#BGONE WIP, but the base functionality is there
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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.
there is a peertool plugin in the World Editor that can spawn game clients
ah, I will look at that and post here once I have tested
Are you using an actual control algorithm or is it faked?
Looks super good though
I am stealing the ACE3 missileguidance stuff
here's my current predicted line of sight guidance for the NLAW in Sierra Golf's Luminary Weapons mod
Holy shit this is awesome its a shame the javelin wasn't able to live up to it's highest
I was too lazy to get my guidance to work in multiplayer
Nice
Would be lovely to finally see some atgms
Some Surface-Air missiles would be a nice touch. Can't wait for radar to pick up on these guys
Here's a demonstration of the functionality I currently have:
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.
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.
Visual (like the javelin) with a scuffed line of sight check. Direct attack and Top down mode
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.
Tow missile?
SACLOS yes, like the TOW missiles
Lmao Mr NATO doesn't know NATO equipment π
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.
No I mean like will he do the tow missile?
No I meant tow missile as in like will there be a tow missile
nah, I'm not planning on making anything except the scripting part
If i can get it all working I am planning on sharing it so others can make tow missiles though π
Ooh missile
Can't wait to put this on my SPNKr
Awesome
does it have a component for the ammo to specify what ammo is guided and what isn't?
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
I am wondering. how accurate is the direct attack option? does it have any limitations or ist it dead accurate?
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.
i see. it is awesome tho I can't wait to see this being implemented into stuff.
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?
It would follow the pre-calculated trajectory and miss.
Does this work in multiplayer yet? That was the issues for the other guided stuff in the past
I need to automate my current projects with this script lol
no
but I am working on it. will let you know π
do you know at least what the problem is? or are you still trouble shooting?
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 π
Amazing stuff! Hopefully this is a hallmark for something greater in the midst
Only smaller bugs remaining now, even got the lock on audio to work in multiplayer π
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 π€·ββοΈ
Can't wait
Merry Christmas π
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.
Sweeeeeeeet
Is there controller functionality?
Due to me being on controller I don't think there are keybinds set for locking, however the saclos rocket works amazingly
No controller keybind as I am in PC with no idea what would be a good button :c
It should be bindable eventually, but I could implement a default one for controller if you could tell me a button that would work π
You could try binding a button under Controls -> Weapons and then on the very bottom, but no idea if it works
Controller can't do their own keybinds.
If you want I could try figure some out
Ah, I see. If you can figure something out that'd be sweet
Bound it to right shoulder for controllers now, idk if that overlaps wit hanything important.
Just freelook
Shouldn't be too bad
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?
Updated the description with how it works per locktype
"BGONE" fuckin killed me

I wonder how this will work for vehicles π€
Current plans are:
Integrate with vehicles.
Add laser lock/seeker type.
Add a laser designator.
Improve existing missile modes
in what order i get them done in idk
Did you get the ownership stuff fixed?
no, everything i try either doesnt work at all or have the same issue 
What is network ownership of the launcher used for?
the launcher ownership is for running the locking script and setting ownership of the missile
I tried explaining the issue here: #enfusion_scripting message
I might end up just rewriting it all to work excusively on the authority instead of relying on ownership.
Then the only alternative is do targeting serverside?
It would lag with ping but in practice 150 ms to target is not exactly immersion breaking
migth have to, im currently using the camera for getting the most accurate aiming direction though, cant do that serverside
No but you can raycast from the optic
a little lag is better than the launcher not working if you pick it up from your downed teammate π
the issue I had when integrating with the lumiary weapons nlaw what that the optic was offset from the actual launcher
because of zeroing
Optic would point straight, barrel would not, so raycast from optic should be sufficient
if i dont use the camera, i think i might have to do different stuff depending on what kind of optic is being used
There might be a way to get the position of the ADS camera or the eye joint
Here's an example from when i was testing, you can see there's two separate "centers" in the reticle
Could just cast forward from the eye joint
Of the optic I mean
It should change as zero does
yeah, maybe it would work. I will deffinitly try it if i end up redoing the owner/authority stuff
I think I used some part of the optic for my rangefinder
To make sure it points where you look despite zero
sounds like the same issue then, yeah
I've had this same issue with other things. I've tried everything and ownership just wont change
very weird
Might be worth a feedback tracker request at this point
it does change, using peertool i can see IsOwner = false for the authority, but its false for the new "owner" as well xD
then the rpc for owner command runs, giving the entity to itself, then the owener is registerd
but after droppin and picking up the weapon the owner rpc method only sometimes runs on the new owner 
Ah, I've always gotten hung up at IsOwner = false for peertool and never tried to rpc after that
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)
im currently using a class with static methods, but maybe I can utilise the systems thing?
Do you think it'll still work for a magazine fed launcher?
as long you don't fire another missile?
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
@quick moat What are the keybinds for locking on keyboard?
Left Ctrl
What's the controls for controller?
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
What launcher are you using? Shouldn't be too hard to make it work for multiple missiles. I never tried.
For PLOS, aim at the target, hold lock button and keep aiming at it for 4-8 seconds if it is moving. then while still holding lock button, fire the missile.
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
I have a question (sorry if you've already answered) does it work in multiplayer?
yes, it does
Alright, thank you
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 π€·ββοΈ
An M41 SPNKr. It is a two-missile magazine fed launcher. With your lock on you have to reacquire lock after you fire for the second missile to lock on to the same target
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
Yes you can reacquire targets with the second missile and maintaining lock between shots would be nice
Also, is there a way to adjust how maneuverable the missile is? I've noticed there's basically no escape
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.
Ah ok
Will this ever be configurable for vehicles?
Tow missiles on vehicles or lock on rockets for a Sam site is my dream rn
Or better actually lock on missiles for helis
I definitely plan on making it work for vehicles, but I need a vehicle that fires missiles to test with
A vanilla vehicle?
Yeah that's not happening for a while because bohemia broke the script that adds missiles to the vehicles if u add it into workbench it crashes it as of right now.
Most likely gonna have to wait until they add rockets to vanilla, altho there are stuff like the mlrs truck?
Nope. They aren't adding any atgm. Atleast not what we know of.
Might be able to use the mlrs
Bmp1 has good atgms
Updated the mod with a option to keep lock after shooting for the VIS locktype
now works for launchers in a turret, only for SACLOS atm and only tested with the BMP1
Your a god
will this work on helicopters you think? if you set up a copilot gunner maybe
how does this look like with 150 ping?
I'm guessing the missile move component doesn't actually have any effect on it with the steering parameters?
Only initial speed and time to live matters, i generally set the thrust force to 0 for the missile move as well.
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
I dont see why not, could try it once i get my hands on a heli that can shoot π
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
Cobra
the missiles in the mod are just for demonstration, you're supposed to put the components on your own launcher/missiles
Ahhh right okay
awesome! I am making an ah-1z (or at least trying to lol). I'm not close to my computer so I couldn't check if it works but I will as soon as I can.
will be awesome if I can make working ATGMs
Put a render target camera on it and you got a guided missile for the gunner with a screen
Like the battlefield TV missile?
Sort of
this is spawning a new missile when I fire, right?
I'm working on something like that. Kinda sucks you can't fire as a pilot anymore though
At least not yet
I mean dual seated helicopters still work no?
Yes
I wonder if RB can be utilized as you can already freelook considering that's its only function
That's going to create more problems than it solves unfortunately
How so
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?
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
Pilots and gunners must work together for the helicopter to perform better
Yes, what's your preferred button?
Left shoulder
Ok, I will change it in a bit
β€οΈπ₯
huh.. that conflicts with radio push to talk tho
RB as it is doesn't conflict with anything on aircraft vehicles or on the ground
@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 π€·ββοΈ Have to find the least conflicting keybind I guess, but I dont have a controller to test with so relying on your guys' feedback β€οΈ
Will do!
all good brother, I personally am not a big fan of anything that messes with the radio push to talk. though I did remember that rb messes with vehicles (as the select armament button) so it should be a good change
sounds good, let me know if you discover any problems π
Lb seems to work better at doing less conflicts yet it doesn't work because of the speed button being the same which means this happens
I'm going through the controls to try and find an unused scheme
would "press" to lock instead of hold fix that?
What about the focus keybind
Whichever that keybind is
focus might be a good choice
whats the current bind for this, or is there none?
This hurts to look at
When I fire at a target with VIS. I can lock on but as soon as I fire (still holding in right stick) the lock breaks
that's normal, its fire and forget
It definitely forgets lol. The projectile hits the ground around 5m infront of me
Instead of the target (Truck)
should look liek this
do you fully lock on before shooting?
Yuh, the lock on sign and the sound were both on and playing
hmm, I will have a look, maybe its broken
KEyboard or controller, direct attack or top down?
or both
poor striders having to update his mod everytime the keybinds are changed 
Controller - Both
hmm, it works fine on keyboard still maybe the keybinding messes something up. Can someone else try on controller?
Honestly right stick down seems the best. Nothing else would work without messing something vital like that up
This is extremely cool, cant wait to check it out
but does it work? Kae seems to have issues with it not tracking after locking on
Working fine for me in my private gamemaster
Trying to see if I can find a server with an updated version
Here we go let me see
Working fine for me? Possible conflict?
π€·ββοΈ
What mod contains the NLAW?
What NLAW? You mean this? https://reforger.armaplatform.com/workshop/5ED505ADB316AE5C
Does PLOS work on controller?
does not use BGONE though
I dont know, I would hope so
Do you need to lock it?
Ohh, i thought the NLAW in your demo video used BGONE
Everything works on controller
the PLOS gives no feedback when "locking". you just hold the aim button, move your aim and shoot while still holding the lock button
like the real nlaw π
I did implement BGONE with the luminary NLAW, but the mod is just for testing and is unlisted. If Sierra Gold wants to, they can add it and publish themselves
Ohhh i see, so theyre using your code but not the BGONE mod as a dependency
they have no tracking on theirs, it currently just shoots straight with no gravity i think
Ahh, makes sense. Sorry i misunderstood what the video was showing, ty
yeah no worries, the video shows BGONE with their launcher, but they have not added BGONE to their launcher themselves
Definitely works
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-1βs 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
Thanks!
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.
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.
Happy to change/add stuff based on feedback π
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
I can look at that tomorrow, shouldn't be too hard
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
Sweet! Very good work so far! Iβll be adding you as a dependency for all my missile guidance needs if you donβt mind
really excited to see where this goes. This is the coolest mod thats come out in a while, amazing work
Check the perceivable component
What u adding air to air missiles too?
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
Cos rn when u get that lock your deadπ
It should be possible to out maneuver the missile at longer ranges, especially since it slows down after 2 seconds of flight
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
Iβm patiently waiting to see if this works β€οΈ
Also discovered i was doing the line of sight check wrong, it works properly now, no more locking through objects π
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 π
Itβs going to force people to fly low, thatβs for sure
this is a really cool mod, love whatβs being done with it
Can we finally see some iglas now?
What part of the vehicle does the missile target?
center of mass
Sweet
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
It can be set per launcher, if someone wants to make an igla, they can allow only aircraft locks, if someone makes a javelin they can allow all vehicles, even infantry xD
I am not making the actual launchers, I am only making the guidance systems that other modders can use for their launchers
The launchers in the mod are only there as examples so others can see how to implement it with theirs
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
Oh god I could imagine trolling some people with an anti infantry stinger
Javalin can even lock to buildings, right? Irl i mean
Javelin can lock anything from my knowledge
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
currently set to right thumb stick. Still experimenting with what keybind is the best and not sure how to make it show up in controls or if it's even possible.
Just found that out thank you for the response
Would vis be an unguided then?
Its in the summary fo the mod on the workshop
Oh okay okay
vis is visual lock, locks onto infantry or vehicle with a beep beep beeeeeep then attacks either directly or from the top. Think javelin π
Is it an auto lock? In the description it says lock but with right stick I didn't get any ques
should look like this, you need to hold the stick down while aiming at the vehicle
Scratch that yeah im just dumb
you change between direct attack and top attack by inspecting the weapon and choosing the change attack profile option
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
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
it is
Very cool mod just a couple issues but Nothing big
Only real problem is lock on boxes
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 
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.
It's quite a lot more work to correctly tune the missiles, but the result is much more realistic.
When making a missile launcher with this mod can you edit the properties of the missile like speed?
yes
Wait I didn't know I could lock infantry
As long as it's not impossible to hit I like it
None of the test rockets can but it's possible when configuring
Ahhh right okay
I didnt test locking onto infantry yet, and it seems not not work quite right. but will be possible yes
Am glad their is now a chance we get a javelin back, this mod has absolutely changed the game for modders now
Looks great!
The locking is very inconsistent do you know what could set its functionality off
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.
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
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
its really noticable for small things at a distance, like people
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
Yeah, that's a good idea.
Need to look at different ways of finding entities and whats reasonable performance wise
Inconsistencies must be a controler thing then
I'm on controller n don't have issues so idk man
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"
Other than that minor personal gripe this mod is incredible, works perfectly 100% of the time
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.
Very sad
Think you can just set it to the ADS button? That way all you have to do is ADS
Left trigger for controller
The keybind itself works great, i just find it somewhat difficult to both press down on r-stick and make fine adjustments to follow a target with r-stick at the same time. Also is there a maximum range where the missile will self-destruct? I had it happen twice but at inconsistent ranges
Man is speaking for the whole community. Do you not know LB is radio controls?
Would it be possible to press + hold RB for 2.5 seconds to enable lock
Could try setting it to the ads button, but you might not be able to ads then?
Imho it should be easily accessible and less wear and tear on controls
Make sure you all send emails to BI telling them you want to be able to customize your controller bindings please πΌ
Will write persuasive letter
Or just right or left on dpad I mean it doesn't have a zoom feature
Lb better then RB
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
Current controls are fine
Nah radio controls are paramount and should not be binded over
Still performed better then RB
Proof?
None because that conversation is a day old and things have changed since
So I don't know why your still yapping
Professional yapthlete
BI may respond to our emails (if enough people say something) but it may be unlikely. Would've guessed keybind controls would be prioritized post 1.0
There's obviously a bit of a conflict with keybinds and what may work for the individual (half broke controller) and such
currently when you push the lock button, does it also trigger whatever else it would normally do?
or does it block other actions
It's a mix of both. Sometimes it blocks it yet sometimes the action blocks the lock.
Usually equipping and re-equipping fixes it
pressing RS to lock is super uncomfortable and conflicts with stance change. LB conflicts with push to talk. overall RB was the best bind so far.
although I think either LT or a dpad button would work best for this
Rb was 100% the best
I can change it back to RB π
Are you letting go of the lock button as you fire?
I might have I'll try holding through
We should hold a vote to see what's the best button to lock
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
hmm would removing the keybind to lock and having it automatically lock when aiming downsights work?
would be the best solution other than figuring out a keybind for it I think..
wont work for plos launchers with a scope
Needs to be a button for locking π€·ββοΈ
Please! And thank you! The other options stated by young blood wasnt it
Would it be possible to double tap RB to lock and disengage locking?
Or something of the sort?
hmm... that sucks.
No? Right stick is superior as it's easier to aim with
I disagree personally
aiming with RS while holding it down is incredibly uncomfortable.
How so?
How about a key combo of LT+Dpad(or another key that doesn't interfere with anything)?
I'm not sure about you guys but RB is causing so many issues right stick didn't cause right now
Aiming and holding right stick is just uncomfortable especially when you're trying to lock on a maneuvering vehicle at 1km
Its ineffective as holding down any analog while using to aim/strafe not only increases wear and tear, but makes adjustments consequential
π¦
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
in other fps games we usually dont need to hold a button to lock onto something
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.
Did you just make a makeshift guided rocket system??
been missing artillery computer from previous arma games
HALLELUJAH ARTY COMPUTER
THIS IS A MUST!
That is shit hot
Omg yes please
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?
SACLOS is a ATGM/TOW. SACLOS (Semi-automatic command to line of sight) is guided in first or third with the movement on your camera.
Video is from the top of the showroom.
I wonder why it just, doesn't work.. (just to be clear, the test Laws work)
do the missiles have the shooter as instigator?
I think they may not and it doesn't show up as a teamkill
I'm so fucking hyped for the targeting computer.
What's the button to toggle or hold lock?
@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 wonβt allow you to switch wepon types anymore. Iβve done some testing and Iβve found this out has itβs 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
not sure, the missiles are fired like in vanilla, but when exploded with the script they might not? I will have a look at it, but not really sure how to test that properly in the workbench
I will try to investigate, thanks for the heads up
Hopefully a fix for the vehicle issueπ
I think I'm getting my hopes up praying on the targeting computer lol
If you check the website the changelog should be there
Just a fix for error spam for vis missiles
didnt have time to look into that yet, will get to it soon
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 π€·ββοΈ
Yeah switching weapons is rb, and the zoom is left joystick down
you can still change weapons if you use select to open the radial menu to do so. but tbf just plug in a keyboard lmao
Is it possible to bind RB + LT or would that still disable the swapping of weapons. Would it make sense to keep the locking mechanic to the aimpoint functionality?
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
@quick moat some people are getting these errors on their server
just published fix for this. let me know if it is still appearing.
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.
Locking it behind ADS somehow would be a good idea
Second option fs
just updated to only lock in ADS, please test and let me know if it's still causing issues
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
hmm it's been working fine on my end. you can switch weapons while not ads but you can lock while ads just fine
for the avenger and everything, just the konkurs/malyutka on the bmp that don't work server side
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
hopefully this will be implemented in the future. either that or a small timer before lock is interrupted.
Yeah even a small timer would help, cos it is almost impossible to lock moving helis, especially modded ones with um mediocre hit boxes
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
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
the targeting now is literally a straight line that checks if it hits any one target. I will try and use a box shape at some point, as it is supposed to work similarly to how the javelin functions. Should be a box that shrinks as you zoom in and tries to lock onto any vehicle or person within that box.
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
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 π
I also know mortars will be added to vanilla soon, maybe they will come with a computer of their own
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
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
The new box for lock on is fucking amazing.
still not finished, but at least locking on should be a lot easier for further away or moving targets
I'd love to see how in depth and difficult the script is for missile calculation at some point lmao
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?
The whole point of it is that it's a test it's not supposed to be used standalone
Thats also not his job, BGONE is just a framework, itβs up to the modder that makes the weapon to change the damage output
Like my SPNKr that almost one-shots most vehicles
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)
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)
are the tow missiles on vehicles still broken?
I cant get them to not work when testing in workbench
nvm, I found something π
Test it using peoples vehicles, your mod seems to work flawlessly but anyone using it as a dependency on servers at least get issues
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 π¦
would be a lot easier for me if the server just actually synced where the gun was pointed for the client π
This will be true for all BGONE weapons btw, currently bgone is "activated" when the weapon is equipped. so for vehicles you have to switch to the BGONE weapon for it to function. if you enter a vehicle and a BGONE weapon is already selected, it will not work
not just SACLOS
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
Has this mod been looked at for any potential breaks due to last major update?
Everything seems to work fine in SP, just MP is broken
What do you mean?
I think I have a fix for the tracking, but can't get the bmp to work with peer tool in workbench π€·ββοΈ
Are you currently able to use the bmp on servers?
Is it just the missile not going where you aim that's the problem or are there more issues?
Well there are some problems with armor and other minor things, but apart from that the TOWs are the only really broken thing.
It either doesn't go where you aim or doesn't actually fire (but makes the firing sound)
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
hmmm I see...another thing I remember happening is that after being fired, the missile exploded once a few meters in front of the vehicle and then again in the distance (but not where you aimed)
yeah, can happen because of server desync and guided missiles not really being part of reforger π
That's understandable. Great work on BGONE, will love to see how it evolves in the future π
If you cant get the bmp to work you can also swap out one of the guns on the btr turret with one of your test launchers. Should work the same
I kept having the peer tool client get kicked becasue of replication "system failure". I turned on auto hierarchy on the turret_back prefab and then it worked π€·ββοΈ I published a change that hopefully results in the missile tracking working again on servers.
No idea why the missile only actually fires sometimes.
Did it happen to you as well?
yes, even not on server
At first I thought it might be related to this, but switching the weapons back and forth did not help it
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 π
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 π thx for the great work
So, sadly, I could not get the TOW to work at all π¦
@quick moat hey man do you mind if i DM you a question about the mod?
Not at all π
No idea why, but now it works fine in most occasions π
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?
I updated the tracking for the saclos (mouse aim) missiles so they attempt to use the aiming angle of the person controlling the turret in the latest version (1.1.22). it's probably very ping dependant and will fall back to server aiming angles if the updates are too slow. It worked a lot better when I tested with low ping server.
I will find out if the people reporting issues to me are on the latest version and their ping.
π
I am in the latest version and a very low ping server.
Can you post your video you sent me?
does not look like it's guiding at all, does it always do this or just sometimes?
All the time
even in singleplayer?
Yep, that was filmed in single. Does the same thing in multiplayer
Some guy find or found a fix-ish
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 π€·ββοΈ
I will download the kiowa and have a look, but no promises. implementation specific debugging is pain :c
Entirely possible that I implemented it wrong
nah, if it works ever at all, even if it requires third person to 1st switching after fireing its probably right xD
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
What happened to that targeting computer for the mlrs?
Has since been been on the backburner, but strider said hes going to update in the future
Are they working together then?
Supposedly
(Sorry for late reply)
Some say yes, others don't
@quick moat Scripts/Game/Components/Al/BGONE_VehicleAutoMove.c(10): Unknown type 'SCR_CarControllerComponent_SAΒ°
BGONE WIP, but the base functionality is there
@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.
@potent stirrup
It's fixed "ish", Didn't have time to test a lot, but shouldn't crash the game anymore
That's great, I'll test it out tomorrow and I'll let you know if I find any specific errors
W
What you have done for the community is insane
from the looks of it vis and plos dont work but saclos is just fine
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
Having issues with locking on, it will give me the little lock on box for a second and then it wonβt attempt to lock on after that.
.
bump on this, id say its also causing the crashing issues with most of spacestriders vehicles when using bgone
have noticed that the metis ammo shows in the arsenal fine
In SP?
oh wow, sorry yeah im a bit tired, forgot i was running sp for testing atm
ignore that
All good man!
Yeah, I think the mod still causes a fair amount of crashes
do you have a thread for your wz mods?
Yes, it's over on the modders lounge.
are you able to send me a link to the server?
have a feeling bgone issues may be around for a while
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?
Those vehicles are broken because of reasons out side of BEGONEβ¦the modders have yet to fix them but will at some point. BEGONE was update and shouldnβt stop you from using it, just some times the script may not work as arma is buggy rn
All of space striders vehicles donβt work however you might be able to see if someone posted a fix mod for them
The recent update broke all vehicles, absolutely nothing to do with BGONE it broke most mods
All helicopters needed work, suspension was broken on every vehicle, and strider (the redline team) have been busy trying to push out fixes for flight models but r busy with irl stuff.
Thanks, I thought BGONE was the issue. Someone already published fixed versions of some of the Space Striders mods
Bgone also cause crashes, there are two separate issues
The vehicles needing updates AND Bgone still causing fairly consistent crashes even with fixed vehicles
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"
Maybe fixed after last update like bacon mods stuff ?
You're right! It's fixed now, the servers don't crash. I just tested it out myself
So BGONE is working again
You have try with more than 100 players?
@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?
@wheat walrus modder might see your question here
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
Same! Did you figure out the issue?
Hey, does that mod still work? Need a mouse guided missile system for my car
yes
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
t-72? does it have its atgms now?