maxx2504 10 Posted May 9, 2013 Hi ! Im sorry to say that but i still need an unpacked version of your mission. Or just the scripts. I cannot implement this mission into another. Can someone send me an unpacked version ?? Email: maxxicq@gmx.net Thanks ! maxx Share this post Link to post Share on other sites
eggbeast 3685 Posted May 9, 2013 do you have eliteness 2.95? https://dev-heaven.net/projects/mikero-pbodll/files I just pbo'd it and then depbo'd it without a problem Share this post Link to post Share on other sites
maxx2504 10 Posted May 9, 2013 (edited) Hi ! No because i dont know how to use it :/ Edit: Sorry ! I have the scripts now...thanks anyway :) Edited May 9, 2013 by maxx2504 Share this post Link to post Share on other sites
eggbeast 3685 Posted May 10, 2013 just install eliteness and then find the pbo in the eliteness browser and right click and select depbo... it makes a folder next to the pbo with the mission files n it saw your PM, glad you got it sorted bear in mind i'm developing this still, so haven't yet parameterised the repair and makebase and makeLHD scripts. will do that for final, so people don't run into conflicts e.g. with domination mission or w/e scripting environment you place it into will also add in the initcommands for Tophe's respawn and my vehicle marker scripts to the spawning planes, again on a parameter. Share this post Link to post Share on other sites
eggbeast 3685 Posted May 10, 2013 (edited) file updated still called v2. - PRACS fully working now - tweaks to most scripts - debug and realism - made CRV7 an integral part of hydra loadout for A10, AV8, etc. - added some transport choppers PRACS planes included: F15 Eagle F16 Falcon A4 skyhawk M3 Mirage Super Etendard Mohawk C130 AH1Z Tow AH1Z II AH6J AH6 Angry Bird example chopper: Apache AGM has 4xTOW 4x hellfire 2x stinger 38x CRV7 FAT Laser designator Cannon readme on first post updated with full arsenal GLT and Unsung air weapons next Edited May 10, 2013 by eggbeast Share this post Link to post Share on other sites
Guest Posted May 10, 2013 (edited) New version frontpaged on the Armaholic homepage. Cockpit Loadout Selection v2 Edited May 11, 2013 by Guest updated with the version released by the author below Share this post Link to post Share on other sites
eggbeast 3685 Posted May 11, 2013 file updated with simple cockpit script only version along with airbase spawner Share this post Link to post Share on other sites
vengeance1 50 Posted May 11, 2013 (edited) Nice job Eggbeast, I am finding this "Simple Script" version to be very useful in missions. Looking forward to the Unsung of course along with the new EVO version your working on! Idea: It would be nice if you could allow a custom script to be executed before and after Rearm took place, for instance; Mission Makers could Put a "Cold War Has" in place and taxi in, doors close and rearm begins, when complete doors open and you exit. Another use would be Ammo Supply vehicles approach plane, rearm begins and then they leave going back to be on standby. You get the idea, NORRIN did a similar thing with his Revive Script. Just an idea, we can always edit our selves. Keep up the great work! Edited May 11, 2013 by vengeance1 Share this post Link to post Share on other sites
maxx2504 10 Posted May 12, 2013 Hi ! Great. The simple script works for me now and its easy to edit it. But i have another suggestion: I hate the bing...bing...bing...bing....sound while reloading. How can i disable this ??? This sounds totally ruin my nerves :D maxx Share this post Link to post Share on other sites
eggbeast 3685 Posted May 12, 2013 what bing bing bing? is this from the hint? (message on top right) i can make it hintsilent Share this post Link to post Share on other sites
maxx2504 10 Posted May 12, 2013 (edited) Hi ! And can you make the script without the repairing ?? I dont need that. And i dont need a waittime or a sound. Just change loadouts immediately... maxx Edited May 12, 2013 by maxx2504 Share this post Link to post Share on other sites
eggbeast 3685 Posted May 12, 2013 the repairing is already disabled for you mate - have you tried it? the wait is an important game balancer to stop spammers - i think it's important to consider what role you are going to fly - and spending 30 secs on the ground doing that before take off is good dharma. feel free to disable that yourself, but i wouldn't like to release it like that - it makes the game too dominant for pilots. Share this post Link to post Share on other sites
maxx2504 10 Posted May 12, 2013 Hi ! Eggbeast first of all...sorry for being a little bit noobish :) So... I figured out how to disable the hint sound (hintSilent) and i cut the loadout time to around 5 seconds with a new sound :) The waiting time isnt so important for me on my server, no problem with that. So finally Thank You again ! maxx Share this post Link to post Share on other sites
eggbeast 3685 Posted May 13, 2013 excellent thanks for using the script btw. out of interest have you used it with RKSL or PRACS? or just stock weapons? I'm planning to do unsung (napalm) and GLT weapons too soon, oh and to add the russian planes in. Share this post Link to post Share on other sites
maxx2504 10 Posted May 13, 2013 (edited) Hi ! No ill stay with stock weapons first because the server is running on vanilla. But i have another problem now. I just wanna use your script instead of the domi rearm and repair scripts. But the normal choppers which are not in the loadout list, won't rearm. What can i do ? maxx Edited May 13, 2013 by maxx2504 Share this post Link to post Share on other sites
eggbeast 3685 Posted May 13, 2013 lol this is beacause i cut that section of script out at your request... take a look at mainthreadc.cqf in the two versions provided. the base spawning mission has the full repair/rearm script. Share this post Link to post Share on other sites
maxx2504 10 Posted May 17, 2013 (edited) Hi ! So well i have another problem again. That problem confuse me much. I reconfigured the loadouts but when i play on my rootserver the loadouts are not working for helis. Same problem with a privat hostet server. Only when i test the mission in editor the heli loadouts work. EDIT: I found something out about my problem above. Many times you can't change the loadout of helis when you are the Pilot. When u are the gunner i dont have this problem. Also manual and autofire is a little bit buggy with the loadout selection. maxx Edited May 17, 2013 by maxx2504 Share this post Link to post Share on other sites
eggbeast 3685 Posted June 21, 2013 coming soon - correctly renamed stock planes and helicopters - standardised nomenclature for all aircraft weapons/ ammo (especially cannons and rockets) - ripple system for all bombs - new clusterbomb/clustermine/airburst munitions - thermobaric missiles and FAE bombs and rockets - manual and other guidance - lots of new weapons configged http://i162.photobucket.com/albums/t247/eggbeast/EB_air1_zps79f86f3b.jpg Share this post Link to post Share on other sites
eggbeast 3685 Posted June 21, 2013 maxx2504 said: Hi !So well i have another problem again. That problem confuse me much. I reconfigured the loadouts but when i play on my rootserver the loadouts are not working for helis. Same problem with a privat hostet server. Only when i test the mission in editor the heli loadouts work. EDIT: I found something out about my problem above. Many times you can't change the loadout of helis when you are the Pilot. When u are the gunner i dont have this problem. Also manual and autofire is a little bit buggy with the loadout selection. maxx yeah always always always get in as gunner and then get out and get in as pilot - this LOCALISES the gunner turret toyour client pc and allows you to rearm it properly. it's engine based issue - not my script! Share this post Link to post Share on other sites
eggbeast 3685 Posted July 3, 2013 (edited) just sorted out the rocket launcher proxies for the next release: infantry.... meet your nemesis! thought experiments... some new Viper loadouts the S8 launcher contains a mixture of CRV7-PG missiles and FAT and HEPD FFARs. the M197 has 3 ammo types - HEI, HE and API. Stinger and TOW use the ataka tube for now Split weapon roles across pilot/gunner - pilot has CM, AAM and FFAR, gunner has AT missiles and cannon built in script from GDT Heinbloed to right click to gunner Added friendly strobing in thermal camera zeroed M197 out to 2000m manual control AGM114R Blast Frag missiles IR and laserlocking AGM114K TDM/HEAT AT TOW AGM CAS MR CAP watch this space - have done same for AH64, wildcat, AH6, all hinds, KA52s and all planes! Edited July 3, 2013 by eggbeast Share this post Link to post Share on other sites
OrLoK 20 Posted July 5, 2013 Hello there This is a splendid script indeed, it utterly changes the air role in any mission it's applied to. I heartily recommend it to any mission maker. Rgds LoK Share this post Link to post Share on other sites
eggbeast 3685 Posted July 5, 2013 wow thanks for that orlok wait til you get the next version mate! thermobaric spirals ---------- Post added at 06:00 PM ---------- Previous post was at 05:58 PM ---------- p.s. if you want a sneak preview add me on steam GITSEggbeast and ill hook you up with the mods for our server ---------- Post added at 06:13 PM ---------- Previous post was at 06:00 PM ---------- and the S13 D Fuel Air Explosive rockets... some chumps were trying to shoot me in the chin with their pkms ---------- Post added at 06:18 PM ---------- Previous post was at 06:13 PM ---------- and here's the aftermath of chasing down an m113 with a spiral AT9F thermobaric warhead ---------- Post added at 07:21 PM ---------- Previous post was at 06:18 PM ---------- I've also remade the 4 apaches in this way: AH64D Apache Longbow - lookahead radar 5km, armour 60, fuel 400 (40% of what it was), speed 293 AH64D Apache CAP - lookahead 3000m otherwise as above AH64E Guardian (see pic) - armour 68, speed 300 lookahead 3300m AH64D Sea Apache - bigger engines for sea use - speed 309 lookahead 3300 zeroing of cannon to 2000m Green thermal mode friendly strobes manual guidance AGM114R (blast Frag warhead) TOW CRV7 - HEPD, FAT and PG AGM65E and ECM pod Stinger / Aim9 Laser and IR lock AGM114K hellfires can carry also clustermines, mk81s, etc. etc this version has: 1200 rnds cannon 38 x CRV7 FAT in twin outer pods 19 x CRV7 PG missiles in inner pod 4 x manual guided TOW missiles 2 x stinger coming soon! Share this post Link to post Share on other sites
eggbeast 3685 Posted July 6, 2013 (edited) UPDATE V7 6 July 2013 updated files and release notes in first post - simple mission and aircombat v7 fuller mission released in brief: - Added quick re-arm parameter for testers - Added CBU/SEAD to cockpit options - Added Opfor planes and helis to all options (except PRACS for now) - Added support for new RKSL weapons packs - Blufor and Opfor on stock planes/helis - Added support for forthcoming WIP Unsung Vietnam mod patch 2.6 (wait for that!) - Added support for EB_Air mod - due out today enjoy! Edited August 6, 2013 by eggbeast Share this post Link to post Share on other sites
Guest Posted July 6, 2013 Release frontpaged on the Armaholic homepage. Cockpit Loadout Selection v7 Share this post Link to post Share on other sites
eggbeast 3685 Posted July 6, 2013 i should add - this is currently running on our takistan evo server here GITS Takistan Arma2OA CURRENT MISSION - mod requirements: http://www.gitsclan.co.uk/forum/viewtopic.php?f=82&t=6718 Share this post Link to post Share on other sites