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Thread: Couple of Scripts for anyone that want's them

  1. #1
    With ofpec down, I thought I might post these for anyone who may have problems with vehicle embarking/disembarking involving a player and WP synchronisation.

    Most of the experienced editors will probably have written their own versions already (or gotten one off of ofpec). Still, I thought I'd post these for anyone who's not very experienced, or just doesn't have something similar.

    Anyways, Looking through these forums, this seems like it's actually one of the few worthwhile communities on the internet. There's no real trolling or flaming to speak of, and this community seems to be full of helpfull people. So, I think I'll start taking an active part.

    I'll be posting assorted scripts that I write, and maybe start putting out missions for the public if you guys would give me some good leads on where they should be hosted.

    Anyways, without further ado, here's the promissed scripts.


    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Vehicle Unload by ColonelSandersLite Version 1.0

    ; Requirements&#58;
    ;
    ; The Transporting vehicle is assumed to be a truck/apc/whatever, but helicopters wont work
    ; The squad needs to have a group name. This can be acheived by putting the following in the
    ; init feild of the squad leader&#58; myGroupName = group this;
    ; The Transporting vehicle must have a name
    ; The squad must be in the vehicle before getting out of the vehicle&#59;&#41;


    ; Usage &#40;who controls the squad doesn&#39;t matter at all&#41;&#58;
    ;
    ; make a move waypoint &#40;NOT A TRANSPORT UNLOAD&#41; for your vehicle where you want
    ; the squad to disembark from and put the following in the on activation box.
    ;
    ; &#91;myVehicleName, &#40;leader MyGroupName&#41;, delayInSeconds&#93; exec &#34;vehunload.sqs&#34;
    ; Example &#58; &#91;testVeh1, &#40;leader testGroup1&#41;, 20&#93; exec &#34;vehunload.sqs&#34;
    ;
    ; DelayInSeconds is the time the truck will wait to leave after everyone is out.
    ; Reccomended value is 15-30 seconds, but testing is reccomended. This is here, so the
    ; squad is clear of the vehicle before it drives off, in order to prevent
    ; ai driver wonkieness. It can be set to 0 if you don&#39;t care to have it.
    ;
    ; The squad does not need a get out waypoint, just a normal waypoint to their destination
    ; after the truck has unloaded them.


    ; BEGIN SCRIPT
    ; Get All Passed Data.
    _veh = _this select 0
    _leader = _this select 1
    _delay = _this select 2

    ; initialize variables.
    _stopped = false
    _squad = units group _leader

    ; Stop the vehicle from trying to go to the next WP.
    _veh LockWP true
    ; Stop the vehicle.
    _veh action &#91;&#34;Engine Off&#34;&#93;



    ; This loop checks that the vehicle is stopped and wont let the script progress till it does.
    #stoppedCheckLoop
    ? &#40;velocity _veh select 0 == 0&#41; AND &#40;velocity _veh select 1 == 0&#41; AND &#40;velocity _veh select 2 == 0&#41; &#58; _stopped = true
    ~1
    ? &#33;_stopped &#58; goto &#34;stoppedCheckLoop&#34;



    ; This unloads everyone, even players, quickly.
    ; reset getOutLoop counter
    _tmp = 0
    ; count the living squad mates
    _num = &#34;alive _x&#34; count _squad
    #getOutLoop
    ? &#40;&#40;&#40;_squad select _tmp&#41; in _veh&#41; AND &#40;alive &#40;_squad select _tmp&#41;&#41;&#41; &#58; unassignVehicle &#40;_squad select _tmp&#41;; &#40;_squad select _tmp&#41; action &#91;&#34;eject&#34;, _veh&#93;
    ~.85
    _tmp = _tmp + 1
    ? _tmp &#60; _num &#58; goto &#34;getOutLoop&#34;



    ; make double sure that everyone is out by runngin the getOutLoop Again without the delay between members
    ; reset getOutLoop2 counter
    _tmp = 0
    ; count the living squad mates
    _num = &#34;alive _x&#34; count _squad
    #getOutLoop2
    ? &#40;&#40;&#40;_squad select _tmp&#41; in _veh&#41; AND &#40;alive &#40;_squad select _tmp&#41;&#41;&#41; &#58; unassignVehicle &#40;_squad select _tmp&#41;; &#40;_squad select _tmp&#41; action &#91;&#34;eject&#34;, _veh&#93;
    _tmp = _tmp + 1
    ? _tmp &#60; _num &#58; goto &#34;getOutLoop2&#34;



    ; timer loop to make the vehicle wait the designated amount of time after squad disembarks.
    _timewaited = 0
    #waitLoop
    ~1
    _timewaited = _timewaited + 1
    ? _timewaited &#60; _delay &#58; goto &#34;waitLoop&#34;


    ; Since everyone is out and clear, let the vehicle resume it&#39;s path.
    _veh LockWP false

    ; finished[/QUOTE]

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Vehicle Pickup by ColonelSandersLite Version 1.0

    ; Requirements&#58;
    ;
    ; The Transporting vehicle is assumed to be a truck/apc/whatever, but helicopters wont work
    ; The squad needs to have a group name. This can be acheived by putting the following in the
    ; init feild of the squad leader&#58; myGroupName = group this;
    ; The Transporting vehicle must have a name


    ; Usage if the squad is DEFINATELY going to be PLAYER controlled&#58;
    ;
    ; Make a move waypoint &#40;NOT LOAD&#41; for your vehicle where you want the vehicle to wait at and
    ; put the following in the on activation box&#58;
    ; &#91;myVehicleName, &#40;leader MyGroupName&#41;&#93; exec &#34;vehpickup.sqs&#34;
    ;
    ; The vehicle will wait for the player&#39;s squad to board


    ; Usage if the squad may possibly be player controlled, such as in the event of casualties&#58;
    ;
    ; Make a move waypoint &#40;NOT LOAD&#41; for your vehicle where you want the vehicle to wait at and
    ; put the following in the on activation box&#58;
    ; &#91;myVehicleName, &#40;leader MyGroupName&#41;&#93; exec &#34;vehpickup.sqs&#34;
    ;
    ; Make a small radius &#40;10X10&#41; trigger where the vehicle moves to pick up the men.
    ; Group it to the vehicle with &#34;vehicle present &#40;once&#41;&#34; being the activation.
    ; The Condition Should be&#58;
    ; &#40;this AND &#40;&#40;velocity myVehicleName select 0 == 0&#41; AND &#40;velocity myVehicleName select 1 == 0&#41; AND &#40;velocity myVehicleName select 2 == 0&#41;&#41;&#41; OR &#40;&#33;canMove myVehicleName&#41;
    ; The on activation should read&#58; myVehicleNameIsHere = 1;
    ;
    ; Give the squad a move/seek and destroy/guard/whatever waypoint. This is what the
    ; squad is doing before the truck comes to pick them up.
    ; The condition box should read&#58; myVehicleNameIsHere == 1;
    ; The on activation should read&#58; &#40;&#34;_x assignAsCargo myVehicleName&#34;&#41; forEach &#40;units MyGroupName&#41;;
    ;
    ; Give the squad a Get In waypoint near where the vehicle is going to load the squad.
    ;
    ; Give the Vehicle a move/seek and destroy/guard/whatever waypoint for where it goes after
    ; the squad is aboard.


    ; Usage if there&#39;s no possible way for the squad to be player controlled&#58;
    ;
    ; Don&#39;t use this script, although it WILL WORK.
    ; It&#39;s simpler to just use synched load and get in waypoints.
    ; If you insist, follow the instructions for a squad may possibly be player controlled


    ; BEGIN SCRIPT
    ; Get All Passed Data.
    _veh = _this select 0
    _leader = _this select 1

    ; initialize variables.
    _stopped = false
    _squad = units group _leader
    _squadGroup = group _leader

    _veh LockWP true
    _veh action &#91;&#34;Engine Off&#34;&#93;

    ; This loop checks that the vehicle is stopped and wont let the script progress till it does.
    #stoppedCheckLoop
    ? &#40;velocity _veh select 0 == 0&#41; AND &#40;velocity _veh select 1 == 0&#41; AND &#40;velocity _veh select 2 == 0&#41; &#58; _stopped = true
    ~1
    ? &#33;_stopped &#58; goto &#34;stoppedCheckLoop&#34;

    ; This loop keeps going until everyone is aboard
    #waitForBoardLoop
    &#59; count the living squad mates
    _num = &#34;alive _x&#34; count _squad
    &#59; reset counter for squad mates boarded
    _inCount = 0
    &#59; reset testInLoop counter
    _tmp = 0
    &#59; this loop counts the number of living squad mates in the vehicle and checks the whole squad
    #testInLoop
    ? &#40;&#40;&#40;_squad select _tmp&#41; in _veh&#41; AND &#40;alive &#40;_squad select _tmp&#41;&#41;&#41; &#58; _inCount = _inCount + 1
    _tmp = _tmp + 1
    ? _tmp &#60; &#40;count _squad&#41; &#58; goto &#34;testInLoop&#34;

    &#59; small delay so the script doesn&#39;t eat too many resources
    ~1

    ; if all living squad members are not in the truck, loop
    ? _inCount &#33;= _num &#58; goto &#34;waitForBoardLoop&#34;

    ; since everyone is aboard, let the truck move out
    _veh LockWP false

    ; finished[/QUOTE]
    Everything I have released for ARMA can be found here.

  2. #2
    Thanks. Copied and pasted to scripts reference document.

  3. #3
    First Sergeant
    Join Date
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    Location
    KC, MO, USA
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    Author of the Thread
    BTW, feedback, bug reports, feature requests, script requests, etc, are ALWAYS welcome.

    I&#39;ll also put together sample missions with examples on usage on request as well.

  4. #4
    Alright, ColonelSandersLite, now that you offered .....

    A very helpfull script for myself and prolly for others too that I have been hoping to find in the near future would be:

    A script that:

    spawns a bmp in a particular spot, the bmp spawns completely loaded with units, driver, gunner, commander, and cargo is loaded with units as well.

    Then script sends bmp to a location, unloads the troops, then moves to one last position.

    This would show I would think everything one would need to do basic plans for spawning units, spawning units within vehicles in all vehicle positions, moving them thru script use and loading and unloading them - of course the loading and unloading you did put down, although it would be neat to see it mixed in a script like this.

    This isnt a request or anything, if you feel like doin it.

    Thanks for the offer, didnt take long to get a response eh? lol

  5. #5
    First Sergeant
    Join Date
    Jul 1 2004
    Location
    Krakow/Rzeszow, Poland
    Posts
    926
    I`m looking for a:

    CAS script for helos (move in to player`s possition, make a mess (limited time) and fly away). Would this be possible to lase the targets for indirect strikes like in CoC arty? A helo targets the lased spot and fires missile, no matter where it`s pointed.
    precision strike for a10 or other aircraft (realistic altitude and speed), for both mapclicked or lased targets.
    evac script for helo that I could incorporate with GB`s handsignals
    ressuplyscript where ammo creates are dropped from a helo, not spawned over the area

    I want to make a mission with the GB`s handisgnals, so I need .sqs files that can be executed by this system. As you know you can`t use the ofp`s radio codes in order to call support.

    I posted it here because i didn`t wanted to start a new thread about it, I`m a beginner so at least tell me what can be done from my whish list . I wish i could do it myself...
    regards
    ziajafoto 3d-ready blog (polish)
    "As you can see, i've taken a hit to the head. It's nothing serious but I am bleeding badly"

  6. #6
    First Sergeant
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    Location
    KC, MO, USA
    Posts
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    Author of the Thread
    Wow, ok, ok, slow down.

    I&#39;m rewriting my old heliload and helipickups at the moment.

    I felt embarrassed about posting something so old that was based on someone elses work anyways.

    They are actually already done but I need to test them out still.

    I&#39;ll look over your script ideas and get on them once I&#39;m done with these.

    ------------------------------------------------------

    Ok the afformentioned Helicopter Scripts are finished and tested.

    So:



    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; HeliDrop by ColonelSandersLite Version 2.0

    ; Requirements&#58;
    ;
    ; The Transporting helicopter is assumed to be a helicopter
    ; The squad needs to have a group name. This can be acheived by putting the following in the
    ; init feild of the squad leader&#58; myGroupName = group this;
    ; The Transporting helicopter must have a name
    ; The squad must be in the helicopter before getting out of the helicopter&#59;&#41;


    ; Usage &#40;who controls the squad doesn&#39;t matter at all&#41;&#58;
    ;
    ; Put a H or H&#40;invisible&#41; on the ground where the helicopter is supposed to land
    ;
    ; make a move waypoint &#40;NOT A TRANSPORT UNLOAD&#41; for your helicopter where you want
    ; the squad to disembark from and put the following in the on activation box.
    ;
    ; &#91;myhelicopterName, &#40;leader MyGroupName&#41;, DesiredFlyOutHeightInMeters&#93; exec &#34;helidrop2.sqs&#34;
    ; Example &#58; &#91;testHeli1, &#40;leader testGroup1&#41;, 50&#93; exec &#34;helidrop2.sqs&#34;
    ;
    ; the distance between the move waypoint and H should be tweaked so the helicopter lands quickly and
    ; efficiently on normal time acc
    ;
    ; The squad does not need a get out waypoint, just a normal waypoint to their destination
    ; after the helicopter has unloaded them.


    ; BEGIN SCRIPT
    ; Get All Passed Data.
    _heli = _this select 0
    _leader = _this select 1
    _flyOutHeight = _this select 2



    ; initialize variables.
    _grounded = false
    _landed = false
    _squad = units group _leader



    ; Stop the helicopter from trying to go to the next WP.
    _heli LockWP true
    ; Stop the helicopter.
    _heli land &#34;GET OUT&#34;



    ; This loop waits until the helicopter is about to land &#40;a couple of meters off the ground&#41;
    ; then forces the to helicopter finish landing quickly and efficently,
    #groundedCheckLoop
    ~0.5
    ? &#40;GetPos _heli select 2&#41; &#60;= 2 &#58; _heli flyinheight 0; _grounded = true
    ? &#33;_grounded &#58; goto &#34;groundedCheckLoop&#34;



    ; This loop checks that the helicopter is landed and wont let the script progress till it does.
    #landedCheckLoop
    ~0.5
    ? &#40;GetPos _heli select 2&#41; &#60;=.5 &#58; _landed = true;
    ? &#33;_landed &#58; goto &#34;landedCheckLoop&#34;



    ; This unloads everyone, even players, quickly.
    ; reset getOutLoop counter
    _tmp = 0
    ; count the living squad mates
    _num = &#34;alive _x&#34; count _squad
    #getOutLoop
    ? &#40;&#40;&#40;_squad select _tmp&#41; in _heli&#41; AND &#40;alive &#40;_squad select _tmp&#41;&#41;&#41; &#58; unassignVehicle &#40;_squad select _tmp&#41;; &#40;_squad select _tmp&#41; action &#91;&#34;eject&#34;, _heli&#93;
    ~.85
    _tmp = _tmp + 1
    ? _tmp &#60; _num &#58; goto &#34;getOutLoop&#34;



    ; make double sure that everyone is out by running the getOutLoop Again without the delay between members
    ; reset getOutLoop2 counter
    _tmp = 0
    ; count the living squad mates
    _num = &#34;alive _x&#34; count _squad
    #getOutLoop2
    ? &#40;&#40;&#40;_squad select _tmp&#41; in _heli&#41; AND &#40;alive &#40;_squad select _tmp&#41;&#41;&#41; &#58; unassignVehicle &#40;_squad select _tmp&#41;; &#40;_squad select _tmp&#41; action &#91;&#34;eject&#34;, _heli&#93;
    _tmp = _tmp + 1
    ? _tmp &#60; _num &#58; goto &#34;getOutLoop2&#34;


    ; Since everyone is out and clear, let the helicopter resume it&#39;s path and set the flyInHeight as passed.
    _heli LockWP false
    _heli flyinheight _flyOutHeight

    ; finished[/QUOTE]

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; HeliPickup by ColonelSandersLite Version 2.0

    ; Requirements&#58;
    ;
    ; The Transporting helicopter is assumed to be a helicopter,
    ; The squad needs to have a group name. This can be acheived by putting the following in the
    ; init feild of the squad leader&#58; myGroupName = group this;
    ; The Transporting helicopter must have a name


    ; Usage if the squad is DEFINATELY going to be PLAYER controlled&#58;
    ;
    ; Put a H or H&#40;invisible&#41; on the ground where the helicopter is supposed to land
    ;
    ; Make a move waypoint &#40;NOT LOAD&#41; for your helicopter where you want the helicopter to wait at and
    ; put the following in the on activation box&#58;
    ; &#91;myhelicopterName, &#40;leader MyGroupName&#41;, DesiredFlyOutHeightInMeters&#93; exec &#34;helipickup2.sqs&#34;
    ;
    ; the distance between the move waypoint and H should be tweaked so the helicopter lands quickly and
    ; efficiently on normal time acc
    ;
    ; The helicopter will wait for the player&#39;s squad to board


    ; Usage if the squad may possibly be player controlled, such as in the event of casualties&#58;
    ;
    ; Put a H or H&#40;invisible&#41; on the ground where the helicopter is supposed to land
    ;
    ; Make a move waypoint &#40;NOT LOAD&#41; for your helicopter where you want the helicopter to wait at and
    ; put the following in the on activation box&#58;
    ; &#91;myhelicopterName, &#40;leader MyGroupName&#41;, DesiredFlyOutHeightInMeters&#93; exec &#34;helipickup2.sqs&#34;
    ;
    ; the distance between the move waypoint and H should be tweaked so the helicopter lands quickly and
    ; efficiently on normal time acc
    ;
    ; Make a medium radius &#40;100X100&#41; trigger where the helicopter moves to pick up the men.
    ; Group it to the helicopter with &#34;vehicle present &#40;once&#41;&#34; being the activation.
    ; The Condition Should be&#58;
    ; this OR &#40;&#33;canMove myhelicopterName&#41;
    ; The on activation should read&#58; myhelicopterNameIsHere = 1;
    ;
    ; Give the squad a move/seek and destroy/guard/whatever waypoint. This is what the
    ; squad is doing before the helicopter comes to pick them up.
    ; The condition box should read&#58; myhelicopterNameIsHere == 1;
    ; The on activation should read&#58; &#40;&#34;_x assignAsCargo myhelicopterName&#34;&#41; forEach &#40;units MyGroupName&#41;;
    ;
    ; Give the squad a Get In waypoint near where the helicopter is going to load the squad.
    ;
    ; Give the helicopter a move/seek and destroy/guard/whatever waypoint for where it goes after
    ; the squad is aboard.


    ; Usage if there&#39;s no possible way for the squad to be player controlled&#58;
    ;
    ; Don&#39;t use this script, although it WILL WORK.
    ; It&#39;s simpler to just use synched load and get in waypoints.
    ; If you insist, follow the instructions for a squad may possibly be player controlled


    ; BEGIN SCRIPT
    ; Get All Passed Data.
    _heli = _this select 0
    _leader = _this select 1
    _flyOutHeight = _this select 2



    ; initialize variables.
    _grounded = false
    _landed = false
    _squad = units group _leader



    ; Stop the helicopter from trying to go to the next WP.
    _heli LockWP true
    ; Stop the helicopter.
    _heli land &#34;GET OUT&#34;



    ; This loop waits until the helicopter is about to land &#40;a couple of meters off the ground&#41;
    ; then forces the to helicopter finish landing quickly and efficently,
    #groundedCheckLoop
    ~0.5
    ? &#40;GetPos _heli select 2&#41; &#60;= 2 &#58; _heli flyinheight 0; _grounded = true
    ? &#33;_grounded &#58; goto &#34;groundedCheckLoop&#34;



    ; This loop checks that the helicopter is landed and wont let the script progress till it does.
    #landedCheckLoop
    ~0.5
    ? &#40;GetPos _heli select 2&#41; &#60;=.5 &#58; _landed = true;
    ? &#33;_landed &#58; goto &#34;landedCheckLoop&#34;



    ; This loop keeps going until everyone is aboard
    #waitForBoardLoop
    &#59; count the living squad mates
    _num = &#34;alive _x&#34; count _squad
    &#59; reset counter for squad mates boarded
    _inCount = 0
    &#59; reset testInLoop counter
    _tmp = 0
    &#59; this loop counts the number of living squad mates in the helicopter and checks the whole squad
    #testInLoop
    ? &#40;&#40;&#40;_squad select _tmp&#41; in _heli&#41; AND &#40;alive &#40;_squad select _tmp&#41;&#41;&#41; &#58; _inCount = _inCount + 1
    _tmp = _tmp + 1
    ? _tmp &#60; &#40;count _squad&#41; &#58; goto &#34;testInLoop&#34;

    &#59; small delay so the script doesn&#39;t eat too many resources
    ~1

    ; if all living squad members are not in the helicopter, loop
    ? _inCount &#33;= _num &#58; goto &#34;waitForBoardLoop&#34;



    ; Make double sure everyone is aboard
    ; This loop keeps going until everyone is aboard
    #waitForBoardLoop2
    &#59; Wait a second to check again, also serves as a small delay so the script
    &#59; doesn&#39;t eat too many resources in the event the first check was inacurate
    ~1
    &#59; count the living squad mates
    _num = &#34;alive _x&#34; count _squad
    &#59; reset counter for squad mates boarded
    _inCount = 0
    &#59; reset testInLoop counter
    _tmp = 0
    &#59; this loop counts the number of living squad mates in the helicopter and checks the whole squad
    #testInLoop2
    ? &#40;&#40;&#40;_squad select _tmp&#41; in _heli&#41; AND &#40;alive &#40;_squad select _tmp&#41;&#41;&#41; &#58; _inCount = _inCount + 1
    _tmp = _tmp + 1
    ? _tmp &#60; &#40;count _squad&#41; &#58; goto &#34;testInLoop2&#34;
    ; if all living squad members are not in the helicopter, loop
    ? _inCount &#33;= _num &#58; goto &#34;waitForBoardLoop2&#34;



    ; Since everyone is in, let the helicopter resume it&#39;s path and set the flyInHeight as passed.
    _heli LockWP false
    _heli flyinheight _flyOutHeight

    ; finished[/QUOTE]


    Now to Start the requests. Special Ed came first, so first come first serve I guess.

    I really don&#39;t see a truly usefull application of a script like this, but what the heck, I&#39;ll do it anyways. I&#39;ll start it now.

    funnyguy1:
    It looks like everything you want is possible, but I have some notes and questions.

    Quote Originally Posted by [b
    Quote[/b] ]I want to make a mission with the GB`s handisgnals, so I need .sqs files that can be executed by this system. As you know you can`t use the ofp`s radio codes in order to call support.
    I&#39;m not familiar with GB&#39;s handsignals, a link would be nice. I disagree about the limitations of the ofp radio codes, I have no problems rigging radio alpha or whatever to say, move a heli to a position to extract a squad.

    Quote Originally Posted by [b
    Quote[/b] ]CAS script for helos (move in to player`s possition, make a mess (limited time) and fly away).
    Easy. There is a snag though. It is difficult for the ofp AI to detect infantry on the ground and there&#39;s not really anything I can do about that. It would be effective against vehicles though. I suppose it would be possible to just let it know where every enemy soilder is in an area, it would be too effective then however. Maybe with some messing around, I could find a nice balance.


    Quote Originally Posted by [b
    Quote[/b] ]Would this be possible to lase the targets for indirect strikes like in CoC arty? A helo targets the lased spot and fires missile, no matter where it`s pointed.
    Almost certainly possible, although I&#39;ve never tried it. This one&#39;ll be fun to work out.

    Quote Originally Posted by [b
    Quote[/b] ]Precision strike for a10 or other aircraft (realistic altitude and speed), for both mapclicked or lased targets.
    I actually did something with this a long time ago. Well, on mapclick, not I&#39;ll have to see if I still have it and revamp it so it&#39;s not another embarrasment.

    Quote Originally Posted by [b
    Quote[/b] ]evac script for helo that I could incorporate with GB`s handsignals
    Again, the only wild card here is the gb&#39;s hand signals. This can be done with the radio easilly, in fact the scripts above provide the means to do it. I can find out more if you link me to the hand signals however.

    Quote Originally Posted by [b
    Quote[/b] ]ressuplyscript where ammo creates are dropped from a helo, not spawned over the area
    Yes, this can be done. FYI though, helicopters tend to land and unload their cargo on the ground. Parachutes are mostly used for fixed wing aircraft providing resupply. Although I suppose that a script to make ANY flyer be able to do this would be good.




  7. #7
    First Sergeant
    Join Date
    Jul 1 2004
    Location
    Krakow/Rzeszow, Poland
    Posts
    926
    Ok, thx for the attention...I`ll post a larger comment later, now I`m just doing what I think I should do...

    HANDSIGNALS THREAD&#33;


    edit:
    Firstly, you can`t use the standard radio comms along with the hs signals as far as I`m concerned...
    Secondly, you should contact General Barron if you want to know more about it (and certainly you should try it), If I knew how to use this kind of knowledge I would ask him myslef .




  8. #8
    Thank you ColonelSandersLite&#39; would be great to see that. I didnt really expect anything to materialize, so this is really great.
    I have some, I say some references of how to use units from spawns in CTI, but the scripting is so mixed with other checks for the cti mission its hard, very hard to pick out whats needed.
    A few very nice features in using spawned units and then of course sending them around to do whatever is needed-

    Spawned units cane be thrown in a mission at any time, where maybe in some cases this would reduce lag (like cti res spawns), reinforcement spawns would be another good example, of course done in a reasonable way, keeping the spawns far away from the battle they are reinforcing, in my particular mission the spawns would occur in a few &#39;primary&#39; town bases which would send them out to battles across the map.
    The real big plus in using not just spawns, but also markers to move units, u can change their path plans, unlike thru the editor where once u start setting waypoints thats it, those units can only follow that waypoint system, thru using markers and script if certain events occurr within the mission the script can &#39;re-assign&#39; units to new plans, making a mission more versitile.
    So really this type of script is more directed towards larger scale missions that may either use alot of units which some of them could be spawned at appropriate times and/or missions that could use multiple plans for unit groups depending on certain criteria during the mission.




  9. #9
    First Sergeant
    Join Date
    Mar 10 2006
    Location
    KC, MO, USA
    Posts
    897
    Author of the Thread
    Ok Special Ed and anyone that wants it,

    Here&#39;s the script with a sample mission below.

    When editing the sample mission, be sure to turn on markers so you can see what&#39;s going on. Also, note that there are observers at various locations. These should be made playable whenever you want to see the actions.

    Ok, script first:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;Spawn Mechanized Infantry Squad By ColonelSandersLite V1.0

    ; Usage&#58;

    ; Create 4 Markers, name them so you will remember them.
    ; The first marker will be where your unit will spawn
    ; The second marker will be where your unit will unload at
    ; The third marker is the infantry units objective
    ; The fourth marker is the Vehicles Objective

    ; Create 2 men &#40;ungrouped&#41; and name their groups by putting mygroupname = group this in their init feild.
    ; The group names must be different.

    ; Create a trigger/script/whatever that calls this script. Parameter details below
    ; &#91;&#34;myVehType&#34;, &#34;mySpawnMarker&#34;, numberOfCrewVehNeeds, &#34;myCrewType&#34;, apcGroupName, infSquadGroupName, numberOfSoilderType1, &#34;soilderType1&#34;, numberOfSoilderType2, &#34;soilderType2&#34;, numberOfSoilderType3, &#34;soilderType3&#34;, numberOfSoilderType4, &#34;soilderType4&#34;, numberOfSoilderType5, &#34;soilderType5&#34;, numberOfSoilderType6, &#34;soilderType6&#34;, infantrySkillLevel, &#34;test_apc_unloadW&#34;, &#34;test_apc_objW&#34;, &#34;test_squad_objW&#34;, &#34;myAPCBehavior&#34;, &#34;myAPCCombatMode&#34;, &#34;myInfSquadBehavior&#34;, &#34;myInfSquadCombatMode&#34;, timeForAPCToWaitAfterUnloadingSquad&#93; exec &#34;spawnMechInfSquad.sqs&#34;

    ; Example&#58;
    ; &#91;&#34;Bradley&#34;, &#34;test_spawnW&#34;, 3, &#34;SoldierWCrew&#34;, WSpawnedAPCGroup, WSpawnedSquadGroup, 1, &#34;OfficerW&#34;, 1, &#34;SoldierWG&#34;, 2, &#34;SoldierWLAW&#34;, 1, &#34;SoldierWMG&#34;, 1, &#34;SoldierWB&#34;, 0, &#34;SoldierWAT&#34;, 0.5, &#34;test_apc_unloadW&#34;, &#34;test_apc_objW&#34;, &#34;test_squad_objW&#34;, &#34;COMBAT&#34;, &#34;RED&#34;, &#34;COMBAT&#34;, &#34;RED&#34;, 180&#93; exec &#34;spawnMechInfSquad.sqs&#34;


    ; More information on accepted parameters

    ; &#34;myVehType&#34;
    ; Vehicle Types Sorted by Side, and type. Not all inclusive I&#39;m sure.
    ; &#34;M113&#34; &#34;Bradley&#34; &#34;M113Ambul&#34; &#34;Truck5t&#34; &#34;Truck5tOpen&#34;
    ; &#34;HMMWV&#34; &#34;Jeep&#34; &#34;JeepMG&#34; &#34;BoatW&#34;

    ; &#34;BMP&#34; &#34;BMP2&#34; &#34;BMPAmbul&#34; &#34;UAZ&#34; &#34;Ural&#34;
    ; &#34;UralRepair&#34; &#34;UralReammo&#34; &#34;UralRefuel&#34; &#34;BRDM&#34; &#34;Scud&#34;
    ; &#34;BoatE&#34;

    ; &#34;BMPRes&#34; &#34;TruckV3SG&#34; &#34;GJeep&#34; &#34;TruckV3SCivil&#34; &#34;TruckV3SGRefuel&#34;
    ; &#34;TruckV3SGRepair&#34; &#34;TruckV3SGReammo&#34; &#34;UAZG&#34; &#34;SGUAZG&#34; &#34;GJeep&#34;

    ; &#34;SkodaBlue&#34; &#34;SkodaRed&#34; &#34;SkodaGreen&#34;


    ; &#34;myCrewType&#34;
    ; Unit Types Sorted By Side. Also not all inclusive.
    ; &#34;Civilian&#34; &#34;Civilian2&#34; &#34;SoldierWB&#34;

    ; &#34;SoldierWG&#34; &#34;SoldierWMedic&#34; &#34;SoldierWCrew&#34; &#34;SoldierWPilot&#34; &#34;SoldierWMG&#34;
    ; &#34;SoldierWLAW&#34; &#34;SoldierWAT&#34; &#34;SoldierWAA&#34; &#34;SoldierWMortar&#34; &#34;SoldierWSniper&#34;
    ; &#34;SoldierWSaboteurPipe&#34; &#34;SoldierWSaboteurDay&#34; &#34;SoldierWMiner&#34; &#34;OfficerWNight&#34;
    ; &#34;SoldierWCaptive&#34;

    ; &#34;SoldierEB&#34; &#34;SoldierWFakeE&#34; &#34;SoldierEG&#34; &#34;SoldierEMedic&#34; &#34;SoldierECrew&#34;
    ; &#34;SoldierEPilot&#34; &#34;SoldierEMG&#34; &#34;SoldierELAW&#34; &#34;SoldierEAT&#34; &#34;SoldierEAA&#34;
    ; &#34;SoldierEMiner&#34; &#34;OfficerE&#34; &#34;OfficerENight&#34; &#34;GeneralE&#34; &#34;Angelina&#34;
    ; &#34;SoldierESniper&#34; &#34;SoldierESaboteurPipe&#34; &#34;SoldierEFakeW&#34;

    ; &#34;SoldierGB&#34; &#34;SoldierGMedic&#34; &#34;SoldierGCrew&#34; &#34;SoldierGPilot&#34; &#34;SoldierGG&#34;
    ; &#34;SoldierGMG&#34; &#34;SoldierGLAW&#34; &#34;SoldierGAT&#34; &#34;SoldierGAA&#34; &#34;OfficerG&#34;
    ; &#34;OfficerGNight&#34; &#34;SoldierGFakeE&#34; &#34;SoldierGFakeC&#34; &#34;SoldierGFakeC2&#34;



    ; apcGroupName, infSquadGroupName
    ; These should be the group names of the men created earlier. As a note, those men should be put
    ; someplace practically inaccessable and secret, and WILL be killed by the script.

    ; numberOfSoilderTypeX, &#34;soilderType1&#34;
    ; These allow you to mix and match different soilder types in the squad. 2, &#34;SoldierWLAW&#34; puts
    ; 2 west LAW soilders in the squad. Note you are limited to six different unit types.
    ; numberOfSoilderType1 must be at least 1-12. All the others can be 0-12. The types are listed above

    ; infantrySkillLevel
    ; A decimal number between and including 0 and 1. This sets the skill level of every man in the squad

    ; &#34;myAPCBehavior&#34;, &#34;myAPCCombatMode&#34;, &#34;myInfSquadBehavior&#34;, &#34;myInfSquadCombatMode&#34;

    ; Valid Behaviors
    ; &#34;SAFE&#34; &#34;AWARE&#34; &#34;COMBAT&#34; &#34;CARELESS&#34; &#34;STEALTH&#34;

    ; Valid Combat Modes
    ; &#34;BLUE&#34; =Never Fire
    ; &#34;GREEN&#34; =Hold Fire
    ; &#34;WHITE&#34; =Hold Fire, Engage At Will
    ; &#34;YELLOW&#34; =Open Fire &#40;stay where you are at&#41;
    ; &#34;RED&#34; =Open Fire, Engage At Will &#40;seek targets but stay near leader&#41;

    ; timeForAPCToWaitAfterUnloadingSquad
    ; this is the number of seconds the apc will wait before moving out. 0 is valid, although I reccomend
    ; you at least give the squad time to clear out before moving so the vehicle doesn&#39;t display some of ofp&#39;s
    ; ai quirks.
    ; This is especially usefull if the vehicle is an apc that is going to support an attack by the infantry squad
    ; In this fashion, it can be tweaked to act similar to a bounding overwatch, or perhaps wait until the infantry
    ; has already made contact with the enemy before moving in. This would reduce the chance of getting slagged by
    ; someone with a LAW/RPG considerably since it would then have mutual support from the infantry.





    ; BEGIN SCRIPT
    ; Get All Passed Data.

    _vehicleType = _this select 0
    _spawnLocMarker = _this select 1

    _numCrew = _this select 2
    _crewType = _this select 3
    _crewGroup = _this select 4

    _squadGroup = _this select 5

    _numSquad1 = _this select 6
    _typeSquad1 = _this select 7

    _numSquad2 = _this select 8
    _typeSquad2 = _this select 9

    _numSquad3 = _this select 10
    _typeSquad3 = _this select 11

    _numSquad4 = _this select 12
    _typeSquad4 = _this select 13

    _numSquad5 = _this select 14
    _typeSquad5 = _this select 15

    _numSquad6 = _this select 16
    _typeSquad6 = _this select 17

    _squadSkill = _this select 18

    _apcUnload = _this select 19
    _apcObjective = _this select 20
    _squadObjective = _this select 21

    _apcBehavior = _this select 22
    _apcCombatMode = _this select 23
    _squadBehavior = _this select 24
    _squadCombatMode = _this select 25

    _waitTime = _this select 26


    ; initialize variables.
    _crewSpawnPos = &#91;&#40;getmarkerpos _spawnLocMarker select 0&#41; + 2, &#40;getmarkerpos _spawnLocMarker select 1&#41; + 2,&#40;getmarkerpos _spawnLocMarker select 2&#41;&#93;
    _squadSpawnPos = &#91;&#40;getmarkerpos _spawnLocMarker select 0&#41; - 2, &#40;getmarkerpos _spawnLocMarker select 1&#41; - 2,&#40;getmarkerpos _spawnLocMarker select 2&#41;&#93;



    ; Spawn the vehicle.
    _apc = _vehicleType createVehicle getmarkerpos _spawnLocMarker



    ; Spawn the vehicle&#39;s crew, displays a warning if the number supplied is invalid.
    _counter = 0
    #crewCreate
    ? _counter == 0 &#58; _crewType createunit &#91;_crewSpawnPos, _crewGroup, &#34;&#34;, 1, &#34;CORPORAL&#34;&#93;
    ? _counter == 0 &#58; &#40;units _crewGroup select 0&#41; setDammage 1
    ? _counter == 0 &#58; &#91;&#40;units _crewGroup select 0&#41;&#93; join GrpNull
    ? _counter == 1 &#58; _crewType createunit &#91;_crewSpawnPos, _crewGroup, &#34;&#34;, 1, &#34;SERGEANT&#34;&#93;
    ? _counter == 2 &#58; _crewType createunit &#91;_crewSpawnPos, _crewGroup, &#34;&#34;, 1, &#34;LIEUTNANT&#34;&#93;
    ? _counter &#62; 2 &#58; hintC &#34;spawnMechInfSquad.sqs param 3, numCrew invalid. Valid Range is 1 to 3&#34;
    _counter = _counter + 1
    ?_counter &#33;= _numCrew &#58; goto &#34;crewCreate&#34;



    ; Move the crew into their positions.
    _counter = 0
    #crewAssign
    ; _crewType createUnit &#91;&#40;getmarkerpos _spawnLocMarker&#41;, _crewGroup, &#34;&#34;, 1, &#34;PRIVATE&#34;&#93;
    ? _counter == 0 &#58; &#40;units _crewGroup select 0&#41; MoveInDriver _apc
    ? _counter == 1 &#58; &#40;units _crewGroup select 1&#41; MoveInGunner _apc
    ? _counter == 2 &#58; &#40;units _crewGroup select 2&#41; MoveInCommander _apc
    ? _counter &#62; 2 &#58; hintC &#34;spawnMechInfSquad.sqs param 3, numCrew invalid. Valid Range is 1 to 3&#34;
    &#40;units _crewGroup select _counter&#41; SetCombatMode _apcCombatMode
    &#40;units _crewGroup select _counter&#41; SetBehaviour _apcBehavior
    _counter = _counter + 1
    ?_counter &#33;= _numCrew &#58; goto &#34;crewAssign&#34;




    ; Spawn the squad. Unit Type 1
    _counter = 0
    #squadSpawn1
    ? _numSquad1 == 0 &#58; hintC &#34;spawnMechInfSquad.sqs param 7, numSquad1 invalid. Valid Range is 1 to 12&#34;; goto &#34;endSquadSpawn1&#34;
    _typeSquad1 createunit &#91;_squadSpawnPos, _squadGroup, &#34;&#34;, _squadSkill, &#34;SERGEANT&#34;&#93;
    ? _counter == 0 &#58; &#40;units _squadGroup select 0&#41; setDammage 1
    ? _counter == 0 &#58; &#91;&#40;units _squadGroup select 0&#41;&#93; join GrpNull
    _counter = _counter + 1
    ?_counter &#33;= _numSquad1 &#58; goto &#34;squadSpawn1&#34;
    #endSquadSpawn1

    ; Spawn the squad. Unit Type 2
    _counter = 0
    #squadSpawn2
    ? _numSquad2 == 0 &#58; goto &#34;endSquadSpawn2&#34;
    _typeSquad2 createunit &#91;_squadSpawnPos, _squadGroup, &#34;&#34;, _squadSkill, &#34;CORPORAL&#34;&#93;
    _counter = _counter + 1
    ?_counter &#33;= _numSquad2 &#58; goto &#34;squadSpawn2&#34;
    #endSquadSpawn2

    ; Spawn the squad. Unit Type 3
    _counter = 0
    #squadSpawn3
    ? _numSquad3 == 0 &#58; goto &#34;endSquadSpawn3&#34;
    _typeSquad3 createunit &#91;_squadSpawnPos, _squadGroup, &#34;&#34;, _squadSkill, &#34;CORPORAL&#34;&#93;
    _counter = _counter + 1
    ?_counter &#33;= _numSquad3 &#58; goto &#34;squadSpawn3&#34;
    #endSquadSpawn3

    ; Spawn the squad. Unit Type 4
    _counter = 0
    #squadSpawn4
    ? _numSquad4 == 0 &#58; goto &#34;endSquadSpawn4&#34;
    _typeSquad4 createunit &#91;_squadSpawnPos, _squadGroup, &#34;&#34;, _squadSkill, &#34;CORPORAL&#34;&#93;
    _counter = _counter + 1
    ?_counter &#33;= _numSquad4 &#58; goto &#34;squadSpawn4&#34;
    #endSquadSpawn4

    ; Spawn the squad. Unit Type 5
    _counter = 0
    #squadSpawn5
    ? _numSquad5 == 0 &#58; goto &#34;endSquadSpawn5&#34;
    _typeSquad5 createunit &#91;_squadSpawnPos, _squadGroup, &#34;&#34;, _squadSkill, &#34;SERGEANT&#34;&#93;
    _counter = _counter + 1
    ?_counter &#33;= _numSquad5 &#58; goto &#34;squadSpawn5&#34;
    #endSquadSpawn5

    ; Spawn the squad. Unit Type 6
    _counter = 0
    #squadSpawn6
    ? _numSquad6 == 0 &#58; goto &#34;endSquadSpawn6&#34;
    _typeSquad6 createunit &#91;_squadSpawnPos, _squadGroup, &#34;&#34;, _squadSkill, &#34;SERGEANT&#34;&#93;
    _counter = _counter + 1
    ?_counter &#33;= _numSquad6 &#58; goto &#34;squadSpawn6&#34;
    #endSquadSpawn6



    ; Assign the squad members to an array
    _squad = units _squadGroup
    ; count the squad members
    _numberOfSquadMembers = count _squad



    ; Move the squad into the vehicle&#39;s cargo
    _counter = 0
    #squadAssign
    &#40;_squad select _counter&#41; MoveInCargo _apc
    _counter = _counter + 1
    &#40;_squad select _counter&#41; SetCombatMode _squadCombatMode
    &#40;_squad select _counter&#41; SetBehaviour _squadBehavior
    ?_counter &#33;= _numberOfSquadMembers &#58; goto &#34;squadAssign&#34;



    ; Make the apc move to the unload WP
    _apc commandMove getMarkerPos _apcUnload



    ; Wait for the APC to reach the unload WP
    _atWP = false
    #waitForAPCToReachWP
    ; simply the pythagorean theorem
    _distanceA = &#40;getpos _apc select 0&#41; - &#40;getMarkerPos _apcUnload select 0&#41;
    _distanceB = &#40;getpos _apc select 1&#41; - &#40;getMarkerPos _apcUnload select 1&#41;
    _distanceC = sqrt &#40;&#40;_distanceA * _distanceA&#41; + &#40;_distanceB * _distanceB&#41;&#41;
    ? _distanceC &#60;= 10 &#58; _atWP = true
    ~1
    ? &#33;_atWP &#58; goto &#34;waitForAPCToReachWP&#34;



    ;
    ;
    ; APC UNLOAD ROUTINE
    ; Modified Vehicle Unload by ColonelSandersLite Version 1.0
    ;
    ;

    ; initialize variables.
    _stopped = false

    ; Stop the vehicle.
    _apc action &#91;&#34;Engine Off&#34;&#93;

    ; This loop checks that the vehicle is stopped and wont let the script progress till it does.
    #stoppedCheckLoop
    ? &#40;velocity _apc select 0 == 0&#41; AND &#40;velocity _apc select 1 == 0&#41; AND &#40;velocity _apc select 2 == 0&#41; &#58; _stopped = true
    ~1
    ? &#33;_stopped &#58; goto &#34;stoppedCheckLoop&#34;



    ; This unloads everyone, quickly.
    ; reset getOutLoop counter
    _tmp = 0
    ; count the living squad mates
    _num = &#34;alive _x&#34; count _squad
    #getOutLoop
    ? &#40;&#40;&#40;_squad select _tmp&#41; in _apc&#41; AND &#40;alive &#40;_squad select _tmp&#41;&#41;&#41; &#58; unassignVehicle &#40;_squad select _tmp&#41;; &#40;_squad select _tmp&#41; action &#91;&#34;eject&#34;, _apc&#93;
    ~.85
    _tmp = _tmp + 1
    ? _tmp &#60; _num &#58; goto &#34;getOutLoop&#34;



    ; make double sure that everyone is out by runngin the getOutLoop Again without the delay between members
    ; reset getOutLoop2 counter
    _tmp = 0
    ; count the living squad mates
    _num = &#34;alive _x&#34; count _squad
    #getOutLoop2
    ? &#40;&#40;&#40;_squad select _tmp&#41; in _apc&#41; AND &#40;alive &#40;_squad select _tmp&#41;&#41;&#41; &#58; unassignVehicle &#40;_squad select _tmp&#41;; &#40;_squad select _tmp&#41; action &#91;&#34;eject&#34;, _apc&#93;
    _tmp = _tmp + 1
    ? _tmp &#60; _num &#58; goto &#34;getOutLoop2&#34;

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;Non-Original Code Block;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; make squad move to objective
    _squad commandMove getMarkerPos _squadObjective
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    ; timer loop to make the vehicle wait a small amount of time after squad disembarks.
    _timewaited = 0
    #waitLoop
    ~1
    _timewaited = _timewaited + 1
    ? _timewaited &#60; _waitTime &#58; goto &#34;waitLoop&#34;

    ;
    ;
    ; END OF APC UNLOAD ROUTINE
    ;
    ;


    ; make apc move to objective
    _apc commandMove getMarkerPos _apcObjective

    ; finished[/QUOTE]


    Now, the mission.
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">version=11;
    class Mission
    {
    addOns&#91;&#93;=
    {
    &#34;bmp2&#34;,
    &#34;bradley&#34;
    };
    randomSeed=16418819;
    class Intel
    {
    };
    class Groups
    {
    items=10;
    class Item0
    {
    side=&#34;WEST&#34;;
    class Vehicles
    {
    items=2;
    class Item0
    {
    position&#91;&#93;={6113.209961,180.064148,6989.71 7285};
    azimut=85.831902;
    id=0;
    side=&#34;WEST&#34;;
    vehicle=&#34;OfficerW&#34;;
    player=&#34;PLAYER COMMANDER&#34;;
    leader=1;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_1&#34;;
    };
    class Item1
    {
    position&#91;&#93;={6100.331055,181.711899,7007.06 0547};
    azimut=270.000000;
    id=1;
    side=&#34;WEST&#34;;
    vehicle=&#34;SoldierWB&#34;;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_2&#34;;
    };
    };
    };
    class Item1
    {
    side=&#34;WEST&#34;;
    class Vehicles
    {
    items=1;
    class Item0
    {
    position&#91;&#93;={1119.549316,89.372643,11493.71 9727};
    id=2;
    side=&#34;WEST&#34;;
    vehicle=&#34;SoldierWB&#34;;
    leader=1;
    rank=&#34;COLONEL&#34;;
    skill=0.600000;
    init=&#34;WSpawnedAPCGroup = group this;&#34;;
    };
    };
    };
    class Item2
    {
    side=&#34;WEST&#34;;
    class Vehicles
    {
    items=1;
    class Item0
    {
    position&#91;&#93;={1129.315430,89.853889,11494.05 2734};
    id=3;
    side=&#34;WEST&#34;;
    vehicle=&#34;SoldierWB&#34;;
    leader=1;
    rank=&#34;COLONEL&#34;;
    skill=0.600000;
    init=&#34;WSpawnedSquadGroup = group this;&#34;;
    };
    };
    };
    class Item3
    {
    side=&#34;WEST&#34;;
    class Vehicles
    {
    items=2;
    class Item0
    {
    position&#91;&#93;={6468.914063,141.884995,7138.88 1348};
    azimut=85.831902;
    id=4;
    side=&#34;WEST&#34;;
    vehicle=&#34;OfficerW&#34;;
    leader=1;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_1_1&#34;;
    };
    class Item1
    {
    position&#91;&#93;={6459.533203,141.884995,7156.22 3633};
    azimut=270.000000;
    id=5;
    side=&#34;WEST&#34;;
    vehicle=&#34;OfficerW&#34;;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_2_1&#34;;
    };
    };
    };
    class Item4
    {
    side=&#34;WEST&#34;;
    class Vehicles
    {
    items=2;
    class Item0
    {
    position&#91;&#93;={5695.334961,198.705292,7135.16 5039};
    azimut=85.831902;
    id=6;
    side=&#34;WEST&#34;;
    vehicle=&#34;OfficerW&#34;;
    leader=1;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_1_2&#34;;
    };
    class Item1
    {
    position&#91;&#93;={5685.954102,198.947296,7152.50 7324};
    azimut=270.000000;
    id=7;
    side=&#34;WEST&#34;;
    vehicle=&#34;SoldierWB&#34;;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_2_2&#34;;
    };
    };
    };
    class Item5
    {
    side=&#34;EAST&#34;;
    class Vehicles
    {
    items=2;
    class Item0
    {
    position&#91;&#93;={1818.965088,98.718559,5718.448 730};
    azimut=258.248993;
    id=8;
    side=&#34;EAST&#34;;
    vehicle=&#34;OfficerE&#34;;
    leader=1;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_1_3&#34;;
    };
    class Item1
    {
    position&#91;&#93;={1816.285522,98.114128,5721.408 203};
    azimut=270.000000;
    id=9;
    side=&#34;EAST&#34;;
    vehicle=&#34;SoldierEB&#34;;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_2_3&#34;;
    };
    };
    };
    class Item6
    {
    side=&#34;EAST&#34;;
    class Vehicles
    {
    items=1;
    class Item0
    {
    position&#91;&#93;={10980.062500,24.525000,11671.9 16016};
    id=10;
    side=&#34;EAST&#34;;
    vehicle=&#34;SoldierEB&#34;;
    leader=1;
    rank=&#34;COLONEL&#34;;
    skill=0.600000;
    init=&#34;ESpawnedAPCGroup = group this;&#34;;
    };
    };
    };
    class Item7
    {
    side=&#34;EAST&#34;;
    class Vehicles
    {
    items=1;
    class Item0
    {
    position&#91;&#93;={10989.828125,24.525000,11672.2 50000};
    id=11;
    side=&#34;EAST&#34;;
    vehicle=&#34;SoldierEB&#34;;
    leader=1;
    rank=&#34;COLONEL&#34;;
    skill=0.600000;
    init=&#34;ESpawnedSquadGroup = group this;&#34;;
    };
    };
    };
    class Item8
    {
    side=&#34;EAST&#34;;
    class Vehicles
    {
    items=2;
    class Item0
    {
    position&#91;&#93;={2479.701660,82.908936,5329.519 531};
    azimut=-71.545891;
    id=12;
    side=&#34;EAST&#34;;
    vehicle=&#34;OfficerE&#34;;
    leader=1;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_1_1_1&#34;;
    };
    class Item1
    {
    position&#91;&#93;={2479.718994,82.830223,5319.073 730};
    azimut=333.461456;
    id=13;
    side=&#34;EAST&#34;;
    vehicle=&#34;OfficerE&#34;;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_2_1_1&#34;;
    };
    };
    };
    class Item9
    {
    side=&#34;EAST&#34;;
    class Vehicles
    {
    items=2;
    class Item0
    {
    position&#91;&#93;={1399.872192,69.730782,5864.356 445};
    azimut=85.831902;
    id=14;
    side=&#34;EAST&#34;;
    vehicle=&#34;OfficerE&#34;;
    leader=1;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_1_2_1&#34;;
    };
    class Item1
    {
    position&#91;&#93;={1394.418945,69.279915,5857.544 922};
    azimut=136.024734;
    id=15;
    side=&#34;EAST&#34;;
    vehicle=&#34;SoldierEB&#34;;
    rank=&#34;CAPTAIN&#34;;
    skill=0.600000;
    text=&#34;observer_2_2_1&#34;;
    };
    };
    };
    };
    class Markers
    {
    items=10;
    class Item0
    {
    position&#91;&#93;={6494.594727,141.884995,7108.21 7285};
    name=&#34;test_spawnW&#34;;
    type=&#34;Empty&#34;;
    };
    class Item1
    {
    position&#91;&#93;={5727.100586,192.599991,7074.21 1426};
    name=&#34;test_squad_objW&#34;;
    type=&#34;Empty&#34;;
    };
    class Item2
    {
    position&#91;&#93;={6126.424805,178.031570,6978.39 9414};
    name=&#34;test_apc_unloadW&#34;;
    type=&#34;Empty&#34;;
    };
    class Item3
    {
    position&#91;&#93;={5748.052246,208.777695,7160.91 4551};
    name=&#34;test_apc_objW&#34;;
    type=&#34;Empty&#34;;
    };
    class Item4
    {
    position&#91;&#93;={874.660522,30.056107,11576.781 250};
    name=&#34;asdf&#34;;
    text=&#34;West Spawn Placeholders&#34;;
    type=&#34;Flag1&#34;;
    colorName=&#34;ColorGreen&#34;;
    a=5.000000;
    b=5.000000;
    };
    class Item5
    {
    position&#91;&#93;={9750.765625,1.520651,11682.756 836};
    name=&#34;asdf_1&#34;;
    text=&#34;East Spawn Placeholders&#34;;
    type=&#34;Flag1&#34;;
    a=4.000000;
    b=4.000000;
    };
    class Item6
    {
    position&#91;&#93;={2449.780029,82.883934,5345.060 547};
    name=&#34;test_spawnE&#34;;
    type=&#34;Empty&#34;;
    };
    class Item7
    {
    position&#91;&#93;={1235.105347,65.474998,5973.201 172};
    name=&#34;test_squad_objE&#34;;
    type=&#34;Empty&#34;;
    };
    class Item8
    {
    position&#91;&#93;={1781.427124,95.467613,5710.897 949};
    name=&#34;test_apc_unloadE&#34;;
    type=&#34;Empty&#34;;
    };
    class Item9
    {
    position&#91;&#93;={1448.115845,75.225960,5838.219 238};
    name=&#34;test_apc_objE&#34;;
    type=&#34;Empty&#34;;
    };
    };
    class Sensors
    {
    items=2;
    class Item0
    {
    position&#91;&#93;={6133.463867,168.764786,7176.15 6738};
    a=0.000000;
    b=0.000000;
    activationBy=&#34;ALPHA&#34;;
    age=&#34;UNKNOWN&#34;;
    text=&#34;Spawn West&#34;;
    expActiv=&#34;&#91;&#34;&#34;Bradley&#34;&#34;, &#34;&#34;test_spawnW&#34;&#34;, 3, &#34;&#34;SoldierWCrew&#34;&#34;, WSpawnedAPCGroup, WSpawnedSquadGroup, 1, &#34;&#34;OfficerW&#34;&#34;, 1, &#34;&#34;SoldierWG&#34;&#34;, 2, &#34;&#34;SoldierWLAW&#34;&#34;, 1, &#34;&#34;SoldierWMG&#34;&#34;, 1, &#34;&#34;SoldierWB&#34;&#34;, 0, &#34;&#34;SoldierWAT&#34;&#34;, 0.5, &#34;&#34;test_apc_unloadW&#34;&#34;, &#34;&#34;test_apc_objW&#34;&#34;, &#34;&#34;test_squad_objW&#34;&#34;, &#34;&#34;COMBAT&#34;&#34;, &#34;&#34;RED&#34;&#34;, &#34;&#34;COMBAT&#34;&#34;, &#34;&#34;RED&#34;&#34;, 180&#93; exec &#34;&#34;spawnMechInfSquad.sqs&#34;&#34;&#34;;
    class Effects
    {
    };
    };
    class Item1
    {
    position&#91;&#93;={1887.892578,102.871704,5773.49 6582};
    a=0.000000;
    b=0.000000;
    activationBy=&#34;BRAVO&#34;;
    age=&#34;UNKNOWN&#34;;
    text=&#34;Spawn East&#34;;
    expActiv=&#34;&#91;&#34;&#34;BMP2&#34;&#34;, &#34;&#34;test_spawnE&#34;&#34;, 3, &#34;&#34;SoldierECrew&#34;&#34;, ESpawnedAPCGroup, ESpawnedSquadGroup, 1, &#34;&#34;OfficerE&#34;&#34;, 1, &#34;&#34;SoldierEG&#34;&#34;, 2, &#34;&#34;SoldierELAW&#34;&#34;, 1, &#34;&#34;SoldierEMG&#34;&#34;, 1, &#34;&#34;SoldierEB&#34;&#34;, 0, &#34;&#34;SoldierEAT&#34;&#34;, 0.5, &#34;&#34;test_apc_unloadE&#34;&#34;, &#34;&#34;test_apc_objE&#34;&#34;, &#34;&#34;test_squad_objE&#34;&#34;, &#34;&#34;COMBAT&#34;&#34;, &#34;&#34;RED&#34;&#34;, &#34;&#34;COMBAT&#34;&#34;, &#34;&#34;RED&#34;&#34;, 300&#93; exec &#34;&#34;spawnMechInfSquad.sqs&#34;&#34;&#34;;
    class Effects
    {
    };
    };
    };
    };
    class Intro
    {
    randomSeed=14504963;
    class Intel
    {
    };
    };
    class OutroWin
    {
    randomSeed=1281539;
    class Intel
    {
    };
    };
    class OutroLoose
    {
    randomSeed=4226563;
    class Intel
    {
    };
    };
    [/QUOTE]

    --------------------------------------------------

    The basic fixed wing laser guided bomb script is done. Works with the blackop(laser) and the oh58&#39;s laser designator. and any fixed wing aircraft you choose to use. Heck, it probably would work with a helicopter should you really want to drop laser guided bombs from a rotorary wing aircraft for some reason.

    Once I sleep, I&#39;ll flesh it out a little more, test it some more, and document it. Then I&#39;ll post it. In the mean time, .




  10. #10
    Wow

    Thanks a lot ColonelSandersLite, looks like it was alot more work than I realized to put that together, extremely kind of you.
    I have decided that if, big IF this mission of mine gets done I will be giving you the credit for this script, wether I use the whole thing or just parts of it, its not much and I know its not like your doing this expecting something in return, but it is the least I can do.
    I.... lol, dont know what to say, wow, Im confident after looking over the whole script that I can edit it as I see fit to get stuff goin right when the time comes, otherwise if it were not for your very generous help just looking at the size of the script I can see it would have been a task to figure it all out 10 times what I thought it would be.
    Cheers to you.

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