panther42 52 Posted November 26, 2020 One script/mod I know which worked quite well back in the day was the Medevac Module by @goliath86. This was all AI coming to your aid, etc. If you dig into the code of this, you can use/change to your needs, of course, giving credits to @goliath86. Don't be fooled by the sqs code, as you can read a bit here: KillzoneKid. sorry, I was replying to @madrussian comments about AI transport. I may have missed the issue... @Gunter Severloh & @Rydygier, I commend your work, although I'm not a "place this module in mission" type of guy. Thumbs up on both of your work. 1 Share this post Link to post Share on other sites
panther42 52 Posted November 26, 2020 On 11/24/2020 at 11:58 AM, madrussian said: Roger all that. Sounds like to get AI-only transport working (for personal use, etc), likely all the parts are within Hermes code, I'd just need to... (re)assemble them. Plus you guys have no doubt overcome many obstacles making this all this work. I recall encountering many gotchas trying get helis transporting AIs & player in A2, so again I greatly appreciate your efforts here! OK, before I dive in and try to re-cobble Hermes to perform player-less AI-only transport... curious @Rydygier do you or anyone know of a good A3 AI-only helicopter transport script, that requires no player interaction? Sorry for the multiple posts. Seems as though I had misinterpreted @madrussian previous posts. This seems like some sort of ambient combat request for reinforcements sent via AI due to trigger/scripting. Although, I'm not certain, as he/she states "encountering many gotchas trying get helis transporting AIs & player in A2". Share this post Link to post Share on other sites
madrussian 347 Posted November 26, 2020 3 hours ago, panther42 said: One script/mod I know which worked quite well back in the day was the Medevac Module by @goliath86. This was all AI coming to your aid, etc. If you dig into the code of this, you can use/change to your needs, of course, giving credits to @goliath86. Thanks that sounds promising, will check it out. 1 hour ago, panther42 said: This seems like some sort of ambient combat request for reinforcements sent via AI due to trigger/scripting. I was thinking something script-only & simple (as it can be, considering the difficulty involved), likely not module-based, nor ambient (if you mean with ambient troops being created or something like that). 1 hour ago, panther42 said: Sorry for the multiple posts. Seems as though I had misinterpreted @madrussian previous posts. First I was just checking about whether Hermes was capable of AI-only transport. Then was briefly fishing, seeing if anyone knew of a good AI-only transport script. Also sorta hoping Rydygier & Gunter might add this to Hermes (not outright requesting it, more hinting how potentially useful it could prove to be). Then finally mentioned my brief troubles trying to get AI-only heli transport working in A2 (falling suiciders, etc), and how I might eventually try my hand at this for A3 (crediting everyone/anyone as appropriate), if one of these heli pros don't happen to get to it first. Hope that clarifies. Btw - Sorry for all the off-topic! Share this post Link to post Share on other sites
WarhammerZeus 4 Posted June 23, 2021 For some reason when i switch this all over to Prairie Fire DLC the choppers explode upon entry, anyone else find this issue? So tried again with vanilla loadout and even the demo same happens, ai enter choppere and boom. 1 Share this post Link to post Share on other sites
Rydygier 1309 Posted June 23, 2021 It has been long time but I recall, I encountered this issue in the past (it was on pure vanilla). IIRC, I never managed to nail down exact conditions that trigger this most peculiar behavior despite quite substantial effort I put into figuring this out. Mentioned demo works fine usually. Also no idea, when I'll be back here, most likely not anytime soon, so this probably will remain an unresolved mystery, unless in the meantime someone manage to define exact factors, that cause this. 1 Share this post Link to post Share on other sites
Rydygier 1309 Posted June 23, 2021 Things, that could be answered: does it happen in SP, MP or both. Player local/non local. Each try or erratic. Only certain helo class or all helos CDLC/vanilla alike. That kind of stuff. 1 Share this post Link to post Share on other sites
romabysen 1 Posted June 28, 2022 Is there a way to set the RoE for the supply and transport helis? I don't want them to start firing at enemies unless fired upon. Share this post Link to post Share on other sites
Rydygier 1309 Posted June 28, 2022 It gets combatMode "YELLOW" for such tasks. In order to change that you need to edit the script. Namely RYD_HAS_atCalled function at these lines: RYD_HAS_oldBeh = behaviour (leader _hG); RYD_HAS_oldCM = combatMode _hG; while {(count (waypoints _hG)) > 0} do { deleteWaypoint ((waypoints _hG) select 0); }; _hG setBehaviour "CARELESS"; _hG setCombatMode "YELLOW"; Perhaps GREEN instead? Not sure... Share this post Link to post Share on other sites
Dramacius 8 Posted November 4, 2022 Hi, I have been directed here after asking about adding a simple heli extraction to my repeatable mission on my squads 24/7 training server. The problem I have is I never know who will be running the mission or how many players there will be. There may also be times when some players will be doing this whilst others are doing something else. Will this script work for what I am attempting? Share this post Link to post Share on other sites
avibird 1 154 Posted November 4, 2022 Yes you can syn as many user as you wish. I don't know if this script still works I have not fooled around with this for quite a while 1 Share this post Link to post Share on other sites
Gunter Severloh 4053 Posted November 4, 2022 3 hours ago, Dramacius said: asking about adding a simple heli extraction Yes it will work, provided there are helis still alive, and setup, you just need to be sure you set the number of times the helis can be called, you also need to define who can call the helis see my video on the script configuration and setup Share this post Link to post Share on other sites
Dramacius 8 Posted November 21, 2022 EDIT: Nevermind, figured it out, its now in the squad command menu I am struggling to get the scroll wheel actions to show up even in the demo file supplied I am getting icons I've not seen before but don't know how to activate them. See my scrollwheel menu and the icons on the top right of this screenshot taken right from the demo in the script download. Share this post Link to post Share on other sites
Dramacius 8 Posted November 21, 2022 OK, so I am having issues. As you can see in the above post I am able to get HAS to work using the example mission however when I try to add it to my existing training file for my server the option for calling the helicopter in is not available. (so far only tested on the Eden editor multiplayer "server"). I have 50 possible units for my players to pick from all with variable names "Unit1" to "Unit50" and have put that into the userConfig.sqf I have added two GhostHawks and given them the variables "Heli1" and "Heli2" and made sure they are active in the userConfig.sqf I have added the gameLogic and given that the variable "RYD_HAS_Base" as instructed in the setup I have added the init.sqf code to my existing init.sqf and the same for description.ext I am not sure what else I could be doing wrong... Also I get this error when launching from Eden Editor Share this post Link to post Share on other sites
Rydygier 1309 Posted November 21, 2022 The error explains, why it doesn't work. Looks like some sort of syntax error was made while adding to a file. I can only blindly guess here, do you try to merge whole script into some other file? Better don't if so. Leave the logic structure as it is, paste HAS folder into your scenario folder, paste or merge description.ext, then just paste demo mission's init.sqf content, where HAS should start in your code. Share this post Link to post Share on other sites
Dramacius 8 Posted November 21, 2022 (edited) 2 hours ago, Rydygier said: The error explains, why it doesn't work. Looks like some sort of syntax error was made while adding to a file. I can only blindly guess here, do you try to merge whole script into some other file? Better don't if so. Leave the logic structure as it is, paste HAS folder into your scenario folder, paste or merge description.ext, then just paste demo mission's init.sqf content, where HAS should start in your code. Only edits I made were as above. Copied the whole HAS folder into my root mission folder. Copied the entire contents of the HAS init.sqf and description.ext and pasted them to the bottom of my existing init.sqf and description.ext I will try doing it fresh from the demo file again see if that helps EDIT: I have solved the error message problem, I missed a comma when setting the smoke/flares settings however still not getting the option for my guys to call the helicopter in. Copied the demo mission files directly into a test mission of my own excluding the mission file. Using a basic VR Mission with 1 unit given the variable name unit1 and 1 helicopter with the variable heli1 and no menu options come up. Edited November 21, 2022 by Dramacius more information added Share this post Link to post Share on other sites
Gunter Severloh 4053 Posted November 21, 2022 35 minutes ago, Dramacius said: I will try doing it fresh from the demo file again see if that helps My suggestion is first to create a new mission with just the HAS script itself, without adding it to an existing mission. Add in all the helis you want, basically mimic the mission your trying to implement HAS into but dont have any other scripts, units ect,. just a vanilla mission with HAS, creating your own HAS demo. Once you have that working and see how it works, then use that as a template and put that in your mission. 1 Share this post Link to post Share on other sites
Dramacius 8 Posted November 22, 2022 16 hours ago, Gunter Severloh said: My suggestion is first to create a new mission with just the HAS script itself, without adding it to an existing mission. Add in all the helis you want, basically mimic the mission your trying to implement HAS into but dont have any other scripts, units ect,. just a vanilla mission with HAS, creating your own HAS demo. Once you have that working and see how it works, then use that as a template and put that in your mission. Thanks, I have managed to get it working using scroll wheel instead of radio commands - some reason when I set RYD_HAS_UseSupportsMenu to true the "support" menu is in the "reply" menu. Share this post Link to post Share on other sites
Dramacius 8 Posted November 22, 2022 Also is it possible to have the supply drop be a pre configured ace arsenal? Share this post Link to post Share on other sites
Rydygier 1309 Posted November 22, 2022 I'm not familiar with ACE arsenal, but you have this: //RYD_HAS_SupplyDrop_Prepared = [];//holds optional prepared boxes as supply to be dropped, that will be used before default, spawned boxes So you can pre-place some supply boxes, configure in EDEN whatever you need, put their names into RYD_HAS_SupplyDrop_Prepared array and those should be used by helis. Example: RYD_HAS_SupplyDrop_Prepared = [Box1,Box2,Box3]; Share this post Link to post Share on other sites
Dramacius 8 Posted November 22, 2022 1 hour ago, Rydygier said: I'm not familiar with ACE arsenal, but you have this: //RYD_HAS_SupplyDrop_Prepared = [];//holds optional prepared boxes as supply to be dropped, that will be used before default, spawned boxes So you can pre-place some supply boxes, configure in EDEN whatever you need, put their names into RYD_HAS_SupplyDrop_Prepared array and those should be used by helis. Example: RYD_HAS_SupplyDrop_Prepared = [Box1,Box2,Box3]; This might help, thanks Share this post Link to post Share on other sites
Dramacius 8 Posted November 22, 2022 OK, so HAS worked when testing from Eden Editor but no options to call the Helicopter are available when running on dedicated, am I missing something? Share this post Link to post Share on other sites
Gunter Severloh 4053 Posted November 22, 2022 5 minutes ago, Dramacius said: when running on dedicated, I've used the module without issues on my rented server in a mission i built, script is the same, but in an init.sqf do you have : if (isServer) then { call compile preprocessFile "HAS\userConfig.sqf"; call compile preprocessFile "HAS\HAS_fnc.sqf"; [] call RYD_HAS_Init; }; For a server i believe you need to use the initserver.sqf In a description.ext do you have: class CfgCommunicationMenu { class HAS_callTransport { text = "Call for transport"; submenu = "#USER:RYD_HAS_CT_submenu"; //expression = "[[_this,this,_caller,_pos,_target,_is3D,_ID],RYD_HAS_atCalled] remoteExec ['spawn',2];"; expression = ""; icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\transport_ca.paa"; cursor = "\A3\ui_f\data\igui\cfg\cursors\iconCursorSupport_ca.paa"; enable = "1"; removeAfterExpressionCall = 0; }; class HAS_callSupply { text = "Call for supplies"; submenu = "#USER:RYD_HAS_CS_submenu"; //expression = "[_this,RYD_HAS_atCalled] remoteExec ['spawn',2]"; expression = ""; icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; cursor = "\A3\ui_f\data\igui\cfg\cursors\iconCursorSupport_ca.paa"; enable = "1"; removeAfterExpressionCall = 0; }; class HAS_callCAS { text = "Call CAS support"; submenu = "#USER:RYD_HAS_CC_submenu"; //expression = "[_this,RYD_HAS_atCalled] remoteExec ['spawn',2]"; expression = ""; icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\casheli_ca.paa"; cursor = "\A3\ui_f\data\igui\cfg\cursors\iconCursorSupport_ca.paa"; enable = "1"; removeAfterExpressionCall = 0; }; class HAS_callCancel { text = "Cancel pending call"; submenu = ""; expression = "RYD_HAS_CallCancelled = true;publicVariableServer 'RYD_HAS_CallCancelled';"; icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\call_ca.paa"; cursor = ""; enable = "1"; removeAfterExpressionCall = 0; }; class HAS_FlightCeiling { text = "Change flight ceiling"; submenu = "#USER:RYD_HAS_FC_submenu"; //expression = "[[nil,nil,nil,100],RYD_HAS_ChangeAltitude] remoteExec ['spawn',2];"; expression = ""; icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\call_ca.paa"; cursor = ""; enable = "1"; removeAfterExpressionCall = 0; }; }; Share this post Link to post Share on other sites
Dramacius 8 Posted November 22, 2022 10 hours ago, Gunter Severloh said: I've used the module without issues on my rented server in a mission i built, script is the same, but in an init.sqf do you have : if (isServer) then { call compile preprocessFile "HAS\userConfig.sqf"; call compile preprocessFile "HAS\HAS_fnc.sqf"; [] call RYD_HAS_Init; }; For a server i believe you need to use the initserver.sqf This fixed it thanks 1 Share this post Link to post Share on other sites
Gunter Severloh 4053 Posted November 22, 2022 Great! In the future no need to quote my whole post, you can use @ and call a member, or quote something small they said, but just replying to the thread here will send me a notification as i follow my own threads. Anyways happy that sorted the issue, any other questions in the future dont hesitate to ask! Share this post Link to post Share on other sites
Dramacius 8 Posted November 22, 2022 One last issue, How do I get the "Supports" menu onto the first page of the command menu? As you can see its not there but it is in the "Reply" section If my memory is right on the demo mission its in the first page of the command menu Share this post Link to post Share on other sites