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mandoble

Mando Missile ArmA for ArmA 2

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There is a Hwater1 class inside the universal folder that could be what youre looking for

class HWater1 : Default {
	interval = "0.02 - 0.019 * density";
	circleRadius = 1.5;
	circleVelocity[] = {"speed*0.8", 0, "speed*0.8"};
	particleShape = "\ca\Data\ParticleEffects\Universal\Universal";
	particleFSNtieth = 16;
	particleFSIndex = 12;
	particleFSFrameCount = 13;
	particleFSLoop = 0;
	angleVar = 0;
	animationName = "";
	particleType = "Billboard";
	timerPeriod = 1;
	lifeTime = 1;
	moveVelocity[] = {0, 0, 0};
	rotationVelocity = 1;
	weight = 1.2;
	volume = 1;
	rubbing = 0.1;
	size[] = {3, 7};
	sizeCoef = 1;
	color[] = {{0.7, 0.8, 1, 0.0}, {0.7, 0.8, 1, 0.2}, {0.7, 0.8, 1, 0.1}, {0.7, 0.8, 1, 0.08}, {0.7, 0.8, 1, 0.05}, {0.7, 0.8, 1, 0.03}, {0.7, 0.8, 1, 0.01}, {0.85, 0.9, 1, 0.0}};
	colorCoef[] = {1, 1, 1, 1};
	animationSpeed[] = {1000};
	animationSpeedCoef = 1;
	randomDirectionPeriod = 0.1;
	randomDirectionIntensity = 0.05;
	onTimerScript = "";
	beforeDestroyScript = "";
	lifeTimeVar = 0.2;
	position[] = {"positionX", "positionY", "positionZ"};
	positionVar[] = {0, 0, 0};
	MoveVelocityVar[] = {0.1, 0.1, 0.1};
	rotationVelocityVar = 1;
	sizeVar = 0.6;
	colorVar[] = {0, 0, 0, 0};
	randomDirectionPeriodVar = 0;
	randomDirectionIntensityVar = 0;
};

Otherwise, I'm using GNATs cpp for the frigates to enable the water trails for the torpedoes.

interval = "0.1 - 0.075 * density";
	circleRadius = 0;
	circleVelocity[] = {0, 0, 0};
	particleShape = "\Ca\Data\ParticleEffects\Universal\Universal.p3d";
	particleFSNtieth = 1;
	particleFSIndex = 0;
	particleFSFrameCount = 1;
	angleVar = 360;
	animationName = "";
	particleType = "Billboard";
	timerPeriod = 1;
	lifeTime = 5.5;
	moveVelocity[] = {"speedX", "speedY + 2", "speedZ"};
	rotationVelocity = 1;
	weight = 1.45;
	volume = 1;
	rubbing = 0.1;
	size[] = {2, 6, 8};
	sizeCoef = "size+0.5";
	color[] = {{1, 1, 1, 0.5}, {1, 1, 1, 0.0}};
	colorCoef[] = {1, 1, 1, 1};
	animationSpeed[] = {0};
	animationSpeedCoef = 1;
	randomDirectionPeriod = 0.1;
	randomDirectionIntensity = 0.5;
	onTimerScript = "";
	beforeDestroyScript = "";
	lifeTimeVar = 0;
	position[] = {"positionX + 1", "positionY -1", "positionZ - 65"};
	positionVar[] = {0, 0, 0};
	MoveVelocityVar[] = {0.5, 1, 0.5};
	rotationVelocityVar = 1;
	sizeVar = 0.5;
	colorVar[] = {0, 0, 0, 0};
	randomDirectionPeriodVar = 0;
	randomDirectionIntensityVar = 0;

I haven't tried the first one, but the second one doesn't look too bad

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Thans Mankyle,

what I'm looking for are anim divisor, anim starting row and number of frames to play for the watereffects.

I tried ["\ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13] but then I see blood and wood between others. Not sure how to get the water effects from universal in order to be used with particle commands.

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Dev update :)

MCC is now working well in ArmA2, as well as a more advanced version of the MMC TV systems. Torpedoes are working too with new particle effects, flares effects changed to ArmA 2 flares FXs, Missile Lab mission ported and working well too, also Vikhr TV cameras (AA and AG modes) and missile included (laser guided so you always need to keep the lock, inmune to flares, but quite small boresigh horizontal angle and pretty poor maneuverability).

See here the A2 MMC system in a stealth planes test mission. A LAV25 is used here to simulate a HAWK SAM launcher (MMC system). The SAM can detect, lock on and track the Harriers, but the F35B remains invisible to radar (for this mission its class was added to the stealth types array).

You may see also some automatic flares in action. The MMA flares are effective only if dropped inside correct range and aspect angle with the incomming missile, else the missile will ignore them. The missile might also reacquire the target after passing through the flares clould (as seen in the last seconds of the video) if the original target is still inside muissile's active detection cone.

9d_sYOHmfMU

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EXTRAORDINARY WORK Mandoble, keep up your progress. It will be a great addition, and should be made an actual part of the game from now on here at my computer.

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You simply define an array with stealth classes in your init.sqf. Mando missile launchers will not be able to lock on them. Next revision will include pairs of [class, %stealth_lvl].

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Now the MMC TV systems admit any custom backgrounds (paa files). Raptor6 provided an outstanding MFD with fully working buttons. You may also use F keys to use the button's options.

The camera has also two new red arrows to indicate max track probability arc for the missiles, so if you fire with the target inside that arc the hit chances are maximum. Firing outside that arc will result in most cases in a miss. In next example for Vkihrs missiles that arc is quite limited, so you need to ensure the target is well in front of the Ka52. Of course you can adjust this arc for each missile type you customize.

A navigation map and a help htm file have been added too and are accesible from the camera. You can use the map to order the AI pilot (if any) to move the chopper to the desired position or just shift-left click with the camera center over the desired terrain position.

8bji9mQsxOs

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Amazing stuff Mandoble!

Coming from PvP, some parts I like, the parts like to automate the targeting and missile

guidance I see rather septic for competitive play.

Would you consider to adapt parts for a second version / make possible to configure it,

to make the system usable for PvP play?

To give you an example. Instead of the autolock of the target, it would be better to

have the play keep the target in the scene of the HUD to get the missile hit.

So like a laser painting a target the missile following the path.

Another element is green rectangle / square icon indicating new units into the view.

For PvP instead of this support system to make target recognition easier, that should

be possible to deactivate, so that the player has to do that part all by himself.

If possible, it would be a great feature to showcase the targeting process of an AA:

like that you are keeping the target for a few seconds in the optics/cursor to get the

lock. The icon could visualize that the lock was successful, along with a sound.

Thanks for the considerations!

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I think the TV system works just fine and as close as possible to the real thing.

To give you an example. Instead of the autolock of the target, it would be better to

have the play keep the target in the scene of the HUD to get the missile hit.

So like a laser painting a target the missile following the path.

I'm pretty sure thats not how things work in the real word. I think that once the pilot locks on the target, the laser designator automaticaly adjusts the laser to the target so the pilot doesn't have to do that manually.

Another element is green rectangle / square icon indicating new units into the view.

For PvP instead of this support system to make target recognition easier, that should

be possible to deactivate, so that the player has to do that part all by himself.

I have to disagree with this also. It would be unrealist if the pilot/gunner would be aware of enemy vehicles only by visual recognition. The vehicles/planes are detected by the radar so some sort of situation awareness must be included.

If possible, it would be a great feature to showcase the targeting process of an AA:

like that you are keeping the target for a few seconds in the optics/cursor to get the

lock. The icon could visualize that the lock was successful, along with a sound.

This idea sounds very good and I totaly support it. This could simulate the delay until the laser designator head aligns with the target.

Edited by BogdanM

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Very, very cool Mandoble, before long ArmA2/OA truly will be the Ultimate Military Simulator!

My thoughts on kju's suggestions:

Instead of the autolock of the target, it would be better to have the play keep the target in the scene of the HUD to get the missile hit. So like a laser painting a target the missile following the path.

Might be verging on sacrificing realism for gameplay. Possibly it should be enough that the firing platform be held reasonably steady to ensure the auto-targeting system maintains its own lock. Or possibly configurable per-vehicle?

Another element is green rectangle / square icon indicating new units into the view. For PvP instead of this support system to make target recognition easier, that should be possible to deactivate, so that the player has to do that part all by himself.

Totally agree, if it is desired to simulate the existence of radar then provide a blip on the green overhead map. Too easy if the gunner doesn't have to at least switch instruments.

If possible, it would be a great feature to showcase the targeting process of an AA: like that you are keeping the target for a few seconds in the optics/cursor to get the lock.

This would be awesome!

Very nice MFD surround Raptor6, I wonder if you'd consider making more or at least one Russian one?

It would also be great to be able to configure some other properties for the display B&W, Grain, NV Available, FLIR Available so we could present differing capabilities for different vehicles, (i.e. US in colour with bells & whistles, Russian mostly in B&W).

One always feels a bit sheepish making so many suggestions for something which is already so thoroughly well done, but hopefully you're interested in the input. Look forward to the end result.

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kju, I would say almost whatever you might need to balance gameplay is already there ready to be parametrized for each system by the mission editor.

Between others you may configure via script parameters the following just for the missile:

Missile accuracy.

Missile resistance to countermeasures.

Missile agility in vertical and horizontal planes.

Missile cone of track (nose angles to track a target).

Active seeker range, speed, acceleration, endurance, warhead power, time between updates if inertial guidance is selected.

Terrain avoidance (terrain following) or not.

Type of pursuit: lead or direct

And for the TV system:

Operational modes: Remote, Local or both. If local, the camera will try to detect potential targets and show them on screen (engine on vehicles). If remote, the system will show only targets marked by other units (for example using mando laser designators).

Type of targets for local mode: vehicles, air units, ships, radar (if radar is set, it will show active mando surface radars)

Camera position and maximum angles of movement as well as camera initial heading.

Camera sensor range.

Operation mode: automatic (fire and forget), semiauto (you need to keep the lock until miss or impact, and LOS is not broken by terrain), or manual (you need to manually guide the missile).

Maximum angles relative to camera center to be able to lock on a target (if quite small, you will need to put the camera center just on spot to be able to lock on a real target instead of just the terrain).

With all these you may create quite deadly systems or quite noisy ones (scaring a lot but rarely hitting and damaging even less). So, all in all, the mission editor have many "tools" to balance gameplay for PvP games.

Also consider that deadly airborne systems might be compensated with SAMs, that also might be compensated with chaff/flares or just stealth tech.

In that video example no target is locked on automatically, it is the camera operator the one locking on targets, and the camera shows only engine on targets with clean LOS with the chopper. So, if a chopper is detected nearby, you may stop your engine. If so, the camera will not show that vehicle marked with a square and then the pilot will need to locate it visually using zoom and then lock on it (something that for long range shots is complicated).

BTW, you have a message in ofpec, in case you want to contact me and share ideas about this PvP gameplay matter ;)

Edited by Mandoble

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Mandoble does it again. Looking VERY good mate ... very good indeed !

I noticed the FLIR on that MFD from Raptor...... does you system work perfectly with that?

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does you system work perfectly with that?

I would say yes, pretty well :cool:

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Hehe great stuff Mandoble. REALLY looking forward to this release.

Now here's the thing. Remember the gun camera that could be attached to the old C130 in Arma1 .... will that be available for the new C130 with this release?

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Yes, that one is already working too. It is the very same TV system but indicating that the weapon is a gun and setting up parameters for the gun.

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I feel a LOT of VERY happy A2 players being able to have an AC130 and a FULLY FUNCTIONAL UAV !!!!

Keep up the good work Mandoble. Keep those scripting fingers going !

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Very nice MFD surround Raptor6, I wonder if you'd consider making more or at least one Russian one?

It would also be great to be able to configure some other properties for the display B&W, Grain, NV Available, FLIR Available so we could present differing capabilities for different vehicles, (i.e. US in colour with bells & whistles, Russian mostly in B&W).

As a matter of fact, Mandoble and I were discussing this earlier as one of his wishes. I'd love to find one and implement it. If there is any reference material for one, I'll take a look and see what we can do. Without Mandoble's help, I never could've gotten the MFD implemented. I hope other systems, like the Kiowa warrior, can have it implemented also. And, I am looking for any other type of console windows, MFD (multifunction displays), mpds (multipanel displays) and anything else so that I can ask Mandoble to help put in ArmA 2.

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If you were a woman I'd kiss you ... but not until you release Mando Missiles !

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great work Mandoble...really looking forward to it.

I was on the same page with kju (looking at it from a PvP POV mainly), but your answers gives me a warm feeling.

Also, i am assuming that the AA missile hit ratio can be less if countermeasures are active

About countermeasures

- will those be manually fired? could them be set to auto deploy if wanted?

- does AI deploy countermeasures as well?

- will mando work with 3rd party countermeasures system suck as RKSL ones?

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Raptor 6 Actual,

Damn good job on the MFD. That's sorely needed.

pufu,

I was wondering the same thing about the CMs and hopefully it will be just like A1. If I remember correctly I couldn't find anything that wouldn't work with his A1 system. The way he had it set up in A1 was complete and utter user definedness(if that's even a word.) You could basically tweak everything, leave or add what ever, etc. The RKSL stuff didn't have any problems that I remember, I could be wrong though.

Damn I just remembering how f&*$in' badass this was for A1. What I've seen thus far looks even better.

Thanks Mandoble and Raptor 6 Actual for his contributions. Exciting times ahead.

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