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Draper

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Everything posted by Draper

  1. Draper

    RUM Assets

    Unfortunately, no. The new setup isn't very conducive to limiting by munitions (may limit number of calling a strike more easily). Its something I plan to try to tackle in the more distant future. But, you can have aircraft start out on station, where you can define its payload and effectively provide the player with a set number of bombs As for an artillery delay, thats a good idea I can implement simply and will. As for Helos, I'm working on that right now, functionally the attack are almost done and transport I just started. And further down the road I also plan on UAVs and Supply Drops. Essentially to make a more advanced support module.
  2. Draper

    RUM Assets

    No, I just haven't put full documentation together and since its still beta, and likely to change, I probably won't until its in its final states. The gist is when in game you use 0-8 communication menu select RUM then select the types of support, which then pulls up the PDA dialog, you select what you want and click on the transmit button on the far left at the bottom. Far right is the close without transmitting button. Out of game you can set all the predefined definitions via the RUM_init.sqf to cater it too a specific mission. In there I have add comments as to what each variable does and how to setup the libraries for aircraft.
  3. Draper

    RUM Assets

    Yeah I just tried to skip having planes taxi, might try it later. I would suspect it would be a dialog define conflict. Go into the .hpp files and look to see that the #define lines equal different numbers. They should be unique considering all script packs.
  4. Draper

    RUM Assets

    If you have combined operations you can merge it into Takistan in the editor and move things around, but for OA standalone I'll have to do some more tweaking (like the bombs used are not in OA). If I don't run into to many problems I can get one out soon. And Camus yeah helicopters, and supply drops are planned as well, the idea being to create an all-in-one pack of Assets.
  5. Draper

    RUM Assets

    So the bombs are spawned 10 meters under (any less and the plane and bomb may touch) and a guidance takes over that calculates the trajectory from where it spawned to the target and then I remove the effect air resistance in the game by continually setting it to the calculated velocity. It would just be an added problem to try and have the aircraft do a doFire and wait for the guidance to kick in when its away. Also you might not see the bomb fall if you don't squint (zoom the camera in) if you see it without squinting your probably too close. And yeah my original scripts had the A10 CAS, which is simply a search and destroy waypoint but I haven't thought of a good way to incorporate that in now with the multiple bombs load out.
  6. Draper

    RUM Assets

    @All Thanks guys. @Cobra I'm not sure. Since I'm the main scripter, I dont have too much help to write the scripts and I only have so much free time. Transport I think will be easy, but for Attack Helos I would like for there to be options for precision strikes from a stand-off location, rather then just search and destroy, and that may take some time to perfect, but it is the next big thing I want to do for it.
  7. Draper

    RUM Assets

    Oh, now I know what my malfunction is, older version, srry :) Updated first post
  8. Draper

    RUM Assets

    Huh, I tried d/l it myself from Megaupload and got all the files, maybe use win RAR instead.
  9. Draper

    RUM Assets

    Here it is but it would be harder for you to edit and see inside, just put the folder in you My Documents/ArmA2/missions folder. All the files are in there so I'm not sure hat you mean. *BAD LINK*
  10. http://forums.bistudio.com/showthread.php?p=1719570#post1719570 Essentially Air Support version 2 (BETA), so not all the same stuff.
  11. lol, all you had tell me is they don't hit the target, is it correlated to the mountainous terrain in Takistan, try on flat fields in the north and then with mountains around Feruz. The bomb guidance was improved in version 1.2 to deal with height changes but if there are still problems I'll try to make it better. @syria Its a mission script so when you save a mission, go into you mission folders in your My Documents folder and put the folder in the saved mission file and follow the readme. (atleast with Win XP anyway)
  12. Its not that simple though, he uses alot of code defining, so its not about grabbing scripts from the folder because there will probably only be one script that actually does it, but then that one script will use code predefined in the initialization (which then the code that is predefined will use code defined even before it). Its so interdependent it wouldn't be worth anyone's time (even to ask Lurch) to try to select out exactly what is needed. The best bet is to run both at the same time. PS $20 bucks he's a CS major, those guys are always "efficient" with their code writing.
  13. @spyhunter I think the JDAM is fine, unless you've seen it go way off course. flyinheight, i can make that an init option I can shift the addAction to be on your person safe mode, sure @Valdore Yeah, I opened up the script version of the C130 and just said "Holy S*#%!" the biggest problem is that there is a lot of stuff you wouldn't need for just the AI mapclick stuff. Probably have to make it to where people can put both script folders in together and the callfxd action menu in airSup just piggy backs of the c130 script folder that is intact and running separately.
  14. Skill is set when you make the unit (i.e the pilot) but skill alone wont do it, if you want to get the bomb to drop first pass you need to follow what gnarly_rider linked a post to which discusses doTarget and doFire.
  15. The thing with the LGB is that it is not scripted. The plane has to fly over and see the laser then circle around for the drop. Its the AI doing the targeting rather then making a bomb drop as soon as it flys over, so it requires more patience. I'm thinking about righting a bomb falling script for the LGB but thats going to be easier said then done.
  16. It does? I thought it works good
  17. I found the glitch for the chopper in sendTrans it is... [_AShelo1] spawn { _AShelo1 = _this select 0; while{true} do { if (!alive _AShelo1) then {IPheloAS = false} }; if(true)exitWith{}; }; When it should be... [_AShelo1] spawn { _AShelo1 = _this select 0; while{IPheloAS} do { if (!alive _AShelo1) then {IPheloAS = false} }; if(true)exitWith{}; }; Will be done in update, but in case you want to fix it right now
  18. lol, that would probably be the smart thing to do but I'm too lazy to keep that up to date, maybe next release...
  19. Thank you Valdore :) Im not sure if Im repeating myself now between all the PM's and this thread but... As for multiple action menu things I think going to a communication menu would make it easier and not double up. And yes I may release a version 1 for OA before I release a version 2, which would work in OA obviously.
  20. I'll try to make it more MP friendly from the get go next time. Not sure on doubling actions and such may take some experimenting, but experience tells me thats just the problem with action menus. Might use communication menu rather then action menu. (highcommand hybrid system scripts shows nicely how to do that) I saw that C130 but haven't tested it yet, looks like it already set up for just a mapclick and the planes spawns? I'll defiantly look into it and if its promising I'll contact Lurchi to set something up. On version two I'll have definable spawn points so its not from the same location, ... if I can fix some other glitches it has too :) natethegreat just PMed me about having more then one aircraft, he has it almost set up for version 1 but I think version 2 can do multiple aircraft selection. I'll have to check if I did that already... or its one more thing on my ToDo list...
  21. Cool, sounds like what I was hoping for in the original ARMA 2!
  22. It's true it would be simple to do, but since I'm going away from the action menu system in favor of dialogs for v2.0 so I can do more advanced things (like multiple bomb drops to various targets and having planes orbit at the ready before being called in) I probably won't have that very soon, although I'll certainly work on it in the future. As for using OA, I'm greatly anticipating the UPS guy coming tomorrow so I don't know fully what BIS has done, but maybe I can work in an integration with their module to speed things up.
  23. So, while back I had some military types want to do some tweaks and improvements of the Air Support scripts so I've been working on upgrading the work I'd done previously. And as you know life happens... and I've been working sort of off and on to get an entire assets package for ARMA and even some tweaks for High Command, yet that is a tall order for just myself. So I need some collaborators to get anything done. Experience is big +, but if you've got alot of freetime and determination I'm willing to be as helpful as I can. If any brave soul wants to step forward PM me and we can meet up to asses the situation. And now for some eye candy... what you see here is functional to about 80% http://tinypic.com/r/vvzet/6 Select multiple bombs of different types to be put on aircraft at an airport, fly out and drop or go "on station" and drop one, two, etc. at a time, eventually to RTB. http://tinypic.com/r/2enaw6s/6 Artillery, with a menu that adapts to your selections to utilize the options available in BIS artillery modules.
  24. @CarlGustaffa You know I never thought of night vision I'll have to try that thanks, yeah I was planning on TOT, observer position would be assumed (GPS tracking system of sorts) and fireing orders can be aming, ffe, timed suppresion and imm. suppresion. And yeah targeting method of a grid reference is just a mapclick :) @wickedstigma I'm always usually in email contact and can provide help you you get stuck on something. If you want just PM me your email and Ill send it to you.
  25. @AnimalMother Well, I don't wanna spoil/hype anything... but I will tell you its going to be in a dialog box this time around. @mr.g-c Ill keep that in mind next time.
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