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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 93446 times)

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Offline bwoodhouse

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #180 on: 21 Jul 2008, 22:21:08 »
Roger that,

Thanks anyways

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #181 on: 21 Jul 2008, 23:56:07 »
Following new armed reconnaissance option in v1.56 there will be a new capability of reco planes: detect and show in camera vehicles with engines turned on, which directly will enable night attacks.

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #182 on: 22 Jul 2008, 00:07:19 »
Mando,

Cool!!!

BTW, in your previous post @ me, I checked what you said,

He asked for reallocated strikes,
You came up with the new console,
He thanked you,

Was that solved? I couldn't tell.

Luke

P.S. on Page 8, 12th post (I believe).
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #183 on: 22 Jul 2008, 00:20:57 »
This comes from a message already quoted by yourself in the past. If it doesnt do what you are expecting (regenerate air support missions), then check last PM I sent you.
Code: [Select]
// init.sqf

// whatever here


[]spawn
{
   while {true} do
   {
      if (side player == west) then
      {
         if (mando_support_left_WEST < 1) then
         {
            mando_support_left_WEST = 8;
            publicVariable "mando_support_left_WEST";
         };
      };

      if (side player == east) then
      {
         if (mando_support_left_EAST < 1) then
         {
            mando_support_left_EAST = 8;
            publicVariable "mando_support_left_EAST";
         };
      };

      Sleep 5;
   };
};

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #184 on: 22 Jul 2008, 00:28:35 »
I see now.

Yes that does work.

However, what I wish to do is to only get the strike back if the plane(s) are alive, or get back however many are alive.

Luke
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Wort Wort Wort.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #185 on: 22 Jul 2008, 00:38:13 »
That case was already replied via PM  :dry:

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #186 on: 22 Jul 2008, 00:48:30 »
Understood,

But I need some sort of example, else my coding is going to keep biting me in my hind-end.  :(

Luke
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Wort Wort Wort.

Offline monty67t

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #187 on: 25 Jul 2008, 08:20:33 »
Mando, is there a way to increase the altitude on the slider? Right now it only goes to 400 and that's low enough for the aircraft to take small arms fire. Would it be possible to change that slider to maybe 100 to 1000?

Thanks as always, your scripts have changed the way me and my team play, it's greatly appreciated.

Oh, on a side note, here's a little video I made. I changed the recon aircraft to a predator for this. I hope you enjoy it.
http://www.vimeo.com/1401987

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #188 on: 25 Jul 2008, 10:16:57 »
Nice video  :)

Open mando_airsupportdlg.sqf and look for:
Code: [Select]
      if ((mando_airsupport_bomb_alt < 100) || (mando_airsupport_bomb_alt > 400)) then
      {
         mando_airsupport_bomb_alt = 150;
      };

      (_display displayCtrl 23922) sliderSetRange [100, 400];
There change 400 in both lines by your desired max alt.

Now look for:
Code: [Select]
                           _mando_reco_cam_target = [(getPos mando_last_reco select 0)+sin((_angles select 0)+(getDir mando_last_reco))*1500*cos(_angles select 1), (getPos mando_last_reco select 1)+cos((_angles select 0)+(getDir mando_last_reco))*1500*cos(_angles select 1), (getPos mando_last_reco select 2)+sin(_angles select 1)*1500];

And change 1500 by (1500 + your max alt).

In next release I'll add a global var to configure maximum absolute alt for any type of support mission.
« Last Edit: 25 Jul 2008, 10:28:26 by Mandoble »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #189 on: 28 Jul 2008, 19:25:08 »
This was posted by Mateck in BIS forums, reco camera unlock has a major bug in v1.56, and this is the way to fix it:


 I don't know if that was mentioned somewhere, but option to lock on and track moving vehicles have one big bug. After switching off lock on mode the target vehicle disappears ;)
There is an easy way to fix that. Instead of deleting mando_support_laserlogic_target in mando_airsupportdlg.sqf,  I changed it to objNull and it seams to work fine.

Code Sample
mando_support_laserlogic_target = objNull;


While I get a working PC to finish and publish v1.57, make sure to follow these instructions to fix v1.56.

Offline CrazyAce

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #190 on: 29 Jul 2008, 07:45:28 »
I'll ask the question here also and I do understand mandos situation, I hope you get your Vid card up soon man. To bad you're not my neighbor, I'd let you borrow my 8800GTX that just sits in the closet.

Anyway,
From the readme:

Code: [Select]
To use it in your missions:
- Copy mando_bombs into your mission folder.
- If you want to use the Air Support Console, edit (or create) your description.ext file and add:
   // Include required for air support console dialog
   #include "mando_bombs\mando_airsupportdlg.h"
- And now you can use any of the provided scripts at will.

I have to be missing something else here, cuse it doesn't work. It's like I didn't do anything, I can't see the "Air Support Console" in the action menu to call air strikes and such... :wall:
« Last Edit: 29 Jul 2008, 22:40:04 by CrazyAce »

Offline monty67t

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #191 on: 29 Jul 2008, 08:49:03 »
@Mando
You might want to reword the readme to better explain EVERYTHING you have to do to use it in a mission. Right now you find this information in two different sections of the readme. This also threw me off when I first started using the scripts.

@CrazyAce
What you have to do is add the following to the unit's initialization box. You could also add it to a vehicle's initialization box if you wanted to use a vehicle to pull up the air support console.

Code: [Select]
this addAction ["Air Support Console", "mando_bombs\mando_airsupportdlg.sqf"]
OR

Place this in your mission's init.sqs or init.sqf

Code: [Select]
[]execVM"mando_bombs\mando_airsupportdlg.sqf"

Offline CrazyAce

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #192 on: 31 Jul 2008, 02:17:21 »
For Warfare I dissected Pips' warfare mod because I couldn't get the Air Support Console in the action menu to show up and figured that I had to put this line in the "radio trigger" that's placed on the map for the ASC to show in the action menu:
Code: [Select]
player addAction ["Air Support Console", "mando_bombs\mando_airsupportdlg.sqf"]

Doing this made some real challenges. Once the Warfare game starts I go to the map and press the "Alpha" text on the radio; the Alpha text disappears, the radio is still on the map, but I do get the ASC in the action menu. I get to use it in all its glory, and then I die. Upon re-spawn the ASC is no longer in the action menu, when I go to the radio the alpha text is still gone; all that remains is the radio...

So back to the editor and I made the radio trigger repeatable.

Back in game (repeat above) then after death the ASC is missing from the action menu; in the map the radio is there with the alpha text, I press the text and the alpha text doesn't go away, so I press it again thinking that I must have not pressed it the first time. After several clicks I look at the action menu and I have gotten at least 8 ASC commands in the action menu... This is cuse of the repeatable trigger.

So I'm stuck and with a head ache and can use some help, what I'm trying to do is make it so the action menu will always have the ASC option without all the hassle or need for a radio/trigger and stuff for other players.

:edit:
Also for the amount of planes by default being 8, is there an infinity number besides using 99?
« Last Edit: 31 Jul 2008, 02:44:03 by CrazyAce »

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #193 on: 31 Jul 2008, 04:11:55 »
try this:
put a trigger
none present once
cond: true
act: xx=0
then, instead of putting
Code: [Select]
player addAction ["Air Support Console", "mando_bombs\mando_airsupportdlg.sqf"]put
Code: [Select]
player addAction ["Air Support Console", "mando_bombs\mando_airsupportdlg.sqf"];xx=xx+1;in the condition of the trigger, put
Code: [Select]
this && (xx < 1)
put a third trigger
none present reapeatedly
cond: not alive(player)
act: xx=0

see if that works.

(I know it's roundabout, that's just the way I think/I know how)  :P

Luke
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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #194 on: 02 Aug 2008, 01:42:02 »
New v1.57 available:
- Reco camera now shows vehicles with engines on detected in front of the reco airplane, so now you can perform accurate night reco and attack missions.
- SHIFT + rightclick over the camera changes the reco plane destination, now you can guide your reco plane all around the map.
- New globals available, now you can setup initial ingress dir and maximum mission altitude up to 1000m.
- Bombs script modified to be accurate even attacking as high as 1000m AGL.
- Demo mission mando_bombs_armedrec.Sara modified, now your armed reco mission is by night (example video).
- Some minor fixes and additions to the help file.
- Some bugs fixed (Mateck, thanks for the feedback).