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cyborg111

TAC-COMBAT SUPPORT SYSTEM + NEW VEHICLE RESPAWN SCRIPT!

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Hi, Folks

Here is my latest Project:

A working multiplayer and dedicated compatible Combat-Support-System
And my New Alternative Respawn Script!


1.4

RIGHTCLICK AND SAVE AS...PLEASE  -.-
ftp://176.9.110.229/RELEASE/CCG-DemoMission.zip


Short Preview:



Much fun!

Greetz Cyborg ;)

 

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Combat-Support-System

Version 1.3
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Place a Vehicle you want to use in the Editor.
Make sure it is NOT an EMPTY vehicle!
Name it in the "Name:" formular.
putt the following in the "Init:" formular:
this setVariable ["Taxi",[this,"Jumper"]];

Use "Taxi" for Transporters,
use "CAS" for CAS Helicopters,
use "Arty" for Artillery units,

"Jumper" stands for the UNIQUE GroupID!
feel free to name it however you want.


if you use a Mod and Artillery has other Magazine(s), define it below by adding it!

 

 

 

add this lines to your description.ext file:
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
class CfgNotifications {
#include "CCG\CCG_cfgNotifications.hpp"
};

class CfgCommunicationMenu {
#include "CCG\CCG_CfgCommunicationMenu.hpp"
};
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
if you have already defined a "class CfgNotifications" or
a "class CfgCommunicationMenu" in your description.ext file,
only add the #include lines at the end of the already present class { };
like this:
_____________________________________________________________________________________________________________________
                class CfgCommunicationMenu {...
            
                                ...bla = 1;
                                };
                        #include "CCG\CCG_CfgCommunicationMenu.hpp"
                };
                
_____________________________________________________________________________________________________________________

add this line to your init.sqf file:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[] execVM "CCG\CCG_Easy_Respawn.sqf";
[] execVM "CCG\CCG_SUPPORT.sqf";

 

 

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Combat-Support-System Configuration

Version 1.3
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

C91_CCG_SUP_Activation = "(player == leader player || player in [] || typeOf player in [])"; 

 

//choose conditions you like,
//(player == leader player)    // player must be his own leader.    
//(player in [Editor Unit Names seperated by ,]) //player unit have to be in that list [unitXY,UnitZ,etc...]
//(typeOf player in [soldier classnames seperated by ,]) //Type of player Unit have to be in that list ['B_Soldier_F','B_Medic_F','etc...']
//((items player) find 'Laserdesignator' != -1)  //player must have a Laserdesignator in his pockets.
//(backpack player in [TFAR Longrangeradiotypes seperated by ,])  //Player must wear a TFAR Longrange Radio Backpack.
//find out what you like and if it works... oh, and || means OR, and && means AND ;)

C91_AirTaxi = true;         //Transport Helicopters on
C91_CASMode = true;         //CAS Helicopters on
C91_CASDelay = 180;          //delay till next possible call (zero = off)
C91_InUse = true;           //Exclusive Access for Groups exept Unit is RTB or Command comes from inside the Vehicle.
C91_InUseTimeout = 600;    //Exclusive Access Timeout;

C91_TGSMode = true;         //Artillery on
C91_TGSDelay = 180;          //delay till next possible call (zero = off)
C91_UnlAmmo = true;         //unlimited Ammo on (recommended)
C91_CCG_Skill = 0.9;         //Unit Skills higher is better, 1,0 = 100% (higher value avoid stupid gunners) ;)
C91_CCG_DEBUG = false;  //Some stupid hints

/*Artillery Ammo ["Menu",        "Magazine_Classname",    "Radio Msg"],*/
/*No , after last entry!!*/
C91_CCGArtyAmmo =
[
['155mm HE',            '32Rnd_155mm_Mo_shells',            ' 155mm HE Rounds '                        ],
['155mm Smoke',        '6Rnd_155mm_Mo_smoke',                ' Smoke Shells '                            ],
['155mm GR',            '2Rnd_155mm_Mo_guided',                ' 155mm Guided Rounds '                ],
['155mm LGR',            '2Rnd_155mm_Mo_LG',                        ' 155mm Laser Guided Rounds '    ],
['155mm ATMC',        '6Rnd_155mm_Mo_AT_mine',            ' 155mm AT Mine Cluster '            ],
['155mm APMC',        '6Rnd_155mm_Mo_mine',                    ' 155mm APERS Cluster '                ],
['155mm HEC',            '2Rnd_155mm_Mo_Cluster',            ' 155mm HE Cluster '                    ],
['82mm HE',                '8Rnd_82mm_Mo_shells',                ' 82mm HE Grenades '                    ],
['82mm Flare',        '8Rnd_82mm_Mo_Flare_white',     ' White Flare '                                ],
['82mm Smoke',        '8Rnd_82mm_Mo_Smoke_white',     ' Smoke Grenades '                        ],
['230mm HE-Miss',    '12Rnd_230mm_rockets',                 ' 230mm Missiles '                        ]
];

 

 

 

 

 

 

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Easy Respawn System

Version 1.3
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------                                                                                                                 

To place in Init.sqf

[] execVM "CCG\CCG_Easy_Respawn.sqf";

To place in Vehicle "Init:" formular:
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
null = [30,[50,300],    true,     false,    "", false,    this,    true, false, false] execVM "CCG\CCG_AddVpool.sqf";                                                                                                                                  
                0        1            2           3          4      5          6         7        8       9
                |          |             |            |           |       |           |          |         |        |                                                                    
                |          |             |            |           |       |           |          |         |       9---------(spawnpointprotection)
                |          |             |            |           |       |           |          |         8  -------------(del wreck)
                |          |             |            |           |       |           |          7  --------------------(extra explosion effect)                    
                |          |             |            |           |       |           6  ----------------------------(this)        
                |          |             |            |           |      5  -------------------------------------(is AIcontrolled (UAV) *has to be true if 3 is true!)    
                |          |             |            |          4  ------------------------------------------(vehicle init ([new,old] ("Example = _this select 0;publicVariable 'Example'"))                  
                |          |             |           3 ---------------------------------------------------(has a crew at mission start (use in side designated vehicles))                    
                |          |            2 ------------------------------------------------------------(Respawn if vehicle is unable to move (no fuel,damaged)                 
                |          1 ---------------------------------------------------------------------(Player Distance in m 'zero is off')+(deserted delay in s)                     
               0 -----------------------------------------------------------------------------(Respawn Delay in seconds)        
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Examples:

recommended for Empty vehicles:
null = [5,[1200,900],    true,     false,    "", false,    this,    true, false, false] execVM "CCG\CCG_AddVpool.sqf";
or
null = [60,[1500,1800],    true,     false,    "", false,    this,    true, false, true] execVM "CCG\CCG_AddVpool.sqf"; // Anti Base Trolls ;)

recommended for KI vehicles:
null = [5,[50,300],    true,     true,    "", true,    this,    true, true, false] execVM "CCG\CCG_AddVpool.sqf";
or
null = [5,[50,300],    true,     true,    "", true,    this,    true, true, true] execVM "CCG\CCG_AddVpool.sqf"; // Anti Base Trolls ;)

 

 

 

V1.3 Changelog.

Added: Artillery is now firing, counting, and responding if they shot and how many

Added: delay for Artillery usage now configurable.
Added: "Move to" for CAS and Taxi Helicopters

Added: adjust altitude for Helicopters

Added: exclusive Group access with Timeout is now configurable for CAS and Taxi Helicopters! (call unit if it is notBound or RTB or you can talk to the pilot)

Added: Respawn notification for Support Vehicles
Fixed: markers should now be shown correct.
Fixed: Landing is now 99% accurate!

 

 

V1.1 Changelog.

Fixed: Artillery is now fiering ASL accurate
Fixed: respawn ignores distances smaller than 300m
Fixed: switchableUnits now also checked
Fixed: Waypoints where not deleted correctly.
Fixed: Artillery was waiting for Santa Clause sometimes
Changed: Colors/size/shadow of addaction menu
Changed: Activation now only possible over Support-Radio-Menu
Added: Notification when accessable

 

 

CCG-Demo.png


TAC-TEAM is History
But the Project lives...


RENAME TAC-Team to CCG
RENAME TAC to CCG

All is fine :)

1.4 is OUT

The Groupmanager is aboard and the Respawn AI Flicker BUG is found and History too: It deletes the Hidden vehicles before the crew could enter them! Tricky sh..^^

What is Groupmanagement System exactly?

Its a Dynamic Group "Frame"-Work^^

FEATURES:
-predefine Groups and name them!
-players can create their own Groups and name them (one aktive Group per player at one time!).
-you can invite players from other groups or groupless players (lone Wolves).
-you can request a join at another group.
-you can decline requests and invites and you can block a request permanently (and remove this).
-you can activate BluforceTacking (Redforce,Greenforce blablabla)^^ (2d and 3d for near Groups and aircrafts).
-you can change Ranks of players and it makes sense! (read below).
-you can change Teams of Players or let them choose their colors by their own!
-you can leave a group or kick a player from the group.
-you can assign Lizences for Driving or flying.
-you can define a KIA condition, so if the leader is down, the player with the next highest rank becomes the leader!
 after the leader is back on foot or revived or what ever, he becomes leader again.
-a few other options +aboard.

This all is accessable while you are fighting or flying, just define a key near WASD!
hold down the assigned key and use your mousewheel to perform any aktion!
or press 0-8-? for a more conventional smooth use.

I know you will love it ;)

check Readme and report Bugs here plz.

RIGHTCLICK AND SAVE AS...PLEASE  -.-
ftp://176.9.110.229/RELEASE/CCG-DemoMission.zip

 

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Cyborg111

 

 I just downloaded this and have been playing around with it. I like that is clean and simple. I have yet to test it in a MP mission, but I am hoping it is more reliable than the support modules from BIS. Plus I love the simple click on map for helo transport. 

Couple of questions,

Is there a way to assign the actions to a specific player?

Is there a way to limit the number of CAS/Artillery calls and put them on a cool down? Also limit the number of rounds to be fired from artillary?

Again I have not tested this but when a helo is coming in for pickup or drop off can the helo be made invulnerable to damage? I usually try to design missions where no enemy is around when AI helo is landing but sometimes things happen. AI pilots can be absolutely terrible when enemy is around. Hopefully 1.56 will fix this problem with disableai "autocombat".

 

Thanks for the script

Nomad

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i collect feature requests,
for the moment, it is more important, that release 1.0 works "bugfree"... ;)
there are some known issiues
if the confirmation of waypoints comes immediate, something went wrong afer changing units locallity.
then you can only repeat last order...
i know that, but i have no suitable solution at the moment.

thanks for response....

Greetz Cyborg

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V1.1 Changelog.

Fixed: Artillery is now fiering ASL accurate
Fixed: respawn ignores distances smaller than 300m
Fixed: switchableUnits now also checked
Fixed: Waypoints where not deleted correctly.
Fixed: Artillery was waiting for Santa Clause sometimes
Changed: Colors/size/shadow of addaction menu
Changed: Activation now only possible over Support-Radio-Menu
Added: Notification when accessable

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UPDATE

Use download Link in Initial Post!
 

V1.3 Changelog.

Added: Artillery is now firing, counting, and responding if they shot and how many

Added: delay for Artillery usage now configurable.
Added: "Move to" for CAS and Taxi Helicopters

Added: adjust altitude for Helicopters

Added: exclusive Group access with Timeout is now configurable for CAS and Taxi Helicopters! (call unit if it is notBound or RTB or you can talk to the pilot)

Added: Respawn notification for Support Vehicles
Fixed: markers should now be shown correct.
Fixed: Landing is now 99% accurate!

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Thanks Cyborg111

 

Been looking forward to a cool down. So far I have used this in about 3 mp missions I have made and everything has been working great. I will try out the latest release and let you know if I find any problems

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I think should add some config about who or unit name can use.

Because I use this in my mission it has many Squad Leader and them scramble to use. ; w ;

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I think should add some config about who or unit name can use.

Because I use this in my mission it has many Squad Leader and them scramble to use. ; w ;

 should work with 1.3

you can enter the condition in config....

the exclusiveUse parameter can bound units to groups if they are not at Base

C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [])";      

          

choose conditions you like,

(player == leader player)

player must be his own leader. 

   

(player in [Editor Unit Names seperated by ,])

player unit have to be in that list [unitXY,UnitZ,etc...]

 

(typeOf player in [soldier classnames seperated by ,])

Type of player Unit have to be in that list ["B_Soldier_F","B_Medic_F","etc..."]

 

((items player) find "Laserdesignator" != -1)

player must have a Laserdesignator in his pockets.

 

(backpack player in [TFAR Longrangeradiotypes seperated by ,])

Player must wear a TFAR Longrange Radio Backpack.

 

find out what you like and if it works... oh, and || means OR, and && means AND

 

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 should work with 1.3

you can enter the condition in config....

the exclusiveUse parameter can bound units to groups if they are not at Base

C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [])";      

          

choose conditions you like,

(player == leader player)

player must be his own leader. 

   

(player in [Editor Unit Names seperated by ,])

player unit have to be in that list [unitXY,UnitZ,etc...]

 

(typeOf player in [soldier classnames seperated by ,])

Type of player Unit have to be in that list ["B_Soldier_F","B_Medic_F","etc..."]

 

((items player) find "Laserdesignator" != -1)

player must have a Laserdesignator in his pockets.

 

(backpack player in [TFAR Longrangeradiotypes seperated by ,])

Player must wear a TFAR Longrange Radio Backpack.

 

find out what you like and if it works... oh, and || means OR, and && means AND

 

Thank you very much.

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Cyborg111,

 

I love this for CAS, Transport, and Artillery.

 

I tried using a C130 plane for transport from the cups mod and it just rolled around for a few feet and stopped.

 

Is there anyway to get the C130 plane to work or the Osprey, so I can do airdrops or halo?

 

Also, what does using formular in the name do? I have several different aircraft in the same mission and I have to use modifiers like formular1, formular2, etc.

 

One more question.

 

In the init for the units,

 

putt the following in the "Init:" formular:
this setVariable ["Taxi",[this,"Jumper"]];

 

when I try to put.

 

formular:this setVariable ["Taxi",[this,"Jumper"]];

 

it only allows me to put,

 

this setVariable ["Taxi",[this,"Jumper"]];

 

 

Thank for answering my questions and the hard work.

 

Reed

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this setVariable ["Taxi",[this,"Jumper"]];

thats all.... :)
this stands for this unit.
"Taxi" can be "CAS" or "Arty"
"Jumper" is a unique ID, it have to be different if you use more than one vehicle of the same Type ("Taxi","CAS","Arty").
 

Planes are not supported in Version 1.3
Planes are not realy useable at old Arma2 Maps, but you can check out the Alive-Mod Combat Support, it has more Options, and Plane Support (works only on Altis/Stratis very good), but can only be used with Alive-Mod.

Greetz Cyb


 

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Thank you for the answer.

 

I guess my question is... what is formular used for as the name of the unit?

 

THanks again

this setVariable ["Taxi",[this,"Jumper"]];

thats all.... :)
this stands for this unit.
"Taxi" can be "CAS" or "Arty"
"Jumper" is a unique ID, it have to be different if you use more than one vehicle of the same Type ("Taxi","CAS","Arty").
 

Planes are not supported in Version 1.3
Planes are not realy useable at old Arma2 Maps, but you can check out the Alive-Mod Combat Support, it has more Options, and Plane Support (works only on Altis/Stratis very good), but can only be used with Alive-Mod.

Greetz Cyb


 

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Thank you for this, it looks very promising! A couple of maybe stupid ?

Just to clarify, the support vehicles has to use your own respawn script, correct?
And, therefore support vehicle needs this inside its init field?

null = [5,[50,300],true,true, "",true,this,true,true,false] execVM "TAC-Team\TAC_AddVpool.sqf";

in addition to

this setVariable ["Taxi",[this,"Jumper"]];

Reason I'm asking is, I tried it without, and support vehicle didn't really respawn, however it was sort of blinking very fast, above starting point. And when trying to use the BIS vehicle respawn editor module, nothing was happening at all.

Finally, is tbere a way to make a transport immune to enemy fire, maybe just "this allowdamage false;", or is there perhaps a better way somewhere in your script?

Edit: Yes, "this allowDamage false" in the init field is working just fine.

 

And, I think I spotted a tiny bug in the dialog, when requesting transport to move. When the transport confirms in the chat, it leaves out it's callsign.

 

This is a pretty damn cool script, I'm well on my way implementing an extraction using this, in a mission. :thumb:

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Cyborg111

 

 

 Been using this script alot ,but no matter what I do or how I set the condition.(the condition is working because only the unit that I have set gets the support notification)

C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [])";      

Once players are inside the helo everyone gets the option to control the helo and give it move orders. Is there a way to prevent this. The addaction only appears to all players when they are inside the helo. 

I am not sure what this is:

C91_InUse = true;   //Exclusive Access for Groups exept Unit is RTB or Command comes from inside the Vehicle.

 

but I have tried setting it to both true/false and addaction still comes up for everyone in the helo

 

Nomad

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I can't seem to figure out the correct syntax, for checking if player has a Laserdesignator in his inventory. It keeps coming up with this error: missing ;

 

Format should be like this:

C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [])"; 

And according to Cyborg111's instructions, this could be used to check for items:

 

//((items player) find "Laserdesignator" != -1)  //player must have a Laserdesignator in his pockets.

 

 

And I have tried this, + different variations of parenthesis positioning, but sofar no luck.

I did figure out the Laserdesignator is located in Weapons now, but other than that I'm a bit lost?

C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [] || Weapons player find "Laserdesignator" != -1)"; 


 

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I am having an interesting issue.

 

I have been able to use this support script for transport with insertion, without any issues.

 

I added the CUP helicopters to the fast rope .sqf. For some reason now the helicopter takes off and keeps ascending. Never changes direction or attempts to go to the insertion point.  This even happens to ghost hawk.

 

Thanks for reading

 

I did some additional testing with no mods loaded, except ACE, CUPS. I can get the MH-6 and Ghost hawk to do 1 insertion via fast-rope. After that, they just start to ascend. They never make it back to base or follow anymore commands.

 

Any thoughts?

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I can't seem to figure out the correct syntax, for checking if player has a Laserdesignator in his inventory. It keeps coming up with this error: missing ;

 

Format should be like this:

C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [])"; 

And according to Cyborg111's instructions, this could be used to check for items:

 

//((items player) find "Laserdesignator" != -1)  //player must have a Laserdesignator in his pockets.

 

 

And I have tried this, + different variations of parenthesis positioning, but sofar no luck.

I did figure out the Laserdesignator is located in Weapons now, but other than that I'm a bit lost?

C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [] || Weapons player find "Laserdesignator" != -1)"; 

Try C91_TAC_SUP_Activation = "(assignedItems player) find 'Laserdesignator' != -1";

Or C91_TAC_SUP_Activation = "{toLower _x == 'laserdesignator'} count (assignedItems player) > 0";

" dont like " but they like ' or "" :)

to explain the last one....

it askes every assigned item if it is a laserdesignator. For better compare, it loweres all letters first. And it counts the true answers. If there is at least one true, its more than 0. And the question becomes true by itself.

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Cyborg111

 

 

 Been using this script alot ,but no matter what I do or how I set the condition.(the condition is working because only the unit that I have set gets the support notification)

C91_TAC_SUP_Activation = "(player == leader player || player in [] || typeOf player in [])";      

Once players are inside the helo everyone gets the option to control the helo and give it move orders. Is there a way to prevent this. The addaction only appears to all players when they are inside the helo. 

I am not sure what this is:

C91_InUse = true;   //Exclusive Access for Groups exept Unit is RTB or Command comes from inside the Vehicle.

 

but I have tried setting it to both true/false and addaction still comes up for everyone in the helo

 

Nomad

there is a Dynamic Groupmanager in the next release

you can kick those trolls from your group if they dont listen to you^^

but talking to the pilot is essential of course.

"C91_InUse" means only your group has access to the helo as long as he is not back at base or timed out.

and passangers of course...

 

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I am having an interesting issue.

 

I have been able to use this support script for transport with insertion, without any issues.

 

I added the CUP helicopters to the fast rope .sqf. For some reason now the helicopter takes off and keeps ascending. Never changes direction or attempts to go to the insertion point.  This even happens to ghost hawk.

 

Thanks for reading

 

I did some additional testing with no mods loaded, except ACE, CUPS. I can get the MH-6 and Ghost hawk to do 1 insertion via fast-rope. After that, they just start to ascend. They never make it back to base or follow anymore commands.

 

Any thoughts?

hm? not really, we are using the script at our public server, and under Fire we have sometimes problems with coward pilots at pickup missions....

but nothing you describe.

the fastrope should work, but its not my skript... but it has no effect to the Helo behaviour at all.

all players have to be out, then the helo return to base!

if a player is left for another insertion point, he has to talk to the Pilot again for another destination.

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CCG-Demo.png



TAC-TEAM is History
But the Project lives...

RENAME TAC-Team to CCG
RENAME TAC to CCG

All is fine :)

1.4 is OUT

The Groupmanager is aboard and the Respawn AI Flicker BUG is found and History too: It deletes the Hidden vehicles before the crew could enter them! Tricky sh..^^

What is Groupmanagement System exactly?

Its a Dynamic Group "Frame"-Work^^

FEATURES:
-predefine Groups and name them!
-players can create their own Groups and name them (one aktive Group per player at one time!).
-you can invite players from other groups or groupless players (lone Wolves).
-you can request a join at another group.
-you can decline requests and invites and you can block a request permanently (and remove this).
-you can activate BluforceTacking (Redforce,Greenforce blablabla)^^ (2d and 3d for near Groups and aircrafts).
-you can change Ranks of players and it makes sense! (read below).
-you can change Teams of Players or let them choose their colors by their own!
-you can leave a group or kick a player from the group.
-you can assign Lizences for Driving or flying.
-you can define a KIA condition, so if the leader is down, the player with the next highest rank becomes the leader!
 after the leader is back on foot or revived or what ever, he becomes leader again.
-a few other options +aboard.

This all is accessable while you are fighting or flying, just define a key near WASD!
hold down the assigned key and use your mousewheel to perform any aktion!
or press 0-8-? for a more conventional smooth use.

I know you will love it ;)

check Readme and report Bugs here plz.

RIGHTCLICK AND SAVE AS...PLEASE  -.-
ftp://176.9.110.229/RELEASE/CCG-DemoMission.zip


 

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