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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 92775 times)

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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #345 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.

Offline Supergrunt

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #346 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

Offline Shadow.D. ^BOB^

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #347 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...

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #348 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.

Offline Gerard

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #349 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.

Offline Manzilla

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #350 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #351 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 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.


Offline Gerard

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #352 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #353 on: 31 Dec 2008, 12:19:09 »
Check this thread.

BTW, if you have ACE questions, you might PM ViperMaul, surely he will have the answers.
« Last Edit: 31 Dec 2008, 12:27:25 by Mandoble »

Offline Gerard

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #354 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.
« Last Edit: 31 Dec 2008, 15:33:15 by Gerard »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #355 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.

Offline Shadow.D. ^BOB^

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #356 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..

Offline Gerard

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #357 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"];


Offline MadTommy

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #358 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.
« Last Edit: 15 Jan 2009, 15:10:04 by MadTommy »

Offline hoz

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #359 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:
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