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Thread: High Command - Weapon Teams Command Script (control MG and Mortar Teams)

  1. #1

    High Command - Weapon Teams Command Script (control MG and Mortar Teams)

    Script updated to 1.0, here are the new changes:
    - added OA backpacks for all weapon teams (backpacks are added/removed when teams are deployed/packed up)
    - added ammo count for MG teams (default is 6 belts per team) can be changed in the WeaponTeamInit

    older changes:
    - added support for multiple selections while using weapon team actions
    - added ammo count for mortar teams (default is 12 shells per team) you can change this in the init script
    - added a submenu for mortar fire missions
    - added many more fire mission types, including ability to cancel
    - added support for all sides

    All the actions are in the communication menu (0-8), groups that are added to the script will have their HighCommand Group Icon change into the appropriate team symbol. You order these groups around like any other high command groups, then use the communication menu to deploy/packup and call in mortar strikes.

    Teams when asked to deploy/pack up will go down, play an animation, then the weapon will appear and the unit will go into it. If the gunner dies in combat while deployed, the next man in the team will take over the position and continue firing. Teams are vulnerable when setting up/packing weapons and it takes 15 seconds to finish setting up.

    This is Executed Via:
    Code:
    nul = [[g1,g2], [g3,g4]] execVM "WeaponTeamScript\WeaponTeamInit.sqf"
    where [g1, g2] is an ARRAY of GROUPS that are to become Mortar Teams, and [g3, g4] is an ARRAY of GROUPS that are to become MG Teams.

    EXAMPLE MISSION:
    4 shared - link 1

    Media Fire - link 2

    In the example mission, you will start on Utes with 3 fireteams, 2 mg teams, and 2 mortar teams. There is some enemy in the north village for you to take a test drive.
    Last edited by Igneous01; Jan 22 2012 at 15:12. Reason: Updated script

  2. #2
    Thanks, sounds very cool, i like HC... ill give it a spin

  3. #3
    All gud
    Last edited by Katipo66; Dec 13 2011 at 15:59.

  4. #4
    Great work Igneous01!

    Is it possible to add west and maybe indep to it as well?

    I am surprised no one thought of it before!
    Captain Bravo
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  5. #5
    Quote Originally Posted by CaptainBravo View Post
    Great work Igneous01!

    Is it possible to add west and maybe indep to it as well?

    I am surprised no one thought of it before!
    thanks

    actually its pretty easy to adapt for west or independants, just replace the mortar and mg with the one for the side. Its near the top of WeaponTeamInit.sqf:

    Code:
    // change high command icon to match group role
    {
    	_x setvariable ["MARTA_customIcon",["o_mortar"]];
    	_x setVariable ["DZ_WTS_Type", 0];
          _x setVariable ["DZ_WTS_Deployed", false];
    	_x enableAttack false;
    	if (side _x == EAST) then {
    		_x setVariable ["DZ_WTS_Weapon", "2b14_82mm"];
    	};
    } foreach _MortarGroups;
    {
    	_x setvariable ["MARTA_customIcon",["o_support"]];
    	_x setVariable ["DZ_WTS_Type", 1];
    	_x setVariable ["DZ_WTS_Deployed", false];
    	_x enableAttack false;
    	if (side _x == EAST) then {
    		_x setVariable ["DZ_WTS_Weapon", "DSHKM_Ins"];
    	};
    } foreach _MGGroups;
    just find the weapon classname for the mortar you want to use and mg, and copy it inside those quotes, and it will work for any other side.

    Let me know if there are any issues with it, I have not yet updated this script with more features, but once I get my campaign in good shape it will be on my todo list.

  6. #6
    Quote Originally Posted by Igneous01 View Post
    thanks

    actually its pretty easy to adapt for west or independants, just replace the mortar and mg with the one for the side. Its near the top of WeaponTeamInit.sqf:

    Code:
    // change high command icon to match group role
    {
    	_x setvariable ["MARTA_customIcon",["o_mortar"]];
    	_x setVariable ["DZ_WTS_Type", 0];
          _x setVariable ["DZ_WTS_Deployed", false];
    	_x enableAttack false;
    	if (side _x == EAST) then {
    		_x setVariable ["DZ_WTS_Weapon", "2b14_82mm"];
    	};
    } foreach _MortarGroups;
    {
    	_x setvariable ["MARTA_customIcon",["o_support"]];
    	_x setVariable ["DZ_WTS_Type", 1];
    	_x setVariable ["DZ_WTS_Deployed", false];
    	_x enableAttack false;
    	if (side _x == EAST) then {
    		_x setVariable ["DZ_WTS_Weapon", "DSHKM_Ins"];
    	};
    } foreach _MGGroups;
    just find the weapon classname for the mortar you want to use and mg, and copy it inside those quotes, and it will work for any other side.

    Let me know if there are any issues with it, I have not yet updated this script with more features, but once I get my campaign in good shape it will be on my todo list.
    Did that but weapons (deploy/pick up) options are grayed out. Markers are also infantry so they have not changed. Is there another line for side and imarker type needs changing?

  7. #7
    great stuff. this needs to be combined with Domz hac extensions.
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  8. #8
    Quote Originally Posted by CaptainBravo View Post
    Did that but weapons (deploy/pick up) options are grayed out. Markers are also infantry so they have not changed. Is there another line for side and imarker type needs changing?
    oops, the problem is staring me in the face haha, change the:

    Code:
    if (side _x == EAST)
    to

    Code:
    if (side _x == WEST)
    forgot that I had that in there for future side implements. should work once the side is changed to west

  9. #9
    Quote Originally Posted by Igneous01 View Post
    oops, the problem is staring me in the face haha, change the:

    Code:
    if (side _x == EAST)
    to

    Code:
    if (side _x == WEST)
    forgot that I had that in there for future side implements. should work once the side is changed to west
    I am still having the same issue despite changing the East to West. I have attached the example mission I am having the issue with. I appreciate you taking a quick look and letting me know my mistake.


    http://www.mediafire.com/?c3g6r9qr27826rf

  10. #10
    your mission still show side equals EAST

    ---------- Post added at 03:50 PM ---------- Previous post was at 03:49 PM ----------

    Your mission still shows side equals east

    {
    _x setvariable ["MARTA_customIcon",["o_mortar"]];
    _x setVariable ["DZ_WTS_Type", 0];
    _x setVariable ["DZ_WTS_Deployed", false];
    _x enableAttack false;
    if (side _x == EAST) then {
    _x setVariable ["DZ_WTS_Weapon", "M252"];
    };

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