I have a few scripts in on large personal mission that dont all get along too well. this New addition pretty much covers the lot in one script ... and THATS a keeper.
Great work!
I have a few scripts in on large personal mission that dont all get along too well. this New addition pretty much covers the lot in one script ... and THATS a keeper.
Great work!
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I dont see included missions showing these new featured in action? The missions supplied are pretty much as 1.3 and previous ... I checked the readme that simply stated these things can be done, but no specifics? Am I missing something?Originally Posted by [b
EDIT: Ignore me, looking at wrong map for test mission (DOH).
mando_bombs_mapdlg.Sara and mando_bombs_mapdlg_mma.Sara.
Open mando_airsupportdlg.sqf and make sure it is v1.4 what you have installed.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (isNil "mando_airsupport_type_rc") then
*** {
*** *** ***if (side player != east) then
*** *** ***{
*** *** *** *** if (side player == resistance) then
*** *** *** *** {
*** *** *** *** *** ***mando_airsupport_type_rc = "AV8B";
*** *** *** *** }
*** *** *** *** else
*** *** *** *** {
*** *** *** *** *** ***mando_airsupport_type_rc = "AV8B";
*** *** *** *** };
*** *** ***}
*** *** ***else
*** *** ***{
*** *** *** *** mando_airsupport_type_rc = "Su34";
*** *** ***};
*** };[/QUOTE]
if i change this section in to a other type of plane then i will recieve the other plane right ?
(like i want to have recon by UAV so if i change the av8b to UAV i will get the UAV type doing the recon right ? ***(UAV = EMSI_MRQUAVS)
EDIT : never mind just tried it and it worked (although the UAV is going to be a sitting duck against shooters)
No poor bastard ever won a war by dying for his country. He won it by making other bastards die for their country.
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That code is executed in case mando_airsupport_type_rc is not defined. All you need to do is to setup it to the desired value in your init.sqf before actvating the console, so you dont need to change any code within the script. Same applies to the rest of global vars that you might set for the different options.
damn..... well good to know its easier that way then finding it all in the scripts it self![]()
this is realy top notch i cant wait to see whats in next (i cant think of anything right now as it is the most complete support script availible)
Wow Mando you rock just gets better and better thankyou![]()
So whats next for the console. ?
Next ??Nothing planned so far, unless there is some bug to fix to the current one.
one little question in the airsupport init there are sams active
now i need a sam site without any rockets so it can function as a radar system with out shooting down my bird (several other sams are fully operational on the island) i just need the radar lock tone and warning to show up when the chopper you start in gets close to the island
how do i do this ?
( the plan is to have the radar lock on to the chopper and the pilot saying something like "SH*T they know we are here you better be carefull out there" this way giving the feeling as if the enemy realy knows they are in the country and with that making sense why the enemy has several positions bottled up and are heading for several locations)
You cannot use a SAM for that, if a SAM lock on you, it will fire at you. If what you want is just the sound and the message, just check the range to your reference position, and when inside range:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
playSound "mando_lockedon";
titleRsc["mandolockedon", "PLAIN"];
[/QUOTE]