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bardosy

How S.O.G. campaign does these?

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If you have answer any of these, please help me:

 

  1.  Earplug - I tried to find an earplug module in Eden editor, but not found. Is it a script? Or a setting? Anybody could already de-pbo it from the campaign?
  2.  Respawn with the original Arsenal equipment - in the SOG campaign if I use Arsenal and then spent a lot of ammo, grenade etc and then die and respawn I got back everything. Now I only could give back the stuff what player had in the moment of death OR the original setup (before player load an Arsenal preset).
  3.  Skip travel - I tried to find an earplug module in Eden editor, but not found. Is it a script? Or a setting? Anybody could already de-pbo it from the campaign?

 

If you checked this post because you interested how to create a scipted Napalm strike, just ask it, I made a good script for this with working F4 plane and very nice scene how it drop the napalm.

 

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I can only answer the first one.

Earplugs can be found in the module Quality of Life Additions

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2 minutes ago, papanowel said:

I can only answer the first one.

Earplugs can be found in the module Quality of Life Additions

Thank you for the quick answer!!!

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8 hours ago, bardosy said:

If you have answer any of these, please help me:

 

  1.  Earplug - I tried to find an earplug module in Eden editor, but not found. Is it a script? Or a setting? Anybody could already de-pbo it from the campaign?
  2.  Respawn with the original Arsenal equipment - in the SOG campaign if I use Arsenal and then spent a lot of ammo, grenade etc and then die and respawn I got back everything. Now I only could give back the stuff what player had in the moment of death OR the original setup (before player load an Arsenal preset).
  3.  Skip travel - I tried to find an earplug module in Eden editor, but not found. Is it a script? Or a setting? Anybody could already de-pbo it from the campaign?

 

If you checked this post because you interested how to create a scipted Napalm strike, just ask it, I made a good script for this with working F4 plane and very nice scene how it drop the napalm.

 

Hello Bardosy, could I take a look at your Napalm strike script please?

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13 hours ago, Soapbox0331 said:

Hello Bardosy, could I take a look at your Napalm strike script please?

 

Hi, here it is:

You need 3 gamelogic on the map: planspawn (where the plane spawn), plantarget (it's not where the napalm will end, it's just where the plane release the napalm, and planend (where the plane fly away and then disappear) Try to put those in one line, if you could.

The code is in the spoiler area:
 

Spoiler



if (not isServer) exitWith {};

_dropPosX = getPos planspawn select 0;
_dropPosY = getPos planspawn select 1;
_dropPosZ = getPos planspawn select 2;

sleep 0.1;
_planespawnpos = [_dropPosX, _dropPosY, _dropPosZ + 250];
_pilotspawnpos = [_dropPosX, _dropPosY, _dropPosZ + 250];

//=========CREATE=======================
sleep 0.1;
_plane = "vn_b_air_f4c_hcas" createvehicle _planespawnpos;
_plane setpos [(getpos _plane select 0),(getpos _plane select 1),250];
_group_i = createGroup West;
_pilot1 = _group_i createUnit ["vn_b_men_jetpilot_10",planspawn, [], 0, "NONE"];
_pilot1 setBehaviour "CARELESS";
_pilot1 setRank "SERGEANT";
_pilot1 setskill 1;
_group_i selectLeader _pilot1;

_pilot2 = _group_i createUnit ["vn_b_men_jetpilot_10",planspawn, [], 0, "NONE"];
_pilot2 setBehaviour "CARELESS";
_pilot2 setRank "SERGEANT";
_pilot2 setskill 1;

_dir = getDir planspawn;

_plane setDir _dir;
_speed = 100;
_plane setVelocity [(sin _dir*_speed),(cos _dir*_speed),1];

sleep 0.1;
_pilot1 assignAsDriver _plane;
_pilot1 MoveInDriver _plane;
_pilot1 setdamage 0;
_pilot1 setBehaviour "CARELESS";

_pilot2 assignAsGunner _plane;
_pilot2 MoveInGunner _plane;
_pilot2 setdamage 0;
_pilot2 setBehaviour "CARELESS";
 

//_pilot1 action ["gear_up", vehicle _pilot1];
_pilot1 action ["engineOn", vehicle _pilot1];

_plane FlyInHeight 250;
_plane SetSpeedMode "full";

for [{_i=1},{_i<=3},{_i=_i+1}] do {
  _pilot1 doMove getpos plantarget;
  sleep 0.3;
  _plane setpos [(getpos _plane select 0),(getpos _plane select 1),250];
  _plane setVelocity [(sin _dir*_speed),(cos _dir*_speed),1];  
  sleep 0.2;
};

_plane FlyInHeight 250;
_plane SetSpeedMode "normal";
_pilot1 doMove getpos plantarget;
sleep 0.3;

while {(_plane distance plantarget) > 350} do {
  _pilot1 setBehaviour "CARELESS";
  _plane FlyInHeight 250;
  _pilot1 doMove getpos plantarget;
  _pilot1 doTarget plantarget;
  _pilot1 dowatch plantarget;
  sleep 0.5;
};
_pilot1 doMove getPos planend;
_pilot1 doWatch planend;

sleep 0.5;
_plane fire "vn_bomb_blu1b_750_fb_launcher";
sleep 0.5;
_plane fire "vn_bomb_blu1b_750_fb_launcher";
sleep 0.3;
_plane fire "vn_bomb_blu1b_750_fb_launcher";
sleep 1;
_plane fire "vn_bomb_blu1b_750_fb_launcher";

  _pilot1 setBehaviour "CARELESS";
  _plane FlyInHeight 300;
  _pilot1 doMove getPos planend;
  _pilot1 doWatch planend;

sleep 10;

deletevehicle _plane;
deletevehicle _pilot2;
deletevehicle _pilot1;


 

 

You should made a few test run in your mission and in your location to determine where to put those game logics.

 

 

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