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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 93492 times)

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Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #285 on: 23 Sep 2008, 00:35:19 »
OK Thanx!

BTW The support options thing is not making the best of sense to me.

Could you go over how to work it, please?

Luke
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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #286 on: 23 Sep 2008, 23:09:38 »
Open mando_bombs_armedrec.Sara init.sqf, you will see there a section starting with
// Setup dialog options 1, 2 and 3, dont set any of these variables if you dont want special options
and ending with
// End of options setup dialog configuration

For each list you want to configure you need to set three global vars: mando_airsupport_opt1_text, mando_airsupport_opt1_array and mando_airsupport_opt1_action. All of them are already explained in the online help. You set the option title, then the array of texts that will be listed in the list box, and then a code var. This code variable is just a block of code that is executed automatically when the selected option changes, and the code gets a single parameter which is the selected item text. With this selected item text (_this select 0) in your code var you may do whatever you want, for example, changing other global vars affecting the console: vehicle types, soldier types, etc. These blocks of code are yours, so it is up to you to decide what to do inside them.

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #287 on: 24 Sep 2008, 03:58:34 »
Sweet!

Would these be for exclusive use in the Air Support Console?

I.        That is, would that be just for the console,
          such as changing the type of vehicle or ammo in the support "call-downs,"
          or the type of ammo used in the bomb runs...

vs.

II.        having an arty strike at the support area, dropping a mod MOAB or daisy cutter at that location,
          teleporting to that location, or even just use the support menu as a secondary radio feature.

In other words:

Is only statement (I) true, or is both statement (I) and (II) true?

Luke

EDIT:

BTW, Is it possible to 'hide' units from a reco plane?

I have a player attacking a base and should attempt to find if there's scuds there,
(hidden in the hangars) but the reco will still show them as the white dots.

What do I do?
« Last Edit: 24 Sep 2008, 04:01:21 by Luke »
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Offline USM-CPT.Dyson

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #288 on: 24 Sep 2008, 07:45:40 »
How easy is all of this implement so all systems are under the players control?
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Offline Manzilla

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #289 on: 24 Sep 2008, 16:43:55 »
A piece of cake. Just take a look at the various example missions and ReadMe, they are pretty straight forward. Hell if I can implement this anyone can.  :D

There is different ways to set up Mando bombs depending on what you plan on doing, mission wise. But getting the console up and running is simple. The example mission I used as a reference was "mando_bombs_mapdlg_mma.Sara" since I use this in tandem with Mando Missiles. In the beginning I just copy n' pasted the description and Init files over to my mission folder, then added some other stuff from different script packs. To be honest though the best bet is to read over the entire ReadMe as well. I didn't at first but once I did I got the hang it even more. Mando really went above and beyond to spell it out for amateurs like myself. Another really good reference is this thread and the BIS one. I believe there's a few times where he has responded to someone having trouble setting this up. I can't remember for sure though.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #290 on: 24 Sep 2008, 19:10:48 »
Luke, II, which of course includes I.
And no, you cannot hide a vehicle inside an hangar from the reco plane. Now a filter might be applied so only moving or crewed vehicles are transmitted. So if your vehicle is empty and/or stopped it would not be marked in the map.

Offline USM-CPT.Dyson

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #291 on: 24 Sep 2008, 19:42:02 »
Thanks Manzilla, eventually I will implement AI scripts into my mission. What I really really want to know is how to make players able to deploy SADARM and Ammo crates. Also, if a player marked a position for a cruise missile or vehicle drop does Mando Bmbs place a marker. Furthermore, using the recon option on planes, is it realistic that players can target from a ground control center. If not, what's a realistic option for the armed recon?
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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #292 on: 24 Sep 2008, 20:24:46 »
Dyson, just for curiosity, have you played any of the demo missions?

Offline USM-CPT.Dyson

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #293 on: 25 Sep 2008, 00:14:30 »
Yes I have. Don't recall having SADARM control. What are you refering to that I missed in the demos?
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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #294 on: 25 Sep 2008, 00:18:16 »
   The following variables set to true disable corresponding buttons:
   mando_support_no_cas: Disables Close Air Support button (default value is false).
   mando_support_no_br: Disables Bomb run button (default value is false).
   mando_support_no_ff: Disables Free fall bombs button (default value is false).
   mando_support_no_sa: Disables SADARM button (default value is false).
   mando_support_no_gs: Disables Gunships Support button (default value is false).
   mando_support_no_ab: Disables Airborne assault button (default value is false).
   mando_support_no_cm: Disables Cruise missile attack button (default value is false)
   mando_support_no_sat: Disables Cruise missile saturation attack button.
   mando_support_no_rc: Disables reconnaissance button.
   mando_support_no_ev: Disables evacuation button.
   mando_support_no_am: Disables ammo supply button.
   mando_support_no_ve: Disables vehicle supply button.
   mando_support_no_re: Disables Airborne reinforcements button.
   mando_support_no_cp: Disables Combat Air Patrol button.
   mando_support_no_la: Disables laser bombs button.
   mando_support_no_cb: Disables carpet bombing button.


Just make sure mando_support_no_sa is not set to true in your init.sqf and that mando_support_no_br or mando_support_no_cas or both are undefined or set to false.

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #295 on: 25 Sep 2008, 00:40:41 »
Luke, II, which of course includes I.
And no, you cannot hide a vehicle inside an hangar from the reco plane. Now a filter might be applied so only moving or crewed vehicles are transmitted. So if your vehicle is empty and/or stopped it would not be marked in the map.

Does said filter already exist?

And what is the variable for the support location?

Luke
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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #296 on: 25 Sep 2008, 01:00:58 »
Look for this code inside mando_airsupportdlg.sqf:
Code: [Select]
               while {alive _plane} do
               {
                  _array = nearestObjects [[getPos _plane select 0,getPos _plane select 1,0], ["LandVehicle","Ship"], 400];
                  {
                     if (!(_x in _targets) && (_x != _plane) && (side _x != side _plane) && (alive _x)) then
                     {
                        _targets = _targets + [_x];
                     };
                  } forEach _array;
                  Sleep 1;
               };
And add any other condition you need to the if block.

The support location is a local marker named "mk_mandoairsupport".

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #297 on: 25 Sep 2008, 01:09:04 »
So:
Code: [Select]
player setpos getmarkerpos mk_mandoairsupport;
equals

teleport player to location??

Luke
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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #298 on: 25 Sep 2008, 01:23:05 »
No, your code equals to an error, you are missing the quotes in the marker name "mk_mandoairsupport"

Offline USM-CPT.Dyson

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #299 on: 25 Sep 2008, 03:30:09 »
Thanks mando, I was looking through the descriptions you just have. So what mission let's the player pilot drop the SADARM?
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