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mandoble

Mando Missile ArmA for ArmA 2

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Hey Mandoble,

I am quoting Gabe Ruckus from OA-beta thread:

"Explosives created via scripting commands aren't doing any damage with the latest beta client."

Is this MMA or BIS problem? At the moment I can't get anything destroyed when using latest beta and MMA. :)

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BIS beta problem, in that thread it was indicated that the fix was going to be present for next beta. As you can see in that thread, it is not affecting MMA only, but also artillery scripts, spawn of bombs, etc.

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Mando, I have a cool suggestion:

Have you thought of adding Shtora to the Russian tanks? It'd help make stuff like the T-90 more resistant to missile attacks!

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Mandoble,

In the latest version of your script-suite version the static-defense ATGMs such as Metis and TOW tripods do not utilize your guidance system. Is there anything you can do to apply your guidance to these systems?

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Mandoble,

In the latest version of your script-suite version the static-defense ATGMs such as Metis and TOW tripods do not utilize your guidance system. Is there anything you can do to apply your guidance to these systems?

Adding to this, it only happens in multiplayer/Dedicated Server

I downloaded a fresh copy of your script suite, tested the Static Metis and the Tow Launcher and the guidance system works perfectly. Then I compress the mission into a PBO and put it on a dedicated server. Upon using the two launchers, the guidance system is acting like the vanilla system, but the mando HUD for the launchers is still there.

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And the Metis fired from Metis portable and TOW fired from vehicles have the guidance working well?

EDIT: Tested with latest official A2 or A2 + OA patch? or with some beta patch?

Edited by Mandoble

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And the Metis fired from Metis portable and TOW fired from vehicles have the guidance working well?

EDIT: Tested with latest official A2 or A2 + OA patch? or with some beta patch?

Metis Portable works, TOW fired from Stryker and Bradley works for sure. Didn't test humvee tow.

Tested with Combined Operations latest beta (73478)

EDIT 2: Tested Stinger and Igla pods as well, they don't fire a mando missile, but they have the little mando hud in the bottom left saying to wait for a constant growl.

Edited by GossamerS

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It happens that these static launchers dont become local to the gunner (player) when the gunner "gets in" and fires. It seems that they remain local to the server and the guidance routine runs on the server, where nobody is aiming with any sight. Now Im testing a workaround for this problem that so far seems to work.

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Sorry if this has been asked before, but It seems MMA is not letting me use the lift choppers anymore in my domination mission. How do I fix this? Thanks

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Could anyone confirm that the last Mando Missile is working 100% on ARMA2:CO ACE2 beta 73478 Server?

We are seeing some weird issues like the hellfires in the Apache hitting, but not destroying vehicles, same with javelins, and other minor things in our server..

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Could anyone confirm that the last Mando Missile is working 100% on ARMA2:CO ACE2 beta 73478 Server?

We are seeing some weird issues like the hellfires in the Apache hitting, but not destroying vehicles, same with javelins, and other minor things in our server..

There is a problem with the latest beta patch and scripted explosions. It will be fixed in the next OA/CO beta patch (hopefully). See the beta patch thread. http://forums.bistudio.com/showthread.php?t=107812&page=12

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Could anyone confirm that the last Mando Missile is working 100% on ARMA2:CO ACE2 beta 73478 Server?

We are seeing some weird issues like the hellfires in the Apache hitting, but not destroying vehicles, same with javelins, and other minor things in our server..

Use brand new beta to fix:

http://forums.bistudio.com/showthread.php?t=108186

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Poop. You cant blow up Zombies with a Nuke.

The "Infected" or "Undead" marker from Charons Undead Mod negate the SCUD missile. You can launch it, but it wont reach the target. (The Nuke doesnt get created)

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I always wondered why they never went for the obvious answer in all those zombie films. Now we know.

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Dr. Horrible, what type of nuclear warhead are you using?

BTW Xeno426, AH64 solid monocle ring will be less solid.

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Dr. Horrible, what type of nuclear warhead are you using?

BTW Xeno426, AH64 solid monocle ring will be less solid.

I have to correct myself, it works, but you have to wait up to 2minutes to make sure the Charon Zombie Mod initalizes completly. There seems to be kind of a script wor going on, and the Zombie mod comes online befor the Mando Missile mod.

If you wait, both nukes seem to work fine every time then, but the conventional warhead sometimes glitches a bit. (The Camera view wont appear, it detonates way of target etc.)

So yeah, nothing to fix there, just if you use zombie mod and nukes at the same time, wait for the zombie scripts to initalize completly and dont be surprised if the SCUD-camera view wont appear, the rocket itself will work.

Edited by Dr. Horrible

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Im using the No.2 Nuke, and it works fine with the Zombie Mod. But yeah, you have to wait with the SCUD unitl the "Charon prestens Blabla" message is gone for at least 2 minutes.

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Mandoble

I am using a marker "mk_spawn" for the support console, my question is how do I

Option 1. Configure the support aircraft to not start flying, but from an airport on the ground at zero speed.

and/or

Option 2. Configure the support aircraft to use existing named aircraft already in the mission at the airport as long as they are not destroyed?

Thanks

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Configure the support aircraft to not start flying, but from an airport on the ground at zero speed.

That would be a nifty option. :)

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What is ready for next beta and what is WIP:

  • Echo/Mando nuclear warhead improved, more realistic damage, water detonation effects, better overal FX, fallout effects added.
  • Added nuclear airburst (type 3)
  • SCUD endurance extended to 2 minutes
  • Added Mike's F16 AGM-65 Camera
  • Added Su30 ACE setups
  • Added ground terrain following lines for AH64 monocle (500, 1000 and 1500m ahead)
  • Allowed MMA targeting hud for AH64 gunner's optics
  • AH64 solid monocle ring is now more transparent
  • manpads dont generate radar lock warning anymore (but they'll generate missile fired warning)
  • TV system camera moveable with num keys
  • TV sytems also using HUD fire and lock on keys to fire and lock on/off
  • Fixed: MMA Rearm dont modify gun/rockets ammo configurations
  • Fixed: linebacker stinger launcher
  • Fixed: Static launchers (TOW, Metis) working on dedi servers
  • Fixed: SCUD path not affected if you exit the launcher
  • New mandoportables addon by Defunkt
  • MMA support console allowing support planes/choppers to take off from airfields <- WIP
  • Adding systens for ACE: ACE_T10, ACE_Su34_Des, ACE_Su34_MR_Des, ACE_Su34, ACE_Su34_MR, ACE_Su39 <- WIP, need quick support to configure and test these, else they will not be included in next release.

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Hola Mandoble te comento un problema que tengo al intentar usar tú mod con los Helos Apache y con el visor que incluye el monoculo para guiar los misiles o las armas del Helo, cuando se inicializa el sistema del visor no puedo cambiar a los misiles con ControlIZquierda y si pulso la tecla F por defecto en mi juego me cambia a un laser 1.

Estoy utilizando el arma 2 combinado con los mods ACE2 ultima versión y algunos mods + sonidos annimaciones IA ect.... Y ahora estoy estrenando el mando misiles que me encanta el sistema de guiado de las armas javelin y tal tal. Haber si me puedes comentar que ocurre con los Helos y el sistema de armas de tú mod.

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