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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 93542 times)

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Offline Vengeance

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #240 on: 13 Aug 2008, 23:24:14 »
Mandoble,

Nice work!  I am trying to use the NEW Sound Feature and I have configured using your example script (changing the name of the ogg file) in the readme file and put a ogg file in the sound folder but it doesn't play when I request via console?  I didn't see an example mission using the NEW Sound feature, do you have one?

Thanks
Vengeance

Offline Mandoble

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    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #241 on: 13 Aug 2008, 23:58:04 »
First make sure your ogg sound works correctly, you may setup as basic sound and then try it with Say command. When you are sure the ogg works, proceed with the radio configuration, for example:
Code: [Select]
// description.ext file
class CfgRadio
{
   sounds[] = {};
   class my_request_cap
   {
      name = "my_request_cap";
      sound[] = {"cap_request.ogg", db-0, 1.0};
      title = "Requesting combat air patrol.";
   };

   class my_reply_cap
   {
      name = "my_reply_cap";
      sound[] = {"cap_reply.ogg", db-0, 1.0};
      title = "Fighters on the way.";
   };
};

Now you need to setup the corresponding globals in your init.sqf:
Code: [Select]
mando_radio_req_cp = "my_request_cap";
mando_radio_rep_cp = "my_reply_cap";

Also if you want more space (time) between request and reply change mando_console_radio_delay global var to the desired ammount of seconds (default wait is 4 secs).

Note that some missions are able to use 3 radio messages: request, reply and ready. For example a vehicle supply, when the vehicle is ready at destination you will get the ready radio messages.

In the online help you have all these vars and example of radio config. Also dont forget to reload your mission once the oggs are placed in the sound folder and the description.ext is modified.

Offline Vengeance

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #242 on: 14 Aug 2008, 00:05:36 »
Ok thank you I am using a default ARMA sound file M06r03.ogg, I did test it with Media Player but not as SAY so I will do that. I am also only using 1 command:

mando_radio_req_re = reply_rein_sound;

Description File:
// Mando Sound
class CfgRadio
{
   sounds[] = {};
   class reply_rein_sound
   {
      name = "";
      sound[] = {"M06r03.ogg", db-0, 1.0};
      title = "Reinforcements on the way.";
   };
};

Do I have to use all of the available ones for each type of call?


« Last Edit: 14 Aug 2008, 00:07:22 by Vengeance »

Offline Mandoble

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    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #243 on: 14 Aug 2008, 00:12:13 »
Code: [Select]
mando_radio_req_re = reply_rein_sound;
------>

Code: [Select]
mando_radio_req_re = "reply_rein_sound"; <<< With quotes

Offline Vengeance

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #244 on: 14 Aug 2008, 00:15:30 »
 :whistle: Ok I feel real stupid right now. Thanks  :-[

Offline Shadow.D. ^BOB^

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #245 on: 14 Aug 2008, 15:10:01 »
A question for anyone using the Predator UAV addon for the recon flight, i seem to be having a bit of trouble with the UAV flying to the target area, when i call one in then go to the Camera view, the UAV just seems to do circles, it takes some manual destination and target clicking to get it to go over the target area.  It seems to have only just started doing it since the 1.58 update.

Has anyone had a similar problem?

Cheers

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #246 on: 14 Aug 2008, 17:33:01 »
Yes, I did as well,
However, well before '.58

I believe it to be some kind of terrain avoidance feature, while say a harrier is moving to fast to turn around.

Also most jets seemed to do that anywhere above 1000 m

Luke
Pesky Human!!
Wort Wort Wort.

Offline CrazyAce

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #247 on: 14 Aug 2008, 18:44:53 »
I still have no problem with the UAV... I left my altitude to 150 and was able to view my destination just fine, although it is very slow and at that low altitude the plan gets shotup badly, I wouldn't recommend it.

Offline Mark82101

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #248 on: 15 Aug 2008, 19:54:06 »
Hi Mando  :D and hi all! I'm new here.  :)

My congratulations Mando, for your awesome work... I use a lot of time your air support pack (with cruise too) in my missions :)
But when I use it in MP missions I've a problem when I respawn.... I can't see "air support action" in my menĂ¹ action.
How I can re add the air support action when I'm respawned?
Sorry for this question, I've see other posts about this problem, but, I don't have understand how re add the action when I'm died.  :no:

If other one have the solution then, I will be so happy... :)

Mark.

Offline CrazyAce

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #249 on: 15 Aug 2008, 21:31:00 »
@Mark

what I had to do to get around this is place a radio trigger with these peramiters:



Code: [Select]
On Act:  player addAction ["Air Support Console", "Mando_bombs\mando_airsupportdlg.sqf"];

The only bad part about doing it this way is that you have to click the ALPHA text on the radio in the map every time after you died and because its set to repeat, if you click the ALPHA text more than one time per living session it will double up on the action menu.

Also check the online help for this mod, there are a few other ways to make this work. Do a search on that page for death you will find it.
« Last Edit: 15 Aug 2008, 21:35:11 by CrazyAce »

Offline Mark82101

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #250 on: 15 Aug 2008, 21:41:18 »
Hey thanks mate :) is a good way!
But I've just found the better way looking your link page:

Simple example of action reasignment after player's death:
// init.sqf
[]spawn
{
   while {true} do
   {
      player addAction ["Air Support console", "mando_airsupportdlg.sqf"];
      waitUntil {!alive player};
      waitUntil {alive player};
   };
};

THANKSSSSSSSSSSSSSSSSSSSSSSSSS!  :D

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #251 on: 18 Aug 2008, 07:02:24 »
Thank you, Mark!!  :clap:

I know this has been a problem for us (I really can only speak for me),
and thank you for smacking me in the face with a good taste of logic!

Simplicity and efficiency rule once again!! :good:

Luke

Oh and :welcome:!!
Pesky Human!!
Wort Wort Wort.

Offline Vengeance

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #252 on: 21 Aug 2008, 15:08:21 »
Mandoble,

How would I enable the SAM (Patriot Missle) for all of a class of vehicle when spawned by DAC like the "ZSU".  I want all of those that I spawn in Zones at different times to have SAM capability.   Not sure if this can be done?

Thanks
Vengeance

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #253 on: 22 Aug 2008, 12:08:02 »
with the new version there is a universal script to add the action even after respawns, check mando_add_hitch.sqf.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #254 on: 22 Aug 2008, 12:12:02 »
Vengeance, you may run this script server side (this is a mando missile question, not mando bombs):
Code: [Select]
if (isServer) then
{
   []spawn
   {
      {
         if (typeOf _x == "ZSU") then
         {
            _mando_setup = (_x getVariable "mando_setup");
            if (isNil "_mando_setup") then
            {
               // one of every three existing shilkas will be a SAM
               if ((random 100) > 33) then
               {
                  Sleep 1;
                  _disp = _x;
                  _posunit = 1;
                  _ttype = ["Air"];
                  _quantity = 12;
                  _minrange = 500;
                  _maxrange = 3000;
                  _rof = 6;
                  _pos = [0,-1,0, 2];
                  _scan = 360;
                  _mink = 0;
                  _enemies = [west,sideEnemy];
                  _antimissile = false;
                  _fixed_firing_direction = false;
                  _initially_active = true;
                  [_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, _antimissile, _fixed_firing_direction, _initially_active, true]exec"mando_missiles\units\attackers\mando_hawk.sqs";
                  _x setVariable["mando_setup", 1];
               }
               else
               {
                  _x setVariable["mando_setup", 0];
               };
            };
         };
      } forEach vehicles;
      Sleep 15;
   };
};
In this case, a spawned ZSU has 33% chances to be a sam launcher. You may increase the % at will.