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mandoble

Mando Missile ArmA

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As long as that Warfare mission is yours, yes. Else I guess it is up to the mission author to add missiles or not. Can you provide a link?

EDIT: Or even better, can you explain how are you trying to implement the missile in the mission?

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Hello Its the new arma warfare mission that came with 1.14 i was just trying to modify it to work with mando I have tried to add it the same way that i have on many other missions but this one i cant get to work :-(

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Well, havent tried that BIS mission, much less unpbo-ed it. It should work as with any other mission, the exact way you are implementing the missiles there is how they work fine in any of your missions?

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Hi Mando

Sorry if this is a repeat question but I want to use the mando missle script to fire javelins from my launcher. I used the lab to come up with a script that I like but how do I attach it to a Javelin launcher. Or if Im a usmc at specialist how do I fire the script.

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mando how would I make a F117a stealth so that it wouldnt be detected by radar?

Is their something I can put in the Init that it wouldnt be detected by enemy radar compared to other aircraft.

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how do I attach it to a Javelin launcher.

Using Mando Missile replacement. You'll see several replacement examples in the demo mission. You dont need to do anything with the firing unit, but you need to run a script for the potential targets (it uses the IncomingMissile event).

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this]execVM"mando_missiles\units\mando_onlymandoones.sqf"; in the init field of the potential target.

Or, if the unit has been created from a script using createVehicle, then just after the unit has been created:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_your_new_unit SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";

processInitCommands;

In mando_remote_v3.Intro demo mission the default ArmA javelins are replaced by mando ones.

And now, about the characteristics of your javelin, open mando_replacemissile.sqf, look for your missile type (M_Javelin_AT) and change there the missile parameters.

EDIT: To modify mando_replacemissile.sqf obviously you need to use the script suite version (not the addon). If you have also the addon installed, make sure to execute:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

[false]execVM"mando_missiles\mando_missileinit.sqf"

in your init.sqf to make sure the scripts will use the scripts in the mando_missile folder and not these in the addon.

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mando how would I make a F117a stealth so that it wouldnt be detected by radar?

This is comming in the new MMA 2.4, you can provide a % chance to be detected to each plane type. But there is not a release date for this version yet.

If you need this with 2.3, then you need to modify the following scripts:

mando_missiles\units\mando_missileattacker.sqf <- To avoid detection by AI units.

mando_missiles\mcc\mando_missilecenterdlg.sqf <- To avoid detection by players using MCC equiped units.

Scripts in mando_missiles\units\keysets provide visual boresigh lock, which I assume should be valid against stealth planes, if not you can modify these scripts too to avoid any lock-on on the F117.

For example, in blah blah blah look for the following code:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

if ((_altenemigo >= _mintalt) && (_altenemigo <= _maxtalt) && (_altenemigoasl < _maxtaltasl) &&

(_dist >= _minrange) && (_dist <= _maxrange) &&

(alive _enemigo) &&

((_bandoenemigo in _enemysides)||(_i > _endofunits)) ) then

{

And add the type check condition (I used F117, replace this by the correct type):

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

if ((_altenemigo >= _mintalt) && (_altenemigo <= _maxtalt) && (_altenemigoasl < _maxtaltasl) &&

(_dist >= _minrange) && (_dist <= _maxrange) &&

(alive _enemigo) && (typeOf _enemigo != "F117") &&

((_bandoenemigo in _enemysides)||(_i > _endofunits)) ) then

{

EDIT: For these modifications you need to use the script suite version (not the addon). If you have also the addon installed, make sure to execute:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

[false]execVM"mando_missiles\mando_missileinit.sqf"

in your init.sqf to make sure the scripts will use the scripts in the mando_missile folder and not these in the addon.

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Just for these interested into Javelins ...

<span style='color:blue'><< Mando Missile Javelin demo mission >></span>

To save space, the demo mission uses the addon version (so make sure to have mando_missiles.pbo into your addons folder), if you want to use the script suite just follow this procedure.

Everything needed is inside init.sqf, if you want to play with missile parameters, open mando_replacemissile_example.sqf and modify the parameters there. Here is the list of parameters used by Mando Missiles.

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New toy for Mando Missile which will be fully integrated in v2.4: mando_missilehead_sadarm.sqf. Now you can simulate missiles like swedish RBS - 56B Bill2, which overflies the target and fires the lethal charge just over the target's top.

<span style='color:blue'><< Mando Missile RBS-56B demo mission >></span>

To save space, the demo mission uses the addon version (so make sure to have mando_missiles.pbo into your addons folder), if you want to use the script suite just follow this procedure.

Everything needed is inside init.sqf, if you want to play with missile parameters, open mando_replacemissile_example2.sqf and modify the parameters there for the M_Hellfire_AT. Here is the list of parameters used by Mando Missiles.

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Mando this is great stuff. What can you tell us about Mando Guns. Any Instructions?

edit

Disregard, found Info. Thanks Mando.

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Very impressive Mandoble, as always from your hands. thumbs-up.gif

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Quote (Mandoble @ July 10 2008,21:52)

Code Sample

// init.sqf or script run from init.sqf

if (isServer) then

{

{

if (typeOf _x == "ZSU") then

{

if (((_x getVariable "mando_setup") == 1) ||

((_x getVariable "mando_setup") == 0)) then

{

}

else

{

// one of every three existing shilkas will be a SAM

if ((random 100) > 33) then

{

[_x] spawn

{

Sleep 1 + random 3;

[(_this select 0), 1, ["Air"], 24, 500, 4000, 12, [0,0,0,3], 360, 0, [west, sideEnemy], true, false, true, true,55]exec"mando_missiles\units\attackers\mando_patriot.sqs";

};

_x setVariable["mando_setup", 1];

}

else

{

_x setVariable["mando_setup", 0];

};

};

};

} forEach vehicles;

Sleep 15;

};

Mando I couldn't get the script you gave above to work in my Warfare modification I placed in the init but zsu will not work.

I tried putting this other one in TurokGMTSERVERONLY.sqf and it works making shikas spawn with mando but its making a wierd loop in the in game time could you see whats wrong perhaps.

////////////////

This makes them spawn with mando but ingame time goes wierd

making mission unplayable

///////////////////

while {isServer} do

// Any ZSU in the map will become automatic SAM

if (isServer) then

{

{

if (typeOf _x == "ZSU") then

{

_disp = _x;

_posunit = 1;

_ttype = ["Air"];

_quantity = 12;

_minrange = 500;

_maxrange = 3000;

_rof = 6;

_pos = [0,-1,0, 2];

_scan = 360;

_mink = 0;

_enemies = [west,sideEnemy];

_antimissile = false;

_fixed_firing_direction = false;

_initially_active = true;

[_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, _antimissile, _fixed_firing_direction, _initially_active, true]exec"mando_missiles\units\attackers\mando_hawk.sqs";

Sleep 10;

};

} forEach vehicles;

};

have I not closed the loop or somthing sorry I am not really that good at scripting.

heres the link to my mission

http://www.flashpoint1985.com/cgi-bin....t=74427

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Try this in the init.sqf of your Warfare modification:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

if (isServer) then

{

[]spawn

{

{

if (typeOf _x == "ZSU") then

{

_mando_setup = (_x getVariable "mando_setup");

if (isNil "_mando_setup") then

{

// one of every three existing shilkas will be a SAM

if ((random 100) > 33) then

{

Sleep 1;

_disp = _x;

_posunit = 1;

_ttype = ["Air"];

_quantity = 12;

_minrange = 500;

_maxrange = 3000;

_rof = 6;

_pos = [0,-1,0, 2];

_scan = 360;

_mink = 0;

_enemies = [west,sideEnemy];

_antimissile = false;

_fixed_firing_direction = false;

_initially_active = true;

[_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, _antimissile,

_fixed_firing_direction, _initially_active, true]exec"mando_missiles\units\attackers\mando_hawk.sqs";

_x setVariable["mando_setup", 1];

}

else

{

_x setVariable["mando_setup", 0];

};

};

};

} forEach vehicles;

Sleep 15;

};

};

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In few days, before MMA 2.4 arrival, there will be an intermediate version including:

- Fine control for TV guided missiles (mostly to be used from the Air Support Console).

- Menu action to activate/deactivate targeting hud.

- Compatibility with Spoon Core key handling (while not required).

- Stealth vehicles with little or no chances to be locked on.

- More effective (no more powerfull) detonation script examples.

- Javelin replacement included.

- TorM1 launcher example for AI included.

- Swedish Bill2 and SADARM warheads for missiles included.

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Mandoble,

I have been using the SAMs (with SAM console) for a while now. So far in order to get the radar to work properly I have to click Command Radar ON then Radar ON. There is a little box down below that says Radar but gives no indication of whether the radars (and their type) are on.

I would also like to edit the names (instead of Mando_commanded_0) ... where can I do that? Or is that covered in MMA2.4 ?

[TAO] Kremator

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Mando Missile Command is a bit beta in MMA 2.3, it works but it is a bit "crude". It will be improved in MMA 2.4.

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Small example of the new AI radar site functionality in MMA 2.35:

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Looks very nice indeed. Any timescales on the mini-release Mandoble ?

[TAO] Kremator

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Nice job, Mando! I like the last plane in the video... getting pelted with three SAMs is pretty much the end of anything flying. Very nice indeed. biggrin_o.gif

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