PC USN Tarawa

PC USN Tarawa

A fully auto plug and play Western armored ship with the ability to land aircraft...

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PC USN Tarawa

A fully auto plug and play Western armored ship with the ability to land aircraft and transport tanks and armoured vehicles.

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PC United States Navy Ships 
-------------------------------------------------------

( A )   PC USN Tarawa 
------------------------------------
By Philcommando 9th April 2005

A fully auto plug and play  Western armored ship

Weapons:- 
-----------------

3 X 5"/50 calibre medium gun/cannon

The USN gunner is custom but will not appear in editor.

Features:-
--------------
1. Guns are attached

2. Full geolod support

3. Full moving ship

4. 4 levels of movement

5. Able to carry cargo - click on 'Loadcargo' on action menu

6. Able to unlock cargo - click on 'Release cargo' - so that u can enter and drive off vehicle

7.Able to lock back cargo - click on 'Lockcargo' - so that u can attach back the vehicle to move ship

8. Able to carry human cargo up to 60 men.- use a trigger-"_x moveincargo THoldcargo" foreach units unitname

9. Pre-configed cargo are named as 		tank1 ~ tank8 for abram tank
						tank9 ~ tank15 for M113
						tank16 for LCAC

:- therefore should u used the west or empty class USN Tarawa, you can use the pre-config slots for your own vehicles eg:-

a. Name your vehicle as tank1 ( relatively same size as tank, or just 1 slot for a bigger vehicle)

b. To load on vehicle, click on 'lockcargo'.

c. To release cargo, click on 'Release cargo'

Bugs:-
--------
1.PathLod may not be working well, so the best is to use trigger to getin vehicles. 

2. Do not click on 'Load cargo' more than once, otherwise your ship will sink for another set of vehicles will crash onto existing  cargo!


=======================\===========================

( B )   PC USN Tarawa Static
----------------------------------
A modified static ship with better stability and more unofficial addons friendly addon. Found in empty>objects

Features
-------------
Just name your choppers(6), tanks(8), m113(5), LCAC(1), crews(6) and group(1), go onboard ship and click on 'load' cargo, the cargo will be loaded automatically onto ship and movable on board.

Bugs:-
--------
1. After 7pm ~ 6am, the auto setpos of the cargo will differ, espacially for human troops.

===========================\==================================


( C )   Landing Craft,Air Cushion (LCAC)
-------------------------------------------
Features:-
---------------
1. Full Geolod support

2. Moving amphibious boat:-good on sea, need to click on 'Fastspeed' each time speed drops onland.

3. Can carry up to 30 troops by group init:- "_x moveincargo vehiclename" foreach units unitname

4. Can carry 2 X Abrams tank or 4 X M113 - click on 'Load Tanks' or 'Load M113'

5. If LCAC is above 1 metre height, function to carry vehicles is auto-disabled.

6. While carrying vehicles, auto speed below 30, otherwise objects will move about.

7. Upon reaching load, click on 'Release cargo' to place cargo onshore.Speed will auto go back to your control

8. Pre-configed cargo are named as 	tank17 ~ tank18 for abram tank
					tank19 ~ tank22 for M113

:- therefore should u used the west or empty class LCAC, you can use the pre-config slots for your own vehicles eg:-

a. Name your vehicle as tank17 ( relatively same size as tank, or just 1 slot for a bigger vehicle)

b. To load on vehicle, click on 'lockcargo'.

c. To release cargo, click on 'Release cargo'

Bugs:-
---------
1. Do not click on 'Load cargo' more than once, otherwise your ship will sink for another set of vehicles will crash onto existing  cargo!

2. To unload troops by Ai LCAC, unfortunately you will have to set a waypoint command 'TroopUnload', than at the waypoint  place a trigger with activation by West and init:- nameofLCAC setfuel 0    - this to shut off the engine so that troops can  disembark.

3. The cargos need generally flat areas to land, but if the slopes are too high, the tanks will getout at sea.



Gameplay tips
-----------------------

=====================\OFFICAL ADDONS FOR AI LCAC====================
LCAC
---------------
Using AI to drive LCAC:-
--------------------------------------

To get AI LCAC start with tanks
----------------------------------------------
[jon] exec "\PCUSN\scripts\cargo2.sqs" 
1. Place a trigger and put the above init
2. name your LCAC jon

To get AI LCAC Tanks out of LCAC
---------------------------------------
[jon,tank17] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank17] exec "\PCUSN\scripts\cargoUnload.sqs";
[jon,tank18] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank18] exec "\PCUSN\scripts\cargoUnload.sqs";
1. Place a trigger with the init above and activate where u want the tanks to disembark


 
To get AI LCAC start with m113
----------------------------------------------
[jon] exec "\PCUSN\scripts\cargo3.sqs" 
1. Place a trigger and put the above init
2. name your LCAC jon

To get AI LCAC m113 out of LCAC
---------------------------------------
[jon,tank19] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank19] exec "\PCUSN\scripts\cargoUnload.sqs";
[jon,tank20] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank20] exec "\PCUSN\scripts\cargoUnload.sqs";
[jon,tank21] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank21] exec "\PCUSN\scripts\cargoUnload.sqs";
[jon,tank22] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank22] exec "\PCUSN\scripts\cargoUnload.sqs";
1. Place a trigger with the init above and activate where u want the tanks to disembark


==========================\UNOFFICAL ADDONS FOR LCAC==============================

To get UNOFFICIAL tanks into LCAC:-
----------------------------------
[jon,tank17] exec "\PCUSN\scripts\lockcargo2.sqs";
[jon,tank18] exec "\PCUSN\scripts\lockcargo2.sqs" 

1.Place a trigger with init above.
2. Name 2 tanks - each as tank17 and the other tank18
3. Name your LCAC as jon

To get UNOFFICIAL tanks out of LCAC
---------------------------------------
[jon,tank17] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank17] exec "\PCUSN\scripts\cargoUnload.sqs";
[jon,tank18] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank18] exec "\PCUSN\scripts\cargoUnload.sqs";
1. Place a trigger with the init above and activate where u want the tanks to disembark



To get AI  LCAC start with UNOFFICIAL m113
----------------------------------------------
[jon] exec "\PCUSN\scripts\cargo3.sqs" 
1. Place a trigger and put the above init
2. name your LCAC jon
3. name your M113 tank19~tank22

To get AI LCAC  UNOFFICIAL m113 out of LCAC
---------------------------------------
[jon,tank19] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank19] exec "\PCUSN\scripts\cargoUnload.sqs";
[jon,tank20] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank20] exec "\PCUSN\scripts\cargoUnload.sqs";
[jon,tank21] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank21] exec "\PCUSN\scripts\cargoUnload.sqs";
[jon,tank22] exec "\PCUSN\scripts\cargoUnload2.sqs"; [jon,tank22] exec "\PCUSN\scripts\cargoUnload.sqs";

1. Place a trigger with the init above and activate where u want the tanks to disembark

To get AI group into LCAC
---------------------------------------
"_x moveincargo jon" foreach units group1
-Use a trigger 

To get AI into empty class LCAC
-------------------------------------------------
unitname moveindriver jon

===============================\USN TARAWA===================================

USN Tarawa Gameplay tips:-
---------------------------------------------
To get AI to load cargo:-
------------------------------------
[LCACunitname] exec "\PCUSN\scripts\cargo.sqs";
Place trigger with the above in the init.

To get AI to unlock cargo:-
----------------------------------------
[LCACunitname] exec "\PCUSN\scripts\cargoUnload.sqs";
Place trigger with the above in the init

To get AI to lockback cargo:-
--------------------------------------------
[ LCACunitname] exec "\PCUSN\scripts\lockcargo.sqs";
Place trigger with the above in the init

To load human cargo onto ship:-
----------------------------------------------
"_x moveincargo THoldcargo" foreach units unitname

To unload human cargo on ship:-
-------------------------------------------------
"_x unassignvehicle" foreach units unitname


====================================\PC USN TARAWA STATIC============================

PC USN Tarawa Static Gameplay tips:-
---------------------------------------------
To get AI to load cargo:-
------------------------------------
shipunitname exec "\PCUSN\scripts\unofficialcargo.sqs";
Place trigger with the above in the init.
name your chopper as heli1 ~heli6
name your tanks as tank1 ~tank8 ( best to use empty class)
name your M113 as tank9~ tank15( best to use empty class)
name your LCAC as tank16
name your 5/50 gun/cannon crew as crew1 ~crew3
name your ship bridge crew as crew4~crew6
name your human cargo crew as group1.
Upon clicking on trigger, the cargo will auto load onto ship.No cargo lock involved as ship is not moving.
To release group soldiers:- "unassignvehicle _x" foreach units group1
Can use unofficial addons(some) for static ships.
To unload group onboard ship:- use a trigger:- cmd="GETOUT"; "_x action [cmd,THoldcargo]" foreach units group
To use floodlights without being onboard ship to turn it on:- [nameofship] exec "PCUSN\scripts\PClighton.sqs"

=========================\=============================

To destroy ship:-
--------------------------
destroy the starboard gun and the whole ship will sink. Make sure you are 200radius away or suffer collateral damage.

To put human/object on deck of ship:-
-----------------------------------------------------
at object's init:- this setpos [(getpos this select 0), (getpos this select 1), 17.5]

Demo placement mission
----------------------------------------
Tarawa.intro. Place file in your mission folder in ofp and then in editor, desert island, look for tarawatest. The standard cargo will be put in place automatically once u click preview, which u can copy and paste it onto any island or use any unofficial addons. ( Some cannot be used and will explode when setpos on ship)

names in red are configed names, cannot be changed

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Philcommando


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Registered 31st December 2004

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