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mandoble

Mando Missile ArmA

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Thanks for the reply Mandoble - yes it works! yes I'm asking forever dumb questions again - sorry... Still trying to work out how to incorporate it into a custom missile config, i'll get there eventually biggrin_o.gif

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Is there a mirror FileFront always gives my this message:

Your download has failed. You have an invalid session set. Click here to try your download again.

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Is there a mirror FileFront always gives my this message:

Your download has failed. You have an invalid session set. Click here to try your download again.

Mirrors are not allowed by Mandoble

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Then he should might think about a decent place to host his "addons" because this one dosent work this well (or only for member) and creating an account for a script is not realy an option.

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Silver Surfer, FFront seems to work fine and does not require any registration to download files. You may try a bit later in case there is any eventual problem with the servers.

Anyway, there are many mirrors here and there, just look for "Mando Missile" in google, and try to make sure you download v2.1.

Said that, I insist in not having uncontrolled mirrors until, at least, next release (hopefully 100% MP friendly) because, as said, it is not as simple as an addon but a set of scripts to be used with any object. And these scripts changes from version to version, including arguments, etc. Having now many mirrors with version 2.0 is problematic enough icon_rolleyes.gif

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Sir,

Do you have a timeline for release of Version 2.2 as of yet?

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2.2 is already done, I need a bit of time to pack it in several demo missions, some of them also MP.

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Ahhh sweet smile_o.gif Nice work Mandoble!!

I think Karrillion was interested in using Mando Missiles for RTS 4, will be great for MP =)

Cant wait thumbs-up.gif

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Great, I can't wait. I am finding it hard to to get the scripts to work in my MP mission. I would like to put a couple of BRDM2 ATGM in my misson as SA-9s and I would like for them to engage human player aircraft (Heli or Jet) on thier own.

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Landdon, if you, or anyother else, want to participate in the last 2.2 MP tests before release, please, PM me.

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How is the MP stuff going Mandoble?

/KC

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So far everything works nicely in MP:

- All the missiles and their smoke, detonation and launch effects.

- MCC

- Any vehicle with missiles, chaff or flares to be used by the players.

- Ammo trucks able to reload missiles and flares/chaff.

- AI units enganging with missiles by their own

- AI units defending with chaff or flares automatically

- Missiles intercepting missiles.

- Some players (Laser D equiped ones or just calling a script) may transmit also remote target info to some other players flying or driving missile equiped units and these may engange these targets from the other side of the island if their units have missiles with enough endurance.

- Missiles hitting targets now reward with score to the players in the crew of firing units.

Missile script itself has been greatly improved too, now missiles flying at mach 3.5 are able to shotdown Flankers maneuvering well over mach 1. The script itself accepts many more parameters so you can simulate anything, from a futuristic missiles with outstanding maneuverabilty and able to track targets even at their six to old missiles with poor seekers, poor accuracy and crappy maneuverability.

This is the current list of parameters you may control:

// Arguments:

// Launcher, unit that fires the missile

// Class of missile's object

// Initial position in space (global position, not relative to launcher)

// Initial horizontal direction (usualy, the direction of the launcher)

// Initial vertical angle (-85 to 85). If out of limits, the angle will be calculated to point at target.

// Initial speed a launch time in m/s

// Speed to keep constant after initial acceleration in m/s

// Acceleration factor (1 min, 4 max)

// Real target object

// Range to target to explode in meters

// Missile inboard radar range in meters

// Initial operation mode: 0, 1 or 2

// 0 - The missile climbs/dives until cruise altitude is reached, then it switches to mode 1.

// 1 - The missile flies towards a pre-calculated position from where it may switch on its own radar.

// 2 - Active pursuing. The target must be inside missile's radar range.

//

// Average cruise altitude in meters ASL, used if initial operation mode is 0 or 1 (inertial launches).

// SQF Script to create the explosion. Receives last missile position and target as arguments. "" if no explosion.

// SQF Script to create missile smoke trail. Receives missile object as argument. "" if no smoke.

// Missile sound resource name, "" if none.

// Missile sound duration in seconds

// Missile maximum endurance in seconds (after this time, the missile will be unpowered)

// Terrain avoidance in mode 1 (true/false). Terrain avoidance is off in modes 0 and 2.

// Frequency of mid-course corrections in seconds while in mode 1, any number above endurance for no corrections.

// NOTE: script consumed time is added to mid-course corrections frequency, so, a frequency of 2 seconds may

// end in updates every 4 real seconds depending on CPU load. This is just to simulate launcher mid-course

// corrections while flying in inertial mode, like current AIM120 AMRAAM command mode.

// Time between creating the missile and switching on its engine in seconds

// Time (-process time) between creating the missile and starting guidance (usually use 0 or very small values lower than 0.1)

// Detectable? true/false. Detectable missiles may be intercepted by other mando missiles and detected by MCCs.

// Debug data for missile dialog info (true/false)

// SQF script to be executed at launch time to add FX, receives missile object as single argument, "" if none.

// Horizontal agility level (0 min, 4 max, 3 is normal)

// Vertical agility level (0 min, 4 max, 3 is normal)

// Accuracy (0.5 min, 1 max)

// Interception mode true/false in active mode. true = interception course, false = collision course.

// Missile's seeker horizontal scan arc in degrees (65 is normal)

// Missile's seeker vertical scan arc in degrees (65 is normal)

Now I need to do some basic example missions and docs before release.

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really looking forward to this. what could be a good idea for the final release is to code up a few of the more common missile types to make it easier for people to use this in their missions.

this is amazing stuff.

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I'm currently implementing customized units with firing parameters adapted to ArmA. That is, you may simulate a Patriot system, no problem, but the range of the missile will be more than 4 times the length of Sara island. You may add Phoenix like missiles to the Su34, but then no one will be able to take off and survive flying more than 1m (Phoenix flies high and then dives for the final kill, so you simply cannot hide behind a hill).

So, for playability purposes, the characteristics of the missiles and the launchers "should" be tuned down. These customized units are simply a script with firing parameters that are passed to the real script controlling the launchers, so anyone may create as many custom units as desired, for AI and for players.

Forgot to say, there is also a method to convert any ArmA stock missile into a Mando Missile. The script just intercept the missile incomming event handler, deletes the original missile and changes it by a Mando Missile. This way you may customize at will, for example, all the parameters of a Stinger, Strella, Sidewinder, etc. fired by any unit in ArmA against a target.

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Thanks for the update Mandoble. Looking forward to try it out!

/KC

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best script evar =D still cant wait for the MP version to be released biggrin_o.gif

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Some news in first post wink_o.gif

What is included there?

"You will see also automatic OPFOR SAMs, automatic antitank Javelin units, antitank units for BLUFOR players (helos and armour), MCC and SAM for OPFOR players, and ArmA missiles replacement, pick up some Javelins from the ammo boxes and fire against OPFOR tanks, your javelin will be a mando missile too. Or spawn as OPFOR AA specialist and fire your Strelas against BLUFOR air units (note that mando strellas are configured with a quite weak warhead and seeking capability, they are easy to avoid and easy to survive)."

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Very nice feature to have in ArmA, good work. Reminds me of Dangerous Waters.

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Very impressive work you´ve done there Mandoble.

I played around with the set today and I am still very much impressed.

Thank you.

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simply awsome..the demo was incredible. you should work for BI and show them how to make cool stuff!

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Do you mean 2.1 demo or 2.2 MP demo? If 2.1, it is already way obsolete wink_o.gif

One side note for those of you playing mando_remote.intro. When any OPFOR SAM missile (including Strelas) is fired against BLUFOR choppers, the pilot gets an alarm and a projected red mark from where the last missile is incoming. In final V2.2 IR missiles will not generate any alarm sound or projected mark, if you are lucky and seem (their smoke trails or engine flash), and drop flares in time you may avoid the hit. Active radar missiles will keep generating audible alarms and the projected red holo-mark will indicate where they are.

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Great work Mandoble! Will try it out as soon as possible...

/KC

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