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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 92606 times)

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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #405 on: 03 May 2009, 18:44:14 »
mmmm might be being an F15E the bombs are owned by the WSO (gunner) and not the pilot, in this case you might try to change
_plane action ["useWeapon",_plane,driver _plane, 0];
by
_plane action ["useWeapon",_plane,gunner _plane, 0];

Offline maxsword

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #406 on: 03 May 2009, 20:03:06 »
Mando,

I changed the setting following your instruction swapping pilot and gunner but no results, It doesn't drop anything, even if i change index from 0 to 3.


In the meantime I changed the CAS setting for a bomb run with th f15E dropping CBU. The strange thing now is that the bomblets are shown correctly but.... they are only 2 ( supposed to be more than 50) ..... ???

Here is thepart of the config with the wap. class for the bombs I want to drop. It may be helpful for your analisys.

Thanx
Code: [Select]
class RKTF15E_cbuBomb  : LaserBombCore {
model = "\rktf15c\wep\cbu_mesh";
proxyshape = "\rktf15c\wep\cbu_mesh";
sideAirFriction = 0.200000;
hit = 150;
indirectHit = 100;
indirectHitRange = 14;
thrust = 510;
explosive = 1;
minRange = 500;
minRangeProbab = 0.200000;
midRange = 1500;
midRangeProbab = 0.500000;
maxRange = 3000;
maxRangeProbab = 0.050000;
airLock = "false";
irLock = 1;
laserLock = 1;
trackOversteer = 1;
trackLead = 0.950000;
maneuvrability = 20;
cost = 2000;
soundHit[] = {"\ca\Weapons\Data\Sound\explosion_large1",28.183830,1 };
CraterEffects = "ExploAmmoCrater";
explosionEffects = "ExploAmmoExplosion";
};

class cbuBomblet  : LaserBombCore {
model = "\rktf15c\wep\cbuBomblet";
proxyshape = "\rktf15c\wep\cbuBomblet";
hit = 150;
indirectHit = 100;
indirectHitRange = 14;
thrust = 510;
explosive = 1;
minRange = 500;
minRangeProbab = 0.200000;
midRange = 1500;
midRangeProbab = 0.500000;
maxRange = 3000;
maxRangeProbab = 0.050000;
airLock = "false";
irLock = 1;
laserLock = 1;
trackOversteer = 1;
trackLead = 0.950000;
maneuvrability = 20;
cost = 2000;
soundHit[] = {"\ca\Weapons\Data\Sound\explosion_large1",28.183830,1 };
CraterEffects = "ExploAmmoCrater";
explosionEffects = "ExploAmmoExplosion";
« Last Edit: 04 May 2009, 10:35:41 by Planck »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #407 on: 03 May 2009, 20:40:23 »
CAS and B. Runs there are only for accurate strikes, the bombs are spawned and scripted there, and only two are needed to ensure a direct or quite close impact (expect for SADARM strikes).
It is quite weird that action "useWeapon" doesnt work for the F15E, it should work, in fact, it must work. Which F15E addon are you using? Can you post a download link here?

Offline maxsword

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #408 on: 03 May 2009, 20:58:11 »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #409 on: 03 May 2009, 22:13:58 »
If works well for me with
_plane action ["useWeapon", _plane,gunner _plane, 0];
for both CBU and GBU and carpet bombing missions.

Note that in your code you have only a loop of 2, might be you want to increase it, or decrease the distance from target to drop the first bomb.

Offline maxsword

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #410 on: 03 May 2009, 22:33:52 »
It can't be.....  ???

Mmm...  Does the mission require mando missile in somehow? Becase i'm using ACE which has the mando missile installed in.


But what do u mean with "for both CBU and GBU and carpet bombing missions." Have you managd to get the bomb run with f15 cbu? How?
« Last Edit: 03 May 2009, 22:37:13 by maxsword »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #411 on: 03 May 2009, 22:41:07 »
Again, not bomb runs, not CAS but Carpet Bombing missions. You have an specific button in the console for Carpet Bombing.

Offline maxsword

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #412 on: 03 May 2009, 22:43:22 »
Intresting...

and you got through the CBU and GBU changing the index right?

This is the init file i'm using. it is very basic and come from your mando bombs pack missions.

Code: [Select]
mando_airsupport_armedrec = true;
mando_airsupport_armedrec_man = false; // Set it to true for manual guidance for missiles fired from armed reco planes
mando_airsupport_armedrec_max = 8;
mando_airsupport_bomb_altmax = 1000;
mando_ingress_dir = 170;
mando_airsupport_bomb_alt = 600;
mando_airsupport_cmissile = rhib1;
mando_airsupport_cmissile_pos = [0,-4, 1];
mando_airsupport_cmissile_alt = 300;

mando_airsupport_jump = false; // reinforcements and airborne assault will land and disembark instead of jump from chopper.

mando_support_no_cas = false;
mando_support_no_br = false;
mando_support_no_ff = false;
mando_support_no_sa = false;
mando_support_no_gs = false;
mando_support_no_ab = false;
mando_support_no_cm = false;
mando_support_no_sat = false;
mando_support_no_rc = false;
mando_support_no_ev = false;
mando_support_no_la = false;
mando_support_no_am = false;
mando_support_no_ve = false;
mando_support_no_re = false;
mando_support_no_cp = false;
mando_support_no_cb = false;

mando_airsupport_type = "f15e_cbu_mesh";

mando_airsupport_bomb_type = "RKTF15E_cbuBomb";


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) > 1000) && (alive _plane)} do
   {
      Sleep 1;
   };

   if (alive _plane) then
   {
      for [{_i=0}, {_i<6}, {_i=_i+1}] do
      {
         _plane action ["useWeapon",_plane,gunner _plane, 1];
         Sleep 0.4;
      };
   };
};

// Info text displayed in the setup / info dialog (this is an structured text)

mando_airsupport_info = "Mission info: <br />Try altitudes between 190 and 250m for carpet bombing using AV8B.<br /><br /><t color='#ff0000'>Objetive:</t><br />Destroy vehicles near Cayo and enemy ships aproaching your missile launcher at the NW.<br />Try also the support options available for this mission (all the setup is into init.sqf script).<br /><t color='#ffAA00'>If you destroy the radar tower near your initial position, comms will be lost.</t><br /><br />Note that the options you see below are fully customizable using globals (same as this text block), check online help for more info.";


// Setup dialog options 1, 2 and 3, dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "Gunships support type";
mando_airsupport_opt1_array = ["AH1W", "A10"];
mando_airsupport_opt1_action =
{
   private["_item"];
   _item = _this select 0;
   mando_airsupport_type_ca = _item;
};


mando_airsupport_opt2_text = "Reinforcements type";
mando_airsupport_opt2_array = ["Normal", "Heavy AA","Heavy MG","Engineers"];
mando_airsupport_opt2_action =
{
   private["_item"];
   _item = _this select 0;
   switch (_item) do
   {
      case "Normal":
      {
         mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWAT","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"];
      };

      case "Heavy AA":
      {
         mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWAA","SoldierWAA","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"];
      };

      case "Heavy MG":
      {
         mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWMG","SoldierWMG","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"];
      };

      case "Engineers":
      {
         mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWMiner","SoldierWMiner","SoldierWMiner","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"];
      };
   };
};


mando_airsupport_opt3_text = "Vehicle supply type";
mando_airsupport_opt3_array = ["HMMWV50", "Truck5tMG","Truck5tRepair","M119"];
mando_airsupport_opt3_action =
{
   private["_item"];
   _item = _this select 0;
   mando_airsupport_type_vehicle = _item;
};


mando_airsupport_opt4_text = "Ammo supply options";
mando_airsupport_opt4_array = ["Normal west", "Silenced","Heavy AT"];
mando_airsupport_opt4_action =
{
   private["_item"];
   _item = _this select 0;
   switch (_item) do
   {
      case "Normal west":
      {
         mando_airsupport_magz = [];
         mando_airsupport_weap = [];
      };

      case "Silenced":
      {
         mando_airsupport_magz = [["30Rnd_556x45_StanagSD", 20],["15Rnd_9x19_M9SD", 20]];
         mando_airsupport_weap = [["M4A1SD", 10],["M9SD", 10]];
      };

      case "Heavy AT":
      {
         mando_airsupport_magz = [["Javelin", 3],["M136",9]];
         mando_airsupport_weap = [["Javelin", 3],["M136",3]];
      };
   };
};

// End of options setup dialog configuration


["Air Support Console", {rank player == "CORPORAL"}]execVM"mando_bombs\mando_giveme_console.sqf";
//["Air Support Console", {typeOf player == "SoldierWMiner"}]execVM"mando_bombs\mando_giveme_console.sqf";



titleText["Use armed reconnaissance and cruise missile missions to destroy enemy vehicles and ships.\nClick RC ON button to turn on reco and missile control cameras.\n\nBeware, enemy air activity over your position, use CAP missions to eliminate it.", "PLAIN"];

hint "Use armed reconnaissance and cruise missile missions to destroy enemy vehicles and ships.\n\nClick RC ON button to turn on reco and missile control cameras.\n\nBeware, enemy air activity over your position, use CAP missions to eliminate it.";

// If tower1 is destroyed, comms will be lost
[]spawn
{
   while {true} do
   {
      if (!alive tower1) then
      {
         mando_airsupport_nocomms = 1;
      };
      Sleep 2;
   };
};
« Last Edit: 04 May 2009, 10:40:08 by Planck »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #413 on: 03 May 2009, 23:28:47 »
mando_airsupport_bomb_type = "RKTF15E_cbuBomb"; <- Remove this as these bombs have no effect for CAS / B. Runs.

In the carpet code, change:
 _plane action ["useWeapon",_plane,gunner _plane, 1];
by
 _plane action ["useWeapon",_plane,gunner _plane, 0];

And then try the carpet bombing button.

EDIT:
There is an F15E type for cbu and a different one for gbu.
« Last Edit: 03 May 2009, 23:31:27 by Mandoble »

Offline maxsword

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #414 on: 03 May 2009, 23:49:14 »
Ok mando ,

which type of f15 did u use for your trials?

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #415 on: 03 May 2009, 23:55:53 »
"f15e_cbu_mesh" and "f15e_gbu_mesh"

Offline maxsword

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #416 on: 04 May 2009, 00:38:26 »
May be it's beacuse i'm using ACE.
What do you think?

Tomorow I'll try without it

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #417 on: 04 May 2009, 10:40:51 »
No idea, but I dont use ACE.

Offline Planck

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #418 on: 04 May 2009, 10:42:47 »
Maxsword, please enclose code or quoted code inside code tags.

I have edited your posts to remove the rather annoying emboldened text.   :cool2:


Planck
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Offline laggy

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #419 on: 05 May 2009, 01:51:55 »
Hi Mandoble and thanks for a very amazing script that increases immersion and playability by a 100%  :clap:

EDIT: The below reported problem is fixed by simply adding the mando_missiles (script suite) folder in your mission folder. Nothing has to be done in description.ext or init.sqf since the ACEmod automatically initializes the missile scripts. The problem seemed to occur when vehicles (air) were spawned by the Air Support script. I guess the ACE version of mando_missiles doesn't cover spawned vehicles and you therefore have to add the script suite to your mission folder, otherwise the scripts are not found  :dunno:

In regular ArmA the script really works like a charm, but with ACEmod I get an error message (only) the first time I push a "mission type" button in the dialog. Whatever CAS or BombRun or RE or CB etc. button is pushed the first time gives an error "mando_missiles\long path.....\ .sqf not found". The script seems to work as it should though, it's just annoying.

Not really your problem since your script is flawless without ACEmod, but I searched OFPECforum and the ACEforum and found nothing. Looked in the ACE addons folder and I can't find any "mando" ingredients, even though they use some of your stuff. So with no way of knowing if the "Mando Bombs and Mando Air Support " is used as an addon in ACEmod I was wondering IF using the addon version AND the mission script version at the same time could create such an error. Could there be a variable that needs to be initiated differently ?

Do you have any idea what could cause this issue ?

Like I said... not your problem... guess I'm asking for some overly generous advice  :-[
BUT... wouldn't it be great if one of the best (if not THE best) ArmA scripts worked seamlessly with one of the best ArmA mods  :whistle:

Laggy

« Last Edit: 05 May 2009, 22:52:41 by laggy »
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