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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 92899 times)

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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #300 on: 25 Sep 2008, 08:25:30 »
Try mando_bombs_mapdlg_mma.Sara.

Offline desrat

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #301 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

Offline Manzilla

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #302 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #303 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.

Offline desrat

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #304 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...

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #305 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.

Offline desrat

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #306 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??

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #307 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
Pesky Human!!
Wort Wort Wort.

Offline desrat

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #308 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
« Last Edit: 26 Sep 2008, 21:52:13 by desrat »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #309 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;
         };
      };

Offline desrat

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #310 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..

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #311 on: 26 Sep 2008, 22:41:48 »
Thank to you for remember me this detail, this will be included in next MMA 2.35.

Offline desrat

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #312 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:

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #313 on: 27 Sep 2008, 20:55:56 »
Though this should probably be in the MMA thread.

Luke
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #314 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).