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Author Topic: Finaly support pack 2 is ready for beta testing (TESTING)  (Read 974 times)

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Offline Michael

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Here is My Support Pack Version 2

Standard 1.08 Mission
http://www.zonekiller.ath.cx/missions/ARMA/ZoneKillers_SupportV2.Sara.pbo

Queens Gambit Mission
http://www.zonekiller.ath.cx/missions/ARMA/ZoneKillers_SupportV2_QG.Sara.pbo

Just the SupportV2 Pack
http://www.zonekiller.ath.cx/missions/ARMA/SupportV2.rar

Updates from SupportV1
----------------------
Changed -- SupportV2 is now PvP playerable for DeathMatches and Team Coops Ect.
Changed -- SupportV2 can now have -West-,-East-,-Guer- sides at the same time.
Changed -- Most of the code to work with PvP. 
Changed -- No need to name any units on the map except the planes listed below and the server "LOGIC"

Added -- Napalm
Added -- Napalm Sounds
Added -- Reinforcement Troops
Added -- Safe Zones 
Added -- AI now can and will do everything a PLayer can do.
Added -- Works with Persistent Servers

It Has:
-------
Artillery
AmmoDrop
AirStrike Bomb / Missile / Naplam
Helicopter Strike
Helicopter Transport Units / Reinforcement Troops 




   FOR PLAYERS AND AI
   WORKS IN SP/MP AND DETICATED SERVERS
   PERSISTENT MISSIONS AND SERVERS
   VERSIONS 1.5 - 1.8 AND QUEENS GAMBIT



What you need to do.
--------------------

You need to do is create a empty AV8B2 and call it WestAir OR/AND GuerAir,
OR/AND a empty SU34B called EastAir depends which sides you want To use the Support Pack.

Put them anywhere you want the planes to start from (does not need to be an airport)

Add A Empty A10 called A10plane as well, if you want A10 Support Planes as well as AV8B2 support planes.

If you are running QUEENS GAMBIT and
If you want a DC3 to do the AmmoDrop
Add A Empty DC3 called DC3plane as well.

THIS MUST BE DONE
------------------

ADD A LOGIC AND CALL IT SERVER
PUT IT ANYWHERE ON THE MAP !!!!!!!!!

If you are using Respawn add a trigger to each sides Respawn Point and call them.
SafeZoneW for West
SafeZoneE for East
SafeZoneG for Guer


Add this line to the init.sqs or init.sqf :
---------------------------------------------
Code: [Select]
[] execVM "SupportV2\Support_CFG.sqf";---------------------------------------------


Add this line to the description.ext :
---------------------------------------------
Code: [Select]
#include "SupportV2\AirStrike\Napalm\sounds\sounds.hpp"---------------------------------------------


Then copy the SupportV2 folder to your Mission Folder.

To Easy!!!!!!!!!!!!

Everything else needed for the mission will be created
10 Seconds after the game starts.

---------------------------------------------
*********************************************
---------------------------------------------





Notes
-----

Target with either the Map with the Radio or Binoculars with the Action Menu..
 
If AIuse = 1 is set the AI will Call
Artillery,AirStrikes and AmmoDrops, Helicopter Strike & Helicopter Transport As well as Reinforcement Troops.

When you use Transport try and give the Helicopter a good Landing Spot as it will try and Land where ever the
marker is.

If you get hit by Napalm run as fast as you can away from the center of the flames
and if you get far enough before you die you have a chance of surviving. But you will still be hurt.

If a Support Event does get stuck "This should not happen" Use the Action Menu or Radio Menu
and Cancel the Support Event. This should send it back to base.

If you Cancel a Transport and it does have AI or Players in it , It will land and let them out
where it can. If the Transport is has a Reinforcement Squad in it , They will be Deleted. 

The AI will Throw Smoke and use Flares when they are under attack,
 

Updates to SupportV2 at http://www.zonekiller.ath.cx/missions/SupportV2.rar



AirStrike
---------
When a Player or AI calls an AirStrike With either the Map or Binoculars
the Target will Determine the Ammo used. On the bottom left of the screen the Airstrike will tell you what it has Targeted.
If the target is nothing or a building the AirStrike
will use Bombs. If the target is a man the AirStrike will use Napalm. If the target is a running Vehicle
the AirStrike will use Missiles and will track the Vehicle and the Marker will also follow the Vehicle.

When a Player calls an AirStrike With the Map the Player can choose which Plane he wants to use if ther are more
than one available.

When a Player calls an AirStrike With the Binoculars or the AI calls an AirStrike the
Plane type will be random of what is available.

West = AV8B2 or A10
East = SU34B
Guer = AV8B2 or A10



AmmoDrop
--------
When a Player calls a AmmoDrop With the Map
the Ammo will be droped where ever you select on the map.
If the Action Menu is used it will drop the Ammo where the Player is.

When the AI call a AmmoDrop the Ammo will be droped at the position of the AI.
At the AmmoDrop A Damaged Medic tent will appear if you go to it
you will automaticly put it up you need to be right next to it.
at night flares and day green smoke, will show you where the ammo is.

If AmmoDrop Plane is not a type DC3 the plane will be random of what is available.

West = AV8B2 or A10
East = SU34B
Guer = AV8B2 or A10

The AmmoDrop Action is the only Action you do not need to use the Binoculars


Artillery
-----------
When a Player or AI calls a Artillery With either the Map or Binoculars
A random number of shells with a random time spacing between explosions.




HeliStrike 
----------
When a Player or AI calls a HeliStrike With either the Map or Binoculars
it will send a fully armed and angry Helicopter to That position that will scan
for Enemys and attempt to destroy them.
On the bottom left of the screen the HeliStrike will tell you what it has Targeted.
Very good for checking if areas are safe.




Transport
--------------------
You Select 2 Points on the map, a Pickup and a Destination point
The Chopper will Pick You and the AI up and take you to the Destination Point

If your leader you have to tell the AI to get in but if the AI group
Have an AI leader they will get in by themselves.

At the Destination Point all cargo, Player and AI will automaticly get out.

When a Player selects Transport with the map a Marker will appear om the map with "Select Here For A New Reinforcement Squad."
if you select that marker as your Pickup Point a new squad of 5 units will be created and transported to where ever
you select on the map as a Destination Point and then eject them from the helicopter and join the squad of who ever
called them AI or Player.

AI can call in Reinforcement Squads as well.

When a Player calls a Transport With the Binoculars the Player selects the Pickup Point with the Action Menu
then what ever the Player is looking at with the Binoculars 5 secons later will be the Destination Point "there
is a count down in the top left corner of the screen" Not used for Reinforcement Squad.



The Support Call Menu
----------------
Use this to call Support while using the map. Also you can cancel the Support Event
with this Menu.



The Action Options Menu
-----------------------
Use this to remove or add the Support Actions from the Action Menu
The Actions can be removed or added at any time as long as they are available.



The Camera Options Menu
-----------------------
You can turn ON or OFF the camera view of the Support Event of the Squad you are in.

Ie: With the AirStrike you will have a top view of the Bombs or Missile view of the Missile.

Ie: With the AmmoDrop you will have a follow view of the Parachute.

Ie: With the Artillery you will have a top view of the Bombs.

Ie: With the HeliStrike you will have a target view of the HeliCopter.

Ie: With the Transport you will have a top view of the HeliCopter at the Pickup and Destination Points.




To Configure what happens
edit the SupportV2\Support_CFG.sqf


/*##########################################################
Turn Support On For All Players Set This To True Only Let Leader Use Support (Leader AI Only As Well) Set This To False
##########################################################*/

MapControlPlayers = true;

/*##########################################################
Set The Timing Of The BombDrop All Ammo Drop Will also Get Set By This; The Higher the Number the Earlier it will Drop
##########################################################*/

DropTiming = 95;

/*##########################################################
Set Delay Minium Time Before You Can Use The Same Support Action {10 = 10 Seconds}
##########################################################*/

Delay = 30;

/*##########################################################
Turn Radio Menu On Set This To 1 -- 0 For Off
##########################################################*/

SupportCall = 1;

/*##########################################################
Turn Camera Menu Options On Set This To 1 -- 0 For Off
##########################################################*/

CameraMenuOn = 1;

/*##########################################################
Turn Action Menu Options On Set This To 1 -- 0 For Off
##########################################################*/

ActionMenuOn = 1;

/*##########################################################
Turn on AI Info Set This To 1 -- 0 For Off  {Used For Debug}
##########################################################*/

AIstats = 0;

/*##########################################################
Turn AI Support On Set This To 1 -- 0 For Off
##########################################################*/

AIuse = 1;

/*##########################################################
Set The Amount Of Chance For The AI To Call Support {20 = 2%}
#########################################################*/

AIFrequency = 250;

/*##########################################################
Set The Amount Of Chance For The AI To Use Smoke {20 = 2%}
##########################################################*/

SmokeFrequency = 200;

/*##########################################################
Set The Amount Of Chance For The AI To Use Flares {20 = 2%}
##########################################################*/

FlareFrequency = 200;

/*##########################################################
Turn AirStrike Support On Set This To 1 -- 0 For Off
##########################################################*/

ASS = 1;

/*##########################################################
Turn AirStrike Missile Support On Set This To 1 -- 0 For Off
##########################################################*/

ASSMissile = 1;

/*##########################################################
Turn AirStrike Napalm Support On Set This To 1 -- 0 For Off
##########################################################*/

ASSNapalm = 1;

/*##########################################################
Turn AmmoDrop Support On Set This To 1 -- 0 For Off
##########################################################*/

ADS = 1;

/*##########################################################
Turn Artillery Support On Set This To 1 -- 0 For Off
##########################################################*/

ARTS = 1;

/*##########################################################
Set Artillery Delay 20 = Random 20 Second Delay(Plus 10 Seconds)
##########################################################*/

ArtilleryDelay = 30;

/*##########################################################
Turn HeliStrike Support On Set This To 1 -- 0 For Off
##########################################################*/

HELIS = 1;

/*##########################################################
Turn Heli Transport Support On Set This To 1 -- 0 For Off
##########################################################*/

HELIT = 1;

/*##########################################################
Set The MAX Distance The TransPort Heli Can Travell -- Set in Meters
##########################################################*/

Transportdist = 5500;

/*##########################################################
Turn Transport Reinforcements Support On Set This To 1 -- 0 For Off
##########################################################*/

Newtroop = 1;

/*##########################################################
Set The Amount Of Chance For The AI To Call Reinforcements {20 = 2%}
##########################################################*/

Maketroop = 100;

/*##########################################################
Set The MIN Distance The Soldier Must be Away From the Leader AI To Be Picked UP -- Set in Meters
##########################################################*/

Awaydis = 550;

/*##########################################################
Turn Plane Markers For Air Support On Set This To 1 -- 0 For Off
##########################################################*/

MarkersAir = 1;

/*##########################################################
Turn Markers For Targets On Set This To 1 -- 0 For Off
##########################################################*/

MarkersTarget = 1;

/*##########################################################
Sets The Area Of The SafeZones -- 100 = 100 Meters --
##########################################################*/

SafeZone = 300;

/*##########################################################
Do Not Edit Past This Line
------------------------------------------------------------
##########################################################*/










Thats it!

HAVE FUN!!

Michael
AkA
ZoneKiller

PS :
Thanks to all those other people
that made scripts that I made use of.
« Last Edit: 03 Feb 2008, 20:00:21 by Loyalguard »

Offline LeeHunt

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  • John 21:25
Re: Finaly support pack 2 is ready for beta testing
« Reply #1 on: 13 Dec 2007, 20:41:48 »
Does this work without Queen's Gambit Michael?  thanks

Offline Michael

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Offline Loyalguard

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Re: Finaly support pack 2 is ready for beta testing
« Reply #3 on: 15 Dec 2007, 02:48:10 »
I've been playing with tonight and really like it.  I do have one suggestion:

I recommend a slight change to your sounds.hpp file and the way you include it in the Description.ext.  The way you currently include the sounds, if the mission maker is adding any custom sounds of his/her own, then the mission will fail to load in the editor and cause ArmA to crash to desktop.  The reason for this is that your current sounds.hpp defines the entire class CfgSounds.  So, when a player tries to add his own sounds to class CfgSounds in the Description.ext, ArmA reports an error because the class already exists.  This is something I just discovered today with my electrical grids script pack.  But, here is an easy solution:

1) Change your sounds.hpp so only sounds are listed, not the entire class cfgSounds (I am only showing the first and last sounds, it does not show all the sounds in interest of saving space):
Code: [Select]
        class napalm
{
name = "napalm";
sound[] = {"\SupportV2\AirStrike\Napalm\sounds\napalm.ogg", db+30, 1.0};
titles[] = {};
};
.
        .
        .
class scream6
{
name = "scream6";
sound[] = {"\SupportV2\AirStrike\Napalm\sounds\scream6.ogg", db-15, 1.0};
titles[] = {};
};

Basically, you are just removing the reference to class CfgSounds and its brackets.

2) Change the way you use the #include statement to something like this (I got the idea from Mando Missiles):
Code: [Select]
class CfgSounds
{
sounds[] = {};   
#include "SupportV2\AirStrike\Napalm\sounds\sounds.hpp"

//Insert other custom sounds or #include lines for your mission here.
};

What this does is define the class cfgSounds in the Description.ext once and then includes your napalm sounds as sounds within that class instead of as an entirely different class CfgSounds.  This in turn allows the mission maker to insert his/her own sounds or other #include lines without conflict.

Again, nice work on this, I plan on checking it out some more over the weekend!

Offline Michael

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Re: Finaly support pack 2 is ready for beta testing
« Reply #4 on: 15 Dec 2007, 23:49:07 »
Good Point i have already looked at that for the final release