kremator 1065 Posted September 6, 2008 Works prefectly now Mandoble, thanks. You are right that we can use this as an AWACS function. [TAO] Kremator Share this post Link to post Share on other sites
mandoble 1 Posted September 6, 2008 Aside of what it is already in the beta, the following this will be included into 1.59 (you might be still in time to propose some interesting new ideas). - In some missions, if plane or chopper is severey damaged, the pilot will die always, no chance to alive (idea from Dwarden). - The side of the console will be determined by a global var that you set to the desired value, while by default if will be the side of the player if this variable is undefined (idea from Dwarden). - The button for console options will open a mission info window, with a global the author may define a structured multiline text with particular info for the mission (for example, recommended bombing altitudes for carpet bombing missions, etc). - A new global determines wether data link is active or not, if set to false console buttons will have no effect. You may check externally, for example, the state of an exiting comm tower, and if destroyed set this var to true so comms link is broken. Share this post Link to post Share on other sites
mrcash2009 0 Posted September 6, 2008 Quote[/b] ]- A new global determines wether data link is active or not, if set to false console buttons will have no effect. You may check externally, for example, the state of an exiting comm tower, and if destroyed set this var to true so comms link is broken. Now that's a nice addition to have, maybe im slow but in the scripts what would be the "comm tower" is that in reference to mando missile? Or is that ref "get console" option to attach to a vehicle or something? BTW the transmit laser option on team switch is working now thanks for that script info Share this post Link to post Share on other sites
mandoble 1 Posted September 6, 2008 The console internally checks for the state of that new global var, if set to true, comms are considered to be broken and you will not be able to call for any support. You are responsible to set the value of that variable to true or false in your mission using your own criteria. Just an example, you place two radio towers in your map, one for west and the other for east. Then you run a script on each client that checks for the damage of the corresponding tower based on the side of the player, if the tower gets destroyed, you set the variable to true and that side will have the console services down. Also you might have another script that rebuilds the towers when they are destroyed but taking some time, for example 10 mins to rebuild a tower. If the tower is up again, you set that new global to false the console services will be working again. Share this post Link to post Share on other sites
mrcash2009 0 Posted September 6, 2008 Right, right, sorry I get you now ... any script (on anything) switching the global var on/off will do the trick. Could you also add a sound var for it and a title entry so when active and console is down you click anything it triggers a sound (error noise of some kind) and displays tailored console error message. Or when its off do all the buttons turn white like when you initialise and have certain buttons off = true? Share this post Link to post Share on other sites
supergruntsb78 67 Posted September 6, 2008 could a napalm strike be implented perhaps ? somehow ? i love playing with VTE but i miss a good air strike with napalm (all my normal air support is mando's offcourse ) Share this post Link to post Share on other sites
mandoble 1 Posted September 6, 2008 There are already messages indicating comms lost and comms restored. supergruntsb78, if you have napal bombs just change the class of bombs to that one. Share this post Link to post Share on other sites
supergruntsb78 67 Posted September 6, 2008 to my current knowledge there are two napalm addons one in VTE and one in the MK 77 addon (a-10 with mk 77 and harrier with mk 77) both bombs wont function when spawned (createvehicle) and so no napalm is present at the moment Share this post Link to post Share on other sites
mandoble 1 Posted September 6, 2008 Then use that A10 or that Harrier for the carpet bombing missions, there the bombs are not spawned by fired, you need to get the correct weapon index of these bombs in these planes. Share this post Link to post Share on other sites
Snake Man 407 Posted September 6, 2008 Can the various console buttons to be reconfigured for like napalm strike or daisycutter drop? At the moment most of them are unused in my NAM era missions, so they could be used for these specific bombing types. Lets say if I want to reconfigure AB, CM and SA... what should I edit? Share this post Link to post Share on other sites
mandoble 1 Posted September 6, 2008 It might be easier for you to add a listbox into the MandoAirSupportDlgSetUp dialog from where to select different bombing types, as you select a new type you may update the plane and the code var for the carpet bombing. Share this post Link to post Share on other sites
kremator 1065 Posted September 7, 2008 Now THAT is a great idea. Changing bomb types prior to the ingress of the aircraft would be brilliant. For example, torpedos and sonobuoy for antiship missions, or JDAMs or NUKES !!!! Wonderful. It keeps getting better ! [TAO] Kremator Share this post Link to post Share on other sites
Snake Man 407 Posted September 7, 2008 It might be easier for you to add a listbox into the MandoAirSupportDlgSetUp dialog I took a look at mando_airsupportdlg.h and its class MandoAirSupportDlgSetUp, but I have never in my OFP and ArmA history done any of that UI stuff so its completely gibberish to me. Any tips of how to begin? Perhaps we move into private messages and then I'll post the editing results for VTE bomber fans in here? Share this post Link to post Share on other sites
mandoble 1 Posted September 7, 2008 I will include one or two listboxes there for custom usage, then using simple global vars you may set the contents an also the corresponding action when the selected item changes. Share this post Link to post Share on other sites
kremator 1065 Posted September 7, 2008 Is it possible, for any mission (and therefore loaded addons) to use them in that listbox ? So for instance, if I have the beriev32K as one of my loaded addons I have the option to drop AB or RE in either the UH60 or BE32K. Likewise I could call a bombing mission BUT the loadout is HARM missiles for SEAD. What do you think Mandoble? Possible ? [TAO] Kremator Share this post Link to post Share on other sites
mandoble 1 Posted September 7, 2008 This is the idea. You set three global vars per list box: - title -> title frame for that listbox - contents array -> array of text values. - Code var -> it gets the selected item when the selected item changes and you set there the code to be executed, for example, just changing the content of the global var that determines the type of vehicle used for AB missions. Share this post Link to post Share on other sites
kremator 1065 Posted September 7, 2008 Although I'm rubbish at coding that sounds perfect to me. SOOOOOOO looking forward to the next release. It's like Christmas come early ! Shame on ANYONE that doesn't use these scripts in their missions [TAO] Kremator Share this post Link to post Share on other sites
mrcash2009 0 Posted September 7, 2008 Kremator i ended up doing something very basic but works, I put mando console in the radio, and then used triggers for radio options to change var values, I can then set for example evac heli I want (little bird or UH60) etc etc ... basically any thing in the radio can switch the mando vars in-game. I guess this is what you refer too with the things you want. obviously the dialogue thing is best, but for non scripters like me radio triggers do the job. Heres a mission with it running on radio with options (you need to copy "mando_bombs" folder into this mission folder didn't want to distribute scripts). This also uses mando missile so have that runningtoo. Also a script already exists in "mando_bombs" folder in this zip mission to transmit laser in my mission so keep that. http://www.zshare.net/download/18352339bf6d845e/ Open map and then click what you want on radio option & then enter mando console to order reinforcements etc other wise it will default to mando's. Do that each time to trigger var change before entering console. Sort of a poor mans dialogue workaround Its a bit shoddy but if it helps in any way, im no scripter just bumbling my way through it all currently. Share this post Link to post Share on other sites
kremator 1065 Posted September 7, 2008 Thanks mrcash. Will look into it, but I do agree that if our 'scripting godTM' can sort something that will do it without radio options then we are set. /me wonders if we DON'T ask for anything else how long before release I know that I'm one of the worst offenders ! [TAO] Kremator Share this post Link to post Share on other sites
mrcash2009 0 Posted September 7, 2008 Mando I have some comms audio oggs for nearly all radio calls in mando console, are you interested in them as a pack to go with it? The calls are from "alpha to base" and then reply "base to alpha" ... etc. I know certain folk want specifics but these were just done for personal use realy. If anyones interested then maybe PM or something I can knock up a pack with mando script entries already done (just a copy and paste job is all you would need to do). I have to stress they may not be what you REALY want. Share this post Link to post Share on other sites
mattxr 9 Posted September 7, 2008 In the console whats the "Setup Support Options" button. as when i click it it says "Matt Rochelle, You are not allowed to use this" Do you have to define who can get into these options? Share this post Link to post Share on other sites
mandoble 1 Posted September 7, 2008 Matt, these options are still undefined in 1.58, few post back I describe how they will work with 1.59. mrcash, this is something I had in mind, to include in the online help and in the official download page links to voice setups made by players. So once 1.59 is out (between 0 and 3 days), test your voices with it and if you are happy with the result I may add a link with your setup and credits to the online help and download page. Same applies to other interesting setups you might configure (I know Dwarden has some Dungeon Master like interestin setup somewhere ) Share this post Link to post Share on other sites
mrcash2009 0 Posted September 7, 2008 Will do, I will set it up as a running mission with all sounds included. Also I will add it with that mission I posted using radio, Im not sure if you ever added a mission example using radio, it took me to post in a scripting place somewhere to get exact line in radio for console to work without crashing arma (I didnt know right syntax). So theres one request, a mission example with console running via radio, would my mission (zshare link posted above) be enough for that? Also, that script you gave me previous page for "mando_haveialaser.sqf" Quote[/b] ]/* mando_haveialaser.sqf By Mandoble June 2007 Check if the player has a laser, and if so, gives him actions to transmit current target to any friendly unit able to engange "REMOTE" targets. Execute this script in every machine where there is a player */ private ["_player", "_ac"]; _player = objNull; while {true} do {  while {!("Laserdesignator" in (weapons vehicle player)) || (!alive player)} do  {   Sleep 2;  };  _ac = vehicle player addAction ["Transmit laser target", mando_missile_path+"units\mando_getlaser.sqf"];  _player = vehicle player;  while {("Laserdesignator" in (weapons vehicle player)) && (alive player) && (_player ==  vehicle player)} do  {   Sleep 2;  };  _player removeAction _ac; }; init has : Quote[/b] ]if (!isNil "mando_missile_init") then { // Checks if you have a laser designator to provide corresponding actions []execVm"mando_haveialaser.sqf"; }; I noticed when switching back a few times, each time I switch back to main tam leader the "Transmit laser target" options starts showing more than once, I think it keeps detecting and adding another menu option, how to I get this script to realise the option already exists on switching back a number of times (so only one option shows in the menu)? Or do I not use the init via init.sqs and run it just once another way? I will be back with demo mission (no enemy as such just you and console to run and listen to radio comms) once tested on release version. Share this post Link to post Share on other sites
Dwarden 1125 Posted September 7, 2008 pahappo used this in his NVG lil addon: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (S_NVG_settingon) then { hint "NV auto-adjust enabled"; setAperture -1; S_NVG_settingon = false; (_this select 0) removeAction (_this select 2); S_NVG_nvgaction = (vehicle player) addAction ["Disable NV auto-adjust", "S_NVG\nvg_toggle.sqf","",-1,false]; } else { hint "NV auto-adjust disabled"; S_NVG_settingon = true; (_this select 0) removeAction (_this select 2); S_NVG_nvgaction = (vehicle player) addAction ["Enable NV auto-adjust", "S_NVG\nvg_toggle.sqf","",-1,false]; }; Share this post Link to post Share on other sites
mandoble 1 Posted September 7, 2008 Actually the 1.59 config dialog has three fully customizable listboxes and this is a setup example for the second one just using global variables, hope it is clear and easy enough: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // Somwhere into init.sqf // Title for the second options listbox mando_airsupport_opt2_text = "Reinforcements type"; // Items inside the second listbox mando_airsupport_opt2_array = ["Normal", "Heavy AA","Heavy MG","Engineers"]; // Code var which will be executed each time the selection changes, it receives the selected item text as argument mando_airsupport_opt2_action = { private["_item"]; _item = _this select 0; switch (_item) do { case "Normal": { mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWAT","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"]; }; case "Heavy AA": { mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWAA","SoldierWAA","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"]; }; case "Heavy MG": { mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWMG","SoldierWMG","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"]; }; case "Engineers": { mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWMiner","SoldierWMiner","SoldierWMiner","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"]; }; }; }; With this example you have the second listbox with a frame titled "einforcements type", the listbox shows four options (items): "Normal", "Heavy AA","Heavy MG" and "Engineers". And what mando_airsupport_opt2_action code does it quite easy to follow. Share this post Link to post Share on other sites