iahawk 1 Posted June 6, 2012 im having problems with this addon. After popping green smoke the helo wont land for medevac??? any ideas?? Running OA 1.60 Share this post Link to post Share on other sites
ozzyt109 12 Posted June 6, 2012 are you selecting a landing mode(auto,smoke or strobe) last update added in these options. will check later to see if issues with code. as a update im working on a rejig of the dialogs to make them more user friendly and adding lots of new options for cas. i have a working gunrun/strafe script that seems to be pretty accurate that i want to implement. also with the new LOS commands ive just got a better sytem for detecting if ai cansee something so the recce side will be better by only reporting visible rather than whole groups. also working on a better medevac system than just medic out to you. want to do something like wounded soldiers have to go back to base to heal but havnt had time to implement yet. Share this post Link to post Share on other sites
metalcraze 290 Posted June 25, 2012 The helo does not land for me either. I call the helo to my grid, it comes, I throw a smoke and it just hovers there. Share this post Link to post Share on other sites
ozzyt109 12 Posted June 25, 2012 not sure what the issue was. find attached latest version of the LZ.sqf and medevac.sqf just replace teh contents with the new script file located in Airfield_Support_Scripts\CHIN lz.sqf private ["_grp1","_lzloc","_direc","_lz","_gridPos","_grid","_1","_2","_3","_4","_5","_6","_smokeg","_qtyg","_smoker","_qtyr"]; player kbTell [bIS_SSM_HQWEST,"Transport","TransportRequest",["callsign1",{},format["%1-%2-%3",(player getVariable "callsign2") select 0,(player getVariable "callsign2") select 1,(player getVariable "callsign2") select 2],[(player getVariable "callsign") select 0]],["callsign2",{},"",[(player getVariable "callsign") select 1]],["callsign3",{},"",[(player getVariable "callsign") select 2]],true]; BIS_SSM_HQWEST kbTell [player,"Transport","TransportRequest1a",["callsign1",{},format["%1-%2-%3",(player getVariable "callsign2") select 0,(player getVariable "callsign2") select 1,(player getVariable "callsign2") select 2],[(player getVariable "callsign") select 0]],["callsign2",{},"",[(player getVariable "callsign") select 1]],["callsign3",{},"",[(player getVariable "callsign") select 2]],true]; _x=_this select 0; _y=_this select 1; _grp1 = group heli_P; while {count waypoints _grp1 > 0} do {deletewaypoint (waypoints _grp1 select 0)}; heli_P assignAsDriver heli; heli_G_1 moveInTurret [heli, [0]]; heli_G_2 moveInTurret [heli, [1]]; heli_G_3 moveInTurret [heli, [2]]; g1w0 = _grp1 addWaypoint [heli,0]; g1w0 setWaypointBehaviour "AWARE"; g1w0 setWaypointType "GETIN"; [units _grp1] orderGetIn true; _lzloc = createMarker ["lzloc", [0,0,0]]; _lzloc setMarkerShape "ICON"; _lzloc setMarkerColor "ColorGreen"; "lzloc" setMarkerType "Empty"; "lzloc" setMarkerPos [_x,_y,0]; _lzloc = getMarkerPos "lzloc"; _gridPos = mapGridPosition _lzloc; _grid = toarray _gridPos; g1wp2=_grp1 addWaypoint [_lzloc, 5]; g1wp2 setWaypointType "MOVE"; g1wp2 setWaypointBehaviour "COMBAT"; {_x disableAI "AUTOTARGET"; _x disableAI "TARGET"} foreach units _grp1; _is8 = count _grid; _1 = switch (_grid select 0) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _2 = switch (_grid select 1) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _3 = switch (_grid select 2) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _4 = switch (_grid select 3) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _5 = switch (_grid select 4) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _6 = switch (_grid select 5) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; if (_is8 == 8) then { _7 = switch (_grid select 6) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _8 = switch (_grid select 7) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; player kbTell [bIS_SSM_HQWEST,"Transport","grid",["location",{},_gridPos,[_1,_2,_3,_4,_5,_6,_7,_8]],true]; BIS_SSM_HQWEST kbTell [player,"Transport","inbound",["location",{},_gridPos,[_1,_2,_3,_4,_5,_6,_7,_8]],true]; } else { player kbTell [bIS_SSM_HQWEST,"Transport","grid",["location",{},_gridPos,[_1,_2,_3,_4,_5,_6]],true]; BIS_SSM_HQWEST kbTell [player,"Transport","inbound",["location",{},_gridPos,[_1,_2,_3,_4,_5,_6]],true]; }; waituntil {(Vehicle heli_P) distance _lzloc <= 300}; _type = TGT getVariable "land"; heli_P kbAddtopic["Transport","BIKB.bikb"]; switch (_type) do { case "auto": { (Vehicle heli_P) land "GET IN"; }; case "smoke": { _wait = true; hint "Throw a GREEN smoke grenade to signal LZ, or a RED to Abort"; heli_P kbTell [player,"Transport","insight"]; while {_wait} do { _smokeg = (markerpos "lzloc") nearObjects ["SmokeShellGreen",100]; _qtyg = count _smokeg; _smoker = (markerpos "lzloc") nearObjects ["SmokeShellRed",100]; _qtyr = count _smoker; if (_qtyg > 0) then {player execVM "Airfield_Support_Scripts\CHIN\clear.sqf"; _wait = false}; if (_qtyr > 0) then {heli_P exec "Airfield_Support_Scripts\CHIN\abort.sqs"; _wait = false}; }; }; case "strobe": { hint "IRStrobe"; _wait = true; hint "Throw a IR STROBE to signal LZ"; heli_P kbTell [player,"Transport","insight"]; _i=0; while {_wait AND (_i < 60)} do { _strobe = (markerpos "lzloc") nearObjects ["IRStrobe",100]; _qtyg = count _strobe; if (_qtyg > 0) then {player execVM "Airfield_Support_Scripts\CHIN\clearstrobe.sqf"; _wait = false}; _i = _i + 1; sleep 1; }; }; }; medevac.sqf private ["_grp1","_mlzloc","_mdirec","_mlz","_gridPos","_grid","_1","_2","_3","_4","_5","_6","_smokeg","_qtyg","_smoker","_qtyr"]; player kbTell [bIS_SSM_HQWEST,"medevac","medevacRequest",["callsign1",{},format["%1-%2-%3",(player getVariable "callsign2") select 0,(player getVariable "callsign2") select 1,(player getVariable "callsign2") select 2],[(player getVariable "callsign") select 0]],["callsign2",{},"",[(player getVariable "callsign") select 1]],["callsign3",{},"",[(player getVariable "callsign") select 2]],true]; BIS_SSM_HQWEST kbTell [player,"medevac","medevacRequest1a",["callsign1",{},format["%1-%2-%3",(player getVariable "callsign2") select 0,(player getVariable "callsign2") select 1,(player getVariable "callsign2") select 2],[(player getVariable "callsign") select 0]],["callsign2",{},"",[(player getVariable "callsign") select 1]],["callsign3",{},"",[(player getVariable "callsign") select 2]],true]; _grp1 = group medevac_P; while {count waypoints _grp1 > 0} do {deletewaypoint (waypoints _grp1 select 0)}; medevac_P assignAsDriver medevac; medevac_G_1 moveInTurret [medevac, [0]]; medevac_G_2 moveInTurret [medevac, [1]]; medevac_G_3 moveInTurret [medevac, [2]]; medic assignAsCargo medevac; g1w0 = _grp1 addWaypoint [medevac,0]; g1w0 setWaypointBehaviour "CARELESS"; g1w0 setWaypointType "GETIN"; [units _grp1] orderGetIn true; _mlzloc = createMarker ["mlzloc", [0,0,0]]; _mlzloc setMarkerShape "ICON"; _mlzloc setMarkerColor "ColorGreen"; "mlzloc" setMarkerType "hd_join"; (vehicle medevac_P) flyInHeight 100; _x=_this select 0; _y=_this select 1; "mlzloc" setMarkerPos [_x,_y,0]; _mlzloc = getMarkerPos "mlzloc"; _gridPos = mapGridPosition _mlzloc; _grid = toarray _gridPos; g1wp2=_grp1 addWaypoint [_mlzloc, 75]; g1wp2 setWaypointType "MOVE"; g1wp2 setWaypointBehaviour "COMBAT"; {_x disableAI "AUTOTARGET"; _x disableAI "TARGET"} foreach units _grp1; _is8 = count _grid; _1 = switch (_grid select 0) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _2 = switch (_grid select 1) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _3 = switch (_grid select 2) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _4 = switch (_grid select 3) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _5 = switch (_grid select 4) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _6 = switch (_grid select 5) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; if (_is8 == 8) then { _7 = switch (_grid select 6) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; _8 = switch (_grid select 7) do {case 48: {"Zero"};case 49: {"One"};case 50: {"Two"};case 51: {"Three"};case 52: {"Four"};case 53: {"Five"};case 54: {"Six"};case 55: {"Seven"};case 56: {"Eight"};case 57: {"Nine"};}; player kbTell [bIS_SSM_HQWEST,"medevac","grid",["location",{},_gridPos,[_1,_2,_3,_4,_5,_6,_7,_8]],true]; BIS_SSM_HQWEST kbTell [player,"medevac","inboundmed",["location",{},_gridPos,[_1,_2,_3,_4,_5,_6,_7,_8]],true]; } else { player kbTell [bIS_SSM_HQWEST,"medevac","grid",["location",{},_gridPos,[_1,_2,_3,_4,_5,_6]],true]; BIS_SSM_HQWEST kbTell [player,"medevac","inboundmed",["location",{},_gridPos,[_1,_2,_3,_4,_5,_6]],true]; }; waituntil {(vehicle medevac_P) distance _mlzloc <= 300}; _type = TGT getVariable "land"; medic kbAddtopic["Transport","BIKB.bikb"]; switch (_type) do { case "auto": { (vehicle medevac_P) land "GET IN"; [medic] join (group player); }; case "smoke": { _wait = true; hint "Throw a GREEN smoke grenade to signal LZ, or a RED to Abort"; medic kbTell [player,"Transport","insight"]; while {_wait} do { _smokeg = (markerpos "mlzloc") nearObjects ["SmokeShellGreen",100]; _qtyg = count _smokeg; _smoker = (markerpos "mlzloc") nearObjects ["SmokeShellRed",100]; _qtyr = count _smoker; if (_qtyg > 0) then {player execVM "Airfield_Support_Scripts\CHIN\mclear.sqf"; _wait = false}; if (_qtyr > 0) then {medevac_P exec "Airfield_Support_Scripts\CHIN\abort.sqs"; _wait = false}; }; }; case "strobe": { hint "IRStrobe"; _wait = true; hint "Throw a IR STROBE to signal LZ"; medic kbTell [player,"Transport","insight"]; _i=0; while {_wait AND (_i < 60)} do { _strobe = (markerpos "lzloc") nearObjects ["IRStrobe",100]; _qtyg = count _strobe; if (_qtyg > 0) then {player execVM "Airfield_Support_Scripts\CHIN\clearstrobe.sqf"; _wait = false}; _i = _i + 1; sleep 1; }; }; }; Share this post Link to post Share on other sites
metalcraze 290 Posted June 25, 2012 Works now, although after returning to base pilots go into the danger mode (if not earlier). Even if the mission never had enemies. Share this post Link to post Share on other sites
ozzyt109 12 Posted June 25, 2012 thats part of the code. it allows them to fly at night without the aircraft lights on. Share this post Link to post Share on other sites
metalcraze 290 Posted June 26, 2012 Shouldn't they return to Aware upon exiting the chopper? Share this post Link to post Share on other sites
1986marek 18 Posted June 26, 2012 It still doesn't work, chopper wont land, and it don't confirm arrival on position :(. ozzyt109 help, please. Share this post Link to post Share on other sites
ozzyt109 12 Posted June 27, 2012 yer it is on my end as its a relatively new feature (started working on the recce side and did some experiments at night and noticed the lights) it shouldnt make a massive difference though. marek what other addons are you using, is it transport, medevac or both, does the auto land option work at all Share this post Link to post Share on other sites
1986marek 18 Posted June 27, 2012 Ozzyt both, and auto land doesn't work too. addons... im' using a lot of addons, ace is is basic, but i will try to turn them off and then play your mission. Share this post Link to post Share on other sites
ozzyt109 12 Posted August 17, 2012 new version is in the making, testing bugs. im gonna try and make a different system to get helicopters to land to try to solve issues, new features: -actual casevac - cas strafing - reworked landing system (WIP) - reworked JDAM - Reworked Recce system using new commands - potential airtransport artillary (pre WIP) the casevac system has taken a bit of priority atm. it includes the AI (yes AI) grabbing wounded (unconscious or hit in legs) and loading them into vehicles. ATM this uses an ace functions but im trying to remove an error if ace isnt used. JDAM is being redone as i dont like the accuracy of the current system. strafing is working but i cant garuntee accuracy ( i guess that relatively real) hoping to get this out before 28th as i start a new job then so may be off modding for a little while as i settle in to aid this if anyone knows how to detect if ace if running please let me know Ozzyt109 Share this post Link to post Share on other sites
kremator 1065 Posted August 17, 2012 Sounds great ozzyy! Keep going mate. Share this post Link to post Share on other sites
panther42 52 Posted August 17, 2012 to aid this if anyone knows how to detect if ace if running please let me know Ozzyt109 Checking if ACE is present if (isClass(configFile >> "CfgPatches" >> "ace_main")) then { \/* ACE is available *\/ } else { \/* ACE is NOT available *\/ }; from this page: API - ACE Wagn Share this post Link to post Share on other sites
Baron von Beer 0 Posted August 18, 2012 CASEVAC would be nice! Look forward to it. Share this post Link to post Share on other sites
ozzyt109 12 Posted August 18, 2012 (edited) ta panther. the casevacs working well my end, slight issue with testing, cant seem to get any of my guys injured, (just having to shoot them in the legs). its looking good for release by end of next week. (no promises though). Edited August 19, 2012 by ozzyt109 typos Share this post Link to post Share on other sites
ozzyt109 12 Posted August 26, 2012 may have some delays, the ai drag and carry side is good to go, now however my chopper doesnt want to take off. working on solution and aim for release asap. Share this post Link to post Share on other sites
1986marek 18 Posted August 30, 2012 Will You make east version? Share this post Link to post Share on other sites
XMDM 1 Posted August 31, 2012 I cant get the clear house or compound features to work at all...i take my CQB squad of 5 up to a location...click the map and get the red X in center of compound...they dont line up behind me nor do anything else...when i click X team enter there it says checking and thats all...breach and clear says breaching in 5 and nothing happens...:( Share this post Link to post Share on other sites
ecoli360 1 Posted September 4, 2012 Hi ozzyt I love the Airfield support mission, Im trying to understand how the support system works. Two question: One, how do I start alone without the squad? Two how do reccie mission work? Share this post Link to post Share on other sites
ozzyt109 12 Posted September 5, 2012 to play alone you need to remove the init from the player or the start.sqf. cant remember off top of head. recce works differently for different types, for heli, jet or uav just put the grid in the first boxes. for ground the first point is the lz ( heli move recce team to that loc and flys back), the second grid is the op ( the place where the recce team moves to and reports known enemys). new version coming soon which will work differently specifying an op and an area to watch for ground and optional for helis, jets will work in same way, but i'm implementing new commands Share this post Link to post Share on other sites
Vast 10 Posted November 5, 2012 ozzyt, have you thought about using more colored smoke grenades for your support package? Share this post Link to post Share on other sites
dbelnomi 4 Posted November 9, 2012 hey guys this is a great script although I have two questions: 1. Whenever I input a grid reference the helo always goes to somewhere else (usually the bottom left corner of the map. 2. How do you get rid of the British weapon you are armed with? ---------- Post added at 12:53 ---------- Previous post was at 12:39 ---------- And for me when I delete the Init. line in the player the script just stops working Share this post Link to post Share on other sites
Vast 10 Posted November 15, 2012 I tried using SecOps with this in my mission and all the Airfield support menus under the communications dialog are not showing up at all. ---------- Post added at 10:44 AM ---------- Previous post was at 10:43 AM ---------- hey guys this is a great script although I have two questions: 1. Whenever I input a grid reference the helo always goes to somewhere else (usually the bottom left corner of the map. 2. How do you get rid of the British weapon you are armed with?---------- Post added at 12:53 ---------- Previous post was at 12:39 ---------- And for me when I delete the Init. line in the player the script just stops working You’re probably using the X, Y grid references backwards. I think its Y then X and throw in a "4" for the fourth (which is the center number of the square) number like "0654" to make it more accurate. Share this post Link to post Share on other sites
ozzyt109 12 Posted November 16, 2012 hi guys sorry recently got a new job which has taken a huge amount of time. to remove british weapons you need to remove the init from the player or the start.sqf. cant remember off top of head. wiith the grid references, i use 8 figure grids with x in first box, y in second for example 0911,1042 is roughly central on map(dont quote game not open) where as 091,104 is only 91 m east of left hand corner and 104 m north. hoping to get some work on the recce script done this weekend (got ground working, and am relatively happy with the way other currently work, but want to experiment a little more) for a release soon. after such i think i will just be doing minor tweaks with arma 3 looming. i'll check whats happenong woth secops, i had this issue previously but thought i'd managed to get rid of it. with coloured smoke, i want to implement a proper system for landing things including lz by flares (bit of a pipe dream) i am tempted by smoke designated airstrikes but dont trust the AI to be accurate enough when i can't get away that quick, with regards to breaching, discoverd the issue and will be fixed in next release. i appologise for teh lack of communication recently, been busy at work (need to hire more guys) and this is teh first weekend i've got off in 4 weeks. also apologise for bad english, been a long week and need some rest. Ta ozzyt109 Share this post Link to post Share on other sites
dbelnomi 4 Posted November 18, 2012 Also, is there any chance in a new version with U.S troops cause that would make my day :) Share this post Link to post Share on other sites