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Thread: Mando Missile ArmA for ArmA 2

  1. #111
    Hey Mandoble, ready for messaging?

    Maxsword

  2. #112
    Warrant Officer Mandoble's Avatar
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    TorM1 lauch type is now working quite well



    Now you can define up to two acceleration stages, and during the first one there is "guidance" or aiming. So you can set an initial speed to eject it vertically, and then a -9.8ms^2 accel for the first second, having the missile being already oriented to the target, and then engine burst and full acceleration.

  3. #113
    That really works well! But thats no surprize, its made by Mandoble.
    Although I think the missile behaves a bit slow, in the first launch stage the missile should go twice as fast and twice as high(~20m).

    Anyway everything looks great so far!

  4. #114
    Gunnery Sergeant oktane's Avatar
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    Looking awsome mando.

    Hey I tested out the new features of A2 regarding vehicle variables that are public... they work well. SetVariable now takes an extra parameter that determines if its public or local. So I have made a dam script that has a control object.. clients can send and receive data from that objects variables to see which gates of the dam should be open, etc. It should work great for storing missile types and counts so that AI launchers on human gunnable vehicles will seamless. Let me know if you'd like any work done on that, I'd love to help.

  5. #115
    Warrant Officer Mandoble's Avatar
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    Ups, you are right BogdanM, the missile is being ejected too slow compared to the real one, this is an easy to fix one

    Oktane, MMA for A2 is already using the globally broadcasted vehicle vars for ammo counts and countermeasures counts. And of course, if you want to help, you are welcome, check PM

  6. #116
    Warrant Officer Mandoble's Avatar
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    Now you can setup locking on timed. Once you press lock on key or button you need to keep the desired target more or less centered on hud for 3 seconds and then the lock on is confirmed. While the lock on is confirming the target its green square will blink quickly. This might be an interesting option for PvP matches where you want to avoid too easy or quick locks on targets (is that what you were looking for Kju? ).

    For any HUD system you can select between:
    - Normal lock on: Target closest to the hud's center is selected.
    - Boresight lock on: Same as previous, but target needs to be well centered in the HUD to be locked on.
    - Timed lock on: Same as first one, but target must be in HUD's area for 2 or 3 seconds before lock on is confirmed (this avoids quick snapshots while in violent scissors).

    Maximum visual engagement range from HUD is now increase to 10Km against air targets.

    All the HUD's menu actions are now also mapped to user actions, in case you want easy mapping for joystick devices.

  7.   Click here to go to the next Developer post in this thread.   #117

  8. #118
    I'm really liking these HUD options, one pain in air to air combat in arma1 was with the speed you could release 6 missiles at 6 targets.

    A more realistic 'locking' system would be great, actively hunting down, getting behind the target then locking etc.

    I'd be interested in using these scripts in the jet addons I'm converting, I'll be watching the development

    great work mate as always.

    Southy
    The Arm II and Arma III Airforce is being prepared, fuel have been checked, systems checked....

    (Faint Roar of engines in the distance)

    previews and movies of addons past/future and present on youtube:

    http://www.youtube.com/user/eblevinda

  9. #119
    Sergeant Major Defunkt's Avatar
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    Outstanding work Mandoble, all very valuable improvements.

    Must be getting close to a public beta now!

  10. #120
    Nice work Mandoble!

    that radar on your left reminds me of the combatradar i made for arma 1, never released it tho. i see you made it with a nice gui

    kju
    Story short: How about making the background solid and instead move the dialogs to
    the edges of the screens
    that basicly means he needs to add a screen aspect detector. since screen cords changes when you change aspect. 0:0 is upperleft on 4:3 but not in 16:9 or 16:10.

    imo i think its looks fine as it is.

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