How To: Drop a Bomb in Falcon 4.0 BMS on your Friend in Arma 3
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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/ -
I’m seriously interested in this. How is it going?
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@The:
I’m seriously interested in this. How is it going?
It’s working well, we’ve done several combat drops lately under real combat conditions to make sure it was working, but so far I have been the only one testing it. I need to push this out to another pilot or too and have them test (also because I would like to watch the ground side).
We’ve updated all the code now to write directly to the MySQL and worked out the associated bugs that came up because of it, and we’ve moved on to adding some additional functionality to our ARMA suite of tools rather then continuing to pursue further integration (We are really waiting for BMS 4.33 to see what new changes we get that might help us with this).
On the Falcon side I have started working on a moving map module, which is going okay. I think the next step is going to be integrating the moving map module into the Falcon Monitor program as just one option.
Then there are some decisions we have to make about where to take the project.
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Whatever you need, just ask.
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I’d be happy to do any beta testing. I am an active user of falcon and arma 3, and I’d love to bring the two together.
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I am going to have an update here soon. I think I have figured out how to get (at least some) data into Falcon.
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I am going to have an update here soon. I think I have figured out how to get (at least some) data into Falcon.
How? Are u spawning some kind of fake MP JET (grounded, taxing only “GU”), taking imputs from Arma? :p….
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BTW, when I am talking about this fake jet….
just imagine fake SAM - taxing only(weak engine to not allow 20+ kts?) or fixed playable “AC” armed with active missiles…these msls are set to have extremely short active radar - so they act rather as SARH missiles, but with relock ability (normal SARH dont have this in F4)…if we are able to send HSD info to external panels (virtual pits), why not to some kind of ARMA console…?
What code is preventing to fire from ground? It would be perhaps possible to disable such a restriction…just imagine well adjusted radar for this AC “vehicle” (radar can be confused by ECM + chaff in F4 world)Such a fake AC - SAM unit could be placed at the same position as spec. AI radar vehicle or feature, to be vulnerable to ARM (even AI) attack (inside ARM blast radius) if desired. In such a case, fake AC could be very stealthly (RCS + balanced eyeball MK1 visibility) to prevent enemy AA missile lock…but we can remain him a bit visibility to allow AI straffing (btw I have read, Russian SU-25 pilots liked to use R-60 against warmed GUs during chechnya war)
Edit:
Also playable SHORAD would be perhaps possible using nice IR HMCS code. HMCS code allows independent aiming, while vehicle is driven using standard taxiing inputs. But again, howto bypass prohibited fire while sitting on ground. Is it hardcoded?
pitty pilot head is not animated according player view in current BMS version (IIRC its moved randomly)…Shorad weapon system (visible racs and missiles, or boxed version) would be slaved to it
we were talking(dreaming) about human controled and inteligent SAMs in the past over this forum…some special “antihuman(fake SAM)” ARM could be even AA missile derivate => “fake ARM” HOJ code + grounded “AC” Radar blinking would be used to simulate more complex ARM vs ground radar dialog!
If chaffs and flares allowed and ship model used for fake SAM, we could even simulate quite complex maritime skirmisch with decoys…lolThe funny thing is, it is possible to set water type damage for such an AA missile and “from water type weapon taking damage” for such a fake ship/ground AC. I must test this…some DB entries are 2D war only…but what IIRC this worked in 3d too
But I admit these bottom line thoughts are a bit lame due to the AA Hud symbology and radar used during ground attack. On the other hand if such an rather invisible/stealthy AC placed on the fixed GU or feature, there are no AA hud attacks…
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How? Are u spawning some kind of fake MP JET (grounded, taxing only “GU”), taking imputs from Arma? :p….
No, actually I think I found the memory points that are holding mark point data, which means I can just overwrite them with new coordinates and your steer point can be updated from my Falcon Monitor app.
This means the AWACs controller, or even a ground user, can send a steerpoint to Falcon by overwriting an existing steerpoint and you can have a better guide then our beeping/tone system for locating the bomb drop location.
If this ends up being possible the next thing we are going to look at is the laser designation system in Falcon with the TGP, to see if we can force the TGP to ‘detect’ a laser from the ARMA 3 side.
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Fantastic work!!
Are you still work on it?