Home   Help Search Login Register  

Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 93624 times)

0 Members and 1 Guest are viewing this topic.

Offline Dwarden

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #270 on: 03 Sep 2008, 13:54:38 »
btw. i maybe missed this but is there now prevention for acciendental self bombing ? i mean stuff like double enter etc.
something like warning preventing to bomb self in circle e.g. 100m (ideally definable as  globalvariable)

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #271 on: 03 Sep 2008, 22:30:41 »
New 1.59 BETA, just for testing before 1.59 final release (no mirrors, please).

Including since last beta:
- Black side bars out when in camera mode and console hidden.
- Course changes for reco plane also consider current altitude set with the slider.
- New variable: mando_airsupport_armedrec_man. If set to true, and the reco plane is armed with mando missiles, fired missiles will be TV manually guided (similar to cruise ones, but much less range and different flying characteristics).

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #272 on: 09 Sep 2008, 15:48:23 »
New v1.59 version available:

- Now you can switch between cameras of all missions in-flight (cruise missiles have priority).
- Now you can select LAND or JUMP mode for reinforcements and airborne assaults.
- Now you can set different vehicle types for LAND and JUMP reinforcements or airborne assault missions.
- Setup/Info dialog is now working, you have 5 configurable listboxes and a configurable info text.
- Demo mission mando_bombs_armedrec.Sara updated (Air Support Console v1.59 video).
- Carpet bombing option added.
- Now you may control comms state with a new global var, if value = 1, no comms so console will not work.
- Added a new read-only global array with all the vehicles of the leaders in current missions.
- Now you can control the side of the console with a new global var.
- Now you can switch the control mode of missiles fired by reco planes to manual (TV) mode with a new global.
- Lateral widescreen bars gone when in camera mode and console hidden.
- If you change the course of a reco plane, it will consider also the current altitude set in the slider.
- More details, examples and explanations added to the help file.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #273 on: 11 Sep 2008, 02:24:20 »
Mando,

Four things:

Is it possible to set a separate missile launcher for each faction?

Could you have the evac chopper take note of the height?

Could you make the chopper be camera steerable (like the reco cam) with a point and click interface,
maybe with FLIR (nice BTW), have a jump/land switch which will have it hover/lad over/at the destination,
and maybe a 'hold' button that will have it hover where it is at until toggled off?

And possibly add a DPICM style-Clusterbomb.

Just a few more ideas.

Luke
Pesky Human!!
Wort Wort Wort.

Offline Dwarden

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #274 on: 11 Sep 2008, 20:07:38 »
i was wondering could be possible to use number of planes for other options like GS/CP (instead of fixed two)
and if this is selected for AB / RE / EV they will become escort copters of same type with just crew (pilot+gunner(s))

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #275 on: 13 Sep 2008, 18:29:55 »
Luke,
- You already have that:
Code: [Select]
if (side player == west) then
{
   mando_airsupport_cmissile = rhib1;
}
else
{
   mando_airsupport_cmissile = my_east_launcher1;
};
- take note of the height?
- No, the evac option must "free" the hands of the console operator as soon as the route has been set.
- if you mean this, then you are talking about artillery.

Dwarden, the list of number of planes has two purposes, to select the number of planes for a CAS or BR mission, but also to show the number of planes left. So it cannot be used for anything else than bombing mission (a single type of mission), else you would need a separate list per mission type.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #276 on: 13 Sep 2008, 19:25:01 »
Okay, How about something like this?

(I chose a british munition because Wikipedian info on US cluster bombs is pitiful.)

Just catch the mando missile when lauched, it falls to around 30 (or however many, feet above the target),
and dispersise in random intervals to a random distance, G_40mm_he and maybe Sh_122_he, or something.

That way it poses a threat to all men and vehicles, and to heavier vehicles like a Stryker or other armour.

Luke
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #277 on: 14 Sep 2008, 17:15:49 »
New v1.60 available:
- Now you can use static objects and static weapons for vehicle supply missions in both, console and non console air support.
- New code global vars that are executed when reinforcements and airborne assault groups are created.
- New global to set LAND or JUMP modes, last seleted mode is kept next time you open the console.
- Civilian1 was causing problems, not substituted by Civilian11 for any civilian mission.
- Online help updated.
- Last support position is keep as current support position next time you open the console.


Offline Shadow.D. ^BOB^

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #278 on: 14 Sep 2008, 19:47:25 »
Wicked work mandoble, cant believe how far this has come.  Just a quick question, the carpet bomb aircraft; is there a way these could be deleted once the run has been complete?  At the moment they return after the bomb run and engage targets with the cannon.  Generally this means they get shot down lol.

Just a thought, cheers.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #279 on: 14 Sep 2008, 19:58:52 »
You may delete them in the code global var with is executed for the carpet bombing missions. That pieze of code inside the var (mando_airsupport_carpetcode) is up to the mission designer to modify. You may also switch the behaviour to CARELESS and the combat mode to BLUE just after dropping the bombs, that should prevent it to engange targets after the bombing.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #280 on: 14 Sep 2008, 23:43:43 »
How does one work the support options?

Luke
Pesky Human!!
Wort Wort Wort.

Offline MRO204

  • Members
  • *
  • I'm a llama!
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #281 on: 18 Sep 2008, 16:18:35 »
How can i make this:

Quote
res =  ["Air Support Console", {(typeOf vehicle player == "HMMWV") && (player == driver vehicle player)}]execVM"mando_bombs\mando_giveme_console.sqf";

so if they TypeOf player is a SoldierWMiner class and only that class of player can get the Airsupport Options.. ive tried a million differnt ways lol.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #282 on: 18 Sep 2008, 20:56:47 »
This works for me:
Code: [Select]
["Air Support Console", {typeOf player == "SoldierWMiner"}]execVM"mando_bombs\mando_giveme_console.sqf";

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #283 on: 22 Sep 2008, 03:22:37 »
Does givemeconsole only give the actions, or can it remove them to?

Say cond: "Radio_set" in weapons player.

Does that mean if I drop the radio set I still have the action?

(Sorry, I know this is testable, but have never used it and am considering such.)

Luke
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #284 on: 22 Sep 2008, 10:37:48 »
That script provides the action and also removes it when the conditions to have the console are not met.