alexboy 11 Posted June 30, 2013 i got the manned one to work :P.... later on i might incorporate the SAM after being released to see errors and so on... and either keep it and make another one with the SAM.... or something... but i like finishing the unmanned one (AI/unmanned)... only thing is... it hits non-moving helicopters... that are hovering... it tries to hit the jets... but the missile doesnt follow the jet... it just goes in a straight path :/? Share this post Link to post Share on other sites
panther42 52 Posted June 30, 2013 You do have the MMA logics placed(using MMA addon), or script suite initialized(with MMA folder in mission directory) correct? So, if you use the ciws_test mission, and place one of your models next to one of jackass888's seasparrows, his hit the targets and yours do not??? Share this post Link to post Share on other sites
alexboy 11 Posted June 30, 2013 lol his seasparrow is messed up... since the missile is launches (like there is a delay) then it ignites and flies... sometimes it goes wrong... and doesnt work properly .... but ya it works here and there... just tried to fix the delay on the seasparrow to see if it will work properly wtih my searam... but ya i do got all logics and everything down.... just the fact that the missile doesnt follow the plane /helicopter like a AA missile shouuld... Share this post Link to post Share on other sites
panther42 52 Posted June 30, 2013 Odd, as jackass888's seem to work fine for me. Only time they miss, once in a while, is when aircraft is dropping chaff, per MMA coding. Don't know what else to tell you, except you could post an example mission, myself or someone else, could take a look at for you. If your model is binarized of course. You are using A2 or Combine Ops correct? As MMA will not work correctly on OA alone Share this post Link to post Share on other sites
alexboy 11 Posted June 30, 2013 combine ops.... ima run Arma just with CBA... and MMA and my addons to see if this works... will take a while to set up... Share this post Link to post Share on other sites
panther42 52 Posted June 30, 2013 (edited) Does it perform the same, if running only Arma with CBA and MMA as it does running Combined Ops with CBA and MMA? Edit: sorry, see now you are going to test that Are you running latest version of the game? running, or tried with beta? "will take a while to set up..." I recommend Spirited Machine's ArmA 2 Game Launcher if you're not already using... Edited June 30, 2013 by panther42 Share this post Link to post Share on other sites
alexboy 11 Posted June 30, 2013 (edited) oh ill try that... and i dont know about the different between arma and combined ops performance with cba and MMA... lol computer died been looking for charger haha... setting it up ========EDIT============== OK so i finaly was able to try it out... the problem still is at hand... the missile when fired goes straight (in the direction / angle) the model is aiming at.... it only hits none moving targets perfectly... moving planes/helicopters dont even drop chaff/flares to avoid it... they just keep flying... so that means my missile isnt locking on them... but with the seasparrow it does lock on to them and they chaf when the sparrow locks and fires at them Edited July 1, 2013 by alexboy Share this post Link to post Share on other sites
panther42 52 Posted July 1, 2013 (edited) Please clarify, are you having problems with the unmanned version, or the manned version? If you are using the manned version, how are you locking on? I'm quite certain if using the manned version, we'll have to change the process a bit to give you a "radar" screen to lock on if you want to use MMA Do you get a radar or tv camera now with yours? I wouldn't think so, but you may have your own built in. You can look in MMA's test missions included with the MMA download, and look at mma_test_sams_addon, specifically the init.sqf. There are two different examples allowing for adding HUD if gunner. Another option, if you want player controlled, is to check out mma_test_samcontrol(control of multiple sam sites) Edited July 1, 2013 by panther42 Share this post Link to post Share on other sites
alexboy 11 Posted July 1, 2013 unmanned version... for now... the manned version locks on with i tab and everything... just have to focus the scope to fit where the models aiming and same with the tracer.... but for the unmanned one... when the ai fires the missile goes straight... i dont understand why he wont lock onto the enemy... its anoying... the planes/helicopters dont even drop flares/chaff to make the missile vear off... so it shows taht its not even locking on... Share this post Link to post Share on other sites
panther42 52 Posted July 1, 2013 (edited) Don't know what to tell you, unless you post a mission, or all code from the mission(including init.sqf, mission.sqm, etc) so we can look it over... I see in jackass888's original, he has Side = 3; in the model config. Yours has Side = TCivilian; maybe try changing? I'm just looking for anything to compare right now... Edited July 1, 2013 by panther42 Share this post Link to post Share on other sites
alexboy 11 Posted July 2, 2013 my mission doesnt have the coding.. i posted all the scripts the the SeaRam uses... if you would like me to repost coding.. config.cpp... and then all the scripts that im using ill post them... but like could it be that i use a different missile_body in the launch script i use the Fa_18 sidewinder...(the missile i use now) ....... i have tried the bos_rim7... then alex_rim7... (they dont usually work... jsut that they dont go to the target... they like zig-zag all over the place) Share this post Link to post Share on other sites