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goliath86

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Posts posted by goliath86


  1. Outstanding!

    Thanks again!

    You're welcome!! :D

    ---------- Post added at 07:53 PM ---------- Previous post was at 07:48 PM ----------

    In few hours the next version (with the permanent "reinsert" option) will be out ;)

    For the Medevac respawn you have to wait..I'm still working on :cool:

    ---------- Post added at 08:46 PM ---------- Previous post was at 07:53 PM ----------

    New version updated to 0.995 beta 3:

    New Feature:

    - Now you can use the Medevac vehicle to be inserted, by simply click on the map, from the beginning of the mission. You can even abort the reinsertion whenever you want.

    Changelog v0.995b3:

    - Fixed some little bugs

    - Added: ability to use the "Reinsert" option form the beginning of the mission when near the chopper

    - Added: ability to abort the Reinsertion and RTB

    - Changed: now the chopper don't RTB if the corpsman die. In this way you can still use the "Reinsert" option


  2. Another option might simply be setting damage to false for both the helo and pilot.

    This is very simple to do:

    1. Extract the .pbo file

    2. Search in the folder "Mia" the script named "unitCreation.sqf"

    3. At the end of the file insert these two lines:ù

    MM_CHOPPER allowDammage false;
    MM_PILOT1 allowDammage false;
    

    3. Recreate the .pbo file and substitute the old one

    That's it! ;)

    BTW in the next version there will be a "respawn option" :D


  3. 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 ;)


  4. 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.


  5. (I edited your code line.)

    [b]som1[/b] setVariable ["settings", [["ambush", "attack_location", "defend_location", [color="Red"]"destroy"[/color]], true, ["[b]Razor[/b]", ["[b]Razor[/b]"], "H.Q.", ["HQ"]], 60, false, 10, 1, [400, 700]]];

    I thought where 'your' 1 is, was for the chance of WHICH mission would be spawned? I have to go research.

    Also, Blunt, the som1 is what goliath named his SOM (SecOp module). I just name mine SOM. But the line has to match the name of the module. You can just use the word... this ... in the place of a SOM name in the code line.

    Where Razor is, you can change that to a dif call sign, like Alpha, or Beta. I guess by now you have read the wiki, right? :)

    (EDIT: Typo.)

    thanks for the correction CyOp! ;)


  6. 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 ;)


  7. 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.


  8. you just put this line in the init line of the SOM module (named itself 'som1'):

    som1 setVariable ["settings", [["ambush","attack_location","defend_location","destroy"], true, ["Razor", ["Razor"], "H.Q.", ["HQ"]], 60, false, 10, 1, [400, 700]]];

    the last numbers are:

    - 60 seconds = initial delay before the FIRST mission come out

    - autoReinforce (if a unit/s in your squad die, then HQ will send you another one unit/s) = false

    - 10 seconds = delay between SecOp missions

    - 1: random chance to spawn a SecOp mission (1 = 100%)

    - [400, 700]: min and MAX distance a mission will spawn from the player


  9. The above method will start the Secop Manager at the trigger's activation (in my example at Radio Alpha activation). On Radio Alpha it will create a SecOp object and initialize it with few parameters. The SecOp Manager will start to 'spawn' missions every 60 seconds (you can change this number) and you don't need to call Radio Alpha every time to call a SecOp. You can also set the SOM variables to make it give you only the support options (artillery, transport etc.). In wiki you can find a complete explanation of the SOM and all its parameters :D


  10. 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 ;)


  11. 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.


  12. 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


  13. big question, once i download the new version, how to i replace it with the old version? just throw away the old folder or is there an un-installation process that needs to take place?

    Delete the older @Medevac folder and replace it with the new one. Then put the folder 'userconfig' (that you can find inside '@Medevac') in your arma 2 main directory ;)


  14. Hi guys!

    New version available on the first page:

    Changelog (v0.995 beta 2):

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

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

    - Added: Try to 'force' landing on Medevac choppers

    - Added: Make a unit_array.hpp file instead the currently unit_array.sqf file to be in line like all the other ArmA2's MODs

    - Added: sounds by Thedog88 that can be ativated or not via the unit_array.hpp file

    - Changed: if you use the Medevac Module without the Game Logic synchronized to it, you can put, in the mission editor, a marker named MM_MKR1 so the chopper (or vehicle) will spawn (and disappear when it return after the Medevac action) in that position instead the default position (at the bottom left of the map). In this way you can make a faster Medevac arrival.

    - Changed: new module's icon

    - Changed: now if you return at FOB via Medevac with your squad you don't lost it and you can make a reinsertion via the Medevac. In this way you can return via Medevac at the base to heal or rearm and then be reinserted via Medevac with your mates.

    !!IMPORTANT!!

    Now you have to put the userconfig folder, that you can find inside the @Medevac folder, in the arma 2's main directory; then you can edit the unit_array.hhp file to change the array and to activate/deactivate sounds

    Credits:

    Thanks CyOp for the idea and support

    Thanks DMarwick for the supprt and tranlsation in sidechat text

    Thanks Thedog88 for his incredibly sounds

    Thanks to the community!!!


  15. Solved some many bugs and little improvements. Now the chopper make landing properly even if under fire or if in combat behaviour.

    When the chopper crash and start the rescue mission, in the sidechat are communicated the map grid coordinates of the crash site.

    ---------- Post added at 08:07 PM ---------- Previous post was at 07:00 PM ----------

    Solved: Strange behaviour when chopper is under attack when it is landed near the player

    Solved: Problems if you mount the MM chopper and then call the RTB radio

    Added: Try to 'force' landing on Medevac choppers

    Solved:

    5. Helo... hit by AA, Corpsman dies on impact when bailing, sideChat says, Corpsman, dead, Medevac RTB. Of course, the chopper cannot RTB, it is down.

    ---------- Post added at 09:00 PM ---------- Previous post was at 08:07 PM ----------

    Changed: now if you return at FOB via Medevac with your

    squad you don't lost it and you can make a reinsertion via

    the Medevac. In this way you can return via Medevac at the base to heal or rearm and then be reinserted via Medevac with your mates.

    ---------- Post added at 09:07 PM ---------- Previous post was at 09:00 PM ----------

    Added: Make a unit_array.hpp file instead the currently unit_array.sqf file to be in line like all the other ArmA2's MODs

    ---------- Post added at 09:13 PM ---------- Previous post was at 09:07 PM ----------

    Changed: if you use the Medevac Module without the Game Logic synchronized to it, you can put, in the mission editor, a marker named MM_MKR1 so the chopper (or vehicle) will spawn (and disappear when it return after the Medevac action) in that position instead the default position (at the bottom left of the map). In this way you can make a faster Medevac arrival.

    ---------- Post added at 09:39 PM ---------- Previous post was at 09:13 PM ----------

    New version is near to come with all the above improvements. ;)


  16. what do you mean by pay attention to the unit_array.sqf im not to familiar with the files and such kinda new to adding mods. i downloaded it and put the folder in the arma2 folder where the other mods go and put the name in the short cut. can u explain or is there some guide i can read to see how to properly get a chopper/hmmwv to come help? .......OH and does the medevac come to the position you called it from or will it move with the player if the player decides to move?

    There's a file in the @Medevac folder named unit_array.sqf..open it with a text editor and modify the first element of the array MM_WEST_ARRAY:

    MM_WEST_ARRAY = ["HMMWV_Ambulance", "FR_OHara", "USMC_Soldier_Pilot", "USMC_Soldier_Pilot", "USMC_Soldier_Pilot", "USMC_Soldier_GL", "USMC_Soldier_MG"];
    

    it is "HMMWV_Ambulance" and change it to "MH60S" or any other vehicle you want..

    This array structure permit to use every vehicles and units a player wants in his mission :)

    The Medevac comes near the player even if this moves to another position..;)

    ---------- Post added at 11:31 PM ---------- Previous post was at 11:29 PM ----------

    Great work the "Medevac" addon, Goliath86

    It should be great if converted for Arma1 !... too

    I'd like it so much!

    Greetz

    Hi Aloha!

    Sorry but I haven't ArmA 1 so I can't convert this addon for ArmA 1 that even don't support Modules like ArmA 2..I'm sorry :(


  17. how long does it take for the chopper to arrive. i placed the module and synced it to my player in the editor, then once in the game i tried to call for it and i never saw the chopper or vehicle arrive i waited about 5-10minutes and nothing. how can i fix this?

    Pay attention to the unit_array.sqf file: for default there is an HMMWV Ambulance for medevac and not a chopper so, probably, in your mission was spawned that ambulance and not a chopper..:)


  18. Hi guys!

    Now I'm busy to eliminate all bugs presents in the Module..after that I will adjust the unit transport..the 'delete' option that is present at the moment is only for testing purpose..

    For now I'm rewriting the landing procedure of the chopper..at the moment it will land very near and precisely to me (even if in city)..but I need to adjust some more this feature..

    @CyOp: if I send you the current code it will don't work because of all the changes I'm still apporting to it and not already finished. Thanks for the support!!

    @Blaunarwal: thanks for the report. I know this bug and I'm trying to fix it

    @DMarwick: thanks for the support and bug report

    Thank you all guys for the support!! :D

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