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mandoble

Mando Bombs and Mando Air Support Console

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To start with read the online help and check the examples included in the pack, in most cases all the required setup is inside init.sqf script of every mission.

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What's comming up with 1.6:

- Vehicle supply working also with static objects and static weapons (also for non console support missions).

so can we fly in arty guns now? hope so

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v1.60 available, check first post:

- Now you can use static objects and static weapons for vehicle supply missions in both, console and non console air support.

- New code global vars that are executed when reinforcements and airborne assault groups are created.

- New global to set LAND or JUMP modes, last seleted mode is kept next time you open the console.

- Civilian1 was causing problems, not substituted by Civilian11 for any civilian mission.

- Online help updated.

- Last support position is keep as current support position next time you open the console.

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How can i make this:

Quote[/b] ]res = ["Air Support Console", {(typeOf vehicle player == "HMMWV") && (player == driver vehicle player)}]execVM"mando_bombs\mando_giveme_console.sqf";

so if they TypeOf player is a SoldierWMiner class and only that class of player can get the Airsupport Options.. ive tried a million differnt ways lol.

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

["Air Support Console", {typeOf player == "SoldierWMiner"}]execVM"mando_bombs\mando_giveme_console.sqf";

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

["Air Support Console", {typeOf player == "SoldierWMiner"}]execVM"mando_bombs\mando_giveme_console.sqf";

Doesnt seem to work, dont get the option.

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It works nicely for me. Use mando_bombs_armedrec.Sara to test it, change the player type by Engineer and modify init.sqf to change the condition.

Make sure your Engineer is really "SoldierWMiner" because some addons change the default class names (uppercase by lower case, for example). You may add a hint typeOf player to the player's init field to make sure the class is "SoldierWMiner" and not "soldierwminer" or something like that.

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It works nicely for me. Use mando_bombs_armedrec.Sara to test it, change the player type by Engineer and modify init.sqf to change the condition.

Make sure your Engineer is really "SoldierWMiner" because some addons change the default class names (uppercase by lower case, for example). You may add a hint typeOf player to the player's init field to make sure the class is "SoldierWMiner" and not "soldierwminer" or something like that.

it can be simplified by using function toUpper(_yourVariableProbablyTypeOfUnit) and writing the condition string in capitals  smile_o.gif

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i can use some help here sad_o.gif

i add mando to the missie i want but when i join my own dedicated server it don`t load the mission, no error nothing..

confused_o.gif

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Might be you can get some help here, but with the info you provided I have no idea what you did or what you want to achive.

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ok , sorry for that  whistle.gif

let me explain what i did step by step:

I want the airsupport console in the mission so i did this line in the vehicle

Quote[/b] ]res =  ["Air Support Console", {(typeOf vehicle player == "UAV_Stryker") && (player == driver vehicle player)}]execVM"mando_bombs\mando_giveme_console.sqf";

because there is already a line it is now :

Quote[/b] ][this, 300, 0, 361] exec "vehi_respawn.sqs";res = ["Air Support Console", {(typeOf vehicle player == "UAV_Stryker") && (player == driver vehicle player)}]execVM"mando_bombs\mando_giveme_console.sqf";

and then i`ll put this line in "Desciption.ext" file :

Quote[/b] ] #include "mando_bombs\mando_airsupportdlg.h"

I don`t know where i put that line ?

And the map mando bombs is going in the same map as the mission.

I hope this is better now

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To the init.sqf not to the init field of a vehicle.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

res = ["Air Support Console", {(typeOf vehicle player == "UAV_Stryker") && (player == driver vehicle player)}]execVM"mando_bombs\mando_giveme_console.sqf";

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You dont have to have all the code on the same line.. you can press the enter key and add a few lines inbetween.

And that line goes anywhere in the description.

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i have still have the same problem  confused_o.gif

Wel i tried to get it runnig , but maby i am doing something wrong here, i`ll ask the maker of this mission to get mando in it confused_o.gif

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Well, setting up the console is way easy, might be you have something interfering in your mission. Is that some modification or Warfare or Domination? If so, in both cases the console has been already included there.

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well its is CO34_Domination_XAM_West.Sara.pbo yes.

and yes i see alot stuff of mando, but ingame nothing about an console or what whistle.gif

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You have the console working in Xeno's Domination, you may check there how it was implemented.

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it seems it was something else i gues crazy_o.gif i replaced some units with joh_marines and something is going wrong with that, i think.

i am getting crazy here yay.gif

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Mandoble,

Having spent the day putting in voices for all the requests and replies within mando_airsupportdlg.sqf, I have a question:

How can I make the radio global please, so that others can hear it too?

[TAO] Kremator

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Well, the voice transmissions are supposed to be heard by the console operator, not by anyone in the map.

You would need to create a monitor script running everywhere and then publish the voice to play and the side, the monitor gets both and if the player in that client is of the same side then you play the voice there. So, from the console script, each time you play a voice you publish these two global vars.

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Damn. Thanks for the quick response!

I haven't a clue how to set up a monitor script ... but that sounds like the only way.

Shame that my voice acting will only get heard by one person wink_o.gif

[TAO] Kremator

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