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GossamerSolid
Dec 12 2010, 20:03
Addendum on the posting about fallout console (nice pic btw :D).

Fallout will now decay away over time. It takes a while, the half-life of I-131 is about 8 days. So there will be a global variable to artificially speed up just the decay rate. BigMorgan and GossamerS should likely add something like this to their mission init scripts.



echo_fallout_decay_rate = 1440;


A value of 1440 will make the decay scale to minutes instead of days, meaning the fallout zone will be safe about 1 hour after it forms.

The new console will show you the value for a 10 minute exposure. The initial zone intensity will give you a dose of 8 Gray in that interval, high enough to kill you long-term and generate enough health issues that you're combat-ineffective in game. Correspondingly higher values will shorten the time to 'death', low values will lengthen the time. In Mando's example, anyone entering the area marked would have a life expectancy of about 2 minutes - best avoid that region until it cools down.

Thank you evil, I appreciate you helping us out.

Evil_Echo
Dec 13 2010, 10:56
No problem GossamerS, glad to be of help for patrons like you. Mando is a good partner, thoughtful and open to new ideas. So we bounce a lot of concepts and new code around at frequent intervals. He came up with the notion of the fallout console while I worked out the details of fallout decay. Together these ideas work much better than by themselves.

One trick for you compliments of Mando, the fallout console driver has a parameter that defines the test of who can use it. Could be rank of soldier, or better yet possession of some item ( aka a "radiation meter" ). Play with that notion a bit in your missions.

I've been tinkering with a campaign involving a nuclear battlefield, so far the results have been quite satisfactory. Using MMA tools, managed to craft a reasonable simulation of a SS-20. If you think a Scud is bad, try a 3 warhead MIRV. Can you say nuclear shotgun boys and girls? Sure, I knew you could...
:smiley-evil:

GossamerSolid
Dec 14 2010, 02:56
No problem GossamerS, glad to be of help for patrons like you. Mando is a good partner, thoughtful and open to new ideas. So we bounce a lot of concepts and new code around at frequent intervals. He came up with the notion of the fallout console while I worked out the details of fallout decay. Together these ideas work much better than by themselves.

One trick for you compliments of Mando, the fallout console driver has a parameter that defines the test of who can use it. Could be rank of soldier, or better yet possession of some item ( aka a "radiation meter" ). Play with that notion a bit in your missions.

I've been tinkering with a campaign involving a nuclear battlefield, so far the results have been quite satisfactory. Using MMA tools, managed to craft a reasonable simulation of a SS-20. If you think a Scud is bad, try a 3 warhead MIRV. Can you say nuclear shotgun boys and girls? Sure, I knew you could...
:smiley-evil:

Can't wait for the MIRV :)

So the echo_fallout_decay_rate can go right in the InitJIPCompatible.sqf and be fine?

Evil_Echo
Dec 14 2010, 11:53
Can't wait for the MIRV :)


Given that damage is proportional to the cube root of yield, a properly spaced 3x5kt strike covers a bit more area than a 1x80kt and damages it more uniformly. Sound military technique as well as cheaper to compute game-wise, so win-win.

There already was a MIRV ( a MARV really ) in one of the demo missions bundled with MMA. I used that as a template for my SS-20, making it fly faster, higher and release the warheads in a spread over the target with a reasonable bit of CEP tossed in as a true MIRV would do. I had also tuned a copy of the patriot to better approximate PAC-3 standards ( being a realism nut ). The improved patriot can almost always knock down a scud or my SS-20 when it's not using the MIRV option. But only seen my battery of 2 launchers kill the MIRV'ed variant once in the many times I've tested the mission, a very lucky shot that got it before all the warheads had spread out.

It's up to Mando whether we should bundle up my versions in his release or they get offered separately - they're just simple stuff built on top of his wonderful toolkit. I'll trust him to make the correct call on that.

Meanwhile, a couple pics...

http://img715.imageshack.us/img715/5752/image41f.th.jpg
Patriots firing (http://img715.imageshack.us/img715/5752/image41f.jpg)

http://img80.imageshack.us/img80/9851/image43y.th.jpg
Incoming MIRV (http://img80.imageshack.us/img80/9851/image43y.jpg)

http://img840.imageshack.us/img840/9898/image44f.th.jpg
Airbursts (http://img840.imageshack.us/img840/9898/image44f.jpg)



So the echo_fallout_decay_rate can go right in the InitJIPCompatible.sqf and be fine?


The decay rate variable should probably go in init.sqf, since it's global and only needs to be set once. But see no real harm in putting it in the JIP init as long as the value never changes.

ArmaDan
Dec 15 2010, 12:03
Hi:) I Have problem when I'm using the TorM1 AA system. When I lock on to enemy aircrafts and fire the missile, it sometime explode on the vehicle, and even take out the vehicle sometimes.

Das Attorney
Dec 15 2010, 13:01
Hi ArmaDan,

Here's part of my setup for a Tor equipped BMP. You might want to change the _pos value to [0,0,2] (or something similar)


_posunit = 1; // 0 driver, 1 gunner
_ttype = ["Air"]; // Target type
_quantity = 12;
_minrange = 500;
_maxrange = 7000;
_rof = 12; // Up to 12 launches per minute
_pos = [0,0,0]; // Position of missile model relative to firer

TIMFUTTICUS
Dec 16 2010, 03:00
How can I get it so the scud launches nuclear missile/MIRV?

undercoverbrother
Dec 16 2010, 13:03
G'day,
Will this work with ArmA 2 OA alone? or do you need to be running ArmA 2 as well? and before anyone starts hating on me I've promised myself to get ArmA 2 for christmas:)
thanks

GossamerSolid
Dec 16 2010, 14:13
G'day,
Will this work with ArmA 2 OA alone? or do you need to be running ArmA 2 as well? and before anyone starts hating on me I've promised myself to get ArmA 2 for christmas:)
thanks

You need ArmA 2 or Combined Operations I believe

Evil_Echo
Dec 16 2010, 15:11
G'day,
Will this work with ArmA 2 OA alone? or do you need to be running ArmA 2 as well? and before anyone starts hating on me I've promised myself to get ArmA 2 for christmas:)
thanks

Do believe you need CO (A2+OA). I have used MM with just A2, but you get warning messages about some missing dependancies. Attempting the same with just OA would likely not work at all. Given the going price for A2, it's worth getting it for Christmas.


How can I get it so the scud launches nuclear missile/MIRV?

There are some nice demo missions included that show how to launch a scud with the various warhead types. Basically you just add a line or so of code to your mission scripts to activate the magic for a scud launcher you've placed on your mission map. Something like the following, where scud1 is the launch vehicle and there is a target marker on the map called "mk_nuke"....



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

...
// Nuke em - heheh
[scud1, 2, getMarkerPos "mk_nuke"] execVM "mando_missiles\units\mando_ai_scud.sqf";


My MIRV bolt-on is not currently included in the release - see comments in a few postings back. We'll see about how to get that out if there is enough interest in it.

ArmaDan
Dec 17 2010, 13:40
Hi ArmaDan,

Here's part of my setup for a Tor equipped BMP. You might want to change the _pos value to [0,0,2] (or something similar)


_posunit = 1; // 0 driver, 1 gunner
_ttype = ["Air"]; // Target type
_quantity = 12;
_minrange = 500;
_maxrange = 7000;
_rof = 12; // Up to 12 launches per minute
_pos = [0,0,0]; // Position of missile model relative to firer

Hi and thanks for reply :)
But im all green when it comes to scripting, dont got a clue on what you are talking about :p
Im playing on Gossamer's warfare, and its just so annoying when im in TorM1, hunting for enemy aircrafts, and when I fire at them, I take my self out, or the missile explode over the tank, and take out anyone close to me, like own heavyfactory when I just buildt TorM1 and are under attack from enemy aircrafts.
And in Gossamer's warfare, its the Shilka that is equiped with TorM1 AA system, dont know if that has anything to say.

Das Attorney
Dec 17 2010, 14:00
If you want to have a look at how the TorM1 system works, download the MMA suite and look in the init.sqf of mma_test_sams_addon.utes. It will have a set up for the Tor system.

There's another mission that has a breakdown of how to script it into your mission. I can't find it right now but it shouldn't be too difficult to find.

As far as I'm aware, Gossamers Warfare has the Mando script version, so you don't need to run the pbo. You should maybe PM Gossamer as it's part of the parameters he set up for his mission as it's something he could look at for you.

GossamerSolid
Dec 17 2010, 14:09
If you want to have a look at how the TorM1 system works, download the MMA suite and look in the init.sqf of mma_test_sams_addon.utes. It will have a set up for the Tor system.

There's another mission that has a breakdown of how to script it into your mission. I can't find it right now but it shouldn't be too difficult to find.

As far as I'm aware, Gossamers Warfare has the Mando script version, so you don't need to run the pbo. You should maybe PM Gossamer as it's part of the parameters he set up for his mission as it's something he could look at for you.

Hey there,

Where exactly do I set the launch position. I added the TOR like so in it's own setup file:



// The following scripts are for players only, no need to run on dedi servers
[]spawn
{
while {!alive player} do
{
Sleep 1;
};
//Taki shilka units will be simulated TORM1 launchers for players as gunners (missile idx 0)
_mcctypeaascript = "mando_missiles\mcc\mcc_types\mando_missilecontrolon_torm1.sqs";
[["ZSU_TK_EP1"], 8, 8, ["Air"], "TorM1 Console", _mcctypeaascript, [0,0,0,2], [0,1,0.25], 2, -1, 0, [], 3, 85]execVM"mando_missiles\mcc\mando_mccallow_by_type.sqf";
};

Das Attorney
Dec 17 2010, 15:24
[["zsu_tk_ep1"], 8, 8, ["air"], "torm1 console", _mcctypeaascript, [0,0,0,2], [0,1,0.25], 2, -1, 0, [], 3, 85]execvm"mando_missiles\mcc\mando_mccallow_by_type.sqf";
};
[/php]

Try altering this value (the one in bold) up a little bit. I could be wrong though...

I'm not too familiar with the way yours is setup. I always set it up in the init like this:


if (isServer) then
{
_posunit = 1; // 0 driver, 1 gunner
_ttype = ["Air"]; // Target type
_quantity = 12;
_minrange = 500;
_maxrange = 7000;
_rof = 12; // Up to 12 launches per minute
_pos = [0,0,0]; // Position of missile model relative to firer
_scan = 360; // Arc to scan around
_mink = 0; // No need to have knowsabout about the target to lock on it
_enemies = [];
_antimissile = true;
_fixed_firing_direction = false;
_initially_active = true;
_vangle = 85;

[tor1, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, _antimissile, _fixed_firing_direction, _initially_active, false, _vangle]exec"mando_missiles\units\attackers\mando_torm1.sqs";
};

Hope that helps :)

EDIT: In that example, the unit is called tor1 (the first element of the array).

GossamerSolid
Dec 17 2010, 17:50
I just went directly into the TOR MCC type script and changed this:



_launchpos = _params select 1


to



_launchpos = [0,0,2]


That should directly change it and should solve the issue.


Sorry to Mando and Echo for spamming your thread will useless mumbojumbo!

Evil_Echo
Dec 17 2010, 20:29
Seems non-spam content to me. And you are helping out a fellow Mando'er so why not?

Mandoble
Dec 18 2010, 17:34
Mando Missile ArmA 2.4Beta9.4 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready (Requires A2 or A2 + OA). Dont forget to read the online MMA readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) for more info.

2NVlBADA_0A

jcrA4gOYOA8

Changes in v2.4b9.4


Systems added for:

ANZAC mod (thanks to Andrew)
Pedagne mod (thanks to Jay)
Swedish Forces Pack (thanks to Jay)
Antonov225,il76,Ka60_GL_PMC,OWG_MI26,ou_ch_53d,ou_ch_46e (thanks to Jay)
Battle Star Galactica fighters and transports
Mig15s
ACE2 A10s and Su34s
RKSL EF2000

GMRLS and MRLS-SAM systems added for MLRS (optinal)
Dragon and NLAW systems (thanks to Xeno426)
Nuclear AGM86 and AGM84 systems for Gnat's B52
Harpoon systems for Gnat's B52
BAF Lynx full setup
Laser transmission fixed for units using laser designators different than the default BIS one (Kiowas, Lynx, ...)
BIS Flares removed automatically
IRak F14 GBU12 fixed
MCC Patriot improved to intercept new SCUDs
New Fallout console to track down fallout areas and radiation levels
Fallout aeras improved and ability to control fallout times (thanks to E.Echo)
SCUD console allowing to choose between air burst/ground burst
SCUD nuclear warhead types 4 and 5 for ground burst and air burst MIRVs
New mma_b52_test.Takistan test mission (Gnat's B52 addon required)
New mma_test_mlrs_addon.Chernarus test mission (MLRS as SSM or SAM)
New mma_galactica.astro412 Galactica Mod units test mission, including tractor bean
mma_test_nuke_addon.Takistan test mission modified including fallout console

Isola
Dec 18 2010, 18:17
oh god!
Thanx Mandoble!!
AAA+ addon!Gonna try it out !

Altimeter
Dec 18 2010, 18:42
For which version of the Battlestar Galactica ships is this? Does it work with them all? Because I dont have the very latest version, since it uses strange minigun-noises instead of the cool original sounds.

EDIT: Download wont work both with Mozilla and IE, it only downloads a 2KB "download.php" file.

Mandoble
Dec 18 2010, 18:57
Thanks Altimeter, download link fixed. BTW, it should work with older version of Galactica mod too.

Fisgas
Dec 18 2010, 21:06
I'm still having problems with firing Javelins with ACE. When i fire them, i get knocked out.

Isola
Dec 18 2010, 21:11
I'm still having problems with firing Javelins with ACE. When i fire them, i get knocked out.

same here.

Mandoble
Dec 18 2010, 23:40
Do you have that effect without ACE or only with ACE?

vengeance1
Dec 19 2010, 02:37
You never cease to amaze me with your ideas Mandoble, good stuff well done!:)

Fisgas
Dec 19 2010, 02:51
Do you have that effect without ACE or only with ACE?

Only happens with ACE.

ray243
Dec 19 2010, 05:55
BTW mando, is it possible for you some time in the future to add in nuclear explosions in water effects? And maybe add nuclear capabilities for the Gnat submarines, like nuclear torpedoes and nuclear ballistic missile.

Mandoble
Dec 19 2010, 07:08
ray243, actually the water effects are already there, try a ground burst detonation on water. But the effects are just for water surface explosions like this:
zaWSjxTZFMs
Underwater detonation effects are still missing.
And yes, I really would like to add more systems for Gnat's submarines and Gnat's navy in general, but it might imply some extra changes in the configurations of these addons or to have specific versions better suited to use MMA systems.

Fisgas, MMA Javelin has not changed in the last months, have you asked in the ACE thread? Is this happening for you after a particular ACE2 subversion? Or after a BIS patch? Does it happens for you with ACE2 alone?

Isola
Dec 19 2010, 08:26
Fisgas, MMA Javelin has not changed in the last months, have you asked in the ACE thread? Is this happening for you after a particular ACE2 subversion? Or after a BIS patch? Does it happens for you with ACE2 alone?

you're right,i have used javelin with mando without problems for ages,with or without ACE2,than suddenly this bug...
Something related to bis patch or ACE2 update

Isola
Dec 19 2010, 14:48
Latest ACE2 mod for OP+A-10 +last MANDO=No mode

Unable to use Maverick or AA missile....uhm...

Edit:sry for double post.

Mandoble
Dec 19 2010, 16:01
Isola, you are right! The introduction of ACE's A10 broke the A10 setup. Expect a new MMA version along this afternoon with the fix.

---------- Post added at 06:01 PM ---------- Previous post was at 05:34 PM ----------

Mando Missile ArmA 2.4Beta9.5 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready (Requires A2 or A2 + OA). Dont forget to read the online MMA readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) for more info.

2NVlBADA_0A

jcrA4gOYOA8

Changes in v2.4b9.5


A10 setup fixed (broken in 2.4b9.4)
Systems added for:

ANZAC mod (thanks to Andrew)
Pedagne mod (thanks to Jay)
Swedish Forces Pack (thanks to Jay)
Antonov225,il76,Ka60_GL_PMC,OWG_MI26,ou_ch_53d,ou_ch_46e (thanks to Jay)
Battle Star Galactica fighters and transports
Mig15s
ACE2 A10s and Su34s
RKSL EF2000

GMRLS and MRLS-SAM systems added for MLRS (optinal)
Dragon and NLAW systems (thanks to Xeno426)
Nuclear AGM86 and AGM84 systems for Gnat's B52
Harpoon systems for Gnat's B52
BAF Lynx full setup
Laser transmission fixed for units using laser designators different than the default BIS one (Kiowas, Lynx, ...)
BIS Flares removed automatically
IRak F14 GBU12 fixed
MCC Patriot improved to intercept new SCUDs
New Fallout console to track down fallout areas and radiation levels
Fallout aeras improved and ability to control fallout times (thanks to E.Echo)
SCUD console allowing to choose between air burst/ground burst
SCUD nuclear warhead types 4 and 5 for ground burst and air burst MIRVs
New mma_b52_test.Takistan test mission (Gnat's B52 addon required)
New mma_test_mlrs_addon.Chernarus test mission (MLRS as SSM or SAM)
New mma_galactica.astro412 Galactica Mod units test mission, including tractor bean
mma_test_nuke_addon.Takistan test mission modified including fallout console

Isola
Dec 19 2010, 16:11
Isola, you are right! The introduction of ACE's A10 broke the A10 setup. Expect a new MMA version along this afternoon with the fix.

---------- Post added at 06:01 PM ---------- Previous post was at 05:34 PM ----------

Mando Missile ArmA 2.4Beta9.5 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready (Requires A2 or A2 + OA). Dont forget to read the online MMA readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) for more info.

Great Mandoble!:D

Fisgas
Dec 19 2010, 20:47
Fisgas, MMA Javelin has not changed in the last months, have you asked in the ACE thread? Is this happening for you after a particular ACE2 subversion? Or after a BIS patch? Does it happens for you with ACE2 alone?

It seems like it started happening when they reworked the wounding system a few weeks ago. Only had it happen with ACE and i was testing with other people, they had the same issue.

Xeno426
Dec 20 2010, 09:24
I would have just suggested not using ACE. :p

Fisgas
Dec 20 2010, 16:21
I would have just suggested not using ACE. :p

Lol! Good one!

DangerMouse6
Dec 22 2010, 04:59
Couple questions:

Is there a way to have the apache gun follow your head movement when you use the trackir?

Also, when I try to change the HUD color it changes to orange for a split second and then goes back to green.

Thanks

Mandoble
Dec 22 2010, 07:49
DangerMouse6, I guess from the gunner seat you should be able, but better to have other Track-IR users repying to your question.

For the AH64 monocle to color is fixed to green on purpose, so the change hud color will have no effect.

Yokhanan
Dec 22 2010, 22:29
It seems like it started happening when they reworked the wounding system a few weeks ago. Only had it happen with ACE and i was testing with other people, they had the same issue.

I can confirm this is still the case when using ACE and Mando still, unfortunately. :(

viper0311
Dec 23 2010, 01:03
I am curious on how the automatic removal of flares. because the UH-1Y Venom for ACE doesn't have the flares removed. At first I thought (oh, maybe because it doesn't have flares on the vanilla ARMA), but the MV-22 doesn't either and it's flares are automatically removed. Does it have to do with the MV-22 having 240 flares compared to 60 for the UH-1Y? Just curious

GossamerSolid
Dec 23 2010, 01:51
I think for the sake of Mando's sanity he should stop devving mando for ACE lol. It seems to have many problems working with mando.

BigMorgan
Dec 23 2010, 03:43
Bah, goss, keep your nose outta other peoples business :p

Thanks, Mando and Echo, for all the work implementing the changes we asked for. :D

Evil_Echo
Dec 23 2010, 15:36
Mando is not one to give up easily. Sanity is such a minor thing anyway.
:smiley-evil:

But thanks for the good words. Alway doing our best to make it even better.

Reezo
Dec 24 2010, 03:30
I've just stepped into an AH-1Z during a night training flight and I night vision does not work when in "cannon camera" (right click while in cockpit) and in AGM camera views.

I am sure they worked before, so my guess is..ACE v1.7 STABLE incompatibility?

Evil_Echo
Dec 24 2010, 04:18
When in doubt, test the situation without ACE ( or any other mod for that matter ).

Mandoble
Dec 24 2010, 06:31
I am curious on how the automatic removal of flares.

Viper, MMA is removing automatically the following magz:

"60Rnd_CMFlareMagazine"
"120Rnd_CMFlareMagazine"
"120Rnd_CMFlare_Chaff_Magazine"

Might be the chopper you did mention is using a different type of magazine for the flares.

Reezo
Dec 24 2010, 14:37
When in doubt, test the situation without ACE ( or any other mod for that matter ).

Will do, I am about to test it more methodically, all I know is that night vision in camera mods used to work correctly with:

- Mando Missile ArmA 2.4Beta9.5 (script version)
- ACE v1.7Pre-RC
(minor glitch was that every time you closed the camera view night vision would deactivate, and you found yourself wondering .. what's this black screen? but it was just a matter of reactivating night vision to get it back to work).

now, with the same exact mission and with ACE v1.7 Stable night vision in camera mods does not activate.

More feedback soon,

viper0311
Dec 24 2010, 16:54
Viper, MMA is removing automatically the following magz:

"60Rnd_CMFlareMagazine"
"120Rnd_CMFlareMagazine"
"120Rnd_CMFlare_Chaff_Magazine"

Might be the chopper you did mention is using a different type of magazine for the flares.

Your right, on the UH-1Y venom, the name for the Flares are

"60Rnd_CMFlare_Chaff_magazine"

And thanks again for all you have done. I really dont care too much about this because it is just one helicopter, so don't feel like you need to do anything about it anytime soon (or if at all, it wouldn't bother me). I was just curious on how the system worked.

Mandoble
Dec 25 2010, 07:42
I was just curious on how the system worked.

The system mechanics is way easy:


[]spawn
{
while {true} do
{
{
if ("CMFlareLauncher" in (_x weaponsTurret [-1])) then
{
_x removeMagazinesTurret["60Rnd_CMFlareMagazine", [-1]];
_x removeMagazinesTurret["120Rnd_CMFlareMagazine", [-1]];
_x removeMagazinesTurret["120Rnd_CMFlare_Chaff_Magazine", [-1]];
}
else
{
if ("CMFlareLauncher" in (_x weaponsTurret [0])) then
{
_x removeMagazinesTurret["60Rnd_CMFlareMagazine", [0]];
_x removeMagazinesTurret["120Rnd_CMFlareMagazine", [0]];
_x removeMagazinesTurret["120Rnd_CMFlare_Chaff_Magazine", [0]];
};
};
Sleep 0.01;
} forEach vehicles;
Sleep 5;
};
};


Now the magazine you are talking about is
"60Rnd_CMFlare_Chaff_magazine"
or
"60Rnd_CMFlare_Chaff_Magazine" ?

ray243
Dec 25 2010, 07:59
Mando, no offense, but do you consider MMA realistic?

Also, isn't the Apache HUD a little cluttered?

Mandoble
Dec 25 2010, 09:24
As you can modify all the firing parameters, detection parameters, lock on type and times, flares effectiveness, warhead power, etc at mission level, you can try to go for realism or for gameplay balance. Of course you can also create new systems, change countermeasures effectiveness too.

Even the huds are customizable, so at mission level you can declutter them at will.

I think the default settings that comes with the addon and script suite are a good mixture between realism and gameplay.

Remember that main target of MMA is to provide mission designers with maximum flexibility, not just to force the mission editor to use the systems and setups as they come by default.

Evil_Echo
Dec 25 2010, 12:36
Based on dialogs between Mando and I have over details of the nukes, I'd say he is a person that strives for realism. However striving is a goal, not an endpoint - at times you run into limits in the game engine and have to compromise.

Note well, Mando does not replace models or sounds as a policy. That leads to maximum portability and compatibility. It also means the uber-alert RWR light on upper left part of the Deathmaster 5000 panel will not light up, since the original mod maker did not make it light up either.

Since MMA is a toolkit, adding your own code to make the blinkenlighten work is quite possible. Likewise for adjusting any weapons parameters. In one of my missions I wanted a PAC-3 varient of the Patriot missile. So tweeked the ranges, speed, etc of a copy to fit my needs. Easy and fun to do.

GossamerSolid
Dec 25 2010, 15:57
Mando, no offense, but do you consider MMA realistic?

Also, isn't the Apache HUD a little cluttered?

Do you consider MMA way more realistic and better than vanilla targetting? That's all I asked myself after playing with MMA for the first time about half a year ago lol.

I hate playing vanilla targetting now, I inject mando into all missions I play :)

viper0311
Dec 25 2010, 17:21
Now the magazine you are talking about is
"60Rnd_CMFlare_Chaff_magazine"
or
"60Rnd_CMFlare_Chaff_Magazine" ?

Oh, my bad, it is "60Rnd_CMFlare_Chaff_Magazine"
I forget ot capitalize the "m" in magazine.
And thanks for taking the time to explain it.
Also, have a Merry Christmas Mando (or Happy Holidays if you don't celebrate Christmas)

mankyle
Dec 25 2010, 17:53
If someone had told me that this are Mando Missile equipped vehicles in Arma 2 instead of VBS2 I would believe it.

These Patriots look very nice (and Mandoed)

http://www.youtube.com/v/hk1oozqRyG0&hl=en_US&feature=player_embedded

Xeno426
Dec 25 2010, 20:07
If someone had told me that this are Mando Missile equipped vehicles in Arma 2 instead of VBS2 I would believe it.

These Patriots look very nice (and Mandoed)

http://www.youtube.com/v/hk1oozqRyG0&hl=en_US&feature=player_embedded

Damn, I would love to have some of those models in ArmA2. The Patriot and Su-17 in particular.

Mandoble
Dec 26 2010, 10:34
you're right,i have used javelin with mando without problems for ages,with or without ACE2,than suddenly this bug...
Something related to bis patch or ACE2 update

Im guessing ACE2 might be tracking the fired round and conclude that if not present the round have exploded. As MMA replaces the fired round by one MMA controled it might happen that ACE2 creates a blast effect where the initial round was seen the last time (in the face of the firer).

I cannot test with ACE2 (too big to fit here), so I'm only guessing. I will send the originally fired round far away in the outer space before removin g it, might be it solves the problem. Expect a test version in few hours.

Metralla
Dec 26 2010, 10:54
Mando Missiles and ACE should be 100% compatible, because what one lacks, the other has it or that what I think, although I'm not an expert aout Arma 2 modding
. :D

Isola
Dec 26 2010, 11:09
Im guessing ACE2 might be tracking the fired round and conclude that if not present the round have exploded. As MMA replaces the fired round by one MMA controled it might happen that ACE2 creates a blast effect where the initial round was seen the last time (in the face of the firer).

I cannot test with ACE2 (too big to fit here), so I'm only guessing. I will send the originally fired round far away in the outer space before removin g it, might be it solves the problem. Expect a test version in few hours.

here we are Mandoble!
http://dev-heaven.net/issues/16246

mankyle
Dec 26 2010, 11:09
Deberia ser mando misiles y Ace 100% compatible si o si, lo que le falta a uno lo tiene el otro... o eso creo vamos que no soy un esperto en el tema de los mod para Arma2.

This is an english forum, please post in english. Otherwise the moderatos will punish you.

Translation for the non spanish speaking forumites:

Mando Missiles and ACE should be 100% compatible, because what one lacks, the other has it or that what I think, although I'm not an expert aout Arma 2 modding

Mandoble
Dec 26 2010, 12:02
Good, then it seems we will have two fixes in parallel ;)

About the Patriot, VBS2 may have that and we may have the same for A2 as long as the launcher object is modelled (the box with the 4 tubes) following the same system used by Jackass (BOS) for his Sea Sparrow launcher.

vzJ-eV4w_6E


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

Sickboy
Dec 26 2010, 12:13
Javelin knock-down solved earlier this morning; http://dev-heaven.net/issues/16246 (oh just see it was linked already ;-D)
@<hidden>; ACE Core is only 120 MB, that's all you need if you'd like to check things.

Mandoble
Dec 26 2010, 12:51
120Mb is close to the limit, but it would fit (I guess 120Mb uncompressed). Good to know you have already applied a fix, another one will be applied MMA side so any replaced round will be first moved 60Km high, and removed 6 seconds later.

Evil_Echo
Dec 26 2010, 13:05
Mando Missiles and ACE should be 100% compatible, because what one lacks, the other has it or that what I think, although I'm not an expert aout Arma 2 modding
. :D

First off, I don't want to trigger any flame wars - going to tread very lightly in this minefield.

1. Both mods are hugely popular and rightly so.
2. Both encourage portability and ease of interface with other mods.
3. Both have good technical support, provide quick turn-around to reported issue, and have an active presence on forums.

The issues....

1. Trying to make any mod compatible with another is a lot of work. Unless the teams are in close synch, one side will always be playing catch-up to the other.
2. ACE and MM take very different technical approaches to how they write mods. That's not a bad thing, but it does make interconnecting the two more difficult.
3. In terms of documentation or interfaces to access inner components, both mods have sections that are opaque. Without enough information/tools, you can't do much to bring the two together.

All that being said, there is much that could be done with ACE and MMA to improve how their mods work together. 100% compatible may not be achievable, but more compatible is certainly possible if the right people get together. I'm definitely not one of the right people. Mando decides here.

Mandoble
Dec 26 2010, 13:19
Is that aside of the Javelin problem is there anyother compatibility issue?

Sickboy
Dec 26 2010, 13:23
Thanks for the workaround too, better two than none, eh ? :D
I would also gladly hear about existing issues, neither one of us can do much without reports :)

Reezo
Dec 26 2010, 15:08
Is that aside of the Javelin problem is there anyother compatibility issue?

- Night vision not working in camera modes (does not turn on..only normal/FLIR is possible)..used to work perfectly;

- MINOR ISSUE: Night vision used to reset once exiting Camera mods (you would get back in a dark helicopter and then..oh wait..must be NV off..).

Metralla
Dec 26 2010, 15:20
First off, I don't want to trigger any flame wars - going to tread very lightly in this minefield.

1. Both mods are hugely popular and rightly so.
2. Both encourage portability and ease of interface with other mods.
3. Both have good technical support, provide quick turn-around to reported issue, and have an active presence on forums.


That is why I think it is a shame that these 2 mods can not be 100% compatible, otherwise the immersion of the game would be more fun within your means. ;)
Either way it is appreciated that both mods have to enjoy it more if this game. :868: :pet2: :rofl:

Evil_Echo
Dec 26 2010, 18:07
Ok then - the issue of compatibility has been discussed enough. Let's move on.

Mandoble
Dec 26 2010, 19:13
MMA Test Javelin Fix (http://www.telefonica.net/web2/mandoble/mma_test_jav.utes.rar)

In addition to the fix already included inside ACE2, there is another extra one inside MMA for the Javelin issue, which should be gone.

Another change is the Engine On criteria in order to lock on with TOP and DIR modes, now if the vehicle has consumed some fuel it will be "lockable", even with engine stopped.

Albertors, NV are always turned off automatically when you activate any TV, this is not a bug, basically, if the camera emits a black image, NVs cannot intensify anything there, so your only tool would be the FLIR. Now, if the NV were ON when TV was activated, NVs will be ON again when TV screen is closed (the minor issue).

NV effects, if present, are kept only with MCC cameras (B52, F4, F15, F111, Torm1, Patriot, ...).

The above test mission is just to confirm that the problem is definitively gone, if so these changes will be included in next MMA release.

Reezo
Dec 26 2010, 21:29
Albertors, NV are always turned off automatically when you activate any TV, this is not a bug, basically, if the camera emits a black image, NVs cannot intensify anything there, so your only tool would be the FLIR.

Makes perfect sense, thank you!


Now, if the NV were ON when TV was activated, NVs will be ON again when TV screen is closed (the minor issue).
Thanks for fixing the minor issue!

viper0311
Dec 27 2010, 01:17
Is that aside of the Javelin problem is there anyother compatibility issue?

I was testing out the other launchers with mando, and I noticed this same problem with the 9K38 Igla when crouching, the 9K32 Strela-2 with crouching, and the M47 Dragon.
I posted an update on the ACE issue tracker that dealt with the Javelin issue.

Yokhanan
Dec 27 2010, 02:01
Viper, correct. Those launchers including the NLAW also have this issue too. I only noticed the Javelin myself since that is usually the only one I use--other than the AT4, heh.

DangerMouse6
Dec 27 2010, 05:02
DangerMouse6, I guess from the gunner seat you should be able, but better to have other Track-IR users repying to your question.

For the AH64 monocle to color is fixed to green on purpose, so the change hud color will have no effect.

Thanks for the clarification on the HUD. Hopefully someone has figured out how to tie the guns to TIR.

Another question: Is there any way to bind a key to each mode? Instead of one key to cycle modes, I'd like to have a different key for each mode so that I can bind them to the 3 position dogfight switch on my stick.

I'd also like to bind keys for menu options. I'd like a specific key for each MFD, for example, as well as a specific key to toggle the hud on and off so that it isn't necessary to scroll through a menu to get at these features.

Is this currently doable?

Mandoble
Dec 27 2010, 08:29
Viper, Betsalel, have you tried the mission posted yesterday (http://www.telefonica.net/web2/mandoble/mma_test_jav.utes.rar) with the jav fix? The fix applied there should affect to all the missiles, not only to the javelin. I have modified the mission adding also some enemy choppers and an Stinger soldier so you can choose from the editor which one to use as player.

DangerMouse what you propose is pretty doable, but long time ago I decided to use the very minimum possible number of keys to prevent compatibility problems with other mods as well as with A2 itself (as 99% of the keys already have a purpose in-game). What I've done (and you can test in the mission linked in this post jumping in the A10 to the right of the player) is to allow forward and backward HUD mode switching (pressing at the same time RIGHT-SHIFT). So, for default MMA key settings press L.CTRL to switch to next HUD mode and press R.SHIFT + L.CTRL to switch to previous HUD mode.

Sickboy
Dec 27 2010, 09:40
.. please ignore, questions already answered :D
(Mando Jav-workaround works for all launchers)

Mandoble
Dec 27 2010, 09:58
Finally some clear input, thanks Sickboy :)
A new release including these changes will be ready for tomorrow.

Mandoble
Dec 27 2010, 18:31
Mando Missile ArmA 2.4Beta9.6 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready (Requires A2 or A2 + OA). Dont forget to read the online MMA readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) for more info.

vzJ-eV4w_6E


Changes in v2.4b9.6


Compatibility fix for all the fired missiles and ACE2
R-SHIFT + MMA HUD Change mode key (L-CTRL by default) to switch to previous HUD mode
Fix for BOS SeaSparrow launcher, sometimes it tried to intercept its own fired missiles
RKSL MMA rearming configurations for all the EF2000 weapon combinations
Gnat's "next bomber" systems and MMA rearming options (more nuclear weapons for OPFOR)
If NVG were on when activating a TV system, they will be ON again when closing the TV dialog
Vehicles with engines turned off are now "lockable" as long as they have consumed some fuel
Gnat's B52 gunner now has CCIP HUD mode for the free fall bombs (usable also from gunner's optics)
Australians At War (AAW mod) systems for choppers (thanks to Jay)
ACE's ACE_AH6_GAU19_FLIR flares + navigation HUD
Myke's MOAB bomb ground and GPS guidance for C130s
Systems for Lingor's Mig21s

Trekari
Dec 27 2010, 18:39
Still no support for TrackIR to control the AH-64 30mm cannon. :( As cool as this mod is, that just kills me a little inside every time a new version comes out without that support.

GossamerSolid
Dec 27 2010, 19:07
Still no support for TrackIR to control the AH-64 30mm cannon. :( As cool as this mod is, that just kills me a little inside every time a new version comes out without that support.

I'm pretty sure he already told you he couldn't support it as he doesn't have TrackIR himself.

Reezo
Dec 27 2010, 19:47
Thanks Mandoble, I take this as another christmas present! Updating my missions now ;)

domokun
Dec 27 2010, 20:10
I'm pretty sure he already told you he couldn't support it as he doesn't have TrackIR himself.

I guess then that the TrackIR community are going to have to offer him one.
Mando: you got a PayPal account?

Mandoble
Dec 27 2010, 20:44
domokun, Trekari, all I know about TrackIR is related to flight sims (Aces High for example), where your sight is attached to TrackIR. In all the cases the game itself did need to have built-in TrackIR support.

I dont know whether TrackIR allows you to link mouse movement to the device, if so, FreeLook mode + TrackIR controlling the mouse should work (L.ALT to enter freelook in A2). Also, if TrackIR allows you to program keystrokes based on head angle, then you can program Num KP 4, 6, 8 and 2 to control MMA TV systems with it. So far that's all I can tell about TrackIR. If what you are looking for is to enslave a chopper's gun to TrackIR, then it is a request for BIS, I cannot do anything at scripting level to allow that.

DangerMouse6
Dec 27 2010, 21:17
domokun, Trekari, all I know about TrackIR is related to flight sims (Aces High for example), where your sight is attached to TrackIR. In all the cases the game itself did need to have built-in TrackIR support.

I dont know whether TrackIR allows you to link mouse movement to the device, if so, FreeLook mode + TrackIR controlling the mouse should work (L.ALT to enter freelook in A2). Also, if TrackIR allows you to program keystrokes based on head angle, then you can program Num KP 4, 6, 8 and 2 to control MMA TV systems with it. So far that's all I can tell about TrackIR. If what you are looking for is to enslave a chopper's gun to TrackIR, then it is a request for BIS, I cannot do anything at scripting level to allow that.

That might be an option. Do any of the TIR folks know if you can switch TIR to mouse mode on the fly with a key?

I do hope I'm not sounding ungrateful, I just have no idea how these things work. Is there some kind of text file that I could go into to bind specific keys to each HUD mode, or specific keys to bring up each MFD, or keys to bind to things that show up as scroll wheel menu options in game but not in the controls menu to assign keys?

domokun
Dec 27 2010, 21:40
domokun, Trekari, all I know about TrackIR is related to flight sims (Aces High for example), where your sight is attached to TrackIR. In all the cases the game itself did need to have built-in TrackIR support.

I dont know whether TrackIR allows you to link mouse movement to the device, if so, FreeLook mode + TrackIR controlling the mouse should work (L.ALT to enter freelook in A2). Also, if TrackIR allows you to program keystrokes based on head angle, then you can program Num KP 4, 6, 8 and 2 to control MMA TV systems with it. So far that's all I can tell about TrackIR. If what you are looking for is to enslave a chopper's gun to TrackIR, then it is a request for BIS, I cannot do anything at scripting level to allow that.

Thanks for the suggestion. I was actually just suggesting that we (TIR community) get you a TrackIR, not so much as an invitation to develop this aspect but more to thank you for all you work ;)

Mandoble
Dec 27 2010, 21:56
Thanks domokun, appreciated but not needed as I rarely play ;)

DangerMouse I think I already answered to some these questions few post above, with new 2.4B9.6 you can program R.SHIFT+R.CTRL to move to previous HUD mode, R.CTRL to move to next. Once you are in TV mode (MFD), you can control the camera with Numpad keys which you can program in a joy hat. While in TV MFD you can use TAB to lock on/unlock and L.WIN to fire. And if your joy can simulate a 3 Mouse button click or mouse W. click you will have the menu actions list open, then probably you will be able to move up down with UP/DOWN keys directly.

ray243
Dec 28 2010, 06:47
Mando, a little off topic but you might want to have a look at:

http://www.moddb.com/mods/wicmw

The mod have some pretty cool missile system.

There's another indie game in the works, which have some amazing missile system also, but I couldn't find the link on MODDB. :(

Its to do with Strategic Defense Initiative or something. Mostly based on missiles. I think its a RTS game.

Mandoble
Dec 28 2010, 09:31
That game looks really nice Ray.

For script suite users, find here an update of the MMA Javelin custom script (http://www.telefonica.net/web2/mandoble/custom_hud_javelin.sqf). It determines better if NFOV or WFOV is active and it adds a dynamic white square surrounding the locked on target. Just put that script inside mando_missiles\huds\custom folder and your Javelin will look like this:

u7qI-WhPMa8

If it works well for everybody, it will be included into next MMA release.

Metralla
Dec 28 2010, 10:40
It looks a little weird white box surrounding the target, could not be a part of 4 corners? :D

bearking19
Dec 28 2010, 12:51
I hate it how everytime I have a nice firefight going on in the background and the performance is decent, not perfectly great bout 40ish fps, and I use the MMA agm for apache, the console just goes all sluggish. Other than that I love what mndo missiles has done to all the planes and missiles, seriously awesome stuff,just that annoying lag sometimes.

Trekari
Dec 28 2010, 17:21
Mando

Thanks for the explanation about TrackIR. I'm not a scripter, or a mod-maker of any kind. All I know is that you've said the gun tracks via FreeLook just fine, so I was hoping that there was a way to make it track via TrackIR.

If this is beyond your ability, then I apologize for pushing for it. If not, then perhaps someone with more scripting/programming knowledge than myself can help find a way to make it work.

After all, who doesn't want to shoot things with a 30mm cannon simply by looking at their target? :) If that feature were somehow implemented, you'd never get me out of the front seat of the Apache.

Here's hoping it isn't something BIS needs to implement, or we'll be waiting until ArmA 3 I'm afraid.

Mandoble
Dec 28 2010, 18:09
Trekari, this is something beyond the capability of the current script commands, so yes, I guess this is something that BIS needs to implement or something that could be configured within the TIR.

Free Look mode enslaves the sight to the mouse movements, but by default AH64 gun is already enslaved to mouse movements (from gunner position). If TIR allows you to use it as a "fake" mouse, then problem solved.

[APS]Gnat
Dec 29 2010, 03:34
Hey Mandoble.
How are sounds done in this mod these days?
I always thought many of your sounds were "global" (heard everywhere).
I was looking at the "createSoundSource" command and wondered if you could simply attach the missile sound to the actual missile so it all faded out correctly.

Mandoble
Dec 29 2010, 06:42
Hi Gnat,
engine the sounds are played this way
_mis say3D [_sound, 200];
and that 200 is the cause they can be heard almost everywhere in an small island. I will remove the 200, but then probably the missile will be hardly audible at all.
You can also change that in \mando_missiles\mando_missile.sqf and test:
_mis say3D [_sound, 200]; >>>> _mis say3D _sound;

EDIT: And, of course, the sound can also be set to "", so that the missile just generates only its own sound (if any) configured in the corresponding addon.

Mandoble
Dec 29 2010, 10:49
bearking19, expect a big performance boost for the TV systems in next release ;)

Xeno426
Dec 29 2010, 20:24
I've noticed that your included mando_portable mod doesn't address weapons like the static launchers, AT5, AT11, M47 or NLAW. I've created an updated version that addresses these issues.
http://www.mediafire.com/?41kutuz723lkvxs
It comes signed with its own bikey. If you want, I can send you the private key or you can resign it and release it with your next update.

Mandoble
Dec 29 2010, 20:39
That is a quite interesting contribution Xeno :bounce3:
I guess it doesnt need any new signature and it can be included in next release as it is. Also, if you have a permanent place for it (assuming it might be improved by you with more launchers in the future) I can add a permanent link to that page in the MMA frontpage and in the MMA online help.

[FRL]Myke
Dec 29 2010, 20:57
I've noticed that your included mando_portable mod doesn't address weapons like the static launchers, AT5, AT11, M47 or NLAW. I've created an updated version that addresses these issues.
http://www.mediafire.com/?41kutuz723lkvxs
It comes signed with its own bikey. If you want, I can send you the private key or you can resign it and release it with your next update.

Lads, don't get me wrong, i trust Mandoble 100%, but nevertheless i have to say it public since the proposition was made public: never ever give away your private key!

Again, it's not that i don't trust Mandoble. I say this so people reading this just know that private keys never should be give away. I hope you both understand the point i'm making and don't take offense.

ray243
Dec 29 2010, 21:41
There's support for wire guided missiles right? You actually guide it right? Sorry for the dumb question.

Mandoble
Dec 29 2010, 21:57
Yes, for TOW, Metis, AS.11 and others. You can fire Hellfires from camera without a lock a guide them manually moving the camera's center.

For TOW, for example, you must aim in the direction of the launch, and then drive the missile smoothly into the target. If you move the sight too fast away from the missile, you will lose the guidance, if you aim at the missile again, you will get control again.

Wintercross
Dec 29 2010, 23:37
Hey Mandoble, is it possible to set up mando console/bombs to either have respawning support requests, or to have the requests use supply/money from warfare?

I want to be able to integrate the support console for warfare for when I have LANs.


EDIT

I'd realy appreciate some help in getting the air support console working properly in a warfare game, I can't seem to get it to work right. X_x

A6-Intruder
Dec 30 2010, 09:06
Comparison of Mando CIWS and Real World

q3evYhxWjvU

Mandoble
Dec 31 2010, 06:37
Wintercross, I'm not any expert in Warfare mechanics, but for the console you have a full set of global variables which value you can change dinamically, so you can actually buy more support planes, or missile strikes, or recco missions, etc. You have the full list of globals in the included pdf and in the online help.

A6-Intruder, that's a pretty awesome video. Hopefully you will see more systems like these in the near future.

BTW, these are the BOS (Jackass) models, available here (CIWS guns and Sea Sparrow launcher) (http://www.armaholic.com/page.php?id=11820).

GossamerSolid
Dec 31 2010, 16:49
Hey Mandoble, is it possible to set up mando console/bombs to either have respawning support requests, or to have the requests use supply/money from warfare?

I want to be able to integrate the support console for warfare for when I have LANs.


EDIT

I'd realy appreciate some help in getting the air support console working properly in a warfare game, I can't seem to get it to work right. X_x

What version of warfare are you using? I can help you if it's an older version of Benny's or my warfare.

*TCF*Jackal
Jan 4 2011, 11:13
Hi all,

looking for a little bit of help if possible. Im trying to add the support console to my mission so that if a player picks up the UAV Backpack he can then access the console. It is a very simple 2 player COOP which I host on my own PC.

So in my init.sqf I have the following line along with the usual bits of code associated with MMA:
["Request Air Support", {"US_UAV_Pack_EP1" in weapons player}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";
};

I have confirmed that MMA is working fine by changing the condition for accessing the console to a simple time time based trigger which sets an objective to complete, thus enabling access to the console.

I dont seem to be able to get it to work based on an item or piece of kit which the player is carrying. I had this working aaaaaages ago so Im not sure if im missing something obvious.

Thanks guys.

EDIT!! Ignore the typo in "mando_giveme_console.s qf" Not sure where that space has come from. Could be the forum.

GossamerSolid
Jan 4 2011, 14:27
Voted Mando Missile Mod in the 2010 BIS Community Awards :)

hope you win!

Mandoble
Jan 4 2011, 23:21
Jackal, try with:


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


Thanks GossamerS ;)

Wintercross
Jan 5 2011, 07:37
What version of warfare are you using? I can help you if it's an older version of Benny's or my warfare.

I actualy wanted to use standard BIS warfare, though I wouldn't mind working with one of the Bennys versions.

Rubberkite
Jan 5 2011, 10:16
Voted Mando Missile Mod in the 2010 BIS Community Awards :)

hope you win!

quote Goss I will vote Mando Missile too

About interface size I ask you to take in consideration to release a version for very small setting because I'm almost sure that it's the most used interface size, due to too much big unit icon and text size of others

About vote:

I don't understand people that doesn't like your addon and and usually play a simulation... when they are on land... when they board air vehicle they switch to arcade tab lock system and they are happy?! ( same for javelin and portable launchers ! )

I can't play without mando systems!

thank you to your support after release and to your effort to enhance the ArmA Missile system, I hope to see next release soon ;)

requested future features for me:

User Friendly GUI for rearming system
Interface more readable with very small interface setting


cheers

*TCF*Jackal
Jan 5 2011, 18:23
Jackal, try with:


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


Thanks GossamerS ;)

Thanks Mandoble, I will try that this evening :)

GossamerSolid
Jan 5 2011, 19:58
I actualy wanted to use standard BIS warfare, though I wouldn't mind working with one of the Bennys versions.

I'm not too sure how BIS Warfare entirely works as I do not use it myself. If you do work on my version or an older version of Benny's, I can most likely help you. I don't know about his newer versions though as he changed the way all variables are stored (I believe).

Mandoble
Jan 6 2011, 09:19
MMA Scoring system is being heavily revisited. It will catch the kills better to assign BIS score and it will keep also an internal score per player counting MMA kills.

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

*TCF*Jackal
Jan 6 2011, 10:26
["Request Air Support", {typeOf (unitBackpack player) == "US_UAV_Pack_EP1"}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";

Worked perfectly! I would never have been able to figure that out. Many thanks Mandoble.

GossamerSolid
Jan 6 2011, 14:58
MMA Scoring system is being heavily revisited. It will catch the kills better to assign BIS score and it will keep also an internal score per player counting MMA kills.

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

Thank you very much for working on that aspect of MMA.

I can't wait for it to be released :)

granQ
Jan 6 2011, 22:48
anyone knows how I can get in contact with Jay? noticed he fixed mando missiles for SFP.. something I wanted for a long time but never got around to do. Want to thank him and also talk some..

jay, if you see this, please pm me :)

Isola
Jan 11 2011, 16:33
a question....have you changed your default lock key from "tab" to something else?
Because if i look at a target using the monocle i have to push "Alt" key,plus the lock key "Tab" the result is Alt+Tab = Back to desktop.
Strange question i know but i thought there is a trick for that without changing shortcuts.

GossamerSolid
Jan 11 2011, 18:08
a question....have you changed your default lock key from "tab" to something else?
Because if i look at a target using the monocle i have to push "Alt" key,plus the lock key "Tab" the result is Alt+Tab = Back to desktop.
Strange question i know but i thought there is a trick for that without changing shortcuts.

Press Alt twice to turn on the free look, then you can freely tab lock.

Mandoble
Jan 11 2011, 18:09
No, but lock on is not TAB, it is Lock Targets key, which by default A2 has assigned to TAB. Check in your controls setup what do you have assigned to Lock Targets.

By default ALT toggles between A2 free look (view with the mouse) and fixed view, you dont need to use FreeLook in order to lock on, while obviously it helps as you can move the monocle with the mouse.

Isola
Jan 11 2011, 18:55
No, but lock on is not TAB, it is Lock Targets key, which by default A2 has assigned to TAB. Check in your controls setup what do you have assigned to Lock Targets.

By default ALT toggles between A2 free look (view with the mouse) and fixed view, you dont need to use FreeLook in order to lock on, while obviously it helps as you can move the monocle with the mouse.

thanks mandoble!
Just figured out the "double tap" trick for free lock camera :)

Another quick question,from gunner position can u lock target without using the "camera" mode?
Can't lock the target using the "lock target" key:confused:

Mandoble
Jan 11 2011, 19:20
It depends on the plane/chopper. For example you can from AH64 but you cannot from AH1Z. From the AH1Z gunner's "HUD" you can "spot" targets and then you switch to the TV in order to engage them from long range. These details make a chopper more expensive than the other.
Of course at mission level you can change all these default configurations and provide the AH1Z gunner with all the tools to destroy the entire world ;)

Isola
Jan 11 2011, 20:48
Concerning my problem with locking target from gunner ,without any addons it works.Only with mando+CBA.....now i try with ACE as well...

Edit:CBA+ACE+Mando = no lock from gunner position
CBA+Mando = Fine!

ACE version b.452 (ACE 1.7-U2)

Mandoble
Jan 11 2011, 21:33
Check if within ACE config there is anything assigned to TAB key, and if so, assign it to another key and re-test.

Isola
Jan 11 2011, 22:24
Check if within ACE config there is anything assigned to TAB key, and if so, assign it to another key and re-test.

thanks,only a keybinding problem.

=]PF[= Soul
Jan 12 2011, 22:45
Hi, I have both Arma2 and OA through steam. I have an option when launching from steam to play in combined operations but it does not load your mod when I try this, but i can play with it on arma 2 and OA standalone. am i not putting the files in a location that i should be or any other ideas?

Xeno426
Jan 14 2011, 23:46
PF[= Soul;1833287']Hi, I have both Arma2 and OA through steam. I have an option when launching from steam to play in combined operations but it does not load your mod when I try this, but i can play with it on arma 2 and OA standalone. am i not putting the files in a location that i should be or any other ideas?
The mod has to be either loaded into the mission that you are playing or must be initialized in the mission. Otherwise it won't work. Mando's readme tells you how. (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg1)


Mando, I have a few requests.


Ability to set what kind of FLIR the MMA camera uses separate from the style of daylight camera used
Ability to set whether or not an MMA camera has FLIR
Ability to change the level of zoom available to different MMA systems
MMA with zoom beyond the "100" currently available
Ability to set discrete zoom levels in MMA, like x7 and x23

Mandoble
Jan 15 2011, 19:25
I will consider these points Xeno.

MMA SAM Site control for players will be included in the next release as well.

TEgM_jvl7pw

Mr. Charles
Jan 15 2011, 19:27
The sounds are creepy lol^^

Kremator
Jan 15 2011, 19:58
Superb work as usual Mandoble!

Reezo
Jan 15 2011, 20:39
Excellent! Thanks Mandoble!

NoRailgunner
Jan 16 2011, 15:06
Got these error warnings while flying the AH64:

File mando_missiles\huds\custom\custom_hud_apache.sqf, line 227
Error in expression <h select _i) select 0,(_posh select _i) select 1,((_posh select _i+1) select 0)->
Error position: <select 1,((_posh select _i+1) select 0)->
Error Zero divisor
.
File mando_missiles\huds\custom\custom_hud_apache.sqf, line 246
Error in expression <h select _i) select 0,(_posh select _i) select 1,((_posh select _i+1) select 0)->
Error position: <select 1,((_posh select _i+1) select 0)->
Error Zero divisor
and got HUD errors flying with some other aircrafts.

Mandoble
Jan 16 2011, 20:02
With the addon? not modified script suite? When doing something?

Xeno426
Jan 16 2011, 20:07
I got the following error when I blew myself up on the runway with the Su-25 after firing a Kh-29.
I was using the script suit.
http://i27.photobucket.com/albums/c173/Xeno426/th_errorafterdeath.jpg (http://s27.photobucket.com/albums/c173/Xeno426/?action=view&current=errorafterdeath.jpg)

Rubberkite
Jan 17 2011, 07:15
MMA Scoring system is being heavily revisited. It will catch the kills better to assign BIS score and it will keep also an internal score per player counting MMA kills.

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

This was my dream until I start to use Mando on warfare tournament...
My think was, this is really nice, should be perfect if it counts kill on table too better than BIS that almost all time doesn't work if vehicle blow 1 second later the hit!

when you've something ready if you want I can test, you can use your warfaredev ftp account to upload ;)

thank you for continue 360° support to mission maker, and to continuos development of your outstanding addon suite.

cheers

Rubber

---------- Post added at 09:15 AM ---------- Previous post was at 09:13 AM ----------

P.s. should be fine, to add tournament best pilot table that kills from air vehicle are counted for example with some rpt entry or listed in different table

:)

[APS]Gnat
Jan 17 2011, 07:59
Awesome consule there Mandoble!

NoRailgunner
Jan 17 2011, 13:48
There was no MMA logic in this mission = (HUD) script warnings. :o
If only all or most issues/problems could be solved that way...

xx-LSD-xx
Jan 21 2011, 06:00
I'm having issues with the NLAW missles detonating before they get to a target that is over 300m away in all modes. anyone know how to fix this? I run the script suite on our server (Domination 2.54/mando v2.4b96.) no mods,no ace.

twisted
Jan 21 2011, 09:28
excuse me for not finding it in over 2000 posts in this topic, but is there a tutorial/guide on making own hud for helicopters? i want to make a basic one for basic helicopters just showing up and down movement and angle of helicopter.

Mandoble
Jan 21 2011, 11:22
twisted, I had no time yet to create a guide about creation of custom HUDs. But basically, in the setup of each vehicle class there is HUD script that will be executed when the player gets in as pilot or gunner. These HUD scripts are inside HUDs folder. Each script setups two arrays, one for the HUD modes supported and another for the missiles supported, which might be empty if you dont give any missile support for your hud modes.
And in the beginnig of the script there is a code variable which is executed as soon as the HUD is activated. This code variable may execute your custom script.

Said that, MMA HUD includes a set of fixed components (graphical controls), and many others that can be used by the custom huds: texts, lines, picture controls mostly (includes inside mando_missiletitles.h class mando_target). There, any control named with CUSTOM## can be used inside your custom HUD script).

By default, custom HUD scripts are placed inside HUDs\custom folder, while of course the might be placed inside an external addon or scripts existing just at mission level. You can check the custom huds there to figure out better how they work internally.

Xeno426
Jan 21 2011, 15:40
Found a bug with the NLAW and M47 Dragon.
Their respective Mando huds are always visible, i.e. you don't have to look through the scope to see them.

xx-LSD-xx
Jan 21 2011, 16:16
Found a bug with the NLAW and M47 Dragon.
Their respective Mando huds are always visible, i.e. you don't have to look through the scope to see them.

So the NLAW missiles work for you? Everything else works great.
Thanks for all the hard work Mando. I can't imagine playing ArmA without Mando Missiles.

BigMorgan
Jan 21 2011, 17:18
2 requests, Mando:

Could you double check what work you've done with the CMA Mi-28? Using the latest release available on Armaholic.com (http://www.armaholic.com/page.php?id=12094) along with @<hidden> and @<hidden> it doesn't "automatically initialize" Mando Missile systems. This is the only helicopter I've tried that @<hidden> doesn't auto-initialize.

Secondly, could you add some Mando Missile Systems to the latest version of Vilas' Soviet Vehicles Pack, found here: Download (http://www.armaholic.eu/vilas/vilas_st.7z)

Specifically, Vilas has modeled some pretty cool new-to-Arma2 Russian stuff with the BMP-2M and SA-8:
http://img836.imageshack.us/img836/7748/bmp2m3.jpg
http://img535.imageshack.us/img535/4875/80772475.jpg

Would be great to see mando systems for those vehicles' missiles. :D

Xeno426
Jan 21 2011, 20:07
So the NLAW missiles work for you? Everything else works great.
They work fine, it's just that you shouldn't be able to lock on targets unless you're scoped, but right now you can.

xx-LSD-xx
Jan 22 2011, 00:01
Yea I'm scoped and all the modes work fine it's just that the missiles detonate before they reach the target unless the target is around 300m or closer. I tried your portable fix but still the same result. I'm puzzled to say the least. I get lock tone in all modes and missiles fire fine they just detonate after a certain range, around 400m or so. Any ideas?
I don't run any mods that includes ACE or anything else. I'm not the best at scripting but normally i can manage,not this time. Thanks again for any help you may have.

WallyJas
Jan 23 2011, 06:05
Hey guys just a couple of questions on using MMA within a chopper equipped with hellfires.

1 - If I use the XMT button to transmit to lock instead of engaging it myself will any other AI chopper fire on it or is it only Mando Console AI that will fire?

2 - How can I lock on a target that does not have a heat signature and fire a hellfire? I would like to destroy a radar tower however can't seem to get the hellfire's to go exactly where I want them to.

Assistance would be greatly appreciated.

Mandoble
Jan 23 2011, 08:10
xx-LSD-xx, I've reviewd the firing params of these two missiles and all seems right (remember that Dragon will not lock, it needs manual guidance). I suspect that the timetolife addon param for these missiles might have them being removed automatically by A2 engine way earlier than reaching their maximum range due to MMA endurance. N-LAW should have a max range of about only 600m and M47 about 1000m.

WallyJas
1- with the X-MIT buttom any MMA automatic system in the mission REMOTE targeting capable in range will engage, and any player with REMOTE HUD or TV or MCC will be able to lock on it.

2 - You can lock on with the Hellfire TV (menu action), you can lock on the base of the radar tower. You can also fire the hellfire in LOAL and guide the hellfire with the center's of the TV (manually).

BigMorgan
I will have a look for these units when time allows, a bit busy now with new HEXA and MAF units, as well as new SAM site center. Creating MMA setups is quite easy, a bit on help on this area would be pretty much welcome.

xx-LSD-xx
Jan 23 2011, 13:55
Thanks for your response in this matter it's greatly appreciated. As I have found a
work-around for this issue. I simply just removed it from the ammo box. People can't complain that it's not working if it's not there. lol! Done! That was my only issue with the latest version of the script suite. Excellent work I might add. And you have my vote for Best Community Mod of the Year. Thanks again and you also Xeno426 for your input.

WallyJas
Jan 24 2011, 00:10
Thanks heaps for your fast reply Mando

BigMorgan
Jan 24 2011, 02:06
BigMorgan
I will have a look for these units when time allows, a bit busy now with new HEXA and MAF units, as well as new SAM site center. Creating MMA setups is quite easy, a bit on help on this area would be pretty much welcome.

Thanks for considering it. :D

ahmed8620
Jan 24 2011, 17:12
i launched the game with spirited machine`s launcher and checked @<hidden> @<hidden> and xeh
i placed ah-64 on the editor with mma full (logic) i should find mando hud and stuff but nothing happened !! although missions included in mando zip file works fine .i have arma:co

Mandoble
Jan 24 2011, 17:19
ahmed8620, you must add MMA INIT and MMA FULL gamelogics.
If you add only FULL, but not INIT, then MMA will not be initiated by the logics and you would need to start it up from mission's init.sqf.

GossamerSolid
Jan 24 2011, 17:23
Hey mando,

I was just wondering what the status of the next beta release is.

Mandoble
Jan 24 2011, 17:35
What about next weekend?

ahmed8620
Jan 24 2011, 18:22
thanks mandoble works great .

GossamerSolid
Jan 24 2011, 18:30
What about next weekend?

that sounds good, looking forward to it.

WallyJas
Jan 25 2011, 10:34
Excuse me Mando, I've noticed that when using the MMA mast sight in a chopper to lock onto targets, the system will lock on even when there is no line of sight between the chopper and target. Sometimes there can be several buildings between myself and the enemy. Is there anyway of making it so that the target cannot even be designated let alone a lock made unless full line of sight is achieved? Regards, Wal

Mandoble
Jan 25 2011, 10:39
WallyJas, ATM the LOS check considers the terrain, but not the structures. Probably it is doable, but at the cost of way heavier LOS checks. To be frank, I'm expecting BIS to provide a high performance LOS check scripting command instead of overloading extremely the calculations done by the scripted ones.

WallyJas
Jan 25 2011, 11:08
OK mate .... thanks for that. I love your addon, I was just wondering if it was a config issue or not.

xx-LSD-xx
Jan 26 2011, 22:10
Does anyone know exactly where the gvar mando_weapon_master is? Its listed in the manual but I can't find it for the life of me. HELP!

MarkoCRO
Jan 27 2011, 02:00
one of the best addons thats for sure! :)

Mandoble
Jan 27 2011, 07:04
xx-LSD-xx, mando_weapon_master is used inside mando_missiles\units\mando_rearm_vehicle.sqf

you can set it to true in order to have some extra rearming dialogs visible. Its only purpose is to help the mission creator to design new rearming options.

Thanks MarkoCRO :)

xx-LSD-xx
Jan 27 2011, 08:30
Thank you Mandoble, and that's exactly what I want to use it for.

I second MarkoCRO comment. Definitely one of the best Mods/Scripts out there.

Posta
Jan 28 2011, 11:03
Can't wait for an update! This is the best mod for Arma 2 imo. :)
So, thanks and keep up the good work!

Rubberkite
Jan 28 2011, 14:10
Can't wait for an update! This is the best mod for
Arma 2 imo. :)
So, thanks and keep up the good work!

I voted to Community Award :)

this mod is great and every day better than before.

I ask you "again" to consider a version for ( small interface settings :P )

I ask you to change the MMA score table from hint to (Rsctitle or dialog) so you can place everywere on the screen....

And last request, your score table works fine thank you for sent me to test, but if you want in future please add also a Side score table, not only player score.

As usual thank you for fixing the warhead for metis / tow, now grant bounty reward ;) and thank you for support in mission integration :)

cheers
Rubber

GossamerSolid
Jan 28 2011, 14:16
in future please add also a Side score table, not only player score.

Rubber

Since you are probably interested in this for warfare, you will see this feature in 3.03 (one of the betas) in Gossamer's Warfare.

So mando doesn't have to work on it :)

Rubberkite
Jan 28 2011, 16:54
Since you are probably interested in this for warfare, you will see this feature in 3.03 (one of the betas) in Gossamer's Warfare.

So mando doesn't have to work on it :)

perfect, thanks

but let mando works or he lost the habit hehehe ;)

Mandoble
Jan 28 2011, 20:29
So mando doesn't have to work on it :) <<<< I really prefer this ;)

GossamerSolid
Jan 29 2011, 02:59
<<<< I really prefer this ;)

I prefer it as well so you can work on more cool features :)

Posta
Jan 29 2011, 09:36
<<<< I really prefer this ;)

Ok then! I did some tweaks to your mod for personal use and offline play. The Apache Hellfires got an improved detection range (3000 to 5000). It was easy to change even for a noob like me. :) Yeah, it is a cheat but good when playing with AI. Haven't even bothered with AI and remote targets.

Now I wonder how to take away those scan lines. It looks cool in a way but is also a little to much for me. I want to play without it. Which file in the .pbo and where? I never make missions so I just need to change something in the .pbo.

Thanks!

Mandoble
Jan 29 2011, 09:54
Posta, if you mean the terrain following lines, mando_missiles\huds\custom\custom_hud_apache.sqf

Look for 3 blocks of code like this and comment them:


for [{_i=0},{_i<5},{_i=_i+1}] do
{
(_display DisplayCtrl (30+_i)) CtrlSetPosition [(_posh select _i) select 0,(_posh select _i) select 1,((_posh select _i+1) select 0)-((_posh select _i) select 0),((_posh select _i+1) select 1)-((_posh select _i) select 1)];
(_display DisplayCtrl (30+_i)) CtrlCommit 0;
(_display DisplayCtrl (30+_i)) CtrlSetTextColor _colors + [mando_hud_max_alpha];
};

Posta
Jan 29 2011, 10:06
Posta, if you mean the terrain following lines, mando_missiles\huds\custom\custom_hud_apache.sqf




I'm talking about the scanlines when using the tv/Hellfire camera (and other cameras as well).
It looks like this:
http://www.joycejevans.com/tutorials/PPtutorials/scan/scanlines.gif

Mandoble
Jan 29 2011, 10:10
Ah, then you need to create a new paa for the TV (the paa for the MFD). Or might be you can convert it back into TGA, edit it and reconvert into paa.

Posta
Jan 29 2011, 10:14
Ah, then you need to create a new paa for the TV (the paa for the MFD). Or might be you can convert it back into TGA, edit it and reconvert into paa.

Ok, thanks! Will check that out later then. Maybe paint it in pink? :)

7-75 Callaghan
Jan 29 2011, 19:08
Hi all and great work Mandoble. Quick question before I commit hours to trying something - do you think it would be possible in theory, with the way you set the script up, to use the air support console reconfigured to use addon munitions and even 'advanced munitions' i.e. I basically want to be able to get the AI freefall bomber to drop CBU-87s or 97s from ACE: which classname would I need, the bomb itself or some kind of second-stage that it converts into when dispersing? My scripting knowledge is limited but i'm familiar with the config for the console and the basic engine principles.

Mandoble
Jan 29 2011, 20:08
Callaghan, it has been always possible to do with the console.

First you need to change the plane type used for carpet bombing missions:


mando_airsupport_type_cb = "your_carpet_bombing_plane_class";


Then you only need to setup the mando_airsupport_carpetcode block of code (you can do it directly from your init.sqf).

This is the example already included in the online help for the AV8B:


// 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;
};
};
};


It will drop 6 bombs with a delay of 0.4 secs between them when the harrier is closer than 2000m from the target. The weapon used is the BombLauncher.

So, for your case, change that code first to use the weapon class you need, then to drop the number of bombs you want per attack and also with the desired delay between drops.

shark-attack
Jan 31 2011, 14:07
Is it possible to get enemy AI to react to the console cruise missile, or for a condition to be set when one is launched.

Best wishes

Mandoble
Jan 31 2011, 18:13
shark-attack, most I can do is to update a global variable with the target (destination) of a cruise missile, might be another with the estimated time to impact. But then it is up to the mission maker to use them in order to have the AI reacting to it.

Ginger McAle
Feb 1 2011, 05:41
Iam whondering how i can enable night vision in camera mode? F5 is giving FLIR, Pressing N doesnt give night vision. This was a problem when playing Gossamer Warfare at night and wanted to kill an base structure through the camera mode (hellfire if i remember correctly). I could not see it because it was dark, in FLIR mode i could not see it because it was cold. Needed night vision there really badly :D

And thank you again for this excellent game enhancing addon. Its always an overcoming to play missions online without mando missiles. Wish everyone would give it a try. But from what ive seen is that people dont read the manual and dont understand how everything works, get frustrated and disconnect before saying "crap mission, mando shit".

Could you make the grey text which explains how a system works (for example when looking through a metis, grey text bottom left corner) bigger and in a different color? Maybe even a black text and a yellow background for the text so people take attention to it? Also if you enter a chopper or a plane there is a explanation for a short time when the mando huds gets activated. I think people dont pay enough attention to it and keep whondering why they cant tab things and why they cant change to hellfire or sidewinder when pressing F.

Mandoble
Feb 1 2011, 06:38
Ginger, there is an explanation behind the no NV effects when looking at the camera's "issue". NVs can "scale up" ambient light, but, can NV scale up the "no light" generated by a "black" MFD display? I guess the answer is no, while I might be wrong. Said that, at mission level (Gossamer's one for example), the editor can decide to allow that for gameplay reasons. Only required modification would be to remove the:

camUseNVG false;
line in mando_missile_tv.sqf

About the hints and the help texts it happens that their presence doesnt like to all these that already know how to use MMA, so their current dysplayed time and colour is a compromise for both, the skilled users and the newbies. Of course, it is required that the newbies must, at least, know to read ;) But again, with the script suite the mission editor might change these to have neon-like colours and keep the texts blinking all the time :D

TheCrusader
Feb 1 2011, 18:52
Hi,

just tried the NLAW together with ACE mod, and there seems no damage done to tanks at all.
Also I was playing a campaing mission, and after reverting to an earlier save, it was not possible to change modes with the javelin or lock anything up.

Sry if these are known bugs, but thats what I just saw. Hope it helps.

If you should need a better repro, just let me know.

Cheers
Crusader

Mandoble
Feb 1 2011, 21:39
Thanks for the info Crusader. The warhead of the NLAW is the native of the missile (it doesnt use any scripted detonation), might be too weak for ACE tank armour.

About the save problem, have you tried switching weapons and then back to javelin?

ray243
Feb 2 2011, 03:10
Is it possible for you to make the FLIR work better at night?

Xeno426
Feb 2 2011, 14:43
The FLIR runs off the one in OA; Mando doesn't actually change anything about it.

TheCrusader
Feb 2 2011, 20:02
Hi Mando,
will check and report when I find the time to play again.

Cheers
Crusader

Fisgas
Feb 3 2011, 06:32
Hey Mando. I don't know if you're already aware of this problem or not, but as an example if you take a LGB Harrier and rearm it with Mavericks the Mavericks MFD won't show up. This also happens if you do the same on A-10's.

Mandoble
Feb 3 2011, 09:37
Fisgas, what Maverick missiles are you talking about? The BIS ones? And rearming how, from MMA rearm?

Fisgas
Feb 3 2011, 09:50
I rearmed using the MMA rearm, basically changing the loadouts, so i believe it's the MMA mavericks.

Mandoble
Feb 3 2011, 10:30
mmm MMA Mav TV is supported by A10, but not included for AV8B. So missing TV for AV8 Mavs is normal, but Mavs should always provide camera action for the A10. Are you sure that Mav TV action is missing for A10 after rearming? If so, do you have MAV mode on HUD (local and ground) ?

Said that, I'll add Mav TV support also for AV8.

GossamerSolid
Feb 6 2011, 00:07
How is progress coming along for the next version, Mando?

Fisgas
Feb 6 2011, 02:51
Is it at all possible to make it possible to aim at a target with the LGB camera, coming back to the HUD view and when you go back to the LGB camera it is still looking at the same target?

Mandoble
Feb 6 2011, 09:29
Gossamer, a flu is delaying it a bit. The only missing thing is adapting the SAM site to use also automatic missile launchers not based on models (similar to these of BOS). Between others, following changes are already included:

- Javelin NFOV - WFOV status detection improved
- Javelin dynamic white corners added on locked on targets
- Javelin ACE_Javelin_Direct supported
- Performance boost for TV systems
- HEXA Rafale amd Puma CE systems
- MMA Scoring added
- Patriots PAC-1 y PAC-2 added
- TV max zoom level from 15x to up to 78x
- SAM site Added
- MAF NH90s, Gazelles and Mirage F1s systems added
- NLAW, Dragoon and TOW HUD symbology hidden if not in optics
- Mi24 TVs will not display detected enemies with squares
- Mi24 manual missile guidance now allows users to have a pretty limited AA capability vs slow moving targets
- ACE_Mi24_V_FAB250_RU, ACE_Mi24_V_FAB250_CDF and ACE_Mi24_D_INS systems added
- Nuclear effects scalable depending on power
- 3 different fallout areas of different intensities generated by on-ground nuclear explosions (Silicon-31, Iodine-131 and Strontium-90 isotopes)
- Nuclear detonations performing better in MP games

The pending things:
- SAM site working with non-model based automatic launchers
- Adding systems for BW mod Tiger, Transall and ch53
- Adding systems for p85 and TPS PL Mis
- Adding Maverick TV for Harriers
- Add all the documentation of the nuclear modifications made by Echo
- Add all the documentation to setup SAM sites
- Add ECM interference effects to SAM site radar
- Include one or several SAM site setups for an aircraft carrier
- Add a nuclear warhead SAM similar to Nike Hercules usable for players and AI able to intercept SCUDs and similars

Fisgas, last time I tried it was working exactly this way.

Fisgas
Feb 6 2011, 09:37
Hum... Can you give me a brief explanation on how to do it or point me to where it is explained?

Mandoble
Feb 6 2011, 10:24
Fisgas, it works for ground positions and remote targets.
Just lock on a ground position or switch to REMOTE and lock on a target locked on by others, close the camera, go back to the camera and the original target should be there locked on.

Might be I'll reenable the same for local targets.

Posta
Feb 6 2011, 10:32
Impressive!

This is the only reason i keep playing Arma 2.

Fisgas
Feb 6 2011, 10:52
Yes, what i'm trying to accomplish look at a target yourself, go back to HUD and then go back to camera without the camera going back to default.

Ikaruga
Feb 7 2011, 07:05
Hi Mando and thanks for your great work.

I have a question : I would like to try the new functionnalities of the MLRS but I didn't notice anything different from Vanilla.
I created a mission with Mando missile Init, Mando Missile Full and a MLRS with the player as driver but I had no new options and pressing LCtrl to bring up some HUD didn't work.
Same for the T90.

Also, I tried the SCUD Launcher, I have the Window to select a target but I can't choose between "G" and "D", like in the screenshot you provide in the manual.

All the other features seem to work well, though.

Am I doing something wrong ?

Thanks in advance !

Mandoble
Feb 7 2011, 11:37
Fisgas, this feature will be re-enabled for next release.

Ikaruga, to have the SCUD targeting options for Ground or Air burst you must use Echo/Mando nuclear warheads (types 2 and above).

In order to have the MLRS working as SAM or as GMLRs you need to define a global variable in your mission's init.sqf (as estated in the online readme):
// If defined, this variable sets the type of MLRS to be used GMLRS = 0, MLRS SAM = 1, if not defined MMA will not add automatically any systems for the MLRS

mma_mlrs_mode = 0;
If this variable is not defined, MLRS will not have any specific MMA system.

And what's your problem with the T90?

Ikaruga
Feb 7 2011, 12:54
Thanks for your help !

How do I use a different warhead for the SCUD ? I read this in the manual, but could you be more specific on how to achieve this, please ?

"To set a different type of warhead
you need to set a vehicle variable named mando_scud_type.

scud_launcher setVariable ["mando_scud_type", 0]; // <- Conventional
scud_launcher setVariable ["mando_scud_type", 1]; // <- <uclear - Gigan detonation
scud_launcher setVariable ["mando_scud_type", 2]; // <- <uclear - Echo/Mando ground detonation
scud_launcher setVariable ["mando_scud_type", 3]; // <- <uclear - Echo/Mando air detonation
scud_launcher setVariable ["mando_scud_type", 4]; // <- <uclear, 3 MIRVs - Echo/Mando ground
detonation
scud_launcher setVariable ["mando_scud_type", 5]; // <- <uclear, 3 MIRVs - Echo/Mando air
detonation"

About the T90, the manual states that it has some Laser option but I can't find how to activate it. The T90 is no different from the Vanilla one in my game.

Thanks in advance.

Mandoble
Feb 7 2011, 19:13
Ikaruga, dont really know how to be more specific.
Place a scud launcher on the map, put


this setVariable ["mando_scud_type", 2]

in its init line from the editor, and try (as driver).

About the T90, board it as gunner, press F to select the reflekts, wait for a second and you should have there the MMA reflekts hud. It is laser based, so you can use also remote mode. You can also use ground and air modes, but you cannot break the lock until impact or the shell will miss.

Ikaruga
Feb 8 2011, 06:22
Thanks for the help ! It worked perfectly !

swissMAG
Feb 8 2011, 08:33
Hey Mandoble,

You did an outstanding job with all those aviation systems. After two weeks of using , I barrely testet out all of the features. Still have some open questions and future feature ideas, if you dont mind?

-Feature Request
Real TGP have the capability to set SPI (SensorPoint of Interest) like a waypoint and slew to them.
The only real Waypoints we have in Arma CO are the one you can do with Shift+Mapclick. Would it be somehow possible to use this Waypoint System like a SPI and be able to set new Waypoints and slew to them, while in the "Camera-Mode"?
I think this could make the camera handling a lot more realisticly and would improve the userfriendlyness.

-Feature Request
When we talk about Waypoints, I think Arma is lacking a propper multiple Waypoint System for all Aircrafts. The GPS is a nice gimmick, but you should be able to set multiple Waypoints. Maybe this could be done by using the ingame Shift+Mapclick feature which switches to the next Waypoint defined in the script via a key (Maybe the Special Key?). I know you are more into making Weapon Systems, but you did a great job on the Navigation Hud Mode, so maybe its interesting? :D

-Question about TrackIR
As a Gunner of the AH64, you are able to fire the M230 without looking through the optics provided by the chopper, you can Aim with your view. This view is currently controlled normaly with the mouse.
For TrackIR users thats a big problem, because with turning the real head, the view is turned too, but the Gun still is on the same spot.
TRACKIR uses the freelook function, which you can enable with double-Alt clicking. Is it somehow possible for the user to change something in the config, to slew the gun to the freelook? The ACE Hellfire L can lock onto specific targets via Freelook, so maybe it would be possible for the Mando System too?
I know you dont own TIR, but maybe you have an idea how to use the FreeLook function for targeting? :)

-BUG
While testing, we noticed a little "bug" with ACE and the Apache. When the Apache was moving and a Hellfire was fired, the Apache just exploded. I suspect a conflict between the ACE & Mando Hellfires? Is there a possible solution?

Please excuse my english, this wall of text and I wish you a good day.

Evil_Echo
Feb 8 2011, 09:24
ACE does have an advanced navigation tool, the DAGR, that supports multiple waypoints.

The freelook issue is definitely an interesting problem. I have a TIR5, so perhaps could help Mando with testing any ideas he has there.

The ACE compatibility stuff seems to be on-going. They are pretty good at fixing issues once notified - do submit a ticket on their tracking system.

Mandoble
Feb 8 2011, 10:52
swissMAG

1 Request: This is already supported from TVs and from MCCs. From TVs shift click and the position currently aimed by the camera becomes the current destination for the driver (if driver is AI), and a gray circle will visually mark this position in the camera's area. From MCCs, click on the NAV button, then click on the small map to the bottom left, and this position becomes the new destination of the driver (if AI). So in both cases you can also guide AI driver's from gunner's positions.

2 Request:
ATM Navigation is not a particular concern of MMA, it is supporting what is described above, but there are no plans to increase this functionality in the near future. Said that, MMA has a NAV mode on HUD, and any location marked as "special" is displayed there with its name and in red. So, if you have an script that creates custom locations as navigation marks, MMA HUD will display them if working in Nav mode. Same as the Kuznetsov example where you an use these custom locations to effectively land on the carrier (similar to ILS).

3 Request: I dont have TIR, but I use Free Look all the time with AH64 MMA monocle to lock on targets or guide Hellfires in LOAL mode too, same applies to AIM9X and HMD of F35 as well as other MMA systems that allow sight-targeting.

Bug: Never happened to me with the Apache, but it might happen if you turn the chopper while firing. MMA missiles are "alive" since they are fired, so if you keep a constant rotation to the right, and a hellfire is fired from right pilon, it might happen that the nose of the chopper (while keeping the rotation) hits the missile and you explode. This situation is more common with planes firing retarded ignition missiles like the Ch29. If the pilot goes too fast and diving, he might "drop" a Ch29, overfly its own missile while keeping the dive into the target, then a second later the missile's engine ignites and the missile hunts the hunter.

Trenchfeet
Feb 9 2011, 01:32
Hey all, has anyone been able to target/lock and fire Myke's AGM154 in DISP MOD from the new GPS/INS functionality while running MMA?

Mandoble
Feb 10 2011, 15:27
v2.4b9.7 TEASER (http://www.telefonica.net/web2/mandoble/mma_test_samcontrol.rar)

Yep, this is not b9.7 yet, but it is a teaser in order to have some feedback before release (which might happen in few days).

For the demo mission BOS Seasparrow (http://www.armaholic.com/page.php?id=11820) launcher addon is needed.

There you can test a SAM Site Control, but of course you can drop there an F22 and pilot it too or a naval T22 with nuclear missiles ;)

These of you having any performance issue with TVs, drop a TV enabled plane/chopper and test it, performance should be increased now, as well as max zoom level. MMA Score is also there as well as many other additions listed in previous posts.

Posta
Feb 10 2011, 16:17
Yaaaay!

The best mod get better! :)
Will try it right away.

EDIT: NOOOO, can't use it in Warfare yet. :(

BigMorgan
Feb 10 2011, 16:30
Thanks Mando!

Would you say this is "ok" to be added into missions for public release - or should we wait for the complete version?

Mandoble
Feb 10 2011, 16:36
As there are many changes, test it first. If you are confident, add into script-suited missions. But some B9.7 planned features are still missing there.

GossamerSolid
Feb 10 2011, 16:48
I'm debating whether to include this into warfare or not. You said that b97 is only a few days out so I might just wait for that.

Changes are looking real good so far though. Keep up the great work as usual :)

Mandoble
Feb 10 2011, 16:51
I guess rest of changes will not be used by your mission in the very near future. Unless you plan to allow players to buy long range SAM sites. So if you dont want to integrate this immediately, you can start the integration process as next changes will have minimal impact in your mission. Of course, unless bugs are detected in the teaser.

GossamerSolid
Feb 10 2011, 16:53
I guess rest of changes will not be used by your mission in the very near future. Unless you plan to allow players to buy long range SAM sites. So if you dont want to integrate this immediately, you can start the integration process as next changes will have minimal impact in your mission. Of course, unless bugs are detected in the teaser.

Hmmmm, well I guess I can wait a day or two and see if any major bugs are reported. If not, then I'll proceed to implement.

Posta
Feb 10 2011, 19:16
Unless you plan to allow players to buy long range SAM sites.

Don't give him any ideas! :)

GossamerSolid
Feb 10 2011, 19:42
Don't give him any ideas! :)

With the map sizes we work with, the TOR and it's US Counterpart are quite fine already :)

Mandoble
Feb 10 2011, 21:35
Well, in fact the SAM sites can have any range you want, short or long. But the user has some important advantages:
1 - He may control up to 3 independent launchers.
2 - He may turn on/off the main radar at will, good if sead units are nearby.
3 - He has a top view of the area with detected contacts, including friendlies. So he may also guide friendly planes to intercept enemy ones.
4 - He can order to engange or stop engaging to his launchers independently, so he can administrate missiles left better and order them or engage only when optimun interception chances are perceived.

Of course in a warfare game this toy, if present, should be quite expensive.

supergruntsb78
Feb 10 2011, 23:12
i have been missing out on this for a while and was wondering if you ever took a renewed look in to the NODLG versions of your scripts (as stated before, some of them had some problems (example : call para's with land option didn't start their patrols right and refused to fire on to soldiers firing at them) )

Mandoble
Feb 10 2011, 23:37
supergruntsb78, sadly I had no time to update the NODLG version of the Support Console yet. In fact, there are some new ideas to add to the DLG one first, but again, no time for these ATM.

bearking19
Feb 16 2011, 10:42
I would love to use mando missile for the aircraft HUD but also have the ACE 2 AH64 gun controls such as doing a manual lase from the gunner and guiding the missile. Since mando implements its own lock on missile system for the AH64 and removes the ability to manually select the hellfire missiles, i am unable to manually guide a missile.

Mandoble
Feb 16 2011, 13:29
bearking19, have you tried to use the MMA camera and fire a Hellfire without locking on a target? Then you can guide the Hellfire manualy. And even while you are guiding it manually you can still lock on a target too.

bearking19
Feb 16 2011, 13:48
Sorry I did not try that yet. Thanks for the quick reply !

Mandoble
Feb 20 2011, 19:58
Mando Missile ArmA 2.4Beta9.7 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready (Requires A2 or A2 + OA). Dont forget to read the online MMA readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) for more info.

TEgM_jvl7pw


Changes in v2.4b9.7



Javelin NFOV - WFOV status detection improved
Javelin dynamic white corners added on locked on targets
Javelin ACE_Javelin_Direct supported
Performance boost for TV systems
MMA Scoring added
Patriots PAC-1 y PAC-2 added (to be used with BOS launchers)
TV max zoom level from 15x to up to 78x
SAM site Control Center (Long Range Radar) Added
New mission mma_test_samcontrol_addon.Takistan
NLAW, Dragoon and TOW HUD symbology hidden if not in optics
Mi24 TVs will not display detected enemies with squares
Mi24 manual missile guidance now allows users to have a pretty limited AA capability vs slow moving targets
Evil Echo added scalable nuclear effects and damage, depending on warhead power
Evil Echo added 3 different fallout areas of different intensities generated by on-ground nuclear explosions (Silicon-31, Iodine-131 and Strontium-90 isotopes)
Nuclear detonations performing better in MP games
Automatic missile launchers are now better discriminating the targets
Added units (most thanks again to Jay):



New MAF units (NH90s, Gazelles and Mirage F1s)
ACE_Mi24_V_FAB250_RU, ACE_Mi24_V_FAB250_CDF and ACE_Mi24_D_INS systems added
p85 and TPS choppers (Mi2, Mi24 and Mi8)
CSLA airforce added (L39, Su25, Mig29, Mi8 and Mi24)
AFMC units (AH6, MH6, AH1T and A10)
New LoBo Iraq Mod units (Mig29)
New Myke's units (AV8B2_JDAM, A10_US_EP1_JDAM, Su39_JDAM and Su34_JDAM)
Gnat's Tu22
New HEXA units (Rafale, Puma)


And sorry for the delay guys :o

Kremator
Feb 20 2011, 20:01
Superb mandoble ... downloading now for a test :)

Posta
Feb 20 2011, 20:02
Yay!

I have waited for this!

TheCrusader
Feb 20 2011, 21:33
Wow,

thanks alot Mando, dl'ing now!

Cheers,
Crusader

Lao Fei Mao
Feb 21 2011, 04:15
Thanks,Master Mando, you are always great!

Fox '09
Feb 21 2011, 05:19
thanks mando :)

Mandoble
Feb 21 2011, 06:43
Ah! forgot to add. The new F22 has a setup too. It allows to engage multiple targets at the same time with AIM120 selected as HUD weapon.

Morhoo
Feb 21 2011, 09:19
Hi Mando, it seems your SCUD launcher doesn't work correctly with czech version of the game...? I rly cant think up another reason why it is not working for me. I can set up target via MMA console, but when i launch missile, it just fly away and nothing happens. :) All other features work just fine. I even tried to disable all addons except MMA, but no luck. :(

Mandoble
Feb 21 2011, 15:03
Morhoo, I think all the logics relative to SCUD launch are independent of any possible localization texts, so I see no reason to have a particular problem related to Czech A2 version. The only requirement is to run A2 or A2 + OA (it is not compatible with OA alone). Another possible issue with the SCUD is to select a target position too close to the launch position, as the missile will never have time to maneouver and aim to the selected destination. But might be I'm missing something here ...

Rubberkite
Feb 21 2011, 16:12
Hi mando ;)
thank you for new release I will test new improvement/features soon

about the files that you've send to me, can I replace also the one in this release with the version that you've send me or you've changed something here

( about my effort now we have a good working server on Debian machine ;) )

Morhoo
Feb 21 2011, 17:38
Morhoo, I think all the logics relative to SCUD launch are independent of any possible localization texts, so I see no reason to have a particular problem related to Czech A2 version. The only requirement is to run A2 or A2 + OA (it is not compatible with OA alone). Another possible issue with the SCUD is to select a target position too close to the launch position, as the missile will never have time to maneouver and aim to the selected destination. But might be I'm missing something here ...

I tried both near target and far target (like opposite side of the map), same behaviour. Missile is launched and after few secs it just disappears in the sky. Like it does standard non-mando missile. I couldnt figure it out and language is the only thing that differs me from other users afaik. :confused: And yes, I have A2 + OA.

Mandoble
Feb 21 2011, 17:50
Does this happens to you in the included demo mission "mma_test_nuke_addon.Takistan" ?

BittleRyan
Feb 21 2011, 21:21
@<hidden>

I have not downloaded MMA yet, and briefly went over the read-me. I have used MMA when it first came out, by kind of forgot about it.

I noticed that you now have an air support system, would there be anyway to make it so it is not enabled, not possible for players to use?

Morhoo
Feb 21 2011, 22:55
Does this happens to you in the included demo mission "mma_test_nuke_addon.Takistan" ?

Well, little progress here: It works when i command AI to fire SCUD via radio in this mission, but still cant make it manually. :(

Mandoble
Feb 22 2011, 00:27
Weird, the firing script relies on scudstate which should return the same values for any version of A2, and there is no difference between AI and human driven, except that for the human driven version the player MUST keep inside the launcher. Might be this is the cause, are you firing and geting out of the vehicle?

adamcarolan2290
Feb 22 2011, 04:47
i love this i really do but how can i turn off the option for the MMA Scoring

SafetyCatch
Feb 22 2011, 14:07
+1 on that, this score feature takes away from the realism this mod offers is there any way to disable it?

Mandoble
Feb 22 2011, 14:36
LOL, so many people did ask me a scoring system able to handle situations where the default one cannot determine wether a kill is a kill or not, and now you are asking me to disable it because it takes away the realism factor. Well, ATM the MMA score is not intrusive, so you can consult it on demand or not (in case you want to ignore it).

In next release a boolean global var will determine the presence of the menu action to consult it.

GossamerSolid
Feb 22 2011, 15:39
+1 on that, this score feature takes away from the realism this mod offers is there any way to disable it?

Go to:


\mando_missiles\mando_giveme_score.sqf


Delete Line 21, which is


_acidx1 = _veh addAction ["<t color=""#ffffff"">MMA Score", "mando_missiles\mando_display_score.sqf", "",-101,false, true];


That should remove the score action.

rexehuk
Feb 22 2011, 16:38
I have to agree with the others that the SCORE thing did throw me off a bit (doesn't appeal to me). A global var sounds good to give people the option to have it or not, liking the mod so far... any plans to create systems for ALARM missles? The RKSL typhoon has them but it doesn't seem like they work with your mando system.

Mandoble
Feb 22 2011, 16:47
rexehuk, quite the opposite, these alarm are already configured as anti-radar in mma and will blow up you as soon as you turn on an MCC, automatic launcher, SAM site, etc.

Kremator
Feb 22 2011, 16:59
Just need to assign the I key to normal score AND mando_score.

Morhoo
Feb 22 2011, 17:23
Weird, the firing script relies on scudstate which should return the same values for any version of A2, and there is no difference between AI and human driven, except that for the human driven version the player MUST keep inside the launcher. Might be this is the cause, are you firing and geting out of the vehicle?

:D I didnt know that... and it works. I was just curious about missile balistic everytime i tried it, so i got out to watch. :) Sorry, my bad. Thank you, Mando.

Mandoble
Feb 22 2011, 18:58
Good to know, now I hope you dont ask me why the driver must keep inside, because I forgot the gameplay related reason :D

adamcarolan2290
Feb 22 2011, 19:09
Go to:


\mando_missiles\mando_giveme_score.sqf


Delete Line 21, which is


_acidx1 = _veh addAction ["<t color=""#ffffff"">MMA Score", "mando_missiles\mando_display_score.sqf", "",-101,false, true];


That should remove the score action.

were is this ??

Mandoble
Feb 22 2011, 19:50
There is a cleanest way to "nullify" mando score before next release.
Copy mando_missiles\mando_score.sqf directly into your mission's folder (copy, dont move). Edit it and coment or remove this block:


mando_score_cars = mando_score_cars + _cars;
mando_score_planes = mando_score_planes + _planes;
mando_score_choppers = mando_score_choppers + _choppers;
mando_score_tanks = mando_score_tanks + _tanks;
mando_score_ships = mando_score_ships + _ships;
mando_score_bships = mando_score_bships + _bships;
mando_score_static = mando_score_static + _static;
mando_score_crews = mando_score_crews + _crews;
mando_score_missiles = mando_score_missiles + _missiles;


Then, from the init.sqf of your mission:


... whatever here ...
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
mando_scorefunc = compile (preprocessFileLineNumbers "mando_score.sqf");

.... whatever here ...


This way you can always override mando_scorefunc with whatever other function you want to handle scores. Doing this will still leave there the menu action to show the score, but the scores will be always set to 0. And this way you avoid to modify the contents of mando_missiles folder.

Optionally, you can set these variables to a string value like "N/A". So the players will be aware that mando score doesnt apply in your mission.

adamcarolan2290
Feb 22 2011, 19:58
There is a cleanest way to "nullify" mando score before next release.
Copy mando_missiles\mando_score.sqf directly into your mission's folder (copy, dont move). Edit it and coment or remove this block:


mando_score_cars = mando_score_cars + _cars;
mando_score_planes = mando_score_planes + _planes;
mando_score_choppers = mando_score_choppers + _choppers;
mando_score_tanks = mando_score_tanks + _tanks;
mando_score_ships = mando_score_ships + _ships;
mando_score_bships = mando_score_bships + _bships;
mando_score_static = mando_score_static + _static;
mando_score_crews = mando_score_crews + _crews;
mando_score_missiles = mando_score_missiles + _missiles;


Then, from the init.sqf of your mission:


... whatever here ...
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
mando_scorefunc = compile (preprocessFileLineNumbers "mando_score.sqf");

.... whatever here ...


This way you can always override mando_scorefunc with whatever other function you want to handle scores. Doing this will still leave there the menu action to show the score, but the scores will be always set to 0. And this way you avoid to modify the contents of mando_missiles folder.

Optionally, you can set these variables to a string value like "N/A". So the players will be aware that mando score doesnt apply in your mission.

thank u mate i absolutely love your work its just good to have the option to use it or not thanks again :)

Xeno426
Feb 22 2011, 20:28
rexehuk, quite the opposite, these alarm are already configured as anti-radar in mma and will blow up you as soon as you turn on an MCC, automatic launcher, SAM site, etc.

He may have been referring to the ALARM's awesome loiter function.

Mandoble
Feb 22 2011, 20:35
The loitering flight pattern after firing without a lock is something that would be quite easy to include, BUT the effects on gameplay would be terrible as the SEAD plane will never need to take any risk. Fire an ALARM and follow it, fire another and follow it until you have reached the desired real target. If some radar gets active in front of you, the alarm flying ahead of your plane will take care of it. Too many advantages for a single EF2000 unless you prepare the mission with some serious air defenses.

GadgetUK
Feb 22 2011, 23:06
Hi,

Is it right that with the Javelin, pressing TAB often cycles viewing mode (often sticking on the blank WFOV or the default ARMA2 Javelin display), rather than locking a target? I’m finding this really frustrating because it’s fantastic when it finally does work; I just spend too much time frantically trying to cycle back to the Mando display and trying to lock on. Could some other key that the TAB key be used for locking a target?

I use Combined Ops with v2.4b9.7

Mandoble
Feb 22 2011, 23:29
GadgetUK, that might happen if you use ACE because ACE has TAB key configured for Javelin. If you have ACE and you press TAB, your weapon is switched by another one, and when this happens MMA resets the display to the new weapon (which is a different class of Javelin). To avoid this issue, go to the ACE config menu and change that key to anything different than TAB.

For MMA TAB is used to lock on the target.

Edit: Optionally you can change "Lock Targets" key of A2 config, which is the one used by MMA to lock on, and it is TAB by default.

rexehuk
Feb 22 2011, 23:40
rexehuk, quite the opposite, these alarm are already configured as anti-radar in mma and will blow up you as soon as you turn on an MCC, automatic launcher, SAM site, etc.

Not so... Tungustas and Shilkas do not show up (yes they have radar) which means you cannot perform proper SEAD, sure if your SAM sites are in you probably have coded that, but doesn't work for Shilkas and Tungustas which are the dominant AA defence within the game.

Didn't get any lock tone with a tungusta firing guns at me (which requires radar tracking), flew over it a good 3-4 times then just decided to bomb it, luckily the retarded AI didn't think to fire missles at me.

Mandoble
Feb 22 2011, 23:50
If you want the Tunguskas to be considered active radars, then execute the following script from your mission's init.sqf:


[["2S6M_Tunguska"]]execVM"mando_missiles\units\mando_im_active_radar.sqf";

This way you will be able to engage them with anti-radar missiles.

The single argument is an array of classes of things that should be considered as active radars. Of course this is not required for MMA specific launchers, automatic or manned.

adamcarolan2290
Feb 23 2011, 00:45
About the mma score i was looking to remove the menu action if thats possible i just will never use it is there away i can remove it ??