colligpip 0 Posted July 9, 2008 NO ADDONS NEEDED PIPWARFARE WITH MANDO MISSILES. PIPWarfare - with Mando Missiles is an addon-less version of Warfare that uses all the nice Mando scripts. I made this for myself really as I love Mando missiles just thought somebody else may enjoy it. The thrill of being locked and evading missiles etc---- Many thanks to Mando for his brilliant scripts and TurokGMT as well as I have ripped apart the Domination mission you made to get this working in warfare. ***** CHANGELOG ***** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ +V10 beta + Respawn on leader - There is now only one squad leader who has controll of all the warfare menus etc he is the leader all other members of the squad are basic infantrymen, as such they can respawn on the squad leader where ever he is but they only come back with a rifle:-) its up to the squad leader to dole out weapons or the grunts can scrounge the battle field for them. Hopefully players will feel more like part of a squad than the normal warfare version. http://dodownload.filefront.com/1166967....20375dd +V06 Laser designator now needed for console - cleans up menu Vibeds - place satchels on moving vehicles Latest Mando console with Hellfire armed recon :-) North and south version included http://dodownload.filefront.com/1137390....20375dd Thanks to Storm for some testing etc \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ +V04 Added Zonekillers support pack The AI can now hit you with arty and AI airpower. Also the latest mando bombs console 1.56 Mando missiles really work now SHikas and Vulcans are deadly Mando SAM sites. +V03 Mando AI sams fixed (So I thought bug found some sort of time warp now fixed in v04:-)) +V0.2 Shika and Tow AI Mando SAMS Mando sound works +v0.1 - initial public release ++++++++++++++ TO DO Add AI spawning mando shikas (may need some help with this mando) major balancing needed for mando units. I was just trying to get it all working in this version.The Cobra is massivly overpowered with about 24 hellfires :-) Add in some clean up script to reduce lag some more stuff I'll think of Anyway any bugs etc let me know its only an early version. DOWNLOAD V06 http://dodownload.filefront.com/1137390....20375dd V0.4 http://files.filefront.com/Warfare....fo.html Armoholic http://www.armaholic.com/page.php?id=3528 Avgani version http://www.armaholic.com/page.php?id=3534Warfare PIP 06WarfarePIP06WarfarePIP06WarfarePIP Share this post Link to post Share on other sites
CrazyAce 0 Posted July 9, 2008 Sweet man, would the AI know how to use this script? Share this post Link to post Share on other sites
colligpip 0 Posted July 10, 2008 AI mando SAMS working now :-) Share this post Link to post Share on other sites
mandoble 1 Posted July 10, 2008 Add AI spawning mando shikas (may need some help with this mando) What do you need there? Share this post Link to post Share on other sites
colligpip 0 Posted July 10, 2008 I need to work out how to get the AI to spawn tow and shikas etc that can use mando missiles in this Warfare mission. I can do it normally in other missions but cant find how to do it in warfare. I would like the AI units that are created at the base to be able to use mando missiles. I have seen how its done in the domination mission but dont know how to get it to work in warfare :-( Share this post Link to post Share on other sites
whisper 0 Posted July 10, 2008 What is the difference with the way Domination does it? Share this post Link to post Share on other sites
colligpip 0 Posted July 10, 2008 theres a bit of script that is called in the turokdomination edition makes it so AI shikas use mando missiles. I cant get it to work :-( I can get units to use mando missile if I name them in the editor but I need it to work by type as they are spawned ingame. Share this post Link to post Share on other sites
whisper 0 Posted July 10, 2008 I'm not really accustomed to how Mando system works. You'd need the list of all vehicles of a given type instead of using a list of named entities, that's it? Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted July 10, 2008 Uhhum... The soddin AI´s are dropping all their equpment and weapons when spawning... Share this post Link to post Share on other sites
colligpip 0 Posted July 10, 2008 mine are fine are you running any addons. You also need to run a dedicated server to play this Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted July 10, 2008 Ahhh... No im running on my own system. And YES im running LOADS and LOADS of other addons...LOL Â Ill try it in Vanilla mode Share this post Link to post Share on other sites
colligpip 0 Posted July 10, 2008 OK i've got the AI to work shikas now lock on to you :-) Share this post Link to post Share on other sites
mandoble 1 Posted July 10, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // init.sqf or script run from init.sqf if (isServer) then { { if (typeOf _x == "ZSU") then { if (((_x getVariable "mando_setup") == 1) || ((_x getVariable "mando_setup") == 0)) then { } else { // one of every three existing shilkas will be a SAM if ((random 100) > 33) then { [_x] spawn { Sleep 1 + random 3; [(_this select 0), 1, ["Air"], 24, 500, 4000, 12, [0,0,0,3], 360, 0, [west, sideEnemy], true, false, true, true,55]exec"mando_missiles\units\attackers\mando_patriot.sqs"; }; _x setVariable["mando_setup", 1]; } else { _x setVariable["mando_setup", 0]; }; }; }; } forEach vehicles; Sleep 15; }; Share this post Link to post Share on other sites
colligpip 0 Posted July 10, 2008 thanks mando heres the new version AI shikas and tows are Mando SAMS now. http://files.filefront.com/Warfare....fo.html Share this post Link to post Share on other sites
colligpip 0 Posted July 13, 2008 Version 03 small bug fixes Had a great battle tonight had to bring in spec ops to take out the sam sites a huge front line had built up infront of the SLA Sam protection. http://files.filefront.com/Warfare....fo.html Share this post Link to post Share on other sites
colligpip 0 Posted July 20, 2008 Version 0.4 http://files.filefront.com/Warfare....fo.html Share this post Link to post Share on other sites
colligpip 0 Posted July 21, 2008 Version 04 Out. I have added zonekillers support pack the AI can now hit you with arty AI airpower and Heli insertions. :-) The battle field comes alive. The Mando shikas and vulcans are now fully working spawning in game. http://files.filefront.com/Warfare....fo.html You will need to run a DEDICATED server to play this. Share this post Link to post Share on other sites
murkz 0 Posted July 25, 2008 Just a quick thank you for this colligpip. I have been playing it with a couple of friends and it has been very immersive with Mando scripts  I have been using theD's add on recommendations with it ( I know no add ons) and I do have the odd server crash. I would like to know is there a way of getting the A.I to capture  the satellite bases, they just run by them onto the main base. They could then spawn there keeping the pressure on the town. Just to reiterate: This is the best game of ARMA i have ever played, very immersive and could be even better  Share this post Link to post Share on other sites
colligpip 0 Posted July 25, 2008 thanks hopefully the server crash was because of the addons you where using. I would also like the Ai to spawn at the sat bases I may look into this thanks for the idea. Anyway yes I agree with you it is very immersive mainly thanks to mandos scripts. any more ideas let me know... Ive just ported this to the new Iraq map Avgani If anybody wants it.. http://dodownload.filefront.com/1121518....20375dd Share this post Link to post Share on other sites
CrazyAce 0 Posted July 25, 2008 Nice I'll give it a try. Quote[/b] ]You will need to run a DEDICATED server to play this. So does this mean that I will not be able to play this SP (LAN) game..? Share this post Link to post Share on other sites
colligpip 0 Posted July 25, 2008 you can run it but you wont get the full mando missiles. Or you could just run a dedicated server on your own machine like I do. You just then join it from same machine and you have a SP game with the mando missiles working. Share this post Link to post Share on other sites
mandoble 1 Posted July 25, 2008 you can run it but you wont get the full mando missiles. How is that? Certainly not a requirement for the missiles to run only on dedi servers. Share this post Link to post Share on other sites
colligpip 0 Posted July 25, 2008 Oh I may be wrong then :-) you should be able to run it. Share this post Link to post Share on other sites
murkz 0 Posted July 25, 2008 Nice I'll give it a try.Quote[/b] ]You will need to run a DEDICATED server to play this. So does this mean that I will not be able to play this SP (LAN) game..? I play like this most of the time and it really is great. Mando's scripts really add to the immersion. I find it best to run with the lead troops as they call in arty, helo and plane strikes  Like I said if the AI would use the satellite camps to spawn from and cap. It would certainly make for a very intense battle. Mandoble: Thank you for you're great scripts. Share this post Link to post Share on other sites
colligpip 0 Posted July 25, 2008 Nice I'll give it a try.Mando's scripts really add to the immersion. I find it best to run with the lead troops as they call in arty, helo and plane strikes Li I actually think its the support pack that is calling in the AI arty, its the one thing missing from mandos console that I would have liked. I realised that zonekillers support scripts did a similar thing and added them. SO now the AI can call in airstrikes arty whenever they make contact makes the battlefield come to life I think. Share this post Link to post Share on other sites