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Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 107238 times)

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Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #30 on: 10 Mar 2008, 20:45:20 »
Yes, once a mission executed from the air support console is finished, the spawned planes, the spawned pilots and the groups are removed (mando_airsupportdlg.sqf):
Code: [Select]
               Sleep 10;
               deleteVehicle _driver;
               deleteVehicle _plane;
               deleteGroup _group;

But in no way the pilots are setposed anywhere. You might try inverting the deletion order between _plane and _driver.

Offline greywolf907

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #31 on: 17 Mar 2008, 22:22:42 »
I love this addon great job.Quick question im using it in a mis. im working on,I have it linked to a trigger for radio bravo that works just fine.The problem is when I first log into mis.i have air support option on my action menu untill I die then its not on it anymore.How can I keep it on action menu every time i spawn?

Pls help thx

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #32 on: 18 Mar 2008, 00:50:26 »
Code: [Select]
while {true} do
{
   add action here
   waitUntil {!alive player};
   waitUntil {alive player};
};

Offline greywolf907

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #33 on: 18 Mar 2008, 02:46:34 »
Ok where and how do I place this code?

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #34 on: 18 Mar 2008, 09:04:00 »
you may put it into your init.sqf file this way:

Code: [Select]
// init.sqf

// Whatever you already have into init.sqf non related to the air support console

// Setup here any globals you want to modify affecting the air support console, for example:
mando_support_left_WEST = 8;
mando_airsupport_type = "AV8B2";
mando_airsupport_range = 3500;
mando_airsupport_bomb_alt = 150;

if (any condition you want to check, for example, to ensure that only officers can access the console) then
{
   // Parallel execution of code to check for respawns
   []spawn
   {
      while {true} do
      {
         player addAction ["Air Support console", "mando_airsupportdlg.sqf"];
         waitUntil {!alive player};
         waitUntil {alive player};
      };
   };
};

Offline greywolf907

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #35 on: 18 Mar 2008, 21:48:56 »
That worked thx, Ill be on the lookout for your next project .Arma needs more people like you thinking up cool sht like this.

thx again

Offline Jambo17

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #36 on: 22 Mar 2008, 00:48:22 »
I am trying in vain to change the plane to a10 for the basic airsupport (for the purpose of CAS against tanks), in the readme it says

The class of the plane you want to be spawned by the script if second parameter is objNull.

   Example:
      res = [_pos, objNull, side player, 3, false, "AV8B2"]execVM"Mando_basic_airsupport.sqf"

But for a new person like myself that dosent explain anything, are you referring to a script, trigger, description.ext, init?

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #37 on: 22 Mar 2008, 01:17:50 »
Obviously Mando_basic_airsupport.sqf is a script, so it is crystal clear I'm referring to a script.

These [_pos, objNull, side player, 3, false, "AV8B2"] are the parameters of the example.
objNull is the second parameter.
And "AV8B2" is the plane class name you want to change by "A10".

Offline Jambo17

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #38 on: 22 Mar 2008, 01:51:26 »
I still don't understand how you change the plane, they only reference to AV8B2 is the 'example' - are you saying to change it there?

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #39 on: 22 Mar 2008, 03:12:04 »
If you execute the script with objNull as second parameter, then you can specify the plane class in the sixth parameter.

For example:
Code: [Select]
res = [_pos, objNull, side player, 3, false, "A10"]execVM"Mando_basic_airsupport.sqf"
I will add that if this is still unclear for you, then you are still far away from being able to execute scripts. If you are brand new into this, I recommend you starting with the tutes present in our Editor Depot.
« Last Edit: 22 Mar 2008, 03:15:04 by Mandoble »

Offline The-Architect

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #40 on: 27 Mar 2008, 21:02:18 »
Mando could you take a look at your script and modify a couple of things for me so I can use a custom version?
I'd like there to be a longer wait before the plane arrives. Right now it's way too unrealistic for the plane to get there seconds after the call. A minute or two would be better.
I tried myself but couldn't see where to add the seconds.
Also is there a way to name your spawned pilot?
Lastly, could the run up be longer? I don't want the jet to just appear in the sky if a player has their view distance up high.
Cheers mate.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #41 on: 27 Mar 2008, 21:37:06 »
mando_airsupport_range: Range from target where the planes will be spawned (default and minimum value is 3500).

Increase it at will.

Offline The-Architect

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #42 on: 27 Mar 2008, 22:49:10 »
Excellant. What about having the plane drop four bombs? Where would I find that?
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Mandoble

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #43 on: 27 Mar 2008, 23:30:37 »
Four?  :blink:
Last time I've tested a single one was bullseye 90% of the time. BTW, if you select several planes to do a bomb run, the first one will drop over marked target, the rest will spread the bombs around the marked position.

Offline The-Architect

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Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #44 on: 28 Mar 2008, 00:40:31 »
I'm using the script that spawns a plane that flies along a straight line to the bomb point and then flies away and vanishes.
It's true that one bomb does the job but I want more destruction. I'm simulating four retarded bombs wiping out a fairly wide area.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."