tromac 11 Posted June 3, 2010 tromac, might be you are executing the code to allow the console inside an if (isServer) block. That would explain why that works for you in SP and non dedi, but not on plain dedi servers. Hey Mandoble, Thanks for your help I really am struggling with this. I have tried so many different options and gotten myself confused with what I have and haven't done. This is the code in my init.sqf file. // Wait for Mando Missile addon initialization waitUntil {!isNil "mando_missile_init_done"}; waitUntil {mando_missile_init_done}; #include "R3F_ARTY_AND_LOG\init.sqf" server execVM "my_console_setup.sqf"; server execVM "revive_init.sqf"; wcterraingrid = 50; wcviewDist = 2500; setViewDistance wcviewDist; setTerrainGrid wcterraingrid; enableEnvironment false; if (!isServer) exitWith{}; call compile preprocessFileLineNumbers "extern\Init_UPSMON.sqf"; // external scripts EXT_fnc_atot = compile preprocessFile "extern\EXT_fnc_atot.sqf"; EXT_fnc_createcomposition = compile preprocessFile "extern\EXT_fnc_createcomposition.sqf"; EXT_BIS_fnc_supplydrop = compile preprocessFile "extern\EXT_BIS_fnc_supplydrop.sqf"; EXT_fnc_HousePatrol = compile preprocessFile "extern\HousePatrol.sqf";EXT_fnc_HousePatrol = compile preprocessFile "extern\HousePatrol.sqf"; //Mando Air Support // init.sqf []spawn { while {true} do { sleep 4; if (alive player) then { if (rank player == "MAJOR") then { vehicle player addAction ["Air Support console","mando_missiles\mando_bombs\mando_airsupportdlg.sqf"]; }; waitUntil {!alive player}; }; }; }; Share this post Link to post Share on other sites
mandoble 1 Posted June 3, 2010 First: server execVM "my_console_setup.sqf"; No idea why are you passing "server" as parameter of the console setup. Second: if (!isServer) exitWith{}; That means that in dedi server, no code of console activation will be executed for players (they are not servers and you are exiting the init.sqf there). Third: It would be much better if you use the allow console script (as in the included examples) than the loop you have there to add the action. Something like: // Wait for Mando Missile addon initialization waitUntil {!isNil "mando_missile_init_done"}; waitUntil {mando_missile_init_done}; // NO IDEA WHAT server DOES THERE AS PARAMETER server execVM "my_console_setup.sqf"; // ASSUMING YOU DONT HAVE THIS ALREADY INSIDE YOUR my_console_setup.sqf // If you are MAJOR, you will have console, beware that here player side is not checked, so any MAJOR of any side will have the console ["MMA Air Support Console", {(rank player == "MAJOR")}]execVM"mando_missiles\mando_bombs\mando_giveme_console.sqf"; #include "R3F_ARTY_AND_LOG\init.sqf" server execVM "revive_init.sqf"; wcterraingrid = 50; wcviewDist = 2500; setViewDistance wcviewDist; setTerrainGrid wcterraingrid; enableEnvironment false; // BELOW THIS LINE, NOTHING IS EXECUTED CLIENT SIDE if (!isServer) exitWith{}; call compile preprocessFileLineNumbers "extern\Init_UPSMON.sqf"; // external scripts EXT_fnc_atot = compile preprocessFile "extern\EXT_fnc_atot.sqf"; EXT_fnc_createcomposition = compile preprocessFile "extern\EXT_fnc_createcomposition.sqf"; EXT_BIS_fnc_supplydrop = compile preprocessFile "extern\EXT_BIS_fnc_supplydrop.sqf"; EXT_fnc_HousePatrol = compile preprocessFile "extern\HousePatrol.sqf";EXT_fnc_HousePatrol = compile preprocessFile "extern\HousePatrol.sqf"; Share this post Link to post Share on other sites
tromac 11 Posted June 3, 2010 Thank you so so much from a very green mission editor. It's working fine now. If I could send you a beer I would :-D Share this post Link to post Share on other sites
Perfect Dark 0 Posted June 3, 2010 (edited) Hi there! After seeing that you are writing your fingers off while trying to help, I get a bad conscience for disturbing you with another problem... :( But I guess its rather more a bug than an explanation request. Well to get to the point: I´ve tried to implement your MMA-script-suite into my mission together with Silola´s recently released DAC. DAC is initialized by default at the beginning of a mission, so I wanted MMA to be initiliazed after DAC, to avoid any conflicts. Therefor I´ve changed the init.sqf this way: waituntil{DAC_Basic_Value == 1};[false]execVM"mando_missiles\mando_missileinit.sqf"; // Wait for Mando Missile initialization waitUntil {!isNil "mando_missile_init_done"}; waitUntil {mando_missile_init_done}; []execVM"mando_missiles\mando_setup_full.sqf"; []execVM"mando_missiles\mando_setup_ffaa.sqf"; []execVM"mando_missiles\mando_setup_ace.sqf"; if (isServer) then { // SAMs antimissile-capable for t1 [t1, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sqs"; }; Silola implemented a variable to determine wheter DAC has finished loading or not -> DAC_Basic_Value = 0/1 Everything works perfectly fine: DAC fires up and after its completion I get the Activating-Mando-thingie but suddenly this error message plops up: ..._unit |x|removeEventHandler ["Fired",mando_getf...Error type script, awaiting number File:....\mando_missiles\units\mando_missile_hud.sqf, line 860... After that, the big circle misses in the HUD and the rest of the HUD laggs terribly. The funny thing is that if I start MMA withouth DAC it works perfectly fine... :confused: I just can´t make any sense out of it. Maybe you know why MMA has to be started at the very first to work properly or how to overcome this issue? :confused: EDIT: I´ve also tried the sleep command instead of the DAC value to be 100% sure that DAC has finished loading but same result here too. It must have something to do with MMA not startint at the mission start... Edited June 3, 2010 by Perfect Dark Share this post Link to post Share on other sites
mandoble 1 Posted June 3, 2010 You may try: //init.sqf []spawn { [false]execVM"mando_missiles\mando_missileinit.sqf"; // Wait for Mando Missile initialization waitUntil {!isNil "mando_missile_init_done"}; waitUntil {mando_missile_init_done}; []execVM"mando_missiles\mando_setup_full.sqf"; []execVM"mando_missiles\mando_setup_ffaa.sqf"; []execVM"mando_missiles\mando_setup_ace.sqf"; if (isServer) then { // SAMs antimissile-capable for t1 [t1, 3, ["Air"], 6, 500, 2000, 12, [0,0,3], 360, 0, [west,sideEnemy], true, false, true, false, 85]exec"mando_missiles\units\attackers\mando_arma2.sq s"; }; }; waituntil{DAC_Basic_Value == 1}; This ensures both will start at the beginning of the mission. Anyway, you should check your rpt file, might be you have error messages there. BTW, do you have a t1 named unit there? The t1 related code is just to convert a unit named t1 into a SAM launcher, if you dont want it, just remove that fragment. Also, if you dont have FFAA and/or ACE, you dont need to execute their MMA correspondig setups. Share this post Link to post Share on other sites
Perfect Dark 0 Posted June 3, 2010 tried your spawn idea but it didnt work either :( But I conducted some more tests to find out what the cause of this is and I found something... Im pretty sure that it is due to the amount of spawned soldiers created by DAC. When I create about 30 vehicles with DAC, MMA starts as it should but you can already see a significant lag in the Maverick camera menu (A10). If I create even more units, ArmA spits out the message from before with the eventhandler. For testing purposes I also did the same thing with 30 manually placed editor units and the camera didnt lag at all! There must be a correlation between number of dac spawned units, mmas hud and eventhandlers. Im too far of a noob to grab deep into your scripts to be able to understand what the reason could be... At least I could determine a specific area to investigate this issue :\ Share this post Link to post Share on other sites
Fick_2142 10 Posted June 4, 2010 People are telling me that they can zoom in the TV screen after selecting the missile from the drop menu. They say to use the scroll wheel, but I don't have a scroll wheel. I would like to use my joystick to fly and send missiles with full functionality of MMA. Is it possible to zoom in this TV screen (the one with the two red arrows) to decide which targets to shoot first ? How can I config my joystick to do it. I have no mouse wheel. Thank you Share this post Link to post Share on other sites
mandoble 1 Posted June 5, 2010 And that's true, ATM zoom is controlled with mouse scroll. Sadly I forgot to include the keys to control the zoom (probably I already forgot to include many things else), anyway you may expect to see these keys implemented in next release for the MCC TV systems. Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted June 7, 2010 Mandoble, will you be adding support for the Sti-Uh60s and RAF Chinook? Share this post Link to post Share on other sites
weedman 10 Posted June 7, 2010 Mandoble, will you be adding support for the Sti-Uh60s and RAF Chinook? i second this hehe :bounce3: Share this post Link to post Share on other sites
mandoble 1 Posted June 7, 2010 Please, can you provide the list of vehicle class names for Sti-UH60 and RAF Chinook, as well as the systems you would like to have integrated there? Share this post Link to post Share on other sites
gossamersolid 155 Posted June 7, 2010 class names for Sti-UH60 STI_UH60L <- standard transport STI_UH60L_FFAR <- FFAR rockets STI_UH60L_HF <- FFAR + Hellfires Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted June 7, 2010 RAF_chin47 <- is the Chinook and thanks GossamerS for the others As far as systems, just the HUD would be nice with the flare functions for the Chinook and the UH60Ls The only additional one that would be cool is with the UH60L_HF, if you could put the Hellfire camera on there but only make it be able to lock remotely and no self designation. Also, I discovered today that you can't use the ACE 5t trucks for rearming ( mtvrs work ofcourse ). Here is it's classname- ACE_Truck5tReammo Thanks for all that you've done! Share this post Link to post Share on other sites
mandoble 1 Posted June 7, 2010 And it seems P85 planes/choppers are missing too. I will try to add these and the above ones. Also I would like to add the pedadgemod ones, but the mod is too bulky for my A2 HD, if any of you having that mod is willing to help with it, please tell me. Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted June 7, 2010 (edited) One more thing, when rearming the A10, it doesn't reload the 30mm anymore. ACE changed the way the 30mm fires, it has 2 firing modes now. Not sure if that's why it doesnt reload it anymore. classname for the ammo n stuff - ACE_1350Rnd_30mmAP_A10 The A10 uses two firing modes now, a short and a long burst. Edited June 8, 2010 by usarmy19dsniper Share this post Link to post Share on other sites
gossamersolid 155 Posted June 7, 2010 Oh another thing, the CMA Mi-28 support doesn't work because the classname listed is wrong. I fixed it for you: // The following scripts are for players only, no need to run on dedi servers []spawn { while {!alive player} do { Sleep 1; }; // BIS Mi28 cameras setup (onboard AT9) // The MCC script is executed upon activation of the corresponding TV, and setting up all the TV parameters // including missile parameters , this is the control script for this TV system and mission editors can // create their owns at will. "mando_missiles\tv\tv_types\" folder has several preconfigured types. _mcc_tv_script = mando_missile_path+"tv\tv_types\mando_cma_at9_mi28.sqs"; // TV camera position relative to launcher + angles // angles is composed by initial horizontal angle (relative to TV vehicle) and max angle diff with origin // [0, 181] = 100% free camera initially heading to vehicle direction _cam_pos_angles = [0.25,7,-2,0,181]; // Weapon index, if >= 0, it is a virtual missile, non existing in the TV vehicle // if < 0, then it is (the arma weapon idx + 1) in negative. -6 to use ArmA AV8 idx 5 (LGB bomb) _weapon_idx = -7; // Launch position is the relative position to the TV vehicle // or a displacement offset to be applied to real weapons fired from the TV vehicle // with mando_tv_keepgeo = true for the first case and false for the second (set in the control script) _launch_pos = [-3,2,-3]; _background_mfd = []; // Default values for MDF paa and button placements [["CMA_Mi28_N_RUS"], 0, 0, ["Vehicles"], "MMA Ataka-V Camera", _mcc_tv_script, _launch_pos, _cam_pos_angles, {(driver _plane == player) && !(isPlayer gunner _plane)}, 0, _weapon_idx, _background_mfd, 1, -3]execVM"mando_missiles\mcc\mando_mccallow_by_type.sqf"; [["CMA_Mi28_N_RUS"], 0, 0, ["Vehicles"], "MMA Ataka-V Camera", _mcc_tv_script, _launch_pos, _cam_pos_angles, 1, 0, _weapon_idx, _background_mfd, 1, -3]execVM"mando_missiles\mcc\mando_mccallow_by_type.sqf"; // Mi28 HUD setup for pilot [["CMA_Mi28_N_RUS"], 0, "", [], [], 15, 15, 0, [4,3,-2.5], mando_missile_path+"huds\mando_hud_locations.sqf", 0, 0.08, [], 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf"; // Mi28 HUD setup for gunner [["CMA_Mi28_N_RUS"], 1, "", [], [], 15, 15, 0, [4,3,-2.5], "", 0, 0.08, [], 1]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf"; }; Share this post Link to post Share on other sites
Lexen 10 Posted June 9, 2010 Mandoble, I finally got some time and got it working. Great mod, great work. One question before I go back to the cave of mando learning: I'm looking at this block of code: if (isNil "mando_airsupport_type_ambox") then { if (_side != east) then { if (_side == resistance) then { mando_airsupport_type_ambox = "WeaponBoxGuer"; } else { mando_airsupport_type_ambox = "WeaponBoxWest"; }; } else { mando_airsupport_type_ambox = "WeaponBoxEast"; }; }; Can I change the the Weapon Boxes dropped from the helo to an ACE weapon box just by finding the correct classname as it applies to Mando? (correct me if im wrong here..."mando_airsupport_type_ambox" is being called in the method. I'm assuming that there's a class in mando, in one of the hundreds of files, that defines just what is a mando box....or did I shoot really high on that one? :lecture:) Appreciate any reply. Share this post Link to post Share on other sites
mandoble 1 Posted June 9, 2010 Lexen, that means that if mando_airsupport_type_ambox is not defined, it will take a default value depending on the side of the user. But you can define the value of that global in the setup of your console to any value you want to use, just use a valid ammo box class name. Share this post Link to post Share on other sites
Lexen 10 Posted June 10, 2010 Thanks again for the advice. Appreciate the reply. Share this post Link to post Share on other sites
Fox '09 14 Posted June 10, 2010 Hi mando, the hellfire has a range of 8km, but it won't lock on that far, nor will it zoom in far enough.. do you plan to fix this? I jack up my view distance when flying so.. Share this post Link to post Share on other sites
Daniel 0 Posted June 10, 2010 I'm pretty certain I recall he turned it down for game-play reasons. Which is (IMO) reasonable given the current map sizes. Course I could be wrong. Share this post Link to post Share on other sites
mandoble 1 Posted June 10, 2010 You are right. The missile has the correct range, but the sensors have the range cut down for playability reasons. Else you would need to setup some real MMA air defenses to compensate. Anyway, if you use the script suite you can change these ranges at will. To change the sensor ranges for HUD systems open mando_missiles\huds folder and you will see there many HUDs setups, check the parameters sensor width and sensor length for each HUD/Weapon mode and change at will. To change the camera systems open mando_missiles\tv\tv_types folder and there you will see two globals to change at will: mando_tv_sensor_rng_w and mando_tv_sensor_rng_l Of course you can also modify the missile parameters and best tool to adjust them is mando_missile_lab.cher demo mission which includes a dialog based system to play with all and every missile parameter. And finally, you can create your own setups and use them even when having the addon as long as setup full GL is not placed on map, instead of this default setup you can execute your own one. Share this post Link to post Share on other sites
mrcash2009 0 Posted June 11, 2010 @Mando (or some script tips from any helper) First off its been a while since i messed with mando scripts and also I haven't been all through this thread so please dont slap me. Im wanting to kit out my reinforcements with set kit list before heli insertion form the console and i notice the variable open for this in the PDF: Code variable example for weaponless reinforcements directly into your init.sqfmando_airsupport_re_action = { private["_grp"]; _grp = _this select 0; { removeAllWeapons _x; } forEach units _grp; }; I am trying to work out the syntax for adding "addWeapon" so im guessing I replace removeAll and add my line here? Can someone simply post this variable with a working addition of adding a gun & some ammo, just as a seed planter so I can add it correctly, my skills are slacking recently and I am at work right now so anyone who can quote back a working example I will send a box of cookies too. Share this post Link to post Share on other sites
mandoble 1 Posted June 11, 2010 No, if you want to add your weapons and magazines, first of all you need to remove the ones these soldiers are using. So, for each soldier _x, first remove the weapons/mags with removeAllWeapons _x; Then add the magazines; _x addMagazine "magname1; _x addMagazine "magname1; _x addMagazine "magname1; _x addMagazine "magname2; _x addMagazine "magname2; _x addMagazine "magname3; And then add the weapons: _x addWeapon "weapon1"; _x addWeapon "weapon2"; You can also check the typeOf _x or/and the rank of _x and add mags and weapons accordingly. Share this post Link to post Share on other sites