Author: Grumpy Old Man
Author Website:

Requirements: No addons required

Version: 1.5

Short description: The purpose of this script is to have a comfortable way of automating practice targets and help with setting up a Combat Course.

Date: 2014-03-22 10:35


Comments: (2)
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Combat Course - Automated Practice Targets Script

by
Grumpy Old Man


Description:
To have a comfortable way of automating practice targets and help with setting up a Combat Course.
With this script you can focus on Object placement and parcour design instead of having to mess with triggers and conditions etc., while still being highly customizable.


Features:
GOM_CC will look for all practice targets within a certain area and control them.
All targets can be randomized to a certain percentage of valid/invalid targets.
Targets can be randomized to pop random smoke/chemlights when a player is near.
All of this can be adjusted inside the "GOM_CC.sqf" where you can find and edit customizable parameters on top of the file.
You can run a Course multiple times, after every round you will get a Result Chart where you can see stuff like your accuracy, time/target etc.
All your results get stored inside the Briefing tab in the map menu to review your previous runs.
Optional you can place down a barrier to prevent competitors from entering the Course area before it has started.
You can name and present your combat course or add rules and completion conditions in the parameters of "GOM_CC.sqf".


Installation / Usage:
In the editor place:
1.: A player
2.: A Rangemaster (same side as player)
3.: A named marker that determines the starting point of your course (i.e. "startmarker")
4.: A named marker that determines the ending point of your course (i.e. "endmarker")
5.: (Optional) Place an object (name has to be "GOM_CC_entrydoor") to acz as a Barrier so that competitors won't run inside the course before it has started.
6.: In the init field of the Rangemaster unit put: nul = ["startmarker","endmarker",this] execvm "scripts\GOM\GOM_CC.sqf";
7.: Adjust the Parameters in GOM_CC.sqf to fit your Combat Course

Then you're all set to place practice targets/design your own Combat Course and have the script do its magic.
Just be aware that you have to increase the area size in GOM_CC.sqf (default is 150m) to fit the size of your Course.

Special Targets:
You can choose which individual targets will be ignored by the randomization:

Example A:
You place 2 targets behind each other to simulate a "hostage held at gunpoint" situation.
To prevent the randomizing function from making both of them valid/invalid targets simply put: this setVariable ["GOM_CC_special", [true,"SHOOT"], false];
into the init field of the hostage-taker target, and put: this setVariable ["GOM_CC_special", [true,"NOSHOOT"], false];
into the init field of the hostage target.
Now they will be ignored by the randomizing function.

Example B:
You place a target behind a desk and want it to pop up if the player is within a certain range, to give him a good surprise.
Since all targets are standing upright once the course starts (can be changed with a parameter in "GOM_CC.sqf") you can make individual targets pop up with:
this setVariable ["GOM_CC_special", [true,"POPDIST:",5], false];
Just place above line in the targets init field and it will pop up.

Special parameters:
"SHOOT" = Targets will always be valid
"NOSHOOT" = Targets will always be invalid
"POPDIST:" = Determines how close the player has to be until the target will pop up
"POPDUR:" = Determines the duration how long the target will stay up until it's going down, when going down it's no longer a valid target and will lead to a missed shot when fired upon.
"SMOKEDIST:" = Determines how close the player has to be until the target will deploy a random colored smoke grenade
"SMOKEDUR:" = Determines how long the smoke grenade will emit smoke until it gets deleted (to prevent too much smoke in enclosed areas)
"CHEMDIST:" = Determines how close the player has to be until the target will deploy a random colored chemlight
"CHEMDUR:" = Determines how long the chemlight will emit light until it gets deleted

Usage of special Parameters:
You need to use at least the DIST parameters, example:

Example:
this setVariable ["GOM_CC_special", [true,"POPDIST:",10,"POPDUR:",4], false];
This example will make the target pop up when the player is within 10 metres, and it will stay up for 4 seconds before going down again.

It's possible to combine all Parameters except "SHOOT" and "NOSHOOT", they can't be combined with each other for obvious reasons.


Changelog:
v1.5
- Added custom textures for targets
- Added altitude check so targets won't trigger if you're on a different floor (for combat courses in multi floor buildings)
- Fixed a few minor errors

v1.0
- first release


Forum topic:
- BI forums




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Tags: Combat Course,   Course,   Parcour,   Practice,   Targets