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cyop

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Everything posted by cyop

  1. Hello, idiot! :p I mean, Lexen. :) I'm new, too, but, welcome! (You know, come to think of it, not a single person here said, welcome, to me. I did get a 'generated' PM, though. :)) (I guess this will be locked soon. Heh.)
  2. In an extraction situation that was too 'hot' to actually accomplish, meaning, that would cause too great a risk to the inbound chopper, crew, and the troops trying to board, it would not even be attempted, so there would be no smoke at all. Otherwise, the ground troops would just be shit out of luck, at that time and area, and there would be no smoke to give away their posit. The red, in game, is merely to show that there is an enemy presence, or a potential for an enemy presence. It's simply a little more immersive. Obviously, the code could be written for the creation and use of dif color smoke, but why add all that work. It's fine like it is. But, goliath, I am sure, would consider that in the future, so that any smoke used would 'activate' the chopper to hover for extraction. In game discussion, it always irks me when someone says, IRL, but in this instance, just so you know... IRL, in regards to whether or not any smoke will be used, orders are given previously, before a mission, for the use of what color, for what 'situation'. It could be so low level as to be, simply, between a squad (leader), and the fire base that squad is operating out of. Consequently, a red color could very well mean the LZ is (supposedly) safe. EDIT: For my own benefit, I merely changed the sideChat to say... Pilot: This is Medevac, orders require smoke on LZ, COMPLY, OVER. Squad Leader: Wilco, smoking LZ, OUT. (But, right now, only using red will cause the chopper to approach for extraction.) That is not proper communication, but is short, and fits in the game just fine. Oh, yeah, last note... don't worry yourself about real life. You will just be, I guess, disappointed, or very relieved. ;)
  3. For instance, give a Corpsman an M16A4, he dies, reinforce with SecOp, he comes back with the M16A4, instead of the M4A1. Let me be clear... I want this to work with all units in my squad, no matter what their custom load-out. EDIT: Title.
  4. BTW, this does not have to happen through the SOM. I found something for ArmA, but not ArmA 2. Anyone?
  5. _player = _this select 0; _weapons = weapons _player; _magazines = magazines [color="Red"]_[/color]player; while {true} do { waitUntil !(alive _player); waitUntil (alive _player); {_player addMagazine _x} forEach _magazines; {_player addWeapon _x} forEach _weapons; }; Well, that might work with something like SP/MP Warfare, or maybe even in MP, for the player, but I wanted something for my squad respawns in SP that are reinforced through the SecOp. Thank you, though. I appreciate the reply. :) EDIT: Reference
  6. Just copy, close current map, open other map, paste.
  7. cyop

    Support

    (I am assuming you have a support waypoint attached the the support vehicle, because that is all you need.) The menu option you used to call them, go to the same menu after support is complete, and choose the option 'Done'. Attach support waypoint to vehicle, call support, give it a few seconds for H.Q. to respond, should receive a call saying support request is acknowledged, support comes, when support is complete, menu option 'Done'. Unfortunately, the vanilla editor support options in ArmA 2 are very limited. Once they arrive (if they even get to you), and support is complete, they will just sit around and wait for the next call. You can use an APC or tank, attach a support waypoint to it, group a support vehicle to that, use column compact as formation, set on aware or combat (they will drive differently to get to you, depending), then they have a better chance of getting to you. Also, there are scripts and modules you can use. Search will turn up some other options.
  8. I just used the word 'reload' 'cus that is what the menu says. (You do know I was just kidding you, right?) Whatever key you have set for toggle weapons, select smoke, then with your scroll wheel, or whatever key you have for select (I think), choose the red smoke with action key. Then it will be ready to throw.
  9. Does that mean waypoints for pilot AND gunners? EDIT: OK, I got your edit.
  10. Are all your waypoints set for just the pilot group? I guess I am going to have to extract the pbo.
  11. Ooops, goliath, I just edited. goliath, many times i will click on a road that seems like it has enough room for the chopper to set down, but it will go off the road and try and land in trees. Heh. I know that the original ArmA 2 code can be a little strange, so yes, a player will have to be careful where he clicks.
  12. 1. No... all you have to do is, use your 'toggle weapons' to select smoke, then 'reload' red smoke, then throw it. Just so you know, whatever smoke you have in your inventory first, with or without the MM, will be thrown. The MM does nothing in regards to what you mention. Load vanilla, and see for yourself. 2. Also, if you already have a red smoke in your inventory, you can select it, and be ready to throw, even before the MM asks you to throw smoke. Just do not throw it before the MM ask for the smoke. I, for one, have no prob with what you mention. I think you are just darn slow! :p EDIT: CyOp personal opinion. (Nothing more than IMHO.) 5. Pertaining to quote above... please, do the same with the reinsert and abort reinsert action notice/option. 6. Delete the forced middle position. Let the AI act 'normally'. 7. For the times a player wants transport only, you could have the module come to him with only the pilot and gunners. And to simplify, instead of insert or reinsert, it could just be an option to transport. TWO things this could do... one, for the transport only option, it would leave available room for 3 more units to be transported... two, the 'Transport' option could be available, just as the 'Call in Medevac' option is. When a player opens his menu/radio he could choose either one. Bug/s: 6. AI chopper gunners are still attacking static defenses, without engaging infantry. With no enemy static defense, same thing. 7. AI soldiers that disembark are not engaging enemy properly. 8. Pilot sideChat will tell player to dismount when unsafe, meaning, when the chopper is still at too high an altitude. 9. Call in Medevac, arrives, choose reinsert, player mounts, then orders squad/Corpsman to mount, sometimes, mouse click on map to reinsert no longer available. (I am going to test that further.) 10. Chopper will still take off and crash into trees. It needs to gain altitude before moving to next waypoint. Note/s: F. As you have done with the 'Call in Medevac' and the red smoke, are you doing the same with the reinsert position, to get the chopper to land at its insertion point more precisely? (Without looking at the code, I do not think you are.) Anyway, the chopper will sometimes try and land in trees. G. In regards to bugs 6 and 7, the pilot, gunners, and soldiers should always be in separate groups. This way, you will have better control over their condition. For instance, AI soldiers that dismount will engage enemy properly because they will not be set on the same (SAFE) waypoint behavior as the pilot. H. In regards to Blaunarwal's #2 above, goliath, you could request the smoke to be thrown a little sooner, before the chopper is actually scripted to wait for the smoke, to give the player a few more seconds to select. (You know, for the slow ones. ;) )
  13. With just the editor, you can make a separate pilot, then add gunners, to an empty helo. Then set the pilot waypoint to safe, and group the gunners and set them to engage at will in their init box. Try that. I know I have made that work, but, I might have used 'careless'. You can also try other things with the pilot, like, as mentioned, setCaptive.
  14. Who are you talking to? If you are talking to me, explain. ... Well, anyway, if you are talking to me, you are mistaken. There is no fastrope script of any kind in W0lle's sample mission. :p W0lle, thanks for the link. I still have not had a chance to look for it, so you saved me some time.
  15. W0lle, I did not clarify. I was asking because I tried to load your mission, but it was addon dependent, and would not load. I will go find the Norrin's addon. Thanks.
  16. cyop

    Secop help!

    Yeah, I have a bad habit of doing that. ;) What about the - 1 - . I have not researched that yet. Which mission, or if it will spawn a mission?
  17. W0lle, if the fast rope script is not very large, can you post the script, so I can just put it in my script folder. That way it would not have to be a 'dependent' addon. TIA. Or, is it just the current norrins script, that I can (find and) unpack?
  18. OK, I will test some today. :) EDIT: That bouncing smiley is kind of annoying, huh? Especially when I see it quoted. I think I will stop using that.
  19. cyop

    SOM - Activation

    Blunt, and in my post above, I did not mention to link the SOM to your player unit. (I just assumed you knew that. Sorry.) Link, not group, to the player unit.
  20. cyop

    Secop help!

    (I edited your code line.) [b]som1[/b] setVariable ["settings", [["ambush", "attack_location", "defend_location", [color="Red"]"destroy"[/color]], true, ["[b]Razor[/b]", ["[b]Razor[/b]"], "H.Q.", ["HQ"]], 60, false, 10, 1, [400, 700]]]; I thought where 'your' 1 is, was for the chance of WHICH mission would be spawned? I have to go research. Also, Blunt, the som1 is what goliath named his SOM (SecOp module). I just name mine SOM. But the line has to match the name of the module. You can just use the word... this ... in the place of a SOM name in the code line. Where Razor is, you can change that to a dif call sign, like Alpha, or Beta. I guess by now you have read the wiki, right? :) (EDIT: Typo.)
  21. Coool! :bounce3: Outstanding job! I finished a simple transport, and attack chopper, a couple of days ago. If I had known you were going to work on this right now, I would have waited. Man, I wish you would have gotten ALL my PM's! Do you have an idea on a release date for the new version? I am just asking so as to know how much effort I should put in to testing the current version.
  22. cyop

    SOM - Activation

    Blunt, if you just want the SOM to work, and no need for a radio call, like with using a trigger, just put the SOM module in your mission, then put something in it, like: this setVariable ["settings", [["attack_location", "escort", "destroy", "rescue"], "true", ["Alpha", ["Alpha"], "H.Q.", ["HQ"]], "300", "true", "1800", "0.4", [1500, 3000]]]; Read the info in the wiki about that each thing in that line means. For instance, the 1500 and 3000 is spawn distance for the SecOp missions. Oh, and name your SOM module.
  23. Just take the "reinforce" out of that line. Then test, kill one of your men (heh), the SOM should give you a radio call for a SecOp to reinforce. If it does not, you have something 'else' going on in your mission. I could not even guess without looking at it. You do have the SOM linked, not grouped, to the player, right? Anyway, you can make a dif radio trigger with: ["reinforce", true, SOM] call BIS_SOM_requestSecOpFunc; that is what I use because the SOM reinforce bugs sometimes. EDIT: Oh, your line you posted, I think it should be like this: [["tactical_airstrike", "transport", "supply_drop", "reinforce"], player, [true]] call BIS_SOM_addSupportRequestFunc; Again, though, you should not need the "reinforce" in there.
  24. cyop

    Secop help!

    Yes, good question. Is there something that can just be put in the unit init box?
  25. Hi, Blunt. How about going here, or, here, or, ... . There is a sticky with the module info, too, and a search forum feature. - Usually, I do not advise as such, but this thread is long enough without derailing it. Let's keep it OT. CYA
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