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Thread: All Round Defence

  1. #41
    First Sergeant Das Attorney's Avatar
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    Updated to version 2.1

    • Fixes bug where ARD menu would disappear if activated in a building.
    • Increased Artillery Spot Distance for player controlled UAV's


    Download

    http://www.gamefront.com/files/20006...und_Defence_7z

    First post updated
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  2. #42
    Thanks for informing us about the quick update


    Release frontpaged on the Armaholic homepage.


  3. #43
    First Sergeant Das Attorney's Avatar
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    Thanks for updating the mirror

    Links on first page updated

  4. #44
    DA:
    1. Congrats on the releases.

    2. Did you see my recent PM to you about the chat issues? Would like to help resolve this.
    "You are touched by darkness. I see it as a blemish that will grow with time. I could warn you of course, but you would not listen. I could kill you, but someone would take your place. So I do the only thing I can – I go."

  5. #45
    First Lieutenant Kremator's Avatar
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    Working well DA ! Liking it very much.

    Good job mate.

  6. #46
    First Lieutenant Manzilla's Avatar
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    Wow Das this is fantastic! I used the first version(s) in my WIP missions and these new features are greatly welcome. Thank you!

    Edit:

    Question, what are the skeet disks used for? I don't see the in the example mission. Is this CSW thing for use with the ACE2 CSW? Is there a set up involved. I added ARD to a mission that has some of my AI squad members equipped with the bags but they don't do anything if I use the ARD menu. Do they have to be placed?

    Sorry if I missed explainations about these in the file but I couldn't find anything.
    Last edited by Manzilla; Feb 13 2011 at 21:52.
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  7. #47
    First Sergeant Das Attorney's Avatar
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    Glad it's working out for you

    The "skeetdisk" generated by the script is a point about which the squad members will be moved relative to. Originally, the squad members were ordered to places around the player, but if the player then moved off immediately after ordering them into ARD, some of the men would go to directions relative to the players new location - resulting in some sad looking excuses for formations.

    Don't worry though, it's invisible and it shouldn't be anything for the end user to worry about. I only mentioned it in case you are using it in a mission that uses skeetdisks for other purposes as All Round Defence may delete them inadvertently.

    CSW works like this:

    1) If you have equipped one of your men with a broken down weapon, for example:

    PHP Code:
    this addWeapon "M252_US_Bag_EP1"
    And another man with a tripod for it, eg:

    PHP Code:
    this addWeapon "Tripod_Bag"
    Then order your men into All Round Defence and then click on 'CSW Deploy'. Your two men will drop their bags off 4 meters in front of you, build the mortar and then run back into formation.

    The CSW Breakdown button works like this:

    Go to an empty CSW (it must be one from OA, Arma 2 ones can't be broken down), then order your squad into ARD. Then press 'CSW Breakdown'. The script will work out which of your men can carry a backpack (does not hold MG, is not medic, does not have an AT Launcher etc). As long as there are 2 men able to carry backpacks, they will breakdown the nearest CSW to them and carry the bags on their back. You can then deploy the CSW later by clicking on 'CSW Deploy' while in ARD.

    Note: Arma 2 units can't carry backpacks, you must use units from OA (eg Taki, US, BAF etc)

    It's just a convenience thing really, so you don't have to issue lots of orders manually. There are sidechat messages that tell you if there is a problem (eg Not enough units free to carry the bags, units are not in ARD).

    The sandbags are something I haven't looked at yet as they are more of an ACE specific thing.

    Hope that helps

  8. #48
    Wow! this is Ausome Das Attorney, originally when I first seen this on Armaholic front page I really didn't look at it
    and thought it was just a mission at first maybe because of the screenshot, but I looked into it further and tried it out,
    its fun and makes for more tactical and interesting game.

    thanks for creating this!

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  9. #49
    First Sergeant Das Attorney's Avatar
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    Thanks for the comments everyone. Good to see people get some use out of this.

    Quote Originally Posted by Günter Severloh View Post
    originally when I first seen this on Armaholic front page I really didn't look at it
    and thought it was just a mission at first maybe because of the screenshot, but I looked into it further and tried it out,
    its fun and makes for more tactical and interesting game.
    lol, I know exactly what you mean. It's really hard to describe what this mod actually does. I'd like to do a showcase /tutorial video so people can see what it's actually about. Might take me some time though.

    Some good news though. The flare system has had a complete overhaul. I wanted to get Demonized's flares in there on the last update, but then as soon as I released it, I found a massive bug where any unit's with the A2 weapons used in the AI Flare scripts then would not be included in the eligible units to carry and deploy CSW's - which rendered the two features incompatible.

    Done:

    • Grenadiers keep their own weapon. (Not replaced with M16A2GL or AK74GL anymore).
    • They will only fire if white flares are in their inventory.
    • Units are now more frugal with flares.
    • No more flare spammage if you decide to advance.


    Not yet implemented:

    • If units run out of flares, they will work with the script again if they pick up more white flares.
    • Different behaviour based on combat mode.

  10. #50
    First Lieutenant Kremator's Avatar
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    Now all you need is to integrate a Medevac script with healer (ala Goliaths Medevac Module) and you are sorted

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