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Anunnaki Nibiru
Jan 21 2010, 17:48
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.Than sorry for my mistake ( both Mando/Cyborg ).


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.
Well that was exactly what i was thinking, but when it is not possible, than OK. But maybe it can be enought withouth controling the helicopter, when it switch to the camera only to check where he is. But this would be better activated on key pressed down.


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.
Yeas, that is second alternative. The point is ... RAV=ACE lifter is here and is very nice ... so i preffer to stay there. But we need to have "external camera" or "lift navigation" implemented to the "mando navigation HUD" ... that would be perfect.

Thank you for response and interrest.

---------- Post added at 19:48 ---------- Previous post was at 19:45 ----------


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.
Than connect with your ground navigator to our server, and try pickup some wrecks :), where no-one know, where is "middle"="lift spot" of object/wreck. I am not saying that i can't do that ... but 5 to 15minutes to catch wreck , when transport time is abou 30seconf, si too much for 2 people "playing with lift" :).

In real they ofcourse use:
a) external cameras
b) the ground operators "catch the cable and connect them to the object"

So in real life there is not real need to navigate the pilot where he should to be exactly on spot 20x20 cm.

Mandoble
Jan 21 2010, 17:50
Having a MMA MMC TV camera (without assigned weapon) able to point down to help you to see where are you aiming at is quite simple to add. I guess this is for some ACE chopper classes, so might be Cyborg will want to add these for the next beta (tomorrow?).

And now lets try to keep on topic.

Aelin
Jan 21 2010, 20:40
mandoble I tried this for the first time just yesterday....hellfire camera...then I've turned off my pc,cant stay the whole night on it...but...does it contains infrared vision and other stuff like that?cos in the cobra I saw just the hud and that camera,with its awesome audio effects

Cyborg11
Jan 21 2010, 21:22
Having a MMA MMC TV camera (without assigned weapon) able to point down to help you to see where are you aiming at is quite simple to add. I guess this is for some ACE chopper classes, so might be Cyborg will want to add these for the next beta (tomorrow?).
And last but not least: The co-pilot can only have access to the camera so he can navigate the pilot but the pilot can control his chopper with the active camera :D
Or should the pilot have the camera too?

Jynx
Jan 21 2010, 21:41
I just wanted to comment that you guys are awesome in the making of MMA. Thank you from 10thsfg.org and jsoc-gamer.org.

Muecke
Jan 21 2010, 21:43
Hey,first thanks for this great addon.
I like it very much and it gives me a big fun.
But i have a Problem or a Question.

If i am in a Tunguska as Gunner vs a Human Player in A10 attacking me.
We both have to use the MMA system to fight.
But if i switch to commanderseat and let my ai as gunner i can easy tab the A10
and click left mousebutton and kill the A10.
The other player in the A10 has no ai gunner.

What can i do ?
Iam not good into scripting i only put the MMA Logic in the editor.
>>Here<< (http://angryinsects.ucoz.de/TunguskavsA10.utes.rar) is the small testmission.

I hope that iam totaly wrong..... ;)

Mandoble
Jan 21 2010, 22:19
Good point Muecke, I will see what can be done related to commanders and the TAB.

Muecke
Jan 21 2010, 22:48
Good point Muecke, I will see what can be done related to commanders and the TAB.

Nice to see that you will do something to help.
I think this is tricky cause i still can get out of my Tunguska.
Press key F2 for ma ai gunner ,press key 2 to choose A10 from Targetlist
and let the ai kill the poore Pilot anyway...

i dont have a freak´n idea if this is possible :rolleyes:
but if you can solve this would be a awesome move :pray:

Greetz
Muecke

Anunnaki Nibiru
Jan 22 2010, 07:40
And last but not least: The co-pilot can only have access to the camera so he can navigate the pilot but the pilot can control his chopper with the active camera :D
Or should the pilot have the camera too?

I think that both can have access to the camera. As the Mandoo pointed out, the pilot would be not able to control helicopter, when he have external camera on, so this external camera can be avaible to both.

Anyway, i think that the best solution would be to do all this:
a) add simple external camera to the pilot/copilot ( they can check theyr position above object )
b) make the "lift spot" far more bigger, where would be enought to be +-1,5m around object, perhaps necessary only to "touch" object with end of ropes
c) completly remove "Lift Up/Lay Down" functionality from helicopter crew, and add it to the someone (=ground operator), who is 0,5m away from object and end of ropes too.

So, pilot would be able to lift/lay down objects ONLY with help from ground operator, he alone would be able do only "DEPLOY/DROP cargo ropes" and "emergency release". And this whole does not take more then 1minute, like in real life.

And for Mandoble:
First, sorry for "hijacking" this thread.
Second, i think you have wrong command in your online manual for "re-equip" ammo-trucks:
ammo_truck setVehicleVar ["mando_source_level", 100];
it should be:
ammo_truck setVariable ["mando_source_level", 100];
am i right ?

Mandoble
Jan 22 2010, 08:19
Yes, you are quite right.

Cyborg11
Jan 22 2010, 12:57
I think that both can have access to the camera. As the Mandoo pointed out, the pilot would be not able to control helicopter, when he have external camera on, so this external camera can be avaible to both.

Anyway, i think that the best solution would be to do all this:
a) add simple external camera to the pilot/copilot ( they can check theyr position above object )
b) make the "lift spot" far more bigger, where would be enought to be +-1,5m around object, perhaps necessary only to "touch" object with end of ropes
c) completly remove "Lift Up/Lay Down" functionality from helicopter crew, and add it to the someone (=ground operator), who is 0,5m away from object and end of ropes too.
I can do a) but for b) and c) you must write to ACE 2 ;)
The best way would be to create a new Ticket on Dev-Heaven ;)

Sneaker-78-
Jan 22 2010, 15:24
And last but not least: The co-pilot can only have access to the camera so he can navigate the pilot but the pilot can control his chopper with the active camera :D
Or should the pilot have the camera too?

i think only the co- pilot

So that the co-pilot give instructions to the pilot, the pilot is to bussy to fly
And to keep it on a "realistic" way :rolleyes:

Jaime
Jan 22 2010, 15:56
Hi guys i would like to know how to add mando missile to our clan server, if got low level in editing and stuff and some off the clan members manage that.

So is there any tutorial or something on how to add it so we can play with it?

If somebody could just point me a bit of what direction i have to go to add it i would be gratefull.

Thx a lot Jaime

PD: Mando the addon is amazing keep up the good work

Sneaker-78-
Jan 22 2010, 18:29
Its verry easy to use ,

just look @<hidden> demo missions in the editor ,that Mando included in his addon
and dont forgot the init.sqf file :D

BittleRyan
Jan 23 2010, 01:26
I am not sure if i am just stupid or there is stuff i need to add that i didn't. I put down the cobra. Sat in it. Turned it to manual fire. And i can't access the HUD. Did i miss something?

Sneaker-78-
Jan 23 2010, 08:27
yes :

MMA Gamelogics now are under MMA Gamelogics, easier to locate from the editor

Put those on you`re map and the

// Wait for Mando Missile addon initialization .


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

in you`re init.sqf file and you will be fine

or read 2 post above :D

Btw , mando do you know something about warfare, ?

Mandoble
Jan 23 2010, 08:45
Sneaker, you only need to put:


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


in the init.sqf if you want to activate more MMA systems in your init.sqf (MCCs, AI launchers, etc). If not, you dont need to put anything there using the gamelogics.

Warfare BE works nicely with the latest beta of MMA which will be public today. I moved all the HUD to layer number 3, so it will not interfere anymore with Warfare BE cut layer.

Sneaker-78-
Jan 23 2010, 09:28
ok, but if you want to use all . then you take gamelogics and


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

And in warfare BE , in wich init file do you put it ?

initJIPCompatible,
Init_Client

Or else ?

Mandoble
Jan 23 2010, 09:40
Just added the GLs to the map. Anyway Rubberkite did more testing, he might give you more details.

luckyhendrix
Jan 23 2010, 11:02
I can't get MMA rearm to work I launched the demo mission , I select the configuration and click on rearm vehicle , it makes a buzzing sound and then nothing ??

EDIT no it's ok I found out i must click on the rearm truck

Rubberkite
Jan 23 2010, 17:43
ok, but if you want to use all . then you take gamelogics and


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

And in warfare BE , in wich init file do you put it ?

initJIPCompatible,
Init_Client

Or else ?

Hi mate, we are testing this, I simple add init.sqf in the warfare folder and I've added the red bars to the radars and they works fine, but we need to check if when lot of players with JIP and crashes. There could be some errors

I report here, If you want to join our warfare test with mando system you can look in the server list with filter in the host. SDT or Rubber and join the test of course with last mando beta that is planned to be pubblic in less than 1 hour :)

Mando is working hard to fine tuning and to add stuff for is suite and I'm really happy because I really like to fly/fight with mando systems!

cheers :rolleyes:

Mandoble
Jan 23 2010, 18:01
Will be ready in less than 30 mins

BogdanM
Jan 23 2010, 18:04
(I'm quite familiar with mma mod so I don't think that I'm causing the problems)
I've downloaded the latest version of the mod but I keep getting all sorts of bugs. At first everything seemed ok but I just couldn't hit anything, all types of missiles behaved like unguided missiles. And now(after I updated the 2.02 CBA version to 2.03), when I press F to switch the weapons I get the following:
-it skips the AIM-9 missile in the F-16
-it skips the Maverick missile in the A-10
-it skips the Hellfire missile in the AH-64
I still have this problems even if I run only the mma mod with the vanilla game(1.05).
If you have any ideas how to fix the problem please reply to my post. Thanks.

Mandoble
Jan 23 2010, 18:06
MMA 2.4B41 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

2.4B41 change log:

fixed: MCC TV flickering effect gone.
fixed: UH60S sonobuoys back.
fixed: "Is mando missile present there?" hint without reason gone.
Added: Lifting hud with camera added for several chopper classes.
Added: HMD for AH1Z.
Added: where is the other crew member looking at indicator for the AH64 monocle.
Added: XEH auto-initialization addon.
Added: SAM Site mission example using mando radar.
Changed: All HUD is moved to layer 3 to avoid interferences with other default "Cut" commands.


Some notes about MMA_XEH_AutoLaunch.pbo made by Kju:
If you have this and Extended Event Handlers it will try to self-initialize MMA in the following way:
- If the mission being played has not initialized MMA after few seconds and it is the server, it initializes MMA.
- If the mission being played has not initialized MMA after few seconds and it is a client, it initializes MMA only if the server has initialized it.
- If the server initialized it but you dont have MMA, you will see a notification every 10 seconds indicating that MMA is missing on your client.

When MMA is self initialized it checks for presence of FFAA and ACE to setup automatically their respective configurations.

Kremator
Jan 23 2010, 18:14
Thanks Mandoble ! Having a play NOW !

Alex72
Jan 23 2010, 21:56
Thanks Mando!

Manzilla
Jan 24 2010, 00:48
Wow the rearming system and kju's new XEH deal is nice. Thanks fellas!

jasonnoguchi
Jan 24 2010, 01:52
At long last!!! Downloading!!!!

AT LAST WE CAN USE THIS FANTASTIC SIMULATION SYSTEM BY DEFAULT IN ALL MISSIONS!!!!!!!

BIG KISS!!!!

Works like a charm!!!

One feedback: The apache IHASS partially blocks the hud markings on the left side so we can't really read the height readings.

343rdBadger
Jan 24 2010, 04:52
I've noticed also that with my joystick(x45 saitek) the weapons won't cycle.Its stuck on guns and won't switch to missles in manual fire.As soon as I exit the helo,everything returns to normal.Just sayin:confused:(this is with ACE2 installed btw)

Defunkt
Jan 24 2010, 05:07
One feedback: The apache IHASS partially blocks the hud markings on the left side so we can't really read the height readings.
Screenshot and your 2D/3D resolution settings please.


I've noticed also that with my joystick(x45 saitek) the weapons won't cycle.Its stuck on guns and won't switch to missles in manual fire.As soon as I exit the helo,everything returns to normal.Just sayin:confused:(this is with ACE2 installed btw)
I think the behaviour you're describing is by design, MMA only allows BIS controlled weapons to be cycled in the BIS HUD (and conversely only cycles through MMA controlled weapons in the MMA HUD).

jasonnoguchi
Jan 24 2010, 06:18
THANK YOU MANDOABLE!!!!!!!!

I managed to complete the Air Raid mission in the Dog of War campaign at last!!!!! I can never complete that mission before because I suck at flying! Whenever I get near the objective area, I get shot down before I can engage and there is no way to lock on anything further than 1.5km but with mando hellfires, I got rid of all the enemies at a staggering distance of 3km (with help of proper distance mod)!!!!!! Completed that mission impossible at last!!! THANK YOU!!!!

Mandoble
Jan 24 2010, 08:11
Might be Dog of War campaign needs some serious MMA enemy SAMs here and there ;)

Kremator
Jan 24 2010, 08:56
That would be REALLY scary Mandoble after seeing the new SAMs demo mission you made !

I need my HARMs :)

callihn
Jan 24 2010, 09:10
That beep on the Methis is obnoxiously loud, it would be nice to see it tuned down some, other than that I hope to see this supported by the six-updater at some point.

Sneaker-78-
Jan 24 2010, 09:39
well mando addon is verry nice , and teh ace mod with the six updater is great too

But we can`t say with every addon that it must be supported by the six updater ,that would be great ace is ace and mando is mando.

then would be every addon that would be released supported by the six updater .

jasonnoguchi
Jan 24 2010, 09:51
Might be Dog of War campaign needs some serious MMA enemy SAMs here and there ;)

NO !!!! HAHAHAHAHA!!!!!!

By the way, I LOVE the launcher HUDs! For the first time, using the Metis and Javelin feels intelligent! hahahaha! Steering the Metis missile in mid-flight was SUPER COOL!

Tonci87
Jan 24 2010, 10:36
Gotta test that, there was some good heli mission out there, I think it was called operation ebony gryphon or something like that, have to search a little bit^^

343rdBadger
Jan 24 2010, 11:23
Screenshot and your 2D/3D resolution settings please.


I think the behaviour you're describing is by design, MMA only allows BIS controlled weapons to be cycled in the BIS HUD (and conversely only cycles through MMA controlled weapons in the MMA HUD).

Hmmmm...I think your right ,just looked at the video above again and the pilot looks to be in gun mode while fireing hellfires.

Rubberkite
Jan 24 2010, 13:33
we are testing Benny Warfare 2.054 with Mando System, in our server in this afternoon so if you want to play with us you are all wecome!

filter SDT server

Addon Required: @<hidden>

No Ace pls

enjoy

Moxyz1
Jan 24 2010, 13:57
thank you for the update, this mod keeps getting better n better. thanks to kju for making XEH as well, now im off to find some air missions :)

Kremator
Jan 24 2010, 14:05
@<hidden> .... not letting me on to your server. Would it be possible to put a link to the MMA modifed version of Warfare BE please ?

Rubberkite
Jan 24 2010, 14:07
@<hidden> we have verify signature and no CBA auto init, we use gamelogic

so pls remove CBA and you can join our server

team speak 3 server ( italian and english )
TS3 217.111.153.18:9987 pass: maria

let's go we are starting just now :)

you can also contact me on msn: axelm@<hidden>

Sneaker-78-
Jan 24 2010, 14:13
@<hidden> .... not letting me on to your server. Would it be possible to put a link to the MMA modifed version of Warfare BE please ?

Mando missile is auto_enabled so you can join every mission without editing a mision

i tried on my server with warfare BE without problems

But sometimes i get the message :

Is mando missle missing here

gunterlund21
Jan 24 2010, 20:41
Late comer to this. How does this compare to Dr Eyeballs version

Sneaker-78-
Jan 24 2010, 21:18
Late comer to this. How does this compare to Dr Eyeballs version

?

test it ,everybody has own view

Kroky
Jan 24 2010, 22:15
Wow! Mandoble, you really made an addon version!!
So, now I will run it as standard. Im really excited about this!
Until now I only played a few demo missions in the editor...

Mandoble
Jan 24 2010, 22:19
Well, not me, Kju made the XEH auto start.

Lhowon
Jan 25 2010, 04:31
Hey Mando, not sure if it was intentional but the Mi-24P Hind-F (using ACE) doesn't seem to have a CCIP mode for its FAB-250 bombs. It would make dropping them easier if it did.

Loving the latest version btw, good job.

Kroky
Jan 25 2010, 07:09
Well, not me, Kju made the XEH auto start.

So even after his "retirement" he's still working and helping on some projects. :)

@<hidden>

Thank for making the XEH autoinit version. There is almost no addon out there without any reference to your name. Thank you for contributing so much to our community!

CaptainBravo
Jan 25 2010, 08:21
Excellent update. The only observation I have is it seems after the latest update the TV camera on AH64 is very choppy when moving? It was very smooth before update. Has anyone else got this issue?

Thanks.

colligpip
Jan 25 2010, 08:37
wow been away a while and come back to this thanks Mando. I also have choppy hellfire cam on AH64 but I was running it in a warfare mission with loads of AI, I thought it might be that but perhaps not.

Mandoble
Jan 25 2010, 08:39
Lhowon, that was not intentional, I had no idea that the Mi-24 might have an integrated on HUD CCIP. I can add one only for the pilot.

Alex72
Jan 25 2010, 08:48
wow been away a while and come back to this thanks Mando. I also have choppy hellfire cam on AH64 but I was running it in a warfare mission with loads of AI, I thought it might be that but perhaps not.
The latest update should have choppy free camera unless the mission is heavy. Mandoble removed the choppy camera when at good FPS (some of us had choppy camera no matter what), but i know that in situations with a lot of combat etc it can get choppy. Think its hardware related? This is beta however and tests are being done.

CaptainBravo
Jan 25 2010, 09:48
Regdring the choppy camera, same mission before update was very smooth after update is when the issue started. The mission is very light in terms of AI. So I do not think it is related to hardware :confused:

Still a great addon and lloking forward to next one :)

Mandoble
Jan 25 2010, 09:59
CaptainBravo,
Do you have this problem in the included demo missions? Are you sure the older mando_missiles.pbo is not present at all?

Alex72
Jan 25 2010, 14:23
Also Bravo my friend test the camera when only you and your copter out on the map and see if it stutter. If it stutter then you might have some old parts left of the older beta like Mando hints? Did you remove all Mando's files when updating (delete)? Just in case something wasnt overwritten.

mrcash2009
Jan 25 2010, 15:07
Due to alex's ACE tryout mission (thanks mate) I downloaded this as it used it, I never realy ventured into this because I don't use vehicles that much as myself. I have to say Mandoble nothing short of genuis, loads of features from ARMA1 over into 2, love it.

I can confirm after update auto start = superb, and camera is stable and not flickering around on the base of the vehicle and running like a stop frame anim :) all works fine. Although I do see a minor stop frame effect when FLIR is on ... hmmm.

Also (shoot me if ive missed it I probably have) can FLIR brightness level be turned up & down in settings like the other HUD mod out?

And also the camera view with graphic surround, can this be a little more scalable for res size? Running at 1440x900 16:9 its fine and im using small GUI size in settings, so its a little smaller, could it scale up a bit .. I already see this as a no no, but thought id ask.

Mandoble
Jan 25 2010, 15:13
No, TV camera FLIR brightness ATM works in auto, it selfadjust based on night/day. If you find this is not enough, I can include controls to adjust its brightness (for the TV cameras).

Inkompetent
Jan 25 2010, 16:13
Btw, I totally love this addon, but I also really, really hate the complete eye-rape that Normal size on the UI is. Is there any chance that MMA will be able to scale properly with UI size in the future, or doesn't the API support that any well?

Tonci87
Jan 25 2010, 16:25
The Mando Sounds, such as the lock on sounds, are incredibly silent.. I can barely hear them. i only use ACE_SM, the TRSM and Hifi as Sound mods.

Sneaker-78-
Jan 25 2010, 17:05
Btw, I totally love this addon, but I also really, really hate the complete eye-rape that Normal size on the UI is. Is there any chance that MMA will be able to scale properly with UI size in the future, or doesn't the API support that any well?

eye-rape :confused:

Inkompetent
Jan 25 2010, 18:33
Yes, it almost makes my eyes bleed to have to use the Normal size UI with everything being so insanely large on the screen. :D

Sneaker-78-
Jan 25 2010, 18:34
Mando , it seems that evertime the last guy is getting a message : Is mando missle missing here

Mandoble
Jan 25 2010, 18:38
And that "last" guy is using latest 2.4b41 mando_missiles.pbo?

Sneaker-78-
Jan 25 2010, 21:29
yes we all use the latest version , and last guy is me or 1 of the other guys we all tried to connect as last but it is verry random

If i connect as last guy and i got the message i just do a reconnect i don`t have it anymore
Same for the other "last" guy

Mandoble
Jan 25 2010, 21:38
But do you get the message more than once, once connected? You might get if it your mma init transmit its presence to the server too late, but if it is transmitted the only problem you might have is to see this message once.

Sneaker-78-
Jan 25 2010, 21:40
hmmm not sure for that , must check it

Defunkt
Jan 25 2010, 21:57
Can I just say on the subject of both interface size and binding directly to joystick buttons that, as I understand it, a resolution represents a lot of extremely tedious work. In the case of interface size it may also create more load as every single coordinate would need to be scaled in every calculation. Given there are perfectly functional alternatives (normal interface size, joystick driver mappings) I for one would prefer Mandoble spent his time on features that can't be arrived at through other means.

mrcash2009
Jan 26 2010, 09:16
No, TV camera FLIR brightness ATM works in auto, it selfadjust based on night/day. If you find this is not enough, I can include controls to adjust its brightness (for the TV cameras).

Yes that would be great mando, the other HUD mod has this and I always seem to be tweaking a little as the whiteness can washout quite a bit.

Inkompetent
Jan 26 2010, 09:35
@<hidden> Defunkt
Ahh, well if there are no better functions in the API than such that force so cumbersome work I understand if it's skipped. Guess I might have to learn live with the huge chat text and squad member icons and crosshairs filling half the screen, in the same way one has to suddenly learn to live with someone after ten years of living alone :P

jasonnoguchi
Jan 26 2010, 11:01
Feedback about the Javelin.

I don't get the lockon box with the beeping sound when in TOP and DIR mode. The lockon crosshair and beeping sound only comes if I use it in DIR GRND mode. My screen resolution is 1280 x 960. Is it a bug? Currently, the Javelin continues to be useless for me (my fav has been the more direct Metis since default and even more favorite with MMA due to better guidance).

Tonci87
Jan 26 2010, 11:03
The lock wit Top Mode or Dir ode works only if the enemy has Engine on, otherwise you have to use the GRND

jasonnoguchi
Jan 26 2010, 11:05
Yes, engine is on and roaring. I even put my target T-72 on waypoint patrol at 800m away to test if the missile tracks its movement automatically after lock on but sadly, it doesn't even produce the boxes that is documented in the readme. Hitting tab does nothing too. The Metis and AA missile interface works beautifully though. I am posting this only after what I deem to be pretty extensive testing.

Alex72
Jan 26 2010, 13:17
If the tank is too far away (or ground lock too far away) there will be no lock beep. Im not sure about this myself yet if its a "bug" or if its the proper way. The lock however should be there if the tank is moving.

It works flawlessly for me.

EDIT: Did you aim at the tank with the Javelin and then press TAB yes? There should be a red target box closing in (animated) on the tank and then when targeted there is a white crosshair getting locked (stuck) to the tank. As i said this works real good for me however if the tank moves behind trees/objects you cant see due to the distance - that can affect it as well. If you play with Terrain Detail on lower than VHIGH it will have impact at that distance. It will "lower" the ground when in fact there is a hill in front of the tank. Check such things.

jasonnoguchi
Jan 26 2010, 13:19
@<hidden>, do you even get the lockon boxes and white lockon crosshair described in the readme? Seriously, 800m isn't too far away for Javelin. Any nearer and it will be within Javelin's minimum range distance.... :(

I tried just keeping the black crosshairs on the target, count to 10 before firing and still the missile went straight into the sky. Then I tried hitting the command key to see if the default arma lockon is there and it is, but the missile still flies into the sky.

Alex72
Jan 26 2010, 13:23
Oh yes i get the red animated plus the lockon white crosshair. Read my post again though about terrain detail etc.

jasonnoguchi
Jan 26 2010, 13:26
@<hidden>, gee... I don't even get that red animated plus the lockon white crosshair. Where is that post again? I flipped back many pages and didn't see it.

(and yes, MMA is running because I can instantly pick up a METIS or hop into an aircraft and get the full features of MMA instantly on the same mission, same map. And yes, I do get the white crosshair + beeping sound but only when I lockon to the ground using DIR GRND mode)

lucifer(ADos)
Jan 26 2010, 13:26
Hola mandoble, enhorabuena por tu magnifico mod!!

Soy lucifer del clan Armados español, me gustaría saber si tu addon es perfectamente compatible en MP en un servidor dedicado. Tengo una misión para jugar con los compañeros del clan en la que hay mucho combate de aeronaves.
Siento intriga por saber si funcionaria tu addon perfectamente con 20-30 jugadores en un servidor dedicado. Con las cosas que has implementado añadiría mucha emoción a la pobre experiencia que aporta el arma 2 en combate de aeronaves.
Pero tengo esa duda porque como somos muchos jugadores lo ideal es que los addons que ponemos no den muchos problemas.

Yo ya probé tu addon en el arma 1 y era una pasada, he propuesto a los compañeros de nuestra comisión de addons testearlo. Cualquier información seria muy bien recibida.

Muchas gracias y continua con este magnifico mod!!!

PD: nuestra pagina web es esta por si algún día quieres pasarte a echar un vistazo:
http://www.grupoarmados.info/index.php

Saludos!!

Alex72
Jan 26 2010, 14:25
Where is that post again? I flipped back many pages and didn't see it.


"however if the tank moves behind trees/objects/elevated ground you cant see due to the distance - that can affect it as well. If you play with Terrain Detail on lower than VHIGH it will have impact at that distance. It will "lower" the ground when in fact there is a hill/ground in front of the tank messing with the lock. Check such things."

jasonnoguchi
Jan 26 2010, 14:30
@<hidden>, thanks for the repost. Definitely not a problem. I placed it on one end of the UTES runway with me on the other end about 800m away. I have ALL my details maxed out at VD of 5000m. I also have it patrolling in a circular motion within the runway itself. So engine is running and there are no intervening obstacles or terrain.

Defunkt
Jan 26 2010, 16:48
Is said tank an enemy tank?

CaptainBravo
Jan 26 2010, 17:29
CaptainBravo,
Do you have this problem in the included demo missions? Are you sure the older mando_missiles.pbo is not present at all?

I have deleted older pbo before adding new upgrade.

The demo mission runs smoothly. It is when I implment in other missions I have the choppy camera. The thing is I take out the new version and put in older version, missions run smoothly. So I am not sure what it is in the new upgrade that is causing this :confused:

jasonnoguchi
Jan 27 2010, 00:59
Is said tank an enemy tank?

Yes, I was using a USMC javelin soldier against a russian (as in the faction type) T-72.

In fact, I played another user mission where I have to destroy enemy tanks and encountered the same issue... had to use Metis then instead...

Stoned
Jan 27 2010, 01:10
Hi,

testing the last version together with ACE in Benny`s Warfare.

My question is, if there is a LGB bomb drop hight limit present, because if you fly higher than 1500 meters, your dropped LGB wont reach the target or ground, it simply explode in the air before reaching the target. I saw that also with some missiles.

Can someone confirm ?

Mando for ever

Stoned

Sneaker-78-
Jan 27 2010, 11:10
But do you get the message more than once, once connected? You might get if it your mma init transmit its presence to the server too late, but if it is transmitted the only problem you might have is to see this message once.

i tested a bit and i get a message all the time with a ping

NoRailgunner
Jan 27 2010, 11:31
Using latest version without any mods/addons:
AA manpads and static targeting is too slow - those AA's are fire-and-forget missiles with passiv infrared-seeker. The target sound would help players playing in veteran setting or above to know if the missile is active seeking and ready to launch.
There should be no need to lock or wait for it because missile sensors will locate sources of heat.
Strela and Igla (http://www.globalsecurity.org/military/world/russia/sa-7.htm)
Stinger (http://www.globalsecurity.org/military/systems/ground/stinger-specs.htm)

Firing Flares should be selectable for pilots - automatic and manual.

Smoketrails are bit too much - real developments are searching to reduce them because they blind the shooter and give the enemy a big hint. ;)

TheCrusader
Jan 27 2010, 11:48
Fire and forget does by no means imply there is no lockon process.

Maverics are also fire and forget and there is a lockon of the desired target involved (for the IR as well as visual versions).
Same goes for AIM-9M which is passive infrared.

Also I'm all against a Chaff / Flare autolaunch, as there is simply no such system in many aircraft depicted ingame (and even if there is, targetting takes a little bit of skill, so should evasion, from a game perspective).

Cheers,
Crusader

jasonnoguchi
Jan 27 2010, 11:49
Is there something like a recommended screen resolution for running MMA?

NoRailgunner
Jan 27 2010, 12:03
TheCrusader did you read only "AA's" and "fire-and-forget"? :rolleyes:
Next time try to read the whole suggestion not only what you like to see/comment...

Cyborg11
Jan 27 2010, 13:15
Is there something like a recommended screen resolution for running MMA?
Best is to set the UI size to normal.

jasonnoguchi
Jan 27 2010, 13:41
@<hidden>, got it! my UI is set to small. will try. Thanks a lot!

---------- Post added at 02:41 PM ---------- Previous post was at 02:25 PM ----------

JESUS CHRIST!!!!

The problem I had with the partially hidden markings on the IHASS and the lack of lock on box on the javelin are both due to my setting the user interface to SMALL! Everything works normal now with user interface at normal!

So, other users may wanna take note too. :)

TheCrusader
Jan 27 2010, 14:18
@<hidden>:

I did and that is my comment on your whole post. I did not go into the other points because I am impartial on these.

There is a before fire part to "fire and forget" (it means forget about the system after u fire not before ;) and yes this also holds for portable systems.

Cheers
Crusader

Mandoble
Jan 27 2010, 17:02
Stoned
This, this might happen with missiles or guided bombs if they detect that they are missing the target and have no room to maneouver and realign with it, in the case of a LGB fired too high, this might happen if the horizontal separation with the target is too short, the bomb, while falling down and still on air, overpasses the target location (and of course will not be able to turn around and align with the target again), and detonates.

NoRailgunner, the time-to-lock is adjustable for every system, current lock on times for portable AA weapons might seem too high and there is a gameplay reason behind, in current default MMA setup, the small portable AA weapons should be effective, while not quite lethal, vs choppers and almost not effective at all vs jets.

Firing flares in auto or only manual is also configurable (by the mission editor, not by the pilot), but firing in auto increases the missile impact risk, as the idea is to synchronize correctly the timing between the drop of the flares and the corresponding break turn, to avoid the "eye" of the missile once it passes through the flares.

NoRailgunner
Jan 27 2010, 18:09
Thanks Mandoble!
Just for info the AN/ALE-47 CMDS*

...provides the aircraft with protection from air-to-air and surface-to-air heat-seeking missiles. Modes of operation are manual (five stored programs), semi-automatic (operator/sensor activated), and automatic (operator/sensor activated). The CMDS is integrated with the AN/ALQ-156 Missile Detection System to automatically dispense expendables when detected by the AN/ALQ-156 when in the Auto or Semi Auto mode of operation. The CMDS may be pre-programmed to generate optimum expendable response in a single or multiple threat environment.My suggestion is to have both for players - automatic and manual firing flares. ;)

*planes - F-16, F/A-18, C-130 etc
*helicopters - UH-1, UH-60, AH-64, CH-47, V-22 Osprey, CH-53 etc

Manzilla
Jan 27 2010, 19:02
Mando,

I can't seem to find any explanation of this line in the ReadMe:


// Weak AI SAMs with "weak missiles" attached to radar1 tower as main radar
_disp = aaE1; // <<<<- This is the AI SAM unit
[_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true, 45, "my_radar1"]exec"mando_missiles\units\attackers\mando_sa2.sqs";


What are the different parameters here?

Mandoble
Jan 27 2010, 19:23
Manzilla, this is a "shortcut" to execute mando_missiles\units\mando_missileattacker.sqf (http://www.telefonica.net/web2/mandoble/mma_readme.htm#t14) with some predefined missile parameters set in mando_sa2.sqs, you may open mando_missiles\units\attackers\mando_sa2.sqs to see all the parameters, that are these common for every MMA missile parametrization.

oxmox
Jan 27 2010, 19:35
I have suddenly a problem with ACE2, did connect to a server but only short time later my game did crash.

server had only the ace mods like i have it:
Mods: CA;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>

Thats the error messages i got in my RPT file:
http://rapidshare.com/files/342048108/arma2.txt.RPT.html


Hope i can get some help here, thx =)

Alex72
Jan 27 2010, 20:01
Oxmox is this really a mandoble missile addon error? You dont seem to have the addon loaded and neither does the server.

Manzilla
Jan 27 2010, 20:08
Manzilla, this is a "shortcut" to execute mando_missiles\units\mando_missileattacker.sqf (http://www.telefonica.net/web2/mandoble/mma_readme.htm#t14) with some predefined missile parameters set in mando_sa2.sqs, you may open mando_missiles\units\attackers\mando_sa2.sqs to see all the parameters, that are these common for every MMA missile parametrization.

I looked at that but honestly I have no clue what much of that stuff means. And explanation like he had in the A1 ReadMe is what I need to understand this stuff many times. When/If he has time it's something to think about. I'd like to use the Radar + AA setup for the enemy in a mission eventually. As of now, I can't get it working. I'm not sure what the stuff in the init is for.

Could you add a table-type thing breaking down the parameters, like the MMA A1 ReadMe, for the next update?(Or an upcoming update)

I'd love to help but I'm the one that can't understand them. ;)

Some tester I be! :)

oxmox
Jan 27 2010, 20:24
Damn i did post it in the wrong thread...this was supposed for ACE2.

edit: I did use yoma instead of alpinestars, maybe here is the issue and i thought the mods did load..wonder that i could play for a minute online. Will try it with alpinestars and see how it works again, thx =)

Manzilla
Jan 27 2010, 21:40
Damn i did post it in the wrong thread...this was supposed for ACE2.

edit: I did use yoma instead of alpinestars, maybe here is the issue and i thought the mods did load..wonder that i could play for a minute online. Will try it with alpinestars and see how it works again, thx =)

:rofl: I was wondering what the hell you were talking about. :)

Mandoble
Jan 27 2010, 22:04
CaptainBravo, good news for you and anyother one having MCC TV smoothness camera problems. Now camera moves smoothly even in heavy load conditions, expect a new beta release for this weekend with that fix incorporated, and might be with unlimited number of preemptive flares enabled too ;) (need to conduct even more gameplay tests with these first).

Stoned
Jan 28 2010, 02:16
nice, have also this jity cam, awaiting next beta :bounce3:

...those mevericks work like a charm, had nice attack run`s together with hard turnings like a crasy meteor pulling all those countermeasures after my tail, hard g-forces with partly ACE blackouts over a BE Carrier Warfare map @<hidden> !

Integrated LHD and Kuznetsov with corresponding services into that, just wondering why i am only able to lock mando guns (with anti radar missiles) from my own friendly LHD, but enemy Kuznetsov guns (also mando ones, configured as enemy=west) are not lock able... is there a little mismatch ?

Stoned

---------- Post added at 04:16 AM ---------- Previous post was at 02:52 AM ----------

there is also another request...

...its just a question, but is there a little chance of a nice cooperation with the ACE team ?

For example, the ACE auto rotation (choppers) isnt working any more, if mando missiles are active...

i know you dont support mixing mods, but with pretty mods it is like with pretty girls you know :D:eek:

Mando & ACE for ever...

Solarghost
Jan 28 2010, 05:57
Dunno if this has already been said, but with the eye piece that attaches to the helmet, it moves and updates really slow but the green color in the back ground moves fluidly where ever u look, is there any way u could make the helmet eye piece move fluidly as well??

Cheers

Sneaker-78-
Jan 28 2010, 07:39
nice, have also this jity cam, awaiting next beta :bounce3:

...those mevericks work like a charm, had nice attack run`s together with hard turnings like a crasy meteor pulling all those countermeasures after my tail, hard g-forces with partly ACE blackouts over a BE Carrier Warfare map @<hidden> !

Integrated LHD and Kuznetsov with corresponding services into that, just wondering why i am only able to lock mando guns (with anti radar missiles) from my own friendly LHD, but enemy Kuznetsov guns (also mando ones, configured as enemy=west) are not lock able... is there a little mismatch ?

Stoned

---------- Post added at 04:16 AM ---------- Previous post was at 02:52 AM ----------

there is also another request...

...its just a question, but is there a little chance of a nice cooperation with the ACE team ?

For example, the ACE auto rotation (choppers) isnt working any more, if mando missiles are active...

i know you dont support mixing mods, but with pretty mods it is like with pretty girls you know :D:eek:

Mando & ACE for ever...

i dont have problems with auto rotation :confused:

*TCF*Jackal
Jan 28 2010, 09:03
i dont have problems with auto rotation :confused:

Me niether :) Perhaps change the order in which the mods are loading?

Banderas
Jan 28 2010, 09:41
I'm just getting it how to take out targets with the LGB camera on A-10 :) sweet especially since ACE removed targeting from the plane for them, and didn't include onboard laser system for any planes. Also with this mod it became possible to actually evade AA missiles fired at you.

Some little bugs I found:
1. sometimes weapons are change pylons in mid-flight (last example I dropped away 2 GBU-12s and the swapped their place with the Sidewinders)
2. Maybe it's FPS wise, but sometimes the plane/chopper jumps into the LGB/Hellfire/any other camera when viewing through it

Stoned
Jan 28 2010, 11:00
Me niether :) Perhaps change the order in which the mods are loading?

Thanks guys, ...trying

Mandoble
Jan 28 2010, 11:18
Stoned, you are right, the Phalanx guns in the Kutz are not detected as radar sources, will try to remember to fix that for next beta.

Solarghost, are you talking about AH64 monocle or AH1Z HMD? If monocle, what updates slowly there? The white text lines? The movement of the smaller solid circle?

Banderas
1) Yes, this is an ArmA2 bug. It might reorder automatically the external placement of the weapons when fired with useWeapon action.
2) This should be fixed now, as said some post above, expect to see this issue gone in next beta (this weekend?).

CaptainBravo
Jan 28 2010, 11:38
CaptainBravo, good news for you and anyother one having MCC TV smoothness camera problems. Now camera moves smoothly even in heavy load conditions, expect a new beta release for this weekend with that fix incorporated, and might be with unlimited number of preemptive flares enabled too ;) (need to conduct even more gameplay tests with these first).

That is excellent news! I certainly love the cam on Ah-64 (and on all other air units).

Overall a must have addon! Thanks for the great work Mandoble.

Banderas
Jan 28 2010, 11:44
2) This should be fixed now, as said some post above, expect to see this issue gone in next beta (this weekend?).


Oh I saw it lately, sorry, it's great, because sometimes it makes moving the camera around a little bit rugged and the targeting harder :)

Also it might not be connected to Mando Missiles directly, but if I drop LGBs from altitude above ~500m, they tend to fall short on their designated targets (the higher you drop the shorter they fall)

Stoned
Jan 28 2010, 14:23
Stoned, you are right, the Phalanx guns in the Kutz are not detected as radar sources, will try to remember to fix that for next beta.

thanks man, btw iam not using the Kuz logic, i placed guns manualy on the kuz bacause i have player manable sam systems with console enabled on the carriers.

current init: "this setposASL [getpos this select 0, getpos this select 1, 15.0]; this setVariable [""mando_gun_side"", east]; this addEventHandler [""HandleDamage"", {false}]";

question, if a player man a sam console and activate it, will it also be a radar target ?

...regarding ACE autorotation not working anymore, this seams to be an ACE issue since 1.0.234, tested that with UH60M, AH64, pure ACE enabled on utes.

Stoned

---------- Post added at 04:23 PM ---------- Previous post was at 02:56 PM ----------

another question...

iam using this in Benny`s Warfare, any idea why we wont get credit after killing an enemy unit with Mando Missiles ?

stoned

Banderas
Jan 28 2010, 14:49
iam using this in Benny`s Warfare, any idea why we wont get credit after killing an enemy unit with Mando Missiles ?

It might be because of ACE new armor damage system, since it's introduction if I blow a tank/APC to pieces I get frag only for the crew killed

Mandoble
Jan 28 2010, 16:33
Yes Stoned, because I can use addScore and addRating commands, but A2 doesnt have any addKills command. I will add a particular scoring system just for MMA kills, which will happen with a totally different logic than A2 default kills. For example, you and your mate fired a missile each one against an enemy plane, the plane got the first impact and was still flying while severely damaged, then the second missile fired by your mate hit it and 5 seconds later the plane crashed. The idea is that even in that situation, you and your mate get kill and score award for this enemy plane.

Stoned
Jan 28 2010, 18:13
Yes Stoned, because I can use addScore and addRating commands, but A2 doesnt have any addKills command. I will add a particular scoring system just for MMA kills, which will happen with a totally different logic than A2 default kills. For example, you and your mate fired a missile each one against an enemy plane, the plane got the first impact and was still flying while severely damaged, then the second missile fired by your mate hit it and 5 seconds later the plane crashed. The idea is that even in that situation, you and your mate get kill and score award for this enemy plane.

nice !, i hope it is interactable with WarfareBE than :)

dialektiikka
Jan 28 2010, 20:42
@<hidden>: Could it be possible to map a toggle key for the Forward Looking Radar, so the player would be able keep it visible when needed?

The way it pops up when new radar targets are detected is Ok-ish, but it would be nice to have the radar screen active all the time during combat. Also, after weighting the pros & cons of the pop up and BI virtual radar, I prefer your system more. Hopefully your develop radar systems more in the future. With all these nice HUDs and control panels I'm really starting to hate the BI radar :)

Defunkt
Jan 28 2010, 20:45
Yeah, an expanded radar system is something that I know Mandoble is contemplating and I have been trying to nudge him along on. The possibilities are amazing and of course include removing BIS radar completely and giving all vehicles only the capabilities they might actually have. There might also be the option to switch through external radar sources (ground station, command vehicles, AWACS) and these then might become targets which need to be protected to ensure continued operation.

Mandoble
Jan 28 2010, 21:04
Dialektiikka , actually that toggle key is not needed at all.
The radar will pupup when it detects one of more contacts, and will automatically hide few seconds after there is no more contact detected. So you will never miss a contact there (as long as it matches radar detection parameters) and having it poping up is better to do not miss the presence of a new contact.

Defunkt, that project was supposed to be top-secret :p

Defunkt
Jan 28 2010, 21:06
Just applying a little squeeze. :bigsmile:

Das Attorney
Jan 28 2010, 22:20
Yeah, an expanded radar system is something that I know Mandoble is contemplating and I have been trying to nudge him along on. The possibilities are amazing and of course include removing BIS radar completely and giving all vehicles only the capabilities they might actually have. There might also be the option to switch through external radar sources (ground station, command vehicles, AWACS) and these then might become targets which need to be protected to ensure continued operation.

That sounds like the kind of direction Arma 2 should be going in. It would really increase interaction between air & ground units to defend/attack effectively and represent the tactical value of having air superiority in a given area.

Intruiging stuff indeed :)

Njayjay
Jan 29 2010, 04:45
I'm trying to test the javelin but when I press TAB it does nothing, whats wrong here? I'm using ACE and a modified difficulty setting same as veteran mode but unlimited saves and no crosshairs.

Sneaker-78-
Jan 29 2010, 08:26
the enginge of the tank must be on ,then you can lock him

or use the ground option

Stoned
Jan 29 2010, 21:09
btw,

here is little progress update to the naval expansion for WarfareBE @<hidden> and Mando Missiles :)

http://www.armaholic.com/page.php?id=9368

Stoned

Banderas
Jan 30 2010, 11:14
Interrogative (tm GK):

when I use KH-29L in laser mode on Su-25, I continously loosing locked targets, having my missiles flying sideways, do those laser targets need running engine too?
In ground lock I assume I can target a fix ground point. But what is remote mode good for? On-the-fly control (like TOW in RL)?

*TCF*Jackal
Jan 30 2010, 11:18
I believe remote mode is to allow you to lock onto laser designated targets from other friendly units, a team on the ground with a hand held for example. So if a ground team have something lit up, you would use remote mode on your aircraft to allow you to select that particular target. Hope I've got that correct. Sorry if I havent.

Sneaker-78-
Jan 30 2010, 11:22
"remote" helfre and helfie mode is for if are 2 players are in the choppers
the pilot(helfire mode) sends the target to the gunner ( in remote mode) by pressing "g" (ofc you must target target first with tab)

Mandoble
Jan 30 2010, 11:45
Banderas, you are correct, onboard sensors will target on engine on targets, and non blocked line of sight. You can use GRND to lock on a ground position, and you will never lose that lock. Remote mode is to lock on targets transmitted by other players or scripts, for example, a spotter UAV designating targets for your AH64, while you keep hidden behind a hill, or a target designated by script, the completion of an objetive that provides a remote target for a nuclear submarine, that will be able to lock on it and fire a cruise missile against a new discovered enemy installation, etc.

Remote targetting is not only for players, you can configure MMA automatic systems that will attack them. Use the UAV demo mission as example, you can designate targets with your UAV, transmit them and a friendly AI ship will attack the target with missiles.

Banderas
Jan 30 2010, 16:13
Ok thanks for the answers. Now again with the Su-25 and KH29L, I not only lose targets that have engine not running, but also when the targeted vehicle starts to move at higher speed, and the rocket immediately evades to the left/right.
I don't know if it would be any realistic for those rockets to "memorize" the latest targetted point, and go there anyway (in case of a parked vehicle it would be good). If it is not realistic, then I didn't say anything of course.

Mandoble
Jan 30 2010, 16:38
Banderas, are you breaking the lock after firing a KH29L? If you do, missile will miss always. The fire and forget version of Ch29 is present only for Su34, Su25 uses the laser one.

Banderas
Jan 30 2010, 16:48
Yes, it happens that after missile launch I lose lock, and the missile breaks to left or right immediately. But it seems just right after some test, because it looses targets that are moving at medium to high speed.

Mandoble
Jan 30 2010, 17:40
Might be line of sight gets blocked intermitently with these targets. Try attacking them from higher alt. Best way of course would be in MP using remote mode with a closer friendly unit using a laser designator.

Sneaker-78-
Jan 30 2010, 20:03
ok the message "Is mando missle missing here" is for all players now ,maby it has to do with the latest ace update ?

srry


nvm my fault :rolleyes:

just a reconnect just helps

TOTAL22
Jan 31 2010, 02:57
Hello Mandoble.

I've been redirected from the ACE2 beta2 thread to ask you if you were going to let ACE2 team implement your work into their mod?
Its quite silly to see from my eye where ACE2 is trying to build their own helicopter FCS and flare/chaff system when there is a very good and realistic Mando Missile mod is there.
I would like to hear your opinions and comments on this topic.

Stoned
Jan 31 2010, 03:03
yes yes yes,

we want a nice marriage :D :eek:

...ahem now seriously this is a very good idea !

Banderas
Jan 31 2010, 08:09
Hello Mandoble.

I've been redirected from the ACE2 beta2 thread to ask you if you were going to let ACE2 team implement your work into their mod?
Its quite silly to see from my eye where ACE2 is trying to build their own helicopter FCS and flare/chaff system when there is a very good and realistic Mando Missile mod is there.
I would like to hear your opinions and comments on this topic.

I would say this is not necessary, as this mod is already very well usable with ACE 2, Mando even made "compatibility logic", so you can use it flawlessly with it. ACE decided to make their own system, I think because they don't have so much priority in adding features to submarines/ships and much stuff that are present in Mando Missiles, as they say "it's not in the scope". It would be better I think for Mandoble too to not start cutting his work to pieces to meet ACE team requirements.

They'd like to make their own system, just like they will do their own Javelin, RKSL made their own chaff/flare too, not everybody has use the same.

Also Mando Missiles reintroduced the "learning curve" into the gameplay for me, which I really missed some time from games, but I fear the majority would not be happy about that, you can already hear a lot of bitching if something have to make people "learn" a little bit, and teach them to
compromises (thinking about the particular whining about "ACOG can't be used in close combat" bullsh*t) or something gets too realistic (no magically repairable tanks since armor system).

Of course if they decide to work together then it's most welcome by me, but I am satisfied with the present, it doesn't make too much effort to add "@<hidden>" into the target line.

TheCrusader
Jan 31 2010, 10:07
Hello Mandoble.

I've been redirected from the ACE2 beta2 thread to ask you if you were going to let ACE2 team implement your work into their mod?
Its quite silly to see from my eye where ACE2 is trying to build their own helicopter FCS and flare/chaff system when there is a very good and realistic Mando Missile mod is there.
I would like to hear your opinions and comments on this topic.

Not to mention that the ACE2 team rejected this very request, even as it was the by far the most highly voted for on the whole ACE2 issue tracker.
Instead they implemented their own system, which, albeit nice, is vastly inferior to mando's implementation on all counts.

Still as was mentioned before, there is an ACE compatibility module by Cyborg, so no need to worry.

Cheers
Crusader

TOTAL22
Jan 31 2010, 10:17
I ought to wait for Mandobles answer but it seems that the mod is not going to be included in ACE2 package.
And I'm totally fine with that.

But if it is so, then I would like to see things like ACE2s EASA module to be compatible with MMA and other compatibility issues to be fixed. Can I expect/hope this will be done in the future?

Mandoble
Jan 31 2010, 12:26
TOTAL, ACE can use MMA at will (use the default systems, create new ones, etc), as well as anyother mod, addon or mission. If you mean to put MMA itself inside ACE, then I dont see any advantage for you as a player or for MMA as a project.

TOTAL22
Jan 31 2010, 15:14
Thanks for the answer Mandoble!
That cleared all the mugginess in my mind.
I would just like to say again, it is totally alright for me to write the extra mod line in the shortcut. And my question was not quite about if MMA was going to be included in the ACE mod.
I was just curious that if MMA was supposed to be compatible with ACE2 then you might/might not have needed some cooperation between ACE development team and you.
Therefore, I was also curious if that cooperation was planned/ongoing. I should have described that in more detail in the first place, sorry about that.

But now, I know that the one whos making the MMA compatible with ACE2 is Cyborg, I should have asked that question about compatibility to him instead.

Now, that my first question is answered, please excuse me to ask another question.
Possibly, this one could be answered by Cyborg, if he sees this.

I know that if I change the weapon load-out on an AV8B with the ACE EASA module, I will not be able to select the newly loaded weapons with mando missile system.
Could this possibly be fixed?
I think this is the only compatibility issue I find at the moment, which is very good!

And lastly, I almost forgot to say thank you very much for the great work you guys have done.

jasonnoguchi
Jan 31 2010, 15:47
TOTAL, ACE can use MMA at will (use the default systems, create new ones, etc), as well as anyother mod, addon or mission. If you mean to put MMA itself inside ACE, then I dont see any advantage for you as a player or for MMA as a project.

When using the javelin while running MMA with ACE2 now (didn't happen 3 ACE updates ago), the ACE lockon system sometimes cause the MMA system not to show up at all. Yes, the whole MMA javelin console was not rezzed. Sometimes I have to wait about 5 seconds for the MMA javelin console to rez and sometimes its perfect.... quite weird... maybe the overlapping functions between MMA and ACE does sometimes cause conflicts?

Mandoble
Feb 1 2010, 01:14
TOTAL, which ACE2 weapons loaded in AV8B cannot you use with MMA?

TonnyRat
Feb 1 2010, 03:28
is there a way to bind the mando missle keys to a joystick? the readme says the ABCD/1234 custom key method won't work for mouse buttons and joysticks.

TOTAL22
Feb 1 2010, 04:20
TOTAL, which ACE2 weapons loaded in AV8B cannot you use with MMA?

I've loaded the AV8B Harrier with Mk82s with EASA module and I've loaded Maverics(AGM65s) and AIM-9s.
I could use the cannon, but I couldn't use either of the missiles via MMA.

Alex72
Feb 1 2010, 05:29
I've loaded the AV8B Harrier with Mk82s with EASA module and I've loaded Maverics(AGM65s) and AIM-9s.
I could use the cannon, but I couldn't use either of the missiles via MMA.
I think its because EASA module doesnt load the weapons back into its normal places. I dont know the technical lingo but your right. This is on my list of things to hand in to Mando.

I think this is a tricky one. It depends if the weapons get back into their proper proxies(?) otherwise they arent "seen" by MMA. I remember loading up 2 nukes with the EASA module and i could drop them through the TV camera (MMA). But i also loaded up mavericks wich i got no camera for. I thaught i would get bomb camera + maverick camera in the menu.

Give Mando some time and im sure he sorts this one out. :)

EDIT: Hmm thinking of this some more as i made an example mission that this might get hard actually. The EASA module as i wrote does not put weapons back in its original place and doesnt drop some (all?) of the weapons from the proper hardpoints/slots so that might be a bigger problem than i thaught.

MMA has its own loader when used with an ammo truck. However you cant load "any" loadout you want like with EASA, and there are no nukes atm. This is up to Mando if he wants MMA to work with the EASA module, and if its even possible.

Mandoble
Feb 1 2010, 08:24
TOTAL, all the weapons you listed above for the AV8B are fully supported by MMA. In fact, you can load configurations using these weapons with the MMA Rearming System too. Just place your AV8B stopped (engine off) near an ammo truck, a Rearming action will popup, activate it and select the desired configuration for your plane.

Alex, nukes are included, to allow them:


mando_weapons_forbidden = mando_weapons_forbidden - ["ACE_B61BombLauncher"];

As you can see in the MMA readme file ACE_B61BombLauncher is, by default, present in the array of borbidden weapons.

Alex72
Feb 1 2010, 08:38
Nukes: Ah ofcourse... I knew that - just forgot. :)

Stoned
Feb 1 2010, 14:03
is there a way to bind the mando missle keys to a joystick? the readme says the ABCD/1234 custom key method won't work for mouse buttons and joysticks.

...using a Saitek X52, all mando keys are able to program with tha stick, its nice :)

stoned

Cyborg11
Feb 1 2010, 14:06
is there a way to bind the mando missle keys to a joystick? the readme says the ABCD/1234 custom key method won't work for mouse buttons and joysticks.
You could use GlovePIE (http://glovepie.org/poiuytrewq.php) to map the buttons to your joystick :)

TOTAL22
Feb 1 2010, 14:40
TOTAL, all the weapons you listed above for the AV8B are fully supported by MMA. In fact, you can load configurations using these weapons with the MMA Rearming System too. Just place your AV8B stopped (engine off) near an ammo truck, a Rearming action will popup, activate it and select the desired configuration for your plane.

OK. Does that mean I have to give up about using the EASA module in combination with MMA?

Banderas
Feb 1 2010, 15:07
To be honest I found MMA rearm module much more usable than EASA, but I think you should try out if you can use them the same time. MMA rearm requires an ammo truck, while EASA requires a fix hangar on the map.

CharlieMike24
Feb 1 2010, 20:49
Mando, I think your mod is great. I try to use it for all SP scenarios. :)
But...I have an error that keeps coming up. It comes up on opening editor with Duala: I get - No entry 'bin\config.bin/cfgmodels.default'. I also get this error with other maps when AI engage and there a kill. It only happens once and then the rest of the time its okay.
I've stripped down the mods to r:\@<hidden>;@<hidden>;@<hidden>;@<hidden>; because I thought it was an ACE2 issue - its still there.. but not when I take out @<hidden>

Can you give me some advice? Thank you.:o

Mandoble
Feb 1 2010, 21:01
It seems this happens when loading duala and mma. Does it happen for you without duala and any of the BIS islands? The good news is that all MMA functionality works fine, the bad news is that I dont know the reason of the message yet. Removing mando_turret (the pahalanx turret) from MMA eliminates the message, but all mando turret configuration seems to be ok.

CharlieMike24
Feb 1 2010, 21:10
What a rapid response......like a speeding missile..---->ooooooo> :)

Happened this evening with Sahrani (on Editor)... but only when there is shooting and something gets hit??

Mandoble
Feb 1 2010, 22:43
Do you know of any way to recreate this message with utes or cher?

Anunnaki Nibiru
Feb 1 2010, 23:46
Hello Mandoble.

I have one request for you, can you add to your @<hidden> folder the file ".version.txt" with actual version ?

I have script on server which is looking to this file for version of ACE mods, so i am able to automaticaly update first motd message (in "server.cfg") on our server with all necessary mods and theyrs versions.

It would be nice to have this option in @<hidden> too, just like is in ACE.

BTW, the HUD display and external camera for ACE lift is great, very very thank you for that.

content of file @<hidden>\.version.txt would be looking like this:

2.4b41

wolfbite
Feb 2 2010, 11:32
Lovely addon Mando the one gripe I have atm is that the Kuznetsov seems to be totally incapable of defending itself...... The Phalanx dont seem to be able to hit anything... and every single missile gets spoofed by the flares it seems. Ive tried playing this mission several times but it never seems to be able to hit anything and the fire rate seems a bit slow. Other than this gripe loving it so fars... especially the A-10 HUD and subhunting two thumbs fresh!

touristo
Feb 2 2010, 14:16
Hi there Mandoble, just wanted to post my first impression of using Mando Missiles on top of my usual addon collection: using Kronsky's Moveable Target Range Mission the Utes template, I noticed that Mando Missiles worked right away and exactly as described in the readme.

After putting a helicopter and a tank on the far end of the airstrip, I selected first a Strela 2 to shoot at the heli and then a first a METIS and during the second test a Javelin to kill the tank. Both launcher weapons were fully functioning Mando-wise, i.e. the Strela had the sonic tracking noise and all the buttons (lock target etc.) worked. Also the Javelin worked in all firemodes just as described. And the METIS was steerable perfectly well; I hit a moving tank 800m away.

BUT: obviously, neither the projectile tracking scripts of Kronsky's Mission nor the sight adjustment from 31st MEU were working. Although I had the sight adjustment numbers shown and although I could change them, they didn't have any effect on the sniper rifles anymore. Also, not even regular bullets like BIS rifle rounds were tracked anymore with bullet cam.

I did not test it in a regular mission, but I think the editor is good enough to show me what addons don't "like" each other.

Hopefully my report was useful somehow, if not, please tell me if there is any specific form of error report you prefer, so I might help more by testing it in the way you suggest.

tourist

Mandoble
Feb 2 2010, 15:32
Anunnaki, no problem adding that file.

touristo, for sure I will have a look at that. Got a question, did you notice that problem after using any MMA system or also before using them in the same test mission.

wolfbite is there any other addon that might be interfering with the Phalanx? Because in all my tests it is extremely deadly, almost a shot, a hit.

Stoned
Feb 2 2010, 17:53
Anunnaki, no problem adding that file.

wolfbite is there any other addon that might be interfering with the Phalanx? Because in all my tests it is extremely deadly, almost a shot, a hit.

seams to be only problematic in MP on fast moving planes or choppers, of course very fast missiles wont be hit then.

Stoned

TonnyRat
Feb 2 2010, 19:26
You could use GlovePIE (http://glovepie.org/poiuytrewq.php) to map the buttons to your joystick :)

Thanks!

TBuck
Feb 3 2010, 05:56
Hi Mando,

Does non player choppers and planes drop automatically flares if they where under fire (missiles) like in RKL. I havent noted it right now.

Tino

Alex72
Feb 3 2010, 07:18
tBuck:
Its under testing AFAIK. So it might appear soon when Mando is happy with it. Im using ACE with MMA so i get auto counter measures with AI from that. And they do get away with it when in motion. Hovering i think ive read might get them killed a bit more often than they should (only what ive heared. Didnt test yet myself).

Banderas
Feb 3 2010, 09:17
Hi Mando,

Does non player choppers and planes drop automatically flares if they where under fire (missiles) like in RKL. I havent noted it right now.

Tino


Well in the AA/Javelin/Metis test mission they are dropping flares whenever I shoot an Igla/Strela/Stinger at them

touristo
Feb 3 2010, 11:51
Hello again Mandoble,

as you suggested, I tested the Target Range Mission again and indeed: BEFORE firing a Mando Missile, everything worked fine.

AFTER firing a Stinger or a Javelin, the sight adjustment mod ceased function and the ranges' bullet tracking feature didn't work anymore.

Hope that gives you some directions,

touristo

Mandoble
Feb 3 2010, 21:42
Of course TBuck, but in latest beta AI is less "expert" dropping flares, so the distance between missile and target to get aware of the missile is reduced, and the maximum reaction time increased (time between missile detection and flares being effectively dropped), both limits are also dependant on pilot's skill, increase it and pilot's survival chances will increase too.

Good info touristo, hopefully next beta (targetted for next weekend) will not interfere with these bullet tracking scripts.

pexmo
Feb 4 2010, 08:49
Hi.
First off this is a fine fine addon/script. Made me come back for some more casual and immersive mission in the helicopter seat ( a break from DCS Black Shark).

I have a question and a problem though:

1: I Use the addon version that autoinits, but for some reason i do no longer get the white squares on enemy vehices when i roll over them with my monocle display, and have them in the center circle. I am flying the apache, and well it used to work, now it does not. I use ACE2 mod. MMA inits good and all in all other purposes.

2: Is there a way to fire the cannon at the locked target instead of the hellfire in the hellfire cam? Or a way to mod this in easily? Because it would spare me from using any other addons for pilot gunnery - as i am here for the thrills not the realism :)

Cheers

Karimloo
Feb 5 2010, 21:40
My pilot (Player) keeps repeating MOVE 50 METERS or Whatever over and over again and he wont shut up! What the hell is this?

Mandoble
Feb 5 2010, 22:14
Pexmo, I have no problems with the white squares and located engine-on targets.
About the gun, you might use a mando gun lite, same as with the C130.

Karimloo, no idea, I would say unrelated to MMA.

DragonBaron
Feb 5 2010, 22:21
@<hidden>:
When using an AH-64D I cannot see the popping up radar (resolution 1280x1024). Is it possible to change the position for the radar?

Mandoble
Feb 5 2010, 22:29
Do you mean that you cannot see it because it is not there, or that it is obscured by the monocle rings? If the second, no problem, order of the controls is shorted so that radar is in top of everything (wait for tomorrow's beta).

DragonBaron
Feb 5 2010, 22:52
Do you mean that you cannot see it because it is not there, or that it is obscured by the monocle rings? If the second, no problem, order of the controls is shorted so that radar is in top of everything (wait for tomorrow's beta).
Thanks for your answer and your fantastic mod.
I can only see the left side of the forward looking radar. The rest is off screen.

Mandoble
Feb 5 2010, 23:02
And which interface size are you using?

DragonBaron
Feb 5 2010, 23:18
And which interface size are you using?
Interface size is "very small".

Karimloo
Feb 5 2010, 23:45
Found the bug (or not) if you hold onto Up F7 on the Hellfire Camera, he'll continue like if I hold LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL over and over again.

Fix maybe?

Mandoble
Feb 6 2010, 00:09
Yes Karimloo, while if the pilot is human, you dont need to hit UP/DOWN buttons, just tell him to go higher/lower.

DrF33lGood
Feb 6 2010, 03:07
Good job Mandoble

Alex72
Feb 6 2010, 03:59
Interface size is "very small".
With interface setting to NORMAL you get the intended placements. This might be looked into by Mando later to fit other interface sizes as well. I play like you and i also have the right side out of screen/view.

DragonBaron
Feb 6 2010, 11:13
With interface setting to NORMAL you get the intended placements. This might be looked into by Mando later to fit other interface sizes as well. I play like you and i also have the right side out of screen/view.
Many thanks for the info Alex72. I tried it. You're right. I switched the setting for the interface size back to "very small". It just looks better.

Mandoble
Feb 6 2010, 11:35
Dont worry DragonBaron, you will see the radar also with the smallest i.size.

DragonBaron
Feb 6 2010, 13:16
Dont worry DragonBaron, you will see the radar also with the smallest i.size.
Pleased to hear that. Thanks a lot for your hard and professional work. "Mando Missile ArmA for ArmA 2 " is a must have.

Mandoble
Feb 7 2010, 12:19
Mando Missile ArmA 2.4Beta42 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready ;) Dont forget to read the online MMA readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) for more info.

Changes in v2.4b42:


Improved: MCC TV flickering and small jumps when lock/unlock gone.
Fixed: mma_test_sam_site.utes mission initialization
Added: LOAL for Hellfire MCC TV cameras.
Added: Manual guidance (TV manual control) for Vkihrs MCC TVs.
Fixed: Active Mando Guns (Phalanx) now are listed as radar emitting sources.
Added: Eble's F4 Phantom setups for AIM7, AGM88 and CCIP for its free fall bombs for both, pilot and gunner.
Added: SEAD mission with F4 supporting two AV8B groups vs enemy SAMs.
Changed: MMA_XEH_AutoLaunch.pbo moved to @<hidden> folder.
Added: .version.txt file inside @<hidden> and @<hidden> folders containing the versions.
Changed: Scoring system mechanism, now it waits more time before adding score (damaged planes taking too long to crash).
Fixed: Radar and monocle sorting order and radar position, now visible with any interface size and resolution.
Added: A new global array named mando_rearm_sources_classes containing all the classes of objects used as rearming sources.
Added: enabled unlimited preemptive flares.
Added: AI pilot's skill now translates into more efficiency using automatic flares.


Important note: MMA_XEH_AutoLaunch.pbo has been moved to @<hidden> folder, dont forget to remove the MMA_XEH_AutoLaunch.pbo that might be present in your current @<hidden> folder. If you want to use the autolauch, execute ArmA2 with mod=@<hidden>;@<hidden> modifiers.

Banderas
Feb 7 2010, 12:27
Great news, downloading&testing! :)

Slatmes
Feb 7 2010, 14:19
# Added: Eble's F4 Phantom setups for AIM7, AGM88 and CCIP for its free fall bombs for both, pilot and gunner.
Cool great up date, will the AGM-88s track in on surface radar or will they act like normal air to ground missiles?

Mandoble
Feb 7 2010, 14:37
It locks only on MMA emitting surface radars. A mission is included where you can test it (Eble's F4 addon required), it, gain some altitude and locate and destroy the enemy SAMs before they kill all your attacking groups.

vengeance1
Feb 7 2010, 14:50
Awesome stuff as usual, thanks for adding the F4! :)

Slatmes
Feb 7 2010, 14:57
Awesome, thanks.

Banderas
Feb 7 2010, 16:26
LGB/Missile cameras are much smoother now. Thanks for your work Mando!

Alex72
Feb 7 2010, 18:07
Congrats on the release Mando! Super addon - super talent. :)

geloxo
Feb 7 2010, 18:18
Great addon mandoble. ¡Enhorabuena! ;)

Cheers

DragonBaron
Feb 7 2010, 19:36
:bounce3: Impressive work. Thanks for the update.

Ebolavirus
Feb 7 2010, 23:21
wow this is so impressive, I'm scared to use it.

Defunkt
Feb 7 2010, 23:55
Nice one Mandoble!

Something I'd always meant to do but have only just got around to is creating an alternate monocle representation for anyone who didn't fully appreciate the genius of my 'bi-focal' version. 'Yes' - it may overlap parts of the BIS HUD and 'No' - I don't care. Use whichever one rings truest for you.

The mando_apache.pbo replaces the default 'bi-focal' monocle implementation (two separate images representing both the mono and stereo image) with the more usual combined stereo (only) view. DOWNLOAD (http://www.ionwerks.net/mando_apache.zip)

http://i245.photobucket.com/albums/gg80/ANZINS/MMAApacheMonocle.jpg

At the same time I've just noticed I made a complete hash of the alternate Javelin reticle last time I uploaded it (apologies). Now fixed (and for various reasons renamed mando_javelin.pbo). Please update the OP Mandoble.

The mando_javelin.pbo enables a 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. DOWNLOAD (http://www.ionwerks.net/mando_javelin.zip)

http://i245.photobucket.com/albums/gg80/ANZINS/MMAJavelinReticle.jpg

jasonnoguchi
Feb 8 2010, 00:42
Thanks for the effort defunkt! :)

Stoned
Feb 8 2010, 01:18
Thanks alot for this new mma version :)

stoned

Alex72
Feb 8 2010, 02:56
Awesome work Defunkt. Downloading. :)

thales100
Feb 8 2010, 09:14
Thanks for the update Mandoble, a screenshot running this mod (click to open / download 5040x1050).

http://www.mediafire.com/imgbnc.php/9b7cdb06581b7c71bf54145b7571f9f16g.jpg (http://www.mediafire.com/?zfxiiatotit)

Sneaker-78-
Feb 8 2010, 17:29
I cant see that run Mando missile , i only see a missile :rolleyes:

Mandoble
Feb 8 2010, 17:47
No, you see a missile, an aircraft carrier firing it and two phalanx to the sides of the flightdeck :p

Very nice screenshot btw.

thales100
Feb 8 2010, 18:58
No, you see a missile, an aircraft carrier firing it and two phalanx to the sides of the flightdeck :p

Very nice screenshot btw.

Lol thanks, yes its from mma_test_kuz.utes mission. :p

TheCrusader
Feb 8 2010, 20:41
Just tried it, amazing work as always :)

KennyJ
Feb 8 2010, 23:56
I'm sorry if this question has been asked before but does mma currently work online or is single player only. If it does can someone explain how I would go about doing so or point me in the right direction.

thanks Kenny

Alex72
Feb 9 2010, 09:15
I'm sorry if this question has been asked before but does mma currently work online or is single player only. If it does can someone explain how I would go about doing so or point me in the right direction.

thanks Kenny
Yes it works online. Install MMA plus XEH (comes with MMA) and your good to go.

Mandoble
Feb 9 2010, 11:34
Of course MMA XEH is not required to play online. MMA XEH is there to have MMA setups in these missions that dont have MMA initialization in the mission itself.

Cole
Feb 9 2010, 11:39
Sorry for being an idiot, but is there a possibility to autoInit only the launchers part of MMA? Javelin, Stinger etc..

(like creating a .pbo with a config that automatically executes the launcher systems for all missions I play)

Mandoble
Feb 9 2010, 18:39
Cole, this can be done but you should consider the following, if you start up only portable launchers, the planes/choppers will not have flares/ECM/RWR/missile warnings. Probably next beta will include the script suite version, with it you will be able to startup any of the individual example systems included, and any combination of them. This might be better than creating more than 90 different gamelogics or different MMA XEHs to cover just a fragment of the possible combinations that might be used in a specific mission.

Lawman1965
Feb 11 2010, 14:40
I simply can't get mando missile to work while playing with AI.

If I fly the helo - AH64D - go into Hellfire camera and I put the crosshairs over the intended target, I press left mouse and the screen goes red, the target gets a highlight diamond and the sound beeps - I press right mouse button, the Hellfire leaps from the laucher and then....................goes some random direction and simply refuses to hit the tank/BMP or whatever I'm aiming the thing at.

When in the monacle I try to get a lock on a target using the Tab key but I've yet to get a successful lock.....

Plus, when I press the BIS default Keypad 0 key to zoom in I get some kind of camera. This pushes my mouse pointer out to the top right of my 2nd monitor and if I press a mouse button it drops me out of ArmA.

I'm obviously doing something wrong but I can't figure out what.

Anyone got a SIMPLE explanation of what I need to do to get this damn thing working right?

Rich

Sneaker-78-
Feb 11 2010, 15:03
Maby a other mod that is conflicting ?

Mandoble
Feb 12 2010, 08:26
Lawman, I cannot find any explanation for that, unless there is a conflict with another addon. Obviously I guess once you fire the missile you keep the lock, else the missile will follow your camera's center as long as it points to the ground (Hellfire is not configured as Fire and Forget).

No idea what is the camera you get when pressing 0, probably non MMA related.

From monocle you can detect and lock on non-friendly engine-on ground vehicles/ships (just to clarify).

You might try the following in your mission's init.sqf after MMA initialization:


// init.sqf
// Wait for Mando Missile addon initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
mando_fire_exclusive = true;

Alex72
Feb 12 2010, 11:31
Plus, when I press the BIS default Keypad 0 key to zoom in I get some kind of camera. This pushes my mouse pointer out to the top right of my 2nd monitor and if I press a mouse button it drops me out of ArmA.
That is the standard button for optics in ARMA2. So if your in a helicopter as gunner you will enter the helicopters standard optics when pressing Num0. Dont know why it would mess your game up though. Might be what Mando says - some conflict with addons. Never had this problem myself with MMA and i tested everything thourougly.

Test to remove all addons except MMA and do the same again. See if you get the same problem.

Minoza
Feb 12 2010, 16:49
First of all, I apologize if something similar was asked before.

I have few problems with your mod. First of all, I have to tell you that I am using ACE 2 mod and Mando Missile ArmA 2.4Beta42

My folder is set up like this (in arma install dir):

@<hidden>

1. addons - contains:

mando_apache.pbo
mando_apache.pbo.defunkt.bisign
mando_javelin.pbo
mando_javelin.pbo.defunkt.bisign
mando_missiles.pbo
mando_missiles.pbo.MANDO_.bisign
mu90.pbo
mu90.pbo.MANDO_.bisign


2. keys - contains:

defunkt.bikey
MANDO_.bikey



@<hidden>

addons - contains:

MMA_XEH_AutoLaunch.pbo
MMA_XEH_AutoLaunch.pbo.MANDO_.bisign


Now, you know if I messed something up in structure and if that is causing problems...

My problem, Javelin wont lock target with TOP attack, only direct + ground (I'm not sure if those are correct names).

When in heli (Apache), How do I use machinegun? I can only switch to Hellfire and navigation. If I turn off HUD I can use machinegun but if I turn HUD back on it flickers on and off all the time.

I can't change color on HUD, choosing that action does nothing. It seems for a sec that it tries to change but it doesn't.

Sometimes all actions in menu are doubled; 2 turn on/off HUD actions, 2 change HUD color actions etc...

Please forgive me if I am doing something wrong, your work is purely awesome Mando and I aprecciate it!

I would really like to use your mod but at the moment I am confused with this things...

Also, when I tried to start mission on dedi server with your mod and game logics present for ACE and Mando full I couldn't start mission at all... Actually, I personally couldn't start any missions it would just kick me back to mission menu...

Sneaker-78-
Feb 12 2010, 17:00
Now, you know if I messed something up in structure and if that is causing problems...

My problem, Javelin wont lock target with TOP attack, only direct + ground (I'm not sure if those are correct names).

That only works is the engine is on of the targer

When in heli (Apache), How do I use machinegun? I can only switch to Hellfire and navigation. If I turn off HUD I can use machinegun but if I turn HUD back on it flickers on and off all the time.

Machinegun is only for the gunner,and if manually is on you can fire it

I can't change color on HUD, choosing that action does nothing. It seems for a sec that it tries to change but it doesn't.

Sometimes all actions in menu are doubled; 2 turn on/off HUD actions, 2 change HUD color actions etc...

Please forgive me if I am doing something wrong, your work is purely awesome Mando and I aprecciate it!

I would really like to use your mod but at the moment I am confused with this things...

Also, when I tried to start mission on dedi server with your mod and game logics present for ACE and Mando full I couldn't start mission at all... Actually, I personally couldn't start any missions it would just kick me back to mission menu...

Then the dedi server is missing an addon

Wich version of arma do you have ?

Defunkt
Feb 12 2010, 17:10
Mando said ACE team can use his addon and modify it in whatever way they want,
Oh dear, something's been lost in translation there I think.

Minoza
Feb 12 2010, 17:11
1.05

Thx for your answer. It made few things clear for me now. :D

Files are present on server. Should they be added to server exe like mods?



---------- Post added at 07:11 PM ---------- Previous post was at 07:10 PM ----------


Oh dear, something's been lost in translation there I think.

What? Didn't he allow them to use his addon? That's what I have read in other topic.

Sneaker-78-
Feb 12 2010, 17:39
did mando said that ?

don`t think sow , Ace had his own system

And yes same like in exe as client version.

didn`t you do that then ?

Mandoble
Feb 12 2010, 18:37
Minoza, if you have flickering HUD and doubled actions is because you are starting up the systems more than once, might be you have TWO mando setup full gamelogics in your mission?

ACE (and anyone else) can use MMA (same as yourself), and ACE (and anyone else) can create its own MMA specific systems. Noone can include mando missile (the pack and addon that you download from ofpec) inside any other addon or mod without previous agreement (as stated in the download page), but anybody can create his own systems using it.

Minoza
Feb 12 2010, 19:12
Mando, thank you for your explanation. I respect you and I am grateful for this mod. I think I may have placed MMA init and MMA full. Is that causing double-thingy (lol) problems?

Thank you for your time, sorry to bother you with this...

Mandoble
Feb 12 2010, 19:27
No, this is exactly what you need. MMA FULL requires MMA INIT (same as MMA FFAA and MMA ACE logics).

If you confirm that your mission has only init and full gls, then try removing MMA_XEH_AutoLaunch.pbo, just to make sure there is not any initialization timing problem.

Minoza
Feb 12 2010, 21:05
I apologize for my ignorancy...

The problem was I was using XEH along with logics...

Now everything works just fine. Please forgive me for taking your time because of my stupidity.

Thank you once again!

Mandoble
Feb 12 2010, 21:15
Well, you might have both and you should not experience any problem as the MMA XEH will start up few seconds after mission is started (if it finds MMA already initialized, it does nothing), and the GLs will initiate themselves at mission start up. So there should not be any conflict, unless for some reason your MMA XEH is starting up too early.

Minoza
Feb 12 2010, 21:20
Well, if you want, I can do some more testing and give you rpt.

Maybe I did something else wrong first time. Main thing is, now everything works like a charm.

Moggy
Feb 13 2010, 14:02
Hi Mando, firstly thanks for your excellent mod. I have a quick question concerning the AH-1 and the Hellfires. If I fly as a pilot with an AI gunner, apart from using the Hellfire camera (I always end up in some trees afterwards) is there any way to lock onto targets and fire the Hellfire missiles? The AI gunner refuses to even select the missiles and I cannot use them as the AH-1 doesn't have the Helmet mounted Hellfire sight like the Apache.
Thanks again and my apologies if this has already been answered...I made a search but couldn't find anything.

Mandoble
Feb 13 2010, 19:38
Mando Missile ArmA 2.4Beta43 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready ;) Dont forget to read the online MMA readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) for more info.

Changes in v2.4b43:


Improved: Laser Guided Bombs from MCC TV are now way more accurate.
Fixed: MCC TV was "stealing" map single click A2 default actions.
Added: Script Suite Version (check included or online mma_readmefirst for details).
Added: Helfire LOBL HUD Mode for AH1Z Pilot's HMD.
Improved: MMA_XEH_AutoLaunch.pbo startup policy. No more "MMA missing here" messages when MMA is already started up client side.


Important note: MMA_XEH_AutoLaunch.pbo has been moved to @<hidden> folder, dont forget to remove the MMA_XEH_AutoLaunch.pbo that might be present in your current @<hidden> folder. If you want to use the autolauch, execute ArmA2 with mod=@<hidden>;@<hidden> modifiers.

{Op4}Bsilenced
Feb 14 2010, 02:03
script based brilliant m8

Manzilla
Feb 14 2010, 02:19
That's great to hear! I love the script based A1 version! Thanks bud.

{Op4}Bsilenced
Feb 14 2010, 03:56
i have looked through the manual and i dont see anywhere explaining what all the different variables do here

// SAMs antimissile-capable for t1
[t1, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
};

tobmic
Feb 14 2010, 06:35
damn script suite will be 6mb to include this to a mp mission

Alex72
Feb 14 2010, 06:56
Nvm...

Mandoble
Feb 14 2010, 10:10
Bsilenced
[t1, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]

1 - unit that will act as missile launcher
2 - soldier inside that unit that will control the launcher: 0 driver, 1 gunner, 2 commander, 3 any or none (even empty units)
3 - Types of targets
4 - Number of missiles loaded
5 - Minimum range to acquire and fire
6 - Maximum range to acquire and fire
7 - Aprox maximum rate of fire (missiles per minute)
8 - Firing position in model coords
9 - Scan arc
10 - Minimum knowsabout (0 = knows about the target level not required)
11 - Enemy sides array, [] for auto
12 - Antimissile capable?
13 - Fixed direction of the launcher? (if not, it will be able to fire in any direction)
14 - Initially active?
15 - Radio ON?
16 - Initial elevation before firing (> 89) for automatic elevation.

All the scripts inside mando_missiles\units\attackers are "helpers" to execute mando_missileattacker.sqf (http://www.telefonica.net/web2/mandoble/mma_readme.htm#t14), which is the main script for automatic launchers.

This in-detail MMA guide (http://www.telefonica.net/web2/mandoble/mma_readme.htm) is not updated yet, while most of its contents are still valid for A2 MMA.

tobmic there are some things that you can immediately remove inside the script suite folder to save space:
grau3.paa
gun.paa
hull_co.paa
mandoturret.p3d

Inside mando_missiles\huds\custom\images and \mando_missiles\mfds you will find some large paas that you can reduce in detail to save space too.

Muecke
Feb 14 2010, 10:13
Yo,thanks for the update and anyway for this great stuff !
Ive got something to ask or report...

MI17 wich is called MI-8MTV-3 :eek:
-If i spawn with complete crew i can fire the PKT and S-5 Rockets
-If i let the crew get out while iam in ,i can use still both weapons
-If i get in empty Chopper as Pilot i cant use the S-5 Rockets
If i let the crew in = still no Rockets for me.
I have to get out and let the crew in first ,then i can get in as Pilot and use S-5.

And one AI is not enough you need 3 Crewmember to be in Chopper if ya wanna use the S-5 Rockets.

Is this wanted like this or am i doing something wrong ?

Greetz
Muecke

Mandoble
Feb 14 2010, 10:34
You are right, this is a weird behaviour of "MANUALFIRE" action.
To confirm, place a player and an empty Mi-8MTV-3 named heli1 on the map, in the init field of the player put:


this moveInDriver heli1; player action ["MANUALFIRE", vehicle player]

As the mission starts you will notice the rockets are removed (with or without mma).

The HUD script executes the manual fire action automatically each time to board a vehicle as driver and with no gunner, and this action seems to cause that effect in that chopper. I will try to find a workaround for this.

Minoza
Feb 14 2010, 12:57
I have one question. With MMA_XEH I should have working mod even if I'm in mission which doesn't have mma logics?

I just tried to join Isla Duala Domi and my Javelin didn't work properly. I had your aiming screen (not the BIS deafult one) but I didn't have any icons around my screen.

Muecke
Feb 14 2010, 13:13
@<hidden>
Yep true !!!
keep up the fantastic work.... !!!

The.D
Feb 14 2010, 13:17
Just need to get this off my chest: THANK YOU, Mandoble!
Ah, that feels good - I've been using your addons for ages and never said it. Great work!

Alex72
Feb 14 2010, 13:43
I have one question. With MMA_XEH I should have working mod even if I'm in mission which doesn't have mma logics?

I just tried to join Isla Duala Domi and my Javelin didn't work properly. I had your aiming screen (not the BIS deafult one) but I didn't have any icons around my screen.
Dont know why it didnt work there, but yes it should work all over if you run the XEH Auto Start. No logics at all needed in the mission. Maybe Dom breaks something though as it has tons of scripts (im guessing - have no clue of these things).

Mandoble
Feb 14 2010, 13:57
Minoza, MMA XEH works this way:

If you have it and Extended Event Handlers it will try to self-initialize MMA in the following way:
- If the mission being played has not initialized MMA after few seconds and it is the server, it initializes MMA.
- If the mission being played has not initialized MMA after few seconds and it is a client, it initializes MMA only if the server has initialized it.
- If the server initialized it but you dont have MMA, you will see a notification every 240 seconds indicating that MMA is missing on your client.

So, if you were a client, and the server didnt initialize MMA, then you will not have MMA initalized client-side.

The.D, glad you are enjoying this set of weird scripts ;)

Minoza
Feb 14 2010, 14:13
Mando, once again thank you for explanation. I really admire you for having patience for noobs like me.

And of course, thank you for this mod!!! :D

{Op4}Bsilenced
Feb 16 2010, 16:17
heya great addon, love the script version......a lil big maybe:)

couple things im not sure worth pointing out but here i go.. i made a port of domination duala and included mando script...

first test went to 7thsfg server which had mando missile addon enabled and probably had clients with the addon, we got major lag problems...

next it went to a server without the addon and everything was fine..

this could mean nothing of course
heres the mision http://www.filefront.com/15588157/%7BOp4%7D_Dom_Duala_3.isladuala.rar

the other issue is i experianced a loss in personal waypoints sometimes after leaving air vehicles and being in air vehicles.....

i have also experiance issues rearming with this mission, but when i load it in editor theres no problem... when you click rearm you get a bad sound, after messing with it for awhile sometimes you still get it to work...

i see you put an explanation to my previous question with an additional wiki, im sure this will answer all my new question i have in adding features to the mission..but maybe you should have a link to it available in the download so other people notice it?

anyways great addon i love it and it will be in most of my missions, thanks!

Manzilla
Feb 16 2010, 16:27
Quick question but a dumb one. What's this for:


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

[]execVM"mando_missiles\mando_setup_full.sqf";
[]execVM"mando_missiles\mando_setup_ffaa.sqf";
[]execVM"mando_missiles\mando_setup_ace.sqf";

Does this mean we still need to have the AddOns version as a requirement if we use the script version? Sorry, I've never been quite sure what WaitUntil{} actually does. I'm a tad bit dense sometimes. ;)

EDIT:
if (isServer) then
{
// SAMs antimissile-capable for t1
[t1, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
};

Next say I want to override other things like as shown in the ReadMe, do I need to add them inside the:


if (isServer) then
{
};

If not do I need to add the code in there for another sam. Like:


if (isServer) then
{
// SAMs antimissile-capable for t1
[t1, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
[t2, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
};

Would it look like this:




if (isServer) then
{
// SAMs antimissile-capable for t1
[t1, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
[t2, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
};

// A new class to be used as MMA rearming point
mando_rearm_sources_classes = mando_rearm_sources_classes +
["Land_Barrel_empty"];

// Minimum altitude for Air units to be detected by radar
mando_minairalt = 10;


Or like this:

if (isServer) then
{
// SAMs antimissile-capable for t1
[t1, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
[t2, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";

// A new class to be used as MMA rearming point
mando_rearm_sources_classes = mando_rearm_sources_classes +
["Land_Barrel_empty"];

// Minimum altitude for Air units to be detected by radar
mando_minairalt = 10;
};

Mandoble
Feb 16 2010, 18:35
BSilenced, the script suite is the addon un-pboed, both things are the very same.
You get a "warning" sound when rearming if you are rearming without selecting a rearming source first, or if the selected rearming source is empty. To select a rearming source just click over it with the mouse, you will see a green circle marking it.

Manzilla
The script suite doesnt need the addon at all. Which means all the initializations are done via the init.sqf, starting with:


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

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


You might want to check script_suite\mma_script_suite.utes included in the latest pack.

To override any MMA globals, do it for everyone, server included. So not inside any if (isServer) block.

The automatic launchers are created server side so they are inside an if (isServer) block, it is recommended to do it inside a spawn block wich will execure in parallel to the rest of your init.sqf, it is also recommended to insert an small delay between launcher initializations, for example:



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

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

// Override MMA globals here

// MOD setup initialization
// BIS units (and some non bis units too)
[]execVM"mando_missiles\mando_setup_full.sqf";
// FFAA mod units
[]execVM"mando_missiles\mando_setup_ffaa.sqf";
// ACE 2 units
[]execVM"mando_missiles\mando_setup_ace.sqf";


if (isServer) then
{
// This applies only for the server
// Spawn ensures parallel execution, the sleeps inside will not delay the
// execution of the rest of your init.sqf
[]spawn
{
// Automatic lanchers
{
[_x, 3, ["Air"], 24, 500, 4000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
Sleep 0.5;
} forEach [my_sam_east1, my_sam_east2, my_sam_east3];


{
[_x, 3, ["Air"], 24, 500, 4000, 12, [0,0,3], 360, 0, [east,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
Sleep 0.5;
} forEach [my_sam_west1, my_sam_west2, my_sam_west3];

};
};

TonnyRat
Feb 16 2010, 18:50
Anyone having trouble with the TOW and Metis systems when mixed with ACE? The missiles go 15 feet before crashing right in front of the launcher no matter at what angle they are shot from. This is with the XEH Auto Enable and in single player.

vengeance1
Feb 16 2010, 19:25
heya great addon, love the script version......a lil big maybe:)

couple things im not sure worth pointing out but here i go.. i made a port of domination duala and included mando script...

first test went to 7thsfg server which had mando missile addon enabled and probably had clients with the addon, we got major lag problems...

next it went to a server without the addon and everything was fine..

this could mean nothing of course
heres the mision http://www.filefront.com/15588157/%7BOp4%7D_Dom_Duala_3.isladuala.rar

the other issue is i experianced a loss in personal waypoints sometimes after leaving air vehicles and being in air vehicles.....

i have also experiance issues rearming with this mission, but when i load it in editor theres no problem... when you click rearm you get a bad sound, after messing with it for awhile sometimes you still get it to work...

i see you put an explanation to my previous question with an additional wiki, im sure this will answer all my new question i have in adding features to the mission..but maybe you should have a link to it available in the download so other people notice it?

anyways great addon i love it and it will be in most of my missions, thanks!

For what it is worth guys I took this mission and converted it back to MMA GL's instead of Script as the file was WAY TOO BIG when combined with my Duala Domination version modifications and AddOns (9Mb) for my clients to download when joining my server. That said, I didn't see any real issues in gameplay or Lag but then again i did not have but only a couple clients at the time.

Will test some more as this is a great Domination Mission.

lo0se
Feb 16 2010, 19:40
Mando, Im sure this has been asked before, but why doesn't mma support joy/mouse controls? Im know a lot of players fly with joysticks/controllers, as i do myself. As amazing as this mod is I cant use it because I can only fly with a controller, and moving my hand to the keyboard can mess up my flying as a helicopter pilot.

Gnome_AS
Feb 16 2010, 20:05
@<hidden>
I also fly with joysticks and rudder pedals. Most of the current generation controllers come with some sort of profile/editing software. So the common solution is to simply map the keyboard buttons to the joystick, and there's no need to do anything else.

If you don't have the direct ability to map your joystick, I believe the GlovePie still works for most people and controllers. GlovePie.org (http://glovepie.org)

Hope it helps.

Mandoble
Feb 16 2010, 20:06
LoOse, all and every existing DX compatible joy, and of course the better ones, support to assign key strokes to joy buttons or combinations of them.

If your joy doesnt come with a software to configure it, there are some freeware tools that will work for any joy. In this thread you will find some references (JoyToKey (http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm)).

Sneaker-78-
Feb 16 2010, 21:45
I really enjoy you`re addon !

flying in a A-10 is realy great now , but is it possible to get the hud more brighter ? i can hardly see the hud

Gnome_AS
Feb 16 2010, 22:03
all and every existing DX compatible joy
:yeahthat:

Again many thanks to Mandoble, Defunkt and everyone else for the awesomeness that is MMA! It really is critical to my personal project, without it, well ... probably shouldn't talk about such things here. :D

A couple of questions/thoughts/ideas from my todo sheet:
I have a rather large mission I've been working on for some time now. I'm currently using MMA/GUN to simulate a couple layers within an air defense network of sorts. Within the ADN the first layer is the radar/sam array. Currently I'm using several "radars" with several "sam sites" utilizing the optional _radar parameter.

First question, is it possible to set a minimum altitude for launch? Would like to allow for flight "below radar". Helo pilots are getting worked by the SAMs at the moment.

Second, is there any means by which to delay/randomize the time between entering the "radars area" and said radar producing a lock/launch? In addition, if there is a way to delay/randomize the scan/lock/launch process, it would really cool if there was some type of audible indication. So you know when you've entered monitored airspace vs. when you've been fired upon. Much like a real TWS indicates "scanning" threats. A beep every few seconds.

Lastly for now, in this scenario of radar sites and seperate sam sites, do the remote radars end up using any type of LOS procedure? In my testing it seems that when using a remote radar, they will produce a launch with or without LOS. I haven't looked that close yet to see exactly how things are handled, I could be mistaken here.

Any thoughts, ideas or direction is helpful. Thanks again for everyones investment, it is my goal to see that it gets used to it's fullest potential.

Regards,
Gnome

Mandoble
Feb 16 2010, 22:37
Sneaker, you can always cycle hud colours via menu actions, but if current combination of colours is not good engough for you, you can also overwrite them in your init.sqf:



// 4 Arrays of colours to be used when toggling MMA HUD colours [R,G,B] per item
mando_hud_colors_sets = [
[[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5]],
[[1,0.5,0],[1,0.5,0],[1,0.5,0],[1,0.5,0],[1,0.5,0],[1,0.5,0]],
[[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5]],
[[0,0.7,0.5],[0,0.7,0.5],[0,0.7,0.5],[0,0.7,0.5],[0,0.7,0.5],[0,0.7,0.5]]
];


Gnome, the current external radar doesnt make LOS checks, the launchers using it (supposedly close to the radar site) do the LOS checks.

There is a global you can overwrite in your init.sqf to set the minimum alt to lock on air targets:


// Minimum altitude for Air units to be detected by radar
mando_minairalt = 10;


Lock and launch delay ATM is fixed, but you can adjust the scan delay with the rate of fire parameter of the mando missile attacker.

Using the external radar you can also randomize its detection chances using


_trigger setTriggerArea [_Radious, _Radious, 0, false];


That is, modifying its radious from an external script, you can generate "holes" where the radious is quite small, so the bogeys will be able to enter the area not being detected for few seconds, then you restore the original range, detection, lock, warning, fire, warning, panic, terror, histeria ;)

This external radar is quite basic ATM, I have in mind to create a new and much more advanced long range radar that will be able to iteract also with player systems (radar consoles), including RWS, TWS, SST, IFF. All I need is time.

{Op4}Bsilenced
Feb 16 2010, 23:53
after looking through the example missions i was under the impression that certain units like btr90 hq were automaticly had an aa capability by the ai, but after reading through the extra manual i see we have to set everything up? and if so what about units dynamicly spawned?
im referring to the script version here....

as far as the mma rearm goes, i know how to do it.still wasnt working right..
sorry for being such a noob here lol

Gnome_AS
Feb 17 2010, 02:01
// Minimum altitude for Air units to be detected by radar
mando_minairalt = 10;
Copy that. :o (hate it when i don't look at my own notes)


_trigger setTriggerArea [_Radious, _Radious, 0, false];
Hmm... "holes" you say. I like that direction of thought.

I've tested many different setups in attempting to balance realism/playability, which I'm sure you are well aware requires some finesse. Bringing things into scale being one of the larger challenges at hand. Right now I'm currently building things on Podagorsk, an average sized map. Might also be worth noting the scale of the mission itself, probably equivelant to an Evo for Pilots. Current objective list numbering some 40 odd sorties, not inclusive of ADN related objectives.

Having said that, currently I have a half dozen radar sites, I would love to have more, but I have some reserves and technical issues. My reserve is for all things realistic, but I'm good at compromising ... so actual radar ranges went out the window pretty quickly. (I generally cut everything by half when it comes to flight in ArmA anyway, but even a Side Net ranges out to around 20km I believe.) Anyway, I've brought it down to around 3500m . Which gives a plausable amount of overlap, and in ArmA airspace seems to be enough allow for some "standard flight practices".

I like the "holes" thought because it got me to thinking about my original concept of having alot more radar sites (x3), and doing just as you noted. Only issue I had with this was I couldn't see an easy way to make several radars act as one (subnet of sorts), as I wouldn't want one sam unit per radar. Theres the HUD clutter thing when multiple radars are operational and using the anti-radiation missiles. Not easy to seperate targets. Actually it's damn near impossible for me, kinda hit or miss on what gets blown up. Don't know if theres anything that can be done about that particular aspect.

The other major thing I'm trying to balance right now are the missiles themselves. Performance to be specific. Also somewhat of a reason I seperated things, obviously when your radar range is only 3500m, missiles tend to show up quick if the 2 are close to each other. Feedback I get being something along the lines of, "Holy $#*^, where did that come from...". So needless to say, I've been playing around with the _missile_params. The blowing people out of the sky in 3secs or less is apparently a no go. :plain: Haha.

I'm very open to thoughts or idea's on how to make this work well. I have not commited to a particular way of doing things yet. I just want to make the most of the systems in this large mission, not only for the enjoyment of play, but also in hopes that other people can witness just how effective/awesome MMA is when implemented properly. ;)

One last thing, is it possible to inject Nav locations after init? I've been working on a steerpoint system, and when I saw the nav stuff of course I started looking at how they 2 could work together. ;) Just being able to turn them on/off would be a great start.


including RWS, TWS, SST, IFF. All I need is time.
I see you suffer from the same issue as myself :p


Regards,
Gnome

dialektiikka
Feb 17 2010, 09:15
I have in mind to create a new and much more advanced long range radar that will be able to iteract also with player systems (radar consoles), including RWS, TWS, SST, IFF. All I need is time.

By the eyebrows of Huelsmeyer!!! Is that all you need?! Here, I have a handful of spare time you can take! Actually, take two, I don't need it. :D

Erm... I mean... Operation Arrowhead seems to re-do the virtual radar display. If it is not just a cosmetic change, there may be something for you to build from.