Home   Help Search Login Register  

Author Topic: Mando Bombs and Mando Air Support (ACCEPTED)  (Read 107268 times)

0 Members and 2 Guests are viewing this topic.

Offline sharkattack

  • Former Staff
  • ****
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #375 on: 29 Jan 2009, 19:57:18 »
hey   there

any future plans for  this amazing script ?


would be awsome to build on ev option ...

where air controllers could plot an accurate route for helicopter transportation (other than extraction ). also would it be possible to  give the player an option to request pick up / parachute insertion  via the console .

hope dont mind mind me asking  but  this "thing" you have created  has transformed the game for  me

many thanks     



"HOLY SARDINE" - see Shark-Attack meet his match

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #376 on: 30 Jan 2009, 11:30:53 »
Before thinking about new mando bombs releases I need to find some time to release mando missile 2.35. And that evacuation (or insertion) with a plotted route seems easy to implement.

Offline sharkattack

  • Former Staff
  • ****
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #377 on: 30 Jan 2009, 19:45:29 »
great news ..
hope you manage to find time ..


want me to form a  squad of  ofpec veterans ?
we can abduct your boss for a few days .. :)

(im kidding)

best wishes
"HOLY SARDINE" - see Shark-Attack meet his match

Offline monty67t

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #378 on: 08 Feb 2009, 08:25:24 »
So is there some compatibility problem with ACE or not?

No problem here is what I learned, I forgot to use this:

 []execVm"mando_missiles\units\mando_haveialaser.sqf";



I can't get it to work. Are you saying that once you put in the []execVm"mando_missiles\units\mando_haveialaser.sqf"; into your init.sqf you were able to use the ACE LD or were you still using the ArmA LD? I've tried this using the ArmA SF Recon unit which I believe is carrying the ArmA LD and not the ACE one. Also, are you using the addon version of Mando's Missiles or the script version? I'm using the script version, could this make a difference? I can't get the carpet bombing to work either.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #379 on: 08 Feb 2009, 11:47:52 »
Sorry monty, I cannot help you with ACE issues, might be Vengeance can provide you some useful info.

Offline Manzilla

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #380 on: 08 Feb 2009, 15:58:40 »
You may want to check the ACE Wiki's feature section about the missiles. I don't need to use:

Code: [Select]
[]execVm"mando_missiles\units\mando_haveialaser.sqf";

I think ACE already initializes this so using it may cause problems.

Offline monty67t

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #381 on: 08 Feb 2009, 18:54:22 »
Sweet! I checked that info in the ACE wiki and got it working with no problems.

However, I'm still having issues with the carpet bombing. Mando, do you HAVE to include this code in your init.sqf to make the carpet bombing work?

Code: [Select]
// Carpet bombing custom code global variable for AV8B
mando_airsupport_carpetcode =
{
   private["_plane", "_targetpos"];
   _plane = _this select 0;
   _targetpos = _this select 1;

   // Wait until horizontal distance between plane and target position is < 2000m or until plane is destroyed
   while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
   {
      Sleep 1;
   };

   // If the plane is alive, it drops 6 bombs in sequence.
   if (alive _plane) then
   {
      for [{_i=0}, {_i<6}, {_i=_i+1}] do
      {
         // A bomb is dropped, index 0 is for LGBs in the AV8B, if you change the plane type, set here the correct weapon index for bombs
         _plane action ["useWeapon",_plane,driver _plane,0];
         Sleep 0.4;
      };
   };
};


As always, any help is greatly appreciated.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #382 on: 08 Feb 2009, 19:00:03 »
You need to define mando_airsupport_carpetcode code variable, which the above code or anyother else you want for your mission, and yes, define it inside init.sqf.

Offline monty67t

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #383 on: 08 Feb 2009, 21:24:03 »
Worked like a champ. I appreciate the help!

Offline Curatalo

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #384 on: 09 Feb 2009, 05:24:41 »
hey, i searched through this thread a bit, and I couldnt find what I was looking for, If you wouldnt mind answering.

I'm using the mando_bombs_map mission, in which you only need to single click on the map and then a single AV8B flys overhead and drops 2 GBUs on target. Great script, but I am trying ti limit the amount of possible bomb runs. I would like there to only be about 3 bombing runs available.
Is this easyily doable? And if so, please explain how.

Also, in order to group the trigger that adds the "radio Alpha" to the units for the command to drop the bombs, is there a way to set that to only 1 unit?
thanks

Offline Manzilla

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #385 on: 09 Feb 2009, 05:50:26 »

It's in here somewhere I believe. It's goes something like this but it may be a little different for just a specific support option:

in the init.sqf
Code: [Select]
mando_support_left_WEST = 3;
I use this in mine but I believe this gives a limit of 3 for every support option I've got activated.(For the WEST and I'm using the console for mine. Not sure if that matters though.)

I believe if you check "mando_bombs_basic_mapclick.sqf" and/or "mando_airsupportdlg.sqf" there is instructions. The green writing is the instructions.


quote from previous post not needed - Planck
« Last Edit: 09 Feb 2009, 17:33:37 by Planck »

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #386 on: 09 Feb 2009, 20:04:52 »
mando_bombs_basic_mapclick executes any of the next two: mando_basic_airsupport and mando_basic_bombrun.

The conditions and number of times that mando_bombs_basic_mapclick.sqf is allowed to be executed by a side or a player is 100% up to the mission designer. In the example mission I used a radio trigger without any limitation. But, again, it is entiery up to the mission designer to decide how, where and how many times to use that as mando_bombs_basic_mapclick.sqf doesnt include any limitation mechanism.

mando_support_left_SIDE affects only to bomb run/cas console missions.

Offline Shadow.D. ^BOB^

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #387 on: 19 Mar 2009, 18:26:40 »
Hey Mandoble, i have just started using this support console on the new Razani map.  I seem to having a slight problem with the evac chopper.  Basically i call it in, it lands.  But then does not move to extraction destination.  It's more than likely its the map causing the problems, pathfinding problems perhaps?

Anyway thought i'd post here, incase you had any ideas.

Thanks as always for any help.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #388 on: 19 Mar 2009, 19:08:22 »
If it only happens to you with this map, then you already have the answer  ;)

Offline FrancisBacon

  • Members
  • *
Re: Mando Bombs and Mando Air Support (ACCEPTED)
« Reply #389 on: 27 Apr 2009, 17:06:09 »
Hey Mando....perhaps the best script ever written for Arma? You've got my vote.

Is it possible to define the setup and info options of the Air Support Console to reflect which side you're playing on?  I have the init.sqf defining various support aircraft and reinforcements for Blufor but would like the ability to define Opfor as well if the player chooses to be on that side.  Sorry if that is vague but Im kind of new to the scripting.

Thanks!