fargo007 Posted October 31, 2017 Posted October 31, 2017 Hi guys, I'm using CSAR in the following scenario: * A bunch of helos are flying around in MP, on 2.1/Nevada. * They are all configured with group and unit names of helo1/helo1, helo2/helo2, etc. * If one is shot down or crashes, I would like the crash to be flagged as a CSAR event, and that pilot be eligible for pickup by any of the others. In the script I've set: csar.csarUnits = { "helo1", "helo2", "helo3", "helo4", "helo5", "helo6", "helo7", ... csar.bluemash = { "helo1", "helo2", "helo3", "helo4", "helo5", "helo6", "helo7", ... csar.csarMode = 0 csar.maxLives = 8 -- Maximum pilot lives csar.countCSARCrash = false -- If you set to true, pilot lives count for CSAR and CSAR aircraft will count. csar.reenableIfCSARCrashes = true -- If a CSAR heli crashes, the pilots are counted as rescued anyway. Set to false to Stop this csar.disableAircraftTimeout = true -- Allow aircraft to be used after 20 minutes if the pilot isnt rescued csar.disableTimeoutTime = 20 -- Time in minutes for TIMEOUT When a helo gets shot down, CSAR calls the MAYDAY (no chute spotted) and it just crashes with no further action. Let me know if I'm missing anything here please. I'd attach the mission but it's heavily modded for squadron usage. Thanks, /Fargo Have fun. Don't suck. Kill bad guys. https://discord.gg/blacksharkden/
fargo007 Posted October 31, 2017 Author Posted October 31, 2017 After reading the script, I see that it's not possible to do that as-is with helos, since there's no ejection event to trigger the spawn of the group and the creation of the beacon. I was able to modify CSAR.lua easily to suit though, and upon testing it's working great. IOW, disregard. Have fun. Don't suck. Kill bad guys. https://discord.gg/blacksharkden/
AG-51_Razor Posted November 1, 2017 Posted November 1, 2017 What line did you modify? [sIGPIC][/sIGPIC]
fargo007 Posted November 1, 2017 Author Posted November 1, 2017 Not one line, but..... many. I identified what happens on an ejection event, and brought that block forward before the return when a pilot is deemed to be dead (no chute). I'd be remiss if I failed to point out that these changes alter the core documented behavior of the script, and are essentially a dead-end hackfork for a particular mission. I intend to neither propose a merge nor maintain them. Thanks to Ciribob for the hard work putting this together. It's remarkably well done, and it was easy to find my way around. /Fargo Have fun. Don't suck. Kill bad guys. https://discord.gg/blacksharkden/
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