alexboy 11 Posted February 21, 2014 Hey guys I am having a problem with mando turrets... (converting to A3... but there shouldnt be an issue??? it works perfectly, it fires and all, but gets this issue, which i think its for tracking incomming missiles to fire at???, also i have brough all scripts into my addon, which should take away all errors and also i put the directory for them to my addon folder the error is "undefined variable in expression : mando_detmissile I dont get whats wrong????? this is the segment i am getting wrong in i presume {if ( (side (mando_detowners select _i) in _enemysides)&&((_x distance _disp)<_maxrange)) then {_list = _list + [_x]};_i=_i+1} forEach mando_detmissiles; I am using this code mando_gunattacker /* mando_gunattacker.sqf v1.2 August 2007 Mandoble The purpose is to add an automatic lock on/gun fire system for a unit More than 1 system may be added to a single unit (but not at the same firing place. Sintax: [disp, unitpos, ttype, quantity, min range, max range, muzzle velocity, rounds per salvo, rate of fire, max dispersion array, time to aim, detonate?, firing gun, ammo type, firing pos, gun barrel length, scan arc, minknows, enemy sides, antimissile?, gun initially ON?, Radio Messsages?, radar on sound, radar off sound, shot sound] exec"alex_phalanx\script\mando_gun\mando_gunattacker.sqf" disp: gun armed vehicle unitpos: gun armed unit position inside vehicle: 0 driver, 1 gunner, 2 commander. gun target types array: ["Air"] or ["LandVehicle"] or ["Men"] or ["Air", "LandVehicle", "Ship"],etc. "REMOTE" target type may be used to indicate this unit may target targets locked by other units. quantity: number of salvos loaded into this unit. min range: closer than that, the system will not attack units. max range: farther than that, the system will not attack units muzzle velocity: Muzzle velocity in m/s rounds per salvo: number of shots per salvo. rate of fire: maximum number of salvos fired per minute. max dispersion array: [hor, vert] in degrees, max dispersion at 400m. time to aim: time needed to aim to the target in seconds. detonate?: true/false, if true an small explosion will happen when round if close to the target. firing gun: The gun class which will fire, "" if none. ammo type: ammo class use to fire, for example "B_23mm_AA", "B_20mm_AA", "B_30mmA10_AP", "B_30mm_HE", "B_127x99_Ball", etc. firing position: relative firing position of the salvo to the launcher (vehicle or unit parameter). gun barrel length: aproximate length of the gun in meters (number) or barrel end model selection name (string) scan arc: arc in front of the firing unit where targets may be locked, 90 means from -45 degrees to the left to +45 degrees to the right, 360 will lock on any target in range, 180 will lock on any target in front of the firing unit (from -90 to the left to +90 to the right). or array with arc and delta. Delta is an angle to add to the direction of the firing unit. For example, a gun able to engange targets to the left of the firing unit in an arc of 90 degrees [90,270]. minimum knowledge: Minimum knowledge of the target from 0 (nothing, STANDOFF attacks) to 4 (everything). enemy sides: array with sides considered enemy (west, east, resistance, sideEnemy and/or civilian) note: empty units side is civilian Able to track and fire against incomming missiles? (true/false) Initially active: true/false. If false, the unit may be activated writing a true into its "mando_gunattacker_on" variable. Radio initially on: true/false. If false, it may be turned on when needed writing a true into its "mando_gunattacker_radio" variable. Radar ON sound resource name (defined in description.ext), "" if none. Radar OFF sound resource name (defined in description.ext), "" if none. Shot sound resource name (defined in description.ext). Animation code (optional). */ private["_disp", "_unitpos", "_quantityini", "_minrange", "_maxrange", "_rof", "_maxdisp", "_detonate", "_firinggun", "_ammotype", "_firingpos", "_arc", "_deltaarc", "_minknow", "_enemysides", "_antimissile", "_active", "_radio", "_radaronsound", "_radaroffsound", "_unit", "_wait", "_i", "_blanco", "_espera", "_disparado", "_list", "_knows", "_know", "_angulos", "_posl", "_mindir", "_minang", "_minangi", "_enemigo", "_posfoe", "_altenemigo", "_bandoenemigo", "_know", "_ang", "_difang", "_dist", "_endofunits", "_targetmissile", "_mccstate", "_vdir", "_mindist", "_quantity", "_ammos", "_trigger", "_airpresent", "_vehiclespresent", "_menpresent", "_createtrigger", "_refresh_state", "_posdisp", "_posfoe", "_barrellength", "_timeini", "_salvosound","_muzzlevel","_aimtime","_rounds_salvo", "_effects", "_towait", "_animcode", "_log_sound", "_tti", "_vel"]; _weapon = 0; //added this for animation _disp = _this select 0; _unitpos = _this select 1; _ttypes = _this select 2; _quantityini = _this select 3; _minrange = _this select 4; _maxrange = _this select 5; _muzzlevel = _this select 6; _rounds_salvo = _this select 7; _rof = _this select 8; _maxdisp = _this select 9; _aimtime = _this select 10; _detonate = _this select 11; _firinggun = _this select 12; _ammotype = _this select 13; _firingpos = _this select 14; _barrellength = _this select 15; _rounds_salvo = _rounds_salvo + 10000; //added for more ammo if (typeName (_this select 16) == "ARRAY") then { _arc = (_this select 16) select 0; _deltaarc = (_this select 16) select 1; } else { _arc = _this select 16; _deltaarc = 0; }; _minknow = _this select 17; _enemysides = _this select 18; _antimissile = _this select 19; _active = _this select 20; _radio = _this select 21; _radaronsound = _this select 22; _radaroffsound = _this select 23; _salvosound = _this select 24; if ((count _this) > 25) then { _animcode = _this select 25; } else { _animcode = {}; }; //objNull= Null; //added _unit = objNull; _wait = 60.0 / _rof; _arc = _arc / 2; _i = 0; _blanco=objNull; _espera = 1.0; _disparado = false; _list = []; _knows = []; _angulos = []; _posl = [0,0,0]; _midir = 0; _minang = 9999.0; _minangi = -1; _enemigo = objNull; _posfoe = [0,0,0]; _altenemigo = 0; _bandoenemigo = east; _know = 0.0; _ang = 999.9; _angv = 0.0; _difang = 0.0; _dist = 0; _endofunits = 0; _targetmissile = false; _mccstate = false; _i = 0; _vdir = [0,0,0]; _mindist = 99999; _quantity = _quantityini; _ammos = []; _trigger = objNull; _airpresent = false; _vehiclespresent = false; _menpresent = false; _createtrigger = false; Sleep 2; if ("Air" in _ttypes) then { _airpresent = true; _createtrigger = true; }; if ("Men" in _ttypes) then { _menpresent = true; _createtrigger = true; }; if (("LandVehicle" in _ttypes) || ("Ship" in _ttypes) ) then { _vehiclespresent = true; _createtrigger = true; }; _mintalt = -100; _maxtalt = 9.9; if (_airpresent || _antimissile) then { _maxtalt = 4000; if ((count _ttypes == 1) && ("Air" in _ttypes)) then { _mintalt = 10; }; }; _remote = false; if ("REMOTE" in _ttypes) then { _remote = true; _ttypes = _ttypes - ["REMOTE"]; }; if (_unitpos == 0) then { _unit = driver _disp; } else { if (_unitpos == 1) then { _unit = gunner _disp; } else { if (_unitpos == 2) then { _unit = commander _disp; } else { _unit = _disp; }; }; }; if (!_radio) then { _disp setVariable ["mando_gunattacker_radio", false]; } else { _disp setVariable ["mando_gunattacker_radio", true]; }; _log_sound = "logic" createVehicleLocal (_disp modelToWorld _firingpos); if (!_active) then { _disp setVariable ["mando_gunattacker_on", false]; } else { _disp setVariable ["mando_gunattacker_on", true]; _mccstate = true; if ( (((_unitpos == 0) && !(isNull driver _disp) && (alive driver _disp) && !(isPlayer driver _disp)) || ((_unitpos == 1) && !(isNull gunner _disp) && (alive gunner _disp) && !(isPlayer gunner _disp)) || ((_unitpos == 2) && !(isNull commander _disp) && (alive commander _disp) && !(isPlayer commander _disp)) || (_unitpos > 2)) && (alive _disp) && !(isNull _disp)) then { if (_radaronsound != "") then {_disp say _radaronsound;}; if ((_disp getVariable "mando_gunattacker_radio") && !(isNull _unit))then { if (!isNull _unit) then { _unit sideChat format["%1 switching on GCC", _disp]; }; }; if (_createtrigger) then { mando_radar_on = _disp;publicVariable "mando_radar_on"; }; }; }; if (_createtrigger) then { _trigger = createTrigger ["EmptyDetector", getPos _disp]; _trigger setTriggerActivation ["ANY", "PRESENT", false]; _trigger setTriggerArea [_maxrange, _maxrange, 0, false]; _trigger setTriggerType "NONE"; _trigger setTriggerStatements ["this", "", ""]; _trigger setTriggerTimeout [0, 0, 0, false ]; }; _refresh_state = 0; while {(alive _disp)&&!(isNull _disp)} do { if (!(_disp getVariable "mando_gunattacker_on") || ((_unitpos == 0) && ((isNull driver _disp) || (!alive driver _disp) || (isPlayer driver _disp))) || ((_unitpos == 1) && ((isNull gunner _disp) || (!alive gunner _disp) || (isPlayer gunner _disp))) || ((_unitpos == 2) && ((isNull commander _disp) || (!alive commander _disp) || (isPlayer commander _disp)))) then { if (_mccstate) then { if (_radaroffsound != "") then { _disp say _radaroffsound; }; if (_createtrigger) then { mando_radar_off = _disp;publicVariable "mando_radar_off"; }; if (_disp getVariable "mando_gunattacker_radio") then { if ((alive _unit) && (_unit in _disp)) then { _unit sideChat format["%1 switching off GCC", _disp]; }; }; _mccstate = false; }; while {(!(_disp getVariable "mando_gunattacker_on") || ((_unitpos == 0) && ((isNull driver _disp) || (!alive driver _disp) || (isPlayer driver _disp))) || ((_unitpos == 1) && ((isNull gunner _disp) || (!alive gunner _disp) || (isPlayer gunner _disp))) || ((_unitpos == 2) && ((isNull commander _disp) || (!alive commander _disp) || (isPlayer commander _disp)))) && (alive _disp) && !(isNull _disp)} do { Sleep 2; }; if ((!alive _disp) || (isNull _disp)) exitWith {}; if (_unitpos == 0) then { _unit = driver _disp; } else { if (_unitpos == 1) then { _unit = gunner _disp; } else { if (_unitpos == 2) then { _unit = commander _disp; }; }; }; if (_radaronsound != "") then {_disp say _radaronsound;}; if (_createtrigger) then { mando_radar_on = _disp;publicVariable "mando_radar_on"; }; if (_disp getVariable "mando_gunattacker_radio") then { _unit sideChat format["%1 switching on GCC", _disp]; }; _mccstate = true; }; if ((!alive _disp) || (isNull _disp)) exitWith {}; if (_disparado) then { _disparado = false; _espera = (_wait - 4) max 1; } else { _espera = 1; }; sleep _espera; if ((alive _unit) && (vehicle _unit == _disp) && (alive _disp) && (_quantity > 0) && (!isNull _disp) && (!isNull _unit) && !(combatMode _unit == "BLUE")) then { //List of units affected by the scan area if ((!alive _disp) || (isNull _disp)) exitWith {}; _refresh_state = _refresh_state + 1; if (_refresh_state > 5) then { if (_createtrigger) then { mando_radar_on = _disp;publicVariable "mando_radar_on"; }; _refresh_state = 0; }; _list = []; if (_createtrigger) then { _trigger setPos getPos _disp; if (count _ttypes > 0) then { // {if (fuel _x < 1.0) then {_list = _list + [_x]}} forEach list _trigger; {if ((driver _x != _x) || (_menpresent)) then {_list = _list + [_x]}} forEach list _trigger; }; }; if (_remote) then { switch (side _disp) do { case west: { _list = _list + mando_remote_targets_w; }; case east: { _list = _list + mando_remote_targets_e; }; }; }; _log_sound setPos (_disp modelToWorld _firingpos); _endofunits = (count _list) - 1; if (_antimissile) then { // missiles in flight in range against friendly units are added to the list _i = 0; {if ( (side (mando_detowners select _i) in _enemysides)&&((_x distance _disp)<_maxrange)) then {_list = _list + [_x]};_i=_i+1} forEach mando_detmissiles; //CHANGED this to select _i }; _blanco = objNull; if (count _list > 0) then { //Heading of the vehicle (if any) of the firing unit _vdir = vectorDir _disp; _dird = (_vdir select 0) atan2 (_vdir select 1); /* I store the knowledges and angles of all units inside scan area that are not almost destroyed and of different side than the firing unit */ _posdisp = getPos _disp; _mindist = 99999; _count = count _list; for [{_i = 0},{_i < _count},{_i = _i + 1}] do { _enemigo = _list select _i; _posfoe = getPos _enemigo; _altenemigo = _posfoe select 2; _bandoenemigo = side _enemigo; _know = 0.0; _ang = 9999.0; _dist = _enemigo distance _disp; _targetmissile = false; if ((_altenemigo >= _mintalt) && (_altenemigo <= _maxtalt) && (_dist >= _minrange) && (_dist <= _maxrange) && (alive _enemigo) && ((_bandoenemigo in _enemysides)||(_i > _endofunits)) ) then { _know=_unit knowsAbout _enemigo; _ang = ((_posfoe select 0) - (_posdisp select 0)) atan2 ((_posfoe select 1) - (_posdisp select 1)); _difang = (_ang - ((_dird + _deltaarc) mod 360)); if (_difang < 0) then {_difang = 360 + _difang;}; if (_difang > 180) then {_difang = _difang - 360;}; _difang = abs(_difang); if ((_difang <= _arc) && (_know >= _minknow)) then { // Suitable target if (_i > _endofunits) then { _mindist = 0; _targetmissile = true; _blanco = _enemigo; } else { if (_dist < _mindist) then { if ((fuel _enemigo < 1) || (_enemigo isKindOf "Man")) then { _mindist = _dist; _blanco = _enemigo; }; }; }; }; }; }; //If a unit accomplish the requirements to be targeted if (!isNull _blanco) then { //Now we have a target mando_lockedon=_blanco; publicVariable "mando_lockedon"; if (_disp getVariable "mando_gunattacker_radio") then { if (_targetmissile) then { _unit sideChat format["%1 lock on incomming missile!", _disp]; } else { _unit sideChat format["%1 lock on %2", _disp, typeOf _blanco]; }; }; //Add here anyother target validation rule before firing the gun //gun is aimed _timeini = daytime * 3600; _towait = _aimtime + 1 - random 2; _mcoords = _disp worldToModel (getPos _blanco); //_anghanim = (_mcoords select 0) atan2 (_mcoords select 1); _anghanim = ((_mcoords select 0) - (_firingpos select 0)) atan2 ((_mcoords select 1) - (_firingpos select 1)); _angvanim = asin (((_mcoords select 2) - (_firingpos select 2))/(_disp distance _blanco)); [_disp, _anghanim, _angvanim] spawn _animcode; //_disp animate ["x_base", _anghanim/180]; //_disp animate ["y_base", _angvanim/-180]; Sleep 0.5; if (_unitpos == 1) then { gunner _disp doTarget _blanco; while {(daytime * 3600) < (_timeini + _towait)} do { if (!isNull _blanco) then { gunner _disp dowatch getPos _blanco; }; Sleep 0.1; }; }; //gun is fired if ((alive _disp) && (alive _unit) && (!isNull _blanco)) then { _weapon = 1; //added for animation mando_gun_sound = _salvosound; mando_gun = _log_sound; publicVariable "mando_gun_sound"; publicVariable "mando_gun"; for [{_j = 0},{_j < _rounds_salvo},{_j = _j + 1}] do { //alex_phalanx animate ["weapon", _weapon]; //added for animation _tti = ((_disp distance _blanco)/_muzzlevel)+(_j/_rounds_salvo)*0.5; _posfoe = getPosASL _blanco; _vel = velocity _blanco; _posfoe = [(_posfoe select 0)+(_vel select 0)*_tti,(_posfoe select 1)+(_vel select 1)*_tti,(_posfoe select 2)+(_vel select 2)*_tti]; _effects = false; if ((_j mod 2) == 0) then { _effects = true; }; if (!isNull _blanco) then { [_disp, _firingpos, _firinggun, _barrellength, [_posfoe select 0,_posfoe select 1,_posfoe select 2, _blanco], _maxdisp, _detonate, _ammotype, _muzzlevel, _effects, _animcode]execVM"\alex_phalanx\script\mando_gun\mando_gun.sqf"; // [_disp, _firingpos, _firinggun, _barrellength, _blanco, _maxdisp, _detonate, _ammotype, _muzzlevel, _effects, _animcode]execVM"\alex_phalanx\script\mando_gun\mando_gun.sqf"; }; Sleep 0.04; }; _disparado = true; _quantity = _quantity - 1; if (_disp getVariable "mando_gunattacker_radio") then { if (_quantity != 1) then { _weapon = 0; //added this for animation _unit sideChat format["%1 firing salvo! %2 salvos left", _disp, _quantity]; } else { _weapon = 0; //added this for animation _unit sideChat format["%1 firing salvo! 1 salvos left", _disp]; }; }; }; }; }; }; if ((_quantity == 0) && (alive _disp) && (alive _unit)) then { _ammos = nearestObjects [_disp, ["Truck5tReammo", "UralReammo"], 12]; if (count _ammos > 0) then { if (damage (_ammos select 0) < 0.5) then { if (_disp getVariable "mando_gunattacker_radio") then { if (alive _unit) then { _unit sideChat "Reloading ammo"; }; }; Sleep 5; _quantity = _quantityini; if (alive _disp) then { if (_disp getVariable "mando_gunattacker_radio") then { if (alive _unit) then { _unit sideChat "Ammo reloaded"; }; }; }; }; }; Sleep 3; }; }; if (_disp getVariable "mando_gunattacker_radio") then { if ((alive _unit) && (_unit in _disp)) then { _unit sideChat format["%1 switching off GCC", _disp]; }; }; if (_createtrigger) then { mando_radar_off = _disp;publicVariable "mando_radar_off"; }; if (_radaroffsound != "") then {_disp say _radaroffsound;}; if (_createtrigger) then { deleteVehicle _trigger; }; deleteVehicle _log_sound; Share this post Link to post Share on other sites
panther42 52 Posted February 21, 2014 (edited) alexboy, are you running mando_missileinit.sqf? The script which defines the detectable missiles(mando_detmissiles) is mando_detectables.sqf which is executed from mando_missileinit.sqf Also... mando_detmissile, which is added to the mando_detmissiles array, is defined in mando_missile.sqf Edited February 21, 2014 by panther42 Share this post Link to post Share on other sites
cychou 11 Posted March 1, 2014 ok, i succeeded to implement the mando missile script into my mission. now i tried to disable some mando feature such as Metis launcher (since I use ACE Mod). so i deleted lines concerning Metis from mando_setup_full.sqf. When i try it ingame the mando Hud i correctly removed but if i fire the Missile it can't be guided anymore, it goes straight, like if something was disabling the ACE wireguidance. how could i fix this issue ? Share this post Link to post Share on other sites
batchlahawk 10 Posted May 9, 2014 i cant tell if flares work in this mod. like when a missile is fired at me i use the flares, but i always still get destroyed. is there a script i have to use for the flares to work? or is there some way i can increase the probability that the flares will work? Share this post Link to post Share on other sites
99problems 10 Posted May 22, 2014 I followed all instructions in the PDF, made folders, placed everything correctly but nothing works. When playing the premade missions, everything works fine, all consoles, huds, and everything the mod promised was there but I couldn't get it to work in MY mission in SP editor. I have tried using all the gamelogics one at a time, all at once, synchronizing, grouping, and nothing happens! I even emailed the contact email that comes with the PDF and even he didn't know (his computer got fried and he hasn't been on Arma 2 in years). I tried just about everything and I am desperately trying to get this to work. I am running CBA since it is required to run MMA and thats it. I do not have ACE or ACE2 in case that matters. Thank you for your time. Share this post Link to post Share on other sites
mandoble 1 Posted May 23, 2014 I tried just about everything and I am desperately trying to get this to work. I am running CBA since it is required to run MMA and thats it. I do not have ACE or ACE2 in case that matters. Remember to check the init strings of the units, some elements are not activated just by gamelogics alone. Share this post Link to post Share on other sites
MB24 10 Posted August 7, 2014 Im probably one a the last few people asking question about mando missile for Arma 2 but I have have just one quick question. How do you use the HARM or SEAD missiles. They never lock on to Tunguska's or any other AA vehicles. Ive looked around but haven't found any answers. I have version 2.4. Thanks for any help. Share this post Link to post Share on other sites
rxnxr23 10 Posted September 22, 2014 (edited) javelins never work and have never worked as long as ive used this mod (several years). it is extremely frustrating when theres an enemy tank and you find a javelin and youre like "yes maybe we will survive" but then you realize that it doesnt even work cuz of this mod. even if youre in the middle of a huge desert with no trees or mountains and the tank is right in front of you in the open and youre locked on it will never fire. the rest of the stuff is very cool like dropping bombs from planes and anti-ground missiles etc. but this one thing is so fucking frustrating it makes me not use it. its a game ruiner. Edited September 22, 2014 by rxnxr23 Share this post Link to post Share on other sites
MB24 10 Posted September 28, 2014 That strange, Ive never had a problem with the Javelins working. Do your SEAD or HARM missiles work when attacking an AA unit. That what never works in my game. Just curious. Share this post Link to post Share on other sites
sargken 286 Posted June 3, 2015 Are you planning on making it on A3 Share this post Link to post Share on other sites
Kevinbahia 0 Posted November 4, 2015 Please make it for arma 3!! Will be perfect Share this post Link to post Share on other sites