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panther42

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Everything posted by panther42

  1. Enhanced MMA Air Support Console… REQUIREMENTS LISTED BELOW Designed for use with MMA script suite. Mandoble’s MMA Air Support Console is one of the best for custom configuration. I have taken this a bit further, and have customized the options available, and added some new ones. This is a highly modified MMA Air Support Console tailored for US use, which features the following: Pre-built and easily customized options for Air Assault, Reinforcements, Reinforcements with vehicle(new), Evacuation, Vehicle Supply, Ammo drops, and more. (Can be changed to your side of choice). NEW - If you want ground reinforcements or assault missions delivered with the MV-22, well you’ve got it. Customized code using Mandoble’s own mando_land script(edited). NEW - Reinforcements now available with a vehicle delivered also. Reinforcements will mount vehicle, and then join the players goup. Available for jump missions or landing.(select Jump or Land on ASC). NEW - Integrated PXS Satcom into the ASC. (must have script folder or addon) NEW - Integrated LDL armed reconnaissance UAV into the ASC (must have script folder or addon) Option for LDL rotating AC-130 via console setup NEW - Added scripting to deter helicopters from flying past your location before landing NEW - Added checks for best suitable location for landing missions(I previously had helicopters landing on buildings) NEW - Added global variable mando_airsupport_pack, to enable adding backpacks to weapon crates(this was a request some time ago from someone using Invasion 1944) Escorts added to missions(Helicopter gunships and Fighter Jets) NEW - Jump mission units now use edited mando_chute script. This enables units to land within a specified distance from the LZ, not scattered for miles… If the direction of plane is into the wind, the paratroopers can utilize the wind to help guide their descent. US Helicopter crews filled according to correct vehicle role via pre-built configuration. Crews use DaveyGary’s Helmets and maxillofacial shields(If you use the advanced test mission) Default test mission requires the following: Combined Operations & BAF Mando Missile ArmA for Arma 2 by Mandoble CBA: Community Base Addons for A2, OA and CO AC130 Script by LurchiDerLurch Satellite view (SATCOM) by PIXEL ART STUDIO Advanced test mission requires the mods listed above plus: daveygarys Rangers with ESS Tactical Sunglasses and backpacks Tier One Operators by McNools Marine Special Operations Command (MARSOC) by Meatball0311 USAF CSAR Units by Soldier2390 Australian SOTG – Commandos by Sabre Desert Patrol Vehicle (DPV) released by EMERY (if you already have it…) OH-58 Kiowa Warrior by southy US Army Blackhawks by yurapetrov US Navy Seahawks by YuraPetrov CH-47 Reskins by SyNcRoNiCzZ USEC CH53E by Rocket Boeing/SOAR MH-47E by konyo Boeing B-52H Stratofortress "BUFF" by Gnat TF86 Navy SEALs Pack by ardvarkdb F/A 18 Super Hornet by John_Spartan & Saul AH-64D Apache Longbow by Nodunit & Franze Provided test mission ONLY includes files written by me, and edited MMA files. LDL AC130 and PXS Satcom are NOT included. You can run these as script folders or @mod IMPORTANT! Make a backup copy of mando_missiles/mando_bombs/mando_airsupportdlg.sqf and mando_missiles/includes/mando_airsupportdlg.h Options below are (an array of [key, value]). Parameters are tagged/labeled, which makes reading code easier and the order of the parameters doesn't matter - see ASC_options\p42_ASCoptions.sqf KEY ----------------------VALUE TypeMission – “amâ€, “evâ€, â€pa†, “reâ€, “rvâ€, “ve†– am(ammo), ev(evac), pa(airborne units), re(reinforcement), rv(reinforce w/vehicle), ve(vehicle) TypeINF – airborne assault infantry type TypePA – airborne assault, reinforcement, reinforce w/vehicle, and vehicle request “jump†type aircraft TypePAL – airborne assault “land†type aircraft TypeAM – type of aircraft for ammo supply missions TypeAMbox – type ammo box – default is mando_airsupport_type_ambox TypeAMboxName – ammo drop name given in my_console_setup TypeAMmagz – ammo type(s) to be added to ammo drop crates TypeAMweap – weapon type(s) to be added to ammo drop crates TypeAMpack – backpack type(s) to be added to ammo drop crates TypeEV – type of aircraft for evacuation missions TypeVE – type of aircraft for “land†vehicle supply missions TypeVeh – type of vehicle delivered during vehicle supply missions TypeRE – type of aircraft for “land†reinforcement and reinforce w/vehicle missions TypeREinf – Reinforcement infantry type TypeRVveh – vehicle for Reinforcements w/vehicle missions TypeRVinf – Reinforcements w/vehicle infantry type Example: [["TypeMission","pa"],["TypeINF","US Paratroopers"]]execVM "ASC_options\p42_ASCoptions.sqf"; This will set the airborne units to US Paratroopers. TypeINF, TypeREinf, and TypeRVinf can also be changed using your own array of units: [["TypeMission","re"],["TypeREinf",[ "FR_TL","FR_AR","FR_GL","FR_Marksman","FR_R","FR_Corpsman"]]]execVM "ASC_options\p42_ASCoptions.sqf"; Pay attention to Reinforcements in my_console_setup. Regular reinforcements are: [["TypeMission","re"],["TypeREinf",_item]] Reinforcements w/vehicle are: [["TypeMission","rv"],["TypeRVinf",_item]] I have also labeled reinforcements w/vehicle (rv) with the vehicle name at the end: "BAF Supt (Jackal)" mando_airsupport_opt5_array = ["MH-6J Littlebird","UH60M","UH1Y","AW159 Lynx BAF","BAF Merlin HC3 D","CH47F"]; must match this: case "MH-6J Littlebird": in my_console_setup which must match this: case "MH-6J Littlebird": (in p42_ASCoptions) Look through the files to see what I mean… "Jump" missions are best suitable for 270 - 310 ingress min alt - you can try others
  2. maybe Foxhound can change the Armaholic page, as it references installing this on A3... and some joker left a bad rating since it doesn't work in A3...some people
  3. Show us what you have in your init.sqf and description.ext (in spoilers with code tags please...) What Mando initialization message are you looking for? No TV camera option? What type of plane/helicopter are you in?
  4. panther42

    What AI mod are you using?

    Well, I would say since you have not made this available to the public(at least I cannot find anything) it doesn't count anyway. Why make a poll which includes options no one else can use? I have been waiting ChrisB for you to release something...;)
  5. What "Lynx" are you talking about? The AW159_Lynx_BAF(Wildcat AH11) in game? yourUnit moveInTurret [yourHeli,[0]]; The information you supplied is not very helpful...
  6. women cannot drive in A2/OA... several threads if you care to Google Feature #4062 Females unable to hold weapons/drive vehicles
  7. _qoR, unless something has changed(I don't use this function), see this post from Moricky: BIS_fnc_UnitPlay
  8. post using the advanced with code tags. Whatever is in the code{} will run if the switch returns "true" Show us your addaction or however you are calling this script... Are you using -showScriptErrors? or was the above just format error from the forum?
  9. I figured he did, but wanted those who were newer to scripting and reading this to be aware of the "TAG's" (I've seen several dialog's with your ICE tag in them...good way to keep track of your work) No problem _qoR. That's what we're here for.
  10. Is that BIS_fnc_param in A2?? On a side note...the TAG in the function name is supposed to be your TAG(like p42 for me), not just the letters TAG. There was an OFPEC TAG database, but since OFPEC has been offline for sometime, no one knows which ones were taken. It was a good initiative. I only say this because I've seen many scripts/functions with the letters TAG left in it...
  11. Pass the menu item in the addaction arguments to the script which gets called. Then do a switch...do for the passed argument. something like this: this addAction ["Recruit Dopey","scriptX.sqf","Dopey"]; or this addAction ["Recruit Sleepy","scriptX.sqf","Sleepy"]; scriptX.sqf: Is that what you mean?
  12. You don't need a "name" for your truck. You already have a reference you can pass in your addAction arguments. and then in your detonate script:
  13. You are overwriting the reference(name) of the first goat created with the same reference(name) for the second goat...Goat1
  14. for one, you have the command wrong... it's countEnemy, not enemyCount hint format ["%1", guy1 countEnemy list trigger1];
  15. Another option. Check out this mission: Old MacDonald's Farm Adventure by Rough Knight There are several scripts used in the mission to move animals around, etc
  16. A long shot, but I remember Kremator asking in this thread: Heart of the action .... how could I visualise a battlefield to know the 'front'? and I believe Rydygier came up with some demos. Might be of some help for you...
  17. This thread may be of some help: Making Sheep Sprint
  18. units is a group or object command. either use: {_x setskill ["general",0.99];} foreach HDef1crw; - return is an array with the units or {_x setskill ["general",0.99];} foreach units HDef1grp; - return is a group reference
  19. take a look again at BIS_fnc_spawnvehicle... Return Value: Array - 0: created vehicle (Object), 1: all crew (Array of Objects), 2: vehicle's group (Group) Waypoints are assigned to groups. You need to use HDef1 select 2 HDef1grp = Hdef1 select 2; waypoint stuff here... And your setskill should also be on the units of the crew/group, not the returned array
  20. Was this fix ever released? I may have missed...
  21. OpenRear this animate["Ani_Ramp",0]; LevelRear this animate["Ani_Ramp",0.4]; CloseRear this animate["Ani_Ramp",1]; should work with all but the (fixed ramp) version. Let me know if you have problems... panther 42
  22. panther42

    The all new: Ask a moderator about the forum & rules

    disregard, thank you
  23. check out KK's blog: ArmA: Building Bridges
  24. eggbeast, this download is no longer available, and I believe Wolffy.au refers to the MIP. I'm currently looking at the code in MSO, which I believe is based on the MIP work. Here's a couple of suggestions: 1. Use only one or the other, this setVariable ["demography", ["UNSUNG_C",0]] in the LocationLogicCityCenter, or this setVariable ["townsFaction",["UNSUNG_C"], true] in the Alice2 logic init field. The "demography" variable will override the "townsFaction" variable if it exists. If you want to use BIS_alice_mainscope setVariable ["townsFaction",["UNSUNG_C"], true], you'll need to wait until BIS_alice_mainscope exists... 2. Get rid of the empty array in your townlist: Here's a couple of decent posts which may offer some help: Super Simple Ambient Civilians on any map Clayman - ALICE and SILVIE modules working on a custom island And Wolffy's patch request: Patch Submission: ALICE2 fixed on Chernarus/Utes
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