Please, make a no-ACE version!

Currently its only compatible with ACE I will talk to Zephyr about it.

Updates/ Issues

We are literally one short coming from getting the model finished that is that I am having some issues getting the geo modeling functioning properly so you can run through it and cannot use it properly. I also am in need of some desert sand type camouflage but here are some screens of what it looks like now.
It color is all wrong I will work to correct it if some one could help me with the geo mlod We can release as soon as its taken care of.
https://dl.dropbox.c...15-02-01-83.png (1783 kB)
https://dl.dropbox.c...15-02-19-63.png (1486 kB)
https://dl.dropbox.c...15-02-29-30.png (1213 kB)

Thread Starter
Zephyrdark
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Posted 07 January 2013 - 02:32 #17

I'll see what I can do with making a Non-ACE version. I won't guarentee it with the release of the ACE version, but I should be able to make one that will work. It will, however, still require CBA no matter what as a decent amount of the code relies on some of the CBA API.

ECHO121
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Posted 07 May 2013 - 03:30 #18

Sorry for the delay I scratched the old model as I did not like and and began work on the new one.

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Face image by LowspeedHighDrag

accipe hoc... take this


ECHO121
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Posted 02 July 2013 - 15:43 #19

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I have nearly redone the inter model from scratch and Zypher Dark and I are begining to near the end with this project as the scripts are working and now we are just getting set to texture map the model and then paint it.

accipe hoc... take this


ECHO121
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Posted 28 July 2013 - 00:30 #20

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Nearly read for release just a few more bugs to iron out.

accipe hoc... take this