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goliath86

Medevac Module

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This has made my day, cant wait to get home and download it 2night

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goliath, can you tell me if this line is correct?

#define MEDEVAC "_this execVM (""Medevac\starting.sqf"")";

If so, tell me why double quotes, so I can learn something. - Also, is there a debugger I can use. (Sorry, no, I have not searched for that. But, if so, a recommendation would be good.)

EDIT: Oops, sorry, the original line is...

#define MEDEVAC "_this execVM (""\Medevac\Mia\starting.sqf"")";

in the Config.cpp (file).

If you don't mind, you can enlighten me to as why the 'Mia' folder structure, too.

Edited by CyOp

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goliath, can you tell me if this line is correct?

#define MEDEVAC "_this execVM (""Medevac\starting.sqf"")";

If so, tell me why double quotes, so I can learn something. - Also, is there a debugger I can use. (Sorry, no, I have not searched for that. But, if so, a recommendation would be good.)

EDIT: Oops, sorry, the original line is...

#define MEDEVAC "_this execVM (""\Medevac\Mia\starting.sqf"")";

in the Config.cpp (file).

If you don't mind, you can enlighten me to as why the 'Mia' folder structure, too.

The double quotes is a way of defining a string-within-a-string. Otherwise the string would "close" after the first ( in that line.

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Instead of double quotes you can use ' ' too :)

@T: Nice module, goliath86! :) But why module version. I would say to release it as a script version is better because you only have to copy the script into your mission instead of having an addon :)

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The double quotes is a way of defining a string-within-a-string. Otherwise the string would "close" after the first ( in that line.

Yes DMarwick, Thanks!

@CyOp: I don'know about a debugger for .sqf files. The only thing I use are the informations by .RPT file created by ArmA2 when in editor/mission. It explain you where is the error but you always need to start the mission (or preview the mission if in editor) ;)

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Hi Guys!

I think that tomorrow I will release the next update for the Medevac Module with all the new implementations!! ;)

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@CyOp: I don'know about a debugger for .sqf files. The only thing I use are the informations by .RPT file created by ArmA2 when in editor/mission. It explain you where is the error but you always need to start the mission (or preview the mission if in editor) ;)

Errors etc. are always in arma2.rpt. ;) So if you write a mistake in your .sqf arma2.rpt will say it :p

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Quick one for you Goliath:

Sometimes, when the helo has decided on a landing spot and has perhaps already dropped off the medic, something will happen and the helo will move off a couple of hundred meters and land again. But, when the gunners dismount, they head off to the "old" landing spot and defend that, instead of staying around the helo's current position.

It may be/probably is also the case that gunners who are already dismounted before the helo moves off also continue defending the "old" landing spot, but I haven't specifically seen that. It's remarkably difficult to engineer such a test :D

I might suggest that any new landing position chosen by the helo be transmitted to the gunners.

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Is there any way that the "Call In Medevac" action can be removed from the action menu and put in the Radio? I keep having people bump the medevac button by accident when trying to get in vehicles, get gear etc.

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Is there any way that the "Call In Medevac" action can be removed from the action menu and put in the Radio? I keep having people bump the medevac button by accident when trying to get in vehicles, get gear etc.

Yes, I asked about the same thing the other day. But, it does not have to be removed, although the radio would not be bad, it just does not have to be forced 'in your face', so to speak. Especially, at the very beginning of the mission. I am always having to 'cancel' the option to call in or abort.

Maybe, if it was put in the menu custom communication? Also, the radio does have very limited space.

Anyway, I was not really worried about it until I saw the next version.

EDIT:

BTW, was this a joke? :)

Is there any way that the "Call In Medevac" action can be removed from the action menu and put in the Radio? I keep having people bump the medevac button by accident when trying to get in vehicles, get gear etc.
Edited by CyOp

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*facepalm* I meant that when a few of my friends hop on a mission using this module, one or more of us keep bumping the medevac button when trying to access our gear etc.

Also CyOp it can't be put into the custom area. That is for custom sound files (snippets of songs, movies, etc.) that have to be in .ogg format and less than 50kb. There is a walkthrough for them on Armaholic.

***Edit***

Using the current version of the module I was able to change the units and vehicles in it by un-pboing it, tweaking the lines i needed, and re-pboing it. Are you saying it will be even easier than that? Very Nice...

Edited by Darkhorse 1-6

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***Edit***

Using the current version of the module I was able to change the units and vehicles in it by un-pboing it, tweaking the lines i needed, and re-pboing it. Are you saying it will be even easier than that? Very Nice...

Yes, it's gonna be as simple as changing/adding some class names to an array. I too used the same method for the current version but an easier way is music to my ears.

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Yes, it's gonna be as simple as changing/adding some class names to an array. I too used the same method for the current version but an easier way is music to my ears.

The newer version is near to be published..obviously with the array method to change the spawned units ;)

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Hi guys!

Here it is the newer version of the medevac module (on the first post)

Changelog (v0.99 beta):

- Added: unit array to permit players to spawn their units instead vanilla's ones

- Fixed: many little bugs in the medevac vehicle waypoints

- Added: Reinsert action to permit the player, if returned on FOB via medevac, to be reinserted via medevac

vehicle by clicking on the map

- Changed: new module's icon

To insert your own units you need to modify the unit_array.sqf file in the @Medevac folder (DON'T MODIFY THE @MEDEVAC FOLDER'S NAME AND/OR CHANGE DIRECTORY OF THE .SQF FILE!!)

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Hey goliath!

I'm absolutely going to grab this, and I understand why you've used the unit_array.sqf. :) But, you may want to look at using an .hpp file for the user to be able to specify the array of vehicles. DMarkwick has an implementation of this in his fireandsmoke addon, and I used something similar in my civilian traffic module. It allows for users to put the addon itself in a different folder. Just a suggestion. :)

Great work!

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Hey goliath!

I'm absolutely going to grab this, and I understand why you've used the unit_array.sqf. :) But, you may want to look at using an .hpp file for the user to be able to specify the array of vehicles. DMarkwick has an implementation of this in his fireandsmoke addon, and I used something similar in my civilian traffic module. It allows for users to put the addon itself in a different folder. Just a suggestion. :)

Great work!

Thanks Trexian! This is only a test to see if it works and for bug finding but when I will have solved all the problems that maybe are in this addon I surely put the array in a .hpp file!

Thenks for suggestion! ;)

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Still no signature for use on a dedicated server? I followed the directions for making one posted elsewhere n these forums, but ran into another issue with the previous version.

In testing for our server use, the unit was sync'ed to the module and it worked in preview mode and on my local machine when hosting for myself, but when I uploaded it to the dedicated server, it would only give me an error message of, "A unit needs to be synced to the module" and no action menu message was available.

I just downloaded the new version, and will try it as soon as I can make a signature and get it all uploaded to our server.

~S~

WH_Boomer

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Still no signature for use on a dedicated server? I followed the directions for making one posted elsewhere n these forums, but ran into another issue with the previous version.

In testing for our server use, the unit was sync'ed to the module and it worked in preview mode and on my local machine when hosting for myself, but when I uploaded it to the dedicated server, it would only give me an error message of, "A unit needs to be synced to the module" and no action menu message was available.

I just downloaded the new version, and will try it as soon as I can make a signature and get it all uploaded to our server.

~S~

WH_Boomer

The module is not tested on Dedicated Server. I've developed it essentially for single player missions..so stil not fully tested in MP environment.

BTW the error you write here is simply to resolve. For the signed file I've never done that kind of thing for an addon but if anyone here can link me to an explaining post I can do the signed files.

Edited by goliath86

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Well, I don't know what in the world I am doing wrong, but, it does not work for me.

Now, when I put a Game Logic in then sync it, it spawns an ambulance. The ambulance came to me when I threw the smoke and every thing seemed right, but I stopped there, since I could not get the chopper to spawn.

?

EDIT: Oh, yeah, now my editor Game Logic icon is messed up? - Also, this was on a fresh map of Utes, with just the Medevac Mod, 1 unit, and the module. I tried putting in a marker (marker1), too, but no go.

EDIT: OK, you have the ambulance as the default spawn.

EDIT: Egads! Anyone else? It's still broke for me.

Call - comes - throw smoke - see smoke - says approaching - says in position - STOPS in air - cannot abort, or anything?

Edited by CyOp

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yeah he made the blufor MEDEVAC unit the Ambulance by default. hehe. As for the Marker i haven't had that issue yet.

You need to change the vehicle in the array.

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Well, I have not eaten all day, and it is after 10 at night (where I am), so tommorow I will test some more. Unfortunately, so far, 'I' see some bugs.

UH60S will not land... approaches, but then stops in air and will not do anything.

When aborted, red smoke grenade is 'forced' on player. You can switch back to, say, bullets, but if the red smoke is thrown, it gives the chat about throwing the smoke.

I aborted before throwing smoke, and it told me Medic was dead and RTB.

Can't remember other, did not write down.

CYA :)

BTW, if it's just somehow me doing something wrong, I do not know what it is.

EDIT: DH, well, at first, I just assumed the Medevac Chopper module was going to spawn a Medevac Chopper. :p I had my marker out in the sea. :) Obviously, I was going to have to wait forever for the ambulance to fish its self out of the ocean.

EDIT: BTW, with the UH1Y, it landed, but then left a soldier behind. For shame! :p And, it did not put a unit in the CO-Pilot position. Yes, I know it was designed with the MH-60S in mind.

EDIT: OK, I put USMC_Soldier_Medic in, and it worked. So I put FR_Ohara back in and it worked. After redoing everything fresh, deleteing every thing, re-downloading, new mission. I guess it must have been an accidental BUMP of the keyboard. I am going to blame it on my cat Bo. He was messing with me when I was looking at the (first download) array. :D Ha ha. Bad cat code! Now, that's one for the books! EDIT: That is why I did not give up. I knew there had to be something funny going on over here! Sheesh, how embarrasing. EDIT: I just realized this mess took me about two hours. Where is Bo? I am going to smack him! Heh. (Nah) OK. Now for some real testing. Thanks again goliath. And, SORRY!

Edited by CyOp

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Well, I have not eaten all day, and it is after 10 at night

I hope you had something to eat, and maybe a sleep too...

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BUGS & IMPROVEMENTS LIST

I want to put in this post all the bugs and the eventually improvments that can be added at the Medevac Module. Your testings and bug finding are very important for me! I will add in this post all your spotted bugs and suggestions for the module! Thanks guys!

BUGS

- "Fired" eventhandler isn't deleted if medevac is aborted/crashed/blowed up --- SOLVED ---

- Strange behaviour at the helo when in FOB --- SOLVED ---

- Rescue mission don't start in certain situations --- SOLVED ---

- Strange behaviour when chopper is under attack when it is landed near the player --- SOLVED ---

- Gunners don't return fire

- Problems if you mount the MM chopper and then call the RTB radio --- SOLVED ---

IMPROVEMENTS

- Make a unit_array.hpp file instead the currently unit_array.sqf file

- Improve the 'transport' of player's unit to FOB (when they dismount in FOB)

- Try to 'force' landing on Medevac choppers --- SOLVED ---

- Improve the rescue mission

Edited by goliath86

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