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ozzyt109

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Everything posted by ozzyt109

  1. tried reading the documentation but can't work it out. how would you go about spawn group until "seized by blufor"? essentially a framework for a CTI? apologies if i missed it in the docs
  2. ozzyt109

    VTOL Insertion issues

    think i managed to make it work by using a condition with Limitspeed on the VTOL, before the land command, i cant rember what speed it was though but it allowed me to force the VTOL to go to "helicopter mode" before landing. I'll post my code snippet when i get home form work
  3. Boerstil, any chance of a sample mission of that, can't get it to work
  4. Airfield Support Author: Ozzyt109 Version: 2.1 Download link http://www.2shared.com/file/0XdRs8le/Airfield_Support_v21.html http://www.armaholic.com/page.php?id=15157 http://imageshack.us/photo/my-images/685/arma2oa2011082017390193.jpg/ http://imageshack.us/photo/my-images/691/arma2oa2011082017385721.jpg/ http://imageshack.us/photo/my-images/8/arma2oa2011090710342124.jpg/ Brief This script pack adds multiple support features for the player to use. the features include: -Helicopter Transport -Helicopter Gunships -CAS(autonomus/JDAM/Strafe) -Medevac (actual extraction) -Supply convoy -Ammo Drop -Vehicle Drop -Engineer Support -Artillery -Recce's it also add some squad commands -Assault Position -HC assemble/disassemble CSW's -Assault house -Clear Compound Change log 2.1 added cas strafe fixed compound clearance modified vehicle drops recce based of LOS Actual extraction in CASEVAC 2.0 added dialogs added spawn mode added house assault added compound clearing organised folder bug fixes Installation merge the mission with your own and copy the scripts across SPAWN MODE in the editor there will be a logic called jetspawn. set the first variable to true to enable spawn mode if there are no other jets. How To use the communication menu(0-8) to access the features this will open a dialog box, input the required grid (8 figure grid refence), for transport and medevac choose landing type remember green smoke to land red to abort. I tried to make the dialog easy to use. most of the squad command is mapclick / cursor point. assault position is have the croshairs over a position then execute the command (0-8-2-1) this will initiate the assault, recommend puttion the selected units at the end into engage at will. assault house is the same as assault position however you need to have the assaulting party selected before issuing command. compound clearing is simlar to assault house - select assault team - send order - map click center of compound - action menu stack up behind me ( gets every one immediately behind you) - entry point (red or green) red if member of assault team has satchel charge green if not. point croshairs and entry point and then send action - breach and clear, send it wait 5 seconds and blow the wall if red, enter the compound via enrty point. - clear house, point at house and select - all clear removes all actions special note the extraction of crew is autonomus just meet up with the crew and use the action request extraction to send a extraction helicopter I'm not Brilliant at describing what the process is as it has evolved to my requirements so if you have any issues with things not working as they should let me know on the BI forums thread and I will resolve ASAP Issues stobe landing not fully tested Thanks to [GLT]Myke Das Attorney Kylania Draper Mandoble Morten for his dialog tool SAoK for LOS Scripts many others for insperation and example scripts that I learned how to use commands from
  5. ozzyt109

    Airfield Support Package

    cheers. i'll start looking into them. with the markers my intention was to have them all hidden however some older scripts still referenece markers. i'll have a play and see what i can do.
  6. ozzyt109

    Airfield Support Package

    there are quite a few hidden marker in the extreme top left corner. the support scripts use quite a few of these. have they been copied across. i have the fallujah map will try at home
  7. ozzyt109

    Airfield Support Package

    yes you can jjust change teh vehicle however, you will have to go into the scripts and change the ammo type given to the mlrs before fireing to a compatable ammuntion.
  8. ozzyt109

    Airfield Support Package

    Version 2.1 on Front page. no opfor yet. US is done
  9. ozzyt109

    Airfield Support Package

    Wow its been a while. quick update on my progress. Version 2.1 New Features. - los based recce (got all of them working in a seperate test, just need to implement) - A10 strafe (works with any stock jet and most addons) - reworked medevac (more real based of extracting rather than fixing insitu) US army, Takistan Army versions. (hopefully) I plan on releasing this weekend I know I have said that a few times now but I had recently lost faith inthe game after a load of dead ends. however Arma 3 is awesome and I want to start implementing where possible. As such after this weekend I am going to start trying merging and will only release minor hotfixes to the Arma 2 version. With this change of track I hope to correct issues faster than I have currently and thank you all for the support provided. Anyway Im off climbing wish me luck for a weekend release
  10. ozzyt109

    Airfield Support Package

    hi guys sorry recently got a new job which has taken a huge amount of time. to remove british weapons you need to remove the init from the player or the start.sqf. cant remember off top of head. wiith the grid references, i use 8 figure grids with x in first box, y in second for example 0911,1042 is roughly central on map(dont quote game not open) where as 091,104 is only 91 m east of left hand corner and 104 m north. hoping to get some work on the recce script done this weekend (got ground working, and am relatively happy with the way other currently work, but want to experiment a little more) for a release soon. after such i think i will just be doing minor tweaks with arma 3 looming. i'll check whats happenong woth secops, i had this issue previously but thought i'd managed to get rid of it. with coloured smoke, i want to implement a proper system for landing things including lz by flares (bit of a pipe dream) i am tempted by smoke designated airstrikes but dont trust the AI to be accurate enough when i can't get away that quick, with regards to breaching, discoverd the issue and will be fixed in next release. i appologise for teh lack of communication recently, been busy at work (need to hire more guys) and this is teh first weekend i've got off in 4 weeks. also apologise for bad english, been a long week and need some rest. Ta ozzyt109
  11. ozzyt109

    Airfield Support Package

    to play alone you need to remove the init from the player or the start.sqf. cant remember off top of head. recce works differently for different types, for heli, jet or uav just put the grid in the first boxes. for ground the first point is the lz ( heli move recce team to that loc and flys back), the second grid is the op ( the place where the recce team moves to and reports known enemys). new version coming soon which will work differently specifying an op and an area to watch for ground and optional for helis, jets will work in same way, but i'm implementing new commands
  12. ozzyt109

    Airfield Support Package

    may have some delays, the ai drag and carry side is good to go, now however my chopper doesnt want to take off. working on solution and aim for release asap.
  13. ozzyt109

    Airfield Support Package

    ta panther. the casevacs working well my end, slight issue with testing, cant seem to get any of my guys injured, (just having to shoot them in the legs). its looking good for release by end of next week. (no promises though).
  14. ozzyt109

    Airfield Support Package

    new version is in the making, testing bugs. im gonna try and make a different system to get helicopters to land to try to solve issues, new features: -actual casevac - cas strafing - reworked landing system (WIP) - reworked JDAM - Reworked Recce system using new commands - potential airtransport artillary (pre WIP) the casevac system has taken a bit of priority atm. it includes the AI (yes AI) grabbing wounded (unconscious or hit in legs) and loading them into vehicles. ATM this uses an ace functions but im trying to remove an error if ace isnt used. JDAM is being redone as i dont like the accuracy of the current system. strafing is working but i cant garuntee accuracy ( i guess that relatively real) hoping to get this out before 28th as i start a new job then so may be off modding for a little while as i settle in to aid this if anyone knows how to detect if ace if running please let me know Ozzyt109
  15. ozzyt109

    Airfield Support Package

    yer it is on my end as its a relatively new feature (started working on the recce side and did some experiments at night and noticed the lights) it shouldnt make a massive difference though. marek what other addons are you using, is it transport, medevac or both, does the auto land option work at all
  16. ozzyt109

    Airfield Support Package

    thats part of the code. it allows them to fly at night without the aircraft lights on.
  17. ozzyt109

    Airfield Support Package

    not sure what the issue was. find attached latest version of the LZ.sqf and medevac.sqf just replace teh contents with the new script file located in Airfield_Support_Scripts\CHIN lz.sqf medevac.sqf
  18. ozzyt109

    Airfield Support Package

    are you selecting a landing mode(auto,smoke or strobe) last update added in these options. will check later to see if issues with code. as a update im working on a rejig of the dialogs to make them more user friendly and adding lots of new options for cas. i have a working gunrun/strafe script that seems to be pretty accurate that i want to implement. also with the new LOS commands ive just got a better sytem for detecting if ai cansee something so the recce side will be better by only reporting visible rather than whole groups. also working on a better medevac system than just medic out to you. want to do something like wounded soldiers have to go back to base to heal but havnt had time to implement yet.
  19. ozzyt109

    Airfield Support Package

    unfortunately it doesnt work mp as it refers to player alot, future updates will fix this
  20. ozzyt109

    Airfield Support Package

    x would be 0540 y would be 1170, ( ive used 8 figure grid references as they are more accurate)
  21. ozzyt109

    Airfield Support Package

    Update released see first post for details. Enjoy and let me know if anything doesnt work Ta Ozzyt109
  22. ozzyt109

    Airfield Support Package

    Hi guys, just an update here, i hope to put the new version up tomorrow along with a demo mission to demonstrate all the features, i just need to run through it myself once more to ensure minimal bugs. added features include: -Dialog control (start practicing getting grid references quickly) - better more realistic vehicle drops - clear building - breach and clear compound - spawnable jets as an option for maps without airports jsc yes you can use it, the scripts you need are damage.sqf and extract.sqf see the triggers near the hangers to see how to set it all going, as a note it may not work well with jets as the marker is created at the point of damage so the helo/jet will continue to fly till it hits the ground, i like it this way as its last known contact with the aircraft and relies on an actual search. UPDATE not going to release today discoverd major bugs in jdam system when spawning jets, need to work on it.
  23. sorry to revive the thread, is this released as I would like to potentially use it in a mod im working on as a recce pod.
  24. ozzyt109

    Airfield Support Package

    hi guys as mentioned in a PM to Dondaddah new version coming soon. just need to test it to make sure the ai isnt stupid flying near enemys. thank god for disable FSM. not sure on an eta but it will include dialogs, mock house clearance and possible jet/heli spawning (for smaller maps)
  25. ozzyt109

    Airfield Support Package

    i can transfer it across to chern if you want, planning on making a taki, chern, and zarg versions for east and west
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