#BGONE WIP, but the base functionality is there

1 messages Β· Page 1 of 1 (latest)

tardy acorn
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dope, how are you going to sync the missile in multiplayer?

quick moat
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I dont know if it doesn't already sync, I have one week of experience with arma modding and Enfusin. hopefully I can find someone to test in multiplay with soon.

tardy acorn
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there is a peertool plugin in the World Editor that can spawn game clients

quick moat
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ah, I will look at that and post here once I have tested

tropic jacinth
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Are you using an actual control algorithm or is it faked?

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Looks super good though

quick moat
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I am stealing the ACE3 missileguidance stuff

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here's my current predicted line of sight guidance for the NLAW in Sierra Golf's Luminary Weapons mod

bleak ermine
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Holy shit this is awesome its a shame the javelin wasn't able to live up to it's highest

tardy acorn
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I was too lazy to get my guidance to work in multiplayer

spiral cairn
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Nice

bleak ermine
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Would be lovely to finally see some atgms

ember nova
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Some Surface-Air missiles would be a nice touch. Can't wait for radar to pick up on these guys

quick moat
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Here's a demonstration of the functionality I currently have:

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SACLOS (mouse a guided) I tried to show off how you can set a "seeker angle" where the missile will lose track if you try and move it too far off its current course.

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Predicted Line Of Sight (like the NLAW) with a downwards facing warhead in flyover mode and changable arming distance for the proxy fuse in flyover mode.

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Visual (like the javelin) with a scuffed line of sight check. Direct attack and Top down mode

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The top down mode at longer range (1500 metres). the missile slows down as the rocket is only set to burn for like 2 seconds or something.

tropic wasp
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Tow missile?

quick moat
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SACLOS yes, like the TOW missiles

bleak ermine
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Lmao Mr NATO doesn't know NATO equipment πŸ˜‚

foggy zodiac
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wow this is awesome. hopefully it sincs in MP, I remember the javelin used to drop like a rock and explode on the ground next to the shooter on other players povs.

tropic wasp
tropic wasp
quick moat
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nah, I'm not planning on making anything except the scripting part

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If i can get it all working I am planning on sharing it so others can make tow missiles though πŸ˜‰

primal geyser
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Ooh missile

west moat
proud thunder
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Awesome

west moat
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does it have a component for the ammo to specify what ammo is guided and what isn't?

quick moat
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Yes, on the launcher you add the guidance component and specify what locking type to use, on the projectile you add the guidance component and specify seeker, attack profiles and script used to simulate the movement of the missile

foggy zodiac
quick moat
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for now it is dead accurate, it goes for the targets centre of mass, only "inaccuracy" would be where exactly the missile ends up hitting the target depending on the physics.

foggy zodiac
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i see. it is awesome tho I can't wait to see this being implemented into stuff.

calm panther
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In the case of the NLAW, in a scenario where the vehicle is moving and the missile is already out of the launcher, but the vehicle has stopped abruptly, will the NLAW continue to fly into the target or will it follow the already calculated trajectory?

quick moat
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It would follow the pre-calculated trajectory and miss.

dry sky
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Does this work in multiplayer yet? That was the issues for the other guided stuff in the past

dry sky
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I need to automate my current projects with this script lol

quick moat
foggy zodiac
quick moat
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im like 90% there

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πŸ˜„

quick moat
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For anyone interested, I have it practically working in multiplayer, but the predicted line of sight missiles wont work if you have high ping. The mouse guided SACLOS and lock-on missiles do work even on high ping. still problems when launchers are dropped and then picked up by someone else, the keybind for locking targets blocking other actions as well as some other problems. Seems promising so far tough πŸ‘

ember nova
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Amazing stuff! Hopefully this is a hallmark for something greater in the midst

quick moat
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Only smaller bugs remaining now, even got the lock on audio to work in multiplayer πŸ™‚

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Only current issue is with picking up a launcher someone else already equipped, the ownership is not transferring correctly. switching weapons or dropping and picking it up again seems to randomly work sometimes πŸ€·β€β™‚οΈ

ember nova
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Sweeeeeet! Let the games BEGIN!

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Hopefully the ownership bug can be resolved

west moat
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Can't wait

quick moat
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Merry Christmas πŸŽ…

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Extremely WIP, but please have a look and provide feedback. Happy to assist if you need help getting it to work. Example prefabs are provided though.

ember nova
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Sweeeeeeeet

bleak ermine
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Is there controller functionality?

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Due to me being on controller I don't think there are keybinds set for locking, however the saclos rocket works amazingly

quick moat
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No controller keybind as I am in PC with no idea what would be a good button :c

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It should be bindable eventually, but I could implement a default one for controller if you could tell me a button that would work πŸ™‚

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You could try binding a button under Controls -> Weapons and then on the very bottom, but no idea if it works

bleak ermine
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Controller can't do their own keybinds.

If you want I could try figure some out

quick moat
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Bound it to right shoulder for controllers now, idk if that overlaps wit hanything important.

ember nova
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Just freelook
Shouldn't be too bad

west moat
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Haven't gotten a chance to test it myself but how does the button work? Is it a toggle for target scan or hold for lock?

quick moat
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Updated the description with how it works per locktype

broken belfry
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"BGONE" fuckin killed me

quick moat
foggy zodiac
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I wonder how this will work for vehicles πŸ€”

quick moat
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Current plans are:
Integrate with vehicles.
Add laser lock/seeker type.
Add a laser designator.
Improve existing missile modes

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in what order i get them done in idk

tardy acorn
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Did you get the ownership stuff fixed?

quick moat
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no, everything i try either doesnt work at all or have the same issue peepoShrug

tardy acorn
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What is network ownership of the launcher used for?

quick moat
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the launcher ownership is for running the locking script and setting ownership of the missile

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I might end up just rewriting it all to work excusively on the authority instead of relying on ownership.

tardy acorn
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Then the only alternative is do targeting serverside?

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It would lag with ping but in practice 150 ms to target is not exactly immersion breaking

quick moat
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migth have to, im currently using the camera for getting the most accurate aiming direction though, cant do that serverside

tardy acorn
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No but you can raycast from the optic

quick moat
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a little lag is better than the launcher not working if you pick it up from your downed teammate πŸ˜„

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the issue I had when integrating with the lumiary weapons nlaw what that the optic was offset from the actual launcher

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because of zeroing

tardy acorn
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Optic would point straight, barrel would not, so raycast from optic should be sufficient

quick moat
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if i dont use the camera, i think i might have to do different stuff depending on what kind of optic is being used

tardy acorn
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There might be a way to get the position of the ADS camera or the eye joint

quick moat
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Here's an example from when i was testing, you can see there's two separate "centers" in the reticle

tardy acorn
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Could just cast forward from the eye joint

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Of the optic I mean

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It should change as zero does

quick moat
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yeah, maybe it would work. I will deffinitly try it if i end up redoing the owner/authority stuff

tardy acorn
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I think I used some part of the optic for my rangefinder

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To make sure it points where you look despite zero

quick moat
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sounds like the same issue then, yeah

tropic jacinth
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very weird

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Might be worth a feedback tracker request at this point

quick moat
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then the rpc for owner command runs, giving the entity to itself, then the owener is registerd

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but after droppin and picking up the weapon the owner rpc method only sometimes runs on the new owner peepoShrug

tropic jacinth
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Ah, I've always gotten hung up at IsOwner = false for peertool and never tried to rpc after that

quick moat
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What i need help with now is how to do laser targeting. the laser target is spawned on a client, and has to be synced to the authority (server)

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im currently using a class with static methods, but maybe I can utilise the systems thing?

west moat
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as long you don't fire another missile?

west moat
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Never mind, can confirm it only allows one lock per missile so it'd be up to the operator to not waste the second shot

sharp hazel
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@quick moat What are the keybinds for locking on keyboard?

bleak ermine
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What's the controls for controller?

sharp hazel
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So one doesn't work on controller

PLOS - doesn't work or I haven't figured it out

SACLOS - is a tow missile shoot it and look where I want it to go

VIS - hold RB while looking at a vehicle it will beep start locking and go red once locked

quick moat
quick moat
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It predicts the path of the target based on how you moved your crosshair as you were tracking it and holding lock before firing. there are no visual or audio effect when locking, but the missile should shoot out and curve towards the target

cold bobcat
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I have a question (sorry if you've already answered) does it work in multiplayer?

quick moat
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yes, it does

cold bobcat
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Alright, thank you

quick moat
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there is a bug if you pick up a launcher that someone else already pulled out though, probably wont work then but sometimes it does πŸ€·β€β™‚οΈ

west moat
quick moat
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I see, the second missile does work if you reacquire the target? I could have a look at keeping the lock for all missiles in a magazine if you'd like

west moat
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Yes you can reacquire targets with the second missile and maintaining lock between shots would be nice

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Also, is there a way to adjust how maneuverable the missile is? I've noticed there's basically no escape

quick moat
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currently only for saclos "seeker", I had problems the first time around when implementing limits on the engine component. Will probably be able to make it work in not way too long though.

west moat
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Ah ok

bleak ermine
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Will this ever be configurable for vehicles?

sharp hazel
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Tow missiles on vehicles or lock on rockets for a Sam site is my dream rn

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Or better actually lock on missiles for helis

quick moat
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I definitely plan on making it work for vehicles, but I need a vehicle that fires missiles to test with

sharp hazel
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Most likely gonna have to wait until they add rockets to vanilla, altho there are stuff like the mlrs truck?

bleak ermine
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Nope. They aren't adding any atgm. Atleast not what we know of.

quick moat
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Might be able to use the mlrs

bleak ermine
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Bmp1 has good atgms

quick moat
quick moat
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now works for launchers in a turret, only for SACLOS atm and only tested with the BMP1

bleak ermine
foggy zodiac
# quick moat

will this work on helicopters you think? if you set up a copilot gunner maybe

tardy acorn
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how does this look like with 150 ping?

west moat
quick moat
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Only initial speed and time to live matters, i generally set the thrust force to 0 for the missile move as well.

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I am working on a version that will get all its speed from the missile move component and purely turn the missile towards the target, loosing speed as it does so. but its a bit more tricky to get working

quick moat
sharp hazel
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Is there a way that you could increase damage on the missiles, laws are really shit rn and with it being a one rocket no reload thing it needs increased damage

quick moat
sharp hazel
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Ahhh right okay

foggy zodiac
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will be awesome if I can make working ATGMs

tardy acorn
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Put a render target camera on it and you got a guided missile for the gunner with a screen

bleak ermine
tardy acorn
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Sort of

sharp hazel
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Someone needs to attach this to a helicopter

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I need some fucking hell fires

tardy acorn
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this is spawning a new missile when I fire, right?

west moat
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At least not yet

bleak ermine
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I mean dual seated helicopters still work no?

bleak ermine
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So like

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Just give the gunner everything to worry about πŸ™ƒ

ember nova
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I wonder if RB can be utilized as you can already freelook considering that's its only function

ember nova
bleak ermine
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Would it be possible to change the button for controller to LB instead of RB? RB conflicts with free aim so you constantly have to mess with it to lock on VIS?

mossy geyser
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Yes

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Either that or press in right stick

ember nova
# bleak ermine How so

Gunners are going to be overwhelmed if targeting 3x enemies simultaneously. Target prioritization for ground + air targets with the gunner camera

Moreover the targeting for anything other than ground targets will be a hassle as the view for the gunner (the chin of most helos) will be obstructing. It will be difficult to capitalize on hit and run tactics with only the gunner when it comes to full control of helo arsenal and flight maneuvers

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Pilots and gunners must work together for the helicopter to perform better

quick moat
bleak ermine
quick moat
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Ok, I will change it in a bit

bleak ermine
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❀️πŸ”₯

foggy zodiac
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huh.. that conflicts with radio push to talk tho

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RB as it is doesn't conflict with anything on aircraft vehicles or on the ground

quick moat
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@bleak ermine @foggy zodiac I changed the controller keybind to LB, please test and let me know if it is worse.

Optimally you would be able to bind it on console as well but πŸ€·β€β™‚οΈ Have to find the least conflicting keybind I guess, but I dont have a controller to test with so relying on your guys' feedback ❀️

bleak ermine
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Will do!

foggy zodiac
quick moat
bleak ermine
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I'm going through the controls to try and find an unused scheme

foggy zodiac
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would "press" to lock instead of hold fix that?

tardy acorn
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What about the focus keybind

mossy geyser
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Why not right stick press in

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EZ

tardy acorn
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Whichever that keybind is

quick moat
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focus might be a good choice

mossy geyser
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While aining

quick moat
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whats the current bind for this, or is there none?

mossy geyser
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Mount weapon to surface i believe

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But only when weapon is near surface

quick moat
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ok, can try it

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I uploaded it, please test πŸ™‚

cold bobcat
mossy geyser
quick moat
mossy geyser
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It definitely forgets lol. The projectile hits the ground around 5m infront of me

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Instead of the target (Truck)

quick moat
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do you fully lock on before shooting?

mossy geyser
quick moat
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hmm, I will have a look, maybe its broken

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KEyboard or controller, direct attack or top down?

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or both

foggy zodiac
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poor striders having to update his mod everytime the keybinds are changed hmmyes

mossy geyser
quick moat
bleak ermine
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Honestly right stick down seems the best. Nothing else would work without messing something vital like that up

pseudo halo
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This is extremely cool, cant wait to check it out

quick moat
bleak ermine
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Working fine for me in my private gamemaster

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Trying to see if I can find a server with an updated version

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Here we go let me see

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Working fine for me? Possible conflict?

quick moat
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πŸ€·β€β™‚οΈ

pseudo halo
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What mod contains the NLAW?

quick moat
bleak ermine
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Does PLOS work on controller?

quick moat
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does not use BGONE though

quick moat
bleak ermine
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Do you need to lock it?

pseudo halo
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Ohh, i thought the NLAW in your demo video used BGONE

sharp hazel
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Everything works on controller

quick moat
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the PLOS gives no feedback when "locking". you just hold the aim button, move your aim and shoot while still holding the lock button

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like the real nlaw πŸ™‚

sharp hazel
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VIS is the best one

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Hear the lock etc

quick moat
pseudo halo
quick moat
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they have no tracking on theirs, it currently just shoots straight with no gravity i think

pseudo halo
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Ahh, makes sense. Sorry i misunderstood what the video was showing, ty

quick moat
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yeah no worries, the video shows BGONE with their launcher, but they have not added BGONE to their launcher themselves

bleak ermine
mortal marsh
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Really good work so far!
The only two issues I have seen revolve around mobility of the missiles.
There is currently no delay in the rockets manoeuvring making it so rockets like a javelin or the bmp-1’s rocket fire straight instead of firing up and correcting.
The rockets are too manoeuvrable, thus making larger heavier rockets feel too agile, and prevents any inaccuracy when rapidly moving the target in saclos

quick moat
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Yeah, the "engine" component for the missile is currently a placeholder, I am looking at making the missile move more realistically and with limitations now. Guidance delay, Maximum Deflection, acceleration time etc. should work eventually.

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For SACLOS i think lowering the seeker angle in the seeker component should work, if you attempt to move the missile too aggressively it should go straight instead of following the crosshair.

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Happy to change/add stuff based on feedback πŸ˜„

mortal marsh
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There was something I was interested in for an addition to vis locking. If you could make it so you can only lock air targets that would be the last thing needed for anti air missiles

quick moat
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I can look at that tomorrow, shouldn't be too hard

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Currently the VIS locktype only looks at the "Vehicle" component/class, maybe I can let it accept an array of classes so you can specify things like "Tank", "Helicopter" etc

mortal marsh
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Sweet! Very good work so far! I’ll be adding you as a dependency for all my missile guidance needs if you don’t mind

quick moat
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πŸ˜„

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I am honored

pseudo halo
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really excited to see where this goes. This is the coolest mod thats come out in a while, amazing work

quick moat
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Seems there's no helicopter vehicle type :c

mortal marsh
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Check the perceivable component

sharp hazel
sharp hazel
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Any way u could add flare components to attach to helis that the missiles track instead of the vehicles or would that be something the heli mod devs would have to do

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Cos rn when u get that lock your deadπŸ˜‚

pseudo halo
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It should be possible to out maneuver the missile at longer ranges, especially since it slows down after 2 seconds of flight

quick moat
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Flares and stuff can be added, but I dont think i will do that alone. Once the "engine" for the missiles work properly you will be able to dodge/outrun them depending on their manouverability/speed

dry sky
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I’m patiently waiting to see if this works ❀️

quick moat
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Also discovered i was doing the line of sight check wrong, it works properly now, no more locking through objects πŸ˜„

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Wish I could see what mods have BGONE as a dependency in the workshop so I know who to notify when i break things. now the VIS can lock onto infantry as well as vehicles if you dont specify only vehicles πŸ˜…

mortal marsh
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It’s going to force people to fly low, that’s for sure

spring sequoia
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this is a really cool mod, love what’s being done with it

bleak ermine
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Can we finally see some iglas now?

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What part of the vehicle does the missile target?

quick moat
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center of mass

bleak ermine
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Sweet

sharp hazel
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Can it be a separate version of the launcher, so the vis can still lock ground units but there is a second vis that only locks air

quick moat
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I am not making the actual launchers, I am only making the guidance systems that other modders can use for their launchers

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The launchers in the mod are only there as examples so others can see how to implement it with theirs

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Later on when I get most of the things to a working state I will create proper documentation and remove the example launchers from my mod

bleak ermine
pseudo halo
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Javalin can even lock to buildings, right? Irl i mean

bleak ermine
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Javelin can lock anything from my knowledge

pseudo halo
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Biggest issue with creating a lot of modern launchers (especially the javalin) would be setting up the CLU/any thermals the launcher might have. Afaik itd have to all be scripted to manually make certain objects (people, vehicles, etc) "glow" which caused a few issues with game crashes when you viewed modded vehicles through River_X's CLU

quaint obsidian
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Would there be a keybind for lock on for controller

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None listed in controls

quick moat
quaint obsidian
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Would vis be an unguided then?

quick moat
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Its in the summary fo the mod on the workshop

quaint obsidian
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Oh okay okay

quick moat
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vis is visual lock, locks onto infantry or vehicle with a beep beep beeeeeep then attacks either directly or from the top. Think javelin πŸ˜‰

quaint obsidian
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Is it an auto lock? In the description it says lock but with right stick I didn't get any ques

quick moat
# quick moat

should look like this, you need to hold the stick down while aiming at the vehicle

quaint obsidian
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Scratch that yeah im just dumb

quick moat
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you change between direct attack and top attack by inspecting the weapon and choosing the change attack profile option

mortal marsh
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Ideally the lock tone would be driven by the weaponsoundcomponent. Not sure how to so that but it would be nice for different lock tones

pseudo halo
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Just my personal opinion but something on d-pad would probably be easiest for lock on controller as none of those controls interfere with freelook/lean like rb and R-stick do

quaint obsidian
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Very cool mod just a couple issues but Nothing big

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Only real problem is lock on boxes

quick moat
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Here's my current progress for making the missiles less perfect, the speed is set by the missile move component (initial velocity + burn time and thrust force) and you can set how hard the missile can turn, so it can actually miss now kek
Need to set a seeker angle for the seeker and a time to explode if target is out of seeker angle. Should make the missiles avoidable.

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It's quite a lot more work to correctly tune the missiles, but the result is much more realistic.

bleak ermine
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When making a missile launcher with this mod can you edit the properties of the missile like speed?

quick moat
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yes

sharp hazel
sharp hazel
bleak ermine
sharp hazel
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Ahhh right okay

quick moat
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I didnt test locking onto infantry yet, and it seems not not work quite right. but will be possible yes

sharp hazel
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Am glad their is now a chance we get a javelin back, this mod has absolutely changed the game for modders now

quaint obsidian
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The locking is very inconsistent do you know what could set its functionality off

quick moat
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your aim xD currently it's just a line drawn from your camera to where you look, if it misses or hits something else for a single frame you lose the lock.

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will probably have to allow it to miss x frames before actually losing lock, or make it "stick" to the target you are trying to lock so it's not so easy to lose

sharp hazel
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Also varies on the hitbox of the vehicle oh where it locks onto, some helis Hitbox makes it harder or impossible unless they are flying

quick moat
mortal marsh
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You could path trace to multiple entities in a cone in order to make a wider lock zone almost how explosions do hit reg
Not sure how performant that would be tho

quick moat
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Yeah, that's a good idea.

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Need to look at different ways of finding entities and whats reasonable performance wise

quaint obsidian
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Inconsistencies must be a controler thing then

sharp hazel
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I'm on controller n don't have issues so idk man

pseudo halo
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Holding R-stick and trying to track a moving target by following it using R-stick to look around is super difficult, id highly recommended using a different keybind for "lock"

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Other than that minor personal gripe this mod is incredible, works perfectly 100% of the time

bleak ermine
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I'm not having any difficulties with it. I will say sometimes it is buggy where you need to unequip it and re-equip it due to the game wanting you to lean instead of lock but other then it's absolutely fine.

west moat
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Left trigger for controller

pseudo halo
ember nova
ember nova
quick moat
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Could try setting it to the ads button, but you might not be able to ads then?

ember nova
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Imho it should be easily accessible and less wear and tear on controls

quick moat
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Make sure you all send emails to BI telling them you want to be able to customize your controller bindings please πŸ‘Ό

quaint obsidian
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Make it hold ads

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You should still be able to click ads

quaint obsidian
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Or just right or left on dpad I mean it doesn't have a zoom feature

ember nova
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Left/ right dpad may pose difficult if one is experiencing lag/ latency issues and as it does have a bind to other controls like map/ compass

bleak ermine
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Current controls are fine

ember nova
bleak ermine
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Still performed better then RB

ember nova
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Proof?

bleak ermine
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None because that conversation is a day old and things have changed since

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So I don't know why your still yapping

ember nova
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If you're going to respond like child, i have no more to say to you

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Moving on

bleak ermine
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Professional yapthlete

ember nova
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There's obviously a bit of a conflict with keybinds and what may work for the individual (half broke controller) and such

quick moat
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currently when you push the lock button, does it also trigger whatever else it would normally do?

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or does it block other actions

bleak ermine
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It's a mix of both. Sometimes it blocks it yet sometimes the action blocks the lock.

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Usually equipping and re-equipping fixes it

foggy zodiac
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although I think either LT or a dpad button would work best for this

sharp hazel
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Rb was 100% the best

quick moat
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I can change it back to RB πŸ˜„

quaint obsidian
quick moat
quaint obsidian
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I might have I'll try holding through

bleak ermine
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We should hold a vote to see what's the best button to lock

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Left trigger would be awesome yet I can see that it would cause issues as it would override aiming which in turn would make it useless

foggy zodiac
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would be the best solution other than figuring out a keybind for it I think..

quick moat
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wont work for plos launchers with a scope

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Needs to be a button for locking πŸ€·β€β™‚οΈ

ember nova
ember nova
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Or something of the sort?

foggy zodiac
bleak ermine
cold bobcat
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I disagree personally

foggy zodiac
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aiming with RS while holding it down is incredibly uncomfortable.

bleak ermine
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How so?

west moat
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How about a key combo of LT+Dpad(or another key that doesn't interfere with anything)?

bleak ermine
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I'm not sure about you guys but RB is causing so many issues right stick didn't cause right now

pseudo halo
#

Aiming and holding right stick is just uncomfortable especially when you're trying to lock on a maneuvering vehicle at 1km

ember nova
#

Its ineffective as holding down any analog while using to aim/strafe not only increases wear and tear, but makes adjustments consequential

quick moat
#

😦

#

I could make so many cool things, but stuck working with xbox controllers

#

:c

#

here's a sneak peak of upcoming bgone module. not ready for a while so dont hold your breath.

#

used spacestriders mlrs for testing

tardy acorn
#

in other fps games we usually dont need to hold a button to lock onto something

sharp hazel
#

Either way this is just here for Devs to alter and change its a basic system so people can make proper javelins or hellfire missiles or artillery etc.

mossy geyser
tardy acorn
#

been missing artillery computer from previous arma games

primal geyser
#

HALLELUJAH ARTY COMPUTER

cold bobcat
#

How does using SACLOS work? Cause I fire missiles with the BMP-1(and other mods with BGone) but it just goes straight. Am I doing something wrong or just being dumb?

severe panther
cold bobcat
#

I wonder why it just, doesn't work.. (just to be clear, the test Laws work)

tardy acorn
#

do the missiles have the shooter as instigator?

#

I think they may not and it doesn't show up as a teamkill

sharp hazel
mortal tree
#

What's the button to toggle or hold lock?

severe panther
#

@quick moat hey man I think I found a bug within your mod relating to vehicles. When switching to different weapon types whilst using a vehicle, once you switch to a weapon type that uses your scripts it bugs out and won’t allow you to switch wepon types anymore. I’ve done some testing and I’ve found this out has it’s this bug is only present on modded vehicle and that of a specific weapon type that uses the script and only gets stuck on that type.
This happens with SpaceStriders mods as well as BigBens with his Bradly which moth receptively use the scripts

quick moat
quick moat
sharp hazel
#

New update to BGONE?πŸ‘€πŸ‘€

#

Anything new or just polishing stuff?

severe panther
#

Hopefully a fix for the vehicle issueπŸ™

sharp hazel
#

I think I'm getting my hopes up praying on the targeting computer lol

mortal marsh
#

If you check the website the changelog should be there

severe panther
mortal marsh
#

Just a fix for error spam for vis missiles

quick moat
quick moat
#

It seems the key binding for changing weapons in the turret on console is RB, so that being the locking button makes you unable to swap weapons πŸ€·β€β™‚οΈ

sharp hazel
#

Yeah switching weapons is rb, and the zoom is left joystick down

bleak ermine
#

That's why RB is an Inferior buttonπŸ™ƒ

#

Should of listened to me lmao

foggy zodiac
foggy zodiac
ember nova
tough urchin
#

is it possible to stay locked on, because im trying to keep my crosshair centered on the helicopter while its moving, and its nearly impossible.

#

keyboard pls

west moat
#

@quick moat some people are getting these errors on their server

quick moat
#

For the problem of not being able to swap weapons on console, I could try changing the bind again, possibly to a combination, or make it so you can only use the lock on function while ADS, that way you should be able to swap weapons when not in ADS mode.

west moat
#

Locking it behind ADS somehow would be a good idea

quick moat
#

just updated to only lock in ADS, please test and let me know if it's still causing issues

sharp hazel
#

New keybind made it so we can switch weapons again however lock no longer works

#

Just can't lock on to anything

#

I'll test your base rockets now cos I'm currently using the avenger as a test(striders mod) n that might just need updating

#

Yh normal test rockets u have work fine just not the lock ons for the avenger, I'll test the BMPs tow now

foggy zodiac
foggy zodiac
sharp hazel
#

Yeah it all works perfectly now, the only thing I would say and this is if it's possible, but that laser used to track vehicles seems really small making it hard to get a lock on things like moving targets, if it's possible in the future a cone would be better or like a circle and anything inside the circle gets locked

foggy zodiac
sharp hazel
#

Yeah even a small timer would help, cos it is almost impossible to lock moving helis, especially modded ones with um mediocre hit boxes

quick moat
#

yeah, will look at doing something else than just a line for selecting targets

#

the VIS launcher type is supposed to lock onto a single object though, a cone would be more like an IR seeker, which I will probably add at some point

#

but yeah, a single line is almost impossible for moving or smaller targets, especially without some scope with a large zoom

sharp hazel
#

Yeah, Igu with the Vis not meant to have a cone so even if you could increase the size of the line(idk how it works so idk if this is possible) that would work some what but I do feel like a war thunder type circle would be nice even if it's not for the rocket cos it only works for still targets and slow moving trucks n shit

But you're doing god's work with this mod and I'm buzzing for that targeting computer eventually

quick moat
sharp hazel
#

Yeah that would be nicer, is there any updates or progress on the targeting computers btw as ik u said it has a lot of work to be done before it's perfected and ready for release and ik you have a few projects going on so it's chill if not, just wondering

quick moat
#

busy with the missile stuff atm, no clue when it will be functional enough to add. Also a lack of artillery equipment in reforger atm πŸ˜‰

#

I also know mortars will be added to vanilla soon, maybe they will come with a computer of their own

sharp hazel
#

Yeah that's alr man, I'd rather the missiles be perfected anyway tbf, and yeah hopefully they do, I'd assume there will be a script to work out where shells are landing and it's not done on gravity lol

sharp hazel
#

I mentioned this in spaces channel but thought I'd bring it up here, would it be possible to have a feature mod Devs could turn on or implement where pilots of helicopters can also hear the lock so they know they are being painted

So you play the audio wherever the laser hits/find the target as well but then mod Devs can disable it or have it only play on helicopters etc

sharp hazel
#

The new box for lock on is fucking amazing.

quick moat
#

still not finished, but at least locking on should be a lot easier for further away or moving targets

sharp hazel
#

I'd love to see how in depth and difficult the script is for missile calculation at some point lmao

severe panther
#

Hey @quick moat would it be possible to increase the damage of the rockets? Such as increase the VIS to a realistic damage output of a Javline, PLOS to realistic output of a NLAW and so forth a TOW?

Just make it better for people who only have the mod in there server so there not shooting a super weak rocket?

bleak ermine
#

The whole point of it is that it's a test it's not supposed to be used standalone

mortal marsh
#

Thats also not his job, BGONE is just a framework, it’s up to the modder that makes the weapon to change the damage output

west moat
sharp hazel
#

I am having issues with the tow missiles, they work on gamemaster but not on servers, same with lock ons, the lock ons work well most of the time but sometimes broke, but tows seems to never work (in vehicles like gunner seats)

bleak ermine
#

Adding on^

I don't have an issue with the test launchers. They work perfectly. It's when it's added to a vehicle it breaks

#

(on a server)

quick moat
#

are the tow missiles on vehicles still broken?

#

I cant get them to not work when testing in workbench

#

nvm, I found something πŸ˜„

sharp hazel
#

Test it using peoples vehicles, your mod seems to work flawlessly but anyone using it as a dependency on servers at least get issues

quick moat
#

so when using the bmp, what I found was when entering the vehicle and fireing the tow it does not work

#

as in bgone is never even activated, the OnFire event is never triggered

#

have to swap weapons away from and then to the TOW for it to even register the event

#

if someone uses a vehicle and swaps to the BGONE weapon then leaves, if you enter it and fire the weapon, it will not guide at all

#

Another issue is with the aiming when mod is ran on a server

#

the server will use where the turret is aiming for guiding the missile, but the direction of the gun on the server and on the client is not properly synced....

#

left is client, right is server

#

missile flies off to the right of the target, because the server thinks that is where the gun is aiming

#

I may try and fix this, but it would require a rewrite of the whole client-server (sorry, proxy/authority) logic for the SACLOS missiles 😦

#

would be a lot easier for me if the server just actually synced where the gun was pointed for the client πŸ˜„

quick moat
#

not just SACLOS

spare berry
#

Hey, any updates on the TOWs on vehicles? Using the TOW on SpaceStrider's BMP-1 mod is really buggy when running on a server

mossy geyser
#

Has this mod been looked at for any potential breaks due to last major update?

spare berry
quick moat
quick moat
spare berry
#

It either doesn't go where you aim or doesn't actually fire (but makes the firing sound)

quick moat
#

not going where you aim is what i am trying to fix. not sure if not launching but making the sound is a bgone thing or because of the update to reforger

spare berry
quick moat
spare berry
mortal marsh
quick moat
#

No idea why the missile only actually fires sometimes.

spare berry
quick moat
#

yes, even not on server

spare berry
quick moat
#

yeah, i could not figure out why it would only work sometimes. getting in and shooting as soon as possible seems to get it to fire more often than not. but it feels random to me πŸ˜„

spare berry
#

I'll try to test it tommorow myself and will try to gather feedback from our players if they notice a pattern or something unusual πŸ™‚ thx for the great work

spare berry
spiral cairn
#

@quick moat hey man do you mind if i DM you a question about the mod?

spare berry
spare berry
vestal viper
#

Any follow up on the tracking issue reported earlier in MP? I recall you mentioned working on it, was just curious if you had any luck?

quick moat
vestal viper
quick moat
#

πŸ‘

severe panther
vestal viper
severe panther
#

Sure

quick moat
#

does not look like it's guiding at all, does it always do this or just sometimes?

severe panther
#

All the time

quick moat
#

even in singleplayer?

severe panther
#

Yep, that was filmed in single. Does the same thing in multiplayer

#

Some guy find or found a fix-ish

quick moat
#

yeah, looks like a different issue than the one i fixed with tracking. then it would still track in the general direction of where you're aiming lol

#

looks like the tracking script is not running at all in your video, and the missile is fired dumb

#

I did notice that sometimes the script will not acivate when the missiles are fired, but I could never replicate it 100% and therefore not find and fix the problem πŸ€·β€β™‚οΈ

#

I will download the kiowa and have a look, but no promises. implementation specific debugging is pain :c

vestal viper
quick moat
sharp hazel
#

Tbh, the mod works flawlessly with your test launchers, never fails me, but the second it's attached to anyone else's model or gun or flight model it breaks

sharp hazel
#

What happened to that targeting computer for the mlrs?

ember nova
#

Has since been been on the backburner, but strider said hes going to update in the future

bleak ermine
ember nova
#

Some say yes, others don't

severe panther
#

@quick moat Scripts/Game/Components/Al/BGONE_VehicleAutoMove.c(10): Unknown type 'SCR_CarControllerComponent_SAΒ°

celest ice
#

BGONE WIP, but the base functionality is there

ruby geyser
#

@quick moat
Just wondering if you are working or will work on a patch for BGone since it's currently broken due to the 1.2 Reforger update, instantly crashing the scenarios.

bronze crane
#

@potent stirrup

quick moat
ruby geyser
#

That's great, I'll test it out tomorrow and I'll let you know if I find any specific errors

bleak ermine
#

What you have done for the community is insane

#

from the looks of it vis and plos dont work but saclos is just fine

maiden needle
# quick moat It's fixed "ish", Didn't have time to test a lot, but shouldn't crash the game a...

Hey man, first off kickass mod to make this possible at all. I am running into some issue with my custom launchers. The issue I want to say lies in the ammo. In single player everything works flawlessly. Issues I've found in MP are - launcher ammo that could be acquired from arsenals in SP doesnt work in MP. It's very strange, the item slots are there but the pictures are now blank and you cant take them from the arsenal anymore. I think this is tied to my next issue with turreted launchers like the TOW and Metis. They fire and track just fine but when deleted by GM or disassembled (conflict) your client crashes. Doesnt seem to crash the server but one log reported to me pointed to some RPL errors

WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
SCRIPT : Entity with RplID: -2147478774 not found on server
SCRIPT : Hovered entity with RplID: -2147478774 not found on server
SCRIPT : Entity with RplID: -2147478774 not found on server
SCRIPT : Selected entity with RplID: -2147478774 not found on server
RPL : ServerImpl event: connection timeout (identity=0x00000000)

#

Thanks so much man for any insight on my problem

#

my mod is WZ Launchers if that helps

fervent yarrow
#

Having issues with locking on, it will give me the little lock on box for a second and then it won’t attempt to lock on after that.

fluid valve
#

.

placid lodge
placid lodge
placid lodge
#

oh wow, sorry yeah im a bit tired, forgot i was running sp for testing atm

#

ignore that

maiden needle
#

All good man!

ruby geyser
#

Yeah, I think the mod still causes a fair amount of crashes

placid lodge
maiden needle
placid lodge
placid lodge
#

have a feeling bgone issues may be around for a while

dawn fulcrum
#

Hi everyone, I think BGONE is completely broken (possible because of new Arma updates), every mod which uses BGONE stopped working a few weeks ago including AH-64, OH-58, MI-28, KA-52 and a bunch of vehicle mods which use BGONE as a dependency. I've also noticed that all community servers stopped using custom car packs which have TOWs and BMPs etc. in them because they use BGONE as a dependency. So apparently every mod that uses BGONE as a dependency (Which are most of the mods/most of the better mods in the workshop) stopped working. I've also seen somewhere that the owner of the mod @quick moat is inactive. Can this mod be fixed by the owner or can someone else try to fix it and publish a fixed version? This mod was great when I played the game a few months ago. Now the game feels empty without it. It also had a lot of potential, especially with helicopters they could add laser guidance to missiles. Does anyone know what's going on?

severe panther
#

Those vehicles are broken because of reasons out side of BEGONE…the modders have yet to fix them but will at some point. BEGONE was update and shouldn’t stop you from using it, just some times the script may not work as arma is buggy rn

#

All of space striders vehicles don’t work however you might be able to see if someone posted a fix mod for them

sharp hazel
dawn fulcrum
#

Thanks, I thought BGONE was the issue. Someone already published fixed versions of some of the Space Striders mods

ruby geyser
#

Bgone also cause crashes, there are two separate issues

The vehicles needing updates AND Bgone still causing fairly consistent crashes even with fixed vehicles

dawn fulcrum
#

When a vehicle using BGONE gets destroyed, servers crash. Nothing happens in Game Master but a server will crash. It gives the following error code: "Exception: Access violation. Illegal read by 0x7ff625d67a10 at 0xffffffffffffffff"

tight bear
#

Maybe fixed after last update like bacon mods stuff ?

dawn fulcrum
#

So BGONE is working again

grizzled willow
grizzled willow
#

@quick moat
Hello!
First of all. Thanks for your awesome mod. They bring to the Reforger universe a new technology really needed by every one to improve the game. Have you fond why your mod from last patch crash the server?

dawn fulcrum
#

I've destroyed an Apache 20 times

#

In a server

timber grove
#

@wheat walrus modder might see your question here

wheat walrus
#

Thanks

#

@quick moat hello! I've tried the mod on PC and works fine so fare... only issue I have is when testing it on console or better on xbox controller. The RB button isn't working at the moment when locking in a vehicle

timber grove
digital cloak
#

Hey, does that mod still work? Need a mouse guided missile system for my car

bleak ermine
#

yes

mortal marsh
#

If you are struggling to get it to work you can see how it was done on other vehicles
I know the T-72, Bmp-3 and both attack helicopters have working saclos systems built in

bleak ermine
#

t-72? does it have its atgms now?