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Author Topic: Arty script plus Napalm strike question  (Read 560 times)

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Phalanx

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Arty script plus Napalm strike question
« on: 27 Feb 2004, 01:13:08 »

I am putting the finishing touches on a mission I created where I am using an Arty strike (Reapers v2.0 - which really rocks, btw!!! Thank you Reaper!!!) I would also like to include LCD's napalm + aircraft strike (Good job LCD) to the mission. 2 problems though:

1) They both use the same radio commands. I assume this can be changed in the script?? (To say radio Golf and Hotel?? Yes?)

2) It would add another init.sqs file to mission. Is there a way around this? Like combining the 2 files, renaming one of them? Placing it in a folder?

I am not sure how to proceed and would greatly appreciate any help from a more advanced mission maker than myself.

Thanks in advance!

Later,
Phalanx

Kaliyuga

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Re:Arty script plus Napalm strike question
« Reply #1 on: 27 Feb 2004, 01:36:50 »
 Yeah I'm sure you can change all the stuff you need in the scripts and combine them somehow..

but I think you should check out SnYpir's support pack that combines all that and more into one neat little package..

I did a lil search for it and can't remember for the life of me where on this site to get it from  :-\

the actual file is only like 118k so if nobody has a link ..( as I don't have the documentation readily available) I can always email it to you

Offline macguba

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Re:Arty script plus Napalm strike question
« Reply #2 on: 27 Feb 2004, 02:30:10 »
Simply changing radio channels shouldn't be a problem:   there is no fundamental difference between them.

Combining the init files should also be easy:   just copy and paste all the stuff from one into the other.   The only possible problem is with something being unintentionally duplicated.   For example, it's possible that both scripts use the same variable.

Overall Kali is probably right:  might be easier to go with the Support Pack.  It's not impossible that the relevant bits are based on those scripts anyway, I can't remember off the top of my head.

It's in the Editors Depot ... look down the left hand menu column till you find Mod editing .... then MP/SP support pack.

Here's the link.
Plenty of reviewed ArmA missions for you to play

Phalanx

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Re:Arty script plus Napalm strike question
« Reply #3 on: 27 Feb 2004, 02:41:54 »

Thank you both for your help, its most appreciated!

Later,
Phalanx

Offline Wadmann

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Re:Arty script plus Napalm strike question
« Reply #4 on: 27 Feb 2004, 17:32:38 »
Although I would also urge you to check out snYpir's Support Pack, there was a thread on the official forums that was asking about combining init.sqss. If you are not going to use the Support Pack, the thread below may help you out with your second question.


http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=bb6bfada3c14b3082f8f64133f1aee9c;act=ST;f=7;t=37496



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Phalanx

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Re:Arty script plus Napalm strike question
« Reply #5 on: 04 Mar 2004, 17:40:21 »

Thanks to all that answered my questions.

I cut and pasted the init.sqs from the napalm strike into the arty init.sqs and everything worked great.

I also simply modified the napalm script to accomodate radio Hotel and Golf (instead of Alpha and Bravo) and everything worked good too.

Note: When changing the radio, always make sure to change the radio "null" also, otherwise, it will have an adverse affect on your other radio commands.

Thanks again for all the help!