DMC_RULEZ 10 Posted September 20, 2010 [/color] zaWSjxTZFMs Just a quick question ...Whats the 6 hot fragments going off to the right doing? I hope this is not to simulate the shockwave rockets that nuke tests had. (LIKE THIS) http://0.tqn.com/d/chemistry/1/0/v/l/teapottest.jpg sorry if i'am wrong... looks F****k awesome still :) Share this post Link to post Share on other sites
mandoble 1 Posted September 20, 2010 These are the planes (su34s) that were parked on the deck of the carrier. Share this post Link to post Share on other sites
Laqueesha 474 Posted September 20, 2010 These are the planes that were parked on the deck of the carrier. Jesus Cristo! :eek: Share this post Link to post Share on other sites
DMC_RULEZ 10 Posted September 20, 2010 These are the planes (su34s) that were parked on the deck of the carrier. Sorry for the pointless question.....I had a strong Coffee this morning...my bad. Share this post Link to post Share on other sites
Evil_Echo 11 Posted September 20, 2010 (edited) Just a quick question ...Whats the 6 hot fragments going off to the right doing? I hope this is not to simulate the shockwave rockets that nuke tests had. .. sorry if i'am wrong... looks F****k awesome still :) Not smoke rockets. While cool, shock interactions with smoke are a bit much for this level of sim. What you are seeing are former carrier planes, now burning scrap. Look carefully and you will see a few on the left of center as well and one that comes down very late. The direction and strength of "kick" depends on relative position to detonation center as well as what the unit type is. Tanks are harder to move than people or aircraft. Edited September 20, 2010 by Evil_Echo Share this post Link to post Share on other sites
mandoble 1 Posted September 24, 2010 Something new for AH64 in next version: - Terrain following lines on monocle for 500, 1000 and 1500m ahead. Now you can safely fly by night or with heavy fog. - MMA HUD available also from gunner's optics. You can use Hellfires and gun at the same time from the default gunner camera. - MMA TV fully controllable via keys. HUD keys for lock on/off and fire + Num KP to move the camera (of course you can use the mouse too). Share this post Link to post Share on other sites
gossamersolid 155 Posted September 24, 2010 Looking good Mando! Share this post Link to post Share on other sites
_S2_ 10 Posted September 24, 2010 Hey mando, the ACE guys came out with a few new russian aircraft, could you add the systems/guncams for them? Everything is pretty much going to be like the SU-34/SU-27 that are already in. Here are the class names, I think one or two might already be supported. ACE_Su30 ACE_Su30_Des ACE_Su34 ACE_Su34_Des ACE_Su34_MR ACE_Su34_MR_Des Share this post Link to post Share on other sites
firefly2442 6 Posted September 25, 2010 I'm not sure if this is helpful but I got this error message while trying to use the gun cameras on the AC-130. Not sure if this is an issue with ACE or not but... I believe this is the latest mando missile version. I was able to get into the gun camera eventually but it was kinda slow. Anyway, hope this is helpful in some way. Strange convex component rh_m14\rh_sc2aim.p3d in component01:geometry Strange convex component rh_m14\rh_sc2aim.p3d in component07:geometry Strange convex component rh_m14\rh_sc2aim.p3d in component12:geometry Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Error in expression <x) ctrlSetPosition ((mando_tv_backcolor select 1) select _i); ((findDisplay 2390> Error position: <select 1) select _i); ((findDisplay 2390> Error Zero divisor File mando_missiles\tv\mando_missile_tv.sqf, line 565 Share this post Link to post Share on other sites
mandoble 1 Posted September 25, 2010 firefly2442, I did try again the AC-130 (without ACE) and HUD and gun cameras work well for me, nothing added to the rpt file. Can you confirm the version of MMA and a way to recreate the problem? Share this post Link to post Share on other sites
firefly2442 6 Posted September 25, 2010 Yeah, let me look into it. It may also be possible there was some problem with another mod that was running. If I can replicate it I'll let you know. Share this post Link to post Share on other sites
Vroemmm 10 Posted September 25, 2010 I have been struggeling to get the air suport console working properly. I have used both mandatory gamelogics MMA Init and MMA full. The console is showing properly when I put an AddAction command to the init field for my player. I can choose a target location in the console and then hit Bomb run or any of the other air support options in the console. Nothing happens! No planes, choppers or whatsoever. The only feedback that I receive from the console is a short 1 second text hint "Null" beside the text "Planes". It seems the game logic for air support console is not able to spawn planes or something. I tried adding planes myself but that did not do the trick. It was a desperate attempt, afterall the MMA logic should be spawning these planes. I also tried the demo mission with air support but that didn't do the trick either. Beside the air support console. Other features of Mando missiles work perfectly in choppers, vehicles and launch weapon "Javelin". So I'm sending this out to the ARMA community in the hope that somebody can help me with this problem. Thanks -Vroemmm - Share this post Link to post Share on other sites
mandoble 1 Posted September 26, 2010 Vroemmm, there is no gamelogic for air support console. Have you tried the included demo missions mma_console_addon.Chernarus and mma_console2_addon.utes? Both work fine for me. In the included readme pdf and the in the online help you have further instructions for air support console usage. Share this post Link to post Share on other sites
Dr. Horrible 10 Posted September 26, 2010 (edited) For some reason the SCUD wont work, I have the SCUD Launcher ingame, called it "scud_launcher" (and a second type "mando_scud_type" to be sure), and inserted the init line "scud_launcher setVariable ["mando_scud_type", 2];". But still, ingame I can choose the target via the menu, but after I launch the SCUD it just flys off with no hit. EDIT: Argh, I found the problem. If you leave the SCUD Launcher and get in an another Vehicle that uses the Mando Scripts while the SCUD is still inflight, it will disrupt its flight path. Edited September 26, 2010 by Dr. Horrible Share this post Link to post Share on other sites
mandoble 1 Posted September 26, 2010 (edited) Is your target too close to the scud launcher? If so, it will miss for sure. Also, the scud demo mission is working well for you? Make sure to use latest MMA version, as type 2 is not available in the previous ones. Just for testing, try type 0 and type 1 too. EDIT: Ah!, yes, is not that it will disrupt the flight path, is that the missile itself might not be created. The intention is to force the player to keep inside the launcher (exposing himself to enemy fire), and not just fire, get out and flee away. Probably I'll need to find out a better way for that. Edited September 26, 2010 by Mandoble Share this post Link to post Share on other sites
xeno426 10 Posted September 26, 2010 I have a request Mando; the way the current monocle works makes it very obtrusive and difficult to fly the AH-64. Given the extreme proximity of the eyepiece to the pilot's eye, the outline of the monocle should be blurry and unobtrusive. An example of how this would look can be found in at 0:17 and in this video at 0:27. Share this post Link to post Share on other sites
Vroemmm 10 Posted September 27, 2010 Vroemmm, there is no gamelogic for air support console. Have you tried the included demo missions mma_console_addon.Chernarus and mma_console2_addon.utes? Both work fine for me. In the included readme pdf and the in the online help you have further instructions for air support console usage. Hi Mandoble. First of all thanks for replying and giving such a great MOD to the community. The problems I have encountered are only visible in ARMA2 OA version. I cannot tell what the experience is on ARMA2 standalone. If I delete the game logics MMA init and MMA full nothing happens at all. So these are mandatory otherwise even the console is not started. As I said the air support console opens fine but not a single aircraft or chopper is spawned. Do I need to put extra script in my mission? In the documentation there are a lot of examples but as far as I know I do not have to script anything myself in order for airsupport working? I also looked at the structure of the mission.sqm which was provided in the example: mma_console_addon.Chernarus. The .sqm which provides all the elements for the mission DOES add both game logics MMA init and MMA full. See code below between the dashes. This contradicts what you are saying about the game logic. Any ideas what else I can do to solve my problem? --------- class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9636.542,122.34233,2556.439}; id=2; side="LOGIC"; vehicle="Mando_Missile_ArmA"; leader=1; skill=0.60000002; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9648.502,119.40398,2554.6875}; id=3; side="LOGIC"; vehicle="Mando_Missile_ArmA_full"; leader=1; skill=0.60000002; }; }; }; ----------- Share this post Link to post Share on other sites
mandoble 1 Posted September 27, 2010 These two gamelogics intialize mando missile, but dont initialize anything related to the console. The console scripts need MMA already initialized, but you need to setup the console at mission level, same as with the provided demo missions (check the init.sqf). So, having these two GLs is a pre-requisite, then you need to proceed with your console setup, and in any case, as I did ask before, are the included console demo missions working well for you? Also remember that MMA (including the console) requires A2 or A2 + OA, it will not work with OA alone. Share this post Link to post Share on other sites
manzilla 1 Posted September 27, 2010 Hi Mandoble. First of all thanks for replying and giving such a great MOD to the community.The problems I have encountered are only visible in ARMA2 OA version. I cannot tell what the experience is on ARMA2 standalone. If I delete the game logics MMA init and MMA full nothing happens at all. So these are mandatory otherwise even the console is not started. As I said the air support console opens fine but not a single aircraft or chopper is spawned. Do I need to put extra script in my mission? In the documentation there are a lot of examples but as far as I know I do not have to script anything myself in order for airsupport working? I also looked at the structure of the mission.sqm which was provided in the example: mma_console_addon.Chernarus. The .sqm which provides all the elements for the mission DOES add both game logics MMA init and MMA full. See code below between the dashes. This contradicts what you are saying about the game logic. Any ideas what else I can do to solve my problem? Are you only using OA or CO? I'd say if you are using OA only then you'll need to change the planes that are used. I can't say for sure cause I've never checked but I believe it uses some planes from vanilla A2 by default. I could be wrong though. Personally I set my own planes that spawn when I use the console in my missions. Share this post Link to post Share on other sites
mandoble 1 Posted September 27, 2010 You are correct Manzilla. But some other features will not work with OA alone: cruise missiles, saturation, CAP missions and flares for the used planes. Share this post Link to post Share on other sites
Vroemmm 10 Posted September 28, 2010 Are you only using OA or CO? I'd say if you are using OA only then you'll need to change the planes that are used. I can't say for sure cause I've never checked but I believe it uses some planes from vanilla A2 by default.I could be wrong though. Personally I set my own planes that spawn when I use the console in my missions. Manzilla, that sounds like a good solution. How do you change the planes? Do you define them in init.sqf? Vroemmm ---------- Post added at 01:09 AM ---------- Previous post was Yesterday at 11:45 PM ---------- You are correct Manzilla. But some other features will not work with OA alone: cruise missiles, saturation, CAP missions and flares for the used planes. Manzilla I tried your solution and changed the default planes from AVB8 to A10in the file: my_console_setup.sqf I now get the message in the console beside the number of planes "Ingress" and after a while "Destroyed". So this is already an improvement. However I still do not see the actual planes spawned... Share this post Link to post Share on other sites
mandoble 1 Posted September 28, 2010 Vroemmm, if you are using OA only, you will be missing the classes of the pilots and crews, even if the A10 is spawned, its pilot will not be created and the plane will crash. Share this post Link to post Share on other sites
Vroemmm 10 Posted September 28, 2010 Vroemmm, if you are using OA only, you will be missing the classes of the pilots and crews, even if the A10 is spawned, its pilot will not be created and the plane will crash. ---- Then I think you should have mentioned in the documentation that OA standalone is not supported with regard to the air support console. Vroemmm Share this post Link to post Share on other sites
mandoble 1 Posted September 28, 2010 Then I think you should have read the documentation at least: "v2.4B9 by Mandoble August 2010 for A2 or A2 + OA" The very first line of the included readme as well as in the online help. Share this post Link to post Share on other sites
Vroemmm 10 Posted September 28, 2010 Then I think you should have read the documentation at least:"v2.4B9 by Mandoble August 2010 for A2 or A2 + OA" The very first line of the included readme as well as in the online help. Oh yes that very informative sentence.... "v2.4B9 by Mandoble August 2010 for A2 or A2 + OA" What you should have done is put a sentence at the air support section of your manual stating that this feature is ONLY supported in the combined package A2 + OA or A2 standalone. Stating A2+OA is the combined package is really not that communicative. I figured A2 or OA. Giving the fact that all other stuff worked well in OA getting the air support module up and running was not a strange thought I suppose? Vroemmm Share this post Link to post Share on other sites