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Mandoble
Dec 15 2009, 21:54
Hi Rubber, sure you can. The only restriction is to include mando missile itself into any addon/mod (which would generate lots of problems and might render your addon obsolete as soon as a new mma version is out), but of course you addon may have its own configured setup systems including, for example:
- its own HUD setup or/and HUD personalization.
- its own TV camera setups, even its own TV camera background
- its own MCC setups
- its own missile warheads, smoke trail and launch FX scripts
- its own missile parameters
- its own AI launching parameters
- its own missile sounds
- its own missile models, etc

And of course, if you need help, just tell me ;)

jasonnoguchi
Dec 15 2009, 23:27
All of a sudden, today, my mando missiles stopped working even when ran as the only mod in my shortcut. there is no choice to bring up the mando console from my action list and hitting any of the mando key binds does nothing. anyone experienced this "problem"? :(

Defunkt
Dec 15 2009, 23:53
All of a sudden, today, my mando missiles stopped working even when ran as the only mod in my shortcut. there is no choice to bring up the mando console from my action list and hitting any of the mando key binds does nothing. anyone experienced this "problem"? :(
Right. Just stopped working all by itself. Could this "problem" be related to the New Moon do you think? :raisebrow:

jasonnoguchi
Dec 16 2009, 04:19
Right. Just stopped working all by itself. Could this "problem" be related to the New Moon do you think? :raisebrow:

Yes Defunkt, I know I sound like a total noob in that post...sigh... won't have done it if I can help it. Did a bunch of tests with/without beta, with/without other mods and nothing works... just 1 day ago, its working fine with all my other bunch of mods. can't figure out whats going on...

Defunkt
Dec 16 2009, 04:22
What mission? MMA needs to be enabled either by script or by placing the provided gamelogics.

jasonnoguchi
Dec 16 2009, 04:46
I see defunkt, that may be where the problem is...

The only mission I play which specified support for MMA crashed on me and then I tested in other missions which may not have the specific support for MMA! got it! I will download other missions with MMA enabled. I always thought its like enabled by default for all aircrafts. :)

Defunkt
Dec 16 2009, 04:56
Okay, just to spell it out for all readers, add MMA to virtually any mission by placing the mando _init and _full gamelogics (Game Logic > Objects > Mando Missile Arma Init/Full) in the editor. At some point the _full GL is likely to be split into one GL for all default ArmA classes as well as single GL's for each supported addon (GLT F-16, Gnat's B-52 etc). All addon makers are invited to provide an MMA GL (just a few lines of code, examples in the MMA pbo, help available on request) with their addon. If the ACE team or somebody else doesn't get to it first I will eventually make another separate gamelogic for all the ACE classes.

vengeance1
Dec 16 2009, 12:48
Okay, just to spell it out for all readers, add MMA to virtually any mission by placing the mando _init and _full gamelogics (Game Logic > Objects > Mando Missile Arma Init/Full) in the editor. At some point the _full GL is likely to be split into one GL for all default ArmA classes as well as single GL's for each supported addon (GLT F-16, Gnat's B-52 etc). All addon makers are invited to provide an MMA GL (just a few lines of code, examples in the MMA pbo, help available on request) with their addon. If the ACE team or somebody else doesn't get to it first I will eventually make another separate gamelogic for all the ACE classes.

Thanks on the future ACE classes! That will help alot.

Defunkt
Dec 16 2009, 13:05
Got a little bogged down making an instrument graphic for the new top-down forward-looking radar (shown here with BIS radar removed using ShowHUD=0; in description,ext). But nearly there now...

http://www.ionwerks.net/mando_radar.jpg

Danickas0
Dec 16 2009, 13:37
Im really impresed nice job!

deralky
Dec 16 2009, 14:08
OH yeah nice work
i know its to early but when can we get an update with those features (MANPADS,METIS, RADAR)?

TheCrusader
Dec 16 2009, 14:22
@<hidden>

Wow that looks amazing! Gratz ;)

jasonnoguchi
Dec 16 2009, 15:26
Nice screenshot and hey, nice looking forward looking radar console too! :)

Mandoble
Dec 16 2009, 17:48
Even more, the new MMA forward looking radar may be personalized per plane class and can be selectively enabled per plane class too, it selfscales automatically depending on contacts withing maximum sensor range, moves with your sight keeping relative position with the instrument panel and displays info of the current target (if any). In navigation mode it also displays locations (pre-existing in the map or custom created).

jasonnoguchi
Dec 16 2009, 23:46
^.. OMFG! You guys are a class of you own on missiles! :) Brings ArmA2 closer in terms of combat flight simulation. Great work! :)

Mandoble
Dec 17 2009, 06:57
i know its to early but when can we get an update with those features (MANPADS,METIS, RADAR)?

That's the idea, and more than probably for this week (unless my HD breakes again :mad: )

jasonnoguchi
Dec 17 2009, 06:58
Say mando, any intention to make it available by default on all stock aircrafts?

Mandoble
Dec 17 2009, 07:26
Probably it will not be directly available for all default ones. Now it is configured for AV8B (AIM9), F35B, Su34 and all Myke's F16 variants. Might be also for C130 just for navigation purposes (locations).

.kju [PvPscene]
Dec 17 2009, 08:15
Did you consider to use svn/git. It is automatically full history backup of every change.

AndresCL
Dec 17 2009, 22:57
Mandoble, for some reason, whenever i put a boat and make it a tomahawk missile launcher it selfs-destruct upon the 2nd or 3rd launch. It seems that the missile doesnt properly takes off so it gets stuck on the water blowing itself up and the boat

Im using this code (the same from your mission example, only modifying the ammount of missiles (9000, i know, its a bit exagerated, but i really love this cruise missiles :P )


waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};



if (isServer) then
{
// Friendly ship able to attack remotedly locked on targets
[boat1, 3, ["REMOTE"], 9000, 500, 12000, 3, [0,0,3], 360, 0, [east,sideEnemy], false, false, true, true, 65] exec"mando_missiles\units\attackers\mando_tomahawk_hi.sqs";
};

Any ideas?

Btw, this happenned both in Utes and in Panthera. Maybe im setting the boat wrong?

Mandoble
Dec 18 2009, 23:22
Your setup seems correct (I assume you are using an small boat for this). It might happen that at launch time the target becomes null (if it is removed)? Can you observe the launches from a nearby ship just to see what's happening there?

AndresCL
Dec 19 2009, 04:29
Your setup seems correct (I assume you are using an small boat for this). It might happen that at launch time the target becomes null (if it is removed)? Can you observe the launches from a nearby ship just to see what's happening there?

Yes. I was trying with a boat. Anyway, ill try to recreate the error and observe some more

Mandoble
Dec 20 2009, 02:08
New 2.4b3 beta available (http://www.ofpec.com/ed_depot/index.php?action=details&id=653), check included readme first for more info.


TV systems better adjusted for the "unsupported" small interface size graphics option, no more empty holes above and below the camera MFD area.
TV systems also integrated with UAVs, you can activate the system from a commanding vehicle and then use the UAV weapons, camera to mark targets or just guide the path of the UAV. This works for both, BLUFOR UAV and OPFOR small one.
Portable weapons HUD support (by default, Javelin, Igla, Metis, Stinger and Strela).
Forward looking radar display integrated with HUD's of some planes (AV8B, C130J, B52, Su34, F16s and F35B). The radar displays contacts or locations in the radar scan area in front of the plane in a top-view like display.
HUD systems customization options: Now all hud systems can be personalized at will using the info provided by the HUD's main core script. Good examples are the customizations made by Defunkt for all the portable weapons (Igla, Metis, Stinger, Strela and Javelin).
New flight profile parameters for default Patriots (AI and MCC based), way more effective against hi flying fast SCUDs even during initial climb and final dive SCUD states.
New reloading system for both, BIS weapons and virtual weapons and countermeasures.
BIS default top radar can be blocked (with red semintransparent bars where friend and foe dots look) the same. The feature can be enabled by mission makers.
All the remote capable TV MCCs now can lock on remote targets (no LOS check performed).
Added setup for Mi28.


Porbable launchers with customized MMA HUDs:
OrbkOK0O1l4

Portable launchers and Mi28 setups are automatically active with the presence of the mma_full gamelogic in the mission.

Defunkt made a modification of the default BIS Javelin reticle that you can grab here (http://www.ionwerks.net/mando_portables.zip)
The mando_portables.pbo enables a better (wider) reticle for the Javelin and replaces the default crosshair with more authentic targeting 'stadia', these changes can only be made with an addon where the core MMA suite can be addon or script-only hence it is packaged separately. It is especially recommended if your display resolution should result in part of the default reticle showing.

froggyluv
Dec 20 2009, 03:00
:eek:

This is pure awesomesauce!

Loving the portables, they're Man-tastic! I would love to play a whole campaign with all of these toys implemented to the hilt.

Thanks!

Defunkt
Dec 20 2009, 03:05
At the risk of stating the obvious, the portables are primarily designed for Expert mode where you won't/can't see the default targeting indicators.

Scrub
Dec 20 2009, 04:32
Jaw open, blank stare at the sheer bodacity of the Metis.. This community still blows me away after 8 years. You sir, are an artist of virtual weapons systems.:icon_dj:

DenisRUS
Dec 20 2009, 06:30
Mandoble
awesome job as usual. You are one of the best coders in ARMA 2 community, so what do you think about developing something for the armor in the future? I dont mean working flir, but automatic smoke cover system for Abrams,LAV and etc, A.D.S. (http://dev-heaven.net/issues/show/6975) for russian tanks and APC?

jasonnoguchi
Dec 20 2009, 06:56
THANKS MANDO!!!!! DOWNLOADING NOW!!!!

So this time round the default launchers will be "mandoable" by default?? :)

Kremator
Dec 20 2009, 07:08
AMAZING Mandoble .... as usual !

Downloading and trying out RIGHT NOW !

Thanks

Kremator

Rubberkite
Dec 20 2009, 09:05
few words...

THIS SYSTEM SHOULD BE A STANDARD !

thank you to Mando and all contributors

TheCrusader
Dec 20 2009, 09:49
KICKASS :rthumb:

Thanks Mandoble!

Kremator
Dec 20 2009, 10:29
This should be integrated AS STANDARD into ACE2.

Just been playing non-stop with it. Just keeps getting better and better !

jasonnoguchi
Dec 20 2009, 10:38
Any good campaigns or missions with MMA already incorporated into it? Kinda boring just playing it in editor :(

TheCrusader
Dec 20 2009, 12:25
@<hidden>:

I don't want to quote myself, so I'll just say look at the bottom of page 21 of this thread ;)

Mandoble
Dec 20 2009, 12:48
Online readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) updated with latest 2.4b3 ;)

New users, have a look at the instructions to personalize your own MMA keys using A2 Control Options.

If everything goes well with the current 2.4b3 release, you will see the long range interception radar in next (RWS, TWS, SST, IFF, etc) :)

vengeance1
Dec 20 2009, 18:55
Great Work as always, we appreciate it! :)

froggyluv
Dec 20 2009, 19:08
Sorry if I missed it but how do you go about re-arming Mando armaments?

Mandoble
Dec 20 2009, 19:15
You can proceed as follows (easiest way):
Move the vehicle you want to rearm near another of any of the following classes: MtvrReammo, KamazReammo, UralReammo_INS, UralReammo_CDF, WarfareReammoTruck_USMC, WarfareReammoTruck_RU, WarfareReammoTruck_Gue

The crew of the vehicle to be rearmed must get out (it must be empty), then move as driver of the reammo truck and a rearming menu action will be available, activate it and that's all.

froggyluv
Dec 20 2009, 19:39
Re-arming works!

:)

TBuck
Dec 20 2009, 19:43
Hi,

how can I zoom in/out (LGB / AGM65 / Hellfire camera)?

Tino

froggyluv
Dec 20 2009, 19:50
Hi,

how can I zoom in/out (LGB / AGM65 / Hellfire camera)?

Tino

Mouse wheel scroll for Hellfire at least.

CombatComm
Dec 21 2009, 03:21
Has this been implemented in any game modes like domination versions?

Mandoble
Dec 21 2009, 18:04
As some of you seem interested into full screen (single) camera (without MFD background) for UAVs, here are the instructions:

1 - Open mma_test_uav_addon.Utes mission folder
2 - Open init.sqf
3 - Look for:


if (side player == west) then
{
mando_uav = uav1;


and just below it, insert:


_background_mfd = ["mando_missiles\huds\custom\images\metis\empty.paa",
[
[safezoneX, 0.155, 0.076, 0.075*4/3], // Help button
[safezoneX, 0.31, 0.076, 0.075*4/3], // Map button
[safezoneX, 0.46, 0.076, 0.075*4/3], // Loc/Rem button
[safezoneX, 0.61, 0.076, 0.075*4/3], // Auto/Semi auto/Manual button
[safezoneX, 0.755, 0.076, 0.075*4/3], // Flir button
[safezoneX + safezoneW -0.076, 0.155, 0.076, 0.075*4/3], // Fire button
[safezoneX + safezoneW -0.076, 0.31, 0.076, 0.075*4/3], // XMit button
[safezoneX + safezoneW -0.076, 0.61, 0.076, 0.075*4/3], // Climb button
[safezoneX + safezoneW -0.076, 0.755, 0.076, 0.075*4/3] // Dive button
]
];


And dont forget to remove the original line:


_background_mfd = [];


Do the same for the OPFOR UAV if you want it also without MFD background.

Stan Dandyliver
Dec 22 2009, 21:27
I'll start by confessing that I've not read all 30 pages so far to see if this has been mentioned, but I thought you might be interested in this find:

http://sites.google.com/site/samsimulator1972/home

...I never realised that Sa2e/S75M3 had a surface-surface mode programmed-in. Some other good notes on ECM and ECCM from a Warsaw Pact perspective - wish I'd been able to read all this 20+ years ago.

deralky
Dec 23 2009, 06:49
Will you made an new Version with a Config for AH64D?

Kremator
Dec 23 2009, 08:33
Can I just say that the UAV with MandoMissiles is the way it SHOULD have been !

Superb work and loving every minute !

jasonnoguchi
Dec 23 2009, 08:37
Mouse wheel scroll for Hellfire at least.

I did get zoom using mousewheel in the hellfire TV system.

[GNC]Lord_MDB
Dec 23 2009, 10:24
is there a possibility only the Flare system and the rocket announcement in the play to use?
we need this for a Realwar event

rexehuk
Dec 23 2009, 10:28
Hey Mando,

Sorry if this has been asked already but I am looking to disable mando missles (for jets / helicopters) while keeping the capabilities for the Javelin & other portable missle launchers as they are very good :p.

Can this be done?

Rgds,

Rob

Rubberkite
Dec 23 2009, 10:51
Will you made an new Version with a Config for AH64D?

Hi mate, I think that mando is looking in the 1.05 new huds and features and I'm sure that he will relase a new version when it's ready... for the 1.05

I can't play without mando features and I think that this is same for lot of persons, so I wait and I'm happy for each new relases of this addon

:)

So the answer is trust in mando and wait .... :bounce3:

jasonnoguchi
Dec 23 2009, 11:05
Mandos make aircraft fighting a simulation from the arcade it is in vanilla. :)

Mandoble
Dec 23 2009, 13:16
Yes Deralky, new AH64 will have its setup.

Lord_MDB, if what you are looking for is to get rid of the RWR display, add the following to your init.sqf after mma initialization:


mando_rwrpos = [SafeZoneX + 0.024, 0.1, 0.2, -2 + 0.2 * 4 / 3];
mando_rwrpos_full = [SafeZoneX, 0.1 - 0.032, 0.248, -2 + 0.248 * 4 / 3];



rexehuk, do not add the full GL to your mission, but add the following to your init.sqf:


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

[[""], 0, "Javelin", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_javelin.sqf", 0, 0, [[-1,"Javelin"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "Stinger", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_stinger.sqf", 0, 0, [[-1,"Stinger"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "Igla", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_igla.sqf", 0, 0, [[-1,"Igla"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "Strela", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_strela.sqf", 0, 0, [[-1,"Strela"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "MetisLauncher", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_metis.sqf", 0, 0, [[-1,"MetisLauncher"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";
};


Notes about Patch 1.05:
- Something weird makes the diamond for locked on targets to be missplaced.
- Su25s and Su34 weapons doesnt work as weapon indexes seem to have been modified for R73s and Ch29s.

I will investigate these two issues and will try to apply a fix ASAP, along with the configuration of the Apache.

tuocs
Dec 23 2009, 17:19
Mandoble I have a question for you.

Could you use your cam script/ addon in the mando missile for a script for the UAV to keep its cam on one spot?

Kremator
Dec 23 2009, 17:27
Just left click on the spot you want observed and you will lock onto that spot.

rexehuk
Dec 24 2009, 01:19
rexehuk, do not add the full GL to your mission, but add the following to your init.sqf:


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

[[""], 0, "Javelin", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_javelin.sqf", 0, 0, [[-1,"Javelin"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "Stinger", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_stinger.sqf", 0, 0, [[-1,"Stinger"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "Igla", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_igla.sqf", 0, 0, [[-1,"Igla"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "Strela", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_strela.sqf", 0, 0, [[-1,"Strela"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "MetisLauncher", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_metis.sqf", 0, 0, [[-1,"MetisLauncher"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";
};



Cheers man, worked a treat.

.kju [PvPscene]
Dec 28 2009, 17:52
As always superb job Mandoble!
We did our first MP last night - people were stunned. :)

Now please mind suggesting how to implement it best into the AAS missions.
In general I see two ways:

a) As script pack as part of the mission file.
b) As addon version.

From what I understand for now only the addon version is available, right?
If so, can you please give a rough ETA for the non addon version.

In case it will take a while, I would move on to use the addon version for now.
The main question is, can I integrate it that it is not required and only active for those
who load the addon along?
From what I saw you only have defined new cfgVehicles for the subs and ships.
You seem to use creatVehicle only for these two - the rest is cVLocal.

The basic implementation idea is to make the infantry weapons (Javelin/Strela) only
available to players if the addon is found. Same goes for guided rockets in vehicles.

Is that feasible or what are thoughts. Cheers!

Mandoble
Dec 29 2009, 11:22
Thanks Kju.
Actually (during early beta period) MMA is available as addon (for mission makers and players, it is easier to install a new addon than to release another mission version with an updated script suite inside). But the original target of MMA has been always to keep 100% addon free, so the script suite will be available too. Imminent new beta release will be addon only, next one will include both. About ETA, next one might be available this week, and the one with the script suite in two or three weeks more.

Said that, the option of having only some players having MMA will not work, there are some scripts that must be running in both, the client of the firer and the client of the victim and the server.

Inside CFG vehicles of MMA there are some gamelogic defined (not required for script suite) and the example of Phalanx gun to be used with mando gun. There is nothing there related to Subs or ships.

But if after next imminent release you are confident that all the required functionality is working well for your mission, feel free to depbo it and include as script suite in your mission (addon is the script suite pboed). This gives you also the opportunity to remove parts that your mission doesnt use to save space.

rexehuk
Dec 30 2009, 13:38
Mando, are there any plans of furthering the realism of the javelin system? By this I mean implementing the CLU and Battery system?

It is fairly realistic at the moment, but still pretty much ready to fire straight away! Would be cool if it took a couple of minutes like real life to become fully armed.

Rubberkite
Dec 30 2009, 14:29
hi Mando,

what's new, did you have found a way to fix the lock diamond missing in 1.05 ?
I also notice a problem with Ah1 and hellfire they can't be selected anymore with mando left ctrl.

I can't play without your stuff so I really miss a new release, I hope that it's coming soon.

Thank you a lot, and I hope that your 2010 is a great year ! :bounce3:

Robalo
Dec 30 2009, 17:54
This addon rocks, I'd like to have the features auto-initialized for all missions.
Is there such XEH plug-and-play addon planned?

Thanks!

Defunkt
Dec 30 2009, 17:58
Mando, are there any plans of furthering the realism of the javelin system? By this I mean implementing the CLU and Battery system?

It is fairly realistic at the moment, but still pretty much ready to fire straight away! Would be cool if it took a couple of minutes like real life to become fully armed.
I have thought about another pass over the Javelin to add battery life tracking, revised thermal vision effect and the correct fixed zoom options but right now there are other more significant items to be worked on. It could happen but isn't being worked on at present.

Kremator
Dec 30 2009, 18:36
That would be wonderful Defunkt !

.kju [PvPscene]
Dec 30 2009, 19:23
This seems to work:


class CfgPatches
{
class MMA_XEH_AutoLaunch
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"Extended_EventHandlers","Mando_Missile_Addon"};
version = "2009-12-30";
fileName = "MMA_XEH_AutoLaunch.pbo";
author = "kju";
mail = "kju@<hidden>";
};
};
class Extended_PreInit_EventHandlers
{
MMA_XEH_AutoLaunch_PreInit = "[true] execVM '\mando_missiles\mando_missileinit.sqf'";
};
class Extended_Init_EventHandlers
{
class Man
{
MMA_XEH_AutoLaunch_Init_Man = "if (isNil 'MMA_XEH_AutoLaunch_Init_Man') then {MMA_XEH_AutoLaunch_Init_Man = true; [] execVM '\mando_missiles\mando_setup_full.sqf';};";
};
};

Mandoble
Dec 30 2009, 22:00
Sure Rexehuk, but not for the imminent next release. BTW, I thought the required time to be ready to fire a Javelin was about 20 seconds, are you sure about these 2 mins?

Rubberkite, the diamond is fixed. AH1 Hellfires are available via TV camera (menu action), not HUD.

About news, you will see:
- A beta of reloading dialog, where you can setup multiple weapon configurations per each vehicle class.
- Customized helment mounted displays.
- Better handling of the TV camera, quite noticeable with high zoom levels.
- Better HI and Direct Javelin flight profiles.
- Softer Hellfire final dive for long range shots.
- AH64D setup (TVs and custom IHADSS for pilot and gunner).
- AV8B2 and Su34B with specific SEAD configurations added for anti-radar missions.
- Improved sensor and locking on characteristics for F35B.
- Increased AA lock on times for choppers (AH1Z, AH64D and Ka52).
- Ch29 Sensor range increased for Su34B.
- AI less expert dropping flares.

Robalo_AS and Kju, I do not recommend doing so as a mission maker might pretty well have created and setup his own systems, which might be pretty different than the default ones. If you always activate all the default ones automatically even if the mission tries the opposite you will create a conflict. Also this might generate situations in MP games where only some players have MMA active, which might generate great unbalancing.

Kremator
Dec 30 2009, 22:22
WOAH that sounds brilliant Mandoble ! Can't wait.

jasonnoguchi
Dec 31 2009, 00:37
EAGERLY AWAITING! MMA is getting BETTER!

204 Kallisto
Dec 31 2009, 09:29
is it possible to make all air vehicles invisible for the radar when whose speed between -10 km/h +10 km/h
And/or When aircrafts flying under 35m

Mandoble
Dec 31 2009, 09:57
For the radar of MMA systems yes, set global mando_minairalt to the value you want in your mission's init.sqf after MMA initialization. The default value is 10. This affects to MMA automatic launchers and HUDs (except these of portable weapons like Stingers), but this doesnt affect to normal BIS launchers firing BIS missiles.

On the other hand, the low speed affecting radar detection makes little sense to me.

Mandoble
Dec 31 2009, 13:55
Example of new rearming dialog:
http://www.telefonica.net/web2/mandoble/rearming_dialog.jpg

Depending on the user rights you can build your own configuration or only select between predefined ones. The predefined configurations are per vehicle class, in the example AV8B2 has six.

RobertHammer
Dec 31 2009, 14:14
Sweet :)

Kremator
Dec 31 2009, 15:16
A 2009 release Mandoble? MUHAHAHA

.kju [PvPscene]
Dec 31 2009, 15:28
Thanks for the response about usage/availability of the non addon version Mandoble.

Agreed that a more complete and safe XEH is needed, yet for now this seems to work fine.
More updates on that soon.

See you on the other side (OFPEC). Thanks.

Perfect Dark
Jan 1 2010, 23:15
Yesterday I started playing with all the mando_gun/missile scripts and I must say this is outstanding work!

Just one thing keeps me from enjoying it fully :(

I tried to create my own Mando-gun but due to the short documentation located in the gunattacker.sqf I´m just not able to create one without plenty error messages.

Can anyone please post a code expamle with all arrays filled for me?

Mandoble
Jan 2 2010, 00:14
Might be you can copy here the code you are trying to execute for Mando Gun. Anyway here goes a basic example:


// Init.sqf

// Somewhere in the init.sqf:
if (isServer) then
{
_enemysides = [west]; // It will attack west air units
_gun_unit = my_truck; //my_truck unit placed on map
_firing_position = [0,0,2]; // In model coords, adjust as needed
_barrel_length = 3; // Length of the simulated gun

[_gun_unit, 3, ["Air"], 200, 100, 1500, 1000, 17, 20, [0.6,0.6], 4, true, "", "B_23mm_AA", _firing_position, _barrel_length, 360, 0,_enemysides, true, true, false, "","", "mando_gun"]execVM"mando_missiles\mando_gun\mando_gunattacker.sqf";
};


Note that this simulates a virtual gun, it doesnt animate any existing object. If you need to anite one, I'll add examples to do that too.

NoshDaMinsk
Jan 3 2010, 08:59
Just gotta say - love the mod :bounce3:

However, I have a graphical glitch when in AA or AG TV mode in the Chopper (A-52).

I see a flickering image of the chopper in the screen which is a PITA.

Have I forgotten to set something up?

Thanks in advance.
Nosh.

Mandoble
Jan 3 2010, 14:19
NoshDaMinsk,
that might happen if:
- You are running a mission with Gnat's subs. Sadly these subs initialize MMA by their own, so you might have MMA engine initialized several times.
- You are running a mission with Fortran's F117. This addon executes an obsolete version of MMA initialization included in the F117 addon.
- You are running with very low fps, or overflying terrain areas where lots of new textures are being loaded.
- You are in a MP game where the pilot is human (owner of the Ka52) and you are the gunner. In this case the Ka52 is not local to you and if cnx is not fast enough you might see the chopper "jumping" (this is not MMA related but might generate this effect).

If none of these, then no idea.

NoshDaMinsk
Jan 3 2010, 14:46
NoshDaMinsk,
that might happen if:
- You are in a MP game where the pilot is human (owner of the Ka52) and you are the gunner. In this case the Ka52 is not local to you and if cnx is not fast enough you might see the chopper "jumping" (this is not MMA related but might generate this effect)

Yep - only happens in MP - darn it....

And that is so cool when you are flying with a mate you and THEN get that flickering stuff.

Is there anything I can do (apart from getting a T1 connexction) that would solve it?

Cheers
Nosh.

Mandoble
Jan 3 2010, 14:50
Well, the position of your plane in MP is determined by the owner, which is the pilot. And the position is synced through the network so little can be done there except improving the ping. I guess you will see your chopper itself "jumping" a bit in external view mode. Anyway, aside of that problem inherent to MP games, the control of the camera should be smooth and responsive, right?

NoshDaMinsk
Jan 3 2010, 15:04
Well, the position of your plane in MP is determined by the owner, which is the pilot. And the position is synced through the network so little can be done there except improving the ping. I guess you will see your chopper itself "jumping" a bit in external view mode. Anyway, aside of that problem inherent to MP games, the control of the camera should be smooth and responsive, right?

Control of the camera is sweet - I can see how peeps get annoyed a little first time round, as it is sensitive, BUT once you learn to move your mouse pointer a small bit at a time, it seriously rocks....

Great MOD - love it!

Nosh

Perfect Dark
Jan 3 2010, 15:52
Thanks Mando!

I managed to make it working but now there are 2 more things I noticed:



1. There are no tracers for any of the ammunition I used

and

2. can you explain how to use this option in the mando_gunattacker.sqf and how it affects the turret?


firing gun: The gun class which will fire, "" if none.


Thanks! :)



PS: Any chance of a manual or anything compareable for all the functions you have in mando_missile? :bounce3:

Mandoble
Jan 3 2010, 16:22
1 - Place the MGA gamelogic in your mission to have scripted tracers and sound. Or execute the following in your init.sqf


if (isNil "mando_gun_init") then
{
[]execVM"mando_missiles\mando_gun\mando_guncheck.sqf";
[]execVM"mando_missiles\mando_gun\mando_guneffects.sqf";
mando_gun_init = true;
};


2 - firinggun parameter is not used at the moment. It was intended to be the weapon class.

I have little time for manuals at the moment, the best you can do is to read script headers or to check the old MMA online help for ArmA1 (http://www.telefonica.net/web2/mandoble/mma_readme.htm)(many scripts usage explained there are still valid with MMA for ArmA2).

rexehuk
Jan 3 2010, 21:22
rexehuk, do not add the full GL to your mission, but add the following to your init.sqf:


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

[[""], 0, "Javelin", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_javelin.sqf", 0, 0, [[-1,"Javelin"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "Stinger", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_stinger.sqf", 0, 0, [[-1,"Stinger"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "Igla", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_igla.sqf", 0, 0, [[-1,"Igla"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "Strela", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_strela.sqf", 0, 0, [[-1,"Strela"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";

[[""], 0, "MetisLauncher", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_metis.sqf", 0, 0, [[-1,"MetisLauncher"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";
};



Hey Mando,

Is this suitable for large scale operations? 35+ Players? Not sure if it caused the crash on my map or not tonight.

Would it not be better to have a mando game logic for portables only?

Regards,

Rob

Mandoble
Jan 3 2010, 21:53
AFAIK, It is suitable for large scale operations, there is no limitation there. ATM I dont see any reason to have portables only GL, if you want it just execute the code you have there in the init.sqf without including the full GL.

rexehuk
Jan 3 2010, 23:40
Well something caused CTD for a few members of the mission, we're running Ace 2 and played a mission after which ran fine (didn't have mando in at all).

I was thinking maybe running that loop on many players might of crashed a few?

adlabs6
Jan 5 2010, 17:08
I have an issue, I cannot fire the Sidewinder from the AH-1Z. I can attain a successful lock on enemy aircraft, but pressing Left-Windows key does not fire.

Testing in the A-10, AV-8, and F-35, I can lock and fire normally.

Is there something I have missed?

BTW, thanks for this fine addon!

Aelin
Jan 5 2010, 18:07
hi mandoble,where to find explanation for noobs?when I put the game logics in editor nothing happens(((

TheCrusader
Jan 5 2010, 18:36
Hi Aelin,

you mean you load the mod, via command line or launcher, put MMA Full and MMA Init game logics, put yourself as, say an A-10 pilot and you get no MMA activation?

I'm just a user myself, but maybe I can help a little.

Cheers
Crusader

Mandoble
Jan 5 2010, 19:44
adlabs6, might be you were flying without gunner, in that case you should switch to "Manual Fire" first.

adlabs6
Jan 5 2010, 20:00
Mandoble, I just had a few moments to double check.

I discovered that I see this issue while running the ACE2 beta 2 v195 milestone. When I run without ACE2 enabled, my AH-Z1 sidewinders lock and fire perfectly.

Defunkt
Jan 5 2010, 21:18
I discovered that I see this issue while running the ACE2 beta 2 v195 milestone. When I run without ACE2 enabled, my AH-Z1 sidewinders lock and fire perfectly.
I experienced the same thing (AH-1Z sidewinders would lock but not fire) but didn't think a great deal of it at the time (was in the middle of something else). Just tried again now using ACE Build 208 and can fire fine every time, perhaps fixed in all the work they've been doing with eventhandlers in recent builds.

adlabs6
Jan 5 2010, 22:10
Excellent news, thank you!

Defunkt
Jan 5 2010, 23:49
Sorry, just tried again and the problem is back, only this time I cannot lock.

---------- Post added at 01:49 PM ---------- Previous post was at 01:46 PM ----------

Darn, and now gone again.

Solarghost
Jan 6 2010, 03:44
For some reason the Javlin is not locking on on to targets when using the TOP and DIR locking systems.

I have tried to lock on to a tank, vodnic and a bmp while they are moving and still, but no lock.

I press TAB on them, but nothing happens??

Mandoble
Jan 6 2010, 07:59
This might happen using a high zoom level, already fixed for the next beta.

Solarghost
Jan 6 2010, 10:25
This might happen using a high zoom level, already fixed for the next beta.

Hmmm, well it'll be choice if it works in next beta, :yay:

Any idea when that will be? :p

Mandoble
Jan 6 2010, 11:04
Was planned for past weekend, it might happen this weekend.

Cyborg11
Jan 6 2010, 15:47
I discovered that I see this issue while running the ACE2 beta 2 v195 milestone. When I run without ACE2 enabled, my AH-Z1 sidewinders lock and fire perfectly.
With the new MMA beta or the new ACE version this issue is fixed :)

And my ACE 2 Setup is finished now :yay:
Supported Planes and Helicopters:
- Su27 (all 3 variants)
- KC-130J (same HUD as C130)
- AH6 and MH6 (Flares + Navigation HUD only)
- Z9G and Z9A (PLA helicopters)
- AH1W and AH1Z variants

vengeance1
Jan 6 2010, 17:45
With the new MMA beta or the new ACE version this issue is fixed :)

And my ACE 2 Setup is finished now :yay:
Supported Planes and Helicopters:
- Su27 (all 3 variants)
- KC-130J (same HUD as C130)
- AH6 and MH6 (Flares + Navigation HUD only)
- Z9G and Z9A (PLA helicopters)
- AH1W and AH1Z variants

Cyborg, I thought the AH64 was also supported? :confused:

Cyborg11
Jan 6 2010, 18:02
Cyborg, I thought the AH64 was also supported? :confused:
LOL. It is. But it's included in the MMA Full Setup not in the ACE 2 Setup. :bounce3:
In ACE 2 it has only a new Hellfire camera and the HUD was changed because the ACE 2 AH64D has new Hellfires ;) And yeah this is in the ACE 2 Setup :D

Mandoble
Jan 6 2010, 18:27
Cyborg is talking about a mission setup as complex as this ;)

http://www.telefonica.net/web2/mandoble/ace_faa_logics.jpg

Eagleone
Jan 6 2010, 23:39
Hi Mandoble, is it possible to make the direction the emission of flares (and their number for 1 ejecting) in the direction which they are ejected from the real aircraft? (look RKSL-flares for example).
this is will make mod even more attractive for those who love realism

thanks.

jasonnoguchi
Jan 7 2010, 00:35
Mandoable, is the new update going to initialise mando missiles by default? :) I have been itching badly to use your interfaces in my SP games... so far, its only editor practise.. :(

Scrub
Jan 7 2010, 02:58
Cyborg is talking about a mission setup as complex as this ;)


Too... difficult... cant handle.. it. Have to.. click.... more than.. 10 times. :p :j:

:yay::yay: Love the mod, can't play without it! Thank you all!

Mandoble
Jan 7 2010, 07:27
Yes Eagleone, of course it is possible. MMA comes with three generic flare FX scripts, but a mission editor can add more and override the baseline ones.


myplane setVariable ["mando_flares_script", "my_flares_for_su27.sqf"]

And the script my_flares_for_su27.sqf will be executed to draw the flares for myplane.
These scripts get two arguments:
1 - The vehicle
2 - The countermeasure type (0 or 1).

Kroky
Jan 7 2010, 07:38
Mandoable, is the new update going to initialise mando missiles by default? :) I have been itching badly to use your interfaces in my SP games... so far, its only editor practise.. :(

+1

(Its a shame, such a good addon is hardly used, because its not in addon version.)

Mandoble
Jan 7 2010, 09:03
Jasonnoguchi and Kroky, what you mean is to have MMA active by default always, without adding anything into the missions to activate it explicitly?

ATM this idea is not convincing me because this might break many missions. Just an example, a chopper is supposed to cross an enemy area and be shotdown by Igla launchers, but now with MMA the chopper uses auto flares and survives, and the flow and story of that mission is broken.

Anyway I will consider it, lets see what can be done.

Kroky
Jan 7 2010, 09:15
Jasonnoguchi and Kroky, what you mean is to have MMA active by default always, without adding anything into the missions to activate it explicitly?

ATM this idea is not convincing me because this might break many missions. Just an example, a chopper is supposed to cross an enemy area and be shotdown by Igla launchers, but now with MMA the chopper uses auto flares and survives, and the flow and story of that mission is broken.

Anyway I will consider it, lets see what can be done.

Mandoble dont care about mission breaking. Im calling it adding variety to a mission.

Besides this there are already so much addon which could break missions.
Examples: RKSL (and now also ACE2) with air vehicle countermeasures, GL4 making behave AI TOTALLY different to the stock missions. The most of the mission still work, although in a totally different way, which is cool!

Besides this, everyone can choose if to use the MMA addon version or not. So yes, if its not a big hassle for you I would like to see MMA as an addon version without explicitly initializing it.

Flashbang151
Jan 7 2010, 10:21
Hi guys, I have a problem with Mando + ACE.

Every unguided rocket is guided for the ai. Does anybody have the same prob?

And yes, please no auto initiating!

[APS]Gnat
Jan 7 2010, 10:38
I'm with Mando on this, think auto initiating the addon could cause big problems for "average" gamers playing "normal" missions and not realising that having MM installed is messing them up badly.
Messing with missions, and addons like mine.

Dwarden
Jan 7 2010, 11:14
Gnat;1537614']I'm with Mando on this, think auto initiating the addon could cause big problems for "average" gamers playing "normal" missions and not realising that having MM installed is messing them up badly.
Messing with missions, and addons like mine.

average player is not downloading such addon in first place ...
dont try to play 'no addon' on person ignorance and lazyness to not RTFM ...

existence of addon version adds variety for users to decide and choose from ...
i'm sure some might prefer own 'glued up addon self' but what the rest ...

in short i would like addon version to exist or coexist in some form

NoRailgunner
Jan 7 2010, 11:17
What if there are optional files - so its fully up to the player to use MMA automatically/default or only placing MMA in editor?

Kroky
Jan 7 2010, 11:18
What if there are optional files - so its fully up to the player to use MMA automatically/default or only placing MMA in editor?

Exactly my thoughts.
:)

Mandoble
Jan 8 2010, 07:25
Some more goodies for next beta, combination of HMD and MMA AIM-9X for F-35B. F-35 pilots will be able to detect and lock on targets in any direction and fire AIM-9X missiles with very high deflection angles.

7PeAfbXrudo

Rubberkite
Jan 8 2010, 09:00
I really hope to see next beta in this week!!!

Good work mate!, I see improvement every release, thank you for your effort ;)

Eagleone
Jan 8 2010, 12:13
i need this beta)))

Solarghost
Jan 8 2010, 22:54
For some reason the Javlin is not locking on on to targets when using the TOP and DIR locking systems.

I have tried to lock on to a tank, vodnic and a bmp while they are moving and still, but no lock.

I press TAB on them, but nothing happens??

Actually I have got it working now, you have to try an find the tiny orange name that comes up for the vehicle, really annoying actually...

But I have found that at long distances, the Jav can not lock on???
Because the name of that vehicle does not appear

Mandoble
Jan 8 2010, 23:49
As said, this problem happened for long distances with high zoom level. Already solved for next beta, same as the names.

Defunkt
Jan 9 2010, 04:28
This (WIP) is what happens when you let Mandoble find his own re-arming sound effects...

EHvrPRqSuY4

Solarghost
Jan 9 2010, 04:33
Nice goodies coming, but that sound effect is easily fixable lol

TheCrusader
Jan 9 2010, 10:19
@<hidden>:
Wow, that looks amazing!

I recently had a look at a similar system Dr. Eyeball did for the Apache, and AFAIK he had some problems with the missiles and lockon of the stock bohemia weapons.
I suggested just using mando missiles to solve his problems, as the "front end" of his mod (MFD, gunner optic) is really good, but the "back end" (missiles etc.) is still far from perfect.
But I got no feedback yet.

Seeing that you are basically doing the same thing for the apache, maybe you guys could work together on the hud etc.?
Just suggesting obviously, but Dr. Eyeball has some really nice props in his mod.

Cheers
Crusader

Mandoble
Jan 9 2010, 10:36
Hi Crusader, these are custom huds executed from the core hud script (back end) and getting all the data from the core hud script too, so anything can be used as the "front-end" to represent that data in any way you want and also to select the sensible data that you want to represent at each time in the frontend. The critical info provided by the backend and that the fronted must always use are list of filtered contacts following MMA detection criteria, current target (if any) and target info, selected MMA weapon/ammo left and quantity of flares and, if present, ECM state, as well as current working mode (core HUD mode). These are the most sensible infos for the custom huds. If the custom hud doesnt want to represent or manage that data, the custom hud may always use just the default MMA HUD representation, while adding extra eyecandy images or non MMA related extra functionality. This is what must be considered when integrating MMA with any external HUD.

BTW, defunkt is clearly a quite noisy hellfire operator :p

TheCrusader
Jan 9 2010, 10:58
Hi Mando,
yeah, I'm kinda aware of these facts, I was more addressing my post to defunct.

Just in case (which arguably is unlikely) that he didn't notice a very similar system being developed by another author, and I wanted to point out a possibility for synergy and cooperation. Thats all.

Cheers
Crusader

Defunkt
Jan 9 2010, 18:22
Hi, yes, I haven't tried the other but it looks very good indeed. Not sure the goals are identical, mine being merely to present existing MMA HUD info in a manner evocative of an Apache's monocular HMD where I think the other is more along the lines of an Apache-sim. That said, if Dr_Eyeball was inclined to make an MMA version I'm sure he'd receive every assistance including using this one as a starting point.

Mandoble
Jan 10 2010, 11:19
Due to a weapons locality problem in MP, next beta planned to be released today will delay a bit.

The good news is that the problem has been solved so now you can use (depending on MMA system configuration) any gunner MMA configured weapon from pilot seat even if there is no gunner or gunner is player, same applies to the gunner or anyother existing turret. This was a problem that was present only in MP games.

Mandoble
Jan 10 2010, 16:58
And this is the MMA rearming system:

89N33CAFuMc

Sneaker-78-
Jan 10 2010, 17:17
verry nice work mando , thumbs up

And what is the Experience with ace mod ?

Cyborg11
Jan 10 2010, 18:01
And what is the Experience with ace mod ?
Well .. the same :D
With the ACE Setups you can rearm the ACE planes and helis (with multiple weapon configurations). The ACE planes and helicopters now have HUDs and TVs for the weapons :)

Eagleone
Jan 10 2010, 18:14
Cyborg112

and what about countermeasures? ACE2 already have their own countermeasures (auto eject), they do not conflict with countermeasures from MMA?

Cyborg11
Jan 10 2010, 21:28
Cyborg112

and what about countermeasures? ACE2 already have their own countermeasures (auto eject), they do not conflict with countermeasures from MMA?
They will be dropped because they are dropped with the IncomingMissile Eventhandler.
But the MMA missiles will ignore them and kill you if you don't fire your own countermeasures. :D

Mandoble
Jan 10 2010, 21:38
Remember that the only missiles that generate IMEH are these fired by AI using BIS weapons.

Solarghost
Jan 11 2010, 02:05
Due to a weapons locality problem in MP, next beta planned to be released today will delay a bit.

The good news is that the problem has been solved so now you can use (depending on MMA system configuration) any gunner MMA configured weapon from pilot seat even if there is no gunner or gunner is player, same applies to the gunner or anyother existing turret. This was a problem that was present only in MP games.


So does this mean we could expect a release today? :yay: :yay:

:p

Sneaker-78-
Jan 11 2010, 15:20
sssshhh


its done when its ready :)

Question:

When i put this in my init file :

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

And the 2 LOGIC in the mission.

And when i try the Javalin to destroy a t72 , i don`t get an lock when i have the fire mode "top" selected ,
Im doing something wrong?


edit: dammit ...my fault srry

"Note that to get a lock with DIR or TOP modes the target must have its engine turned on"




Due to a weapons locality problem in MP, next beta planned to be released today will delay a bit.

The good news is that the problem has been solved so now you can use (depending on MMA system configuration) any gunner MMA configured weapon from pilot seat even if there is no gunner or gunner is player, same applies to the gunner or anyother existing turret. This was a problem that was present only in MP games.

has this to do with if you are an pilot in a aircraft and you cannot cycle trough weapons ?

Sneaker-78-
Jan 12 2010, 16:59
i am the only one that not can cyle trough weapons if i am pilot in a harrier or A-10

Cyborg11
Jan 12 2010, 17:11
has this to do with if you are an pilot in a aircraft and you cannot cycle trough weapons ?
No you couldn't fire missiles when you are a pilot of a helicopter/plane with pilot + gunner position and you had no gunner.
In MP the server deleted the missiles after firing them because of the weaponowner rights that doesn't go to the pilot if he uses manual fire. Host is the weapon owner always if you have no gunner ;)
But Mando fixed this. :yay:

Mandoble
Jan 12 2010, 17:15
Sneaker, if you use MMA, your plane and/or chopper may use two weapons at the same time: BIS default guns or rockets (select as BIS weapon in case your plane have them) and the corresponding weapon of the selected MMA HUD operational mode (cycled using LCTRL by default). For example, GAU12 gun (BIS selected weapon) and Sidewinder (MMA HUD mode) for a Harrier. MMA HUD core script prevents you to select as BIS weapon these handled by MMA systems, so pressing F you can cycle only throught rockets or guns present in your vehicle.

Sneaker-78-
Jan 12 2010, 17:18
rgr , thank you mando

Curse-splatt
Jan 13 2010, 01:09
Mando, I've searched the thread but could not find if you had added a gunner position to the AC130. So in short can you have a gunner in the AC130 or are is it still Pilot operation on the gun cams?

Manzilla
Jan 13 2010, 01:40
Mando, I've searched the thread but could not find if you had added a gunner position to the AC130. So in short can you have a gunner in the AC130 or are is it still Pilot operation on the gun cams?

I think he explains that it's now possible just above. I think he needs to finish the next update before it's possible though.

Curse-splatt
Jan 13 2010, 01:59
Yeah, I got the impression he said he could do it, but didn't get a defiinitive as to whether he actually had. Clearly I'm looking forward to it. Sensational stuff.

Das Attorney
Jan 13 2010, 03:19
And when i try the Javalin to destroy a t72 , i don`t get an lock when i have the fire mode "top" selected ,
Im doing something wrong?


edit: dammit ...my fault srry

"Note that to get a lock with DIR or TOP modes the target must have its engine turned on"

Yeah, I fell for that too! I tried the Javelin and couldn't get it to hit the T-72 500m in front of it, then realised that the IR views (even though they're not fully operational until OA) would dictate that the Javelin is reliant on heat signatures to find a lock. Once the '72 was assigned to patrol an area, it was fair game for the Javelin to lock on to. :)

Mandoble
Jan 13 2010, 08:51
Now (next beta) only co-pilot have control of the guns in the C-130J.

ray243
Jan 13 2010, 09:51
I heard Mandomissiles work with the AH64? How do I make it work?

Mandoble
Jan 13 2010, 10:16
Ray, AH64 will be available for next open beta, probably for this weekend or a bit earlier. Defunkt is finishing a very nice monocle for it:
http://www.telefonica.net/web2/mandoble/ah64_monocle.jpg

Included HUD working modes for pilot are:
AIM9
Hellfire local (LOBL)
Hellfire remote (LOBL, target locked on by a third party unit)
Navigation
+
TV MFD for Hellfires (if gunner is not a player)
RWR

Included HUD working modes for gunner are:
Hellfire local (LOBL)
Hellfire remote (LOBL, target locked on by a third party unit)
Navigation
+
TV MFD for Hellfires

ray243
Jan 13 2010, 11:12
Cool. Thanks Mando! Well, I got a stupid question for ya.

Is it possible to change the missile model? I don't like having a GBU as a missile.

And if I ever get to meet you, mando, I am going to rape you from the inside out! :D

jasonnoguchi
Jan 13 2010, 11:45
I am going to dig my eyes out!!!!!! Mando, could you pleeeeeease give us the choice to autoinit mma please? I really would love to play it in my sp missions :(

Mandoble
Jan 13 2010, 12:42
Ray, these missiles are using Hellfire model. GBU is sometimes used as model for long range missiles, where the lifetime of default BIS missiles is too short (15 secs). The GBU has a lifetime of 120 seconds. Note that A2 engine deletes automatically the missile object when its life time elapses.

No Jason, I will not, but Kju will :p This is currently planned for next beta.

jasonnoguchi
Jan 13 2010, 12:55
no jason, i will not, but kju will :p this is currently planned for next beta.

this is the best f**king piece of news i have heard today!!!!!!! Thank you mandoable & kju!!!! :)

Kremator
Jan 13 2010, 17:20
The AH64 functionality would be heightened a hundredfold in conjuction with Dr Eyeball's addon.

@<hidden> is this possible to integrate?

Eagleone
Jan 13 2010, 18:16
2 Kremator

I sent the PM to Dr Eyeball with a proposal to cooperate with Mandoble, if they agree with each other - we get an absolutely great addon.
we can only wait)

Defunkt
Jan 13 2010, 18:25
I don't know what functionality it has but (as I see it anyway) MMA is about enhancing systems across the board. I don't envisage increasing capability "a hundredfold" for just one system in isolation. But that's just my priorities (I am most interested in PvP), anyone can create their own customised HUD's for MMA.

Sneaker-78-
Jan 13 2010, 19:24
psst Defunkt

Ready ?

:p

Curse-splatt
Jan 13 2010, 21:39
Now (next beta) only co-pilot have control of the guns in the C-130J.

YOU are a legend.

Kremator
Jan 13 2010, 21:54
This is sounding very good Mandoble !

Keep up the good work.

CaptainBravo
Jan 15 2010, 16:40
Excellent addon! Only comment is the UAV for east seems not to work. Will not fire at all. Unlike the west UAV which was easy to operate. Any ideas?

Thanks.

Simon C
Jan 15 2010, 16:45
I'm guessing it doesn't fire because it's unarmed. :p

CaptainBravo
Jan 15 2010, 18:08
Ahhhh .. only west UAV armed? That is news to me! :o

NoRailgunner
Jan 15 2010, 18:49
@<hidden>
Russia is behind UAV technology and have issues producing reliable electronics. They are now using different UAV variants from Israel.

Solarghost
Jan 15 2010, 23:37
Any updates on how close we are to release? :p

Mandoble
Jan 16 2010, 00:15
Some one might say "when its done, its done", I said this weekend or earlier, so more than probably for this weekend.

Some more things added:
- LOAL Hellfire mode for AH64 (now you can fire in LOAL and/or LOBL modes).
- Cargo seat at the back of C130J pilot and co-pilot also has guns control.
- New guidance for Metis, now you can lose control if trying too hard moves and also recover it aiming with the sight to the missile in flight.
- Systems added for Static Metis, TOW Tripod, Static Stinger, Static Igla, BRDM2 ATGM and BMP-2 AT5.
- Setups for FFAA MOD Eurocopter Tigre, Super Puma, CH47 and Coughar.
- Setups for all the CYBP_AH6 and CYBP_MH6 family.

Rubberkite
Jan 16 2010, 10:38
................................. Hype!

MartiUK
Jan 16 2010, 13:28
The mando_portables.pbo link is down

Simon C
Jan 16 2010, 14:41
The mando_portables.pbo link is down

Yep, I can confirm this. It's not essential to run Mando Missiles however, which is a good thing. :)

AndresCL
Jan 16 2010, 18:18
Some one might say "when its done, its done", I said this weekend or earlier, so more than probably for this weekend.

Some more things added:
- LOAL Hellfire mode for AH64 (now you can fire in LOAL and/or LOBL modes).
- Cargo seat at the back of C130J pilot and co-pilot also has guns control.
- New guidance for Metis, now you can lose control if trying too hard moves and also recover it aiming with the sight to the missile in flight.
- Systems added for Static Metis, TOW Tripod, Static Stinger, Static Igla, BRDM2 ATGM and BMP-2 AT5.
- Setups for FFAA MOD Eurocopter Tigre, Super Puma, CH47 and Coughar.
- Setups for all the CYBP_AH6 and CYBP_MH6 family.

Woooh, i almost jizzed in my pants:yay:

Mandoble
Jan 16 2010, 20:03
And you might have good reasons :p

Hellfires fired in LOAL and LOBL modes working with the new MMA custom HUD created by Defunkt:

gQ_gJTAj_cA

First a single Hellfire is fired in LOAL-DIR mode and few secs later another friendly unit transmitted a remote target which was locked on by the AH64 pilot and destroyed by the Hellfire already in flight. After that other enemy units are directly located by the Apache and destroyed by Hellfires fired in LOBL mode using monocle and onboard TV MFD.

I also added an ECM emitter o the Apache.

themaster303
Jan 16 2010, 21:05
superb work !! cant wait to test. few questions:

1. is it fully ace2 combatible ??
2. when you have 2 human players in the apache and the pilot is locking in the monocle the target, will the locked target be transfert/syncroniced to the gunners monocle ?? or to the gunnersight ? would be nice so you dont have to talk what target you are looking at.
3. would it be possible that you lock targets and send/syncronice those to other ah-64 in the attack group ?
4. when you are in cam-mode the engine sound gets louder. is that possible you lower the volume ? (is it because your viewpoint is outside the heli ?)

thanks for your great work !!

AndresCL
Jan 16 2010, 21:17
And you might have good reasons :p

Hellfires fired in LOAL and LOBL modes working with the new MMA custom HUD created by Defunkt:

gQ_gJTAj_cA

First a single Hellfire is fired in LOAL-DIR mode and few secs later another friendly unit transmitted a remote target which was locked on by the AH64 pilot and destroyed by the Hellfire already in flight. After that other enemy units are directly located by the Apache and destroyed by Hellfires fired in LOBL mode using monocle and onboard TV MFD.

I also added an ECM emitter o the Apache.
Now i gotta go clean myself up:eek:

I dont care if its ACE2 compatible or not, i will use it anyway!

Defunkt
Jan 16 2010, 21:44
The mando_portables link is fixed.

Cyborg11
Jan 17 2010, 01:06
1. is it fully ace2 combatible ??
After making the setups I would say yes :)

UGLY58
Jan 17 2010, 05:23
Mandoble,

Excellent mod and has taken up my whole week testing !

A few pointers if I may,

1. AH-64D cannot lock on Hellfire using the monocle (IHADSS).
2. AH-64D uses two types of Hellfire Radar Guided and Laser Seeking. They acquire the target very differently.
3. AH-64D firing Cannon through the IHADSS is inaccurate but allows suppression of a target very quickly.

Suggestion.

MQ-9 can (along with most jets that carry a targeting pod) transmit a TV image (rover). Your UAV TV system is almost there, although considered man-portable it does require some setup before use. Can that be added into your much appreciated efforts.

I have RL experience on both MQ-9 and AH-64D, PM for more if you need.

vengeance1
Jan 17 2010, 06:15
The mando_portables link is fixed.

Wierd all I see is the PDF on DevHeaven?

Defunkt
Jan 17 2010, 08:46
What? This link?


Defunkt made a modification of the default BIS Javelin reticle that you can grab here (http://www.ionwerks.net/mando_portables.zip)
The mando_portables.pbo enables a better (wider) reticle for the Javelin and replaces the default crosshair with more authentic targeting 'stadia', these changes can only be made with an addon where the core MMA suite can be addon or script-only hence it is packaged separately. It is especially recommended if your display resolution should result in part of the default reticle showing.
I do recommend it by the way, without it you can too often see the default reticle for a split second before the custom MMA HUD draws.

KeyCat
Jan 17 2010, 09:14
- LOAL Hellfire mode for AH64 (now you can fire in LOAL and/or LOBL modes).


:) awesome news, looking forward to try it out when it's ready!

/KC

Sneaker-78-
Jan 17 2010, 09:41
Hi,

I need some help with the UAV , i want to use the UAV of mando into this

/*
=========================================================
Default values of all settings are:
nul = this addAction ["Launch UAV", "uav.sqf",[xvec1,100,BIS_uav_1,"xvec2,xvec1",MQ9PredatorB,west],0,false]

1: spawn location
2: spawn height
3: Name of UAV Module - BIS_UAV
4: units to be syncronized with Names, xvec2, xvec1, (_vec_array select 0)
5: Version of UAV - MQ9PredatorB
6: side/group

=========================================================
*/


private ["_vec_array","_myarray"];
_myarray = _this select 3;
_spawloc = _myarray select 0;
_spawhei = if (count _myarray > 1) then {_myarray select 1} else {100};
_uavMod = if (count _myarray > 2) then {_myarray select 2} else {BIS_UAV_1};
_units = if (count _myarray > 3) then {_myarray select 3} else {xvec1, xvec2};
_uavType = if (count _myarray > 4) then {_myarray select 4} else {MQ9PredatorB};
_grp = if (count _myarray > 5) then {_myarray select 5} else {"west"};

_vclname="MyUAV";

_vec_array = [[getPos _spawloc select 0, getPos _spawloc select 1, (getPos _spawloc select 2) +_spawhei], random 360, _uavType, _grp] call BIS_fnc_spawnVehicle;
_vcl = _vec_array select 0;
_vcl SetVehicleVarName _vclname;
_vcl Call Compile Format ["%1=_vcl;PublicVariable ""%1"";",_vclname];
_initCmd=format["this addMagazine ""4Rnd_Sidewinder_AV8B"";this addWeapon ""SidewinderLaucher""; this disableAI ""AUTOTARGET"" ; this disableAI ""TARGET"" ; this setCombatMode ""BLUE"";this setBehaviour ""careless"";%1 synchronizeObjectsAdd [%2,%3];",_uavmod,_vcl,_units];
_vcl setVehicleInit _initCmd;


processInitCommands;
clearVehicleInit _vcl;


Player sideChat "UAV has been Launched";

Its a script of Big_Daddy , you can lauch a UAV and control it in air

or try the mission Download (http://www.realredraider.com/Big_Daddy/uav1.utes.7z)

vengeance1
Jan 17 2010, 14:29
What? This link?


I do recommend it by the way, without it you can too often see the default reticle for a split second before the custom MMA HUD draws.

Ah yes I understand, yes much better.

Sneaker-78-
Jan 17 2010, 14:41
im also have a strange thing .. when im in a harrier with gbu-12 , i cannot select the gbu-12 ?

But with other bombs i dont have a problem

Simon C
Jan 17 2010, 15:21
You have to use the action menu for GBUs now. Select the LGB bomb camera from your action menu and follow the onscreen instructions.

Sneaker-78-
Jan 17 2010, 16:10
hmm ah ic .. so you must guide it like this .. rgr

tnks

Mandoble
Jan 17 2010, 17:31
Yes Sneaker, you need to use the LGB TV camera to use these bombs. I'm considering to allow normal usage for them for next beta, but not at the moment.

---------- Post added at 07:31 PM ---------- Previous post was at 06:49 PM ----------



1. is it fully ace2 combatible ??

These that have tested it say so, so I guess it is.




2. when you have 2 human players in the apache and the pilot is locking in the monocle the target, will the locked target be transfert/syncroniced to the gunners monocle ?? or to the gunnersight ? would be nice so you dont have to talk what target you are looking at.

You can do that with the AH64D if the other crew member has the HUD in Hellfire-Remote mode. You lock on something, press "Special" key (default is G) and that target becomes immediately the current target of the other crew member.
You can also do that from TV camera (if you are the gunner), select a target or location and click "Xmit" button, your current locked on target or ground location will be visible by the pilot in Remote mode.




3. would it be possible that you lock targets and send/syncronice those to other ah-64 in the attack group ?

Yes, from the TV camera. Lock on a target or ground position and click Xmit button, while you keep the lock that target or ground position will be visible by any friendly unit operating in "Remote" mode.




4. when you are in cam-mode the engine sound gets louder. is that possible you lower the volume ? (is it because your viewpoint is outside the heli ?)


Yes, that's the reason. But if I lower the volume, all the sounds would be affected, including warning sounds.

Moxyz1
Jan 17 2010, 18:15
hope that the heli sounds dont get lowered personally as im enjoying the new TRRotor Wing mod currently, but i may be in the minority on this as i only use single player so comms background noise isnt an issue for me. Im eagerly awaiting the next MMA and cant resist constantly checking for it.

themaster303
Jan 17 2010, 18:37
Yes Sneaker, you need to use the LGB TV camera to use these bombs. I'm considering to allow normal usage for them for next beta, but not at the moment.

---------- Post added at 07:31 PM ---------- Previous post was at 06:49 PM ----------


These that have tested it say so, so I guess it is.



You can do that with the AH64D if the other crew member has the HUD in Hellfire-Remote mode. You lock on something, press "Special" key (default is G) and that target becomes immediately the current target of the other crew member.
You can also do that from TV camera (if you are the gunner), select a target or location and click "Xmit" button, your current locked on target or ground location will be visible by the pilot in Remote mode.



Yes, from the TV camera. Lock on a target or ground position and click Xmit button, while you keep the lock that target or ground position will be visible by any friendly unit operating in "Remote" mode.




Yes, that's the reason. But if I lower the volume, all the sounds would be affected, including warning sounds.

wow, really good. great work. looking forward to the release ;)

Mandoble
Jan 17 2010, 21:02
As promised, MMA 2.4B4 Ready for download (http://www.ofpec.com/ed_depot/index.php?action=details&id=653) ;) And dont forget to read carefully the online ReadMe (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html).

gQ_gJTAj_cA

89N33CAFuMc

7PeAfbXrudo

2.4B4 change log:

MMA Gamelogics now are under MMA Gamelogics, easier to locate from the editor.
Fixed a problem preventing locking on targets with the Javelin and high zoom levels.
Added MMA Rearming System (Cyborg added also configurations for all ACE2 planes and choppers).
AV8B2 and Su34B with specific SEAD configurations added for anti-radar missions (you can rearm with these configs from the MMA Rearming System, just select SEAD).
Added LOAL mode for Hellfire (present in AH64D fired from monocle). Fire and lock on later, or fire while locking on.
Added ECM emitter to the AH64D.
Added target sync between pilot and gunner for AH64D. Press special key (G by default) to transmit your target to the other crew member, he will have it immediately locked on if he has Hellfire-Remote HUD mode.
Adjusted Javelin trajectories.
AIM-9X capable of high deflection engagements (F35B).
AH64D setup, including outstanding custom HUD made by Defunkt.
AH1Z, F35B Su34 gunner, Ka52 gunner custom HMDs made by Defunkt.
New guidance for Metis and TOW, now you can lose control if trying too hard moves and also recover it aiming with the sight to the missile in flight.
Systems added for Static Metis, TOW Tripod, Static Stinger, Static Igla, BRDM2 ATGM and BMP-2 AT5.
Setups for FFAA MOD Eurocopter Tigre, Super Puma, CH47 and Coughar, there is also a new MMA FFAA gamelogic.
Setups for all the CYBP_AH6 and CYBP_MH6 family.
Setups for ACE2 choppers and planes made by Cyborg11, there is also a new MMA ACE2 gamelogic.
C130J guns only for the co-pilot and any player in the seat back to the pilot.
In MP games, pilots can use the weapons, even if there is no gunner.
Better handling of the TV camera, quite noticeable with high zoom levels.
Improved sensor and locking on characteristics for F35B.
Increased AA lock on times for all the choppers armed with AA missiles.
Ch29 Sensor range increased for Su34B.
AI less expert dropping flares and also depending on AI pilot's skill.
Higher max speed and kill % for Stinger, Igla and Strella

Kremator
Jan 17 2010, 21:17
EXCELLENT ..... downloaded and loading A2 now to try them out.

THANKS mandoble!

Manzilla
Jan 17 2010, 21:22
Nice. Thanks bud. I didn't realize the new version would come so soon. Exciting!

vengeance1
Jan 17 2010, 21:40
Once again you add more life to this game with enhancements! Well Done!

Thanks:)

Sneaker-78-
Jan 17 2010, 21:51
WOW was realy waiting for this !!!!!!!!!

Exellent work there !!



:eek::eek::eek:

Edit:

damm this is realy great work , just tested it ..

So we can use it also for mp ? with players in the apache ..

Shadow.D. ^BOB^
Jan 18 2010, 00:25
First of all, this is simply amazing. As is all your work Mandoble :)

I have 2 questions:-

1. How do you switch between LOBL and LOAL modes in the Apache?

2. How exactly begin the targeting process with the Javelin? (I follow the directions, but having problems)

I have read the online manual, but that doesnt mention anything about the Hellfire firing modes.

EDIT:- I seem to be able to "seek" and get a lock, if a change the firing mode to dir/ground. But it refuses to lock onto a vehicle in either top attack or dir.

jasonnoguchi
Jan 18 2010, 00:31
downloading!!!

UPDATE :

Still no auto init? :( Thought you said this would be the auto init version? :( Wanted to play with this system sooooo much in soooo many missions :(

Defunkt
Jan 18 2010, 00:32
As for the Javelin, everything else works like switching attack mode and thermal sight picture, but i just cannot get it to start seeking using the "tab" key.
Firstly your target must be an enemy unit (IIRC) and must have its engine on. Try with DIR/GRND, it should instead target whatever bit of dirt the crosshair is on.

Shadow.D. ^BOB^
Jan 18 2010, 00:44
Just figured that out, Defunkt (it was because the unit's engine was not running). Thankyou for the reply though, very nice system. Definatly a keeper :p

Edit:- I'm going on assumtion here, but are the IR modes backwards? The BHOT shows targets as lighter than the surroundings, where as WHOT shows them darker. Shouldnt WHOT show the target IR source as lighter than the cooler surroundings?

Edit2:- Is there anyway to implement on the Apache Pilot & Gunner hud, where the other is looking? For quick references, it would be nice for the pilot to have a small crosshair or something showing him where the gunner is looking and vice versa, i think this would be a very nice addition, if possible within the game engine. Also maybe a slip indicator, similiar to the altitude indicator presently on there, maybe on th other side of the center point, to show any lateral movement of the aircraft for pilot ref.

By all means, tell me to piss off :)

Alex72
Jan 18 2010, 01:20
Amazing! Thank you Mando and Defunkt + everyone else that helped. Just tested the jav and AH-64... Just awesome.

Thank you.

jasonnoguchi
Jan 18 2010, 01:30
one question guys, didn't find it in the README... how do you change weapons using MMA in the apache?

Moxyz1
Jan 18 2010, 02:53
awsome work guys thank you, its great in the ah64 with the monocle as well now in mma, @<hidden> it was kju who is working on the auto innit version, im sure that might come later m8, yeah it would be good to try it with the eagle wing mini campaign/mission.

Solarghost
Jan 18 2010, 03:25
Thanks Mando and defunkt

Awesome bloody work fellaz, all the annoying you paid off!!! well not really lol it was your hard work and beta testing.

Bloody good mod. :p

Cheers

Cyborg11
Jan 18 2010, 12:18
1. How do you switch between LOBL and LOAL modes in the Apache?
Don't lock on a target and fire => LOAL
Lock on a target and fire => LOBL
:p
LOAL doesn't work in Hellfire Camera ;)



one question guys, didn't find it in the README... how do you change weapons using MMA in the apache?
Press the key to change HUD modes (default is Ctrl). :)

jasonnoguchi
Jan 18 2010, 14:14
@<hidden>, got it! will try. Thanks for responding.

UPDATE : it goes from Hellfire to Hellfire remote but not to the cannon... how do we switch to the cannons?

Cyborg11
Jan 18 2010, 14:57
@<hidden>, got it! will try. Thanks for responding.

UPDATE : it goes from Hellfire to Hellfire remote but not to the cannon... how do we switch to the cannons?
The cannon isn't a hud mode. It's a BIS weapon so you can cycle to it with F ;)
As a pilot use manual fire if you can't fire it.

jasonnoguchi
Jan 18 2010, 15:00
@<hidden>, oh... which means that there is no way to get cannon to track where you look with the IHASS in free look? that's a pity there. :)

Mandoble
Jan 18 2010, 15:49
Edit2:- Is there anyway to implement on the Apache Pilot & Gunner hud, where the other is looking?

Did we forget to include this????? ;)
Yes, it is possible and it will be included.

Tonci87
Jan 18 2010, 15:51
Will this be auto initalised someday in the Future? Would really love to play some already existing missions with that

Mandoble
Jan 18 2010, 16:19
Yes Tonci, was planned to be released with 2.4B4 but we might be a bit late already. Might be for this week, I need to check that with Kju.

Jasonnoguchi, by default, the monocle for AH64 gunner is "attached" to the cannon (or the cannon to the monocle).

themaster303
Jan 18 2010, 16:23
nice work. did the first testrun as pilot and gunner in ah-64. some things went strange. my friend an i will test tomorrow more, and note down what went wrong, and if its our fault or the addon ;)

will report then.

addon itself is a beauty and enhance the game/teamplay like hell. a great addition to ace2. all in combination is more and more a simulation like i like it :D

great work.

[ZSU]Preacher
Jan 18 2010, 19:06
We are considering using MM with ACE2. Do we need to disable any ACE mods that might conflict with MM (eg ace_sys_countermeasures)? Also, I believe there are conflicting keybinds - what are they and does anyone have any suggestions for alternative keybinds?

Thanks!

Eagleone
Jan 18 2010, 19:09
this is answer on your question
http://dev-heaven.net/issues/show/8220
it is not ready yet, but when it will be ready there will be no conflict

Sneaker-78-
Jan 18 2010, 19:16
i get a message when i use this on my dedicated sever :

"Is mando missle missing here? "

What i am missing ?

I put 4 logics on the map and in the init i put this line :


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

Flashbang151
Jan 18 2010, 19:18
Hey Mando!
How can I activate the scripts for other addons?
I want to create some private replacement addons.

Mandoble
Jan 18 2010, 19:18
Preacher, if you use MMA you dont need any extra flares and/or ECM, anyway it seems ACE ones dont interfere with MMA ones, it is just that ACE ones dont affect/avoid mando missiles. But probably Cyborg can enlight you a bit more about this matter.

And about keys, MMA allows each player to have its own particular key binds, check this (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg10) for instructions.

You only need to setup a particular sequence of keys for the desired key binds in A2 custom controls (user actions 16, 17, 18, 19 and 20), and you dont need to setup all the keys, only these that might resulting in any conflict for you.

Sneaker, was someone joining your server or yourself without MMA? I mean, MMA server and not MMA client. Also, was you seeing that message only once, or every 10 seconds or so all the time?

Flashbang151, ATM a decent documentation is still missing. Anyway you might have a look at current setups included in the pack (setups and huds folders).

Sneaker-78-
Jan 18 2010, 20:25
i have mma and the server and the 2 other players have mma
and we get the message every 10 sec with a ping

but when i player is disconnecht the mssg is gone ..
but that player is 100% for sure that its correct installed

TBuck
Jan 18 2010, 20:53
@<hidden>:

thank you for the new version ;)

Would it be possible to define joystick-buttons for HUD keys also "Lock on target"? At the moment its not very comfortable to play with joystick and the keyboard for the main keys.

The color of the monocle glasses is a bit to brown, a bit like sun glasses ;) Would it be possible to bright it up, so that you note, that it is made of glas but dont cloud the sight to much.

For me the mouse is now to sensitive on every zoom level using the hellfire camera. While using 2.4B3 it was only on the high zoom-level.

Tino

Sneaker-78-
Jan 18 2010, 21:36
i have mma and the server and the 2 other players have mma
and we get the message every 10 sec with a ping

but when i player is disconnecht the mssg is gone ..
but that player is 100% for sure that its correct installed

its ok now , i let here clear the missionchache and so she had to download the mission over .. and its working now , no msg anymore

:confused:

PartyHead
Jan 19 2010, 01:05
Firstly thanks for this awsome mod Mandoble.
Was wondering if you could help me out, im creating a Commander Console, and as part of its function ive included a "launch UAV","Dismiss UAV" and "MQ9Predator" Buttons. The UAV scripts im using are "Doolittle's" dynamic UAV.
Once you launch the UAV you get a hint telling you that the MQ9Predator can now be used, then you click the "MQ9Predator" button in the console to access the UAV camera display. You can Launch and Dismiss the MQ9Predator any number of times. Once launched, the MQ9Predator will Circle between 2 points {pointA and pointB} untill shot down or dismissed.
What i was wondering is could your "TV Hellfire UAV system" work with this setup instead of Doolittle's BIS_UAV_1 display ?
Im still learning scripting so my scripting skills are limited.
If this is at all possible any help would be greatly appreciated.

Here's a link to Doolittle's example scripts:
http://www.armaholic.com/page.php?id=8506

Thanks,
PartyHead.

Mandoble
Jan 19 2010, 08:35
TBuck,
the best way for joy usage is to program key strokes in the joy's buttons.

the AH64 monocle itself is really a bit like sunglasses, check it here (http://grin.hq.nasa.gov/IMAGES/SMALL/GPN-2000-001550.jpg).

About the TV mouse, remember that mouse sensitivity is regulated by distance between mouse and center of the steerable area, so if you move the mouse cursor around the center, the movements of the camera should be "slow" and accurate enough, but if you need to turn the camera quickly 90 degrees, then just zoom out and move the mouse cursor to the corresponding steerable area extreme. Is it too sensible for you even moving the mouse quite close to the screen's center?

themaster303
Jan 19 2010, 11:47
we did have a problem. when a human gunner is shooting the 20mm gun only tracers come out. no splashes on ground or target.

i as a pilot have to press the firebutton than it works. that shouldn´t be like this ;)

by this the pilot has also no control over the ffar !!

seems there is a problem, or i did something wrong ;) can you cross check that please.

Mandoble
Jan 19 2010, 16:09
Are you talking about C130 virtual guns?

themaster303
Jan 19 2010, 17:46
Are you talking about C130 virtual guns?

ups, no. ah-64. that one has ffar ;) my friend and i was testing,

btw. the special "G" - key :D is really great and works goooood.
no more discussing where is the target :D

froggyluv
Jan 19 2010, 18:13
Just tried the latest and damn! I know it's said around here too much but methinks BI should sign you on board, this is great stuff!

Why not go for the trifecta with Mando Armour :p

Alex72
Jan 19 2010, 19:47
Amazing work Mandoble! :)

I have a question about the LGB camera. When i lock through TV camera and drop a bomb i always miss - always short. What am i doing wrong?

Secondly there seems to be sometimes a lot of flickering images from interior/exterior when in TV mode of the aircraft im sitting in wich gives lag. Sorry if this is known.

Again thank you. This is an amazing addon. Finally everything is there!

EDIT:
I notice with the UAV (awesome btw!) that every second its lagging or "jumping" when in TV mode like the others, but more frequent. the sound even kind of get hickups (engine of UAV) thanks to this. Just thaught i say that.

Mandoble
Jan 19 2010, 20:03
Themaster303, MMA is not affecting in any way the gun of the AH64D.

Alex, the current range displayed for LGB is a bit wrong (it exceeds the real one). Drop when target is your frontal sector and closer than 1Km.

The camera flickering might happen in two situations:
1 - You are running with quite low FPS.
2 - You are the gunner of a plane or chopper, which is local to the pilot. I will try to make the TV cam positioning faster, but cannot promiss to eliminate this effect (other option might be to place the camera not so close to the plane/chopper). When this happens, just for testing, switch off camera and switch to external, just to make sure that you dont see any mini-jumps in your plane/chopper.

Alex72
Jan 19 2010, 20:11
Flicker:
The first option is not possible as the FPS is super while testing this.
The second thing is that i am gunner and my AI is pilot (SP).

It doesnt seem like something is too slow but rather a bug where i can see aircraft parts the screen flashing. I could see my feet inside the jet for example really fast when in TV mode. The camera is not solid so to speak (sorry dont know coding lingo). And the UAV is the worst with every second flashing out of camera and in. using your demo mission there.

And i tested switch outside but there is all normal and i have really good FPS. Testing these things alone as well with nothing but me on the map so the FPS is "full". No lag/stutter at all. Very smooth gameplay.

Maybe some other addon interfearing? I have a lot of units & tanks loaded as well (loaded as addons - not on the map). Will test turn them off and see.

Thank you.

EDIT:
"other option might be to place the camera not so close to the plane/chopper"
Yes maybe that could help.

No one else notice any glitching with Mando's TV when your gunner and AI pilot? Would be nice to hear so i can isolate myself and see if its my setup somehow that is the actual problem. Thank you.

Sneaker-78-
Jan 19 2010, 22:37
ups, no. ah-64. that one has ffar ;) my friend and i was testing,

btw. the special "G" - key :D is really great and works goooood.
no more discussing where is the target :D

yrah that was always verry stupid if there where 2 players in the chopper ,

Pilot : target that Shilka
Co-Pilot : Wich one ? there are 4 shilka`s
Pilot: the one that is firing @<hidden> us

:eek:

Das Attorney
Jan 19 2010, 23:54
No one else notice any glitching with Mando's TV when your gunner and AI pilot? Would be nice to hear so i can isolate myself and see if its my setup somehow that is the actual problem. Thank you.

I've got some flickering too. I noticed it when playing as gunner in C-130, but I haven't seen it before on previous versions. I'll check into it some more and get back to you as I had some other addons running at the time. I'll eliminate those first and then see if I can reproduce it.

TBuck
Jan 20 2010, 06:32
@<hidden>:

Ok, I understand. I've a Thrustmaster T Flight Stick X and there is no external software to program keybuttons to the joystick buttons. So it's not possible for me? Is there a workaround ore can anybody help me? How do the other use this with joystick?

Tino

themaster303
Jan 20 2010, 06:51
@<hidden>:

Ok, I understand. I've a Thrustmaster T Flight Stick X and there is no external software to program keybuttons to the joystick buttons. So it's not possible for me? Is there a workaround ore can anybody help me? How do the other use this with joystick?

Tino

it seems its all programmable check this:

btw. i think there is no more "bigger" new joystick on the market that you cant programm ;)

# Exclusive MAPPING button allows users to instantly relocate functions from one button to another
# Exclusive button enables users to instantly switch from one programmed configuration to another
# Internal memory stores all programmed configurations, even when the joystick is disconnected from the PC
# Fully programmable: 12 buttons and 4 axes, all extensively programmable.

http://www.thrustmaster.com/product.aspx?ProductID=94&PlatformID=5

TBuck
Jan 20 2010, 07:26
@<hidden>:

i read it ;) . But it sounds more like it is.
It only concerns to the joystick buttons. It's not possible to place keyboard buttons to joystickbuttons. I downloaded the actual driver and hoped to get also a software to program the buttons with joystick buttons, but there isn't something like this.

So i don't want to go more off topic and try to find a solution maybe Mandoble get the joystick buttons also to work for the custom control.

Tino

p75
Jan 20 2010, 07:52
Great addon for the AH-64D! That being said, I would suggest that you make the AH-64D gun slave to the pilot's and gunner's IHADS. That would make the mod complete for the AH-64D part. Is the fake flir added?

Alex72
Jan 20 2010, 08:08
The navigator/gunner slave is coming. Mando mentioned it some page/s back. Or maybe it was a mark to know where pilot is looking and vice versa. In any case the pilot can look at a target and tell the gunner to blast.

FLIR is not working from general view i think(?), but in TV camera mode only. If you run ACE you also have it in the normal (NUM 0) gunner optics. Press "T" for WHOT and SHIFT+T for BHOT. Adjust with PAGEUP/PAGEDN.

deralky
Jan 20 2010, 08:25
@<hidden>
http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm

check this tool

Alex72
Jan 20 2010, 08:33
I didnt see any info in the online help about the MFD button loc/rem (in TV mode. F3 or F4 i think it was). Can someone explain that one?

Local & Remote. Got it now i think.

And thank you Mando for your super fast service fixing the flickering TV camera. :) Much appreciated.

p75
Jan 20 2010, 10:35
The navigator/gunner slave is coming. Mando mentioned it some page/s back. Or maybe it was a mark to know where pilot is looking and vice versa. In any case the pilot can look at a target and tell the gunner to blast.

FLIR is not working from general view i think(?), but in TV camera mode only. If you run ACE you also have it in the normal (NUM 0) gunner optics. Press "T" for WHOT and SHIFT+T for BHOT. Adjust with PAGEUP/PAGEDN.

Thanks Alex, for the input!

Mandoble
Jan 20 2010, 10:49
Just to clarify, MMA is not affecting in any way the gun of the AH64D, it is not planned to affect the gun itself. If the gunner works in "free look" mode, the monocle will not be enslaved to the gun, if not, by default, gun and monocle move together.

And now, about additions, what is currently planed is the following:
- Each crew member will have graphical info indicating where the other is looking at relative to where is looking at the other.
- Each crew member will have a new graphical symbol marking the target that the other crew member is locking on (if any). This complements the current "target transmitted" feature, which currently forces the current target of the other crew member. That is, the gunner might see that the pilot has a tank locked on, this is just informative, that tank doesnt become automatically the gunner's target.

The fix tested by Alex72 for the TV flickering problem will be available in few days with a new beta, probably before this weekend.

Tonci87
Jan 20 2010, 10:54
Will those Modifications or similar ones be applied also to russian Helos?

blackpulpit
Jan 20 2010, 11:00
Sorry but I need help with getting MMA working. I have this mod setup properly like my others in the modfolder method and using Alpine mod starter to start them, I am also using Ace2. I have created a very simple test using Utes island and an apache helo with me as the pilot....what do I need to do in order to use this MMA, do I place the game logic on the map (if so which one) do I synchronize my helo to it, sorry but I did read the info, but, still I am new to helo flying and this program, thanks for helping me in advance.

Mandoble
Jan 20 2010, 11:01
@<hidden>, Not sure about the indication of where the other one is looking at. But the indication of the target currently locked on by the other, yes.

@<hidden>, ensure to read the instructions here (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg3).

blackpulpit
Jan 20 2010, 12:13
"Placing the first two gamelogics in a map ensures full initialization of default systems"

Mando Missile ArmA init (the first from the left): This one initializes the MMA engine automatically.
Mando Missile ArmA full (the second from the left):

do I also need this one?
MCC and HUD systems provided by default when placing Mando Missile ArmA full

From what I get I place these 3 on my map? any synchronization needed or no?

sorry for the noob questions.

Alex72
Jan 20 2010, 13:06
No synch should be needed (never needed it so far). I run ACE mod so i place INIT_MMA, FULL_MMA and ACE_MMA. Now im not entirely sure (havent read all info 100%) if thats correct, but it makes everything work for me. At least jets, helis and launchers.

If you want the missile system for other things than those then i guess you have to read the info provided or wait for a more qualified answer. :)

blackpulpit
Jan 20 2010, 13:41
Thank you Alex.

Scrub
Jan 20 2010, 19:31
We use to have 'Footmunch Fridays', we need 'Mando Mondays' or something. Great news! (and yes, BEFORE weekends works much better!)
Thanks for crafting such a wonderful piece of code.

TBuck
Jan 20 2010, 20:29
@<hidden>:

you made my day- works fine! thx


@<hidden>:

Could you also define a key for "MMA Toogle HUD"?

Tino

Anunnaki Nibiru
Jan 21 2010, 01:21
Hi Mandoble :)

Your work in this mod is amazing, so thank you for this mod very very much.

I have big request for you.

In latest ACE2 mod version is "ACE Air Lifter". It is basicaly the same mod like was "RAV Lifter" here http://www.armedassault.com.ar/forums/viewtopic.php?f=9&t=2884 , you can download it here http://www.armedassault.com.ar/scripts/RAV_lifter_beta_2.7z.

Problems:
a) "ACE Air Lifter" does not have HUD. So it is not usable for use in game, because the chopper must be on very very exact point (very small area) over the object to pick him up. It is not possible by pilot withouth help from gound operators. But this is still problematic, because the "hot spot" for "lift up" is very very small. The ACE developers says, the HUD is not there, because they wish to have it "real" so no HUD would be there for usage, and therefore we must use help from ours team-mates as ground oprators. But it is very hard and slow too, so players don't use that.

b) "RAV Lifter" have it's own HUD, but that HUD is not real "dynamic", have only 9 posible states (=9 static pictures) to basicaly represent/show the direction, so is far far away from precise. It is also not usable in game.

There is solution, how to solve this issue and make it REAL. And it is mine request to you:
There can be some "fullscreen real-looking device HUD=monitor" like is now in Mandoble Misile mods in some vehicles for gunners.
Something like on this picture:
http://www.telefonica.net/web2/mandoble/mma_javelin.jpg
But we need something like "camera-monitor" which is mounted under helicopter near point where are the ropes attached, and pointed DOWN. There can some camera effect used, like you was using for some TV HUD camers for navigating missiles. Maybe NighVision ON/OFF, or switch for external lift's light pointed down with switch ON/OFF (that need to be implemented by the addon maker (ACE Lift) i think, but it can be prepared from you on the pannel. Maybe some other information can be displayed there also like basic navigational informations, so pilot can see there also, what angle/speed/height/direcion is moving. The camera self can be on "static" holder, but of course, when you can make possible to change the direction, where is pointing, it would be better, but it is not so important. The height for lift is normaly around 6 - 7 meters (for MobileHQ), and ropes are connected to the down side in the middle of chopper object, so there somewhere +- is place for your camera or maybe external light too.

With this HUD from you the pilot or co-pilot (gunner) would be able to "switch" theyr view from cocpit/cabine to this "fullscreen hud" - like looking on the monitor - picture from camera, to navigate the chopper "visually".

I was examining the "monitor.sqf" (from RAV lifter mod) there is important code:


.
.
.
private ["_obj","_posVeh","_posObj","_dir","_objAnt","_list","_list2",
"_anclaje","_distDetect","_ropes","_delay","_dx","_dy","_ang"];
_veh = _this select 0;
_tgt = _this select 1;
_distDetect = 10;
_delay = 0.5;
cutRsc ["panelOn","plain",_delay];
_ropes = _veh getvariable "eslinga2";
.
.
.
{
_dx = (_posObj select 0) - (_posVeh select 0);
_dy = (_posObj select 1) - (_posVeh select 1);
_ang = _dx atan2 _dy;
_dir = abs((getdir _veh) - _ang);
_dir = abs(_dir - 360);
if (_dir > 337.5 or _dir < 22.5) then {cutRsc ["Img0" ,"plain",_delay]};
if (_dir > 22.5 and _dir < 67.5) then {cutRsc ["Img45" ,"plain",_delay]};
if (_dir > 67.5 and _dir < 112.5) then {cutRsc ["Img90" ,"plain",_delay]};
if (_dir > 112.5 and _dir < 157.5) then {cutRsc ["Img135","plain",_delay]};
if (_dir > 157.5 and _dir < 202.5) then {cutRsc ["Img180","plain",_delay]};
if (_dir > 202.5 and _dir < 247.5) then {cutRsc ["Img225","plain",_delay]};
if (_dir > 247.5 and _dir < 292.5) then {cutRsc ["Img270","plain",_delay]};
if (_dir > 292.5 and _dir < 337.5) then {cutRsc ["Img315","plain",_delay]};
};

I thing there are all informations which you need from "RAV Lifter Script" ... so we can instead change picture thru cutRsc call some of your scripts with variables, which you need.

So ... can you do that for us ? It would be great for whole community.
When you do that, we can use that with "RAV Freigh Lifter", and perhpas ACE2 developers would be interrested for such a functionality too.

There is ticket in ACE2 about HUD for Ace Lifter: http://dev-heaven.net/issues/show/8254

Thank you for your time and respond.

Moxyz1
Jan 21 2010, 12:38
it seems its all programmable check this:

btw. i think there is no more "bigger" new joystick on the market that you cant programm ;)

# Exclusive MAPPING button allows users to instantly relocate functions from one button to another
# Exclusive button enables users to instantly switch from one programmed configuration to another
# Internal memory stores all programmed configurations, even when the joystick is disconnected from the PC
# Fully programmable: 12 buttons and 4 axes, all extensively programmable.

http://www.thrustmaster.com/product.aspx?ProductID=94&PlatformID=5

i have this joystick , not managed to set it up without having too use keyboard and mouse as well though. it would be great if there was a way to use the hat to replace mouse when in camera mode and head view when just in cockpit view. havent had stick long but hopefully theres a way to map it all. @<hidden> i have it sutup for firing ,locking targets ,switching missiles, flaps up/down , zoom, freelook , only currently but will keep trying other setups as well till i find one better.will try with program @<hidden> link above thanks.

TBuck
Jan 21 2010, 13:36
I had the same idea ;) . Tomorrow I 'll try it. With the program above you have also the option to define mouse functionality to the joystick, but don't know if you can also manage the cooliehat and how well does it works when it's possible. I think it's not possible because you have for the whole time the mouse functionality for the cooliehat. If you use the cooliehat in the cockpit view your chopper is moving. It schould work if you erase the mouse for moving left right etc. in the control menue. But Mandoble could use this mouse config for the camera mode, so that this is now out of work. Let's try.

Tino

Alex72
Jan 21 2010, 14:06
Anunnaki: RAVEN lifter in ACE is the same. ACE made a choice to remove the HUD when you have 3d person activated in the options. Turn it off and you have the HUD back.

Anunnaki Nibiru
Jan 21 2010, 14:28
...Turn it off and you have the HUD back.
Read that carrefully again , and than the links to the ACE bug tracker, and you discover that it is not true nor solution.

Sneaker-78-
Jan 21 2010, 15:12
so then its a bug , they will fix it then ,

But to ask mando to make a solution, i think that you better contact the addon maker himself and use the stand alone version instead the ace lifter.

or watch in third person mode :D

Alex72
Jan 21 2010, 15:52
Read that carrefully again , and than the links to the ACE bug tracker, and you discover that it is not true nor solution.

It is explained there why - exactlly what i said. The second thing is i guess they removed it because you should do that with a friend. Someone on the ground directing you - communication. That is possible in Domination. I guess then you can use RAVEN lifter stand alone as it has a HUD and just skip adding the module in ACE. Unless Mandoble makes his own lifter i fail to see why this is his problem to solve? To compliment the ACE lifter i mean.

Sorry if i got what you meant wrong. No harm intended. ;)

Anunnaki Nibiru
Jan 21 2010, 17:15
It is explained there why - exactlly what i said. The second thing is i guess they removed it because you should do that with a friend. Someone on the ground directing you - communication. That is possible in Domination. I guess then you can use RAVEN lifter stand alone as it has a HUD and just skip adding the module in ACE. Unless Mandoble makes his own lifter i fail to see why this is his problem to solve? To compliment the ACE lifter i mean.

Sorry if i got what you meant wrong. No harm intended. ;)

Have you tryed to use that lifter in game ? All what you have writted now and beffore was known things for me, i am "the guy" which read all possible informations first :). But i place it here again.

a) RAV Lifter uses STATIC HUD ... that is NOT USABLE in game ... it shows you only direction in 8 ways not in 360°. Nor exact/lift spot, nor the X,Y,Z distance .. nothing. Even it shows you that you are in "middle" you may be still +- 0,5m around the "hot ponint". So it is not usable ever.

b) ACE Lifter have that same problem, is too accurate, so YOU ARE NO ABLE TO PICK UP SOMETHING with GROUND ASSISTANCE in 5 minutes. This is WHY NO-ONE on servers is using it in game, and we are forcing to use others not so nice lifters. There can be sollution, that lifter would be not so accurate to the "hit zone", and not PILOT but GROUND OPERATOR would have option to LIFT/LAY DOWN objects to on the rope. I have writted this too to the autor of RAV lifter.

But ... because ACE need to be "realistics" as posible, there is solution to have "CAMERA" mounted on helicopter pointed down to the ropes.



...but to ask mando to make a solution, i think that you better contact the addon maker himself and use the stand alone version instead the ace lifter...or watch in third person mode :D
On most non-arcade servers you don't have external views, so we (i and my frends) we don't play arcade games.

And why MANDOBLE ?? Because:
a) he is already doing some things with ACE
b) he have ALREADY FINISHED the external cameras and HUDS in Mandoble Missile addon. So for him is maybe very simple to make such a "mod" which will add External Camera HUD to the "ACE lifter" or "RAV Lifter". Maybe he copy few files .. change few variables and DONE.
c) Another reason why i am not asking autor of the RAV lifter to do that is because he must develop and create and test whole new system, and results can be no such good (no fence RAV), like it can be from Mandoble. So easy and fastest way is to ask mandoble to "port" some of his HUD + external camera to be used with those "lifters".
d) I think he (Mandoble) was releasing some own lifter mod/addon for ARMA1, so maybe he would be interrested to help with work with RAV/ACE lifter.

So ... for anyone other ... please read first all what i have writted beffore, and than reply, because i don't have time to explain everything again to other, which are not willing to read all information posted here.

Cyborg11
Jan 21 2010, 17:18
And why MANDOBLE ?? Because:
a) he is already doing some things with ACE
Wrong. I did them. :p

Will look what I can do :)

Alex72
Jan 21 2010, 17:22
Anunnaki: Please chill youll blow a fuse.

Mandoble
Jan 21 2010, 17:29
a) he is already doing some things with ACE

This assumption is wrong, Cyborg11 is doing some things with ACE. Anyway I'm trying to figure out what are you trying to implement, and I think it is not doable/useful. If you are talking about a camera for the pilot to be able to aim better to what is below the chopper, then there is a problem, while you are in TV camera mode you cannot control the chopper. Might be you are looking for something more like Mando Hitch (http://www.armaholic.com/page.php?id=3350), where the pilot has a specialized HUD from where he can see where his chopper is and where is the closest potential cargo. Note that Mandohitch is not yet ported to A2 and it is also unrelated to MMA.

Anunnaki Nibiru
Jan 21 2010, 17:36
Anunnaki: Please chill youll blow a fuse.

Well sorry ... i have updated my post to be not so "HOT". Sorry, my english is not so good, so i must edit it few time to be "OK". And ... of course, my name is Anunnaki, and i am cholerics. So deeply sorry for that.

Sneaker-78-
Jan 21 2010, 17:37
I use RAV lifter a lot, and i don`t have problems with the hud ,in a MP i use a friend to guide me to the "object , lot of fun tough :p

And in real life i think they are not using a hud or cam, but they use ppl on the ground and in the copper if i am right(?) when i see some video`s.

its just some practice with it.