ThreeProphets 10 Posted December 19, 2011 How the FLIR looks? Like green, as opposed to black/white? That's config controlled.Besides, I'm not sure any of those helicopters featured actually have HUDs in real life. Config controlled in Take On by default? And how about a HUD removal? Share this post Link to post Share on other sites
munger 25 Posted December 20, 2011 Hey Mando. Any news on adding defences (Sea Sparrows/CIWS) to the Nimitz addon in one of your releases? It can be done manually in the editor but would save a lot of time if there was a pre-built version available in your mod. Thanks, and Happy Christmas to you. :) Share this post Link to post Share on other sites
ADuke 1 Posted December 23, 2011 (edited) Hi, in the last 2 versions of MMA I have had an issue with the support console.... When I launch the console, I just see a black screen, if I click in portions of that black screen, different portions of the UI (laptop.paa) are revealed. I know that there were some changes made recently to allow for the UI to adjust to resolution size. My resolution is 1920x1200 -AD P.S. Here is the script that I use to launch the console, although I don't think it matters, as it worked up until now.. _unit = _this select 0; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// waitUntil {!(isNull player)}; _unit setIdentity "AD_FAST_COYOTE_identity"; waitUntil {!isNil "mando_missile_init_done"}; waitUntil {mando_missile_init_done}; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// mando_airsupport_rec_captive = true; mando_airsupport_armedrec = true; mando_airsupport_armedrec_man = true; // Set it to true for manual guidance for missiles fired from armed reco planes mando_airsupport_armedrec_max = 25; mando_support_left_WEST = 25; mando_support_left_ca_WEST = 25; mando_support_left_pa_WEST = 25; mando_support_left_cm_WEST = 25; mando_support_left_rc_WEST = 25; mando_support_left_am_WEST = 25; mando_support_left_ve_WEST = 25; mando_support_left_re_WEST = 25; mando_support_left_cp_WEST = 25; mando_support_left_sa_WEST = 25; mando_support_left_la_WEST = 25; mando_support_left_cb_WEST = 25; mando_support_left_ev_WEST = 25; mando_airsupport_max_cas = 25; mando_airsupport_range = 1000; mando_airsupport_bomb_altmax = 1000; mando_ingress_dir = 45; mando_airsupport_bomb_alt = 150; mando_airsupport_cmissile_pos = [0,-4, 1]; mando_airsupport_cmissile_alt = 300; mando_airsupport_jump = true; mando_support_no_cas = false; mando_support_no_br = false; mando_support_no_ff = false; mando_support_no_sa = false; mando_support_no_gs = false; mando_support_no_ab = false; mando_support_no_cm = false; mando_support_no_sat = false; mando_support_no_rc = false; mando_support_no_ev = false; mando_support_no_la = false; mando_support_no_am = false; mando_support_no_ve = false; mando_support_no_re = false; mando_support_no_cp = false; mando_support_no_cb = false; mando_airsupport_type_ve = "CH_47F_EP1"; mando_airsupport_type_vehicle = "ACE_HMMWV_GMV"; mando_airsupport_type_ca = "AH64D"; mando_airsupport_type_pa = "CH_47F_EP1"; mando_airsupport_type_pal = "CH_47F_EP1"; mando_airsupport_type_am = "CH_47F_EP1"; mando_airsupport_type_ambox = "ad_weaponscrate"; mando_airsupport_type_rc = "armat_firescout"; mando_airsupport_type_cb = "GNTB52"; mando_airsupport_type_ev = "ad_mh60k"; mando_support_infantrytype = [ "InfantryMan", "InfantryMan8", "InfantryMan6", "InfantryMan7", "InfantryMan5", "InfantryMan11", "InfantryMan3", "InfantryMan10", "InfantryMan4" ]; mando_support_infantrytype_re = [ "InfantryMan", "InfantryMan8", "InfantryMan6", "InfantryMan7" ]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// mando_airsupport_opt1_text = "Gunship Type"; mando_airsupport_opt1_array = ["AH64", "Spectre"]; mando_airsupport_opt1_action = { private["_item"]; _item = _this select 0; switch (_item) do { case "AH1Z": { mando_airsupport_type_ca = "AH64D"; }; case "Spectre": { []execVM "mando_missiles\mando_bombs\options\mando_spectre.sqf"; }; }; }; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// mando_airsupport_opt2_text = "Vehicle Supply Type"; mando_airsupport_opt2_array = ["MATV", "GMV (M2)","GMV (MK19)","M1151","Zodiac","RHIB","RHIB (MK19)"]; mando_airsupport_opt2_action = { private["_item"]; _item = _this select 0; switch (_item) do { case "MATV": { mando_airsupport_type_vehicle = "ad_matv_m2"; }; case "GMV (M2)": { mando_airsupport_type_vehicle = "ACE_HMMWV_GMV"; }; case "GMV (MK19)": { mando_airsupport_type_vehicle = "ACE_HMMWV_GMV_MK19"; }; case "M1151": { mando_airsupport_type_vehicle = "ad_m1151_m2"; }; case "Zodiac": { mando_airsupport_type_vehicle = "Zodiac"; }; case "RHIB": { mando_airsupport_type_vehicle = "RHIB"; }; case "RHIB (MK19)": { mando_airsupport_type_vehicle = "RHIB2Turret"; }; }; }; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// mando_airsupport_opt3_text = "Transport HELO Type"; mando_airsupport_opt3_array = ["MH60K", "MH60K (ERFS)","160th MH60K","160th MH60K (ERFS)","CH47"]; mando_airsupport_opt3_action = { private["_item"]; _item = _this select 0; switch (_item) do { case "MH60K": { mando_airsupport_type_ev = "ad_mh60k"; mando_airsupport_code_ev = { private ["_group", "_helo", "_copilot","_rightgunner","_leftgunner"]; _group = _this select 0; _helo = vehicle (leader _group); _leftgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _leftgunner setRank "Private"; _leftgunner setskill 1.0; _leftgunner moveInTurret [_helo, [1]]; _copilot = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _copilot setskill 1.0; _copilot setRank "PRIVATE"; _copilot moveInTurret [_helo, [2]]; _rightgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rightgunner setskill 1.0; _rightgunner moveInGunner _helo; }; }; case "MH60K (ERFS)": { mando_airsupport_type_ev = "ad_mh60k_erfs"; mando_airsupport_code_ev = { private ["_group", "_helo", "_copilot","_rightgunner","_leftgunner"]; _group = _this select 0; _helo = vehicle (leader _group); _leftgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _leftgunner setRank "Private"; _leftgunner setskill 1.0; _leftgunner moveInTurret [_helo, [1]]; _copilot = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _copilot setskill 1.0; _copilot setRank "PRIVATE"; _copilot moveInTurret [_helo, [2]]; _rightgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rightgunner setskill 1.0; _rightgunner moveInGunner _helo; }; }; case "160th MH60K": { mando_airsupport_type_ev = "ad_mh60k_black"; mando_airsupport_code_ev = { private ["_group", "_helo", "_copilot","_rightgunner","_leftgunner"]; _group = _this select 0; _helo = vehicle (leader _group); _leftgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _leftgunner setRank "Private"; _leftgunner setskill 1.0; _leftgunner moveInTurret [_helo, [1]]; _copilot = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _copilot setskill 1.0; _copilot setRank "PRIVATE"; _copilot moveInTurret [_helo, [2]]; _rightgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rightgunner setskill 1.0; _rightgunner moveInGunner _helo; }; }; case "160th MH60K (ERFS)": { mando_airsupport_type_ev = "ad_mh60k_erfs_black"; mando_airsupport_code_ev = { private ["_group", "_helo", "_copilot","_rightgunner","_leftgunner"]; _group = _this select 0; _helo = vehicle (leader _group); _leftgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _leftgunner setRank "Private"; _leftgunner setskill 1.0; _leftgunner moveInTurret [_helo, [1]]; _copilot = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _copilot setskill 1.0; _copilot setRank "PRIVATE"; _copilot moveInTurret [_helo, [2]]; _rightgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rightgunner setskill 1.0; _rightgunner moveInGunner _helo; }; }; case "CH47": { mando_airsupport_type_ev = "CH_47F_EP1"; mando_airsupport_code_ev = { private ["_group", "_helo", "_copilot","_rightgunner","_leftgunner","_rampgunner"]; _group = _this select 0; _helo = vehicle (leader _group); _rampgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rampgunner setRank "Private"; _rampgunner setskill 1.0; _rampgunner moveInGunner _helo; _copilot = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _copilot setskill 1.0; _copilot setRank "PRIVATE"; _copilot moveInCargo _helo; _rightgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rightgunner setskill 1.0; _rightgunner moveInTurret [_helo, [1]]; _leftgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _leftgunner setskill 1.0; _leftgunner moveInTurret [_helo, [0]]; }; }; }; }; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// mando_airsupport_carpetcode = { private["_plane", "_targetpos", "_widx"]; _plane = _this select 0; _targetpos = _this select 1; _gunner = (group driver _plane) createUnit ["USMC_Soldier_Pilot",[0,0,30], [], 0, "FORM"]; _gunner setskill 0.5; _gunner moveInGunner _plane; while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1500) && (alive _plane)} do { Sleep 1; }; if (alive _plane) then { _widx = [_plane, "GNTMK82Launcher"] call mando_weaponindex; for [{_i=0}, {_i<1}, {_i=_i+1}] do { _plane action ["useWeapon",_plane,gunner _plane, _widx]; Sleep 0.4; }; }; }; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// mando_airsupport_code_am = { private ["_group", "_helo", "_copilot","_rampgunner","_rightgunner","_leftgunner"]; _group = _this select 0; _helo = vehicle (leader _group); _rampgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rampgunner setRank "Private"; _rampgunner setskill 1.0; _rampgunner moveInGunner _helo; _copilot = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _copilot setskill 1.0; _copilot setRank "PRIVATE"; _copilot moveInCargo _helo; _rightgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rightgunner setskill 1.0; _rightgunner moveInTurret [_helo, [1]]; _leftgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _leftgunner setskill 1.0; _leftgunner moveInTurret [_helo, [0]]; }; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// mando_airsupport_code_ve = { private ["_group", "_helo", "_copilot","_rampgunner","_rightgunner","_leftgunner"]; _group = _this select 0; _helo = vehicle (leader _group); _rampgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rampgunner setRank "Private"; _rampgunner setskill 1.0; _rampgunner moveInGunner _helo; _copilot = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _copilot setskill 1.0; _copilot setRank "PRIVATE"; _copilot moveInCargo _helo; _rightgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rightgunner setskill 1.0; _rightgunner moveInTurret [_helo, [1]]; _leftgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _leftgunner setskill 1.0; _leftgunner moveInTurret [_helo, [0]]; }; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// mando_airsupport_code_ev = { private ["_group", "_helo", "_copilot","_rightgunner","_leftgunner"]; _group = _this select 0; _helo = vehicle (leader _group); _leftgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _leftgunner setRank "Private"; _leftgunner setskill 1.0; _leftgunner moveInTurret [_helo, [1]]; _copilot = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _copilot setskill 1.0; _copilot setRank "PRIVATE"; _copilot moveInTurret [_helo, [2]]; _rightgunner = _group createUnit [typeOf (leader _group),[0,0,30], [], 0, "FORM"]; _rightgunner setskill 1.0; _rightgunner moveInGunner _helo; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// cas = _unit addAction ["Request Air Support","mando_missiles\mando_bombs\mando_airsupportdlg.sqf"]; _index = _unit addMPEventHandler ["MPRespawn", {Null = _this execVM "\ad_soldiers\scripts\ad_fast_coyote_respawn.sqf";}]; EDIT: I did a little more investigating and changed my in-game resolution. When I changed to 1024x768 the issue still occurred. Edited December 23, 2011 by ADuke Share this post Link to post Share on other sites
cancan69 2 Posted December 26, 2011 Is it possible to make the airplaes of Operation Frenchpoint for ArmA II C.O. compatible with MANDO ? Share this post Link to post Share on other sites
Muahaha 10 Posted December 26, 2011 Silly question here, how do i target lock any building using JDAM in MMA after assigning the target via "G" screen. Share this post Link to post Share on other sites
johanna 11 Posted December 26, 2011 Love your work very much! One thing tho, could you make the ah-64 eye lens less smoky (dark)? Share this post Link to post Share on other sites
theopolus 69 Posted December 31, 2011 I am hoping that there is an obvious fix to my problem. I am usinig Mando Air Support Console in our group's missions but continue to encounter a problem. The Helo's, Planes, Ospreys - whatever I designate - arrive on location, drop a pair of chutes with crates attached and (most often) the chutes then crumple and die, dropping the crates into digital ether and we end up without supply. When we do manage to get a crate to ground (rarely) all the ammo and weapons are there, no problems. This only happens about 1 in 10 times, so I am eager to find a fix. Anyone got any suggestions? Thanks, Share this post Link to post Share on other sites
panther42 52 Posted January 1, 2012 I had the same problem when reinforcements were sent in via paradrop from a helicopter. Three fourths of them would die because their chutes were caught up. I don't know if its the backwash from the rotor, or the close proximity to the bird which messes up the chutes. Maybe a combo of both. I ran into this while dropping supply(ammo) via helicopter also, as the helicopter hovers above your position. I didn't have the problem anymore after changing the supply and paradrop to C130J. I use Mando's chute script in the console for my reinforcement paradrop. Gets them to land where I want, and not all spread out over the country side. I can do some more testing, as I haven't tried in a while. Share this post Link to post Share on other sites
theopolus 69 Posted January 2, 2012 Thanks Panther42, that ended up helping. It still isn't perfect as there seems to be something in my crates (I use a custom crate loadout) that was causing them to wink out of existence. That being said, I switched to an earlier version and now I only get normal crate failure, ie. the one chute bumps the other and one nukes while the other makes it to the ground. I've switched to the HC--130 (ACE Version) and both crates make it down. Thanks again. Share this post Link to post Share on other sites
panther42 52 Posted January 2, 2012 Theopolus, glad you got it working. There are some other values you can try changing using the mando script version in mando_airsupportdlg.sqf. Open mando_airsupportdlg.sqf and search for CALL_AMMO. Scroll down to this section: if (alive _plane) then { for [{_i=0},{_i < 2},{_i = _i + 1}] do { [_plane]spawn { private["_plane", "_para", "_box", "_pos", "_weaps"]; _plane = _this select 0; _pos = _plane modelToWorld [0,-6, -6]; _para = "ParachuteWest createVehicle [0,0,0]; _para setPos _pos; _box = mando_airsupport_type_ambox createVehicle [0,0,0]; _weaps = ""; if ((count mando_airsupport_magz) > 0) then { _weaps = "clearMagazineCargo this;"; { _weaps = _weaps + format["this addMagazineCargo [""%1"", %2];", (_x select 0),(_x select 1)]; } forEach mando_airsupport_magz; }; if ((count mando_airsupport_weap) > 0) then { _weaps = _weaps + "clearWeaponCargo this;"; { _weaps = _weaps + format["this addWeaponCargo [""%1"", %2];", (_x select 0),(_x select 1)]; } forEach mando_airsupport_weap; }; if (_weaps != "") then { _box SetVehicleInit _weaps; processInitCommands; }; while {(getPos _para select 2) > 2.5} do { _box setPos (_para modelToWorld [0,0,-2]); _box setVectorDir (vectorDir _para); _box setVectorUp (vectorUp _para); Sleep 0.002; }; _box setDir 0; _box setPos [getPos _para select 0, getPos _para select 1, 0]; }; Sleep 3; }; }; I have highlighted the following which you can test. for [{_i=0},{_i < 2},{_i = _i + 1}] do....this is the amount of ammo crates, change the number 2 to your desired amount. _para = "ParachuteWest" createVehicle [0,0,0];...You can try different parachutes here. Sleep 3;...this is the delay between ammo crates. Higher number may give the first crate time to get away from the delivery vehicle. ---------- Post added at 00:04 ---------- Previous post was at 23:59 ---------- By the way, has anyone seen or heard from Mandoble??? His last post in this topic was back on 11/21/11. I hope everything is alright. Happy New Year to everyone! Share this post Link to post Share on other sites
theopolus 69 Posted January 3, 2012 Panther42, Thanks for the suggestion. I will try that - still having intermittant problems with the chutes crumbling - often seems to have nothing to do with the other chute or the chopper / planes rotor wash. I thought maybe it was weight - thinned out some crates and thought that might help. As I've mentioned, success has been hit and miss. I will give the settings int he mando_airsupportdlg.sqf a look and see what I can do with that. Thanks again and no, I haven't seen sign or heard sound of Mandoble in some time. Share this post Link to post Share on other sites
adamcarolan2290 0 Posted January 10, 2012 (edited) hi i have wonted to change a few things in the mma_console what i mean by that is the kinda units u get when u call for reinforcements so all that went well and it worked but then i wonted to change the type of helicopter that come when u called for air support however it did not work the same maybe i done somthing wrong but here is what i tried // Setup dialog options 1, 2 and 3, dont set any of these variables if you dont want special options mando_airsupport_opt1_text = "Gunships support type"; mando_airsupport_opt1_array = ["AH64D_EP1", "A10"]; mando_airsupport_opt1_action = { so on the opt1 array i wonted to change it to the AH-64 Apache so thats what i tryed but it has not worked has anyone changed that part ?? also i would like only 1 helicopter to come but i cant find were to change that any help would be great ok so i worked out the problem with the AH64D_EP1 just need to get rid of the EP1 but i still would like to know how to only call 1 helicopter when i call for gunship also how do u change the type of helicopter that drops off your reinforcements and ammo box and etc. Edited January 10, 2012 by adamcarolan2290 Share this post Link to post Share on other sites
friznit2 350 Posted January 10, 2012 It's all in the manual: http://www.telefonica.net/web2/mandoble/mma_readmefirst.html Stick these in the console setup sqf: mando_airsupport_type_ca = "myfunkyhelicopter_class": type of chopper for chopper attack missions (default value is "AH1Z" for west and "KA52" for east). mando_airsupport_type_am = "" : type of chopper for ammo supply missions etc Share this post Link to post Share on other sites
adamcarolan2290 0 Posted January 10, 2012 It's all in the manual: http://www.telefonica.net/web2/mandoble/mma_readmefirst.htmlStick these in the console setup sqf: mando_airsupport_type_ca = "myfunkyhelicopter_class": type of chopper for chopper attack missions (default value is "AH1Z" for west and "KA52" for east). mando_airsupport_type_am = "" : type of chopper for ammo supply missions etc thanks for the reply bud i am new to using this so what i have used is just one of the example console missions u get with mando missile so all i have to edit is the my console setup and as far as i can see there is nothing in that were i can change the type of helicopter but i could be not seeing it or do u use this all for just a example and u write your own scripts i just a little unsure what do do here if u could explain in more detail my options and what to do thanks for the reply again Share this post Link to post Share on other sites
ADuke 1 Posted January 10, 2012 Anyone know how to edit mando_airsupportdlg.sqf to only allow for 1 Gunship to be sent when a GS request is called? or..... How to add crew members to the 2nd gunship? I can add crew members to the first gunship but I have no idea how to add them to the 2nd one. Thanks, -AD Share this post Link to post Share on other sites
adamcarolan2290 0 Posted January 10, 2012 (edited) i also would like to know how to only have 1 helicopter gunship come when u call for GS also help with changing type of helicopters called so far i worked out i think what to do but its not working ive bin trying this Sleep 1; mando_airsupport_type = "AV8B2"; mando_airsupport_type_rc = "AV8B"; mando_airsupport_type_pa = "adf_NH90_mg"; mando_reco_cam_pos = [0,3,-2]; mando_airsupport_cmissile = ship1; so i added mando_airsupport_type_pa = "adf_NH90_mg";so i thought that would work but has not is that the right idea i trying to add a helicopter from the anzac mod here r the class names Australian Rotary UH-1H Iroquois : adf_uh1h CH-47F Chinook : adf_ch47f S-70A9 Blackhawk : adf_s70mg S-70A9 Blackhawk (CSAR) : adf_s70csar S-70B2 Seahawk(placeholder) : adf_s70b2mg MRH-90 : adf_NH90 MRH-90 (ARMED) : adf_NH90_mg MRH-90 (CASEVAC) : adf_NH90_casevac AS-350B Squirrel : adf_as350 but its not working any help ??? or am i wrong with what i doing is it possible for some one to post there set up so i can see how its all done i just can get my head around everything Edited January 11, 2012 by adamcarolan2290 Share this post Link to post Share on other sites
panther42 52 Posted January 11, 2012 (edited) ADuke and adam, the single aircraft call could be implemented like this post for creating only one AC-130: Single spectre Since the aircraft was already created as Mando states... Otherwise, in the mando_airsupportdlg.sqf, is there a CALL_GUNSHIP? I'm not at home, but can look tomorrow and see what I can find. Should be a part of the code i=0, for {i < 2} {i = i + 1} or similar? I call all of my different aircraft/ammo/reinforcements etc via using the same structure: case "XXXXX": { []execVM "bla bla bla here.sqf"; }; Which allows me to quickly change out different case calls. Maybe I'm doing this wrong, but it allows me to call the aircraft, load with the pilots and gunners I want(Identity), and create escort fighters or helicopters depending on the delivery vehicle or whether jump/land were selected. I could post what I have, but I use all kinds of addons for troops/aircraft/identities etc. I have also built in the ASC the use of LDL uav and LDL ac 130 scripts for a little change. I also use the sattelite view (SATCOM) addon via the ASC. If you are interested, I could post some code of what I use... ADuke, what exactly do you mean by adding crew members to the second gunship...I have never had problems with both gunships attacking. Maybe I'm not understanding the purpose? What type of gunship are you using? Edited January 11, 2012 by panther42 Share this post Link to post Share on other sites
adamcarolan2290 0 Posted January 11, 2012 ADuke and adam, the single aircraft call could be implemented like this post for creating only one AC-130:Single spectre Since the aircraft was already created as Mando states... Otherwise, in the mando_airsupportdlg.sqf, is there a CALL_GUNSHIP? I'm not at home, but can look tomorrow and see what I can find. Should be a part of the code i=0, for {i < 2} {i = i + 1} or similar? I call all of my different aircraft/ammo/reinforcements etc via using the same structure: case "XXXXX": { []execVM "bla bla bla here.sqf"; }; Which allows me to quickly change out different case calls. Maybe I'm doing this wrong, but it allows me to call the aircraft, load with the pilots and gunners I want(Identity), and create escort fighters or helicopters depending on the delivery vehicle or whether jump/land were selected. I could post what I have, but I use all kinds of addons for troops/aircraft/identities etc. I have also built in the ASC the use of LDL uav and LDL ac 130 scripts for a little change. I also use the sattelite view (SATCOM) addon via the ASC. If you are interested, I could post some code of what I use... ADuke, what exactly do you mean by adding crew members to the second gunship...I have never had problems with both gunships attacking. Maybe I'm not understanding the purpose? What type of gunship are you using? thanks for taking the time to reply bud as i am new to editing alot of that confused the hell out of me lol but ill go over and over it trying to figure it out and see what i come up with. if u could post what u have i might be abile to see what u mean and maybe go from there even this mando_airsupportdlg.sqf, i dont have that so that makes it more confusing for me with this go to mando_missiles\mando_bombs\options and copy mando_spectre.sqf to your mission folder, you may name it as mando_single_spectre.sqf, i must be doing something wrong because all i have is a my console set up and init and mission file in there the only way i know how to use this is to just use one of the test missions u get with mando so i not sure were this part is sorry for being a noob but only one way to learn i guess if your willing to help me i would be great just need to figure it all out and ill be right Share this post Link to post Share on other sites
panther42 52 Posted January 11, 2012 i must be doing something wrong because all i have is a my console set up and init and mission file in there So, you must be using the MMA addon version with the modules placed on your map? Share this post Link to post Share on other sites
adamcarolan2290 0 Posted January 11, 2012 So, you must be using the MMA addon version with the modules placed on your map? yes now that u mention it i never put them back in what i done was create a mission and just copied over the 2 scripts init and my console set up but i forgot to add them modules back in but everything still works what r they for ?? Share this post Link to post Share on other sites
friznit2 350 Posted January 11, 2012 If you're using Mando Addon version (@mando) and have the XEH pbo in the addon folder, then Mando will automatically start and configure itself in all missions. You do not need to add the editor logics. If you do add the editor logics, Mando will ignore the XEH auto configuration and apply the editor logics instead. If you add only Mando Missile ArmA init (and not Mando Missile ArmA Full), this will allow you to add custom configurations for mando to your init.sqf However, if you want to tweak the air support console code in detail as Panther42 has done, you will want to use the Mando Script version in your mission so you can see the sqf (and not the addon, because the sqf is in the pbo) But for changing the global variables of the air support console as listed in the Mando ReadMe, you don't need to worry about any of this. Just follow the example mission and add variables as required (they can be added to your init.sqf instead if you prefer but make sure you put any variables above res=execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf"; ) @Adam- you're on the right track. Make sure you've got []execVM "my_console_setup.sqf" in your init.sqf, and check the bottom of that sqf to ensure it's calling mando_giveme_console.sqf as above. Share this post Link to post Share on other sites
ADuke 1 Posted January 11, 2012 (edited) ADuke, what exactly do you mean by adding crew members to the second gunship...I have never had problems with both gunships attacking. Maybe I'm not understanding the purpose? What type of gunship are you using? Thanks for your reply, The vehicle that I am using for a GS call is a homemade MH60L DAP of mine, which needs a Pilot, Co-Pilot, Door Gunner, and Crew Chief. I load out the first gunship with it's crew like this... mando_airsupport_opt1_text = "Gunship Type"; mando_airsupport_opt1_array = ["MH60L DAP", "Spectre"]; mando_airsupport_opt1_action = { private["_item"]; _item = _this select 0; switch (_item) do { case "MH60L DAP": { mando_airsupport_type_ca = "ad_dap_gau19"; mando_airsupport_code_ca = { private ["_group", "_helo", "_copilot","_rightgunner","_leftgunner"]; _group = _this select 0; _helo = vehicle (leader _group); _leftgunner = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _leftgunner setskill 1.0; _leftgunner setRank "PRIVATE"; _leftgunner moveInTurret [_helo, [0]]; _rightgunner = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _rightgunner setRank "PRIVATE"; _rightgunner setskill 1.0; _rightgunner moveInTurret [_helo, [1]]; }; }; case "Spectre": { []execVM "mando_missiles\mando_bombs\options\mando_spectre.sqf"; }; }; }; The problem is that by default, two gunships are created, so the aircraft that come are one MH60L DAP with a full crew, and one with just a driver. I have looked through mando_airsupportdlg.sqf and I only see where the lead aircraft is created, I don't see where the second one is created, here is the portion of that code where the gunships are created... _planes = []; for [{_i = 0},{_i < 2},{_i=_i+1}] do { _spawnpos = [(_targetpos select 0) + sin(mando_ingress_dir)*((_range + mando_airsupport_bomb_alt)+_i*50), (_targetpos select 1) + cos(mando_ingress_dir)*((_range + mando_airsupport_bomb_alt)+_i*50)]; _plane = createVehicle [mando_airsupport_type_ca, _spawnpos, [], 0, "FLY"]; _speed = speed _plane; _ang = ((_targetpos select 0)-(_spawnpos select 0)) atan2 ((_targetpos select 1)-(_spawnpos select 1)); _plane setPos [_spawnpos select 0,_spawnpos select 1, mando_airsupport_bomb_alt max 100]; _plane setDir _ang; _plane setVelocity [sin(_ang)*_speed/3.6,cos(_ang)*_speed/3.6,0]; _planes = _planes + [_plane]; _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"]; _driver setskill 0.5; _driver setCombatMode "RED"; _driver setBehaviour "AWARE"; if (_i == 0) then { _driver setRank "CORPORAL"; _group selectLeader _driver; _plane setVariable ["mando_last_plane_text", "Gunships leader camera"]; mando_airsupport_cams = mando_airsupport_cams - [objNull]; mando_airsupport_cams = mando_airsupport_cams + [_plane]; if (mando_radio_rep_gs != "") then { [_driver] spawn { Sleep mando_console_radio_delay; (_this select 0) sideRadio mando_radio_rep_gs; }; }; I have read all of the posts regarding calling only one AC130 but unfortunately the code for calling the default gunships is very different. What you were saying about your manual options that you have set up seems interesting to me, I am interested to learn more. -AD EDIT: Now that I have thought about it some more, I think I am just going to modify the specter script to spawn my aircraft, in fact I may start doing everything that way. Edited January 11, 2012 by ADuke Share this post Link to post Share on other sites
panther42 52 Posted January 11, 2012 (edited) ADuke, the part of mando_airsupportdlg.sqf which creates both planes is this: _planes = []; for [{_i = 0},{_i < 2},{_i=_i+1}] do The part of your console script which only adds to the one helo is this: _helo = vehicle (leader _group); then _leftgunner moveInTurret [_helo, [0]]; //this only addresses the vehicle _helo, which is the first one. I think what needs to be done is something like the following: mando_airsupport_code_ca = { private ["_group", "_helo", "_helo2", "_helogrp", "_copilot","_rightgunner","_leftgunner", "_rightgunner2", "_leftgunner2"]; _group = _this select 0; _helo = vehicle (leader _group); _helogrp = []; { if (!((vehicle _x) in _helogrp)) then { _helogrp = _helogrp + [vehicle _x]; }; } forEach units _group; _helo2 = _helogrp select 1; _leftgunner = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _leftgunner setskill 1.0; _leftgunner setRank "PRIVATE"; _leftgunner moveInTurret [_helo, [0]]; _rightgunner = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _rightgunner setRank "PRIVATE"; _rightgunner setskill 1.0; _rightgunner moveInTurret [_helo, [1]]; _leftgunner2 = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _leftgunner2 setskill 1.0; _leftgunner2 setRank "PRIVATE"; _leftgunner2 moveInTurret [_helo2, [0]]; _rightgunner2 = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _rightgunner2 setRank "PRIVATE"; _rightgunner2 setskill 1.0; _rightgunner2 moveInTurret [_helo2, [1]]; }; Oh, and you declare _copilot, but I don't see it used... I am by no means a scripting guru, but this could be a step in the right direction Edited January 11, 2012 by panther42 Share this post Link to post Share on other sites
ADuke 1 Posted January 11, 2012 ADuke, the part of mando_airsupportdlg.sqf which creates both planes is this:_planes = []; for [{_i = 0},{_i < 2},{_i=_i+1}] do The part of your console script which only adds to the one helo is this: _helo = vehicle (leader _group); then _leftgunner moveInTurret [_helo, [0]]; I think what needs to be done is something like the following: mando_airsupport_code_ca = { private ["_group", "_helo", "_helo2", "_helogrp", "_copilot","_rightgunner","_leftgunner", "_rightgunner2", "_leftgunner2"]; _group = _this select 0; _helo = vehicle (leader _group); _helogrp = []; { if (!((vehicle _x) in _helogrp)) then { _helogrp = _helogrp + [vehicle _x]; }; } forEach units _group; _helo2 = _helogrp select 1; _leftgunner = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _leftgunner setskill 1.0; _leftgunner setRank "PRIVATE"; _leftgunner moveInTurret [_helo, [0]]; _rightgunner = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _rightgunner setRank "PRIVATE"; _rightgunner setskill 1.0; _rightgunner moveInTurret [_helo, [1]]; _leftgunner2 = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _leftgunner2 setskill 1.0; _leftgunner2 setRank "PRIVATE"; _leftgunner2 moveInTurret [_helo2, [0]]; _rightgunner2 = _group createUnit ["ad_crewchief",[0,0,30], [], 0, "FORM"]; _rightgunner2 setRank "PRIVATE"; _rightgunner2 setskill 1.0; _rightgunner2 moveInTurret [_helo2, [1]]; }; Oh, and you declare _copilot, but I don't see it used... I am by no means a scripting guru, but this could be a step in the right direction Awesome thank you, I am going to try that. If you could by chance post one of the scripts that you execute in one of the console configurations (hope that makes sense) I would really appreciate it. The script that you talk about here.. I call all of my different aircraft/ammo/reinforcements etc via using the same structure: case "XXXXX": { []execVM "bla bla bla here.sqf"; }; The bla bla bla here.sqf is what I would like to see. Thanks again, -AD Share this post Link to post Share on other sites
panther42 52 Posted January 11, 2012 (edited) Ok, here is part of my my_console_setup.sqf: mando_airsupport_opt2_text = "Reinforcements"; mando_airsupport_opt2_array = ["Rangers","DEVGRU","Tier 1 Combat Team","MSOT","USAF CSAR","Delta Sniper Team","Delta Strike Team","M252 Mortar team"]; mando_airsupport_opt2_action = { private["_item"]; _item = _this select 0; switch (_item) do { case "Rangers": { []execVM "mando_missiles\mando_bombs\options\moss_reinf_Rangers.sqf"; }; case "DEVGRU": { []execVM "mando_missiles\mando_bombs\options\moss_reinf_DEVGRU.sqf"; }; case "Tier 1 Combat Team": { []execVM "mando_missiles\mando_bombs\options\moss_reinf_T1CT_Des.sqf"; }; case "MSOT": { []execVM "mando_missiles\mando_bombs\options\moss_reinf_MSOT.sqf"; }; case "USAF CSAR": { []execVM "mando_missiles\mando_bombs\options\moss_reinf_CSAR.sqf"; }; case "Delta Sniper Team": { []execVM "mando_missiles\mando_bombs\options\moss_reinf_Delta_Snipr.sqf"; }; case "Delta Strike Team": { []execVM "mando_missiles\mando_bombs\options\moss_reinf_Delta_Strike.sqf"; }; case "M252 Mortar team": { []execVM "mando_missiles\mando_bombs\options\moss_reinf_M252_MTR.sqf"; }; }; }; Which, for instance, "Devgru" executes the following: // Make sure the Functions module is working. waituntil {!isnil "bis_fnc_init"}; mando_support_infantrytype_re = ["d_seal1h_ACE","d_seal2h_ACE","d_Seal3h_ACE","d_seal4h_ACE","d_seal5h_ACE","d_seal6h_ACE"]; mando_airsupport_type_pal = "ad_mh60k_black"; mando_airsupport_code_re = { private ["_grp", "_heli", "_target", "_copilot", "_crewchief", "_doorgunner", "_escort1", "_escort2"]; // A copilot, crewchief, and door gunner are added to the crew of the 160th SOAR MH60K reinforcement chopper _grp = _this select 0; _heli = vehicle (leader _grp); _target = getDir _heli; _copilot = _grp createUnit ["US_Pilot_Light_EP1",[0,0,30], [], 0, "FORM"]; _copilot setIdentity "Pilot_Visor"; _copilot setskill 0.6; _copilot setRank "LIEUTENANT"; _copilot moveInTurret [_heli,[2]]; _crewchief = _grp createUnit ["US_Pilot_Light_EP1",[0,0,30], [], 0, "FORM"]; _crewchief setIdentity "Crew_Skull"; _crewchief setskill 0.5; _crewchief setRank "SERGEANT"; _crewchief moveInTurret [_heli,[0]]; _doorgunner = _grp createUnit ["US_Pilot_Light_EP1",[0,0,30], [], 0, "FORM"]; _doorgunner setIdentity "Crew_Skull"; _doorgunner setskill 0.5; _doorgunner setRank "CORPORAL"; _doorgunner moveInTurret [_heli,[1]]; // You may add here the creation of two fighters to scort _heli along its waypoints if (_heli isKindOf "Helicopter") then { _escort1 = [getPos _heli, _target, "AH64D_EP1", _grp] call BIS_fnc_spawnVehicle; _escort2 = [getPos _heli, _target, "AH64D_EP1", _grp] call BIS_fnc_spawnVehicle; } else { _escort1 = [getPos _heli, _target, "GLT_Falcon_MR", _grp] call BIS_fnc_spawnVehicle; _escort2 = [getPos _heli, _target, "GLT_Falcon_MR", _grp] call BIS_fnc_spawnVehicle; }; }; I just do it this way to keep separate files in the options folder for easier editing and keeping the my_console_setup.sqf cleaner... It also allows me to change the delivery vehicle for each reinforcement group. So if I selected Rangers, they may be delivered via CH-47, while Devgru is delivered via your 160th SOAR MH60k. In case you select either LAND/JUMP in the main window of the ASC, I have set the following: mando_airsupport_type_pa = "C130J_US_EP1"; mando_airsupport_type_pal = "CH_47F_desert"; mando_airsupport_code_pa = []execVM "mando_missiles\mando_bombs\options\moss_air_assault.sqf"; moss_air_assault.sqf: // Make sure the Functions module is working. waituntil {!isnil "bis_fnc_init"}; mando_airsupport_code_pa = { private ["_grp", "_plane", "_target", "_escort1", "_escort2"]; // An escort of two fighters are provided to the airborne assault element _grp = _this select 0; _plane = vehicle (leader _grp); _target = getDir _plane; if (_plane isKindOf "Helicopter") then { _escort1 = [getPos _plane, _target, "AH64D_EP1", _grp] call BIS_fnc_spawnVehicle; _escort2 = [getPos _plane, _target, "AH64D_EP1", _grp] call BIS_fnc_spawnVehicle; } else { _escort1 = [getPos _plane, _target, "GLT_Falcon_MR", _grp] call BIS_fnc_spawnVehicle; _escort2 = [getPos _plane, _target, "GLT_Falcon_MR", _grp] call BIS_fnc_spawnVehicle; }; }; Crap...maybe I should have used spoilers... Edited January 11, 2012 by panther42 Share this post Link to post Share on other sites