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Rough Knight

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Everything posted by Rough Knight

  1. Rough Knight

    [CAMP] Carrier Operations - Duala

    The GPS/INS console in my scripted version appears as a standalone action. This is not quite the same as the way it was originally achieved via the Avionics menu, but it's going to do the job. I assume the module activation will be back where it belongs once Meatball and Co add it back into their actions scripts. I hope to get some more time on this tonight, perhaps after some Valentines day duties ; ) Thanks Rough Knight
  2. Rough Knight

    [CAMP] Carrier Operations - Duala

    Gday bud, I have found a way around the missing GPS\INS console thanks to somehelp from [FRL] Myke. I believe Meatball will be adding the GPS/INS console back into the vehicle in a future update. Either way, I have that base covered now. I would like to keep MMA as an optional addon thanks to it's flexibility this is possible. If you could do me favour, let me know if you try the new version of the F18 if you get a cfg error concerning the planes machine gun. I get this regardless of whether the plane is just in the editor or in my campiagn, so I believe it is addon related. I think Meatball is also looking into that one. I havent tried to add a magazine to the turret as of yet however so I am not sure if that is a show stopper or not as I havent got that far : P. Thanks Rough Knight
  3. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi DaMan3, I would recommend waiting until the next version. ATM the campaign will not work with version 2.1 of @Mar_2MAW as some of the classes etc are different. The 2.1 update is very welcomed however, if I can work around a few litttle issues an update should be out in a few days. I know I said that last week but time has been tight and quite a lot of work to the campiagn has been done. I also decided to try add a little more ambience to the Nimitz deck. There are some other issues, I am not sure atm why by default the F18 does not like to give its m162 some ammo. I think it is a config issue with the f/a-18 addon. In saying that I have not tried to add the ammo manually. At a future date I will try to add some more combat ambience, probably not for this update however. Thanks Rough Knight.
  4. Thanks Myke, I wrote a script to get around the issue using the code you provided so thanks very much for your help. gpsins.sqf //Script to enable GPS/INS system for a GLT_Missilebox enabled vehicle. //Initiated by trigger with- // condition: (vehicle player != player) && !(vehicle player getvariable ["GLTGPSINSACTIVE", false]) && ((vehicle player) isKindOf "Air") //activation: (vehicle player) addAction [("<t color=""#FF9D00"">" + ("GPS\INS System") + "</t>"), "gpsins.sqf", [(vehicle player)], 0.95, false, false, "", "(isengineon _target) && ((player == (driver _target)) || (player == (gunner _target)))"]; private ["_vehicle"]; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _args = _this select 3; _vehicle = _args select 0; //Set a variable on the plane so multiple actions do not appear. if (!(_vehicle getVariable ["GLTGPSINSACTIVE", false])) then {_vehicle setVariable ["GLTGPSINSACTIVE", true, true];}; //Initiate GLT_GPSINS console. createDialog "glt_airgpsmfd"; _vehicle addAction [("<t color=""#FF9D00"">" + ("GPS\INS System") + "</t>"), "gpsins.sqf", [(vehicle player)], 0.95, false, true, "", "(isengineon _target) && ((player == (driver _target)) || (player == (gunner _target)))"]; //remove the action. _gen removeAction _id;
  5. Rough Knight

    F/A-18 Super Hornet

    Hi Guys, Cool, that is awesome news Meatball. By the way I am getting this error occasionally with the F/A-18, I am not sure if you are aware of it but you get a pop up dialogue that is kind of intrusive when it appears. I am not sure if it is my mission end or your addon related. Thanks Myke, Edit: I just saw your message in your Missilebox thread, I will try this workaround which may save me a lot of work writing an onMapSingleclick script. Not too mention the GPS console looks very nice rather than a map that just pops up : ) It sounds like in the long run this won't be an issue anyway as the console may be added back in at some point. Thanks all Rough Knight
  6. Rough Knight

    F/A-18 Super Hornet

    Hi guys, thanks for the replies and more so thanks for your hard work with this addon. Would your plan be to keep it removed from the "Avionics" or was it an accidiental ommission. There are a lot of weapons in the GLT-Missilebox suite that are dependant on the GPS\INS targeting system i.e: GLT_Moabs, GLT_GBU39, GLT_GBU53 etc. I will just have to make MMA an addon requirement if you decide to leave the GPS/INS system out of the Avionics, so I do have aworkaround although it was nice that MMA was optional. Thanks heaps. Rough Knight
  7. Rough Knight

    [CAMP] Carrier Operations - Duala

    Sorry guys there is a bit of a hold up with the campaign update. Trying to work out an issue with JDAM targeting ATM, I have flung a couple of enquiries out to those who know much more than me to try work out whats going on with the GPS/INS guidance system with the v2.1 of MAR_2MAW. Otherwise a few ore little tests to go then I'll send it out. Here is the current changelog: v1.1 | 10-Feb-12 * Updated to use Meatballs v2.1 F/A-18. * Updated to use Meatballs USMC fighter pilot\crew chiefs and Helicopter Pilots. * Added two new missions just before the final campaign mission. [F/A-18 recon mission and a combined marine\ F/A-18\ AH1Z mission to blow up stuff found in the recon mission]:D * Changed: Mission5 player is now pilot when flying and marine team when on the ground [auto-Teamswitch] * Changed: Mission5 added custom CAS [AH1Z] script to help [optional to use- called via radio] * Changed: Mission6 option to use AH1Z or littlebird. Extra optional objective + more e units called if player uses AH1Z. * Fixed: Mission7 Extraction action sometimes doesn't appear. * Fixed: Mission7 Extraction helo destroyed means objective failure. * Fixed: Mission7 - POW could sometimes die before he was rescued * Fixed: All missions, extraction helicopter will now land on Nimitz deck rather than hover above it. * Fixed: All missions, Plane wobbling on takeoff, and Nimitz crewmen feet who where partially sunken in deck on certain missions. * Added: All missions, Workaround to falling through Nimitz deck in some cases. * Fixed: All missions, insertion\Extraction crew Chiefs don't engage the enemy. * Changed: mission8 NV weapons for Marines. * Changed: mission10 NV weapons for Marines. * Changed: All missions, MH-60 now used instead of littlebird for insertion and extraction. Script improved. * Changed: All missions, dead body cleanup to leave playableUnits and campaign specific characters. * Changed: All missions,AI no longer use afterburner on takeoff. * Changed: All missions, Dip on launch of AI aircraft takeoff added. * Chanmged: All missions Script fix to stop pileup of planes on Nimitz deck if inital plane is still on Cat#1 and a wingman is requested. * Changed: all missions, removed disableUserInput true in briefings to hopefully stop uncontrollable camera drift. * Fixed: Wincing could be heard in campaign's final cutscene. There may be some other changes I have missed, but that covers the main ones. That mar_pilot addon has caused the issue before. @MAR_2MAW already has the pilots included, so try turn the pilot addon off. Your first post suggested you where not running that addon however. I haven't tried this with ACE yet as I don't use it other than for some MP servers that run it as a requirement. Maybe you could tell me when you get it working if there are any issues. At this point, I don't intend to implement ACE anyway as I want the addon list as short as possible.
  8. HI Myke, Thanks for your hard work with your many addons. I am not sure where you find the time to do it all. The v2.1 of Meatballs f/a-18 doesn't seem to show the GPS/INS system under "avionics"when you add the GPS weapons to an aircraft. Would you have any idea if this is a missilebox issue or an F/A-18 issue? I didn't seem to have this issue with v1.8. I am not sure how missilebox is implemented from an addons makers point of view, so I guess the question comes from there. My "Carrier Operations - Duala" relies on the GPS/INS system for a number of it's missions Is there any other way you know of to show the action for the GPS/INS system if this is indeed an addon problem? Any guidance at all would be much appreciated [excuse the pun] :D Thanks Rough Knight aka j_frost
  9. Rough Knight

    F/A-18 Super Hornet

    Hi Guys, Is anyone else seeing the issue where the GPS\INS system is not showing up in the Avionics menu? This function is critical to my campaign, but I can't seem to work out why it is not working. GLT_missilebox wasn't updated to my knowledge, so I am not sure if it is my missions and weapons scripting or the F/A-18 addon causing the problem. Thanks Rough Knight.
  10. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi Guys, A new version of Meatballs F/A-18 will mean the campaign will be broken if you use it before my campaign is updated to v1.1. I am at work but will try get an update out tonight as the v2.0 of the F/A-18 fixes many of the bugs that where unresolvable by me. ie..aircraft actions disappearing ifyou don't access them before starting the planes engine. I knowthese updatesare very important, so I will try get an update out ASAP. Hi AVFC, This will be because of one of two reasons. 1). You are using the new V2.0 update of meatballs F/A-18. Everyone will currently have this issue if you use that version of the plane. I will update the campaign hopefully later on tonight when I get home from work. 2). You are usingthe MAR fighter pilots addon which you would need to disable. Thanks Rough Knight
  11. Rough Knight

    F/A-18 Super Hornet

    Cool. Thanks Meatball. I can't wait to try this out in my Carrier Operations Campaign. Thanks for your hard work.
  12. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi Guy's, Yes Navy Blues was just an idea to add some variety to the missions. I guess it adds a challenge to actually sink them the way it currently is. Trouble using a harpoon would be to lock on to the ship. As mentioned it is just a static object so it has no side. I actually have no idea why you can not lock onto the weapons of the ship easily, something wierd going on perhaps their proximity to the static object [or their attachment to it.] Maybe trying to setpos the weapons instead of using the attachto command may fix the issue, I think it is something wierd like that. Anyway I did always intend to tweak that mission, not sure if it will be this update but maybe a later one. Thanks Rough Knight
  13. Rough Knight

    [CAMP] Carrier Operations - Duala

    Thats good to know, I didn't realise that. There are a couple of different loadouts by default on the deck and in Nimitz's hanger. I take it you know how to rearm CaptnCrunch? If anyone can suggest some weapon combinations that may be usefull or prefered I will be happy to add them to the aircraft or tweak the existing loadouts to better suit the missions. What conclusion did you end up coming to with the Navy Blues mission Muahaha, should I alter the default loadout for that mission? By the way, welcome to the BI Forums CaptnCrunch: ) Thanks Rough Knight.
  14. Rough Knight

    [CAMP] Carrier Operations - Duala

    hi Guy's, I am still working away on this. The latest changes as per the suggestions are as follows: * AH64D replaced by AH1Z, you where right this chopper is more inline with naval\marine ops. * Mission5: you now auto teamswitch into the marine insertion team to find and protect General youmis. You teamswitch back into the pilot once all your team reboard the chopper after you call for extraction. * Added the ability to call air-support (ah1z) in mission 5 [rescue General Youmis] * Ambient planes will now do a slight dip after launching off Nimitz before climbing. * Ambient planes no longer use afterburner on launch off Nimitz. Thats about all to add ATM. Pretty substantial changes for mission5 which have been pretty involved. Being the marine team you can also better defend the outpost, so I think this change is good thanks for the advice guys. I am still not sure about when the release is ready, as I need to extensively test it to try not introduce any new bugs. Thanks Rough Knight.
  15. Rough Knight

    [CAMP] Carrier Operations - Duala

    You have some good idea's there Muahaha as per usual : P As far as the night missions go, the destroy the camps mission takes place at night, which is tactical from an infantry point of view as well as a pilots POV. In the marines camp destuction mission, you can try go in quietly to place satchel charges on the armour, or go all guns blazing. The infantry at the camp is asleep, (which you can see through TI scope), so I would advise not waking them up which will make your job easier. In this mission with the F/A-18, getting a visual at night on empty armour is sometimes hard (task does not complete until all armour at each camp is unusable\destroyed) so it may also need some tweaking. This update has taken ages, because I wan't happy with the insertion and extraction helo scripts. They will literally land ontop of tree's if you tell them to (the helos) so I was trying to find a way around that using the selectBestPlaces command. It's like it doesn't recognise Duala's tree's however as it doesnt often return a better position than the currently selected pos which is deliberately placed in the middle of a bunch of tree's : P I was trying to keep the missions pretty light, I guess thats why I didnt implement to many skirmishes. It was one of the issues with "Day at the Airbase" that the mission was pretty heavy on the machine. I'll see what I can conjour up though.
  16. Rough Knight

    [CAMP] Carrier Operations - Duala

    Thanks for that info Muahaha, perhaps I should change the default aircraft loadout WDYR? I have been working on the next update which features two new flying missions plus incorporates many changes and fixes. Features: * New recon mission in the F/A-18 to find hidden enemy camp's stockpiling the molations last armour reserves [takes place just before the Gotdafti assasination mission]. * Mission to destroy the camp's featuring playable marines, ah-64 and F/A-18 (auto teamswitch on objective completion). * finally found out how to fix the shaking AI aircraft that launch off the carrier. * Mission6 (littlebird) added the option to use the AH-64 instead. Tweaked the enemy to suit. I will try work on some deck action as CyclonicTuna mentioned to add some atmosphere. I think this will be a little limited however, because Ai don't know they are on an aircraft carrier and a very unpredictable in their movements. I would like to throw a third new mission in there for all the flyboys...any idea's anyone? I hope I can have the update ready by or on the coming weekend. Thanks Rough Knight.
  17. Rough Knight

    [SP] Day At The Airbase (A2 / AO)

    Hi Mate, Lol I can't take credit for the airbase, that was built by Ei8ght and can be downloaded here. I did nearly finish a new update for this mission, but have been busy with my Carrier-Ops Duala campiagn. Yeah, he did an awesome job. I made a few mods to allow planes to land because some of them clip the barriers at the end of the runway. He may have resolved that in the new version 1.0 however? Thanks Rough Knight.
  18. Rough Knight

    I am Legend

    Looks awesome mate as usual. Dl'ing as we speak, I can't wait to play it :) Ta Rough Knight
  19. Rough Knight

    [CAMP] Carrier Operations - Duala

    You have some good points there Tuna my old mate. I will try and implement some more missions perhaps if time permits into the next version. I have an idea for this which shouldn't be to hard to implement. I will see what I can do. I don't have a problem changing this mission up a bit, the reason for this mission was carrying on from the previous mission it didn't make sense to rescue General Younis, then leave his rebels to fend off the Molation Army on their own by just abandoning them apon returning back to USS Nimitz. It a tricky one to implement well however. For a start I will remove the ability for a BMP to spawn, and perhaps add a troop insertion task to the mission as they could help take out any vehicles that come along. The Littlebird would then be used to fend off infantry alone. Littlebirds are a part of naval Carrier operations, therefore i still want to involve the MH-6J somehow. It's just a pity its a bit under-armoured. Thanks Rough Knight
  20. Rough Knight

    mac_noswear available

    Thanks mate, I will use this if my kids are around for sure. Ta Rough Knight
  21. Rough Knight

    [CAMP] Carrier Operations - Duala

    Gday Wiki, You did the job the hard waybut at least you got the job done however:p. To use the GPS\INS Guidance system for the JDAM's is the following. You can actually see it in use by watching on the first page of this thread [from about 35 seconds in].1). Activate the "Avionics" menu in your plane. [it pays to activate the menu before you start your planes engine, because I think an addon bug causes it to disappear if you miss this step] 2). Select "GPS/INS System (GLT)". 3). Zoom in on the map position of where you want to drop your JDAM [make sure to zoom right in for accuracy]. 4). click on the position. 5). Select "Mark" on the top left of the Front panel display of the GPS system. 6). Select JDAM bombs by whatever key you have assigned. 7). Fly to position and target the GPS position. It will display as GPS/INS. 8). Drop bomb and see what happens :bounce3: Thanks again Muahaha for making that video. It serves another good purpose in this case :D Awesome. It nice we can all enjoy each others creations : ) Thanks again Rough Knight.
  22. Rough Knight

    [CAMP] Carrier Operations - Duala

    Gday mate. I made it foggy because even with cloud cover, the night sky seemed too light for the searchlights to be realistic. I was hoping the fog factor might be overlooked a little. I will have a play withthe settings. Really? AI skill level has not been touched so it should be default settings from the editor. You using any AI addons, or any of the latest beta patches? For some reason when you have NV on, for scope goes black when you look through it. Typically it clears, although I am not sure if this is what is supposed to happen. I was trying to keep players away from the compound and take long range shots at the searchlights so the helo insertion is at least a bit of a challenge. I will look into it for the next release because it is a bit annoying. Yeah, I am not sure what causes this, but I have randonly seen it. It may be associated somehow with "disableUserInput True". I will see if I can isolate the problem. Thanks for the feedback and I will try to address some of your concerns. Rough Knight
  23. Rough Knight

    [CAMP] Carrier Operations - Duala

    Haha, thanks. I don't know about that, but I am glad you enjoyed it mate. :) That is exactly the right initiative to take. If those trucks get to were they offload the re-inforcements, it will make your task pretty difficult because the troops will sorround the hideout then attack it via one of my scripts. Here is how I tackle the mission. It is a fairly tactical mission. I didn't make it easy, because otherwise there would not be much of a challenge. perhaps it needs some tweeks though, as you are not the first one KBK who has been a little frustrated with that particular mission. Throw up some idea's to me and I'll see what I can do. I am always open to suggestions ;) Thanks Rough Knight
  24. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi guys, I have a new update for the campaign which hopefully addresses most of the issues that where reported plus some that I found along the way. As per usual, please leave any feedback particularly of any issues found so I can address them. Thanks Rough Knight
  25. Rough Knight

    [CAMP] Carrier Operations - Duala

    Press and hold [Left Shift] then press [keypad -] release them together then type "endmission" minus the quotes. I am working on a few things hopefully I will have the next update either later today or tomorrow. Thanks Rough Knight.
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