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Old 05-30-2013, 03:51 PM   #21
BIGNEWY
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I would go with no. 3 to make it work in multiplayer, no more than 3 tasks available at any one time.

I must admit I liked version 1 of the script, if that had Bullseye calls it would work well.

If you want to chat about my findings I am always on Shrek TS (on our web page ) if the pc is on
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Old 05-30-2013, 03:59 PM   #22
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Quote:
Originally Posted by Speed View Post
That's just freaking awesome. I bet this could be modified for pilot SAR very easily, too......
Speed on this line is it possible to connect success of an action to the number of aircraft that can be used in an MP mission. For instance, let say an MP pilot gets shot down. Over Teamspeak he relays his location to the SAR in a huey. The huey lands within a set distance of the downed MP player. A flag is flipped to recognize the pilot has been picked up. Once the Huey lands back at base, it allows another aircraft to be spawned into the game. Is this kind of thing possible. Now weve changed the nature of MP play to make aircraft and pilot lives much more important as an asset. You cant respawn unless you have been rescued.
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Old 05-30-2013, 04:51 PM   #23
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I did a few modifications to the script as per request:

- Reduced "God job" message to 10 secs (long display caused by a bug)
- Reverted to old single-line messages. This can be set with medevac.textdisplaymode (0 for multiple messages, 1 for single message)
- Added chance of 50% that the crew will make it out of their vehicle alive. This can be changed with medevac.crewsurvivepercent (100 means all will survive, 0 turns in effect off the script)
- Fixed (I think) the problem with crews getting reported as dead for other players. Now it *should* say they where picked up.
- Removed debug-message and map coordinates tip. These can be turned back on with setting.

Just did a few quick tests and it seems OK.

Thanks for the suggestions and testing! It is very valuable for me as a developer to get feedback from the end-user!
Attached Files
File Type: lua Medevac v2 BIGNEWY.lua (34.0 KB, 274 views)
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Last edited by RagnarDa; 05-30-2013 at 05:01 PM.
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Old 05-30-2013, 05:07 PM   #24
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Thanks RagnarDa will give it a test out tonight.

Appreciate you doing all of this, like so many others in the community with the know how to do this sort of thing.

Thanks
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Old 05-30-2013, 10:05 PM   #25
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Tried it SP and this is totally brilliant. I am humbled by all the talents working here to make our experience of the game better and better. Thank you!

Do you think there's a chance to have this working for downed pilots and not only ground vehicles? Sorry but my knowledge in scripting is null.
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Old 05-30-2013, 11:06 PM   #26
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Quote:
Originally Posted by RagnarDa View Post
Because the script spawns crewmembers for the other side too, there will most likely be infantry vs infantry combat when you arrive at the LZ. I found during testing that one of the most thrilling parts was having to lay down covering fire or just soaking up enemy fire for the little guy you're picking up!
We've been sending up a couple of Hueys along with the medevac for cover-fire. Adds realism to the situation. Truly superb piece of work mate
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Old 05-30-2013, 11:18 PM   #27
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we gave v2bignewy a test tonight it was working well, the well done message is staying up long still, but apart from that, its working well.

great job
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Old 05-31-2013, 11:57 AM   #28
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First I am very impressed, Chapeau
I am using your script in one of my missions and it works good (version 1).
I want to test the other versions, but i guess i need the one where the groupname of the medevacs is requested, because i am using their unitname in some others scripts.

Just a question.
If no player is in the Medevac unit and a ground Vehicle gets destroyed and the wounded jump out, this event is lost.

Is it possible to reactivate this lost event? Maybe via radio command or something else.

Scenario. On the Server, while the Mission is running, a new Player joins, picks the Medevac and can request which tasks are available or gets the order directly via script/trigger.

greetings MiK
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Old 05-31-2013, 04:18 PM   #29
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About group names/unit names: There should be a line in the beginning of the script that has the name of the units that will act as Medevacs (default "MEDEVAC #1" and "MEDEVAC #2"). Change these (within the quotes) to whatever the Huey's in your mission is called (normally something like "Pilot #1").

About the lost tasks: Good idea! I guess we could think of it in the concept of a "Medevac Central" that handles requests for medevac and from which the player can get taskings.

Keep the ideas coming! Its a busy time at the university right now and I plan to get back to this the weekend after this. It would be great if we put our heads together and came up with a clear direction for the script. Some other ideas:

- [MA] Agaton suggested more crewmembers for APCs as these would be carrying troops. I had another idea about that that I have been baking for a while: What about a seperate script that spawns infantry that follows the APC around, triggered by the APC firing its weapon or being damaged (as opposed to being destroyed). It would mean there would be lots of infantry in DCS all of a sudden. Good/bad?

- Radio/voice acting? I believe this would require the mission-designer to insert sound files into the mission manually (the .miz is just a .zip-file). How would this work practically from the players point of view and in a busy multiplayer environment? Would the player communicate with a central unit or talk to the survivors directly? How should info be relayed to the pilot so as not to saturate the message are (top right) or radio (top left for those that has radio subtitles on). I think it would also be cool with different types of voice acting depending of the level of panic of the unit... Radio homing?

- SAR? Anyone know the model name of the pilot?

Other ideas?
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Old 05-31-2013, 05:18 PM   #30
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I played this in SP a bit and had great fun ! Thank you !

I don't know/didn't notice if the weight of the casualties is modeled when you take them aboard ? If so, it would be cool if your crew chief would tell you "we're full" or "we can take two more" or something like that., or at least some message that tells you how many casualties you have on board.

Second thing is, I found it kind of hard to keep track of the requests when there's more than one at a time, maybe the call could be repeated after some time, like "We really need a medevac here , what are they taking so long ?!"...
Or a radio function where you can ask "dispatch" to repeat tasks that are still active ? Maybe (just wild ideas ) combined with a function to go "inactive" as medevac to get repairs etc, then you get no more tasks until you call in again, a little like with jtac...

Having absolutely no clue about mission making/scripting etc, I suppose it's not possible to have a list of still active calls on the pilot's kneeboard ?
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