jasonnoguchi 11 Posted December 23, 2009 Mandos make aircraft fighting a simulation from the arcade it is in vanilla. :) Share this post Link to post Share on other sites
mandoble 1 Posted December 23, 2009 Yes Deralky, new AH64 will have its setup. Lord_MDB, if what you are looking for is to get rid of the RWR display, add the following to your init.sqf after mma initialization: mando_rwrpos = [safeZoneX + 0.024, 0.1, 0.2, -2 + 0.2 * 4 / 3]; mando_rwrpos_full = [safeZoneX, 0.1 - 0.032, 0.248, -2 + 0.248 * 4 / 3]; rexehuk, do not add the full GL to your mission, but add the following to your init.sqf: [] spawn { while {!alive player} do { Sleep 1; }; [[""], 0, "Javelin", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_javelin.sqf", 0, 0, [[-1,"Javelin"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; [[""], 0, "Stinger", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_stinger.sqf", 0, 0, [[-1,"Stinger"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; [[""], 0, "Igla", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_igla.sqf", 0, 0, [[-1,"Igla"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; [[""], 0, "Strela", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_strela.sqf", 0, 0, [[-1,"Strela"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; [[""], 0, "MetisLauncher", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_metis.sqf", 0, 0, [[-1,"MetisLauncher"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; }; Notes about Patch 1.05: - Something weird makes the diamond for locked on targets to be missplaced. - Su25s and Su34 weapons doesnt work as weapon indexes seem to have been modified for R73s and Ch29s. I will investigate these two issues and will try to apply a fix ASAP, along with the configuration of the Apache. Share this post Link to post Share on other sites
tuocs 10 Posted December 23, 2009 Mandoble I have a question for you. Could you use your cam script/ addon in the mando missile for a script for the UAV to keep its cam on one spot? Share this post Link to post Share on other sites
kremator 1065 Posted December 23, 2009 Just left click on the spot you want observed and you will lock onto that spot. Share this post Link to post Share on other sites
rexehuk 16 Posted December 24, 2009 rexehuk, do not add the full GL to your mission, but add the following to your init.sqf: [] spawn { while {!alive player} do { Sleep 1; }; [[""], 0, "Javelin", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_javelin.sqf", 0, 0, [[-1,"Javelin"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; [[""], 0, "Stinger", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_stinger.sqf", 0, 0, [[-1,"Stinger"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; [[""], 0, "Igla", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_igla.sqf", 0, 0, [[-1,"Igla"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; [[""], 0, "Strela", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_strela.sqf", 0, 0, [[-1,"Strela"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; [[""], 0, "MetisLauncher", [1], [1], 0, 0, 0, [0,0,2], mando_missile_path+"huds\mando_hud_metis.sqf", 0, 0, [[-1,"MetisLauncher"]], 0]execVm"mando_missiles\units\mando_assign_portable.sqf"; }; Cheers man, worked a treat. Share this post Link to post Share on other sites
.kju 3245 Posted December 28, 2009 As always superb job Mandoble! We did our first MP last night - people were stunned. :) Now please mind suggesting how to implement it best into the AAS missions. In general I see two ways: a) As script pack as part of the mission file. b) As addon version. From what I understand for now only the addon version is available, right? If so, can you please give a rough ETA for the non addon version. In case it will take a while, I would move on to use the addon version for now. The main question is, can I integrate it that it is not required and only active for those who load the addon along? From what I saw you only have defined new cfgVehicles for the subs and ships. You seem to use creatVehicle only for these two - the rest is cVLocal. The basic implementation idea is to make the infantry weapons (Javelin/Strela) only available to players if the addon is found. Same goes for guided rockets in vehicles. Is that feasible or what are thoughts. Cheers! Share this post Link to post Share on other sites
mandoble 1 Posted December 29, 2009 Thanks Kju. Actually (during early beta period) MMA is available as addon (for mission makers and players, it is easier to install a new addon than to release another mission version with an updated script suite inside). But the original target of MMA has been always to keep 100% addon free, so the script suite will be available too. Imminent new beta release will be addon only, next one will include both. About ETA, next one might be available this week, and the one with the script suite in two or three weeks more. Said that, the option of having only some players having MMA will not work, there are some scripts that must be running in both, the client of the firer and the client of the victim and the server. Inside CFG vehicles of MMA there are some gamelogic defined (not required for script suite) and the example of Phalanx gun to be used with mando gun. There is nothing there related to Subs or ships. But if after next imminent release you are confident that all the required functionality is working well for your mission, feel free to depbo it and include as script suite in your mission (addon is the script suite pboed). This gives you also the opportunity to remove parts that your mission doesnt use to save space. Share this post Link to post Share on other sites
rexehuk 16 Posted December 30, 2009 Mando, are there any plans of furthering the realism of the javelin system? By this I mean implementing the CLU and Battery system? It is fairly realistic at the moment, but still pretty much ready to fire straight away! Would be cool if it took a couple of minutes like real life to become fully armed. Share this post Link to post Share on other sites
rubberkite 19 Posted December 30, 2009 hi Mando, what's new, did you have found a way to fix the lock diamond missing in 1.05 ? I also notice a problem with Ah1 and hellfire they can't be selected anymore with mando left ctrl. I can't play without your stuff so I really miss a new release, I hope that it's coming soon. Thank you a lot, and I hope that your 2010 is a great year ! :bounce3: Share this post Link to post Share on other sites
Robalo 465 Posted December 30, 2009 This addon rocks, I'd like to have the features auto-initialized for all missions. Is there such XEH plug-and-play addon planned? Thanks! Share this post Link to post Share on other sites
Defunkt 431 Posted December 30, 2009 Mando, are there any plans of furthering the realism of the javelin system? By this I mean implementing the CLU and Battery system?It is fairly realistic at the moment, but still pretty much ready to fire straight away! Would be cool if it took a couple of minutes like real life to become fully armed. I have thought about another pass over the Javelin to add battery life tracking, revised thermal vision effect and the correct fixed zoom options but right now there are other more significant items to be worked on. It could happen but isn't being worked on at present. Share this post Link to post Share on other sites
kremator 1065 Posted December 30, 2009 That would be wonderful Defunkt ! Share this post Link to post Share on other sites
.kju 3245 Posted December 30, 2009 This seems to work: class CfgPatches { class MMA_XEH_AutoLaunch { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Extended_EventHandlers","Mando_Missile_Addon"}; version = "2009-12-30"; fileName = "MMA_XEH_AutoLaunch.pbo"; author = "kju"; mail = "kju@dev-heaven.net"; }; }; class Extended_PreInit_EventHandlers { MMA_XEH_AutoLaunch_PreInit = "[true] execVM '\mando_missiles\mando_missileinit.sqf'"; }; class Extended_Init_EventHandlers { class Man { MMA_XEH_AutoLaunch_Init_Man = "if (isNil 'MMA_XEH_AutoLaunch_Init_Man') then {MMA_XEH_AutoLaunch_Init_Man = true; [] execVM '\mando_missiles\mando_setup_full.sqf';};"; }; }; Share this post Link to post Share on other sites
mandoble 1 Posted December 30, 2009 Sure Rexehuk, but not for the imminent next release. BTW, I thought the required time to be ready to fire a Javelin was about 20 seconds, are you sure about these 2 mins? Rubberkite, the diamond is fixed. AH1 Hellfires are available via TV camera (menu action), not HUD. About news, you will see: - A beta of reloading dialog, where you can setup multiple weapon configurations per each vehicle class. - Customized helment mounted displays. - Better handling of the TV camera, quite noticeable with high zoom levels. - Better HI and Direct Javelin flight profiles. - Softer Hellfire final dive for long range shots. - AH64D setup (TVs and custom IHADSS for pilot and gunner). - AV8B2 and Su34B with specific SEAD configurations added for anti-radar missions. - Improved sensor and locking on characteristics for F35B. - Increased AA lock on times for choppers (AH1Z, AH64D and Ka52). - Ch29 Sensor range increased for Su34B. - AI less expert dropping flares. Robalo_AS and Kju, I do not recommend doing so as a mission maker might pretty well have created and setup his own systems, which might be pretty different than the default ones. If you always activate all the default ones automatically even if the mission tries the opposite you will create a conflict. Also this might generate situations in MP games where only some players have MMA active, which might generate great unbalancing. Share this post Link to post Share on other sites
kremator 1065 Posted December 30, 2009 WOAH that sounds brilliant Mandoble ! Can't wait. Share this post Link to post Share on other sites
jasonnoguchi 11 Posted December 31, 2009 EAGERLY AWAITING! MMA is getting BETTER! Share this post Link to post Share on other sites
204 Kallisto 14 Posted December 31, 2009 is it possible to make all air vehicles invisible for the radar when whose speed between -10 km/h +10 km/h And/or When aircrafts flying under 35m Share this post Link to post Share on other sites
mandoble 1 Posted December 31, 2009 For the radar of MMA systems yes, set global mando_minairalt to the value you want in your mission's init.sqf after MMA initialization. The default value is 10. This affects to MMA automatic launchers and HUDs (except these of portable weapons like Stingers), but this doesnt affect to normal BIS launchers firing BIS missiles. On the other hand, the low speed affecting radar detection makes little sense to me. Share this post Link to post Share on other sites
mandoble 1 Posted December 31, 2009 (edited) Example of new rearming dialog: Depending on the user rights you can build your own configuration or only select between predefined ones. The predefined configurations are per vehicle class, in the example AV8B2 has six. Edited December 31, 2009 by Mandoble Share this post Link to post Share on other sites
kremator 1065 Posted December 31, 2009 A 2009 release Mandoble? MUHAHAHA Share this post Link to post Share on other sites
.kju 3245 Posted December 31, 2009 Thanks for the response about usage/availability of the non addon version Mandoble. Agreed that a more complete and safe XEH is needed, yet for now this seems to work fine. More updates on that soon. See you on the other side (OFPEC). Thanks. Share this post Link to post Share on other sites
Perfect Dark 0 Posted January 2, 2010 Yesterday I started playing with all the mando_gun/missile scripts and I must say this is outstanding work! Just one thing keeps me from enjoying it fully :( I tried to create my own Mando-gun but due to the short documentation located in the gunattacker.sqf I´m just not able to create one without plenty error messages. Can anyone please post a code expamle with all arrays filled for me? Share this post Link to post Share on other sites
mandoble 1 Posted January 2, 2010 Might be you can copy here the code you are trying to execute for Mando Gun. Anyway here goes a basic example: // Init.sqf // Somewhere in the init.sqf: if (isServer) then { _enemysides = [west]; // It will attack west air units _gun_unit = my_truck; //my_truck unit placed on map _firing_position = [0,0,2]; // In model coords, adjust as needed _barrel_length = 3; // Length of the simulated gun [_gun_unit, 3, ["Air"], 200, 100, 1500, 1000, 17, 20, [0.6,0.6], 4, true, "", "B_23mm_AA", _firing_position, _barrel_length, 360, 0,_enemysides, true, true, false, "","", "mando_gun"]execVM"mando_missiles\mando_gun\mando_gunattacker.sqf"; }; Note that this simulates a virtual gun, it doesnt animate any existing object. If you need to anite one, I'll add examples to do that too. Share this post Link to post Share on other sites
NoshDaMinsk 10 Posted January 3, 2010 Just gotta say - love the mod :bounce3: However, I have a graphical glitch when in AA or AG TV mode in the Chopper (A-52). I see a flickering image of the chopper in the screen which is a PITA. Have I forgotten to set something up? Thanks in advance. Nosh. Share this post Link to post Share on other sites