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eggbeast

Eggbeasts cockpit loadout selection script

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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

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Hi !

No because i dont know how to use it :/

Edit: Sorry ! I have the scripts now...thanks anyway :)

Edited by maxx2504

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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.

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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 by eggbeast

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file updated with simple cockpit script only version along with airbase spawner

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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 by vengeance1

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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

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what bing bing bing?

is this from the hint? (message on top right)

i can make it hintsilent

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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 by maxx2504

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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.

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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

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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.

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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 by maxx2504

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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.

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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 by maxx2504

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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

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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!

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just sorted out the rocket launcher proxies for the next release:

infantry.... meet your nemesis!

su25_cas-2_zps15be18b8.jpg

thought experiments...

ECMpod-2_zps4c28636d.jpg

ECMpod-1_zpsd508014b.jpg

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

viperrck2_zps2014f6af.jpg

TOW

viperrck-3_zps3fcf08c4.jpg

AGM

viperrck-5_zps5c5cbf3f.jpg

CAS

viperrck-4_zps9bfefc2a.jpg

MR

viperrck-7_zps8222594b.jpg

CAP

viperrck-6_zps63d1cafa.jpg

watch this space - have done same for AH64, wildcat, AH6, all hinds, KA52s and all planes!

Edited by eggbeast

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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

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wow thanks for that orlok

wait til you get the next version mate!

thermobaric spirals

spiral-1_zpscd7c83db.jpg

---------- 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

S13FAE-1_zps63ea5116.jpg

---------- 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

s13_m113_zpsca5d5f8f.jpg

---------- 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

ah64-E-1_zps64fe6b37.jpg

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!

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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 by eggbeast

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