Commando84 0 Posted April 27, 2005 Hi all, i wanna have the lsr delta radio operator to be able to equip himself with his radio that is on his back, its in the AT weapon slot , and use it to call for CAS or and a ammo crate drop, i would really like to be able to call down a ammo crate in a parachute to be droped down near the radio operator so the deltas can rearm after heavy firefights anyone can help me out plz, mission is almost done but i need to add some extras to the mission cause american ammo crates inside some russian base would be a bit unrealistic maybe i dunno Share this post Link to post Share on other sites
pazuzu 21 Posted April 27, 2005 There are some good scripts here: http://www.ofpec.com/editors....chopts= Share this post Link to post Share on other sites
Commando84 0 Posted April 27, 2005 yeah well , the drop crate script seemed nice but it requried me to have some outdated addons , if i would use some c130 i would use a more nicer plane , like hawks c130. the other scripts aren't really what i was looking for.. i found a nice script in a mission but it requires bas_o tonahl pack and well my mission doesn't use any of that stuff i need some help with dialogues really Share this post Link to post Share on other sites
pazuzu 21 Posted April 27, 2005 Can't you just add a support vehicle with guns & ammo in it that you can call? Share this post Link to post Share on other sites
Commando84 0 Posted April 28, 2005 yeah well, the thing is that the deltas are working behind enemy lines in my mission, so its only aircover and stealing off ruskie weapons that will work for them and the air cover thingy is supposed to be there for just a limited time, i would like to find a script that gives the group leader a extra action menu option to call CAS when he is 2 meters away from his radio operator dude found a great script but it was totaly written to use bas tonahl deltas theyr satcom radio, bas tonahl island stuff all the way adn my mission isn't played out on tonahl and its not any bas troops there, i might put in the blackhawk in as cas chopper because they got some inbuilt scripts that couldsave the day if i cna't find any radio operator script Share this post Link to post Share on other sites
void_false 1 Posted April 28, 2005 yeah well, the thing is that the deltas are working behind enemy lines in my mission, so its only aircover and stealing off ruskie weapons that will work for them and the air cover thingy is supposed to be there for just a limited time, i would like to find a script that gives the group leader a extra action menu option to call CAS when he is 2 meters away from his radio operator dude found a great script but it was totaly written to use bas tonahl deltas theyr satcom radio, bas tonahl island stuff all the way adn my mission isn't played out on tonahl and its not any bas troops there, i might put in the blackhawk in as cas chopper because they got some inbuilt scripts that couldsave the day if i cna't find any radio operator script Then change it to suit your needs. Share this post Link to post Share on other sites
Commando84 0 Posted April 28, 2005 yeah well. i tried to but it was to much for me, the script had loads of description.ext entries for dialogues and also line like this Quote[/b] ]#include <bas_o\s\satcom_cas.hpp> so i think im pretty much screwed over if i can't find this dude Nagual that made the BAS missions tried to search on him but i can't find the dudes mail adress Share this post Link to post Share on other sites
sanctuary 19 Posted April 29, 2005 An example of how using the radio soldier of your squad when you are the squad leader for calling some air support. I keep it as simple as i can there, you will have to adapt this simple case to more complex situation you want to create in your mission. part 1 Create a ranger squad on the desert island, put yourself as the leader and name yourself <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">chief Edit the properties of the radio operator of your squad and add in its init line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addaction ["CALL HQ", "radiorequest.sqs"] this way when you are at +/-5 meters maximum and looking +/- to the direction of this radio operator a CALL HQ action will appear in your action menu. Save now the mission into <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Testingradio.Intro So the mission folder "Testingradio.Intro" will appear and we will be able to place there the needed script later. part 2 Create far away a AH1 , name it <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cas1 For this example put its special to Flying. To have it more efficient against ground move the skill slider to the max. Give this chopper a GUARD waypoint , then give it a CYCLE one This way they will use the great feature of information exchange of the GUARD waypoint indefinitively. part 3 Create an enemy squad , give this enemy squad as the 1st Waypoint a SEARCH&DESTROY give them a 2nd waypoint CYCLE so they "Search&Destroy" indefinitively. part4 Now, from part1 we have a CALL HQ action that is calling a radiorequest.sqs script. So here is what is inside this script for this simple example <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">chief sidechat "Requesting Air support" ~1 [West, "HQ"] sidechat "Permission granted" ~1 cas1 setbehaviour "COMBAT" cas1 setcombatmode "RED" [cas1, 0] setwppos getpos chief [cas1, 1] setwppos getpos chief ~8 cas1 setspeedmode "limited" exit Put this script radiorequest.sqs in your <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">.....Codemasters\Operation Flashpoint\Users\YourUserName\missions\Testingradio.Intro directly and that's all for this example. Preview. Approach the enemy position and turn to the direction of your radio operator, if you are +/-5 meters maximum from him the CALL HQ will appear in your action menu. Use it. A quick dialog between you and PAPA_BEAR will be displayed, and from its position, the GUARD and CYCLE waypoints of the AH1 will be teleported to your position. So the AH1 will fly to your current position now. When you will spot the enemy and report it to your squad, thanks to the GUARD waypoint, and despite it is not a part of your group, the AH1 will receive your report too and will move to the enemy squad position at the time of the report to attack it. As soon as the AH1 will spot the enemy by itself , it will engage it (thanks to the max skill level, else it would have taken ages before the AH1 decide to open fire). Share this post Link to post Share on other sites
Commando84 0 Posted April 29, 2005 Big thx goes to Sanctuary!   Will see if this works, then see if i can add it in the mission too  if it works i'll credit you in the readme file with the mission and the outro thingy  tested script, worked really good this was exactly what i was looking for, simple n easy to use, Thx again Sanctuary for your help, btw i use your patrol walk anims and they are super great too Share this post Link to post Share on other sites
TA-50 0 Posted May 4, 2005 I was looking at making a similar script. I want the RTO have the same functions as the commander in the CoIN missions. The goal is for player to face the RTO (or any unit with a radio) and click some action menu item, and then have the RTO run the scripts neccesary to generate a random mission and brief it thru side chat. This would allow units to opt to remain in the feild longer for CoIN missions, instead of RTB-ing after each mission. @Sanctuary I appreciate the write-up. I'll definately give it a try. Please let me know if you have any ideas for my scenario too. @Commando84 Could you send or link the BAS script you mentioned earlier? I'd like to look it over. Share this post Link to post Share on other sites
-HUNTER- 1 Posted May 4, 2005 I want something so you could call medivac instead of more ammo... Medivac soldiers out before they die would be really realistic, but you would need to change allot I agree, but soldiers who cannot walk anymore for instance... Then you toss some smoke and the helo comes to pick the team up at that place, but you radioman radios for the chopper to come... I know there is a script for smoke and helo... Share this post Link to post Share on other sites
buliwyf 4 Posted May 4, 2005 I posted it for weeks/months that it would be nice to handle actions with the radio by clicking the firing button. Now clicking the fire button i hear a radio sound. The only thing LASER had to do is to create an unvisible ammo which you can "fire" with the radio. In this way you can use the radio with an EVENTHANDLER "FIRED" to call the script. Noone would need bothering AddActionMenu entries in that way... Share this post Link to post Share on other sites
honchoblack 2 Posted May 5, 2005 Thank you Sanctuary, this has been on my mind for a while, since i used up all my radio slots, and still need more with the addaction, that i use for the CO allready and a new insertion flight i can get new missions in field like Ta-50 said, this has been asked of me in the Dynamic Afghanistan thread, and i really liked the idea, had no time to implement it yet, will use it for "Dynamic Afghanistan - DELTA FORCE" Share this post Link to post Share on other sites
Commando84 0 Posted May 5, 2005 @TA-50 i found the script in the bas mission BAS_TSF_CloseToHome.BAS_I1 and i downloaded it from the avon ladys ofp site, here is the link Avon ladys ofp site the thing is i don't remeber wich mission pack it was in but i believe it was in either Spec Op Mission Pack (unofficial, by BAS mission maker Nagual) or in Tonal Special Forces Demo Mission Pack spec op mission pack by nagual Tonal special forces demo mission pack Share this post Link to post Share on other sites
TA-50 0 Posted May 5, 2005 Thanks, I appreciate it. I believe General Barron also did some scripting work with RTOs in his Realistic Combat Patrol mission. That might be worth looking at. I almost forgot how BAS used their SATCOM for support. WGL did something similar too. Now here's a question for the forum. Right now we have the actions tied to the RTO. But what if that unit dies? How can we script these same commands and tie them to the radio, not the unit, so that if player or AI unit picks up the radio, the addActions still appear? Eventually, can we make a combo between the RTO and a laser designator, so that other groups can see what we're talking about (whether we're calling fire on another unit or an area) with a onscreen target box or map marker? Share this post Link to post Share on other sites
HeinBloed 0 Posted May 5, 2005 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Now here's a question for the forum. Right now we have the actions tied to the RTO. But what if that unit dies? How can we script these same commands and tie them to the radio, not the unit, so that if player or AI unit picks up the radio, the addActions still appear? Run a script on each client and the server. Let the sript check the players weapons in a loop. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? (player HasWeapon "NAMEOFTHERADIO"):player addaction ["x","y.sqs"] <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? not (player HasWeapon "NAMEOFTHERADIO"):player RemoveAction ["x","y.sqs"] Share this post Link to post Share on other sites
honchoblack 2 Posted May 5, 2005 i think its bought at high cost, since the script will loop throughout the game, (i dont know anything about multiplayer scripting are those loops neccessary?) isnt it possible to spawn the radio like a vehicle, give it a proper name and equip it then? (then the addaction could be given to the opject) Share this post Link to post Share on other sites
TA-50 0 Posted May 6, 2005 Honchoblack is right. Now we don't need to reinvent the wheel here. I have a feeling this kind of thing (tying actions to a weapon: the radio) was done before with either a BAS or WGL radio in a mission. I'll browse thru some missions this afternoon and see if I can find anything. Share this post Link to post Share on other sites
-HUNTER- 1 Posted May 6, 2005 BTW Does or could anybody hook me up with the " PING " sound that modern US army radios have between messages? I cannot cut it out of anything because its in the background... Share this post Link to post Share on other sites
TA-50 0 Posted May 6, 2005 Ping??? From a SINCGARS radio??? The only radios which make noises (besides the squelch) that I can think of are our motorola "bricks". Even the self-diagnostic on the SINCGARS doesn't 'ping', it just clicks and squelches. If your certain there's a ping, I can draw one from the arms-room on, say, Tuesday and record it for you, but I don't recall any pings bud. Share this post Link to post Share on other sites
sanctuary 19 Posted May 6, 2005 If the "ping" you are refering to is the one that is occuring when a hint "....." command is used by a trigger or a script activated from such radio, there is no way to remove it Or at least as far as i remember no one posted a solution to remove this ping when a hint "....." is used. Share this post Link to post Share on other sites