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mandoble

Mando Missile ArmA for ArmA 2

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Alright I got it to work without ACE2 running Ill see if it works with ACE2.

Edited by Flash Thunder

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If you're using the mma javelin mission, it has the mma logics placed on the map already for you. The xeh pbo will then try to initiate another instance of mma logics, which can do funny things.

Either

-remove the xeh pbo from your folder and play the mma javelin test mission, or

-fire up the editor with your current set up (auto init) and make sure the mma logics aren't present on the map.

Hope that helps you

I thought mma_xeh made the Mando missile HUD (etc) appear on every mission. Do I need it to play the mod right out of the box?

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Alright I got it to work without ACE2 running Ill see if it works with ACE2.

You're welcome.

I thought mma_xeh made the Mando missile HUD (etc) appear on every mission. Do I need it to play the mod right out of the box?

As far as I'm aware; Yes, if you have the xeh present in your addons folder (or in it's own one) then mma will initialise automatically (with no need to manually place the logics). Useful for pre-created content etc.

If however, you prefer as a mission maker to include the script version or place the logic modules, then don't run xeh as well.

It gives you more flexibility so you can choose to run mma only on certain missions (place logic/script version), or all the time (xeh)

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If a mission initializes MMA using gamelogics or scriptsuite, the MMA XEH will be ignored even if present.

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If i use @mma i get the error "no entry bin\config.bin/cfgModels.default" when i open a map (duala) in the editor.

If i dont use @mma everything works fine for me. Any suggestion?

Here the modorder: @cba;@ace;@acex;@acex_pla;@gl4;@usar;@duala;@mma

Edited by MadMike[Brig2010]

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I think this might be due mando_turret (the phalanx gun turret) included inside MMA addon, I've checked it several times and everything seems ok with it, so no idea why this happens with Duala but it happens. All I can do is to take the mando turret out of the MMA addon and add it into a separate addon.

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Some of you might remember this from ArmA1, now Mando Bombs and Air Support Console are being integrated within Mando Missile.

Example of Mando Bombs SADARM run

JXLWEBvLtE0

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Some of you might remember this from ArmA1, now Mando Bombs and Air Support Console are being integrated within Mando Missile.

JXLWEBvLtE0

Mandoble ..... you have made my day !! THANKS !

Kremator

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Neat!

I'm guessing those parachutes (their shape and maybe size) are not normal for SADARM's ....... do you need a better parachute made ?

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The real thing should look like this, but there is nothing similar in A2 unless included in an extra addon. I can add a global or a parameter to choose the parachute class just in case an addon includes these or similars.

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Greetings Mandoble. I'm having a problem with the addon version.

I turn on ACE mod and put in the "ACE MMA" game logic into the editor. I also have the following files:

-MMA_XEH_AutoLaunch

-mando_missiles

-mu90

They're all under a different mod folder name than how they came(Mod folder name is Mods). I remember with a couple of addons before, it mattered that they stayed in the folder they came in. Was wondering if that's the case for yours as well.

If it is, then that may solve my problem. Anywho, I put down the 1 apache variant and all the cobra variants (Whiskey's and Zulu's) and try and get in the pilot seat and gunner seat to try and launch hellfires. However, the cobra's hellfires are always zero on start and I can never re-arm them with the MMA Rearm. In one Cobra, I can't even get the hellfire camera to show in the scroll menu. Apache works fine, but I can't change the loadouts on either birds. In the MMA Rearm, it just gives me a loud beep when I select a loadout and click change and when I select the different missiles or loads, they won't highlight at all.

With ACE mod off, it works fine.

I tried the scripted version of Mando's Missiles as well and the exact same error occurs (in ACE anyways). I'm also going to see if the ACE mod guys can help me out as well but I wanted to know if you may be able to help. :)

Also, it seems to only be an error with me as my friends can use their hellfires and stuff just fine in ACE mod.

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Blade89, with ACE mod off you dont have the ACE units. Might be ACE weapons have changed the name and that's all the problem or the class name of some chopper. I'll check with Cyborg the MMA ACE config as soon as I catch him online ;)

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Mandoble will the Mando Bomb console still function as you had it in Arma1?

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Gnat;1588601']Neat!

I'm guessing those parachutes (their shape and maybe size) are not normal for SADARM's ....... do you need a better parachute made ?

The real thing should look like this' date=' but there is nothing similar in A2 unless included in an extra addon. I can add a global or a parameter to choose the parachute class just in case an addon includes these or similars.[/quote']

think gnat is offering to make a better parachute for you ;)

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Nice one. I wonder if instead of being something portable it might be associated with a vehicle crew position? Would manufacture a pretty good purpose for the (otherwise nearly-pointless) HQ variants of the BTR-90 and LAV-25.

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Mandoble,or someone who knows, can you tell me where to modify the missiles' effectiveness??? I mean the AA missiles in game is too deadly, once locked, 99% being shot. Where to reduce the hit chance? I only play sp mode. Thanks!

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Do you mean the missiles that you fire or these fired against you by AI? If the former, which plane or chopper do you use? If the later, which enemy AI planes classes do you have in your mission?

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