pre-Vet 10 Posted January 3, 2011 .....As for the idle to stationed getting messed up, do you know if its spawning or airport mode, or both? Oh, I only had it on airport mode, Didnt use spawning yet. (Don't really now how to) Share this post Link to post Share on other sites
Xeilo 10 Posted January 10, 2011 Any word on when the next version will be up? Share this post Link to post Share on other sites
Draper 10 Posted January 11, 2011 Being that I'm the only scripter working on this, it may be a while. Gotta get my degree, work, etc. The only major thing I've done so far was add ROE no fire zones (any marker size or orientation). Once I add CAS and CAP aircraft and fix a few bugs I'll probably release again. Share this post Link to post Share on other sites
Xeilo 10 Posted January 11, 2011 Sounds good mate, want wait. Share this post Link to post Share on other sites
cool=azroul13 14 Posted January 11, 2011 Really great script !! :) I have one question Draper: How do I limit to one person the script? If I want leader alpha was the only one to use this script. Thanks in advance Aze Share this post Link to post Share on other sites
Draper 10 Posted January 15, 2011 I suspect you mean the command menu implementation, which I suspect (Haven't tested!) if you execute it on the local client only it will only show up for the client and not the whole server. So I would try something like.... if(player==forwardaircontroller)then{ .... Command menu stuff from init.sqf.... }; then the unit forwardaircontroller should have it and no one else. Action menus are easier, just execute on the object themselves and I know that will work. (see init.sqf) Share this post Link to post Share on other sites
cool=azroul13 14 Posted January 15, 2011 Thanks I try it. Share this post Link to post Share on other sites
kremator 1065 Posted January 15, 2011 Hey Draper, I'm finding that the helos are NOT engaging any troops or vehicles when called. The CAS area seems fine, the ingress and egress are also placed a reasonable distance from the area to allow line up. The helos are set to use cannon and hellfires but they do not engage automatically ... any idea why ? Looking forward to the new release ! Share this post Link to post Share on other sites
Draper 10 Posted January 16, 2011 Not sure exactly, they aren't given dotarget, dofire, commands via the script but its just a S&D waypoint, so it would have something to do with the FSM the helos run. You may wanna check and tweak the setWaypointCombatMode, ... , etc. so that they may more readily engage. Share this post Link to post Share on other sites
kremator 1065 Posted January 16, 2011 Cheers Draper. Will have a look, although they are being fired upon which should change their combat mode. Share this post Link to post Share on other sites
Xeilo 10 Posted January 17, 2011 How would I go about making the transport choppers land and take off and continue on mission without engaging targets even when being shot at? Share this post Link to post Share on other sites
Draper 10 Posted January 17, 2011 Somewhere in the waypoint behavior I'd suspect, open one of the transport scripts and find the waypoint creation section of code Share this post Link to post Share on other sites
Xeilo 10 Posted January 17, 2011 I got no idea what to change it to. Share this post Link to post Share on other sites
Draper 10 Posted January 17, 2011 setWaypointBehaviour "CARELESS" and setWaypointCombatMode "BLUE", probably this is what you'll need. look through all the "Thel\callTrans....sqf" for the waypoint behaviors to be defined. If that doesn't work look at these to see what other options there are. http://community.bistudio.com/wiki/setWaypointCombatMode http://community.bistudio.com/wiki/setWaypointBehaviour Share this post Link to post Share on other sites
bignewy 10 Posted January 25, 2011 I suspect you mean the command menu implementation, which I suspect (Haven't tested!) if you execute it on the local client only it will only show up for the client and not the whole server. So I would try something like....if(player==forwardaircontroller)then{ .... Command menu stuff from init.sqf.... }; then the unit forwardaircontroller should have it and no one else. Action menus are easier, just execute on the object themselves and I know that will work. (see init.sqf) Hi all, and great script Draper, did anyone get this to work for just one player, and if so could they share how it was done. I have tried the above example but could not get it to work (may be something I am doing wrong), and I got a little lost in the code Share this post Link to post Share on other sites
DaveP 66 Posted January 25, 2011 (edited) I'm not particularly too sure how the transport heli script works, but would there be the possibility to create an invisible H at the marked lz to get more accurate landings? setWaypointBehaviour "CARELESS" and setWaypointCombatMode "BLUE", probably this is what you'll need. look through all the "Thel\callTrans....sqf" for the waypoint behaviors to be defined.If that doesn't work look at these to see what other options there are. http://community.bistudio.com/wiki/setWaypointCombatMode http://community.bistudio.com/wiki/setWaypointBehaviour Gave this a shot, and tried making it so that the pilot and heli were setCaptive, allowDamage false'd, even made the pilot's group Civvie and none of it seemed to 'disconnect' them enough that they'd land in enemy territory Edited January 26, 2011 by DaveP Share this post Link to post Share on other sites
Draper 10 Posted January 27, 2011 @bignewy I'll give it a shot myself and see what happens. There isn't alot of documentation, from what I could find, of the command menu system so its alot of guess work for now. @DaveP Yes thats something that can be done, and will be done as an option. So it sounds like the FSM then has to be edited so that the AI stay focused on the task and the AI gunners just engage targets of opportunity, or even cover fire, rather then diverting the whole helo. Another project on the docket... Share this post Link to post Share on other sites
Grimfist 0 Posted February 25, 2011 Ive being playing around a lot, but when you put a plane 'on station', it goes there, but when you tell it to RTB, it says it is and the marker goes but it continues to fly around. I tried this on your chernarus example mission, the takistan example mission and a custom mission i made for the east side. but this, when finished, will be the no.1 support script, its fantastic. Share this post Link to post Share on other sites
Draper 10 Posted February 27, 2011 Thx, Grim, yeah I noticed this was a problem, also happens with the spawning mode of aircraft. I've been working on it more lately, so might have an update soon-ish. Share this post Link to post Share on other sites
vengeance1 50 Posted February 27, 2011 WOW great to hear from you Draper, looking forward to your updated script, its great! Share this post Link to post Share on other sites
Draper 10 Posted March 14, 2011 (edited) RUM Assets Beta3 So here is an update on the various things I've added and fixed with the asset scripts. FIXED: - On station spawn mode aircraft didn't drop bombs - Various RTB issues across types - Optimized code by defining repeated code in Fixed-wing and Arty Assets - Many other things I cant think of right now to make it run like it should ADDED: - ROE no fire zones prevent calling assets on protected areas, uses markers of any size and orientation. - Transport choppers now have special insertion options such as fastroping** (special thanks to norrin and rocko), paradroping, and combat insertions (special thanks to Ir0n1E). - LZ's can now have invisible helipads and smoke via RUM_Settings file - Can change classname of bombs being drop for each type - Fixed Wing aircraft can be called in for close air support or a combat air patrol ** fast roping requires -EITHER- ACE Core + CBA -or- Norrin's MP Fastroping Addon Edited March 15, 2011 by Draper Share this post Link to post Share on other sites
kremator 1065 Posted March 14, 2011 Excellent mate .... downloading and testing straight away ! Share this post Link to post Share on other sites
Draper 10 Posted March 14, 2011 Cool, as always feedback is welcome. Share this post Link to post Share on other sites
kremator 1065 Posted March 15, 2011 I think I found a bug ... I used the takistan version, and called the A10 on station to attack. After pressing the antenna button I pressed the ROE button before clicking anywhere on the map and it let me place one cross but not the other and would not let me out of the map. I will test some more. Share this post Link to post Share on other sites
Draper 10 Posted March 15, 2011 By ROE button you mean 0-0-1 or 0-0-2? I just put those in as shortcuts for testing, they probably shouldn't be used in combination. Or else the onsinglemapclick gets redefined to something it should't. Share this post Link to post Share on other sites