Home   Help Search Login Register  

Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 92760 times)

0 Members and 3 Guests are viewing this topic.

Offline maxsword

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #390 on: 27 Apr 2009, 22:05:32 »
Mandoble,

Here I am again begging for help.

Here's the problem: I'd like to have the possibility to choose different planes with different weapons when I ask for CAS or Bomb Run. What I understood is that the multiple choise is possible tweaking on the gunship support array.
Am I right?
How can I fix that?

BTW  I assigned the weapons class for cluster bomb or napalm on the A10 for the CAS / BOMB RUN  but it works in a bit weird: the bombs hit the ground without any effects (large smoke for cluster bomb or flames for napalm...) Any idea ?

Thanx in advance.. 

Offline FrancisBacon

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #391 on: 28 Apr 2009, 00:36:46 »
max - I believe you're asking for help assigning different aircraft to bomb runs in the console setup and info section?  If so you need to add something like this to your init.sqf

mando_airsupport_opt1_text = "CAS Type";
mando_airsupport_opt1_array = ["define aircraft class here","define second aircraft class here","etc, etc"];
mando_airsupport_opt1_action =
{
   private["_item"];
   _item = _this select 0;
   mando_airsupport_type = _item;
};

if you have already defined the opt1 array, then substitute 1 for 2 up until 5.  I'm not sure if this will work but it should.

Offline maxsword

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #392 on: 28 Apr 2009, 20:31:12 »
FrancisBacon,

Tanx for te reply but it seems not to be working at all: In the cosolle the button SETUP and info is not selectable.

However, here's my init.sqf

 // Mando Missile ArmA Initialization
[]execVM "mando_missiles\mando_missileinit.sqf";

// Air Support Initialisation
[]execVM "Scripts\aircinit.sqf";

// Init Artillery
[]exec "Scripts\arty_options.sqs";

//[] spawn { execVM "gestioneConvoglio.sqf"};

//[] execVM "SupportV2\Support_CFG.sqf";

["DEBUG_CLIENT_SERVER"] call compile preprocessFileLineNumbers "SPON\Core\initCore.sqf";
call compile preprocessFileLineNumbers "SPON\Recognise\initRecognise.sqf";
["SIDE"] call SPON_Recog_setAffects; // Only recognise people on your GROUP.
[40] call SPON_Recog_setRangeInfantry; // Reduce infantry recognition range to 10m

mando_airsupport_type_rc = "EMSI_MRQUAVS2";
mando_airsupport_type_ca = "ACE_AH64_AGM_HE";
mando_airsupport_type_ve = "ACE_CH47D";
mando_airsupport_type_ev = "ACE_CH47D_MED";
mando_airsupport_armedrec = true;
mando_airsupport_armedrec_man = false;
mando_airsupport_armedrec_max = 4;
mando_airsupport_rec_captive = true;
mando_support_left_WEST = 2;
mando_support_left_ca_WEST = 2;
mando_support_left_rc_WEST = 2;
mando_support_left_ev_WEST = 5;
mando_support_left_ve_WEST = 1;
mando_support_left_la_WEST = 1;
mando_support_left_cb_WEST = 1;
mando_support_left_cm_WEST = 1;
mando_airsupport_bomb_altmax = 1000;
mando_ingress_dir = 0;
mando_airsupport_bomb_alt = 100;

mando_support_no_cas = false;
mando_support_no_br = false;
mando_support_no_ff = true;
mando_support_no_sa = true;
mando_support_no_gs = false;
mando_support_no_ab = true;
mando_support_no_cm = true;
mando_support_no_sat = true;
mando_support_no_rc = false;

// Info text displayed in the setup / info dialog (this is an structured text)
mando_airsupport_info = "EXAMPLE TEXT";


// Setup dialog options 1, 2 and 3, dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "CAS Type";
mando_airsupport_opt1_array = ["A10","AT_A10_CBU","f15e_cbu_mesh"];
mando_airsupport_opt1_action =
{
   private["_item"];
   _item = _this select 0;
   mando_airsupport_type = _item;
};


Does anybody see any missing or wrong part?

Thanx


Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #393 on: 30 Apr 2009, 21:55:37 »
Sorry if I'm late, was suffering a long business trip, how is that that button is not selectable? Are you sure you are using last console version?

Offline maxsword

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #394 on: 01 May 2009, 13:57:51 »
Hey Mandoble, It's good to hear you.

Well.... it's a good point, where can I check vor the  latest version?

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #395 on: 01 May 2009, 14:09:47 »
Here, as well as in the first post of this thread.

Offline maxsword

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #396 on: 01 May 2009, 15:52:07 »
Mandoble,

You're right. I was working with a previous version of the scripts. :whistle:

But now the problem is: why the bombs explosion effects are all the same for all 3 different aircraft, supposed to carry different loads (Mk77-napalm, Mk20-cluster, Mk83)?

thanx



Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #397 on: 01 May 2009, 19:49:54 »
If you are talking about bomb run and CAS mission, the bomb type is determined by a global var named mando_airsupport_bomb_type, its default value is "Bo_GBU12_LGB", but you can change it at will from init.sqf or from DLG SETUP/INFO.

Check for all globals you may play with here.

Offline maxsword

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #398 on: 01 May 2009, 20:26:00 »
Thanx Mandoble,

I fixed the problem and now I have multiple weapons choices for aircraft.

But now...  what's going on with those bombs? They work a bit weird.

I see them being dropped from the plane, and when they hit the ground no effect or explosion or damage happen. And the curious think is that if I personally fly the plane dropping those bombs ( I'm talking about  AT_Napalm.pbo
AT_Rockeye.pbo ) they work fine. Strange isn't it?

Thanx for any suggestions

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #399 on: 01 May 2009, 21:23:09 »
might be these bombs types cannot be spawned, the console uses createvehicle to spawn them for CAS and bomb run missions. Probably you can use these directly in carpet bombing missions but not for accurate CAS or B. runs, carpet bombing uses a custom code variable you should initialize (init.sqf, for example), and there you can use any inboard weapon the plane has. Look in the help page for more info and examples.

Offline maxsword

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #400 on: 01 May 2009, 23:17:31 »
Mandoble ,

can u be more specific on that, may be with examples?

Thanx

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #401 on: 02 May 2009, 00:02:34 »
mando_airsupport_carpetcode: Code global var with code for carpet bombing, receives plane and target position as arguments.

Code variable example for carpet bombing using AV8B with 6 bombs, this might be setup directly into your init.sqf

Code: [Select]
// Carpet bombing custom code global variable for AV8B
mando_airsupport_carpetcode =
{
   private["_plane", "_targetpos"];
   _plane = _this select 0;
   _targetpos = _this select 1;

   // Wait until horizontal distance between plane and target position is < 2000m or until plane is destroyed
   while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
   {
      Sleep 1;
   };

   // If the plane is alive, it drops 6 bombs in sequence.
   if (alive _plane) then
   {
      for [{_i=0}, {_i<6}, {_i=_i+1}] do
      {
         // A bomb is dropped, index 0 is for LGBs in the AV8B, if you change the plane type, set here the correct weapon index for bombs
         _plane action ["useWeapon",_plane,driver _plane, 0];
         Sleep 0.4;
      };
   };
};

This variable applies for carpet bombing missions. The last parameter of "useWeapon" action is the weapon index of the plane type you want to use for carpet bombing. For example, 0 for the AV8B makes it to drop a single LGB. In the example above this is executed in a loop to drop the six bombs of the AV8B with an small delay of 0.4 secs between each bomb. The distance from target for the first bomb is set to 2000m, this applies to the combo of av8B + LGB, you may adjust it at will for your desired plane/bombs combo.

Offline maxsword

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #402 on: 03 May 2009, 17:42:03 »
Mando,

this is what I wrote in the init but nothing happened. 

mando_airsupport_type_cb = "f15e_cbu_mesh";



// Carpet bombing custom code global variable for f15
mando_airsupport_carpetcode =
{
   private["_plane", "_targetpos"];
   _plane = _this select 0;
   _targetpos = _this select 1;
   while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
   {
      Sleep 1;
   };

   if (alive _plane) then
   {
      for [{_i=0}, {_i<2}, {_i=_i+1}] do
      {
         _plane action ["useWeapon",_plane,driver _plane, 0];
         Sleep 0.4;
      };
   };
};


HELP pls :weeping:

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #403 on: 03 May 2009, 17:44:31 »
Are you calling for Carpet Bombing missions? Because that has no effect for CAS or B. Runs.

If so, might be the weapon index for the bombs is not 0, then you might try with 1, 2, 3, etc, for example: _plane action ["useWeapon",_plane,driver _plane, 1];

Offline maxsword

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #404 on: 03 May 2009, 17:52:09 »
Mando,

That was already done without effects. :weeping:

BTW, where is located the index in the plane mod? may be in config?
« Last Edit: 03 May 2009, 18:00:01 by maxsword »