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On ‎7‎/‎15‎/‎2017 at 7:28 PM, Ghost said:

All spawnables are handled in the vehlists folder. 

I am testing a hotfix update for Enemy Assault. 

CHANGES

-can now load pow using move units action

-enemy lists are automatically generated from the config - some tweaking may still be required

-Civilian Helicopters will randomly spawn at helipads at each AO

-ZSU task failing to load properly which forces players to restart mission is now fixed

What missions are up to this date? Malden, Tanoa, Altis, etc?

 

Thanks

Reed

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Updated Tanoa Altis and Malden. Slowly working on bringing back Stratis but a lot of tweaks are required. All can be found on Steam or my dropbox

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I'm getting this error. I am only using vanilla assets. The 2 support aircraft aren't spawning at heli_1 or heli_2. We don't use RHS so if I can deelte from this that would be great too. Would like to spawn a ghosthawk and Mohawk.

 

//Spawn Base helicopters
if (true) then {
private ["_helolist","_markarray","_namearray","_air","_marksel","_VarName"];
if ghst_rhsmod then {_helolist = ["rhsusf_CH53E_USMC","RHS_UH60M"];} else {_helolist = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_camo_F"];};
_markarray = ["heli_1spawn","heli_2spawn"];
_namearray = ["heli_1","heli_2"];
	{
	_VarName = _namearray select 0;
	_namearray = _namearray - [_VarName];
	_marksel = _markarray select 0;
	_markarray = _markarray - [_marksel];
	_air = createVehicle [_x,(getmarkerpos _marksel), [], 0, "NONE"];
	_air setVehicleVarName _VarName;
	missionNamespace setVariable [_VarName,_air];
	publicVariable _VarName;
	_air setdir (markerdir _marksel);
	_data = [missionNamespace,_air] call BIS_fnc_addRespawnPosition;
	nul = [_air,5,false] execfsm "scripts\ghst_vehrespawn.fsm";
	} foreach _helolist;
};

 

9:29:27 Error in expression <rray","_air","_marksel","_VarName"];
if ghst_rhsmod then {_helolist = ["rhsusf_C>
 9:29:27   Error position: <ghst_rhsmod then {_helolist = ["rhsusf_C>
 9:29:27   Error Undefined variable in expression: ghst_rhsmod
 9:29:27 File C:\Users\Jason Reed\Documents\Arma 3 - Other Profiles\[SA]Reed\mpmissions\SA%20Template%20Tanoa%209%2e1%20Reed.Tanoa\initServer.sqf, line 68

Thanks,

Reed

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if ghst_rhsmod then {_helolist = ["rhsusf_CH53E_USMC","RHS_UH60M"];} else {_helolist = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_camo_F"];};

Just edit above line into: _helolist = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_camo_F"];

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10 hours ago, magicsrp said:

if ghst_rhsmod then {_helolist = ["rhsusf_CH53E_USMC","RHS_UH60M"];} else {_helolist = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_camo_F"];};

Just edit above line into: _helolist = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_camo_F"];

Thanks, will try.

 

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Got it sorted.

 

Next question. The vehicle respawn fsm has 3 variables

nul = [_air,1,false] execfsm "scripts\ghst_vehrespawn.fsm";

When opening with notepad it is hard to read and the explanation for the true/false variable is confusing. Just trying to get a clarification of what true false actually changes.

 

Thanks

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I updated to the newest ghost mission. Ghost is using an fsm to respawn vehicles now and I have been trying to get Devas_Autopilot to work in a Base helo spawn code in the server init. I tried placing after createVehicle but isn't working. It is giving me errors.

 

Thanks for any help.

[this] spawn DEVAS_AutoPilot;
//Spawn Base helicopters
if (true) then {
private ["_helolist","_markarray","_namearray","_air","_marksel","_VarName"];
_helolist = ["B_Heli_Transport_01_camo_F","B_Heli_Transport_03_F"];
_markarray = ["heli_1spawn","heli_2spawn"];
_namearray = ["heli_1","heli_2"];
	{
	_VarName = _namearray select 0;
	_namearray = _namearray - [_VarName];
	_marksel = _markarray select 0;
	_markarray = _markarray - [_marksel];
	_air = createVehicle [_x,(getmarkerpos _marksel), [], 0, "NONE"];
	_air setVehicleVarName _VarName;
	missionNamespace setVariable [_VarName,_air];
	publicVariable _VarName;
	_air setdir (markerdir _marksel);
	_data = [missionNamespace,_air] call BIS_fnc_addRespawnPosition;
	nul = [_air,1,false] execfsm "scripts\ghst_vehrespawn.fsm";
	} foreach _helolist;
};

Error

20:38:37 Error in expression <ipts\ghst_vehrespawn.fsm";
[_air] spawn Devas_AutoPilot;
} foreach _helolist;
};>
20:38:37   Error position: <Devas_AutoPilot;
} foreach _helolist;
};>
20:38:37   Error Undefined variable in expression: devas_autopilot
20:38:37 File C:\Users\Jason Reed\Documents\Arma 3 - Other Profiles\[SA]Reed\mpmissions\SA%20Template%20Tanoa%209%2e1%20Reed.Tanoa\initServer.sqf, line 83
20:38:37 Error in expression <ipts\ghst_vehrespawn.fsm";
[_air] spawn Devas_AutoPilot;
} foreach _helolist;
};>
20:38:37   Error position: <Devas_AutoPilot;
} foreach _helolist;
};>
20:38:37   Error Undefined variable in expression: devas_autopilot
20:38:37 File C:\Users\Jason Reed\Documents\Arma 3 - Other Profiles\[SA]Reed\mpmissions\SA%20Template%20Tanoa%209%2e1%20Reed.Tanoa\initServer.sqf, line 83

 

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9 hours ago, Jnr4817 said:

I updated to the newest ghost mission. Ghost is using an fsm to respawn vehicles now and I have been trying to get Devas_Autopilot to work in a Base helo spawn code in the server init. I tried placing after createVehicle but isn't working. It is giving me errors.

4

 

I think, No need to put the code: [this] spawn DEVAS_AutoPilot; in the initServer.sqf,  if you use it for the Base initially spawned 2 helis.  Because it's initially spawned when you start the mission.
Just put the code in the init.sqf: 

//init.sqf:
[] execVM "AutoPilot\AutoPilotInit.sqf";

and Description.ext: as Sample Mission explained.

class CfgSounds
{
	sounds[] = {Devas_click};
	class Devas_click
	{
		name = "Devas_click";
		sound[] = {"\AutoPilot\Sound\Devas_click.ogg", db+15, 1.0};
		titles[] = {};
	};
};

If you want to apply this Autopilot for player's spawned aircraft,  put the code in fuctions/dlg/fn_spawnair.sqf :

[_veh1] spawn DEVAS_AutoPilot;

 

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How can I add this to the Ghost Supports

 

Added: The CAS module now supports bomb runs (including cluster bombs)

 

Thanks

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Not sure if I have missed anything but JTAC operator in version 4 missions apparently only has same options as team leader. Are we doing something wrong or do we need something else now to access air support as JTAC?. 

 

Thanks in advance

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JTAC's job is defined in the initPlayerLocal.sqf: 
 

if (player iskindof "B_recon_JTAC_F") then {
[player,"Attackhelo"] call BIS_fnc_addCommMenuItem;
player setVariable ["ghst_helosup", 0];
player setVariable ["ghst_helosup2", 0];

[player,"Attackplane"] call BIS_fnc_addCommMenuItem;
player setVariable ["ghst_cassup", 0];

[player,"RemoteDesignator"] call BIS_fnc_addCommMenuItem;
player setVariable ["ghst_remotedes", 0];

[player,"Gunship"] call BIS_fnc_addCommMenuItem;
};

 

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On 30/09/2017 at 6:46 PM, magicsrp said:

JTAC's job is defined in the initPlayerLocal.sqf: 
 


if (player iskindof "B_recon_JTAC_F") then {
[player,"Attackhelo"] call BIS_fnc_addCommMenuItem;
player setVariable ["ghst_helosup", 0];
player setVariable ["ghst_helosup2", 0];

[player,"Attackplane"] call BIS_fnc_addCommMenuItem;
player setVariable ["ghst_cassup", 0];

[player,"RemoteDesignator"] call BIS_fnc_addCommMenuItem;
player setVariable ["ghst_remotedes", 0];

[player,"Gunship"] call BIS_fnc_addCommMenuItem;
};

 

 

Thanks, Sorry for late reply I hadn't played mission for a bit. That info is there but on Tanoa Map JTAC Officer does not have those options he has same as all other std units. Check UAV Operator and he has access per his role so bit confused.

 

Edit- Also there is a "hint" that states no helipads when spawning in, is that normal?. Just tested Malden / Altis versions and player has all access in that map/mission.

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4 hours ago, Rockapes said:

Thanks, Sorry for late reply I hadn't played mission for a bit. That info is there but on Tanoa Map JTAC Officer does not have those options he has same as all other std units. Check UAV Operator and he has access per his role so bit confused.

 

Edit- Also there is a "hint" that states no helipads when spawning in, is that normal?. Just tested Malden / Altis versions and player has all access in that map/mission.

 

Change JTAC class name into "B_CTRG_Soldier_JTAC_tna_F" for Tanoa Map:

if (player iskindof "B_CTRG_Soldier_JTAC_tna_F") then {


If there is helipad in AO, a civilian chopper is spawned. For Malden, I saw the civilian chopper in the Southern-east military base where AO.

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Hello Ghost community

we try to add VCOMAI Ai mod to our enemy assault mission but we have some problems with EVAC. Heli don t land and stay in the air for fighting ENI or stay above helipad and climb very high in the sky.

we tried to adjust some settings in VCOMAI config like erase west side from faction under control but with no results.

if you have solution give me feedback

thanks for all

 

 

=FOB=

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Hello Ghost, long time fan of your missions, a question for your latest mission:

Where can i add the classnames to change the enemy i am fighting, as i would like to add ISIS from the Iraqi-Syrian Conflict mod.

 

Would this be the correct place to change the enemy?

Enemy_Assault.Altis\functions\spawn\fn_unitlist.sqf

 

Also i noticed in the parameters on the roleplay screen in MP that there is no parameter to change the enemy faction, other then enable/Disable RHS.

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On 11/29/2017 at 11:06 AM, Gunter Severloh said:

Hello Ghost, long time fan of your missions, a question for your latest mission:

Where can i add the classnames to change the enemy i am fighting, as i would like to add ISIS from the Iraqi-Syrian Conflict mod.

 

Would this be the correct place to change the enemy?

Enemy_Assault.Altis\functions\spawn\fn_unitlist.sqf

 

Also i noticed in the parameters on the roleplay screen in MP that there is no parameter to change the enemy faction, other then enable/Disable RHS.

 

Yes that is correct. I have it setup to select a random enemy from the unitlist. This is done for every new objective location.

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We are just getting started on your mission, I am sorry to say. We have enjoyed it and wished we had found it sooner.

   I run a server with various missions for my community and we just found your mission and have been playing and enjoying it. I am ready to start tweaking it to our liking.

   One of the first things requested by the community was for the ammo drop to have Arsenal. I do not restrict arsenal at all. I saw somewhere in your changelog that the ammo drop should have it.  Our mission doesn't seem to have this.                                                 

Looking through the files I have found "fn_ammodrop.sqf". I am guessing somewhere in line 86-99  I can add arsenal to the ammo box but I am unsure where and which function to call. Some advice would be appreciated.

   I also looked into the "fn_magazines.sqf" to see if this was the place to add arsenal but again I am unsure.

 

Thanks for a great mission and for any help anyone can provide.

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58 minutes ago, RickRack said:

ammo drop to have Arsenal.

Welcome to Bis forums RickRack!

If your playing with latest version of Enemy Assault on Altis, ammo drop called via support menu does have arsenal, at least the last time i played it, it does.

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We are playing the Tanoa mission V3.3. It does not seem to have Arsenal on the ammo drop. I will take a look at the Altis files and may be able to find what I need.

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On 12/9/2017 at 1:26 PM, Ghost said:

 

Yes that is correct. I have it setup to select a random enemy from the unitlist. This is done for every new objective location.


So in regards to that. do you have certain units filtered out of that list? because i am noticing alot of VR Entities and Pilots in Ground Spawns. 

And where there changes to how QRF spawns ?  as i have only seen a Quad Bike in 6 AO tests.

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8 hours ago, RickRack said:

We are playing the Tanoa mission V3.3. It does not seem to have Arsenal on the ammo drop. I will take a look at the Altis files and may be able to find what I need.

 

V4 of Altis and Tanoa and v1 of Malden have arsenal on dropped ammo box on my server. I havent had to change anything.

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8 hours ago, RickRack said:

We are playing the Tanoa mission V3.3. It does not seem to have Arsenal on the ammo drop. I will take a look at the Altis files and may be able to find what I need.

 

Tanoa mission also has ammo drop, I've played Tanoa mission after released. only squad leader or team leader can deploy the ammo drop using 0-8 support.

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