NKato 0 Posted September 30, 2008 NKato, if you want the camera to keep heading at a fixed direction, just click on the ground and the camera will keep slaved to that position and heading, else the camera will keep its current direction relative to the reco plane. I brought it up mainly because it's hard to track a moving target with the camera while the reconnaisance plane is turning - the camera's movement rate is FAR slower than the plane's turning rate, and that makes it harder for reconnaisance operators to be able to move the camera around efficiently in order to keep your ground forces up to date on incoming hostiles. Locking the camera is a solution but it is too cumbersome, and when you unlock it, it suddenly starts moving unexpectedly in accordance with the plane's current movements (turning, etc) and that can be VERY disorienting and frustrating! Which is why I suggested replacing its control code with the kind that's used for the machine guns, turrets, etc on various vehicles. When you get into a humvee's turret and you drive, and you point your gun to the right, it stays in that point of view even if the humvee turns. Share this post Link to post Share on other sites
kremator 1065 Posted September 30, 2008 I suppose an option would be to increase the turn rate of the camera then. You also have a point Nkato, but I'm not sure how Mandoble would go about this, if at all (as the current system works albeit slowly ) [TAO] Kremator Share this post Link to post Share on other sites
NKato 0 Posted September 30, 2008 You also have a point Nkato, but I'm not sure how Mandoble would go about this, if at all (as the current system works albeit slowly ) I'm pretty sure there is a way to script a mode that allows the camera to move independently of the recon plane. That is, the camera's position is slaved to the recon plane, but its X and Y axis rotations are not. Share this post Link to post Share on other sites
mandoble 1 Posted September 30, 2008 Is not only that you are pretty sure, it is that it is also the simplest way to control camera direction instead of the current complex way relative to plane's vector up and direction. The only small drawback is that if you want to follow the direction of the plane with the camera, you will need to keep adjusting it as the plane turns, dives or climbs. But obviously it is better to have a fine control of the point and area you want to keep watching instead of where the plane is pointing at. Good point there , it is already implemented and working quite well, expect it for v1.61. Edit: Now I'll try to make camera speed also dependant on zoom level, so when you have maxed zoom you feel the camera as "slow" as with minimum zoom instead of too fast to aim accurately to any position. Edit2: Camera speed max increased (x2), camera speed also dependant on zoom level, reco missiles max speed 278 m/s but horizontal maneuverability set to 70 degrees/sec and vertical to 40 degrees/sec. I think with this the only pending point is Spliff crew deletion. Share this post Link to post Share on other sites
NKato 0 Posted September 30, 2008 Is not only that you are pretty sure, it is that it is also the simplest way to control camera direction instead of the current complex way relative to plane's vector up and direction. The only small drawback is that if you want to follow the direction of the plane with the camera, you will need to keep adjusting it as the plane turns, dives or climbs. But obviously it is better to have a fine control of the point and area you want to keep watching instead of where the plane is pointing at. Good point there , it is already implemented and working quite well, expect it for v1.61.Edit: Now I'll try to make camera speed also dependant on zoom level, so when you have maxed zoom you feel the camera as "slow" as with minimum zoom instead of too fast to aim accurately to any position. Good to hear! Do we have an ETA? Share this post Link to post Share on other sites
mandoble 1 Posted September 30, 2008 Check edit2 in previous post. May be this weekend as long as I can detect the cases where the plane gets deleted or destroyed but not the crew. I think this might happen when the plane/chopper is abbandoned by the crew but not destroyed (chopper landed and severely damaged but still "alive", for example, in this case the chopper/crew are not deleted). Share this post Link to post Share on other sites
mrcash2009 0 Posted October 1, 2008 Quote[/b] ]- mission camera, fixed, for any plane. I understand the logic with it being fixed don't get me wrong. I was just referring to the fact that maybe a var switch could be added if users simply wanted to move the camera like the recon camera, but without any other features like missiles and targeting. The reason I asked is its nice when building a mission and testing, plus interesting to view from these angles on bombing runs for fun and for movies too. I wasn't really thinking realism, and its still not strictly a recon camera (as you cant guide it) just seems more of a reason to have this existing if you look around than just simply viewing a horizon for example if your viewing from an airdrop heli. the limited view without moving makes the whole reason of it a little limited becuase you cant really view anything as such from the bottom of a vehicle looking straight. Superb news on tweaking the camera viewing "feel" I didn't really post before but I did find trying out recon properly in a mission, it was a slight bitch when the vehicle was turning On another note I really love the switchable option for all men on air drops, especially if you call in 8 drops at once in an area (Ive been using avgani map) and then switch to a player at the drop moment, dropping with 30 other men and being fired upon by AA etc is quite something. Share this post Link to post Share on other sites
mandoble 1 Posted October 1, 2008 Might be you will get control of the camera in non-reco missions, but in that case you will lose zoom control. The idea is that you should not be able to use any of your mission planes for reconnaissance purposes. Share this post Link to post Share on other sites
mandoble 1 Posted October 3, 2008 New v1.61 available, check first post: - No more unlimited missiles for armed reconnaissance missions. - Armed reconnaissance missiles maneouverability increased. - More friendly camera control, now you dont need to fight the plane movements while aiming with the camera. - Camera speed increased and also adjusted based on zoom level. Overal speed increased and fine control even with maximum zoom. - Camera for non reco missions is now steerable, but you cannot zoon in it. - Mando Missile visual launcher using SADARM bombs included (mando_bombs_airsadarm.Intro demo mission). Share this post Link to post Share on other sites
kremator 1065 Posted October 3, 2008 Mandoble, Fantastic! Checking it out now. I WAS going to bed but not now. [TAO] Kremator Share this post Link to post Share on other sites
Spliff 0 Posted October 7, 2008 Mandoble, would it be possible to call a single gunship instead of a pair Share this post Link to post Share on other sites
mandoble 1 Posted October 7, 2008 Sure. Now is it some clear advantage having one instead of two each time you call for GS support? Note that having two has an advantage (not only numerical), the leader may order the second chopper to engange or check a different area which ensure much better coverage of the zone. This would not happen if you send TWO separate groups of a single chopper each instead of a single group with two choppers. Share this post Link to post Share on other sites
gunterlund 0 Posted October 7, 2008 Sure. Now is it some clear advantage having one instead of two each time you call for GS support? Note that having two has an advantage (not only numerical), the leader may order the second chopper to engange or check a different area which ensure much better coverage of the zone. This would not happen if you send TWO separate groups of a single chopper each instead of a single group with two choppers. Wow Mando that is very interesting. Let me ask then. Is it possible to get the helo's to fly in a broader pattern. What I find is the initial attack will come from a distance which is fine but then they fly in right over the enemy and eventually get shot down because they start hovering too much. Is it possible to get them to keep moving or is this just a function of their strength and mode. Share this post Link to post Share on other sites
mandoble 1 Posted October 7, 2008 Stregth and mode I would say. There is a single "SEEK and DESTROY" wp that is placed at the support position, aside of the long range engangements if you have mando missile initialized, everything else is standard BIS behaviour for SnD waypoints. Share this post Link to post Share on other sites
Spliff 0 Posted October 7, 2008 ok, gunterlund probably made a better way of bringing it forward than i did....what i tend to find,if a pair of helo's are called...the first wave of attack seems all good from a distance, then as they get closer to the point of the call, they seem to spend more time trying to avoid a collision with each other,than "SEEK and DESTROY".... Share this post Link to post Share on other sites
kremator 1065 Posted October 13, 2008 Mandoble, I have noticed that with the latest version when I remove the lock (by left clicking the window) the whole world window jumps up, making it difficult to continue to track a target, espcially if I am fully zoomed in. Is this meant to happen? I would think not. Is there an easy fix for it ? [TAO] Kremator Share this post Link to post Share on other sites
mandoble 1 Posted October 13, 2008 Yes, this is already fixed inside mma 2.35 tv, will try to adapt it to mando bombs rec camera too. Share this post Link to post Share on other sites
bigshot 64 Posted October 26, 2008 ...was just wondering if the "VE" choppers self destructing/blowing up when flying over cities/buildings has been fixed yet? PS - great addon...been using it with my own version of Warfare and it really helps to add a new dimension of play...helps keep things interesting for longer...or if im in a rush and limited for time, there are enough tools at my disposal to end things pretty quick too! Â ...many thanks to Mandoble...hope you will consider porting this over to Arma2 once we get there! Share this post Link to post Share on other sites
mandoble 1 Posted October 26, 2008 Well, it is not that they selfdestruct , the problem is with the cargo position below the chopper, which is "corrupted" by tall buildings roofs (as roof is considered 0 ground level and building roof has same ASL height than building base. So, when the cargo is placed 10m below the chopper, this becomes just chopper level if the chopper flies over a 10m tall building and then the cargo just crash with the chopper. You may modify the script and increase that distance between cargo and chopper to avoid these situations. I was trying a new method based on keeping the velocity, dir and up vector of the chopper for the cargo in a tight loop for 5 seconds, and then setpos it to re-sync any potential deviation. If you move something with setvelocity, up and dir commands the effect of building roofs doesnt affect it. But sadly my computer said bye bye before I was able to finish it. Share this post Link to post Share on other sites
Sneaker-78- 0 Posted November 13, 2008 I want to add this to an warfare mission , so i think i will got the same problem with the team status dialog[/] the problem is the action menu ? we don`t know what file we must edit, but that is another question. So if i know witch file(s) i must edit to get it right, and the action menu is important to know i think. Edit : found it ....tnks Quote[/b] ] When trying to place this item into the 506th warfare mod with Mando Missles (Awesome btw), I can't get the air support dialogue to stay past the opening screen. When I enter a HMMV it I get a second, "Options", menu to open the commander screen.Sorry if redundant, but I couldn't find these items in with the search feature. What I have done so far: I have placed the correct lines into the Description and Init files. Thanks in advance, I have no idea how to script. Enjoy your work man. the way I did it is by adding this to the initmission.sqf then you have to buy a laser designator and you have the console. // Add somewhere to your init.sqf [] spawn { private["_acidx1", "_acidx2", "_unit", "_veh"]; _acidx1 = -1; _acidx2 = -1; while {true} do { waitUntil {("Laserdesignator" in weapons player) && (alive player)}; _acidx1 = player addAction ["Console: Air support", "mando_bombs\mando_airsupportdlg.sqf"]; while {("Laserdesignator" in weapons player) && (alive player)} do { _unit = player; if (vehicle _unit != _unit) then { _veh = vehicle _unit; _acidx2 = vehicle _unit addAction ["Console: Air support", "mando_bombs\mando_airsupportdlg.sqf"]; waitUntil {(vehicle _unit == _unit) || (!alive _unit)}; _veh removeAction _acidx2; }; Sleep 1; }; _unit removeAction _acidx1; }; }; @mandoble thanks for letting me know about the seperate recon add on- looking forward to it. Share this post Link to post Share on other sites
mandoble 1 Posted November 15, 2008 Boshart, Colligpip already integrated this into warfare, you may check his mission in warfare section of this forum. Also check warfare thread from Spooner as it seems warfare uses fixed idx for actions at some point, so if you add your own actions to warfare, then warfare might remove them mistakely. Share this post Link to post Share on other sites
Sneaker-78- 0 Posted November 15, 2008 well i don`t see his version of warfare (Colligpip ) and i use the search button, I changed the wacco warfare and seems no problems yet Share this post Link to post Share on other sites
colligpip 0 Posted November 15, 2008 http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=81;t=74427 heres my version of warfare with mando missiles in it. I must put a new one up with the newer mando stuff in soon been stuck in WW2 :-) Share this post Link to post Share on other sites
Sneaker-78- 0 Posted November 15, 2008 well i use you`re script you posted in this topic earlier ,are there problems with it ? Share this post Link to post Share on other sites
colligpip 0 Posted November 15, 2008 er no not as far as i know its mandos anyway i just put it in the init.sqf Share this post Link to post Share on other sites