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JuggernautOfWar
Mar 12 2012, 04:20
Is it just me or do the missiles often explode right on the target only for the target to survive?

panther42
Mar 12 2012, 04:46
I just ran across this, and it may be a problem for those of you using Meatball's F18...

In the MMA setup for the F18, mando_f18s = ["fz_f18f_aws"]

I know Meatball has changed the names to the following:

Aircraft:

MARINES
-------
vmfa_aw533_01
vmfa_aw533_02
vmfa_aw533_03
vmfa_aw533_04
vmfa_aw533_05


NAVY
----
vfa_14_200
vfa_14_202


RAAF
----
no_1sqn_204
no_1sqn_206
no_1sqn_208
no_1sqn_210
no_1sqn_212

You will probably need change/add these to the array if you are using the script version, or add to your init.

I haven't flown the F18 in a while. Maybe this is not an issue?

Eymerich
Mar 21 2012, 20:47
I have a problem with this mod

I can't select AirGround Missile like maverik in any air vehicle I fly.

When i press "f" to cycle weapons, when I get the airground missiles suddenly it goes to next weapon (for example: an lgb) withouth I do anything.

Any Ideas?

GossamerSolid
Mar 21 2012, 21:24
I have a problem with this mod

I can't select AirGround Missile like maverik in any air vehicle I fly.

When i press "f" to cycle weapons, when I get the airground missiles suddenly it goes to next weapon (for example: an lgb) withouth I do anything.

Any Ideas?

You press Left CTRL to cycle through weapons like Mavericks and Sidewinders, F only controls unguided weapons like cannons, rockets and bombs.

Xeno426
Mar 21 2012, 21:46
More specifically, Left CTRL is the default Mando key for switching between different Mando-guided weapons. "F" is the default key for switching between regular weapons (i.e. unguided ones).

Fruity_Rudy
Apr 1 2012, 21:28
i have a strange issue. In implemented mando into my mission. so i started it on the server, all seemed to work fine, i tried locking a vehilce in our base, worked fine, rocket destroyed target, but then after starting a dynamic mission, where upsmon and other dynamic scripts and vehicles are being generated, i can also lock the targets, but i can't destroy them. it looks like only the crew dies, but the vehicle isn't exploding..Any clue what i have to add to the init ??

Edit: So i figured out, i can lock and destroy light vehicles, like a ZU-Truck, but i cannot destroy a patrolling bmp2..shot 3 missiles, all hit, not exploding. i shot it with the hydra rockets, and it explodes. Seems like something that i can#t solve on my own..

Fruity_Rudy
Apr 3 2012, 20:53
hm, seems like this thread is pretty dead? So if anybody reads again, my prob is, i can lock and destroy buildings or vehicles in base that are existant since start of mission. As soon as someting dynamic respawns, mando seems to be broken, i can lock tanks, missile goes into target, no damage on tank. Could it be the beta patch i'm using??

Nike619
Apr 5 2012, 15:48
Sorry for this question, But a search of the thread has revealed nothing and I don't have the time to read 300 pages,

Is it possible to get the AH-64 Gun to follow the monocle?

Fruity_Rudy
Apr 5 2012, 16:56
no it's not, one of my biggest dreams while being pilot with headtracker..but maybe somebody can tell us it is possible?? :) yey


Is it just me or do the missiles often explode right on the target only for the target to survive? i got the same issue. But only with vehicles, that are being dynamically created with upsmon or other scripts. I can destroy vehicles in my base or also lock buildings on takistan and they can be destroyed. Otherwise it's the effect that you're describing, like the missile explodes on top of tank but nothing happens..

Xeno426
Apr 6 2012, 02:55
Sorry for this question, But a search of the thread has revealed nothing and I don't have the time to read 300 pages,

Is it possible to get the AH-64 Gun to follow the monocle?
The pilot's monocle? Nope, not possible as part of how the game itself works. For the copilot? The only way is to set your TrackIR to mouse movement. :(

doveman
Apr 9 2012, 02:36
I love this addon but I've got a couple of problems with it that hopefully can be fixed.

1) The right mouse button fires and the left mouse button locks, which is the opposite way round to normal. I'm trying to setup an Xbox360 controller so that my friend can play gunner, with the left trigger set to RMB/lock/Optics and the right trigger set to LMB/Fire, which works fine, except for with MMA when it's reversed and it's too confusing having these controls swapping round depending on what view you're in.

2) The right stick is mapped to the mouse, which can be used to move the camera but it's too hard to control as it continues to move by itself so I'm constantly fighting it trying to get it to stop. Could it be made so that the camera only moves whilst the mouse is being moved?

Alkar Cammer
Apr 21 2012, 20:13
When I was flying the apache earlier, the hud didn't seem to pick up most vehicles; therefore I couldn't lock on to them. As far as I know, the only vehicles that it would pick up on the hud were aa vehicles. I didn't used to have this problem, either.

I think that it may be glitching and not identifying some vehicles as enemies,,,,

---------- Post added at 08:13 PM ---------- Previous post was at 07:45 PM ----------

lol nvm, this isn't a glitch with mando. i took mando off and it's still having the same problem....

cychou
Apr 30 2012, 14:14
Hello,

please Can you fix the compatibilty with the ACE EASA module ?

a fix that would permanently keep the LGB/maverick/sidewinder...etc cameras/hud options available, whatever the weapon loadout selected.

The maximum lock-on range should be increased. currently if you are at more than 2500-3000m from the target the lock-on/stabilization doesn't activate, forcing you to get closer to the target, taking the risk to be hit by enemies.

Aircraft are supposed to be able to designate/lock targets much farther, Targeting pod like Sniper-XR can lock-on targets from up to 15km altitude (50,000ft).

commanderjbug
May 26 2012, 21:10
Is there some kind of script I can use to make a B52 start with a nuke instead of MK82's?

[APS]Gnat
May 27 2012, 04:02
Select the other B52, its empty of weapons, then add one for the scripted Nuke bombs (search) to it

Alkar Cammer
May 31 2012, 21:32
For some reason i have framerate drops when missiles are fired from other jets and whatnot, which i think is the core of my fps problems in very large air battles. Even when one missile is fired, the fps drops somewhat. I have an nvidia gtx 580, an i7 960 processor, and 12 GB total of ram. Is it just mando or what?

Also, i'm wondering whether flares actually are working. It's probably me, but just want to make sure.

Evil_Brownie
Jun 1 2012, 00:20
For some reason i have framerate drops when missiles are fired from other jets and whatnot, which i think is the core of my fps problems in very large air battles. Even when one missile is fired, the fps drops somewhat. I have an nvidia gtx 580, an i7 960 processor, and 12 GB total of ram. Is it just mando or what?

Also, i'm wondering whether flares actually are working. It's probably me, but just want to make sure.

As regards to lag when missiles fired, i get that sometimes aswell. As for the flares, as you'd expect they only work you "aim them" at the incoming missile, i.e. putting the flares between you and the missile. Plus, and again staying true to real-life, they only work on heat-seeking missiles. I have suggested here for functional chaff , so you actually can dodge Radar-guided missiles once they're actually fired, and not just praying that the jammer will save you, but so far no response.

EDIT: Just tested this a bit more, evading them seems to be hit and miss, even using accurate manouvers and countermeasures, sometimes it works and sometimes it doesn't :S

Alkar Cammer
Jun 1 2012, 16:23
As regards to lag when missiles fired, i get that sometimes aswell. As for the flares, as you'd expect they only work you "aim them" at the incoming missile, i.e. putting the flares between you and the missile. Plus, and again staying true to real-life, they only work on heat-seeking missiles. I have suggested here for functional chaff , so you actually can dodge Radar-guided missiles once they're actually fired, and not just praying that the jammer will save you, but so far no response.

EDIT: Just tested this a bit more, evading them seems to be hit and miss, even using accurate manouvers and countermeasures, sometimes it works and sometimes it doesn't :S



So my system specs are fine then, correct?

domokun
Jun 1 2012, 16:31
Your specs seem pretty good actually, though you might want to try a few tried and tested tweaks to get everything running optimally:
http://forums.bistudio.com/showthread.php?85124-ArmA2-OA-%28low%29-performance-issues&p=2081466#post2081466

dcal
Jun 8 2012, 12:17
I can't seem to get this mod to download. Links on Opfec do not work. Anyone know where I can get it? Thanks

Vixente
Jun 8 2012, 14:14
I can't seem to get this mod to download. Links on Opfec do not work. Anyone know where I can get it? Thanks

Sexy-updater i guess.

Sickboy
Jun 8 2012, 14:16
Sexy-updater i guess.
:D http://www.six-updater.net/p/download.html

dcal
Jun 8 2012, 14:51
Excellent...thanks for the link Sickboy

Kremator
Jun 8 2012, 15:58
Where are you Mandoble ? Come back as we miss you !

Vixente
Jun 8 2012, 17:11
I may have to travel to Madrid and find him. I hope he is ok. :)

code_service
Jun 12 2012, 18:26
Hello!
I have a problem with the night camera in the aircrafts. After installing Arma 2 Combined Ops camera no longer works at night vision like in Arma 2 standalone. Now working in thermovision mode. How enable standard night vision on aircrafts camera?
I have:
mma: 2.4b102
ACE: 1.13
A2 Op. Arrowhead (Combined Ops) 1.60.0.87580
Regars..

zaxc75
Jun 16 2012, 05:59
Hi all- I'm currently using the MMA addon (Along with MMA_Xeh) and there's a problem with the way the MOAB does damage. I recently loaded it into a C-130J, and took off, with about 5 T-72's as my destination for the bomb. The bomb hit straight on target with the cluster of T-72's there, but only 2 of them were destroyed. What happened? Isn't the MOAB an extremely powerful bomb that you'd expect to finish off a couple of T-72s no sweat?

Any help is much appreciated.
Z

Colonel_Klink
Jun 17 2012, 03:09
Thanks, I was having similar problems.
Klink

[APS]Gnat
Jun 17 2012, 05:59
OT
Hail the Colonel_Klink ...... great to see the legend around again ;)

Colonel_Klink
Jun 17 2012, 06:56
@<hidden>[APS]Gnat
Thanks matey. Still alive and kicking :)

CameronMcDonald
Jun 17 2012, 08:24
Hah, I had to double take when I saw you in the forums!

ADuke
Jun 19 2012, 23:54
Has anyone ever had any luck with calling a MOAB (Myke's MOAB) drop through the MMA console?

Having a hard time scripting one.

-AD

Lord_Cool
Jun 20 2012, 12:06
I want to create a nuclear explosion using the echo script (by Evil_Echo) in my mission using just the script suite.
How do I do this? I've been at it for days and hours trying to create a nuclear explosion but I've just been going round in circles and cannot get this to work.

Firstly, I tried putting the following in a trigger:

ok = [position, weapon] execVM "mando_missiles\warheads\echo\nuclear_explosion.sqf";

just as says in the nuclear_explosion.sqf file, yet all that happens is the trees get knocked down. Theres no explosion, no damage to anything, no sound. (position is the trigger name? weapon is the yield in kt?)

Secondly I tried it with a scud launcher, and put in the init section:

scud_launcher setVariable ["mando_scud_type", 2];

I've got the target selection to work, yet there is still no nuclear explosion; it just produces the conventional explosion.

I'm completely new to this, so any help would be greatly appreciated.

I really want to get Evil_Echos nuclear script working, as from I've seen, it looks the most accurate and doesn't overestimate the damage radius for a given yield. Khalashnikovf's script is nice, but it massively overestimates the blast radius, such as overpressues as low as 0.1 psi and lower knocking back my soilder several hundred feet and instantly killing him (e.g. 10km away from 10kt blast).

panther42
Jun 20 2012, 18:11
Lord_Cool, have you tried the test missions available with MMA? There are several nuke missions already set up, so you can see what needs to be done.
Most of these are addon version, but can be converted to script version of MMA.

Make sure if you are using the script version, you have the following initialized(in your init.sqf):


[false]execVM"mando_missiles\mando_missileinit.sqf";

// Wait for Mando Missile initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};

[]execVM"mando_missiles\mando_setup_full.sqf";
[]execVM"mando_missiles\mando_setup_ace.sqf"; //don't need this one if not using ACE...
[]execVM"mando_missiles\mando_gun\mando_guninit.sqf";

It looks like Evil_Echo's and Gigan's nuke scripts are included in MMA, under warheads.

All you should need in your SCUD launcher's init is this:
this setVariable ["mando_scud_type", 2];

See this page for SCUD warhead types:
MMA SCUD (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg_scud)

You are running OA correct? Mando SCUD (OA required)

Almost forgot, your trigger activation would look like this for AI firing via radio Alpha or whichever you choose:

if (local scud1) then {[scud1, 2, getMarkerPos "mk_nuke"]execVM"mando_missiles\units\mando_ai_scud.sqf";};

where your launcher is named scud1, 2 is the type of warhead, and target is a marker named mk_nuke

jhashselivar
Jun 20 2012, 23:21
When you copy the missions to your mission folder, do you copy the folder "missions" or the folders within the folder "missions" or this still wrong?

panther42
Jun 20 2012, 23:33
Has anyone ever had any luck with calling a MOAB (Myke's MOAB) drop through the MMA console?

Having a hard time scripting one.

-AD
Aduke, this one works for me...just need to play around with the distance and altitude of the drop. The MOAB cruises for quite some time...


mando_airsupport_type_cb = "C130J";
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos"];
_plane = _this select 0;
_targetpos = _this select 1;
_plane setVariable ["mando_support_cam_pos", [-3, 0, -3]];
((findDisplay 23900) displayCtrl 23942) ctrlSetText "MSG: MOAB plane on the way";
_plane setVariable ["mando_last_plane_text", "MOAB plane camera"];

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1800) && (alive _plane)} do
{
Sleep 1;
};
if (alive _plane) then
{
_plane addMagazine "1Rnd_GBU43_GLT";
_plane addWeapon "GLT_MOAB_Launcher";
_plane Fire "GLT_MOAB_Launcher";
Sleep 0.4;

};


((findDisplay 23900) displayCtrl 23942) ctrlSetText "MSG: MOAB deployed";
Sleep 40;

};

I just made this as a separate .sqf file, and called in the console via adding:
mando_airsupport_carpetcode = []execVM "mando_missiles\mando_bombs\options\yourFileNameHere.sqf";
although you could call this anywhere...

This is a quick rendition, and could probably be cleaned up, etc...

ADuke
Jun 21 2012, 05:03
Thanks Panther,

You actually helped me out a lot with another script I was writing...

I was trying to calculate the distance of an aircraft (flying at 1000m altitude) to a position.

The script wasn't working because it could not calculate the z coordinate for some reason.

So I used your method of forcing the script to ignore the z coordinate and it worked!

So thanks,

-AD

b00ce
Jun 21 2012, 05:42
The MOAB has trouble in situations like that even without MMA. The tanks are blocking the blast from each other, the two took the brunt of it and the rest were shielded.

Qazdar
Jul 2 2012, 02:21
Can someone tell me where i can lower the KH29 launch point ? it's ridiculous that a missile shoots the plane itself :D

Lord_Cool
Jul 6 2012, 14:31
Thanks Panther42, I've got it working now.

Subcidal
Jul 29 2012, 02:16
ACE 2 and MMA aren't getting along anymore with the javelin. Everything else seems to work fine, But I can't fire a javelin, AI seems to have no problems though. Anyone know of a fix?

Xeno426
Jul 31 2012, 20:06
ACE and MMA have always had issues with the Javelin, it seems. Every ACE update breaks the damn thing in MMA. :/
It might be better to simply disable MMA for the Javelin.

SOLDIER X
Aug 11 2012, 13:02
Hi
i have recently developed a problem when using the air Support console to call in vehicle drop or an ammo drop on Takistan. The choppers cant find there way to the drop zone they just circle at the point where they are spawned and remain there.
All other assests work just fine. Anyone experienced similar issues ? Or has anyone got any ideas how to fix this ? I have tried with various types of chopper and have tried with default settings but they can not find a route to drop zone

Regards X

Heaney
Aug 12 2012, 05:42
Hi Mandoble

You might want to check out a mod for World in Conflict, called "Modern Warfare Mod 3"

Trailer (also gives good detail) (http://www.youtube.com/watch?v=jdqAApLWD_A)

Brief missile overview (http://www.youtube.com/watch?v=3GpqSwpOMAc)

It has extremely realistic missile simulation that goes into ridiculously detailed levels of simulation, though all intentionally scaled down for the WiC maps (2kmx2km ect..).

Very good mod with a lot of documentation if you want to improve this.

Here's something for a start:

http://media.moddb.com/images/mods/1/16/15836/patriot_wcc3_flowchart.jpg

http://media.moddb.com/images/mods/1/16/15836/patriot_wcc3_radar_tws_process.jpg

http://media.moddb.com/images/mods/1/16/15836/patriot_wcc_New_TWS-TVM_Guidance_Routine.1.png

panther42
Aug 12 2012, 11:49
SOLDIER X, I did some tests last night and didn't have any problems calling in vehicle drop or ammo. Well, I can't say none, as my chinook which brought in my vehicle ended up running into my escort Apache, then plummeted on top of the vehicle it had just brought me...:( but that's not mod related, just messed up AI.
Anyway, I couldn't find any problems. I'm running the latest MMA, with update 1.62(not the betas).

Maybe post some of your setup, with your my_console_setup.sqf?

SOLDIER X
Aug 13 2012, 12:12
Hi panther42

Carried out a few more tests yesterday, managed to get everything working ok when using default settings but as soon as i add my custom settings i get the same issues with chopper not arriving at drop zone, everything spawns ok and no error messages are shown.
here is my my_console_setup.sqf.


Sleep 1;


mando_airsupport_type = "AV8B2";
mando_airsupport_type_rc = "AV8B2";
mando_airsupport_type_pa = "C130J_US_EP1";
mando_airsupport_type_pal = "C130J_US_EP1";
mando_airsupport_type_ev = "CH_47F_EP1";
mando_airsupport_type_am = "CH_47F_EP1";
mando_airsupport_type_ve = "CH_47F_EP1";

mando_reco_cam_pos = [0,3,-2];
mando_airsupport_cmissile = ship1;
mando_support_left_West=8;

mando_airsupport_armedrec = true;
mando_airsupport_armedrec_man = true; // Set it to true for manual guidance for missiles fired from armed reco planes
mando_airsupport_armedrec_max = 4;
mando_airsupport_bomb_altmax = 1400;
mando_ingress_dir = 0;
mando_airsupport_bomb_alt = 250;
mando_airsupport_cmissile_pos = [0,-4, 1];
mando_airsupport_cmissile_alt = 500;

mando_airsupport_jump = true; // reinforcements and airborne assault will land and disembark instead of jump from chopper.

mando_support_no_cm = false;
mando_support_no_cas = true;
mando_support_no_br = false;
mando_support_no_rc = true;
mando_support_no_ff = false;
mando_support_no_la = false;
mando_support_no_am = false;
mando_support_no_ve = false;
mando_support_no_re = false;

mando_support_no_sa = true;
mando_support_no_gs = true;
mando_support_no_ab = false;
mando_support_no_sat = true;
mando_support_no_cp = true;
mando_support_no_cb = true;
mando_support_no_ev = false;

mando_support_left_ca_West = 8;
mando_support_left_am_West = 0;
mando_support_left_re_WEST = 8;
mando_support_left_pa_West = 8;
mando_support_left_ve_WEST = 8;

// Info text displayed in the setup / info dialog (this is an structured text)
mando_airsupport_info = "Mission info: <br />Covert special ops assignment. Takistan.
<br /><br /><t color='#ff0000'>Objetives:</t><br />Eliminate all enemy forces within patrol area.<br /><t color='#ffAA00'>
Whoever is in possession of the black UAV backpack will be granted acess to the Air support console.<br /><br />Avoid unessacesary civilian casualties.</t><br /><br />
";

// Setup dialog options 1, 2 and 3, dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "Gunships support type";
mando_airsupport_opt1_array = [];
mando_airsupport_opt1_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_ca = _item;
};




mando_airsupport_opt2_text = "Reinforcements type";
mando_airsupport_opt2_array = ["4 man DELTA Team", "4 man SAS team", "1 Combat Engineer", "1 PJ Medic"];
mando_airsupport_opt2_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "4 man DELTA Team":
{
mando_support_infantrytype_re = ["US_Delta_Force_Assault_EP1", "US_Delta_Force_Assault_EP1", "US_Delta_Force_Assault_EP1", "US_Delta_Force_Assault_EP1"];
};

case "4 man SAS team":
{
mando_support_infantrytype_re = ["BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM"];
};

case "1 Combat Engineer":
{
mando_support_infantrytype_re = ["BAF_Soldier_EN_MTP"];
};

case "1 PJ Medic":
{
mando_support_infantrytype_re = ["BAF_Soldier_Medic_MTP"];
};
};
};

mando_airsupport_opt3_text = "Vehicle supply type";
mando_airsupport_opt3_array = ["BAF_Jackal2_GMG_D", "BAF_ATV_D"];
mando_airsupport_opt3_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_vehicle = _item;
};



mando_airsupport_opt4_text = "Ammo supply options";
mando_airsupport_opt4_array = ["Assault resuply", "Explosives","Anti tank"];
mando_airsupport_opt4_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Assault resuply":
{
mando_airsupport_magz = [["30Rnd_556x45_Stanag", 30],["17Rnd_9x19_glock17", 20],["HandGrenade_West", 10],["20Rnd_762x51_B_SCAR", 30]];
mando_airsupport_weap = [["Binocular", 2]];
};

case "Explosives":
{
mando_airsupport_magz = [["Pipebomb", 5]];
mando_airsupport_weap = [["Binocular", 1]];
};


case "Anti tank":
{
mando_airsupport_magz = [["Javelin", 3],["M136",9]];
mando_airsupport_weap = [["Javelin", 3],["M136",3]];
};
};
};


// End of options setup dialog configuration



// Carpet bombing custom code global variable for AV8B
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_widx"];
_plane = _this select 0;
_targetpos = _this select 1;
while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
{
Sleep 1;
};

if (alive _plane) then
{
_widx = [_plane, "BombLauncher"] call mando_weaponindex;
for [{_i=0}, {_i<6}, {_i=_i+1}] do
{
_plane action ["useWeapon",_plane,driver _plane, _widx];
Sleep 0.4;
};
};
};


["Request Air Support", {typeOf (unitBackpack player) == "US_UAV_Pack_EP1"}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";

Any help resolving this problem would be great
Regards X.

Kremator
Aug 13 2012, 13:51
I'm sure I remember there being a problem when you called some assets from a certain direction. Check that, by changing the call in direction. Since Mandoble hasn't been around in quite a while you may have to just muddle through.

panther42
Aug 13 2012, 18:52
SOLDIER X

Your default height is set way to high. Lower it and it works fine.
I used your my_console_setup.sqf and it works when the Ingress Min Alt is lowered for the vehicle delivery...I used @<hidden> 400m
First test, I couldn't use the ammo delivery as you have mando_support_left_am_West = 0; and I was using US Army soldier.
When changed to 1, it works fine. Keep the Ingress Min Alt around 400.

This is from the readme:
mando_airsupport_bomb_altmax : The maximum base flying altitude for the bomb runs or reco in m, default value is 400, max is 1000...you have 1400. This sets the default Ingress Min Alt @<hidden> 1000 which doesn't work. If you set mando_airsupport_bomb_altmax to 1000, then your value you input for mando_airsupport_bomb_alt is the default Ingress Min Alt, which in your case is 250 which works fine.

Does that make sense?

SOLDIER X
Aug 14 2012, 19:24
@<hidden> Panther42
Awsome mate, thats fixed it thanks ever so much !

I set mando_support_left_am_West = 1 once the drop zone is secured.
Vehicle drop and Ammo drop now works like a charm.
Cheers pal ... Regards X

code_service
Aug 15 2012, 22:06
does anyone know what's up with Mandoble ?
I hope hi is ok.

adamcarolan2290
Aug 20 2012, 10:46
sidwinders i cant for the life of me use em in helicopters and in jets ive seen vids but i cant work out how to lock on and shoot with em when i tyr to setlect it using f it just skips past the missle ??????????????? can anyone help plz

Xeno426
Aug 20 2012, 16:40
sidwinders i cant for the life of me use em in helicopters and in jets ive seen vids but i cant work out how to lock on and shoot with em when i tyr to setlect it using f it just skips past the missle ??????????????? can anyone help plz
Make sure you've read the readme. (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) The problem you are having is addressed in the HUD Systems (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg5) section; basically, you're using the wrong key to select the missile.

doveman
Aug 20 2012, 16:48
In MMA the default key for Countermeasures is Left SHIFT. Is there any reason why I can't remap that to my normal Countermeasures key (currently Alt+R)? Does the default Countermeasures do something different to MMA's Countermeasures, so that if I have them both bound to the same key pressing it will do two different things (which obviously wouldn't be desirable)?

Xeno426
Aug 20 2012, 16:54
In MMA the default key for Countermeasures is Left SHIFT. Is there any reason why I can't remap that to my normal Countermeasures key (currently Alt+R)? Does the default Countermeasures do something different to MMA's Countermeasures, so that if I have them both bound to the same key pressing it will do two different things (which obviously wouldn't be desirable)?
Nope, you can remap that key to the same one as the BIS CM systems. Just follow what it says in the readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg10).

doveman
Aug 20 2012, 17:03
Nope, you can remap that key to the same one as the BIS CM systems. Just follow what it says in the readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg10).

That's great, as it's always a struggle to find spare keys ;) Thanks.

doveman
Aug 21 2012, 00:11
Actually it seems I can't remap the MMA Countermeasures to Alt+R as it says "Be aware that desired key must be a single key, not a combination or joy/mouse buttons." I guess I'll have to try and find a spare key I can map both Countermeasures to. I can't recall exactly why I changed it from the default R (even though that's used for reload that doesn't do anything in a helo/plane anyway) but I know there was a good reason (I think some other mod was using the reload key to do something else that was really inconvenient when flying and the key couldn't be changed for that mod). I see MMA uses R for ECM anyway, so it wouldn't be good to have Countermeasures mapped to that as well anyway.

Maybe I can just change the BIS Countermeasures key to Left Shift to match MMA, as I think the only other thing I use that for is walk/run and that's obviously not relevant when flying.

Igneous01
Aug 24 2012, 10:00
Im not sure if this is the right place to ask this but: how the hell do you avoid aa missiles when in a jet? Ive been doing some practice flying using various jets (su27,30,33,34)(f14,15,18,22) and the Viggen but yet anytime the ai gets a lock on me Im pretty much dead, flares dont do anything at all, I keep dumping them but they dont help. The only time I evade a missile is when its dodged, with or without flares.

Are the flares working properly?

Qazdar
Aug 24 2012, 10:19
Im not sure if this is the right place to ask this but: how the hell do you avoid aa missiles when in a jet? Ive been doing some practice flying using various jets (su27,30,33,34)(f14,15,18,22) and the Viggen but yet anytime the ai gets a lock on me Im pretty much dead, flares dont do anything at all, I keep dumping them but they dont help. The only time I evade a missile is when its dodged, with or without flares.

Are the flares working properly?


This exactly the moment in which mandoble disappeared :(,he made a fix and left but it was not working !

Try to avoid AA by maneuvring (keep AA to your 9 or 3 oclock),but for heavy AA it may not work easily !

Igneous01
Aug 24 2012, 10:35
This exactly the moment in which mandoble disappeared :(,he made a fix and left but it was not working !

Try to avoid AA by maneuvring (keep AA to your 9 or 3 oclock),but for heavy AA it may not work easily !

shoot :( that explains why a fight doesnt last for me :(

everytime a su27 saw me, it only had to fire one missile from 5 km away and I would be dead :(

hope a fix comes soon.

Jayrad
Aug 29 2012, 19:23
Does the Mando bomb script work because i when I trigger it nothing happens?

Tuffo3
Sep 10 2012, 14:18
Hi there, I'm hoping someone here can help me out with an annoying issue I am having:

I have placed several SCUD launchers into my Domination MP mission, using the appropriate init commands I have made them one of each kind of nuke launcher.

The targeting dialog works correctly, the missile launches correctly, flies correctly, hits the target correctly, there is the appropriate nuclear explosion effect HOWEVER:

There is little, if any, destruction whatsoever. Also I have incorporated the Fallout dialog into my mission, and no matter what nuke type I use, there is NEVER EVER any damage to buildings or trees, and there is NEVER EVER any radiation detected. :confused:

I used the example SP mission in the editor using the actual @<hidden> addon, and I saw that the nuke flattened the shit out of the entire town I launched it at, including buildings and trees. This is not happening in my MP mission! Why? The mushroom cloud is there, but the destruction and radiation is not!

EDIT: I WILL BE SPECIFIC to state that I have placed ONE (1) of EACH TYPE of nuclear SCUD launcher AND 1 conventional SCUD as well. I don't suppose the problem could be caused by a Giga AND an E.Echo SCUD launcher being in the mission at the same time?

Anyone able to give any advice or help here would be appreciated on a truly astronomical level.

Thank you.

Dan

snckrz
Sep 15 2012, 18:40
Hey there!
Is it just me or is the Gigan Nuclear detonation not working, if you shoot the SCUD with the radio-thingy? The rocket flies to the destination, but it only displays a normal explosion, no atomic detonation at all...
Is there a way to fix it?

Predator.v2
Oct 9 2012, 10:55
Is there anyway to change the init file so you can use the uav in other situations then in a lav25-hq? Or that you always have to be the commander?
I thought about different vehicles (bradley, m1a2) or actually infantry with a special loadout (uav backpack).

Theopolus
Oct 15 2012, 16:29
The Mando Readme refers to modifying the init file for your mission to enable / add Mando systems. That being said, I'm having trouble figuring out how to do this. As well, I remember reading once that one can add code to the initialization field of a unit that doesn't normally make use of / have the mando system stuff and thereby give it mando systems - ie. LGB Camera, Maverick Camera, Mando HUD Modes.

What I'm specifically trying to do is add that functionality to several air units that don't have the mando stuff - ie. RKSL Westland Lynx TOW, Harrier GR9, etc.

Any help anyone can offer would be appreciated.

mcbain99
Oct 22 2012, 06:08
I really love this mod, but I also use ACE, and the two are becoming increasingly incompatible; the most damaging thing has been the breaking of the laser designator system. It worked fine a few months ago when I was playing in ARMA 2, but now the ACE designation system seems completely incompatible with the MMA one.

I would really hate to stop using MMA as the navigation system alone works wonders for pilots. Does anyone know of a way to disable the laser-related part of MMA? Thanks.

TomClothier
Oct 29 2012, 10:42
Does anyone know how I can disable Mando Missiles for a individual vehicle? Looked on the MMA FAQ and the thread itself but can't seem to find it, need to disable the ac-130 function. Any help would be much appreciated!

Foxhound
Oct 29 2012, 11:08
@<hidden>
Questions about specific addons belong in the thread dedicated for that specific addon, a quick search will always reveal wether such thread exists. For Mando Missile the same applies.
I moved your post into the correct thread.


§7) Search before posting

If you have a question, please use the forum search function before posting to make sure that it hasn't been answered before. There is a big chance it has, not only does searching help to keep the forum free of multiple threads it will also help you to get an answer much quicker.

§8) Post in the right forum & right thread

Please ensure you make new threads in the correct forum, if you're unsure of which forum to post in feel free to ask a moderator. If a thread exists for the topic you wish to post about you must use it, for example all ACE questions belong in the ACE thread. All addon/mod questions belong in the thread for that addon/mod. In the case of DayZ discussions they should be posted on the DayZ forums, this includes problems with the Modification. The troubleshooting forum is not for problems with Addons and Mods!

FLv*VeNoM*
Oct 29 2012, 11:49
Hello people!
I wanted to know if there is a way to make MMA work with the vanilla flares. I realy love this addon, but the fact that it gives each and every plane flares is somewhat unrealistic. I mean with MMA the AN-2 or the UH1 come with flares by default and actually I like the vanilla ones more. Oh and, are there any updates for this addon? haven't heard of anything recently. I mean there were quite a few addons released that could be added to the loadouts right?

anyhow, many thanks for this awesome piece of code :)

Elena
Nov 10 2012, 22:33
Hi all.

I have read the Mando Online manual throughoutly, however i haven't yet managed to find a list or something which shows all avaliable missile scripts & their respective use.

What i am looking for are ship-launched torpedoes which can be shot by the gunner-position on the boat, via the MCC (radar) launcher. I know the offset to start them, the target type SHIP on SideEast, but i cannot find any normal torpedoes whit a fast moving small torpedo boat would usually launch, only the special ones such as the rocket-propelled airborne torpedo which deploys a paracute. Can anyone help me out?

panther42
Nov 11 2012, 00:19
Is this what you're looking for Elena?

launcher for the torpedos which could be attached to a boat (http://forums.bistudio.com/showthread.php?89912-Mando-Missile-ArmA-for-ArmA-2&p=1613692&viewfull=1#post1613692)

See also post 1062 and 1063 for example mission.

The MU90 is in the @<hidden> folder. The example requires @<hidden> to be loaded as an addon.

Iceman77
Nov 13 2012, 23:04
Where can I get a scripted version of this instead of an "addon" (pbo) version? I noticed in a public, vanilla co BE warfare server, mando missiles were enabled. The apache had the whole face mask hud, the "Lock on" targeting system was different aswell (tv camera) etc.

panther42
Nov 14 2012, 03:54
The script suite is included in the download Iceman77

Xeno426
Nov 14 2012, 04:04
It's in the example mission.

Elena
Nov 19 2012, 06:51
Is this what you're looking for Elena?

launcher for the torpedos which could be attached to a boat (http://forums.bistudio.com/showthread.php?89912-Mando-Missile-ArmA-for-ArmA-2&p=1613692&viewfull=1#post1613692)

Yes, thank you very much panther!

Now for something else, which i do not quite now if it even works scriptside.

I am using Philip Taylors and Konyos M319 and M320 - Mod and would like to give these planes mando-compatibility. The Planes currently do not launch MMA and i have to use the 'classical' lock-on system for their rockets. Now i'm wondering if the following is archiveable:

a) Give the Plane the MMA-HUD for Torpedoes, Sonobuoys and the NAV-HUD, basically the same loadout than the Knighthawk Helicopter, but with far more ammo (e.g. around 30 Buoys, 10 Torpedoes), which can be launched via HUD, NOT! the action menu. So Bacially i would have a ASW-Capable Plane.
b) the Ability to use a ECM Jammer via HUD, and giving the Plane HUD-Deployable (Not arma vanilla) Flares (about 30 or so, similar to the C130, it doesn't need to many of them due to its speed and ECM Capability).

Is Anything of this Possible without editing the addon itself, but sciptwise? Because the author doesn't seem to be too active so asing for a mma-compatible version might not be easy.

GiorgyGR
Nov 20 2012, 13:57
I m using Mando+ACE and i m having problems "locking" with Javelin.
Javelin "locks" only as long i m holding ACE self interaction menu key..and loosing "lock" when i release the key.
So..i m sure everything's ok with Mando (and ACE probably) but i need an extra opinion on how i can bypass this annoyance...

domokun
Nov 20 2012, 15:15
The previous post and many others before lead me to believe (with great regret) that this mod is slowly dying.
Given that Mando hasn't updated it in almost 2 years (where are you? we love your work!), is it still relevant?
In particular for a non-ACE player in a MP environment?
If not, are there any alternatives? e.g. GDT mods? GLT mods?

doveman
Nov 20 2012, 15:47
I think the only alternative is the ICE_AircraftHUD, ICE_AH64D_CPG_sights and bd_hellfire.

The way that the targeting view keeps moving after you stop moving the mouse made MMA unusable for me anyway and as it's clearly abandoned there was no hope of this being fixed, which is why I went to ICE.

Harzach
Nov 22 2012, 02:56
I think the only alternative is the ICE_AircraftHUD, ICE_AH64D_CPG_sights and bd_hellfire.

The way that the targeting view keeps moving after you stop moving the mouse made MMA unusable for me anyway and as it's clearly abandoned there was no hope of this being fixed, which is why I went to ICE.

I would imagine there is an inherent difficulty with implementing ground stabilization in the Arma engine, otherwise the UAV would be useful by now. Have any of those mods you mentioned figured this out? MMA is tricky at first, but once you figure out the performance envelope of the missile/LGB cams, it's cake. A variable-DPI mouse helps a lot, too!

panther42
Nov 22 2012, 04:16
I am using Philip Taylors and Konyos M319 and M320 - Mod and would like to give these planes mando-compatibility. The Planes currently do not launch MMA and i have to use the 'classical' lock-on system for their rockets. Now i'm wondering if the following is archiveable:

a) Give the Plane the MMA-HUD for Torpedoes, Sonobuoys and the NAV-HUD, basically the same loadout than the Knighthawk Helicopter, but with far more ammo (e.g. around 30 Buoys, 10 Torpedoes), which can be launched via HUD, NOT! the action menu. So Bacially i would have a ASW-Capable Plane.


Do what is in this post, and I will see if I can help:

Config info needed (http://forums.bistudio.com/showthread.php?89912-Mando-Missile-ArmA-for-ArmA-2&p=1888952&viewfull=1#post1888952)

doveman
Nov 22 2012, 04:29
I would imagine there is an inherent difficulty with implementing ground stabilization in the Arma engine, otherwise the UAV would be useful by now. Have any of those mods you mentioned figured this out?

Probably not but that's not what I meant. I mean how the camera is not moved precisely by the mouse (or joystick) but moves in the direction the mouse was last moved and continues to move like this until the mouse is "centered" (not an easy spot to find with a mouse!). Just too fiddly for me.

Harzach
Nov 22 2012, 06:04
Probably not but that's not what I meant. I mean how the camera is not moved precisely by the mouse (or joystick) but moves in the direction the mouse was last moved and continues to move like this until the mouse is "centered" (not an easy spot to find with a mouse!). Just too fiddly for me.

Ah. Well, like was saying, it's just a matter of getting your head around the way it actually works. The mouse is your interface to a virtual slew control, like you would find on a HOTAS. The mouse cursor is the head of the slew control stick, and the "targeting box" is the limit of travel of the stick. When the cursor leaves the box, you are basically holding the slew stick where the cursor crossed the boundary. The farther from the center of the box you get, the higher the slew rate. For this reason, I find it ideal to use a lower DPI setting on my mouse. Still, with a clear understanding of the system and a little bit of practice, any mouse will do just fine.

I'm just yammering, by the way, not trying to persuade you to use a mod you have chosen not to use. Everyone is entitled to their preference.

Happy flying!

Elena
Nov 22 2012, 07:40
Do what is in this post, and I will see if I can help:

Config info needed (http://forums.bistudio.com/showthread.php?89912-Mando-Missile-ArmA-for-ArmA-2&p=1888952&viewfull=1#post1888952)

Here we go

French:

"A319MPA ["EADS A319 MPA (Fr)",["ExocetMPAmag","28Rnd_FFAR"],["ExocetMPAWeap","FFARLauncher"]],"
"[Plane],"

German:

"A320MPA ["EADS A320 MPA (Gr)",["KormoranMPAmag"],["KormoranMPAWeap"]],"
"[A319MPA],"

Italian

"A320MPA2 ["EADS A320 MPA (It)",["AGM84MPAmag"],["AGM84MPAWeap"]],"
"[A319MPA],"

I do not know the classnames for the Mando-torpedo and sonobuoys however, they are not already included in the plane, i want to add them.

Theopolus
Dec 13 2012, 04:25
I wonder if anyone can help with a problem I'm having.

I'm using Mando's Air Support Console for our group's current Invasion 1944 Missions. Planes and units have been adopted from the Invasion 1944 units and so far most of it is working perfectly.

One problem occurs however when I attempt o use the B17 for the Carpet Bombing portion of the ASC. The plane spawns normally, flies to the correct point and then appears to drop the bombs without opening its bomb-bay doors. At least that's what appears to happen as the plane immediately begins to explode with a series of explosions that has the same timing as the bomb release.

Does anyone know how to ammend Mando's code from the my_console_setup to allow the B17 (csj_B17) to open its bomb bay doors?

I've tried increasing the delay between bomb releases thinking that perhaps the bombs were being released too quickly, but only effect it has was to slow down the rate at which bombs appeared to be blowing up the plane.

I have included the current code;


// End of options setup dialog configuration



["MMA Air Support Console", {(typeOf vehicle player == "LAV25_HQ") && (player == driver vehicle player)}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf";

// Carpet bombing custom code global variable for I44_Plane_A_B17_AAF
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_widx"];
_plane = _this select 0;
_targetpos = _this select 1;
while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
{
Sleep 1;
};

if (alive _plane) then
{
_widx = [_plane, "B17BombLauncher"] call mando_weaponindex;
for [{_i=0}, {_i<6}, {_i=_i+1}] do
{
_plane action ["useWeapon",_plane,driver _plane, _widx];
Sleep 0.2;
};
};
};

// End of options setup dialog configuration

panther42
Dec 14 2012, 16:39
Theopolus, I don't know if it will help, but I do know I had to add a gunner to Gnat's B-52 in order for it to work correctly. I can't remember if it was blowing up like you are having problems with, or if it was not dropping anything at all.
My mobo died, so I'm waiting for new one to arrive today...

Here is the code I use for the B-52, it may or may not help you:


mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_widx"];
_plane = _this select 0;
_targetpos = _this select 1;
_gunner = (group driver _plane) createUnit ["USMC_Soldier_Pilot",[0,0,30], [], 0, "FORM"];
_gunner setskill 0.5;
_gunner moveInGunner _plane;
while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1200) && (alive _plane)} do
{
Sleep 1;
};

if (alive _plane) then
{
_widx = [_plane, "GNTMK82Launcher"] call mando_weaponindex;
for [{_i=0}, {_i<14}, {_i=_i+1}] do
{
_plane action ["useWeapon",_plane,gunner _plane, _widx];
Sleep 0.4;
};
};
};

I don't use the I-44 mod, so I have no clue how the B-17 is set up

Theopolus
Dec 16 2012, 07:24
Thanks panther42 it doesn't seem to do it either.

The B17 doesn't explode this time, that's good, but it only just flies to the target and then flies past - no bombs are released at all.

Thank you however for the B52 carpet bombing code - i will incorportate this into my groups modern missions where we have air support.

I did manage to find a bombing script that comes with the addon - I just don't know how to incoporate it into the Mando code. The bombem.sqf code reads as follows;


//drop bombs by CSJ
_plane = _this select 0;

if (local _plane) then
{
for "_i" from 0 to 7 do
{
_bombL = "500lb" createVehicle [0,0,900];
_bombL attachTo [_plane,[-0.5,2.5,-5]];
sleep 0.1;
detach _bombL;

_bombR = "500lb" createVehicle [0,0,900];
_bombR attachTo [_plane,[0.5,2.5,-5]];
sleep 0.1;
detach _bombR;
sleep 0.3;
};
};

If you could provide a suggestion or example of how i would call this script from within the Mando code that would be very much appreciated.

Thanks.

Theopolus
Dec 16 2012, 19:16
I am hoping that someone in the Community can help me with a problem I am having.

I am attempting to use Mando's Air Support Console as a support tool for my groups I44 missions. So far the ammo crates are spawning and are working with the I44 gear. The only exception to this is the fact that the I44 Backpacks are not considered magz or weap under th Mando code;

they normally can be added to ammo crates via the "this addBackpackCargo" command.

Previously, I had always called these kind of backpack weapons under our group's ACE missions without problem because the ACE versions are considered weapons so I simply included things like portable launchers and mortars and tripods under the "mando_airsupport_weap = " category.

This is not working with the I44 stuff and we do not wish to attempt to integrate ACE with I44.

Does anyone know how I might go about spawning an Ammo Crate under the Mando Air Support Console that contains some of the I44 Backpacks? The classnames of the items I am atttempting to include follow;

"I44_Backpack_M2flamethrower"
"TK_ALICE_Pack_EP1"
"I44_Bag_M1919A4"
"I44_Bag_Tripod_M2_C"
"I44_Bag_M2Mortar"
"I44_Bag_M2MortarBP"

The Ammo Crate Config portion of the "my_console_setup" that is currently working follows;


mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Ammo", "AT & Explosives","Heavy Weapons Crate"];
mando_airsupport_opt5_action =
{
case "Basic Small Arms":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
};

case "Mortar Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
};
};
};

My coding skills are limited - I typically steal and modify what's already working. If someone knows how I could call a crate with the OA type Backpacks inside I would very much appreciate that help.

Thanks.

Qazdar
Dec 17 2012, 09:04
Guys , i need help with something not related directly to this mod !

I want to influence KH29's trajectory in the vanilla game to give it more agility,i have managed to give it more speed,but what i want is making it find its direction to target (after launch) easily ! any ideas where to start ?

panther42
Dec 18 2012, 07:08
Thanks panther42 it doesn't seem to do it either.

The B17 doesn't explode this time, that's good, but it only just flies to the target and then flies past - no bombs are released at all.

Thank you however for the B52 carpet bombing code - i will incorportate this into my groups modern missions where we have air support.

I did manage to find a bombing script that comes with the addon - I just don't know how to incoporate it into the Mando code. The bombem.sqf code reads as follows;


]//drop bombs by CSJ
_plane = _this select 0;

if (local _plane) then
{
for "_i" from 0 to 7 do
{
_bombL = "500lb" createVehicle [0,0,900];
_bombL attachTo [_plane,[-0.5,2.5,-5]];
sleep 0.1;
detach _bombL;

_bombR = "500lb" createVehicle [0,0,900];
_bombR attachTo [_plane,[0.5,2.5,-5]];
sleep 0.1;
detach _bombR;
sleep 0.3;
};
};[/[/SPOILER]CODE]

If you could provide a suggestion or example of how i would call this script from within the Mando code that would be very much appreciated.

Thanks.


Just insert the bombing code you have that works into the code like this:

[CODE]mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_bombL", "_bombR"];
_plane = _this select 0;
_targetpos = _this select 1;

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1200) && (alive _plane)} do
{
Sleep 1;
};

if ((alive _plane) && (local _plane)) then
{

for "_i" from 0 to 7 do
{
_bombL = "500lb" createVehicle [0,0,900];
_bombL attachTo [_plane,[-0.5,2.5,-5]];
sleep 0.1;
detach _bombL;

_bombR = "500lb" createVehicle [0,0,900];
_bombR attachTo [_plane,[0.5,2.5,-5]];
sleep 0.1;
detach _bombR;
sleep 0.3;
};
};
};

The B-17 I believe is the one from the FEW mod (http://www.armaholic.com/page.php?id=9261). From this post I found, it doesn't seem to be set up correctly:

B-17 (http://forums.bistudio.com/showthread.php?117585-Invasion-1944-v2-5-%28CO%29&p=1905642&viewfull=1#post1905642)

It's an older post, so maybe they have made some changes...

Is that "500lb" valid?

panther42
Dec 19 2012, 02:36
I am hoping that someone in the Community can help me with a problem I am having.

I am attempting to use Mando's Air Support Console as a support tool for my groups I44 missions. So far the ammo crates are spawning and are working with the I44 gear. The only exception to this is the fact that the I44 Backpacks are not considered magz or weap under th Mando code;

they normally can be added to ammo crates via the "this addBackpackCargo" command.

Previously, I had always called these kind of backpack weapons under our group's ACE missions without problem because the ACE versions are considered weapons so I simply included things like portable launchers and mortars and tripods under the "mando_airsupport_weap = " category.

This is not working with the I44 stuff and we do not wish to attempt to integrate ACE with I44.

Does anyone know how I might go about spawning an Ammo Crate under the Mando Air Support Console that contains some of the I44 Backpacks? The classnames of the items I am atttempting to include follow;

"I44_Backpack_M2flamethrower"
"TK_ALICE_Pack_EP1"
"I44_Bag_M1919A4"
"I44_Bag_Tripod_M2_C"
"I44_Bag_M2Mortar"
"I44_Bag_M2MortarBP"

The Ammo Crate Config portion of the "my_console_setup" that is currently working follows;


mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Ammo", "AT & Explosives","Heavy Weapons Crate"];
mando_airsupport_opt5_action =
{
case "Basic Small Arms":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
};

case "Mortar Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
};
};
};

My coding skills are limited - I typically steal and modify what's already working. If someone knows how I could call a crate with the OA type Backpacks inside I would very much appreciate that help.

Thanks.

Theopolus, how are you running MMA? Are you running a server with MMA loaded on it? Does everyone playing need to have the same version? Are you using the .pbo or the script suite?

The reason I ask, is because it would be easy enough to add some code to the existing mando_airsupportdlg.sqf to make a new global variable for adding backpacks to the ammo crates. However, this could cause problems depending on how you are running this...

Theopolus
Dec 19 2012, 04:14
Panther42,

We're all running the MMA and MMA_XEH pbo's.

As well, we have a dedicated server that is running the MMA stuff as well. That being said the only part of MMA that we are using in our I44 game is the air support console, so we could run our I44 game without the pbo's and just call the scripts as needed.

If it makes it easier to not run the pbo's and just add a set of scripts to each mission (the my_console_setup one having been modified to load OA Backpacks) I would be great with that.

Is that what you are suggesting?

I've included the part of the my_console_setup that has to do with configing the crates below;



mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Ammo", "AT & Explosives","Heavy Weapons Crate"];
mando_airsupport_opt5_action =
{
case "Basic Small Arms":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10],[this addBackpackCargoGlobal "TK_ALICE_Pack_EP1", 4]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_M2_flameThrower", 2],this addBackpackCargoGlobal ["I44_Backpack_M2flamethrower", 8],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10],this addBackpackCargoGlobal ["TK_ALICE_Pack_EP1", 4]];
};

case "Mortar Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [this addBackpackCargoGlobal ["I44_Bag_M1919A4", 2],this addBackpackCargoGlobal ["I44_Bag_Tripod_M2_C", 2],this addBackpackCargoGlobal ["I44_Bag_M2Mortar", 2],this addBackpackCargoGlobal ["I44_Bag_M2MortarBP", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10],this addBackpackCargoGlobal ["TK_ALICE_Pack_EP1", 4]];
};
};
};

// End of options setup dialog configuration

---------- Post added at 05:14 ---------- Previous post was at 04:54 ----------


Just insert the bombing code you have that works into the code like this:


mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_bombL", "_bombR"];
_plane = _this select 0;
_targetpos = _this select 1;

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1200) && (alive _plane)} do
{
Sleep 1;
};

if ((alive _plane) && (local _plane)) then
{

for "_i" from 0 to 7 do
{
_bombL = "500lb" createVehicle [0,0,900];
_bombL attachTo [_plane,[-0.5,2.5,-5]];
sleep 0.1;
detach _bombL;

_bombR = "500lb" createVehicle [0,0,900];
_bombR attachTo [_plane,[0.5,2.5,-5]];
sleep 0.1;
detach _bombR;
sleep 0.3;
};
};
};

The B-17 I believe is the one from the FEW mod (http://www.armaholic.com/page.php?id=9261). From this post I found, it doesn't seem to be set up correctly:

B-17 (http://forums.bistudio.com/showthread.php?117585-Invasion-1944-v2-5-%28CO%29&p=1905642&viewfull=1#post1905642)

It's an older post, so maybe they have made some changes...

Is that "500lb" valid?

Thanks Panther,

I gave it a try my code for the carpet bombing now looks like this;


// Carpet bombing custom code global variable for I44_Plane_A_B17_AAF
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_bombL", "_bombR"];
_plane = _this select 0;
_targetpos = _this select 1;

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1200) && (alive _plane)} do
{
Sleep 1;
};

if ((alive _plane) && (local _plane)) then
{

for "_i" from 0 to 7 do
{
_bombL = "Bo_GBU12_LGB" createVehicle [0,0,900];
_bombL attachTo [_plane,[-0.5,2.5,-5]];
sleep 0.1;
detach _bombL;

_bombR = "Bo_GBU12_LGB" createVehicle [0,0,900];
_bombR attachTo [_plane,[0.5,2.5,-5]];
sleep 0.1;
detach _bombR;
sleep 0.3;
};
};
};

the end result is a B17 that flies over the target and then goes home. ; (

I wondered about that classname as well "500lb" so i tried it as well as the bomb listed in the addon config file for the B17 "B17_500lb_bombs" and even the LGB from the stock game - ie. "Bo_GBU12_LGB". In all cases no bombs are spawned and the bomber just flies on by.

I even set up a sample mission with a trigger that just calls the script when the B17 reaches it's area - ie. "B17_1 exec "\CSJ_B17\scripts\bombem.sqf";". That doesn't work either.

I'm beginning to wonder if it's broken.

Any thoughts?

panther42
Dec 19 2012, 04:29
your code for the trigger should be something like this:

null = [B17_1] execVM ...bla bla (your script is .sqf, not .sqs)

If you find the right bomb, the script should work. As I said, I am not familiar with the I44 mod, but am becoming interested after doing some reading... At one point I was a modder(tinkerer really) with Company of Heroes and was into the WW II thing.

I will see if I can find a working bombing script somewhere on these forums. Again, I don't know the working classnames of bombs that work in I44.

I will also post a mando_airsupportdlg.sqf which supports backpacks...

If you use the same carpet bombing code in regular Arma2/OA, and put in a known working bomb, does it work? I just put a new mobo in my computer, and have not installed the game again, so I can't test

Mediafire is not cooperating right now, can't upload the mando_airsupportdlg.sqf...

Try this carpet bombing code:


// Carpet bombing custom code global variable for I44_Plane_A_B17_AAF
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_bombL", "_bombR"];
_plane = _this select 0;
_targetpos = _this select 1;

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1200) && (alive _plane)} do
{
Sleep 1;
};

if (alive _plane) then
{

for "_i" from 0 to 7 do
{
_bombL = "Bo_Mk82" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombL setpos (_plane modelToWorld [-0.5,2.5,-5]);
_bombL setdir getdir _plane;
_bombL setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.2;
_bombR = "Bo_Mk82" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombR setpos (_plane modelToWorld [0.5,2.5,-5]);
_bombR setdir getdir _plane;
_bombR setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.2;
};
};
};

Ok, here's a link to an edited mando_airsupportdlg.sqf:

pack added mando_airsupportdlg.sqf (http://www.mediafire.com/?nwaz8u075njdo95)

The file is named mando_airsupportdlg1.sqf, remove the number 1 from the file name. If this doesn't work right in MP, I may need to change to addBackpackCargoGlobal...

Let me know if this works, again, I have not had time to re-install Arma2/OA after my motherboard decided to die(7 years, I guess I got my monies worth :))

The global variable added is mando_airsupport_pack

Same requirement as far as entering in your console setup: mando_airsupport_pack = array of pairs of [packClassName,quantity] in case you want to add backpack to the default content of ammo boxes.


mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Ammo", "AT & Explosives","Heavy Weapons Crate"];
mando_airsupport_opt5_action =
{
case "Basic Small Arms":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Backpack_M2flamethrower", 2],["I44_Bag_M1919A4", 4],["TK_ALICE_Pack_EP1",4],["I44_Bag_M2Mortar",2]];
};

case "Mortar Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
};
};
};

Theopolus
Dec 21 2012, 19:02
Panther42,

Thanks for all the hard work. I have only just had a chance to try it.

Unfortunately, something isn't working on my end. I setup an "addon-less" verions of the mission using Mando's mission "mma_script_suite.utes" as an example (basically following the instructions in the MMA Readme). I replaced Mando's original "mando_airsupportdlg.sqf" with the modified version you made (removing the '1' to ensure that it would load when called). The unit has a trigger that calls for;


delta_1 addAction ["Air Support console","mando_missiles\mando_bombs\mando_airsupportdlg.sqf"]

I modified the my_console_setup as follows;


mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Ammo", "AT & Explosives","Heavy Weapons Crate"];
mando_airsupport_opt5_action =
{
case "Basic Ammo":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["TK_ALICE_Pack_EP1",4]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_M2_flameThrower", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Backpack_M2flamethrower", 2],["TK_ALICE_Pack_EP1",4]];

};

case "Heavy Weapons Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Bag_M1919A4", 2],["I44_Bag_Tripod_M2_C", 2],["I44_Bag_M2Mortar",2],["I44_Bag_M2MortarBP", 2],["TK_ALICE_Pack_EP1", 4]];
};
};
};

I launch the game without loading the Mando addons (MMA, MMA_XEH) and everything seems to work except when i call for ammo resupply the crates that are provided don't have any of the i44 gear - basically it's not loading the pre-config'd ammo crates in the code above.

Can you see a step that I've missed?

Also, I tried the B17 Carpet Code that you previously provided, it's still not dropping bombs but I've decided to chill on that for a while - read that GNAT is re-doing the planes for I44 and have a feeling that once he's done that, the more traditional Carpet Bombing code that Mando provided may work.

Thanks for all your help and if you can see something that I missed or think of something different to try to make the backpacks work with ammo supply that would be great.

Theopolus

panther42
Dec 21 2012, 19:35
Theopolus, do you have my_console_setup.sqf in your mission folder?

I just run []execVM"my_console_setup.sqf"; in my init file, which has ["MMA Air Support Console", {"Laserdesignator" in weapons player}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf"; at the bottom.
This adds the action automatically to anyone with a "Laserdesignator"

The way you are doing this, I believe you would need the addaction to launch my_console_setup.sqf instead of "mando_missiles\mando_bombs\mando_airsupportdlg.sqf"

What does you complete my_console_setup.sqf look like? Can you post?


I will dig through the files a bit...

On second thought, this should work like you have it as long as []execVM"my_console_setup.sqf"; is in your init.sqf file

Theopolus
Dec 21 2012, 20:56
Panther42,

"my_console_setup" is in the root of my mission.

My complete my_console_setup.sqf follows;


Sleep 1;
//Air Support Console Setup - I44 : USA - Woodland - Full Support
// these lines required to customize Mando Air Support Console
// Init.sqf
mando_support_left_WEST = 16;
mando_support_left_ca_WEST = 8;
mando_support_left_pa_WEST = 8;
mando_support_left_rc_WEST = 8;
mando_support_left_am_WEST = 8;
mando_support_left_ve_WEST = 0;
mando_support_left_re_WEST = 8;
mando_support_left_cp_WEST = 8;
mando_support_left_ev_WEST = 0;
mando_support_left_la_WEST = 0;
mando_support_left_cb_WEST = 8;
mando_airsupport_type = "I44_Plane_A_P38_M64_AAF";
mando_airsupport_type_ca = "I44_Plane_A_P38_HVAR_AAF";
mando_airsupport_type_pa = "I44_Plane_A_C47A_AAF";
mando_airsupport_type_pal = "";
mando_airsupport_type_rc = "I44_Plane_A_P51D_AAF";
mando_airsupport_type_ev = "";
mando_airsupport_type_am = "I44_Plane_A_C47A_AAF";
mando_airsupport_type_ve = "";
mando_airsupport_type_cp = "I44_Plane_A_P51D_AAF";
mando_airsupport_type_la = "";
mando_airsupport_type_cb = "I44_Plane_A_B17_AAF";
mando_airsupport_max_cas = 3;

mando_reco_cam_pos = [0,3,-2];
mando_airsupport_cmissile = ship1;

mando_airsupport_armedrec = false;
mando_airsupport_armedrec_man = false; // Set it to true for manual guidance for missiles fired from armed reco planes
mando_airsupport_armedrec_max = 16;
mando_airsupport_bomb_altmax = 1000;
mando_ingress_dir = 45;
mando_airsupport_bomb_alt = 150;
mando_airsupport_cmissile_pos = [0,-4, 1];
mando_airsupport_cmissile_alt = 300;

mando_airsupport_jump = true; // reinforcements and airborne assault will land and disembark instead of jump from chopper.

mando_support_no_cas = false;
mando_support_no_br = false;
mando_support_no_ff = false;
mando_support_no_sa = true;
mando_support_no_gs = false;
mando_support_no_ab = false;
mando_support_no_cm = true;
mando_support_no_sat = true;
mando_support_no_rc = false;
mando_support_no_ev = true;
mando_support_no_la = true;
mando_support_no_am = false;
mando_support_no_ve = true;
mando_support_no_re = false;
mando_support_no_cp = false;
mando_support_no_cb = false;

// Info text displayed in the setup / info dialog (this is an structured text)
mando_airsupport_info = "Mission info: <br />Tray altitude between 190m, and 250m for air strikes.<br /><br /><t color='#ff0000'>Objetive:</t><br />Air support will be limited in AO<br />Some ammo resupply is available as well as reinforcements (all the setup is into init.sqf script).<br /><t color='#ffAA00'></t><br /><br />Note that the options you see below are fully customizable using globals (same as this text block), check online help for more info.";

// Setup dialog options 1, 2, 3, 4 and 5 dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "Gunships Support Type";
mando_airsupport_opt1_array = ["I44_P47A", "I44_Plane_A_P38_HVAR_AAF"];
mando_airsupport_opt1_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_ca = _item;
};

mando_airsupport_opt2_text = "Airborne Assault Options";
mando_airsupport_opt2_array = ["Fire Team", "Anti Tank Team","Commandos"];
mando_airsupport_opt2_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Fire Team":
{
mando_support_infantrytype = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1919A4","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Anti Tank Team":
{
mando_support_infantrytype = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Commandos":
{
mando_support_infantrytype = ["I44_Man_B_Army_Commando_CO_StenMk2S", "I44_Man_B_Army_Commando_NCO_StenMk2S", "I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S"];
};
};
};

mando_airsupport_opt3_text = "Reinforcement Options";
mando_airsupport_opt3_array = ["Fire Team", "Anti Tank Team","Commandos"];
mando_airsupport_opt3_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Fire Team":
{
mando_support_infantrytype_re = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1919A4","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Anti Tank Team":
{
mando_support_infantrytype_re = ["I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Commandos":
{
mando_support_infantrytype_re = ["I44_Man_B_Army_Commando_NCO_StenMk2S", "I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S"];
};
};
};

mando_airsupport_opt4_text = "No Vehicle Supply";
mando_airsupport_opt4_array = ["","","",""];
mando_airsupport_opt4_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_vehicle = _item;
};

mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Ammo", "AT & Explosives","Heavy Weapons Crate"];
mando_airsupport_opt5_action =
{
case "Basic Small Arms":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["TK_ALICE_Pack_EP1",4]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_M2_flameThrower", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Backpack_M2flamethrower", 2],["TK_ALICE_Pack_EP1",4]];

};

case "Mortar Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Bag_M1919A4", 2],["I44_Bag_Tripod_M2_C", 2],["I44_Bag_M2Mortar",2],["I44_Bag_M2MortarBP", 2],["TK_ALICE_Pack_EP1", 4]];
};
};
};

// Carpet bombing custom code global variable for I44_Plane_A_B17_AAF
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_bombL", "_bombR"];
_plane = _this select 0;
_targetpos = _this select 1;

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1200) && (alive _plane)} do
{
Sleep 1;
};

if (alive _plane) then
{

for "_i" from 0 to 7 do
{
_bombL = "Bo_Mk82" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombL setpos (_plane modelToWorld [-0.5,2.5,-5]);
_bombL setdir getdir _plane;
_bombL setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.2;
_bombR = "Bo_Mk82" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombR setpos (_plane modelToWorld [0.5,2.5,-5]);
_bombR setdir getdir _plane;
_bombR setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.2;
};
};
};

// End of options setup dialog configuration


["MMA Air Support Console", {(typeOf vehicle player == "LAV25_HQ") && (player == driver vehicle player)}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf";

Ok, I just got my head around it - the way you're doing it would mean that if a player had some item - like say the Radio Backpack from I44 "I44_Bag_ABRadio" that I could set up the Init file so that that player would automatically have the Air Support Console option added to the menu.

What would I have to do to have the command look for the Backpack rather than a weapon?

Theopolus.

panther42
Dec 21 2012, 21:02
maybe try:

["MMA Air Support Console", {unitBackpack player == "I44_Bag_ABRadio"}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";


for whatever reason, this forum is separating the s and q in .sqf...

just make sure []execVM"my_console_setup.sqf"; is in your init.sqf file

uhg...ok try this:

["MMA Air Support Console", {typeOf unitBackpack player == "I44_Bag_ABRadio"}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";

So your my_console_setup.sqf would look like this:


Sleep 1;
//Air Support Console Setup - I44 : USA - Woodland - Full Support
// these lines required to customize Mando Air Support Console
// Init.sqf
mando_support_left_WEST = 16;
mando_support_left_ca_WEST = 8;
mando_support_left_pa_WEST = 8;
mando_support_left_rc_WEST = 8;
mando_support_left_am_WEST = 8;
mando_support_left_ve_WEST = 0;
mando_support_left_re_WEST = 8;
mando_support_left_cp_WEST = 8;
mando_support_left_ev_WEST = 0;
mando_support_left_la_WEST = 0;
mando_support_left_cb_WEST = 8;
mando_airsupport_type = "I44_Plane_A_P38_M64_AAF";
mando_airsupport_type_ca = "I44_Plane_A_P38_HVAR_AAF";
mando_airsupport_type_pa = "I44_Plane_A_C47A_AAF";
mando_airsupport_type_pal = "";
mando_airsupport_type_rc = "I44_Plane_A_P51D_AAF";
mando_airsupport_type_ev = "";
mando_airsupport_type_am = "I44_Plane_A_C47A_AAF";
mando_airsupport_type_ve = "";
mando_airsupport_type_cp = "I44_Plane_A_P51D_AAF";
mando_airsupport_type_la = "";
mando_airsupport_type_cb = "I44_Plane_A_B17_AAF";
mando_airsupport_max_cas = 3;

mando_reco_cam_pos = [0,3,-2];
mando_airsupport_cmissile = ship1;

mando_airsupport_armedrec = false;
mando_airsupport_armedrec_man = false; // Set it to true for manual guidance for missiles fired from armed reco planes
mando_airsupport_armedrec_max = 16;
mando_airsupport_bomb_altmax = 1000;
mando_ingress_dir = 45;
mando_airsupport_bomb_alt = 150;
mando_airsupport_cmissile_pos = [0,-4, 1];
mando_airsupport_cmissile_alt = 300;

mando_airsupport_jump = true; // reinforcements and airborne assault will land and disembark instead of jump from chopper.

mando_support_no_cas = false;
mando_support_no_br = false;
mando_support_no_ff = false;
mando_support_no_sa = true;
mando_support_no_gs = false;
mando_support_no_ab = false;
mando_support_no_cm = true;
mando_support_no_sat = true;
mando_support_no_rc = false;
mando_support_no_ev = true;
mando_support_no_la = true;
mando_support_no_am = false;
mando_support_no_ve = true;
mando_support_no_re = false;
mando_support_no_cp = false;
mando_support_no_cb = false;

// Info text displayed in the setup / info dialog (this is an structured text)
mando_airsupport_info = "Mission info: <br />Tray altitude between 190m, and 250m for air strikes.<br /><br /><t color='#ff0000'>Objetive:</t><br />Air support will be limited in AO<br />Some ammo resupply is available as well as reinforcements (all the setup is into init.sqf script).<br /><t color='#ffAA00'></t><br /><br />Note that the options you see below are fully customizable using globals (same as this text block), check online help for more info.";

// Setup dialog options 1, 2, 3, 4 and 5 dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "Gunships Support Type";
mando_airsupport_opt1_array = ["I44_P47A", "I44_Plane_A_P38_HVAR_AAF"];
mando_airsupport_opt1_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_ca = _item;
};

mando_airsupport_opt2_text = "Airborne Assault Options";
mando_airsupport_opt2_array = ["Fire Team", "Anti Tank Team","Commandos"];
mando_airsupport_opt2_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Fire Team":
{
mando_support_infantrytype = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1919A4","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Anti Tank Team":
{
mando_support_infantrytype = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Commandos":
{
mando_support_infantrytype = ["I44_Man_B_Army_Commando_CO_StenMk2S", "I44_Man_B_Army_Commando_NCO_StenMk2S", "I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S"];
};
};
};

mando_airsupport_opt3_text = "Reinforcement Options";
mando_airsupport_opt3_array = ["Fire Team", "Anti Tank Team","Commandos"];
mando_airsupport_opt3_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Fire Team":
{
mando_support_infantrytype_re = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1919A4","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Anti Tank Team":
{
mando_support_infantrytype_re = ["I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Commandos":
{
mando_support_infantrytype_re = ["I44_Man_B_Army_Commando_NCO_StenMk2S", "I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S"];
};
};
};

mando_airsupport_opt4_text = "No Vehicle Supply";
mando_airsupport_opt4_array = ["","","",""];
mando_airsupport_opt4_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_vehicle = _item;
};

mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Ammo", "AT & Explosives","Heavy Weapons Crate"];
mando_airsupport_opt5_action =
{
case "Basic Small Arms":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["TK_ALICE_Pack_EP1",4]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_M2_flameThrower", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Backpack_M2flamethrower", 2],["TK_ALICE_Pack_EP1",4]];

};

case "Mortar Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Bag_M1919A4", 2],["I44_Bag_Tripod_M2_C", 2],["I44_Bag_M2Mortar",2],["I44_Bag_M2MortarBP", 2],["TK_ALICE_Pack_EP1", 4]];
};
};
};

// Carpet bombing custom code global variable for I44_Plane_A_B17_AAF
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_bombL", "_bombR"];
_plane = _this select 0;
_targetpos = _this select 1;

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1200) && (alive _plane)} do
{
Sleep 1;
};

if (alive _plane) then
{

for "_i" from 0 to 7 do
{
_bombL = "Bo_Mk82" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombL setpos (_plane modelToWorld [-0.5,2.5,-5]);
_bombL setdir getdir _plane;
_bombL setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.2;
_bombR = "Bo_Mk82" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombR setpos (_plane modelToWorld [0.5,2.5,-5]);
_bombR setdir getdir _plane;
_bombR setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.2;
};
};
};

// End of options setup dialog configuration


["MMA Air Support Console", {typeOf unitBackpack player == "I44_Bag_ABRadio"}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";

Theopolus
Dec 23 2012, 05:49
Panther42,

Thanks again, but I don't seem able to generate crates with backpacks in them. As well, I tried assigning Air Support Console based on having the I44 Radio Backpack;


["MMA Air Support Console", {typeOf unitBackpack player == "I44_Bag_ABRadio"}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf";

... no joy.

I'm pretty confident about the backpack name - using Riouken's Selectable Load Out (RSLO) to build loadouts so it provides a clear listing of unit gear and classnames.

Wondered if "Backpack" should actually be "oaBackpack" but wasn't sure, so I didn't change anything.

Crates still spawn with default gear (all the i44 stuff gets removed if there is anomalous code in the setup) - no backpack or backpack weapons are in the crates of modern gear.

Once you get your own machine up and running, you can have a try if you want. Thanks for all the suggestions and if I can somehow figure it out, I will post my resolution.

Theopolus.

panther42
Dec 23 2012, 17:54
I should have caught on to this earlier, but since this is a total conversion mod, I'm thinking you either need to try:

A. entering all the default parameters in my_console_setup, especially mando_airsupport_type_ambox for the I44 classname.

Pick one...
US Army Ammo Crates
-------------------

I44_AmmoBox_A -American Ammo Box
I44_AmmoBox_A_H -American Heavy Weapon Ammo Box
I44_WeaponBox_A -American Weapon Box
I44_WeaponBox_A_H -American Heavy Weapon Box
I44_AmmoBox_A_MP -American Multiplayer Ammo/Weapon Box

US Airborne Ammo Crates
-----------------------

I44_AmmoBox_AB -American Airborne Ammo Box
I44_AmmoBox_AB_H -American Airborne Heavy Weapon Ammo Box
I44_WeaponBox_AB -American Airborne Weapon Box
I44_WeaponBox_AB_H -American Airborne Heavy Weapon Box
I44_AmmoBox_AB_MP -American Airborne Multiplayer Ammo/Weapon Box

British Army Ammo Crates
------------------------

I44_AmmoBox_B -British Ammo Box
I44_AmmoBox_B_H -British Heavy Weapon Ammo Box
I44_WeaponBox_B -British Weapon Box
I44_WeaponBox_B_H -British Heavy Weapon Box
I44_AmmoBox_B_MP -British Multiplayer Ammo/Weapon Box

German Army Ammo Crates
-----------------------

I44_AmmoBox_G -German Ammo Box
I44_AmmoBox_G_H -German Heavy Weapon Ammo Box
I44_WeaponBox_G -German Weapon Box
I44_WeaponBox_G_H -German Heavy Weapon Box
I44_AmmoBox_G_MP -German Multiplayer Ammo/Weapon Box

Fallschirmjäger Ammo Crates
-----------------------

I44_AmmoBox_FJ -Fallschirmjäger Ammo Box
I44_AmmoBox_FJ_H -Fallschirmjäger Heavy Weapon Ammo Box
I44_WeaponBox_FJ -Fallschirmjäger Weapon Box
I44_WeaponBox_FJ_H -Fallschirmjäger Heavy Weapon Box
I44_AmmoBox_FJ_MP -Fallschirmjäger Multiplayer Ammo/Weapon Box


If you don't do this, the default ammo box is used, which is USBasicWeaponsBox for West, LocalBasicWeaponsBox for resistance, and RUBasicWeaponsBox for East. These may not work in I44

B. The whole mando_airsupport_dlg may need to be changed to reference the class names of the I44 mod for defaults.

I will download and start playing around with I44 and MMA

Do you know what the sides (http://community.bistudio.com/wiki/Side) are in I44? Also, isn't it kinda odd to have an ASC for WWII era stuff?

panther42
Dec 23 2012, 21:03
Theopolus, you were missing part of your code for the ammo crates. I have highlighted in the spoiler(red).

Seems to work fine for me...Testing more options now


mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Small Arms", "AT & Explosives","Mortar Crate"];
mando_airsupport_opt5_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Basic Small Arms":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["TK_ALICE_Pack_EP1",4]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_M2_flameThrower", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Backpack_M2flamethrower", 2],["TK_ALICE_Pack_EP1",4]];

};

case "Mortar Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Bag_M1919A4", 2],["I44_Bag_Tripod_M2_C", 2],["I44_Bag_M2Mortar",2],["I44_Bag_M2MortarBP", 2],["TK_ALICE_Pack_EP1", 4]];
};
};
};

Still very new to I44, I got the flamethrower out of the ammo crate, but have no clue how to use it...:D

oh yeah, and you have to make the names the same for the options as in the array... I have fixed above in blue

Those planes sure are quiet...couldn't hear him til he was right above me

Theopolus
Dec 23 2012, 21:23
I will try your suggestions and get back to you if I have some success.

The sides (factions for I44) are listed as;

I44_G_WL
I44_G_WH
I44_G_SS
I44_G_SS_WINTER

I44_A_ARMY
I44_A_ARMY_WINTER
I44_A_AAF

I44_B_ARMY
I44_B_ARMY_WINTER
I44_B_RAF


Also, isn't it kinda odd to have an ASC for WWII era stuff?

I agree - we've limited our Air Support to be stuff that was possible in WWII - ie. no laser, no SADARM, etc. Primarily we will be using it to deliver ammo and troops on site.

panther42
Dec 23 2012, 21:30
Give it a try, works fine for me on all three options.

Now to work on that bombing code...

And, we could add more radio backpacks to the list if you need. Right now, you have to be an airborne radioman to get ASC access. We could add the other radiomen if you want.

This carpet bombing code works pretty good. Give it a try:


// Carpet bombing custom code global variable for I44_Plane_A_B17_AAF
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_bombL", "_bombR"];
_plane = _this select 0;
_targetpos = _this select 1;

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 500) && (alive _plane)} do
{
Sleep 1;
};

if (alive _plane) then
{

for "_i" from 0 to 7 do
{
_bombL = "I44_Bomb_SC250" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombL setpos (_plane modelToWorld [-0.5,2.5,-5]);
_bombL setdir getdir _plane;
_bombL setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.5;
_bombR = "I44_Bomb_SC250" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombR setpos (_plane modelToWorld [0.5,2.5,-5]);
_bombR setdir getdir _plane;
_bombR setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.5;
};
};
};

I decreased the distance to target position to 500 since these aircraft fly a lot slower than the jets. Also, set your ingress min alt in the ASC to 200 - 250.

If you want them to fly higher, you'll have to adjust the distance to target, and the ingress min alt in the ASC until you find what you like

Theopolus
Dec 23 2012, 21:53
Just had a go myself and yes, it works perfectly.

Thanks so much.

I'm posting my final "my_console_setup" here as well as a link to your modified "mando_airsupportdlg.sqf" here http://www.mediafire.com/?nwaz8u075njdo95 for easy reference for anyone following this thread;



Sleep 1;
//Air Support Console Setup - I44 : USA - Woodland - Full Support
// these lines required to customize Mando Air Support Console
// Init.sqf
mando_support_left_WEST = 16;
mando_support_left_ca_WEST = 8;
mando_support_left_pa_WEST = 8;
mando_support_left_rc_WEST = 8;
mando_support_left_am_WEST = 8;
mando_support_left_ve_WEST = 0;
mando_support_left_re_WEST = 8;
mando_support_left_cp_WEST = 8;
mando_support_left_ev_WEST = 0;
mando_support_left_la_WEST = 0;
mando_support_left_cb_WEST = 8;
mando_airsupport_type = "I44_Plane_A_P38_M64_AAF";
mando_airsupport_type_ca = "I44_Plane_A_P38_HVAR_AAF";
mando_airsupport_type_pa = "I44_Plane_A_C47A_AAF";
mando_airsupport_type_pal = "";
mando_airsupport_type_rc = "I44_Plane_A_P51D_AAF";
mando_airsupport_type_ev = "";
mando_airsupport_type_am = "I44_Plane_A_C47A_AAF";
mando_airsupport_type_ve = "";
mando_airsupport_type_cp = "I44_Plane_A_P51D_AAF";
mando_airsupport_type_la = "";
mando_airsupport_type_cb = "I44_Plane_A_B17_AAF";
mando_airsupport_max_cas = 3;

mando_reco_cam_pos = [0,3,-2];
mando_airsupport_cmissile = ship1;

mando_airsupport_armedrec = false;
mando_airsupport_armedrec_man = false; // Set it to true for manual guidance for missiles fired from armed reco planes
mando_airsupport_armedrec_max = 16;
mando_airsupport_bomb_altmax = 1000;
mando_ingress_dir = 45;
mando_airsupport_bomb_alt = 150;
mando_airsupport_cmissile_pos = [0,-4, 1];
mando_airsupport_cmissile_alt = 300;

mando_airsupport_jump = true; // reinforcements and airborne assault will land and disembark instead of jump from chopper.

mando_support_no_cas = false;
mando_support_no_br = false;
mando_support_no_ff = false;
mando_support_no_sa = true;
mando_support_no_gs = false;
mando_support_no_ab = false;
mando_support_no_cm = true;
mando_support_no_sat = true;
mando_support_no_rc = false;
mando_support_no_ev = true;
mando_support_no_la = true;
mando_support_no_am = false;
mando_support_no_ve = true;
mando_support_no_re = false;
mando_support_no_cp = false;
mando_support_no_cb = false;

// Info text displayed in the setup / info dialog (this is an structured text)
mando_airsupport_info = "Mission info: <br />Tray altitude between 190m, and 250m for air strikes.<br /><br /><t color='#ff0000'>Objetive:</t><br />Air support will be limited in AO<br />Some ammo resupply is available as well as reinforcements (all the setup is into init.sqf script).<br /><t color='#ffAA00'></t><br /><br />Note that the options you see below are fully customizable using globals (same as this text block), check online help for more info.";

// Setup dialog options 1, 2, 3, 4 and 5 dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "Gunships Support Type";
mando_airsupport_opt1_array = ["I44_P47A", "I44_Plane_A_P38_HVAR_AAF"];
mando_airsupport_opt1_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_ca = _item;
};

mando_airsupport_opt2_text = "Airborne Assault Options";
mando_airsupport_opt2_array = ["Fire Team", "Anti Tank Team","Commandos"];
mando_airsupport_opt2_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Fire Team":
{
mando_support_infantrytype = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1919A4","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Anti Tank Team":
{
mando_support_infantrytype = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Commandos":
{
mando_support_infantrytype = ["I44_Man_B_Army_Commando_CO_StenMk2S", "I44_Man_B_Army_Commando_NCO_StenMk2S", "I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S"];
};
};
};

mando_airsupport_opt3_text = "Reinforcement Options";
mando_airsupport_opt3_array = ["Fire Team", "Anti Tank Team","Commandos"];
mando_airsupport_opt3_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Fire Team":
{
mando_support_infantrytype_re = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1919A4","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Anti Tank Team":
{
mando_support_infantrytype_re = ["I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Commandos":
{
mando_support_infantrytype_re = ["I44_Man_B_Army_Commando_NCO_StenMk2S", "I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S"];
};
};
};

mando_airsupport_opt4_text = "No Vehicle Supply";
mando_airsupport_opt4_array = ["","","",""];
mando_airsupport_opt4_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_vehicle = _item;
};

mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Small Arms", "AT & Explosives","Mortar Crate"];
mando_airsupport_opt5_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Basic Small Arms":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Bag_ABRadio",2],["TK_ALICE_Pack_EP1",4]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_M2_flameThrower", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Backpack_M2flamethrower", 2],["I44_Bag_ABRadio",2],["TK_ALICE_Pack_EP1",4]];

};

case "Mortar Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Bag_M1919A4", 2],["I44_Bag_Tripod_M2_C", 2],["I44_Bag_M2Mortar",2],["I44_Bag_M2MortarBP", 2],["I44_Bag_ABRadio",2],["TK_ALICE_Pack_EP1", 4]];
};
};
};
// Carpet bombing custom code global variable for I44_Plane_A_B17_AAF
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_bombL", "_bombR"];
_plane = _this select 0;
_targetpos = _this select 1;

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 500) && (alive _plane)} do
{
Sleep 1;
};

if (alive _plane) then
{

for "_i" from 0 to 7 do
{
_bombL = "I44_Bomb_SC250" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombL setpos (_plane modelToWorld [-0.5,2.5,-5]);
_bombL setdir getdir _plane;
_bombL setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.5;
_bombR = "I44_Bomb_SC250" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombR setpos (_plane modelToWorld [0.5,2.5,-5]);
_bombR setdir getdir _plane;
_bombR setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.5;
};
};
};

// End of options setup dialog configuration

// End of options setup dialog configuration


["MMA Air Support Console", {typeOf unitBackpack player == "I44_Bag_ABRadio"||typeOf unitBackpack player =="I44_Bag_ARadio"||typeOf unitBackpack player =="I44_Bag_BRadio"}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf";


And yes, it would be great to add other radio backpacks to provide ASC to players. Would that be something like this?


{typeOf unitBackpack player == "I44_Bag_ABRadio"|""I44_Bag_ARadio"|""I44_Bag_BRadio"}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf";

Once again, thank you very much, this will add a great element to our gaming.

panther42
Dec 23 2012, 22:06
make sure you change the bomb type in the carpet bombing code to what I posted. Maybe you missed my edit. See prior post as target distance was also changed. When I tried the "Bo_Mk82", it didn't work.

Adding more Radio backpack types:


["MMA Air Support Console", {typeOf unitBackpack player == "I44_Bag_ABRadio"||typeOf unitBackpack player =="I44_Bag_ARadio"||typeOf unitBackpack player =="I44_Bag_BRadio"}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf";

Here's the entire my_console_setup.sqf I'm using:


Sleep 1;
//Air Support Console Setup - I44 : USA - Woodland - Full Support
// these lines required to customize Mando Air Support Console
// Init.sqf
mando_support_left_WEST = 16;
mando_support_left_ca_WEST = 8;
mando_support_left_pa_WEST = 8;
mando_support_left_rc_WEST = 8;
mando_support_left_am_WEST = 8;
mando_support_left_ve_WEST = 0;
mando_support_left_re_WEST = 8;
mando_support_left_cp_WEST = 8;
mando_support_left_ev_WEST = 0;
mando_support_left_la_WEST = 0;
mando_support_left_cb_WEST = 8;
mando_airsupport_type = "I44_Plane_A_P38_M64_AAF";
mando_airsupport_type_ca = "I44_Plane_A_P38_HVAR_AAF";
mando_airsupport_type_pa = "I44_Plane_A_C47A_AAF";
mando_airsupport_type_pal = "";
mando_airsupport_type_rc = "I44_Plane_A_P51D_AAF";
mando_airsupport_type_ev = "";
mando_airsupport_type_am = "I44_Plane_A_C47A_AAF";
mando_airsupport_type_ve = "";
mando_airsupport_type_cp = "I44_Plane_A_P51D_AAF";
mando_airsupport_type_la = "";
mando_airsupport_type_cb = "I44_Plane_A_B17_AAF";
mando_support_infantrytype = ["I44_Man_A_Army_AB_NCO_M1Garand", "I44_Man_A_Army_AB_RTO_M1A1Carbine", "I44_Man_A_Army_AB_Sniper_M1903A4", "I44_Man_A_Army_AB_M1918A2", "I44_Man_A_Army_AB_M1918A2", "I44_Man_A_Army_AB_Medic", "I44_Man_A_Army_AB_M1A1Bazooka", "I44_Man_A_Army_AB_ATCrew_M3"]; //Array defining soldier classes for airborne assaults.
mando_support_infantrytype_re = ["I44_Man_A_Army_AB_NCO_M1Garand", "I44_Man_A_Army_AB_RTO_M1A1Carbine", "I44_Man_A_Army_AB_Sniper_M1903A4", "I44_Man_A_Army_AB_M1918A2", "I44_Man_A_Army_AB_M1918A2", "I44_Man_A_Army_AB_Medic", "I44_Man_A_Army_AB_M1A1Bazooka", "I44_Man_A_Army_AB_ATCrew_M3"]; //Array defining soldier classes for reinforcements missions.
mando_airsupport_max_cas = 3;

mando_reco_cam_pos = [0,3,-2];


mando_airsupport_armedrec = false;
mando_airsupport_armedrec_man = false; // Set it to true for manual guidance for missiles fired from armed reco planes
mando_airsupport_armedrec_max = 16;
mando_airsupport_bomb_altmax = 1000;
mando_ingress_dir = 45;
mando_airsupport_bomb_alt = 150;


mando_airsupport_jump = true; // reinforcements and airborne assault will land and disembark instead of jump from chopper.

mando_support_no_cas = false;
mando_support_no_br = false;
mando_support_no_ff = false;
mando_support_no_sa = true;
mando_support_no_gs = false;
mando_support_no_ab = false;
mando_support_no_cm = true;
mando_support_no_sat = true;
mando_support_no_rc = false;
mando_support_no_ev = true;
mando_support_no_la = true;
mando_support_no_am = false;
mando_support_no_ve = true;
mando_support_no_re = false;
mando_support_no_cp = false;
mando_support_no_cb = false;

// Info text displayed in the setup / info dialog (this is an structured text)
mando_airsupport_info = "Mission info: <br />Tray altitude between 190m, and 250m for air strikes.<br /><br /><t color='#ff0000'>Objetive:</t><br />Air support will be limited in AO<br />Some ammo resupply is available as well as reinforcements (all the setup is into init.sqf script).<br /><t color='#ffAA00'></t><br /><br />Note that the options you see below are fully customizable using globals (same as this text block), check online help for more info.";

// Setup dialog options 1, 2, 3, 4 and 5 dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "Gunships Support Type";
mando_airsupport_opt1_array = ["I44_P47A", "I44_Plane_A_P38_HVAR_AAF"];
mando_airsupport_opt1_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_ca = _item;
};

mando_airsupport_opt2_text = "Airborne Assault Options";
mando_airsupport_opt2_array = ["Fire Team", "Anti Tank Team","Commandos"];
mando_airsupport_opt2_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Fire Team":
{
mando_support_infantrytype = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1919A4","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Anti Tank Team":
{
mando_support_infantrytype = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Commandos":
{
mando_support_infantrytype = ["I44_Man_B_Army_Commando_CO_StenMk2S", "I44_Man_B_Army_Commando_NCO_StenMk2S", "I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S"];
};
};
};

mando_airsupport_opt3_text = "Reinforcement Options";
mando_airsupport_opt3_array = ["Fire Team", "Anti Tank Team","Commandos"];
mando_airsupport_opt3_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Fire Team":
{
mando_support_infantrytype_re = ["I44_Man_A_Army_AB_82_CO_M1A1Carbine", "I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1919A4","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_GunCrew_M1A1Carbine","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Anti Tank Team":
{
mando_support_infantrytype_re = ["I44_Man_A_Army_AB_82_NCO_M1A1Thompson", "I44_Man_A_Army_AB_82_Medic","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1A1Bazooka","I44_Man_A_Army_AB_82_ATCrew_M3","I44_Man_A_Army_AB_82_M1Garand_M7","I44_Man_A_Army_AB_82_RTO_M1A1Carbine"];
};

case "Commandos":
{
mando_support_infantrytype_re = ["I44_Man_B_Army_Commando_NCO_StenMk2S", "I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_DeLisle","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S","I44_Man_B_Army_Commando_StenMk2S"];
};
};
};

mando_airsupport_opt4_text = "No Vehicle Supply";
mando_airsupport_opt4_array = ["","","",""];
mando_airsupport_opt4_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_vehicle = _item;
};

mando_airsupport_opt5_text = "Ammo Supply Options";
mando_airsupport_opt5_array = ["Basic Small Arms", "AT & Explosives","Mortar Crate"];
mando_airsupport_opt5_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Basic Small Arms":
{
mando_airsupport_magz = [["I44_20rd_762x63_Mix_M1918", 20],["I44_20rd_762x63_Tracer_M1918", 20],["I44_20rd_762x63_Ball_M1918", 20],["I44_20rd_762x63_AP_M1918", 20],["I44_50rd_762x63_Mix_M1919", 20],["I44_50rd_762x63_Tracer_M1919", 20],["I44_50rd_762x63_Ball_M1919", 20],["I44_50rd_762x63_AP_M1919", 20],["I44_7rd_1143x23_Ball_M1911", 20],["I44_15rd_762x33_Mix_M1Carbine", 20],["I44_15rd_762x33_Tracer_M1Carbine", 20],["I44_15rd_762x33_Ball_M1Carbine", 20],["I44_8rd_762x63_Mix_M1Garand", 20],["I44_8rd_762x63_Tracer_M1Garand", 20],["I44_8rd_762x63_Ball_M1Garand", 20],["I44_8rd_762x63_AP_M1Garand", 20],["I44_5rd_762x63_Mix_M1903", 20],["I44_5rd_762x63_Tracer_M1903", 20],["I44_5rd_762x63_Ball_M1903", 20],["I44_5rd_762x63_AP_M1903", 20],["I44_4xM19_12ga_00Buckshot_M37", 20],["I44_30rd_1143x23_Mix_M1A1Thompson", 20],["I44_30rd_1143x23_Tracer_M1A1Thompson", 20],["I44_30rd_1143x23_Ball_M1A1Thompson", 20],["I44_30rd_1143x23_Mix_M3Greasegun", 20],["I44_30rd_1143x23_Tracer_M3Greasegun", 20],["I44_30rd_1143x23_Ball_M3Greasegun", 20],["I44_RifleGrenade_M1Mk2", 20],["I44_RifleGrenade_SignalM17A1", 20],["I44_RifleGrenade_M17", 20],["I44_RifleGrenade_M9A1", 20],["I44_RifleGrenade_M1Mk2_M1903", 20],["I44_RifleGrenade_SignalM17A1_M1903", 20],["I44_RifleGrenade_M17_M1903", 20],["I44_HandGrenade_No82", 20],["I44_HandGrenade_Mk2", 20],["I44_HandGrenade_No36M", 20],["I44_SmokeGrenade_ANM8", 20],["I44_SmokeGrenade_M18Red", 20],["I44_SmokeGrenade_M18Green", 20],["I44_SmokeGrenade_M18Violet", 20],["I44_SmokeGrenade_M18Yellow", 20]];
mando_airsupport_weap = [["I44_M1911A1", 4],["I44_M1Garand_M7", 2],["I44_M1A1Thompson", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["TK_ALICE_Pack_EP1",4]];
};

case "AT & Explosives":
{
mando_airsupport_magz = [["I44_Rocket_60mm_M6A1_M1A1Bazooka", 10],["I44_m2_flamethrower_mag", 2],["I44_Mine_AT_M1", 20],["I44_Mine_AT_GrenadeNo75", 10],["I44_Item_M37DemoKit", 10],["I44_Item_M37DemoKitHalf", 10],["I44_Item_M2DemoCharge", 20],["I44_Item_M1A1Bangalore", 10],["I44_throwable_M37", 10],["I44_throwable_M2", 10]];
mando_airsupport_weap = [["I44_M1A1Bazooka", 2],["I44_M2_flameThrower", 2],["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Backpack_M2flamethrower", 2],["TK_ALICE_Pack_EP1",4]];

};

case "Mortar Crate":
{
mando_airsupport_magz = [["I44_250rd_762x63_Mix_M1919_mounted", 8],["I44_Shell_60L12_M302", 10],["I44_Shell_60L12_M49A2", 40],["I44_Shell_60L12_M83A1", 10]];
mando_airsupport_weap = [["I44_Binocular_M3", 4],["I44_MedpackLarge", 20],["I44_MedpackSmall", 10]];
mando_airsupport_pack = [["I44_Bag_M1919A4", 2],["I44_Bag_Tripod_M2_C", 2],["I44_Bag_M2Mortar",2],["I44_Bag_M2MortarBP", 2],["TK_ALICE_Pack_EP1", 4]];
};
};
};

// Carpet bombing custom code global variable for I44_Plane_A_B17_AAF
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_bombL", "_bombR"];
_plane = _this select 0;
_targetpos = _this select 1;

while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 500) && (alive _plane)} do
{
Sleep 1;
};

if (alive _plane) then
{

for "_i" from 0 to 7 do
{
_bombL = "I44_Bomb_SC250" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombL setpos (_plane modelToWorld [-0.5,2.5,-5]);
_bombL setdir getdir _plane;
_bombL setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.5;
_bombR = "I44_Bomb_SC250" createvehicle [getpos _plane select 0,getpos _plane select 1,3000]; //make the bomb
_bombR setpos (_plane modelToWorld [0.5,2.5,-5]);
_bombR setdir getdir _plane;
_bombR setVelocity [((velocity _plane) select 0)/3, ((velocity _plane) select 1)/3,-30];
sleep 0.5;
};
};
};

// End of options setup dialog configuration


["MMA Air Support Console", {typeOf unitBackpack player == "I44_Bag_ABRadio"||typeOf unitBackpack player =="I44_Bag_ARadio"||typeOf unitBackpack player =="I44_Bag_BRadio"}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf";

you'll want to add/change the mando_support_infantrytype, and mando_support_infantrytype_re in your console setup. If you don't, you'll get a bunch of modern day marines running around if you use the AB or RE button on the console :butbut:

I'm going to make a new mando_airsupport_dlg.sqf with proper defaults for I44 just for the heck of it...

Edited my_console_setup.sqf to include default units for mando_support_infantrytype and mando_support_infantrytype_re

Theopolus
Dec 23 2012, 23:46
Panther42,

Thanks so much again. I ammended my previous "my_console_setup" to inlcude both the correcte CB component as well as the expanded radio backpack list.

Glad to see your new MB arrived and you are able to play again.

Great job on the backpacks and the carpet bombing script. Thanks again.

Theopolus.

franko1932
Dec 28 2012, 19:54
I am not sure what I did/did not do but I am trying to run the carrier operations for SP, and when I start up the game Mando Missles does not appear to be working for me. I have downloaded the @<hidden> but when I go in to see my key bindings, they are not to be found. Can anyone help me with this or does it sound familiar to anyone?

panther42
Dec 29 2012, 01:19
I am not sure what I did/did not do but I am trying to run the carrier operations for SP, and when I start up the game Mando Missles does not appear to be working for me. I have downloaded the @<hidden> but when I go in to see my key bindings, they are not to be found. Can anyone help me with this or does it sound familiar to anyone?


Where did you put the @<hidden> folder?

Are you executing Arma2/OA with the correct mod startup parameters (http://community.bistudio.com/wiki/Arma2:_Startup_Parameters#Modifications), including @<hidden>?

JuggernautOfWar
Jan 17 2013, 09:55
Is this compatible with GLT Missilebox, GLT Real Air Weapons, and the latest ACE?

cychou
Jan 17 2013, 10:34
Hello, Is the Mando missile addon still updated ?


Could it be be updated to be compatible with the MQ-9 Reaper Hellfire missile ? currently there is no Hellfire Camera for it.

TheChaos
Jan 19 2013, 04:38
Last update was about 1.5 years ago :(

That's sad, MMA is one the best and useful addons for ArmA 2.

Harzach
Jan 19 2013, 05:10
Is this compatible with GLT Missilebox, GLT Real Air Weapons, and the latest ACE?

I think it is (or at least was) compatible with the GLT stuff. It is definitely not ACE-friendly, however. As already mentioned, MMA saw its last update well over a year ago, and no further updates appear to be forthcoming.

JuggernautOfWar
Jan 19 2013, 06:37
I guess Mandoble is done with ArmA2. His last forum activity was on Dec 12 2011. Sad for us all indeed.

[APS]Gnat
Jan 19 2013, 15:26
Well, he didn't shy away from contributing to the community while he was here !
Have a look at the list !!

http://members.iinet.net.au/~nrspence2/ArmAII/Mando_list.jpg

yurapetrov
Jan 19 2013, 16:14
I guess Mandoble is done with ArmA2. His last forum activity was on Dec 12 2011. Sad for us all indeed.
I spoke with him on skype sometimes and he was online last time in December 2011. Hope he is ok.

CriminalMinds
Jan 19 2013, 17:53
Same with Mando's youtube activity... 1 year ago. The only person knowing something about Mando could be Defunkt.

JuggernautOfWar
Jan 20 2013, 04:59
I hope he is okay! I know of a couple community members who have had some pretty serious health and general life issues in the past couple years.

Rubberkite
Jan 20 2013, 10:57
I am happy that lot of people care about MANDOBLE :)

I wrote him an email 1 year ago, and he told me that he doesn't have time and a "game pc" for run arma and that he will be away for a while for works and other life priority (gaming can't be priority for too long) so I am 100% sure that he is good. I know what means when u have a passion and you are into it, u "waste" a lot of time, hard to stop and thing to other when u have ideas and bug to fix...

I will start to try to contact him in order to have something for ArmA3, I am afraid of BIS arcade tab lock for air vehicles can't play without MMA

Maybe we could donate some HW and send to him so he can assemble a game pc and pay us back with update suite :)

JuggernautOfWar
Jan 20 2013, 17:20
Maybe we could donate some HW and send to him so he can assemble a game pc and pay us back with update suite :)

I was actually thinking the exact same thing when you said he doesn't have a gaming PC.

Xeno426
Jan 20 2013, 18:13
I will start to try to contact him in order to have something for ArmA3, I am afraid of BIS arcade tab lock for air vehicles can't play without MMA
I really hope they fix that in ArmA3. Targeting stuff should be more involved, like actually moving a cursor over a target you find visually or through other detection means (radar, IR, etc).

BIS might also finally discontinue .sqs support in ArmA3, which would mean a lot of the Mando suit would need to be rewritten.

CriminalMinds
Jan 20 2013, 22:53
I am happy that lot of people care about MANDOBLE :)

I wrote him an email 1 year ago, and he told me that he doesn't have time and a "game pc" for run arma and that he will be away for a while for works and other life priority (gaming can't be priority for too long) so I am 100% sure that he is good. I know what means when u have a passion and you are into it, u "waste" a lot of time, hard to stop and thing to other when u have ideas and bug to fix...

I will start to try to contact him in order to have something for ArmA3, I am afraid of BIS arcade tab lock for air vehicles can't play without MMA

Maybe we could donate some HW and send to him so he can assemble a game pc and pay us back with update suite :)

Brilliant idea! :) Count me in, if BIS won't remove this ugly and non-realistic tablock feature. Otherwise Mando did a pretty awesome job with his mod.

Xeno426
Jan 20 2013, 23:08
If they finally allow mod files to be pushed by the server (and you don't have to quit the game for mods to take effect), then Mando might be able to move a lot of his stuff to config files, which would drastically reduce the overhead on the mod.

Harzach
Jan 22 2013, 02:02
If they finally allow mod files to be pushed by the server (and you don't have to quit the game for mods to take effect), then Mando might be able to move a lot of his stuff to config files, which would drastically reduce the overhead on the mod.

I'm pretty sure all Mando Missiles components come in script form as well. There should be a "script_suite.zip" in your @<hidden> folder (or whatever you have named it).

Xeno426
Jan 22 2013, 02:31
You misunderstand. Even the .pbo file still has all Mando stuff in script format, that it everything is done in .sqs or .sqf files. Virtually NOTHING is done in .cpp files.

That heavy script reliance causes major CPU overhead, especially in a long-running game, and eventual script slowdown. Config files plug more directly into the game and so are more efficient.

Harzach
Jan 22 2013, 06:44
You misunderstand. Even the .pbo file still has all Mando stuff in script format, that it everything is done in .sqs or .sqf files. Virtually NOTHING is done in .cpp files.

That heavy script reliance causes major CPU overhead, especially in a long-running game, and eventual script slowdown. Config files plug more directly into the game and so are more efficient.

AH. Gotcha.

SaOk
Jan 25 2013, 10:53
First time ever, I got this error and the game performance went down. It happened only 5 minutes after starting mission:

Error in expression <;
Sleep 4;
deleteVehicle _chaffflare;
deleteVehicle _flare;
>
Error position: <deleteVehicle _flare;
>
Error Generic error in expression
File C:\Users\Santeri\Documents\ArmA 2\missions\WholeMapProject2.Takistan\mando_missiles\mando_chaffflares.sqf, line 46

I saw chopper just shooting the flares over me when the error was displayed.

panther42
Jan 25 2013, 13:34
This is odd SaOk, as I use MMA with almost every test mission. Never have seen this error, but looking at the script, _flare is only used once, in the line above, and there is nothing else in the script which would tell you what _flare is...

At no point is _flare = to anything???

SaOk
Jan 28 2013, 20:46
It was the first time I saw that error too. Not sure anymore if I was just playing some broken beta. I had some other weird script stuff going too with some of the latest betas.

shark-attack
Feb 3 2013, 14:10
Hi
I got a problem with the reinforcement element of the Air support console, i have defined my own type of reinforcements which works fine as long as i use the setup and info tab in the console and select them. However if i do not use the setup and info tab a default group is deployed.(10 US Army troops)

Is there a way to alter the default reinforcments without having to access the setup and info tab ? Im trying to make a UKSF single player mission and the deployment of US paratroopers is screwing things up !


mando_airsupport_opt2_text = "Reinforcements type";
mando_airsupport_opt2_array = ["4 man SAS team", "1 Combat Engineer", "1 PJ Medic"];
mando_airsupport_opt2_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{

case "4 man SAS team":
{
mando_support_infantrytype_re = ["BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM"];
};

case "1 Combat Engineer":
{
mando_support_infantrytype_re = ["BAF_Soldier_EN_MTP"];
};

case "1 PJ Medic":
{
mando_support_infantrytype_re = ["BAF_Soldier_Medic_MTP"];
};
};
};

Hope this makes sense !
Regards shark attack

lambchowder
Feb 5 2013, 01:45
su 34s missiles are STILL BLOWING IT UP

panther42
Feb 5 2013, 01:57
Hi
I got a problem with the reinforcement element of the Air support console, i have defined my own type of reinforcements which works fine as long as i use the setup and info tab in the console and select them. However if i do not use the setup and info tab a default group is deployed.(10 US Army troops)

Is there a way to alter the default reinforcments without having to access the setup and info tab ? Im trying to make a UKSF single player mission and the deployment of US paratroopers is screwing things up !


mando_airsupport_opt2_text = "Reinforcements type";
mando_airsupport_opt2_array = ["4 man SAS team", "1 Combat Engineer", "1 PJ Medic"];
mando_airsupport_opt2_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{

case "4 man SAS team":
{
mando_support_infantrytype_re = ["BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM"];
};

case "1 Combat Engineer":
{
mando_support_infantrytype_re = ["BAF_Soldier_EN_MTP"];
};

case "1 PJ Medic":
{
mando_support_infantrytype_re = ["BAF_Soldier_Medic_MTP"];
};
};
};

Hope this makes sense !
Regards shark attack

shark-attack, the default soldiers for the reinforcement are defined via mando_support_infantrytype_re
change this in your my_console_setup.sqf at the top, to whatever you want as default. This way, you don't have to access the setup and info tab. Make sense?

If you don't, the default west array is:


mando_support_infantrytype_re = ["USMC_Soldier_TL", "USMC_Soldier_Medic", "USMC_Soldier_AT","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier"];

BigShot
Feb 5 2013, 14:03
can someone post a download link to the latest version with air support console included? I only see the six updater link (i dont want to use six updater). The other link seems to be broken.

Thanks!


***EDIT - nevermind I think I've found it here:
http://www.ofpec.com/editors-depot/index.php?action=details&id=653&game=ArmA

shark-attack
Feb 5 2013, 17:37
@<hidden>
Thanks very much ! :D

eegore
Feb 13 2013, 15:48
I've always had trouble with this console.

For instance I can only have one moderately successful bombing run, after that the jets just fly in circles just off the map. I don't know what I am supposed to do to get multiple uses out of the console, or to have it accurate.

Another issue on the rare occasions I get a second bombing run is that its not at the angle that I set. Th jets will almost always cut north as they drop the bombs so I can only have south to north bombing runs.

Unfortunate because I really like the interface.

dragonsyr
Mar 15 2013, 16:58
How can i add my new pack of planes in mando?

panther42
Mar 15 2013, 17:03
How can i add my new planes in mando?

Which part dragonsyr? To the Air Support Console, or to add MMA to your class of plane?

dragonsyr
Mar 15 2013, 17:04
right now my planes not initializing mando.
only default planes have mando
edit : mma class

i m using the mma addon , not scripted

panther42
Mar 15 2013, 17:13
Is this a new class of plane?

follow these directions, and see if we can help:

Config info (http://forums.bistudio.com/showthread.php?89912-Mando-Missile-ArmA-for-ArmA-2&p=1888952&viewfull=1#post1888952)

There are a couple of options which may be available... I usually just add those which do not initialize into code in the init.sqf, so it should work for the addon. I only use the script suite

dragonsyr
Mar 15 2013, 17:47
thank you panther42....
i post the results when im ready

dragonsyr
Mar 16 2013, 10:33
Sure Nightrain, can you write down here the following info:
- Parent class of the Su25K
- List of weapons
To get all these you can execute the following from the init.sqf of a mission where your vehicle is one of these Su25:


diag_log format["%1 [""%2"",%3,%4],", typeOf vehicle player, getText (configFile>>"cfgVehicles">>typeOf vehicle player >>"displayName"), magazines vehicle player, weapons vehicle player];
diag_log format["[%1],", configName (inheritsFrom(configFile>>"cfgVehicles">> (typeOf vehicle player)))];


The output will be written in your A2/OA rpt file, just copy and paste it here or in a PM.

i want to find those values for new planes . i put these lines in my mission init.
how this works?
can i put all planes / vehicles at once in my mission, or one at the time?

also where can i find the output rpt file?

panther42
Mar 16 2013, 12:40
It is coded for you to be in the plane/vehicle from the mission start. So, place down your "new" plane/helicopter/etc(not empty) and select it as player.

I use this for real-time report monitoring:

Log Expert (http://www.log-expert.de/)

Your report can be found in:

X86: documents and settings>UserName>Local Settings>Application Data>ArmA 2 OA>arma2OA.RPT (if I remember correctly) edit, found the path on saved X86 drive

X64: users>UserName>AppData>Local>ArmA 2 OA>arma2OA.RPT

You may have to allow hidden folders to see the AppData folder(X64), or Local Settings(X86) in your Windows folder options

Remember, MMA is only for A2 or A2 + OA (Combined Ops). If you only have A2, then use the ArmA 2 folder above, and the arma2.rpt

dragonsyr
Mar 16 2013, 14:05
ok thanks one more time :-))

here the classes

"GR2_AH64D_EP1 ["Greek AH64D",["1200Rnd_30x113mm_M789_HEDP","38Rnd_FFAR","8Rnd_Hellfire"],["M230","FFARLauncher","HellfireLauncher"]],"
"[AH64_base_EP1],"

"GR1_CH_47F_EP1 ["Greek Army CH47F",["100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240"],["M240_veh"]],"
"[GR1_CH47_base_EP1],"

"GR1_UH1H ["Greek UH1H",["100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240"],["ACE_M240_veh_out2"]],"
"[UH1H_base],"

"A7 ["HAF A-7H Corsair II (Multi)",["1350Rnd_30mmAP_A10","2Rnd_Maverick_A10","HAFM_6Rnd_MK82","HAFM_1Rnd_Fuel","2Rnd_Sidewinder_AH1Z","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","MaverickLauncher","HAFM_MK82BombLauncher","HAFM_A7H_Fuelauncher","SidewinderLaucher_AH1Z","CMFlareLauncher"]],"
"[Plane],"

"A7_TK ["HAF A-7H Corsair II (AGM-65)",["1350Rnd_30mmAP_A10","2Rnd_Maverick_A10","2Rnd_Maverick_A10","2Rnd_Maverick_A10","2Rnd_Sidewinder_AH1Z","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","MaverickLauncher","SidewinderLaucher_AH1Z","CMFlareLauncher"]],"
"[A7],"


"A7_TIGER ["HAF A-7H Corsair II Tiger",["1350Rnd_30mmAP_A10","2Rnd_Maverick_A10","HAFM_6Rnd_MK82","HAFM_1Rnd_FuelTiger","2Rnd_Sidewinder_AH1Z","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","MaverickLauncher","HAFM_MK82BombLauncher","HAFM_A7H_Fuelauncher","SidewinderLaucher_AH1Z","CMFlareLauncher"]],"
"[A7],"


"F16C_CAP_AIM120 ["HAF F-16C CAP",["1350Rnd_30mmAP_A10","2Rnd_Sidewinder_AH1Z","HAFM_6Rnd_AIM120","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","SidewinderLaucher_AH1Z","HAFM_AIM120_Launcher","CMFlareLauncher"]],"
"[F16C],"


"F16C_CAS_AGM ["HAF F-16C CAS (AGM65)",["1350Rnd_30mmAP_A10","2Rnd_Sidewinder_AH1Z","2Rnd_Maverick_A10","2Rnd_Maverick_A10","2Rnd_Maverick_A10","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","SidewinderLaucher_AH1Z","MaverickLauncher","CMFlareLauncher"]],"
"[F16C],"


"F16C_CAS_GBU ["HAF F-16C CAS (GBU12)",["1350Rnd_30mmAP_A10","2Rnd_Sidewinder_AH1Z","6Rnd_GBU12_AV8B","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","SidewinderLaucher_AH1Z","BombLauncher","CMFlareLauncher"]],"
"[F16C],"

"F16C_MIXED ["HAF F-16C CAS (Mixed)",["1350Rnd_30mmAP_A10","2Rnd_Sidewinder_AH1Z","2Rnd_Maverick_A10","4Rnd_GBU12","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","SidewinderLaucher_AH1Z","MaverickLauncher","BombLauncherA10","CMFlareLauncher"]],"
"[F16C],"


"F4E ["HAF F-4E Phantom II (Aegean Ghost)",["F4uns_1Rnd_FuelNavy","Uns_AIM9_mag","Uns_AIM7_mag"],["uns_F4Fuelauncher","uns_AIM9Launcher","uns_AIM7Launcher"]],"
"[Plane],"

"F4E_BMB ["HAF F-4E Phantom II (Bombing)",["F4uns_1Rnd_Fuel","Uns_AIM9_mag","F4uns_6Rnd_MK82Snake","HAFM_4Rnd_MK82"],["uns_F4Fuelauncher","uns_AIM9Launcher","uns_MK82SnakeLauncher","HAFM_MK82BombLauncher"]],"
"[F4E],"


"F4E_MULTI ["HAF F-4E Phantom II (MultiRole)",["F4uns_1Rnd_Fuel","Uns_2xAIM9_mag","HAFM_2Rnd_AIM120","F4uns_6Rnd_MK82Snake","2Rnd_Maverick_A10","2Rnd_Maverick_A10"],["uns_F4Fuelauncher","uns_AIM9Launcher","HAFM_AIM120_Launcher","uns_MK82SnakeLauncher","MaverickLauncher"]],"
"[F4E],"

"F16C ["HAF F16C (Multi)",["1350Rnd_30mmAP_A10","2Rnd_Sidewinder_AH1Z","HAFM_2Rnd_AIM120","2Rnd_Maverick_A10","2Rnd_Maverick_A10","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","SidewinderLaucher_AH1Z","HAFM_AIM120_Launcher","MaverickLauncher","CMFlareLauncher"]],"
"[Plane],"

"M2000C_CAP ["HAF Mirage 2000-C CAP",["1350Rnd_30mmAP_A10","HAFM_2Rnd_MAGIC2","HAFM_2Rnd_MICA_EM","HAFM_1Rnd_M2000C_Fuel","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","HAFM_Magic2_Launcher","HAFM_MicaEM_Launcher","HAFM_M2000C_Fuelauncher","CMFlareLauncher"]],"
"[M2000C],"

"M2000C ["HAF Mirage 2000-C CAS (AGM65)",["1350Rnd_30mmAP_A10","HAFM_2Rnd_MAGIC2","2Rnd_Maverick_A10","HAFM_1Rnd_M2000C_Fuel","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","HAFM_Magic2_Launcher","MaverickLauncher","HAFM_M2000C_Fuelauncher","CMFlareLauncher"]],"
"[Plane],"

"M2000C_CAS_GBU ["HAF Mirage 2000-C CAS (GBU12)",["1350Rnd_30mmAP_A10","HAFM_2Rnd_MAGIC2","HAFM_2Rnd_GBU12","HAFM_1Rnd_M2000C_Fuel","120Rnd_CMFlare_Chaff_Magazine"],["GAU8","HAFM_Magic2_Launcher","HAFM_GBU12_Launcher","HAFM_M2000C_Fuelauncher","CMFlareLauncher"]],"
"[M2000C],"

"Leonidas2 ["Greek APC Leonidas 2",["100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","4XHAFM_Smoke","4XHAFM_Smoke"],["M2"]],"
"[Tank],"

"flyer_itv ["Greek FLYER ITV-1",["48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19"],["MK19"]],"
"[HMMWV_M998A2_SOV_DES_EP1],"

"gr_vbl ["Greek VBL",["100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","4XHAFM_Smoke","4XHAFM_Smoke"],["M2"]],"
"[Car],"

"Leo2A4 ["Leopard 2A4",["30Rnd_120mmHEAT","20Rnd_120mmAPDS","5000XMG3_762","4XHAFM_Smoke","4XHAFM_Smoke","4XHAFM_Smoke","4XHAFM_Smoke"],["L44","MG3_coax"]],"
"[Tank],"

"LEO2A6HEL ["Leopard 2A6 HEL",["20Rnd_120mmAPDS","30Rnd_120mmHEAT","5000XMG3_762","4XHAFM_Smoke","4XHAFM_Smoke","4XHAFM_Smoke","4XHAFM_Smoke"],["L55","MG3_coax"]],"
"[Tank],"

panther42
Mar 26 2013, 20:43
Ok, dragonsyr, let's take a shot at a couple to start. Been busy lately, so sorry for the delay.

First one, GR2_AH64D_EP1, try adding this to your init.sqf:


[]spawn
{
while {!alive player} do
{
Sleep 1;
};

{
mando_ah64s = mando_ah64s + ["GR2_AH64D_EP1"];
};
};

Next one, GR1_CH_47F_EP1, do you want lifting HUD? Flares? Flares and lifting HUD?

Same for GR1_UH1H. do you want lifting HUD? Flares? Flares and lifting HUD?

Remember, some of those you have listed(vehicles) will not be initialized, as they do not have missiles/systems supported by MMA... flyer_itv which has MK19 and gr_vbl which has M2 to name a couple

dragonsyr
Mar 27 2013, 07:54
Ok, dragonsyr, let's take a shot at a couple to start. Been busy lately, so sorry for the delay.

First one, GR2_AH64D_EP1, try adding this to your init.sqf:


[]spawn
{
while {!alive player} do
{
Sleep 1;
};

{
mando_ah64s = mando_ah64s + ["GR2_AH64D_EP1"];
};
};

Next one, GR1_CH_47F_EP1, do you want lifting HUD? Flares? Flares and lifting HUD?

Same for GR1_UH1H. do you want lifting HUD? Flares? Flares and lifting HUD?

Remember, some of those you have listed(vehicles) will not be initialized, as they do not have missiles/systems supported by MMA... flyer_itv which has MK19 and gr_vbl which has M2 to name a couple

i need lifting only on ch47 helis and flares for all.
i need mando setup for planes (for air to air missiles and lgb and gbu/cbu bombs, rearming, flares )
i dont worry about vehicles if not supported.
thanks

Numrollen
Mar 29 2013, 10:31
Will there be a new Version (last one) for Arma2 or something for Arma3?

Harzach
Mar 30 2013, 04:20
Will there be a new Version (last one) for Arma2 or something for Arma3?

Mandoble hasn't been heard from in a very long time, so probably not.

Theopolus
Mar 30 2013, 23:20
Mandoble hasn't been heard from in a very long time, so probably not.

I am pretty confident that Mando has moved on to his own stuff and will not likely be picking up any new projects with the arrival of ArmA III;

http://mandoblestudios.com/

That leaves the question as to whether or not anyone else feels up to the challenge of porting his excellent work over to new addons or to ArmA III.

Xeno426
Mar 31 2013, 04:00
That job would likely entail finally scrapping all the sqs files for sqf, since a major source of issues with his solution is the fact that there's a lot of stuff using the very inefficient sqs format.

Chortles
Mar 31 2013, 04:45
Sorry if I'm getting this wrong, but has anyone tried just straight-up to use the Arma 2 version of the mod to Arma 3 and see what errors pop up?

Harzach
Mar 31 2013, 09:31
I am pretty confident that Mando has moved on to his own stuff and will not likely be picking up any new projects with the arrival of ArmA III;

http://mandoblestudios.com/

That leaves the question as to whether or not anyone else feels up to the challenge of he will allow the porting of his excellent work over to new addons or to ArmA III.

Just because he isn't around or has "moved on" doesn't mean his IP is up for grabs.

Chortles
Mar 31 2013, 10:22
Although, there's nothing to stop individuals from just using the existing released addon without changes (that is, no more interaction with it than an Arma 2 "end user" would have) just to see what happens...

Harzach
Mar 31 2013, 12:22
Although, there's nothing to stop individuals from just using the existing released addon without changes (that is, no more interaction with it than an Arma 2 "end user" would have) just to see what happens...

Oh, absolutely.

Xeno426
Apr 1 2013, 16:27
Although, there's nothing to stop individuals from just using the existing released addon without changes (that is, no more interaction with it than an Arma 2 "end user" would have) just to see what happens...
That wouldn't work. ArmA3 has almost completely different class names, so nothing would fire.

Chortles
Apr 1 2013, 19:18
Thanks for confirming as much, and I imagine that replacing the class names would count as modifying/porting said work even were these modified files not distributed.

Predator.v2
Apr 25 2013, 10:41
Just in case, he checks this thread from time to time. May we use this addon with AllinArma (A2 merge addon for A3)?

[APS]Gnat
Apr 28 2013, 10:56
Does anyone know whether the "normal" distribution (PwS version? ) on Mando Missile is EXACTLY what Mandoble left us some time back?
Getting reports from other people that torpedos and various don't work with my subs anymore.

panther42
Apr 28 2013, 15:05
Gnat;2383812']Does anyone know whether the "normal" distribution (PwS version? ) on Mando Missile is EXACTLY what Mandoble left us some time back?
Getting reports from other people that torpedos and various don't work with my subs anymore.

I don't know about PwS, as I don't use that one Gnat. I downloaded all of my copies from OFPEC MMA (http://www.ofpec.com/editors-depot/index.php?action=details&id=653&game=ArmA). However, there are several test copies within this thread after the latest "full" release. Last "full" release was in post #2818 (http://forums.bistudio.com/showthread.php?89912-Mando-Missile-ArmA-for-ArmA-2&p=2026957&viewfull=1#post2026957). Last post in this thread by Mandoble with a working "test" version was post #2903 (http://forums.bistudio.com/showthread.php?89912-Mando-Missile-ArmA-for-ArmA-2&p=2060406&viewfull=1#post2060406)

I would say these people's problems have nothing to do with your subs or MMA...;)

Rebane
May 13 2013, 21:09
I'm having severe lag when using cameras/TVs. I've used MMA without problems for nearly two years and I cannot figure out what suddenly went wrong, considering I haven't changed a single setting or added/removed mods in months. Anyone know what on earth can be causing it? It's just impossible to aim anything. Affects everything from regular GBU-12s to Hellfires.

MeGusta90
May 21 2013, 22:55
DOWNLOAD LINK IS 404 NOT FOUND.

And no I'm not using SixUpdater