panther42
-
Content Count
779 -
Joined
-
Last visited
-
Medals
Posts posted by panther42
-
-
Very nice work NightIntruder. Where is the location of the Nimitz/flight taking place? Looks like you're flying over a sewage lagoon... :)
-
alexboy, are you running mando_missileinit.sqf?
The script which defines the detectable missiles(mando_detmissiles) is mando_detectables.sqf which is executed from mando_missileinit.sqf
Also...
mando_detmissile, which is added to the mando_detmissiles array, is defined in mando_missile.sqf
-
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
-
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
-
hi, i would need some help to get the mando script suit working.I followed all the instructions from the .pdf included.
when i start my misison i can only see the MMA Score. but no mando initialization message and no TV camera option.
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?
-
-
Our group plays using KAI now.Prior to that we played using a mix (smart ai, in sig), which is a mix of some of the mods mentioned in your poll.
It would have been better to put an option 'Other' as a choice in the poll too.;)
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...;)
-
i cant find any info in the support documentation from the Lynx developer.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...
-
women cannot drive in A2/OA...
several threads if you care to Google
-
_qoR, unless something has changed(I don't use this function), see this post from Moricky:
-
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?
-
I don't recall the parameter function in Arma2. I think he used TAG because he was posting an example. In any case, I'd use a function as tryteyker suggested since the code will most likely be ran at any given moment, multiple times.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.
-
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...
-
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:
_recruit = _this select 3; switch (_recruit) do { case "Dopey": {do whatever here}; case "Sleepy": {do whatever here}; case "Happy": {do whatever here}; };
Is that what you mean?
-
You don't need a "name" for your truck. You already have a reference you can pass in your addAction arguments.
private ["_unit", "_id"]; _id= _this select 2; _Unit= _this select 1; BombMaker_N = getpos glbuilding nearestObject 272072; BombMaker_C = getpos glbuilding nearestObject 33531; hint "vehicle spawned"; BombMaker_N removeAction _id; _BombTruck_N = "Ural_TK_CIV_EP1" createVehicle getMarkerPos "TruckSpawn_N"; _BombTruck_N setDir 120; _Unit addAction ["<t color=""#FF0000"">" + "Detonate Truck Bomb", "Truck_Bomb\Detonate_Truck_Bomb_N.sqf",[color="#0000FF"]_BombTruck_N[/color]]; sleep 1800;
and then in your detonate script:
_truck = _this select 3; "ACE_PipebombExplosion" createVehicle getPos _truck; hint "boom";/// verify script runs
-
// spawnpos is my marker _spawnPos = getMarkerPos "marker_1"; // the animal belong to which side ""WEST", "EAST", "GUER", "CIV"" _group = createGroup West; // spawn the animal at my pos [color="#FF0000"]Goat1[/color]= _group createUnit ["Goat", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; // hide the created marker "u can use this line in ur init.sqf too "marker_1" setMarkerAlpha 0; _spawnPos = getMarkerPos "marker_2"; _group = createGroup West; [color="#FF0000"]Goat1[/color]= _group createUnit ["Goat", [_spawnPos select 0,_spawnPos select 1,1], [], 1, "FORM"]; "marker_2" setMarkerAlpha 0;
This will spawn two goats at two markers but this trigger, set to "repeatedly" will only move one goat (the second one spawned):
Con: player distance Goat1 < 3
Activ: Goat1 domove detposATL barn
You are overwriting the reference(name) of the first goat created with the same reference(name) for the second goat...Goat1
-
for one, you have the command wrong...
it's countEnemy, not enemyCount
Right, so I still dont get why using this codehint format ["%1", guy1 enemyCount list trigger1];
my returned number is alway 0.
I created a group of enemies in the area of trigger1 and let guy1 move towards them, expecting it returns 3 or 4 when guy1 detected them.
hint format ["%1", guy1 countEnemy list trigger1];
-
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
-
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...
-
-
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
-
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
-
AusSnipe73 has fixed the wheat and hesco issues, new version coming soon.Was this fix ever released? I may have missed...
-
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
where can you get the color colors that you can use in the game ie #ff0000 = red.
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
AVIBIRD 1, here's one more for you. I found in a post somewhere on these forums(I have in an email to myself, just didn't bother to look, as I have the page bookmarked)
Image modification online
I've used for images, but useful for returning rgb and html values. Use the color picker towards the bottom.