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panther42

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Everything posted by panther42

  1. ADuke, the part of mando_airsupportdlg.sqf which creates both planes is this: _planes = []; for [{_i = 0},{_i < 2},{_i=_i+1}] do The part of your console script which only adds to the one helo is this: _helo = vehicle (leader _group); then _leftgunner moveInTurret [_helo, [0]]; //this only addresses the vehicle _helo, which is the first one. I think what needs to be done is something like the following: Oh, and you declare _copilot, but I don't see it used... I am by no means a scripting guru, but this could be a step in the right direction
  2. So, you must be using the MMA addon version with the modules placed on your map?
  3. ADuke and adam, the single aircraft call could be implemented like this post for creating only one AC-130: Single spectre Since the aircraft was already created as Mando states... Otherwise, in the mando_airsupportdlg.sqf, is there a CALL_GUNSHIP? I'm not at home, but can look tomorrow and see what I can find. Should be a part of the code i=0, for {i < 2} {i = i + 1} or similar? I call all of my different aircraft/ammo/reinforcements etc via using the same structure: case "XXXXX": { []execVM "bla bla bla here.sqf"; }; Which allows me to quickly change out different case calls. Maybe I'm doing this wrong, but it allows me to call the aircraft, load with the pilots and gunners I want(Identity), and create escort fighters or helicopters depending on the delivery vehicle or whether jump/land were selected. I could post what I have, but I use all kinds of addons for troops/aircraft/identities etc. I have also built in the ASC the use of LDL uav and LDL ac 130 scripts for a little change. I also use the sattelite view (SATCOM) addon via the ASC. If you are interested, I could post some code of what I use... ADuke, what exactly do you mean by adding crew members to the second gunship...I have never had problems with both gunships attacking. Maybe I'm not understanding the purpose? What type of gunship are you using?
  4. Theopolus, glad you got it working. There are some other values you can try changing using the mando script version in mando_airsupportdlg.sqf. Open mando_airsupportdlg.sqf and search for CALL_AMMO. Scroll down to this section: if (alive _plane) then { for [{_i=0},{_i < 2},{_i = _i + 1}] do { [_plane]spawn { private["_plane", "_para", "_box", "_pos", "_weaps"]; _plane = _this select 0; _pos = _plane modelToWorld [0,-6, -6]; _para = "ParachuteWest createVehicle [0,0,0]; _para setPos _pos; _box = mando_airsupport_type_ambox createVehicle [0,0,0]; _weaps = ""; if ((count mando_airsupport_magz) > 0) then { _weaps = "clearMagazineCargo this;"; { _weaps = _weaps + format["this addMagazineCargo [""%1"", %2];", (_x select 0),(_x select 1)]; } forEach mando_airsupport_magz; }; if ((count mando_airsupport_weap) > 0) then { _weaps = _weaps + "clearWeaponCargo this;"; { _weaps = _weaps + format["this addWeaponCargo [""%1"", %2];", (_x select 0),(_x select 1)]; } forEach mando_airsupport_weap; }; if (_weaps != "") then { _box SetVehicleInit _weaps; processInitCommands; }; while {(getPos _para select 2) > 2.5} do { _box setPos (_para modelToWorld [0,0,-2]); _box setVectorDir (vectorDir _para); _box setVectorUp (vectorUp _para); Sleep 0.002; }; _box setDir 0; _box setPos [getPos _para select 0, getPos _para select 1, 0]; }; Sleep 3; }; }; I have highlighted the following which you can test. for [{_i=0},{_i < 2},{_i = _i + 1}] do....this is the amount of ammo crates, change the number 2 to your desired amount. _para = "ParachuteWest" createVehicle [0,0,0];...You can try different parachutes here. Sleep 3;...this is the delay between ammo crates. Higher number may give the first crate time to get away from the delivery vehicle. ---------- Post added at 00:04 ---------- Previous post was at 23:59 ---------- By the way, has anyone seen or heard from Mandoble??? His last post in this topic was back on 11/21/11. I hope everything is alright. Happy New Year to everyone!
  5. panther42

    Help with landing UAV

    I think I have found the culprit. When using COSLX, with slx_uav, the UAV does a perfect touch-n-go everytime. Without slx_uav, the UAV crashes before the runway. Here is the readme: "SLX_UAV: Changes UAV to be more usable and less likely to crash. Press the marker key to set the laser designator on a target, and wait for the UAV to line up for targeting and firing. Click on the map to turn off the laser and set the UAV to fly somewhere else for observation. Dependencies: None." I will work on getting it to land by trying the setFuel 0 when altitude is <5 and see how it works. Thank You
  6. As the title states, I am trying to get a UAV to land after using all ordnance. I am spawning the UAV via Radio trigger, named uav1, and using Mando Hellfire UAV camera to control it. At this time I just have it set up to be controlled from the front gunner seat in a SOV. Better control, lock on targets, etc... After I have spent all ordnance, I have a radio trigger, "uav1 landAt 1"(Takistan South airport). Problem is, the UAV comes in, touches down, and takes off again. Is there any way to make the UAV land, so I can reload the hellfires, or will I have to use one of the scripts to reload while flying over the airport? Thank You
  7. I really like this one: Chopper/aerial taxi script by Norrin. Also a possibility is this one: Medevac Module by goliath86. You can configure the medevac with the type of chopper and loadout. You can use as extraction/cargo also.
  8. panther42

    Help with landing UAV

    Well, as the first post states, I did try the landAt command... Planes will come in and land, then taxi and take off again. The UAV just touches down, then immediately takes off. I will try adding the setFuel option suggested by F2K Sel. Thanks for your responses.
  9. panther42

    J.S.R.S. 1.5

    Jarhead, just wanted to say thank you for this mod. I was using Chammy's sound mod, and thought I'd give this one a try. After installing your mod, I noticed all conversations between troops are now "over the radio". I really like this, it adds a lot to the atmosphere... If this wasn't from your MOD, forgive me. It is the only sound mod I have loaded. I didn't notice while using Chammy's. Thank You, and Happy New Year.
  10. I had the same problem when reinforcements were sent in via paradrop from a helicopter. Three fourths of them would die because their chutes were caught up. I don't know if its the backwash from the rotor, or the close proximity to the bird which messes up the chutes. Maybe a combo of both. I ran into this while dropping supply(ammo) via helicopter also, as the helicopter hovers above your position. I didn't have the problem anymore after changing the supply and paradrop to C130J. I use Mando's chute script in the console for my reinforcement paradrop. Gets them to land where I want, and not all spread out over the country side. I can do some more testing, as I haven't tried in a while.
  11. I know you stated no scripts, but if you change your mind, try this: Super Easy Artillery fire script Or this one: Artillery script for sporadic fire Here's some more info on what The Hebrew Hammer was talking about with UPSMON: UPSMON Artillery module
  12. you might want to change the waypoints with regards to the vehicle spawned then... I added this: // Spawns Vehicles // if (_vehicles == "LandRover_MG_TK_INS_EP1" or _vehicles == "LandRover_SPG9_TK_INS_EP1") then { _spawn = [mySpawnPos, 300, _vehicles , East] call bis_fnc_spawnvehicle; _car = _spawn select 0; _cargrp = _spawn select 2; // Spawn Waypoint // _wp1 = _cargrp addWaypoint [wppos_1, 1]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointCombatMode "RED"; _wp1 setWaypointBehaviour "AWARE"; _wp2 = _cargrp addWaypoint [wppos_2, 1]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp2 setWaypointCombatMode "RED"; _wp2 setWaypointBehaviour "AWARE"; } else { _spawn = [mySpawnPos, 300, _vehicles , Civilian] call bis_fnc_spawnvehicle; _car = _spawn select 0; _cargrp = _spawn select 2; // Spawn Waypoint // _wp1 = _cargrp addWaypoint [wppos_1, 1]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointCombatMode "BLUE"; _wp1 setWaypointBehaviour "SAFE"; _wp2 = _cargrp addWaypoint [wppos_2, 1]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp2 setWaypointCombatMode "BLUE"; _wp2 setWaypointBehaviour "SAFE"; }; Which makes the East spawned groups attack me as a Bluefor player. Otherwise, the waypoints were set as CombatMode "Blue". Maybe Twirly has a better idea, or this is not what you were after...
  13. I guess the waypoints work both ways, as mine are working as: // Spawn Waypoint // _wp1 = _cargrp addWaypoint [wppos_1, 1]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointCombatMode "BLUE"; _wp1 setWaypointBehaviour "SAFE"; _wp2 = _cargrp addWaypoint [wppos_2, 1]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp2 setWaypointCombatMode "BLUE"; _wp2 setWaypointBehaviour "SAFE";
  14. Twirly, yeah I caught that. I run the showscript errors. You must have posted at the same time I was editing my post before yours...:)
  15. I tested this by adding: nul = execVM "scripts\random_vehicles.sqf"; to my init.sqf. also need to fix _wp1 setBehaviour "SAFE"; and _wp2 setBehaviour "SAFE"; to: _wp1 setWaypointBehaviour "SAFE"; _wp2 setWaypointBehaviour "SAFE"; The vehicles spawn, but there are no crew assigned to these vehicles to move them...Apparently these vehicles have no default crew. ---------- Post added at 07:13 PM ---------- Previous post was at 06:45 PM ---------- I didn't have any other civilians on my map. :o As soon as I added one, seems to be working fine. I will test the multiple spawns now. Seems to work just fine. I changed the sleep time to 15 just to speed things up. Make sure you place a takistani civilian or another taki vehicle(not empty) on the map somewhere. This is the script I'm using: // Random Vehicle Spawner // // Made by: 42nd|Bigshot // // Spawns vehicles with civilians and gives them a waypoint to drive too. // waituntil {!isnil "bis_fnc_init"}; private ["_vehicles", "_spawn", "_car", "_cargrp", "_wp1", "_wp2"]; if (!isServer) exitWith{}; while {alive player} do { mySpawnPos = getMarkerPos "spawn"; wppos_1 = getMarkerPos "wp1"; wppos_2 = getMarkerPos "wp2"; // Array of Vehicles // _vehicles = ["Ikarus_TK_CIV_EP1", "Lada1_TK_CIV_EP1", "Lada2_TK_CIV_EP1","LandRover_TK_CIV_EP1", "VolhaLimo_TK_CIV_EP1", "hilux1_civil_3_open_EP1", "S1203_TK_CIV_EP1", "SUV_TK_CIV_EP1", "Ural_TK_CIV_EP1", "V3S_Open_TK_CIV_EP1", "Volha_1_TK_CIV_EP1", "Volha_2_TK_CIV_EP1"] call BIS_fnc_selectRandom; // Spawns Vehicles // _spawn = [mySpawnPos, 300, _vehicles , Civilian] call bis_fnc_spawnvehicle; _car = _spawn select 0; _cargrp = _spawn select 2; // Spawn Waypoint // _wp1 = _cargrp addWaypoint [wppos_1, 1]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointCombatMode "BLUE"; _wp1 setWaypointBehaviour "SAFE"; _wp2 = _cargrp addWaypoint [wppos_2, 1]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp2 setWaypointCombatMode "BLUE"; _wp2 setWaypointBehaviour "SAFE"; // Force Vehicle to Move // (driver _car) doMove (getPos _car); sleep 15; }; Only problem with this, is you can end up with a butt load of vehicles. Maybe the For _i loop with a limit on the count would work better. However you want to do it...
  16. A couple of things: I would add the following to your code: waituntil {!isnil "bis_fnc_init"}; Second, I don't know if you can check this line: while {alive _this} do on an invisible helipad? Maybe so if it is considered a building... Maybe just an while {alive player} do You could try a count to spawn by adding the following: for "_i" from 1 to x do { _spawn = [mySpawnPos, 300, _vehicles , Civilian] call bis_fnc_spawnvehicle; }; Where x is the number of vehicles you want to have spawned
  17. Do you want this to continuously spawn civilian vehicles? Or just up to a certain count?
  18. yes, I think the waypoints will only move if you assign a group name, and have the group move. something like: _cargrp = _spawn select 2; and then _wp = _cargrp addWaypoint [(getmarkerpos "waypoint"), 0]; _wp setWaypointType "MOVE"; _wp setWaypointCompletionRadius 30; _wp setwaypointCombatMode "BLUE"; _wp setWaypointBehaviour "SAFE"; ---------- Post added at 12:42 AM ---------- Previous post was at 12:39 AM ---------- or you can use this script by Demonized, and change to your needs: // ------------ markers mySpawnPos = getMarkerPos "carspawn"; wppos_1 = getMarkerPos "wpq"; wppos_2 = getMarkerPos "wpz"; // ------------ group spawn v1 = [mySpawnPos, 001, "Ural_INS", east] call bis_fnc_spawnvehicle; // Name the vehicle and group. _car = v1 select 0; // vehicle spawned. _cargrp = v1 select 2; // group of vehicle so waypoints work. hint "assigning waypoints"; // ------------ waypoint assignment wp1 = _cargrp addWaypoint [wppos_1, 1]; wp1 setWaypointType "MOVE"; wp1 setWaypointSpeed "FULL"; wp1 setBehaviour "Careless"; wp2 = _cargrp addWaypoint [wppos_2, 1]; wp2 setWaypointType "MOVE"; wp2 setWaypointSpeed "LIMITED"; wp2 setBehaviour "Careless"; // use domove on first wp to start moving if not moving. (driver _car) doMove (getPos _car); // if this line works delete below line, else delete this line and remove // in front of next line. //(driver _car) doMove [(getPos _car select 0)+5, getPos _car select 1,0]; // use this line if above does not work. hint "waypoints assigned exiting script"; // dont use exit in sqf because it will exit on its own once it reaches the end. from this post: Vehicle spawn with waypoints by Demonized
  19. I would think, if you state: _wp = _spawn addWaypoint [(getmarkerpos "waypoint"), 0]; _spawn setWaypointType "MOVE"; _spawn setWaypointCompletionRadius 30; _spawn setwaypointCombatMode "BLUE"; _spawn setWaypointBehaviour "SAFE"; you would need to change to: _wp = _spawn addWaypoint [(getmarkerpos "waypoint"), 0]; _wp setWaypointType "MOVE"; _wp setWaypointCompletionRadius 30; _wp setwaypointCombatMode "BLUE"; _wp setWaypointBehaviour "SAFE"; make sure your marker position, named "waypoint" is placed on the map.
  20. panther42

    AC-130 Script for ARMA2 (0.3)

    Any chance someone can tell me how to get the UAV to fire the hellfire missles? I have tried the addon version and script version. With the addon version, I have added the LDL AC-130 init, Call UAV, and both the AC-130 gl's. The AC-130's work great. The UAV seems to be working fine, but whenever I fire a missle, the count goes down, but nothing is launched from the UAV, and nothing blows up on the ground. I am using the latest Mando Missles with MMA XE Autolaunch. I have added and removed the MMA gl's from the mission...nothing I have tried with/without ACE. Thank You
  21. Check out this link to see if is what you are looking for... Chain of Command or this from the same thread: High Command Extensions
  22. panther42

    Seahawk Addon By YuraPetrov

    I tried spawning on the Nimitz, everything from 17.5 to 22 ASL. None worked. Also, just tried landing, and once the engine is shut down, she starts bouncing.
  23. panther42

    Seahawk Addon By YuraPetrov

    The bouncing effect may be fixed if landing on the carrier, I have not tried it, but I cannot get it to spawn without bouncing...
  24. Have you checked out this addon to see if it works for you, or you can get some ideas from it? American Law Enforcement Vehicle Pack
  25. Maybe this one can give you some ideas... American Law Enforcement Vehicle Pack
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