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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 134558 times)

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Offline bwoodhouse

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #165 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

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #166 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.

Offline bwoodhouse

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #167 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?

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #168 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.

Offline bwoodhouse

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #169 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?
« Last Edit: 19 Jul 2008, 02:57:31 by bwoodhouse »

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #170 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.

Offline bwoodhouse

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #171 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?

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #172 on: 19 Jul 2008, 12:32:37 »
deleteWaypoint [_targetpos, 0] -> deleteWaypoint [_group, 0]

Just try and see what happens.

Offline bwoodhouse

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #173 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?

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #174 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.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #175 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). New demo mission included showing this feature: mando_bombs_armedrec.Sara
- Some minor fixes and additions to the help file.

« Last Edit: 21 Jul 2008, 09:58:33 by Mandoble »

Offline Luke

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #176 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:
« Last Edit: 21 Jul 2008, 20:05:50 by Luke »
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #177 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.

Offline bwoodhouse

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #178 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

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #179 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.