Nordin 0 Posted March 19, 2011 Thanks for clearing that up Nordin! but how i do that, or should i just give up at this point? :P You can change that file by your self, open the SAM support folder and then open sam_support_init.sqf. That is the file where you change names, firesupport missions, type of missions and so on....quite easy to understand whats what and what to change. Share this post Link to post Share on other sites
Ville89 10 Posted March 20, 2011 @Shad0wCatcher I tried requesting A-10 and it came to the target area without any problems. @Nordin Okay thanks, got to check it out :) Share this post Link to post Share on other sites
Killy_McMurder 10 Posted March 20, 2011 (edited) Nordin, i've been playing with SAM supoprt for a while now and first i just wanna say that it is an amazing piece of work, well done! Something i've noticed that would come in useful is a Medevac feature. I've had a quick go myself, basically i added a MASH and some medical supplies to the FRAP option, i put a small support team into the chinook but i couldn't get them to get out! But i was thinking maybe a fully intergrated feature would be possible... Something like having a medevac team on standby at the main airfield that gets into the selected transport and moves to the desired target area just like the transport options when the Medevac sub-option is selected. Then are dropped off and establish a med station, or something similar i'm not quite certain about the actual workings of a medevac mission. One more, but probably less realistic feature is the ability to call for equipment to be dropped off (Static weapons, vehicles etc) Another variation on the transport option, you could select the equipment you needed, this is then loaded or slung under the selected helo, and finally delivered to the desired target area... again, i've had a go at this myself but my noob knowledge of scripting means i've failed. Lots. Everything else about your module is incredible, i think this would compliment it well Edited March 20, 2011 by Killy_McMurder Share this post Link to post Share on other sites
cool=azroul13 14 Posted March 21, 2011 Hi, Is there a method to limit the "Sam Support" to the player who carry the radio? I know there are the ACE function "_onTheAir = [bOB] call ACE_fnc_HasRadio;" but I don't know how to implement it. Thanks Aze Share this post Link to post Share on other sites
UGLY58 10 Posted March 28, 2011 Nordin, I have a clash between Bon`s Resupply Script and your Script being that both use a common.hpp. As do all Bon`s scripts. Is it possible to rename your common.hpp so that the clash is removed ? Sorry I don`t have the smarts to do that...hope you can help Share this post Link to post Share on other sites
Warts 10 Posted April 6, 2011 (edited) Nice addon. It works well on my Dedicated server not like most of the others. Iam trying to add other Islands like fallujah. Can get all of it to work but the CAS. They go to wrong location. Any suggestions? Warts My bad Updated to latest version. Edited April 19, 2011 by Warts Share this post Link to post Share on other sites
wilf55 10 Posted May 29, 2011 I was wondering if anyone had an update for Fallujah v1.2 and SAM Support - it seems that the map coords have changed again. I tried editing the sam_support_init.sqf and the client.sqf but the GPS north position is always off. Share this post Link to post Share on other sites
Thunder666 10 Posted June 10, 2011 (edited) hi, some Questions. 1st: this works only at Takistan ? I try it at "Desert" Map ond have no own Coordinates ? 2nd: what i must enter at Terget Position E/N ? where i can get this values ? 3rd and last: i must place the Arti Bat`s and Planes and so on at Map and what i must enter for own Planes, Class name or or Unit Name from Editor ? THX in advance Edited June 10, 2011 by Thunder666 Share this post Link to post Share on other sites
wilf55 10 Posted June 12, 2011 (edited) 1. I know that the SAM Support script supports Chernarus, Utes, Takistan, Isla Duala, and Fallujah. Apart from that I'm not sure (I'll try and test it a bit later). Are you sure you copied over all the scripts and assigned yourself as a soldier that had a GPS unit? If your unit has no GPS, then the current location will not automatically be entered. Edit: Just tested the desert map and all was fine. If the 'Your Position' details are not visible, then make sure your soldier has a GPS unit. I can send a copy of the test files if you'd like. 2. The target position is the East/North coordinates of the thing you're trying to hit with Artillery or CAS, or where you want your Transport. You'll need to work it out from the coordinates on the map. 3. When you place the artillery pieces or planes for CAS/Transport make sure to give them a name in the editor, and a helipad as a base. In the "sam_support/sam_support_init.sqf" file give them the same name: //CAS //Callsigns and units for CAS ["Displayname", unitname, helipad assigned to heli] sam_cas = [["Crazyhorse",Crazyhorse,h1],["Digger",a10,h1]]; In this example the displayname is the name that the aircraft sends back over the 'radio' when you send it a mission, the unitname is the actual name from the editor, and the helipad is the name of the invisible helipad that you've set out as the home base for the aircraft. Edited June 12, 2011 by Wilf55 Testing completed Share this post Link to post Share on other sites
wyskass 10 Posted July 7, 2011 (edited) What's the deal with the coordinates on Chernarus? Easting if fine, but Northing is WRONG. GPS shows 0473 8759 which also correctly matches with MAP In the SAM window it shows 02959. First thing is I had to uncomment and add the fix numbers but that still didn't fix it, and the 15360 correction makes no sense. I tried to give it a different number by subtracting SAM indicated from the GPS but it's still not right. Edited July 8, 2011 by wyskass Share this post Link to post Share on other sites
Nordin 0 Posted October 5, 2012 New beta addon released, information in the first post. Share this post Link to post Share on other sites
Guest Posted October 9, 2012 (edited) Thanks for informing us about the release (also to Stiltman) :cool: Release frontpaged on the Armaholic homepage. SAM GRG System public beta 2Advanced Combat Environment 2 OA - Core Edited October 10, 2012 by Guest updated to new version Share this post Link to post Share on other sites
PTV-Jobo 820 Posted October 10, 2012 Awesome! Thank you so much for releasing it on its own. Can't wait to start using this! ^^ Share this post Link to post Share on other sites
Nordin 0 Posted October 10, 2012 Updated and MP reload should work as intended. Share this post Link to post Share on other sites
ohally 26 Posted October 10, 2012 Howdy, tried the Gustav MP loading on a dedi and hosted game. every time we loaded a round, the round left the loaders inventory but the launcher did not appear to be loaded. also noticed the option to load HEAT rounds did not come up. Sweet concept!! cant wait to get it working! Share this post Link to post Share on other sites
Nordin 0 Posted October 10, 2012 Try to download the addon again, I had named a script wrong. Should work now. https://dl.dropbox.com/u/7655592/sam_grg_system_standalone.rar Share this post Link to post Share on other sites
ohally 26 Posted October 11, 2012 having the same issue as before. Share this post Link to post Share on other sites
Cabbagebasher! 10 Posted November 22, 2012 how do you work out map height, i would like to use Favslev map. ran in to a problem when i called in a pick up and the helo over flew the HLS and and strait into a wind turbine lol. Share this post Link to post Share on other sites
ravendk 25 Posted November 23, 2012 how do you work out map height, i would like to use Favslev map. ran in to a problem when i called in a pick up and the helo over flew the HLS and and strait into a wind turbine lol. SAM / Nordin addons tropic :D Share this post Link to post Share on other sites
Cabbagebasher! 10 Posted November 23, 2012 (edited) @RavenDK thanks i had a another look, and to be honest i knew it was something i did wrong. thks for the help now got it to work case "favslev": {10240;}; Edited November 23, 2012 by Cabbagebasher! Share this post Link to post Share on other sites
radioshack. 11 Posted January 10, 2013 Hi Nordin, thank you for for your SAM Support script it is really great! :D I have a question related to the UAV part. When I call the UAV I have the option to fire hellfire's via map click, now I would like to disable that because I want th UAV to be for recon only. How can I accomplish that? Thank you! Share this post Link to post Share on other sites
polkaboy 1 Posted February 8, 2013 Hey, has anyone been able to figure out a respawn script for the SAM support units. It would be nice in case an aircraft gerts taken out for example. PB Share this post Link to post Share on other sites
dragonsyr 21 Posted February 12, 2013 hi to all... i need to add 2nd user for the artillery support. //Users sam_support_users = [test]; how can i add one more user named test1? is this possible? great job nordin !! Share this post Link to post Share on other sites
dragonsyr 21 Posted February 14, 2013 Also i need to know how to adjust my island grid because west target positions is wrong (artillery hits far away from target, i dont know where....) . ---------- Post added at 15:30 ---------- Previous post was at 15:24 ---------- Hey, has anyone been able to figure out a respawn script for the SAM support units. It would be nice in case an aircraft gerts taken out for example. PB i try to respawn the transport helis . The heli spauned again , but after that no communication with the unit. i think that they need init again with the sam support. the only solution right now to have the support units forever, is to put on init line of each vehicle this allowDamage false Share this post Link to post Share on other sites
Nordin 0 Posted February 14, 2013 //Users sam_support_users = [test, test1, test3]; You can add as many users as you want to. In this sam_mapfix = switch (worldName) do {case "ibr_isladuala": {10240}; case "fallujah": {10240;}; default {0};}; Add: case "name_of_island":{withOfIsland;} Share this post Link to post Share on other sites