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goliath86

Medevac Module

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the unit_array.hpp file MUST be in this folder:

ArmA 2\userconfig\MM\unit_array.hpp

you can't put the unit_array.hpp file in another folder ;)

Yeah, I am sure that is what he meant, goliath.

Hey, I do not know how I forgot to report this, and I am not going to call it an MM bug, but, sometimes the MM will take me off-shore to disembark. For instance, north of Strelka, on Utes, if I reinsert on the road, the MM takes me out to sea.

EDIT: I guess you can continue the abort option after pickup/reinsert, so in case a weird thing like that happens to the player, because it is a show stopper. There is nothing the player can do to continue, except to disembark out in the ocean.

Edited by CyOp

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ok. another question. you know at the beginning of the ARMA2 campaign, where you start on the big air craft carrier? how can i get that into my mission editor and to actually float on the water so i may have it as sort of a base. where i can place the game logic to take off from the ship?

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Yeah, I am sure that is what he meant, goliath.

Hey, I do not know how I forgot to report this, and I am not going to call it an MM bug, but, sometimes the MM will take me off-shore to disembark. For instance, north of Strelka, on Utes, if I reinsert on the road, the MM takes me out to sea.

EDIT: I guess you can continue the abort option after pickup/reinsert, so in case a weird thing like that happens to the player, because it is a show stopper. There is nothing the player can do to continue, except to disembark out in the ocean.

Thanks CyOp for the report. I will never had this kind of problem. I don't think it's related to the MM but I will test it more. For the abort option I will add this in the newer version ;)

---------- Post added at 10:34 PM ---------- Previous post was at 10:32 PM ----------

ok. another question. you know at the beginning of the ARMA2 campaign, where you start on the big air craft carrier? how can i get that into my mission editor and to actually float on the water so i may have it as sort of a base. where i can place the game logic to take off from the ship?

I don't know how to put the chopper on the carrier :confused:

Maybe there are some thread discussing this.

I'll try to find out if it's possible to do this with the MM

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OK, got the new version up. Nice touch on the radio traffic.

Now I realize that this is the editing forum and not mod discussion (maybe I should hold my questions until release) but I still have a few things I can't sort out:

If I get extracted by the medevac, how do I call up the "map click" to designate a destination or reinsertion?

or

I found the radio call to RTB. And I set a marker "MM_MKR1" at base. Of course, when the medevac reaches the marker at base, it despawns and we fall to our deaths. Is there a way to have it land before it despawns?

Either of the above would fit our mission needs (the first one is likely the easiest...I'm just too daft to figure it out).

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OK, got the new version up. Nice touch on the radio traffic.

Now I realize that this is the editing forum and not mod discussion (maybe I should hold my questions until release) but I still have a few things I can't sort out:

If I get extracted by the medevac, how do I call up the "map click" to designate a destination or reinsertion?

or

I found the radio call to RTB. And I set a marker "MM_MKR1" at base. Of course, when the medevac reaches the marker at base, it despawns and we fall to our deaths. Is there a way to have it land before it despawns?

Either of the above would fit our mission needs (the first one is likely the easiest...I'm just too daft to figure it out).

You can call the 'reinsertion' only if you return to base with the Medevac and only if you use the Module with the Game Logic (so it don't spawn - despawn).

the first option of the Medevac Module (use it without the game logic) is intended to be simple without the reinsertion or other things. If you want the complete Module you need to put either the Game Logic and synchronize it with the Module.

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another question. where can i find a list of unit names to replace ohara, i want my medic not to be ohara but just a regular usmc corpsman? whats the code for it

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another question. where can i find a list of unit names to replace ohara, i want my medic not to be ohara but just a regular usmc corpsman? whats the code for it

http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles

Here you can find all the classes for the units. To change units to spawn you must edit the unit's arrays inside the userconfig\MM\unit_array.hpp and, in your case, edit the "O'Hara" string with one that you can find in the link above (ie "FR_Corpsman"). Save the unit_array.hpp and play with your units ;)

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also gotliath86 i noticed u helped someone in another thread about the secop module only activated on radio request. Well... that command doesn't seem to be working for me. the secop doesn't come up after 60seconds with me hitting the radio, and also does activating it just turn it on and it will keep giving one after the other, or do i need to keep hitting the radio every time i want a new secop? Also if the secop is removed how to you keep the arty command to get arty and supply drop exc..?

or maybe you know of a way to increase the secop time between missions? such as once you complete a secop mission, instead of there being a 1-2minute wait time for the next one to come, is there a way to increase the time between to about 20min?

Edited by A_Blunt_Rifle

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also gotliath86 i noticed u helped someone in another thread about the secop module only activated on radio request. Well... that command doesn't seem to be working for me. the secop doesn't come up after 60seconds with me hitting the radio, and also does activating it just turn it on and it will keep giving one after the other, or do i need to keep hitting the radio every time i want a new secop? Also if the secop is removed how to you keep the arty command to get arty and supply drop exc..?

or maybe you know of a way to increase the secop time between missions? such as once you complete a secop mission, instead of there being a 1-2minute wait time for the next one to come, is there a way to increase the time between to about 20min?

Hi, Blunt.

How about going here, or, here, or, ... . There is a sticky with the module info, too, and a search forum feature. - Usually, I do not advise as such, but this thread is long enough without derailing it. Let's keep it OT.

CYA

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In the upcoming version I've added the ability to call a rescue chopper if the Medevac Vehicle crash and some units still alive:

- The Medevac Vehicle crash; some units still alive;

- Start the normal rescue mission (optional) with the red marker on the player's map;

- When the player comes near the crash site all the remaining alive units of the Medevac join the player's group;

- The player receives a new action "call for rescue" that call another chopper (spawned at action started) that comes near the player; the player can order at some or all the units to mount the rescue chopper;

- When the player call 'Radio Delta' the chopper 'return to base' and all the units in it are deleted (even the chopper)

I accept suggestions on 'how to do' even when player orders at some units in its group to mount the Medevac Vehicle and RTB.

---------- Post added at 12:39 PM ---------- Previous post was at 12:09 PM ----------

Fixed: now the reinsert with mapclick is possible even if the helo is waiting for you to dismount (thanks CyOp!).

I can make the 'reinsert' option possible not only if the player return with the Medevac at FOB: the 'reinsert' option will be possible already at the beginning of the mission (only if you use the MM with the Game Logic) so, if the player start his mission in FOB, he can use the Medevac Vehicle to be inserted where he wants. ;)

What do you think?

---------- Post added at 01:03 PM ---------- Previous post was at 12:39 PM ----------

Added: now you can use the Medevac Vehicle like a transport vehicle:

when the Medevac arrive to your position you can mount it and use the option 'reinsert' to be inserted wherever you want not only to FOB. Remain the option to call Radio Bravo to send the Medevac with or without you at FOB.

Now the reinsert option is attached to Medevac Vehicle so you can use it even at the beginning of the mission, if you're in FOB, to be inserted wherever you want.

Edited by goliath86

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What do you think?

Coool! :bounce3: Outstanding job!

I finished a simple transport, and attack chopper, a couple of days ago. If I had known you were going to work on this right now, I would have waited. Man, I wish you would have gotten ALL my PM's!

Do you have an idea on a release date for the new version? I am just asking so as to know how much effort I should put in to testing the current version.

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Coool! :bounce3: Outstanding job!

I finished a simple transport, and attack chopper, a couple of days ago. If I had known you were going to work on this right now, I would have waited. Man, I wish you would have gotten ALL my PM's!

Do you have an idea on a release date for the new version? I am just asking so as to know how much effort I should put in to testing the current version.

I thinik to release the newer version in a couple of days ;)

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OK, I will test some today. :)

EDIT: That bouncing smiley is kind of annoying, huh? Especially when I see it quoted. I think I will stop using that.

Edited by CyOp

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How would I use this script in a mission without having the user download and activate the addon? Could I just put the scripts and sounds files in my missions folder and incorporate the unit_array.hpp into the Config.cpp?

thanks for this excellent addon

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How would I use this script in a mission without having the user download and activate the addon? Could I just put the scripts and sounds files in my missions folder and incorporate the unit_array.hpp into the Config.cpp?

thanks for this excellent addon

No is not possible to do like you said. There are some changes to do but if you want I can send you the 'script' version of the Module ;)

---------- Post added at 01:00 AM ---------- Previous post was at 12:26 AM ----------

In the upcoming version added the 'Abort reinsertion' action so if you have called a reinsertion for mistake or if you are in vehicle during a reinsertion and you decide to return to base instead disembarking at reinsertion point, you can call this 'Abort reinsertion' action.

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Goliath,

What is supposed to happen to the helo/medevac when it's destroyed?

We have the module sync'ed to a game logic and running on a "persistent" Domination server. When it gets destroyed we're not seeing it respawn.

Is there a way to have it respawn in that scenario?

Loving this mod! Everyone is pretty excited about it.

Thanks again!

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Goliath,

What is supposed to happen to the helo/medevac when it's destroyed?

We have the module sync'ed to a game logic and running on a "persistent" Domination server. When it gets destroyed we're not seeing it respawn.

Is there a way to have it respawn in that scenario?

Loving this mod! Everyone is pretty excited about it.

Thanks again!

When the helo explode it don't respawn anymore. I will look to see if I can make the 'respawn' option ;)

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Great idea, thx for your work!

Put it on our editing section at Assault Mission Studio.

dlicon.gif

MEDEVAC Module [0.995 beta2] by goliath86

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goliath

Question. Any way to make the helo fly around the pickup area instead of flying to a halt and waiting for smoke. As all know the AI have this tendancy to go sky high. Also tried it with the CH46 sea king floating around and it would never touch down. Was using it on a custom island so dont know where the problem would be. It would get to the LZ and hover about 10 ft off the ground.

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As all know the AI have this tendancy to go sky high.

We adapated the RAF CH-47 by Smiley Nick. The main reason I used this helo is for the flight model. The AI flies it nice and level and low (no "pendulum" maneuver to flare for landing).

RsUYGwgF1Zc

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@Thirdup: Thanks for the great video Thirdup! :D

@gunterlund: can you explain better when the problem is happened and the island that you have used? So I can check it ;) Thank you very much!

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@Thirdup: Thanks for the great video Thirdup! :D

@gunterlund: can you explain better when the problem is happened and the island that you have used? So I can check it ;) Thank you very much!

Thanks for the reply goliath. The island is a custom one that is unpublished. We are testing it at the moment. When the CH46 approaches the smoke it moves to the correct location where the smoke is but it never lands. It hovers about 10 feet off the ground. The troops disembarking end up doing a 10 ft jump to the ground. We can load and unload from the helo as normal but injuries can occur.

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