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dinger

The chain of command tomahawk pack v. 1.0

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Well I can't be arsed to register for only one posting. And when UA 1.1 gets released it'll be no problem anymore. Lazyness strikes again

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biggrin_o.gif Check the thread again, lazyness is contageous.

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In any case, it's not entirely true.  If you put coc_arty to res/addons, then you won't have a problem with CoC_Arty, but whatever the other addon is will give you trouble. It's not just Gaz24mx, many addons besides CoC_Arty make the same mistake of putting a sounds[]= entry in the config.cpp.

As for jpeg conversion, I did a websearch on a video converted, got a trial version of a converter, converted to jpeg frames, then ran a photoshop batch process

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 But I couldn't get the shilka destruction objective completed, I called in two missiles and personally walked up to see that all the four shilkas were dead and crumpled, but I can't be sure that a driver didn't get away. rock.gif

.

Shilka objective:

All objectives in the mission are only updated when the player gets in the boat for exfil. You only need to destroy or disable 2 of the 4 shilkas for the objective to trigger.

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I'm having a little problem with the Cruise Missiles in the demp SP mission. Well, actually, it's a serious problem.

All know there are 3 objectives...Destroy the SAM site and hidden launchers (SCUD's)...Destroy the Shilkas...and exfiltrate on sub.

I take out the SAM site first and launchers, since that is the order in the objectives list. I call in a strike on the main SAM control center, 1XWDU-25, Normal priority. It comes in from the NW or W at perfect height, and hits the site at the perfect aim spot. Doing good so far.

Next, I move south a few hundred meters and target the launchers there. Same weapon and priority. But this time, I use laser to designate the aimpoint. Missile is fired, and still 20 minutes later, no strike, no distant boom, nothing. I figured it was the laser acting up when I set aimpoint, so this time I spot the target, get visual on map, and call in strike using the map-click method. Only this time, after it fires, a few minutes later I hear what sounds like the Tom has crashed into something. No boom, just the sound of a crash. I move in, take out the troops around it with an Uzi, and satchel them. Ok, so they are destroyed now.

Moving on, I locate another laucher site (won't say where in case others reading this haven't played the mission yet). Again, I target with map-click, and after a few minutes, it crashes before reaching target. The next time with same target, I tried using another WDU-25, but with High priority. No change, still a crash before target, and now I've only got a couple BLU's left. So I try them both, one with normal and the other with high priorities, just to see if it was munition type or what. Same thing, CRASH.

I never got any error messages, never heard the Tom's detonate early, just a crash and no boom. I am using UA 1.0 and both are in the same addon folder. Never had any issues in the editor tests, only this demo mission (although editor tests were on Desert Island, with no big hills to navigate over).

Any ideas?

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That's really weird. I always use the laser, and the Tomahawks always hit near their targets. Sometimes it takes a couple strikes to eliminate the full Shilka battery, but that's not a problem for me.

Try using the laser designator from different elevations and angles. Also, transmit the LD coordinates and hold the designator on the target until the Tomahawk has reached it. I once started moving the designator too early; the last thing I saw before my comp crashed was a small, grey object hurtling towards me wow_o.gif .

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The cruise missiles will crash from time to time, as in real life Block 2's, but that kind of repetetive crash is odd. If your CM crashed, be sure to change the aimpoint slightly, giving it a chance for a better path... with UA High priority will only increase the chance of an impact with the ground, Opportunity is the safest and most carefully plotted path.

If it is a problem with UA laser targetting we'll have to wait for Dinger since that's his domain.

And PS: if it was taking 20 minutes that is a sign there were some obstacles in choosing the path, next you selected High priority ignoring them. Next time let it keep planning, if the wait is too long insert CoC_CMcpupause=0.000005 or a lower number into the mission via mission editor. (watch for choppyness though)

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I once started moving the designator too early; the last thing I saw before my comp crashed was a small, grey object hurtling towards me wow_o.gif .

I know that feeling far to well.

Scary being on the receiving end of Tomahawk strike. crazy_o.gif

Once when I was beta testing I set up a whole bunch of enemy in front of a town to test the effect of various warheads.

All was going well when I decided to shift the aim point slightly for a cluster bomb strike. The effect though was dramatic instead of coming in right to left as all the previous hits did this one circled round to make use of a better dip in the ground and came in head on.

I was looking through the binocs as it zoomed straight at my head; with a whole bunch of cluster munitions dispersing and the explosions marching toward me like a demon cavalry charge.

I just had time to say "OH SH*T!" as it whiped over my head and blew me into the middle of next week.

Kind Regards Walker

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I appreciate the advice so far. The TLD is not the issue though, the missiles never reached the target even when using standard targetting mode. Only the very first missile hit, on the summit of the hill with SAM center. As for the time I did use the laser, that would be why it didn't hit...I put the laser away, thinking it was only needed to plot the target aim point, not guide the missile in. My bad, didn't find anything about it in the readme docs or manual.

I understand that High priority will be less effective that's why I tried all modes. And using each it had same effect. I don't care how long it takes to plot, I'm a realism freak. I'll start using the low priority mode now. But that number of crashes was not normal, only 1 of 6 hit (1 of the misses was again my bad due to laser being stowed). I'll give it a try again with low priority, and if I do get a miss, vary the aimpoint by a little distance. I'll try it over and over and record any misses, will see if it's my system or something.

Extra question:

I am not good at scripting, thought someone can throw one at me if it's not too much trouble? I would like to have the option in a mission that if all missiles are used up, they can radio in for an "emergency ration" of a few more missiles. But the reload time would take say 20 minutes.

For example, player starts with 4 HE's, and 2 BLU's. He uses all but still has not completed mission due to lack of training, missile error, etc. He will then (and only when ALL rounds were used) get a one-time option to acquire 2 more HE's and 2 more BLU's, but reload time will take 20 minutes. Is this something anyone can figure out and send me?

I know, I know. I REALLY need to start learning to script  rock.gif

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How the LD works:

(incidentally, this mission was originally drafted to fit in with the UA missions between 4 and 5).

A) select the LD as a weapon

B) select the action "Initialize LD"

C) turn the LD on and point it at the ground, say 20m in front of you.

D) Hold it there until you get the title "Laser Mode: No Display"

As long as the LD is initialized, you will have an option to switch rangefinding modes (action in menu will be one of: mils, degrees, grid, No Display).  WHen you turn off the LD or point it at the sky too long, you will get the title "Laser Target Lost". Reinitialize if you want to.

E) with the LD initted, select "Set Aimpoint" from the UA menu

F) you will have an option "LD Transmit".  Laze the target and hit "LD transmit"

The coordinates are now transmitted. You can now save your batteries. The CM does not actively track a laser target.

--

As for 5/6 CFITs: That's not right. We did do extensive testing, but basically the CM is an OFP aircraft. We try to avoid CFIT (Controlled Flight Into Terrain) by utilizing the following strategy:

A) reliance on OFP AI and flight model

B) pathfinding routines that plot a course where situations likely to cause CFIT are minimized.

C) a "failsafe" system to make the CM hate the ground.

You should see some CFITs, but nowhere near that many. Heck if we got those results in testing, we wouldn't have released it.

One thing you might try is boosting your framerate during flight. A) and C) work less effectively when the CPU is under high load, so try reducing the visibility and making sure you're at 1x acceleration.

---

As for your "emergency ration", yeah it could be done with triggers.

A) Call the CM launcher "MyCML"

B) Trigger 1: radio alpha, condition: count (magazines MyCML) == 0, activation: "CMreload = true"

C) Trigger 2: CMReload, set the min, max avg to 1200 seconds (=20 minutes), in the activation put

MyCML addmagazine "CoC_WDU25"; MyCML addmagazine "CoC_WDU25"; MyCML addmagazine "CoC_BLU97"; MyCML addmagazine "CoC_BLU97"

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Here is how you do it via mission editor:

create a trigger

size 0,0

activated once

condition: count magazines launcher==0

on activation: 0 setRadioMsg "Emergency Ammo"

min: 1200, max:1200, mid:1200

(rest default)

create another trigger

size 0,0

Activation: Radio Alpha

activated once

on activation: launcher addmagazine "coc_wdu25";0 setRadioMsg "null"

rest default

this will add the Alpha radio message to the player when the launcher is out of ammo for 20 minutes. When the option is used one warhead is added and radio message is gone... you can make all sorts of fancy stuff, this is just a basic method.

EDIT: ahh Dinger beat me to it.

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Does it make a difference if I point the LD at the target, initialize it, then send the coordinates? Or is pointing it at the ground a necessary step for better accuracy?

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To initialize the LDD you have to point it at the ground and hold it there until initialization is complete. After that you have to aim it and transmitt target, otherwise it should not work.

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The point with initialization is that we need to locate the laser designator dot.

The Laser Designator works in two modes: "Trigger Mode" , when the editor has placed a detection trigger, and "Scan Mode", when the editor hasn't (and we use a nearestobject scan). THis mission originally was to show how "scan mode" worked. In theory, pointing the LD at the target should be sufficient (the scan goes out to 1000m or so), but it's more effective pointing closer.

If the LD isn't initialized, you can't plot a target with it.

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I stand corrected on the LDD init mode, I forgot about that other feature. Again, that's Dingers baby.

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That intro wanted me to cry lol it was beautiful! Wish I could make intros THAT good! Bravo wow_o.gif

And the tomohawks are great too, love the special effects!

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Hello, ist there a singleplayer mission with those tomahawks?

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Hello, ist there a singleplayer mission with those tomahawks?

Hi hugo2020

Err yes

The intro mission is single player but can also be played as an MP mission and there are several editor missions.

Kind Regards Walker

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I d/l the tomahawks from ofpnews but all there was in the file was 2 .pbo files - no missions, no text files - nothing.

Is this right or have i been hoodwinked?  rock.gif

I have tried to download it from ofpec but it d/l's at 954b/s so it will take 2 hours plus!!, CoC have removed the d/l and ofp.cz has a broken link!!

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Sir,

You are a scholar and a gentleman.

Well, Cheers for the link anyway will be done in 1min 24 secs

Thank you.

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