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mandoble

Mando Missile ArmA for ArmA 2

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wow, that scud vs patriot battle is looking great! any chance this will be implemented into the GRAD as well?

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kju, one of the parameters of the script is the colour of the dialog, including alpha, you can set whatever you want as background colour for it. Another parameter is the vertical angle, which might be fixed to any value (45 for example) or automatic. In this lastest case the angle is calculated just to point at the target (this one is used in the video).

Blueteamguy, Grand is an unguided rocket, right? You can simulate these too with Mando Missile, while for unguided weapons it might be better just to use normal ArmA2 rocket types, like the MLRS. In that video I'm using MLRS acting as Patriot launchers not as rocket launchers.

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Looking forward to this hugely Mandoble, please release soon! ;)

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Hello Mandoble,

Can You estimate the release date for your marvellous addons?

Masword

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Put the blame about the delay on kju, defunk, kremator, manzilla, cyborg11 and some others providing ideas I want to put inside the pack before first open beta ;)

There is not so much pending to be implemented, but in any case always depending on my quite limited free time. With a bit of luck we might be talking about only few weeks.

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Put the blame about the delay on kju, defunk, kremator, manzilla, cyborg11 and some others providing ideas I want to put inside the pack before first open beta ;)

I will gladly take part of the blame. :D

I will add that whatever the amount of time that is still needed you guys will be very satisfied when it's released. There's a lot of great, really functional stuff that is being added. Mando's done some amazing work thus far. But there's a lot to script and also test. Really the best answer is the proverbial it will be done when it's done but no worries this will change the way air combat is looked at in A2. Hell it will add air combat to the game. Stay tuned....

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^^ same here. We want to help mandoble make the BEST addon for you all to use in your missions.

Take it from me .... it's gonna blow you away.

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Mandoble,

I'm available to help You as tester in case of need. Obviously I'm standing in the line waiting for my turn. He he....

Maxsword

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TorM1 lauch type is now working quite well ;)

DM8HQgNWXGs

Now you can define up to two acceleration stages, and during the first one there is "guidance" or aiming. So you can set an initial speed to eject it vertically, and then a -9.8ms^2 accel for the first second, having the missile being already oriented to the target, and then engine burst and full acceleration.

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That really works well! But thats no surprize, its made by Mandoble. :D

Although I think the missile behaves a bit slow, in the first launch stage the missile should go twice as fast and twice as high(~20m).

Anyway everything looks great so far!

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Looking awsome mando.

Hey I tested out the new features of A2 regarding vehicle variables that are public... they work well. SetVariable now takes an extra parameter that determines if its public or local. So I have made a dam script that has a control object.. clients can send and receive data from that objects variables to see which gates of the dam should be open, etc. It should work great for storing missile types and counts so that AI launchers on human gunnable vehicles will seamless. Let me know if you'd like any work done on that, I'd love to help.

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Ups, you are right BogdanM, the missile is being ejected too slow compared to the real one, this is an easy to fix one ;)

Oktane, MMA for A2 is already using the globally broadcasted vehicle vars for ammo counts and countermeasures counts. And of course, if you want to help, you are welcome, check PM :)

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CnZptPBW5_4



Now you can setup locking on timed. Once you press lock on key or button you need to keep the desired target more or less centered on hud for 3 seconds and then the lock on is confirmed. While the lock on is confirming the target its green square will blink quickly. This might be an interesting option for PvP matches where you want to avoid too easy or quick locks on targets (is that what you were looking for Kju? ;) ).

For any HUD system you can select between:
- Normal lock on: Target closest to the hud's center is selected.
- Boresight lock on: Same as previous, but target needs to be well centered in the HUD to be locked on.
- Timed lock on: Same as first one, but target must be in HUD's area for 2 or 3 seconds before lock on is confirmed (this avoids quick snapshots while in violent scissors).

Maximum visual engagement range from HUD is now increase to 10Km against air targets.

All the HUD's menu actions are now also mapped to user actions, in case you want easy mapping for joystick devices.

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I'm really liking these HUD options, one pain in air to air combat in arma1 was with the speed you could release 6 missiles at 6 targets.

A more realistic 'locking' system would be great, actively hunting down, getting behind the target then locking etc.

I'd be interested in using these scripts in the jet addons I'm converting, I'll be watching the development :)

great work mate as always.

Southy

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Outstanding work Mandoble, all very valuable improvements.

Must be getting close to a public beta now! :bounce3:

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Nice work Mandoble!

that radar on your left reminds me of the combatradar i made for arma 1, never released it tho. i see you made it with a nice gui :)

kju

Story short: How about making the background solid and instead move the dialogs to

the edges of the screens

that basicly means he needs to add a screen aspect detector. since screen cords changes when you change aspect. 0:0 is upperleft on 4:3 but not in 16:9 or 16:10.

imo i think its looks fine as it is.

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Everything I've seen in this thread looks like alot of fun. As long as I've owned OFP to Arma2, I've never engaged in Air-Air combat but i'm going to have to give this a try. Actually Red Baron was the last FS I've played but i have to ask -does the AI have any basic evasive type scripts and manevours? meaning, do they understand threats and know how to move cutting attack and defensive angles or do they just circle and dump chaff?

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Super! :)

Maximum visual engagement range from HUD is now increase to 10Km against air targets.

What do you mean here - the top left radar, or target indication in the center?

How does it work for ground vehicles roughly?

An idea for release v2. It would be neat if you could make it read various unit specific

values from config, and use your default if no definition is found.

This way a small config addon could be easily made to set all the sets for each units,

and most important opt-in for new vehicles without changing the suite.

Cheers!

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Kju, the circle in the left top corner is not a radar, but a radar warning receiver (your plane is at its center). It covers 2Km radious around the plane and draws vectors with the incomming missiles. It is there to help you to maneouver in the correct direction and drop countermeasures at the correct time.

The 10Km limit is for visual engagements using the HUD against air targets. So, the HUD will display green squares for detected air targets in front of your plane (or weapon in case you use a sam launcher from a moveable turret). These targets must be in range and with a clean LOS with your plane in order to be able to lock on them. For longer range engagements you would need to use an MCC, IRST camera or the "work-in-progress" long range radar MFD (I want an F14 for this ;) ).

Using only the HUD (without any extra MCC/TV/Radar system) you can enable:

- Air targeting: which works as indicated above.

- Ground targeting: Similar to air targeting, but shorter range (5Km). Only engine-on vehicles/ships with clean LOS are displayed on HUD.

- Structures targeting: You point to a ground position, and this ground position is selected as target.

- Radar targeting: You can cycle between radar emitters actively emitting. LOS and range doesnt matter as long as the source is emitting (radar on). It doesnt display active airborne radars, only ground/sea based ones. For example, a SAM with radar turned on will be displayed as potential target.

- Remote targeting: You can cycle between all the remote targets present for your side. Again range and LOS doesnt matter for these.

The HUD system mounted on ground vehicles works same as for a plane or ship. With a script parameter you select the HUD layout, for example, for ground vehicles you dont want the RWR present (same as for the flare counters).

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Excellent work Mandoble as usual. Really going to add a lot to Aircraft capabilities.

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