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Commander set airstrikes

Posted: 2008-06-19 15:13
by Zimmer
WHat I was thinking about is that you can add more firepower for the com lets say you have a sq pinned down in bashra what would a rl com do he would have authorised an air strike on the insurgents position. Well since we only have JDAM who is **** anyway with one hour reload time, must be very heavy to have a rearm o get a status of one hour . well anyway since there is only two maps with jets I believe that we should get some sort of airstrike option on other maps to make it more reallife. Seen one guy code so that its possible so its not hardcoded in any means.

Well since that will do so that we have alot of new options I believe that the screen has to be redone is that possible problibly possible to add airstrike button and so on but it would be cool if you could choose to send in A-10's with CAS rockets that shots at the lazed target much like JDAM, or ask for chopper to send Hellfire. Hell then you could make it so that the chopper dosent get shot down since we can say that the chopper is out of bounds.

This would not be the case of Kashan and quinling maybe also beach assault maps I am not sure about that one though would only be jet and attack chopepr support not A-10's(and its like) for the attacking team.

Well I have always meant that PR would have been so much better with more designated firepower. Of course reload time would be so that it snot spammy like 15-20 minutes for the weakest attack and up to JDAM reload.

Well what do you guys think about this. Of course on the smallest maps this isnt an option. Gunship will not be considered since its so unfair for non NATO teams.

would be possible to shot down jets and A-10's frogfoots with the normal assets.

Here is the link for the code I found thath makes this possible for bf2 sp, tried some variants of the serverarchives.con to make it in PR sp but with no luck. all credits to Golden Dragon :)

Airstrike_via_Com_SIM_Nade.zip - FileFront.com

put it in ....\Battlefied2\mods\bf2

The button to request it as SL is UAV since its using UAV for it. This is just to show that it works and its doable in PR with some changes in the code. USI also has this I believe.

I have searched the forum and also checked the already suggested thread.

Re: Commander set airstrikes

Posted: 2008-06-19 15:29
by Glimmerman
Perhaps put in more JDAMS available but of smaller yield, instead of 2000 lbsmake them 500 lbs?

Re: Commander set airstrikes

Posted: 2008-06-19 15:35
by Drastiq
Glimmerman wrote:Perhaps put in more JDAMS available but of smaller yield, instead of 2000 lbsmake them 500 lbs?
Why? JDAM is not a standard solution for helping pinned down troops. Airstrikes (CAS) on the other hand are totally "doable" and more close to reality. It could bring up balancing issues and people whining about "vBF2 arty" but hey. There is always people who dont like new things and there are always issues.

I would like to see this. Solid testing and thinking with the times when it can be deployed and that what maps it would be working.

Re: Commander set airstrikes

Posted: 2008-06-19 15:46
by Zimmer
A new link for missiles this is just codes no files you put right in but works the same way ones you have put it right in bf2 not PR :)

UAV Predator:

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2005/11/21 8:27]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe UAVVehicle uav_pred
ObjectTemplate.creator JEFFO:jeffev
ObjectTemplate.modifiedByUser "Golden Dragon"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.saveInSeparateFile 1
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 200
ObjectTemplate.armor.hitPoints 200
ObjectTemplate.armor.defaultMaterial 110
ObjectTemplate.armor.hpLostWhileUpSideDown 90
ObjectTemplate.armor.hpLostWhileInWater 75
ObjectTemplate.armor.hpLostWhileInDeepWater 250
ObjectTemplate.armor.hpLostWhileCriticalDamage 12
ObjectTemplate.armor.waterDamageDelay 1
ObjectTemplate.armor.deepWaterDamageDelay 0
ObjectTemplate.armor.waterLevel 0.1
ObjectTemplate.armor.deepWaterLevel 0.3
ObjectTemplate.armor.explosionForce 10
ObjectTemplate.armor.explosionForceMod 15
ObjectTemplate.armor.explosionForceMax 5000
ObjectTemplate.armor.explosionDamage 100
ObjectTemplate.armor.explosionRadius 6
ObjectTemplate.armor.explosionMaterial 101
ObjectTemplate.armor.wreckExplosionForce 50
ObjectTemplate.armor.wreckExplosionForceMax 60
ObjectTemplate.armor.wreckExplosionDamage 50
ObjectTemplate.armor.wreckExplosionRadius 2
ObjectTemplate.armor.wreckExplosionMaterial 70
ObjectTemplate.armor.wreckHitPoints 450
ObjectTemplate.armor.timeToStayAsWreck 0
ObjectTemplate.armor.criticalDamage 76
rem --effect--
ObjectTemplate.armor.destroyOnSpectacularDeath 1
ObjectTemplate.armor.addArmorEffect 0 e_vexp_heli_Generic 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_uh60 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_heli_Generic_spec 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_dstate_heli_lightsmoke -0.63/0.92/-2.32 0/0/0
ObjectTemplate.armor.addArmorEffect 25 e_dstate_heli_heavysmoke -0.63/0.92/-2.32 0/0/0
ObjectTemplate.armor.addArmorEffect 10 e_dstate_heli_firesmoke -0.63/0.92/-2.32 0/0/0
ObjectTemplate.armor.addArmorEffect -20 e_dstate_heli_wrecksmoke 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffect -100 e_vexp_heli_generic_2nd 0/0/0 0/0/0

rem ---EndComp ---
rem ObjectTemplate.geometry uav_pred
ObjectTemplate.setCollisionMesh uav_pred
ObjectTemplate.mapMaterial 0 armor 111
ObjectTemplate.mapMaterial 1 wreck 60
ObjectTemplate.drag 1
ObjectTemplate.dragModifier 1/1.2/1
ObjectTemplate.mass 500
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate rotation
ObjectTemplate.setPosition 1000/-5/-225
rem -------------------------------------
Launcher tweak

Code: Select all

ObjectTemplate.activeSafe EffectBundle launcher
ObjectTemplate.creator Golden Dragon
rem -------------------------------------
ObjectTemplate.addTemplate em_missile_deployer
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/-1/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/0/0/0
ObjectTemplate.startAtCreation 1
ObjectTemplate.speedFromPhysics 0

ObjectTemplate.create Emitter em_missile_deployer
ObjectTemplate.template missile
ObjectTemplate.looping 1
ObjectTemplate.startAtCreation 1
ObjectTemplate.delay CRD_NONE/17.9/0/0
ObjectTemplate.timeToLive CRD_NONE/0.3/0/0
ObjectTemplate.intensity CRD_NONE/15/0/0
ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/0/0/0
ObjectTemplate.positionalSpeedInUp CRD_UNIFORM/0/0/0
ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/0/0/0
ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/0/0/0
ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/0/0/0
ObjectTemplate.startRotation CRD_NONE/0/0/0
ObjectTemplate.zRotation CRD_NONE/0/0/0
ObjectTemplate.zRotationSnap 1
Missile tweak

Code: Select all

ObjectTemplate.activeSafe PlayerControlObject missile
ObjectTemplate.creator Golden Dragon
ObjectTemplate.setNetworkableInfo BasicInfo
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1050
ObjectTemplate.armor.hitPoints 1050
ObjectTemplate.armor.defaultMaterial 44
ObjectTemplate.armor.waterLevel 0
ObjectTemplate.armor.explosionForce 10
ObjectTemplate.armor.explosionDamage 1000
ObjectTemplate.armor.explosionRadius 15
ObjectTemplate.armor.explosionMaterial 44
ObjectTemplate.armor.wreckHitPoints 0
ObjectTemplate.armor.addArmorEffect 0 e_exp_large 0/0/0 0/0/0
rem ---EndComp ---
ObjectTemplate.geometry aim9m_sidewinder
ObjectTemplate.setCollisionMesh aim9m_sidewinder
ObjectTemplate.mapMaterial 0 44
ObjectTemplate.mass 100
ObjectTemplate.gravityModifier 2
ObjectTemplate.floaterMod 1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_missile_Looping
ObjectTemplate.addTemplate e_missile_trail
ObjectTemplate.setPosition 0/0/-1.5
ObjectTemplate.addTemplate missileForceFwd
ObjectTemplate.addTemplate missile_Wing
ObjectTemplate.setPosition 0/0/-1.5
rem -------------------------------------

ObjectTemplate.activeSafe Sound S_missile_Looping

ObjectTemplate.create ForceObject missileForceFwd
ObjectTemplate.constantForce 200

ObjectTemplate.create Wing missile_Wing
ObjectTemplate.setWingLift 4
ObjectTemplate.setFlapLift 0
CONS:

Rotatation con:

GeometryTemplate.create bundledMesh rotation
CollisionManager.createTemplate rotation

ObjectTemplate.create rotationalbundle rotation
ObjectTemplate.saveInSeparateFile 1

include rotation.tweak

Airstrike Jet con:

GeometryTemplate.create BundledMesh airstrike_jet
CollisionManager.createTemplate airstrike_jet

ObjectTemplate.create PlayerControlObject airstrike_jet
ObjectTemplate.saveInSeparateFile 1

include airstrike_jet.tweak

Launcher con:

ObjectTemplate.create EffectBundle launcher
ObjectTemplate.saveInSeparateFile 1

include launcher.tweak

Missile con:

GeometryTemplate.create BundledMesh missile
CollisionManager.createTemplate missile

ObjectTemplate.create PlayerControlObject missile
ObjectTemplate.saveInSeparateFile 1

include missile.tweak

Just create the cons in different con files :)

These codes are not ment for PR but BF2 gameplay so the codes has to be redone by someone who can the language of BF coding, but these codes are the basic of it.

And as Drastiq said its more realistic to do this then JDAM since there is not given that the factions has the arty for JDAM.

Creds to Golden Dragon

Re: Commander set airstrikes

Posted: 2008-06-19 16:23
by Masaq
You guys know that a JDAM is just a GPS-guided bomb, and can be dropped from pretty much any fighter/attack aircraft in the NATO inventory? And that both the PLA and Russia have their own guided bombs, providing the MEC with a similiar capability in-game?

The JDAM is nothing exotic or fancy :)


But on-topic, a smaller version for more regular airstrikes might be interesting on some maps.

Re: Commander set airstrikes

Posted: 2008-06-19 16:42
by marcoelnk
JDAM is ver ineffective anyway imo.

Re: Commander set airstrikes

Posted: 2008-06-19 17:01
by CAS_117
I think we're getting mortars or artillery anyways. But for small maps rocket littlebirds would be a more immediate option, and would take some skill to use.

Re: Commander set airstrikes

Posted: 2008-06-19 17:03
by ZaZZo
I'd love to see more small Strikes instead of a one large bomb every hour.

I endorse this suggestion! :D

Posted: 2008-06-19 17:06
by Zimmer
Image

as it look like with missiles. Number of jets and what types of jets can be changed.

Re: Commander set airstrikes

Posted: 2008-06-19 17:11
by CAS_117
Lol so thats what we call small nowadays?

Re: Commander set airstrikes

Posted: 2008-06-19 17:41
by ZaZZo
[R-DEV]CAS_117 wrote:Lol so thats what we call small nowadays?
Well, it's small compared to the 2000lb bomb that's currently in PR :p

Re: Commander set airstrikes

Posted: 2008-06-19 17:43
by Conman51
or get a 7 kill streak and call in a chopper :D .....no
seriously.....but it will be like only available on certain time intervals...so its not over used to like the piont of cod4 where theres cluster bombs dropping every 2 minutes

Re: Commander set airstrikes

Posted: 2008-06-19 17:58
by LudacrisKill
hate the idea... this idea moves to much towards vanilla.

I think the JDAM option should be removed and have it as a air asset... as someone said it can be used by a lot of jets. 1 per plane, make the rearm time long so that it isnt over used.

PR is about realism. I like the fact that when a squad needs air support it needs to contact the commander and then the comander needs to order a jet to drop its wieght.

Re: Commander set airstrikes

Posted: 2008-06-19 18:05
by Zimmer
LudacrisKill wrote:hate the idea... this idea moves to much towards vanilla.

I think the JDAM option should be removed and have it as a air asset... as someone said it can be used by a lot of jets. 1 per plane, make the rearm time long so that it isnt over used.

PR is about realism. I like the fact that when a squad needs air support it needs to contact the commander and then the comander needs to order a jet to drop its wieght.
O.O ever seen Ross Kemp in Afghanistan where they use fastair just to get rid of the insurgents all the time either they call in apache or a jet. Its realism. Of course the bombs and its numbers have to be decreased as they are much stronger, but seriously though with some intervalls on 20 minutes this wont get spammy at all.

For the first this Idea isnt for Kashan and Quinling but thats it finito we have no other maps that is big enough for jets or CAS aircrafts so this can be a good solution.

Re: Commander set airstrikes

Posted: 2008-06-19 18:24
by Colt556
LudacrisKill wrote:hate the idea... this idea moves to much towards vanilla.

I think the JDAM option should be removed and have it as a air asset... as someone said it can be used by a lot of jets. 1 per plane, make the rearm time long so that it isnt over used.

PR is about realism. I like the fact that when a squad needs air support it needs to contact the commander and then the comander needs to order a jet to drop its wieght.
Your post confuses me. You say you like realism, while in the exact same post you bawk at something that's realistic. I mean you can't have your cake and eat it too, either you want realism or you don't. Air strikes are realistic, droping mini-nukes once an hour isn't that realistic. I'd much rather have an auto-mated air strike every 10 minutes, then a useless big-bomb once an hour.

As for moving towards vanilla, well welcome to war. Being killed by an enemy you can't stop is just another day in the military, get use to it.

Re: Commander set airstrikes

Posted: 2008-06-19 18:59
by gclark03
Why don't mortars work for PR? I've heard that they're impossible in PR, but I still haven't heard a valid reason not to include something like the FH2 mortar emplacement as a Commander asset at bunkers/firebases.

Re: Commander set airstrikes

Posted: 2008-06-19 20:30
by arjan
I played with it, its an awesome/realistic feature that realy help you out sometimes.
To get this in PR the commander should get this assets the commander would only be able to call it in every 15 minutes. en has a loading time of 4 minutes to simulate that air support is on call.

would be nice if he has a list of what he can deploy every 15 minutes like:

1# Littlebird gunship (small maps example: 16 sizes)
2# AH64 apache (medium maps example: basrah)
3# Artillery strike (6 shells, medium/big maps example: kashan 32/64)
4# F16 500 LBS JDAM (medium/big maps example: kashan 32/64)
5# F16 1000 LBS JDAM (big maps example: kashan 64)

Re: Commander set airstrikes

Posted: 2008-06-19 22:07
by Zimmer
Creating Unmanned Airstrikes - Official BF Editor Forums

Give all credits to this guy giving out the code.

Re: Commander set airstrikes

Posted: 2008-06-19 22:35
by CAS_117
ZaZZo wrote:Well, it's small compared to the 2000lb bomb that's currently in PR :p
I stand corrected 8-) .

At any rate, I personally would like to have some kind of fire support option for when your pinned down. The JDAM doesn't serve this purpose.