Yes, it is compatible with mando missiles, but not with missions using mando missiles. Just a basic example, I have a mission where I want 3 AH6 to have manual flares only, the rest will have automatic flares, with with a reaction time of 0.5 seconds dropping flares when missiles are closer than 900m. Then I have 2 harriers there, both with manual countermeasures and RWR. As you can see, you addon, if activated automatically, would mess that mission completely. Even more, lets I have a mission where the missiles are already replaced automatically by mando ones, and all the planes have already automatic flares or chaff, again your addon will interfere with this mission. In fact, your addon would not interfere only with these missions that are not using any form of mando missile.
Now it seems you are activating mando missile automatically, with mando missile init.sqf, but that script has several key parameters. Lets say I'm using the script version for a mission with a special init setup, your addon will nullify my setup as you are already initializing mando missile system with default parameters.
you've got the point there , the replacement parameters will overwrite the mando mission parameters .But well, this replacement is just an alternative to people who doesn't want to complicate with many parameters (without despising your work Mandoble forever) and want just some fast play .
Advanced players can use yor suite as it is , and people who wants
fast mando missiles can use the replacement , maybe putting it in a mod folder , and activating it when desired
can i add my 5 cent?
i want to say that for me, as I do not have sripting skill, very much satisfies replacement version, which replace default BIS missiles...
whether I can change
class Extended_Init_EventHandlers-from class_All to separately_each_class or vehicle_name?
Sure Nikita, the problem I see here is the automatic activation of everything without even considering that the mission itself might have already a different setup for mando missiles.
For you, having scripting skills or not, it would be quite easy to just add a special gamelogic to your mission just to have the replacement automatically done. Or even better, to have several special gamelogics, each one with a different setup so you might select which setup is better for your mission.
IMO, who should always decide how his mission should work is the mission author, not any external factor. With automatic replacement many missions will stop working, of course all these that are using mando missiles, but also others which depend on the destruction of some planes or choppers. Typical example might be these where you need to shotdown several choppers or planes, but surprise, now they are using flares, you ran out of missiles and half of them are still alive and the objetive will never be accomplished, same case for cutscenes, etc.
As an example, this automatic replacement is already incompatible with mando air support console, which also checks for mando missile initialization to provide countermeasure dispensers to all the spawned planes and choppers and automatic mando missile replacement. That means that each missile would be replaced twice and each plane would have two countermeassure dispensers, each one using a different deploy criteria.
Quote[/b] ]IMO, who should always decide how his mission should work is the mission author, not any external factor. With automatic replacement many missions will stop working, of course all these that are using mando missiles, but also others which depend on the destruction of some planes or choppers. Typical example might be these where you need to shotdown several choppers or planes, but surprise, now they are using flares, you ran out of missiles and half of them are still alive and the objetive will never be accomplished, same case for cutscenes, etc.
but Mandoble , that ocurrs with every addon that alters the default BIS settings , like the case of those ones that alter the engage distance of the units for example.In fact is impossible to make all addons compatible with all missions, so is the end user who decide wich ones want to use and wich not.
the better solution would be to put the replacement in a mod folder , and activate it depending if you are going to play mando missions , or default missions without mando scripts.
@nikita320106 , the replacement is activated by units , the class all only activates the "gamelogic" so to speak
Ummm...could anyone do me a huge favour by emailing a copy to us please? The download links aren't working anymore, as you can see, and I really know nothing at all about mission editting...
Dunno whther such a request is appropriate but I'd be dead grateful.
my email is