mandoble 1 Posted November 1, 2010 Carl D, ATM I have no plans to include reverse mouse as now you can control the camera also with the Num Keyboard keys 4,6,8 and 2, you can also lock on with TAB and fire with L.WIN. maturin, if you are running with very low FPS then the CPU time for the scripts will be pretty low too, A2 will also give preference to screen rendering so the scripts running tight loops will suffer in these situations even more than the frames. But in general, missile lock might be lost in most cases because the check for line of sight returns false. Trekari, probably, even while using TrackIR you should turn free look on (L. ALT by default). Share this post Link to post Share on other sites
viper0311 10 Posted November 2, 2010 You still need to do the Automatic removal of BI flares for the helicopters. other than that, Fantastic job! :D Share this post Link to post Share on other sites
Carl_D 10 Posted November 2, 2010 Carl D, ATM I have no plans to include reverse mouse as now you can control the camera also with the Num Keyboard keys 4,6,8 and 2, you can also lock on with TAB and fire with L.WIN. . Hi Mandoble Thanks - I'll practice with it this evening. BR Carl Share this post Link to post Share on other sites
Evil_Echo 11 Posted November 3, 2010 (edited) Addendum/Erratum for the pdf document.... Mando SCUD (OA required) The fired missile is detectable and interceptable by MMA anti-missile systems, and can be loaded with conventional or nuclear warheads. By default the warhead is conventional. To set a different type of warhead you need to set a vehicle variable named mando_scud_type. <- NEW scud_launcher setVariable ["mando_scud_type", 0]; // <- Conventional scud_launcher setVariable ["mando_scud_type", 1]; // <- Nuclear - Gigan detonation scud_launcher setVariable ["mando_scud_type", 2]; // <- Nuclear - Echo/Mando ground burst scud_launcher setVariable ["mando_scud_type", 3]; // <- Nuclear - Echo/Mando air burst There is also a script to fire SCUD from AI launchers: mando_missiles\units\mando_ai_scud.sqf <- NEW Syntax: [scud_vehicle, warhead_type, target_position] execVM "mando_missiles\units\mando_ai_scud.sqf"; scud_vehicle: scud vehicle with an alive driver warhead_type: 0 -> conventional, 1 -> Gigan nuclear, 2 -> E.Echo/Mando ground burst, 3 -> E.Echo/Mando air burst target_position: target position Example: if (local my_scud2) then { [my_scud2, 2, getMarkerPos "mk_target"] execVM "mando_missiles\units\mando_ai_scud.sqf"; }; E.Echo/Mando Nuclear Warhead Features The warhead supports a number of burst modes and incorporates detailed physics effects. Ground burst detonations are at/near ground level and will generate the familiar mushroom cloud as well as considerable fallout. Airburst detonations occur well above ground, resulting in negligable fallout. Burst effects in the air and over water have a different appearance due to the influence of the local environment. Damage caused by this weapon is based on typical effects for a tactical weapon and are scaled by the defined yield. Blast, thermal, prompt neutron/gamma effects are present and scale appropriately by distance and the type of unit. Vehicles afford some protection to their passengers and crew, the amount depending on the type of vehicle. Additionally, the shock wave can cause significant displacement in position, resulting in secondary injuries. The amount of time before fallout comes to ground varies on the yield of a weapon. For a 5 kiloton weapon the 'safe' time is about 30 minutes. The area of contamination will vary with yield and its location/dimensions are influenced by winds during the interval between burst and falling-out. The fallout zone represents a region so contaminated that radiation sickness will render a soldier combat-ineffective in a relatively short period of time - about 10 minutes. Certain vehicles will protect you from the effects of fallout. Edited November 3, 2010 by Evil_Echo Share this post Link to post Share on other sites
mandoble 1 Posted November 6, 2010 Deadly integration of three independent addons: MMA automatic defense setup on JDog HMS Queen Elizabeth working with BOS's (Jackass) guns and missile launchers. _agbN9d8AZk Share this post Link to post Share on other sites
vengeance1 50 Posted November 6, 2010 This is great is there a Demo Mission with placement all done we can get? Share this post Link to post Share on other sites
mandoble 1 Posted November 6, 2010 Yes, for the HMS it is built in the CV, just download the carrier and play the demo mission included (the video is a recording of that demo mission), you have more demo missions inside the Jackass's guns/launchers pack. Share this post Link to post Share on other sites
viper0311 10 Posted November 6, 2010 After testing the vehicles, the AH-1Z, AH-64 variants, UH-1Y, MV-22 (with TGW Vehicle fixes), Merlin, Chinook variants, and all Opfor vehicles seem to not have the BI flares removed. when Mando is activated. Edit: on a side note, the MV-22 does have the BI flares removed in ACE Mod Share this post Link to post Share on other sites
mandoble 1 Posted November 7, 2010 viper0311, in the very last minute I added a simple checking script that removes the BI flares at least from planes. Later I found out that AH64 USMC had its flares removed while, for example, AH64 US doesnt. Not that I have investigated anymore on this subject, but if you have an efficient script that removes the flares from anything I'll add it to the pack. Share this post Link to post Share on other sites
viper0311 10 Posted November 7, 2010 I will be honest with you, I know nothing about scripting. So I won't be much help to you, I just wanted you to know just in case you didn't know it was like that. I'm sorry for the inconvinence. Share this post Link to post Share on other sites
maturin 12 Posted November 7, 2010 Mando, I can't load saved games when running either of the last two MMA versions. I think it's because I don't have OA. The errors refer to the following files: caweapons_e_javelin caweapons_e_metis caweapons_e_strelacaweapons_e_stinger Do you have a download link to the latest pre-OA version of MMA, or could you possibly release a hotfix allowing A2 player to revert to saved games? Share this post Link to post Share on other sites
mandoble 1 Posted November 7, 2010 maturin, MMA is not OA dependant and has no addon dependancies created with OA. I think what is happening to you might be MMA unrelated. Anyway find here the pre-OA version. viper0311, I will try to investigate the removal of BI flares, but with low priority ATM. Share this post Link to post Share on other sites
maturin 12 Posted November 7, 2010 Hmmn, well I have isolated those errors above to MMA. If those aren't OA dependent, what might they be? They look exactly like errors caused by incorrect config references in a sound mod I use. The files are BI Arma 2 addons, correct? Is it possible MMA has problems with the latest A2 beta patch? Thanks for the old version, I will try it out. Share this post Link to post Share on other sites
sickboy 13 Posted November 7, 2010 Mando Portables is OA dependent though; RequiredAddons[] = {"CAAir","CAWeapons_E_Javelin","CAWeapons_E_Metis","CAWeapons_E_Strela","CAWeapons_E_Igla","CAWeapons_E_Stinger","CAUI"}; Share this post Link to post Share on other sites
mandoble 1 Posted November 7, 2010 Ah, but that is not mando missile addon, that is another optional addon which changes the default config of these BI missiles launchers. I guess that Maturin would get an error when loading A2 with this addon as the required ones would not be present without OA. But if he is just using mando missile, that requirement should not be needed. Share this post Link to post Share on other sites
Carl_D 10 Posted November 7, 2010 Ah, but that is not mando missile addon, that is another optional addon which changes the default config of these BI missiles launchers. I guess that Maturin would get an error when loading A2 with this addon as the required ones would not be present without OA. But if he is just using mando missile, that requirement should not be needed. That's of course correct, and actually is referred to in your excellent documentation. I had the same error, and a prior error message which specifically mentioned "Mando portables" as requiring "caweapons_e_.." files when Arma 2 started. I then applied Robinson's Second Law ("When all else fails, read the instructions"). @Maturin: Delete the "mando_portables.pbo" and "mando_portables.pbo.MANDO_.bisign" from the mod folder you'll be no more problems. However you will have to restart the mission(s). The mando portables mission still works perfectly without them. I love this mod! Cheers Carl Share this post Link to post Share on other sites
maturin 12 Posted November 7, 2010 Oh! I haven't been re-reading the documentation with every new release. This makes sense, as Mando_portables gave me a startup error message already. Share this post Link to post Share on other sites
viper0311 10 Posted November 8, 2010 thats fair mandoble. I understand that there are more important tasks. I hope this helps though. I also just noticed that any WEST aircraft with 240 flares get them turned off. Thats the pattern i noticed with the removal. Share this post Link to post Share on other sites
mandoble 1 Posted November 9, 2010 Effects of attaching an automatic Mando Gun to the tail of Gnat's B52: UFuvERK6nWE Demo mission (MMA + Gnat's B52 addons required). Share this post Link to post Share on other sites
ray243 11 Posted November 9, 2010 Couldn't really see any tracers though. Also, can you command it? ---------- Post added at 03:15 AM ---------- Previous post was at 03:12 AM ---------- How can I on and off MMA when I feel like it? It on automatically whenever I'm in a plane/helicopter. Share this post Link to post Share on other sites
bobrock011 10 Posted November 9, 2010 Hi Mandoble, Is there a way I can add manual flare/chaff support for recently released Mig-15 addon, using your scripts ? If not, can you please consider including it in the next update. Thanks. Share this post Link to post Share on other sites
mandoble 1 Posted November 9, 2010 Sure, meanwhile you can try this in the init.sqf after mma initialization: [] spawn { while {!alive player} do { Sleep 1; }; [["MIG_15_CLASS_HERE"], 0, "", [], [], 15, 15, 0, [4,3,-2.5], mando_missile_path+"huds\mando_hud_locations.sqf", 0, 0, [], 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf"; }; Just change MIG_15_CLASS_HERE by correct class name (case sensitive). ray243, that gun is automatic, while a manned one can be mounted too. As it is scripted, the tracers are particles, to see them better fly by night. Anyway, being an automatic gun (not visually aimed), it would not require any kind of real tracers. If you mean to turn off MMA HUD, you have a menu action for this purpose in every vehicle (look for the bottom set of actions). Share this post Link to post Share on other sites
ray243 11 Posted November 9, 2010 I want to be able to have in off automatically, but being able to on it when I feel like it. But MMA always on it when I go into preview mode. Share this post Link to post Share on other sites
strike0277 10 Posted November 10, 2010 (edited) Looks like OFPEC is down. is there another way to get this? The link from Armaholic is non responsive as well. I down loaded the Arma 2 version on the last page. Using the script suite when I go to preview it in the editor the game shuts doen with an error in the description.ext RscTitles:Member already defined. Here is the Description.ext onLoadMission= [ TFKW ] WWW.TFKWOA.COM; loadScreen = "ca\Missions_e\scenarios\SPE1_OneShotOneKill.Takistan\loading_oneshotonekill_co.paa"; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 32; playerCountMultipleOf = 1; }; #include "evoUI.hpp" // Needed for Mando Missile ArmA #include "mando_missiles\mando_missile.h" // End of Needed for Mando Missile ArmA class RscTitles { // Needed for Mando Missile ArmA #include "mando_missiles\mando_missiletitles.h" // End of Needed for Mando Missile ArmA }; class CfgSounds { sounds[] = {}; // Needed for Mando Missile ArmA #include "mando_missiles\mando_sounds.h" // End of Needed for Mando Missile ArmA }; class CfgRadio { }; class CfgSounds { sounds[] = {none,r_incoming,explo_large,Incoming,rocketaway,Fanfare,Recall,Jay,Disco,recall_old, Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no, Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here}; class none { name = "none"; sound[] = {"none.ogg", db-5, 1.0}; titles[] = {}; }; class Incoming { name = "Incoming"; sound[] = {"Sound\incoming.ogg", db-5, 1.0}; titles[] = {}; }; class rocketaway { name = "rocketaway"; sound[] = {"Sound\rocket_away.ogg", 1, 1.0}; titles[] = {}; }; class r_incoming { name = "r_incoming"; sound[] = {"Sound\r_incoming.ogg", 1, 1.0}; titles[] = {}; }; class explo_large { name = "explo_large"; sound[] = {"Sound\explo_large.ogg", 1, 1.0}; titles[] = {}; }; class Paycall { name = "Paycall"; sound[] = {"Sound\Paycall.ogg", db-1, 1.0}; titles[] = {}; }; class Recall { name = "Recall"; sound[] = {"Sound\Fanfare.ogg", db-1, 1.0}; titles[] = {}; }; class Goodjob { name = "Goodjob"; sound[] = {"Sound\goodjob.ogg", db-1, 1.0}; titles[] = {}; }; class Jay { name = "Jay"; sound[] = {"Sound\aawar.ogg", db+5, 1.18}; titles[] = {}; }; class Disco { name = "Discos"; sound[] = {"Sound\Disco.ogg", db-11, 1.0}; titles[] = {}; }; class Brian_Im_hit { name="Brian_Im_hit"; sound[]={"revive_sqf\sound\UNIV_v05.ogg",0.05,1.0}; titles[]={}; }; class Brian_Im_bleeding { name="Brian_Im_bleeding"; sound[]={"revive_sqf\sound\UNIV_v06.ogg",0.05,1.0}; titles[]={}; }; class Brian_Medic { name="Brian_Medic"; sound[]={"revive_sqf\sound\UNIV_v07.ogg",0.05,1.0}; titles[]={}; }; class Brian_Bastards { name="Brian_Bastards"; sound[]={"revive_sqf\sound\UNIV_v10.ogg",0.05,1.0}; titles[]={}; }; class Brian_Shit_Man_down { name="Brian_Shit_Man_down"; sound[]={"revive_sqf\sound\UNIV_v11.ogg",0.05,1.0}; titles[]={}; }; class Brian_Oh_no { name="Brian_Oh_no"; sound[]={"revive_sqf\sound\UNIV_v18.ogg",0.05,1.0}; titles[]={}; }; class Brian_Fuck { name="Brian_Fuck"; sound[]={"sound\UNIV_v24.ogg",0.05,1.0}; titles[]={}; }; class Brian_Fuck_it { name="Brian_Fuck_it"; sound[]={"revive_sqf\sound\UNIV_v25.ogg",0.05,1.0}; titles[]={}; }; class Brian_Shit { name="Brian_Shit"; sound[]={"revive_sqf\sound\UNIV_v31.ogg",0.05,1.0}; titles[]={}; }; class Brian_Need_help { name="Brian_Need_help"; sound[]={"revive_sqf\sound\UNIV_v50.ogg",0.05,1.0}; titles[]={}; }; class Brian_A_little_help_here { name="Brian_A_little_help_here"; sound[]={"revive_sqf\sound\UNIV_v51.ogg",0.05,1.0}; titles[]={}; }; }; class CfgIdentities { class thedood { name = "thedood"; face = "Face20"; glasses = "None"; speaker = "Dan"; pitch = 1.1; }; }; class Border { idc = -1; type = 0; style = 0; colorBackground[] = {0.00, 0.00, 0.00, 0.20}; colorText[] = {0.00, 0.00, 0.00, 1.00}; font = "TahomaB"; sizeEx = 0.023; h = 0.02; }; class Border2 { idc = -1; type = 0; style = 0; colorBackground[] = {0.00, 0.00, 0.00, 0.50}; colorText[] = {0.00, 0.00, 0.00, 1.00}; font = "TahomaB"; sizeEx = 0.023; h = 0.02; }; class Border3 { idc = -1; type = 0; style = 0; colorBackground[] = {0.00, 0.00, 0.00, 0.00}; colorText[] = {1.00, 1.00, 1.00, 1.00}; font = "TahomaB"; sizeEx = 0.023; h = 0.02; }; class RscTitles { #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" titles[] = { "Evo","Evoadd","screen" }; class Evo { idd=-1; movingEnable = true; duration=6; fadein=5; fadeout=0; name = "Evo"; controls[]= { Picture }; class Picture : RscPicture { x = 0.25; y = 0; w = 0.4; h = 0.4;//0.05 text = "data\evo.paa"; sizeEx = 0.04; style=48; }; }; class Backpacks { class US_Patrol_Pack_EP1 {count = 4; }; class US_Assault_Pack_EP1 {count = 4; }; }; class Evoadd { idd=-2; movingEnable = true; duration=5; fadein=0; name = "Evoadd"; controls[]= { Picture }; class Picture : RscPicture { x = 0.25; y = 0; w = 0.4; h = 0.4;//0.05 text = "data\evo_blue.paa"; sizeEx = 0.04; style=48; }; }; class screen { idd=-1; movingEnable=1; duration=10e10; fadein=0; fadeout=1; name="Screen"; onload = "uinamespace setvariable ['str_screen',_this select 0];"; class controlsbackground { class vignette: RscPicture { idc = -1; text="ca\missions_ew\img\vignette_ca.paa"; x=safezoneX; y=safezoneY; w=safezoneW; h=safezoneH; colortext[] = {1,1,1,0.7}; }; }; class controls { class screen_0: RscPicture { idc = 1000; text="ca\missions_ew\img\screen_dirt_ca.paa"; x=safezoneX; y=safezoneY; w=0; h=0; }; class screen_1: screen_0 {idc = 1001; text="ca\missions_ew\img\screen_blood_1_ca.paa";}; class screen_2: screen_0 {idc = 1002; text="ca\missions_ew\img\screen_blood_2_ca.paa";}; class screen_3: screen_0 {idc = 1003; text="ca\missions_ew\img\screen_blood_3_ca.paa";}; class screen_4: screen_0 {idc = 1004; text="ca\missions_ew\img\screen_blood_1_ca.paa";}; class screen_5: screen_0 {idc = 1005; text="ca\missions_ew\img\screen_blood_2_ca.paa";}; class screen_6: screen_0 {idc = 1006; text="ca\missions_ew\img\screen_blood_3_ca.paa";}; }; }; }; titleParam1="Respawn type"; valuesParam1[]={1,0,2}; defvalueParam1=1; textsParam1[]={"Revive/Base","Revive only","Base only"}; titleParam2 = "Number of Revives"; valuesParam2[] = {2000,1000,20,10,7,5,4,3,2,1}; defValueParam2 = 1000; textsParam2[] = {"No Revive","Unlimited","20","10","7","5","4","3","2","1"}; class Params { class Missiontime { //paramsArray[2] title="Time Of Day"; values[]={3,5,7,9,12,15,18,21,0}; texts[]={"04:00","06:00","08:00","10:00","13:00","16:00","19:00","22:00","01:00"}; default = 5; }; class Grass { //paramsArray[3] title = "Grass"; values[] = {0,1,2,3,4}; texts[] = {"No Grass", "Default MP", "Default SP", "More", "Max"}; default = 1; }; class View { //paramsArray[4] title = "View distance"; values[] = {500,800,1000,1300,1500,1800,2000,2300,2500,2800,3000,3300,3500,3800,4000,4300,4500,4800,5000,6000,7000,8000,9000,10000}; texts[] = {"500 m","800 m","1000 m","1300 m","1500 m","1800 m","2000 m","2300 m","2500 m","2800 m","3000 m","3300 m","3500 m","3800 m","4000 m","4300 m","4500 m","4800 m","5000 m","6000 m","7000 m","8000 m","9000 m","10000 m"}; default = 5000; }; class Mhqbeam { //paramsArray[5] title = "Base to MHQ teleport"; values[] = {0,1}; texts[] = {"Disabled", "Enabled"}; default = 0; }; class Basebeam { //paramsArray[6] title = "MHQ to base teleport"; values[] = {0,1}; texts[] = {"Disabled", "Enabled"}; default = 0; }; class Farpbeam { //paramsArray[7] title = "Base to FARP teleport"; values[] = {0,1}; texts[] = {"Disabled", "Enabled"}; default = 0; }; class Vehiclelock { //paramsArray[8] title = "Rank version"; values[] = {0,1,2,3}; texts[] = {"Locked", "Unlocked", "Vehicles Locked Only", "Equipment Locked Only"}; default = 1; }; class Difficulty { //paramsArray[9] title = "Troop Size Defense"; values[] = {60,30,10,5}; texts[] = {"Minimum", "Normal", "Hard", "Extreme"}; default = 5; }; class Loadout { //paramsArray[10] title = "Weapon Loadout"; values[] = {0,1}; texts[] = {"Original ArmA II", "Evolution"}; default = 1; }; class Town { //paramsArray[11] title = "Start at Town"; values[] = {1,2,3,4,5,6,7,8,9,10}; texts[] = {"Nagara", "Nur", "Bastam", "Zavarak", "Garmsar", "Timurkalay", "Feruz Abad", "Shukuralay", "Chak Chak", "Loy Manara"}; default = 1; }; class Performance { //paramsArray[12] title = "Performance"; values[] = {1,2}; texts[] = {"Sky + Environment ON", "Original EVO"}; default = 1; }; class weathersystem { //paramsArray[13] title = "Sandstorm"; values[] = {1,2}; texts[] = {"ON", "OFF"}; default = 1; }; class contermeassure { //paramsArray[14] title = "Conterattacks"; values[] = {1,2}; texts[] = {"enemy attacks base", "no Conterattacks"}; default = 2; }; /* class enemyairsupport { //paramsArray[16] title = "Enemy Air Support"; values[] = {1,2,3}; texts[] = {"OFF", "ON", "Extreme"}; default = 1; }; class ranksystem { //paramsArray[17] title = "Ranksystem"; values[] = {1,2,3}; texts[] = {"Easy", "Normal", "Hard"}; default = 1; }; */ }; estimatedTimeLeft = 600; respawn = "BASE"; respawndelay = 4; debriefing =1; disabledAI=1; showGPS=1; showRadio=1; briefing=1; // #include "revive_sqf\dialogs\config.cpp" #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" #include "R3F_ARTY_AND_LOG\desc_include.h" Edited November 10, 2010 by strike0277 Share this post Link to post Share on other sites
mandoble 1 Posted November 10, 2010 As minimum, RscTitles section is defined twice. Move #include "mando_missiles\mando_missiletitles.h" into to the other RscTitles section, or move that one into the first one. class RscTitles { #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" Share this post Link to post Share on other sites