mugaben 10 Posted November 20, 2009 if(isServer)exitwith{ IPheloAS = false; IPfixedAS = false; sad = false; ASclick = false; }; Should i remove all of that, and try MP'ing it again? Not a script-guru, so you have to go in deep with details :j::) Share this post Link to post Share on other sites
Draper 10 Posted November 21, 2009 yep thats it, just delete the first and last line of what you pasted and give it another try. Its an if statement that questions if it is the server is executing the script, if it is the server it defines those variables and exits, if its the local those variables won't get defined. Those variables need to be defined for the scripts to work, and for what ever reason I mistakenly put that in there. Share this post Link to post Share on other sites
Keshman 10 Posted November 21, 2009 My new Idea-request:D There is a possibility to add the call plane C-130 drop soldiers :icon_rolleyes::pray: I require support of soldiers :j: PLZ!) Share this post Link to post Share on other sites
Draper 10 Posted November 22, 2009 Well Keshman its funny you should ask, I actually have a script for that, maybe I'll publish it later. In the mean time... Air Support v1.1 Change Log v1.1 - Can change type of aircraft and pilots used more easily. - Auto detects players side and gives appropriate units. - Aircraft spawn more efficiently so they don't have to have VTOL. - Target location asked everytime the script is called upon. - Multi-lingual radio messages in German, Russian, Spanish, and French. - Fixed cbuap = false in airSupInit. - Bomb guidance greatly improved, now falls at 9.8 m/s^2 with no air friction. - Can now set number of support requests allowed. - Script will continue if aircraft is shot down prior to bomb release. - If helicopter gunner dies the pilot will return. - MP compatable for dedicated servers. Share this post Link to post Share on other sites
Keshman 10 Posted November 22, 2009 (edited) Thx for NEW good Air Support v1.1 Play new version! West all work good! 100%) for East!!! I call choppers!! Second chopper atack first chopper! no atack tank west! atack frendly chopper :( :confused: jast i am have this error? (Thx for russian lingua suport) (sorry for bad english) Edited November 22, 2009 by Keshman Share this post Link to post Share on other sites
Muzza 0 Posted November 22, 2009 (edited) Hi, I am trying to make the example mission work I have made example.chernarus, where i have put the airsup file, the init.sqf and the mission.sqm files. I load example.chernarus which has 2 spotters overlooking 4 tanks and a squad. I have no support options, no radio options, i have made sure many times everything is correct, can you tell me step by step how to set up the example mission? Edited November 22, 2009 by Muzza typos! Share this post Link to post Share on other sites
Keshman 10 Posted November 22, 2009 Muzza Sorry i can help more! :( my sistem use Air support in Domi West AI: i put folder AirSup from folder Domi map! and add for stringtable.csv have ready in Domi folder line:LANGUAGE,English,German,Russian,Spanish,French, #include "airSup\stringtable.csv" + name who use Air support m1,m2 or Medic or .... Save and play+Air support) (sorry for bad english) Share this post Link to post Share on other sites
dead kennedy 124 Posted November 22, 2009 Draper, thank you for your work! Can i help you with correct russian stringtable? http://rapidshare.de/files/48720809/stringtable.rar.html Share this post Link to post Share on other sites
Keshman 10 Posted November 22, 2009 (edited) Dead Kennedy Ñ‚Ñ‹ иÑпытывал Ð´Ð»Ñ East? вертолеты валÑÑ‚ друг друга? :( (sorry guys put one message in russian):D Edited November 22, 2009 by Keshman Share this post Link to post Share on other sites
Draper 10 Posted November 22, 2009 Thanks Dead Kennedy, Ill definitely use that, I got an updated one for French from fleepee, too Ill put that out there. did you forget the stringtable Muzza? Keshman, thank you for the video that helps alot, I think I know what happened, the pilots were created as a west group and not an east group. It should be a quick fix to again detect which side the player is on, ill update with the languages and the east side groups later today ---------- Post added at 08:18 PM ---------- Previous post was at 07:01 PM ---------- Hotfix 1 for v1.1 - East helicopters don't attack each other. - Updated French and Russian radio messages. Share this post Link to post Share on other sites
Muzza 0 Posted November 22, 2009 Thanks Draper, all that was missing was the stringtable. ---------- Post added at 09:16 PM ---------- Previous post was at 08:28 PM ---------- I love the script. it rocks! I have just about figured how to create a marker with an M203 flare, i'd like an airstrike on the position of the flare. Assume firing the flare returns 'markm203', a marker. Here is my(draper's) subsequent code for an aircraft automatically swooping in to blow it up. IPfixedAS = true; _grp = createGroup WEST; _spwn = getPos ASpad; _spwndir = getDir ASpad; _marker = createMarkerLocal ["aircraftmarker", position ASpad]; _marker setMarkerShapeLocal "ICON"; "aircraftmarker" setMarkerTypeLocal "b_plane"; _asloc = getMarkerPos "markm203"; _plane = createVehicle ["F35B", _spwn, [], 0, "FLY"]; _plane setdir _spwndir; _plane setVelocity [sin(_spwndir)*200,cos(_spwndir)*200,0]; _pilot = _grp createUnit ["USMC_Soldier_Pilot", _spwn, [], 0, "FORM"]; _pilot moveinDriver _plane; _plane flyInheight 200; {_plane removemagazine _x;} forEach magazines _plane; [_plane] spawn { _plane = _this select 0; while{IPfixedAS} do { "aircraftmarker" setMarkerPosLocal getPos _plane; sleep 1; }; if(true)exitWith{deletemarker "aircraftmarker"}; }; fwp1=_grp addWaypoint [_asloc, 0]; fwp1 setWaypointStatements ["true", ""]; fwp1 setWaypointType "MOVE"; fwp1 setWaypointSpeed "NORMAL"; fwp1 setWaypointCombatMode "BLUE"; _grp setcurrentWaypoint fwp1; fwp2=_grp addWaypoint [_spwn, 0]; fwp2 setWaypointType "MOVE"; fwp2 setWaypointStatements ["true", "IPfixedAS = false;"]; fwp2 setWaypointSpeed "NORMAL"; fwp2 setWaypointCombatMode "BLUE"; _lockobj = "HeliHEmpty" createVehicle _asloc; _lock = getPosASL _lockobj select 2; deleteVehicle _lockobj; nofricgrav = { _b = _this select 0; _vx = _this select 1; _vy = _this select 2; _vz = 0; while {!isNull _b} do { _b setVelocity [_vx,_vy,_vz]; _vz = _vz - 9.8*0.3; sleep 0.27; }; if(true)exitWith{}; }; while {true} do { if (((((getPos _plane select 0) - (_asloc select 0))^2+((getPos _plane select 1) - (_asloc select 1))^2)^0.5) <= 500)exitwith{}; if(!alive _plane)exitwith{}; sleep 0.5; if (alive _plane) then { _b1 = "Bo_Mk82" createvehicle [getPos _plane select 0,getPos _plane select 1,(getPos _plane select 2)-10]; _b1 setDir ((_asloc select 0)-(getPos _b1 select 0)) atan2 ((_asloc select 1)-(getPos _b1 select 1)); _bombfall = sqrt(((getPosASL _b1 select 2)-_lock)/4.9); _bombvelx = ((_asloc select 0)-(getPos _b1 select 0))/_bombfall; _bombvely = ((_as\loc select 1)-(getPos _b1 select 1))/_bombfall; [_b1,_bombvelx,_bombvely] spawn nofricgrav; }; So far all i have is an F35B flyby. I think that the problem is here: nofricgrav = { _b = _this select 0; _vx = _this select 1; _vy = _this select 2; _vz = 0; while {!isNull _b} do { _b setVelocity [_vx,_vy,_vz]; _vz = _vz - 9.8*0.3; sleep 0.27; }; if(true)exitWith{}; }; I dont know what this art of code does, i think it takes variables fed from previous scripts and does something with them, there is a '50' somewhere on the init of the JMB, i cant see how it all fits together. Any help would be great! Share this post Link to post Share on other sites
Draper 10 Posted November 22, 2009 The code your wondering about is forcing a bomb to fall at the gravitational constant and removing the effects of air friction after the bomb is created and trajectory is calculated. In "_bombvely =" there is a "_as\loc", that should be "_asloc". Usually errors like that cause the script to stop prematurely, explaining why the plane flys to target but the bomb wont fall. Other then that I think what your doing should work. Share this post Link to post Share on other sites
Muzza 0 Posted November 23, 2009 Corrected, theres stikll a hitch i cant figure out though, still no bombs... Share this post Link to post Share on other sites
Draper 10 Posted November 23, 2009 What I would do is make several hints i.e. hint "test1"; hint "test2"; and so on at various points in the script and then use them to narrow down the line that is stopping the script, then look that line over for a bug (or maybe a local variable that doesn't get defined). Share this post Link to post Share on other sites
Muzza 0 Posted November 23, 2009 (edited) Ive just tried that; as soon as i execute the script it jumps straight to the hint at the end of the script. Could it be that it is ripping through the script too early and not wating till the right time to make the bomb? Edited November 23, 2009 by Muzza Share this post Link to post Share on other sites
Draper 10 Posted November 23, 2009 yeah, try looking at the while loop. Try also removing the one at the end and put in one inside the if statement to check if it executes. Share this post Link to post Share on other sites
dead kennedy 124 Posted November 24, 2009 Keshman Not seen this :) Share this post Link to post Share on other sites
Muzza 0 Posted November 26, 2009 Keep bashing my head off of this script and there is still no bomb, Ive tried placing hints only within the if...; section but still no joy. Any 1337 scripters out there see any glaring errors? Share this post Link to post Share on other sites
major woody 11 Posted November 28, 2009 Love this script man...! - Is there any chance in a next version to have SU-24 and AV8B making ground attacks with FFAR rockets...? - that would be awesome... :) Share this post Link to post Share on other sites
AnimalMother92 10 Posted November 28, 2009 yeah it would be cool if they were more inclined to use their main guns/FFAR etc (helos do it fine, but i mean fixed wing craft) Share this post Link to post Share on other sites
Draper 10 Posted November 29, 2009 That would be interesting, it might be possible with just a search and destroy waypoint, but if it requires dotarget and dofire it might get complicated. Ill try it out and if I can get it to work I'll add it in. Share this post Link to post Share on other sites
AnimalMother92 10 Posted November 29, 2009 awesome, nothing like having some friendly vulcan fire! this is a really nice script set Draper, kudos to you. I tested it out in an online coop mission last night with a buddy and everything worked fine. We both had the option to call Air support, and just in time a couple of cobras showed up and saved our asses. this really adds a lot of possibilities to mission making. thnx Share this post Link to post Share on other sites
Bulletstopper 10 Posted December 15, 2009 Draper hello, im a noob. I downloaded Air Support script v 1.1 and ran the demo mission... no errors reported but i was unable to call in any air support... presed 0, no new options, tried "communication" no new options... in affect i could do nothing... am i missing something... ? thanks in adavance BulletStopper Share this post Link to post Share on other sites
AnimalMother92 10 Posted December 17, 2009 use the scroll wheel on your mouse and there should be an option called "Air Support". click it and go thru the options Share this post Link to post Share on other sites
major woody 11 Posted December 27, 2009 How come I can't get the "Air Support" in my actionmenu if I'm commanding a vehicle and not some grunt on the ground...? - my vehicle are still named m1/m2 ??? Share this post Link to post Share on other sites