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Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Mandoble on 19 Feb 2008, 21:28:20

Title: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 19 Feb 2008, 21:28:20
(http://www.terra.es/personal2/matias.s/mando_bombs.jpg)

A plane will perform real and accurate free fall or SADARM bombs run against indicated object or coordinates.

Use any plane you want with any bomb class available in ArmA, external addons or the scripted SADARM and execute deadly bomb runs against any unit, vehicle, building, object or coordinates.

Read the Mando Bombs ArmA online help (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm) for more info about demo missions and scripts usage.

Included also the Mando Air Support Console, from where you may order bomb runs over map positions or call for close air support where the planes will select targets within 500m from the indicated support center.

And now you can use also SADARM (http://en.wikipedia.org/wiki/SADARM) dropped from planes, ground deployed or fired by artillery or tank units.

Get Mando Bombs ArmA v1.61 (http://www.ofpec.com/ed_depot/index.php?action=details&id=524)

Changes in v1.61:
- No more unlimited missiles for armed reconnaissance missions.
- Armed reconnaissance missiles maneouverability increased.
- More friendly camera control, now you dont need to fight the plane movements while aiming with the camera.
- Camera speed increased and also adjusted based on zoom level. Overal speed increased and fine control even with maximum zoom.
- Camera for non reco missions is now steerable, but you cannot zoon in it.
- Mando Missile visual launcher using SADARM bombs included (mando_bombs_airsadarm.Intro demo mission).


Changes in v1.60:
- 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.


Changes in v1.59:
- 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 (http://www.youtube.com/watch?v=Q3hHKDsZlLA)).
- 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.


See it in action (http://www.youtube.com/watch?v=3AlMlDE4NbY)
Air Support Console (http://www.youtube.com/watch?v=NQ3eECdYsVk)
Air Support Console reco and cruise missiles (http://www.youtube.com/watch?v=Q3hHKDsZlLA)
Ground deployed SADARM (http://www.youtube.com/watch?v=GSDBfus5b84)
SADARM saturation bombardment (http://www.youtube.com/watch?v=jP5h26at0d4)
Armed Reconnaissance (http://www.youtube.com/watch?v=Q3hHKDsZlLA)
Title: Re: Mando Bombs (ACCEPTED)
Post by: LeeHunt on 20 Feb 2008, 17:12:01
thanks for creating this!!  A really good bomb run script is a "must" in nearly every mission  :good:
Title: Re: Mando Bombs (ACCEPTED)
Post by: HataKilla on 20 Feb 2008, 21:52:24
Lol its as if you read my reply
http://www.armedassault.info/index.php?cat=comments&type=news&id=505
 and thought, Hmm, I can do that.
Title: Re: Mando Bombs (ACCEPTED)
Post by: Mandoble on 20 Feb 2008, 22:08:11
An Avro Vulcan would never have this level of accuracy  :P
Title: Re: Mando Bombs (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 21 Feb 2008, 00:53:19
Great script very handy, just a thought... Would it be possible to have the strike coordinates on a map click, and have the aircraft spawn and carry out the fast air mission on a trigger?  Im in the process of making some British recce patrols and firefights, eventually to go onto an afghan map, as alot of the time an airstrike is needed to break contact with the enemy, would be good if it could be done in game.

Cheers and thx again for the script.
Title: Re: Mando Bombs (ACCEPTED)
Post by: Mandoble on 21 Feb 2008, 02:01:44
Sure, expect an updated version tomorrow including the call for air support script.
Title: Re: Mando Bombs (ACCEPTED)
Post by: Blanco on 21 Feb 2008, 18:54:31
In the demo I changed one of the empty tanks into a manned one and the planes won't perform the bombruns.
They just flew over a few times (very very slow) but none of them dropped any bombs.  :confused:

I saw when they're under fire they make some evasive moves, is that part of the script or is that just the AI?

Title: Re: Mando Bombs (ACCEPTED)
Post by: Mandoble on 21 Feb 2008, 20:24:33
And what name did you give to the named one?

EDIT: If name is correct, set this into the init field of the planes to ensure they dont engange by their own:
Code: [Select]
this setCombatMode "BLUE";this setBehaviour "CARELESS"
Title: Re: Mando Bombs (ACCEPTED)
Post by: Mandoble on 23 Feb 2008, 16:56:05
Bombs script updated to 1.1
Added also Air Support console script.
Title: Re: Mando Bombs (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 23 Feb 2008, 20:27:40
Spot on m8...  Keep that fast air coming  :good:
Title: Re: Mando Bombs (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 24 Feb 2008, 04:01:45
Hey Mandoble, is there a way i can change the time before the jets begin the attack run? e.g  sometimes it can take 30/40 mins for fast air to become available.

Cheers dude...
Title: Re: Mando Bombs (ACCEPTED)
Post by: finneyz24 on 24 Feb 2008, 04:07:28
Great job on the script I love it.  The only problem I have is when I respawn I can't use it again.  :(  If I walk up to my corpse I can use it from my corpse.  If anyone has any ideas I'm open.
Title: Re: Mando Bombs (ACCEPTED)
Post by: Mandoble on 24 Feb 2008, 04:12:25
Shadow.D., this is part of the header of mando_airsupportdlg.sqf

Code: [Select]
This script uses the following set of global variables:
   mando_support_left_WEST: Maximum number of west planes available for bomb run or cas missions (default value is 8).
   mando_support_left_EAST: Maximum number of east planes available for bomb run or cas missions (default value is 8).
   mando_support_left_GUER: Maximum number of res planes available for bomb run or cas missions (default value is 8).
   mando_support_left_CIV: Maximum number of civ planes available for bomb run or cas missions (default value is 8).
   mando_airsupport_type: type of plane for the missions (default value is "AV8B2" for west and "Su34B" for east).
   mando_airsupport_range: Range from target where the planes will be spawned (default and minimum value is 3500).
   mando_airsupport_max_cas: In close air support, maximum number of attacks per plane (default value is 2).

   Before executing this script you may set the desired values for the previous variables, if you dont, default values will be used.

What you can do is to increase mando_airsupport_range, so the planes will be spawned as far as you want from the indicated support position. You can also make the action menu available for the player 30m after he has done something else, for example, a general air support request by radio, after that time the planes "are" close and ready to receive accurate air support info, and then you add the action to the player, or you just open automatically the console executing the script directly. This way the player will need to wait 30 mins, but the planes will be not flying from the outer space for 30 mins.

finneyz24, if you use the script via action menu attached to the player, like in the example mission, it is up to you to when to add the action to the player again once he "lives" again, just like anyother menu action you would add to your players. You may also add the action to a vehicle or an object (a computer, for example), so the action would be there regardless player respawns.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: chip360 on 24 Feb 2008, 10:13:46
Hi there Mando,

Another Excellent script  :good:

One question, I am trying to add this to EvolutionSP and I was succesful adding it via action menu, but I would like to know a little more specifically how to activate with radio command (trigger) ?

I created a trigger for activation radio foxtrot and added this into my init:

res = execVM"mando_airsupportdlg.sqf"

Anywho, before via action menu the console popped right up, but now when I activate it this way nothing happens...

I dont get any error messages, just nothing happens. Do you know how I could fix this?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 24 Feb 2008, 10:45:03
Air Support console updated to v1.1


chip360, there is an error in the documentation of the mando_airsupportdlg.sqf v1.0 script, if you execute it directly, you need to pass an object as first and single parameter (any object, or even objNull):
Code: [Select]
res = [objNull]execVM"mando_airsupportdlg.sqf" <- This for the on Act. field of your radio trigger.

You may get the new 1.1 version of the console and you will only need to execute the script without parameters.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 24 Feb 2008, 18:29:25
Cheers for that Mandoble, after i posted i thought about doing it the way you suggested...   Thanks anyway and once again great script.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: chip360 on 24 Feb 2008, 20:42:49
Thank you so very much Mandoble for your support!

This makes an Excellent addition to my missions  :D Keep up the absolutely amazing work =]
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Blanco on 25 Feb 2008, 00:54:49
Great script, it works much better now for me and that console is a nice addition.

The second demo mission (mando_bombs_map.Intro) doesn't work for me. (Arma 1.09 beta)
When the map shows up for the coords only the overlay is shown. It's not a functional map, I can't click it. (I fire instead)





Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 25 Feb 2008, 04:48:28
I had this issue at 1st aswell, ive since delelted all the target's and markers and it seems to work fine...    A simple thing, have u tried pressing the map key a couple of times if u get this problem?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 25 Feb 2008, 09:19:23
The onMapSingleClick example only uses "forceMap true" to open the map. If this fails in 1.09 opening a grid without map, then it should be a new 1.09 issue.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: hank_officer on 26 Feb 2008, 15:09:41
i found a bug in airsupport control...

I called support, close airsupport control.
then i open it again,but i can call support again?
first support still ingressing = =
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 26 Feb 2008, 15:19:13
Yes, you can do that as long as you have planes left. But if you do, the info of the planes still executing the previous mission will be overwritten by the info of the planes in the current mission. So, if you want to keep track of a single mission, dont ask for a second mission before the current one ends. If you dont care about having several infos at the same time, and if you are fast (because buttons might get disabled as soon as current mission planes updates their states), then you can order more support missions.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Hoot1988 on 28 Feb 2008, 01:41:35
hey nice script youve got here however i think ive found a bug with the mando_bombs_map demo.

I press 0-0-1 then go to the map to select where i want the CAS to attack however my aimer sights are still on the screen and when i try to click on the map i fire a round.

am i doing something wrong? also can this be used on groups of infantry or do all targets have to be named in the mission?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 28 Feb 2008, 01:43:06
Nope, it seems there is a bug with 1.09beta and forceMap true command, because you are using 1.09beta, right?

EDIT:
anyway, that example mission is just an example of onMapSingleClick usage, you may implement your own way for that.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Hoot1988 on 28 Feb 2008, 01:55:22
Im not actually running 1.09 i only recently got my computer back from repairs and got arround to installing ArmA today.

Im running Queens Gambit tho, and Vista if that helps at all?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Hoot1988 on 28 Feb 2008, 20:08:12
hey, after some more testing today the problem only seems to occur on 1.08 when you radio 0-0-1 before you go to the map. however if you go to the map first then radio 0-0-1 then you can call in the strike properly.

thanks.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Martin_BM on 01 Mar 2008, 12:01:50
Hi
This "on map click" script is awsome but i have some questions. Can i change amount of bombs dropped in one attack round ?. I have one idea but i know nothing about scripting  ::), I was trying to use fake ir marker or smoksehell as a target and make plane drop his loadout after specific time after smokeshell or ir marker is placed. It is possible ?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 01 Mar 2008, 12:47:08
Do you mean to order a plane to attack the position of a smokeshell? Anyway, you can attack any position or object you provide to the script. And yes, you can change the ammount of bombs used in a bomb run in this section of code:
Code: [Select]

         [_plane, _type, _posb] spawn mando_drop_bomb;
 
         sleep 0.1;
 
         [_plane, _type, [-(_posb select 0), _posb select 1, _posb select 2]] spawn mando_drop_bomb;

If drops a bomb from right pilon and 0.1 secs later another from left pilon (as long as _posb select 0 is different than 0, else both bombs will fall from the center of plane).

But these bombs are quite accurate, in fact a single one is enough to ensure almost a direct hit in a small vehicle.

For example, for four bombs:
Code: [Select]
         [_plane, _type, _posb] spawn mando_drop_bomb;
         sleep 0.1;
         [_plane, _type, [-(_posb select 0), _posb select 1, _posb select 2]] spawn mando_drop_bomb;
         sleep 0.1;
         [_plane, _type, _posb] spawn mando_drop_bomb;
         sleep 0.1;
         [_plane, _type, [-(_posb select 0), _posb select 1, _posb select 2]] spawn mando_drop_bomb;
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 09 Mar 2008, 12:05:47
Mando Bombs ArmA updated to v1.2 including basic and advanced air support and bomb runs and SADARM devices for planes, artillery or grunts. Check first post for more info.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Nixer6 on 10 Mar 2008, 06:44:47
Hi Mando

I watched your script(s) in action in MP tonite. Worked fairly well.  Not super accurate, as it should be for free fall bombs. I think I saw a little bug.

The harriers flew over and dropped their bombs, then I guess you deleteVehicle them. Well the pilots were still there. It looked like they were setPos'd about 200 meters in the air. :whistle:
FWIW
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 10 Mar 2008, 20:45:20
Yes, once a mission executed from the air support console is finished, the spawned planes, the spawned pilots and the groups are removed (mando_airsupportdlg.sqf):
Code: [Select]
               Sleep 10;
               deleteVehicle _driver;
               deleteVehicle _plane;
               deleteGroup _group;

But in no way the pilots are setposed anywhere. You might try inverting the deletion order between _plane and _driver.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: greywolf907 on 17 Mar 2008, 22:22:42
I love this addon great job.Quick question im using it in a mis. im working on,I have it linked to a trigger for radio bravo that works just fine.The problem is when I first log into mis.i have air support option on my action menu untill I die then its not on it anymore.How can I keep it on action menu every time i spawn?

Pls help thx
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 18 Mar 2008, 00:50:26
Code: [Select]
while {true} do
{
   add action here
   waitUntil {!alive player};
   waitUntil {alive player};
};
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: greywolf907 on 18 Mar 2008, 02:46:34
Ok where and how do I place this code?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 18 Mar 2008, 09:04:00
you may put it into your init.sqf file this way:

Code: [Select]
// init.sqf

// Whatever you already have into init.sqf non related to the air support console

// Setup here any globals you want to modify affecting the air support console, for example:
mando_support_left_WEST = 8;
mando_airsupport_type = "AV8B2";
mando_airsupport_range = 3500;
mando_airsupport_bomb_alt = 150;

if (any condition you want to check, for example, to ensure that only officers can access the console) then
{
   // Parallel execution of code to check for respawns
   []spawn
   {
      while {true} do
      {
         player addAction ["Air Support console", "mando_airsupportdlg.sqf"];
         waitUntil {!alive player};
         waitUntil {alive player};
      };
   };
};
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: greywolf907 on 18 Mar 2008, 21:48:56
That worked thx, Ill be on the lookout for your next project .Arma needs more people like you thinking up cool sht like this.

thx again
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Jambo17 on 22 Mar 2008, 00:48:22
I am trying in vain to change the plane to a10 for the basic airsupport (for the purpose of CAS against tanks), in the readme it says

The class of the plane you want to be spawned by the script if second parameter is objNull.

   Example:
      res = [_pos, objNull, side player, 3, false, "AV8B2"]execVM"Mando_basic_airsupport.sqf"

But for a new person like myself that dosent explain anything, are you referring to a script, trigger, description.ext, init?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 Mar 2008, 01:17:50
Obviously Mando_basic_airsupport.sqf is a script, so it is crystal clear I'm referring to a script.

These [_pos, objNull, side player, 3, false, "AV8B2"] are the parameters of the example.
objNull is the second parameter.
And "AV8B2" is the plane class name you want to change by "A10".
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Jambo17 on 22 Mar 2008, 01:51:26
I still don't understand how you change the plane, they only reference to AV8B2 is the 'example' - are you saying to change it there?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 Mar 2008, 03:12:04
If you execute the script with objNull as second parameter, then you can specify the plane class in the sixth parameter.

For example:
Code: [Select]
res = [_pos, objNull, side player, 3, false, "A10"]execVM"Mando_basic_airsupport.sqf"
I will add that if this is still unclear for you, then you are still far away from being able to execute scripts. If you are brand new into this, I recommend you starting with the tutes present in our Editor Depot.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: The-Architect on 27 Mar 2008, 21:02:18
Mando could you take a look at your script and modify a couple of things for me so I can use a custom version?
I'd like there to be a longer wait before the plane arrives. Right now it's way too unrealistic for the plane to get there seconds after the call. A minute or two would be better.
I tried myself but couldn't see where to add the seconds.
Also is there a way to name your spawned pilot?
Lastly, could the run up be longer? I don't want the jet to just appear in the sky if a player has their view distance up high.
Cheers mate.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 27 Mar 2008, 21:37:06
mando_airsupport_range: Range from target where the planes will be spawned (default and minimum value is 3500).

Increase it at will.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: The-Architect on 27 Mar 2008, 22:49:10
Excellant. What about having the plane drop four bombs? Where would I find that?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 27 Mar 2008, 23:30:37
Four?  :blink:
Last time I've tested a single one was bullseye 90% of the time. BTW, if you select several planes to do a bomb run, the first one will drop over marked target, the rest will spread the bombs around the marked position.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: The-Architect on 28 Mar 2008, 00:40:31
I'm using the script that spawns a plane that flies along a straight line to the bomb point and then flies away and vanishes.
It's true that one bomb does the job but I want more destruction. I'm simulating four retarded bombs wiping out a fairly wide area.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 28 Mar 2008, 13:41:27
And what kind of bomb pattern are you looking for?
- left pilon -> small delay -> right pilon -> small delay -> left pilon -> small delay -> right pilon?
- left and right pilons -> small delay -> left and right pilons?

Note that dropping bombs while flying over 600 km/h means any small delay between bombs will place the next one 20m or more ahead of the previous one.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: The-Architect on 29 Mar 2008, 00:37:30
Hmm. I see. Perhaps I'll do without the extra ones then.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 01 Apr 2008, 21:05:45
New 1.3 version available.
Added gunships support, airborne assaults and if your mission has Mando Missiles, also cruise missile attacks. In this last case spawned planes and choppers are equipped also with automatic countermasure dispensers.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 03 Apr 2008, 03:43:37
Mandoble what can i say, this has evolved way beyond "that fast air script" i asked about :)   Fantastic mate, appreciate all the work you are doing to make a great game, a truly remarkable game.

Now that i've got your attention  :D

I've noticed that when calling in gunships they actually can engage from some distance (which is great).  The problem is they tend to run into target then flare horribly allowing easy bracketing by enemy armour etc.  Would there be a way you could maybe make them hold position a couple of k's out for a while, so they can engage before moving in close?

Once again.... cheers fella! :cool2:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 03 Apr 2008, 10:53:36
Do you mean that attack choppers aproach to much to the target area before enganging targets?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 03 Apr 2008, 11:39:36
Yeah i guess you could say that, having them engage from a bit further out would be good. Just so they are out of range (or at least not brought down so easily by armour coax fire.  At the moment they come  that fast, by the time they have engaged they are flaring to hover and are easy targets.

(Hope that makes sense)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 03 Apr 2008, 12:33:14
ok, I've got the idea.

To avoid that you may just select as GS support position a place 200 or 300m away of the area where the enemy armour is. This way the choppers might have more chances to fire first.


You might also do the following just for testing:
- open mando_airsupportdlg.sqf
- Look for case "CALL_CAS_CA":
- Few lines below, look for _wp = _group addWaypoint [_targetpos, 0]; and change it by:
Code: [Select]
_wp = _group addWaypoint [[(_targetpos select 0)+sin(mando_ingress_dir)*200,(_targetpos select 1)+cos(mando_ingress_dir)*200], 0];

that will place the SAD waypoint 200m away of the marked support position and in the ingress direction.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 04 Apr 2008, 00:36:09
Yeah, i've put that in mandoble, and added with calling support at least 300 meteres away, they seem to come to a hover at a distance engage with mavericks then move in.  Pretty much spot on  :good:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 04 Apr 2008, 00:52:00
Air reconnaissance missions are being added there too  ;)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 04 Apr 2008, 03:01:11
How will that work then? or is that a secret for now  ;)

I know other people are working on UAV stuff, but a simple overhead camera (maybe with some resource cover to make it look good) and the background of engine noise. Would be cool.

Anyways cant wait.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 Apr 2008, 12:26:18
new 1.4 version available.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Nexolate on 06 Apr 2008, 21:06:42
I just had a quick try and I have to say it's extremely impressive, especially when you send 6 or so helicopters flying into one area on slightly varying attack angles.

If I had to suggest an improvement, I could only suggest adding a smoke and/or flare to the ammo-crates as they go down.
Just to make it easier to identify them and where they've landed (in case they go over a hill).

Otherwise I'm gob-smacked, simply spectacular work.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 Apr 2008, 21:28:39
The enemy would see that green smoke too, think on MP  ;)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Nexolate on 06 Apr 2008, 21:32:58
The enemy would see that green smoke too, think on MP  ;)

Ah, fair point. I've only been doing SP Missions these days so my brain's kinda stuck in that mode.
I've got nothing at all then, you should be proud. ;P
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 06 Apr 2008, 23:25:32
Fantastic as always Mandoble, all we need now it some CoC artillery, n we'd have a complete fire support system.

The only niggle i have is that when using CAP in northern sahrani, the harrier's sometime fly a bit low ive had the odd one crash.  Maybe its just me....

Edit 1.  Just had a thought Mandoble, i can only imagine how much time you've spent on this already.  But the one thing i personally and im sure others have wanted, is for some kind of extraction script.  i.e a BH or whatever can fly into an LZ of your choice and actually wait for you etc, preferably the ability to do this under fire without acting stupidly or maybe some kind of MEDEVAC, i dunno im just ideas lol.

Dont take this the wrong way tho m8, i like everyone else am amazed at the scripts as they are.

Cheers...
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 07 Apr 2008, 11:43:32
I do not plan to add artillery to the console, as current options cover pretty well any attack requirement needed for any mission. Artillery is also bit unfair, as you cannot defend yourself against an artillery attack. Current attack options always give the enemy a defense option, even the cruise missiles can be intercepted.

On the other hand, the evac option might be interesting. With a predefined destination per side (your primary camp or base)?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 07 Apr 2008, 16:04:30
Sorry m8 you misunderstud me i wasn't asking you to do artillery, leave that to the CoC (Chain Of Command) guys.  You've done enough  :good:

But yeah a predefined destination for evac would work definatly.  Maybe tie it to a marker so the mission maker can place the destination where they want.  TBH aslong as i can say the imortal Arnie words "GET TO THE CHOPPER", and it gets me out of a hot area.  Its all good.... :D
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Camious on 10 Apr 2008, 22:56:12
Mando this is great but need some help i have managed to change plane type to AT_A10_NAP but cant change bomb type i have done the hint format and cant find the Bo_GBU12_LGB that you use on any of the planes i get 6Rnd_GBU12_AV8B and for the bomb of the A10 i want to use it says AT_6Rnd_MK77_AV8B which is the Rockeye and the planes just fly over and drop nothing please help and great work look forward to more. :)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 10 Apr 2008, 23:19:22
Stock ArmA weapons and ammos (http://www.ofpec.com/COMREF/armaweapons.php)

6Rnd_GBU12_AV8B is the magazine Classname (the ammo launcher), what you need for a bomb is the ammo classname (the ammo itslef), "Bo_GBU12_LGB" for the AV8B.

In you case, "AT_6Rnd_MK77_AV8B" seems again a magazine class name, what you need is the class name of the ammo of that magazine, which I assume is documented with your A10 addon.

If you dont have that info, add an A10 piloted by you to a map, and put:
Code: [Select]
this addEventHandler ["Fired", {hint format["%1", _this]}]into its init field.

Then drop the desired bomb and note the last string of the hint, that should be your bomb's name.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Camious on 11 Apr 2008, 19:51:13
Thx M8 your a star works a treat :)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 12 Apr 2008, 12:29:45
Dev update, what's comming next:
- Cruise missile saturation attacks (requires mando missile): The support area is scanned looking for vehicles, static weapons and ships. Then the cruise missile launcher selects up to four targets and fires 2 missiles per target in sequence. The cruise missiles might be intercepted if the enemy has anti-missile capable launchers or mando guns. This will be a quite powerful option working together with air reconnaissance missions once ArmA gets some serious naval fleets.

- Ingress arc limits: Now you can define limits for ingress direction, for example, any air support mission might ingress only from East, beteen 45 and 135 degrees, and so on. If you dont define limits, the missions may ingress from any direction.

-  Evac missions: You can call for evac, a chopper will aproach and land at the marked position, it will wait until you give the egress command from the console, then the chopper will go to the position of a marker, where it will land and wait again for a new evac call.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Camious on 12 Apr 2008, 15:18:36
The update looks great and look forward to it.
Can you help me again please i have now got the cluster bomb being dropped by my A10 but the problem is the bombs drop hit the floor but dont explode i have tried it at different heights but same thing :confused: When i use the A10 myself and drop the MK20 it explodes strange sorry to be a pain again but thanks for your help.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 12 Apr 2008, 15:38:25
Well, if you are using bombs that dont explode when hitting the ground, I cannot help you with that. You might try with the author of that addon with the Mk20 bombs.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 27 Apr 2008, 15:31:33
Hey Mandoble, just a quick question.  Can i have the console come up for certain units in the mission but not others?

i.e.  I have 3 guys named JTAC1, JTAC2, JTAC3.

JTAC1 addAction ["Air Support Console", "mando_airsupportdlg.sqf"];

Thats fine for the one guy, can it be changed to allow the others aswell??

Cheers...

EDIT1: Also would it be possible to have the action show up in a certain type of vehicle?

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 27 Apr 2008, 16:52:02
New 1.5 version available.

New items added for the console in v1.5:
- Everything is now into mando_bombs folder.
- Call for evacuation: Select a destination and a chopper will aproach to the support position, land and wait for cargo, then it will proceed to the destination. You may also use this option over water, the chopper will descend to water level so "swimmers" will be able to board it and then be transported to anywhere else in the map.
- Reconnaissance camera control. If a reco plane is in-flight, click RC ON button to take control of its camera. You may use the camera also to mark map positions.
- Cruise missile manual guidance (requires Mando Missile). If a cruise missile is in-flight, click RC ON button to take manual control.
- Cruise missile saturation attack (requires Mando Missile). The missile launcher will scan the target area and will fire against up to four target, 2 cruise missile in sequence per target. Option mainly designed to penetrate anti-missile protected areas.
- mando_bombs.sqf updated, now the attack planes have less chances to lose the sight of the assigned target.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 28 Apr 2008, 10:32:32
hi mate
will all players on server need the missiles addon ?

great job
many thanks  ..
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 28 Apr 2008, 10:53:14
If you want to use Mando Missile options you may choose: use the script suite (the folder) or the addon (one or the other). So, if you dont want to make your mission dependant of any addon, just use the script version.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 28 Apr 2008, 10:54:17
ok mate ..

i will do   ...   great script

edit
-----
i  can now  get the cruise missile option on console  using the script suit  but i have no launcher present .

i have the

launcher_land
launcher_air
launcher_sea  units in editor  ..  what am i missing .  ???


Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 28 Apr 2008, 20:34:34
Double check the initialisation in the init.sqf Shark, make sure its pointing to the mando_bombs folder.

Also you've prob done this but make sure there is a RHIB boat in the sea named "rhib1".

That was my problem anyways :)

Mandoble (or anyone), could this be added to a certain vehicle class? rather than a named unit.  e.g only a "Stryker_TOW"  could call the script.  This might solve the issue with a respawning vehicle.

Cheers for any help...
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 28 Apr 2008, 21:03:01
indeed
i was  lacking the rhib1 unit ..  thanks mate ...
---------------------------------------------------------
this is a fantastic  set up   ...

having probs playing sounds ( will get there )    but  this is  something else
the Cruise missiles  and reccon flights with remote camera/control options  are breath taking

one question ?
----------------------
why havn t BIS employed this guy Mandoble  ?
or have they ?

great work  mate  ..  long may it continue

oh  and thank you   :)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 28 Apr 2008, 21:18:23
Shadow, do you mean to assign the action by class name? If so, yes, you can, but you need to scan the units present in the map cyclically.

About the spawn problem, there is no problem at all, just use the standard ways to reassign actions.

this is just an example:
Code: [Select]
   while {true} do
   {
      sleep 4;
      if (alive player) then
      {
         if (rank player == "CORPORAL") then
         {
            vehicle player addAction ["Air Support console", "mando_bombs\mando_airsupportdlg.sqf"];
         };
         waitUntil {!alive player};
      };
   };

If keeps checking for any player its rank, and if corporal, action is added, also after respawn.

And about the other comments, the launcher can have any name, not just rhib1, the launcher doesnt need to be a ship, it can be anything else. Also you may assign different launchers depending on the side of the player, so you can have a BLUFOR console team vs an OPFOR console team.

In few hours I'll post a team vs team example mission.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 28 Apr 2008, 21:34:34
How would i go about adding the console to a vehicle class and
Quote
scan the units present in the map cyclically
??

 :D :D
Once again m8, top notch work and your support is A+++.

Thx for all your help.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 28 Apr 2008, 23:51:46
Code: [Select]
// init.sqf
Sleep 1;
// whatever above here
if (isServer) then
{
   [] spawn
   {
      while {true} do
      {
         {
            if ((typeOf _x == "Stryker_TOW") && (alive _x)) then
            {
               _var = _x getVariable "mando_console_is_on";
               if (isNil "_var") then
               {
                  _x setVehicleInit "this addAction [""Air Support console"", ""mando_bombs\mando_airsupportdlg.sqf""]";
                  _x setVariable ["mando_console_is_on", true];
               };
            };
         } forEach vehicles;

         processInitCommands;
         Sleep 10;
      };
   };
};
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 29 Apr 2008, 00:54:18
Tried that m8, cant seem to get it it to work.  I left the named activation in and added the bit of code you posted, but once the stryker is destroyed the action doesnt come back.

I will keep trying though. 
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 29 Apr 2008, 01:40:45
Sorry, code corrected above (if (isNil "_var") ), it works fine for me.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 29 Apr 2008, 12:37:51
Yup all working fine, thanks alot Mandoble. 

Edit1:  Could the above be applied using a similiar method to a unit aswell  Mandoble? i.e "SoldierWSaboteurAssault"

Cant wait to see what you come up with next (Take a break first, tho eh?)  :D#
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 30 Apr 2008, 15:35:19
Updated to v1.51, check first post.

Changes in v1.51:
- Now reconnaissance camera movement is independent of plane's banking and marked positions are broadcasted to any player of the same side as the reco plane. If you take control of reco camera while the plane is ingressing, the plane will hold position on destination until you turn its camera off.
- Clash of Armadas mission included (MP 8 or SP). Seek and destroy the enemy carrier using cruise missile launchers, and many options available in the combat console of your fleet commander. Live in first person the fierce defense of your own carrier, SAMs and phalanx rounds everywhere. Mando Missile ArmA (http://www.ofpec.com/ed_depot/index.php?action=details&id=536&game=ArmA&type=sc&cat=we) and Kaio's USS Nimitz (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=72920;st=0) addon required.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 03 May 2008, 00:00:02
found the correct topic ... so at the rsik of repeating myself  ... :whistle:
=================================================

this really is the bollocks

tested tonight on =RTY= server playing =RTY= Navy seals 
full house 10 players ..

what a script  it has everything .. by toying with the console options  any scenario can be adressed
without upsetting  the mission balance ..  limited  cruise missile strikes  and bomb runs are superb  ..  bailed us out many a time
also the evacuation set up , recce flights and vehicle drop are  superb . 
The role of forward air controller  adds a new element to co op play,  alongside  pilot only fly  and medic only revive this really puts the cherry on top for teamplay missions ..


excellent  job mandoble    ...  i salute you  sir    :good:

no errors  on dedicated server

Best wishes with future projects

                =Shark=
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Telson on 04 May 2008, 14:11:56
Ok will try again in the correct thread.
don't know what i am doing wrong but cant get cruise missiles to work with Mando bombs all i get is "MSG : cruise missile launcher not present"
Can someone send me a simple idiot's guide to setup the launcher (note the Idiots guide is bold)
Yes i looked over the questions in this thread but cant get it to work. ???
Tried RHIB named "rhib1" still no launcher present.
Please post a step by step guide to setup and build a basic mission with cruise missiles.
Would be happy with a mission template.. :whistle:

posted on 28.04
"i  can now  get the cruise missile option on console  using the script suit  but i have no launcher present .

i have the

launcher_land
launcher_air
launcher_sea  units in editor  ..  what am i missing . "

I have nothing in the editor to add a launcher?? where sould they be??
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 04 May 2008, 14:40:13
Related to cruise missile attacks there is a set of global variables you may play with:

mando_airsupport_cmissile: Cruise missile launcher (requires mando missile initialized), default value is objNull;
mando_airsupport_cmissile_pos: Model coordinates of the cruise missile launch position.

mando_support_left_cm_WEST: Maximum number of west cruise missile attacks (default value is 8 ).
mando_support_left_cm_EAST: Maximum number of east cruise missile attacks (default value is 8 ).
mando_support_left_cm_GUER: Maximum number of res cruise missile attacks (default value is 8 ).
mando_support_left_cm_CIV: Maximum number of civ cruise missile attacks (default value is 8 ).

mando_support_left_sa_WEST: Maximum number of west cruise missile saturation attacks (default value is 8 ).
mando_support_left_sa_EAST: Maximum number of east cruise missile saturation attacks (default value is 8 ).
mando_support_left_sa_GUER: Maximum number of res cruise missile saturation attacks (default value is 8 ).
mando_support_left_sa_CIV: Maximum number of civ cruise missile saturation attacks (default value is 8 ).

So, for example, lets suppose you want to use as cruise missile launcher a ship, a PBX for OPFOR and a RHIB for BLUFOR. The ships are named, for example, east_ship for the pbx and west_ship for the rhib.

Now, in your init.sqf
Code: [Select]

// Whatever you have here ....

// Cruise missile launcher definition per side.
// Setup also anyother global vars you want to define.
if (side player == west) then
{
   mando_airsupport_cmissile = west_ship;
}
else
{
   mando_airsupport_cmissile = east_ship;
};

Check Mando Bombs ArmA online help (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm) for the complete list of global vars you may modify.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Telson on 04 May 2008, 15:57:00
OHHH YES  :D
sorted thanks for the help
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Telson on 05 May 2008, 02:07:33
Can someone tel me what the error on this init.sqs is?  :dunno:
// Mando Missile ArmA initialization for init.sqf
[]execVM"mando_missiles\mando_missileinit.sqf";
Sleep 5;

// Setup also anyother global vars you want to define.
_launcher = launcher_land;
_missilebody      = "Bo_GBU12_LGB";
_vangle           = 15;
_speedini         = 10;
_speedmax         = 600;
_acceleration     = 180;
_boomrange        = 0;
_activerange      = 6000;
_modeinit         = 0;
_cruisealt        = 50;
_boomscript       = mando_missile_path+"warheads\mando_missilehead1a.sqf";
_smokescript      = mando_missile_path+"exhausts\mando_missilesmoke1a.sqf";
_soundrsc         = "mando_missile1";
_sounddur         = 29;
_endurance        = 30;
_terrainavoidance = false;
_updatefreq       = 1;
_delayinit        = 0;
_controltime      = 0;
_detectable       = false;
_debug            = false;
_launchscript     = mando_missile_path+"launch\mando_missilelaunch1b.sqf";
_hagility         = 75;
_vagility         = 35;
_accuracy         = 1;
_intercept        = true;
_scanarch         = 120;
_scanarcv         = 90;
_zoffset          = 1;
_chaffextent      = 25;

mando_airsupport_type = "AV8B2";
mando_airsupport_bomb_alt = 150;

player addAction ["Air Support console", "mando_bombs\mando_airsupportdlg.sqf"];

// Setup here any globals you want to modify affecting the air support console,

for example:
mando_airsupport_bomb_type="Sh_122_HE";
mando_airsupport_range=10000;
mando_support_left_WEST=6;
mando_support_left_ca_WEST=2;
mando_support_left_rc_WEST=2;
mando_support_left_am_WEST=1;
mando_airsupport_type_ambox="UKF_AmmoBox_1";
mando_support_left_ve_WEST=1;
mando_airsupport_type_vehicle="Landrover";
mando_support_left_re_WEST=2;
mando_support_left_cp_WEST=8;
mando_support_left_sa_WEST=8;
mando_airsupport_cmissile_pos=[0,3,0];
mando_support_no_gs=true;
mando_support_no_ab=true;
mando_support_no_re=true;
mando_support_no_cm=false;
mando_support_no_sat=false;

I know i have mucked up somewhere but cant see forest for the trees :confused:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 05 May 2008, 11:58:21
Code: [Select]
for example: will give you an error.
mando_airsupport_cmissile = your_cruise_missile_launcher_name is missing in your setup and mando_airsupport_cmissile_pos=[0,3,0]; is a bit risky for launch model coordinates (3m ahead of the center of the launcher). mando_airsupport_cmissile_pos=[0,3,3]; might be safer to ensure the missile will not hit the launcher at launch time (3m ahead and 3m above).


Also, all the local variables above from _launcher to _chaffextent seems the arguments of mando_missile.sqf script, if what you want is to modify the flight profile of the cruise missiles used by the console, this is definitively not the way. mando_missile.sqf script is executed inside mando_airsupportdlg.sqf (main script for the console). If you open mando_bombs\mando_airsupportdlg.sqf you will see that mando_missile.sqf is executed in several points within the console script, and for each execution, its corresponding firing parameters are defined there, just where the script is executed.

If you try to explain what are you really trying to do, it might be way easier to help with your init.sqf setup.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Telson on 05 May 2008, 12:28:31
Thanks for the help.
What i want is a setup that i can use as a template for all missions i make with bomb runs and Cruise Missile launcher
I now know how to disable buttons in the console when not needed.
I have the launcher working but What i would like now is to make a cruise missile launch look more realistic i have the profile needed but cant find where to alter the settings.
Will post question on other thread.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 05 May 2008, 13:06:47
Ok,
I'll try again ;)
mando_airsupportdlg.sqf is the script that handles all the console events, every button click. This script is inside mando_bombs folder. Inside that script there are the lines that executes the cruise missile launches. Each missile fired is the result of the execution of mando_missile.sqf script.

If you look into mando_airsupportdlg.sqf for mando_missile.sqf, you will find several instances. Each one with all its execution parameters:
Code: [Select]
            [mando_airsupport_cmissile, "Bo_GBU12_LGB", mando_airsupport_cmissile_pos, _dir, 89, 0, 250, 100, _target, 5, 2000, 0, 800, "mando_missiles\warheads\mando_missilehead2a.sqf", "mando_missiles\exhausts\mando_missilesmoke1a.sqf", "mando_missile1", 29, 100, true, 5, 0, 0, true, true, "mando_missiles\launch\mando_scudlaunch.sqf", 10, 15, 1, true, 180, 180] execVM "mando_missiles\mando_missile.sqf";

If you want to change the flight profile of these missiles, you need to change the firing parameters inside mando_airsupportdlg.sqf. the parameters you should not modify are these that are using variables: mando_airsupport_cmissile, mando_airsupport_cmissile_pos, _dir and _target. You may change anything else at will.

BTW, looking at your parameters, it seems you are mistaking active range (6Km in your example) with range of the missile, which are way different things.

The range of the missile is determined by its engine endurance and its maximum speed, while the active range is the range to target where the missile will switch to active mode: direct guidance towards the target without any terrain avoidance.

Check here (http://www.terra.es/personal2/matias.s/mma_readme.htm#t9) different flight profiles to understand what I mean. 0 and 1 sectors are for inertial guidance, 2 for active.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Telson on 05 May 2008, 15:36:56
Thanks again its starting to work its way into this thick skull of mine  :D
I have changed the mando_airsupportdlg.sqf to show:

[mando_airsupport_cmissile, "M_Ch29_AT", mando_airsupport_cmissile_pos, _dir,89, 0, 250, 100, _target, 13,

1000, 0, 30, "mando_missiles\warheads\mando_missilehead2a.sqf", "mando_missiles\exhausts\mando_missilesmoke1a.sqf",

"mando_missile1", 10, 60, true, 2, 0, 10, true, true, "mando_missiles\launch\mando_scudlaunch.sqf", 75, 35, 1, true, 120,

90,13,0]execVM "mando_missiles\mando_missile.sqf";
But missiles still fly straight up. >:( and nothing has changed
This is the text given by the lab
[_launcher,"M_Ch29_AT",[0,3,0],(getDir _launcher) + 0,45.2646,20,250,29.8499,_target,13,1000,0,30,"mando_missiles\warheads\mando_missilehead2a.sqf","mando_missiles\exhausts\mando_missilesmoke1a.sqf",
"mando_missile1",10,60,true,2,0,10,true,_debug,"mando_missiles\launch\mando_missilelaunch1b.sqf",75,35,1,true,120,90,13,0]
which is supposed to be a terrain folowing profile.

this is my init.sys in case this is the problem:

// Mando Missile ArmA initialization for init.sqf
[]execVM"mando_missiles\mando_missileinit.sqf";
mando_airsupport_cmissile = tom1;
mando_airsupport_cmissile_pos=[0,3,0];
player addAction ["Air Support console", "mando_bombs\mando_airsupportdlg.sqf"];

// Setup here any globals you want to modify affecting the air support console, for example:
mando_airsupport_type = "AV8B2";
mando_airsupport_bomb_alt = 150;
mando_airsupport_bomb_type="Sh_122_HE";
mando_airsupport_range=10000;
mando_support_left_WEST=6;
mando_support_left_ca_WEST=2;
mando_support_left_rc_WEST=2;
mando_support_left_am_WEST=1;
mando_airsupport_type_ambox="UKF_AmmoBox_1";
mando_support_left_ve_WEST=1;
mando_airsupport_type_vehicle="Landrover";
mando_support_left_re_WEST=2;
mando_support_left_cp_WEST=8;
mando_support_left_sa_WEST=8;
mando_support_no_gs=true;
mando_support_no_ab=true;
mando_support_no_re=true;
mando_support_no_cm=false;
mando_support_no_sat=false;

Thanks for your patience :good:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 05 May 2008, 16:50:27
The vertical launch angle you are using inside mando_airsupportdlg.sqf is 89 degrees, almost vertical launch. In your mando missile lab setup you are using 45.2 degrees. Note also that "M_Ch29_AT" has a short life period, I think ArmA removes it automatically 15 seconds after it has been created.
Check this (http://www.ofpec.com/ed_depot/index.php?action=details&id=406&page=0&cat=xyz) for default ArmA ammo life-times. ArmA removes automatically any ammo once its life-time elapses, so if you have an ammo with a life time of 15 secs, and your missile endurance is 30 secs, the missile will be deleted and detonated 15 secs before its scripted engine stops.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 May 2008, 12:54:03
Dev update, what is comming up?

- New option available (will require mando missile): Laser strike. A plane will aproach the support position and, if a player has a laser designator, it will be able to mark targets for the plane. As it is mando missile based, the plane might be of any type, even a Camel might perform accurate laser guided bombs attack. Positions with reco camera locked on (see below) will be also considered targets for laser bombs attacks. So now you can use the camera of a reco plane to mark targets, at the same time call for a laser strike, and keep the camera lock until the targer is destroyed.

- You will be able to lock reco camera pointing at a position in the terrain. While the camera is locked, and if mando missile is present, the marked postion will become a potential target for laser guided bombs attacks as described above. This position will be also available as remote target for any existing unit with an automatic mando missile attack system able to lock on remote targets.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 09 May 2008, 14:45:12
Hey Mandoble, is there a param for an infinite number of aircraft available?    I.e in Norrins revive scripts putting 1000 as the number gives you infinite.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 09 May 2008, 16:03:12
No, but you might run a small script in the background checking for the values of the global vars defining current number of available support of any type, and once it reaches 0 you may decide to:
1 - Reset the value to 99 (for example).
2 - Wait n mins, and then raise the values.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 09 May 2008, 18:27:24
Sorry to ask but could you give me an example script, for lets say a 10 minute wait time. Before the aircraft available reaches say the max. number of 8 again.

I wouldnt know where to start... :dunno:

No rush at all dude, just if you get a spare 5 minutes.

Thanks in advance.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 09 May 2008, 19:49:55
This replenish aircrafts for bomb runs and CAS for west and east players
Consider this just an example, you may replenish this way also anyother existing counter per side.

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;
   };
};
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 10 May 2008, 22:10:50
Updated to v1.52:

- Reconnaissance camera can now be locked on a position. If Mando Missile ArmA (http://www.ofpec.com/ed_depot/index.php?action=details&id=536&game=ArmA&type=sc&cat=we) is initialized in the mission, that position may be used as target for laser guided bombs attacks.
- Laser guided bombs attacks added. If Mando Missile is initialized you will be able to use any plane type for that kind of missions. You may use your own laser designator or the reconnaissance camera to lock on targets.
- If Mando Missile is initialized, gunships will use medium range AG missiles against enemy vehicles or ships.
- If Mando Missile is initialized, CAP planes will use medium range AA missiles increasing noticeabily the effectiveness of CAP missions.
- New mando_bombs_laserandcap.Sara mission added. Use CAP, reco and laser guided bombs missions to take control over the enemy airfield.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 11 May 2008, 19:42:04
I can't get the new version to extract using winrar. I keep getting "Access Denied" error message for this new version and Winkiller0s new Devil Campaign release. This is the first time I've seen this error. I've tried DLing multiple times but still have the problem.

Is this me or is it the files? I've had know problems extracting other DL's since my problems with these files.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 12 May 2008, 20:42:23
I have no problems downloading and unzipping the file.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 13 May 2008, 01:43:58
It works with 7zip but not my winrar. I have no other problems using winrar with non-ofpec dl's though. I'll just use 7zip for ofpec dls.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 17 May 2008, 14:57:04
New v1.53 available:
- Now you can define the contents of ammo boxes.
- Airborne assault and reinforcements groups defined separately. Now you can set any number of soldiers for these missions.
- You may set reinforcements or/and airborne assault soldiers as playable.
- Two different ranges might be defined, one will affect only to airplane types and the other for choppers. So you may spawn jets far more way than choppers from the support point.
- Included some corrections and more info into the help file.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 19 May 2008, 17:18:44
Very Nice Work! 

Mandoble, can you tell me how i can independently call the Recruit and Vehicle Script?

Thanks
Vengeance
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 May 2008, 20:40:44
What do you mean with "independently"? They are currently two independent options (buttons) and generate two independent support missions.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 22 May 2008, 15:34:51
Mandoble, yes I understand, what I mean is our mission creators would like the ability to call these script functions without the use of Console like you can some of your Bomb script?

Thanks
Vengeance



#EDIT: Do not quote the entire previous post you're replying to.   h-
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 22 May 2008, 18:02:53
Vengeance,

It may be possible to use the radio instead, if that would be an alternative the mission maker wants. I know in older versions it was possible to call bomb runs through the radio and then point and click on the map. Unfortunately I've been solely using the console since v1.50 or so. Therefore, I haven't used the radio option for the newer aspects of Mando Bombs and I can't say for sure if the new support options can be called via the radio.

Obviously Mandoble can shed some light on this. I'm not sure if this is an alternative you had in mind but it would definitely cut out the ASC. That is, if in deed the radio can be used for support options other than bombing runs.

--------------------------------

Mandoble,

I've been AWOL from the forums lately, but I wanted to say thanks for the continued work on Mando Bombs and Missles. The progression over the last few versions is fantastic and has given me a new found interest in ArmA. It definitely adds greatly to my overall enjoyment. The fact you made it so easy for even the noob'est mission maker like myself is much appreciated. Thanks again for these wonderful packs. 
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Voodoonice on 22 May 2008, 18:53:13
Good evening  :D

Mando Bomb and missile Mando comptatible they are with the new patch 1.14.
Best regards  :scratch:

PS: Sorry for my English, I'm french  :-[
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 May 2008, 19:09:57
Voodoonice, now I understand what you are looking for.
Well, as with the first versions, it is possible to call for bombing air support just executing a single script or using the simplified map-singleclick version, but the other options are available only from the console. On the other hand, the parts of code inside the console script that handle the missions are easily identifiable, there is a big switch case, and each case is a mission type. You may pick up the code of a particular mission type, copy/paste in a separate script file and then execute it individually (independently), but this will require some extra-coding.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 23 May 2008, 03:05:24
 :) It's Vengeance but I understand, that is what I kind of expected you to say, but i was hoping for it to be a little easier, no worries. I will see if I can figure it out how you call it from the console menu so I can call it independently from the console.

Thanks Mandoble, your script it really very well done.


#EDIT: Do not quote the entire previous post you're replying to.   h-
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 23 May 2008, 20:16:26
Sorry Vengeance, I was in the middle of a trip with 5 mins inet access, I did copy/paste the wrong name in a hurry. I might release individual scripts for some mission types, give me few days, might be for next weekend.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 24 May 2008, 17:58:37
Awsome Man! Thanks, tested your script extensively last few nights on GA Servers along with AI-Disalbed Revive and Norrin's AI-Enabled Revive things are going well.

Vengeance
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: h- on 25 May 2008, 06:12:12
Vengeance (and Manzilla too), please do not quote the entire previous post you're replying to.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 25 May 2008, 22:22:53
Mandoble,

I can't seem to make the Laser Guided option work, the Jet flys right by and does not bomb. I have the Mando Missle turned off but I am using Laser Marker.  Any ideas why this would be?

Vengeance
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 26 May 2008, 03:43:24
If Mando Missile is not present then it is up to ArmA engine to perform the laser guided bombs attack correctly, which few times happens  ;), you are also limited to use the AV8B with LGBs for these missions so OPFOR will not be able to execute LGB attacks.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 27 May 2008, 05:16:16
Ok thanks Mandoble I understand, I thought I was doing something wrong. 

Thanks for the help.

Vengeance
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 31 May 2008, 20:01:05
New 1.54 version available:
- New mando_airsupport_nodlg.sqf script added. All the missions present from the air support console (except reconnaissance) might now be executed using the new mando_airsupport_nodlg.sqf. This script uses arguments instead of a dialog interface to set up the different missions.
- New mando_bombs_no_mapdlg.Intro demo mission added using mando_airsupport_nodlg.sqf to setup several missions.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 08 Jun 2008, 19:30:06
Hey Mandoble, sorry its taken so long to try.  I've used the following script bit you gave me:-
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;
   };
};

Works great, the only thing is that it doesnt give the plane allocations back, so i cant use the replenished planes.

i.e when i use all the available planes they become availble again after the set amount of time, but i cannot use them because i canot allocat planes fom the box below...

I hope that clear enough to understand,  anyways would there be a way to fix this problem??

Thx in advance for any help...
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 08 Jun 2008, 21:01:21
New v1.55 available:
- Updating on-the-fly number of aircraft left for bombing missions is now correctly updated in the list box of available aircrafts.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 09 Jun 2008, 02:11:33
Spot on Mandoble, fantastic support as always.

Just a quickie, how do i set up the console so i can access the support setting??

Cheers dude...
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 09 Jun 2008, 02:47:01
Coding it  :D, it is unfinished.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: GreenTerror on 20 Jun 2008, 06:23:34
Mandoble, Great job on this set of scripts I use it all the time, but one thing I haven't been able to figure out is how would you go about changing the script mando_bombs.sqf to have a jet that spawns and not a pre-existing one? I'm making a SP mission where there are random flyovers every few minutes taking out predefined targets, just as a little immersion. I'd like to basically have the same effect as mando_basic_bombrun but without the mapclick, as I'm going to put in the exact coordinates so the player just watches the airstrikes, not having anything to do with them. Thanks a lot.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 20 Jun 2008, 12:56:52
Just exactly the same as with existing planes. When you spawn a plane you have it in a local variable resulting from createVehicle, just use this variable the same way you use the globals defined for the name of planes already placed in the editor.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 21 Jun 2008, 00:44:59
Mandoble,

I cant get the laser strike to target the reconnisance designated points.

Is there any way to fix this.

(the plane just does a flyover and the only radio message is that MCC on)

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: loki72 on 21 Jun 2008, 01:09:56
greetings,

how do i change the back round from that bright green to normal looking?

thank you  :)

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Jun 2008, 01:41:49
I cant get the laser strike to target the reconnisance designated points.

There is not such a thing like reco designated points, but the designated point, which the one you designate manually with the reco camera.
- Select a target position and call for reconnaissance.
- Turn on manual camera control clicking the RC ON small button near the small camera square.
- Now you can move the camera and zoom in/out at will, to designate a target leftclick your mouse when the camera is pointing to the desired spot. The camera will keep pointing there.
- Now, using the right panel, call for a laser support selecting as support point somewhere near the position where your camera is pointing at.
- Do not turnoff or unlock the reco camera until the attack is finished, else the laser support planes will lose the lock on the position.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Jun 2008, 01:42:29
how do i change the back round from that bright green to normal looking?

Are you talking about the map?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: loki72 on 21 Jun 2008, 02:03:58
yes sir  :D
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Jun 2008, 02:08:49
Here (http://www.ofpec.com/forum/index.php?topic=31593.0) you will find the default map colors.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: loki72 on 21 Jun 2008, 03:13:18
whoot!,

brightness gets to me after a while...

here is what i ended up with..

(http://img47.imageshack.us/img47/6660/mandodv2.jpg)

i'll take this opportunity to ask the other 2 questions that have giving me trouble for a while.

1. where is the code to make the back round (black area)  transparent? or maybe 60%..
2. is there a way to loosen the "line of sight" restrictions?

thanks again
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 21 Jun 2008, 06:31:24
Mando,

Now i understand.  I would have a recon go through mark various points and fly off b4 calling in the strike thanks.

Say, for the console 1.56/1.6 do you think you would be able to make the recon like a seagull cam and would be ably to pan the cam while disgnation or, be able to track units while designating?  :D

To plug EMSI's UAVs and its command pinning a cam to his uavs for recon camera.

However i hav been looking at the script and was wondering off of that if there was any way to tell whether the cam was locked or not in a script so a bomb could follow the point? 

Ah sorry for being talkative here, I would always try to script basic stuff and just seeng how you can whip out all these scripts is so amazing.
Anyway thanx for the feedback.

Luke


Edit: Mando, are you to include a HARM strike option for those of us with a burning hatred of those pesky antimissile sams?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Jun 2008, 07:59:07
With first question, do you mean to lock the camera onto a moving object in the ground? mmm Im starting to like the idea  ;)
About having anti-radar missions, I will think about that. It might be a risky option, as it might umbalance any mission with SAMs here and there. Actually, anti-radar missions (anti-radar mando missile option) was designed mainly for players and using relatively short range HARMs, not for AI. The reason is the following, if the HARM has longer range than the SAM, the anti-radar AI will kill the SAMs all the time. If the SAM has longer range than the HARM, the SAM will kill the anti-radar AI all the time too, doesnt matter how many countermeasures the anti-radar plane have because he will need to proceed with a direct head-on attack and countermeasures are useless when the plane is always closer to the missile than the countermeasure pack.
If you use long range HARMs, then you might need to use a mando missile center vehicle for the enemy, also controled by a player. In this case the player controling the mando missile center has several friendly AI SAMs under his command, and he may order them to turn on/off their radar at will, so he really have tools to set up an ambush even against anti-radar enemy planes. But AI cannot take this kind of decissions, hence the fact that actually the anti-radar warfare is more a matter for players than AI alone.

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Jun 2008, 08:02:25
1. where is the code to make the back round (black area)  transparent? or maybe 60%..
2. is there a way to loosen the "line of sight" restrictions?

1. What black area, the black area of the right panel console?
2. Yes, it can be done, but then you will be able to spy any place over the map, which is not quite fair for the poor enemy, much less having 999 missile saturation attacks left like in your case  :P
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: loki72 on 21 Jun 2008, 08:11:27
 :whistle:
lol... oops

well as you can see.. i'm not about being fair to the enemy.

yes.. the right panel console.. my dialog lingo.. is nada.. please forgive.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Jun 2008, 08:29:18
Code: [Select]
   class COMMAND_BACKGROUND
   {
      type = 0;
      colorBackground[] = {0, 0.1, 0.3, 1};
      colorText[] = {1, 1, 1, 1};
      text = ;
      idc = 23933;
      style = 80;
      sizeEx = 0.015;
      font = "Bitstream";

      x = 0.75;
      y = 0.0;
      w = 0.25;
      h = 0.7;
   };

But believe me, you dont want to make it semitransparent.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 21 Jun 2008, 22:50:20
With first question, do you mean to lock the camera onto a moving object in the ground?

Yes, I do.

About having anti-radar missions, I will think about that. It might be a risky option, as it might umbalance any mission with SAMs here and there. Actually, anti-radar missions (anti-radar mando missile option) was designed mainly for players and using relatively short range HARMs, not for AI. The reason is the following, if the HARM has longer range than the SAM, the anti-radar AI will kill the SAMs all the time. If the SAM has longer range than the HARM, the SAM will kill the anti-radar AI all the time too, doesnt matter how many countermeasures the anti-radar plane have because he will need to proceed with a direct head-on attack and countermeasures are useless when the plane is always closer to the missile than the countermeasure pack.

When i am being targeted by a sam/gun, You have a setup to display on the screen a warning.

Could you possibly have a setup where a computer notes that it has been targeted by a HARM and give it a definable reaction time to shut off?

Plus, if the sam had antimissile capabilities, it could potentiallly blow the HARM out of the sky well before it rechied the sam site, like how an antimissile sam may defend itself against a missile saturation attack.

Just ideas that float my boat/into my head.

Glad you liked my suggestion and thanks, as always for the feedback!

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 Jun 2008, 00:25:35
Anti-radar missiles are passive, so the SAM site cannot detect them by their emissions (what would mean a radar lock warning). On the other hand, anti-missile capability is there really to intercept cruise missiles, SSMs or similar, not something the size of a HARM. Of course you can make the anti-radar missiles detectable by sams or mando guns, but that scenary would be way unreallistic.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 22 Jun 2008, 02:17:01
I see...

Are they passive by realism's standards (which they are) or are they passive by MandoMissile standards?

If the latter is not true, but just engineered to be realistic then feasibly could there not be some know about factor, so they possibly could be scripted to shut down?

I do see what you mean; also, as taking out a radar site would not directly benefit ground troops but just air units, so the ground might use an AT4 against it.

Also would it be possible to have a sam "site," like seven single-shot Sa-2s sitting around and being controlled by a single radar station in the middle?
Just a thought.

Thankyoumuch for your replies, as always.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 22 Jun 2008, 05:34:54
This replenish aircrafts for bomb runs and CAS for west and east players
Consider this just an example, you may replenish this way also anyother existing counter per side.

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;
   };
};

Mando,

I know that this is old and probably solved but couldn't you also do:

Code: [Select]
            {
               if (alive vehicle _x) then
               {
                  deleteVehicle vehicle _x;
               };
            } forEach units _group;

            {
               if (alive _x) then
               {
                  deleteVehicle _x;
         if (side player == west) then
         {
            mando_support_left_la_WEST = mando_support_left_la_WEST + 1;
            publicVariable "mando_support_left_la_WEST";
         }
         else
         {
            if (side player == east) then
            {
               mando_support_left_la_EAST = mando_support_left_la_EAST + 1;
               publicVariable "mando_support_left_la_EAST";
            }
            else
            {
               if (side player == resistance) then
               {
                  mando_support_left_la_GUER = mando_support_left_la_GUER + 1;
                  publicVariable "mando_support_left_la_GUER";
               }
               else
               {
                  mando_support_left_la_CIV = mando_support_left_la_CIV + 1;
                  publicVariable "mando_support_left_la_CIV";
               };
            };
         };
             
               };
            } forEach units _group;

            deleteGroup _group;
         };
      };
   };

I used laser strikes here, but anyway wouldnt this replace the strikes based on the # of assets that returned alive??

Just a thought.
Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 Jun 2008, 09:00:02
If you want to use that criteria then you need to modify the console script to replenish available aircrafts from inside only if they survived the mission. In normal circumstances this should not matter, as a returning aircrafts would need to "land" somewhere and be rearmed and refueled there, so the "still alive" aircraft would be ready for another mission in an hour or more.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 Jun 2008, 19:36:14
Are they passive by realism's standards (which they are) or are they passive by MandoMissile standards?
By realism standards they "should" be passive, with Mando Missile you may make them active an alarm the targetted unit, you may make them also detectable and interceptable. But in both cases it would render anti-radar missions almost useless.

Also would it be possible to have a sam "site," like seven single-shot Sa-2s sitting around and being controlled by a single radar station in the middle?
This is the concept behind mando missile command. Here (http://www.youtube.com/watch?v=Nj7u_N05i1I) in action controlling three launchers, in the example mobile launchers and mobile MMC (Do no confuse mando missile command with mando missile control center). In Mando Target demo mission you have a mando missile command OPFOR sided (a BMP2) controlling the Shilkas (SAM launchers).

Remember that with mando missile you may also create your own launchers with the detection, interface and firing criteria you want to use.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 24 Jun 2008, 03:15:32
By realism standards they "should" be passive, with Mando Missile you may make them active an alarm the targetted unit, you may make them also detectable and interceptable.

So Mando,

By using this data, and maybe a range to target variable w/ a reaction time, could it be possible to simulate the crew reacting to 'seeing' the missile and turning off its radar?

(i.e. computer thinks "I've been locked on by a HARM, and once the missile is closer than 2500m, (random 'x') + ('y'/(K * skill scalar)) seconds after, I will deactivate my radar.")

So that 'y' is the minimum time, maybe .5-.9 seconds and 'y' is a constant divided by the product of 'K' multiplied by the skill scalar coefficient.

In plain english, they cant shut off in less time than the 'x' and the more skilled they are, the quicker they can react by deactivating the radar, thus simulating the crew's reaction time.

Just a thought.
Thanx for your feedback and all your insight, Mandoble.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 24 Jun 2008, 08:40:17
Yes, it might be done, but the crew and the launcher would be dead anyway. Just lets suppose the missile is moving at 800 m/s and the missile is already aiming to the radar source. If you "see" the missile, shuttingdown the radar is not enough as the missile is already aproaching to your position, you would need to move at least 10m away of your position, but to move 10m away you need 4 seconds or more and in 4 seconds the missile would have travel 3200m, so you would need to detect it visually before the missile is closer than 3.2Km. But using a MMC a player has a long range radar and is able to detect incoming enemy planes while controlling also SAM launchers several kilometers away of the MMC. With that long range radar the MMC operator may have the SAMs radar turned off and when the bandints are really inside the range of one of the SAMs, the operator may order it to turn on its own radar. In this case the affected SAM unit would have the enemy already in range so the SAM would be who attack first.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 26 Jun 2008, 13:39:13
Mando,

So can there be some way, some gamble that the computer should take to turn off leave on active radar?

Maybe like:

Code: [Select]
_sam=_this select 0
_percent=_this select 1
_minpercent=1-_this select 2
_risk=_this select 3
_outerrange=_this select 4
_gamble= random (1-_minpercent) + _minpercent
_dir=random 360
_dist=8+(random 10)
_sampos=getpos _sam
? _gamble > than risk: radar=false
? _gamble < than risk: radar=true

@target w/in missile range
~2
?! radar:radar=true
firemissile
#check
?HARMlock: goto "lock"
goto "check"
@HARM distance sam == presetrange
~((random 'x') + 'y'/(5 * getskill _sam)
radar=false
_sam do move [_sampos select 0 + (_dist * cos _dir), _sampos select 1 + (_dist * sin _dir)]
@HARM nolock
~8
radar=true
exit

Would that perform the function? (I know some of the script is not script-lingo, but the idea).

Sorry for always talking in '.sqs'.

Any and all feedback and consideration is helpful.

Thanxs for the responses, as always.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 26 Jun 2008, 16:36:15
Yes, you can do dat. In fact AI will turn off their radars as soon as they switch to BLUE combat mode (or executing a script to turn its radar off). But it is a bit more tricky that that, I mean, it is not that you want to save that unit turning off its radar, is that what you want is to destroy the anti-radar plane too.

What does that mean in a mission:
- You have a long range radar far away in your territory, over a high hill. This radar is unable to lock on targets, but it is able to detect them (the MMC vehicle).
- Now you know where are your active SAMs, and where are the bandits, so when a bandit is inside the range of one of your SAM units, but it is not heading towards this unit, you may order it to turn its radar on, lock on the bogey and fire a missile, and few seconds later turn its radar off again.

And before you ask, this procedure can be scripted for the AI without the existance of a MMC unit, but the problem is that the enemy is no stupid, more than problably the first planes getting into the long range radar area are not the anti-radar ones, so, what should you (the enemy) do?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 26 Jun 2008, 18:19:49
And before you ask, this procedure can be scripted for the AI without the existance of a MMC unit, but the problem is that the enemy is no stupid, more than problably the first planes getting into the long range radar area are not the anti-radar ones, so, what should you (the enemy) do?
Mando,

Based on the gamble and risk values,

The radar will either be off, or will be on depending on the random component.

Maybe add code to wait the 8 seconds, check if in range inner range, if not turn back on, or if in outer (Harm) range, based on know about and skill level variables, radars stay off/ dumb units turn radar on and die.  :P

Just wondering if that can fix the AI balance issue.

Any and all responses welcome.

Thanx for the feedback as always.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 26 Jun 2008, 19:44:47
All in all, you can do all of that an even more. Anyway all these are matter of mando missile and not related with mando bombs. Note that mando missile provides you a framework to implement all your ideas, while I still think these will: a - render anti-radar missions useless (if you provide detection and anti-missile capability against anti-radar missiles) or b - render sam sites useless.

Notice also that if a radar-site has been targeted by an anti-radar unit, it is already too late for him even if it turns off its radar.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 13 Jul 2008, 06:18:17
Mando,

So what if the detection range was 7500 meters, they react between .5-4.5 seconds and move in random direction 20 meters, wait _x seconds and turn on again?

Thanx for the replies.

Please keep sending them, as always.

Luke

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 13 Jul 2008, 19:33:56
Well, you may try, but that will not save the SAMs from the anti-radar missiles. The SAM vehicles will start engine, move a bit and stop, all in all in these 5 seconds they will still stay quite close to the initial position.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t on 15 Jul 2008, 10:57:50
I'm trying to add the action for the air support console to an object. For me, the best object to add this to is going to be the laser designator. I got it to work on the NWD modified laser designator/rangefinder. I added the mando_bombs scripts to the addon and added the addAction to one of the scripts which already had some additional actions in it for working the rangefinder. However, for some reason I couldn't get the laser designator part of the addon to work properly, I believe it was totally unrelated to adding the mando_bombs to it because I tested the addon without modifying it and the laser still didn't work. So can someone either create for me or tell me how to create a modified version of the default BIS laser designator with the added action necessary to access the air support console. Any help is greatly appreciated.

Thanks,
Monty
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 15 Jul 2008, 12:54:58
Not sure why you need to modify the laser designator object itself, you may just do the following:
Code: [Select]
// Add somewhere to your init.sqf
[] spawn
{
  private["_acidx1", "_acidx2", "_unit", "_veh"];
  _acidx1 = -1;
  _acidx2 = -1;
  while {true} do
  {
     waitUntil {("Laserdesignator" in weapons player) && (alive player)};
     _acidx1 = player addAction ["Console: Air support", "mando_bombs\mando_airsupportdlg.sqf"];
     while {("Laserdesignator" in weapons player) && (alive player)} do
     {
        _unit = player;
        if (vehicle _unit != _unit) then
        {
           _veh = vehicle _unit;
           _acidx2 = vehicle _unit addAction ["Console: Air support", "mando_bombs\mando_airsupportdlg.sqf"];                 
           waitUntil {(vehicle _unit == _unit) || (!alive _unit)};
           _veh removeAction _acidx2;
        };
        Sleep 1;
     };
     _unit removeAction _acidx1;
  };
};

So, as long as the player has a laser designator, he will be able to access the console.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 15 Jul 2008, 13:55:20
Hey Mandoble, i wonder if you could help me (again)  :)

I'm using the airsupport console in some of my missions, I'm also using Norrin's revive script.  For example I have one player in the team as the JTAC (FAC) lets say the unit is named S2. On mission start the console works fine, but once the player has died and revived he cannot access the console.  I could have the action added back to the player by adding it to the revive system somewhere, but i want to ask this question first.

I'm just wondering if there is a small script that i could run that would detect when the player gets killed, then add the action back to the unit when they respawn?

Any help would be appreciated.

Regards

Andy.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 15 Jul 2008, 13:59:49
Something like this :blink: :blink: :blink: ???
Code: [Select]
while {true} do
{
   waitUntil {alive player};
   player addAction blah blah blah ;
   waitUntil {!alive player};
};
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 15 Jul 2008, 14:13:28
Dont I feel stupid  :D

Cheers mate, much appreciated.

EDIT1: Another quick question Mandoble, I have mando missile active in a mission using the air console, is there a variable that I can use to disable the attack helicopters from using mando missiles?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t on 15 Jul 2008, 17:20:41
Mando, the script you provided to detect when a player has the laser designator and gives them access to the air support console worked perfectly. Thanks so much for the help, you are a true asset to the community.

EDIT: Mando, could you please explain to me how to make the recon camera have night vision? Your help is greatly appreciated.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 15 Jul 2008, 20:28:33
is there a variable that I can use to disable the attack helicopters from using mando missiles?

Nope, you need to modify the script:
Open mando_airsupportdlg.sqf and look for CALL_CAS_CA:, then pagedown twice and you will find:
Code: [Select]
               if (!isNil "mando_missile_init") then
               {
                  _plane SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
                  [_plane, 800, 1, 5, false, 0]execVM"mando_missiles\units\mando_missileecm.sqf";
                  processInitCommands;

                  [_plane, 0, ["LandVehicle", "Ship"], 2, 500, 2500, 4, [5, 2, -4], 50, 0, mando_support_enemy_sides, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicag_unit.sqs";
                  Sleep 0.5;
               };
Just coment the mando_basicag_unit.sqs line.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 17 Jul 2008, 23:42:44
EDIT: Mando, could you please explain to me how to make the recon camera have night vision? Your help is greatly appreciated.

What he said.  :D

Thanx for the replies, as always.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 18 Jul 2008, 18:26:41
Mando,

First of all, thank you for all your hard work on a magnificent script.  It is purely spectacular.

I am using your script suite and have a need to add a function.  I would like to add an abort button to the Air Support Console that would cause the plane to bypass your mando_bombs script and follow egress instructions.

I have added the "abort" button to your airsupportdlg.h file, and have it performing functions via the "case "CALL_ABORT"" function in your airsupportdlg doing simple things, like to display: MSG: Mission Aborted. 

What I am struggling with is getting this to pass a vairable to Mando_Bombs that tells the plane to not drop the bomb and proceed with egress insturctions.

I am fairly new, but can decifer most of your script with enough time.  Any help you may be able to provide will be awesome.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 18 Jul 2008, 18:37:28
Look at the bomb run sequence:
Code: [Select]
               _scr = [_plane, _targetpos, false, mando_airsupport_bomb_pos, _extrah + mando_airsupport_bomb_alt+(_this select 0)*10,mando_airsupport_bomb_type]execVM"mando_bombs\mando_bombs.sqf";
           
               while {!scriptDone _scr} do
               {
                  Sleep 0.5;
                  (mando_support_display displayCtrl (23905 + (_this select 0))) ctrlSetText format["Plane %1: %2", (_this select 0)+1, (_plane getVariable "mando_airsupport_state")];
                  (mando_support_display displayCtrl 23909) ctrlEnable false;
                  (mando_support_display displayCtrl 23910) ctrlEnable false;
                  (mando_support_display displayCtrl 23912) ctrlSetText "Bomb run mission in progress";
               };
               _plane doMove _spawnpos;
The plane will egress when the script is done (_src is the handler). You may use terminate (http://www.ofpec.com/COMREF/index.php?action=list&game=All&letter=t#796) command to terminate an sqf script at will. You will need to put something inside the <while {!scriptDone _scr} do> loop to check for abort condition, and, if present, then terminate the mando_bombs.sqf being executed (terminate _scr).

With the Close Air Support more than one attack might be executed (by default each plane will execute two), so you need to keep the value of the global used to abort set to true until all the attacks are aborded, or just exit the loop that looks for targets also if abort condition is met.

Just curious, why would you want to abort a bomb run? friendly fire?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 18 Jul 2008, 18:43:44
This is great, I will play with it and see what I can do.  The main reason for the abort is friendly fire in MP missions.

What I have right now is;
Code: [Select]
               _scr = [_plane, _targetpos, false, mando_airsupport_bomb_pos, _extrah + mando_airsupport_bomb_alt+(_this select 0)*10,mando_airsupport_bomb_type]execVM"mando_bombs\mando_bombs.sqf";
          
               while {!scriptDone _scr} do
               {
                  Sleep 0.5;
                  (mando_support_display displayCtrl (23905 + (_this select 0))) ctrlSetText format["Plane %1: %2", (_this select 0)+1, (_plane getVariable "mando_airsupport_state")];
                  (mando_support_display displayCtrl 23909) ctrlEnable false;
                  (mando_support_display displayCtrl 23910) ctrlEnable false;
                  (mando_support_display displayCtrl 23912) ctrlSetText "Bomb run mission in progress";
                  if (_abort == 1) then
                      {(terminate _scr)
                      };
};
               _plane doMove _spawnpos;


and then under my button I have

Code: [Select]
case "CALL_ABORT"':
{
              _abort = 1;
              (mando_support_display displayCtrl 23942) ctrlSetTest "MSG: Mission Aborted";
};

Im sure that you can see that this is not working for me, but I dont know why.  It seems as if when I press the abort button, it is not passing that variable to the previous code. 

Thanks for any help you can give in advance. 
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 18 Jul 2008, 19:11:45
I'm back again Mandoble  :D

Just a quick question, can i predefine the destination for the evac chopper in the editor?

Although its pretty clear in my mission that people need to return to base, its better safe than sorry.

Thx for all your help.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 18 Jul 2008, 19:36:41
bwoodhouse, your _abort variable is local, which means it will not works you need to use a global, for example named bwoodhouse_abort. Also you need to set this variable to 0 or to false somwhere, else the next bomb run mission would be aborted too.


Shadow.D. , the destination is defined by the position of mk_mandoevac_WEST, mk_mandoevac_EAST, etc marker for each side. If the marker doesnt exist, the script creates it at [0,0,0]. You may change it by some default coords per side, just look for:
Code: [Select]
      _marker_name = format["mk_mandoevac_%1", side player];
      if (getMarkerColor format["mk_mandoevac_%1", side player] == "") then
      {
         createMarkerLocal [format["mk_mandoevac_%1", side player], [0,0,0]];
         format["mk_mandoevac_%1", side player] setMarkerTypeLocal "End";
         format["mk_mandoevac_%1", side player] setMarkerColorLocal "ColorGreen";
         format["mk_mandoevac_%1", side player] setMarkerSizeLocal [0.35, 0.35];
         format["mk_mandoevac_%1", side player] setMarkerTextLocal "Evac dest";
      };
and change the [0,0,0] by your predefined pos. Note that this marker is local, you may create it even before calling any mando bombs script and place it in the predefined position but the players would be always able to change its position from the console. If you want to avoid this look for:
Code: [Select]
   case "onMapClick":
   {
      if (((_this select 1) select 1) == 0) then
      {
         if ((_this select 1) select 4) then
         {
            _marker_name = format["mk_mandoevac_%1", side player];
            if (getMarkerColor _marker_name == "") then

And remove what is inside the          if ((_this select 1) select 4) then which places the evac marked there where the used clicked over the map.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 18 Jul 2008, 20:26:03
Mandoble,
I got it to work perfect, thank you for the help.

I have two new questions for you.  First of all, with the evac script, I would like the helicopter to hover above the evac lz until I tell it to land (so that I can get an LZ brief sent to the pilot then have it land). 

Second,
I've been playing around with entering a 8 digit map grid instead of clicking on the map.  I created a button diaglog and using <_grid = ctrltext _control#> I am able to capture the user input but it is a string and not a number.  I also used <_tgt_grid = toArray (_grid)> which converts _grid to a workable array.  Do you know how to convert the user typed map grid into [x,y] grid coord that the game will understand?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 18 Jul 2008, 20:39:32
EDIT: Mando, could you please explain to me how to make the recon camera have night vision? Your help is greatly appreciated.

How would one go about that?

Thanx for the replies, as always.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 18 Jul 2008, 20:42:05
bwoodhouse, look for:
Code: [Select]
            [_group, 1] setWaypointStatements ["true", "if (!(surfaceIsWater getPos (vehicle this))) then{(vehicle this) flyinHeight 0;(vehicle this) land ""LAND""}else{(vehicle this) flyinHeight 3}"];
            [_group, 1] showWaypoint "NEVER";
            [_group, 1] setWaypointSpeed "FULL";
            [_group, 1] setWaypointType "MOVE";
            _wp = _group addWaypoint [_targetpos, 0];
            [_group, 2] setWaypointStatements ["count crew (vehicle this) > 1", "(vehicle this) flyinHeight 100"];
            [_group, 2] setWaypointTimeout [25, 25, 25];
            [_group, 2] showWaypoint "NEVER";
            [_group, 2] setWaypointSpeed "FULL";
            [_group, 2] setWaypointType "MOVE";
this is where the initial WPs and actions of the evac chopper are set. The first waypoint:
Code: [Select]
            [_group, 1] setWaypointStatements ["true", "if (!(surfaceIsWater getPos (vehicle this))) then{(vehicle this) flyinHeight 0;(vehicle this) land ""LAND""}else{(vehicle this) flyinHeight 3}"];
Has the condition set to "true", you may change this so that it proceed with the landing only when some global is set to true.

About your second question, AFAIK there is not command to convert grid coords to map coords, there are a set of functions and scripts available in the ED that do the opposite, you may use them and apply reverse engineering.



Luke, I think you already asked for that yesterday, isnt it? If I found a way I'll post it.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 18 Jul 2008, 20:44:41
My apologies,

Felt like a week ago. :D

BTW, tried the regenerating planes, nothing happened.

How would you go about scripting it?

Thanx for the replies, as always.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 18 Jul 2008, 23:05:38
Mando,

Thanks for the help.  I have a new one for you.  What if you wanted to abort any gunship attacks, the same way I aborted the bomb runs?  Usually RWA will have a 2 minute window, and only fire for that amount of time or until they are out of fuel or ammo.  In your console, they stick around until everything is dead.

I would like to be able to use the gunships on a point target than have them egress instead of killing everything in sight.  If I can just put in an RWA abort button like you helped me with for FWA, I can make it work.

Thanks
Brandon
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 18 Jul 2008, 23:28:49
This is case "CALL_CAS_CA":
They have a single Seek And Destroy WP.
Code: [Select]
            _wp = _group addWaypoint [_targetpos, 0];
            [_group, 1] showWaypoint "NEVER";
            [_group, 1] setWaypointSpeed "FULL";
            [_group, 1] setWaypointType "SAD";
You might add a single move WP there, when they are ready after completing that WP, they'll egress.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 19 Jul 2008, 00:26:01
Changed the WP to "MOVE" and they didn't leave the spawn point

Plus, when I change the WP to move, even if they did move to the support area, would they attack anything?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 19 Jul 2008, 00:34:58
I did change SAD by MOVE and my choppers move to the support area without problems, might be your spawn range is too large and the spawned choppers dont resolve in time the path to destination:
Code: [Select]
//            [_group, 1] setWaypointType "SAD";
            [_group, 1] setWaypointType "MOVE";

About your second question, if you use Mando Missiles the choppers will engange and fire against targets while they aproach to the support zone. If you use normal ArmA weapons it will depend on the skill of the crews detecting enemies.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 19 Jul 2008, 02:27:50
So maybe the next question should be what do you have your spawn range set to? :scratch:

I now got them to move, but I have the same problem with them killing any armor in site.  I am using your mando missles script (which is another  bit of genius by the way), and everything works perfect, as long as ther are no other targets in the area.  It would be great if they could just come in for like a 2 minute window, then leave, and also cease fire off a button, like an abort. 

By the way, I set the mando_airsupport_range_he: to 2500, but they still spawn at 4500.

Is there somewhere else I need to change it?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 19 Jul 2008, 03:44:01
Minimum spawn range is 4500, if you set to a value smaller than that, it resets to 4500m.

About your other question, you may set the group to CARELESS and NEVER fire using the abort button or a timer for 2 mins, units in BLUE combat mode (never fire) will not fire Mando Missiles.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 19 Jul 2008, 04:06:30
But I can reset the minimum spwan range, right?

Secondly, I have been working on this for the abort code, I just don't know where I would have to put it:

Code: [Select]
if (rwa_cease == 1) then
{
(deleteWaypoint [_targetpos, 0]);
_group move _spawnpos;
};


With the global var rwa_cease set like:

Code: [Select]
if (isNil "rwa_cease") then
{
     rwa_cease = 0;
};

Would this even work if it is put in the right place?  Or am I barking up the wrong tree?

I would not know how to write the code to change the behavior of the group after the waypoint has been created.  Can you change the waypoints properties after it has been created?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 19 Jul 2008, 12:32:37
deleteWaypoint [_targetpos, 0] -> deleteWaypoint [_group, 0]

Just try and see what happens.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 19 Jul 2008, 18:02:15
 :D

It must just be me,  when I use the "deleteWaypoint" command, it does not delete the waypoint. 

I was thinking that I have it in the wrong place.  Where would you put it?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 19 Jul 2008, 18:17:48
Why dont you use setCombatMode and setBehaviour commands instead of removing waypoints? You have a move waypoint and the units will go there in aware behaviour, so the units will engange. If you set their behaviours and combat mode to CARELESS and BLUE, they will complete the move waypoint without enganging and then they'll egress.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Jul 2008, 02:50:56
New version 1.56 available:

- Better reconnaissance camera control, now you can point directly down of the the plane.
- Maximum zoom level of reco camera increased.
- Reconnaissance camera now can lock on and track moving vehicles.
- CAS and Missile saturation missions will target selected position if not suitable targets are found in the support area.
- Added an option to enable attacks from reconnaissance plane's camera (example video (http://www.youtube.com/watch?v=32cYgvT7NYM)). New demo mission included showing this feature: mando_bombs_armedrec.Sara
- Some minor fixes and additions to the help file.

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 21 Jul 2008, 04:00:32
Mando,

I will be very mature and civilised in saying:

YAAAAAAAAAAAAAAAYYYYYYY!!  :clap:  :good:  :clap:  :good: ( :D )

This is awesome.

Thanx for your dedication and commitment to the community!

Luke

P.S. will the photo markers follow the vehicles on the map?

EDIT: Mando could you figure out how to create regenerating planes?

I have tried to do it many, many, many, many times, but...

All my attempts to edit your mando_airsupportdlg.sqf end in a CTD/lock-up when I start the mission.

I say truly:

Please help!!  :weeping:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Jul 2008, 20:32:51
Have you read this thread? It has been already asked and answered in the past by Shadow D.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 21 Jul 2008, 21:47:44
Mando,

Thanks for the new update and your contiuned support. 

I have done as instructed and manipulated the waypoint properties for behaviour and combat mode.  However, I have yet been able to create an "abort" button.

The way that it is set up now (in my version) is that gunship attacks move to three waypoints, one is a BP or battle position, the second is the target pos, then third, back to the spawn point.  The GS's are in Beh - "careless" and CM - "blue" until they reach their BP, when they turn to Beh. - "aware" and CM - "red".  This is great, because they now do not attack enemy vehicles until they reach the BP. 

However, I am in the need of one of two things.  Either I need to be able to give the GS's a "cleared hot" command allowing them to move from the BP and attack the target off a button, or, I need to be able to abort the mission at any time and have the GS's move back to the spawnpos.

I know that I am asking a lot of questions and bothering you.  However, I would really appriciate any help you can give.  I feel like I am close, however, I realize now that I am more of a nob than I thought I was.

Thanks

Brandon
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Jul 2008, 22:02:25
I would say your battle position is equivalent to the spawn point. I mean, if you call for GS support, is because you already want them to attack and engange targets. Note that now you may fix the egress direction so they always spawn and aproach comming from a general direction where you virtual battle position is. So far you only would need an abort button to do one of the two: or change their behaviour and combat mode so they'll complete the move waypoint and proceed with the egress, or just remove the move waypoint and change also combat mode and behaviour.

Note that with these modifications you are on your own as the modifications are not present in this resource (present, tested approved, etc), so I would suggest you to create a new thread about your modifications in the general scripting thread to avoid all kind of mistakes or/and missunderstandings with users using current submitted version.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: bwoodhouse on 21 Jul 2008, 22:21:08
Roger that,

Thanks anyways
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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).
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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;
   };
};
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 Jul 2008, 00:38:13
That case was already replied via PM  :dry:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t 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 (http://www.vimeo.com/1401987)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce 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:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t 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"
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce 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?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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 (http://www.youtube.com/watch?v=pUlZ-7G2jEU)).
- Some minor fixes and additions to the help file.
- Some bugs fixed (Mateck, thanks for the feedback).
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Kremator on 02 Aug 2008, 03:36:29
Mandoble,

Another GREAT release.  I WAS planning to go to bed early but I just HAD to test it out !  Glad the PC is back up again.

A request.  The reco is working brilliantly now, with its smooth scroll and lock.  Now all you need to do is make the reco plane have its locked view as a laser designator and you have solved EVERYONES UAV needs :)  That's the last piece in the puzzle.

One final thing.  The CM don't seem to be as smooth to control as the reco.

EXCELLENT work again.

[TAO] Kremator
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 02 Aug 2008, 03:51:53
It already works as laser designator for any armed plane using mando missile LGBs.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Kremator on 02 Aug 2008, 04:10:30
SWEET !!!  Didn't realise.

One thing that I found just there now was that if I set reco plane to be any higher than 400m (ie putting it all the way up to 1000m) then it immediately turns around after spawning and just circles.  What have I done wrong?

[TAO] Kremator

PS I think you have made it SHIFT + left click for changing destination (wrong in description below)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 02 Aug 2008, 04:13:13
You are using a model (addon) for reco plane which has some kind of limitation. Try with a estandard AV8B.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t on 02 Aug 2008, 10:23:15
Congrats on the release bro! I really appreciate the altitude global variable. The way the recon aircraft tags the enemy vehicles with the green boxes looks awesome. Me and my unit are looking into the night vision thing. If we get it figured out I will let you know right away. I hope you got your video card troubles worked out. Talk to ya later, thanks again.

Monty
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Kremator on 02 Aug 2008, 10:53:47
You are using a model (addon) for reco plane which has some kind of limitation. Try with a estandard AV8B.

I found the reason.  I'm using EMSIs UAV but there was no problem there.  It was the bomb height was set to 600m.  When I raised it to 1000m then there was no problem. 

I REALLY recommend using EMSIs UAV.  Adds a real depth with Mando Bombs!

[TAO] Kremator
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 02 Aug 2008, 18:28:41
The UAV however is 'Very' slow IMO.

but that's not the subject.

Hello, congrats, thanx, and all that wonderful stuff to mando!!!  :)  :D  :clap:  :good:

Your effort has provided a beacon of hope to those trapped in a building surronded by T-72s,
A slap in the face to those who decried the laser designator as a useless weapon,
and an amazing resource and loads of fun to every ArmA player who has downloaded it.

Once again thanx mando to you and all your hard work!!!

Luke

P.S.

Seriously, how do you do it?
also,
Any ideas for future versions?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce on 03 Aug 2008, 10:54:45
Luke I hope he does have further plans; I can't get enough of this script mod, it's just fantastic man. I would like to use more than just 1 type of plane; if say I called a bomb run then random (defined planes per side) would perform that mission.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 03 Aug 2008, 11:39:52
You can always keep modifying the global mando_airsupport_type at will and next planes for any bomb or cas run will use the new type.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce on 03 Aug 2008, 12:11:43
Ok so I would just put "A10","AV8b"; to call any one of these two planes.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 03 Aug 2008, 13:10:27
Yes, make sure to use correct class names.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 03 Aug 2008, 23:48:57
Hey, im not sure if this has been mentioned but... Is there a way to define the length of the recon plane flight time?  I'm using the UAV addon and by the time it gets to the area it runs out of time and dissapears.

Any help is appreciated as always.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce on 04 Aug 2008, 00:22:00
Hey Shadow; I'm not the best person to respond about this but, from my experience the reco plane only runs out of time if the remote camera is not engaged. While the reco plane is in flight, do you press the remote camera button to on? When I do this (with the default settings) it can stay in flight for a long time. Once the remote camera is disengaged the reco plane returns. Now if the ingress height is not higher than the terrain its flying over, it can avert back.

Now if I just call the RC to its destination and don't engage the camera option, it does fly its single pattern then reverts back with no Intel.

What are you doing when you call the RC to its destination?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 04 Aug 2008, 00:24:33
Hey, in answer to your question.  Yes I turn the camera on...  I think there may be an issue maybe a bug mentioned in the BI Forums. I'll wait and see if anything comes of it.

Thx for the help Crazy.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 04 Aug 2008, 00:49:24
I did several test and I was unable to recreate that problem using an AV8B as reco plane, try with it and see what happens. It works as follows, if you dont turn on the reco camera before the reco plane reaches its destination, it will egress, transmit data and be deleted. If you turn camera on, you will be able to loiter as long as you want and you will be able also to change reco plane destination at will, once you turn off reco camera, the plane will egress.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 04 Aug 2008, 01:37:36
Yeah your correct works fine with AV8, must be a bug with the UAV addon, shame because it would be good to use.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t on 04 Aug 2008, 02:01:38
I've had no problems with the predator addon. The aircraft comes in and will stay in the area as long as I keep the camera on.

I'm using the armed version of the predator. The classname for it is EMSI_MRQUAVS2.

 
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 04 Aug 2008, 22:48:33
Lol, just realised what was happening, i forgot about a sam site i put in, it kept taking the UAV out... :-[
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 04 Aug 2008, 22:56:13
That is what happens when these slow things find enemy high tech in their way  :P
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 04 Aug 2008, 23:24:32
 :D  Its ok is going into my Avgani template, just keep it above stinger ceiling.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 06 Aug 2008, 15:35:55
hi  mate 

would it be possible to set the ev choppers route a little more precise ?
would be cool to have more options  ...

ie
set a flightpath
set direction for chopper  withdrawl  after ev
flyinheight



excellent script 

many thanks  ...
 
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 Aug 2008, 16:02:31
Do you mean that the chopper is not leaving you there where you define the destination (shift + click on map)?
I did try it many times and the chopper always arrives to the marked destination so far.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 06 Aug 2008, 16:09:11
hi  mate   

the chopper  always  lands where it should  ...   :clap:

its the angle of flight  when it departs  i cant change

would be a nice feature
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 Aug 2008, 16:34:47
Do you mean when the chopper flies away just before removing it?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 06 Aug 2008, 16:51:00
yup ...

exactly ...

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 Aug 2008, 16:54:13
Then problem with this is that you may select any place over the map to be evacuated to, so I dont see any clear criteria to define the final egress direction and I just placed it 3Km N of the last evacuation pos:

mando_airsupportdlg.sqf
Code: [Select]
            _targetpos = [_targetPos select 0, (_targetPos select 1)+3000, 100];
            _wp = _group addWaypoint [_targetpos, 0];
            [_group, 6] setWaypointStatements ["true", "deleteVehicle (vehicle this);deleteVehicle this"];
            [_group, 6] setWaypointTimeout [0, 0, 0];
            [_group, 6] showWaypoint "NEVER";
            [_group, 6] setWaypointSpeed "FULL";
            [_group, 6] setWaypointType "MOVE";

If you have any suggestion about this ...
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 06 Aug 2008, 17:29:14
would it be possible to have a similar set up as ingress angle
with the 360 slider


been  using the ev  feature a lot  ..  its the  most reliable air transport  set up by far ..
never seen it fail  yet  on dedi server
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 Aug 2008, 17:41:35
I dont see it is worth to have an slider for that, the chopper just leaves and then is deleted few Km away. I may change it so that the chopper just follows the last direction used to reach the destination before being deleted.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 06 Aug 2008, 18:09:40
that would be  great ...   :good:

to be honest im not using the evacuation feature  correctly ...
im using  it more like a chopper  taxi  set  up ...

the console set up  dosnt  present a problem  when using to return to base .. its  when using to inset  when an egress setting would be handy ...

edit
-----

also i cant  seem to alter  spawn distance for  ev  choppers  is this possible or only  valid for gunships ?

mando_airsupport_range_he = 1000;





Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Kremator on 07 Aug 2008, 10:58:09
Hey Mandoble,

Really enjoying this last release - lots of goodies to play with.  Is there a way to make the reco plane circle in a tighter fashion ?  I know it uses HOLD instruction but it sometimes strays too far away to view the target.  It plays havoc with my laser designation for LA if I'm too far away as well.

A tighter circling would help (series of waypoints around a central chosen area).

Keep up the good work!

[TAO] Kremator
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t on 07 Aug 2008, 14:10:33
@shark attack
The minimum spawn distance is 4500.

@Kremator
You can steer the recon aircraft when using the recon camera.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Kremator on 07 Aug 2008, 18:11:21
Yes I know I can steer, and that's perfect, but a tighter AI steer would be brilliant if possible in scripting.  If it's not possible then it doesn't matter but it would be nice to see.

[TAO] Kremator

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 08 Aug 2008, 04:10:54
Mando,

More ideas:

1). Maybe have the RC camera for the CMissile, have auto-control, just have a mode for it to be a camera only,
2). Adjust the missile's aimpoint, a-la the recon camera (Shift-LMB), maybe make it track moving targets/LaserTarget/Mando_Laser_Logic/other
3). Dialog to adjust the contents of the Ammo, reinforcements, airborne, and vehicle supports.
4). Have a carpet bomb option for a plane to drop 'x' evenly spaced bombs, between the click and shift-click locations.
5). Use a mando gun on a high level plane, possibly laser/rc guided AC-130 fixed-wing gunship strike.

Once again, just ideas,

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 08 Aug 2008, 11:31:47
Kremator, in fact you can choose destinations of the reco plane, so if from your current position you cannot see the enemy quite well, just mark a new destination on the camera (the gray circle). To mark a new destination, just point with the camera there where you want the Reco aircraft to move and shift - left click. The plane will move there and will hold that position, you can change destination as many times as you want as long as you keep the camera on. In the upcomming version navigation will be easier.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce on 08 Aug 2008, 11:45:39
In the upcomming version navigation will be easier.

Please tell us more Mando :D
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Kremator on 08 Aug 2008, 12:34:45
Cheers Mandoble.

Agree with what Luke said.  I'm going to TRY to put Mando Guns onto the Reco plane !  But I bet you can do it MUCH prettier !

Keep up this EXCELLENT work.

[TAO] Kremator

PS If anyone wants my latest mission using Mando Bombs and Norrin's revive scipts then PM me.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 08 Aug 2008, 14:20:52
Wait for Mando Gun 1.3, it will be better addapted to fire against way lower targets.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Kremator on 08 Aug 2008, 14:43:14
Excellent Mandoble!  Have looked at your scripts and given up !  WAAAAAAY too complicated for me to understand how to script it in.  Guess I will have to wait for new Mando Gun 1.3 !

[TAO] Kremator
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 09 Aug 2008, 13:16:08
thanks  monty  ...  :good:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 09 Aug 2008, 14:50:30
Be ready ...
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce on 09 Aug 2008, 15:49:05
Be ready ...

Uhh ok  ???  :D
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Kremator on 09 Aug 2008, 21:05:35
Oh you little tease you..... you know that the community waits on EVERYTHING you do !!!

Can't wait (for whatever it is !)

[TAO] Kremator
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 10 Aug 2008, 00:39:47
New v1.58:
- Now you can set radio chat sounds/messages for all the missions requests and replies.
- Missile camera shows up to three detected potential targets (vehicles/ships) in front of it.
- FLIR available for missile and reconnaissance cameras.
- Mission cameras available for all mission types (missile and reco have priority if present).
- Demo mission mando_bombs_armedrec.Sara updated (Air Support Console v1.58 video (http://www.youtube.com/watch?v=Q3hHKDsZlLA)).
- Evac chopper egress after final stop following previous egress direction.
- First row of console buttons realigned and resized.
- Range to destination and range to target added to reco camera.
- Minimap added to all the cameras.
- Reco plane pilot now can set as captive to avoid enemy attacks.
- New universal script included to allow console usage (it considers also respawns).
- Once you turn off reco camera, you have a timeout of 18 secs to regain control before plane egress.
- More details, examples and explanations added to the help file.
- More navigation aids for reconnaissance and missile cameras.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce on 10 Aug 2008, 02:19:41
That FLIR addon is great love it Mando.  :clap:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 11 Aug 2008, 21:35:34
Quote
- Evac chopper egress after final stop following previous egress direction.

 
many thanks  mate ...
a wonderfull set up ... 
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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 (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm) 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance 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?


Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 14 Aug 2008, 00:15:30
 :whistle: Ok I feel real stupid right now. Thanks  :-[
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mark82101 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 menù 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce 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:

(http://c.imagehost.org/0135/Untitled-1_5.jpg)

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 (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm), there are a few other ways to make this work. Do a search on that page for death you will find it.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mark82101 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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:!!
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 22 Aug 2008, 20:51:51
Code: [Select]
               // one of every three existing shilkas will be a SAM
               if ((random 100) > 33) then {...
In this case, a spawned ZSU has 33% chances to be a sam launcher. You may increase the % at will.

Wouldn't this be a 66% chance of creating a SAM?  :whistle:

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 Aug 2008, 22:12:52
Yes, that > should be a <
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 22 Aug 2008, 22:34:26
Mando,

Could you add carpet bombing and DPICM Cluster Bombs, to your next iteration?

I am just so enthused to see how this keeps growing and growing.

Luke

Edit: What does the LA use as a bomb?  It doesn't seem to be a missile, even though its spawned as such.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 Aug 2008, 22:44:51
Mando Missiles, guided LGBs.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 22 Aug 2008, 22:47:45
Oh, and Could you put another text object on the Recon Camera saying the distance to the point in the crosshairs without having to designate it?

And do everything in meters as opposed to rounded 1/10s of a kilometer?

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 22 Aug 2008, 22:50:03
To the first question, nope, it would waste too much CPU.
To the second question, why do you need it in meters?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 22 Aug 2008, 23:39:17
Personal preference, (sorry,)
plus it is that much more precise.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 23 Aug 2008, 05:32:42
Sorry for the delay in thanking you Mandoble, I will try your script for the respawn of ZSU this weekend.  Sorry about the Mando Missile question in the Mando Bomb Forum, I have so many of your scripts I get them mixed up!  :blink:

Thanks Again!!!

Vengeance
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: aduke823 on 23 Aug 2008, 17:36:23
Hello,

How do I change the evac chopper to a chopper that I have placed in the editor rather than a spawned chopper?

Thank you
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: CrazyAce on 24 Aug 2008, 00:19:42
Check the online help file and or in the mando_airsupportdlg.sqf file it will tell you also.

First get the class name of the helicopter that you want to replace and replace it with the helicopter in the mando_airsupportdlg.sqf file.

The line you are looking for is:

Code: [Select]
mando_airsupport_type_ev:

Example

Code: [Select]
if (isNil "mando_airsupport_type_ev") then
   {
      if (side player != east) then
      {
         if (side player == resistance) then
         {
            mando_airsupport_type_ev = "UH60MG";
         }
         else
         {
            mando_airsupport_type_ev = "UH60MG";
         };
      }
      else
      {
         mando_airsupport_type_ev = "Mi17_MG";
      };
   };

Change to suit your needs, off the top of my head the first line segment is for RACS, the second line is for West and the third line is for East:

Code: [Select]
if (isNil "mando_airsupport_type_ev") then
   {
      if (side player != east) then
      {
         if (side player == resistance) then
         {
            mando_airsupport_type_ev = "UH60MG";
         }
         else
         {
            mando_airsupport_type_ev = "RAF_Chin47";
         };
      }
      else
      {
         mando_airsupport_type_ev = "KA50";
      };
   };
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 24 Aug 2008, 00:44:15
Ace,

What I think aduke means is that he wants a chopper that is placed as an object into the editor be the evac vehicle.

@aduke823

If you simply want a particular type of chopper then, CrazyAce's comment is valid.

However, if you want a unit that is alreadly placed in the editor, then you would have to ask the maker, Mandoble, himsellf.

I believed the way it is scripted you can only use spawned vehicles and not pre-placed vehicles in the editor.

Hope this solves whatever you were wondering.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: aduke823 on 24 Aug 2008, 03:13:16
Thanks for your replies guys,

Luke, you hit the nail on the head, that is EXACTLY what I would like to do. I have read this forum post from start to finish and have seen some posts relating to changing from a placed unit to a created one, but not the other way around, which is what I hope to accomplish.

In my missions I like to start from a sort of "forward operating airbase" so it would be cool if the air support units rolled out from that location. This set of scripts (Mando air support I mean) are an amazing piece of work, especially the Laser guided bombs, that has been a long time coming in regard to BIS games/sims, it allows us to successfully recreate Operation Reciprocity from Clear and Present Danger, which is one of my favorite movies. Now all we need is dynamic fastroping.  :)

Anyway, I'll wait for Mando to grace us with his presence, he seems to have an answer for whatever the community comes up with.

Thanks again,

aduke823
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 24 Aug 2008, 05:17:47
Thanks for your replies guys,

Luke, you hit the nail on the head, that is EXACTLY what I would like to do. I have read this forum post from start to finish and have seen some posts relating to changing from a placed unit to a created one, but not the other way around, which is what I hope to accomplish.

Glad to help. Now let's see if the community can help sort it out.

In my missions I like to start from a sort of "forward operating airbase" so it would be cool if the air support units rolled out from that location. This set of scripts (Mando air support I mean) are an amazing piece of work, especially the Laser guided bombs, that has been a long time coming in regard to BIS games/sims, it allows us to successfully recreate Operation Reciprocity from Clear and Present Danger, which is one of my favorite movies. Now all we need is dynamic fastroping.  :)

There are a few airstrike scripts like this airbase you mention, I believe, are floating around the Arma Scripts Editors Depot (http://www.ofpec.com/ed_depot/index.php?action=list&game=ArmA&type=sc&cat=xyz),
and there is a fast rope script by Ballistic Addon Studios, here is a link to the .rar in the forums (http://www.ofpec.com/forum/index.php?topic=32013.msg220441#msg220441).

Anyway, I'll wait for Mando to grace us with his presence, he seems to have an answer for whatever the community comes up with.

I believe he's on vacation, right now, gracing us only for a few hours every so often.

Thanks again,

aduke823

Glad to help, and hope this helps!!

Take care!

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 02 Sep 2008, 20:47:24
1.59 BETA, just for testing before 1.59 final release (no mirrors, please).

So far this is what is included and working in 1.59:
- You can cycle through the cameras of the mission vehicles inflight(except if a cruise missile is inflight, in this case the manual guidance of the missile has all the priority if you turn the camera on).
- A new button to select LAND or JUMP mode for airborne assaults and reinforcements, different vehicle types for LAND and JUMP. If LAND is selected, the chopper will land and the troops will disembark, then the chopper will leave the area.
- CLOSE button is now Carpet Bombing button. Carpet bombing is implemented and working. To close the console now just hit ESC key.

In the example, a good altitude for more or less accurate carpet bombing with top speed harriers is 300-350m.

Attachment removed (obsolete beta).
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 03 Sep 2008, 05:09:16
Mando, I do (*believe*) speak for all the community saying, thanx for your dedication and hard work, for listening to the various suggestions and feedback, for using your discretion and your own logic, for the endless hours of dedication you put in this project, for imbibing it with your awesome-ness to make it that always jaw-dropping Mandoble authored resource, and such a wonderful resource allowing us call in five different types of support, a dynamic evac system, and the ability pound the crap out of anything we want with death from above with eight ways to choose, wrapped with a nice bow of a dialog console.  :clap:

Thank you, Mandoble, for your wonderful gift to the OFPEC.com community.

And once again, I am sure myself, and the community is waiting for more of your handiwork.

Hope you enjoyed your vacation.

Thanx for the Air Support Console, among others.  :good:

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Dwarden 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)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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).
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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 (http://www.youtube.com/watch?v=Q3hHKDsZlLA)).
- 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Dwarden 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))
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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 (http://en.wikipedia.org/wiki/DPICM), 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 13 Sep 2008, 19:25:01
Okay, How about something like this (http://en.wikipedia.org/wiki/BL755)?

(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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 14 Sep 2008, 23:43:43
How does one work the support options?

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: MRO204 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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";
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: USM-CPT.Dyson on 24 Sep 2008, 07:45:40
How easy is all of this implement so all systems are under the players control?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: USM-CPT.Dyson 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?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 24 Sep 2008, 20:24:46
Dyson, just for curiosity, have you played any of the demo missions?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: USM-CPT.Dyson 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?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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".
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 25 Sep 2008, 01:09:04
So:
Code: [Select]
player setpos getmarkerpos mk_mandoairsupport;
equals

teleport player to location??

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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"
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: USM-CPT.Dyson 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?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 25 Sep 2008, 08:25:30
Try mando_bombs_mapdlg_mma.Sara.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: desrat on 26 Sep 2008, 01:29:21
Sorry if this has been asked before I saw no results from the search.

Firstly I'd like to say a thank you to mandoble for creating this awesome suite of scripts for us all to tinker with, its just so much easier to have one system for all air support options rather than mashing together various scripts from around the community, so again props to you..

Now a small question, I was using a Eurofighter as my recon plane which although not very realistic was set to captive with the option
Code: [Select]
mando_airsupport_rec_captive = true;  and all worked as it should...well now I've decided to use a proper uav, namely the RQ-1 Predator by EMSI & pochyst, now when I use this the plane is again detectable, I have of course changed the class of plane with the following
Code: [Select]
mando_airsupport_type_rc = "EMSI_MRQUAVS";I'm guessing the scripts are designed to make the pilot captive and seeing as the predator is un-manned then its not achieving its goal.  So the question is can this be worked around and if so how?

Thanks again mandoble
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 26 Sep 2008, 02:52:16
The Predator is manned in this game with a BIS pilot, I think. I'm surprised that won't work for you. I haven't tried what you are asking about yet but now I'm curious to see what it's all about.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 26 Sep 2008, 17:59:37
Well, if this works with the Eurofighter but the same doesnt work with the RQ-1 then I would ask EMSI or pochyst what might be happening with the predator when its pilot is set to captive. And the idea to set captive the pilot it not to see the vehicle as unmmaned, but to prevent the enemy to fire against it. In fact this was just a particular request of Dwarden.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: desrat on 26 Sep 2008, 20:21:07
And the idea to set captive the pilot it not to see the vehicle as unmmaned

I appreciate that, I didn't need it to be unmanned - just not a target to opfor which is why I automatically requested help here, as the function is part of your scripts, now I know the problem lies elsewhere I can hopefully zero in on it.

I would ask EMSI or pochyst what might be happening with the predator when its pilot is set to captive

I will do that, hopefully there is someway to resolve this, specially as the area that I need the uav for is a heavy SAM site, and gets shot down almost as soon as its spotted :(,  Thanks anyway Mandoble...
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 26 Sep 2008, 20:33:57
Well, if you mean a mando missile SAM site, it will never consider if the pilot of a plane is captive or not, if it is inside enemy sides array, it will engage it.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: desrat on 26 Sep 2008, 21:01:31
Well, if you mean a mando missile SAM site, it will never consider if the pilot of a plane is captive or not, if it is inside enemy sides array, it will engage it.

Your not wrong there :)  I previously only tested recon prior to integrating mando missle so it does indeed make no difference at all to SAM if its captive or not.

Now is there a way to get around that??
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 26 Sep 2008, 21:14:00
You could try looking for

Code: [Select]
      if (_createtrigger) then
      {
         _trigger setPos getPos _disp;
         if (count _ttypes > 0) then
         {
            {
               if ((getPos _x select 2) > 1) then
               {
                  if (isEngineOn _x) then
                  {
                     _list = _list + [_x];
                  };
               }
               else
               {
                  if ((driver _x != _x)) then
                  {
                     _list = _list + [_x];
                  };
               };
            } forEach list _trigger;
         };
      };

or something like that

and replace it with

Code: [Select]
      if (_createtrigger) then
      {
         _trigger setPos getPos _disp;
         if (count _ttypes > 0) then
         {
            {
               if ((getPos _x select 2) > 1) then
               {
                  if (isEngineOn _x) && (!mando_airsupport_rec_captive) then
                  {
                     _list = _list + [_x];
                  };
               }
               else
               {
                  if ((driver _x != _x)) then
                  {
                     _list = _list + [_x];
                  };
               };
            } forEach list _trigger;
         };
      };

This however would be in your MandoMissile/Gun Folders.

I *believe* this will work w/o problem, but to be sure ask Mando.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: desrat on 26 Sep 2008, 21:32:16
You could try looking for

"CODE"

or something like that

and replace it with

"CODE"

This however would be in your MandoMissile/Gun Folders.

I *believe* this will work w/o problem, but to be sure ask Mando.

Luke

Thanks for trying to help but I don't have a MandoMissle/Gun folder in my mission and have so far been unable to locate the exact script that you had in mind..could you be a little more specific of the actual filename?


EDIT

I found the file it was Mando_Missles\Units\mando_missileattacker.sqf, however when I make that change it throws out the following error and then none of the SAMS will target anything

Code: [Select]
'..._x)  && (!mando_airsupport_rec_captive) |#|then
{
_list = _list + [_x];
};
}
else...'
Error then: Type Bool, expected if

Then shows the file with error (being the one mentioned above) and the line number
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 26 Sep 2008, 22:09:49
Well, you may use mando missile suite in your mission instead of the addon. Remove the gamelogic, add mandomissile folder to your mission, include the corresponding 3 includes to your description.ext and at the very beginning of your init.sqf put something like:
Code: [Select]
[false]execVM"mando_missiles\mando_missileinit.sqf";

Then open mando_missiles\units\mando_missileattacker.sqf, look for:
Code: [Select]
      _list = [];
      if (_createtrigger) then
      {
         _trigger setPos getPos _disp;
         if (count _ttypes > 0) then
         {
            {
               if ((getPos _x select 2) > 1) then
               {
                  if (isEngineOn _x) then
                  {
                     _list = _list + [_x];
                  };
               }
               else
               {
                  if ((driver _x != _x)) then
                  {
                     _list = _list + [_x];
                  };
               };
            } forEach list _trigger;
         };
      };

and change this by:
Code: [Select]
      _list = [];
      if (_createtrigger) then
      {
         _trigger setPos getPos _disp;
         if (count _ttypes > 0) then
         {
            {
               if ((getPos _x select 2) > 1) then
               {
                  if (isEngineOn _x) then
                  {
                     // CAPTIVE CHECK ADDED HERE
                     if (!captive _x) then
                     {
                        _list = _list + [_x];
                     };
                  };
               }
               else
               {
                  if ((driver _x != _x)) then
                  {
                     _list = _list + [_x];
                  };
               };
            } forEach list _trigger;
         };
      };
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: desrat on 26 Sep 2008, 22:23:29
Well, you may use mando missile suite in your mission instead of the addon.

Lol I was anyway :)

Then open mando_missiles\units\mando_missileattacker.sqf, look for:

"CODE Not Quoted"

and change this by:

"CODE Not Quoted"

That did indeed do the trick, your a superstar mandoble, thank you very much..
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 26 Sep 2008, 22:41:48
Thank to you for remember me this detail, this will be included in next MMA 2.35.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: desrat on 26 Sep 2008, 23:23:39
Thank to you for remember me this detail, this will be included in next MMA 2.35.

Glad we could help each other then  :good:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 27 Sep 2008, 20:55:56
Though this should probably be in the MMA thread.

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 04 Oct 2008, 00:42:42
New v1.61 available, check first post:

- No more unlimited missiles for armed reconnaissance missions.
- Armed reconnaissance missiles maneouverability increased.
- More friendly camera control, now you dont need to fight the plane movements while aiming with the camera.
- Camera speed increased and also adjusted based on zoom level. Overal speed increased and fine control even with maximum zoom.
- Camera for non reco missions is now steerable, but you cannot zoon in it.
- Mando Missile visual launcher using SADARM bombs included (mando_bombs_airsadarm.Intro demo mission).

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 04 Oct 2008, 04:57:38
Hi Mandoble, just a quick question.....  Is there a variable to disable the "Setup & Info" and "Land/Jump" buttons in the console?

As its not mentioned in your var listings i'm guessing not, but it never hurts to ask.  If not, could you implement this into your next update?

Cheers dude.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 04 Oct 2008, 15:29:39
If you want to disable these buttons, open mando_airsupportdlg.sqf, look for:
Code: [Select]
      if (mando_support_no_sat) then
      {
         (_display displayCtrl 23928) ctrlEnable false;
      };

And just below it add:
Code: [Select]
      // Disable JUMP button
      (_display displayCtrl 23961) ctrlEnable false;

      // Disable SetUP and info dialog button
      (_display displayCtrl 23944) ctrlEnable false;     
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 04 Oct 2008, 17:53:15
Thankyou buddy, your hard work is appreciated as always. :D
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: polska on 05 Oct 2008, 01:51:11
I followed the instructions you inclosed but it still wont work!
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 05 Oct 2008, 01:59:30
Still doesnt work what? and/or what are you trying to do and how?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: polska on 05 Oct 2008, 02:22:57
I tried put all the folders and files into a mission and then paccked it back into PBO. >:(





#removed unnecessary quote - bedges
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 05 Oct 2008, 02:50:23
To do what? console? bombing? Is your mission including the correct activations in the init.sqf? Obviously it is not only a matter of copying files and folders there.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: polska on 05 Oct 2008, 18:52:15
I want the console and bombing enabled but I dont know what I have to do. You make it sound simple in your install guide.

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 (see details for each script usage below).





#removed unnecessary quote - bedges
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 05 Oct 2008, 19:11:34
- And now you can use any of the provided scripts at will (see details for each script usage below).

So, if you want to use the console, read how to in the online help (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm#mando_airsupportdlg). Or just copy/paste the code present in the demo missions init.sqf script.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: polska on 05 Oct 2008, 22:54:02
How do I use this? Do I unpack a mission I created and put these sqf files in it then repack it?





#removed unnecessary quote - bedges
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 05 Oct 2008, 23:38:49
You dont need to unpack any mission that you already have in the editor. Just work with the corresponding mission folder. I would say your questions are not related to mando bombs usage but to scripts usage in general inside your missions. To startwith use mando_bombs_armedrec.Sara as example, check its init.sqf and also read the tutorials about scripting and script usage present in the editor depot.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: polska on 06 Oct 2008, 05:06:56
I just put the files in my folder and repacked it and it worked FINE! You never said anything about me needing to add the line:

player addAction ["Air Support console", "mando_bombs\mando_airsupportdlg.sqf"];

Now I want to do SA and CM but I need the init code even though I already have the missles folder in there, if you could copy/paste it here I would appreciate it. Other than these problems I have enjoyed this mod.




#removed unnecessary quote - bedges
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: USM-CPT.Dyson on 06 Oct 2008, 07:42:18
That is because it is more complicated then that. To just get Mando Bombs working in your mission you do the steps at the top of his readme. After that it is up to you to set up your mission. Look further down his read me and you will see -

Mando Air Support Console options:


Read the requirements for cruise missiles.

Following this, you must read-

Mando Bombs ArmA scripts in detail:

Below this, is all available air support options. Under the options, are the lines of code that must have their variables changed. I suggest you use Ctrl + F and search for "cruise", so you know what your looking for. Also, Mando created a few missions that uses cruise missile attacks. As he suggested, look at what he enabled in his mando_airsupportdlg.sqf. You could simply add his mando_airsupportdlg.sqf to your mission, all options would be enabled until such a time as you change them.

Here is an example of one of the pieces you need to alter.

Code: [Select]
      if (mando_support_no_cm) then
      {
         (_display displayCtrl 23917) ctrlEnable [i][b]false[/b][/i]; <-- By default this is set to true. Which is why your's is disabled.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 Oct 2008, 08:30:04
polska, there are many ways to activate the consolse, the line you placed there is the most basic one, in the online help you will find more methods.

To have mando missile options there you need to have mando missile initialized in your mission and for that you have two options:
1 - Use the script suite, which implies to copy the mando missiles folder in your mission, modify your description.ext file and initialize mando missile in your init.sqf. here (http://www.terra.es/personal2/matias.s/mma_readme.htm#t4) you have the procedure explanied.

OR

2 - Use mando missile addon, which requires to have the addon in your addon folder and then you only need to place a single mando missile gamelogic in your mission map.

Once mando missile is initialized the air support console will have SA and CM options available, but also the units used for the missions will be automatically armed with mando missiles and countermeasures (CAP, Gunships, armed reconnaissance).
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: polska on 07 Oct 2008, 04:38:47
Ok. I have placed the PBO's in the addon folder. But what is "gamelogic" and how do I get it to work with my missions?




#removed unnecessary quote - bedges
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 07 Oct 2008, 12:56:51
 :blink:
When you add a unit to the map you may select its side, if you select LOGIC you will be adding gamelogics to your map. If you have mando missile addon in your addon folder, a new type of gamelogic will be present "Mando Missile ArmA", just add one of these to your map, and it will initialize mando missile automatically.

If you want to have more flexibility for mando missile initialization, use the script suite instead of the addon as explained in the procedure linked in the previous reply.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: polska on 07 Oct 2008, 16:20:04
 >:(

I put the Missle logic in and it is now an option to use CM and SA. But when I click it it says,

MSG: Cruise missle launcher not present
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 08 Oct 2008, 14:10:57
Have you read the instructions (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm#tcons) at least?

"Cruise missile attack.
This option requires Mando Missile ArmA initialized in the mission (addon or script suite), else the option will be disabled.
The specified launcher will fire a cruise missile against the indicated position. The missile is detectable and interceptable by enemy SAM units anti-missile capable or/and anti-missile mando guns.

To be able to fire cruise missiles you need to define which unit will be the missile launcher as well as the firing position in model coordinates. Set mando_airsupport_cmissile and mando_airsupport_cmissile_pos to the corresponding values.
"

And a bit below that:
"   mando_airsupport_cmissile: Cruise missile launcher (requires mando missile initialized), default value is objNull;
   mando_airsupport_cmissile_pos: Model coordinates of the cruise missile launch position.
   mando_airsupport_cmissile_alt :cruise altitude for cruise missiles flying in inertial mode, default is 800m.
"


Edit:
And this also from the init.sqf of mando_bombs_armedrec.Sara, where you have the CM option available.
Code: [Select]
mando_airsupport_cmissile = rhib1; // <- This is a ship NW of the island.
mando_airsupport_cmissile_pos = [0,-4, 1]; // Firing position (where the missile will be created at launch time)
mando_airsupport_cmissile_alt = 300; // Cruise altitude of the missile to keep in-flight
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: polska on 08 Oct 2008, 22:36:05
I am getting very confused by this. :confused:

I need to put the code in the files mando_airsupport_cmissile and mando_airsupport_cmissile_pos?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 08 Oct 2008, 22:48:33
Code: [Select]
mando_airsupport_cmissile = rhib1; // <- This is a ship NW of the island.
mando_airsupport_cmissile_pos = [0,-4, 1]; // Firing position (where the missile will be created at launch time)
mando_airsupport_cmissile_alt = 300; // Cruise altitude of the missile to keep in-flight

Just put these lines at the end of the description.ext init.sqf file of the mission folder you want the air support console in.


Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 08 Oct 2008, 23:05:11
mando_airsupport_cmissile and mando_airsupport_cmissile_pos are not files, are global variables as explained in the online help.

You may set them to the values required by your mission in the init.sqf file (never inside description.ext as wrongly suggested by Luke).

You need a launcher unit (the cruise missile launcher) in your map. Each side may have only one missile launcher.
The missile launcher is assigned to mando_airsupport_cmissile and the firing position is assigned to mando_airsupport_cmissile_pos global variable, just as in the example (part of init.sqs):
Code: [Select]
mando_airsupport_cmissile = rhib1; // <- This is a ship NW of the island.
mando_airsupport_cmissile_pos = [0,-4, 1]; // Firing position (where the missile will be created at launch time)
mando_airsupport_cmissile_alt = 300; // Cruise altitude of the missile to keep in-flight

rhib1 is the name given to a ship that will work as missile launcher in that demo mission.
[0,-4,1] is the firing position in model coordinates [just 4m behind the center and 1m above the center of the firing unit).
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 09 Oct 2008, 05:01:38
Just take one of the demo missions and copy and paste what's in the init, descripition, etc.

If I can figure it out. It's a piece of cake. I'm an idiot with this kind of stuff.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Luke on 19 Oct 2008, 20:28:25
Mandoble;

Do you have any plans to implement your AC130 into this, now?

Luke
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 19 Oct 2008, 20:47:53
Not yet.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 10 Dec 2008, 20:34:27
mandoble

Had a browse through thread and  cant find similar query.

Is it possible to  remove the  cannon from  laser strike aircraft
and limit the laser plane to attack only the target that is  splashed.

The laser plane is very effective, however im finding  that it has a mind of its own
before and after the laser strike .



                                                   best wishes
                                                   shark-attack
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 10 Dec 2008, 22:01:24
mmm, this is a bit odd, if you open mando_airsupportdlg.sqf and look for CALL_LASER a bit below you will find that the pilot is set to careless and green combat mode, so it will rarely engange. Anyway, the plane (_plane) is created there, you may remove its gun or the ammo of the gun.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 11 Dec 2008, 20:30:43
Hey Mandoble, I'm in the process of setting up a template for future missions i make.  I have included Mando Missiles and the Air Support Console.  Although everything seems to work fine, i seem to be having a little issue with missing sound files.  Whenever something is used from the console, that requires sound such as the cruise missile, i get a "Sound not found" message pop-up.  Is there something i've missed?  I haven't come across this error before and its got me a little stumped.

Thanks in advance for any help.

P.S - Forgot to mention i'm using the last stable(non-beta) script version of Mando Missiles.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 11 Dec 2008, 21:40:53
You are missing all the needed includes for mando missiles in script suite form. If you use the addon you dont need any, if you use the script suite you need these three (http://www.terra.es/personal2/matias.s/mma_readme.htm#t4).
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 11 Dec 2008, 22:18:22
I see what you mean Mandoble, the problem i have with that atm is the Class CfgSounds are already defined as part of the config.cpp in the revive scripts system.  Anyway if i put the Class sounds from the mando_sounds.h into the config.cpp with the others, it works and all sound is fine.

Cheers for pointing me in the right direction.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Supergrunt on 23 Dec 2008, 16:32:43
little question to mando

i asked about extra pilots / gunners etc in the evac chopper for the console once and the answer was perfect but now i want the same thing to happen with the NODLG evac 

using the NODLG i want a evac chopper to arrive but with full crew (pilot,gunner,copilot(as first cargo) ) so when they pick you up you are again realy in the back

so mando can you assist me in geting this done in the NODLG EVAC ? (please remember i am the scripting retard )
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 23 Dec 2008, 19:52:06
Opening the script you only need to locate
Code: [Select]
case "CALL_EVAC":

Just a bit below there is the crew creation code:
Code: [Select]
      _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
      _driver setskill 0.5;
      _driver setCombatMode "BLUE";
      _driver setBehaviour "CARELESS";
      _driver setRank "CORPORAL";
      _group selectLeader _driver;
      _driver moveInDriver _plane;

By default, only the driver is created there (mainly because you might be using chopper classes which only driver and cargo slots).
Anyway, just below that you may add more crew members.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Supergrunt on 23 Dec 2008, 20:11:21
ok thanks mando  I thought of that but didn't know for sure so next time i better listen to myslef  :P
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 30 Dec 2008, 14:16:19
Hey Supergrun, could u point me in the dir of the solution for getting a full blackhawk crew using the dialog screen??

Cheers...
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 30 Dec 2008, 15:31:20
Same as with the non dialog version, open mando_airsupportdlg.sqf and look for
Code: [Select]
   case "CALL_EVAC":

A bit below that you will find:
Code: [Select]
            _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
            _driver setskill 0.5;
            _driver setCombatMode "BLUE";
            _driver setBehaviour "CARELESS";
            _driver setRank "CORPORAL";
            _group selectLeader _driver;
            _driver moveInDriver _plane;

Just below these lines you may create and add more crew members to your chopper.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Gerard on 31 Dec 2008, 10:36:51
Hello! I am new here, I am Spanish may English is not very good.

I have three questions:

The first is that I can put de gunner in the heli but I don't know how to put the second door gunner.

The second question is that sometimes I have a bug in the missions and some players can't go out from de heli when it lands in the evacuation point.

Finally I want to know I the script is compatible with ACE mod without using mando bombs addon, the ACE mod have a game logic called Mando bombs but not all functions works.

Thank you for your attention. Wonderfull script.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 31 Dec 2008, 10:55:36
Hey bud welcome. It think you mean to be at Mando Missiles, not bombs. Check this thread http://www.ofpec.com/forum/index.php?topic=29031.0 . In the mean time here's a good reference for ACE to check out: http://www.acemod.net/wiki/ACE:Feature:Missiles

Take care.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 31 Dec 2008, 11:00:27
Hola Gerard,
To place a gunner in anyother turret than the default gunner one you might need to use moveInTurret (http://www.ofpec.com/COMREF/index.php?action=details&id=654) command. Extra available turrets need to be defined into the config of the chopper class you are using.

The console script does nothing to prevent crew members to exit or eject from the chopper at any time, so that issue should be caused by something else, or even a bug in ArmA kernel.

There is no mando bombs addon, might be you mean mando missile addon. Mando bombs works with mando missile addon (you may initialize it with mando_missile gamelogic in your map), with mando missile script suite or without any of these. If you dont use mando missile (addon or script suite) several console options will be grayed, CAP fighters will not use long range missiles, attack choppers will use only ArmA default missiles and engangement rules and planes/choppers will not use flares for self defense. I guess all mando bombs scripts are fully compatible with ACE.

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Gerard on 31 Dec 2008, 11:44:38
Thank you for you answers are very useful.

I use the default UH-60 that have two door gunners but I can only put the left gunner. I tried to use moveinCommander or moveinTurret but don't works.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 31 Dec 2008, 12:19:09
Check this thread (http://www.ofpec.com/forum/index.php?topic=29100.0).

BTW, if you have ACE questions, you might PM ViperMaul, surely he will have the answers.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Gerard on 31 Dec 2008, 13:05:51
Thanks Mandoble, problem solved.

Now I have another problem. I put the two door gunners but when the chopper lands and the soldiers desembarc the chopper stay in the landing position, they don't leave away (Edit: Problem solved).

I think that wil be better that when the chooper arrives, it will appear a swithable botton to say the chopper to go away.

Some times the chooper leaves without all the players.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 31 Dec 2008, 17:04:52
IMPORTANT NOTE FOR THESE ADDING MORE CREW MEMBERS TO THE CHOPPER:

Look for this line
Code: [Select]
            [_group, 2] setWaypointStatements ["count crew (vehicle this) > 1", "(vehicle this) flyinHeight 100"];
The chopper waits until the crew is greater than 1 member, then it waits 25 seconds and then the chopper takes off and heads towards destination.
If you add more people than just he driver, change that > 1 to > default number of crew members.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 01 Jan 2009, 02:15:44
Quote
            _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
            _driver setskill 0.5;
            _driver setCombatMode "BLUE";
            _driver setBehaviour "CARELESS";
            _driver setRank "CORPORAL";
            _group selectLeader _driver;
            _driver moveInDriver _plane;

Could someone give me an example of what this should look like for a UH60 with 4 crew, pilot/ gunner x2/ co-pilot.

Cheers very much..
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Gerard on 01 Jan 2009, 14:29:16
            _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
            _driver setskill 0.5;
            _driver setCombatMode "BLUE";
            _driver setBehaviour "CARELESS";
            _driver setRank "CORPORAL";
            _group selectLeader _driver;
            _driver moveInDriver _plane;
            _gunner = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
            _gunner moveInTurret [_plane,[0]];
            _doorgunner = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
            _doorgunner moveInTurret [_plane,[1]];
            _copilot =_group createUnit [_utype,[0,0,30],[],0,"FORM"];
            _copilot moveInCargo _plane;

----------------------------------------------------------------------


[_group, 2] setWaypointStatements ["count crew (vehicle this) > 4", "(vehicle this) flyinHeight 100"];


-----------------------------------------------------------------------


[_group, 5] setWaypointStatements ["count crew (vehicle this) < 5", "(vehicle this) flyinHeight 100"];

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: MadTommy on 15 Jan 2009, 13:37:51
Firstly let me say thanks to all the contributors to this site.. excellent resources, top notch.

Secondly i'm a total newbie to ArmA mission editing and scripting.  I'm in the process of making my 1st mission, a 10 slot coop mission for my community and i've been getting on pretty well.  However i'm still baffled by much of the scripting and am having to rely on other peoples scripts and missions with a bit of reverse engineering ;)  But i'm learning fastish...

To cut to the chase... i've incorporated mando_bombs_basic_mapclick.sqf into my mission and it works a charm, but how can i limit the availability?.. for example if i want the Bomb Run to only be available every 10 minutes, for example.  I cant see any parameters in the script for this.  Is there or do i need to add my own?.. If so how do i do it or can you point me in the direction of a resource that will explain it?.

Thanks a lot of any help, i'm sure this is a basic (nobby) question.. but if you don't ask.... :whistle:

edit: bedges.. why did you edit my post?... all i did was highlight a section in bold?..As that is the section i wanted to highlight. Very strange.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: hoz on 15 Jan 2009, 17:15:41
Welcome to OFPEC! We try to keep all posts legible and easy to read for all, probably the reason the highlighting was removed. Rest assured your post will be read in full by the great Mandoble.   :whistle:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 15 Jan 2009, 17:48:18
MadTommy,

This may be completely wrong for the set up that you use, I use the console in game, but there is 2 ways I limit the availability of support options. First is simply from the init.sqf of a mission.
I add this to the init:  mando_support_left_WEST = 8;(I believe this sets bomb run or cas to 8 available in this example.

The other way is via "mando_airsupportdlg.sqf" file. Open this up and check the green writing on the top. It describes which variable does what. From here you can scroll down the page and find:

  if (isNil "mando_support_left_WEST") then
   {
      mando_support_left_WEST = 8; };    (Just change the number to amount desired)
*The rest of the support option limits are listed below this one.

You can use either way, IMHO putting the global variables in the init.sqf is much quicker once you set it up.

Now regarding setting a time limit for use, I can't offer any assistance with this. I've never tried it and to be honest I never thought about that until now. It's a damn good idea though so I look forward to what Mandoble has to say about it.

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 15 Jan 2009, 20:38:16
Well, mando_bombs_basic_mapclick.sqf provides a single attack per each execution. So, once you executes it, it asks for map coords (map click) and the attack is executed.

in the example mission, a trigger is used to allow the attack, a radio trigger which works "REPEATEDLY" so you have this option available via radio all the time. Using an action menu you may achieve your goal easily. You add the action to an object (a radio, for example), when the action is executed, the script associated removes the action, executes mando_bombs_basic_mapclick.sqf, sleeps for 10 mins and adds the action again to the object.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 15 Jan 2009, 21:31:16
Man I gotta check out that example mission. I've only tried the Air Support Console method but I like the sound of that. I kind of feel like a moron because I didn't realize that's what mapclick was all about... and an even bigger moron since I never tried that example mission.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: MadTommy on 15 Jan 2009, 22:22:43
Thanks mate  :good:... i understand what you have written.. but have no idea how to do it.  :scratch:  *runs off to try and figure it out* (i'm very new to all this)


Mando edit: full quoted text removed  :P

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 16 Jan 2009, 18:32:28
Not sure if anyone else has ran into this.  But when using ACE the Laser Designator does not work when I call the console for a LA attack, the aircraft does not seem to recognize the marked target.  I think it is because the Normal ARMA Laser Designator is not being used?  :dunno: Is there a way around this?

Thanks
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 16 Jan 2009, 18:50:01
Are you using the Ace LD? I wonder if you added the vanilla ArmA LD via the init line of the unit if it would work. I haven't tried the LA attack with ACE yet but I'll check it out.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: MadTommy on 16 Jan 2009, 19:28:06
Using an action menu you may achieve your goal easily. You add the action to an object (a radio, for example), when the action is executed, the script associated removes the action, executes mando_bombs_basic_mapclick.sqf, sleeps for 10 mins and adds the action again to the object.

Ok.. sorry i've failed to comprehend this correctly.  I'm still trying to figure it out but have so far failed. Could a kind soul please rephrase this or spell it out for this newbie.

I need to add a script, (in this case mando_bombs_basic_mapclick.sqf) to the action menu of lets say a squad leader and only allow it to be run every 10 minutes.

Thanks.

(p.s i hope the use of quotes is ok.. :P , just tring to make it easy for anyone trying to help!)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 16 Jan 2009, 21:50:28
No.

just a brief example you may run for the leader of a group:
Code: [Select]
// Script to run, for example, from the init field of the squad leader
_leader = _this select 0;
if (!local _leader) exitWith {};

// Action is added for the leader only if it is local, so only the leader can see his action
_leader addAction ["Call for CAS", "bomb_control.sqf"];

And now bomb_control.sqf
Code: [Select]
// bomb_control.sqf
private["_leader", "_acidx"];

_leader = _this select 0;
_acidx = _this select 2;

// Action is removed, so the leader cannot call for support again
_leader removeAction _acidx;

// Depending on the leader side AV8 or Su34 are used
if (side _leder == west) then
{
   ["AV8B2", true, false] execVM "mando_bombs\mando_bombs_basic_mapclick.sqf";
}
else
{
   ["Su34B", true, false] execVM "mando_bombs\mando_bombs_basic_mapclick.sqf";
};

// Now we wait for 10 mins
Sleep 600;

// We add the action again after 10 mins
if (alive _leader) then
{
   _leader addAction ["Call for CAS", "bomb_control.sqf"];
};

Note that this is just a basic example, anyway questions related to menu actions, triggers, etc are not related to mando bombs so it would be better to discusse them in the general forum.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 16 Jan 2009, 22:14:32
Vengeance,

I just tried the example mission "mando_bombs_laserandcap.Sara" with ACE and was able to laze the target just fine. Granted, the unit has the vanilla ArmA LD added via it's init line. I didn't try it with the ACE LD.

 
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: MadTommy on 16 Jan 2009, 22:22:29
Thanks for the help.

(when i use _leader it says i cant add local or global field.. dont worry i'll ask else where.)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 17 Jan 2009, 07:34:23
Dony worry, if the question is related to an example posted here, feel free to keep using this thread.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 17 Jan 2009, 18:52:57
Thanks Manzilla I will use the ARMA LD in init line, too bad we can't use the ACE LD it is very nice.

Sorry may be my mission error seems to work with Mando Demo.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 17 Jan 2009, 19:11:04
So is there some compatibility problem with ACE or not?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 17 Jan 2009, 19:49:56
I haven't seen a single problem thus far. If something comes up I'll be sure to post it.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 21 Jan 2009, 01:22:08
So is there some compatibility problem with ACE or not?

No problem here is what I learned, I forgot to use this:

 []execVm"mando_missiles\units\mando_haveialaser.sqf";

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 29 Jan 2009, 19:57:18
hey   there

any future plans for  this amazing script ?


would be awsome to build on ev option ...

where air controllers could plot an accurate route for helicopter transportation (other than extraction ). also would it be possible to  give the player an option to request pick up / parachute insertion  via the console .

hope dont mind mind me asking  but  this "thing" you have created  has transformed the game for  me

many thanks     



Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 30 Jan 2009, 11:30:53
Before thinking about new mando bombs releases I need to find some time to release mando missile 2.35. And that evacuation (or insertion) with a plotted route seems easy to implement.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: sharkattack on 30 Jan 2009, 19:45:29
great news ..
hope you manage to find time ..


want me to form a  squad of  ofpec veterans ?
we can abduct your boss for a few days .. :)

(im kidding)

best wishes
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t on 08 Feb 2009, 08:25:24
So is there some compatibility problem with ACE or not?

No problem here is what I learned, I forgot to use this:

 []execVm"mando_missiles\units\mando_haveialaser.sqf";



I can't get it to work. Are you saying that once you put in the []execVm"mando_missiles\units\mando_haveialaser.sqf"; into your init.sqf you were able to use the ACE LD or were you still using the ArmA LD? I've tried this using the ArmA SF Recon unit which I believe is carrying the ArmA LD and not the ACE one. Also, are you using the addon version of Mando's Missiles or the script version? I'm using the script version, could this make a difference? I can't get the carpet bombing to work either.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 08 Feb 2009, 11:47:52
Sorry monty, I cannot help you with ACE issues, might be Vengeance can provide you some useful info.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 08 Feb 2009, 15:58:40
You may want to check the ACE Wiki's feature section about the missiles. I don't need to use:

Code: [Select]
[]execVm"mando_missiles\units\mando_haveialaser.sqf";

I think ACE already initializes this so using it may cause problems.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t on 08 Feb 2009, 18:54:22
Sweet! I checked that info in the ACE wiki and got it working with no problems.

However, I'm still having issues with the carpet bombing. Mando, do you HAVE to include this code in your init.sqf to make the carpet bombing work?

Code: [Select]
// Carpet bombing custom code global variable for AV8B
mando_airsupport_carpetcode =
{
   private["_plane", "_targetpos"];
   _plane = _this select 0;
   _targetpos = _this select 1;

   // Wait until horizontal distance between plane and target position is < 2000m or until plane is destroyed
   while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
   {
      Sleep 1;
   };

   // If the plane is alive, it drops 6 bombs in sequence.
   if (alive _plane) then
   {
      for [{_i=0}, {_i<6}, {_i=_i+1}] do
      {
         // A bomb is dropped, index 0 is for LGBs in the AV8B, if you change the plane type, set here the correct weapon index for bombs
         _plane action ["useWeapon",_plane,driver _plane,0];
         Sleep 0.4;
      };
   };
};


As always, any help is greatly appreciated.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 08 Feb 2009, 19:00:03
You need to define mando_airsupport_carpetcode code variable, which the above code or anyother else you want for your mission, and yes, define it inside init.sqf.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: monty67t on 08 Feb 2009, 21:24:03
Worked like a champ. I appreciate the help!
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Curatalo on 09 Feb 2009, 05:24:41
hey, i searched through this thread a bit, and I couldnt find what I was looking for, If you wouldnt mind answering.

I'm using the mando_bombs_map mission, in which you only need to single click on the map and then a single AV8B flys overhead and drops 2 GBUs on target. Great script, but I am trying ti limit the amount of possible bomb runs. I would like there to only be about 3 bombing runs available.
Is this easyily doable? And if so, please explain how.

Also, in order to group the trigger that adds the "radio Alpha" to the units for the command to drop the bombs, is there a way to set that to only 1 unit?
thanks
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Manzilla on 09 Feb 2009, 05:50:26

It's in here somewhere I believe. It's goes something like this but it may be a little different for just a specific support option:

in the init.sqf
Code: [Select]
mando_support_left_WEST = 3;
I use this in mine but I believe this gives a limit of 3 for every support option I've got activated.(For the WEST and I'm using the console for mine. Not sure if that matters though.)

I believe if you check "mando_bombs_basic_mapclick.sqf" and/or "mando_airsupportdlg.sqf" there is instructions. The green writing is the instructions.


quote from previous post not needed - Planck
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 09 Feb 2009, 20:04:52
mando_bombs_basic_mapclick (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm#mando_bombs_basic_mapclick) executes any of the next two: mando_basic_airsupport (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm#mando_basic_airsupport) and mando_basic_bombrun (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm#mando_basic_bombrun).

The conditions and number of times that mando_bombs_basic_mapclick.sqf is allowed to be executed by a side or a player is 100% up to the mission designer. In the example mission I used a radio trigger without any limitation. But, again, it is entiery up to the mission designer to decide how, where and how many times to use that as mando_bombs_basic_mapclick.sqf doesnt include any limitation mechanism.

mando_support_left_SIDE affects only to bomb run/cas console missions.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 19 Mar 2009, 18:26:40
Hey Mandoble, i have just started using this support console on the new Razani map.  I seem to having a slight problem with the evac chopper.  Basically i call it in, it lands.  But then does not move to extraction destination.  It's more than likely its the map causing the problems, pathfinding problems perhaps?

Anyway thought i'd post here, incase you had any ideas.

Thanks as always for any help.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 19 Mar 2009, 19:08:22
If it only happens to you with this map, then you already have the answer  ;)
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: FrancisBacon on 27 Apr 2009, 17:06:09
Hey Mando....perhaps the best script ever written for Arma? You've got my vote.

Is it possible to define the setup and info options of the Air Support Console to reflect which side you're playing on?  I have the init.sqf defining various support aircraft and reinforcements for Blufor but would like the ability to define Opfor as well if the player chooses to be on that side.  Sorry if that is vague but Im kind of new to the scripting.

Thanks!
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 27 Apr 2009, 22:05:32
Mandoble,

Here I am again begging for help.

Here's the problem: I'd like to have the possibility to choose different planes with different weapons when I ask for CAS or Bomb Run. What I understood is that the multiple choise is possible tweaking on the gunship support array.
Am I right?
How can I fix that?

BTW  I assigned the weapons class for cluster bomb or napalm on the A10 for the CAS / BOMB RUN  but it works in a bit weird: the bombs hit the ground without any effects (large smoke for cluster bomb or flames for napalm...) Any idea ?

Thanx in advance.. 
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: FrancisBacon on 28 Apr 2009, 00:36:46
max - I believe you're asking for help assigning different aircraft to bomb runs in the console setup and info section?  If so you need to add something like this to your init.sqf

mando_airsupport_opt1_text = "CAS Type";
mando_airsupport_opt1_array = ["define aircraft class here","define second aircraft class here","etc, etc"];
mando_airsupport_opt1_action =
{
   private["_item"];
   _item = _this select 0;
   mando_airsupport_type = _item;
};

if you have already defined the opt1 array, then substitute 1 for 2 up until 5.  I'm not sure if this will work but it should.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 28 Apr 2009, 20:31:12
FrancisBacon,

Tanx for te reply but it seems not to be working at all: In the cosolle the button SETUP and info is not selectable.

However, here's my init.sqf

 // Mando Missile ArmA Initialization
[]execVM "mando_missiles\mando_missileinit.sqf";

// Air Support Initialisation
[]execVM "Scripts\aircinit.sqf";

// Init Artillery
[]exec "Scripts\arty_options.sqs";

//[] spawn { execVM "gestioneConvoglio.sqf"};

//[] execVM "SupportV2\Support_CFG.sqf";

["DEBUG_CLIENT_SERVER"] call compile preprocessFileLineNumbers "SPON\Core\initCore.sqf";
call compile preprocessFileLineNumbers "SPON\Recognise\initRecognise.sqf";
["SIDE"] call SPON_Recog_setAffects; // Only recognise people on your GROUP.
[40] call SPON_Recog_setRangeInfantry; // Reduce infantry recognition range to 10m

mando_airsupport_type_rc = "EMSI_MRQUAVS2";
mando_airsupport_type_ca = "ACE_AH64_AGM_HE";
mando_airsupport_type_ve = "ACE_CH47D";
mando_airsupport_type_ev = "ACE_CH47D_MED";
mando_airsupport_armedrec = true;
mando_airsupport_armedrec_man = false;
mando_airsupport_armedrec_max = 4;
mando_airsupport_rec_captive = true;
mando_support_left_WEST = 2;
mando_support_left_ca_WEST = 2;
mando_support_left_rc_WEST = 2;
mando_support_left_ev_WEST = 5;
mando_support_left_ve_WEST = 1;
mando_support_left_la_WEST = 1;
mando_support_left_cb_WEST = 1;
mando_support_left_cm_WEST = 1;
mando_airsupport_bomb_altmax = 1000;
mando_ingress_dir = 0;
mando_airsupport_bomb_alt = 100;

mando_support_no_cas = false;
mando_support_no_br = false;
mando_support_no_ff = true;
mando_support_no_sa = true;
mando_support_no_gs = false;
mando_support_no_ab = true;
mando_support_no_cm = true;
mando_support_no_sat = true;
mando_support_no_rc = false;

// Info text displayed in the setup / info dialog (this is an structured text)
mando_airsupport_info = "EXAMPLE TEXT";


// Setup dialog options 1, 2 and 3, dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "CAS Type";
mando_airsupport_opt1_array = ["A10","AT_A10_CBU","f15e_cbu_mesh"];
mando_airsupport_opt1_action =
{
   private["_item"];
   _item = _this select 0;
   mando_airsupport_type = _item;
};


Does anybody see any missing or wrong part?

Thanx

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 30 Apr 2009, 21:55:37
Sorry if I'm late, was suffering a long business trip, how is that that button is not selectable? Are you sure you are using last console version?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 01 May 2009, 13:57:51
Hey Mandoble, It's good to hear you.

Well.... it's a good point, where can I check vor the  latest version?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 01 May 2009, 14:09:47
Here (http://www.ofpec.com/ed_depot/index.php?action=details&id=524&game=ArmA), as well as in the first post of this thread.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 01 May 2009, 15:52:07
Mandoble,

You're right. I was working with a previous version of the scripts. :whistle:

But now the problem is: why the bombs explosion effects are all the same for all 3 different aircraft, supposed to carry different loads (Mk77-napalm, Mk20-cluster, Mk83)?

thanx


Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 01 May 2009, 19:49:54
If you are talking about bomb run and CAS mission, the bomb type is determined by a global var named mando_airsupport_bomb_type, its default value is "Bo_GBU12_LGB", but you can change it at will from init.sqf or from DLG SETUP/INFO.

Check for all globals you may play with here (http://www.terra.es/personal2/matias.s/mando_bombs_arma_readme.htm#mando_airsupportdlg).
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 01 May 2009, 20:26:00
Thanx Mandoble,

I fixed the problem and now I have multiple weapons choices for aircraft.

But now...  what's going on with those bombs? They work a bit weird.

I see them being dropped from the plane, and when they hit the ground no effect or explosion or damage happen. And the curious think is that if I personally fly the plane dropping those bombs ( I'm talking about  AT_Napalm.pbo
AT_Rockeye.pbo ) they work fine. Strange isn't it?

Thanx for any suggestions
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 01 May 2009, 21:23:09
might be these bombs types cannot be spawned, the console uses createvehicle to spawn them for CAS and bomb run missions. Probably you can use these directly in carpet bombing missions but not for accurate CAS or B. runs, carpet bombing uses a custom code variable you should initialize (init.sqf, for example), and there you can use any inboard weapon the plane has. Look in the help page for more info and examples.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 01 May 2009, 23:17:31
Mandoble ,

can u be more specific on that, may be with examples?

Thanx
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 02 May 2009, 00:02:34
mando_airsupport_carpetcode: Code global var with code for carpet bombing, receives plane and target position as arguments.

Code variable example for carpet bombing using AV8B with 6 bombs, this might be setup directly into your init.sqf

Code: [Select]
// Carpet bombing custom code global variable for AV8B
mando_airsupport_carpetcode =
{
   private["_plane", "_targetpos"];
   _plane = _this select 0;
   _targetpos = _this select 1;

   // Wait until horizontal distance between plane and target position is < 2000m or until plane is destroyed
   while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
   {
      Sleep 1;
   };

   // If the plane is alive, it drops 6 bombs in sequence.
   if (alive _plane) then
   {
      for [{_i=0}, {_i<6}, {_i=_i+1}] do
      {
         // A bomb is dropped, index 0 is for LGBs in the AV8B, if you change the plane type, set here the correct weapon index for bombs
         _plane action ["useWeapon",_plane,driver _plane, 0];
         Sleep 0.4;
      };
   };
};

This variable applies for carpet bombing missions. The last parameter of "useWeapon" action is the weapon index of the plane type you want to use for carpet bombing. For example, 0 for the AV8B makes it to drop a single LGB. In the example above this is executed in a loop to drop the six bombs of the AV8B with an small delay of 0.4 secs between each bomb. The distance from target for the first bomb is set to 2000m, this applies to the combo of av8B + LGB, you may adjust it at will for your desired plane/bombs combo.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 03 May 2009, 17:42:03
Mando,

this is what I wrote in the init but nothing happened. 

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) > 2000) && (alive _plane)} do
   {
      Sleep 1;
   };

   if (alive _plane) then
   {
      for [{_i=0}, {_i<2}, {_i=_i+1}] do
      {
         _plane action ["useWeapon",_plane,driver _plane, 0];
         Sleep 0.4;
      };
   };
};


HELP pls :weeping:
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 03 May 2009, 17:44:31
Are you calling for Carpet Bombing missions? Because that has no effect for CAS or B. Runs.

If so, might be the weapon index for the bombs is not 0, then you might try with 1, 2, 3, etc, for example: _plane action ["useWeapon",_plane,driver _plane, 1];
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 03 May 2009, 17:52:09
Mando,

That was already done without effects. :weeping:

BTW, where is located the index in the plane mod? may be in config?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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];
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword 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";
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 03 May 2009, 20:58:11
 Sure Mando. Here we go.

http://www.armaholic.com/page.php?id=3580
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword 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?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword 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;
   };
};
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword on 03 May 2009, 23:49:14
Ok mando ,

which type of f15 did u use for your trials?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 03 May 2009, 23:55:53
"f15e_cbu_mesh" and "f15e_gbu_mesh"
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: maxsword 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 04 May 2009, 10:40:51
No idea, but I dont use ACE.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Planck 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
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: laggy 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

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 May 2009, 19:34:23
ACE team included mando missiles INSIDE ACE without permission and with a different path, and this is causing a great ammount of problems. What they should have done is just to have an initialization that waits to detect WHETER mando missiles addon or script suite has been initialized or included BY THE MISSION AUTHOR, and if so, then proceed with some specific initialization for some specific ACE units or setup for the missiles. But sadly this has not been done that way inside ACE. Probably you can disable ACE mando missiles, and then just use mando missiles in the traditional and safe way as script suite or addon included in your mission, using your (the mission editor) specific rules and setup. Hope this help, while I cannot guarantee.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 06 May 2009, 19:41:23
Maxsword, I think now I know where your problem is. In your version of console (latest public one), the planes created for carpet bombing are created with only the pilot inside, not the gunner. This is the cause your actions for the gunner have no effect. You can modify the script to create also the gunner for carpet bombing missions if desired plane type is your F15E. Said that, the F15E has some problems, one of them is that it proceeds to the assigned waypoint in full afterburner and really excesive speed. so it might be already closer than 2000m to the desiged target even before having this position correctly aligned with the flight path. And then the action useweapon works fine, but for a single bomb. It seems that the gunner needs to wait excesive time after dropping a bomb to be able to drop a new one, and obviously this is not any good for carpet bombing, where you want to drop 6 bombs in a sequence with a delay of less than 0.5 secs between bomb and bomb. Hope this helps.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Sick on 06 May 2009, 20:34:03
Our sincerest appologies on both accounts:
If we did not have this permission, this fact somehow got lost or there was some miscommunication, and we will change according to your will.
As to the compatibility issue, this has indeed been overlooked, we will also change according to your will.

Shall we continue in Private?
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: laggy on 06 May 2009, 20:49:33
I see, thanks for the answer.

Another quick question:

If I want to setGroupID on a plane spawned by the script (avoiding 1-1-H and such as group name in radio chat), do you have some advice on how to do that ?

I'm currently trying various isKindOf "AIR" or countType "AIR" thislist trigger solutions, but haven't got it working.

Sincerely,

Laggy

Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 07 May 2009, 12:39:08
Maxsword,
while the GBU F15E is definitively not a good option for carpet bombing because the required minimum delay between bomb drop and drop bomb, I tried the CBU one with absolutely outstanding and devastating results. I flattened all the SE saharani airport installations with a single pass at full speed of a single F15E (cbu_mesh). I configured 0.4 secs delay between bombs and a flying alt of 185m.

Laggy,
what you can do is to open the dlg script, look for group creations and execute the setGroupID there. Anyway the idea to be able to play with groups IDs is nice, and this and the creation of the gunner for carpet bombing missions might be enough excuse for me to release a new version  ;)

Sickboy,
first of all thanks for understanding the problem, I will try to think on a possible temporal solution for the issues that doesnt break what you have already implemented inside ACE. Actually Im switching from internet provider, and Im not able to use messenger/Skype, hope to have this fixed for this weekend or next week, then I'll try to chatch you online.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: laggy on 07 May 2009, 20:34:41
Thanks a lot !

Was a great deal of pasting in the script, but it works like a charm  :)

Laggy
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: laggy on 13 May 2009, 23:28:02
Hi again Mandoble.

If I want ALL players to hear the Air Support call AND reply (sideradio), is there a variable that I can check for (in i.e a trigger for the local player) and use publicVariable command to broadcast it somehow?

Or can it be done some other way?

Would increase the immersion  :good:

Laggy
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 13 May 2009, 23:46:39
Actually no, while you can easily modify mando_airsupportdlg.sqf to add that functionality, just open it and look for sideRadio commands. You would need to publish both, the side and the corresponding string, for example: mando_radio_req_br, just after the sideradio command. Instead of using a trigger, you might just use addPublicVariableEventHandler for these variables.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: laggy on 13 May 2009, 23:53:50
Thanks again,

Awesome script, hope it will work in ArmA2 or that you'll modify it to work  :whistle:
I use it in most of my missions from now on, you got me addicted  :P

Laggy
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Vengeance on 09 Jul 2009, 02:36:18
So does anyone know if it will work or parts of it will work in ARMA2?  ???
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: desrat on 09 Oct 2009, 01:39:51
sry to re-post in an old thread but just wanted to ask if this is being brought across to A2 also - I keep checking on Mando Missle on BIS but didnt notice any news on this project as yet...
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 11 Oct 2009, 03:03:52
Yes, as soon as I finish with Mando missile for A2 I will work on bombs porting.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: desrat on 12 Oct 2009, 02:45:44
sweeeeet :)

I really miss the Support console - the ArmA2 support modules just don't touch it imho
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: MarcelvKollenburg on 25 Jul 2010, 08:14:28
Sirs,

I want to get the cruise missiles to work, but when i use the MMC it just said No cruise missiles available. What weaponsplatform can carry them and how do i deploy them, what script do i use?

Greets

Hyper
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Mandoble on 21 Aug 2010, 20:15:38
You need to define a global variable with the name of the vehicle you want to use, more details on the included readme.
Title: Re: Mando Bombs and Mando Air Support (ACCEPTED)
Post by: Carmine39 on 20 Nov 2011, 15:08:09
 :clap: Good Job! But i do need to know... How do i use it in editor? I select my player as a colonel, but the Air Support Menu isnt in my action menu. Help?