Have been playing much more with this Draper and I love it. What would be EVEN better is for the static planes to be able to taxi properly to the start of the run and then taxi properly back to the end position. I wouldnt mind them rotating when they got to the end of the taxi of course (plane maneuvering is HARD !)
Just to let you know, I have made a mission with gonza and L'Etranger's VTS, your RUM and madbull's R3F. That and LordJarhead's sound and Opticalsnare's WARFX this is JUST AMAZING !
However I have also run up against a problem with the arty. When I run this script with madbull's R3F Arty and Logistics your arty doesnt work at all. There is a conflict but I don't know how to solve it yet.
Looking forward to seeing C130s, Hueys and Blackhawks on transport runs and cobras and apaches on attack runs.
KEEP UP THE GOOD WORK !
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.
Will have to look at the scripts as I managed to get a plane onto station but then as the aircraft climbed (instead of saying JDAM,JDAM) it said 'array'. I've prolly screwed up.
Will trawl through the dialogs to see if I can see a conflict.
CANNOT wait until the next version. This is the dog's danglies ! BRAVO !
EDIT: One idea would be to mark the position of dropped mines for all players (and JIP) on the map.
Last edited by Kremator; Aug 21 2010 at 01:44.
Did I miss the instructions on how to use this? Nothing in the notes and I didn't see anything in the thread.
Just have a play with it.... open up the init.sqf, description.ext and mission.sqm and look around.
Very easy to modify!
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.
Interesting that if you have dead arty, you will still go through the call procedure. Perhaps needs an alive check then aborts with a message (probably likewise for aircraft)
If you DO set a fire order you are able as a player to sit as gunner watch as your gun is controlled and fired
Is there a way to limit the number of times something can be called?
I saw a delay for fixed wing air-strikes. What about artillery delay?
And I may have missed in earlier post but will there be helos added?
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.
My mind is spinning with the possibilities for this script. I could imagine a Fully working airport carrying out requests from a variety of players.
One thing that I did find Draper is that if two people call a strike at the same time (from Tarmac parked aircraft) is that they crash on the runway and nothing else can make it's way off the runway.
Possible to add a detect function if two are called. The other way is to broadcast the chat from Crossroad (currently onlynthe caller gets the chat) to all friendlies.