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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 92862 times)

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Offline Telson

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #90 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:

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #91 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 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #92 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.

Offline Shadow.D. ^BOB^

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #93 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #94 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.

Offline Shadow.D. ^BOB^

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #95 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #96 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;
   };
};

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #97 on: 10 May 2008, 22:10:50 »
Updated to v1.52:

- Reconnaissance camera can now be locked on a position. If Mando Missile ArmA 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.

Offline Manzilla

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #98 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #99 on: 12 May 2008, 20:42:23 »
I have no problems downloading and unzipping the file.

Offline Manzilla

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #100 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #101 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.
« Last Edit: 17 May 2008, 15:02:41 by Mandoble »

Offline Vengeance

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #102 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

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #103 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.

Offline Vengeance

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #104 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-
« Last Edit: 23 May 2008, 09:11:42 by h- »