Post bugs on the website given rather then here. There is an issues tab where you can post. Both of you should PM me your emails and I can add you onto the site
Also get a subversion client (google TortiseSVN) and you can d/l the mission folder in two clicks, rather then file by file![]()
Well, its time for an update... if you ask me, long overdue for one.
New features going into RUM Assets, like smoother helo flights from take off to landing for Attack, Transport, and Supply Helo's. A custom init line option (user configurable init for spawned vehicles). Attack helo's now can fire both Air to Ground Missile "ATGM" on laser targeted items as well as fire its canon for Suppressive Fire Support "SFS" against troops and light armor at over a Km away from the target. There is a wholelist of changes and fixes as well as lots of new features being put in to RUM so stay tuned.
There will be more to follow later on with the some of the other new features, so with that being said... here is a little video showing some of the Attack Helo options and some of the early AI flight changes that have been implemented and are working both in MP and SP.
As always, questions... let us know.
http://www.youtube.com/watch?v=BaaOM...hannel&list=UL
Enjoy
-VRCRaptor
Last edited by VRCRaptor; Jun 28 2012 at 04:03.
RUM is still alive... new stuff coming soon, should be some new pics and video's next week as well. Anybody having issues or have any requests... let us know...
-Raptor
Everything is well I hope.
Cool. I wish you all the best of luck with that. Bug Squashing has never been my favorite process.
Thanks for the update, I can't wait for the next iteration of the RUM mod.![]()
Hello there. First off: AWESOME script! I fount a great use for it in my little SOM mission.
However I found few bugs:
*When setting up transport helo fastrope target something wrong goes in scripts and I hear my PC crunch. The script stops being troublesome after setting egress point. This is what I found in RTP:
After looking at line 255 of that script I fount this:PHP Code:missionsRUM.TakistanRUMTHelcallTrans_insert.sqf, line 255
Error in expression <egress2",_helo];
deletemarkerLocalLocal _mkrname4;
deletemarkerLocal _mkrname5;
>
Error position: <_mkrname4;
deletemarkerLocal _mkrname5;
I think that deleting the second "local" will solve the problem.Code:deletemarkerLocalLocal _mkrname4;
*Another thing: replace auto smoke shell with green smoke, and maybe leave it only for extraction.
*When fast roping my player character did not have animation. I was in third person and animation was simply standing holding gun up. AI teammates had proper animations.
*Maybe add possibility to fastrope using two ropes on both sides of chopper as in norrins addon.
* Add HALO jump from C-130, using this script: http://www.armaholic.com/page.php?id=15405 . Of course with taking off the airfield and landing, with ability to make another jump after returning to base.
*For some reason norrin's fastrope dosent work very well. Helo deploys rope (only one) but no units fastrope and rope is dropped. I think I will try my luck in fusing RUM with latest fastrope addon from norrin.
EDIT: About that halo drop: you can do something like this:
*order cargo plane to take off and give him one waypoint with flyinheight [halo jump attitude]
*leave it be and plane should circle the waypoint while building up attitude
*Have a script that every minute (to not clutter the game, it dosent need to be faster) checks if plane is at halo drop attitude, if so then give him waypoint to jump ingrees position.
*at ingrees position player's squad is moved to jumping position and ramp is lowered
*squad jumps out at jump point
*plane files a bit in stright line after jump (to avoid heavy banking at the moment of jump) then goes to egrees point and returns to base.
Last edited by Taro8; Sep 24 2012 at 00:18.
Thanks Taro8 for the bug report... The next version is due out very soon and will have many bug fixes and improvements as well as a lot of enhancements too. We are currently in the the final testing stages and want to make sure that the next release is ready to go both in single player and in a dedicated multiplayer environment. As always, there will be room for improvement, so please keep the comments and suggestions coming.
Stay tuned...
-VRCRaptor
Support radio script has an interesting feature: extraction helo waits for player to actually throw smoke (or launch from GL) and then lands where player has thrown the smoke. It looks very authentic. You could add the possibility to throw red smoke and helo will leave ASAP. Also if player dosent have smoke helo will notify about this on radio ("Disco Walrus, this is Turbo Pancake. Negative on the smoke, over."). You can then tell helo to circle LZ for a moment to "find" it and then it will land. This way player still will be extracted, but it will take more time and will leave helo open to attacks. However if player throws a green smoke extraction is faster.
One thing Im missing are radio protocol sounds. Im working on improving Bon's arty script in with I added radio sounds to dialogues along with noise, it gives a lot more atmosphere. Basically it looks like this:
Anther odd thing: when you tell helo to go somewhere then if you get near it you will have 2 commands to give it a go, but if you enter it then it's just one.PHP Code:playSound format["bon_mic_v0%1",[1,2,3] select round random 2];
playSound "bon_radionoise";
_this sideChat format["%1, this is %2, Fire Mission, OVER.",HW_Arti_CallSign,group player];
sleep 5;
playSound "bon_mic_out_v1";
sleep (2 + random 2);
playSound format["bon_mic_v0%1",[1,2,3] select round random 2];
playSound "bon_radionoise";
[playerSide,"HQ"] sideChat format["%1, this is %2, Fire Mission, Send.",group player,HW_Arti_CallSign];
sleep 5;
playSound "bon_mic_out_v1";
sleep (5 + random 2);
BTW: "Roger" and "Wilco" mean, pretty much, the same thing. It's redundant to have both in same sentence.
Last edited by Taro8; Sep 24 2012 at 10:53.