lucilk 10 Posted November 30, 2009 there it is a working paratroopers script you can call in. same thing if there is no enemy in 500 m within the player they will be deleted Download Example Mission Share this post Link to post Share on other sites
monkfish 10 Posted February 1, 2010 is it possible to make the paratroopers in this pack similar to the ones in your lk script pack ie;= paratroopers drop at designated location after the drop the squad will come in on your command trough the commander interface Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted February 16, 2010 how can i just have the option to call in paratroopers/tanks/helicopter for support and leave out all of the other options? i don't any other abilities in my mission. . Share this post Link to post Share on other sites
farix 10 Posted June 13, 2010 Dude how the hec do u install this i am so confused Share this post Link to post Share on other sites
lucilk 10 Posted June 13, 2010 farix and others intrested in this kind of script pack, please wait until i release the new version of this script, please do not start other threads, send a pm if you have questions. The new version with new features and new installation method is on his way, just need to fix some bugs and to make it MP compatible. So please wait until the new version is released i can not offer support for this version anymore. Share this post Link to post Share on other sites
Strun 10 Posted June 17, 2010 Hey just a heads up, i got this script to work on my map, theres only one problem, i had Spec Ops Support, the artillery, hello, and automission thing running but when i used this it faulted out the missions. Any one got any tips? Share this post Link to post Share on other sites
vengeance1 50 Posted June 27, 2010 farix and others intrested in this kind of script pack, please wait until i release the new version of this script, please do not start other threads, send a pm if you have questions.The new version with new features and new installation method is on his way, just need to fix some bugs and to make it MP compatible. So please wait until the new version is released i can not offer support for this version anymore. This is sure good news, really like your script but it MP was an issue. This is great. :) Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted July 16, 2010 hello im trying to script out for the first time and everything seems of. except when i call for an hq, it says its on its way then immediately gets destroyed.. what could be the cause of this Share this post Link to post Share on other sites
cobra4v320 27 Posted July 30, 2010 (edited) Lucilk here is a CAS script that I created. You can try out for your support scripts if you are interested. Still working on getting MP compatible. You need to place a Functions Module on the map. null = [] execVM "air_support.sqf" if (!isServer) exitWith {}; waituntil {!isnil "bis_fnc_init"}; if (casActive) exitWith {hint "Close Air Support is unavailable!"}; casActive = true; publicVariable "casActive"; _unit = player; _unit globalchat "Left click on the map where you want the close air support"; _drop = createMarkerLocal ["drop", [0,0,0]]; _drop setMarkerShapeLocal "ICON"; "drop" setMarkerTypeLocal "hd_destroy"; "drop" setMarkerColorLocal "ColorRed"; onMapSingleClick "'drop' setMarkerPosLocal _pos, dropclick = true"; waitUntil {dropclick}; onMapSingleClick ""; dropclick = false; _drop = getMarkerPos "drop"; _spwn = getPosATL pad; _spwndir = getdir pad; _spwn1 = [(_spwn select 0), (_spwn select 1) + 30, _spwn select 2]; _westAircraft = ["AH64D_EP1","AH1Z"]; _airgrp = createGroup side _unit; _veh = createVehicle [_westAircraft select floor (random count _westAircraft), _spwn1, [], 0, "FLY"]; _veh setdir _spwndir; _veh setVelocity [sin(_spwndir)*80,cos(_spwndir)*80,0]; _pilotD = _airgrp createUnit ["US_Soldier_Pilot_EP1", _spwn, [], 0, "NONE"]; _pilotD moveindriver _veh; _pilotG = _airgrp createUnit ["US_Soldier_Pilot_EP1", _spwn, [], 0, "NONE"]; _pilotG moveingunner _veh; hint parseText format["<img size='5' image='img\closeair.paa'/><br/> There is a %1 close air support enroute to your location!",typeof _veh]; sleep 5; hint ""; _awp1 = _airgrp addwaypoint [_drop, 0]; _awp1 setwaypointtype "MOVE"; _awp1 setWaypointSpeed "FULL"; _awp1 setWaypointBehaviour "COMBAT"; _awp1 setWaypointCombatMode "RED"; _awp1 setWaypointStatements ["true",""]; [_airgrp, _drop, 400] call BIS_fnc_taskPatrol; _units = units _airgrp; waitUntil { _checkcas = FALSE; if (!alive _veh) then {_checkcas = TRUE} else {_checkcas = FALSE}; if (getDammage _veh > 0.8) then {_checkcas = TRUE} else {_checkcas = FALSE}; if ((fuel _veh) < 0.2 ) then {_checkcas = TRUE} else {_checkcas = FALSE}; if !(isengineon _veh) then {_checkcas = TRUE} else {_checkcas = FALSE}; _checkcas }; _unit globalchat format ["The %1 has been destroyed!", typeof _veh]; deleteMarkerLocal "drop"; sleep (60 + random 60); waitUntil {_unit distance _veh > 200}; {deleteVehicle _x} forEach (_units)+[_veh]; deletegroup _airgrp; hint "Close Air Support is available."; sleep 4; hint ""; casActive = false; publicVariable "casActive"; Edited August 5, 2010 by cobra4v320 Share this post Link to post Share on other sites
mikey74 169 Posted August 5, 2010 hmm Ive edited his script a bit on the inf/tank support... maybe yours cas support can work.... so far Ive tried but no luck.... although there is no reason it shouldnt work... I'll let ya know If I get it running. Both of you guys are smart. Merging both your ideas will be ideal for what I do. Thanks a million!!! Share this post Link to post Share on other sites
kill4eva 10 Posted August 10, 2010 Hello to anyone who can help me this is a great script and would like to use it in my domination mission...after following what seemed to be easy step by step instructions. I try to launch my game/mission which then crashes and i receive this message :confused: : ~\lkscripts\diaglogs\Common\DialogControlClasses.hpp, line 142:.RscButton: Member already defined. As I said anyone who can help me please do...thank you :) Share this post Link to post Share on other sites
Jack 0 Posted August 10, 2010 There may be a problem with this and OA/CO+ACE2 1.5 builds. As evidenced by kill4eva's post. Share this post Link to post Share on other sites
cobra4v320 27 Posted August 11, 2010 The scripts were never made for OA, he said he is working on a different version. If you are looking for some good air support scripts then try draper's here: http://forums.bistudio.com/showthread.php?t=90365 Share this post Link to post Share on other sites
armafan1997 1 Posted July 10, 2012 :D ok i got your point and i got other to, but you got to belive me its not that hard:1. this is not a mission with a script = its a script with a demo mission that only has 1 green guy and a flag = the demo mission i have put it on the first page is for you guys (newbies) to copy (ctrl+C and ctrl+V) and paste the flag and to test out the script before u use it. = for you to use my script , you just need to copy the flag in the editor or you can use a ... women anything , any object but it needs to have that line in the flag that executes the entire scripts. = after you settle that copy all my files from my demo-mission (US-Support v1.5.Chernarus) but WITHOUT the mission.sqm = Now paste all the files in you mission folder (meaning another mission created by you in the editor)... ok? = now lets see u need an object with the line [] exec "lkscripts\support_init.sqf" (Same as my Flag) and you got all my files in you mission folder it should work :D = it doesnt matter if its a older mission created by you or a new mission it just needs these 2 things. I hope i got my self understood now. Hi Lucilk, I have a problem...I have down everything that this ^^^^^^^^^^^^^^^the quote^^^^^^^^^^^^^^ says but I can't get the support menu up. Please help!!!! Share this post Link to post Share on other sites
avibird 1 154 Posted November 5, 2012 (edited) Sorry for this old thread but the Author lucilk is no longer on the forums. I am trying to get the menu to come up on all the group leaders with in my mission. I did not want my mission to have respawns of a unit once it is killed. So what happens is when my frist selected unit is killed which is the team leader the the support menu stays on the dead unit. The new group leader can use it only if he is right next to the the dead unit. lol I have a removal script in the mission so after a while his body goes bye bye and no more support menu to use in the mission. Can someone help I have missed around but no luck. Thanks Avibird PS. You only have the initial unit you pick can use the support menu during the mission. No other group leader can have the support menu so if you play with the team switch function and multiple squads only one unit can call in the support for each human player. ---------- Post added at 17:54 ---------- Previous post was at 16:53 ---------- I found a way to solve the issue(: You can have all the squad leaders can now call in the support during the mission or any unit or static object you choose. place this in the unit/objetc initi box this addAction ["Support Menu", "lkscripts\menu\open.sqf", [], 1, false, false, "", ""]; Edited November 5, 2012 by AVIBIRD 1 Share this post Link to post Share on other sites
avibird 1 154 Posted November 6, 2012 Does anyone know or has the last update version of the script US Support Script v1.5. This is one of the best overall support scripts you can have. I only have V 1.4. Share this post Link to post Share on other sites
Guest Posted November 6, 2012 The Armaholic downloadpage now hosts the 1.5 version: http://www.armaholic.com/page.php?id=6653 Share this post Link to post Share on other sites
avibird 1 154 Posted November 6, 2012 MR. Foxhound I was trying last night but it was down for this DL were you updating this script to V 1.5 as of yestetday you only had V1.4 on your site and the other link for V1.5 was not working that you had posted. My point is thank you for the updated script(: Share this post Link to post Share on other sites
Guest Posted November 6, 2012 Yes, when I saw your post last night I moved the page to my admin area and started a hunt for the 1.5 version. I found it and this morning I updated the page so we host the latest version :) Glad I could help you with this. Share this post Link to post Share on other sites
mister2cc 10 Posted September 21, 2013 I'm sorry guys, but the installation instructions couldn't be less clear. The instructions are supposed to help newbies like me, as experts already know what to do with the files. And it's as twice frustrating to find comments like "love this script, it's fantastic" "works like a breeze" etc... Can someone please link a script guide or tutorial for real dummies like myself? Thanks in advance. Share this post Link to post Share on other sites
avibird 1 154 Posted September 22, 2013 I love this script and have made an updated script based on lucilk work that fixes a lot of the original script limitations using the script in dynamic missions. It is very simple just put 1. script folder into your mission 2. and the briefing.sqf or just copy the codelines if you have one in your mission already 3. add the Description.sqf or just copy the codelines if you have one in your mission already 4.add the init.sqf or just copy the codelines if you have one in your mission already You need to add the flagpole from the demo which as the [] exec "lkscripts\support_init.sqf"; that call the script to be used. If you want to limited who can call the script then change the codeline in the init.sqf if !(isnull player) then { null = [] execvm "briefing.sqf"; if (playerSide == west) then {action1 = player addaction ["Support Menu", "lkscripts\menu\open.sqf", [], 1, false, false, "", ""]}; }; to this code. Only players with the rank of captain set in the editor can call the support units. if !(isnull player) then { null = [] execvm "briefing.sqf"; if (playerSide == west && rank player == "CAPTAIN") then {null = [] execVM "lkscripts\menu\close_menu.sqf"}; }; Not to be an ass but lucilk put a great readme file in the demo. That tells you step by step how to set the script and what the script does. Did you read it? Let me know if you need more help. Like I said I love this script but it has some issues during real mission combat that he never got around to fix. I have an update version of his script that I have been working on for a while that is just 100 times better with functionality for dynamic missions but sadly I am not ready to share it yet due to still working on a few projects within the script(: Share this post Link to post Share on other sites
MadM0nkey 1 Posted September 22, 2013 great little sandbox mod. I Just can't live without it =) I would really like to see a medic support team that respawns from a deployed ambulance. so much like MHQ Action Menu> Deploy Mobile MASH a support team then spawns and carries out support patrols for wounded troops within a distance 0-800m radius. if the team gets killed 60 seconds later another team respawns at Mobile MASH. Share this post Link to post Share on other sites
avibird 1 154 Posted September 22, 2013 Hey MadM0nkey I have one script for my updated version and working on another at this time. What this does is a medical group will move to the human players position at first wait 10 minutes then move 800 meter to the north wait 10 minutes then 800 west then move back to the Current players location and the waypoints cycles again. I am also trying to get the Automated medic v 1.13 by Demonized to work on the medics in the group. //GOOD TO GO FOR MISSION! AVIBIRD.//Combat Support Menu - US Army Medical Platoon Dove! 700 meters SouthEast Dir 5 Vehicle 29 units with 19 ground troops. armor4 = false; publicVariable "armor4"; [] execVM "lkscripts\menu\close_menu.sqf"; player sideChat "Requesting Medical Support to our AO, Over"; sleep 2; _pos = [(getPosATL Player select 0) + (700 * sin(120)), (getPosATL Player select 1) + (700 * cos(120)), 0]; GroupMedical = CreateGroup West; Med1 = createVehicle ["M1126_ICV_M2_EP1", _pos, [], 0, "FORM"]; Med1 setPosATL [(getPosATL Player select 0) + (700 * sin(120)), (getPosATL Player select 1) + (700 * cos(120)), 0]; Med1 lock true; Med1c1 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,1], [], 0, "CAN_COLLIDE"]; Med1c1 moveInDriver Med1; Med1c2 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,2], [], 0, "CAN_COLLIDE"]; Med1c2 moveInGunner Med1; Med1c3 = GroupMedical createUnit ["US_Soldier_SL_EP1", [0,0,3], [], 0, "CAN_COLLIDE"]; Med1c3 moveInCargo Med1; Med1c4 = GroupMedical createUnit ["US_Soldier_GL_EP1", [0,0,4], [], 0, "CAN_COLLIDE"]; Med1c4 moveInCargo Med1; Med1c5 = GroupMedical createUnit ["US_Soldier_AR_EP1", [0,0,5], [], 0, "CAN_COLLIDE"]; Med1c5 moveInCargo Med1; Med1c6 = GroupMedical createUnit ["US_Soldier_Marksman_EP1", [0,0,6], [], 0, "CAN_COLLIDE"]; Med1c6 moveInCargo Med1; Med1c7 = GroupMedical createUnit ["US_Soldier_MG_EP1", [0,0,7], [], 0, "CAN_COLLIDE"]; Med1c7 moveInCargo Med1; Med1c8 = GroupMedical createUnit ["US_Soldier_LAT_EP1", [0,0,8], [], 0, "CAN_COLLIDE"]; Med1c8 moveInCargo Med1; Med1c9 = GroupMedical createUnit ["US_Soldier_AT_EP1", [0,0,9], [], 0, "CAN_COLLIDE"]; Med1c9 moveInCargo Med1; Med1c10 = GroupMedical createUnit ["US_Soldier_HAT_EP1", [0,0,10], [], 0, "CAN_COLLIDE"]; Med1c10 moveInCargo Med1; Med1c11 = GroupMedical createUnit ["US_Soldier_AA_EP1", [0,0,11], [], 0, "CAN_COLLIDE"]; Med1c11 moveInCargo Med1; Med2 = createVehicle ["M6_EP1", _pos, [], 0, "FORM"]; Med2 setPosATL [(getPosATL Player select 0) + (705 * sin(120)), (getPosATL Player select 1) + (705 * cos(120)), 0]; Med2c1 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,1], [], 0, "CAN_COLLIDE"]; Med2c1 moveInDriver Med2; Med2c2 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,2], [], 0, "CAN_COLLIDE"]; Med2c2 moveInGunner Med2; Med2c3 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,3], [], 0, "CAN_COLLIDE"]; Med2c3 moveInCommander Med2; Med2c4 = GroupMedical createUnit ["US_Soldier_TL_EP1", [0,0,4], [], 0, "CAN_COLLIDE"]; Med2c4 moveInCargo Med2; Med2c5 = GroupMedical createUnit ["US_Soldier_GL_EP1", [0,0,5], [], 0, "CAN_COLLIDE"]; Med2c5 moveInCargo Med2; Med2c6 = GroupMedical createUnit ["US_Soldier_AR_EP1", [0,0,6], [], 0, "CAN_COLLIDE"]; Med2c6 moveInCargo Med2; Med2c7 = GroupMedical createUnit ["US_Soldier_LAT_EP1", [0,0,7], [], 0, "CAN_COLLIDE"]; Med2c7 moveInCargo Med2; Med2c8 = GroupMedical createUnit ["US_Soldier_AT_EP1", [0,0,8], [], 0, "CAN_COLLIDE"]; Med2c8 moveInCargo Med2; Med2c9 = GroupMedical createUnit ["US_Soldier_AA_EP1", [0,0,9], [], 0, "CAN_COLLIDE"]; Med2c9 moveInCargo Med2; Med3 = createVehicle ["M1133_MEV_EP1", _pos, [], 0, "FORM"]; Med3 setPosATL [(getPosATL Player select 0) + (710 * sin(120)), (getPosATL Player select 1) + (710 * cos(120)), 0]; Med3 allowDamage false; Med3 lock true; Med3c1 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,1], [], 0, "CAN_COLLIDE"]; Med3c1 moveInDriver Med3; Med3c2 = GroupMedical createUnit ["US_Delta_Force_Medic_EP1", [0,0,2], [], 0, "CAN_COLLIDE"]; Med3c2 moveInCargo Med3; Med3c3 = GroupMedical createUnit ["US_Soldier_Medic_EP1", [0,0,3], [], 0, "CAN_COLLIDE"]; Med3c3 moveInCargo Med3; Med3c4 = GroupMedical createUnit ["US_Delta_Force_Medic_EP1", [0,0,4], [], 0, "CAN_COLLIDE"]; Med3c4 moveInCargo Med3; Med3c5 = GroupMedical createUnit ["US_Soldier_Medic_EP1", [0,0,5], [], 0, "CAN_COLLIDE"]; Med3c5 moveInCargo Med3; Med4 = createVehicle ["M1135_ATGMV_EP1", _pos, [], 0, "FORM"]; Med4 setPosATL [(getPosATL Player select 0) + (715 * sin(120)), (getPosATL Player select 1) + (715 * cos(120)), 0]; Med4 lock true; Med4c1 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,1], [], 0, "CAN_COLLIDE"]; Med4c1 moveInDriver Med4; Med4c2 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,2], [], 0, "CAN_COLLIDE"]; Med4c2 moveInGunner Med4; Med5 = createVehicle ["M1135_ATGMV_EP1", _pos, [], 0, "FORM"]; Med5 setPosATL [(getPosATL Player select 0) + (720 * sin(120)), (getPosATL Player select 1) + (720 * cos(120)), 0]; Med5 lock true; Med5c1 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,1], [], 0, "CAN_COLLIDE"]; Med5c1 moveInDriver Med5; Med5c2 = GroupMedical createUnit ["US_Soldier_Crew_EP1", [0,0,2], [], 0, "CAN_COLLIDE"]; Med5c2 moveInGunner Med5; { _x setSkill 1; [_x, 2] spawn grantUnlimitedAmmo; } foreach units GroupMedical; player sideChat "Roger that Medical Personal are in Route to the AO From the SouthEast, Over"; sleep 15; hint "US Army Medical Platoon Dove will Establish a Mobile Mash Sector at Your Location"; //staging sector wp1 = GroupMedical addwaypoint [position Player, 150]; wp1 waypointAttachVehicle vehicle player; wp1 setwaypointtype "MOVE"; wp1 setWaypointCombatMode "YELLOW"; wp1 setWaypointFormation "WEDGE"; wp1 setWaypointSpeed "FULL"; wp1 setWaypointBehaviour "AWARE"; wp1 setWaypointCompletionRadius 50; wp1 setWaypointStatements ["true", "hint 'US Army Medical Platoon Dove Attempting to move to locate wounded units in the OA, OVER';"]; wp1 setWaypointTimeout [600,600,600]; //Alpha waypoint going North wp2 = GroupMedical addwaypoint [(player ModelToWorld [0,+800,0]), 0]; //wp2 waypointAttachVehicle vehicle player; wp2 setwaypointtype "MOVE"; wp2 setWaypointCombatMode "Yellow"; wp2 setWaypointFormation "VEE"; wp2 setWaypointSpeed "FULL"; wp2 setWaypointBehaviour "AWARE"; wp2 setWaypointCompletionRadius 10; wp2 setWaypointStatements ["true", "hint 'US Army Medical Platoon Dove Attempting to Relocate Mash Location in the AO';"]; wp2 setWaypointTimeout [600,600,600]; //Bravo waypoint going WEST wp3 = GroupMedical addwaypoint [(player ModelToWorld [+800,0,0]), 0]; //wp3 waypointAttachVehicle vehicle player; wp3 setwaypointtype "MOVE"; wp3 setWaypointCombatMode "YELLOW"; wp3 setWaypointFormation "WEDGE"; wp3 setWaypointSpeed "FULL"; wp3 setWaypointBehaviour "AWARE"; wp3 setWaypointCompletionRadius 10; wp3 setWaypointStatements ["true", "hint 'US Army Medical Support Platoon Dove will Relocate and Establish New Mash Location at Your Current Sector';"]; wp3 setWaypointTimeout [600,600,600]; //cycle waypoint wp4 = GroupMedical addwaypoint [position Player, 0]; wp4 waypointAttachVehicle vehicle player; wp4 setwaypointtype "CYCLE"; armormed1 = createTrigger ["EmptyDetector",getPos player]; armormed1 setTriggerArea [1500, 1500, 0, false]; armormed1 setTriggerActivation ["EAST", "NOT PRESENT", false]; armormed1 setTriggerTimeout [1500, 1500, 1500, false ]; armormed1 setTriggerStatements ["this", "Med4c1 sideChat ""US Army Medical Platoon Dove: Returning to base to Evac Wounded Units and to Resupply, OVER""; GroupMedical execVM ""lkscripts\support-req\donearmor4.sqf""" , ""]; armormed2 = createTrigger ["EmptyDetector", getPos player]; armormed2 setTriggerArea [0, 0, 0, false]; armormed2 setTriggerActivation ["NONE", "NOT PRESENT", false]; armormed2 setTriggerStatements ["!(alive Med1c1) && !(alive Med1c2) && !(alive Med1c3) && !(alive Med1c4) && !(alive Med1c5) && !(alive Med1c6) && !(alive Med1c7) && !(alive Med1c8) && !(alive Med1c9) && !(alive Med1c10) && !(alive Med1c11) && !(alive Med2c1) && !(alive Med2c2) && !(alive Med2c3) && !(alive Med2c4) && !(alive Med2c5) && !(alive Med2c6) && !(alive Med2c7) && !(alive Med2c8) && !(alive Med2c9) && !(alive Med3c2) && !(alive Med3c3) && !(alive Med3c4) && !(alive Med3c5) && !(alive Med4c1) && !(alive Med4c2) && !(alive Med5c1) && !(alive Med5c2)","player sideChat ""INTELL REPORTS: US Army Medical Platoon Dove has been destroyed""; GroupMedical execVM ""lkscripts\support-req\donearmor4.sqf""" , ""]; //armormed2 setTriggerStatements ["!(alive Med1c1) && !(alive Med1c2) && !(alive Med1c3) && !(alive Med1c4) && !(alive Med1c5) && !(alive Med1c6) && !(alive Med1c7) && !(alive Med1c8) && !(alive Med1c9) && !(alive Med1c10) && !(alive Med1c11) && !(alive Med2c1) && !(alive Med2c2) && !(alive Med2c3) && !(alive Med2c4) && !(alive Med2c5) && !(alive Med2c6) && !(alive Med2c7) && !(alive Med2c8) && !(alive Med2c9) && !(alive Med3c1) && !(alive Med3c2) && !(alive Med3c3) && !(alive Med3c4) && !(alive Med3c5) && !(alive Med4c1) && !(alive Med4c2) && !(alive Med5c1) && !(alive Med5c2)","player sideChat ""INTELL REPORTS: US Army Medical Platoon Dove has been destroyed""; GroupMedical execVM ""lkscripts\support-req\donearmor4.sqf""" , ""]; //Second trigger statement is to allow Damage to the M1133_MEV-You must put //allowDamage false; for the Vehicle and switch triggers. You need to add a few other things to the menu to get this to work. Do you know who if not let me know. Share this post Link to post Share on other sites