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ARMA 2 A.C.

E Mod Scripts
by VeaVictis

Jump Out & H.A.L.O


Mission Editors
This information is currently a work in progress Force a unit to eject, perhaps for a cutscene:
[_vehicle, _unit] execVM "x\ace\addons\sys_eject\eject.sqf";

Force a unit to use the Jump Out action - useful for starting a paradrop, for instance: Give the unit a parachute, move them up 800 meters, and start the skydive script with "Open Chute" action-menu option:

[_vehicle, _unit] execVM "x\ace\addons\sys_eject\jumpout.sqf";

_unit addweapon "ACE_ParachutePack" or "ACE_ParachuteRoundPack"; _unit setPos [(position _unit select 0), (position _unit select 1), 800]; _unit execVM "x\ace\addons\sys_eject\jumpout_cord.sqf";

Move a unit into a steerable parachute which has been placed in the editor - no further scripting needed

Using BIS HALO functions combined with ACE can lead to unexpected results!

Addon Makers
To add support for Sys_Eject in your addon look at this example: (1 is true 0 is false) Adds an ejection seat
ACE_SYS_EJECT_EJECT = 1; // 1 is true, 0 is false ACE_SYS_EJECT_JUMP = 0; // 1 is true, 0 is false ACE_SYS_EJECT_MULTICREW = 0; // 1 is true, 0 is false ace_ejection_seat = "ejection_seat_classname";

Adds the jump out command Use this to determine if an aircraft has ejection seats for multiple crew members Select the type of ejection seat.

G Force
ACE_fnc_hasCrewProtection
Description Find out if given unit has crew protection Parameters _unit Returns True if unit has crew protection [Boolean] Examples
_ar = [_someSoldier] call ace_fnc_hasCrewProtection;

Object [Object]

ACE_fnc_setCrewProtection
Description Set unit crew protection Parameters _unit _state Returns Examples
_ar = [_someSoldier, true] call ace_fnc_setCrewProtection;

Object [Object] [Boolean]

IR Strobe
Important: Magazines in your inventory are not objects but simply string references with the same string content so you can't check which IR Strobe a unit is currently using. That way you can only carry ONE IR strobe. If you need to carry more, put them in your rucksack.

Adding an IR strobe to units, even AI:


_unit addMagazine "ACE_IRStrobe";

Making AI use the IR strobe:


["ace_sys_irstrobe_aradd", [_unit]] call CBA_fnc_globalEvent;

Creating an attached IR strobe that blinks:


_irstrobe = "ACE_IRStrobe_Object" createVehicle getPos _crate; _irstrobe attachTo[_crate,[0,0,0],""]; ["ace_sys_irstrobe_aradd", [_irstrobe]] call CBA_fnc_globalEvent;

ACE SYS EXPLOSIVES


Following mines are placeable in the mission editor: - Claymore - Bouncing Betty - Tripflare - MON-50 - POMZ-2 - DM31 - OSM-4 - IEDs To set up a mine with a tripwire type in the mines init field in the editor:
this setVariable ["direction", 90]; // Set tripwire direction

This will add a tripwire pointing 90 degrees from the mine (regardless of it's orientation). The tripwire will automatically have the maximum length. To shorten the tripwires length, add to the init field of the mine:
this setVariable ["length",3]; // Set tripwire length

This will shorten the tripwire length to 3 meters. Attention: The placeable M16A1 "Bouncing Betty" can be armed in two ways. Either by the above mentioned code or by
this setVariable ["local",true]; // Armed mode only

This will just arm the mine. (Works only for the M16A1. If you don't specify ANY setVariable for the M16A1, the mine will automatically fall back to armed-only mode. Other mines such as M18A1 or POMZ-2 will become duds this way.)

Goggles and Teargas


To get the earplugs, gasmask, tactical glasses etc to work there are a couple of things you need to do. Go into your Arma 2/Userconfig/ACE folder. (NOT to be confused with @ACE/userconfig folder) Then open ace_clientside_config.hpp in notepad or similar and scroll down to class Identity. Replace name = "John Doe"; with name = "<your_profile_name>"; Example: if the name of the profile is "VKing" then you would add => name = "VKing"; If you did it right the masks and goggles should be working in-game. Pick them up from the ace special weapons crate, and activate them from the Interaction menu.

Map Tools
Add the tools to a player or character via script 'unit addWeapon "ACE_Map_Tools";'. Press H to place the ruler. Shift and click to drag the ruler around the compass. Press J at a point off from the center of the compass to align the compass on that heading (to read direction between two points). Hold [ and drag while holding left mouse button to start drawing. Hold [ and click once to draw an origin point. Press ] to draw a straight line from origin to that point or hold ] and drag while holding left mouse button until you are satisfied with the line. Click to select a line and press \ to erase it. To copy a map move to anyone who has the Map Tools and move within 1.5 meters of them. An action to copy their map will appear in your action menu. Stay within 1.5 meters of them while the map copies. This may take some time, a progress hint will appear in the upper right hand part of the screen showing how many lines you have copied. To change the color of the lines you wish to draw hold the [ key and press once on the map. The line origin dot should appear. Without moving your mouse, click again. The origin dot should change color. Continue to do this to cycle through the colors. Be careful not to click too fast or you will enter into map marker mode. Items Added "ACE_Map_Tools"

Missile Guidance

Real life SACLOS missiles fired by player and actively guided by changing the aiming line during flight. Examples: Konkurs Metis Shturm TOW Laser optics systems: HellFire 114-K Kh-29L Radar systems: HellFire 114-L Man portable systems: FGM-148 Javelin

Aircraft FCS
NOTE: On Apache Longbow, and Ka-52, when rightclick/tab don't give you a target, try switching to machine gun, then mark the target, then switch to missiles.

Gunship turret gun autoadjustment


enabled on AH-1, AH-64, Mi-24D/V and Ka-52 uses the rangefinding abilities to get the distance to the aiming point easy aiming on static targets regardless of helicopter movement direction and speed hotkey for quick range finding: Tab (default) hotkey for turning laser designation / constant range finding on and off: L (default)

AGM-114 Hellfire
AGM-114K (usually AH-1 Cobra) laser guided, must point laser pointer at target until detonation laser target can appear after launch when LOAL modes are selected AGM-114L (ATM AH-64D Apache Longbow only) fire and forget, GPS and own radar guidance target data is beign transmitted to the missile at launch by the Longbow radar Laser off - lock targets by moving the white target indicator over the target (Default; Use ALT to move head+target indicator), and holding (default) right-mouse-click for 1 second Laser on - missile will fly to where you aimed at launch - this is a temporary placeholder for 'map-click' simulation. Modes Lock On Before Launch - if own laser designator is active, the missile follows it from the beginning - otherwise missile switches to LOAL-DIR autonomously. Lock On After Launch - missile reaches the desired altitude first (DIR, LO or HI), then searches for laser targets (AGM-114K) within 70 FoV and engages the most suitable target.
AGM-114L is fire and forget missile. The target / destination must be known at the time of launch, so in that case LOAL modes indicate different climb setting only.

In case of AI gunner, player pilot:


1. Use Ctrl+F to switch weapon to Hellfire missiles - repeat until the vehicle radio chat prints "AGM-114 Hellfire" or another guided missile out 2. Select desired target - the most reliable way is via the Target Menu (2) 3. Wait until target is announced to the gunner 4. Hold Ctrl and click LMB to order fire (or Fire Menu (3), Open Fire (1))

Ataka (Mi-24P)
Due to BIS Mi-24P model limitations the Atakas operate like a radar guided fire-and-forget missiles; targeting can be done like with the longbow; Lock targets by moving the white target indicator over the target (Default; Use ALT to move head+target indicator), and holding (default) right-mouse-click for 1 second to mark target.

Falanga-V/Shturm-V
9M17MP Skorpion-MP Radio guided SACLOS AT missile 9M114M2 Kokon-M2 Supersonic radio guided SACLOS AT missile Firing procedure 1. At launch, target must be straight in front of the vehicle. Aiming device accepts little initial deviation (15 for Raduga-F in Falanga-V, 9 for Raduga-Sh in Shturm-V). 2. During flight, helicopter should not exceed 60 turn and 30 bank limits while gunner tracks the missile to the target.
When rangefinder is on, Shturm-V will make the missile fly over the aiming line until it's close to the target. This functionality is intended to clear obstacles. To disable it, simply switch the rangefinder off.

Kh-29L (Su-25/etc)
1. You should be within 1000-7000 meters from the target 2. Choose Kh-29 missile 3. Align the aircraft so that the big crosshair on the HUD covers the target (hangar in this case) [Pic 1] 4. Select and press "Lase target" from action menu [Pic 1] 5. In top right corner you'll see vector and range to target [Pic 2] 6. Press Tab or right click the target to lock on it [Pic 3] 7. Launch the missile [Pic 4] 8. Maintain the target within the tracker's limits (On Su-25 they are: azimuth: -12..+12 degrees, elevation: -30..+6 degrees, relative to the nose of the plane. Su-34 has a much wider range). Failing to do so will stop the tracking, and the missile will loose the target. 9. Ka-Boom [Pic 5] 10.To stop lasing, select the corresponding entry in action menu [Pic 6] 11.On Su-34 it works the same, until maybe one day a scripted camera for the gunner is created. Pictures referred to are available in the related ticket.

Man portable missile launchers


FGM-148 Javelin
Javelin is man-portable, fire-and-forget anti-tank guided missile launcher. It is designed to succesfully engage heavily armored targets (including M1 Abrams MBT) from 50 up to 2000 meters. The missile itself can be launched in two modes: Top attack - default mode. Immediately after start missile climbs up to 180 meters, then follows route to the target and dives at it at high angle.

Direct attack - optional mode. Immediately after start missile climbs up to 60 meters, then flies directly at target. Recommended for engaging targets under cover or closer than 200 meters. AI soldiers will automatically select Direct attack mode in order to engage targets that are too close to be engaged with Top attack mode. Main drawback of this mode is lower potential damage.

In order to switch between modes, press TAB (you can change key assignment in ACE settings).

Rangefinding Devices Equipment Condition


To enforce your own overheat, battery, and other conditions, edit and copy ACE_enfRF.sqf into your mission folder. Add this line at the end of init.sqf:
execVM "ACE_enfRF.sqf";

ACE_enfRF.sqf
sleep 10; waitUntil {!isNil "TCP_RF_INIT"}; waitUntil {TCP_RF_INIT}; constants EMP_RF_BLF = ( 1/(90*60) ); //battery life, set very high to disable, default 90 minutes EMP_RF_MAX = 240; //degrees (F), temp before risk of burn out, set very high to disable, default 240 EMP_RF_OHT = 190; //degrees (F), temp to start indicating overheat, default 190 EMP_RF_AMB = 60; //degrees (F), ambient air temperature, default 60 EMP_RF_IDL = 0.5; //degrees (F) per minute, heating rate with laser off, default 0.5 EMP_RF_ACT = 10; //degrees (F) per minute, heating rate with laser on, default 10 EMP_RF_TMP = 60; //degrees (F), starting temperature of device, default same as ambient 60 EMP_RF_REF = 1; //seconds, update display rate, default 1

output EMP_RF_ELV = 400; //mils, max elevation setting, default 400 EMP_RF_ACC = 5; //meters, range accurate to, default 5 EMP_RF_MSL = [6400, 6000, 6300, 6283, 360]; //mils, azimuth settings available for SOFLAM, default [6400,6000,6300,6283,360] EMP_RF_MIL = (EMP_RF_MSL select 0); //mils, selected azimuth setting for SOFLAM, default first in above array EMP_VC_MSL = [360, 6400, 6000, 6300, 6283]; //mils, azimuth settings available for Vector 21, default [360,6400,6000,6300,6283] EMP_VC_MIL = (EMP_VC_MSL select 0); //mils, selected azimuth setting for Vector 21, default first in above array

Repair Vehicle
Mission Makers
To enable this feature you must use the ACE repair vehicles, (original classnames prefixed with ACE_, find them in the Classlists). To add repair, rearm or refuel capability to a custom vehicle, use the following:
_type = "repair"; // or "rearm", or "refuel" _veh addAction [_type, "x\ace\addons\sys_repair\fnc_action.sqf", _type];

Overriding damage thresholds:


this setVariable ["ace_sys_repair_treshold",0.85];

This would extend the default treshold of 0.8 to 0.85.

Addon Makers
To add repair, rearm or refuel capability to a vehicle, use the following:

Add to vehicleclass:
ace_sys_repair_time = 600; ace_sys_repair_threshold_refuel = 1; ace_sys_repair_threshold = 0.8; class UserActions { class myRepairAction { displayName = "Repair"; position = "doplnovanii"; radius = 15; condition = "alive this"; onlyForPlayer = 1; statement = "[this, vehicle player, nil, 'repair'] call ace_sys_repair_fnc_action";

};

};

(In the UserActions, change 'repair' to refuel or rearm for the other actions) Instead of the UserActions you can also add:
ace_sys_repair_refuel = 1; ace_sys_repair_repair = 1; ace_sys_repair_rearm = 1;

And add an init eventhandler like:


"_this call ace_sys_repair_fnc_init"

This will initialize the correct actions automatically depending on which you have enabled (refuel, repair or rearm)

AI TALK
Select Modules (F7) and double click on the map, then select the (AE) Enable AI Talk module and place it (but do not synchronize).

Mission Makers
Place the following code in the Module's init line to enable dynamic talking for human player(s) in addition to the AI.
ace_sys_aitalk_talkforplayer = true;

EASA Exchangeble Armament System for Aircraft


The Exchangeable Armament System for Aircraft (EASA) allows a player to change the weapons loadout of planes.
Limitations

There is no relation between pylon order displayed and location on particular airframe. This is due to the limitations of information in these models, not ACE's fault. Hopefully a list of pylon locations for aircraft can be documented at some point as an aid to this. Currently the system detects FFAR pods and Cannons as well as "encased missiles", such as the VIKHR (which are hard-modeled, and cannot be replaced at the moment). These weapons CANNOT be changed. Only visible missiles can.

The mission designer places an EASA module on the game map - represented in-game as a large trailer. Normally the module must be located inside an hangar, but there is an option to lift that restriction. The aircraft to be rearmed must be empty to simulate safety regulations. When near the EASA trailer you will be offer a reload action. EASA will display a window showing the type of aircraft and a set of pylons to place weapons on. Either select the default loadout for that vehicle or choose your weapons and select the custom load out. Weapons will be added to your vehicle at 20 second intervals

Addon Makers CfgWeapons properties


ACE_EASA = 1;

CfgMagazines properties
ACE_EASA_SIDE = 1; ACE_EASA_WEAPON = "ACE_HellfireLauncher"; ACE_EASA = 1; ACE_EASA_NAME = "AGM-114K"; ACE_EASA_CARRIER[] = {"Plane","Helicopter","UAV"};

Mission Makers
SIDE Lets you only choose from weapons arsenal of a certain faction side, i.e WEST only, EAST only or both. By default e.g if this rule is not set, it selects the weapons from the side for the aircraft you wish to change the loadout. this setVariable["SIDE", x] or obj_name setVariable["SIDE", x] x stands for 0 EAST, 1 WEST, -1 ALL Default is "SIDE OF AIRCRAFT" CAPACITY Lets you decide if you wish the arsenal to become empty if all weapons have been used from that hangar. There will be the possibility to reload the hangar with Ammotrucks in the future. Default is "unlimited weapons" Not implemented yet. NoHangar Allows to override the need for a hangar building. If set, the EASA Vehicle is created where the logic was placed. this setVariable["NoHangar", x] or obj_name setVariable["NoHangar", x] x stands for true ENABLED, false DISABLED Default is "FALSE" FARP Same as "NoHangar" but will not create the EASA Vehicle, but some sort of FARP like rearm point

(Helipad with stuff around). this setVariable["FARP", x] or obj_name setVariable["FARP", x] x stands for true ENABLED, false DISABLED Default is "FALSE" LHD Will place the EASA Vehicle on the deck of the LHD (Aircraft carrier) at the position the module was placed in the editor. this setVariable["LHD", true, true] or obj_name setVariable["LHD",true,true] NOTE obj_name is the name given to the EASA module entity

FAST ROPING
For fastroping, do the following: Take or borrow 1 (one) helicopter 1 (one) pilot at least 1 (one) rope(length by preference) passengers

1. Load everyone up in the helicopter. The rope should not be in the posession of the pilot or any other crew. The person carrying the rope must be in the cargo area/'back' seats. 2. Once at the DZ, hover the helicopter no higher than the length of the rope, no lower than 10m 3. The person carrying the rope gets an action to release the rope 4. The ropes deploy, everyone in cargo gets an action to fast rope 5. When troops are deployed, the pilot and/or crew chief (can't remember) gets an action to cut the rope 6. The chopper flies away, the rope coils up on the ground and can be picked up if you want Important point: Any gunners cannot fast rope, only people in the actual cargo slots in the helicopter. Also, Don't place the 'Disable fast roping' module. There is no Enable module, it's by default.

Addon Makers
To add fast roping to 3rd party addons add the following to the config in CfgVehicles:
ACE_canFastrope = 1; ACE_RopeAttachment[] = {\{-0.86,3.5,-21.7}, \{0.62,3.5,-21.8}};

ACE_RopeAttachment can have either one or two elements (position(s) where the rope(s) get(s) attached). You can still run the addon without ACE even with the ACE additions in the config.

Mission Makers
You can enable / disable (override) e.g:
_veh setVariable ["ACE_canFastRope", true];

You can set / override the attach positions with e.g:


_veh setVariable ["ACE_RopeAttachment", [ [-0.86,3.5,-21.7], [0.62,3.5,21.8] ] ];

Available functions:
[_vehicle, _unit] spawn ace_sys_fastroping_fnc_deployFastropes;

Towing
Make sure you have a Towing Rope/Cable with you in your inventory (ACE_Rope_TOW_M_5, is required, you can find it in the vehicle inventory). Walk up to Vehicle A (Tow-er), open interaction menu, select attach to vehicle A. Walk up to Vehicle B (Tow-ed), open interaction menu, select attach to vehicle B. Drive Vehicle A.

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