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mandoble

Mando Missile ArmA for ArmA 2

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Got these error warnings while flying the AH64:

File mando_missiles\huds\custom\custom_hud_apache.sqf, line 227

Error in expression <h select _i) select 0,(_posh select _i) select 1,((_posh select _i+1) select 0)->

Error position: <select 1,((_posh select _i+1) select 0)->

Error Zero divisor

.

File mando_missiles\huds\custom\custom_hud_apache.sqf, line 246

Error in expression <h select _i) select 0,(_posh select _i) select 1,((_posh select _i+1) select 0)->

Error position: <select 1,((_posh select _i+1) select 0)->

Error Zero divisor

and got HUD errors flying with some other aircrafts.

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With the addon? not modified script suite? When doing something?

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I got the following error when I blew myself up on the runway with the Su-25 after firing a Kh-29.

I was using the script suit.

th_errorafterdeath.jpg

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MMA Scoring system is being heavily revisited. It will catch the kills better to assign BIS score and it will keep also an internal score per player counting MMA kills.

mma_score.jpg

This was my dream until I start to use Mando on warfare tournament...

My think was, this is really nice, should be perfect if it counts kill on table too better than BIS that almost all time doesn't work if vehicle blow 1 second later the hit!

when you've something ready if you want I can test, you can use your warfaredev ftp account to upload ;)

thank you for continue 360° support to mission maker, and to continuos development of your outstanding addon suite.

cheers

Rubber

---------- Post added at 09:15 AM ---------- Previous post was at 09:13 AM ----------

P.s. should be fine, to add tournament best pilot table that kills from air vehicle are counted for example with some rpt entry or listed in different table

:)

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There was no MMA logic in this mission = (HUD) script warnings. :o

If only all or most issues/problems could be solved that way...

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I'm having issues with the NLAW missles detonating before they get to a target that is over 300m away in all modes. anyone know how to fix this? I run the script suite on our server (Domination 2.54/mando v2.4b96.) no mods,no ace.

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excuse me for not finding it in over 2000 posts in this topic, but is there a tutorial/guide on making own hud for helicopters? i want to make a basic one for basic helicopters just showing up and down movement and angle of helicopter.

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twisted, I had no time yet to create a guide about creation of custom HUDs. But basically, in the setup of each vehicle class there is HUD script that will be executed when the player gets in as pilot or gunner. These HUD scripts are inside HUDs folder. Each script setups two arrays, one for the HUD modes supported and another for the missiles supported, which might be empty if you dont give any missile support for your hud modes.

And in the beginnig of the script there is a code variable which is executed as soon as the HUD is activated. This code variable may execute your custom script.

Said that, MMA HUD includes a set of fixed components (graphical controls), and many others that can be used by the custom huds: texts, lines, picture controls mostly (includes inside mando_missiletitles.h class mando_target). There, any control named with CUSTOM## can be used inside your custom HUD script).

By default, custom HUD scripts are placed inside HUDs\custom folder, while of course the might be placed inside an external addon or scripts existing just at mission level. You can check the custom huds there to figure out better how they work internally.

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Found a bug with the NLAW and M47 Dragon.

Their respective Mando huds are always visible, i.e. you don't have to look through the scope to see them.

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Found a bug with the NLAW and M47 Dragon.

Their respective Mando huds are always visible, i.e. you don't have to look through the scope to see them.

So the NLAW missiles work for you? Everything else works great.

Thanks for all the hard work Mando. I can't imagine playing ArmA without Mando Missiles.

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2 requests, Mando:

Could you double check what work you've done with the CMA Mi-28? Using the latest release available on Armaholic.com along with @MMA and @MMA_XEH it doesn't "automatically initialize" Mando Missile systems. This is the only helicopter I've tried that @MMA_XEH doesn't auto-initialize.

Secondly, could you add some Mando Missile Systems to the latest version of Vilas' Soviet Vehicles Pack, found here: Download

Specifically, Vilas has modeled some pretty cool new-to-Arma2 Russian stuff with the BMP-2M and SA-8:

bmp2m3.jpg

80772475.jpg

Would be great to see mando systems for those vehicles' missiles. :D

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So the NLAW missiles work for you? Everything else works great.

They work fine, it's just that you shouldn't be able to lock on targets unless you're scoped, but right now you can.

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Yea I'm scoped and all the modes work fine it's just that the missiles detonate before they reach the target unless the target is around 300m or closer. I tried your portable fix but still the same result. I'm puzzled to say the least. I get lock tone in all modes and missiles fire fine they just detonate after a certain range, around 400m or so. Any ideas?

I don't run any mods that includes ACE or anything else. I'm not the best at scripting but normally i can manage,not this time. Thanks again for any help you may have.

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Hey guys just a couple of questions on using MMA within a chopper equipped with hellfires.

1 - If I use the XMT button to transmit to lock instead of engaging it myself will any other AI chopper fire on it or is it only Mando Console AI that will fire?

2 - How can I lock on a target that does not have a heat signature and fire a hellfire? I would like to destroy a radar tower however can't seem to get the hellfire's to go exactly where I want them to.

Assistance would be greatly appreciated.

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xx-LSD-xx, I've reviewd the firing params of these two missiles and all seems right (remember that Dragon will not lock, it needs manual guidance). I suspect that the timetolife addon param for these missiles might have them being removed automatically by A2 engine way earlier than reaching their maximum range due to MMA endurance. N-LAW should have a max range of about only 600m and M47 about 1000m.

WallyJas

1- with the X-MIT buttom any MMA automatic system in the mission REMOTE targeting capable in range will engage, and any player with REMOTE HUD or TV or MCC will be able to lock on it.

2 - You can lock on with the Hellfire TV (menu action), you can lock on the base of the radar tower. You can also fire the hellfire in LOAL and guide the hellfire with the center's of the TV (manually).

BigMorgan

I will have a look for these units when time allows, a bit busy now with new HEXA and MAF units, as well as new SAM site center. Creating MMA setups is quite easy, a bit on help on this area would be pretty much welcome.

Edited by Mandoble

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Thanks for your response in this matter it's greatly appreciated. As I have found a

work-around for this issue. I simply just removed it from the ammo box. People can't complain that it's not working if it's not there. lol! Done! That was my only issue with the latest version of the script suite. Excellent work I might add. And you have my vote for Best Community Mod of the Year. Thanks again and you also Xeno426 for your input.

Edited by xx-LSD-xx
Thanked Xeno instead of Xeno426

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BigMorgan

I will have a look for these units when time allows, a bit busy now with new HEXA and MAF units, as well as new SAM site center. Creating MMA setups is quite easy, a bit on help on this area would be pretty much welcome.

Thanks for considering it. :D

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i launched the game with spirited machine`s launcher and checked @cba @mma and xeh

i placed ah-64 on the editor with mma full (logic) i should find mando hud and stuff but nothing happened !! although missions included in mando zip file works fine .i have arma:co

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ahmed8620, you must add MMA INIT and MMA FULL gamelogics.

If you add only FULL, but not INIT, then MMA will not be initiated by the logics and you would need to start it up from mission's init.sqf.

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