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lucilk

US Support

What do you think about the script?  

25 members have voted

  1. 1. What do you think about the script?

    • Very Good, i will use it
    • Good, but it can be done better
    • Not bad, but still needs a lot of work
    • Realy bad, i won't use this


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Hey great job with the sec ops link worked for me btw. there was one thing i just wanted off of you however.

SOMNAME[/color] setVariable ["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "180", "0.3", [3000, 7000]]];

Above is the variables for the som module changing the distance settings (here in green) allows you to spawn the sec ops at larger distances making them more of a mission than the usual. but of course to apply this to the som module you need the name which goes where the red bit is i was wandering if you would kindly let me know what i can enter into there as to apply my variable settings to the som module. it also allows you to get rid of the rather annoying ambush mission that spawn around any airfield base. thanks very much.

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sure i will post it any minute

---------- Post added at 09:45 PM ---------- Previous post was at 09:38 PM ----------

there you go:

http://lc-computers\files\US-Support_v1_5_SecOps.Chernarus.zip

Script version with SecOps

SOM Module Variables:

["settings", [["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "180", "0.3", [3000, 7000]]];

Edited by lucilk

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so sorry for bothering you i should have found that name myself damn microsoft search is uselss:mad: anyways thanks for the quick replies and its perfect thats exactly what i wanted, p.s. to anyone else who wants to download i had to visit the website, www.lc-computers.com and then add the extensions http://lc-computers/files/US-Support_v1_5_SecOps.Chernarus.zip

hey just found the problem with the link as im typing lucilk

http://lc-computers/files/US-Support_v1_5_SecOps.Chernarus.zip

http://lc-computers.com/files/US-Support_v1_5_SecOps.Chernarus.zip

first one is missing .com after website

CORRECT LINK

http://lc-computers.com/files/US-Support_v1_5_SecOps.Chernarus.zip

Edited by JonieTurnock

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OMG, yea men you are right i fixed, i allways forget the .com, thanks and sorry for that

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Great Job going to use this, found a error in 1.4 you may have already fixed.

delfob2.sqf

player exec "lkscripts\fob\doneh2q.sqf";

I think you meant?

player exec "lkscripts\fob\donehq2.sqf";

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i will release 1.5 today with more changes and fixes, some new things, still wating for someone to tell me how to make it an addon

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i will release 1.5 today with more changes and fixes, some new things, still wating for someone to tell me how to make it an addon

Well sorry I can't help you there but I do have a question.

Is it possible to rename some of the Rsc items so they don't conflict with other Menus like Domination, Revive, EVO etc as I want to integrate this into those missions.

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"To use the script copy from editor the US Flag (execute the lkscripts)"

I'm sorry but I have no idea what this means or how to do it. I downloaded and extracted the file, and am looking at a load of folders and files, where do I put them? The only thing I know how to do was to put the mission in a new mission folder in My Documents\Arma 2\Missions.

This is the first Arma 2 script I have downloaded so I don't really know what to do.

I know how you feel... I cant figure it out either. I can figure out most scripting, but adding someone elses like this one I have no clue. This is exactly what I want to.

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"To use the script copy from editor the US Flag (execute the lkscripts)"

He means copy the US Flag object inside the test mission into your own mission.

A better way of doing this would be to tell the end user to place the EMPTY -> OBJECT -> FLAG (US) object on their map.

Set it's name to ussupport and put the following in it's Init field:

[] exec "lkscripts\support_init.sqf";

Also lucilk, remember to remove the execVM "briefing.sqf" from the eventhandler part in briefing.sqf since that's not required anymore post 1.03.

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updated the script to 1.5 check the Changelog, and download the v1.5 from the first link, Armaholic link is not updated

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:| i have........... no ideea ,but... you can allways try it, no?

Give it a try and let me know if its working and if there is any bugs to fix.

Thanx

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Awsome work, I will be using this in some custom mission for upload if you dont mind.

This really adds that sense of being involved in the bigger picture when using the Secops version.

I am not good at scripting so this has also opened a whole array of new mission ideas and should fill in the blanks on some missions I have already created.

Thanks for all your hard work and time! You Rock!

EDIT:

Can you guide me to a way to change the SECOPs settings in your script..

I would like to reduce the number of SECOPs or to say it another way to have them call me less frequently.

They bug you alot and distracts you from the Primary mission sometimes.

Alternatively, if there was a way for the SECOP to become active once the primary objective was complete would be another good option.

Edited by tractorking

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Certainly a lot of work gone into this one :-)

I tried the mission example on our dedi server. Unforunately the darn SOM bit doesnt work. Works fine in mission editor and when I host from own PC. I just dont know whats up with this game, perhaps a patch will be out in 2014 sometime lol

Anyways apart from that it works really well, all the drop down aspects are fully functional

One question, will this mess with Norrin revive script?

Again top notch dude, there is enough there to use without SOM at present (yes the rest would be nice!!) I will inform here of the mission I aim to do add this script to

Our sever is public so you may get a chance to try it on there to see what I mean. In filters search for jtf ....Servername is JTF-2 ArmA Server ip/port: 89.238.160.25:2302

Edited by JTF-2 Psycho

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@tractorking

The SOM should already be turned off in the support script. If you look under lkscripts\support_init it shows the som as: logicSOM setVariable ["settings", [[], true, nil, nil, false]]

Meaning that the SOM missions are turned off.

Here is the link to the SOM Module discussion. A lot of good information there.

@JTF -2 Psycho

The SOM currently does not work on a dedicated server read here.

@Lucilk

Have you thought about using the new Class Params to add more options to the support package. Read here.

Edited by cobra4v320

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@tractorking

The SOM should already be turned off in the support script. If you look under lkscripts\support_init it shows the som as: logicSOM setVariable ["settings", [[], true, nil, nil, false]]

Meaning that the SOM missions are turned off.

Here is the link to the SOM Module discussion. A lot of good information there.

@JTF -2 Psycho

The SOM currently does not work on a dedicated server read here.

@Lucilk

Have you thought about using the new Class Params to add more options to the support package. Read here.

Sorry I need to be more clear... I am using the SECOP version and SECOP is active however the frequency at which the call is too often.

ie: I am inserting via parachute and I am still in the air and they are calling me to divert. Happens about 1min after starting and about every 3 mins or so.

Typically they will call you at a critical time and you cannot give your unit commands until the dialog is complete.

Also the radius of the secops missions are huge. They ask me to divert to an area 20km away and are trying to convince me that they are "in my area"

With the regular SECOP the missions were in a much closer range.

I will take a look at the inf. I have perused that thread but not in great detail so Ill go back and see what I can find.

Really, just reducing the mission call interval would solve this.

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@tractorking - the Sec Ops version 1.5 is modified for another guy with his settings, i really dont have an ideea how to change those setting, never played with them, the Sec Ops module setings are in lkscripts folder in a sqf file support_init.sqf, and look for logicSom, if you do some reading you can figure it out, cant help you there, sorry.

@Cobra, thanks again because you answered the question for me and clarify the things, i cant be on forum all day and its hard for me to keep track of all things, and also can you tell me what is "Class Params " and what can i use them for?, Thanks

There is still couple things i need to fix:

- Construction interface is not showing back after you destroy FOB 1 and deploy it again

- when you acces the command post, and become a commander, i cant delete the High Command module so it only works if the command post is deployed

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@tractorking

this setVariable ["settings",[["ambush", "attack_location", "destroy", "defend_location", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "30", "0.7", [300, 700]]];

Configure SOM module with custom settings. Must run during the first 2 seconds of a mission.

//List of secop missions. ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]

//Enable or disable HQ.
//Default: true

//Team text, team speech, H.Q. text, H.Q. speech.
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]

//Delay in seconds before starting random SecOps selection. Only seems to affect the first secops.
//Default: 30

//Should an automatic Reinforce be triggered when there are casualties?
//Default is true.

//Delay between secop missions
//Default: 30

//From 0 to 1. A 0 means no secops starting. With 1 they do start. Some kind of chance variable?
//Default: 0.7

//Min Max distance of sec ops.
//Default: [300, 700]

The one that you would need to change is the delay between secop missions. Let me know if the above information helps.

---------- Post added at 02:00 AM ---------- Previous post was at 01:54 AM ----------

@Lucilk

The class params are multiplayer options. For example if you wanted to turn off the environment = no animals or environmental noises you would have that option. Other options could be time of day, weather, viewdistance, score to win, turning the grass off or to a higher detail.

You have to select the options you want under parameters before the start of the mission. Not sure if an admin can do it while the game is running.

Here is the link for the description.ext not sure if you have seen this before.

Later tonight I will throw them into your description.ext file and send you the link.

Edited by cobra4v320

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@tractorking - the Sec Ops version 1.5 is modified for another guy with his settings, i really dont have an ideea how to change those setting, never played with them, the Sec Ops module setings are in lkscripts folder in a sqf file support_init.sqf, and look for logicSom, if you do some reading you can figure it out, cant help you there, sorry.

Ok Thank you, Ill try to sort it out.

Ive read the thread but no straight answer on the SECOP, something about a variable but I am not sure how to set it.

Also, Im not a great scripter but can you explain how to make my briefing show at the beginning of the mission.

I see you have the line:

null = [] execvm "briefing.sqf";

and if I add the:

[] execVM "briefing.sqf"

The ussupport module does not work.

Not sure if Im doing something wrong but it seems as though its one or the other. I have the .sqf and html files and have tried a few methods with no luck.

Anyway Thanks for your help, great script!

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There is still couple things i need to fix:

- Construction interface is not showing back after you destroy FOB 1 and deploy it again

- when you acces the command post, and become a commander, i cant delete the High Command module so it only works if the command post is deployed

To delete the high command module wouldnt you just use the deletevehicle command?

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I tested this in MP on my Dedi Server last night and went pretty well couple of observations.

1. LAV HQ would get destroyed in creation multiple times had to keep moving around to get it to be created. Could you add code to check surface area before creation like flat, open, road.

2. MV22 just does not work the damn thing flys in circles for ever finally crashing or getting shot down. Could you change to other type of helo.

3. I had to remove all Menu driven config in Description.ext due to using it with Domination and EVO. Then stay away from selecting those options. Could you make your Menu config unique like NORRIN Revive has done so it can be easly integrated into missions that have Menus config already defined.

4. Because US Support seems to be written for Player config like SP or Local it has issues when in MP had to define 1 unit as player in init for testing.

Hope this helps, it is a great add to the game! Well Done!

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@tractorking

this setVariable ["settings",[["ambush", "attack_location", "destroy", "defend_location", "escort", "patrol", "rescue", "search", "trap"], "true", ["Razor", ["Razor"], "H.Q.", ["HQ"]], "30", "true", "30", "0.7", [300, 700]]];

Configure SOM module with custom settings. Must run during the first 2 seconds of a mission.

//List of secop missions. ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]

//Enable or disable HQ.
//Default: true

//Team text, team speech, H.Q. text, H.Q. speech.
//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]

//Delay in seconds before starting random SecOps selection. Only seems to affect the first secops.
//Default: 30

//Should an automatic Reinforce be triggered when there are casualties?
//Default is true.

//Delay between secop missions
//Default: 30

//From 0 to 1. A 0 means no secops starting. With 1 they do start. Some kind of chance variable?
//Default: 0.7

//Min Max distance of sec ops.
//Default: [300, 700]

The one that you would need to change is the delay between secop missions. Let me know if the above information helps.

---------- Post added at 02:00 AM ---------- Previous post was at 01:54 AM ----------

Thanks for the help, maybe Im hard headed, Im still trying to wrap my brain around the scripting and location of files....

I cpbo'd around but cannot locate these option or where to put them.

Since the secop odule is generated by the USSUPPORT i dont have an init line or something similar to add code. If you know where this file is that would be great, I think its on the right track.

I can ussually sort thing out once I am pointed in the right direction, i just cant seem to loacte this particular code.

Cheers

btw I looked though these files:

arma 2\AddOns\missions.pbo

---------- Post added at 01:45 AM ---------- Previous post was at 01:18 AM ----------

check lkscripts folder

--------------------------------------------------------------------------------

the sec ops module is generated by the support_init.sqf file

check lkscripts folder and you will see support_init.sqf, look for logicSOM in that file you will see the settings.

cheers

Thanks lucilk

I think that will do it, really appreciate all the work and support.

Guys like me need more guys like you :)

This will definatatly benifit the community and turn out some great missions.

I wall be uploading a pack of about 6 mission in which at least one will use your scripts but may add it to another one I can think of.

Any idea about the briefing?

THanks again

I quoted the text from your PM so this could help others in the future track down these settings.

UPDATE

All this info is rock solid, works like a charm!

Edited by tractorking
Updated

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Thanks Lucilk, I can see that I will use your scripts many happy hours of gaming. Do you think you may release a variant that uses Russian units one day? Thanks again - keep up the great work!

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yes, there will be a Russian Support, but since i have to rebuild the entire script again, i will make a russian version that is diferent from the US and .... US has Tomahawk missiles, well... russians will have Nuclear BOMBS

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yes, there will be a Russian Support, but since i have to rebuild the entire script again, i will make a russian version that is diferent from the US and .... US has Tomahawk missiles, well... russians will have Nuclear BOMBS

Try to build it modular, so like you put in what SIDE you want to use and it'll handle the units correctly. Or something. :)

Like make everything in the script itself generic, then at the top use a Switch command to set what units or something. Or something, I'm sleepy. Sorry.

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