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Mandoble
Mar 27 2007, 23:34
http://www.terra.es/personal2/matias.s/mma.jpg

Now available both, traditional script suite and addon version

- Simulate most existing missile/torpedo in real-life using any object class present in ArmA able to move.
- Full MP support.
- Add chaff or flares missile defense systems to any AI unit, AI units defending with chaff or flares automatically.
- Add a player controlled Missile Control Center to any playable vehicle.
- Add automatic missile systems to any AI vehicle, AI units enganging with their missiles by their own.
- Add chaff or flares to player vehicles.
- Ammo trucks able to reload missiles and flares/chaff.
- Missiles intercepting missiles.
- Missiles hitting targets now reward with score to the players in the crew of firing units.
- ArmA missile replacement. Now you may replace easily any missile fired in ArmA by a MMA one.
- Remote targeting added. Players or AI may attack targets locked by other units (for example, using laser designators).
- Customizable MCC colours.
- Up to 8 different missile systems per vehicle (what about modeling a big battleship?).
- Visual and MCC (dialog based) locking, tracking and firing systems for players.
- AI units now are able to reload missiles by their own if close enough to an ammo truck.
- Missile systems may be added to units by type or by name. You may add missile systems to every units of the indicated class with a single script executed in your init.sqs or init.sqf.
- Keys and key descriptions used to drop flares/chaff, lock on targets and fire missiles cuztomizables from mandomissile_init.sqf.
- Fully customizable warheads, smoke trails and launch FX scripts.
- More than 30 configurable parameters for missiles (seeker range, endurange, agility, seeker scan arcs, flight profile, etc).
- You may now configure missile reload times after firing for MCCs.
- Anti-radar systems.

Mando Missile ArmA v2.3 (http://www.ofpec.com/ed_depot/index.php?action=details&id=536&game=ArmA&type=sc&cat=we) (please, do not mirror this resource yet)

Mando Missile online help (http://www.terra.es/personal2/matias.s/mma_readme.htm)

Mando Missile demostration videos (http://www.youtube.com/view_play_list?p=9D5E9D77BF7E0441)

Attached to the first post of this post (http://www.ofpec.com/forum/index.php?topic=29031.0) you will find mma_air_combat.Sara.zip. While it is a fully playable mission SP or MP, it is inteded as an example of Mando Missile integration with addons. Inside you will find mma_bis_su34_init.sqf, mma_bis_su34b_init.sqf and mma_bis_av8b2_init.sqf. Three example scripts which are executed from the init field of the planes in the mission, but these script might also be executed from the "Init" EH (or Extended EH) of an addon derived from Su34, Su34B or AV8B2. If Mando Missile is not present in the mission, the planes will behave like normal ones, but if MMA 2.3 or above is present, the planes will reconfigure themselves to use MMA systems. The script activates/deactivates AI/human systems depending on who is into each position of a plane, human or AI.

Soon you will have a comprehensive guide explaining step by step how to integrate Mando Missile within any addon.

In the example mission you may fly as OPFOR, BLUFOR or keep grounded as civilian observer.



Update Jan 6 2009
NEW MMA 2.35 teaser, Falcon 4 style (http://www.ofpec.com/forum/index.php?topic=29031.msg197756#msg197756)

Attached to the first post of the above link you will find MMA235_teaser.Intro.zip, which is a teaser of MMA 2.35B new HUD system. Do not mirror, do not include it into any addon and use it only for testing purposes as MMA 2.35 is already quite close to be public.

All mando missile functionalities not used in the teaser demo have been removed to save space.
The new mando_missilevehicle3.sqf HUD handler present in the demo will be heavily modified before 2.35 final verions to allow the customization of several hardcoded parameters in a similar way as current 2.35 TV systems.

MMA 2.35 teaser video, Falcon 4 style (http://www.youtube.com/watch?v=sZjeHRYQNEo)

Example video of MMA 2.35B (http://www.youtube.com/watch?v=nlwHpvPsRcA)

granQ
Mar 27 2007, 23:49
This is so.. well, not words for it but its great.

Deanosbeano showed me his videos and what can I say.. (yes have to admit I havent checked it myself ingame yet and I mean YET).

I am very much for realistic multiplayer working on a CTI and just thinking on where I could use this.. we so need new models to support this. How "MP safe" would you say it is?

Sofar the best "addon" for ArmA..

Nicolas Eymerich
Mar 28 2007, 07:18
Great work!!

Downloading now. Tonight I'm going to test it!

http://forums.bistudio.com/oldsmileys/smile_o.gif

EricM
Mar 28 2007, 08:53
http://forums.bistudio.com/oldsmileys/notworthy.gif

Impressive stuff. Played with it a little. Seems very comprehensive and the whole interface is so cool (yet I have to understand how everything works).

Bootleg Soldier
Mar 28 2007, 11:05
really this is simply  http://forums.bistudio.com/oldsmileys/notworthy.gif  http://forums.bistudio.com/oldsmileys/notworthy.gif  http://forums.bistudio.com/oldsmileys/notworthy.gif  http://forums.bistudio.com/oldsmileys/yay.gif  http://forums.bistudio.com/oldsmileys/yay.gif
had 2.0 now downloading 2.1 thanks alot

ATC Rogue
Mar 28 2007, 11:21
I downloaded the 2.0 version and I gotta say I'm seriously impressed. I made a mission a while back for OFP and it involved the use of anti aircraft missles which became a pain in the ass to figure out all the tracking and timing of everything. Your mod should make my life a lot easier in re-creating the mission from ofp into ArmA, cheers matey!! http://forums.bistudio.com/oldsmileys/notworthy.gif Now I've just gotta figure out how to impliment these scripts into my mission.

ArMoGaDoN
Mar 28 2007, 11:43
Looking real good Mando.  Thanks for all your hard work  http://forums.bistudio.com/oldsmileys/smile_o.gif  Can I be a little bit cheeky and ask you to consider adding a further missile class to the scripts? The real hellfire missile, and others, can be set using various targeting mechanisms and to use different flight profiles. For example direct to radar tracked target, to laser target, to GPS location, and the flight profiles can be straight line, and 'curved' in all axes - like up n over for example: so you fire, it can be set to go forward+up a settable amount at settable angle, flies along then can drop down onto a target at a settable angle, like you can sit behind a hill, fire off a hellfire that you pre-set to drop down on-top of a tank.  This is something I've often wished for in OFP, now ArmA, for the helicopter attack scenarios.  Could your scripts be made to do this?  Would there be any way to incorporate them into an addon to either modify the default and addon weapon classes and vehicles?  Cheeky question, I know - but could you do it? Cheers, WarWolf

MattXR
Mar 28 2007, 13:06
Awsome Stuff, good to see you back for ArmA http://forums.bistudio.com/oldsmileys/yay.gif

oMadMartigaNo
Mar 28 2007, 14:01
Dude! Nice work! http://forums.bistudio.com/oldsmileys/notworthy.gif
Can you upload a video to YouTube.com (http://www.youtube.com/)?! http://forums.bistudio.com/oldsmileys/smile_o.gif

[ZG]BUZZARD
Mar 28 2007, 15:15
Dude! Nice work! http://forums.bistudio.com/oldsmileys/notworthy.gif
Can you upload a video to YouTube.com (http://www.youtube.com/)?! http://forums.bistudio.com/oldsmileys/smile_o.gif
Check this page (http://http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=64;t=54551;st=1560) of the Armed Assault Videos Thread...

Bootleg Soldier
Mar 28 2007, 16:27
Just tried 2.1, is alot tighter and very cool camel fight  http://forums.bistudio.com/oldsmileys/pistols.gif  http://forums.bistudio.com/oldsmileys/notworthy.gif
A couple of things though, the anti-building missile is a harrier? don't know if this is meant or not  http://forums.bistudio.com/oldsmileys/huh.gif
second with the torpedo you can see the vehicle pop up outa the water before impact.
Not big things as plenty of work arounds, great work http://forums.bistudio.com/oldsmileys/yay.gif  http://forums.bistudio.com/oldsmileys/yay.gif  http://forums.bistudio.com/oldsmileys/yay.gif

Mandoble
Mar 28 2007, 17:43
A couple of things though, the anti-building missile is a harrier? don't know if this is meant or not http://forums.bistudio.com/oldsmileys/huh.gif
second with the torpedo you can see the vehicle pop up outa the water before impact.
This demo is addonless, because Mando Missile is addonless (it is not and addon, it is not a mod, it is just a set of scripts). You may use whichever object you want to use as missile, even a tractor. Missile's real characteristics are given as parameters to the mando_missile.sqf script (including the object class).

Same for AI units firing missiles. In the demo I used a Vulcan and a Camel. You may attach a deadly missile system to a motorbike it you want. In this case, the vehicle that will fire missiles on its own is also passed as argument to another script. Quite the very same with the player's controlled MCC, you just decice which vehicles in your mission will have it available for the player, you dont need any special addon for that.

To simulate a torpedo I used a BMP2, just because this "object" does not get destroyed under water. You may use anyother object you wish, as long as it can "live" below water. If you find a nice looking torpedo in any addon, you will be able to use its class for Mando Missile scripts, and it will become a dangerous torpedo (instead of just a nice looking 3D object).

I used AV8B in the anti-structure demo just because it is big, and it shows what can you do with "big" sized missiles, even with under-water launches. You may try to look for a Polaris, Trident, Tomahawk or even Harpoon 3D object, make an addon with it and then use it with me scripts.

Deanosbeano tried it with outstanding results, as you may have seen in his video, using his Tomahawk missile and a big big submarine instead of the small ships already present in ArmA.

Hope this helps to understand what is all this about http://forums.bistudio.com/oldsmileys/wink_o.gif

Iron+Cross
Mar 28 2007, 19:35
Verry! Nice AGAIN!

@<hidden> GranQ Hope to see these scripts in your "GQ-CTI"

killerwhale
Mar 28 2007, 20:24
is this an Addon, it loooks great and I downloaded but I couldnt figure out how to use it. How do I use in the Editor?
if it&#39;s not an addon, then I dont really mind

Mandoble
Mar 28 2007, 20:32
WarWolf @<hidden> Mar. 28 2007,13:43)]
WarWolf all you are asking for is already supported by current scripts.

A missile may be fired in what we may consider "inertial" mode, not active and with the initial vertical angle you want. The missile itself has, among many others, four other factors: its own radar range, cruise altitude ASL while in inertial and its endurace in seconds.

Just for your example, give the missile an initial vertical launch angle of 45 degrees, starting mode = 0 (inertial), a radar range of 500m and a cruise altitude of 80m.

The missile will fly upwards til raching 80m, then it will fly towards the general location of the target till closer than 500m and then it will dive directly for the final aproach in active mode. Basically, if fired in inertial mode (0 or 1), then missile will switch to active as soon as the "predicted" position of the target gets into missile&#39;s own radar range.

You have a second way to do this, the missile has also a parameter to adjust the time between launch and guidance. Lets say you launch your missile heading towards the general direction of the target with an inclination of 45 degrees and the time to control is set to 0.02 secs (note that 0.02 secs is about two real time secs as script consumed time should be considered here). The missile will fly without eny guidance for 2 seconds in the launch direction and with the indicated inclination, after this time guidance will be switched on, if the missile was fired in active mode, it will immediately engange the target (after these 2 seconds the missile will be already hight enough to dive directly over the victim), if not, it will fly as described in previous case.

Check the parameters or mando_missile.sqf, you will find you will be able to do almost whatever you want to simulate.

killerwhale
Mar 29 2007, 18:25
Can someone tell me how to use this in the editor, all I see is SQS files after unPBO. is this an addon to begin with

Shashman
Mar 29 2007, 19:44
Can people seriously not read? http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

Mando has said on more than one occasion that this is not an addon, it is a set of scripts.

Once you&#39;ve unpbo&#39;d the mission, you can use the scripts (sqf files) in your own mission.

How to use scripts is a different and big topic which has been covered before. Do a search.

Once again, great stuff Mando http://forums.bistudio.com/oldsmileys/wink_o.gif

cristolll
Mar 29 2007, 22:11
WarWolf,Mar. 28 2007,13:43]
WarWolf all you are asking for is already supported by current scripts.

A missile may be fired in what we may consider "inertial" mode, not active and with the initial vertical angle you want. The missile itself has, among many others, four other factors: its own radar range, cruise altitude ASL while in inertial and its endurace in seconds.

Just for your example, give the missile an initial vertical launch angle of 45 degrees, starting mode = 0 (inertial), a radar range of 500m and a cruise altitude of 80m.

The missile will fly upwards til raching 80m, then it will fly towards the general location of the target till closer than 500m and then it will dive directly for the final aproach in active mode. Basically, if fired in inertial mode (0 or 1), then missile will switch to active as soon as the "predicted" position of the target gets into missile&#39;s own radar range.

You have a second way to do this, the missile has also a parameter to adjust the time between launch and guidance. Lets say you launch your missile heading towards the general direction of the target with an inclination of 45 degrees and the time to control is set to 0.02 secs (note that 0.02 secs is about two real time secs as script consumed time should be considered here). The missile will fly without eny guidance for 2 seconds in the launch direction and with the indicated inclination, after this time guidance will be switched on, if the missile was fired in active mode, it will immediately engange the target (after these 2 seconds the missile will be already hight enough to dive directly over the victim), if not, it will fly as described in previous case.

Check the parameters or mando_missile.sqf, you will find you will be able to do almost whatever you want to simulate.
Nice job mandoble, may i ask, could it be possilbe to make the missile flying like Javelin? which climbs to certain altitude at high speed first then flying towards target&#39;s direction keeping altitude, after reaching the sky over the target dive directly into the top of enemy tank.
it would be nice to give an example like u did before if possible.

Mandoble
Mar 29 2007, 22:29
Cristoll, I already replied to that case. Just the first example for WarWolf. The missile will climb till reaching indicated alt, then fly towards target&#39;s "predicted interception position" (while keeping alt), then, when inside own missile&#39;s seeker range, it will dive directly for the kill.

Open missile_testbed.Intro folder
Open firemissile.sqs (missile firing test script so you can tune up your missile&#39;s parameters easily).

Change _cruisealt = 80 by _cruisealt = 100 (or higher if you want it to fly higher)

(note that _modeinit = 0 (inertial, if 2, active at launch time).

_activerange = 600 which means the missile will activate its seeker when closer than 600m to the enemy, then it will dive against it.

Even more _terrainavoidance = true which means the missile will even try to avoid terrain elevations higher than its cruise altitude. You may switch that to false.

Same parameres may be adjusted for AI automatic missile armed units. Check mando_basicsam_unit.sqs, based on this you may create whichever script you want to simulate your desired real unit (launcher).

wika_woo
Mar 29 2007, 22:50
awesomeness..

downloading...

killerwhale
Mar 30 2007, 00:27
ok I pass this one. Thanks for the reply

[DirTyDeeDs]-Ziggy-
Mar 30 2007, 02:28
when I play the mando missle demo mission, I usually die from an enemy missle and my game CTD&#39;s when I die. http://forums.bistudio.com/oldsmileys/huh.gif

My computer doesnt like ArmA + Mando Missle http://forums.bistudio.com/oldsmileys/tounge2.gif

deanosbeano
Mar 30 2007, 14:26
any particular mission in the demo or scenario ?

or every time you die with a mando missile you ctd ?

BadAss [Mapfact.net]
Apr 7 2007, 10:31
Is there a way to add addon units as hostile forces? Meaning, i&#39;ld like my SAM battery to engage the Apache helos as well. With standard BIS units the SAM works like hell  http://forums.bistudio.com/oldsmileys/biggrin_o.gif  but unfortunately it ignores the AH-64 completely. http://forums.bistudio.com/oldsmileys/confused_o.gif

I&#39;ve read all docs and clicked through most of the scripts what did not help me any further. Any help is highly appreciated so thanks in advance&#33;  http://forums.bistudio.com/oldsmileys/smile_o.gif

Mandoble
Apr 7 2007, 11:55
Yes, check init.sqs in mando_missile.Sara, look there for mando_basicsam_unit.sqs, it receives a unit present in the map named autosam1 (it is a Vulcan), you may change its parameters at will. Call this script using a soldier assigned to your SAM (check requirement explanation below).

You may also create your own scripts based on mando_basicsam_unit.sqs with different missile parameters, etc.

The only requirement is that your firing vehicle has a unit (driver, commander, gunner or even cargo) because the main script mando_missileattacker.sqf checks for its alive status. If that person is dead, the firing unit (its vehicle) will stop eganging enemies even having 0 damage itself.

Tell me if you find any problems doing this.

ArMoGaDoN
Apr 7 2007, 21:18
Thanks for the reply Mandoble - yes it works&#33; yes I&#39;m asking forever dumb questions again - sorry... Still trying to work out how to incorporate it into a custom missile config, i&#39;ll get there eventually http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Silver Surfer
Apr 20 2007, 09:12
Is there a mirror FileFront always gives my this message:

Your download has failed. You have an invalid session set. Click here to try your download again.

Foxhound
Apr 20 2007, 09:34
Is there a mirror FileFront always gives my this message:

Your download has failed. You have an invalid session set. Click here to try your download again.
Mirrors are not allowed by Mandoble

Silver Surfer
Apr 20 2007, 09:44
Then he should might think about a decent place to host his "addons" because this one dosent work this well (or only for member) and creating an account for a script is not realy an option.

Mandoble
Apr 20 2007, 21:12
Silver Surfer, FFront seems to work fine and does not require any registration to download files. You may try a bit later in case there is any eventual problem with the servers.

Anyway, there are many mirrors here and there, just look for "Mando Missile" in google, and try to make sure you download v2.1.

Said that, I insist in not having uncontrolled mirrors until, at least, next release (hopefully 100% MP friendly) because, as said, it is not as simple as an addon but a set of scripts to be used with any object. And these scripts changes from version to version, including arguments, etc. Having now many mirrors with version 2.0 is problematic enough http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

Landdon
May 29 2007, 11:22
Sir,

Do you have a timeline for release of Version 2.2 as of yet?

Mandoble
Jun 1 2007, 12:56
2.2 is already done, I need a bit of time to pack it in several demo missions, some of them also MP.

Jack-UK
Jun 1 2007, 13:49
Ahhh sweet http://forums.bistudio.com/oldsmileys/smile_o.gif Nice work Mandoble&#33;&#33;

I think Karrillion was interested in using Mando Missiles for RTS 4, will be great for MP =)

Cant wait http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Landdon
Jun 4 2007, 04:52
Great, I can&#39;t wait. I am finding it hard to to get the scripts to work in my MP mission. I would like to put a couple of BRDM2 ATGM in my misson as SA-9s and I would like for them to engage human player aircraft (Heli or Jet) on thier own.

Mandoble
Jun 4 2007, 15:54
Landdon, if you, or anyother else, want to participate in the last 2.2 MP tests before release, please, PM me.

KeyCat
Jun 17 2007, 21:17
How is the MP stuff going Mandoble?

/KC

Mandoble
Jun 17 2007, 22:39
So far everything works nicely in MP:
- All the missiles and their smoke, detonation and launch effects.
- MCC
- Any vehicle with missiles, chaff or flares to be used by the players.
- Ammo trucks able to reload missiles and flares/chaff.
- AI units enganging with missiles by their own
- AI units defending with chaff or flares automatically
- Missiles intercepting missiles.
- Some players (Laser D equiped ones or just calling a script) may transmit also remote target info to some other players flying or driving missile equiped units and these may engange these targets from the other side of the island if their units have missiles with enough endurance.
- Missiles hitting targets now reward with score to the players in the crew of firing units.

Missile script itself has been greatly improved too, now missiles flying at mach 3.5 are able to shotdown Flankers maneuvering well over mach 1. The script itself accepts many more parameters so you can simulate anything, from a futuristic missiles with outstanding maneuverabilty and able to track targets even at their six to old missiles with poor seekers, poor accuracy and crappy maneuverability.

This is the current list of parameters you may control:
// Arguments:
// Launcher, unit that fires the missile
// Class of missile&#39;s object
// Initial position in space (global position, not relative to launcher)
// Initial horizontal direction (usualy, the direction of the launcher)
// Initial vertical angle (-85 to 85). If out of limits, the angle will be calculated to point at target.
// Initial speed a launch time in m/s
// Speed to keep constant after initial acceleration in m/s
// Acceleration factor (1 min, 4 max)
// Real target object
// Range to target to explode in meters
// Missile inboard radar range in meters
// Initial operation mode: 0, 1 or 2
// 0 - The missile climbs/dives until cruise altitude is reached, then it switches to mode 1.
// 1 - The missile flies towards a pre-calculated position from where it may switch on its own radar.
// 2 - Active pursuing. The target must be inside missile&#39;s radar range.
//
// Average cruise altitude in meters ASL, used if initial operation mode is 0 or 1 (inertial launches).
// SQF Script to create the explosion. Receives last missile position and target as arguments. "" if no explosion.
// SQF Script to create missile smoke trail. Receives missile object as argument. "" if no smoke.
// Missile sound resource name, "" if none.
// Missile sound duration in seconds
// Missile maximum endurance in seconds (after this time, the missile will be unpowered)
// Terrain avoidance in mode 1 (true/false). Terrain avoidance is off in modes 0 and 2.
// Frequency of mid-course corrections in seconds while in mode 1, any number above endurance for no corrections.
// NOTE: script consumed time is added to mid-course corrections frequency, so, a frequency of 2 seconds may
// end in updates every 4 real seconds depending on CPU load. This is just to simulate launcher mid-course
// corrections while flying in inertial mode, like current AIM120 AMRAAM command mode.
// Time between creating the missile and switching on its engine in seconds
// Time (-process time) between creating the missile and starting guidance (usually use 0 or very small values lower than 0.1)
// Detectable? true/false. Detectable missiles may be intercepted by other mando missiles and detected by MCCs.
// Debug data for missile dialog info (true/false)
// SQF script to be executed at launch time to add FX, receives missile object as single argument, "" if none.

// Horizontal agility level (0 min, 4 max, 3 is normal)
// Vertical agility level (0 min, 4 max, 3 is normal)
// Accuracy (0.5 min, 1 max)
// Interception mode true/false in active mode. true = interception course, false = collision course.
// Missile&#39;s seeker horizontal scan arc in degrees (65 is normal)
// Missile&#39;s seeker vertical scan arc in degrees (65 is normal)


Now I need to do some basic example missions and docs before release.

twisted
Jun 18 2007, 08:12
really looking forward to this. what could be a good idea for the final release is to code up a few of the more common missile types to make it easier for people to use this in their missions.

this is amazing stuff.

Mandoble
Jun 18 2007, 10:23
I&#39;m currently implementing customized units with firing parameters adapted to ArmA. That is, you may simulate a Patriot system, no problem, but the range of the missile will be more than 4 times the length of Sara island. You may add Phoenix like missiles to the Su34, but then no one will be able to take off and survive flying more than 1m (Phoenix flies high and then dives for the final kill, so you simply cannot hide behind a hill).

So, for playability purposes, the characteristics of the missiles and the launchers "should" be tuned down. These customized units are simply a script with firing parameters that are passed to the real script controlling the launchers, so anyone may create as many custom units as desired, for AI and for players.

Forgot to say, there is also a method to convert any ArmA stock missile into a Mando Missile. The script just intercept the missile incomming event handler, deletes the original missile and changes it by a Mando Missile. This way you may customize at will, for example, all the parameters of a Stinger, Strella, Sidewinder, etc. fired by any unit in ArmA against a target.

KeyCat
Jun 20 2007, 17:43
Thanks for the update Mandoble. Looking forward to try it out&#33;

/KC

Jack-UK
Jun 23 2007, 11:59
best script evar =D still cant wait for the MP version to be released http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Mandoble
Jun 23 2007, 23:42
Some news in first post http://forums.bistudio.com/oldsmileys/wink_o.gif

What is included there?

"You will see also automatic OPFOR SAMs, automatic antitank Javelin units, antitank units for BLUFOR players (helos and armour), MCC and SAM for OPFOR players, and ArmA missiles replacement, pick up some Javelins from the ammo boxes and fire against OPFOR tanks, your javelin will be a mando missile too. Or spawn as OPFOR AA specialist and fire your Strelas against BLUFOR air units (note that mando strellas are configured with a quite weak warhead and seeking capability, they are easy to avoid and easy to survive)."

dmitri
Jun 24 2007, 02:17
Very nice feature to have in ArmA, good work. Reminds me of Dangerous Waters.

MattXR
Jun 24 2007, 10:40
Sounds Amazing.

Balschoiw
Jun 25 2007, 00:02
Very impressive work you´ve done there Mandoble.
I played around with the set today and I am still very much impressed.
Thank you.

tekpc007
Jun 25 2007, 10:59
simply awsome..the demo was incredible. you should work for BI and show them how to make cool stuff&#33;

Mandoble
Jun 25 2007, 11:30
Do you mean 2.1 demo or 2.2 MP demo? If 2.1, it is already way obsolete http://forums.bistudio.com/oldsmileys/wink_o.gif

One side note for those of you playing mando_remote.intro. When any OPFOR SAM missile (including Strelas) is fired against BLUFOR choppers, the pilot gets an alarm and a projected red mark from where the last missile is incoming. In final V2.2 IR missiles will not generate any alarm sound or projected mark, if you are lucky and seem (their smoke trails or engine flash), and drop flares in time you may avoid the hit. Active radar missiles will keep generating audible alarms and the projected red holo-mark will indicate where they are.

tekpc007
Jul 9 2007, 16:27
whats the status of this 2.2 release?

Mandoble
Jul 9 2007, 22:45
Check first post  http://forums.bistudio.com/oldsmileys/wink_o.gif

http://www.terra.es/personal2/matias.s/sequence.jpg

KeyCat
Jul 10 2007, 15:42
Great work Mandoble&#33; Will try it out as soon as possible...

/KC

Jack-UK
Jul 10 2007, 18:33
Great work mandoble they work excellently&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

colligpip
Jul 11 2007, 08:47
just looked at these. Anybody who loves flight sims like falcon 4 will love this stuff. The targeting camera is the kind like the avionics in falcon and lockon etc I love it.

This would be fantastic in the mission rts4 airpower has too much sway in that some mando missiles would bringa level playing area.

good work.

Mandoble
Jul 11 2007, 11:01
This would be fantastic in the mission rts4
I understand this may be a bit difficult as V2.2 Beta comes without documentation. But as a very basic example to start with, you may simply add this to your init.sqs or init.sqf file:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// init.sqf file
// Mando Missile ArmA initialization
&#91;&#93;execVM&#34;mando_missiles&#92;mando_missileinit.sqf&#34;;

Sleep 1;

// Wait until there is a player
while {isNull player} do
{
Sleep 2;
};

// Stryker_TOW units will be Patriots for players
_mcctypeaascript = &#34;mando_missiles&#92;mcc&#92;mcc_types&#92;mando_missilecontrolon_patriot.sqs&#34;;
&#91;&#91;&#34;Stryker_TOW&#34;&#93;, 4, 4, &#91;&#34;Air&#34;&#93;, &#34;Patriot Console&#34;, _mcctypeaascript, &#91;0,1,0.5&#93;, &#91;0,1,0.25&#93;, 1, -1, 0, &#91;&#93;, 3&#93;execVM&#34;mando_missiles&#92;mcc&#92;mando_mccallow_by_type.sqf&#34;;
[/QUOTE]

Any Stryker_TOW spawned or already present in your mission will have a SAM MCC available for players in gunner position with 4 missile. This works the same for MP or SP.

You may also check "mando_missiles&#92;mcc&#92;mcc_types&#92;mando_missilecontrolon_patriot.sqs" which is the script that "personalizes" the characteristics of the missile fired by the strykers. You may create more scripts like that to personalize any kind of missile attached to MCC capable units.

kevb0
Jul 11 2007, 19:29
Awesome scripts, mando. They&#39;re simply amazing.

I was wondering how to get the Stinger/Strela stuff working correctly in my own mission.

I see a script named mando_replacemissile.sqf, but I don&#39;t see it being executed anywhere. I tried de-pboing the Mando_remote mission, I can&#39;t find anything there, either.

Mandoble
Jul 11 2007, 19:58
In mando_replacemissile.sqf you personalize any missile you want to be replaced, but to have it effectively replaced when firing against a unit you need to run mando_onlymandoones.sqf in the init field of that unit. If the unit is spawned, do the following after creating it:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_spawnedunit SetVehicleInit &#34;res = &#91;This&#93; execVM &#34;&#34;mando_missiles&#92;units&#92;mando_onlymandoones.sqf&#34;&#34;&#34;;

processInitCommands;
[/QUOTE]

If the unit is already in the map put this into its init field:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
res = &#91;This&#93; execVM &#34;mando_missiles&#92;units&#92;mando_onlymandoones.sqf&#34;
[/QUOTE]

kevb0
Jul 11 2007, 20:55
Works like a charm. Thanks, Mandoble.

Edit: Hmn. After messing around with this a bit more, even if a missile is set to "Not detectable", or _detectable = false, the pilot will still get the "Incoming missle" message.

Is there a way to remove that without having to edit the scripts?

Wobble
Jul 12 2007, 01:46
Ill admit, I didnt read every single post...

but .. where are the install directions?

I tried extracting all the PBOs into addons, nothing shows up..

tried moving the mando_missile_arma folder into arma dir and activating with =mod command..

nothing..

there are no directions in the .zip file OR in on site..

Mandoble
Jul 12 2007, 06:43
It is because MMA is not an "addon" but a script suite you may find in the mando_missiles folder.

Fighting_steel
Jul 17 2007, 13:28
This would be fantastic in the mission rts4
I understand this may be a bit difficult as V2.2 Beta comes without documentation. But as a very basic example to start with, you may simply add this to your init.sqs or init.sqf file:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// init.sqf file
// Mando Missile ArmA initialization
&#91;&#93;execVM&#34;mando_missiles&#92;mando_missileinit.sqf&#34;;

Sleep 1;

// Wait until there is a player
while {isNull player} do
{
  Sleep 2;
};

// Stryker_TOW units will be Patriots for players
_mcctypeaascript = &#34;mando_missiles&#92;mcc&#92;mcc_types&#92;mando_missilecontrolon_patriot.sqs&#34;;
&#91;&#91;&#34;Stryker_TOW&#34;&#93;, 4, 4, &#91;&#34;Air&#34;&#93;, &#34;Patriot Console&#34;, _mcctypeaascript, &#91;0,1,0.5&#93;, &#91;0,1,0.25&#93;, 1, -1, 0, &#91;&#93;, 3&#93;execVM&#34;mando_missiles&#92;mcc&#92;mando_mccallow_by_type.sqf&#34;;


Any Stryker_TOW spawned or already present in your mission will have a SAM MCC available for players in gunner position with 4 missile. This works the same for MP or SP.

You may also check "mando_missiles&#92;mcc&#92;mcc_types&#92;mando_missilecontrolon_patriot.sqs" which is the script that "personalizes" the characteristics of the missile fired by the strykers. You may create more scripts like that to personalize any kind of missile attached to MCC capable units.[/QUOTE]
I get an "dialog error" when i try to use the console from inside the Stryker. Please help.

Mandoble
Jul 17 2007, 18:39
You need some small bits in your description.ext file:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Description.ext
#include &#34;mando_missiles&#92;mando_missile.h&#34;

// Whatever your description needs here

// Sounds for the MCC &#40;you may use any sound you want&#41;
class CfgSounds
{
sounds&#91;&#93; = {mando_missile1,mando_radar1,mando_radar2,mando_target1,mando_noammo1,mando_noammo2,mando_
radaron,mando_radaroff,mando_scud,mando_lockedon};

class mando_missile1
{
name = &#34;mando_missile1&#34;;
sound&#91;&#93; = {&#34;mando_missile1.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
class mando_radar1
{
name = &#34;mando_radar1&#34;;
sound&#91;&#93; = {&#34;mando_radar1.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
class mando_radar2
{
name = &#34;mando_radar2&#34;;
sound&#91;&#93; = {&#34;mando_radar2.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
class mando_target1
{
name = &#34;mando_target1&#34;;
sound&#91;&#93; = {&#34;mando_target1.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
class mando_noammo1
{
name = &#34;mando_noammo1&#34;;
sound&#91;&#93; = {&#34;mando_noammo1.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
class mando_noammo2
{
name = &#34;mando_noammo2&#34;;
sound&#91;&#93; = {&#34;mando_noammo2.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
class mando_radaron
{
name = &#34;mando_radaron&#34;;
sound&#91;&#93; = {&#34;mando_radaron.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
class mando_radaroff
{
name = &#34;mando_radaroff&#34;;
sound&#91;&#93; = {&#34;mando_radaroff.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
class mando_lockedon
{
name = &#34;mando_lockedon&#34;;
sound&#91;&#93; = {&#34;threatnewus.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
class mando_scud
{
name = &#34;mando_scud&#34;;
sound&#91;&#93; = {&#34;mando_scud.ogg&#34;, db-0, 1.0};
titles&#91;&#93; = {0};
};
};
[/QUOTE]

Once you change your description.ext, dont forget to reload the mission from the editor so the changes will take effect.

Maximus-Sniper
Jul 17 2007, 19:26
Hi Mandoble http://forums.bistudio.com/oldsmileys/smile_o.gif

Really good work http://forums.bistudio.com/oldsmileys/wink_o.gif

Cheers

Mandoble
Jul 18 2007, 09:07
Important note for MMA 2.2b users, 2.2b was released only for open beta-testing purposes (mostly for MP testing), it is not 2.2 final. It may help you to planify how to use these missiles and launchers in your missions, but I would reocommend you to do not integrate them yet as 2.2 final is quite close.

And now some update about new toys in 2.2 over 2.2b:
- Any object is now able to be configured as an automatic missile launcher, you are not limited to vehicles or units anymore.
- Several missile systems may be attached to a single AI unit, for example a harrier with two sidewiders (MMA system 1) and four LGBs (MMA system 2) and able to use these systems at the same time by its own against different targets acquired by its own.
- Radar lock warning. When a radar locks on you (friendly or enemy), and you are in an air unit, you will get a "Radar Lock" warning message with a warning tone (more than probably few seconds later you will get a missile incoming alarm too http://forums.bistudio.com/oldsmileys/tounge2.gif )
- Anti-radar MMC system. Now you may assign an MCC to a unit to be able to track active surface radar emitters. This allows players to hunt down enemy active SAMs.
- Firing circle added to the center of the MCC screen, this circle keeps pale and semitransparent green while the current target doesnt match "good" firing parameters and switches to solid bright green when the firing solution with the assigned missile type is good enough. For those of you that have played ArmA Air War, this "small" change transforms the Su34 RIO in the most deadly long range system against air contacts ever seen in ArmA http://forums.bistudio.com/oldsmileys/wink_o.gif
- Readjusted some firing positions relative to the launchers for planes to avoid these situations where the launcher (a plane flying fast and maneouvering) hits its own launched missiles.

ocramweb
Jul 18 2007, 17:47
Hi, Mandoble, really good work, thanks for still being here.

I have some trouble:
under MP i took your arma air war, added two sukoy respawn flying with both the same as you did with the harriers.

all works fine up to an enormous lag lock me on 7 fps,
i have looked around your script to find not much as i am not a good scripter.
but i have found from where the trouble comes from.
the lag happen when a bot pilot switch on his MCC
(not all the time do) and things goes back to normal when
he switch it off.

trouble is the script seams to detect the p3d ?
"...SU34.P3D switching off MCC"

http://www.team-dst.com/images/mccp3d.jpg

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

in init.sqf i initialise&#58;

&#91;&#34;mk_a10_1&#34;, &#34;mk_a10hold&#34;&#93;execVM&#34;mission&#92;spawnharriers.sqf&#34;;
  &#91;&#34;mk_a10_2&#34;, &#34;mk_a10hold&#34;&#93;execVM&#34;mission&#92;spawnharriers.sqf&#34;;
&#91;&#34;mk_a10_3&#34;, &#34;mk_a10hold&#34;&#93;execVM&#34;mission&#92;spawnharriers.sqf&#34;;
  &#91;&#34;mk_su_1&#34;, &#34;mk_a10hold&#34;&#93;execVM&#34;mission&#92;spawnsukoy.sqf&#34;;
  &#91;&#34;mk_su_2&#34;, &#34;mk_a10hold&#34;&#93;execVM&#34;mission&#92;spawnsukoy.sqf&#34;;


the script i use to spawn the sukoy &#40;same for harrier from your demo&#41;

_marker = _this select 0;
_type   = _this select 1;

while {true} do
{
  _a10 = createVehicle &#91;_type, &#91;getMarkerPos _marker select 0,getMarkerPos _marker select 1, 0&#93;, &#91;&#93;, 0, &#34;NONE&#34;&#93;;
  _a10 setDir 310;
  _a10 SetVehicleInit &#34;res = &#91;This&#93; execVM &#34;&#34;mando_missiles&#92;units&#92;mando_onlymandoones.sqf&#34;&#34;&#34;;
  processInitCommands;
  group player reveal _a10;

  _a10 removeMagazines &#34;4Rnd_R73&#34;;
  _a10 removeMagazines &#34;4Rnd_Ch29&#34;;

  _a10 removeWeapon &#34;R73Launcher&#34;;
  _a10 removeWeapon &#34;Ch29Launcher&#34;;

  while {alive _a10} do
  {
     Sleep 2;
  };
  splashonew = true;
  Sleep 2;
  splashonew = false;    
  Sleep 2;
  deleteVehicle _a10;
  Sleep 2;
};


[/QUOTE]

some time it happens after 10 minutes sometimes 2 minutes.
hope this help. if you want the pbo to check this does not come from my side. I am all yours.

Mandoble
Jul 18 2007, 19:29
In 2.2b that problem happens when an AI plane with missiles is damaged (but not destroyed) above 0.5 (damage). That lag continues until the vehicle is destroyed. This is already fixed in 2.2 and for a quick fix open mando_missileattacker.sqf which is inside &#92;mando_missiles&#92;units and change:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&& &#40;damage _disp &#60; 0.5&#41; &&[/QUOTE]
by
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&& &#40;alive _disp&#41; &&[/QUOTE]

PM me if you want futher help.

ocramweb
Jul 19 2007, 17:09
ok,I see,i&#39;ll change the condition lines and test.if this happen
again, i&#39;ll send you the pbo so you can test over 2.2
I&#39;ll pm you tonight after testing the changes.

Thanks

EDITED: The fix works fine, no more lag &#33;

ocramweb
Jul 20 2007, 10:13
Mandoble,
I thought a bit about the p3d &#39;trouble&#39;.
now i think i was very lucky to spot that radio message...
The lag coming from the fact the ai plane damage above 0.5
up to destroyed, put me on the thinking:

Once the plane is destroyed at damage = 1, it is replaced by a destroyed 3d object of the plane...Now I think we can explain the p3d radio message as follow the script just annonced the switch off of the mcc, at the time the plane object was replaced by the destroyed one (su34.p3d)
and picked up: su34.p3d switching off mcc.

if it is the case this should basicly never happen, and cause any trouble other then the funny radio annoncement.
a simple check routine could be added to avoid this at the time of messages may be.

Mandoble
Jul 20 2007, 11:14
I think that mistery message has a simple explanation:

In your case the plane was severelly damaged but not destroyed, and the pilot was still alive when MCC was switched off, but he was OUTSIDE the plane, probably he ejected. So, the name of the unnamed plane without a pilot did change to its 3D model. With pilot inside, the message should be something like: 2-4-E 1 switching off MCC.

The message is as follows:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
if &#40;_disp getVariable &#34;mando_missileattacker_radio&#34;&#41; then
{
if &#40;alive _unit&#41; then
{
_unit sideChat format&#91;&#34;%1 switching off MCC&#34;, _disp&#93;;
};
};
[/QUOTE]

_disp is the MCC unit (the plane) and _unit is the pilot.

ocramweb
Jul 23 2007, 12:27
I was saying this p3d pickup should not happen very much.
I was wrong, it does happen and nearly all the time in a busy environment.

the easiest way to see it is to spawn a minimum of 3 su and 3 av8 going to hold on the same marker point 6 miles away.
Lot of kills in the dogfight, and a lot of p3d switching of mcc.

It does not seam to do anything else to scripts or game...

Jack-UK
Jul 23 2007, 13:25
Cant wait for 2.2 full http://forums.bistudio.com/oldsmileys/smile_o.gif Got some good map making ideas&#33; I think im gonna wait until the full version till i start work anyway

Mandoble
Jul 28 2007, 00:06
Mando Missile ArmA 2.2 beta 2 is out and available from first post. Waiting for more feedback before final 2.2 release. Enjoy http://forums.bistudio.com/oldsmileys/biggrin_o.gif

william1
Jul 28 2007, 02:47
it only contains 2 missions, wouldn&#39;t be better to release the scripts apart so we don&#39;t have to unPBO them if we want to use them ?

thanks http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Jack-UK
Jul 28 2007, 15:37
Great news http://forums.bistudio.com/oldsmileys/smile_o.gif I wont be able to test till about monday tho http://forums.bistudio.com/oldsmileys/sad_o.gif

scudrunner
Jul 28 2007, 23:54
I wish this game with an instruction manual.... Could you explain how to simply add a unit on the map and give him AI sam ability, e.g. like a strela with one of the two sam profiles.

Mandoble
Jul 29 2007, 00:29
Instructions and tutorial missions will be available for final 2.2, the present beta (probably final beta) is out just to have some feedback.

The following is just an example step by step:
- Create a mission using Rahmadi , put there the player and an AI M113 named "sam_one", for example. Save your mission.
- Pick up "mando_missiles" folder from Arma Air War 2 and copy it into your new mission folder.
- Now create two files in your mission folder: description.ext and init.sqf

for description.ext
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Needed for Mando Missile ArmA
#include &#34;mando_missiles&#92;mando_missile.h&#34;

class RscTitles
{
// Needed for Mando Missile ArmA
#include &#34;mando_missiles&#92;mando_missiletitles.h&#34;
};

class CfgSounds
{
sounds&#91;&#93; = {};

// Needed for Mando Missile ArmA
#include &#34;mando_missiles&#92;mando_sounds.h&#34;
};
[/QUOTE]

For init.sqf
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Mando Missile ArmA initialization
&#91;&#93;execVM&#34;mando_missiles&#92;mando_missileinit.sqf&#34;;

Sleep 1;

if &#40;isServer&#41; then
{
// AI units setup
_disp = sam_one;
_posunit = 0;
_ttype = &#91;&#34;Air&#34;&#93;;
_quantity = 24;
_minrange = 100;
_maxrange = 4000;
_rof = 5;
_pos = &#91;0,1,2&#93;;
_scan = 360;
_mink = 0;
_enemies = &#91;east,sideEnemy&#93;;
&#91;_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true&#93;exec&#34;mando_missiles&#92;units&#92;attackers&#92;mando_basicsam_unit2.sqs&#34;;
};


[/QUOTE]

Now you have an AI M113-SAM with 24 light missiles, it will engange any east air unit closer than 4Km.

Now add near the player an empty Vulcan and add the following at the end of the init.sqf file:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Vulcan with short range missile system for players as gunner &#40;visual aiming&#41;
&#91;&#91;&#34;Vulcan&#34;&#93;, 1, &#34;M168&#34;, &#91;4,0&#93;, &#91;4,0&#93;, 0, 0, &#34;mando_missiles&#92;units&#92;mando_missilevehicle.sqf&#34;, false, true, false, false, &#91;0,1,0.5&#93;, &#34;mando_missiles&#92;units&#92;keysets&#92;mando_shilka_keys.sqf&#34;, 5, 5, 2, 0&#93;execVm&#34;mando_missiles&#92;units&#92;mando_assignvehicle_by_type.sqf&#34;;
[/QUOTE]

You may get into the Vulcan as gunner, aim with the gun and fire up to four missiles against air units.

scudrunner
Jul 29 2007, 00:54
Absolutely perfect&#33;&#33; Thanks Mando&#33; Great job on the script as a whole- now I&#39;m just gonna figure out the anti radiation stuff and I&#39;ll be quite content. oh, and btw... Vipermaul got the sounds he gave you from me so I feel like I contributed a bit-- lol. Thanks again&#33;

Zaphod
Jul 29 2007, 02:28
6*9=42

scudrunner
Jul 29 2007, 03:38
May have found a bug. I could swear I read something somewhere about MP Patriot/S-300 anti missile interception not working correctly, but it was an old post. I&#39;m having the problem. (Fixed wing, human controlled) contacts that depart from the opposing airport are picked up on the contact list instantaneously. Air to ground launches from either the Lance or Scud launchers are EXTREMELY rare to be picked up in the contact list.(and when they did the interceptor missiles always overshot, which hopefully I corrected with agility and slowing the speeds down) Any ideas?

Also, your above post worked for me fine, until I packed it as a PBO. Then none of the scripts worked. I went back to the editor and suddenly had a script error, and had to take out all of my AI controlled SAMs. I&#39;m using a streamlined version of your MandoWar 2 MP mission.

Also, is there any way to limit the SU&#39;s (and Harrier&#39;s) radar seeker range to only 60 degrees or so in front of the aircraft?

Or should I just shutup and wait for the instruction manual? lol

Fantastic script though, I cant wait to figure it out

Thunnder Bunny
Jul 29 2007, 06:28
I have a limited understanding of scripts, but could your mando missile system be adapted towards this weapon system?

NLOS-LS

http://www.globalsecurity.org/military/systems/munitions/net-fires.htm

Just wondering.

Mandoble
Jul 29 2007, 07:08
Quote[/b] ]Air to ground launches from either the Lance or Scud launchers are EXTREMELY rare to be picked up in the contact list.

I&#39;ll have a look at this while I havent experienced that problem yet. May be I included a bug accidentaly in this release http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif


Quote[/b] ]Also, is there any way to limit the SU&#39;s (and Harrier&#39;s) radar seeker range to only 60 degrees or so in front of the aircraft?"
Yes, in fact, it was implemented, but removed later for playability reasons. The size of ArmA islands is too small, you are in fact fighting all the time inside real visual range (< 15 km).


Quote[/b] ]Also, your above post worked for me fine, until I packed it as a PBO.
This one is really weird, I&#39;ve never experienced any problem with packed missions.

EDIT:
I think you forgot to export the mission with sam_one as the name of the M113.

I did create the same mission described in the previous page, exported an worked fine.

Remember that the M113 SAM configured there is quite weak and "obsolete". If you want a much more accurate and powerful AI sam, change &#92;mando_basicsam_unit2.sqs" by &#92;mando_patriot.sqs" in the init.sqf

You may download the example mission for the editor here --&#62; Mando SAMs (http://files.filefront.com/mando+samsIntrozip/;8173740;;/fileinfo.html)

Mandoble
Jul 29 2007, 07:11
NLOS-LS
This is already supported by Mando Missiles.

scudrunner
Jul 29 2007, 15:29
Thanks for the reply. Yeah I guess Sara is pretty much visual range as a whole. As for the PBO issue, I&#39;ll take a better look into it. I&#39;m sure it works as you described, but what I did was insert the init.sqf information into the mission I already had- I did NOT start from scratch. I replaced the area under the MandoWar mission for "spawning AI" by copy and pasting your info above, and editing it to my names. It worked briefly, but after I added another SAM or did something I&#39;m not aware of, it stopped working. Now it won&#39;t work with just one so I&#39;d imagine it&#39;s something I did.

As for the Patriot/S-300 issue, let me know if you need any help, I&#39;d be glad to test it.


(FYI i know NOTHING about scripting so you have made it easier- it&#39;s amazing I&#39;ve made it this far)

EDIT: disregard the init.sqf stuff, I fixed it with my mad copy and paste skillz. lol. I was including the "};" and apparently should not have.

Mandoble
Jul 29 2007, 16:26
Good finding http://forums.bistudio.com/oldsmileys/biggrin_o.gif

in mando_missilecenterdlg.sqs I forgot an "of" http://forums.bistudio.com/oldsmileys/banghead.gif , _endmissiles instead of _endofmissiles in a checkpoint, so actually it is absolutely impossible for players to intercept any SCUD or Lance from Patriots or S-300 launchers. On the other hand, AI has no problem intercepting them http://forums.bistudio.com/oldsmileys/wink_o.gif

Look below for the fix.

scudrunner
Jul 29 2007, 16:44
Awesome, if i change that in the script will it fix it ?


I&#39;m sure this update is obsolete now:
I was about to write that I noticed, if I shot a Lance and hopped into the patriot nearby, I had no contacts on the list but on the current missile box, the bottom right one, I had the missile data of the one I locked.

EDIT: I obviously didn&#39;t look at this script before asking that, no idea what line it&#39;s on...

EDIT#2: I fixed it, works great- i&#39;ve got to start trying it out before I write stupid posts.

Mandoble
Jul 29 2007, 16:52
Yes, open mando_missilecenterdlg.sqs in mando_missiles&#92;mcc folder, then look for
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?&#40;_i &#62; &#40;_endofair - 1&#41;&#41;&&&#40;_i &#60; _endmissiles&#41;&#58; _contactstr2 = format&#91;&#34;Missile, %1m&#34;, _distance&#93;[/QUOTE]
and change it by
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
?&#40;_i &#62; &#40;_endofair - 1&#41;&#41;&&&#40;_i &#60; _endofmissiles&#41;&#58; _contactstr2 = format&#91;&#34;Missile, %1m&#34;, _distance&#93;[/QUOTE]

if you want to increase the hit % of S-300 or Patriot, go to &#92;mando_missiles&#92;mcc&#92;mcc_types and increase the _boomrange in mando_missilecontrolon_scud.sqs and mando_missilecontrolon_patriot.sqs
There you may play with many more firing parameters for both sytems. You may use also the scripts in that folder to build your own ones with different parameters.

scudrunner
Jul 29 2007, 16:56
Re-edited my above post. Thanks Mando.

Mandoble
Jul 29 2007, 20:01
Mando Missile ArmA v2.2 beta 3 available at first post:

Changes in 2.2 beta 3:
- Fixed a bug introduced in 2.2 beta 2 that prevents MCC units of displaying interceptable missiles in the contact list (thanks scudrunner for finding the problem).
- Tuned up S-300 MCC SAM to be more effective against interceptable missiles.
- Arma Air War, Mando Remote, Patriot vs SCUD and Mando Missle Lab upgraded to v2.2 beta 3
- Added three basic missions: mando_sams.Intro, mando_at.Intro and anti-radar.Sara
- All the missions ready for the editor, check readme.txt for install instructions.

Mando Missile 2.2 beta 3 missions:
- ArmA Air War 2.1 (MP 13 players): OPFOR Su34s, SAMs and SCUD vs BLUFOR Harriers, SAMSs and Lances.
- Mando Missile Lab.
- Mando Remote v2
- Patriot vs Scud v2
- Mando Sams (basic example mission): Several SAMs vs many enemy choppers.
- Mando At (basic example mission): Anti-tank MCC for players vs many enemy tanks.
- Anti-Radar (basic example mission): Su34 with anti-radar missiles vs enemy SAMs.

scudrunner
Jul 30 2007, 01:36
FYI each of those mission folders dont have the needed mando missile folder in it for each to work. you have to drag the script folder into each mission folder. at least thats how it was for me.

Mandoble
Jul 30 2007, 01:48
That&#39;s just what is writen in the procedure inside the readme file. mando_missiles folder is separate in the zip, it is not included in each mission to save space.

scudrunner
Jul 30 2007, 02:16
lol. sorry- guess i should have read that.

Scars09
Jul 31 2007, 10:29
great work mandoble&#33;

i needed some time to get it all working, mainly cause i somehow thought by ttypes "civilian" and "resistance" the entries "civ" and "guer" would be correct (old ofp naming).
my fault, i know, but now it works great.
its really easy to modify, i tested it with a rocket model i made and it looks great.

ocramweb
Jul 31 2007, 15:25
Ola Mandoble,

-I confirm that the p3d message is for now corrected,..nice one.

- I have trouble with original LOCK key L. CTRL, when mapped onto my x52 joystick, it does not work anymore ...?
and it was working before the new beta ?
I just can&#39;t figure this out as any other key works but left ctrl does not work anymore with joystick (when mapped as button onto joystick) whatever the joystick  button I used, L.Ctrl still work on (qwerty) keyboard  in the same time??

-Another and last question, is it possible to change the payload of an aircraft when reloading missiles ?

Now for some remark I saw here and there regarding difficulties of use, I have a question: have you ever seen a multifunctions tool with only one button ?  http://forums.bistudio.com/oldsmileys/wink_o.gif

Ps:We&#39;ll never say it too much, thx again for your work Mandoble &#33;

Mandoble
Jul 31 2007, 20:40
you have a menu action to reconfigure the missile keys on-the-fly, about your X52 joy malcfunctioning, send it to the repair shop.


Quote[/b] ]have you ever seen a multifunctions tool with only one button Er, sorry?

EDIT:
Forgot to say, you may also change mandomissile_init.sqf, at the beginning you have the defefault keys assigned for lock, fire and flares.

ocramweb
Aug 2 2007, 15:41
the x52 is working fine. the left ctrl key is just disapearing
from time to time, so i tought it could come from the code.
maybe not.

regarding the mutitools with only one button...it was just my bad english to answer to people saying that your mando missiles was  far too complicated to use and that it should be usable as one logic in editor ...

-i notice that from time to time when calling the ordonance menu it just close itself with no time to read whatsoever.(it seems to be when you have no more missiles left)

-When using the ils system to land and coming on final at low speed (just before the automatique autopilote message switch.)
the plane will stay like if it was hovering.(maybe the way the speed is implemented in the velocity routine?)

Mandoble
Aug 2 2007, 17:04
your mando missiles was  far too complicated to use and that it should be usable as one logic in editor ...
http://forums.bistudio.com/oldsmileys/rofl.gif

Note that some actions have a delay time implemented, you cannot drop flares continuously, you cannot fire one missile per millisecond. There is a delay there just to prevent you to do these.

Mandoble
Aug 5 2007, 11:14
-When using the ils system to land and coming on final at low speed (just before the automatique autopilote message switch.)
the plane will stay like if it was hovering.(maybe the way the speed is implemented in the velocity routine?)

This may happen if the plane gets damage above 0.5 while landing in automatic. It is not related to the missile system. To fix that effect, open mando_land.sqf, look for:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_timeini = dayTime * 3600;
_vdir = vectorDir _plane;
while {&#40;dayTime*3600&#41; &#60; &#40;_timeini + 5&#41;} do
{
_plane setVectorDir _vdir;
_plane setVelocity &#91;0,0,-0.1&#93;;
Sleep _delay;
};
[/QUOTE]

and replace by:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_timeini = dayTime * 3600;
_vdir = vectorDir _plane;
while {&#40;&#40;dayTime*3600&#41; &#60; &#40;_timeini + 5&#41;&#41; && &#40;damage _plane &#60; 0.5&#41;} do
{
_plane setVectorDir _vdir;
_plane setVelocity &#91;0,0,-0.1&#93;;
Sleep _delay;
};
[/QUOTE]

ocramweb
Aug 5 2007, 14:18
thx corrected.

Igor Drukov
Aug 8 2007, 12:43
Just popping in to say thank you thank you thank you, this set of scripts is just fantastic, and that&#39;s an understatement.  http://forums.bistudio.com/oldsmileys/notworthy.gif

Fantastic MR Fox
Aug 18 2007, 11:31
Thanks for the fantastic scripts&#33; I had been waiting for something like this&#33;

Quick question, I want to package Harriers for SEAD roles. Is it possible to model HARM missiles with this script package? also is it possible to add the anti radar system to non OPFOR Jets? I have been investigating the scripts and integrating them into my mission but Im a newbie to ARMA scripting so some of it goes over my head http://forums.bistudio.com/oldsmileys/sad_o.gif

Also for a future version what about the ability to add a FLIR window for more realistic maverick usage?

Edit: also how do I prevent jets from using their normal armament when mando missile is active on them?

Edit2: Woot I figured it out&#33; Thanks again for the amazing scripts

Mandoble
Aug 19 2007, 09:28
Well, actually anti radar system may be added to any plane or even chopper. But it is MCC based and MCC is dialog based and also uses a camera, so once it is switched on, you cannot control the plane. In the anti radar demo I used it for the Su34B gunners, but it is not a matter of OPFOR or BLUFOR, as soon as anybody releases an F15E or Tornado, you&#39;ll be able to add anti radar console to their gunners, you may actually add one for the gunners of AH1s choppers, for example.

On the other hand, I might include another option for non MCC based missile systems for players (like the one available for the AV8s), to be able to cycle through the current active radar sources in the same way it is done with REMOTE targets, this way single seat planes would be able to engante active radar sources too.

FLIR, would require an active camera too (as the one present for the MCC), and this would prevent pilots to drive their planes while FLIR is on, unless using an addon based FLIR. But the purpose of Mando Missile is to be and keep being 100% addon free.

Fantastic MR Fox
Aug 19 2007, 14:14
Yeah I added the anti radar system to the harriers and it is quite difficult to use in a single seat plane. Though doable. Mabye you could add another option to the action menu? "switch to SEAD mode" then any active ground radar contacts in your hud will be automatically locked. Once in range you will get a shoot cue.

Mandoble
Aug 19 2007, 17:39
Some new toys for the next release:

A new scripted targeting HUD with a circle that follows the target when it is inside the HUD boundaries and marks the vector to follow to reacquire the target when it gets out of HUD&#39;s area (no more glowing crosses http://forums.bistudio.com/oldsmileys/tounge2.gif ).
http://www.terra.es/personal2/matias.s/hud_aa.jpg

SEAD capability for single seat fighters http://forums.bistudio.com/oldsmileys/wink_o.gif
http://www.terra.es/personal2/matias.s/hud_ar.jpg

Fantastic MR Fox
Aug 19 2007, 18:21
Excellent&#33; you are amazing Mando&#33;

p.s Im having trouble adding SAM&#39;s to my mission. If I add the code

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Setup 3 weak AI SAMs
_posunit = 0;
_ttype = &#91;&#34;Air&#34;&#93;;
_quantity = 24;
_minrange = 100;
_maxrange = 4000;
_rof = 5;
_pos = &#91;0,1,2&#93;;
_scan = 360;
_mink = 0;
_enemies = &#91;east,sideEnemy&#93;;

_sams = &#91;sam1, sam2, sam3&#93;;
for &#91;{_i=0},{_i &#60; count _sams},{_i = _i + 1}&#93; do
{
_disp = _sams select _i;

&#91;_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true&#93;exec&#34;mando_missiles&#92;units&#92;attackers&#92;mando_basicsam_unit2.sqs&#34;;
Sleep 1;
};[/QUOTE]

I get the error

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression &#60;

if &#40;_createtrigger&#41; then
{
_trigger = createTrigger &#91;&#34;EmptyDetector&#34;, getPos _&#62;
Error position&#58; &#60;createTrigger &#91;&#34;EmptyDetector&#34;, getPos _&#62;
Error 0 elements provided, 3 expected
File D&#58;&#92;Documents and Settings&#92;Fantastic Mr Fox&#92;My Documents&#92;ArmA&#92;mpmissions&#92;co_30_Combined_Arma_v0-2a.Sara&#92;mando_missiles&#92;units&#92;mando_missileattacker.sqf, line 234[/QUOTE]

I have all the scripts in mission folder, in the correct folder structure, included, exec&#39;d etc.

Mandoble
Aug 19 2007, 18:25
By the code you have there, your sams should be named sam1, sam2 and sam3. Are these three sams existing and named this way? Note that you may name them as desired, but the indicated units must exist for mando_missileattacker.sqf to not give you that error.

Fantastic MR Fox
Aug 19 2007, 18:39
They exist. Three BRDM&#39;s called sam1, sam2 and sam3

Mandoble
Aug 19 2007, 19:00
This is the init.sqf of anti_radar.Sara mission without the Su34B line.

Make sire that it is init.sqf and not init.sqs, that your units exist and that you execute mando_missileinit.sqf before any other mando missile script.

It works fine for me.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// init.sqf

// Mando Missile ArmA initialization
&#91;&#93;execVM&#34;mando_missiles&#92;mando_missileinit.sqf&#34;;

Sleep 1;

// Setup 3 weak AI SAMs
_posunit = 0;
_ttype = &#91;&#34;Air&#34;&#93;;
_quantity = 24;
_minrange = 100;
_maxrange = 4000;
_rof = 5;
_pos = &#91;0,1,2&#93;;
_scan = 360;
_mink = 0;
_enemies = &#91;east,sideEnemy&#93;;

_sams = &#91;sam1, sam2, sam3&#93;;
for &#91;{_i=0},{_i &#60; count _sams},{_i = _i + 1}&#93; do
{
_disp = _sams select _i;

&#91;_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true&#93;exec&#34;mando_missiles&#92;units&#92;attackers&#92;mando_basicsam_unit2.sqs&#34;;
Sleep 1;
};
[/QUOTE]

Fantastic MR Fox
Aug 19 2007, 19:16
Ah, I moved the code over into my init.sqf. I was origionally calling another script from the init but when I move the code over it works fine. Thanks for the help http://forums.bistudio.com/oldsmileys/smile_o.gif

456820
Sep 3 2007, 18:17
Well great work on the scripts really really cool stuff. http://forums.bistudio.com/oldsmileys/tounge2.gif

I did have a quick scan through the pages but may have missed it.

How can I have an enemy tank which only fires upon incoming missiles so I can use it to protect certain areas of the island from enemy missiles. But I dont want this tank to fire upon anything else. Plus how can I make this tank slightly more in accurate so it doesnt always knock the missile out of the sky?

Cheers.

Mandoble
Sep 3 2007, 19:26
Check mando_missilelab.sara intro (initintro.sqf), there you will find two Strykers (pat1 and pat2) intercepting incoming scuds by their own. In that case the strikers will target any air unit or incoming missile. If you dont want your unit to even attack normal air units, set _ttype = []; You may use any vehicle type, not only strykers, you will need to adjust the firing position depending on vehicle size btw.

In that mission the units are firing missiles configured in mando_patriot.sqs which are quite effective against detectable mando missiles, if you want more inaccurate shots, you may copy mando_patriot.sqs with a different name and change the firing parameters there, so you may have quite unaccurate missiles (decreasing maneuverability, accuracy, acceleration, top speeds and scan arcs).

You may use also mando_basicsam_unit2.sqs, which uses average accuracy and skill missiles.

Hoot1988
Sep 5 2007, 08:01
question is it possible to force one of the missiles target a helicopter for example a blackhawk, want to get one shot down in a cut scene?

feel free to "DUR" me if its a stupid question.

Mandoble
Sep 5 2007, 08:24
Of course, you may execute mando_missile.sqf script directly, so you may launch a missile from anywhere to anywhere and setting its flight parameters at will.

To help you to construct the parameter list for the script execution you may use mando_missile_lab.sara mission, there you will find a dialog based missile configurator to configure any parameter of a missile and fire it against a set of different target types. Each parameter has its corresponding tooltip explainig how it affects a missile&#39;s flight envelop of seeking/tracking characteristics.

The resulting parameters are stored into an edit control from where you may copy them and paste in your scripts.

And remember that this is an sqf script, execute it with execVM.

456820
Sep 6 2007, 19:37
Thanks for the help so far however got another problem http://forums.bistudio.com/oldsmileys/tounge2.gif

I have made a video in fact cause I thought it was easier to see how it was missing as opposed to just missing a bit off or else...

http://youtube.com/watch?v=hZU0fk78Qyg

Well as you can see, I selected the area I wished the missile to hit, selected the map mark target and selected fire. The missile was never really on course to hit the target and missed by some distance. The target was only about 700-800m away.

I am using the scripts as in the Stryker AT demo...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;&#91;&#34;Stryker_TOW&#34;&#93;, 12, 12, &#91;&#34;Vehicles&#34;&#93;, &#34;AT Console&#34;, _mcctypeaascript, &#91;0,1,0.5&#93;, &#91;0,1,0.25&#93;, 1, -1, 0, &#91;&#93;, 3&#93;execVM&#34;mando_missiles&#92;mcc&#92;mando_mccallow_by_type.sqf&#34;;[/QUOTE]

Using that in my init.sqf file to call the scripts and all works fine just the missile rarely hits the target. There are times when the missile is perfectly on target but for no reason at last minute deviates of course and misses.

I have not atlered any of the scripts and the demo mission seems to work perfectly fine, I have copied all needed lines from the description and the init file so I cant see any reason for this to happen.

Dont know if it has antything to do with it but there are a LOT of enemy on the map 200+ squads http://forums.bistudio.com/oldsmileys/whistle.gif

Thanks for help.

Mandoble
Sep 6 2007, 20:38
which is the value of _mcctypeaascript ?

"mando_missiles&#92;mcc&#92;mcc_types&#92;mando_missilecontrolon_ag.sqs"; ?

anyway, 200 squads?? and you still have any CPU free to guide missiles? http://forums.bistudio.com/oldsmileys/tounge2.gif

EDIT: After reviewing your video I know where your problem is, you are, your missile&#39;s seeker range is 600m and you are firing it in inertial mode (just a bit away of 600m), when the missile reaches the target area it is 100m above ground and a bit less of 600m away of the target, with a vertical scan arc of only 65 degrees and low vertical agility (3), the missile is not able to dive in time and lose track of the target.

If you want to fire at these small ranges you may create a custom script from a copy of mando_missilecontrolon_ag.sqs and change there the parameters to increase seeker range and agility. Best way to configure missiles is to use the laboratory.

456820
Sep 7 2007, 15:16
Well thats the problem the missile still misses far distant targets and I have hit that target before just hits rarely.

However I am thinking it may be due to performance? My computer does run slow when playing the mission since I play with all settings on full, I may make a small test mission and erase most of the squads and then give it a go.

Not sure if it will be the reason, just if the computer is running slow then scripts arent running as fast as they should possibly missing a loop or something in a script. I have noticed at the begining of the mission the music doesnt start at the exact same time since many scritps are being initialised.

Shall have a quick go.

Mandoble
Sep 7 2007, 16:17
if your mission is too heavy, this will affect the performance of any quick loop based script. You may increase vertical and horizontal skill of the missile from 3 to 5 or 6, which translates into more turn degrees per second.

Hoot1988
Sep 7 2007, 21:43
whoops wrong mando thread... dur

Mandoble
Oct 6 2007, 14:30
Mando Missile ArmA 2.2 final will delay a bit while I make sure it will be able to hunt down targets under water as well as being launched below water. Meanwhile here are some clips including what is upcoming in the new version:

<span style='color:blue'>SEAD, anti radar raids including onboard RWR</span> (http://www.youtube.com/watch?v=5eEhDm_xecQ)

<span style='color:blue'>New visual locking-on system</span> (http://www.youtube.com/watch?v=6S7MRxcqd74)

<span style='color:blue'>Missile commander from where players may control other SAMs</span> (http://www.youtube.com/watch?v=Nj7u_N05i1I)

<span style='color:blue'>Long range interception</span> (http://www.youtube.com/watch?v=B97oqWIJG-k)

<span style='color:blue'>Mando Gun vs Mando Missile</span> (http://www.youtube.com/watch?v=kLC4OkUs7y0)

<span style='color:blue'>SAMs and guns working together</span> (http://www.youtube.com/watch?v=vfqamr--m6I)

RN Malboeuf
Oct 6 2007, 14:41
Mandoble
You replace standart missiles with this scripts - are there any AI issues about that (bots do not know who shot them. improper ratings etc ) ?
Will the next version be released asan addon so it can be easily used in missions&#92;addons ?

[APS]Gnat
Oct 7 2007, 11:07
... while I make sure it will be able to hunt down targets under water as well as being launched below water.
COOOOOL &#33;&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Mandoble
Oct 7 2007, 20:10
bdfy, no issues so far with AI firing ArmA missiles that are replaced by Mando ones. But for some reason ArmA units use their missiles minimally. Anyway the MMA suite has scripts to transform any ArmA unit in a missile launcher, so a script will control when and against what the missiles are fired instead of ArmA "uber-clever" AI.

Gnat, the first underwater firing tests against underwater targets are going quite well, but due the lack of adecuate objects in ArmA I&#39;m using BuoySmall or BuoyBig for torpedo body and submerged fortresses as targets. As these two object classes (Buoys) are water-proff (they dont get damaged underwater) they can be used also as missile bodies for vertically launched missiles underwater. Of course I would like to have more credible p3d models for that http://forums.bistudio.com/oldsmileys/wink_o.gif

RN Malboeuf
Oct 7 2007, 20:19
Mandoble
So is there a way to apply your anti AA missle system for an addon ? I tried (just packed scripts dir in the pbo this time ) - scripts working, but i seee no visual flares...

simba
Oct 7 2007, 20:24
Mandoble,

bdfy is right, if you could provide some kind of template for addonmakers, your scripts would be used much more.

Mandoble
Oct 7 2007, 20:57
Cannot be of any help there as I know nothing about addons. Anyway, mando_missileinit.sqf should be executed at the beginning of any mission in order to have flares, launch FX, detonations, interceptable missiles, etc.

In fact, this is a script template suite and while it includes many already configured missiles, warheads, smoke trails, ai launchers and launchers usable by players, the idea is that editors add their own cusmomized ones to their missions.

Basically an editor may change anything there or copy/paste and modify anything there to accomodate it to his mission needs. The scripts are designed to be used with any moveable object acting as missile and any vehicle or object as launcher.

RN Malboeuf
Oct 7 2007, 21:27
Quote[/b] ]Cannot be of any help there as I know nothing about addons. Anyway, mando_missileinit.sqf should be executed at the beginning of any mission in order to have flares, launch FX, detonations, interceptable missiles, etc.
ok. now i can see flares. just have toplace this into chopper init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;&#93; execVM &#34;&#92;mando_missiles&#92;mando_missileinit.sqf&#34;;
&#91;_this select 0, 400, 1, 3, true&#93; execVM &#34;&#92;mando_missiles&#92;units&#92;mando_missileecm.sqf&#34;[/QUOTE]
But i want to specify number of flares in one shot, its color and model offser (position from which flares are fired).  Can you add this ? If not how can i specify it? What files shall i edit ?

Mandoble
Oct 7 2007, 21:46
mando_chaffflaredraw.sqf

RN Malboeuf
Oct 7 2007, 22:06
mando_chaffflaredraw.sqf
10x. it was easy to edit it, but...
to use it in addon there&#39;re some options -
1. make addon (pbo with your scripts inc. edited one), but it can conflict with new version of your scripts (ifyouwil once release it as an addon)
2. you define path variable for al your scripts so it can be inserted into any addon pbo.

Anyway the best solution is your own script addon (with a lot more specified parameters), so that it can be easily used and updated by mission/addon makers. IMHO that&#39;s the only way to make it popular

Mandoble
Oct 7 2007, 22:21
It is not intended to be an addon, but 100% flexible script suite so the editor might have a missile behaving like an ICBM or a torpedo. Popularity? What is that? http://forums.bistudio.com/oldsmileys/tounge2.gif

Anyway, as you probably know, it is beta actually. With 2.2 final there will be added documentation to make it more "popular". But the popularity of anything is directly related to the need of using its functioanlity by the mission editors.

RN Malboeuf
Oct 7 2007, 22:28
Quote[/b] ]Popularity? What is that?
ok.let&#39;s say usability http://forums.bistudio.com/oldsmileys/smile_o.gif
anyway if you don&#39;t won&#39;t to make an addon how about path variable specified for your scripts ? thus it can be used anywhere - in addons too

Mandoble
Oct 7 2007, 22:30
What do you mean with path variable? An example?

RN Malboeuf
Oct 7 2007, 22:37
for ex. script is executed as
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;harrier1, 300, 0, 10, true&#93;execVM&#34;mando_missiles&#92;units&#92;mando_missileecm.sqf&#34;[/QUOTE]
i want
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;harrier1, 300, 0, 10, true&#93; execVM mando_scripts_path+&#34;units&#92;mando_missileecm.sqf&#34;[/QUOTE]
where mando_scripts_path can be any dir i specify in some init file

Miller
Oct 9 2007, 13:16
Hi, http://forums.bistudio.com/oldsmileys/smile_o.gif
any knowns this video:
torpedo engined with Mando Missile 2.2 ?
Klick (http://www.youtube.com/watch?v=jipNALomWsw)

scudrunner
Oct 10 2007, 05:10
Hey Mando- no questions just a bit of fun....

When it comes to scripting and such I&#39;m pretty much TimmaAYY but I figured out how to put a laser designator in the gunner seat of the Cobra and use remote mode to lase my own targets- man is that sweet--- thanks for this again&#33;

RN Malboeuf
Oct 10 2007, 07:35
Quote[/b] ]I figured out how to put a laser designator in the gunner seat of the Cobra and use remote mode to lase my own targets
how you made it ?

Panda[PL]
Oct 10 2007, 11:52
Quote[/b] ]I figured out how to put a laser designator in the gunner seat of the Cobra and use remote mode to lase my own targets
how you made it ?
Yes, definitely post it please.
I think we need tutorials. I could do basic missions but basic won&#39;t do...

I have some little suggestions (modes that exist IRL but are still missing):
- I think missiles should decrease altitude if they are on cruise mode and above the cruise altitude, this would allow to simmulate VLS systems in which misile might have to decrease altitude after launch. Right now it will just stay at whatever it will reach at the peak of its turn.
- I would add an additional fianal attack mode - for Harpoon missiles. The older ones had a nice finish when they would pop-up and strike target from above, now it&#39;s selectable afaik and you can pick if you want the pop-up or strike from side (BTW, same goes for Javelin and probably Hellfire).
- Semi-automatic guidance... The mode in which launcher is camera-equipped and it automatically makes wire-guided missile turn to keep it in the middle of the cross. It might be a bit complicated but it looks totally different than laser guidance.
- VLS launched and parachute dropped anti-sub torpedo maybe?

Mandoble
Oct 10 2007, 15:14
- You are absolutely right, that flight profile was present in MMA 2.0 but for some reason (dont remember why) I deactivated it with 2.1 and it is still deactivated in 2.2 betas.
- That final attack mode is somewhat "present". You may fire the missile in mode 0 or 1 with a quite short active seeker range (200m), inertial updates every second and a cruise alt of no more than 30-40m. The missile will fly just above cruise alt till 200m from the taraget and then it will dive for the final strike (is not that the missile will climb abruptly and then dive).
- It is actualy done using as guidance system a laser designator. The missile will follow your lasertarget mark while you keep it ON.
- Yes, no problem with that. The warhead of a mando missile may create another one. Just an example, you set a flight profile to make the missile to ascend and aproach the target all the time in inertial modes 0 and 1, you set the detonation range as large as the active range itself. So, when the missile would go to switch to final active seeker mode, it is already in detonation range and it will activate the provided detonation script before diving for the target. In that script you may add anything you want, for example, the spawn of another mando missile with an ignition delay of 10 seconds (Planck&#39;s torpedo, for example). The torpedo will fall to the water and 10 secs after the intitial "detonation", the torpedo will switch on its engine and pursue the assigned target.

colligpip
Oct 10 2007, 15:20
Quote[/b] ]I figured out how to put a laser designator in the gunner seat of the Cobra and use remote mode to lase my own targets
how you made it ?
yes please post how you did this I love all this mando stuff but i cant find the time to work it out.

Has anybody made a good mission with mando missles that is similar to say a falcon 4 style mission where you have to evade SAMS take at AA etc whilst a ground war is ongoing I would love to play it if they have.

Panda[PL]
Oct 10 2007, 16:48
- It is actualy done using as guidance system a laser designator. The missile will follow your lasertarget mark while you keep it ON.
Have to disagree there. The profile is nothing alike.
Unless you keep the crosshair static and you don&#39;t move.

With laser the missile is aimed straight at the target and it can strike at allmost any angle.
With TOWs the missile is getting electric impulses that force it to stay on line between you and target.

With laser-guided if you move to your left side the missile will not change course, with TOW the missile will sway to the left to stabilise on it&#39;s new course... When firing from a moving helicopter, or even when tracking a moving target the difference is visible.
There is also this "wobbing" of missile around the crosshairs that looks very nice.

But Cobras use Hellfires nowadays anyway, so I guess I have to figure out the laser trick anyway.

Mandoble
Oct 10 2007, 17:50
@<hidden> Oct. 10 2007,18:48)]With TOWs the missile is getting electric impulses that force it to stay on line between you and target.
And this is the "effect" you have when firing a mando missile against the Laser Mark of a laser designator. You may guide the missile by moving the laser mark.

scudrunner
Oct 10 2007, 18:09
I&#39;m more than happy to post this, I hate the arcade lock and click action so maybe one day after it&#39;s perfected it&#39;ll become standard in missions with the Cobra...... So here is my explanation....

As you can see, it&#39;s not yet a perfect system, but it works....
http://www.flashpoint1985.com/cgi-bin....t=68937 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=71;t=68937)

(I assume you know basically how to use Mando&#39;s scripts)


1)Create a mission with Mando&#39;s Missiles.

2) Add a Cobra and give it this in its init:
this addweapon "laserdesignator"; this addmagazine "laserbatteries"; this addAction ["Transmit laser target", "mando_missiles&#92;units&#92;mando_getlaser.sqf"];


3) Give the Cobra gunner the Mando System llike the pilot. You do this by copying and pasting the AH1W profile in the mission init, and changing the "0" to a "1"





The easiest way to test this, (and this is how it works in MP too....)


1) Hop in the pilot seat, in the action menu switch to weapon laser marker.

2)When it is your weapon, switch to manual fire, trigger it on, and turn of manual fire. Now it stays on (assuming it did..., it&#39;s hit and miss)


3) You can now hop in the gunner seat or have your gunner hop in, when he switches to M197, everywhere he aims has a laser.

4)Transmit the laser target in the action menu, switch to Mando&#39;s remote mode, and hit ctrl to lock it up. Windows to shoot and have fun...



Activating the laser is still cumbersome and I&#39;m trying to make it easier.





P.S. Remote mode will NOT work unless you add this to the mission init as well, almost forgot...

//Any player with a laser designator may transmit remote target info for missile armed units REMOTE-target capable

script_mando_haveialaser = []execVM"mando_missiles&#92;units&#92;mando_haveialaser.sqf";
sleep 1;





Correct me if I&#39;m wrong anyone, and if anyone can figure out how to make the laser easier to access, like the Kiowa was in OFP, PLEASE let me know.

Mandoble
Oct 10 2007, 18:35
You are right and your explanation was quite good also, but you also may add targets to the remote buffer using &#92;mando_missiles&#92;unitsmando_addremotetarget.sqf, so using a laser to have remote targets is not the only way http://forums.bistudio.com/oldsmileys/wink_o.gif

BTW, in your video it is quite noticeable how you guide the missile itself by moving your gunner&#39;s camera http://forums.bistudio.com/oldsmileys/smile_o.gif

scudrunner
Oct 10 2007, 18:44
Not my video and not your missile system. That&#39;s someone else&#39;s mod, I showed to to ask how they got the laser designator in the gunner&#39;s weapon selection. Still can&#39;t figure that out....

If I can figure out that much then I believe this system is better, since in the video he has having to repeatedly turn the laser on/off for some reason....

Panda[PL]
Oct 10 2007, 18:56
And this is the "effect" you have when firing a mando missile against the Laser Mark of a laser designator. You may guide the missile by moving the laser mark.
I should have made a diagramm in the first place.

http://img101.imageshack.us/img101/749/missilery4.gif

A typical situation - missile is launched not straight at the target.
First diagram is semi-automatic guidance, second is laser guided.

In first case computer attempts to keep the target in center of crosshairs, which results in pattern simmilar to diagrams from contol theory (there is overshoot etc).
Missile has no sensor at all, sensor is only at gunner&#39;s position (camera that tracks the flame of missile). The gunner keeps his crosshairs at the target and leads the missile as if it was on an invisible string between the gunner and target.
Missile is visible at all times, loosing sight of it would mean loss of controll over it.

In second case the missile just turns into the target. Missile does the tracking, smooth and nice flightpath, the gunner will usually not see the missile in its flight, unless he is static.


On the Cobra thing - cannot there be a normal designator like in OFP Kiowa? Maybe a scripted one (invisible vehicle with laser designator aiming using your nose cannon direction)? Having to switch seats sucks.

Mandoble
Oct 10 2007, 20:22
Probably these three already cover all the anti-ship missiles general flight profiles.

<span style='color:blue'>Harpoon firing test - flight profile 1</span> (http://www.youtube.com/watch?v=6eeRDQ5BKeQ)

<span style='color:blue'>Harpoon firing test - flight profile 2 (SSM)</span> (http://www.youtube.com/watch?v=wr-s9i94HkI)

<span style='color:blue'>Harpoon firing test - flight profile 3</span> (http://www.youtube.com/watch?v=JqQpif7RqxU)

Panda[PL]
Oct 10 2007, 21:10
Probably these three already cover all the anti-ship missiles general flight profiles.
Well, there is also a mode when you launch a harpoon with bearing-only setting - it will fly straight with seaker active and search for a target. You can set several waypoints so that your position is not revealed.
You would use this if you only have a general idea of where the enemy is and cannot close in to veriffy. Something like an automated Predator drone... Don&#39;t know if it&#39;s usefull at all. In theory you could launch harpoons at passive-detected contact and not reveal your own position (delayed seeker activation and several waypoints).
Yes, I don&#39;t think it is a necessity.

There is also the pop-up of harpoon, but you can skipp on it, it&#39;s only optional and I think most people would rather hit the enemy in his sides.


I have a suggestion trougth - if you could introduce an option to set cruise altitude in relation to distance to target. Hellfires are fun but I cannot get the missile to fly on parabola when hitting far targets without having it miss the closer targets.

I am starting to get an idea of what&#39;s going on in those scripts.
How can I make a missile lock on to laser targets only?

Mandoble
Oct 10 2007, 21:22
If I can figure out that much then I believe this system is better, since in the video he has having to repeatedly turn the laser on/off for some reason....
Do not expect any spectacular flying as I&#39;m a lousy chopper pilot:

<span style='color:blue'>AH6 Laser designator with Mando Missiles</span> (http://www.youtube.com/watch?v=H8-2Q8_dLMA)

init.sqf
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
&#91;&#93;execVM&#34;mando_missiles&#92;mando_missileinit.sqf&#34;;

Sleep 2;
// Wait until there is a player
while {isNull player} do
{
Sleep 2;
};
&#91;&#93;execVm&#34;mando_missiles&#92;units&#92;mando_haveialaser.sqf&#34;;

// AH6 will have 10 flares and and 4 AG missiles for the pilot, able to lock on vehicles/ships, buildings and remote targets
&#91;&#91;&#34;AH6&#34;&#93;, 0, &#34;&#34;, &#91;0,4&#93;, &#91;0,4&#93;, 10, 10, &#34;mando_missiles&#92;units&#92;mando_missilevehicle2.sqf&#34;, true, false, true, true, &#91;4,0,-2&#93;, &#34;mando_missiles&#92;units&#92;keysets&#92;mando_ah6_keys2.sqf&#34;, 5, 5, 2, 0, false, 0&#93;execVm&#34;mando_missiles&#92;units&#92;mando_assignvehicle_by_type.sqf&#34;;
[/QUOTE]

Init field of the AH6:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeAllWeapons this;this addMagazine &#34;Laserbatteries&#34;;this addWeapon &#34;Laserdesignator&#34;[/QUOTE]

When the AH6 pilot transmits the LD target, it may be locke-on by him or by any other friendly unit remote-targeting capable. In the example, the AH6 pilot selects REMOTE mode and locks-on its own designator which keeps on all the time, so he may guide its launched missiles just moving the nose of the chopper.

What intrigues me is that this is possible in MMA v2.2 final, which is not public yet http://forums.bistudio.com/oldsmileys/whistle.gif

Panda[PL], when you fire these from an MCC equiped unit, you may set the cruise altitude for every launch. If you want to see the Laser Designator already in action, download the beta 3 version and play mando_remote_v2.intro, there you will be able to use the laser and transmit it so another unit will fire missiles in parabolic trajectory agaisnt your laser point.

scudrunner
Oct 10 2007, 22:30
Very nice, but not the issue. I have already done this with the Cobra....

My issue is giving the laser specifically to the gunner of Cobra.

Right now what I have is working... but i don&#39;t like it in that the pilot must activate the laser using manual fire, and then it is acting as a constant overlay to the gunner&#39;s M197. He moves the gun, it moves the laser. But no on/off and it requires knowledge of the manual fire trick to get it to work in the first place.

What I am trying to figure out is how to instead put the laser in the GUNNER&#39;s seat as scrollable a weapon.

With my current addweapon init, the weapon is going to the pilot&#39;s seat (and it is not "f key" scrollable, but an action menu option like when using the LD on the ground) . What i need is to give it to the gunner, and then hope he can move it around like the m197, or like the Kiowa gunner did in OFP, then the system would be perfect because with remote mode you can use your missiles on your own laser.


And of course the other problem I have is respawning the helo with the init&#39;s still in, i.e. my addweapons, etc..... but thats just my lack of scripting knowledge....

Mandoble
Oct 11 2007, 00:33
All you need to do is to switch as pilot, select laser designator and click your mouse button to activate it, then switch to gunner and keep as gunner.

in the init.sqf I did change the AH6 line by:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
&#91;&#91;&#34;AH1W&#34;&#93;, 1, &#34;&#34;, &#91;0,4&#93;, &#91;0,4&#93;, 10, 10, &#34;mando_missiles&#92;units&#92;mando_missilevehicle2.sqf&#34;, true, false, true, true, &#91;4,0,-2&#93;, &#34;mando_missiles&#92;units&#92;keysets&#92;mando_ah6_keys2.sqf&#34;, 5, 5, 2, 0, false, 0&#93;execVm&#34;mando_missiles&#92;units&#92;mando_assignvehicle_by_type.sqf&#34;;

while {true} do
{
_wdir = heli1 weaponDirection &#34;M197&#34;;
driver heli1 doWatch &#91;&#40;getPos heli1 select 0&#41;+&#40;_wdir select 0&#41;*2000,&#40;getPos heli1 select 1&#41;+&#40;_wdir select 1&#41;*2000,&#40;getPos heli1 select 2&#41;+&#40;_wdir select 2&#41;*2000&#93;;
Sleep 1;
};
[/QUOTE]

Being heli1 the AH1W with the laser designator. The AI pilot with LD switched ON will watch all the time where you (the gunner) point with the M197. Then you just switch to remote targets, clock LCTRL to lock on your pilot&#39;s LD mark and that&#39;s all. You may move your M197 and the fired missiles will follow your gunsight.

But surely there is a better way to enslave a LD to guner&#39;s sight.

scudrunner
Oct 11 2007, 01:54
I&#39;m not sure exactly how this is better...?


The way I have it set up right now the laser does move with the gunner. The pilot has to activate it before flight and then it&#39;s always on,but with your missiles it works. I have two issues now and I don&#39;t think they&#39;re an issue for you particularly.


1. Again, the laser designator needs to be a weapon built into the chopper for the gunner to use it.

2. After extensive MP testing, there is a serious BIS issue. The BIS laser is sometimes lost with the current setup, sometimes the client can&#39;t see what the host sees, etc. I fear for this to work it&#39;ll have to work with an addon that has the LD built in, or for a scripter to figure out how to make it work in MP. Sometimes it works in MP just fine, sometimes the laser can&#39;t be found at all, and sometimes it appears to work fine but the Mando missile doesn&#39;t seem to track the BIS LD (I suspect the BIS LD is out of range, but the Mando "locked" info in the upper left corner is still current, and therefore the pilots think it&#39;s a suitable shot.)


The Mando stuff works fine, so until someone with some insight on the scripting the LD properly and with MP compatability, it won&#39;t work fully.

Panda[PL]
Oct 11 2007, 08:37
Bis configs are pathetic. The scan range of cobra for laser targets is so short it makes it detect the tanks faster than the laser dot itself.
Anyways, I fail to get the laser mando missile work on Cobra in the game.
So using default missiles and laser won&#39;t work.

I tried using it in following manner:
- placed a radio trigger that first setpos the gunner and driver outside of chopper and then I used movein~ commands to switch the seats.
- used laser, switched seats, AI started spinning so I told him to stopp.
- laser is on and visible, I ride as gunner... I can lock a hellfire on the laser, but remote mode doesn&#39;t see it&#33;
I see the laser on HUD etc.
I cannot transmitt my laser - there is no option in menu.
- the driver does follow the gun direction (I checked by using 3p view - he does move his head).

I used the AH1W line you posted.

I use the Mando remote demo mission. Te mando_haveialaser.sqf line is there. Maybe it won&#39;t work if you are in a vehicle?
How can I make myself capable of transmitting remote target?

Mandoble
Oct 11 2007, 08:57
You are right, in MMA v2.2b3 mando_haveialaser.sqf checks for player&#39;s weapon, not player&#39;s vehicle weapons. Edit mando_haveialaser.sqf and change player by (vehicle player).

This will work nicely for the pilot, for example the pilot of an AH6 laser designating targets for himself or for others, but it seems you will have, again, the laser in pilot&#39;s hands while the "aimer" should be the gunner. So, the problem again would be to enslave the pilot "sight" to the gunner&#39;s weapon sight.

I&#39;m not sure this particular problem can be solved with scripts only and no mods/addons.

You cannot use the AH1 line I posted literally, as the scripts present there as arguments are new and not present in MMA 2.2B3, use the scripts present in mando_remove_v2.intro for the BLUFOR choppers.

Panda[PL]
Oct 11 2007, 09:03
You cannot use the AH1 line I posted literally, as the scripts present there as arguments are new and not present in MMA 2.2B3, use the scripts present in mando_remove_v2.intro for the BLUFOR choppers.
That&#39;s obvious, I changed them.

I think it will work out just fine without addons, I allready menaged to keep the laser pointing where the gun is. It was just a matter of locking on to it.

I&#39;ll try it out later.

Mandoble
Oct 11 2007, 09:44
This procedure seems to me a bit complicated for mission makers.

More than probably I will add a scripted Laser Designator enslaved to the provided weapon or a unit or vehicle in MMA 2.2 final. In that case, the gunner of the AH1W would be able to "activate laser" and "deactivate laser", as soon as he activates the laser, it will be locked to the aiming point of the provided weapon (for example, its nose gun) and that "location" will be immediately available as remote target for any unit of his side, including himself or the pilot. So, laser transmission will not be required.

scudrunner
Oct 11 2007, 17:55
I&#39;m not sure about Panda&#39;s system but mine worked fine for single player. For testing, I downloaded the Mapfact Apache&#39;s because they have a built in laser designator. (Although theirs are different because you don&#39;t see a radar contact)

Similarly, it works just fine in within one person but a deal breaker arrives in multiplayer. There is some kind of client-server issue that will prevent the laser from turning on or seemingly it randomly turns off. And even when it does work in MP the Mando overlay does not properly line up with the BIS LD and therefor the impacts are inaccurate. I noticed when the gunner said he had the little "gunner" dot (the dot that shows the pilot where the gunner is looking) on target, it did not appear to be. So I suspect the laser uses the pilot for LOS and is that is why it is shooting inaccurately. (Also, usually the 1st shot is accurate but those following do not track until too close or behind the target)


Basically, FYI Mando, if you&#39;re planning on trying to implement this it&#39;ll take a script as you stated above i&#39;d imagine. I&#39;d love to help just shoot me a PM or find the TOW TS, I&#39;m sure ViperMaul always has something to ask you anyway and he may be there.... lol...

Mandoble
Oct 11 2007, 18:30
Scudrunner, you are using a chopper that already has a LD built in and (I assume), usable from gunner&#39;s seat. As I understand, Panda is trying to make it work from AH1W which doesnt have any LD and providing it one, its control goes for the pilot, not for the gunner.

And yes, LD target might have erratic positioning in MP, it has nothing to do with MMA. It is the main reason for me to incorporate a scripted one, at least for vehicles, planes, ships and choppers enslaved to the passed vehicle&#39;s weapon.

scudrunner
Oct 11 2007, 18:56
Apparently I wasn&#39;t clear enough. I did put a LD in the standard BIS Cobra. We (believed we)had issues with client/server not syncing correctly so I downloaded the Apache&#39;s with built in LD&#39;s to confirm it. This confirmed that it wasn&#39;t necessarily my addweapon/addmagazine init that was causing the problem per se, but that it didn&#39;t work with multiplayer: This caused these two issues for the pilot/gunner:

1) laser on/off unreliability (Turned off w/o reason, wouldn&#39;t turn on, turned on but not detected so can&#39;t transmit laser data, etc...)
2) laser/Mando overlay inaccuracy.

( I never doubted the Mando stuff, I knew it was BIS not happy with the LD in the helo)

What I determined was , yes, 1)an addon will not make it work properly so that&#39;s not the fix and 2) it will require a script to sync client/server and make it work properly.

Hopefully that&#39;s clearer, I was just trying to help you out if you&#39;re going to try to add this.



@<hidden> Panda- if you do it like I explained it&#39;ll work in single player definitely. it will not work in multi player reliably

Mandoble
Oct 11 2007, 19:15
Ok, it is clear now http://forums.bistudio.com/oldsmileys/wink_o.gif
Anyway LDs are under suspect, so I&#39;ll add a scripted and hopefully more trusty one which will not rely on laser target objects.

Panda[PL]
Oct 11 2007, 19:22
I think the laser problem might be a part of well known bug with AIs warping around at distance. The object position updates are for some reason cut dramatically above 600-800 m. from player.
EDIT: I also just discovered laser does not appear on air targets.

I got it working with the AH-64, you should have said you used it in the first place, would save me a lot of time.

Now I am having troble arming my chopper with a missile of my choice.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;&#91;&#34;MAP_AH64_CC&#34;&#93;, 1, &#34;&#34;, &#91;0,16&#93;, &#91;0,16&#93;, 10, 10, &#34;mando_missiles&#92;units&#92;mando_missilevehicle.sqf&#34;, false, false, false, true, &#91;4,0,-2&#93;, &#34;mando_missiles&#92;units&#92;keysets&#92;mando_air1_keys.sqf&#34;, 5, 5, 2, 0, false, 0&#93;execVm&#34;mando_missiles&#92;units&#92;mando_assignvehicle_by_type.sqf&#34;;
[/QUOTE]
Question is: which exactly part is missile parameters??? I can&#39;t find it.
Docs aren&#39;t needed in addons which have clear structure, this is obviously not the case, so docs would be wellcome because the demo missions don&#39;t contain too much info.
In this case it would seem that all units in mission use the same kind of missile with some default settings.
I would like to mannipulate the kind of missile fired. But it&#39;s not in the quoted place. Question is then: where did you put it?

Seems to me... nowhere?

EDIT: Sorry if i sound too pessimistic.

EDIT2: I was able to reproduce both bugs (missile loosing target even when it was obviously in the search arc and the bug with not being able to lock on to the transmitted target at all) in singleplayer. I think these are some ArmA bugs with laser.

On a more positive side - I have allready menaged to shoot down choppers and even one A-10 with laser guided rockets. Laser seems to fit this role just fine. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

scudrunner
Oct 11 2007, 20:07
1. Again, I did originally use the AH1. You do NOT have to use the Apache addons if you did it like I explained. If you still have troubles PM I don&#39;t want to fill up Mando&#39;s thread with unrelated stuff. I only used the Apache addons to verify my concern with multiplayer errors. ( I wanted to test it with built in laser designators, not "init" line LD&#39;s)

It works perfectly fine in single player with either BIS Cobra&#39;s with init line LD&#39;s ....... OR...... Mapfact Apaches with built in laser designators.

2. The "bugs" I reported were for MP only. The accuracy of the laser guidance and the inability to bring up, detect, and keep the laser active were problems I determined to be because it&#39;s not working with the server correctly.

Mandoble
Oct 11 2007, 20:22
Panda, v2.2 you have is beta and hence dont look there for many docs about usage, as the purpose is just testing it with the provided missions. Anyway, if you want to personalize your own AH64 create your own version of mando_missiles&#92;units&#92;keysets&#92;mando_air1_keys.sqf.
For example mando_missiles&#92;units&#92;keysets&#92;panda_Ah64_keys.sqf.

There is the code for locking on, firing and launching chaff/flares. You might have as many of these scripts as needed, and the name of them are provided as arguments for mando_assignvehicle_by_type.sqf and mando_assignvehicle_by_name.sqf

If you need even more customization, you may also provide your own version of mando_missiles&#92;units&#92;mando_missilevehicle.sqf for the Apache. MMA2.2 final keeps mando_missilevehicle.sqf for compatibility but also provides mando_missilevehicle2.sqf which handles the new targeting HUD and RWR.

Mandoble
Oct 11 2007, 22:25
<span style='color:blue'>The new scripted Laser Designator in action</span> (http://www.youtube.com/watch?v=nHQTaxarvh0)

Now you dont need any battery or laser designator, you only need to provide an array of vehicle names or types and weapon names and the desired position of the player inside the vehicle to a single script to have the "Laser On" action available in your vehicles. You may switch it on/off and use it as your own remote target, anyother player remote targeting capable of your same side might also lock on your LD mark. So far you may mount it on ships, choppers, planes and land vehicles.

RN Malboeuf
Oct 11 2007, 23:36
and what weapons can be guided ? onluyour scripted ones aor every standart one too ?

scudrunner
Oct 12 2007, 00:40
Looks very nice--- should save me a ton of headaches assuming it&#39;s not tough to implement




I suppose we&#39;ll have to wait for the next release for this one as well? http://forums.bistudio.com/oldsmileys/notworthy.gif

Panda[PL]
Oct 12 2007, 06:51
Looking good Mando. Could you also add a hotkey top remove/bring up the overlay (map/grayish rectangle above) and leave only the laser mark circle? then it would look like the real thing.

Mandoble
Oct 12 2007, 07:05
bdfy, that designator is for mando missiles only.

Panda, do you mean to make the map/rwr gray? I will move it to the U/R screen corner (the map alone). Anyway, you may select the desired overlay for each unit or unit type: hud only, map/rwr only or both (I&#39;ll add also "none").

scudrunner, may be I&#39;ll make a b4 before final after all the new changes.

Panda[PL]
Oct 12 2007, 17:06
One suggestion i have would be for missiles to keep being guided even when out of fuel, most missiles don&#39;t have engine running when they hit anyways (unless at short range).

I did allready menage to implement semi-automatic guidance.
I&#39;m posting it so anyone who wisheds to can play with it.

There is no need for laser or lock, the scripts are altered (I made a copy and gave it a different name in every case I think).

Just wait for system to activate and press WinL to launch, the missile will follow the crosshairs, no need for target.

@<hidden> : this doesn&#39;t use a laser but I have created a fake target (Logic) and setpos it in propper places to keep the script modifications down. Obviously if you liked it and wanted to implement you&#39;d need to skip the fake target phase and make missile guide using the setpos values. I just don&#39;t have the brains to make it myself, I get lost in the script.
I think it could even be more MP-friendly as long as it would be the server that would do the calculations. It doesn&#39;t use BIS laser, which seems to cause some trouble.

This is more a demonstration of the idea, some lines from changed sqf-s could be removed or compressed.

Anyway, have fun all realism fans (actually there is no smoke IRL, but that&#39;s a detail).

EDIT: err.... Link of course:
http://www.file-upload.net/downloa....ar.html (http://www.file-upload.net/download-444315/mando_remote_v2_TOWdemo.rar.html)

Mandoble
Oct 12 2007, 17:36
It seems you did exacly what the new scripted LD does http://forums.bistudio.com/oldsmileys/biggrin_o.gif

I will consider that engineless guidance.

Panda[PL]
Oct 12 2007, 20:04
It seems you did exacly what the new scripted LD does  http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Well, it&#39;s definitely not the same.
Because the target moves ~100 m in front of missile. If you move the crosshairs the missile will turn abruptly and then take some time to settle in the middle of crosshair.
Well... it&#39;s more visible with low missile agillity actually, not 6 like in the mission I posted.

In case of LD the target is allready on th ground, kilometers away. If you move crosshairs the missile will just correct the course slightly.

Try to sway the aim and see how missile in the first case oscillates around the crosshair before it settles.

Yes, both methods base on fake target (if that&#39;s what you mean by new LD), but the flight pattern is different.
I watched your vid and there is this difference.
You definitely got the LD right in your implementation.

As for engineless guidance - I think there is a simple way to calculate speed that will also allo you to use it for realistic LGBs.
The change of velocity in unit of time dv (per one loop cycle) should be
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dv=-sqrt&#40;9.11*dh/2&#41;-dt*C/m*V^2[/QUOTE]
dh - change of altitude ASL (positive means increase, so if the bomb/projectile is falling it should accelerate. in one loop time of course)
dt - time step of our loop
C - air friction coefficient (try ~5 for starters)
m - mass of projectile (kg)
V - speed in m/s

That&#39;s a physical approximation for subsonic speeds, but we want it to be only approximate, right? http://forums.bistudio.com/oldsmileys/wink_o.gif Supersonic would be harder.

And an additional nose-down behaviour below some velocity so that it won&#39;t just stop midair with nose up (this one&#39;s simple I guess).

And it&#39;s done.
Pretty please implement it  http://forums.bistudio.com/oldsmileys/notworthy.gif . We need it for sparrows and LGBs.

I seem to have found a small error in exhaust scripts - you don&#39;t need to setpos the particle sources, they are attached to the missile allready because you put _mis as object.

Mandoble
Oct 12 2007, 22:35
Well, I did both, the laser and the "middle" pos, while it doesnt place 100m ahead of the missile, but 200m ahead of the distance from missile to launcher and following the weapon direction of the launcher, not the missile. BTW, this requires some skill to change from one target to another without losing the missile (with small horizontal adcquisition arc).

About engineless guidance, it all depends on how ArmA responds. Basically what I can do is stop setting the velocity vector of the missile while still changing its direction and upVector with manouverability being function of the current ArmA-calculated velocity. If ArmA adjust velocity vector depending on dir and up vectors, then ok, else all guidance will be thrusted. On the other hand (just for visuals), you may stop the smoke effect before the endurance time is elapsed.

The small error you found is not an error at all, ArmA keeps the particles of the particle source attached to a vehicle only if the vehicle is relatively close to the position where the particle source is. Else the particle source stops generating particles. So you need to keep the particle source relatively close to the object all the time.

Mandoble
Oct 13 2007, 08:50
Thrustless guidance was a success http://forums.bistudio.com/oldsmileys/biggrin_o.gif. For the test I used a Harrier for missile body thrusted for only 4 seconds and the interception happens close to the stall speed:

<span style='color:blue'>Thrustless interception (Sparrow style)</span> (http://www.youtube.com/watch?v=TkZRE9sW2Tw)

And for the lovers of naval battles: <span style='color:blue'>ASROC launch using Planck&#39;s torpedo</span> (http://www.youtube.com/watch?v=YzE2JM5jJtw)

Panda[PL]
Oct 13 2007, 08:57
BTW, this requires some skill to change from one target to another without losing the missile (with small horizontal adcquisition arc).
Well yes, but since the guidance is done by the chopper&#39;s IR camera tracking two IR beacons on the back of the missile I think setting search arc for missile is useless, because missile has no seeker at all... If anything it would be more logical to check if the missile is in search arc of player (based on player pos and the direction of weapon).

Anyway since your scripts are customisable I&#39;ll stop working on mine and just wait.

BTW: you did make a fix for difference in position between gunner sight and center of model?
Should be around this for Cobra
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos= _launcher modeltoworld &#91;0,6,1&#93;;[/QUOTE]
Without it the missile flies a bit to the side and up.

EDIT: looks cool. ArmA engine seems to be more versitale than I thougth&#33;
And OMG the parachute is sooo cool. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I also see the splashing wather is gone now.

You just made my day Mandoble.

Mandoble
Oct 13 2007, 14:53
Here is the <span style='color:blue'>manually guided TOW</span> (http://www.youtube.com/watch?v=DNBTZrF6IVA) fired and guided by the gunner of an AH1W. As you can see, it is able to shot down aerial targets too (with a bit of luck http://forums.bistudio.com/oldsmileys/wink_o.gif ).

Actually it is limited to one shot per launcher at a time, which, on the other hand, should be correct.

Panda[PL]
Oct 13 2007, 15:25
Actually it is limited to one shot per launcher at a time, which, on the other hand, should be correct.
Yes theis is perfectly realistic.

Actually you could by default disable any overlay when firing in this mode, to the best of mu knowledge there is none IRL.
On the other hand I haven&#39;t read of any case of a vehicle armed with TOWS and another guided missile, so anyone will just be free to disable hud for their cobra/TOW stryker.

Here&#39;s how it works for me, with target ~120 m ahead of missile. I&#39;m pretty sure yours would look exactly the same with this leading distance, just showing how I think it should look. You can notice some spinning/wobbing when missile is in the center of crosshairs and some overshoot (missile crosses the crosshairs and takes moment to stabilise at its center) when you rapidly change targets.

Edit: link removed, seems the file was not converted properly.

It is a lot of fun to shoot and it&#39;s really exciting when you look at the wobbing flame of the missile and try to make it hit the exact mark (which is hard, just like IRL, after launching a doizen of these babies you no longer wonder why hellfire system was created).

I have discovered that it is actually easier to hit with lower manouverabillity for missile. The flight is kind of smoother so it&#39;s easier to lead it.


Anyway: I think with these the Mando Missile is pretty much finished. I could just suggest using the laser designator system together with mando gun scripts to make a chopper with player as gunner capable of automatically set range and windage/elevation to accurately fire at ranges and from moving aircraft. Something like auto-range feature Apache has.
Just a suggestion for future, since you allready have needed scripts (mandogun and laser designator from mando missile).

Mandoble
Oct 13 2007, 15:38
For some reason I cannot play that avi file http://forums.bistudio.com/oldsmileys/huh.gif

Panda[PL]
Oct 13 2007, 15:49
For some reason I cannot play that avi file  http://forums.bistudio.com/oldsmileys/huh.gif
I have weird codecs, so this is possible http://forums.bistudio.com/oldsmileys/sad_o.gif.
I converted it using VLC player.

Here&#39;s the original gamecam output file, if this is wrong then I need to think of reinstalling codecs...

http://www.file-upload.net/download-445448/arma_1.avi.html

Mandoble
Oct 13 2007, 16:05
Now I can see it, nice video http://forums.bistudio.com/oldsmileys/wink_o.gif
I&#39;m using 300 m/s, which speed are you using?

About the HUD&#39;s info, it gives you both: range to guidance "virtual" target and number of missiles left (well, in this case also number of flares left).

<span style='color:blue'>HMMWV TOW guided launch</span> (http://www.youtube.com/watch?v=oKx8Iia_PCQ)

Panda[PL]
Oct 13 2007, 17:56
I&#39;m using 300 m/s, which speed are you using?
280, seems to be the old TOW version avarage speed.
There is some modernised version that flies at 350 but it has a reworked guidance system and I have no info if it&#39;s been actually adopted into service.

On the video it seems much slower because of the range (2000m shots).

BTW: if you could fix something. The missiles&#39; manouverability seems to be dependent not only on manouverability but also on speed, so if I set low acceleration the tow is capable of really sharp turn at the beggining and then it seems much less agile. I would recommend amking the actual maximal change of vector speed-dependent (multiplying it by 300 and dividing by current speed) and thus making the turn radius the same for any speed.

On the vid: very nice tow, but ground vehicles in arma have laughtable magnifications which makes TOWs on them useless at ranges at which they would normally be used.
http://www.youtube.com/watch?v=W3MF9VLclRw
BTW: you also can see the TOW has smokeless fuel, which is kind of obvious for visually aimed missile (and which I forgot to change in my vid, should be the flame only).

http://www.youtube.com/watch?v=YFpl6vYglMs
here around 0:49  you can see how a TOW looks from behind. The flames are guided outwards not to dammage the wires and not to obscure the IR beacons&#39; view.

http://www.youtube.com/watch?v=6tBXdyx_3w4
Here you can clearly see the missile wobbing as it flies. It is not present on your video because the fake target is a bit too far, so missile is less sensitive than IRL.

I kept trying to find TOW guncam on Youtube but all I get is Cobra-fired hellfires. There were some video comnpilations that had actual TOWs fired so I remember how it looked but they were not specifically named or described, can&#39;t find them now.

About the HUD - there&#39;s nothing wrong with it at all, just that it obscures your view when you fire and I don&#39;t see map or the overlay darker rectangle when brovsing trougth YouTube.
They aren&#39;t really usefull when guiding TOW. But since I can disable them for the gunner it&#39;s all allright.
The circle around crosshair is characteristic for Hellfire equpped Cobras - it indicates the laser is on. I don&#39;t think it appears when firing a TOW.

BTW: could you make it so the map and the darkish overlay rectangle only appears for pilot and not for gunner, the later usually has some aiming device and no need for map.
But I mean the case when both pilot and gunner are players in MP - and pilot needs map and hud but gunner not - is it possible to set these separately or is it the same for everyone in the vehicle?

Mandoble
Oct 13 2007, 18:39
You set different characteristics for pilot/gunner/commander. For exaple, in the case of an attack chopper, the gunner might have the control of all the weapons and the pilot might have control of the RWR and countermeasures only.

General speaking, the gunner might not need overlay as long as he doesnt have a tracking device, else he will work with locked target and the overlay will show locked target info (range, altitude) and the map will show a vector aiming towards the locked target so he may tell the pilot where to turn to align the target with the missiles. Anyway there is an option to do not show overlay at all. The map is not only showing current target vector and unit position, it acts also like an RWR and draws red vectors for incomming missiles.

<span style='color:blue'>New smoke trail for TOW fired without overlay</span> (http://www.youtube.com/watch?v=PHwLqi9Q8zY). Sadly the video recording "killed" most the drop effects, but basically what you see is two short flamming trails to the sides of main missile trajectory and two light smoke trails, so now smoke doesnt obscure the missile, making the manual guidance easier.

[APS]Gnat
Oct 20 2007, 11:22
very cool Mandoble.

ArmA Sub vs Surface Fleet - YouTube Version (http://www.youtube.com/watch?v=v8qwd4k50Vo)

ArmA Sub vs Surface Fleet - Higher Res and FileFront file (http://files.filefront.com/SeaMissile1wmv/;8842082)

Couple things I noticed / comment;
- I was using your Lab mission for testing ... VERY cool
- 87 deg launch is OK but 90 deg didn&#39;t work &#33; when horizontal
- Couldn&#39;t work out how to effectively lengthen the range of the missile, tried the various numbers. What is the true "life" parameters?
- Can we have a height self-destruct please .... otherwise vertically launched missiles that don&#39;t lock can be in the air a long time.
- Be nice if the target scan was considered (near) horizontal for vertically launched missiles. Would reduce the need for a larger vertical Scan number.
- One visual trick that may look better; Create the missile at world 0,0,0, set its orientation (ie vertical) then setpos it to the launchers position so that it isn&#39;t seen twisting in the air (like in my video)

Great work, can&#39;t wait for the next release &#33;

Mandoble
Oct 20 2007, 21:22
Nice implementation Gnat http://forums.bistudio.com/oldsmileys/wink_o.gif

- In the new version max launch vertical angle is 89 (or -89). If you set an initial vertical angle out of these limits, the script calculates a new angle so that the missile is fired already heading the target. Note that launcher inclination is added to the launching vertical angle, if initial angle + launcher inclination > 89, angle is set to 89, if initial angle > 89 then angle is automatically calculated to aim directly to the target.

- The maximum range is a function of max speed and endurance. But there are two other factors to consider, the initial acceleration (your missile might take several seconds to reach max speed) and the fact that in new version engineless missiles are still guided, at least while their speed is above 600 km/h. So, if the missile is fast enough, it might guide and catch the target even well after its "fuel" was depleted. So simplify things, you may calculate a general range with endurance * max speed. But some objects used as missiles have a maximum life time set automatically by ArmA based on their config. For example, most standard ArmA missiles have a life of 15~20 seconds. The GBU bomb has a life time of 2 minutes or more.

- The exhaust smoke script (which is custom and is executed in parallel) receives the missile as parameter. You might check there any factor (as altitude) to detonate or even erase the missile. The exahust script ends when the missile is destroyed, deleted or when its engine stops (this is done setting the damage of the missile to 0.05) which is done automatically by mando_missile.sqf when endurance time elapses.

- Out of scan is considered only when working in active mode. So, lets say your missile has a seeker range of 2000m and a flight range of 24Km. Set the missile initial launch mode to 0, with trajectory updates from the launcher every 5 seconds or so. The missile might be launched vertically and it will be guided to a position about 1800m of the predicted placement of the target, then the missile will switch to active mode (this is when acquisition seeker arcs are considered, only for active mode).

- In the new version the missiles are placed on their launch position already in their launch orientation and inclination.

EDIT:
Note that as long as the object used as missile is water-resistant, you may also launch missiles below water, as well as torpedoes.
Also the custom warhead script for a missile may spawn a new missile as the <span style='color:blue'>ASROC rockets</span> (http://www.youtube.com/watch?v=HmHLBvM6Ln4) spawning guided torpedoes.

[APS]Gnat
Oct 21 2007, 15:57
Thanks Mandoble .... all looks good so far

Playing some more, captured a shot of a torp heading for its target ... just before impact.

http://members.iinet.net.au/~nrspence/ArmA/Suba_4.jpg

[APS]Gnat
Nov 30 2007, 08:48
So whats the latest Mandoble ?
http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Mandoble
Dec 1 2007, 10:49
Good question Gnat http://forums.bistudio.com/oldsmileys/wink_o.gif, 2.2 final is ready, while it will see the light as 2.3 to avoid confusion with previous 2.2 betas. Now I need to fight my current laziness to make it public http://forums.bistudio.com/oldsmileys/tounge2.gif

[APS]Gnat
Dec 1 2007, 13:36
Now I need to fight my current laziness to make it public  http://forums.bistudio.com/oldsmileys/tounge2.gif
Fight&#33;&#33; Fight hard&#33; (and while you&#39;re at it I&#39;ll break out a beer http://forums.bistudio.com/oldsmileys/biggrin_o.gif )

colligpip
Dec 1 2007, 15:17
yeah fight the lazy

Winters1807
Dec 9 2007, 18:52
Hi, i know this is a little off topic, but mando, you seem the be the missile man around these parts, so i have a question to ask.

Would it be possible to incorporate your missile scriptage skills into scripting a realistic javelin performance? And also to make it into a pbo addon for fools like me?

Mandoble
Dec 9 2007, 21:02
The Javelin arched flying trajectory is already implemented and you can see it in mando_remote (the M113 firing javelins). But of course you might change all the flight and performance parameters at will.
About addons and pbos, no idea. IMO it would just limit the freedom you have using it as scripts.

Mandoble
Feb 4 2008, 21:24
Mando Missile ArmA v2.3 is about to see the light.
Before its release, I&#39;m setting up an online help page. If any of you find some concepts there unclear, abiguous or erroneous, please, tell me. Actually the help page is being updated almost daily and you should consider its current info as a "work in progress".

<span style='color:blue'>Mando Missile ArmA v2.3 online help</span> (http://www.terra.es/personal2/matias.s/mma_readme.htm)

colligpip
Feb 5 2008, 06:54
Looking forward to this. Love the online help thanks mando.

Panda[PL]
Feb 5 2008, 07:56
Hey Mandoble&#33; Glad to hear from you again. Waiting for the 2.3 like everyone else http://forums.bistudio.com/oldsmileys/smile_o.gif.

The_Captain
Feb 5 2008, 08:58
I&#39;ve read the 2.3 online help.. very insightful&#33; Default arma missiles are woefully bad (they have wobbly seeking unless you fire them just so), and I&#39;d like to improve matters. As my mission requires no addons, I&#39;m excited about using MM to achieve improved performance since it&#39;s addon free...

My goal is a bit of a tall order: to replace all missiles in default arma with mando ones, fired by AI or players, in manual or automatic guidance, with countermeasures available against guided missiles for airborne vehicles. I would love to integrate MM into my mission, but I have a few questions:

Is it possible to have a unit operate as both an AI MM launcher and a player targetted MM launcher at the same time? (I use teamswitch within squads, so the same vehicle must have both capabilities). Can a unit have the ability to drop AI flares *and* player flares? If a player unit has AI flares enabled, will it automatically dump flares when a missile is fired at it?

What I would specifically like to do is enable manual gunnery and AI &#39;guided&#39; gunnery on humvees, strykers, BRDM&#39;s, and BMP-2&#39;s. For hellfires, vihkr&#39;s, stingers, strelas, and javelins, I think I can get away with using your incoming-missile handler.

Would it be posible for me to write a method for the MM scripts to retain missile firing/ammo restrictions for manually guided missiles (ie the mando script fires on a fired eventhandler), but the player&#39;s movement of the optics guides the missile? I&#39;m most interested in using Mando style TOW&#39;s with the fainter smoke trail.. that would make TOW&#39;s far more useful.

As an aside, I&#39;d also like to ruin the guidance functions for AA launchers when firing at ground vehicles. I think I could do this by replacing missiles fired on ground vehicles with the MM incoming-handler, and giving them crazy or random flight characteristics? (ie, guidance messed up by being close to the ground). How might this work with mando-scripts?

A second aside: the default Arma javelins seem to clip or such when they near a target, or at least miss by only a few meters. Before I realized I could use MM, I wrote a simple eventhandler script that setposses the javelins to the target vehicle&#39;s position when they get within 20meters. Do MM javelins similarly fix the default and buggy arma javelin clipping/missing behavior? I&#39;d like to ditch my hack if possible. http://forums.bistudio.com/oldsmileys/wink_o.gif

I&#39;d additionally like to use stryker tow&#39;s and BRDM&#39;s as AA missile launching platforms. When you add AA missiles to those vehicles in vanilla arma, they work with player control but AI refuse to fire. Can I use a combination of MM scripts to get around this? (IE, manual player control as well as AI actually firing missiles at the enemy aircraft)

Thanks in advance&#33;

Mandoble
Feb 5 2008, 10:10
The_Captain, yes to all your questions. And most of them are already supported by current public MMA 2.2b3.

NoRailgunner
Feb 5 2008, 10:11
That&#39;s great Mando Missiles 2.3 and documentation (with pics&#33; )&#33;&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif
Will you make some little Demomissions (all missiles and chaff/flares) too?
Well replacing and improving all kind of guided missiles in ArmA with yours would be top.

Dwarden
Feb 5 2008, 10:13
wow mando &#39;stunning work&#39; "effect" as always ... http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/yay.gif

Mandoble
Feb 5 2008, 10:27
NoRailgunner, current MMA 2.2b3 already includes many small (and not so small) demo missions. MMA 2.3 will include all of them (adapted to v2.3) and one or two extra ones.

About missile replacement, well, you can always replace any fired ArmA missile by a Mando one, but, IMO, it is way better to use the full Mando Missile firing systems (visual and MCC) and AI launchers. Why?, just a quite basic reason, because ArmA missile engangements happen always at visual ranges. For example, a real Hellfire has a range of about 8Km (quite short btw), now will a default ArmA Hellfire armed AI chopper engange a tank 8km away? Nope. And a Mando Missile launcher? yes. But, will any existing ArmA AA launcher engange that chopper flying 8km away with SAMs? nop again. Will mando ones engange it? Yes again. With mando missile launchers you have control over many "small" things, like engangement range or required minimum knowledge level of the firing unit about the potential target, rates of fire, detection angles from the launcher vehicle, etc.

Luminous
Feb 5 2008, 12:55
Stop teasing&#33; http://forums.bistudio.com/oldsmileys/tounge2.gif Let there be light&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

[APS]Gnat
Feb 6 2008, 13:49
Another Fan Video http://forums.bistudio.com/oldsmileys/smile_o.gif

Surface Battle

Youtube
http://www.youtube.com/watch?v=h8Z0Jsgrg_E

Filefront Higher Quality
http://files.filefront.com/WaterFight1wmv/;9582083;/fileinfo.html

Mandoble
Feb 6 2008, 15:40
WOW http://forums.bistudio.com/oldsmileys/notworthy.gif
Just add some manned systems to your ships and you&#39;ll have a fully operational and deadly armada http://forums.bistudio.com/oldsmileys/wink_o.gif

Time to add cruise missiles to your Tupolevs?

NoRailgunner
Feb 6 2008, 16:02
Ok thanks, i will tell some ppl. that they have to learn to use scripts and read/print MMA online help for their combat-wishes. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Mandoble
Feb 8 2008, 23:46
Requested in a different thread and added to v2.3.

HataKilla, if you can fire deadly cows from a tractor, of course you can drop deadly torps from a chopper http://forums.bistudio.com/oldsmileys/tounge2.gif

<span style='color:blue'>Airborned Planck&#39;s MU90</span> (http://www.youtube.com/watch?v=2taB6Ue3Fd8)

And another one, this one including a SAM armed PBX.
<span style='color:blue'>Airborne torpedo 2</span> (http://www.youtube.com/watch?v=EVFJCnCyrRU)

<span style='color:blue'>Sonobuoys transmitting targets to torpedo launchers</span> (http://www.youtube.com/watch?v=SFqZKzVLQfM)

Mandoble
Mar 16 2008, 16:16
I know I&#39;m a bit late, Mando Missile ArmA 2.3 will be out next week in two flavours: script suite (as the current 2.2) and addon, you may use any of them or both as they are compatible with each other.

If any of you has a last minute request, this is the time http://forums.bistudio.com/oldsmileys/wink_o.gif

mrcash2009
Mar 16 2008, 17:32
Last Request :

Make sure its working right with 1.7 XEH and ECS mod ... and, well ... make it the best quality as always http://forums.bistudio.com/oldsmileys/tounge2.gif

RN Malboeuf
Mar 16 2008, 18:46
Just downloaded your latest pack - playing around with it.
I guess youi save performance, but effect is far not so goood in flight. start looks far more detailed. Looks great from ground still, but not as good from a plane that is targeted. I noticed that rocket models dissapears after several seconds of flight. Looks like it&#39;s same for all even standart missiles (fired from standart vehicles). What&#39;s this ?

Mandoble
Mar 16 2008, 19:50
This has little to do with Mando Missile, it is the way ArmA draws the objects depending on the distance to the observer. Some models are visible only if you are really close to them.

RN Malboeuf
Mar 16 2008, 20:05
there&#39;s some kind of bulletcam with your console - rockets are there for some seconds, but then dissapear ( Maybe it&#39;s good idea to try to draw rockets as drop models ?

[APS]Gnat
Mar 17 2008, 12:16
Great news Mandoble ... looking forward to it.

Mandoble
Mar 24 2008, 16:57
<span style='color:blue'>Mando Missile ArmA 2.3</span> (http://www.ofpec.com/ed_depot/index.php?action=details&id=536&game=ArmA&type=sc&cat=we) is now available http://forums.bistudio.com/oldsmileys/biggrin_o.gif

And a video first air addon with a internal setup integrated with mando missiles: Deanosbeano Su30 (http://www.youtube.com/watch?v=OMSyMPqDi7U)

Shadow.D. ^BOB^
Mar 24 2008, 23:20
Very nice Mandoble, that TOW system is just crying out to be implemented onto a Lynx.

As usual m8, superb.

Dwarden
Mar 25 2008, 00:08
i think there is little overlook in script suite in file
"mando_chaffflaredraw.sqf"

line
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_script = mando_missile_path+&#34;mando_flaremove.sqs&#34;; [/QUOTE]
should be
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_script = &#34;mando_missiles&#92;mando_flaremove.sqs&#34;;[/QUOTE]

guess leftover from .pbo variant http://forums.bistudio.com/oldsmileys/smile_o.gif

Mandoble
Mar 25 2008, 01:40
script suite and addon use the very same set of code. mando_missile_path is defined by mando_missileinit.sqf depending on first parameter.

Dwarden
Mar 25 2008, 05:58
script suite and addon use the very same set of code. mando_missile_path is defined by mando_missileinit.sqf depending on first parameter.
excelent , i see You covered it ... silly me http://forums.bistudio.com/oldsmileys/whistle.gif

Mandoble
Mar 25 2008, 06:02
BTW, forgot to say, your AI units with automatic countermeasure dispensers now will reload caff/flares is close enought to ammo trucks http://forums.bistudio.com/oldsmileys/wink_o.gif

Kremator
Mar 25 2008, 07:19
Mandoble,

Simply the BEST addon for ARMA so far (and thats taking ECS into account &#33http://forums.bistudio.com/oldsmileys/wink_o.gif

Well done. You addon is SOOO good that I stayed up to 3am trying out all the demo missions &#33;

Is is possible to AUTOMATICALLY override the default missiles WITHOUT changing mission files (via the .pbo) for instance? I never want to use default missiles ever again.

Keep up the good work.

[TAO] Kremator

Dwarden
Mar 25 2008, 16:54
BTW, forgot to say, your AI units with automatic countermeasure dispensers now will reload caff/flares is close enought to ammo trucks  http://forums.bistudio.com/oldsmileys/wink_o.gif
omg amazing http://forums.bistudio.com/oldsmileys/smile_o.gif ...
and player vehicles using automatic flares (i know bit weird q http://forums.bistudio.com/oldsmileys/smile_o.gif))

Mandoble
Mar 25 2008, 17:36
and player vehicles using automatic flares (i know bit weird q http://forums.bistudio.com/oldsmileys/smile_o.gif))
Too ...

Kremator, you will always need to touch someway the original mission, unless you run a mod which do something for every mission when it is loaded. Later I&#39;ll post a basic script to efectively switch all vanilla missiles into mando ones running a single basic script for all the mission.

Kremator
Mar 25 2008, 22:59
Well .... I have gone and done it now ... been forced into the world of scripting ... BUT IT&#39;S FUN &#33;

OK sometimes it can be very frustrating but I have just got my first harrier to drop GBUs onto a laser &#33; I don&#39;t think any other addon would make me WANT to script.

Thanks Mandoble. Iam slowly going through all of your mission files etc to see how you did things then copy/paste them into mine ... AND IT&#39;S WORKING.

Keep up teh good work.

[TAO] Kremator

colligpip
Mar 25 2008, 23:04
thanks mando, as above I am actually getting into scripting now - I have managed to add a few patriots etc

looking forward to your script that will change all vanila units to the wonderfull world of mando missiles.

Mandoble
Mar 25 2008, 23:27
looking forward to your script that will change all vanila units to the wonderfull world of mando missiles.
This script is already there, look at the init field of the planes in mando_replacemissiles.Intro demo (mando_missiles&#92;units&#92;mando_onlymandoones.sqf). What I&#39;ll provide is a script that automatically executes that replacement for every vehicle in the map (quite easy to do btw).

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Somewhere inside your init.sqf
if &#40;isServer&#41; then
{
{
if &#40;&#40;_x isKindOf &#34;LandVehicle&#34;&#41; &#124;&#124; &#40;_x isKindOf &#34;Air&#34;&#41; &#124;&#124; &#40;_x isKindOf &#34;Ship&#34;&#41;&#41; then
{
// For each vehicle, plane, chopper or ship on the map
// Every missile fired against it becomes a mando one
_x SetVehicleInit &#34;res = &#91;This&#93; execVM &#34;&#34;mando_missiles&#92;units&#92;mando_onlymandoones.sqf&#34;&#34;&#34;;

if &#40;_x isKindOf &#34;Air&#34;&#41; then
{
// If it is aerial, automatic countermeasures added with 1 sec reaction time
&#91;_x, 600, 1, 1, false, 1&#93;execVM&#34;mando_missiles&#92;units&#92;mando_missileecm.sqf&#34;;
};
};
} forEach vehicles;
// All the new init commands processed everywhere.
processInitCommands;
};
[/QUOTE]

Well, this method is a bit drastic. I prefer to customize each unit separatedly, as the players might want to have full control of their flares (or the whole missile system of their vehicles, planes, etc), instead of having them automatic.

Dwarden
Mar 26 2008, 02:06
Quote[/b] ]
Warning Message: Script mando_missiles&#92;exhausts&#92;mando_missilesmoke1a.sqf not found
Warning Message: Script mando_missiles&#92;warheads&#92;mando_missilehead1a.sqf not found


script suite used in mission, correct path
flares works fine the missile replacement seems too

any idea what&#39;s cause ?

yet clients get this message from time to time ...

Mandoble
Mar 26 2008, 06:17
Weird, in the 2.3 both scripts are there and these paths seem quite correct. Are all the clients getting the message? Try also setting first parameter of mando_missileinit.sqf to false.

Mandoble
Apr 2 2008, 12:06
DesertPhoenix is working on a quite interesting <span style='color:blue'>missile pack</span> (http://www.armaholic.com/page.php?id=2928) which you may integrate with any mando missile v2.3 launcher.

Kremator
Apr 2 2008, 12:16
Been using his pack effectively with your scripts Mandoble. Good stuff indeed.

[TAO] Kremator

Mr Sarkey
Apr 4 2008, 20:54
Mando Missiles are brilliant but I am having a few problems. All I want is a BRDM (AT) to be set up as a SAM site. Everything I have tried has failed, only the demo missions will work. I am baffled.

Mandoble
Apr 4 2008, 21:06
Quite easy.

Case A: You are using mando missile addon (mando_missiles.pbo)

Add a mando_missile_arma gamelogic to your map and add the following to your init.sqf (lets say your BRDM is named sam1 and has an AI gunner)
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Init.sqf file
Sleep 1;
if &#40;isServer&#41; then
{
_disp = sam1;
_posunit = 1;
_ttype = &#91;&#34;Air&#34;&#93;;
_quantity = 12;
_minrange = 500;
_maxrange = 3000;
_rof = 6;
_pos = &#91;0, -3.5, 0.5&#93;;
_scan = 360;
_mink = 0;
_enemies = &#91;west,sideEnemy&#93;;
_antimissile = false;
_fixed_firing_direction = false;
_initially_active = true;
&#91;_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, _antimissile, _fixed_firing_direction, _initially_active, true&#93;exec&#34;mando_missiles&#92;units&#92;attackers&#92;mando_s300.sqs&#34;;
};
[/QUOTE]


Case B: You are using the script suite.

Copy mando_missiles folder to your mission and create or modify your description.ext file to have the 3 needed include files (as in the demo missions).
Then create or modify your init.sqf to file (again, lets say your AI SAM is named sam1):
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Init.sqf file
&#91;false&#93;execVM&#34;mando_missiles&#92;mando_missileinit.sqf&#34;;

Sleep 1;
if &#40;isServer&#41; then
{
_disp = sam1;
_posunit = 1;
_ttype = &#91;&#34;Air&#34;&#93;;
_quantity = 12;
_minrange = 500;
_maxrange = 3000;
_rof = 6;
_pos = &#91;0, -3.5, 0.5&#93;;
_scan = 360;
_mink = 0;
_enemies = &#91;west,sideEnemy&#93;;
_antimissile = false;
_fixed_firing_direction = false;
_initially_active = true;
&#91;_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, _antimissile, _fixed_firing_direction, _initially_active, true&#93;exec&#34;mando_missiles&#92;units&#92;attackers&#92;mando_s300.sqs&#34;;
};
[/QUOTE]

Now you can change the parameters at will, number of missiles, enemy sides, ranges, rate of fire, etc.

Note that you might "see" a lot of code there, but in fact you are only executing a simple script with many parameters.

Mr Sarkey
Apr 4 2008, 21:16
Nope no joy. I must be really stupid.

(Trying to get AI gunner to fire)

Mandoble
Apr 4 2008, 21:20
May you explain a bit more what you are trying to do and how? Are you using the addon, are you using the script suite? Are your AI sam gunner in hold fire state? are your BRDM AT named sam1 (just for the example)? Do you have air targets (west side) closer than 3Km?

EDIT: Do you get any error from the init.sqf execution?

Mr Sarkey
Apr 4 2008, 21:22
Using the script suite or addon I have no success setting up a BRDM named sam1. The AI gunner&#39;s behaviour is not set to anything and I have several west helicopters within 100 metres.

No errors shown I presume the init.sqf is running fine. .

Mandoble
Apr 4 2008, 21:26
Minimum range is set to 500m, so your SAM will not fire at all if your targets at closer than 100m, move the helis 2km away and make sure the SAM has a clear line of sight with them.

Shadow.D. ^BOB^
Apr 6 2008, 03:33
Quick question Mandoble, im doing a mission atm which involves shilka&#39;s using your sam scripts, there is a nice big tower near the mission area which gives a good sight for a sniper etc. Thing is, when i climb the tower the SAM locks me up and fires (i.e get the radar lock warning) then fires a missile, it misses and then goes back to not noticing me...

Any ideas?

Mandoble
Apr 6 2008, 07:22
will check that. Do you mean a big brick tower?

Shadow.D. ^BOB^
Apr 6 2008, 17:48
Actually its the big radio mast on Porto, West of the island.

Mr Sarkey
Apr 9 2008, 15:23
Hmm, seems that if I slow time down (setAccTime) a missile will lose its target and shoot off course.

Mandoble
Apr 9 2008, 15:28
slowing it down how much?

Mr Sarkey
Apr 9 2008, 15:31
Well I have tried 0.001 to 0.9 and it always loses its target.

Mandoble
Apr 9 2008, 17:48
I&#39;ve done some tests with setAccTime 0.1; and all were direct hits.

Do the following:
- Open mando_sams2.Intro in the editor.
- Open mando_sams2.Intro&#92;mando_missiles&#92;mcc&#92;mando_missilecenterdlg.sqf
- Inside mando_missilecenterdlg.sqf, look for <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_missileparams execVM mando_missile_path+&#34;mando_missile.sqf&#34;;[/QUOTE]
- And just above that line add
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setAccTime 0.1;[/QUOTE]

Now get into the Stryker closer to the player as gunner, activate the Hawk console and the weapon camera, select a target and fire.

thegunnysgt
Apr 14 2008, 04:21
I have a question for you Mandoble, I want to put this into a mission of mine, but let me tell you. The amount of things in it is kinda rough to understand. I don&#39;t know a whole much about scripting or anything, but how can I configure all of this the easiest way possible and get just about all the features available from it I can. I have read all the readmes I could to try to understand it, but I just can&#39;t seem to get my head around it. http://forums.bistudio.com/oldsmileys/confused_o.gif

Guess it is because you have put so much into your readmes it is just too much for me to understand. Never seen ANY readmes like yours. http://forums.bistudio.com/oldsmileys/notworthy.gif

Also, I should note that I am using the script versions, so that others can join the game and not have to worry about downloading an addon.

Thanks

Kremator
Apr 14 2008, 05:33
@<hidden>,

I was in your position about 3 weeks ago and I had done NO scripting / mission editing before. Mandobles missile and bomb addon got me into making missions&#33; What I did was to open up all the example missions that Mandoble had made and see what the init, description and mission files all needed then put them into my missions.

Check out my mission in USER MISSIONS on the forums as this has mando bombs and missiles in it (called SABOTAGE)

Thanks again Mandoble.

[TAO] Kremator

Mandoble
Apr 14 2008, 11:41
Thegunnysgt, to use mando missile you dont need to have any scripting knowledge, you only need to know how to execute already existing scripts with execVM command. What might scare you is the ammount of parameters that some of the scripts use, which is also what makes them so flexible (you may create an Amraam, a torpedo, a ICBM, a cruise missile, a guided smokeless bomb, an antimissile missile, anti-radar, etc, just modifying the firing parameters).

The current online help is mostly focused in parameter description, to explain the meaning of each parameter of each script to give you an idea of what you can achieve in your implementations.

Kremator&#39;s tip is the best one, check the demo missions, copy paste what you see in the init.sqf or init fields of the unit to your mission, and then play with the parameters at will.

If you need more help, try to describe here what is what you are trying to do (or achieve) in your mission or missions. Using this is easier than what you think http://forums.bistudio.com/oldsmileys/wink_o.gif

william1
Apr 14 2008, 16:53
hi Mandoble, does it exits in your scripts suit a ground-air missile that follows the target ? ( something like behind enemy lines movie SAMs, so you have to maneuver to avoid it , and it turns and keeps folllowing you) it would add a lot of atmosphere to plane missions . Or could be done something like that in Arma , if anyone can do it , that&#39;s you for sure http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Dwarden
Apr 14 2008, 17:14
hi  Mandoble, does it exits in your scripts suit an groun-air missile that follows the target ? ( something like behind enemy lines movie SAMs, so you have to maneuver to avoid it , and it turns and keeps folllowing you) it would add a lot of atmosphere to  plane missions . Or could be done something like that in Arma , if anyone can do it , that&#39;s you for sure  http://forums.bistudio.com/oldsmileys/thumbs-up.gif
in test / demo mission You can define the turn rate, relocking and so on ...

in short You can easily set missile which if miss then it re-tries

imho there should be no problem to create e.g. Python-5 like missile (all angle, if miss it keeps retrying till hit or out of fuel)
http://www.israeli-weapons.com/weapons....n5.html (http://www.israeli-weapons.com/weapons/missile_systems/air_missiles/python/Python5.html)

william1
Apr 14 2008, 17:17
ah great , i will try it for sure , thanks http://forums.bistudio.com/oldsmileys/smile_o.gif

Mandoble
Apr 14 2008, 18:52
Yes, just like Dwarden said. You may define a poor turn rate (as low as you want, try with 5 degrees per sec), and scans arcs of 181 degrees (vertical and horizontal), a proximity detonation range of 1m and an endurance of 2 mins. You will have a missile pursuing your all the time and you will be able to outmaneouver it all the time too.

You may also define it highly maneouverable but also with high tendency to follow flares or chaff. The missile will go through the flares cloud and then it will readquire you and keep the pursuing even turning 180 degrees.

thegunnysgt
Apr 14 2008, 19:01
Okay, I&#39;ll give them a look at. I want to try to incorporate them into an Evolution I&#39;m editing for me clan.

Mandoble
Apr 14 2008, 22:55
Kaio Nimitz with some added toys: <span style='color:blue'>USS Nimitz with Mando Missiles and Mando Guns</span> (http://www.youtube.com/watch?v=lssE7ChnWas).

init.sqf setup:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Mando missile initialization
&#91;&#93;execVM&#34;mando_missiles&#92;mando_missileinit.sqf&#34;;
Sleep 1;

// Mando gun initialization
&#91;&#93;execVM&#34;mando_gun&#92;mando_guncheck.sqf&#34;;
&#91;&#93;execVM&#34;mando_gun&#92;mando_guneffects.sqf&#34;;

Sleep 1;

// USS Nimitz named ship1 setup
if &#40;isServer&#41; then
{
// Automatic systems
// Simulated phalanx &#40;Antiair - antimissile&#41;
&#91;ship1, 3, &#91;&#34;Air&#34;&#93;, 200, 100, 2500, 1000, 17, 20, &#91;0.6,0.6&#93;, 4, true, &#34;&#34;, &#34;B_23mm_AA&#34;, &#91;20,115,10&#93;, 1.5, &#91;90,60&#93;, 0,&#91;east,

sideEnemy&#93;, true, true, false, &#34;&#34;,&#34;&#34;, &#34;mando_gun&#34;&#93;execVM&#34;mando_gun&#92;mando_gunattacker.sqf&#34;;
Sleep 1;
// Simulated phalanx &#40;Antiair - antimissile&#41;
&#91;ship1, 3, &#91;&#34;Air&#34;&#93;, 200, 100, 2500, 1000, 17, 20, &#91;0.6,0.6&#93;, 4, true, &#34;&#34;, &#34;B_23mm_AA&#34;, &#91;-35,-145,6&#93;, 1.5, &#91;160,-100&#93;, 0,&#91;east,

sideEnemy&#93;, true, true, false, &#34;&#34;,&#34;&#34;, &#34;mando_gun&#34;&#93;execVM&#34;mando_gun&#92;mando_gunattacker.sqf&#34;;
Sleep 1;
// Simulated phalanx &#40;Antiair - antimissile&#41;
&#91;ship1, 3, &#91;&#34;Air&#34;&#93;, 200, 100, 2500, 1000, 17, 20, &#91;0.6,0.6&#93;, 4, true, &#34;&#34;, &#34;B_23mm_AA&#34;, &#91;30,-160,5&#93;, 1.5, &#91;160,100&#93;, 0,&#91;east,

sideEnemy&#93;, true, true, false, &#34;&#34;,&#34;&#34;, &#34;mando_gun&#34;&#93;execVM&#34;mando_gun&#92;mando_gunattacker.sqf&#34;;
Sleep 1;
// 24 Seasparrow &#40;Antiair - antimissile&#41;
&#91;ship1, 3, &#91;&#34;Air&#34;&#93;, 24, 1000, 6000, 6, &#91;35,100,12&#93;, &#91;180, 60&#93;, 0, &#91;east,sideEnemy&#93;, true, false, true, false, 25&#93;

exec&#34;mando_missiles&#92;units&#92;attackers&#92;mando_seasparrow.sqs&#34;;
Sleep 1;
// 24 Seasparrow &#40;Antiair - antimissile&#41;
&#91;ship1, 3, &#91;&#34;Air&#34;&#93;, 24, 1000, 6000, 6, &#91;-35,90,12&#93;, &#91;180, -60&#93;, 0, &#91;east,sideEnemy&#93;, true, false, true, false, 25&#93;

exec&#34;mando_missiles&#92;units&#92;attackers&#92;mando_seasparrow.sqs&#34;;
Sleep 1;
// 24 Seasparrow &#40;Antiair - antimissile&#41;
&#91;ship1, 3, &#91;&#34;Air&#34;&#93;, 24, 1000, 6000, 6, &#91;-35,-147,6&#93;, &#91;170, -90&#93;, 0, &#91;east,sideEnemy&#93;, true, false, true, false, 25&#93;

exec&#34;mando_missiles&#92;units&#92;attackers&#92;mando_seasparrow.sqs&#34;;
};
[/QUOTE]

For some reason, that ship returns a position with a Z over ground > 1.8m, which confuses current version of MMA 2.3 (being near 2m over ground it is considered air launcher, and launch positions are switched firing from left wing pilot <-> right wing pilon). Hope Kaio fix this issue. Meanwhile, and if you are using the script suite, open mando_missiles&#92;units&#92;mando_missileattacker.sqf, look for:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
if &#40;&#40;abs&#40;_firingpos select 0&#41; &#62; 0&#41; && &#40;&#40;_posdisp select 2&#41; &#62; 1.5&#41;&#41; then
{
_firingPos set &#91;0, -&#40;_firingpos select 0&#41;&#93;;
};
[/QUOTE]

and change by:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
if &#40;&#40;abs&#40;_firingpos select 0&#41; &#62; 0&#41; && &#40;&#40;_posdisp select 2&#41; &#62; 3&#41;&#41; then
{
_firingPos set &#91;0, -&#40;_firingpos select 0&#41;&#93;;
};
[/QUOTE]

nikita320106
Apr 15 2008, 07:29
to Mandoble

can u give some help?
im try this (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=72948)
and have 1q?
how make that in a combat mode all attacking helis and the planes shot flares by auto (on 2 at regular intervals) and bloked packet flare&#39;s launch on start thermal head missile(like strela and stinger)?

Mandoble
Apr 15 2008, 08:17
Execute this server side to make a unit drop a pack of flares or chaff.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">&#91;launcher, type&#93;exec&#34;mando_missiles&#92;mando_chaffflares.sqs&#34;;[/QUOTE]

launcher: the unit that launch chaff or flares.
type: 0 - Chaff, 1 - Flares

To provide automatic selfprotection:
mando_missileecm.sqf (http://www.terra.es/personal2/matias.s/mma_readme.htm#t15)

This automatic protection is against mando missiles. If you want to use it against any fired missile, check the missile replacement demo mission for stock arma missile replacement.

nikita320106
Apr 15 2008, 08:56
Quote[/b] ]Execute this server side to make a unit drop a pack of flares
no no no
not packet flares launch/// sorry my engliz
instead of flares countermeasures on every incoming missiles- IR-head missiles do not have radar-then i dont want countermeasures on every incomung..//// i want countermeasures on timer(two flares every 30 sec in combat zone(or "combat" behaviour)-then at air(helis or planes) and anti-air (strela or stinger) will have equal chances both on hit and on evasion)....

then whether there is - opportunity to auto flares launch - till two every 30 seconds without dependence on incomung missiles?

Mandoble
Apr 15 2008, 09:19
Well, this is what I&#39;ve told you:

To drop flares at will at any time, with or without missile:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
&#91;launcher, type&#93;exec&#34;mando_missiles&#92;mando_chaffflares.sqs&#34;;
[/QUOTE]
launcher: the unit that launch chaff or flares.
type: 0 - Chaff, 1 - Flares

Do this each time you want a plane or chopper to drop flares, and execute it only in one machine (preferabily the server).

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Flares every 10 secs for myheli
if &#40;&#33;isServer&#41; exitWith {};
while {alive myheli} do
{
Sleep 10;
  &#91;myheli, 1&#93;exec&#34;mando_missiles&#92;mando_chaffflares.sqs&#34;;
};
[/QUOTE]
Note that mando missile flares and chaff are effective against mando missiles.


The other code is for automatic launch of flares when a mando missile is incoming.

nikita320106
Apr 15 2008, 09:32
o)thanx alot
http://forums.bistudio.com/oldsmileys/notworthy.gif

sorry my http://forums.bistudio.com/oldsmileys/banghead.gif

thegunnysgt
Apr 18 2008, 04:41
Hello, me again.

I am understanding your add on now and I got to say that I love it. One issue so far though. I want to make a Stryker TOW be a SAM, but I want to have some actual TOW Strykers in game. But your init code for the SAM Strykers makes all TOW Strykers be SAM Strykers. How can I have both TOW and SAM Strykers.

Thnaks

Mandoble
Apr 18 2008, 06:57
You always have two options for MCC and for visual launchers, xxxx_by_name.sqf and xxxx_by_type.sqf (check here (http://www.terra.es/personal2/matias.s/mma_readme.htm#t12) and here (http://www.terra.es/personal2/matias.s/mma_readme.htm#t13)).

If you use the by_type scripts, you provide an array of classes as first argument, and the missile launcher assignment will affect to any vehicle of the indicated classes. If you use by_name.sqf scripts, what you provide is an array of names of specific vehicles.

for example:

This will transform any Stryker_TOW in your game into a deadly MCC launcher.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Stryker_TOW units will be Hawk launchers for players as gunners &#40;missile idx 0&#41;
_mcctypeaascript = &#34;mando_missiles&#92;mcc&#92;mcc_types&#92;mando_missilecontrolon_hawk.sqs&#34;;
&#91;&#91;&#34;Stryker_TOW&#34;&#93;, 8, 8, &#91;&#34;Air&#34;&#93;, &#34;Hawk Console&#34;, _mcctypeaascript, &#91;0,0,0,2&#93;, &#91;0,1,0.25&#93;, 1, -1, 0, &#91;&#93;, 3&#93;execVM&#34;mando_missiles&#92;mcc&#92;mando_mccallow_by_type.sqf&#34;;
[/QUOTE]

And this will affect only to vehicles named sam1, sam2 and sam3 (note the names must be between quotes).
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
// Some Stryker_TOW units will be Hawk launchers for players as gunners &#40;missile idx 0&#41;
_mcctypeaascript = &#34;mando_missiles&#92;mcc&#92;mcc_types&#92;mando_missilecontrolon_hawk.sqs&#34;;
&#91;&#91;&#34;sam1&#34;,&#34;sam2&#34;,&#34;sam3&#34;&#93;, 8, 8, &#91;&#34;Air&#34;&#93;, &#34;Hawk Console&#34;, _mcctypeaascript, &#91;0,0,0,2&#93;, &#91;0,1,0.25&#93;, 1, -1, 0, &#91;&#93;, 3&#93;execVM&#34;mando_missiles&#92;mcc&#92;mando_mccallow_by_name.sqf&#34;;
[/QUOTE]

EDIT:
Note the above scripts are to enable them as missile launchers for players, for AI mando_missileattacker.sqf (http://www.terra.es/personal2/matias.s/mma_readme.htm#t14) and all the already customized templates use the vehicle name directly and without quotes.

For example:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
if &#40;isServer&#41; then
{
// Stryker sam1
_disp = sam1;
_posunit = 1;
_ttype = &#91;&#34;Air&#34;&#93;;
_quantity = 12;
_minrange = 500;
_maxrange = 3000;
_rof = 6;
_pos = &#91;0,-1,0, 2&#93;;
_scan = 360;
_mink = 0;
_enemies = &#91;east,sideEnemy&#93;;
_antimissile = false;
_fixed_firing_direction = false;
_initially_active = true;
&#91;_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, _antimissile, _fixed_firing_direction, _initially_active, true&#93;exec&#34;mando_missiles&#92;units&#92;attackers&#92;mando_hawk.sqs&#34;;
[/QUOTE]

In the above example, mando_hawk.sqs is just an "easy to use" template (you may create as many of them as needed with your own launcher parameters to customize many types of AI missile launchers) that internally executes mando_missileattacker.sqf to transform sam1 vehicle into an AI missile launcher.

thegunnysgt
Apr 18 2008, 08:14
For the AI controlled launchers, is it possible to make it where it detects it by type instead of typing in the names for the vehicles. Just wondering if there is a faster way to cut down the amount typing if you had alot of AA units in your mission.

Also, for some odd reason, I can play your demo missions just fine, but can&#39;t seem to get any vehicles in a mission created by me to work. I am using the addons and I had put in the init file one of the lines above and the vehicle was a Stryker TOW, but it didn&#39;t work.

I&#39;ve also ready a few of your posts about the flares, and I am going to use the missile replacement, how can AI automatically launch flares, but when it is a player, the player has to do it manually? I want this to be capable for planes and vehicles if possible and made available via the action menu.

I noticed in your demo missions that you have warning that there was an incoming missile, is that automatically done in your addon. Is that also capable for planes and vehicles?

One last question. Can enemy forces shoot down missiles and if so what do I need to do to make that happen. Can a player shoot down missiles, with say the Vulcan?

Thanks for the help btw.