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Draper

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Everything posted by Draper

  1. stringtable.xml wasn't moved over, 99% that fixes the invisible action menu. As for crashing at start, usually means the init is not firing for the script, so check that you copied really copied every line in the init.sqf over.
  2. Helmut this looks really good. I've been trying to use other addons like Norrin's fastrope and RAV lifter to use ropes in my support assets scripts, but they always look clunky being rigid all the time. A couple questions along those lines... Would you ever consider adding animations to the addon so that someone can look like they're fastroping? (Something like Norrin's) And do you know if using multiple ropes attached to the same object (i.e. lifting and carrying a humvee at four corners) would work just as well to have a load sway around. (Something like RAV lifter)
  3. Draper

    RUM Assets

    Thx Grimfist I will try to keep working on this. I might have just messed up the library array for the aircraft there since I thought it worked when I had an aircraft go from start to finish for a whole mission. (I dont have it in front of me) Hopefully, I'll try to get an update out this weekend. I was slightly delayed by trying to add in a whole new feature and it was behaving badly, but I think I get it just functional for a release. I'm adding a supply function so that helos can drop ammo crates, vehicles, etc. via paradrop or sling load (using ACE OA Core or RAV Lifter). I was hoping to also have it work for C-130s but that will have to wait bit longer.
  4. Draper

    RUM Assets

    That can be a problem and I don't think I've attempted anything yet to deal with that so I'l get on that. As for respawn is it just helos or is it all aircraft? Would help me narrow down the issue, hoepfully. Targeting can be manipulated by having the gunners be in a separate group with pilots in safe mod and gunners on alert, but I did that so something isn't working. From what I gather these are transport helos trying to engage infantry and not going on their predetermined flight path, right? This may be fixed by setting the pilots to the lowest setting of regard for danger, I'll have to double check if I did that. The AI aren't all that smart and all I've done so far was work with their waypoint danger modes, but some FSM would have to be made to make them react differently in battle.
  5. Ok, the discontinuity probably came from you dieing. In sendTrans.sqf it should have something to skip through he script if you die in order to delete things, but that probably failed. Marker names are named the same because it assumes only one option is allowed to go through at a time. So thats why the attack helo went there. Might be the problem here... Line 103 of sendTrans.sqf is the following... waituntil {(!IPheloAS) or (landed)}; change too... waituntil {(!IPheloAS) or (!alive _man) or (landed)}; As for double action me have you changed anything from the example I gave to incorporate it into the MSO? Or were you hosting it in MP on a non dedicated server (hosted from your game)
  6. Draper

    RUM Assets

    So the RUM Assets gives the pilot and crew a search & destroy waypoint, so I think it shouldn't be to hard to write a script where via action menu and a map click (or maybe where ever the pilot is looking at through the sights, maybe?) it creates a waypoint at that location. From an addon perspective you may be able to write a FSM which changes the pilots actions while a player is in the gunner seat.
  7. Draper

    RUM Assets

    I'm not sure what Sickboy end up doing but maybe the script still needs to change some. currently it does this... _ap1 = (getArray(configFile >> "CfgVehicles" >> typeOf _heli >> "ACE_RopeAttachment")) select 0; so if that doesn't work then a... if (isNil ("_ap1")) then {_ap1 = (_heli getVariable "ACE_RopeAttachment") select 0}; after the first line of code might rectify it. Give that a try in the RUM\THel\fastropes\ACE_draw_fastropes.sqf if your up to it. I'll d/l RKSL helos and give it some testing too.
  8. Draper

    RUM Assets

    Thx DaveP for getting that update, also let me know if you come up with good rope positions for those addons and then I can include them in the scripts to help out people in the future.
  9. Draper

    RUM Assets

    Ok here might be one problem, in ACE fastroping, it requires a variable be set to the vehicle which determines where the ropes go, so some 3rd party addons may not have them defined. (with norrin it is also class based but I was able to put a default in, i'll try making a default for ACE as well) http://ace.dev-heaven.net/search/ace_sys_fastroping ace_sys_fastroping >> Fast roping >> notes should give you an example of the variable that is needed. I think you don't have to edit the addon itself as it says but instead do a this setVariable [ACE_RopeAttachment,[[coordinates in model space],[plus a second rope]],true]; in its init field and it should (cross your fingers) work. (Something to add to the novella of a readme later) RUM_THel_invisibleH = true; is that variable I forgot to leave out and will be sure to fix next round. That will make the landing exact. The smoke system is an interesting idea. I'll have to try that out. As for your game, sorry it spoiled it but on the bright side you were extracting so if you lost your weapons swimming its no big deal :)
  10. Draper

    RUM Assets

    I think I'm past hours now, may have saved you days, lol. I haven't tried a TvT, but in theory I think you could run RUM_settings.sqf locally to have different settings for each client, so in the init.sqf put.. if(side player == WEST) then {[] execVM "RUM_Settings_west.sqf"}else{[] execVM "RUM_Settings_east.sqf"}; ...then the code will just all be the same. I should have put all the creategroups in the scripts dependent on the player's side, (Grimfist brought up that earlier, and I fixed it in the latest release) so it should work, but if spawned east units attack east units then they were created as a west group and that would have to be fixed. For the second question yes, you can. Someone previously tried to get the communication menu to work only locally to just one person but failed. But you can always use these as action menus and have complete control over who gets what. The init.sqf should describe either method. I'd have the RUM_settings run at the beginning but have the script access run only when the task is complete and it should work. Once again in theory, so maybe some details have to be worked out. @DaveP Which helos were you using when you got 0,0 spawned?
  11. Draper

    RUM Assets

    @DaveP Thanks for the testing you did, it definitely helps to have some testing done so I can focus in on the problems. Somethings I've noticed with smoke is that it smokes right away and by the time the bird gets there the smoke is all gone, so I'll work on timing. CAS basically = CAP from the scripting standpoint of a search and destroy waypoint but I'll have to tweak any radiochats, for that and the new helo options. A Beta3b is in the works to address these issues. As for fastroping I was very interested in what people would get, for me using ACE the animations never seems to work, yet with Norrins they do. ACE actually just folded Norrins scripts into itself so everything is almost exactly the same except missing rope animations. For the time being I think Norrins works better for fastroping but I think when it came to ACE some of my conversion process removing CBA references got flawed so I'll continue to work on that. @Gator69 RUM_THEL is the name for the dialog, so it sounds like its not defined in the description.ext. But then again it wouldn't be just the Transport Helo options but all the dialogs. When does it give the error when you hit transmit or when you try to pull up the dialog and it never comes up?
  12. @ironwood "AH1Z" would be the default ArmA chopper, might have been my bad just typing it in the init without checking. @TBuck Not really, I plan to focus on the RUM Asset Scripts as the dialog system allows for more dynamic options. A reinforcement type script is possible in any case, probably just moding the transport script to create troops in the players group either under local command or high command. That and an ammo drop script would probably be good additions to these scripts but I'm only one man...
  13. That looks like a fine change so I'll have to just go down the list of ways fix... 1) Are you positive your running Combined Ops and not just OA standalone? 2) Can you get your arma2oa.rpt file (Application Data file in Win XP) and see what happens at the bottom after you try to play the mission. (too big to paste then PM me a copy) Usually when it says the helicopters have been downed right after calling it is because it didn't create them. It wouldn't create them if "AH1W" didn't exist or airSupROT wasn't defined, yet it clearly is.
  14. Could you post your modified airSupInit.sqf file? Could just be a small syntax error. Which could also show up in your arma20a.rpt file.
  15. Draper

    RUM Assets

    Thinking out loud, it should be feasible to do an object check around the marked LZ and have it assign real LZ, with an invisible helipad, somewhere away from brush and rocks. I'll have to work on that. Because with this version it will put the helipad where you click so if you click on rocks, there are probably many scenarios that could happen and all of them end very badly.
  16. Draper

    RUM Assets

    By ROE button you mean 0-0-1 or 0-0-2? I just put those in as shortcuts for testing, they probably shouldn't be used in combination. Or else the onsinglemapclick gets redefined to something it should't.
  17. Draper

    RUM Assets

    Cool, as always feedback is welcome.
  18. Draper

    RUM Assets

    RUM Assets Beta3 So here is an update on the various things I've added and fixed with the asset scripts. FIXED: - On station spawn mode aircraft didn't drop bombs - Various RTB issues across types - Optimized code by defining repeated code in Fixed-wing and Arty Assets - Many other things I cant think of right now to make it run like it should ADDED: - ROE no fire zones prevent calling assets on protected areas, uses markers of any size and orientation. - Transport choppers now have special insertion options such as fastroping** (special thanks to norrin and rocko), paradroping, and combat insertions (special thanks to Ir0n1E). - LZ's can now have invisible helipads and smoke via RUM_Settings file - Can change classname of bombs being drop for each type - Fixed Wing aircraft can be called in for close air support or a combat air patrol ** fast roping requires -EITHER- ACE Core + CBA -or- Norrin's MP Fastroping Addon
  19. Since the script is local to each player, if you set it to 1, each player will be able to use it once. You could change that fairly easily, I think, by putting at the end of each "send<blank>.sqf" a publicVariable "ASnumJDA"; ... etc. (Thats just for JDAMs). If you wanted JIP capabilities, it would require some more finessing by setting the count of times someone (ASnumJDA, etc) uses it as a ASpad setVaraible ["ASnumJDA",ASnumJDA,true]at the end of each send script. The "ASpad" which is local to the server, can then have the client grab the variable from the ASpad when it starts out the "send" scripts. (ASnumJDA = ASpad getvariable "ASnumJDA") And then for as long as the mission runs the the count will be one hierarchical number.
  20. Draper's Air Support Scripts v1.3 I made the slight tweak discussed above so now all MP problems should be solved, but as always post me if you find it miss-behaving. And this version is clear for anyone to publish.
  21. thanks psvialli _man = m1; would limit it to one person so there should be another way, doing a if(player == m1)then{...the stuff in init.sqf for m1 ... } would make the script run locally and prevent that. I'll try to test it later this weekend unless someone can do it and beat me to it.
  22. Draper

    RUM Assets

    Thx, Grim, yeah I noticed this was a problem, also happens with the spawning mode of aircraft. I've been working on it more lately, so might have an update soon-ish.
  23. Draper's Air Support Scripts v1.3 ** Ok, you guys can do you damnedest to break this. When I tested it I got no doubling up of actions switching between characters, and it gave it back to me when I re-spawned with no double ups. Just have to make sure its all run through the init.sqf v1.3 - Fixed Transport option - MP Dedicated addaction setup by default - OA Standalone options made easier - Afixing options to a vehicle made easier ** Note to Publishers, Hold off publishing until I know I'm not crazy and it works for everyone @Kremator Not sure how you got planes to taxi with these scripts, do you mean RUM Assets? A randomizer function is not something Im looking to do, random drops could be hazardous. You could always put aircraft on a cycle waypoint loop to take off, fly around, and land.
  24. Huh, I wouldn't think everyone would get it when it goes off. The MPrespawn.sqf should be used in the init.sqf rather then the init fields, might solve the problem, might not. Should have some time this weekend to test it out and make a sure fire template for a dedi.
  25. So if all else fails you can run either set of scripts through the addAction style menu which will be defined to only one character. Look in either set of scripts init.sqf files for how to do this in more detail.
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