zonekiller 175 Posted November 5, 2007 Thanks For Your input i have been working on SupportV1 for a few months now and it should be ready for beta testing. it is easier to setup has many more features . all new formulars for the bombing and ammo drops a range of planes and helis Transport men around the map plus more a complex radio commands which include camera effects and binocular targeting and using the action menu as well The AI can ude it as well Here is My Support Pack Artillery AmmoDrop & AirStrike Bomb / Missile Helicopter Strike Helicopter Transport FOR PLAYERS AND AI WORKS IN SP/MP AND DETICATED SERVERS VERSIONS 1.5 - 1.8 AND QUEENS GAMBIT Target with either the Map or Binoculars. Through Radio or Action Menu. If AIuse = 1 is set the AI will Call Artillery,AirStrikes and AmmoDrops & Helicopter Strike As well as players. All you need to do is create a empty AV8B2 and call it WestAir OR GuerAir, or a empty SU34 called EastAir depends which side you want to be on. Put it anywhere you want the planes to start from (does not need to be an airport) Add A Empty A10 called A10plane as well. ONLY MAKE ONE!!!!!!!!!!!!!!!!!!!!!!!!!!! ---------------------------------------- You Must Also Name Your Men AnyThing You Want ie: S1 If you are running QUEENS GAMBIT and If you want a DC3 to do the AmmoDrop Add A Empty DC3 called DC3plane as well. Add this line to the init.sqs or init.sqf : --------------------------------------------- [] execVM "SupportV1\Support_CFG.sqf"; --------------------------------------------- Then copy the SupportV1 folder to your Mission. To Easy!!!!!!!!!!!! Everything else needed for the mission will be created 10 Seconds after the game starts. In the AmmoDrop A Damaged Medic tent will appear if you go to it you will automaticly put it up you need to be right next to it. at night time flares and day time green smoke, will show you where the ammo is Helicopter Transport You Select 2 Points on the map, a Pickup and a Destination point The Chopper will Pick You and the Ai up and take you to the Destination point If your leader you have to tell the AI to get in but if the AI group Have an AI leader they will get in by themselves. To Turn on Camera effects goto the radio then click on Camera Options To Limit the actions so you only see the ones you want to use goto the radio and click on Action Options To Configure what happens in your mission edit the SupportV1\Support_CFG.sqf /*########################################################## Turn Support On For All Players Set This To True Only Let Leader Use Support (Leader AI Only As Well) Set This To False ##########################################################*/ MapControlPlayers = true; /*########################################################## Set The Timing Of The BombDrop All Ammo Drop Will also Get Set By This; The Higher the Number the Earlier it will Drop ##########################################################*/ DropTiming = 95; /*########################################################## Set Delay Minium Time Before You Can Use The Same Support Action {10 = 10 Seconds} ##########################################################*/ Delay = 30; /*########################################################## Turn Radio Menu On Set This To 1 -- 0 For Off ##########################################################*/ SupportCall = 1; /*########################################################## Turn Camera Menu Options On Set This To 1 -- 0 For Off ##########################################################*/ CameraMenuOn = 1; /*########################################################## Turn Action Menu Options On Set This To 1 -- 0 For Off ##########################################################*/ ActionMenuOn = 1; /*########################################################## Turn on AI Info Set This To 1 -- 0 For Off  {Used For Debug} ##########################################################*/ AIstats = 0; /*########################################################## Turn AI Support On Set This To 1 -- 0 For Off ##########################################################*/ AIuse = 1; /*########################################################## Set The Amount Of Chance For The AI To Call Support {20 = 2%} #########################################################*/ AIFrequency = 50; /*########################################################## Set The Amount Of Chance For The AI To Use Smoke {20 = 2%} ##########################################################*/ SmokeFrequency = 250; /*########################################################## Set The Amount Of Chance For The AI To Use Flares {20 = 2%} ##########################################################*/ FlareFrequency = 150; /*########################################################## Turn AirStrike Support On Set This To 1 -- 0 For Off ##########################################################*/ ASS = 1; /*########################################################## Turn AirStrike Missile Support On Set This To 1 -- 0 For Off ##########################################################*/ ASSMissile = 1; /*########################################################## Turn AmmoDrop Support On Set This To 1 -- 0 For Off ##########################################################*/ ADS = 1; /*########################################################## Turn Artillery Support On Set This To 1 -- 0 For Off ##########################################################*/ ARTS = 1; /*########################################################## Set Artillery Delay 20 = Random 20 Second Delay(Plus 10 Seconds) ##########################################################*/ ArtilleryDelay = 20; /*########################################################## Turn HeliStrike Support On Set This To 1 -- 0 For Off ##########################################################*/ HELIS = 1; /*########################################################## Turn Heli Transport Support On Set This To 1 -- 0 For Off ##########################################################*/ HELIT = 1; /*########################################################## Set The MAX Distance The TransPort Heli Can Travell -- Set in Meters ##########################################################*/ Transportdist = 3500; /*########################################################## Turn Plane Markers For Air Support On Set This To 1 -- 0 For Off ##########################################################*/ MarkersAir = 1; /*########################################################## Turn The Action Menu On Set This To 1 -- 0 For Off ##########################################################*/ ActionMenuOn = 1; /*########################################################## Turn Markers For Targets On Set This To 1 -- 0 For Off ##########################################################*/ MarkersTarget = 1; /*########################################################## Do Not Edit Past This Line ------------------------------------------------------------ ##########################################################*/ Thats it! HAVE FUN!! Michael AkA ZoneKiller PS : Thanks to all those other people that made scripts that I made use of. The Support Pack Scripts only http://www.zonekiller.ath.cx/SupportV1.rar Test Mission http://www.zonekiller.ath.cx/SuportPackTestMission.sara.pbo Test Mission for Queens Gambit http://www.zonekiller.ath.cx/SuportPackTestMission-QG.sara.pbo i hope you will all give it a flogging and beta test it for me Share this post Link to post Share on other sites
TRexian 0 Posted November 5, 2007 Looks good! Can't wait to try some of this stuff. :thumbs: Share this post Link to post Share on other sites
ArmaVidz 0 Posted November 6, 2007 Wow Zonekiller, can't wait to get off work and check some of these out! Looks like alot of hard work, thanks! Share this post Link to post Share on other sites
zonekiller 175 Posted November 8, 2007 Some adjustments have been made so please re download the support pack if you already have done so Michael Share this post Link to post Share on other sites
=Odin= 0 Posted November 10, 2007 Thanx Zonekiller, Just Tried it, works great one question, how many jars of coffie did you consume, making all these? Share this post Link to post Share on other sites
zonekiller 175 Posted November 10, 2007 Way too many It only took a month but alot of hours Glad you like it . Let me know how it goes in your missions Share this post Link to post Share on other sites
Maddmatt 1 Posted November 10, 2007 This is great. But I'm having a problem. Whenever I call an airstrike I get a "Missing ;" error message. Artillery works fine though. I created a Harrier (GBU) and A10 with the appropriate names as the readme said. Also, if I want the AI to be able to call airstrikes, do I need to create the 'EastAir" Su-34 as well? Your readme said "create only one". So I take it your script creates it automatically? How will this work in PvP then? Share this post Link to post Share on other sites
zonekiller 175 Posted November 10, 2007 What side are your AI Im Not Sure why you are getting mission ; you can send me your mission and i will ahve a look ! but for Ai to use the support pack /*######################################## Turn AI Support On Set This To 1 -- 0 For Off ######################################### AIuse = 1; use the Support_CFG.sqf file Share this post Link to post Share on other sites
Maddmatt 1 Posted November 10, 2007 The airsrikes still seem to work fine, I just get that error in the top left corner of the screen. Here is the mission. It's got a massive amount of units so you should turn down your viewdistance to 1500 or so. The first airstrike doesn't give an error, but the ones after that do. The Harrier and A10 are at the main airfield. Edit: Actually the A10 and Harrier are in a field in the north. Share this post Link to post Share on other sites
zonekiller 175 Posted November 10, 2007 MaddMatt You Must Also Name Your Men on your side AnyThing You Want ie: S1, fred , man1 Â ect Also SupportV2 will be PvP or deathmatch playerable Share this post Link to post Share on other sites
Maddmatt 1 Posted November 10, 2007 Evey single person on my side? That is way too much and is going to create a lot of useless global variables. I tried just naming everyone in my squad, still got the errors after a couple minutes. Please try to fix this, it shouldn't be necessary to name everyone especially since the names are not being used. These script are very useful and fun to use, it would be great if this was fixed. Share this post Link to post Share on other sites
gassybutt 0 Posted November 10, 2007 Great scripts, they work wonderfully and bug free for me but unfortunately it only works for one side in a mission. Requesting the ability for all sides to use this in the same mission - us, sla, racs for pvp/cti games. Share this post Link to post Share on other sites
mattxr 9 Posted November 10, 2007 great stuff for my coops Share this post Link to post Share on other sites
zonekiller 175 Posted November 10, 2007 Sorry maddmatt i have tried everything i can think of so you dont have to name everybody but no luck, its the way arma name its AI Â A-1WEST the script does not like - in a name if anyone knows a way around this please let me know this is where the prob is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _dead = _this select 0; _obj = format["%1",_dead]; _me = call compile format [_obj]; sleep 12; _me = call compile format [_obj]; if (AIuse == 1) then {_me addEventHandler ["FIRED", {_this execVM "supportV1\AIuse\AIuse.sqf"}]; _me addEventHandler ["Killed", {_this execVM "supportV1\AIuse\DeadAI.sqf"}]}; if you are not respawning your ai just add exit; to the first line of SupportV1\AIuse\DeadAI.sqf ----------------------------------------------------------- gassybutt im working on SupportV2 which will be PvP , Deathmatch all sides at once will still be a few weeks away ----------------------------------------------------------- Matt Rochelle Thanks i hope it works well for you, Share this post Link to post Share on other sites
Maddmatt 1 Posted November 10, 2007 Sorry maddmatt i have tried everything i can think of so you dont have to name everybody but no luck,its the way arma name its AI A-1WEST the script does not like - in a name if anyone knows a way around this please let me know this is where the prob is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _dead = _this select 0; _obj = format["%1",_dead]; _me = call compile format [_obj]; sleep 12; _me = call compile format [_obj]; if (AIuse == 1) then {_me addEventHandler ["FIRED", {_this execVM "supportV1\AIuse\AIuse.sqf"}]; _me addEventHandler ["Killed", {_this execVM "supportV1\AIuse\DeadAI.sqf"}]}; Wouldn't something like this work?: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _dead = _this select 0; if (AIuse == 1) then {_dead addEventHandler ["FIRED", {_this execVM "supportV1\AIuse\AIuse.sqf"}]; _dead addEventHandler ["Killed", {_this execVM "supportV1\AIuse\DeadAI.sqf"}]}; Why all the extra stuff with the format command? Maybe I'm missing something here but it seems more complicated that it needs to be. Share this post Link to post Share on other sites
zonekiller 175 Posted November 10, 2007 Because they die and the unit does no longet exist or becomes a null object so you need to change there name to a string untill they respawn or you loose who _this was. if there is a better way of doing it i would like to know.. Share this post Link to post Share on other sites
mattxr 9 Posted November 10, 2007 Quote[/b] ]/*########################################################## Turn Action Menu Options On Set This To 1 -- 0 For Off ##########################################################*/ ActionMenuOn = 1; I dont want the action menues becuase it takes up space for other things anyways i change the 1 to 0 and they actions are still in the menu next to the reload and all that, btw there is 2 of these in that SupportCFG script Quote[/b] ]/*########################################################## Turn Action Menu Options On Set This To 1 -- 0 For Off ##########################################################*/ ActionMenuOn = 1; Share this post Link to post Share on other sites
zonekiller 175 Posted November 10, 2007 Thanks for that remove one of them and try again i am working on PVP ver now and i will fix that Share this post Link to post Share on other sites
colligpip 0 Posted November 11, 2007 Love it Ive wanted this for ages. Cant wait for the PVP. Share this post Link to post Share on other sites
zonekiller 175 Posted November 11, 2007 I Have got the PvP core working for all three sides at once so all will be possible. just working out radio and action commands and timing. but im going away for a few days and the Pvp Ver (1.5) wont be far away Share this post Link to post Share on other sites
mazza 1 Posted November 12, 2007 Zonekiller I have integrated you scripts into VTS2 . Â The first time I did this using an older version all worked fine. Â Now however my airstrikes (Harrier) are crashing just after 700 distance confirmation. Is this a compatability issue?? I don't get any script errors etc. EDIT : Btw loving the combination of the two Share this post Link to post Share on other sites
zonekiller 175 Posted November 14, 2007 there are some mountians the harrier can not navigate around at low altitude but you will find the a10 can move the support plane starting point so they come in on a different approch you may not need to move it much see how that goes Share this post Link to post Share on other sites