mandoble 1 Posted September 1, 2010 Dragon, I think he is talking about this version (which is not yet public). ouqRu5aXh18 With a bit of luck it might be ready for next weekend. Share this post Link to post Share on other sites
dragonbaron 10 Posted September 1, 2010 Dragon, I think he is talking about this version (which is not yet public). ... Ups, my fault. Sorry. Share this post Link to post Share on other sites
Dr. Horrible 10 Posted September 1, 2010 Hey my Stinger, Javelin etc. keep on locking on with the default OA method, despite the fact I have the mando_portables.pbo in use. I can also log on with the Mando method (TAB), but still the OA system will kick in first. What did I miss? Share this post Link to post Share on other sites
kremator 1065 Posted September 1, 2010 WOW .... looking good ! Share this post Link to post Share on other sites
_S2_ 10 Posted September 1, 2010 Having the same problem Dr. Horrible Share this post Link to post Share on other sites
kremator 1065 Posted September 1, 2010 Me too. Is there a way to disable the default BIS lock? Share this post Link to post Share on other sites
mandoble 1 Posted September 1, 2010 Need to check with Defunkt, but as far as I remember the BIS autolock with mando_portables.pbo was disabled for veteran and/or expert modes. Share this post Link to post Share on other sites
esco7800 10 Posted September 1, 2010 I'm using the air support console in I want to change the CAS east planes to the lobo su22 In the CAP to the mig29. in the Mi24D for my GS. When I try to modify the init.sqf nothing happens the default planes still show up in my mission. I already tried using the online manual but to know avail. can any one help me with this? Share this post Link to post Share on other sites
kremator 1065 Posted September 1, 2010 Ahhh I wonder is there a way to turn it off for ALL modes. Share this post Link to post Share on other sites
mandoble 1 Posted September 1, 2010 (edited) Kremator, I think changing the canLock = 1; by canLock = 0; in the config of mando_portables.pbo would disable all the selflocking for any difficulty mode. esco7800, might be you placed that code where it is not executed, or where it is overwriten by other. Try playing with included test missions mma_console2_addon.utes and mma_console_addon.Chernarus, in both cases you have a my_console_setup.sqf where you can place all your initial settings. Edited September 1, 2010 by Mandoble Share this post Link to post Share on other sites
esco7800 10 Posted September 1, 2010 thanks mandoble do you have to have the class names or is it su22,mig29,Mi24D? Share this post Link to post Share on other sites
Dr. Horrible 10 Posted September 1, 2010 Need to check with Defunkt, but as far as I remember the BIS autolock with mando_portables.pbo was disabled for veteran and/or expert modes. Thank you, had to change to Veteran. Another question, how do I switch between Air-to-Air Missiles? When flying planes that use more then one type of Air-to-Air Missiles like the F-14 with its Sidewinders and Phoenix, I only can fire the Sidewinders. Or does the mod currently only support planes with one set of Air-to-Air-Missiles? Share this post Link to post Share on other sites
xeno426 10 Posted September 1, 2010 Kremator, I think changing the canLock = 1; by canLock = 0; in the config of mando_portables.pbo would disable all the selflocking for any difficulty mode. For the canLock setting, there are three options, which are usually #defined at the beginning of the file. 0 = LockNo. No lock ability at all. 1 = LockCadet. Lock ability on Novice and, I believe, Regular difficulty level. None for Veteran and Expert levels. 2 = LockYes. Weapon can always lock. Share this post Link to post Share on other sites
mandoble 1 Posted September 1, 2010 esco7800, to find out the class name of anything, place it on the map and into its init field from the editor put: hint typeOf this Dr. Horrible, you have all the info in the online help as well as in the included pdf. Default keys are: LockTargets A2 key (by default TAB): Lock on Left Control: Change HUD mode (which also switches between different missile types) Left Shift: Drop countermeasures. Left Windows: Fire missile R: Activate ECM (if your plane has it) G: Special key (function depends on vehicle) Manually guided missiles dont allow you to lock on targets, guide them with your sight's center (better switch to free-look mode first). In some vehicles some weapons are not available from HUD, but from MCC or TV systems (active them with the corresponding menu actions). In the pdf you will find instructions to reconfigure all the keys in case you dont want to use the default ones. Share this post Link to post Share on other sites
Shumann 10 Posted September 2, 2010 (edited) Noob question Mandoble ho i can change the nuclear warhead on the scud? I read the pdf but i dont understand how can i change it. Edited September 2, 2010 by Shumann Share this post Link to post Share on other sites
mandoble 1 Posted September 2, 2010 Look for the setVariable commands for the SCUD here (also present in the pdf). You can also put this directly into the init field of the vehicle from the editor: this setVariable ["mando_scud_type", 0] or this setVariable ["mando_scud_type", 1] or this setVariable ["mando_scud_type", 2] Share this post Link to post Share on other sites
MadJackChurchill 10 Posted September 2, 2010 (edited) After a number of search variations and reading through a couple of pages on this thread, I finally resorted to asking. Is there a simple way to reduce the file-size of the script_suite? For example, I only want to use the launcher, console and scud systems. But I want to remove the scripts and resources that I am not going to use. ps. if it's not as simple as it sounds, I can live with that :D Played around with the Scuds in Zagrabad a bit, quite a sight to see 10 scuds firing (conventional warheads) at separate targets simultaneously. Cheers MJ. Edited September 2, 2010 by MadJackChurchill Share this post Link to post Share on other sites
cabby77 0 Posted September 3, 2010 Hey Mandoble! I have a HUGE request considering your mod. I play mostly SP missions and campaigns and love flying helicopters. Your mod and ACE developers have done a great job at making the game better. Thank you for that! My problem is this: When I play missions as a Apache pilot and my gunner is Ai, I can't tell him to switch between different Hellfire firing modes. I believe ACE developers didn't want to allow this because it would be too easy to destroy armor when playing online - so choosing between LOAL (Hi/Lo) modes are available only to player gunners. This is especially annoying in missions where you get to use the ULB. I position the Apache to a safe spot behind some hill and then scout the area with ULB (for example Open Season mission in OA campaign). I mark the target with laser and give command to fire the Hellfire. Alas, 9/10 times the missile hits the side of the hill (or I have to position Apache ridiculously high and get shot down by AAA). If I could tell my gunner or when using ULB to fire the missile as LOAL Hi for example, there would be no problem. I haven't got any response to this in ACE thread. I believe you are my only hope Mandoble. Please, add this feature to your addon. Besides, I find it hard to believe that I am the only one with this problem. Yours truly, cabby Share this post Link to post Share on other sites
wolfbite 8 Posted September 3, 2010 Been using the apaches.... And for some reason i cant hit any tanks... The missiles look like they are deflecting off the turret everytime and then they bounce and hit the floor behind the tank.... Occasionaly they just go nowhere near the tank and decide to explode Share this post Link to post Share on other sites
scottymate 0 Posted September 3, 2010 Been using the apaches.... And for some reason i cant hit any tanks... The missiles look like they are deflecting off the turret everytime and then they bounce and hit the floor behind the tank.... Occasionaly they just go nowhere near the tank and decide to explode I found this as well. Using the TV you can hit it on a dime every time, but using the HUD lock-on it often misses. I don't think I've hit a single thing with the Mavericks on the A-10. The lock is acquired - you can hear the beep sound of the lock - but the missile ends up in the side of a hillside somewhere. I do notice though that the missile will track the green diamond, but it looks like the diamond should be on the target, accept it strays off. AA seems to work fine though, just air to ground. Share this post Link to post Share on other sites
Nightrain 10 Posted September 4, 2010 I just started to use this mod today. For some reason I can't seem to be able to stay on anti tank or anti air missiles, my weapon selection always reverst back to cannon or ffars. With this mod i downloaded the SU-33, Gnats frigates, B-52. I already had the GLT Falcoln and Mykes des Su-34. I use alot of other mods as well. Does anyone know why my problem is happening? Share this post Link to post Share on other sites
mandoble 1 Posted September 4, 2010 Does anyone know why my problem is happening? Your problem is happening because you dont read :p Share this post Link to post Share on other sites
_S2_ 10 Posted September 4, 2010 read the readme nightrain Share this post Link to post Share on other sites