It also includes a per user and server wide scoreboard for bombing runs and strafe pit runs. The score will be kept until the mission changes, even if you leave the server and rejoin or change aircrafts. There is an option to reset your personal score if you want :)
Ah same the +5 above ground. Its a bit troublesome for low angle rockets. The strafe process is very similar, but the messaging flow for each person is much nicer. It's also cool how you don't need to list the pilots and units on the range, it just grabs them. This script will feature very highly on our maps, thanks you loads!
The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
The script won't be loaded when you first jump in so won't track whether you're in a zone or not. The script uses the spawn event to add the tracking code so it'll work for all the player aircraft in a mission.
Excellent script Ciribob :thumbup: Silly question. Is it possible to alter the script so that it calculates the distance from the center of the object instead of center of the circles. I am having a little difficulties aligning the circles with the targets. Old man shaking hands :-D
When i bomb the target the script recognize it as target1 and not as the name of the object and trigger zone (conventional1) i specified. I didnt place any other trigger zone for this test, so i'm confused.
- The Download and Guide page states "When testing in the mission editor, you'll need to jump into your aircraft or another slot, wait for the rangescript.lua to be loaded and then jump back into your aircraft again". When I load the mission through the Mission menu in DCS World, I still have to do this to get the F10 menu. Without doing this the debrief.log is still written, but the Range Menu just doesn't work.
I'm using the '476th - Air Weapons Range Objects - 15FEB16', which are awesome , but had trouble getting the strafe pits to register bullet hits, until I realized that name the static objects 'Strafe Pit Left x' is not the same as 'Strafe pit Left x' :music_whistling:
Newbies - put this in a file called C:\Program Files\Quake III Arena\baseq3\autoexec.cfg, then copy the file to any mods you have (C:\Program Files\Quake III Arena\beryllium, instagib, CTF, etc..). Also, make sure the last character in the file is an end-of-line.
True. But I'm amazed at this. Can't strafe jump? WTF?
Its the easiest thing to do!Hold down two keys (ie left+fwd) and jump, alternating the strafe key and
sweeping the mouse gently.FFS, its the easiest thing to do. I gobsmacked why he cant do it . . .
--
Regards,Carl
aka SleeK
[U.K]
>>>> There are all types of scripts out there from rainbow rail to auto
taunt. I hope you don't think that auto-taunt is an afront to people who can
type 100+ words a minute. Aimbot? Puh-lease, nowwhere near the same thing,
not even in the same universe, but a hall-of-fame streach for sure.
excepted practise. There's no reason to critisise those who use them. -
Stalin>>>> Thanks for coming to my defense. I half expected to come in here and
see soeone already posted a tweak, maybe even a few thank yous from people
like me who have asked how to do this and have always been pointed to demos
and FAQs. Never expected to get flamed, but good to hear there are people on
both sides.
SleeK>>>>>>>> No one is more amazed than me. Sadly, it took me longer to give up
trying than it took me to write the script. It might look familiar to you
since I used a zoom toggle script as the template.
If you can't do it learn it or use different techniques to play - SilverCue>>>>> Properly? Hear that? No more cfg scripts! Please tell afgqx how to
play the game proper so that none of us offend you. Kind of reminds me of
the Brittish saying that Americans did night fight proper in the Revolution,
please tell me you are not Brittish. I'll admit that this is similar to
rocket jump script, but seriously, how many people are not able to rocket
jump after about 2 attempts?
By creating a very sofisticated script and sharing it with the rest of this
community "the" shows signs of a skill you definitely lack - brains. You are
obviously pure muscles and perhaps good at it but I bet "the" and his likes,
by using their brains and thus tactics, kick your ass over and over again.
Why don't *you* start sharing some of your "superior" expertise instead of
flaming people who are creative enough to help other Quakers develop? -
Pojken Purken>>>>> Thanks for coming to my defense. As a software engineer, I can
certainly appreciate your view on this. Just for the record, I do a'ight,
but I went straight from DoomII to Q3, so I won't be running the place 'til
DoomIII at least. ;^)
Before you start calling me stupid or whatever - I am entitled to an
opinion. I think using scripts to do things that you are not skillful
enough to do is the same as cheating. Whats the difference between a script
that allows you to do things you can't & a bot. NOTHING. - SilverCue>>>>>>>> I don't think anyone was calling you stupid, blue collar maybe, but
no one was taking away your right to an opinion, just expalining how absurd
it is. Scripts and bots are 2 entirely different birds. I don't even know
what a bot, how to write one, or how to even use one. I have no interest in
not having to aim, but writing a macro to do something that is easily
described yet difficult to execute is something people including me were
asking for, so here it is.
Aarg, I hear you say, he thinks he's experienced and he doesn't even know
what a strafe jump is. Yes, yes yes, but I've probably been doing it all
along, but under a different name. Go easy on me, OK?humbly
Vortex
rubbish. Aimbot - 2 types. Autoaim and autofire or both combined.Autoaim aims for you - it does not help - it does it all for you.Autoshoot fires automatically when enemy is in cross hair. this one you
have to aim but the fire is instant as soon as you get the enemy in x-hair.Both combined you do no aiming and no firing. These are cheats.scripts are not cheats -they are used by loads of gamers. I bet I can
strafe jump as good as any script can. I bet I can rj better than any
script can. id let ppl use scripts by purposely allowing the game to run
them. So how can they be cheats?Do I use any? No. But thats my personal choice. If ppl wanna use scripts
then thats down to them. But like I said I'm bewildered why anyone would
wanna use a strafe script. But I'm gonna try it being that it's caused some
debate . . .
Hey guys, spent some time searching the forums for info on configuring or setting Movement speed values for the player, or all players, infantry or civilians. Specifically Tactical, Walk, Strafe and Sprint speeds. I can't seem to find any commands related to this, whether console commands or creating a custom script. All I found was for vehicles or setVector commands. I couldn't find anything anywhere for player movement speeds, nothing in the forums, nothing on youtube, no mods anywhere either. At this point I'm wondering if its hardcoded and there's no way to change these values for soldiers.
Near the bottom we have ISangleMod, ISrecoilMod, ISspeedMod, ISmaxTurn, ISanimMod, but no documentation exists in the wiki concerning these values or how to implement them. Also you can change values of oxygen levels, Gun elevation, fatigue animation speed, etc. But still nothing on what would increase strafe speed, or increase tactical pace speed or sprint. Maybe the only way is to nuke the mass of the player and weight of objects?
Thank you for the replies, this helps a lot. surprised there isn't a movement mod/script already. ARMA's FPS movement is pretty rough, even for realism or mil-sim standards. And I'm also sure there are people that would like to make things similar to DOOM, Resident Evil, GTA or RTS games. All sorts of ideas that all require completely different movement values.
For a few weeks, I've been trying to add strafing to my Player. I now have a working Script but when I try using the Mouse to Rotate the Player and the Camera the script is reacting wierd. When the Player is facing towards the Z-direction the Player is walking and running normaly, but as soon as I turn him around he slows down and moves super slow. Here's the code:
In order to allow a player to strafe in the default PlayerController, a couple edits must be made. I won't write the code for you, but here are the steps you need to take, they should be relatively easy to implement:
You can modify the RotateTowards function in the AIPath script so instead of doing whatever it does there. Make it do something like
transform.LookAt (target.position);
or something more fancy if you want it to look better.
The best way to do this would be to create a new script which inherits from AIPath and then override the function.
public class MyAIPath : MonoBehaviour protected override void RotateTowards (Vector3 dir) transform.lookAt (target.position);