Showing posts with label AWM. Show all posts
Showing posts with label AWM. Show all posts

Saturday, 24 May 2014

Airwolf (AWM) Ammunition Tips & Tricks


Ammunition On The AWM Airwolf Addon

Ammunition Tips & Tricks

To go along with the 5 weapon types
requires the 5 types of ammo.
The ammunition could be re-added in the form of a cheat (script) Or you could place one of the ammo trucks or crates.
Stripping it of it's normal ammo and loading it with Airwolf compatible ammo.
Ammo can be added as Cargo to almost any vehicle OR object.






So Lets Talk Ammunition... 
Ammo GUN Class: awmairwolfgunsam
Ammo GUN Class:  awmairwolfcannonsam

Ammo MISSILE Class:  awmairwolfredeye
Ammo MISSILE Class:   awmairwolfhellfire
Ammo MISSILE Class:  awmairwolfcopperhead

So the ammo from addons, can be added to the ammunition trucks provided and ammo crates that come with the game, you could add it to a refuel truck to. You could even add ammo to the lair or an object, vehicle (such as doms jeep) so that you can re-arm airwolf where ever u want when ever you want, be it an ammo truck called by radio, crate, jeep or just a script you run that re-arms the heli like a cheat (script).

First you would need to place an Ammo crate, truck, or object you wish to load with ammo on the map,  Note that you wont see the ammo in game, just the object you add the ammo to.  For example you could add the ammo to santinis jeep, then when parked by airwolf, you could get into airwolf and use the re-arm option if it's parked close enough.  First you need to remove the ammo/weapons that comes with it (if using an ammo truck or ammo crate)  well you don't but it saves game lag over time with other things you have going on..

EXAMPLE: (to remove ammo from a crate, truck or object)

ClearMagazineCargo this

To clear weapons from a crate you would use...

EXAMPLE: (to remove weapons from a crate, truck or object)

ClearWeaponCargo this

Adding ammunition to the object, vehicle or what ever you want to use would be

EXAMPLE:

this AddMagazineCargo  awmairwolfgunsam 
this AddMagazineCargo  awmairwolfcannonsam 
this AddMagazineCargo  awmairwolfredeye 
this AddMagazineCargo  awmairwolfhellfire 
this AddMagazineCargo  awmairwolfcopperhead

(Note as yet i haven't included  Sunbursts)  AND we still have some Issues with this
we've also tried the  this AddMagazineCargo ["awmairwolfcopperhea,50"]
  We are still Experimenting

They can be run direct from an INT field (instead of a script) by separating them with a ; like this

this AddMagazineCargo  awmairwolfgunsam; this AddMagazineCargo  awmairwolfcannonsam; this AddMagazineCargo  awmairwolfredeye; this AddMagazineCargo  awmairwolfhellfire; this AddMagazineCargo  awmairwolfcopperhead;



With this in mind, if you look at Appendix F in the ofp Com Ref (Weapon and Ammo List)

You could add the likes of a HK, Grenades, Pipe Bombs, Flares, night vision goggles and other bits to Airwolf, so when you get out, yet stand next to it, there is an option to "Take" the items you added...
pretty handy for missions on foot....
you could even hide things in pre-mapped places using the (objectid) i also remember a back pack addon that let you carry more lol

Also check out the com ref for commands such as doTarget and doWatch they are really handy for making videos or intro, outro based cut scenes.

You can download this Guide as a PDF File Here




Wednesday, 21 May 2014

Airwolf (AWM) Weapons Tips & Tricks


Weapons On The AWM Airwolf Addon


Airwolf Weapons & Deployment

The Airwolf addon comes with the "Guns 1 & 2" mounted within the wing tips (originally called "Chain Guns 1 & 2" they where later renamed) Because the name chain guns is copyrighted.

It also comes with the under belly "ADF POD"
A rocket launcher that has 3 chambers that can be fed 3 types of missile. Maverick, Hellfire and Copperhead. But that said you could change the on board ammo...



So Lets Talk Weapons...

Weapon GUN Class:  awmairwolfguns
Weapon GUN Class:   awmairwolfcannons

Weapon MISSILE Class:   awmairwolfmissilelauncher
Weapon MISSILE Class:   awmairwolfhellfirelauncher
Weapon MISSILE Class:    awmairwolfrocketlauncher

The default weapon is the "Guns" and doesn't do much damage besides to people, pressing the keyboards Spacebar changes it to Cannons, and then pressing it again takes you to the missiles.
You can have a script or a trigger deploy the weapons, so you start with them already out.


EXAMPLE:  (Assuming you named the helicopter Airwolf)

Airwolf animate ["awmfcmswitch ", 1]

MEANING:

unit name   run animation command  the animation phase to change

Using this command (below) retracts them..

Airwolf animate ["awmfcmswitch ", 0.1]

Then you could also have a command run (from the same trigger or script) or another way such as hawke saying gimi a hellfire, maverick or copperhead..
and upon activation it changes the default weapon to one of your choice

EXAMPLE:  (Assuming you named the helicopter Airwolf)

Airwolf selectWeapon awmairwolfmissilelauncher

MEANING:

unit name   weapon selection command  weapon (class) to select

Now as you lnow, the Gunner (Dominic Santini) Sitting in the back does the shooting when you tell him to fire. When your using missiles that don't lock on, the delay between order and action can waste a missile, or even worse.. get you killed...  So what if the mission loaded up with "Manual Fire" already selected?

EXAMPLE:  (Assuming you named the helicopter Airwolf)

Airwolf action ["MANUALFIRE"]
Using the same command again turns it off..

MEANING:

unit name   run an action  action to run 

NOTES:
Its a shame really that AWM uses the animation phase, because i liked the RANAirwolf "scripted method" because not only could you mess with the Animation Timing to get the pod cover slide animation looking right, but also you could just deploy the POD or the Winglets (and not have to go full combat mode all the time)
I am looking into making a script for individual control (and will update this post)
but even with individual control, i don't see anyway to sort the timing between the adf pod "cover" moving and the pod lowering or rising.


Also check out the com ref for commands such as doTarget and doWatch they are really handy for making videos or intro, outro based cut scenes.

You can download this Guide as a PDF File Here



Monday, 19 May 2014

Airwolf (AWM) Visor Ideas v2.0



Airwolf (AWM) Visor Ideas v2.0
(For Filming & Stuff)
by TheWraith517

See Details and Help Below

Download Templates Here



You Get 2 Mission Templates And 4 Scripts

AWM Airwolf Visor Control EXT.Intro
-----------------------------------------
External Mission Loading Box

External Control Screen Shot
















External Template Has Action Added - To Player (unit)













This template loads up with you Standing outside of airwolf
and you have an Option on your action menu to Close the visor
once selected it'll close, then it'll remove the action and add the action to open it. See notes for more info.



AWM Airwolf Visor Control INT.Intro
-----------------------------------------
Internal Mission Loading Box
Internal Control Screen Shot.








 
Internal Template Has Action Added - To Airwolf (vehicle)




















This version starts with you Inside Airwolf (as a passenger in the co-pilot seat)
You have an Option on your action menu to Close the visor
once selected it'll close, then it'll remove the action and add the action to open it
See notes for more info about use on Pilot (AS) Player.


VIDEO OF THEM IN ACTION:
-----------------------------------------




NOTES: 01
-----------------------------------------
Remember they both come with 2 Scripts
If you save your mission with "Another Name"
or you merge these onto "Another Island" then save, 
they you need top place them scripts into that new mission folder


NOTES: 02
-----------------------------------------
Q) Why wont this work on the Pilot when I AM the Pilot?
A) I am not sure, at the moment it WILL let you Close the visor
(as the pilot player)  but it fails to remove the action..
and it fails to add the open action..
we know this.. reporting it as a bug means you didn't read this README


NOTES: 03
-----------------------------------------
These are for Filming OR Making Mission Intro/Outro/Cut Scenes
Faces are also set within Hawke & Doms Initilization field
(for video you can use Fraps Game Screen Capture)


NOTES: 04
-----------------------------------------
EXT means (External) you start Outside Airwolf (as a Spectator, Not  A Pilot)
INT means (Internal) you start Inside Airwolf (as a Spectator, Not  A Pilot)
.Intro = Its For The Standard "OFP Desert Island"


REQUIRED ADDONS:
-----------------------------------------
awm.pbo (The Helicopter)
awmc.pbo (The Character Pack)
This Version is for AWM and not RAN
ranairwolf is Not Supported by this file



INSTALL HELP:
-----------------------------------------
Place the Mission Folders Here (for OFP)
C:\Program Files\Codemasters\Operation Flashpoint\Users\YOUR NAME\missions

Place the Mission Folders Here (for CWA)
C:\Program Files\Bohemia Interactive\Arma Cold War Assault\Users\YOUR NAME\missions

Enjoy....

 

Sunday, 27 April 2014

AndrewHawke Desert Strike Mission (RAN & AWM)


Mission Editor Screen Shot

Andrew Hawkes "Desert Strike"

Initially a mission for RANairwolf.pbo, which TheWraith517 later ported across to be able to use the AWM version of Airwolf (which sadly not many people could figure out upon its release)

So andrew chose to put this together with the RAN addon.  Both RAN and AWM compatible versions are however now available here.





In Game Carnage

You start out on-board a ship, a small frigate with a heli pad at the rear. Your in the pilot seat and you need to leave the ship.  Bringing up the map shows a few bits and bobs but your goal is to await the orders to take out the convoy, but don't go mad and don't go flying right along the cost line.
The goal is to first take out the convoy, then take out the later objectives.  A demo video has also been created to give you an idea of how it plays out in the game. Also the mission its self also features music from the show..



This Video Is From 2014


This Video Is From 2012



Please note this is an amateur fan made mission, and its not a bad one neither for an every day airwolf fan.. Compared to what mod teams do.. i think he did pretty well for a novice...  Also ber in mind that Andrew_Hawke was the ONLY OTHER airwolf fan who plays flashpoint that was bothered to Make AND Release a mission PUBLICLY to fans.. he got inspired and gave a little something back.... here at the blog we like to call that "TheWraith517 Maneuver"   you might wish to think about that folks before your moaning.. it should do this.. it should have that...  Learn... Create and Share... Its Called Evolution....

DOWNLOADS:
--------------------------

Download: Desert Strike 01 For RAN 
Download: Desert Strike 01 For AWM

ORIGINAL READ ME FILE:

Select and extract everything to your desktop.

copy and paste the mission folders 'Airwolf - Desert Strike.Intro' to your operation flashpoint missions folder. Then you can play them when you start the game up and select single missions. They're obviously not encoded so you can also copy and paste the folders into your users/yourname/missions folder and edit and play around with them in the mission editor if you wish. You can also get insight into how the mission was designed and how the scripts for the airwolf mod is used. I prefer to use in the waypoints (easier to remember rather than littering the map with large numbers of triggers, or creating separate .sqs files).

The mission 'Airwolf: Desert Strike' is harder. This time YOU are Stringfellow Hawke and you'll have to fly the lady yourself. But don't worry too much, as there are waypoints to help you (provided you haven't disabled them, veteran mode for example). My advice is to select 'manual fire' from the vehicle menu. ADF pod and chain guns have been deployed at the start, so you can select your arnament by pressing the 'space bar' or whatever key you have assigned for this function. I prefer the '30mm cannons' as they make nice blasting effects on the enemy armour.

As a fun bonus, I've also put in some audio .ogg files taken from .mp3 rips, from a few of the 'Airwolf' episodes. Just some music and a bit of dialogue which you can hear in both of the missions. It adds to the atmosphere of the missions, I think. :0)

I recommend setting your 'Sound FX' and 'Radio' down to '8' or '7' in the audio options of 'Operation Flashpoint' and leaving the 'Music' setting up at '10', to appreciate and hear the music, otherwise the engine noises and armaments will drown it out. Not good. I've also included the original ripped .mp3s, at no extra charge for your own personal use.

A decent analogue flight stick is recommended for the 2nd mission, but you could manage with just the mouse. Don't forget also to make use of the gunner/pilot targetting optics, and the zoom function works fine too.

You need, of course, the actual RANairwolf to play these missions, that is the file RANAirwolf.pbo which you can obtain from The Wraith's airwolf resource site http://www.airwolfofpcwa.blogspot.co.uk or perhaps from a google search. There's another mod out there which, technically is better, but it's a real pain in the arse to get it to work correctly. And this file goes in your flashpoint res/addons folder. Oh, yeah, you need at least version 1.91 of 'Operation Flashpoint' for this mod and missions to work. But you knew that anyway, right? I've also included the 'editorupdated102' mod which goes in the same folder, but you most probably have this already. This mod is useful for putting buildings on the 'Desert Island' map.

The remaining folder is just some selected screenshots from the missions.

The RANairwolf scripts text file is just a list of the scripts needed to get the various aspects of the mod to work. Very useful for mission making, but is it complete? Are you the author of the mod? Do you know any further scripts, such as selecting one special piece of armament in combat mode? I would appreciate some further information about this, if you have it.

Finally, a little disclaimer: the missions are made available to play and hopefully enjoy and you can alter or edit them any you like, for your own consumption. Just don't go passing them off as your own, or else, I will PERSONALLY send you straight to hell. :0)

Any advice, feedback, suggestions, criticism etc, feel free to look me up at www.airwolf.org.


Andrew_Hawke
Note: he is no longer on the ORG and his youtube is no longer open


AWM Airwolf OFP-CWA Mission Template Pack (5 Templates Inc Scripts)


This was the Initial 5 "Template" Missions for AWM
(they where not official AWM Releases, they where just to help with the addons)
......................
DOWNLOAD: Facebook

TheWraiths Airwolf OFP-CWA Mission Template Pack (5 Templates Inc Scripts)
......................

DOWNLOAD:
Mediafire

TheWraiths Airwolf OFP-CWA Mission Template Pack (5 Templates Inc Scripts)
......................






Any Questions... AFTER WATCHING THE VIDEO...  Comment "Below"
Any Questions... BEFORE WATCHING THE VIDEO... Go "Away"
Comment Wisely and Don't Interact With Trolls...

Folder Example Images Also Included (as shown below)

OFP Folder Example
CWA Folder Example

Original Readme.txt

Pack Of 5 Airwolf Mission Templates

How To Install...

OFP Users:
Copy them to here
C:\Program Files\Codemasters\Operation Flashpoint\Users\YOUR NAME\missions


CWA Users:
Copy them to here
C:\Program Files\Bohemia Interactive\Arma Cold War Assault\Users\YOUR NAME\missions

View The JPG Pictures IF you get Stuck Installing It
OFP Folder Example.jpg   OR  CWA Folder Example.jpg

View The Video If You Get Stuck Using It
http://www.youtube.com/watch?v=lDEk3lAM2hI

Each Mission has a SEPERATE README
Readme means READ IT...
ALL 5 Of These Templates Work
(Tested on OFP 1.96 AND CWA 1.99)
NO ISSUES AT ALL ON LAP TOP OR PC
IE... Tested on 2 Games & 2 Machines

Mission Templates By The Wraith
http://www.facebook.com/AirwolfAWM
http://www.facebook.com/Groups/AirwolfAWM

Any problems Watch the "Airwolf Mod Lessons"
http://www.youtube.com/user/AirwolfOFPCWA