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mandoble

Mando Missile ArmA for ArmA 2

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Hi all- I'm currently using the MMA addon (Along with MMA_Xeh) and there's a problem with the way the MOAB does damage. I recently loaded it into a C-130J, and took off, with about 5 T-72's as my destination for the bomb. The bomb hit straight on target with the cluster of T-72's there, but only 2 of them were destroyed. What happened? Isn't the MOAB an extremely powerful bomb that you'd expect to finish off a couple of T-72s no sweat?

Any help is much appreciated.

Z

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Has anyone ever had any luck with calling a MOAB (Myke's MOAB) drop through the MMA console?

Having a hard time scripting one.

-AD

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I want to create a nuclear explosion using the echo script (by Evil_Echo) in my mission using just the script suite.

How do I do this? I've been at it for days and hours trying to create a nuclear explosion but I've just been going round in circles and cannot get this to work.

Firstly, I tried putting the following in a trigger:

ok = [position, weapon] execVM "mando_missiles\warheads\echo\nuclear_explosion.sqf";

just as says in the nuclear_explosion.sqf file, yet all that happens is the trees get knocked down. Theres no explosion, no damage to anything, no sound. (position is the trigger name? weapon is the yield in kt?)

Secondly I tried it with a scud launcher, and put in the init section:

scud_launcher setVariable ["mando_scud_type", 2];

I've got the target selection to work, yet there is still no nuclear explosion; it just produces the conventional explosion.

I'm completely new to this, so any help would be greatly appreciated.

I really want to get Evil_Echos nuclear script working, as from I've seen, it looks the most accurate and doesn't overestimate the damage radius for a given yield. Khalashnikovf's script is nice, but it massively overestimates the blast radius, such as overpressues as low as 0.1 psi and lower knocking back my soilder several hundred feet and instantly killing him (e.g. 10km away from 10kt blast).

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Lord_Cool, have you tried the test missions available with MMA? There are several nuke missions already set up, so you can see what needs to be done.

Most of these are addon version, but can be converted to script version of MMA.

Make sure if you are using the script version, you have the following initialized(in your init.sqf):

[false]execVM"mando_missiles\mando_missileinit.sqf";

// Wait for Mando Missile initialization 
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};

[]execVM"mando_missiles\mando_setup_full.sqf";
[]execVM"mando_missiles\mando_setup_ace.sqf";  //don't need this one if not using ACE...
[]execVM"mando_missiles\mando_gun\mando_guninit.sqf";

It looks like Evil_Echo's and Gigan's nuke scripts are included in MMA, under warheads.

All you should need in your SCUD launcher's init is this:

this setVariable ["mando_scud_type", 2];

See this page for SCUD warhead types:

MMA SCUD

You are running OA correct? Mando SCUD (OA required)

Almost forgot, your trigger activation would look like this for AI firing via radio Alpha or whichever you choose:

if (local scud1) then {[scud1, 2, getMarkerPos "mk_nuke"]execVM"mando_missiles\units\mando_ai_scud.sqf";};

where your launcher is named scud1, 2 is the type of warhead, and target is a marker named mk_nuke

Edited by panther42

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When you copy the missions to your mission folder, do you copy the folder "missions" or the folders within the folder "missions" or this still wrong?

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Has anyone ever had any luck with calling a MOAB (Myke's MOAB) drop through the MMA console?

Having a hard time scripting one.

-AD

Aduke, this one works for me...just need to play around with the distance and altitude of the drop. The MOAB cruises for quite some time...

         mando_airsupport_type_cb = "C130J";
        mando_airsupport_carpetcode = 
        {
           private["_plane", "_targetpos"];
           _plane = _this select 0;
           _targetpos = _this select 1;
           _plane setVariable ["mando_support_cam_pos", [-3, 0, -3]];
           ((findDisplay 23900) displayCtrl 23942) ctrlSetText "MSG: MOAB plane on the way";
           _plane setVariable ["mando_last_plane_text", "MOAB plane camera"]; 

           while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 1800) && (alive _plane)} do
           {
              Sleep 1;
           };
		if (alive _plane) then
		{
			_plane addMagazine "1Rnd_GBU43_GLT";
			_plane addWeapon "GLT_MOAB_Launcher";
			_plane Fire "GLT_MOAB_Launcher";
			Sleep 0.4;

		};


           ((findDisplay 23900) displayCtrl 23942) ctrlSetText "MSG: MOAB deployed";
           Sleep 40;

        };

I just made this as a separate .sqf file, and called in the console via adding:

mando_airsupport_carpetcode = []execVM "mando_missiles\mando_bombs\options\yourFileNameHere.sqf";

although you could call this anywhere...

This is a quick rendition, and could probably be cleaned up, etc...

Edited by panther42
removed line _plane selectWeapon...not needed

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Thanks Panther,

You actually helped me out a lot with another script I was writing...

I was trying to calculate the distance of an aircraft (flying at 1000m altitude) to a position.

The script wasn't working because it could not calculate the z coordinate for some reason.

So I used your method of forcing the script to ignore the z coordinate and it worked!

So thanks,

-AD

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The MOAB has trouble in situations like that even without MMA. The tanks are blocking the blast from each other, the two took the brunt of it and the rest were shielded.

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Can someone tell me where i can lower the KH29 launch point ? it's ridiculous that a missile shoots the plane itself :D

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ACE 2 and MMA aren't getting along anymore with the javelin. Everything else seems to work fine, But I can't fire a javelin, AI seems to have no problems though. Anyone know of a fix?

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ACE and MMA have always had issues with the Javelin, it seems. Every ACE update breaks the damn thing in MMA. :/

It might be better to simply disable MMA for the Javelin.

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Hi

i have recently developed a problem when using the air Support console to call in vehicle drop or an ammo drop on Takistan. The choppers cant find there way to the drop zone they just circle at the point where they are spawned and remain there.

All other assests work just fine. Anyone experienced similar issues ? Or has anyone got any ideas how to fix this ? I have tried with various types of chopper and have tried with default settings but they can not find a route to drop zone

Regards X

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Hi Mandoble

You might want to check out a mod for World in Conflict, called "Modern Warfare Mod 3"

It has extremely realistic missile simulation that goes into ridiculously detailed levels of simulation, though all intentionally scaled down for the WiC maps (2kmx2km ect..).

Very good mod with a lot of documentation if you want to improve this.

Here's something for a start:

http://media.moddb.com/images/mods/1/16/15836/patriot_wcc3_flowchart.jpg

http://media.moddb.com/images/mods/1/16/15836/patriot_wcc3_radar_tws_process.jpg

http://media.moddb.com/images/mods/1/16/15836/patriot_wcc_New_TWS-TVM_Guidance_Routine.1.png

Edited by Heaney

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SOLDIER X, I did some tests last night and didn't have any problems calling in vehicle drop or ammo. Well, I can't say none, as my chinook which brought in my vehicle ended up running into my escort Apache, then plummeted on top of the vehicle it had just brought me...:( but that's not mod related, just messed up AI.

Anyway, I couldn't find any problems. I'm running the latest MMA, with update 1.62(not the betas).

Maybe post some of your setup, with your my_console_setup.sqf?

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Hi panther42

Carried out a few more tests yesterday, managed to get everything working ok when using default settings but as soon as i add my custom settings i get the same issues with chopper not arriving at drop zone, everything spawns ok and no error messages are shown.

here is my my_console_setup.sqf.

Sleep 1;


mando_airsupport_type = "AV8B2";
mando_airsupport_type_rc = "AV8B2";
mando_airsupport_type_pa = "C130J_US_EP1";
mando_airsupport_type_pal = "C130J_US_EP1";
mando_airsupport_type_ev = "CH_47F_EP1";
mando_airsupport_type_am = "CH_47F_EP1";
mando_airsupport_type_ve = "CH_47F_EP1";

mando_reco_cam_pos = [0,3,-2];
mando_airsupport_cmissile = ship1;
mando_support_left_West=8;

mando_airsupport_armedrec = true;
mando_airsupport_armedrec_man = true; // Set it to true for manual guidance for missiles fired from armed reco planes
mando_airsupport_armedrec_max = 4;
mando_airsupport_bomb_altmax = 1400;
mando_ingress_dir = 0;
mando_airsupport_bomb_alt = 250;
mando_airsupport_cmissile_pos = [0,-4, 1];
mando_airsupport_cmissile_alt = 500;

mando_airsupport_jump = true; // reinforcements and airborne assault will land and disembark instead of jump from chopper.

mando_support_no_cm = false;
mando_support_no_cas = true;
mando_support_no_br = false;
mando_support_no_rc = true;
mando_support_no_ff = false;
mando_support_no_la = false;
mando_support_no_am = false;
mando_support_no_ve = false;
mando_support_no_re = false;

mando_support_no_sa = true;
mando_support_no_gs = true;
mando_support_no_ab = false;
mando_support_no_sat = true;
mando_support_no_cp = true;
mando_support_no_cb = true;
mando_support_no_ev = false;

mando_support_left_ca_West = 8;
mando_support_left_am_West = 0;
mando_support_left_re_WEST = 8;
mando_support_left_pa_West = 8;
mando_support_left_ve_WEST = 8;

// Info text displayed in the setup / info dialog (this is an structured text)
mando_airsupport_info = "Mission info: <br />Covert special ops assignment. Takistan.
<br /><br /><t color='#ff0000'>Objetives:</t><br />Eliminate all enemy forces within patrol area.<br /><t color='#ffAA00'>
Whoever is in possession of the black UAV backpack will be granted acess to the Air support console.<br /><br />Avoid unessacesary civilian casualties.</t><br /><br />
";

// Setup dialog options 1, 2 and 3, dont set any of these variables if you dont want special options
mando_airsupport_opt1_text = "Gunships support type";
mando_airsupport_opt1_array = [];
mando_airsupport_opt1_action = 
{
  private["_item"];
  _item = _this select 0;
  mando_airsupport_type_ca = _item;
};




mando_airsupport_opt2_text = "Reinforcements type";
mando_airsupport_opt2_array = ["4 man DELTA Team", "4 man SAS team", "1 Combat Engineer", "1 PJ Medic"];
mando_airsupport_opt2_action = 
{
  private["_item"];
  _item = _this select 0;
  switch (_item) do
  {
     case "4 man DELTA Team":
     {
        mando_support_infantrytype_re = ["US_Delta_Force_Assault_EP1", "US_Delta_Force_Assault_EP1", "US_Delta_Force_Assault_EP1", "US_Delta_Force_Assault_EP1"];
     };

     case "4 man SAS team":
     {
        mando_support_infantrytype_re = ["BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM", "BAF_Soldier_GL_DDPM"];
     };

     case "1 Combat Engineer":
     {
        mando_support_infantrytype_re = ["BAF_Soldier_EN_MTP"];
     };

     case "1 PJ Medic":
     {
        mando_support_infantrytype_re = ["BAF_Soldier_Medic_MTP"];
     };
  };
};

mando_airsupport_opt3_text = "Vehicle supply type";
mando_airsupport_opt3_array = ["BAF_Jackal2_GMG_D", "BAF_ATV_D"];
mando_airsupport_opt3_action = 
{
  private["_item"];
  _item = _this select 0;
  mando_airsupport_type_vehicle = _item;
};



mando_airsupport_opt4_text = "Ammo supply options";
mando_airsupport_opt4_array = ["Assault resuply", "Explosives","Anti tank"];
mando_airsupport_opt4_action = 
{
  private["_item"];
  _item = _this select 0;
  switch (_item) do
  {
     case "Assault resuply":
     {
        mando_airsupport_magz = [["30Rnd_556x45_Stanag", 30],["17Rnd_9x19_glock17", 20],["HandGrenade_West", 10],["20Rnd_762x51_B_SCAR", 30]];
        mando_airsupport_weap = [["Binocular", 2]];
     };

     case "Explosives":
     {
        mando_airsupport_magz = [["Pipebomb", 5]];
        mando_airsupport_weap = [["Binocular", 1]];
     };


        case "Anti tank":
     {
        mando_airsupport_magz = [["Javelin", 3],["M136",9]];
        mando_airsupport_weap = [["Javelin", 3],["M136",3]];
     };
  }; 
};


// End of options setup dialog configuration



// Carpet bombing custom code global variable for AV8B
mando_airsupport_carpetcode = 
{
  private["_plane", "_targetpos", "_widx"];
  _plane = _this select 0;
  _targetpos = _this select 1;
  while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
  {
     Sleep 1;
  };

  if (alive _plane) then
  {
     _widx = [_plane, "BombLauncher"] call mando_weaponindex;
     for [{_i=0}, {_i<6}, {_i=_i+1}] do
     {
        _plane action ["useWeapon",_plane,driver _plane, _widx];
        Sleep 0.4;
     };
  };
};


["Request Air Support", {typeOf (unitBackpack player) == "US_UAV_Pack_EP1"}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";

Any help resolving this problem would be great

Regards X.

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I'm sure I remember there being a problem when you called some assets from a certain direction. Check that, by changing the call in direction. Since Mandoble hasn't been around in quite a while you may have to just muddle through.

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SOLDIER X

Your default height is set way to high. Lower it and it works fine.

I used your my_console_setup.sqf and it works when the Ingress Min Alt is lowered for the vehicle delivery...I used @ 400m

First test, I couldn't use the ammo delivery as you have mando_support_left_am_West = 0; and I was using US Army soldier.

When changed to 1, it works fine. Keep the Ingress Min Alt around 400.

This is from the readme:

mando_airsupport_bomb_altmax : The maximum base flying altitude for the bomb runs or reco in m, default value is 400, max is 1000...you have 1400. This sets the default Ingress Min Alt @ 1000 which doesn't work. If you set mando_airsupport_bomb_altmax to 1000, then your value you input for mando_airsupport_bomb_alt is the default Ingress Min Alt, which in your case is 250 which works fine.

Does that make sense?

Edited by panther42

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@ Panther42

Awsome mate, thats fixed it thanks ever so much !

I set mando_support_left_am_West = 1 once the drop zone is secured.

Vehicle drop and Ammo drop now works like a charm.

Cheers pal ... Regards X

Edited by SOLDIER X

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sidwinders i cant for the life of me use em in helicopters and in jets ive seen vids but i cant work out how to lock on and shoot with em when i tyr to setlect it using f it just skips past the missle ??????????????? can anyone help plz

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