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Shadow NX

RHS/Chaos Studios Battlefield comm. system v.1.5.

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Today we release the version 1.5. of this modular script system.

15logo.jpg

It allows you to call for support if you got a radio availeable, things like medics, artillery support, medevac, air support etc etc.

The whole thing is now even more simple.

Check the readme for more details about how to set up smile_o.gif

Special thx to Chaos for this nice scripted system.

Download

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Mirror2

Mirror 3

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Thread about version 1.0.

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More mirrors are welcome.

Have fun.

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Thx to Shadow for the publication and to Raptor for the nice words and the mirror.

I hope the script will works now better and missionmakers have thereby difficulties fewer.

<span style='color:red'>Other mirror:</span>

OFPEC.com

The OFPMDB mirror will come tomorrow or next 2-3 days.

<span style='font-size:12pt;line-height:100%'>About the project</span>

Features:

- modules

- unlimited upgradeable

- realistic handling

Build:

- sound samples

- scripts packs

- entries in the "stringtable.csv"

- entries in the "description.ext"

Archive contains:

- demo mission as pbo file (2 versions with and "w-99%/o" addons)

- demo mission as editor file (2 versions with and "w-99%/o" addons)

- source files and script packs

- Readme.txt contains manuals in english, german and polish language

- Readme.txt for the demo mission

**********************************************

Changes in version 1.5

- simplification of the integration, also intergration for total script newbies possible

- fixed some little bugs in the demo missions

- changed readmes

- demo mission "w-99%/o" addons included (pbo and editor versions)

<span style='color:blue'>Next time i will release some little modules for this scripting system</span><span style='font-size:10pt;line-height:100%'>

- UAV script

- SAT script

- lighting script (steerable)

- artillery script (steerable)</span>

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Um, no offense, but this system just confuses the hell out of me. It says its supposed to use radio weapons to their full potential right? Ok that sounds great, but I mean alot of missions (made by people with enough scripting skill) allready use the squad radioman to call support, and a few addons (like CoC UA) use it too. Actually I am working on some scripts for the same purpose as well.

I dunno maybe you could explain it better to me?

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Script .. script .. script.. i know that they are the only way of executing certain effects etc.. but i just cant stand using them... i just find them tedious and complicated.. i just hope many of these and most of the other effects executed via scripting will be implemented into OFP 2 at the touch of a button... i'm entering in a computing course so i hope this will help me understanding it.. but before then .. its just confusing ... huh.gifconfused_o.gifhelp.gif

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Script .. script .. script.. i know that they are the only way of executing certain effects etc.. but i just cant stand using them... i just find them tedious and complicated.. i just hope many of these and most of the other effects executed via scripting will be implemented into OFP 2 at the touch of a button... i'm entering in a computing course so i hope this will help me understanding it.. but before then .. its just confusing ...  huh.gif  confused_o.gif  help.gif

Oh come on don't be like that. You don't see the true potential of scripting and its significance in OFP, so I'll explain it. Scripting is not just for effects (I assume you mean like drop command and stuff), scripts can do pretty much anything. In fact, scripts are used everywhere, and without them, OFP would be pretty boring. And scripting, for the mot part, is all common sense. Mainly, scripts use a lot of if-then statements, like, if something, then do something, and trust me, you don't need a computing course to figure it out, in fact I learned scripting all on my own. The best thing to do is read other scripts. Find them, tons of them, different kinds of them, read them, and understand them. The more scripts you read the more you will understand them, you just have to be a deticated person thats all. And I assure you scripts are not tedious, scripts are allways worth the work and as a matter of fact, you, and everyone else who plays ofp, you all owe one to scripting, because OFP would be a completly different (worse) experiance without scripting.

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Anyone tried it yet?

Comments?

What would you like to see changed?

Problems?

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Quote[/b] ] i just hope many of these and most of the other effects executed via scripting will be implemented into OFP 2 at the touch of a button...

If Chaos has finished all modules, we will add them to the radio-addons LSR R109 and maybe BAS-Satcom.

So editors only have to set variables true/false to activate the single modules und players can handle the features from the action menu.

I tried this with the actual test-version and it works fine for me. But at this point it makes no sense to release it without the full power of what it could be.

Sudden Death

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First time i muss change many things in the script and develope some modules for the system. Ask me about it when the first "Addon implemented" Version can be released. confused_o.gif

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You can use what you will as module. This script simulate ONLY the radio. For modules you can use everything. Please read the Readme.txt before you goes confuse.

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nice script! I think this was a much better version that the other radio scripts i haev tried. And this one didn't have a 2 minute list with checkboxes that got ticked either and that was good. i just wish there will be a laser us weapons radio version or something like that too smile_o.gif

any chance maybe i can try to edit in the laser us wpns radio to the scripts?

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take a look at the init.sqs search for:

Quote[/b] ]

Radioman1 addweapon "LSR_R109"

;-----------------------------

;-----------------------------

CH_BatComSys_ARRAY = [player,Radioman1,Radioman2,leader Trupp,"LSR_R109"]

[] exec "CH_SATCOM\SATCOM.sqs"

and change it to:

Quote[/b] ]

Radioman1 addweapon "LSR_prc117new"

;-----------------------------

;-----------------------------

CH_BatComSys_ARRAY = [player,Radioman1,Radioman2,leader Trupp,"LSR_prc117new"]

[] exec "CH_SATCOM\SATCOM.sqs"

S.D.

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nice script! I think this was a much better version that the other radio scripts i haev tried. And this one didn't have a 2 minute list with checkboxes that got ticked either and that was good. i just wish there will be a laser us weapons radio version or something like that too smile_o.gif

any chance maybe i can try to edit in the laser us wpns radio to the scripts?

Will talk to Chaos about this, he will use it too i think

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C.D i tried chaing the init.sqs file and putting in most of the scripts and folders into my mission but i can't access the radio. i get a hint telling me radio available or active but i can't find it in the action menu  tounge2.gif

are the Rsc stuff in the description.ext important to add? and what parts of them are needed for it to work? Or do i need to change stuff in the scripts too?  pistols.gif

and the ecample missions got russian stuff in them, if my troops are west , should there be any changes in the scripts or just changing out the aircrafts, chopprs, officer to west units should work? Very nice script , just hope i can get it to work my way biggrin_o.gif

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First:

- description is only nessecary for radio-voices

- copy all folders to your sample-mission-folder

Second, there are two ways:

1) use the same unit-names like the demo-mission (Radioman1, Radioman2 etc.),

you can use east, west units, but take care of their names,

than you can use also the same lines from the init.sqs:

Quote[/b] ]

CH_BatComSys_ARRAY = [player,Radioman1,Radioman2,leader Trupp,"LSR_R109"]

[] exec "CH_SATCOM\SATCOM.sqs"

take care that your radioman has the radio, f.e. "LSR_R109"

2) if you use other unit-names change also this line:

CH_BatComSys_ARRAY = [player, name of radio unit 1,name of radio unit 2,leader name of group,"name of radio"]

Using BCS in the mission:

- hint "radio activated" shows that BCS is activ and waiting for that you go to your radioman

- stand or lay near beside of your radioman (the guy how has the radio) and a hint shows "Radio available"

- now you can use the action menu

S.D.

Please post further questions in this thread of the OFPMDB-Forum!

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In the "source" folder you has all what you needs. ONLY these folders/snippets and lines in the "description.ext" and "stringtable.csv" you must put in your mission folder.

Please post all technical questions in the OFPMDB Forums

I will have all questions of this type in the same topic - not in 2. Its better for You and for our techical support.

whistle.gif

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Here is the screen of the "command book" - notebook used for the next generation of ChSBCS. It will displayed when you see the UAV or SAT video signal.

1280_3565343337383261.jpg

LOOK bigger version

The UAV will do following things:

- send video signal

- identify the most objects in the operation area and display they on your map

- UAV can be shot down !

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ohh UAV sounds nice, i'll try to do that Chaos smile_o.gif

was a couple of days since i visited the ofp editor, been extremely busy in school lately. crazy_o.gif

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The project is stopped for next few months. I have many other things in my "ToDo -list". crazy_o.gif

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