mandoble 1 Posted May 13, 2010 Might you provide me the class name of that CH47? Share this post Link to post Share on other sites
Muecke 114 Posted May 13, 2010 (edited) Yeah this is still a fun ! I made an update of my Air TDM with custom vehicles. sadly i have a problem to get it work right. In MP editor i have mando work twice (doube hud) and on server it doesnt even work once. I use configs for vehicles to have a better balance for PvP. I have extra mandosetups and huds. maybe someone of you guys could have a look on this ? i guess i just did a stupid mistake.... Mission <-------- Addons<------- Edited May 13, 2010 by Muecke Share this post Link to post Share on other sites
Moggy 0 Posted May 13, 2010 Might you provide me the class name of that CH47? Hey Mando, I had a look at the .pbo file for the RAF Chinook and found this in the model.cfg file: class RAF_Chinook Is that the correct 1? Share this post Link to post Share on other sites
mandoble 1 Posted May 13, 2010 I dont know, best way is to place one chopper in the editor and put the following into its init field: hint typeOf this Share this post Link to post Share on other sites
Moggy 0 Posted May 13, 2010 Ah it's slightly different then, it says: RAF Chinook Share this post Link to post Share on other sites
Doolittle 0 Posted May 13, 2010 Heh.. this is first time I realized there's a "Search this Thread" button I was wondering how I could make the "TargetGrenade" tank targets show up in the Apache HUD? I tried placing all the fake ACE invisible targets and none of those showed up with a Mando targeting box around them either Plus, I can't believe this hasn't been talked about, but the BIS targeting box (not to be confused with the box you draw on the HUD) is confusing when used in conjunction with Mando. We tried to turn it off by using "WeaponCursor=0;" in the server.ArmA2Profile, but you can still see the box some times when you hit TAB. What's the correct way to get rid of it? Is there a way to get rid of that box PER MISSION ONLY? E.g. not a server setting? Share this post Link to post Share on other sites
mandoble 1 Posted May 13, 2010 Doolittle, what is a "TargetGrenade"? Anyway Apache will display as potential targets only engine-on things, anything else needs to be locked on manually using the TV system. No idea how to disable BIS squares. Share this post Link to post Share on other sites
Doolittle 0 Posted May 13, 2010 The "TargetGrenade" thing is the fake tank target that squads like to test on at their shooting range... with regular BIS you can lock on it. I'd imagine that's impossible with the fuel and engine check since it has neither! :D No probs. Loving the MCC and how you let us tweak it! Share this post Link to post Share on other sites
mandoble 1 Posted May 13, 2010 BUT, you can add these as remote targets: if (isServer) then _trained_side = west; // Change by the desired side { [_trained_side, _x]execVM "mando_missiles\units\mando_addremotetarget.sqf"; Sleep 1; } forEach [faketarget1, faketarget2, faketarget3, faketarget4]; }; Assuming your fake targets are named faketarget1 ... n If you are training with AH64 armed with AGM-114K you will be able to select REMOTE mode and lock on these. If you are using radar guided AGM-114L this option will not be available. Share this post Link to post Share on other sites
mandoble 1 Posted May 14, 2010 Moggy, for the RAF_Chinook you can try the following: Create the following CH47_nav_radar.sqf and CH47_hitching.sqf scripts in your mission folder. CH47_nav_radar.sqf // CH47_nav_radar.sqf // Hud modes setup mando_hud_init_code = {[0.02,0.88,0.20]execVm"mando_missiles\huds\custom\custom_radar.sqf"}; mando_hud_modes = []; mando_hud_modes = mando_hud_modes + [[ -1, // Missile to be used false, // Keep coords set in mando_assignvehicle_by_ ? 1, // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual ["LOCATIONS"], // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"] 0, // Aim circle diameter "Navigation", // HUD Text 0.015, // IR accuracy for headon shots or radar accuracy with ECM 6, // Number of simultaneously detected HUD targets (max is 6) 800, // Sensor width / 2 in meters 3000, // Sensor length / 2 in meters 3 // Normal time to lock ]]; mando_hud_num_modes = count mando_hud_modes; // Number of available modes // Missile parameters setup mando_hud_misp = []; vehicle player setVariable ["mando_flares_script", "mando_missiles\mando_chaffflaredraw_c130.sqf"]; CH47_hitching.sqf // CH47_hitching.sqf // Hud modes setup mando_hud_init_code = {[] ExecVM "mando_missiles\huds\custom\custom_hud_lift.sqf"}; mando_hud_modes = []; mando_hud_modes = mando_hud_modes + [[ -1, // Missile to be used false, // Keep coords set in mando_assignvehicle_by_ ? 1, // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual ["LOCATIONS"], // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"] 0, // Aim circle diameter "Navigation", // HUD Text 0.015, // IR accuracy for headon shots or radar accuracy with ECM 6, // Number of simultaneously detected HUD targets (max is 6) 800, // Sensor width / 2 in meters 3000, // Sensor length / 2 in meters 3 // Normal time to lock ]]; mando_hud_num_modes = count mando_hud_modes; // Number of available modes // Missile parameters setup mando_hud_misp = []; vehicle player setVariable ["mando_flares_script", "mando_missiles\mando_chaffflaredraw_c130.sqf"]; And then modify init.sqf this way // Whatever you already have in the init.sqf here [] spawn { waitUntil {!isNil "mando_missile_init_done"}; waitUntil {mando_missile_init_done}; Sleep 1; while {!alive player} do { Sleep 1; }; // Comment one of these lines _hud_script = "CH47_hitching.sqf"; // _hud_script = "CH47_nav_radar.sqf"; // Assuming RAF_Chinook is the correct class name of that chopper [["RAF_Chinook"], 0, "", [], [], 20, 20, 0, [4,3,-2.5], _hud_script, 0, 0, [], 0] execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf"; }; You will need to choose between two different RAF_Chinook setups, one with navigation radar and the other with hitching display and camera. Share this post Link to post Share on other sites
Doolittle 0 Posted May 14, 2010 Mandoble, I tried to get the most out of your scripts. I integrated the addon into my Ranger School map. Take the Ranger Instructor slot, last slot on the list, and drop a UAV on the map, then you can go up to UAV terminal and view from it. I cheated and used your code to make it an addAction rather than having to be in some vehicle. I also made it so you can drop a "Remote-targeting friendly" on the map that can launch at targets highlighted with the UAV. If you put a radio backpack on you can call the Support Console. I tried to limit how powerful you can be if you have one of these... it would be nice if you could limit the Gunships call to just send in one... sending in two AC-130s is too decimating. I ditched the idea of making the "TargetGrenade" a remote target... too bad you can't just have something lockable, but not have other things shoot at it. Now we just have to train everyone on the squad how to use all your stuff! Share this post Link to post Share on other sites
mandoble 1 Posted May 14, 2010 Doolittle, for single Spectre check my answer to gunter two pages back. Did you have any problem making the targetgrenades lockable remotedly? Share this post Link to post Share on other sites
Doolittle 0 Posted May 14, 2010 Doh! How'd I miss that? Yeah the "TargetGrenade" can be locked... prob is any friendly AI shoots at it too. Share this post Link to post Share on other sites
Moggy 0 Posted May 14, 2010 Thanks for the scripts Mando, it's really good of you to make these. I'll let you know how we get on with them and the RAF Chinook Share this post Link to post Share on other sites
Jan.K 10 Posted May 17, 2010 (edited) ***ignore, got it fixed*** Edited May 17, 2010 by Jan.K Share this post Link to post Share on other sites
mandoble 1 Posted May 17, 2010 That means that something else included also in your description.ext is also defining the RscTitles section. This section must be unique, so if you have this section defined before in your description.ext or if you have another include defining this section, you may move the #include "mando_missiles\mando_missiletitles.h" there. Anyway, mando_missile.h must be included before mando_missiletitles.h. I dont know what you are including in your mission, but for example, older versions of Norrin revive scripts used .h with that titles section defined inside. Share this post Link to post Share on other sites
Jan.K 10 Posted May 17, 2010 thx for reply. Think i got it working now, if you could have a look in spoiler and see if you can spot something wrong it would be great. Thx again #include "x_setup.sqf" #include "mando_missiles\mando_missile.h" onLoadMission=__D_VER_NAME__; onLoadIntroTime=false; onLoadMissionTime=false; disabledAI=1; respawn="BASE"; #ifdef __REVIVE__ respawndelay = 4; #else respawndelay = D_RESPAWN_DELAY; #endif debriefing=1; showGPS=1; class Header { #ifndef __TT__ gameType = COOP; #else gameType = Team; #endif minPlayers = 1; maxPlayers = 40; playerCountMultipleOf = 1; }; class Params { class d_MainTargets { title = "Main Targets"; #ifdef __DEFAULT__ values[] = {50,60,70,90,2,4,6,8,10,12,14,16,18,21}; default = 8; texts[] = {"West Route","South Route","East Route","Complete, ordered","Random 2","Random 4","Random 6","Random 8","Random 10","Random 12","Random 14","Random 16","Random 18","Random 21"}; #endif #ifdef __TT__ values[] = {2,4,6,8,10,12,14,16,18,20}; default = 8; texts[] = {"2","4","6","8","10","12","14","16","18","20"}; #endif #ifdef __EVERON__ values[] = {2,4,6,8,10,12,14,16,18}; default = 8; texts[] = {"2","4","6","8","10","12","14","16","18"}; #endif }; class d_TimeOfDay { title = "Time of day:"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; default = 7; texts[] = {"00:00","01:00","02:00","03:00","04:00","05:00","06:00","07:00","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:00","16:00","17:00","18:00","19:00","20:00","21:00","22:00","23:00"}; }; class d_InitialViewDistance { title = "Initial Viewdistance:"; values[] = {1000,1500,2000,2500,3000,3500,4000,4500,5000}; default = 1500; texts[] = {"1000 m","1500 m","2000 m","2500 m","3000 m","3500 m","4000 m","4500 m","5000 m"}; }; class d_MaxViewDistance { title = "Maximum Viewdistance:"; values[] = {2000,3000,4000,5000,6000,7000,8000,9000,10000}; default = 5000; texts[] = {"2000 m","3000 m","4000 m","5000 m","6000 m","7000 m","8000 m","9000 m","10000 m"}; }; class d_ViewdistanceChange { title = "Viewdistance changable:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class d_WithMHQTeleport { title = "Teleport or spawn at MHQ:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class WithTeleToBase { title = "Enable teleport to base:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class d_FastTime { title = "Fast time (1 sec ~ 1 minute):"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class d_HALOWaitTime { title = "HALO at base wait time:"; values[] = {0,300, 600, 1800,3600}; #ifndef __TT__ default = 1800; #else default = 300; #endif texts[] = {"0 Minutes","5 Minutes","10 Minutes","30 Minutes","60 Minutes"}; }; class d_LockArmored { title = "Lock armored enemy vecs:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class d_LockCars { title = "Lock enemy cars:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class d_LockAir { title = "Lock enemy air vecs:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class WithRepStations { title = "Repair buildings can repair:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class WithJumpFlags { title = "No parachute jump flags:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class ParaAtBase { title = "Parachute from base:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class AmmoBoxHandling { title = "Ammobox handling:"; values[] = {0,1}; default = 0; texts[] = {"New","Old"}; }; class VecCreateWaitTime { title = "MHQ vec creation time:"; values[] = {60,300, 600, 1800,3600}; default = 1800; texts[] = {"1 Minute","5 Minutes","10 Minutes","30 Minutes","60 Minutes"}; }; class AutoKickTime { title = "Air vecs autokick time:"; values[] = {0,60, 300, 600, 1800,3600}; default = 1800; texts[] = {"0 Minutes","1 Minute","5 Minutes","10 Minutes","30 Minutes","60 Minutes"}; }; class HALOJumpHeight { title = "HALO jump height:"; values[] = {500,700, 888, 1000, 2000, 5000}; #ifndef __ACE__ default = 888; #else default = 2000; #endif texts[] = {"500 m","700 m","888 m","1000 m","2000 m","5000 m"}; }; class WithBackpack { title = "With backpack:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class LimitedWeapons { title = "Weapons limited:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class d_with_ranked { title = "Ranked:"; values[] = {0,1}; #ifndef __RANKED__ default = 1; #else default = 0; #endif texts[] = {"Yes","No"}; }; class EnemySkill { title = "Skill Enemy:"; values[] = {1,2,3}; default = 2; texts[] = {"Low","Normal","High"}; }; class WithIsleDefense { title = "With isle defense:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; #ifndef __TT__ class WithBaseAttack { title = "Base sabotage:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; #endif class WithRecapture { title = "Enemy recaptures targets:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class WithLessArmor { title = "Armor at main targets:"; values[] = {0,1,2}; default = 0; texts[] = {"Normal","Less","None"}; }; class ArtiOperatorMaxDist { title = "ArtiOp. max. strike dist:"; values[] = {500,1000,2000,3000,5000,10000000}; default = 500; texts[] = {"500 m","1000 m","2000 m","3000 m","5000 m","Infinite"}; }; class d_arti_reload_time { title = "Artillery reload time:"; values[] = {5,10,20,30,60}; default = 20; texts[] = {"5 secs","10 secs","20 secs","30 secs","60 secs"}; }; class d_arti_available_time { title = "Artillery avail. after:"; values[] = {10,30,60,120,240,300,600}; default = 300; texts[] = {"10 secs","30 secs","60 secs","120 secs","240 secs","300 secs","600 secs"}; }; class d_arti_check_for_friendlies { title = "Arty check friendlies:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; #ifdef __WOUNDS__ class WoundsRevTime { title = "Wounds life time:"; values[] = {60,120,300,600,1200,-1}; default = -1; texts[] = {"60 secs","120 secs","300 secs","600 secs","1200 secs","No poor mans r"}; }; #endif class WithChopHud { title = "Enable Chopper Hud:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class d_vechud_on { title = "Enable Vehicle Hud:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class d_show_vehicle_welcome { title = "Vehicle welcome msg:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class d_weather { title = "Internal weather system:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class WithWinterWeather { title = "With winter weather:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; #ifndef __ACE__ class OverrideBISEffects { title = "Override BIS Effects:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class d_BloodDirtScreen { title = "Dirt and blood effects:"; values[] = {0,1}; default = 0; texts[] = {"On","Off"}; }; class d_BlockSpacebarScanning { title = "Block spacebar scanning:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; #endif class d_MaxNumAmmoboxes { title = "Max. # ammo boxes:"; values[] = {10,20,30}; default = 10; texts[] = {"10","20","30"}; }; class d_WreckDeleteTime { title = "Delete wrecks after:"; values[] = {1800,3600,5400,7200,-1}; default = 3600; texts[] = {"30 minutes","60 minutes","90 minutes","120 minutes","Never"}; }; class d_GrasAtStart { title = "Gras:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class d_Terraindetail { title = "Player can disable gras:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class d_max_ai { title = "Recruit AI (max.):"; values[] = {0,2,4,6,8,10,12,14,16}; default = 8; texts[] = {"0","2","4","6","8","10","12","14","16"}; }; class d_show_player_marker { title = "Player marker:"; values[] = {0,1,2,3,4}; #ifndef __TT__ default = 0; #else default = 1; #endif texts[] = {"Off","Name only","Marker only","Role only","Health"}; }; class d_dont_show_player_markers_at_all { title = "Disable player markers:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class d_p_marker_dirs { title = "Player marker with dir:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; class d_v_marker_dirs { title = "Vehicle marker with dir:"; values[] = {0,1}; #ifndef __TT__ default = 1; #else default = 0; #endif texts[] = {"Yes","No"}; }; class d_MarkerTypeL { title = "Marker type:"; values[] = {0,1,2,3,4}; default = 0; texts[] = {"mil_dot","Man","mil_circle","mil_box","mil_triangle"}; }; class d_use_teamstatusdialog { title = "Enable TeamStatusDialog:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class d_drop_radius { title = "Air drop radius:"; values[] = {0,10,30,50,100}; default = 0; texts[] = {"Exact position","10 m","30 m","50 m","100 m"}; }; class d_drop_max_dist { title = "Airdrop max. dist:"; values[] = {100,500,1000,2000,3000,5000,10000000}; default = 500; texts[] = {"100 m","500 m","1000 m","2000 m","3000 m","5000 m","Infinite"}; }; class d_reload_engineoff { title = "Vec reload, engine off:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; class x_reload_time_factor { title = "Vec reload, time factor:"; values[] = {0,1,2,3,4,5,10}; default = 4; texts[] = {"0","1","2","3","4","5","10"}; }; class d_with_mgnest { title = "With MG nest:"; values[] = {0,1}; default = 0; texts[] = {"Yes","No"}; }; #ifdef __REVIVE__ class d_NORRN_max_respawns { title = "Revive max respawns:"; values[] = {5,10,20,30,40,50,1000}; default = 30; texts[] = {"5","10","20","30","40","50","1000"}; }; class d_NORRN_respawn_button_timer { title = "Respawn button after:"; values[] = {30,60,90,120,180,240,300,600}; default = 90; texts[] = {"30 secs","60 secs","90 secs","120 secs","180 secs","240 secs","300 secs","600 secs"}; }; class d_NORRN_revive_time_limit { title = "Revive time limit:"; values[] = {60,120,180,240,300,600,1200}; default = 300; texts[] = {"60 secs","120 secs","180 secs","240 secs","300 secs","600 secs","1200 secs"}; }; class d_NORRN_no_of_heals { title = "Revive # of heals:"; values[] = {0,1,2,3,4,5,10}; default = 3; texts[] = {"0","1","2","3","4","5","10"}; }; #endif class d_sub_tk_points { title = "Negative TK points:"; values[] = {0,1,5,10,20,30,50}; default = 10; texts[] = {"0","1","5","10","20","30","50"}; }; class d_max_truck_cargo { title = "Salvage cargo capacity:"; values[] = {1,3,6,9,12,16}; default = 6; texts[] = {"1","3","6","9","12","16"}; }; class d_maxnum_tks_forkick { title = "Max # TKs for kick:"; values[] = {1,3,5,10,20,30,40,1000000}; default = 10; texts[] = {"1","3","5","10","20","30","40","Disable"}; }; class d_ai_arti_available_time { title = "AI observers arty avail time:"; values[] = {60,120,180,240,300,600}; default = 240; texts[] = {"60 secs","120 secs","180 secs","240 secs","300 secs","600 secs"}; }; #ifdef __WOUNDS__ class d_wounds_no_ai { title = "ACE wounds for AI:"; values[] = {0,1}; default = 1; texts[] = {"Yes","No"}; }; #endif }; #include "x_dlg\define.hpp" #include "x_dlg\menu.hpp" #include "x_dlg\StatusDialog.hpp" #include "x_dlg\AdminDialog.hpp" #include "x_dlg\Artillery.hpp" #include "x_dlg\UnloadDialog.hpp" #include "x_dlg\Parajump.hpp" #include "x_dlg\VecDialog.hpp" #include "x_dlg\SettingsDialog.hpp" #include "x_dlg\MsgDialog.hpp" #include "x_dlg\AirDropDialog.hpp" #include "x_dlg\Sat_Cam.hpp" #ifdef __REVIVE__ #include "revive_sqf\dialogs\define.hpp" #include "revive_sqf\dialogs\rev_cam_dialog.hpp" #include "revive_sqf\dialogs\respawn_button_1.hpp" #include "revive_sqf\dialogs\respawn_button_2.hpp" #include "revive_sqf\dialogs\respawn_button_3.hpp" #include "revive_sqf\dialogs\respawn_button_4.hpp" #include "revive_sqf\dialogs\respawn_button_1b.hpp" #include "revive_sqf\dialogs\respawn_button_1c.hpp" #include "revive_sqf\dialogs\respawn_button_2b.hpp" #include "revive_sqf\dialogs\respawn_button_3b.hpp" #include "revive_sqf\dialogs\respawn_button_4b.hpp" #include "revive_sqf\dialogs\respawn_button_1map.hpp" #include "revive_sqf\dialogs\respawn_button_2map.hpp" #include "revive_sqf\dialogs\respawn_button_3map.hpp" #include "revive_sqf\dialogs\respawn_button_4map.hpp" #include "revive_sqf\dialogs\OK_map.hpp" #include "revive_sqf\dialogs\dead_cam_dialog.hpp" #endif #include "spect\spectating.hpp" #include "scripts\TeamStatusDialog\TeamStatusDialog.hpp" class CfgSounds { #include "mando_missiles\mando_sounds.h" sounds[] = { Funk,Ari #ifdef __REVIVE__ ,DBrian_Im_hit, DBrian_Im_bleeding,DBrian_Medic,DBrian_Bastards,DBrian_Shit_Man_down,DBrian_Oh_no, DBrian_Fuck,DBrian_Fuck_it,DBrian_Shit,DBrian_Need_help,DBrian_A_little_help_here #endif }; class Funk {name="Funk";sound[]={\sounds\funk.ogg,db+20,1.0};titles[] = {};}; class Ari {name="Ari";sound[]={\sounds\ari.ogg,db+30,1.0};titles[] = {};}; #ifdef __REVIVE__ class DBrian_Im_hit {name="Brian_Im_hit";sound[]={"\sounds\UNIV_v05.ogg",0.05,1.0};titles[]={};}; class DBrian_Im_bleeding {name="Brian_Im_bleeding";sound[]={"\sounds\UNIV_v06.ogg",0.05,1.0};titles[]={};}; class DBrian_Medic {name="Brian_Medic";sound[]={"\sounds\UNIV_v07.ogg",0.05,1.0};titles[]={};}; class DBrian_Bastards {name="Brian_Bastards";sound[]={"\sounds\UNIV_v10.ogg",0.05,1.0};titles[]={};}; class DBrian_Shit_Man_down {name="Brian_Shit_Man_down";sound[]={"\sounds\UNIV_v11.ogg",0.05,1.0};titles[]={};}; class DBrian_Oh_no {name="Brian_Oh_no";sound[]={"\sounds\UNIV_v18.ogg",0.05,1.0};titles[]={};}; class DBrian_Fuck {name="Brian_Fuck";sound[]={"\sounds\UNIV_v24.ogg",0.05,1.0};titles[]={};}; class DBrian_Fuck_it {name="Brian_Fuck_it";sound[]={"\sounds\UNIV_v25.ogg",0.05,1.0};titles[]={};}; class DBrian_Shit {name="Brian_Shit";sound[]={"\sounds\UNIV_v31.ogg",0.05,1.0};titles[]={};}; class DBrian_Need_help {name="Brian_Need_help";sound[]={"\sounds\UNIV_v50.ogg",0.05,1.0};titles[]={};}; class DBrian_A_little_help_here {name="Brian_A_little_help_here";sound[]={"\sounds\UNIV_v51.ogg",0.05,1.0};titles[]={};}; #endif class DThunder {name="DThunder";sound[]={"\sounds\thundershort2.ogg",db-25,1.0};titles[] = {};}; #ifndef __ACE__ class DPara {name="DPara";sound[]={"\sounds\para.ogg",db-10,1.0};titles[] = {};}; #endif }; class X_RscAnimatedLetters { idd = -1; movingEnable = false; onLoad = "uiNamespace setVariable [""X_ANIM_LETTERS"", _this select 0];"; class ControlsBackground {}; class Controls { __EXEC(idc = 5000) class L1: X3_RscText { idc = __EVAL(idc); x = 0.5; y = 0.5; h = 0.3; w = 0.1; }; class L2: L1 {idc = __EVAL(idc + 1);}; class L3: L1 {idc = __EVAL(idc + 2);}; class L4: L1 {idc = __EVAL(idc + 3);}; class L5: L1 {idc = __EVAL(idc + 4);}; class L6: L1 {idc = __EVAL(idc + 5);}; class L7: L1 {idc = __EVAL(idc + 6);}; class L8: L1 {idc = __EVAL(idc + 7);}; class L9: L1 {idc = __EVAL(idc + 8);}; class L10: L1 {idc = __EVAL(idc + 9);}; class L11: L1 {idc = __EVAL(idc + 10);}; class L12: L1 {idc = __EVAL(idc + 11);}; class L13: L1 {idc = __EVAL(idc + 12);}; class L14: L1 {idc = __EVAL(idc + 13);}; class L15: L1 {idc = __EVAL(idc + 14);}; class L16: L1 {idc = __EVAL(idc + 15);}; class L17: L1 {idc = __EVAL(idc + 16);}; class L18: L1 {idc = __EVAL(idc + 17);}; class L19: L1 {idc = __EVAL(idc + 18);}; class L20: L1 {idc = __EVAL(idc + 19);}; class L21: L1 {idc = __EVAL(idc + 20);}; class L22: L1 {idc = __EVAL(idc + 21);}; class L23: L1 {idc = __EVAL(idc + 22);}; class L24: L1 {idc = __EVAL(idc + 23);}; class L25: L1 {idc = __EVAL(idc + 24);}; class L26: L1 {idc = __EVAL(idc + 25);}; class L27: L1 {idc = __EVAL(idc + 26);}; class L28: L1 {idc = __EVAL(idc + 27);}; class L29: L1 {idc = __EVAL(idc + 28);}; class L30: L1 {idc = __EVAL(idc + 29);}; class L31: L1 {idc = __EVAL(idc + 30);}; class L32: L1 {idc = __EVAL(idc + 31);}; class L33: L1 {idc = __EVAL(idc + 32);}; class L34: L1 {idc = __EVAL(idc + 33);}; class L35: L1 {idc = __EVAL(idc + 34);}; class L36: L1 {idc = __EVAL(idc + 35);}; class L37: L1 {idc = __EVAL(idc + 36);}; class L38: L1 {idc = __EVAL(idc + 37);}; class L39: L1 {idc = __EVAL(idc + 38);}; class L40: L1 {idc = __EVAL(idc + 39);}; class L41: L1 {idc = __EVAL(idc + 40);}; class L42: L1 {idc = __EVAL(idc + 41);}; class L43: L1 {idc = __EVAL(idc + 42);}; class L44: L1 {idc = __EVAL(idc + 43);}; class L45: L1 {idc = __EVAL(idc + 44);}; class L46: L1 {idc = __EVAL(idc + 45);}; class L47: L1 {idc = __EVAL(idc + 46);}; class L48: L1 {idc = __EVAL(idc + 47);}; class L49: L1 {idc = __EVAL(idc + 48);}; class L50: L1 {idc = __EVAL(idc + 49);}; class L51: L1 {idc = __EVAL(idc + 50);}; class L52: L1 {idc = __EVAL(idc + 51);}; class L53: L1 {idc = __EVAL(idc + 52);}; class L54: L1 {idc = __EVAL(idc + 53);}; class L55: L1 {idc = __EVAL(idc + 54);}; class L56: L1 {idc = __EVAL(idc + 55);}; class L57: L1 {idc = __EVAL(idc + 56);}; class L58: L1 {idc = __EVAL(idc + 57);}; class L59: L1 {idc = __EVAL(idc + 58);}; class L60: L1 {idc = __EVAL(idc + 59);}; class L61: L1 {idc = __EVAL(idc + 60);}; class L62: L1 {idc = __EVAL(idc + 61);}; class L63: L1 {idc = __EVAL(idc + 62);}; class L64: L1 {idc = __EVAL(idc + 63);}; class L65: L1 {idc = __EVAL(idc + 64);}; class L66: L1 {idc = __EVAL(idc + 65);}; class L67: L1 {idc = __EVAL(idc + 66);}; class L68: L1 {idc = __EVAL(idc + 67);}; class L69: L1 {idc = __EVAL(idc + 68);}; class L70: L1 {idc = __EVAL(idc + 69);}; class L71: L1 {idc = __EVAL(idc + 70);}; class L72: L1 {idc = __EVAL(idc + 71);}; class L73: L1 {idc = __EVAL(idc + 72);}; class L74: L1 {idc = __EVAL(idc + 73);}; class L75: L1 {idc = __EVAL(idc + 74);}; class L76: L1 {idc = __EVAL(idc + 75);}; class L77: L1 {idc = __EVAL(idc + 76);}; class L78: L1 {idc = __EVAL(idc + 77);}; class L79: L1 {idc = __EVAL(idc + 78);}; class L80: L1 {idc = __EVAL(idc + 79);}; class L81: L1 {idc = __EVAL(idc + 80);}; class L82: L1 {idc = __EVAL(idc + 81);}; class L83: L1 {idc = __EVAL(idc + 82);}; class L84: L1 {idc = __EVAL(idc + 83);}; class L85: L1 {idc = __EVAL(idc + 84);}; class L86: L1 {idc = __EVAL(idc + 85);}; class L87: L1 {idc = __EVAL(idc + 86);}; class L88: L1 {idc = __EVAL(idc + 87);}; class L89: L1 {idc = __EVAL(idc + 88);}; class L90: L1 {idc = __EVAL(idc + 89);}; class L91: L1 {idc = __EVAL(idc + 90);}; class L92: L1 {idc = __EVAL(idc + 91);}; class L93: L1 {idc = __EVAL(idc + 92);}; class L94: L1 {idc = __EVAL(idc + 93);}; class L95: L1 {idc = __EVAL(idc + 94);}; class L96: L1 {idc = __EVAL(idc + 95);}; class L97: L1 {idc = __EVAL(idc + 96);}; class L98: L1 {idc = __EVAL(idc + 97);}; class L99: L1 {idc = __EVAL(idc + 98);}; class L100: L1 {idc = __EVAL(idc + 99);}; class L101: L1 {idc = __EVAL(idc + 100);}; class L102: L1 {idc = __EVAL(idc + 101);}; class L103: L1 {idc = __EVAL(idc + 102);}; class L104: L1 {idc = __EVAL(idc + 103);}; class L105: L1 {idc = __EVAL(idc + 104);}; class L106: L1 {idc = __EVAL(idc + 105);}; class L107: L1 {idc = __EVAL(idc + 106);}; class L108: L1 {idc = __EVAL(idc + 107);}; class L109: L1 {idc = __EVAL(idc + 108);}; class L110: L1 {idc = __EVAL(idc + 109);}; class L111: L1 {idc = __EVAL(idc + 110);}; class L112: L1 {idc = __EVAL(idc + 111);}; class L113: L1 {idc = __EVAL(idc + 112);}; class L114: L1 {idc = __EVAL(idc + 113);}; class L115: L1 {idc = __EVAL(idc + 114);}; class L116: L1 {idc = __EVAL(idc + 115);}; class L117: L1 {idc = __EVAL(idc + 116);}; class L118: L1 {idc = __EVAL(idc + 117);}; class L119: L1 {idc = __EVAL(idc + 118);}; class L120: L1 {idc = __EVAL(idc + 119);}; class L121: L1 {idc = __EVAL(idc + 120);}; class L122: L1 {idc = __EVAL(idc + 121);}; class L123: L1 {idc = __EVAL(idc + 122);}; class L124: L1 {idc = __EVAL(idc + 123);}; class L125: L1 {idc = __EVAL(idc + 124);}; class L126: L1 {idc = __EVAL(idc + 125);}; class L127: L1 {idc = __EVAL(idc + 126);}; class L128: L1 {idc = __EVAL(idc + 127);}; class L129: L1 {idc = __EVAL(idc + 128);}; class L130: L1 {idc = __EVAL(idc + 129);}; class L131: L1 {idc = __EVAL(idc + 130);}; class L132: L1 {idc = __EVAL(idc + 131);}; class L133: L1 {idc = __EVAL(idc + 132);}; class L134: L1 {idc = __EVAL(idc + 133);}; class L135: L1 {idc = __EVAL(idc + 134);}; class L136: L1 {idc = __EVAL(idc + 135);}; class L137: L1 {idc = __EVAL(idc + 136);}; class L138: L1 {idc = __EVAL(idc + 137);}; class L139: L1 {idc = __EVAL(idc + 138);}; class L140: L1 {idc = __EVAL(idc + 139);}; class L141: L1 {idc = __EVAL(idc + 140);}; class L142: L1 {idc = __EVAL(idc + 141);}; class L143: L1 {idc = __EVAL(idc + 142);}; class L144: L1 {idc = __EVAL(idc + 143);}; class L145: L1 {idc = __EVAL(idc + 144);}; class L146: L1 {idc = __EVAL(idc + 145);}; class L147: L1 {idc = __EVAL(idc + 146);}; class L148: L1 {idc = __EVAL(idc + 147);}; class L149: L1 {idc = __EVAL(idc + 148);}; class L150: L1 {idc = __EVAL(idc + 149);}; class L151: L1 {idc = __EVAL(idc + 150);}; class L152: L1 {idc = __EVAL(idc + 151);}; class L153: L1 {idc = __EVAL(idc + 152);}; class L154: L1 {idc = __EVAL(idc + 153);}; class L155: L1 {idc = __EVAL(idc + 154);}; class L156: L1 {idc = __EVAL(idc + 155);}; class L157: L1 {idc = __EVAL(idc + 156);}; class L158: L1 {idc = __EVAL(idc + 157);}; class L159: L1 {idc = __EVAL(idc + 158);}; class L160: L1 {idc = __EVAL(idc + 159);}; class L161: L1 {idc = __EVAL(idc + 160);}; class L162: L1 {idc = __EVAL(idc + 161);}; class L163: L1 {idc = __EVAL(idc + 162);}; class L164: L1 {idc = __EVAL(idc + 163);}; class L165: L1 {idc = __EVAL(idc + 164);}; class L166: L1 {idc = __EVAL(idc + 165);}; class L167: L1 {idc = __EVAL(idc + 166);}; class L168: L1 {idc = __EVAL(idc + 167);}; class L169: L1 {idc = __EVAL(idc + 168);}; class L170: L1 {idc = __EVAL(idc + 169);}; class L171: L1 {idc = __EVAL(idc + 170);}; class L172: L1 {idc = __EVAL(idc + 171);}; class L173: L1 {idc = __EVAL(idc + 172);}; class L174: L1 {idc = __EVAL(idc + 173);}; class L175: L1 {idc = __EVAL(idc + 174);}; class L176: L1 {idc = __EVAL(idc + 175);}; class L177: L1 {idc = __EVAL(idc + 176);}; class L178: L1 {idc = __EVAL(idc + 177);}; class L179: L1 {idc = __EVAL(idc + 178);}; class L180: L1 {idc = __EVAL(idc + 179);}; class L181: L1 {idc = __EVAL(idc + 180);}; class L182: L1 {idc = __EVAL(idc + 181);}; class L183: L1 {idc = __EVAL(idc + 182);}; class L184: L1 {idc = __EVAL(idc + 183);}; class L185: L1 {idc = __EVAL(idc + 184);}; class L186: L1 {idc = __EVAL(idc + 185);}; class L187: L1 {idc = __EVAL(idc + 186);}; class L188: L1 {idc = __EVAL(idc + 187);}; class L189: L1 {idc = __EVAL(idc + 188);}; class L190: L1 {idc = __EVAL(idc + 189);}; class L191: L1 {idc = __EVAL(idc + 190);}; class L192: L1 {idc = __EVAL(idc + 191);}; class L193: L1 {idc = __EVAL(idc + 192);}; class L194: L1 {idc = __EVAL(idc + 193);}; class L195: L1 {idc = __EVAL(idc + 194);}; class L196: L1 {idc = __EVAL(idc + 195);}; class L197: L1 {idc = __EVAL(idc + 196);}; class L198: L1 {idc = __EVAL(idc + 197);}; class L199: L1 {idc = __EVAL(idc + 198);}; class L200: L1 {idc = __EVAL(idc + 199);}; class L201: L1 {idc = __EVAL(idc + 200);}; class L202: L1 {idc = __EVAL(idc + 201);}; class L203: L1 {idc = __EVAL(idc + 202);}; class L204: L1 {idc = __EVAL(idc + 203);}; class L205: L1 {idc = __EVAL(idc + 204);}; class L206: L1 {idc = __EVAL(idc + 205);}; class L207: L1 {idc = __EVAL(idc + 206);}; class L208: L1 {idc = __EVAL(idc + 207);}; class L209: L1 {idc = __EVAL(idc + 208);}; class titel1: XC_RscText { idc=66666; style="16+2+512"; lineSpacing=0.950000; duration=50; text="Made 2010 by Xeno\n\n Edit by DC"; x=0.39000000; y=0.9100000; w=0.900000; h=0.700000; colorBackground[]={0,0,0,0}; colorText[]={0.8,0.9,0.9,0}; size=0.57; sizeEx = 0.026; }; }; }; class RscTitles { #include "x_dlg\IntroText.hpp" #include "mando_missiles\mando_missiletitles.h" }; class CfgIdentities { class DHQ_EN1 { name = "Winters, HQ"; face = "Default"; glasses = "None"; speaker = "Male03EN"; pitch = 1.0; }; class DHQ_EN2: DHQ_EN1 { name = "Meyers, HQ"; }; class DHQ_RU1: DHQ_EN1 { name = "Rustov, HQ"; speaker = "Male03RU"; }; class DHQ_RU2: DHQ_EN1 { name = "Krustshov, HQ"; speaker = "Male03RU"; }; }; Share this post Link to post Share on other sites
mandoble 1 Posted May 17, 2010 Not sure about sounds, everything else seems correct. Share this post Link to post Share on other sites
Lexen 10 Posted May 19, 2010 Hi everyone. We just got the Mando Missile Mod downloaded and installed. We are very new users to this mod, meaning we don't have any prior experience with it. We put the necessary gamelogics down (init, full, and ACE) but when we go to use the air support console, it isn't there. We've poured over the readme and spent two weeks now experimenting with it (pretty much what we do with any mod). We've figured out quite a bit of it (or at least the parts that we're routinely going to use), but this one is eluding us. I opened the missions (console2) you supplied with the mod and essentially copied/pasted the files to see if that would make it work, but it didn't. I assume that it's because there were gamelogics on the map (which you said that you shouldn't do). I guess that my question is: Is there a total n00bs guide to using this thing? Since I assume that there isn't one, i'm guessing that we're going to have to forget the gamelogics and import the scripts we need? ---------- Post added at 01:21 PM ---------- Previous post was at 01:17 PM ---------- as I was typing that, it hit me. The gamelogics are for specific things, not to put in everything. I guess I needed to see it written down before I "got it". lol...thanks for the sounding board. I think I can figure it out now. Share this post Link to post Share on other sites
mandoble 1 Posted May 19, 2010 Lexen, the gamelogics initialize some systems by default, some other things must be initialized on demand (by hand). As MMA missile launchers, or the criteria to enable the console as well as all the options available for the console, etc. Under Mando Air Support Console you will find all the variables you might play with as well as several ways to activate the console. The most easy way is to use mando_giveme_console.sqf (which is also described there). In the console example missions my_console_setup.sqf is executed from init.sqf and inside my_console_setup.sqf you might find activation scripts like this one (as well as specific setups for all the variables that affect the behaviour of the console): ["MMA Air Support Console", {(rank player == "CORPORAL")}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf"; In the above example, you will have access to the console as long as your rank is CORPORAL. You may use any condition you want for each particular mission. You might use also a global variable for the condition, so you can modify its value from outside allowing you to enable or disable the console dynamically during the mission depending on objetives accomplished, etc. Share this post Link to post Share on other sites
Lexen 10 Posted May 19, 2010 thanks a lot, Mandoble. (great mod, btw!) Of course, i'm going to experiment with it quite a bit more but between what I realized above and what you just posted, I think I have it figured out. Thanks! ...of course, in three days, i'll be back with my tail between my legs asking for help again. (lol) Share this post Link to post Share on other sites
calqluslethal 10 Posted May 20, 2010 sorry but i'm new here but can someone simply tell me how to install mando missile so i can use it when i play on multi player servers Share this post Link to post Share on other sites
ADuke 1 Posted May 20, 2010 Question, I use Mando Missile in just about every mission that I play online with friends. This requires me to edit EVERY mission that we play. We play with "in-house addons" that we created ourselves, namely soldier addons. My question is this... I would like to enble the air support console on my unit, within the unit's addon's config (eventhandlers section). Is this possible? Any tips for getting it to work? Thanks, -AD Share this post Link to post Share on other sites
mandoble 1 Posted May 20, 2010 Yes in the init EH of your unit ["MMA Air Support Console", {alive _this}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf"; You can do it at mission level too: ["MMA Air Support Console", {(typeOf player) == "your desired class"}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf"; Share this post Link to post Share on other sites
ADuke 1 Posted May 20, 2010 (edited) Yesin the init EH of your unit ["MMA Air Support Console", {alive _this}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf"; You can do it at mission level too: ["MMA Air Support Console", {(typeOf player) == "your desired class"}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf"; Wow, thanks for the quick reply Mando!! :) You're awesome. Going to give that a try shortly! EDIT: Let's say I wanted to enable/disable different settings/functions in Mando Missile/Bombs? Kind of like you would do in the "my_console_setup" at mission level. Edited May 20, 2010 by ADuke Share this post Link to post Share on other sites