How To: Drop a Bomb in Falcon 4.0 BMS on your Friend in Arma 3
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I’m sure Dave (Demer928 ) or one of the other theater guys could create a theater in which this would work…create an Altis if you will in the Falcon world.
In fact, I’d almost say that’s the easy part. Not for me, but for the guys who know how to do it it’s probably not nearly as hard as you’d think.
I will have to reach out to him soon. I will have an announcement here soon about how this can be used for testing, working on setting up a website and a server environment to make it work.
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Interesting.
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well this will work from falcon to Arma. the other way arround nope… so do only I see a dead horse here?
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well this will work from falcon to Arma. the other way arround nope… so do only I see a dead horse here?
Why would it be a dead horse? There are still AA and Naval Threats you can work into Falcon to build a challenging engagement area, without needing to pull data out of ARMA 3. Sure, the CAS support drops might be a little tricky, you have to set a markpoint and drop on the markpoint, but it’s a helluva lot more fun then try to fly the terrible ARMA 3 planes with no tanker support, no real radar systems worth speaking of, nothing more then jokes to throw at the enemy because the aircraft are all so lightly armed. The list goes on and on and on.
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Not to mention Time sensitive strikes, for SpecOps on the ground some where…
If the Falcon guys are not able to get bombs on target, guys on the ground are in the shit. Not to mention friendly fire if a bomb totally misses …A ship as Naval artillery may harras ground troops…
Not destroying the ship makes the Arma side a whole lot harderStill I do think CAS can still work. As an aircraft you dont need to specifically see what you are bombing. If there is a machinegun nest in a house, just bombing the house is enough. But you still need the CAS-brief to do so.
Lots and lots of potential!
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Not to mention Time sensitive strikes, for SpecOps on the ground some where…
If the Falcon guys are not able to get bombs on target, guys on the ground are in the shit. Not to mention friendly fire if a bomb totally misses …A ship as Naval artillery may harras ground troops…
Not destroying the ship makes the Arma side a whole lot harderStill I do think CAS can still work. As an aircraft you dont need to specifically see what you are bombing. If there is a machinegun nest in a house, just bombing the house is enough. But you still need the CAS-brief to do so.
Lots and lots of potential!
This is a direction I want to take this in, though I will need to start pulling more Falcon data to make it possible: Strategic Bombing to support troops on the ground. For example, blowing a power relay station to shut off all the lights in the city. Even smaller things, like dropping bombs at the airport to prevent helo support for the ground forces. It will require some significant programming on the web side of things, but I think it’s doable.
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Asharpe u said about naval that need to be worked in Falcon…
BMS devs have a long lasting list for BMS it’self to work on. I don’t think they will have time for this as much even if they like this (whatever this is, merging , collaboration), also in Falcon every bits and byte count. I don’t think they will sucrifice resources that easily.
Sure they have a mouth of their own and could answer for them selfs but u talk about a unique theater for this. Building a theater is way hard for Falcon. How big the area should be for this u have in mind?Sorry to let u down. I would also love something like this to happen, and make Falcon Ground war more alive and not AI.
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Im pretty sure we can figure stuff out without touching the BMS code.
The theater will be relatively simple. Shitloads of sea with just a few 10x10nm islands.
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Hee hee…
Wow. How did you even THINK of doing that in the first place. Way creative use of software.
It’s like watching Star Trek, and having a Death Star appear in the scene.
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Like this Ara?
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OR THIS:
BTW- there are at least 15 different arma2 terrains on the picture I have posted
my intention was to make general terrain with large scale bases for F4 pilots + additional smaller areas with dedicated textures (like A2 terrains) in proper scale (wanted to start with Takistan, Chernarus, Zargabad….then Clafgan and Fallujah etc)So F4 pilot can fly TE or campaign with SA-2,3,6,5,10 network + some battalions (or even divisions) of ground forces, combined air defence (SAMs, JETs, AAA), NAVALs etc to have rich and dangerous enviro (F4 world)…ARMA support calls would trigger bombs or even just direct explosions on exact Arma possitions (booom + jet sound is enough) - according F4 special objectives direct hit -these would be linked to A2 objectives/units
or just translate exact X,Y coordinates of every player-fired F4 AG weapon impact(with proper blast) from F4 to Arma world (if happened inside Arma terrain area)
both approaches has + and -….there is also problem with terrain resolution and ASL inacurracy (some Arma terrain have fake ASL), that is why I would prefere just X,Y impact translation instead of energy bomb trigger - F4 pilot would have full control over where to strike on his lower-res terrain (but with fine mapped Arma top layout)
I can imagine Arma and F4 ships are static (Pt points - like in harbour)
U dont need good SA-5 in Arma for example, its outside Arma scale, the same with bigger ships (frigate+)…these are firing its large scale weps in F4 (and shorads in Arma…vs helis)
Arma is for ground units, infantery, shorads and helis (+ boats, but big vessels can TLAM + arty)
F4 has its own battalion scale “ground clutter” to deal with (so Viper pilot life is not so easy)of course it would be great to make few “one vehicle”, special battalions for some individual ground vehicles in F4 database (for example blue truck with nuclear weapon…etc) as special Arma-F4 moveable ground vehicle (in this case only life status of vehicle is translated, but no position)
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of course it would be great to make few “one vehicle”, special battalions for some individual ground vehicles in F4 database (for example blue truck with nuclear weapon…etc) as special Arma-F4 moveable ground vehicle (in this case only life status of vehicle is translated, but no position)
…I did not think about this. This…this might be possible. Might even be possible to do X/Y location to ARMA 3.
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….Might even be possible to do X/Y location to ARMA 3.
yes…but imagine F4 type movement of that truck in arma world - hillarious - zig zag - out of scale - 200km/h forward, then -150km/h backward…just watch deagregatted F4 batalion movement in 3D (after attack)…and all this without relation to Armaworld buildings, rocks, etc position…funny mess
It is even better to let F16 pilot search for proper target via Mav MFD or sniper POD among two F4 type battalion of civilian cars, BMPs, trucks etc with all common jerky stuff, but let it separated…these two worlds are different, could meet(intersect) each other in some selected aspect only …it seems reasonable to me - on the other hand I am for such a translation X,Y algoritmus - for some slower moveable ships (slow), or fake ships - Ground-Units acting as ships/boats - moveing on fake sea tile-path…a lot of space around for crazy moves on the sea (+ no trees,houses,rocks)…it can even look as evasive maneuvers
they are here (big advantage is - they are controleable in realtime in F4):
or here on most of the upper pictures (Nanuchkas, OSAs and PT-boats for example) :
BTW are u able to get X,Y of each vehicle of the unpacked/deagregatted battalion?
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BTW are u able to get X,Y of each vehicle of the unpacked/deagregatted battalion?
he is not. As in F4 AWACS and the AI they are not deagregated… So bombing units is a very very very very general assumption.
To help u understand ASharpe when u successfully bombed 2 tanks from a battalion u will not know it from mem shared data but from debriefing (I don’t know if debriefing is written as u go by… or at the end, of the mission). Also if we make a 3 pass bombing to wipe out the whole battalion then u will know it at the third pass and all of the sudden a whole battalion will be zip zap magically vanished.
Don’t know if those data r stored somewhere that u can read them… like the Intel info… there they must but someone must tell u which file to open and read. Again this will not solve the problem as the info u will get is that some tanks where bombed… no coordinates.
This is mostly why I said this is a dead horse. -
but if u dig one vehicle battalion position (if possible, for example air squads has at least 4 IIRC)…then u should get X,Y
also it would be helpfull to research various “unit types” in relation to shared memory…there are even smaller units as “flights” etc possible in TE…
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The ALiVE mod brings the dynamic campaign and player-bubble system as we know it from Falcon to Arma3. Maybe we can do something with this.
I think its better to think in sollutions. Arma3 is extremely flexible.
New unit positions can be overcome not by simply using a setpos command but a Domove command with some scripting to force the unit in a certain direction. (As in stop him from being clever)But for now single-unit batallions is the easiest way to go.
Hell…this whole project is barely pre-alpha.I even wasnt able to meet Sharpe on his TS. Did meet some of his buddies though
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The ALiVE mod brings the dynamic campaign and player-bubble system as we know it from Falcon to Arma3. Maybe we can do something with this.
I think its better to think in sollutions. Arma3 is extremely flexible.
New unit positions can be overcome not by simply using a setpos command but a Domove command with some scripting to force the unit in a certain direction. (As in stop him from being clever)But for now single-unit batallions is the easiest way to go.
Hell…this whole project is barely pre-alpha.I even wasnt able to meet Sharpe on his TS. Did meet some of his buddies though
I’m on in the evenings, usually, and for most of the weekend. But this project is on hold (mostly, I have been outlining the new direction on paper) until I finish my game.
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@nothing:
lol, well played
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Actively working on this again - I have been working on the ARMA 3 side of things trying to improve my scripts.
Currently we’re working on displaying Falcon Longitude/Latitude in ARMA 3. This happens when you pull out a laser designater and activate it in a direction. This data can then be passed to a Falcon pilot to manually enter a mark point to fly to or drop from. We’re also working on an audio cue for the Falcon player that will beep louder and faster as they approach a laser designater on the ground, and then go to a solid tone when it’s in range.
The next set of changes to this will be the complete removal of the INIDB system in favor of writing directly into a SQL database from inside the game to reduce load times. Once we have that working, we’ll be opening up a public test server.
In the mean time in Arma 3 if you filter for “Sharpe” you can find my three testing servers and sometimes a fourth testing misssion (Task Force 11 or 12, can’t remember) where I am doing my actual testing if you are looking to see what’s going on.
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Still working on this. Today I successfully rebuilt the Falcon Monitor program, this time with a UI and some better logging, as well as some additional toggles and options for future development.
This version of the script is using MySQL connection straight to the database - no more posting to a PHP file on a webserver. It also plays a beeping sound when you get in the vicinity of the laser designation spot in Arma 3, and goes to a solid tone when you’re within the script parameters for a successful drop. These script parameters are setup in the database, rather then being configurable on either app side to ensure no one is tweaking them without permission.
The next part of this is all on the ARMA 3 side - we are going to set the vector of the bomb to guide in on the laser designator unless it switches off, and as I mentioned in my last post, the Designator in our custom missions now displays Falcon Longitude/Latitude for directing a pilot to the area where he can drop the bomb.
Following that, an update on the ARMA 3 side to switch to direct MySQL writing should help considerably with the lag issues between updates, and reduce the need for a client computer to update the web interface data.
Then a complete re-write of the web interface to support animation on the moving units.
Here’s a quick shot of the new Falcon Interface, very basic right now:
http://www.flickr.com/photos/93264531@N04/12728267505/