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Not sure yet, but preliminary idea would be: when player call CAS, instead of immediate map screen, as it is now, he'll get two mouse actions similar, as for destination choice in transport task, one per variant: current "stationary firing position" CAS pattern and another, based on SAD waypoint (working similar to heli patrols in Pilgrimage). After the variant choice, task proceeds as it is now with map screen etc. Probably variant choice actions will stay there in case, player change his mind on the fly, as it is during the transport. I'll try to make another wip version with this in the scripted version thread after I complete other stuff, I'm doing currently (may take several days...). 

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Any chance you can make the CAS tell the difference between Blufor and OpFor just had a CAS destroy my Vtol that came in with infantry. 

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On purpose aimed at it, or accidental? Was that VTOL (and anyone in it) indeed of same/allied side to the caller?

 

In the code there's a check of friendliness between entity side and caller unit side. If this was on purpose, and VTOL was indeed allied with the caller, then I need to investigate, what's wrong with that check and then, if I find anything wrong, apply the fix, sure. Just not at once, I'm still busy elsewhere. 

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1 hour ago, Rydygier said:

On purpose aimed at it, or accidental? Was that VTOL (and anyone in it) indeed of same/allied side to the caller?

 

i think it was accidental but it did fire at it until it was destroyed and it was on same side. 

There was 4 cars from OpFor in the area of targetzone, and the vtol was landing inside the targetzone to drop off infantry, and then the CAS heli turned and fired at the Vtol.I did not see  if there was any OpFor behind the Vtol, so it could have been aiming at them and hitting the Vtol.

i tried the same scenario 3 times and it hits the Vtol 2 out of 3.😣 

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Well, when time will allow I'll run some tests with mixed allies&enemies in the zone to see, what happen. If it turns out, that it's accidental (ally crossing the line of fire), I probably can't do much about it though. 

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fine thanks Rydygier

I did not know that you had that inside the program already, i was just trying to make a video to play in my game for the intro. but if it can't work i will just make a game about a Rogue heli pilot the player has to kill ?? 

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In that case it may be a scenario about how wrong shit happens on war. Call it "The fire, that was friendly" or alike. 🙂

 

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is there a way to have this apply to all units? Just that if i get new units in my squad they can't rappel as the module won't be synced to them. 

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Yep, check the manual, page 11. To add new units use such code:

 

[newUnit1,newUnit2,newUnit3(etc.)] call RYD_HAS_NewUnits;

 

 

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16 hours ago, Rydygier said:

Yep, check the manual, page 11. To add new units use such code:

So i need to do this manually each time a unit is recruited? 

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So i need to do this manually each time a unit is recruited? 

 

Or probably you may add them all at once earlier, if these units are actually exisiting prior to recruiting. 

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7 hours ago, Rydygier said:

actually exisiting prior to recruiting.

Na i'm using Spyders Addons for recruitment. So they're recruited during the mission

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First of all, very good mod! 🙂

I found two bugs

1: When i call a chopper for a pickup and cancel it because there are enemies, he "RTB" but instead he comes back and starts fighting for no reason.

2: I cant fast rope with my AI squad I'm the only one that rappels the rest stays in the chopper.

Sorry for my English, its not my first language!

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Hey, welcome and thanks for the feedback!

 

1) Chopper should be put into a behavior mode, that makes it indifferent about any enemies, but as soon he is back from the HAS task, he is set back to previous behavior/combat mode, which may result with any kind of behavior, vanilla AI considers a good idea. Setting his group initially, in the editor, to behaviour "CARELESS" and combat mode "BLUE" (never fire) could help in such situation.  If not, I would need a bug reproduction scenario, that not uses nor requires any other mods. 

 

2) Seems a typical symptom, when you didn't synced at the start (or added to the HAS mid game) all the units from your group, but only yourself. Should be added/synced all the units, you want to transport via HAS tasks. 

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10 hours ago, LukeTJ said:

2: I cant fast rope with my AI squad I'm the only one that rappels the rest stays in the chopper.

As Rydygier pointed out be sure to sync all your units, watch the module tutorial on configuring the HAS module:

 

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Awesome mod...I tried both the module and the script version. The script one is deeper customizable and doesn't give mission dependencies, but the module one is MUCH more easy to set up. Overall it gives mission makers an easy rotary all-around support capability.

Only one suggestion... give module the possibility to customize the day/night signal...when I first try it at night, I throw IR grenades, chem lights...but the chopper would not "see" the signal. Only after digging into the script version, I got what the right signal was.

 

On second thought, it could be enough to give a hint to the player when the chopper request the signal.. i/e "approaching position..throw smoke/chem light...over"..

Just my humble 2 cents...

Again..keep up the great work guys. VERY WELL DONE!!!

 

 

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Thanks! 🙂

 

Quote

give module the possibility to customize the day/night signal...

 

Sadly I can't. It is stored in the array variable, and those can't be added to the module settings AFAIK. But even for module version you should be able to customize all variables, signals including, similar way, as in the script version, just you need to choose a place for it, as there's no provided userConfig file for the module. 

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25 minutes ago, zagor64bz said:

On second thought, it could be enough to give a hint to the player when the chopper request the signal.. i/e "approaching position..throw smoke/chem light...over"..

Already does this, you just have to set the extra messages in the module, see my video tutorial in previous post.

Watch the core features video:

 

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