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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 92599 times)

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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #75 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.

Offline Shadow.D. ^BOB^

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #76 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #77 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;
      };
   };
};
« Last Edit: 29 Apr 2008, 01:40:14 by Mandoble »

Offline Shadow.D. ^BOB^

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #78 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. 

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #79 on: 29 Apr 2008, 01:40:45 »
Sorry, code corrected above (if (isNil "_var") ), it works fine for me.

Offline Shadow.D. ^BOB^

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #80 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#
« Last Edit: 29 Apr 2008, 16:26:35 by Shadow.D. ^BOB^ »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #81 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 and Kaio's USS Nimitz addon required.

Offline sharkattack

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #82 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=
"HOLY SARDINE" - see Shark-Attack meet his match

Offline Telson

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #83 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??
« Last Edit: 04 May 2008, 14:30:53 by Telson »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #84 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 for the complete list of global vars you may modify.

Offline Telson

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #85 on: 04 May 2008, 15:57:00 »
OHHH YES  :D
sorted thanks for the help

Offline Telson

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #86 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:

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #87 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.

Offline Telson

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #88 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #89 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 different flight profiles to understand what I mean. 0 and 1 sectors are for inertial guidance, 2 for active.