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[QUOTE=Mandoble;1571200]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]]
];
I'm so sorry about this but where can I find init.sqf? Is it in 1 of the mission files or is it tucked away in a .PBO file somewhere?
BTW thanks for adding the Hellfire to the AH-1s HUD. I gave some armour the what for last night on our server. :D
My apologies again
Mandoble
Feb 17 2010, 15:17
Moggy, init.sqf is a plain text file that you can create in your mission folder to initialize things. Lets suppose your mission name is test.utes, then you can create init.sqf inside test.utes folder, just where your mission.sqm file is. In the mando missile pack you have many example missions, go and check the init.sqf files used by them.
Gnome, there are some specific missile parameters you may play-with to generate a better gameplay-balance. You can create launchers for long range engagements where the missiles are initially fired in modes 0 or 1, with 30 seconds endurance, with small active range of 1000m or even less and with no m1 updates (= 0). These missiles will be fired from long range, will calculate an interception point, will go there in inertial mode and once there will switch on its own seeker (short range), if they see the target, fine, if not, they will simply fail. So these missiles will be "deadly" against slow and non-maneouverable targets (Gnat's B52s?), but will have little changes to really intercept fighters. You can also play with boom range (proximity range for detonation), if you increase it, the missiles might detonate far enough from the targets to really cause critical damage. Of course you can also use missiles with quite small scan arcs, and also quite low turning rates, that is, if the target reacts, the target will survive in most of the cases.
You can add SEAD planes specically for SAM hunting purposes (AV8B in SEAD conf, Su34 in SEAD conf or Eble's F4).
And you can also give some importante to infantry if using external radars. For example, lets say you "link" your external radars to the "health" of a power station. If the power station is destroyed, then you decrease the range of the radar (_trigger setTriggerArea [_Radious, _Radious, 0, false];), even setting it to 0. Just put some strong defenses around that powerstation and put some infantry groups trying to penetrate the defenses and destroy the power plant to allow your fighters to break the SAM barrier.
All in all you have really many ways to balance the game-play of any mission.
aeggwards1
Feb 18 2010, 11:51
Hi Mando,
First off, great mod!!
Is it possible to add the Hellfire HUD mode to the ACE AH-1W/Z helos?
I am using the modules but have to use the Hellfire camera as pilot to designate targets as the gunner will not use Hellfires.
Cheers,
Aeggwards
warden308
Feb 18 2010, 12:31
Hey Mando. Great work, much needed addition in my opinion. Allows you to really use the Apache how it was designed, now I can hover in a tree line several kilometers away from the target and just lob in hellfires, love it!
{Op4}Bsilenced
Feb 18 2010, 13:59
well im trying hard to get my bearing on this script suite but im still having trouble,,,
i gave my ace m6a1 the avenger hud
[["ACE_M6A1_D","ACE_M6A1_W"], 1, "StingerLaucher", [8,0], [8,0], 0, 0, 0, [0,-1,0,2], mando_missile_path+"huds\mando_hud_avenger.sqf", 0, 0, [[-1,"StingerLaucher"]], 2] execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";
it will now lock on to targets but still cant fire on them, im lost now....
so i get how to turn it into a hawk console but thats not what im looking for here, i see different mcc types i could put in but none of them are avengers, shouldnt the m6a1 be noticed like an avenger anyways?
{Op4}Bsilenced
Feb 18 2010, 19:14
can mando missile attacker for ai be given a unit type instead of name?
Cyborg11
Feb 18 2010, 19:19
well im trying hard to get my bearing on this script suite but im still having trouble,,,
i gave my ace m6a1 the avenger hud
[["ACE_M6A1_D","ACE_M6A1_W"], 1, "StingerLaucher", [8,0], [8,0], 0, 0, 0, [0,-1,0,2], mando_missile_path+"huds\mando_hud_avenger.sqf", 0, 0, [[-1,"StingerLaucher"]], 2] execVm"mando_missiles\units\mando_assignvehicle_by _type.sqf";
it will now lock on to targets but still cant fire on them, im lost now....
so i get how to turn it into a hawk console but thats not what im looking for here, i see different mcc types i could put in but none of them are avengers, shouldnt the m6a1 be noticed like an avenger anyways?
The next version of MMA has the M6A1 Linebacker included. Sorry that I forgot it :D
The Stinger of the Linebacker is a new one ;)
Classname is ACE_StingerLauncher_four
{Op4}Bsilenced
Feb 18 2010, 19:26
so "ace_stingerlauncher_four" replace "stingerlauncher or i need to wait till you implement?
same with the ace tow btw,,
im loving this mod more and more everyday but i gotta say i just figured out y i was having trouble rearming even though my post was answered 2 pages ago i didnt get it, neither did anyone i was playing with...
just suggesting to make it so you only have to be within rearm distance instead of picking source...
Mandoble
Feb 18 2010, 19:58
aeggwards1, sure, expect the HMD setup for these AH1s in next beta.
Bsilenced, the weapon name seems to be "ACE_StingerLauncher_four", not "StingerLaucher":
[["ACE_M6A1_D","ACE_M6A1_W"], 1, "ACE_StingerLauncher_four", [8,0], [8,0], 0, 0, 0, [0,-1,0,2],mando_missile_path+"huds\mando_hud_avenger.sqf", 0, 0, [[-1"ACE_StingerLauncher_four"]], 2]execVm"mando_missiles\units\mando_assignvehicle_by _type.sqf";
About the unit type instead of unit, not in the attacker, but you can easily implement it:
// Bsilenced_MMA_AI_setups.sqf
if (isServer) then
{
// Wait for Mando Missile addon initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
while {true} do
{
{
if ((typeOf _x) == "my_desired_class") then
{
_var = _x getVariable "Bsilenced_MMA_AI_setup";
if ((isNil "_var") && (alive _x)) then
{
// mando missile attacker for unit _x here <<<<<<
// This unit (_x) is marked, so in the next check it doesnt receive
// a new automatic system again
_x setVariable ["Bsilenced_MMA_AI_setup", true];
Sleep 0.5;
};
};
} forEach vehicles;
Sleep 30;
};
};
You can run this script, and anytime during your mission spawn units of the desired class, the while will catch them and transform them into automatic launchers in no more than 30 seconds.
{Op4}Bsilenced
Feb 18 2010, 20:15
---------- Post added at 04:15 PM ---------- Previous post was at 04:03 PM ----------
that makes my life alot easier thanks!
aeggwards1
Feb 18 2010, 20:18
aeggwards1, sure, expect the HMD setup for these AH1s in next beta.
Thanks Mando! :D
phaeden
Feb 18 2010, 20:32
@<hidden>, I am having that problem as well. It also seems to happen when only using ACE though so I am not sure if that is the problem.
Mandoble
Feb 18 2010, 20:57
Gnat/EddyD/Footmunch Su33 (http://forums.bistudio.com/showthread.php?t=95524) MMA setups will be included in next beta of MMA, meanwhile find here the setups you can use just now with your missions:
mando GNT Su33 setup (http://www.telefonica.net/web2/mandoble/mando_GNT_Su33_setup.zip)
This requires MMA in addon or script suite form initialized
It also requires Gnat/EddyD/Footmunch Su33
For GNT Su33 MMA setup follow next two steps:
1 - Copy gnt_su33_setup into your mission folder.
2 - In the init.sqf of your mission add:
// Wait for Mando Missile script suite or addon initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
// GNT Su33 MMA setup
[]execVM"gnt_su33_setup\mando_GNT_Su33_setup.sqf";
You will have (HUD systems):
R73 AA mode
R27 AA SHAR mode
Ch29 TV (not laser)
Ch29 TV-GRND
CCIP for 500 and 250 free fall bombs.
MCC TVs setups will come later.
Kremator
Feb 18 2010, 23:05
Thanks Mandoble !
Gnome_AS
Feb 19 2010, 00:06
Hey Mandoble,
Another couple quick questions, these regarding mando_gun. I've been trying to utilize the mando_gunattacker.sqf script, to no avail at this point. I believe this is possible?
Here is a cut/paste/piece together summary of where I'm at:
// init_ad_systems.sqf
_posunit = 3;
_ttype = ["Air"];
_quantity = 24;
_qsalvo = 1000;
_minrange = 100;
_maxrange = 20000;
_minrangeg = 150;
_maxrangeg = 2500;
_rof = 3;
_rofg = 10;
_pos = [0, 3, 3]; // <<<<- Model position + radious
_scan = 360;
_minfo = 0;
_enemies = [west,sideEnemy];
//* radar/sam stuff removed for post (works well though)
[gun1, _posunit, _ttype, _qsalvo, _minrangeg, _maxrangeg, 790, 10, _rofg, [10, 10], 3, true, "", "B_23mm_AA", _pos, 2, _scan, _minfo, _enemies, false, true, true, "", "", "mando_gun"] exec"mando_missiles\mando_gun\mando_gunattacker.sqf";
Other relative information:
gun1 = an empty ural_zu23 atm (does this matter?)
mando_gun = as defined in mando_sounds.h (should work right ?)
Currently I get a "No Sound found" error and script dumps out into the .rpt file. I'm sure it's a case of me not doing something right here, any guidance would be great.
Regards,
Gnome
Kremator
Feb 19 2010, 10:48
Just have to wait on MandoBombs and then I can die happy !
bobrock011
Feb 20 2010, 22:57
Hi Mandoble,
thank you for the great addon. Is A10 currently supported with Mando systems? I can't get Mando HUD to initialize for it, but all other listed planes/helis work just fine. Any help appreciated.
Mandoble
Feb 21 2010, 06:40
bobrock011 , BIS A10 (classname "A10") is already supported with the following systems:
HUD AIM9
HUD AGM65
HUD AGM65 (ground)
HUD Mk82 CCIP
HUD Navigation
TV AGM65
TV LGB
{Op4}Bsilenced
Feb 21 2010, 13:27
i been playing with your mod for awhile now and really enjoying it, i have one suggestion though.. the fact that you can lock on to targets with lgb really takes away from Team gameplay, and is pretty unrealistic too...
heres a quick referance
The Lockheed-Martin AN/AAS-35(V) Pave Penny is a laser spot tracker carried by US Air Force attack aircraft and fighter-bombers to enable them to track a laser spot on the ground (it does not produce a laser beam itself, so the aircraft can not launch and guide laser-guided bombs against ground targets).
from this website
http://en.wikipedia.org/wiki/Pave_Penny
so if you could think about making the lgb only able to lock on to remote targets that would be great... if not ill script it out myself let me know.
Kremator
Feb 21 2010, 13:31
^^ think it's fine as it is.
{Op4}Bsilenced
Feb 21 2010, 13:32
i know there is a laser designater pod that the a10 can carry, it does take up a hardpoint though
Mandoble
Feb 21 2010, 13:36
Bsilenced, you are referring to which plane? AV8B?
You can always create an LGB TV script, similar to mando_tv_lgb_av8b.sqs, but with
mando_tv_no_remloc = true
mando_tv_remote = true
The first disallows to switch between local and remote
The second sets the initial mode as remote
Then, in the MCC activation (mando_mccallow_by_type.sqf for the setup) ["Vehicles", "REMOTE"] -> ["REMOTE"]
Note that even with local detection, it will detect only engine.on vehicles, so cooperation might be still needed having ground troops locating and signaling these vehicles or buildinds, etc. Much easier than having the pilot looking for them from camera view.
{Op4}Bsilenced
Feb 21 2010, 13:48
i was reffering to all aircraft with lgb,s , the system as is acts more like a jdam bomb
{Op4}Bsilenced
Feb 21 2010, 16:14
on a rainy day an aircraft wouldnt beable to laser a target either
Mandoble
Feb 21 2010, 20:40
Mando Missile ArmA 2.4Beta44 (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 v2.4b44:
Added: Gnat's Su33 systems.
Added: Eble's F14 systems.
Added: Helfire LOBL HUD Mode for ACE2 AH1Z Pilot's HMD.
Added: mma_test_su33_addon.Chernarus mission.
Systems included:
Eble's F14 pilot's HUD:
AIM-9
AIM-54
AGM-65
AGM-65 GRND
GBU-12 CCIP
ECM
Flares
RWR
Eble's F14 pilot's MCC TVs:
GBU-12 (if gunner is not player)
Eble's F14 gunner's MCC TVs:
AGM-65 TV
GBU-12 TV
AIM-54 TV
Note that AIM54 has initial inertial guidance and quite a long range (depending on launcher speed > 54Km in A2), if fired outside its active radar range (3Km), it will climb and dive on the target. So countermeasures effectiveness will be greatly reduced. On the other hand, it has quite low capability for short range engagements unless the target is in front of the firing F14 and flying away while not maneouvering.
Gnat's Su33 pilot's HUD:
R-73 AA
R-27 AA (SARH)
Kh.29 TV
Kh.22
Kh.22 Remote
Kh.22 Ground
FB 250 CCIP
KB 500 CCIP
ECM
Flares
RWR
Gnat's Su33 pilot's MCC TVs:
Kh.29 TV
Kh.22 TV (Remote)
Kh.22 SEAD
KB 500 LGB
Kh.22 has a very long range, it is also detectable by enemy radars (anti-missile missiles and anti-missile mando guns). It can be used in local, remote and SEAD (anti-radar) modes.
ATM, to be able to use Kh.22 config, you may rearm your plane near any MMA valid rearming point, select AS-4 configuration (R73+R27+3 Kitchen missiles).
Kremator
Feb 21 2010, 20:49
WOOHOO !! Downloading now !
ForeverOmega
Feb 21 2010, 21:31
i have mando missle mod installed though the Tactical Gamer Patch, and it seems i'm the only one having this problem, when i select a custom load out for my jet it seems to not have a LGB camera or A2Gmissle Camera just Flaps up and down, and custom keys and Colors from MMA, but the thing is it works when i dont get a custom load out like when i hop into the a10 its there both of 'em and if i could get some help that'll be great
Mandoble
Feb 22 2010, 08:23
ForeverOmega, I dont know what's included into Tactical Gamer Patch, Mando Missile ATM is and should be distributed only via its official page. A10 supports any combinations of AIM9, Maverick, Mk82 and its LGBs. It is class driven, so might be you are using a mod that changes the names of the weapons? Are you testing the custom loadouts from the MMA rearming dialog? You can play mma_rearm_addon.Utes (included in the pack), place an A10 on the map instead of the AV8B and try the different configurations (I'm talking about this (http://www.youtube.com/watch?v=89N33CAFuMc)).
Nice. Thanks Mando for your great work mate. :)
{Op4}Bsilenced
Feb 22 2010, 12:08
seems the new script suite the f14 and f4 only have default load out choice
vengeance1
Feb 22 2010, 12:29
Nice work Mandoble, much appreciated on the F14!
Mandoble
Feb 22 2010, 21:13
ForeverOmega
The current list of weapons classes supported by MMA A10 is (case sensitive):
"SidewinderLaucher_AH1Z",
"SidewinderLaucher",
"MaverickLauncher",
"Mk82BombLauncher_6",
"GLT_BombLauncher_Mk82",
"BombLauncherA10" <- Enables GBU camera.
With any number of corresponding magazines.
And the supported classname of the plane is "A10".
Bsilenced, at the moment, removing the weapons of these planes and adding new ones doesnt have any external view effect. It is like the weapon shapes are part of the model itself. As soon as this changes, I'll add more weapon configurations for them aside of the default ones.
{Op4}Bsilenced
Feb 22 2010, 22:31
i meant on the mma rearm, theres no choices for f14 an f4
i see what your saying mandoble, wierd though when i look at the settup for f14 and f4 i show different loadouts
...
Thank you Mandoble again for the freak´n awesome work !!!
Ive made a simple mission where you can test the MMA and fight in a kind of DM.
It is is in first line for my teammates to train the Airfight vs human and ai...
so for those who are interested here is the <<Link>> (http://angryinsects.ucoz.de/load/0-0-0-5-20)
Of course you need the MANDO MISSLES and also Gnat´s great SU33 to play...
http://angryinsects.ucoz.de/_nw/1/85291797.jpg
Mandoble
Feb 23 2010, 00:11
i see what your saying mandoble, wierd though when i look at the settup for f14 and f4 i show different loadouts
...
What different loadouts are you referring to? These allowed in the MMA setups of these planes? The current limitation is the rearming system itself, as it removes weapons and adds weapons, and in the case of these planes in current stage removing the weapons leave always the "default" weapons where they are externally (3D).
{Op4}Bsilenced
Feb 23 2010, 01:37
i do not mean visual at all, in matter of fact when i take the new script suite.utes and put in a f14 or f4 instead of apache, there you sit with the option off mma rearm...
the only choice i get sitting there is default,, every other vehicle has different option even the f16...
i know the f4 had some options and i can see them in the scripts..
when i say options example a10 you get antitank, antiair loadout etc
are we getting some sort of .. Mando Guns? D:
{Op4}Bsilenced
Feb 24 2010, 12:31
another added cool feature would be for the attack choppers your gun would aim where you look...
Hi Mandoble,
Can you please add support for these weapons in the ACE logic ?
class ACE_AT5LauncherSingle_Static : AT5LauncherSingle {
magazineReloadTime = 0;
reloadTime = 1;
magazines[] = {ACE_9K113M_1};
};
class ACE_AT13LauncherSingle_Static : AT13LauncherSingle {
magazineReloadTime = 0;
reloadTime = 1;
magazines[] = {ACE_9K115M_1};
};
As it is, once you deploy the Metis on the tripod (ACE feature), you lose MMA functionality.
Thank you for your awesome work.
Mandoble
Feb 24 2010, 22:04
Robalo, just for testing you might try the following in your mission's init.sqf:
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
Sleep 1;
[] spawn
{
while {!alive player} do
{
Sleep 1;
};
[[""], 0, "ACE_AT13LauncherSingle_Static", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_metis.sqf", 0, 0, [[-1,"ACE_AT13LauncherSingle_Static"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";
}
Black, if you mean mando_turret models, the pack already includes an example one so any addon maker can crate new ones or a even a pack of them. Mando Gun scripts will work with any of these.
204 Kallisto
Feb 24 2010, 22:25
is it possible to hide the tanks/vehicles on the radar
and can you add please the radar for all anti air vehicles
Manzilla
Feb 24 2010, 23:29
Robalo, just for testing you might try the following in your mission's init.sqf:
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
Sleep 1;
[] spawn
{
while {!alive player} do
{
Sleep 1;
};
[[""], 0, "ACE_AT13LauncherSingle_Static", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_metis.sqf", 0, 0, [[-1,"ACE_AT13LauncherSingle_Static"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";
}
Black, if you mean mando_turret models, the pack already includes an example one so any addon maker can crate new ones or a even a pack of them. Mando Gun scripts will work with any of these.
Question about how I add this to my ACE2 SP mission. This is what I have thus far:
[false]execVM"mando_missiles\mando_missileinit.sqf";
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";
if (isServer) then
{
// SAMs antimissile-capable for
[aaE1, 3, ["Air"], 30, 200, 3000, 6, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, true, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
// SAMs antimissile-capable for
[aaE2, 3, ["Air"], 30, 200, 3000, 6, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
};
Mandoble
Feb 25 2010, 06:48
Manzilla ->
// Init.sqf
[false]execVM"mando_missiles\mando_missileinit.sqf";
// Wait for Mando Missile initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
Sleep 1;
[]execVM"mando_missiles\mando_setup_full.sqf";
// Commented unless you use FFAA mod
// []execVM"mando_missiles\mando_setup_ffaa.sqf";
[]execVM"mando_missiles\mando_setup_ace.sqf";
[] spawn
{
while {!alive player} do
{
Sleep 1;
};
[[""], 0, "ACE_AT13LauncherSingle_Static", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_metis.sqf", 0, 0, [[-1,"ACE_AT13LauncherSingle_Static"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";
};
if (isServer) then
{
[]spawn
{
{
Sleep 1;
// SAMs antimissile-capable for
[_x, 3, ["Air"], 30, 200, 3000, 6, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
} forEach [aaE1, aaE2];
};
};
Manzilla
Feb 25 2010, 09:43
Thank you Mando! I'm not sure what I'd do with out you!
Robalo, just for testing you might try the following in your mission's init.sqf:
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
Sleep 1;
[] spawn
{
while {!alive player} do
{
Sleep 1;
};
[[""], 0, "ACE_AT13LauncherSingle_Static", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_metis.sqf", 0, 0, [[-1,"ACE_AT13LauncherSingle_Static"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf";
}
That works great, thank you Mandoble!
Mandoble
Feb 27 2010, 09:24
What is next:
Myke's F16: MCC for Harpoons, select a map position, remotedly transmitted target to locally detected one and fire. Harpoon flight profile is SSM with ground avoidance and initial inertial guidance with target position updates every few seconds. The Harpoon is also configured as detectable and interceptable, so enemy defenses can shot it down (including mando guns).
Eble's F14: MCC for AIM54 (only for gunner). The system will be configured as anti-missile capable so the gunner can also detect and select as targets enemy detectable missiles (like Gnat's Su33 Kitchens). The current AIM54 TV cam will be removed and replaced by the MCC.
Eble's F4: MCC for AIM-7 and AGM-88 (gunner only). AGM-88 MCC configured as anti-radar, only MMA radar emitters will be displayed as potential targets. Current TVs for these missiles will be removed and replaced by the MCCs.
Gnat's Su33: MCC for Kitchen missile working similar to the F16's Harpoon MCC. Kitchen is also configured as detectable and interceptable.
CharlieMike24
Feb 28 2010, 12:09
Mando,
I've been experimenting with your test missions. I have a problem with the Tunguska SAMs. I can lock on, but when I fire, the missiles head towards the target, then dive down into the ground (or sea). I've tried with no addons (other than CBA).
Other than this minor bug (?) this mod greatly develops ARMA 2.
The use of missiles shows what a dangerous place the battlefield can be :)
Mandoble
Feb 28 2010, 16:36
Good finding CharlieMike, expect the fix for next update.
failtolawl
Feb 28 2010, 18:46
hey Mandoble, love this mod, made a video:
uixGUv_CUi0
hope you enjoy
edit: sorry about the dimensions, fraps and wmm + youtube dont get along.
Mandoble
Feb 28 2010, 20:16
Nice video failtolawl, thanks a lot.
A now a little present before next beta:
Eble's F14 in anti-missile role (http://www.telefonica.net/web2/mandoble/mma_f14_test.Chernarus.zip). Enemy will fire three missiles against your fleet, activate the MMA RIO console and try to intercept them with your AIM54s before they cross your defenses (Eble's F14 addon required).
This mod is downright amazing. That said, here come the parts that don't work for me.
While running ACE2, @<hidden> and @<hidden> (not quite sure what the latter is fore), the javelins do not work. The AI are deadly with them, but whether I choose Direct or Top attack, the missile zooms off into the sky and explodes far in the distance.
Also, Tunguska-launched stingers, the Ka-52's Vikhr Air, and other vehicle SAMs cannot hit planes properly. They dive at the spot where the plane would be if it was a ground vehicle. Helicopters are targeted properly, but there is a cloud of dust on the ground beneath them as soon as the missile hits.
I'm not sure if this is a glitch, but MANPADS still lock instantly, so you don't need to wait for the locking tone.
And is it right that the Falanga and Ataka Hind ATGMs require the pilot to use the targeting camera? Shouldn't that be the gunner's job?
And does anyone know how to disable the Alt-Tab minimize keystrike for Windows? I would like to be able to turn my head and target things in the Cobra.
And what exactly is the CCI mode in the AV-8? The thing in the example mission when you attack the aircraft carrier.
Is there any way to zoom in the targeting camera except the mouse wheel? I don't have one.
Thanks.
This mod is downright amazing. That said, here come the parts that don't work for me.
While running ACE2, @<hidden> and @<hidden> (not quite sure what the latter is fore), the javelins do not work. The AI are deadly with them, but whether I choose Direct or Top attack, the missile zooms off into the sky and explodes far in the distance.
Also, Tunguska-launched stingers, the Ka-52's Vikhr Air, and other vehicle SAMs cannot hit planes properly. They dive at the spot where the plane would be if it was a ground vehicle. Helicopters are targeted properly, but there is a cloud of dust on the ground beneath them as soon as the missile hits.
I'm not sure if this is a glitch, but MANPADS still lock instantly, so you don't need to wait for the locking tone.
Have you tried any/all of the above without running ACE?
I'm guessing with all the FCS stuff recently added to ACE, MMA is becoming less and less compatible... Shame, I really want to use MMA in combination with ACE.
Btw. if you were targeting T-90 with Javelin that might have been Shtora system doing it's job...
Javelin doesn't trigger Shtora, and the added FCS are for Tanks :)
If there's bugs or incompatibilities caused by ACE, if they are narrowed down and reported, we can try to resolve these or make it possible to disable certain features to make place for Mando etc.
Sniperwolf572
Mar 5 2010, 23:18
Tried some MMA in a mutiplayer enviroment with ACE2. Worked flawlessly for the most part.
Things that seemed to break down were:
Apache remote targeting, stuff lased by infantry and transmitted, never appeared in Hellfire remote mode, and there were 2 sets of 4 Hellfires in the HUD, with double action menu entries, double HUD Hellfire and Hellfire (Remote) modes. I'm guessing that's got something to do with ACE2 handling of Apache's Hellfires. Worked nicely for the Cobras capable of remote targeting and planes with LGB's.
Another thing were the Javelins, only tried in SP this one, but whenever I locked onto an enemy vehicle (TOP, DIR modes), the lock-on process would never complete fully in the optics view, to complete the lockon, it was required to briefly switch to 1st/3rd person view until target got properly locked on.
Infantry transmitting laser targets sometimes got action menu entries multiplied.
MMA_XEH was the method of inclusion on the missions. I'll try to check if these can be replicated without ACE2 when I get some time.
Mandoble
Mar 6 2010, 00:02
maturin:
Vkirh and Tunguska missile guidance problems are fixed (next beta), AFAIK problems unrelated to ACE2.
With Manpads, in cadet mode, you might see the BIS lock circle (I cannot avoid it), but if you fire, the missile will go guideless.
Javelin works nice for me in any mode.
Falanga and Ataka Hind ATGMs require the pilot to use the camera to impose a little drawback for its usage and because in many cases (might be most of them), you will not have a human gunner at hand. But the gunner has the camera too. Now that you can use the script suite, you can disable the camera for pilot in your missions.
CCIP stands for Continuous Calculated Impact Point, you will see a mark that indicates where your bombs will hit when fired.
ATM there is no other way to zoom in/out in TV view except the mouse w., I have planned to include keys.
Minoza, might be I'm wrong, but all my input and feedback indicates the opposite.
Sniperwolf572, It seems to me you have MMA systems initialized several times (not ACE2 related again). If you are using the XEH, make sure you have the latest MMA_XEH version and that you have it loaded only once (make sure you dont have it in more than one mod folder loaded with A2). This might explain also your problems with remote target transmission.
If you maxed out zoom-in when targeting with the Javelin, you might need to move the sight a bit all over the desired target to complete its recognition and lock on. But it might also happen that the target stopped its engine, in this case your only option would be DIR GRND.
Sickboy, as said above, I dont have any evicence of incompatibility or interference.
And finally, I know I'm already late with next beta ;)
Vkirh and Tunguska missile guidance problems are fixed (next beta), AFAIK problems unrelated to ACE2.
Do you mean they will be fixed in the next beta or is the armaholic file link to an outdated version?
With Manpads, in cadet mode, you might see the BIS lock circle (I cannot avoid it), but if you fire, the missile will go guideless.
For me, the missile is guided even if the tone hasn't even started yet. Maybe that's an ACE conflict.
Javelin works nice for me in any mode.
And Wolle just mentioned a targeting sequence. I read the instructions as simply being to fire when you see the squared circle. Do I have to do something else?
Thanks for the reply.
Mandoble
Mar 6 2010, 00:52
maturin Vk and tung will be fixed in next beta (will try for this weekend), they got broken as a side effect of a fix applied to F14 which was spawning the missiles almost inside the plane.
For Javelin, center a target press TAB, wait till red corners reach sight's center, you will see a white crossair, fire. If the target is engine-off, switch to DIR-GRND mode, aim at the target's base (ground position), press TAB, you will see the white crossair, fire.
Will have a look for these manpads guided with just BIS lock.
BTW, which manpad where you trying out? Stinger, Igla, Strella?
Thank you for response. You're probably right. Didn't do much testing with latest builds of ACE. So, I might be wrong here. I probably am. XD
-Minoza
maturin Vk and tung will be fixed in next beta (will try for this weekend), they got broken as a side effect of a fix applied to F14 which was spawning the missiles almost inside the plane.
For Javelin, center a target press TAB, wait till red corners reach sight's center, you will see a white crossair, fire. If the target is engine-off, switch to DIR-GRND mode, aim at the target's base (ground position), press TAB, you will see the white crossair, fire.
Will have a look for these manpads guided with just BIS lock.
BTW, which manpad where you trying out? Stinger, Igla, Strella?
It was a Russian AA specialist, so I believe that would have been an Igla.
Mandoble
Mar 6 2010, 10:03
I found two pretty good explanatory videos showing how to use MMA javelin, hope this helps:
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GdRqxLPXc_Q
Speaking of javelins, is it normal that sometimes the top attack missiles flies upwards into the air, then teleports to the target and explodes?
Mandoble
Mar 7 2010, 10:13
MMA doesnt teleport anything, not even "sometimes".
Kremator
Mar 7 2010, 10:24
Speaking of javelins, is it normal that sometimes the top attack missiles flies upwards into the air, then teleports to the target and explodes?
Perhaps you aren't noticing that you are blinking! Just kidding I have never come across a teleporting missile either.
Neither have I. I guess maturin misses the moment when it arcs and then forcefully and fast dives down?
best mod ever. but seriously.. are we getting like a targeting cam for the guns of an attack copter?
Mandoble
Mar 7 2010, 13:28
If you mean how to lock on with the F35, same as with the rest, except that F35 has three extra advantages:
- It is stealth, other players will not be able to lock on you unless very close.
- It has a helmet mounted sight, so if you use free look (or track IR) you will be able to lock on targets well off your flying plane.
- It has AIM9X, in combination with the HMD allows you to lock on and fire against targets at your left or right.
1 - Center the desired target in your HMD ASE circle.
2 - Press lock on key (default is TAB).
3 - Wait till you have a solid lock.
4 - Fire.
MMA doesnt teleport anything, not even "sometimes".
In that does the missile sometimes only climb to a few dozen meters and then accelerate at the target?
It's not the only misplaced explosion I've seen. If you hit a hovering chopper with a stinger, there is an extra dust cloud that appears instantly on the ground. The spot that the Tunguska targets, actually, so I was guessing that some of the explosions were generated virtually, rather than an actual missile model directly spawning an explosion. But that does seem needlessly complicated.
Mandoble
Mar 7 2010, 16:17
Some missiles have scripted warheads that are detonated in the last position of the missile when boom range is reached (proximity detonation), but some of these warhead scripts have explosive which FXs (BIS FXs) are always generated at ground level by A2 engine (the dust clouds), while the damage effects are correctly generated where the explosive is really detonated. As an example, you can detonate a LGB at 1000m over ground, if a plane is nearby it will be damaged or destroyed, but the dust effects of the LGB are generated at ground level.
Mandoble
Mar 7 2010, 18:29
Mando Missile ArmA 2.4Beta45 (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.
4CSXQF1TZz8
Changes in v2.4b45:
Added: Green mark in Javelin sight (use it as reference when aiming)
Added: AGM-114L (HUD and TV) for ACE2 AH64D (radar guided, fire and forget)
Added: Gnat's Su33 with MCC (pilot) for Kh22 (anti-radar, anti-ship, AG, REMOTE)
Added: Eble's F14 with MCC (gunner) for AIM54 Phoenix (long range AA and anti-missile, inertial initial guidance)
Added: Test mission with F14 vs cruise missiles.
Added: Eble's F4 with MCC (gunner) for AIM7 Sparrow (dont use it in short range engagements)
Added: Eble's F4 with MCC (gunner) for AGM88 Harm (anti-radar).
Fixed: Vkirh and Tunguska missiles
Fixed: Igla and Strella were able to follow BIS locked on targets
Fixed: Myke's F16 missiles fired by AI hitting sometimes the firing plane.
Sneaker-78-
Mar 7 2010, 18:38
nice, and verry good to see that you are always bussy :D
Tnks !!
Kremator
Mar 7 2010, 19:08
Nice TY !
Flash Thunder
Mar 7 2010, 20:49
Hi.
Im pretty sure I set it up wrong but I downloaded the Javelin file, I get the new authentic reticle but the actual Display is not there, like the modes and such as in the screenshot, i just get a black border around the new javelin reticle.
what do i need to see the modes?
I have CBA installed.
Nice update.
What do you think about adding confirmation of hit for vehicles with a gunner? BI AI reports when their targets have been destroyed, so it wouldn't be out of place.
I ask because, especially with ACE, you can find yourself firing half a dozen rockets at a radar blip many kilometers away, not knowing if your missiles are hitting a power pylon or wastefully punching holes in a burnt-out hulk. The camera can't zoom, but vehicles with gunners usually have high-zoom optics, so it would be nice if your gunner would tell you whether a rocket had at least hit (no information about specific damage) its target.
NoRailgunner
Mar 8 2010, 09:50
Hmm... for manpads the max + total time required for tracking and missile activation is within 6 seconds. Imho the targeting-lock delay should be reduced a bit. Now even the AI are often refusing to aim and fire with manpads at aircraft.
Another thing that is a annoying is that the player don't have a chance to survive with manually ejecting flares against AA missiles. Why not implementing a manual/auto-dispenser? Such devices are working irl too. :)
Observed that the AI ejects flares after the AA missile exploded... :confused:
Marko112
Mar 8 2010, 13:42
great update mandoble!
Mandoble
Mar 8 2010, 14:56
Hi Marko, please, take 1 min to read MMA usage terms present in the download page as well as the first main post of this thread:
"First of all, you may not use Mando Missile (nor any of its parts) for commertial or military purposes nor include it into any other add-on or mod (not even partially) nor redistribute or mirror it without Mandoble's prior permission and agreement."
Said that, you may freely keep a link with the official download site (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) in your armed assault page. These conditions will remain this way while MMA is in beta stage.
loco_aullador
Mar 8 2010, 16:57
Hello, thanx for this great addon. I have a problem with the hellfires, whether i use the AH-64D or the Cobra, i cant select the hellfires, i cycle through the weapons but Arma2 doenst allow me to select the hellfires. Any help?, thanx a lot.
Mandoble
Mar 8 2010, 17:33
NoRailgunner, Igla, Stinger and Strella have a lock on time of 3 secs as long as you keep the target more or less centered on the sight. If you dont keep the target more or less centered, this time may be 6 seconds or infinite, as the lockon will not proceed any further as long as the target is away of the sight's center. AI doesnt have this limitation, AI uses BIS standard way to lock on a fire manpads.
I have little problem avoiding enemy AA missiles with the RWR and flares, except if the missiles comes head-on (flares will not affect these), or if the missile is fired so close that there is no practical reaction time.
AI dropping ability to drop flares is not also related with AI skill, so increase the skill to give them more chaces to drop flares in time. If the AI skill is too low, it might happen that they react too far, and they get hit when they are already "pressing" the flares button.
If you are using the script suite, you can play with all these parameters:
mando_missiles\mando_setup_full.sqf
// Auto countermeasures for all the planes/choppers, not for manned ones
[[], 1200, 1, 5, true, 3]execVM"mando_missiles\units\mando_missileecm_by_type.sqf";
AI will react when the missile is closer than 1200m and then it might take up to 3 seconds (+ skill handycap) to drop the flares.
For the manpad times:
mando_missiles\huds\mando_hud_igla.sqf
mando_missiles\huds\mando_hud_stinger.sqf
mando_missiles\huds\mando_hud_strela.sqf
3 // Normal time to lock
loco_aullador, mando missiles dont work as BIS missiles, default keys (that you may redefine at will) are:
TAB: Lock on
Left CTRL: Change HUD mode (change weapon)
Left SHIFT: Drop flares
Left Win: Fire missile
Read the included readmefirst pdf for more info.
maturin, you have this feature already implemented in the MCCs, in the lower right area you have real-time info of the last fired missile, you can check there if the missile lost the track or if it is still tracking the target, you can also switch on missile camera and follow the missile in-flight.
Flash Thunder, can you post here an screenshot of what you are seeing in the javelin sight?
Another thing that is a annoying is that the player don't have a chance to survive with manually ejecting flares against AA missiles. Why not implementing a manual/auto-dispenser? Such devices are working irl too. :)
I have the exact opposite experience playing with ACE. In ACE, flares fire automatically on missile launch (even with RPGs and parked aircraft :/), but you are generally in deep shit if someone gets a fix on you. With Mando's launch warning and player-controlled flares (which complement the limitless ACE automatic flares) I am often evading MANPADS even in slower planes.
Maybe the combination of ACE auto-flares and Mando manual flares makes the difference?
Mandoble
Mar 8 2010, 20:00
if you want minimum reaction time, just set it = 0 and they will start dropping flares as soon as the missile reaches the indicated maximum range to target. You can also set the 7th optional parameter to false and you will have automatic flares also for manned planes/choppers. But having auto flares for manned planes is a bit of non-sense as you will likely die over'n over if you dont break left, right to make sure the missile will not continue following you after going for the flares (case where the missile comes from your six, you drop flares manually or automatically but you dont change course).
It is all a matter of game balance, and you have all the required parameters to play with. In next beta I'll allow direct modification via globals, ATM you can modify them at will with missions using the script suite changing the parameters inside mando_setup_full.sqf.
wika_woo
Mar 8 2010, 20:09
The F-14 module sounds fun, will try this :)
maturin, you have this feature already implemented in the MCCs, in the lower right area you have real-time info of the last fired missile, you can check there if the missile lost the track or if it is still tracking the target, you can also switch on missile camera and follow the missile in-flight.
Could you explain this feature more specifically or link to a video that shows it? I have looked all over my HUD in the Cobra and Apache, and none of the displays seem to describe anything like that, and nothing changes when the missile fires or hits the target. When I switch to the missile camera once a hellfire is already in flight, I get the get the grainy zoomed-out view, not an image following the head of the missile itself.
Mandoble
Mar 8 2010, 22:47
As said, this feature is present only if your plane has an MCC (as the one for the F14):
4CSXQF1TZz8
Check the lower right missile data area. Or just play the included mma_f14_test_addon.Chernarus demo mission.
Is there anything special I need to do besides listing Mando "after" the ACE2 file in the launch shortcut to make this work correctly with ACE2?
ex. "C:\Program Files (x86)\Bohemia Interactive\ArmA 2\arma2.exe" -noSplash -noFilePatching -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
^^ That should do it. Either load mma_xeh to have it autoload or skip the xeh and when you want it add the modules to the mission. All up to you. :)
Mandoble
Mar 9 2010, 20:23
Bware:
@<hidden> CEX_SM;@<hidden>;@<hidden>;@<hidden> space after @<hidden>
Bware:
@<hidden> CEX_SM;@<hidden>;@<hidden>;@<hidden> space after @<hidden>
You guys rock. Thanks so much :)
Flash Thunder
Mar 10 2010, 03:46
@<hidden>
Hi my issue with the Javelin Interface still persists, even though I have fully downloaded your mod, maybe I installed wrong?
Morhoo87
Mar 10 2010, 08:32
I'm guessing with all the FCS stuff recently added to ACE, MMA is becoming less and less compatible... Shame, I really want to use MMA in combination with ACE.
Btw. if you were targeting T-90 with Javelin that might have been Shtora system doing it's job...
Shtora is IR-jamming system effective against laser guided missiles. Javelin uses "fire and forget" heat guidance, so its alright imo.
Keep doing great job, Mando.
Mandoble
Mar 10 2010, 09:14
Thanks Morhoo87.
Flash Thunder, might be you have it installed wrong, or might be you are not loading it. Here (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg1) you can find the installation instructions.
To check it, start A2 with only mod=@<hidden>; and run the included demo mission mma_test_portables_addon.utes from the editor and make sure everything works well. Then do the same, but also loading your Javelin overlay addon (the one that overrides BIS default one).
Remember that @<hidden> should be used only if you want to have MMA in all and every missions, even these that have not been specifically designed to use MMA. @<hidden> requires to have mma loaded (mod=@<hidden>). If you are playing missions that have the script suite inside, then you dont need any mma addon at all.
Flash Thunder
Mar 10 2010, 09:34
Thanks Morhoo87.
Flash Thunder, might be you have it installed wrong, or might be you are not loading it. Here (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg1) you can find the installation instructions.
To check it, start A2 with only mod=@<hidden>; and run the included demo mission mma_test_portables_addon.utes from the editor and make sure everything works well. Then do the same, but also loading your Javelin overlay addon (the one that overrides BIS default one).
Remember that @<hidden> should be used only if you want to have MMA in all and every missions, even these that have not been specifically designed to use MMA. @<hidden> requires to have mma loaded (mod=@<hidden>). If you are playing missions that have the script suite inside, then you dont need any mma addon at all.
Alright, well I got it to work right, but the Javelin missle is glicthed, it doesnt hit its target, dont matter if I use direct or Top or ground attack, the missle will shoot out of the launcher but will disappear before even hitting anything or premature dentonate really fast, dunno whats causing this.
heres my modline: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -cpuCount=4 -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
*dont mind the spaces* the forum is doing that i got them correctly set up. :)
Mandoble
Mar 10 2010, 09:41
Are you following the locking on and firing procedure (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg8)?
Flash Thunder
Mar 10 2010, 21:46
Are you following the locking on and firing procedure (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg8)?
Yeah Im following those procedures, at first I tested it on a empty vehicle without the engine on, so i thought that was the issue.
now the vehicle is turned on, and im still getting the cannot lock on icon, I changed my controllers a bit, but it says right is lock and zoom in my controls I dont see a lock target control config in the controls menu.
I also had auto guide AT option disabled thought that could be a problem so I enabled it no difference.
what could be the problem? Im using this in accordance with ACE by the way.
CharlieMike24
Mar 10 2010, 21:51
Flash Thunder - This may be a silly question, but have you tried it against a moving vehicle? A static AI-manned vehicle might turn off its engine and therefore not be lockable. Try targetting a tank as it moves between two waypoints ??
If you've tried this already then can't help much more...:o
Flash Thunder
Mar 10 2010, 22:14
Flash Thunder - This may be a silly question, but have you tried it against a moving vehicle? A static AI-manned vehicle might turn off its engine and therefore not be lockable. Try targetting a tank as it moves between two waypoints ??
If you've tried this already then can't help much more...:o
yeah I tried it on moving, static vehicles it just doesnt work. :(
I get the green box(BIS's Locking square not mandos) around the vehicle, I hold right since I made it LOCK and I dont get the Lock on javelin sqaure nor the beep sounds.
Also when I shoot without a correct missle lockon somehow I hits the tank, does a tiny bit of damage and somehow blows up like 2 twice, after it takes 30 seconds or so to go about 500 meters
i really f****d something up here, Is ACE causing issues the new stable version.
the missle will first show a small explosion in the sky, prematurely, then it will come back and it the vehicle I targeted without even getting the lockon using top attack mode, then it will explode a second time all with one javelin missle.....
maturin
Mar 10 2010, 22:57
Did you try using Tab to lock? Just hitting it once. Although MMA uses some vanilla keys in their default functions, they're not necessarily re-mappable.
Javelins work in my up-to-date ACE.
Flash Thunder
Mar 10 2010, 23:51
Did you try using Tab to lock? Just hitting it once. Although MMA uses some vanilla keys in their default functions, they're not necessarily re-mappable.
Javelins work in my up-to-date ACE.
thats where im confused, I dont see a Lock on Target control config, all I have is "Lock and Zoom" which by default is "second mouse button"
I made TAB select all units, also when I pull the javelin out, down on the left it shows the controls, and for Lock it says "RIGHT"
This is how I installed it,
I got one mod folder called @<hidden> in that I got Addons: all these files are in the addon folder:
Mando Missles.pbo and bisign
Mando Javelin.pbo and bisign
Mu90.pbo and bisign
MMA XEH Autolaunch.pbo and bisign
Das Attorney
Mar 11 2010, 00:00
If you're using the mma javelin mission, it has the mma logics placed on the map already for you. The xeh pbo will then try to initiate another instance of mma logics, which can do funny things.
Either
-remove the xeh pbo from your folder and play the mma javelin test mission, or
-fire up the editor with your current set up (auto init) and make sure the mma logics aren't present on the map.
Hope that helps you
Flash Thunder
Mar 11 2010, 00:11
Alright I got it to work without ACE2 running Ill see if it works with ACE2.
maturin
Mar 11 2010, 00:26
If you're using the mma javelin mission, it has the mma logics placed on the map already for you. The xeh pbo will then try to initiate another instance of mma logics, which can do funny things.
Either
-remove the xeh pbo from your folder and play the mma javelin test mission, or
-fire up the editor with your current set up (auto init) and make sure the mma logics aren't present on the map.
Hope that helps you
I thought mma_xeh made the Mando missile HUD (etc) appear on every mission. Do I need it to play the mod right out of the box?
Das Attorney
Mar 11 2010, 02:03
Alright I got it to work without ACE2 running Ill see if it works with ACE2.
You're welcome.
I thought mma_xeh made the Mando missile HUD (etc) appear on every mission. Do I need it to play the mod right out of the box?
As far as I'm aware; Yes, if you have the xeh present in your addons folder (or in it's own one) then mma will initialise automatically (with no need to manually place the logics). Useful for pre-created content etc.
If however, you prefer as a mission maker to include the script version or place the logic modules, then don't run xeh as well.
It gives you more flexibility so you can choose to run mma only on certain missions (place logic/script version), or all the time (xeh)
Mandoble
Mar 11 2010, 06:47
If a mission initializes MMA using gamelogics or scriptsuite, the MMA XEH will be ignored even if present.
MadMike[Brig2010]
Mar 11 2010, 14:50
If i use @<hidden> i get the error "no entry bin\config.bin/cfgModels.default" when i open a map (duala) in the editor.
If i dont use @<hidden> everything works fine for me. Any suggestion?
Here the modorder: @<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>
Mandoble
Mar 11 2010, 16:55
I think this might be due mando_turret (the phalanx gun turret) included inside MMA addon, I've checked it several times and everything seems ok with it, so no idea why this happens with Duala but it happens. All I can do is to take the mando turret out of the MMA addon and add it into a separate addon.
MadMike[Brig2010]
Mar 11 2010, 22:35
If there is no other way it would be great.
Superb mod, by the way.
Mandoble
Mar 12 2010, 20:01
Some of you might remember this from ArmA1, now Mando Bombs and Air Support Console are being integrated within Mando Missile.
Example of Mando Bombs SADARM run
JXLWEBvLtE0
Sneaker-78-
Mar 12 2010, 20:40
yeah remeber those yes ;)
verry nice
Kremator
Mar 12 2010, 21:35
Some of you might remember this from ArmA1, now Mando Bombs and Air Support Console are being integrated within Mando Missile.
JXLWEBvLtE0
Mandoble ..... you have made my day !! THANKS !
Kremator
[APS]Gnat
Mar 12 2010, 23:35
Neat!
I'm guessing those parachutes (their shape and maybe size) are not normal for SADARM's ....... do you need a better parachute made ?
Mandoble
Mar 13 2010, 00:25
The real thing should look like this (http://en.wikipedia.org/wiki/Sense_and_Destroy_ARMor#History), but there is nothing similar in A2 unless included in an extra addon. I can add a global or a parameter to choose the parachute class just in case an addon includes these or similars.
Blade89
Mar 13 2010, 04:10
Greetings Mandoble. I'm having a problem with the addon version.
I turn on ACE mod and put in the "ACE MMA" game logic into the editor. I also have the following files:
-MMA_XEH_AutoLaunch
-mando_missiles
-mu90
They're all under a different mod folder name than how they came(Mod folder name is Mods). I remember with a couple of addons before, it mattered that they stayed in the folder they came in. Was wondering if that's the case for yours as well.
If it is, then that may solve my problem. Anywho, I put down the 1 apache variant and all the cobra variants (Whiskey's and Zulu's) and try and get in the pilot seat and gunner seat to try and launch hellfires. However, the cobra's hellfires are always zero on start and I can never re-arm them with the MMA Rearm. In one Cobra, I can't even get the hellfire camera to show in the scroll menu. Apache works fine, but I can't change the loadouts on either birds. In the MMA Rearm, it just gives me a loud beep when I select a loadout and click change and when I select the different missiles or loads, they won't highlight at all.
With ACE mod off, it works fine.
I tried the scripted version of Mando's Missiles as well and the exact same error occurs (in ACE anyways). I'm also going to see if the ACE mod guys can help me out as well but I wanted to know if you may be able to help. :)
Also, it seems to only be an error with me as my friends can use their hellfires and stuff just fine in ACE mod.
Mandoble
Mar 13 2010, 07:45
Blade89, with ACE mod off you dont have the ACE units. Might be ACE weapons have changed the name and that's all the problem or the class name of some chopper. I'll check with Cyborg the MMA ACE config as soon as I catch him online ;)
Kremator
Mar 13 2010, 09:21
Mandoble will the Mando Bomb console still function as you had it in Arma1?
Mandoble
Mar 13 2010, 10:05
Of course Kremator ;)
Sneaker-78-
Mar 13 2010, 10:08
Gnat;1588601']Neat!
I'm guessing those parachutes (their shape and maybe size) are not normal for SADARM's ....... do you need a better parachute made ?
The real thing should look like this (http://en.wikipedia.org/wiki/Sense_and_Destroy_ARMor#History), but there is nothing similar in A2 unless included in an extra addon. I can add a global or a parameter to choose the parachute class just in case an addon includes these or similars.
think gnat is offering to make a better parachute for you ;)
TheCrusader
Mar 13 2010, 12:11
Just wow! Cant wait ;)
vengeance1
Mar 13 2010, 14:03
Mando Bombs, totally awesome news!
Two Dogs
Mar 13 2010, 20:10
I love MB and ASC. Integrated with MMA, Awesome.
Thanks.
Mandoble
Mar 14 2010, 03:21
2j3iA4bnwn0
Defunkt
Mar 14 2010, 04:01
Nice one. I wonder if instead of being something portable it might be associated with a vehicle crew position? Would manufacture a pretty good purpose for the (otherwise nearly-pointless) HQ variants of the BTR-90 and LAV-25.
xy20032004
Mar 14 2010, 09:06
Mandoble,or someone who knows, can you tell me where to modify the missiles' effectiveness??? I mean the AA missiles in game is too deadly, once locked, 99% being shot. Where to reduce the hit chance? I only play sp mode. Thanks!
Mandoble
Mar 14 2010, 09:13
Do you mean the missiles that you fire or these fired against you by AI? If the former, which plane or chopper do you use? If the later, which enemy AI planes classes do you have in your mission?
Kremator
Mar 14 2010, 09:38
WOOT ! My beloved air support console is back !
Can't wait !
I was just wondering, would it be possible to expand the list of vehicles\units which the Hellfires can lock on to? In particular, I'd like to see them be able to lock on to Ural trucks (especially that evil 1 with the Zu-23 cannon on it's back) and also the launcher sites like the IGLA AA pod and the METIS pod.
Mandoble
Mar 14 2010, 11:48
Moggy, from the HUD you can lock on anything with engine-on, from the TV you can lock on any ground position too. There is not any list or restriction of lockable vehicle classes.
vengeance1
Mar 14 2010, 14:44
Great News been waiting for this one! Hope we will be able to disable some Console Buttons in the AirSupport for mission reasons like before.
Nice Work! :yay:
Two Dogs
Mar 14 2010, 15:37
Nice one. I wonder if instead of being something portable it might be associated with a vehicle crew position? Would manufacture a pretty good purpose for the (otherwise nearly-pointless) HQ variants of the BTR-90 and LAV-25.
The Arma1 version allowed you to access, or restrict access, in a variety of ways via a script call. Was one of my favorite things in Arma 1.
Thanks
Kremator
Mar 14 2010, 15:55
Great News been waiting for this one! Hope we will be able to disable some Console Buttons in the AirSupport for mission reasons like before.
Nice Work! :yay:
It looks identical to the Arma1 version where, as Coyle has rightly said, you can give access to any, all or a selection of goodies (including their number!)
Looks like Mandoble has done a great job on this already, and HOPEFULLY should be ready for release soon.
My all time favourite would be sitting above the battle in my UAV helping my squadmates with realtime info (and the occassional tomahawk or bombrun !)
SEX-ONNA-STICK !
Mandoble
Mar 14 2010, 15:56
The very same options are available for A2 version. Also to include a code block parameter to determine when to provide the console menu action; for example, if you are in a commanding vehicle, if your rank is higher than X, if you have something in your inventory, etc.
---------- Post added at 05:56 PM ---------- Previous post was at 05:56 PM ----------
Edit:
It is already ready for release ;)
vengeance1
Mar 14 2010, 19:26
I've got my finger ready to Download but don't see it?
[/COLOR]Edit:
It is already ready for release ;)
Kremator
Mar 14 2010, 22:22
I've got my finger ready to Download but don't see it?
I'm doing testing for it !!!! You guys will be VERY pleased !
There is only one little bit that needs attention and Mandoble know about it.
Cheers
Kremator
Moggy, from the HUD you can lock on anything with engine-on, from the TV you can lock on any ground position too. There is not any list or restriction of lockable vehicle classes.
Ok thanks for the information. When I can press tab to select the Urals but they appear grey for some reason and they will not show up for targetting in either the Hellfire camera or the HUD. Perhaps they're unmanned lol
Dwarden
Mar 17 2010, 00:09
lovely Mando :) nice merger
Flash Thunder
Mar 17 2010, 02:02
God Absolutely love this Mod Mando. :cheers:
But in the next update make it so the Eye Assist filter goes away when switched to third person view also maybe add a few new HUD colours and add a better sound effect for when you're out of Chaffs/flares.
You did it already we only spoke about this last week !!!!
Damn fine work sir, looking forward to testing it.
Sneaker-78-
Mar 18 2010, 17:28
Cant wait to try it out !!
Can I make a request.
How about allowing the Pilot to aim guns in the Cobra and Apache.
BTW, love this mod. :bounce3:
Mandoble
Mar 19 2010, 22:33
GTO, with current BIS AH64 and AH1 the gun cannot be animated via scripting, it is doable with other custom models not released yet where the guns can be controled from the pilot's MMA HMD too. Hopefully these will be released in the near future.
GTO, with current BIS AH64 and AH1 the gun cannot be animated via scripting, it is doable with other custom models not released yet where the guns can be controled from the pilot's MMA HMD too. Hopefully these will be released in the near future.
It would be nice to have full control of all weapons from the Pilots seat.
Thanks for the reply.
Sneaker-78-
Mar 20 2010, 10:37
It would be nice to have full control of all weapons from the Pilots seat.
Thanks for the reply.
there are co-pilots for a reason you know :rolleyes:
And it would not be realistic to have that :)
there are co-pilots for a reason you know :rolleyes:
And it would not be realistic to have that :)
Have you ever tried playing as a co-pilot, Pilots just jump in and fly off.
IF you do manage to get to the co-pilots seat the Pilot just start screaming at you to get out.
ps
I've never Piloted an Apache or Cobra so I don't know how much control of the weapons the Pilot has.
Kremator
Mar 20 2010, 11:28
For single players games it is useful for pilot to have full control of weapon systems. Mando systems already allow this.
Mandoble
Mar 20 2010, 14:12
Mando Missile ArmA 2.4Beta5 (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.
2j3iA4bnwn0
JXLWEBvLtE0
Changes in v2.4b5
Added: Mando Air Support Console and Mando Bombs allowing you to:
Call for bomb runs using free fall bombs or SADARM attacks.
Call for Close Air Support using free fall bombs or SADARM attacks.
Call for gunships support (armed choppers by default).
Call for airborne assaults with the transport chopper landing or dropping the troops in parachute.
Call for infantry reinforcements (which will join the console user) with the transport chopper landing or dropping the troops in parachute.
Call for cruise missile attack.
Call for cruise missile saturation attack.
Call for ammo supplies (dropped in chutes by helicopters).
Call for vehicle supply (empty vehicles transported by choppers).
Call for Combat Air Patrol to sweep the skies of the support marked area.
Call for reconnaissance missions where the reconnaissance info will be transfered to the console map.
Call for evacuation choppers.
Call for laser guided strikes.
Call for carpet bombing runs
Added: mma_console_addon.Chernarus Air Support Console demo mission.
Changed: Mando Turret object moved to a separate addon mando_phalanx.pbo, also included inside @<hidden> folder (this should remove any warnings when loading with Duala map).
The new MMA Air Support Console is highly configurable using many global vars, check here (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg20) the full list of available options and run included demo mission mma_console_addon.Chernarus which includes many console customizations inside my_console_setup.sqf.
CaptainBravo
Mar 20 2010, 14:46
one word .. W O W !!
Will try right away! Thanks for the updates!!
Kremator
Mar 20 2010, 14:50
Thanks for letting me test mandoble ..... you guys are going to be BLOWN AWAY !!!
Sneaker-78-
Mar 20 2010, 16:27
Realy great and good to see this in arma2 ,
but when i load the mission with the console i get a error :
script "my_console_setup.sqf" not found
Kremator
Mar 20 2010, 17:42
@<hidden> .... that's wierd mate. You are sure that you have the new mma in your commandline and the mma/addon folder sorted? Should be ok when I checked.
Kremator
Sneaker-78-
Mar 20 2010, 18:02
yes i was alwyas using mma and just updated ..
For single players games it is useful for pilot to have full control of weapon systems. Mando systems already allow this.
But the Pilot can't control the gun with his head movement.
That's what I mean by "full control".
Kremator
Mar 20 2010, 18:54
yes i was alwyas using mma and just updated ..
That is really wierd then. I would remove all mma and mma_xeh folders and reinstall it again.
Check that there are no other old mando_missiles.pbo anywhere.
Once you get it going you will be VERY VERY impressed.
froggyluv
Mar 20 2010, 20:04
Thanks again Mandoble as this looks extremely promising and fits right into the needs of a current mission.
Sorry to cross post, but is there any way to increase the Torpedo damage used with Gnat's subs?
Mandoble
Mar 20 2010, 20:46
froggyluv I think these torpedoes are configured inside the subs addon, so you cannot change their warheads from an external script. The best option would be to have Gnat changing the warheads used and a new release of the subs.
froggyluv
Mar 20 2010, 21:53
Ok, understood.
Damn man, this new console is the freakin sh*t!!! Your stuff never seizes to amaze me and thanks for giving us like 3 more games within Arma2
:confused::yay:
Kremator
Mar 20 2010, 22:15
Abso-bloody-lutely! I have combined it with gonza and l'etranger's Virtual Training Space and it is beautiful. A full theatre of war at our fingertips.
monkfish
Mar 20 2010, 22:52
how do you get the bombs console working
keep getting an error no AirSupportDlg
Mandoble
Mar 20 2010, 23:12
monkfish, make sure you have installed correctly mando missile addon and that you are starting up ArmA2 using it, that's all what that console mission requires. Check the online read me or the included pdf for installation instructions.
monkfish
Mar 20 2010, 23:30
got it working, thanks
is there any way to use it with just the scripts and not the addon?
Mandoble
Mar 20 2010, 23:44
With MMA in script script suite version, also included in the pack.
vengeance1
Mar 20 2010, 23:50
Absolutely Outstanding!!!! Nothing more to say.
monkfish
Mar 21 2010, 00:14
got it working again, thanks
absolutely brilliant, loved it in arma 1, now to do some misions
gunterlund21
Mar 21 2010, 00:17
Im trying to set up a mission where the player has to be an ACE Special forces FAC operator to use the console ("ACE_SF_FR_AC"). For multiplayer how to I set it up in the init.sqf to check for this. doI use the universal console allowance?
Also
Second question. Can you make it so choppers/aircraft in the mission will be the aircraft called in by the console or does it always spawn the aircraft. ie have the helos start at a base then come in when called?
Mandoble
Mar 21 2010, 00:36
gunterlund21, the console spawns all the choppers, planes, vehicles, soldiers and missiles.
And yes, use the universal console allowance:
// init.sqf
// ...
// Wait for Mando Missile addon or script suite initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
[]spawn
{
while {!alive player} do
{
Sleep 1;
};
// Override any console globals here if needed
// Console activation condition
["MMA Air Support Console", {typeOf player == "ACE_SF_FR_AC"}] execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf";
};
bobrock011
Mar 21 2010, 03:12
First of all big thanks to Mandoble for continuing amazing work... I need to plan my time so I can enjoy all the goodness of the last update.. its massive and great.
My question is to all users: I still do not have any Mando Missile stuff working on A10.... no HUD, no LGB camera option, no Rearm option... nothing. Every other supported plane/heli works just fine and Mando system initialize just fine, but for A10 nothing. I am using A10 with the same class name, not STI or ACE version. I reinstalled the Arma2, regularly updated to new versions of this mod and still nothing. What's going on here?!?! Did anyone have this problem before or any ideas how to fix this? Much obliged.
froggyluv
Mar 21 2010, 03:24
First of all big thanks to Mandoble for continuing amazing work... I need to plan my time so I can enjoy all the goodness of the last update.. its massive and great.
My question is to all users: I still do not have any Mando Missile stuff working on A10.... no HUD, no LGB camera option, no Rearm option... nothing. Every other supported plane/heli works just fine and Mando system initialize just fine, but for A10 nothing. I am using A10 with the same class name, not STI or ACE version. I reinstalled the Arma2, regularly updated to new versions of this mod and still nothing. What's going on here?!?! Did anyone have this problem before or any ideas how to fix this? Much obliged.
Thats strange -just tried it and it works fine here. :confused:
Any other mods your running?
bobrock011
Mar 21 2010, 03:44
Thats strange -just tried it and it works fine here. :confused:
Any other mods your running?
yes: ACE, ACEX, CBA, CBA\rsync, JTD (fire and smoke)
I did try running the Mando mod without ANY other mod, but still same sad
result. I even tried with script_suite method and even one of the missions on Utes that is included with the mod in download, and still A10 (a10.pbo with a10.pbo.bi.bisign in the addon folder) does not initialize Mando systems. I'm lost here. Thanks for reply.
Mandoble
Mar 21 2010, 07:50
bobrock011, open a new mission in the editor, add a single A10 there and into its init field put:
hint format["%1\n\n%2", typeOf this, weapons this]
Then copy here the exact returned message (case sensitive).
supergruntsb78
Mar 21 2010, 10:52
mando my friend :bounce3: again great job on providing us with the ultimate airsupporty and missile support
i realy love this stuff
i did notice that the evac chopper flys in, then lands, shuts down his engines and after a small while it restarts the engines and takes off i dont know if this was done deliberately or if its a bug or if its something you cant change bu i touight i let you know (i dont mind as long as my team can get the hell out of dodge when needed)
EDIT : Never mind the question below i just tried it and it worked like a charm
but again i noticed your evac chopper has only one occupant and so its unarmed and troops boarding go and sit in the front chair (i need a second pilot (first cargo slot occupied) and a gunner onboard)
do i change that just like the arma 1 version (i asked the same question there) or does it need more ?
for people who whould like to do this here is the code
Open mando_airsupportdlg.sqf (for the airsupport console) or mando_airsupport_nodlg.sqf (when you want the choppers to come in on triggers or action menu) and look for case "CALL_EVAC":
Few lines below you will find:
_driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
_driver setskill 0.5;
_driver setCombatMode "BLUE";
_driver setBehaviour "CARELESS";
_driver setRank "CORPORAL";
_group selectLeader _driver;
_driver moveInDriver _plane;
below that code, add the following code:
if ((_plane emptyPositions "Gunner") > 0) then
{
_driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
_driver setskill 0.1;
_driver setCombatMode "BLUE";
_driver setBehaviour "CARELESS";
_driver setRank "PRIVATE";
_driver moveInGunner _plane;
};
_driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
_driver setskill 0.1;
_driver setCombatMode "BLUE";
_driver setBehaviour "CARELESS";
_driver setRank "PRIVATE";
_driver moveInCargo _plane;
Below these lines look for:
[_group, 2] setWaypointStatements ["count crew (vehicle this) > 1", "(vehicle this) flyinHeight 100"];
And change it by:
[_group, 2] setWaypointStatements ["count crew (vehicle this) > 3", "(vehicle this) flyinHeight 100"];
> 3 assuming you have a gunner and an extra cargo. > 2 if only the gunner is added (gunner + pilot)
Also, few lines lower, look for:
[_group, 5] setWaypointStatements ["count crew (vehicle this) < 2", "(vehicle this) flyinHeight 100"];
And chanbe by:
[_group, 5] setWaypointStatements ["count crew (vehicle this) < 4", "(vehicle this) flyinHeight 100"];
< 4 assuming you have a gunner and an extra cargo.< 3 if only the gunner is added (gunner + pilot).
Mandoble
Mar 21 2010, 12:44
supergruntsb78, I will make this configurable via globals for next beta. ATM it is this way to maximize the free space for evacuation and to avoid having the chopper engaging enemy troops instead of focusing in the evacuation route.
supergruntsb78
Mar 21 2010, 12:51
great :bounce3:
i got a small problem i set up the console in a mission of mine including several options in setup & info, all settings are working just fine but i can't select any options and no info is showing
i used a copy of your my_console_setup i have posted it here to see if anything is wrong ..
-------------------------------------------------------------------------
my_console_setup.sqf
------------------------------------------------------------------------
Sleep 1;
mando_airsupport_type = "GLT_Falcon_lg_mk82";
mando_airsupport_type_rc = "MQ9PredatorB";
mando_reco_cam_pos = [0,3,-2];
mando_airsupport_cmissile = ship1;
mando_airsupport_type_ev = "ad_mh60k_black"
mando_airsupport_type_pal = "ou_ch_53d"
mando_airsupport_type_cp = "GLT_Falcon_lg_cap"
mando_airsupport_rec_captive = true
mando_airsupport_armedrec = false;
mando_airsupport_armedrec_man = false; // Set it to true for manual guidance for missiles fired from armed reco planes
mando_airsupport_armedrec_max = 8;
mando_airsupport_bomb_altmax = 1000;
mando_ingress_dir = 45;
mando_airsupport_bomb_alt = 150;
mando_airsupport_cmissile_pos = [0,-4, 1];
mando_airsupport_cmissile_alt = 300;
mando_airsupport_jump = false; // reinforcements and airborne assault will land and disembark instead of jump from chopper.
mando_support_no_cas = false;
mando_support_no_br = false;
mando_support_no_ff = false;
mando_support_no_sa = false;
mando_support_no_gs = false;
mando_support_no_ab = false;
mando_support_no_cm = false;
mando_support_no_sat = false;
mando_support_no_rc = false;
mando_support_no_ev = false;
mando_support_no_la = false;
mando_support_no_am = false;
mando_support_no_ve = false;
mando_support_no_re = false;
mando_support_no_cp = false;
mando_support_no_cb = false;
// Info text displayed in the setup / info dialog (this is an structured text)
mando_airsupport_info = "Mission info: <br />Try altitudes between 190 and 250m for carpet bombing using AV8B.<br /><br /><t color='#ff0000'>Objetive:</t><br />Eliminate enemy presence at Elektrozavodsk<br />Try also the support options available for this mission (all the setup is into init.sqf script).<br /><t color='#ffAA00'>If you destroy the radar tower near your initial position, comms will be lost.</t><br /><br />Note that the options you see below are fully customizable using globals (same as this text block), check online help for more info.";
// Setup dialog options 1, 2 and 3, dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "Gunships support type";
mando_airsupport_opt1_array = ["AH1Z", "A10"];
mando_airsupport_opt1_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_ca = _item;
};
mando_airsupport_opt2_text = "Reinforcements type";
mando_airsupport_opt2_array = ["Normal","QRF","Heavy MG","Engineers"];
mando_airsupport_opt2_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Normal":
{
mando_support_infantrytype_re = ["USMC_Soldier_TL", "USMC_Soldier_Medic", "USMC_Soldier_AT","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier"];
};
case "QRF":
{
mando_support_infantrytype_re = ["SJB_SFSG_TL", "SJB_SFSG_ATL", "SJB_SFSG_MG","SJB_SFSG_AMG","SJB_SFSG_GL","SJB_SFSG_MED","SJB_SFSG_GL","SJB_SFSG_GL"];
};
case "Heavy MG":
{
mando_support_infantrytype_re = ["USMC_Soldier_TL", "USMC_Soldier_Medic", "USMC_Soldier_MG","USMC_Soldier_MG","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier","USMC_Soldier"];
};
case "Engineers":
{
mando_support_infantrytype_re = ["USMC_Soldier_TL", "USMC_Soldier_Medic", "USMC_SoldierS_Engineer","USMC_SoldierS_Engineer","USMC_SoldierS_Engineer","USMC_SoldierS_Engineer","USMC_SoldierS_Engineer","USMC_SoldierS_Engineer","USMC_SoldierS_Engineer","USMC_SoldierS_Engineer"];
};
};
};
mando_airsupport_opt3_text = "Vehicle supply type";
mando_airsupport_opt3_array = ["HMMWV", "MTVR","MtvrRepair","M119"];
mando_airsupport_opt3_action =
{
private["_item"];
_item = _this select 0;
mando_airsupport_type_vehicle = _item;
};
mando_airsupport_opt4_text = "Ammo supply options";
mando_airsupport_opt4_array = ["Normal west", "Silenced","Heavy AT"];
mando_airsupport_opt4_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "Normal west":
{
mando_airsupport_magz = [];
mando_airsupport_weap = [];
};
case "Silenced":
{
mando_airsupport_magz = [["30Rnd_556x45_StanagSD", 20],["15Rnd_9x19_M9SD", 20]];
mando_airsupport_weap = [["M4A1_AIM_SD_camo", 10],["M9SD", 10]];
};
case "Heavy AT":
{
mando_airsupport_magz = [["Javelin", 3],["M136",9]];
mando_airsupport_weap = [["Javelin", 3],["M136",3]];
};
};
};
// End of options setup dialog configuration
// Carpet bombing custom code global variable for AV8B
mando_airsupport_carpetcode =
{
private["_plane", "_targetpos", "_widx"];
_plane = _this select 0;
_targetpos = _this select 1;
while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
{
Sleep 1;
};
if (alive _plane) then
{
_widx = [_plane, "BombLauncher"] call mando_weaponindex;
for [{_i=0}, {_i<6}, {_i=_i+1}] do
{
_plane action ["useWeapon",_plane,driver _plane, _widx];
Sleep 0.4;
};
};
};
and here is my init.sqf
waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
waitUntil {BIS_ACM getVariable "initDone"};
//Sets frequency and number of patrols (0-1). BIS_ACM is module name
[1, BIS_ACM] call BIS_ACM_setIntensityFunc;
//min max spawn distance
[BIS_ACM, 500, 1000] call BIS_ACM_setSpawnDistanceFunc;
//factions to be spawned
[["INS", "CDF", "USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc;
//Skill range for spawned units
[0, 0.2, BIS_ACM] call BIS_ACM_setSkillFunc;
//Amount of ammo spawned units possess
[0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc;
//Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.
["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
["air_patrol", 0.1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
// Wait for Mando Missile addon initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
if (isServer) then
{
// Radar for SAM emplacement
[radar1, "my_radar1", 9000]execVM"mando_missiles\units\mando_radar.sqf";
// AI units setup
_posunit = 3;
_ttype = ["Air"];
_quantity = 24;
_minrange = 100;
_maxrange = 9000;
_rof = 5;
_pos = [0, 0 ,1, 2]; // <<<<- Model position + radious
_scan = 360;
_mink = 0;
_enemies = [east,sideEnemy];
// Weak AI SAMs with "weak missiles" attached to radar1 tower as main radar
_disp = sam_one; // <<<<- 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_hawk.sqs";
Sleep 1;
_disp = sam_two; // <<<<- 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_hawk.sqs";
Sleep 1;
_disp = sam_three; // <<<<- 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_hawk.sqs";
_disp = sam_four; // <<<<- 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_hawk.sqs";
_disp = sam_five; // <<<<- 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_hawk.sqs";
_disp = sam_six; // <<<<- 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_hawk.sqs";
_disp = sam_seven; // <<<<- 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_hawk.sqs";
_disp = sam_eight; // <<<<- 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_hawk.sqs";
};
[] execVM "bon_artillery\bon_arti_init.sqf";
[helo1] execVM "scripts\heloGoTo\heloGoTo_init.sqf";
//[helo2] execVM "scripts\heloGoTo\heloGoTo_init.sqf";
//[helo3] execVM "scripts\heloGoTo\heloGoTo_init.sqf";
// For extraction action at start-up
//player setVariable ["NORRN_FR_gotoHeli", helo3, true];
//NORRN_aerialTaxiRespawnOff = true;
//NORRN_noAerialTaxiAtStart = true;
[] execVM "my_console_setup.sqf";
Mandoble
Mar 21 2010, 13:04
Missing ; in mando_airsupport_rec_captive = true
Also remember that A2 AI tend to crash frequently (almost always) with "MQ9PredatorB"
Edit:
LOL, with so many SAMs in the init I doubt any air support unit will survive to reach any destination ;) (or are these friendlies?)
supergruntsb78
Mar 21 2010, 13:31
the sams are friendly and only there to protect the airport / us base from Ambient combat module air patrols (they tend to hit my base very often with chopper attacks :rage: )
what only a couple of missing ; 's can do to a mission
i was missing more of them besides the one you pointed out (see the setup for the vehicles at the start of the file :( )
the question asked before has been deleted as its no longer needed as i found out the hard way
man i got to quit doing the same thing i am always blaming my wife for ....... asking without trying :(
edit again :
is there a way to turn off the sidechat messages about aircraft firing missiles etc.
like
"1-1-k-1 fox 5 5 missiles left" or the "same_one switching on MCC"
bobrock011
Mar 21 2010, 17:54
Mandoble, I did what you said and this is the message I got:
a10
["GAU8","MaverickLauncher","SidewinderLaucher_AH1Z","BombLauncherA10","FFARLauncher_14"]
This was done having only @<hidden> and @<hidden>, @<hidden> on. I also got the same message with the ACE on. If you look at the message it said "SidewinderLaucher_AH1Z" - that's not my typo, its actually like that in the message. One more question: is it normal that when using your mod, I can not select certain weapons by pressing "F" key ? For example, on most planes no matter what HUD mod I select, I do not have access to Sidewinder missiles? Any ideas?
I really appreciate your time helping me with this. Cheers.
Mandoble
Mar 21 2010, 18:08
bobrock011, some addon is changing the class name of your A10, as A2 A10 is "A10", not "a10" with lowercase. Try to locate that addon and make sure you have its latest version.
bobrock011
Mar 22 2010, 00:27
bobrock011, some addon is changing the class name of your A10, as A2 A10 is "A10", not "a10" with lowercase. Try to locate that addon and make sure you have its latest version.
Mandoble, thanks to your last advice I finally managed to solve my A10 problem. I tracked the issue to addon called Project '85 Weapons and Config that was required for DIH_African units I used in my missions. After removing it everything worked great. Now I can finally enjoy blasting everything with my A10 with style :D. I was also able to figure out how to properly use Sidewinder missiles as well.
Thanks for the help and please keep up your work with the mod. Cheers.
Freebie
Mar 23 2010, 03:12
OK time for a couple of newb questions and I apologize if these have already been asked but this is a heck of a big thread to trawl through.
1) I would just like to know if I'm definately using the A10's 'AGM65 Ground' missiles properly as I find it extremely hard to achive a kill.
This is how I'm trying to use them....
Put helmet HUD little green cross directly on ground target (cross must be within the green ID target square).
When green cross is directly on the target then press TAB and the beeping green diamond comes up supposedly indicating a lock. Fire the missile but you must keep the green cross and the green diamind within the green square until the missile kills it.
Can someone please confirm that this is the correct usage? If there's an easier way then please tell me lol.
2) Whilst in the Apache Longbow I can't lock onto anything at all, ground or air. I strongly suspect that 'TAB' isn't working for some weird reason. Not had this problem with any other aircraft though.
Has anyone else had this problem?
Thank You. :)
maturin
Mar 23 2010, 03:26
I thought the AGM65 ground locked on to the ground wherever you fired it, and you're supposed to use the other setting.
Anyways, if I die and load, the Mando HUD disappears even though the game thinks it's still running. I have the action menu options but not way to lock on to anything. This makes any air mission a one-shot deal.
supergruntsb78
Mar 23 2010, 07:30
mando i was implenting the airsupport nodlg and found that what ever aircraft i was using the simple bombrun keeps missing targets like 2 clicks out (tried the console and supprisingly it had the same problem)
same problem no occurs with the CAS option in the console they miss targets around 1 click
i didnt touch any scripts besides my setup
Mandoble
Mar 23 2010, 18:46
Freebie, it seems you are using ground mode, which is intended to be used to attack ground positions or stopped vehicles that cannot be locked on. To be able to lock on vehicles directly, these must have their engines on. So, if they are stopped, your best option might be to use the maverick camera, instead of HUD ground mode.
Maturin, I will have a look at that save/load issue for next beta.
supergruntsb78, this might happen if the attacking planes cannot maneouver or align well with the target in time. Are you testing that with the default demo mission included in the pack? In your setup you are using GLT_Falcon_lg_cap, which tends to roll a lot and overcompensate in the turns when handled by AI, have you tried with normal AV8B?
qawa1967
Mar 24 2010, 08:03
HI Mandobole,
chapeau for you hard and incredible beautiful work for arma !!!!
I've tried to read between the post here, but I dont understand how to configure all of your keys.
Each time I enter under Mando management my keys are useless.
I've look at your instructions, and there are info only for 4 keys config under action settings... where are the others ?
PS: sry for my idiot question, just the want to use your addons in its beautiful aspect... due my bad english language I've not find help here !!!
Mandoble
Mar 24 2010, 08:55
qawa1967, what other keys are you talking about? The HUD system uses 4 + (1 in some special cases). The configuration to change permanently the keys is described here (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg10)
Basically, from user action 16 to 20 you enter the sequence A, B and C, followed by the desired key for the corresponding MMA HUD function. The only key that is not reconfigurable this way is the lock on one, which is always the key configured for A2 "Lock targets" (TAB by default).
supergruntsb78
Mar 24 2010, 12:00
supergruntsb78, this might happen if the attacking planes cannot maneouver or align well with the target in time. Are you testing that with the default demo mission included in the pack? In your setup you are using GLT_Falcon_lg_cap, which tends to roll a lot and overcompensate in the turns when handled by AI, have you tried with normal AV8B?
yes i tried the AV8B in the demo mission and same result all bombs miss the targets by a long shot (the demo mission is not altered in any way only pure form and the target was a static building ) also the CAS planes missed the targets by a mile
i will try some more (aproach vectors and height) options to see if its just a incident or if there is realy some problem
edit : well tried several options and it works, althoug the console was more accurate in arma 1 (maybe i am spoiled with arma 1) the AB choppers where set in a open clearing but landed between the buildings (demo mission) so chopper accuracy could defintly be a little more precise
but yet still a good job on delivering us all this support and yes i still love you and still want to marry you and yes we can have babys it whould be my honuor :P (althoug my wife might object :P)
CaptainBravo
Mar 25 2010, 11:33
I am getting some odd error at start of mission:
MANDO_MISSILEATTACKER.SQF NULLUNIT PROVIDED
Any idea what might be causeing it and how to fix it?
gunterlund21
Mar 25 2010, 13:17
Hi Mandoble
Ive been using your console and I have to say its fantastic. A quick note. If your in the recon view and there are vehicles on fire below you hear the flames extremely loud. I would think you shouldnt hear anything other than the jet noise no matter what.
vengeance1
Mar 25 2010, 17:10
I am getting some odd error at start of mission:
MANDO_MISSILEATTACKER.SQF NULLUNIT PROVIDED
Any idea what might be causeing it and how to fix it?
When this happens to me it normally means you forgot to define a Launcher in your mission. In this case I called it "pat1".
Example:
if (isServer) then
{
// SAMs antimissile-capable for pat1
[pat1, 3, ["Air"], 6, 500, 2000, 16, [0,0,3], 360, 0, [east,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
};
CaptainBravo
Mar 25 2010, 17:26
Thanks vengeance1, actually I do have 2 MLRS units that are used as artillery and part of GL4.
I want to use them only as artillery with GL4. So how I do define them in mission?
Thanks.
maturin
Mar 25 2010, 17:28
Is there a trick to using CCIP? My bombs fall very short sometimes.
Freebie
Mar 26 2010, 05:00
Freebie, it seems you are using ground mode, which is intended to be used to attack ground positions or stopped vehicles that cannot be locked on. To be able to lock on vehicles directly, these must have their engines on. So, if they are stopped, your best option might be to use the maverick camera, instead of HUD ground mode.
Thanks Mando all sorted now :) BTW the readme file says that the Longbow AH-64D has Sidewinders but I don't get that option when scrolling through the weapons. Just hellfires, remote and nav.
Mandoble
Mar 26 2010, 15:03
Freebie, start as pilot of AH64D, stopped near an ammo truck, you will see a rearm action menu, activate it. Now click on truck with the mouse poiner, select the sidewinder configuration and click rearm.
maturin, for CCIP try to have the minimum roll factor you can and a very slight dive.
gunterlund21, I'm not controllong how loud the external sounds are played when in camera. I can lower the volume, but this would affect to all the sounds, including warning ones.
maturin
Mar 26 2010, 15:27
maturin, for CCIP try to have the minimum roll factor you can and a very slight dive.
I am diving, usually, and the line only oscillates 100m or so with very little roll.
Does the targeting line become inaccurate at low altitudes? I have dropped 6 of the AV-8's bombs, keeping the targeting line on the enemy by increasing my dive, only to have the entire salvo fall 500m short.
Mandoble
Mar 26 2010, 15:31
Very slight dive (if any) and no roll if possible.
CaptainBravo
Mar 26 2010, 17:50
Hey Mandoble,
Any idea how to fix this error:
MANDO_MISSILEATTACKER.SQF NULLUNIT PROVIDED
Mandoble
Mar 26 2010, 18:13
You are executing that script (probably from your init.sqf) passing as first parameter the name of a non-existant unit. Might be you removed the originally used name, or changed its name.
Freebie
Mar 27 2010, 01:50
Freebie, start as pilot of AH64D, stopped near an ammo truck, you will see a rearm action menu, activate it. Now click on truck with the mouse poiner, select the sidewinder configuration and click rearm.
Thanks Mando! And this is a fantastic mod if I haven't already said so. :)
CaptainBravo
Mar 27 2010, 06:32
You are executing that script (probably from your init.sqf) passing as first parameter the name of a non-existant unit. Might be you removed the originally used name, or changed its name.
I have only added 2 MLRS which are used by GL4. Should I name these 2 units in init field somewhere?
If I remove them the error is gone :confused:
Mandoble
Mar 27 2010, 07:02
Captain Bravo, open your init.sqf, look there for mando_missileattacker.sqf and copy here that line including also 10 lines before this one.
It seems that when I have Mando on, I cannot switch to a certain weapon (always being a type of missile).
When Mando is not on it doesn't do that though.
Mandoble
Mar 27 2010, 07:57
Snyder, if MMA HUD is ON, then guided weapons (and also CCIP free fall bombs) are selected via HUD mode (by default the key is L-CTRL). For more info about usage check the online help or included pdf, go to the HUD section.
jackass888
Mar 27 2010, 08:03
It seems that when I have Mando on, I cannot switch to a certain weapon (always being a type of missile).
When Mando is not on it doesn't do that though.
That is intended. The weapons are not selectable because you should use the Mando missile firing methods.
Ive got some questions also... I have A LOT of mods loaded simultaniously and it often happens that the Mando camera screen targeting lags behind, so it is impossible to target anything. Im guessing its just too many scripts running at once and there is nothing to fix?
2nd... will the Phalanx someday be able to intercept things smaller than a plane? ;)
CaptainBravo
Mar 27 2010, 09:18
Captain Bravo, open your init.sqf, look there for mando_missileattacker.sqf and copy here that line including also 10 lines before this one.
This is my whole init.sqf :
triggerone setVariable ["murk_spawn",false,false];
triggertwo setVariable ["murk_spawn",false,false];
triggerthree setVariable ["murk_spawn",false,false];
// Wait for Mando Missile addon initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
[]spawn
{
while {!alive player} do
{
Sleep 1;
};
[]execVM"my_console_setup.sqf";
hint "Get in your HQ vehicle as driver and use the air support console.\n\nClick RC ON button to turn on reco and missile control cameras.\n\nBeware, enemy air activity over your position, use CAP missions to eliminate it ASAP.";
// If tower1 is destroyed, comms will be lost
[]spawn
{
while {true} do
{
if (!alive tower1) then
{
mando_airsupport_nocomms = 1;
};
Sleep 2;
};
};
};
if (isServer) then
{
// 2 SAMs antimissile-capable for t1
[t1, 3, ["Air"], 12, 500, 3000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs";
};
// run the briefing file
execVM "briefing.sqf";
nul = [m1,"jadam","","cbuap","cbuat",""] execVM "airSup\airSupInit.sqf";
if(true)exitWith{};
ace_sys_tracking_markers_enabled=false;
ACE_NoStaminaEffects = false
setviewdistance 3000;
Mandoble
Mar 27 2010, 09:26
mando_arma2.sqs executes the attacker script, it has a unit named t1 as firing unit (acting as a SAM) and more than probably t1 doesnt exist in your mission. If you dont want to use it, just comment or remove these lines (IF-BLOCK with isServer).
Mandoble
Mar 27 2010, 11:41
2nd... will the Phalanx someday be able to intercept things smaller than a plane? ;)
Like cruise missiles, for example? ;)
QM-BDUTSNaA
CaptainBravo
Mar 27 2010, 12:27
Thanks Mandoble, that has fixed the error. :bounce3:
Excellent mod by the way!
NutzMcKracken
Mar 28 2010, 06:34
@<hidden> Ever thought of combining your SADARM into a BLU-108 (SFW)?
http://www.textrondefense.com/multimedia/blu_108.htm
http://www.textrondefense.com/multimedia/sfw_2003.htm
Manzilla
Mar 28 2010, 11:29
BLU-108's would be sick. Can't believe I never asked about that before. Good call.
gunterlund21
Mar 28 2010, 14:47
Mandoble
A quick update on your air controller system. Ive integrated it into a modifed version of Domination that has been enhanced with Ace2 and Zeus AI system. Ive set it so only the FAC in the mission has the ability to use the controller. Along with the R3f Arty system, it has allowed a few people to have a great time playing this mission on expert mode. Its made the odds of city capture more available and increased our enjoyment level tremendously. Thank you so much for deploying this into Arma2. Keep up the good work.
Mandoble
Mar 28 2010, 14:52
SirSmok@<hidden> and Manzilla, there would be little difference between BLU108 and current SADARM implementation, except that a single bomb might fire six submunitions instead of a single one. Which means that a single plane might finish with six enemy tanks in a single pass dropping a single bomb. This is quite easily doable, but probably would have a serious impact in gameplay.
gunterlund21, good that you are enjoying that greeny thing ;)
Kremator
Mar 28 2010, 15:25
All we do is limit the number of bombing runs available :) It is indeed impressive already to see the 2 chutes with SADARMS rushing to target so, as Mandoble says, making it into 6 submunitions wouldn't be a problem.
gunterlund21
Mar 28 2010, 17:13
Mando if I want to drop supply boxes that are predefined id ACE_USORdnanceBox how do I do that without having to define every weapon and magazine in an array.
Mandoble
Mar 28 2010, 18:03
mando_airsupport_type_ambox = "ACE_USORdnanceBox";
gunterlund21
Mar 28 2010, 18:09
mando_airsupport_type_ambox = "ACE_USORdnanceBox";
Sorry if I wasnt clearer. I want to drop 4 different kinds of boxes like the selection system can do.
Mandoble
Mar 28 2010, 19:03
Then, in the selection code set
mando_airsupport_type_ambox = "ACE_USORdnanceBox";
and
mando_airsupport_magz = [];
if mando_airsupport_magz is empty, it leaves the original content there.
vengeance1
Mar 28 2010, 19:21
Then, in the selection code set
mando_airsupport_type_ambox = "ACE_USORdnanceBox";
and
mando_airsupport_magz = [];
if mando_airsupport_magz is empty, it leaves the original content there.
I am not sure but I think he is asking for an array that is selectable in the Setup of the Console for AmmoBox instead of
mando_airsupport_magz = [];
Something like this (but I am not sure it would work)
mando_airsupport_type_ambox = ["xxAmmoBox", "xxAmmoBox","xxAmmobox","xxAmmoBox"];
I was wondering the same thing.
Mandoble
Mar 28 2010, 19:57
And I was replying to the same ;)
mando_airsupport_opt4_text = "Ammo supply options";
mando_airsupport_opt4_array = ["ACE US", "Silenced","Heavy AT"];
mando_airsupport_opt4_action =
{
private["_item"];
_item = _this select 0;
switch (_item) do
{
case "ACE US":
{
mando_airsupport_type_ambox = "ACE_USORdnanceBox";
mando_airsupport_magz = [];
};
case "Silenced":
{
mando_airsupport_magz = [["30Rnd_556x45_StanagSD", 20],["15Rnd_9x19_M9SD", 20]];
mando_airsupport_weap = [["M4A1_AIM_SD_camo", 10],["M9SD", 10]];
};
case "Heavy AT":
{
mando_airsupport_magz = [["Javelin", 3],["M136",9]];
mando_airsupport_weap = [["Javelin", 3],["M136",3]];
};
};
};
gunterlund21
Mar 29 2010, 01:55
brilliant thank much for the ammo box clarification.
NutzMcKracken
Mar 29 2010, 02:39
SirSmok@<hidden> and Manzilla, there would be little difference between BLU108 and current SADARM implementation, except that a single bomb might fire six submunitions instead of a single one. Which means that a single plane might finish with six enemy tanks in a single pass dropping a single bomb. This is quite easily doable, but probably would have a serious impact in gameplay.
Currently have a CBU-87 with BLU-97's, its basically the same delivery container SUU-64 / 65 / 66 (66 respectively for the CBU-97 which delivers the BLU-108 FYI, 65 for CBU-87, 64 for CBU-89). Also have a SUU-75 / 76 for the MK20 Rockeye, that's been revised from original release by Arma Tactics team, Monkalb specifically for ArmA 1) You're welcome to the model. Just let me know.....but I might need a tiny bit of help in exchange on a bigger better project if interested ;)
CBU-87:
http://anunnaki.mine.nu/public/cbu87final.png
BLU-97:
http://anunnaki.mine.nu/public/blu97.png
CBU-89 "Gator" AT Mine "Area Denial" system (currently only with BLU-91's and in Alpha) This model shows how the proxy looks for both the CBU-89, CBU-87 looks similar:
http://anunnaki.mine.nu/public/cbu89prox.png
(Edit: the CBU-89 has wrong blue banding at the moment.....bad referencing led me to to believe that was the actual designation and forgot some military training :( Will revise above model later but shows proxy at least.)
I could see about 6 "packed" in by scripting, less the animations of the blu-108's spinning and releasing the "pucks". In addition, with a bit more scripting I could see a pilot selectable altitude of dispersion giving a wider coverage pattern.
Up to you? Model is there for ya
But as far as the CBU-87 currently; I have the CBU-87 disperse 75 x BLU-97 bomblets instead of the real life count of 202 - 225* due to performance reasons (and seems like enough for the "shock and awe"). Works pretty good too!
*(several references state different numbers of actual bomblets)
But I will say it can impact gameplay if the mission maker isn't respectful on how much detrimental damage these things can do....for instance dropping one from above 700ft or more increases coverage area to about 300sq/M (yet to offset this its very difficult to time drop etc as the current targeting settings in the aircraft are not adjusted according. As i was saying, with the current "splash" damage and direct damage settings they can literally decimate a medium sized town occupied with infantry and/or light armor. A force multiplier, literally.
Currently in limited release Beta phase 1 testing at SPARTA (www.legionofsparta.com) and being implemented in their "Air Domination" server's next release.
Let me know if you're interested and I'll get you some links.
(Also sorry if it seems I've hijacked thread, feel it was related somewhat and tried PM'ing you regarding this before. Think you could benefit from these models if you would like. I also will be releasing the standard CBU-87's soon on the forums once they have been tested a bit more, maybe month's time)
jpinard
Mar 29 2010, 05:30
Mandoble - will the mod be unworkable if I have my ctrl, alt, RMB, and shift butons remapped?
Kremator
Mar 29 2010, 13:56
@<hidden>@<hidden> - that sounds great. You are using MMA to deliver all these to the battlefield?
NutzMcKracken
Mar 29 2010, 14:19
@<hidden>@<hidden> - that sounds great. You are using MMA to deliver all these to the battlefield?
Could be done easily, but with a bit more then regular bombs as the CBU needs to be armed and fuzed by a fire command by a pilot, why I'm offering them if he wants em, also offering the "shells" or delivery containers as the bombs really are just that on the aircraft until a script actually disperses the bomblets. Using a clusterbomb script thats been around but with a model to show the split and pop that you would normally see.
Manzilla
Mar 29 2010, 16:13
Thank you SirSmok@<hidden>, these will be a nice added touch. I'm sure Mando will come up with something real sweet for these. Hopefully we could get your stuff added to the mu90.pbo that comes with this Mod.
Thanks for all the work and time spent now and in the future.
jpinard,
I don't think this is a problem, try it out and see. Mando obviously knows better than I do.
Mandoble
Mar 29 2010, 18:39
SirSmok@<hidden>, that might be an interesting option to be used side by side with MMA, as MMA can deploy any scripted weapon too (as the Mu90 torpedo example, and current SADARM). But to make it more "standard" it should be loaded as a real weapon so this might be also added for the configurations of some choosen platforms from the MMA rearming console.
First priority now for MMA is to solve a savegame problem present for SP missions with HUD mode ON (fixed now for normal HUDs and fixed soon for portable systems). This and some extra console options will be part of next beta. Then we can discuss which of these bombs to include and how for next release.
ATM I think it should be an ordenance option for manned planes and not an option available from the air support console. If available from the console, these kind of attacks might completelly break any mission unless some serious air defenses are deployed everywhere.
maturin
Mar 29 2010, 21:36
SirSmok@<hidden>
First priority now for MMA is to solve a savegame problem present for SP missions with HUD mode ON (fixed now for normal HUDs and fixed soon for portable systems).
.
Does that refer to the disappearance of the HUD when Reverting to a saved SP mission?
And remember that glitch where the Strela could track targets before locking on with the Mando system?
You can do a similar thing with the Air-to-Air missiles on the Su-34 (and probably other planes as well).
You can fire them normally against ground targets if you do it before Mando initializes. Also, since the Su-34 gunner has control over his arsenal and can fire it with L-mouse, you can lock on to any vehicle by holding right click and hit it with a missile normally.
Also, the AI in the Su-34 doesn't know how to use those Kh-29 things. Neither does the modernized Frogfoot that the Russians get in ACE.
Finally, I borrowed a mouse with a mousewheel for a few days, and being able to zoom in with the weapons cameras makes a tremendous difference. Please map a keyboard button for this if you can, preferably not a numpad key. I think just about every computer has Home and End keys.
Mandoble
Mar 29 2010, 22:20
Yes, that refers to the HUD when reverting a saved SP mission.
Strella (and Metis) glitch was already fixed two betas ago. Planes (for pilots or gunners with human pilot or gunner) cannot fire missiles BIS-way because they cannot select them as current weapon (MMA prevents it), and this happens as soon as MMA initializes (which takes two seconds or so after detecting the human pilot or gunner in the plane).
I'll try to remember to map keys to zoom in/out for the camera for next beta.
maturin
Mar 29 2010, 23:19
Strella (and Metis) glitch was already fixed two betas ago. Planes (for pilots or gunners with human pilot or gunner) cannot fire missiles BIS-way because they cannot select them as current weapon (MMA prevents it), and this happens as soon as MMA initializes (which takes two seconds or so after detecting the human pilot or gunner in the plane).
I know you fixed the MANPAD glitch, I'm saying that if you could disable the pre-Mando guiding ability of Air-to-Air missiles in the same sort of way, it would prevent something that happened to me. Mando may take only a few seconds to initialize, but in that time I had a Russian plane fire its entire payload of missiles at a tank from across the map. What with ACE2, the missiles did nothing and the plane's AA ability was gone.
The gunners of Su-34s retain control over all their weapons. They can select and fire them BIS-way, perhaps because MMA assumes that the player in the plane is actually the pilot.
gunterlund21
Mar 29 2010, 23:31
Hi Mando
Question
Ive added Ace Whiskey Cobras with TOW's into the control selection for Gunship support. When they fly out they fire their TOWS AND mando hellfire missles. What is the best way to deal with this. Is it possible to turn off the Mando missile for GS Support or can I remove ammo from the helo so they only use Mando Missiles
Mandoble
Mar 29 2010, 23:47
gunterlund21, ATM you cannot do any action. With next beta you will have code variables (like that for the carpet bombing) which, if existing, will be executed when the support groups are spawned so that you can change their crew, weapons, etc.
Probably you have already noticed that these GS are way way way more effective using mando missiles than any other default weapon, so I would remove their weapons and leave MMA there as they tend to use default weapons when they are already too close to the target.
maturin, I will recheck that problem with human gunners being able to select guided weapons. What's the problem with ACE and planes AA ability?
EDIT: Maturin, I rechecked and I can confirm you that human gunners in Su34 cannot select missiles using BIS methods.
NutzMcKracken
Mar 30 2010, 01:48
SirSmok@<hidden>, that might be an interesting option to be used side by side with MMA, as MMA can deploy any scripted weapon too (as the Mu90 torpedo example, and current SADARM). But to make it more "standard" it should be loaded as a real weapon so this might be also added for the configurations of some choosen platforms from the MMA rearming console.
First priority now for MMA is to solve a savegame problem present for SP missions with HUD mode ON (fixed now for normal HUDs and fixed soon for portable systems). This and some extra console options will be part of next beta. Then we can discuss which of these bombs to include and how for next release.
ATM I think it should be an ordenance option for manned planes and not an option available from the air support console. If available from the console, these kind of attacks might completelly break any mission unless some serious air defenses are deployed everywhere.
I'm with ya on these points! Takes the fun out of it honestly. Not to mention if you can't fly then go as a co-pilot on a friendly 2 seater like the upcoming F-111.
Another point, the AI release the bombs way to early, takes a keen human eye and timing to release combined with altitude for effect....some would otherwise call this a bug, I look at it as a challenge to a weapon that can slaughter armor columns fairly easily in the right hands.
With this point I also know that you really have to counteract this weapon with alot of AAA. I remember using your scripts in an ACE Evo mission I made in ArmA 1 to counter act the effectiveness of the MK20 Rockeye.
I also use your current scripts to test against the F-111 since its so fast the Tunguskas have trouble targeting it. I was giving it a go with 2 F-111's packed with MK82's only facing about 10-15 AAA. gave them a good fight but a good pilot can definitely outwit them at low altitude NOE (Nap of the Earth) fast flying. Then enter MMA and its definitely a challenge!!! All this was done @<hidden> South Sahrani approaching North from the South over water at 500-600knots + / @<hidden> <50ft off the deck. Pure thrills.
Would definitely look forward to putting these in your hands!
Revising the textures ATM since I know they can be a bit better and more accurate (namely CBU-89 :j: ). I'd really like to see what you can do for the "Gator" system AT and Anti Personnel mines, currently using BLU-91 masked inheriting the properties of the "Mine" (games resident AT Mine).
maturin
Mar 30 2010, 02:23
EDIT: Maturin, I rechecked and I can confirm you that human gunners in Su34 cannot select missiles using BIS methods.
I re-rechecked and was able to select both kinds. Must be some issue with ACE (or ACEX).
Now I can't reproduce the Russian planes shooting Air-to-Air missiles at tanks. Swapping team spots between infantry and pilots may have fouled something up.
The only other issue was that when MMA takes ten or more seconds to initialize, that's long enough to fly the length of the Utes map in a fast plane and shoot all your ordinance BI-style. Is this just a built-in limitation or has ACE given me back the BI lock-on mechanics that you took away?
Mandoble
Mar 30 2010, 23:12
maturin, I doubt ACE or ACEX can interfere with MMA BIS weapon denial, so you press F and you can select Ch29 or R73 from gunner seat once MMA HUD is ON?
Your second point is related to the fact that you are using MMA XEH instead of a mission which initializes MMA by its own (GLs). MMA XEH waits few seconds to ensure MMA has not been already initalized from the mission.
maturin
Mar 30 2010, 23:23
maturinso you press F and you can select Ch29 or R73 from gunner seat once MMA HUD is ON?
I don't press F, because the Su-34 gunner has no weapons except those that should be restricted by MMA.
So you are switched to the Ch-29 by default, and that weapon stays selected once the HUD pops up and is ready to go. You can then cycle through the R73 and CH-29 using F.
All other aircraft I can think of allow you to switch to restricted weapons momentarily, then switches you back. The Su-34 gunner seat has no allowed weapon to switch to since the cannon and FFARs are under the pilot's control.
Actually, that may be the problem. ACE gives FFARs to the pilot instead of the gunner in relevant aircraft.
Mandoble
Mar 30 2010, 23:26
Agree, that is certainly the problem. If there is no allowed weapons to switch to, it will remain with the current one.
EDIT: Anyway you should not be able to TAB/LOCK.
maturin
Mar 31 2010, 00:26
Agree, that is certainly the problem. If there is no allowed weapons to switch to, it will remain with the current one.
EDIT: Anyway you should not be able to TAB/LOCK.
But you can hold R-click and lock, IIRC.
Manzilla
Mar 31 2010, 15:31
Mando,
Reading the ReadMe I see that if I want to have the Console come up only if the player has the LD then I add this to the init:
// Add somewhere to your init.sqf
[] spawn
{
private["_acidx1", "_acidx2", "_unit", "_veh"];
_acidx1 = -1;
_acidx2 = -1;
while {true} do
{
waitUntil {("Laserdesignator" in weapons player) && (alive player)};
_acidx1 = player addAction ["Console: Air support", "mando_bombs\mando_airsupportdlg.sqf"];
while {("Laserdesignator" in weapons player) && (alive player)} do
{
_unit = player;
if (vehicle _unit != _unit) then
{
_veh = vehicle _unit;
_acidx2 = vehicle _unit addAction ["Console: Air support",
"mando_missiles\mando_bombs\mando_airsupportdlg.sqf"];
29 of 31 20/03/2010 15:36
MMA ReadMe First file:///C|/Users/Administrador/Documents...24b/mma_readmefirst/mma_readmefirst.html
waitUntil {(vehicle _unit == _unit) || (!alive _unit)};
_veh removeAction _acidx2;
};
Sleep 1;
};
_unit removeAction _acidx1;
};
};
What I want to do is set up my mission so the Console will only be available if someone in my group(AI or me) has an ACE2 radio, in this case "ACE_PRC119".
How would I do this? It seems to me it would just be a simple swap of "player" to the group but I cant seem to figure it out.
Thanks in advance.
Mandoble
Mar 31 2010, 15:55
Have not tested and probably it can be optimized, but you might try this:
// Add somewhere to your init.sqf
{
[_x] spawn
{
private["_acidx1", "_acidx2", "_unit", "_veh"];
_unit = _this select 0;
_acidx1 = -1;
_acidx2 = -1;
while {true} do
{
waitUntil {("ACE_PRC119" in weapons _unit) && (alive _unit)};
_acidx1 = _unit addAction ["Console: Air support", "mando_missiles\mando_bombs\mando_airsupportdlg.sqf"];
while {("ACE_PRC119" in weapons _unit) && (alive _unit)} do
{
if (vehicle _unit != _unit) then
{
_veh = vehicle _unit;
_acidx2 = vehicle _unit addAction ["Console: Air support","mando_missiles\mando_bombs\mando_airsupportdlg.sqf"];
waitUntil {(vehicle _unit == _unit) || (!alive _unit)};
_veh removeAction _acidx2;
};
Sleep 1;
};
_unit removeAction _acidx1;
};
};
} forEach units group player;
TRexian
Mar 31 2010, 16:09
Hey Mandoble (and Manzilla),
That's a pretty slick bit of code! :) I've wondered for quite awhile how to get an addaction to "follow" a player into a vehicle. Thanks for posting that!
But, would it also be worth checking what crew position the original unit is - the one with the radio - and limiting the addaction to that position? Something in the addaction conditional such as:
((assignedVehicleRole _this) select 0) == ((assignedVehicleRole _unit) select 0)
(Uses select 0 for the assignedVehicleRole only because I believe there are issues trying to compare arrays?)
Manzilla
Mar 31 2010, 16:54
Thanks Mando. I'll check it out.
Trexian,
I was thinking about limiting it to only the unit that initially starts with the radio but in this case I wanted any one of my SF team members to be able to pick up the radio in case of the FAC's death.
It's a good idea though. I'd definitely do this in a regular infantry mission.
EDIT:
Yes Mando this works but it only works for the player that has the radio. What I'd like is to have the player(SP mission) to have the Console action available as long as someone in the group has the radio. The player starts out as the team leader and AI member 3 starts with the radio. But if he dies and someone else in the group picks up the radio(player or not) the player will again have the ability to use the Console. And if nobody equips it again the player will not have the Console action available until either he picks it up or he orders another AI team member to pick it up.
Mandoble
Mar 31 2010, 17:01
Well, this is just a matter of scripting. Anyway probably you should consider that your group might change during the game with AI units joining, etc.
Manzilla
Mar 31 2010, 17:13
Yeah but I'm not too good at scripting, way over my head. Would it really matter if others joined my group? As long as any player in the group has the radio then the player can see it, would one need to do a bunch more scripting if other AI joined the players group?
Never thought about that but I didn't realize that would make a difference in this case.
Mandoble
Mar 31 2010, 17:32
That's weird, that code should be adding the action to any member of your group with that item in his weapon inventory.
TRexian
Mar 31 2010, 17:50
The "in weapons" check for the radio is limited to that unit (which is _x)? To add the action to everyone in the group wouldn't you need to first check all the weapons of the units of the group, then set a boolean if it is found, then add the action to all the units? Can the conditional of the addaction include some sort of a loop like that?
Edit: or also figure out which unit is the player, and only add to that unit?
Manzilla
Mar 31 2010, 17:58
It's only showing up for the man that physically has the radio in this case team member #3, the FAC, has it. I have to team switch to that guy in order to get the action menu option. I don't have it in the init though. I have it in the my_console_setup.sqf that came with the example mission. I've basically used/tweaked it for this mission. And I commented out:
["MMA Air Support Console", {(typeOf vehicle player == "ACE_Stryker_TOW_MG_Slat") && (player == driver vehicle player)}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf";
Also I was wondering about controlling the Airborne reinforcements via High Command. Can I do that some how? I saw something in the ReadMe about making a weaponless reinforcement group:
mando_airsupport_re_action =
{
private["_grp"];
_grp = _this select 0;
{
removeAllWeapons _x;
} forEach units _grp;
};
but is there something similar I could use to add this to the airborne group:
hcsetgroup [groupname,""];
Basically it makes a spawned group(or any group) to be able to be directed via High Command. I'd really like to be able to control the airborne troops and especially via HC. It would be a perfect fit for them.
EDIT:
It works if I'm in the same vehicle as the guy equipped with the radio but once I'm out of it the option goes away.
Mandoble
Mar 31 2010, 19:11
Manzilla, effectively the action is added to the unit that has the object in the inventory, but if you executed that script everywhere (for every client and not only where the player is), you should be able to aproach that soldier and get access to the menu action too.
What do you mean with High Command controlling the reinforcements?
Manzilla
Mar 31 2010, 19:38
Manzilla, effectively the action is added to the unit that has the object in the inventory, but if you executed that script everywhere (for every client and not only where the player is), you should be able to aproach that soldier and get access to the menu action too.
What do you mean with High Command controlling the reinforcements?
The high command module by BIS.
Hmmmm, I not really sure what you mean by every client. I'm just making an SP mission and I wanted to have the team leader have the ability to use the console but only if someone in the group(an AI team mate) has the radio. I did it with the console in A1, I believe you told me how to do it but I couldn't find it in the thread. I have it set up in my missions that use Bon's artillery:
http://forums.bistudio.com/showthread.php?t=93200
this is what use to activate this same feature using his script:
player addAction ["Call Artillery","bon_artillery\dialog\openMenu.sqf",["Arti_dlg"],-1,false,true,"","player hasWeapon 'ACE_P159_RD90'"];
Not sure if that means anything to you but who knows.
They way you gave may actually be a bit better though. So basically as long as the player is within a certain distance from the AI teammate that has the radio, the player will be able to call up the Console from the action menu? I like that, much more realistic.
jpinard
Mar 31 2010, 20:17
I'm not sure if this was just answered (I'm sick and about read to drift off)
When I'm in something (AH64 APache) it won't let me switch weapons when I'm by myself and trying to switch from gun to missiles. Why is this?
Mandoble
Mar 31 2010, 20:20
Use MMA keys (default or your own custom ones) to cycle through MMA HUD modes in every plane/chopper or vehicle. With F you will able to cycle only non-guided weapons. You have all this info in the included PDF as well as the online readme (HUD section).
Use MMA keys (default or your own custom ones) to cycle through MMA HUD modes in every plane/chopper or vehicle. With F you will able to cycle only non-guided weapons. You have all this info in the included PDF as well as the online readme (HUD section).
There's definitely something wrong. I was already doing that and what happen's is I go to change weapons (while in the correct HUD view). For example, I'm in air-to-air mode (HUD), and I've got multiple AA missiles. I hit the "change gunner weapon" button and it will flash the missile and immediately switch bad to the GAU gun. I made a youtube video to show you exactly what's wrong, but youtube's having maintenance at the moment so I can't post the link.
I've also setup the custom key settings like you described in your pdf manual just in case that was it too. Next I'll run it without my joystick to see if something weird is going on there. As soon as youtube is back up I'll add to this post so you can see it. Thanks for your help :)
Oh I'm using your latest version 2.4b5
----------------
OK not my joystick. I'll now unload all my others mods and see if it works properly.
There's definitely something wrong. I was already doing that and what happen's is I go to change weapons (while in the correct HUD view). For example, I'm in air-to-air mode (HUD), and I've got multiple AA missiles. I hit the "change gunner weapon" button and it will flash the missile and immediately switch bad to the GAU gun. I made a youtube video to show you exactly what's wrong, but youtube's having maintenance at the moment so I can't post the link.
That sounds right. With Mando, you have one guided and one unguided weapon selected at the same time. If the HUD says air-to-air, get a lock and fire the missile with the MMA key (not L-click). You can be firing GAU-8 rounds the entire time with the normal trigger button.
You will never select a guided weapon with the "change gunner weapon" button. That it flashes to it momentarily is just a scripting workaround and supposed to happen.
When MMA is active you can only select non-MMA weapons in the BIS HUD (default key is [F] to cycle), if you try and select an MMA controlled weapon the selection is advanced to the next non-MMA weapon (i.e. often the cannon) which is the behaviour you described - this is by design. MMA controlled weapons must be selected in the MMA HUD (http://www.telefonica.net/web2/mandoble/mma_ccip.jpg) (only) and are cycled using the key you bound within the Use Action 18 (http://www.telefonica.net/web2/mandoble/mma_binds.jpg) custom control.
EDIT: Yeah, what he said.
Mandoble
Apr 1 2010, 02:28
jpinard, current MMA weapon selected is displayed on top of the MMA HUD. By default and if you dont reconfigure the keys, LEFT CONTROL is used to cycle HUD modes (and also MMA weapons). Again by default, TAB is used to lock on a target, LEFT WINDOWS to fire a missiles or drop a bomb in CCIP mode and LEFT SHIFT to drop flares. In some special cases you can fire and then lock on the target (LOAL for Apache hellfires), while normally you will need to get an MMA lock before being able to fire (except for free fall bombs in CCIP HUD mode). There is also an special key (G by default) that is used in some systems: to transmit current target to the other human crew member in Apache or to switch to hitching camera in transport choppers). The last key is used for system with ECM available (R by default to turn it on).
Note that MMA HUD lock on is timed in many systems, so you will see the diamond blincking over the target while the final lock on is achieved. This time varies from system to system, and the time might be much longer if the target is emitting ECM (you will see the mark and diamond in blue color when the selected target emmits ECM). If the target has ECM turned on, the lock might get lost at any time. You will find that some planes cannot be locked on unless quite close to them (these defined as stealth like the X35B).
Other MMA systems are available only via menu actions (MCCs and TVs), so check these out too.
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