tromac 11 Posted July 20, 2010 Hi Mandoble, We're running Domination with your MMA scripts and the Javelins are not locking on target when fired. You get solid tone and then when launched they fire up into the air and explode some distance off. Even changing to direct fire they go up into the air. Any ideas? Share this post Link to post Share on other sites
gossamersolid 155 Posted July 20, 2010 Hi Mandoble,We're running Domination with your MMA scripts and the Javelins are not locking on target when fired. You get solid tone and then when launched they fire up into the air and explode some distance off. Even changing to direct fire they go up into the air. Any ideas? You have to press tab and then the mando aimer will come up. Since OA it's gotten harder because now they have a javelin beeping thing that throws you off. Share this post Link to post Share on other sites
Defunkt 431 Posted July 20, 2010 (edited) Don't know if there are any implications for AI use but HERE is a mod that should disable the beeping for portable launchers. EDIT: Turns out there was a better way of doing this by just turning off the sounds for each weapon (rather than messing with the way they lock). Updated, still HERE. Edited July 20, 2010 by Defunkt Share this post Link to post Share on other sites
tromac 11 Posted July 20, 2010 You have to press tab and then the mando aimer will come up. Since OA it's gotten harder because now they have a javelin beeping thing that throws you off. Have just been trying this and still no joy. Hmmmmm Share this post Link to post Share on other sites
d3lta 10 Posted July 20, 2010 Hi Masters, UAV Mando Camera is compatible with Multiplayer ViewDistance? Share this post Link to post Share on other sites
mandoble 1 Posted July 20, 2010 tromac, to have MMA Javelin locking on a vehicle, it must have its engine ON. If the vehicle is stopped and with its engine off, swtich to ground mode (pressing L.CTRL by default to cycle modes), aim at the vehicle's base, press TAB to lock on ground (now you will get the MMA crossairs and MMA tone) and fire. D3lta, what is "Multiplayer" ViewDistance? Share this post Link to post Share on other sites
hellfire257 3 Posted July 20, 2010 Im glad its back Mando :) Thanks very much. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 20, 2010 tromac, to have MMA Javelin locking on a vehicle, it must have its engine ON. If the vehicle is stopped and with its engine off, swtich to ground mode (pressing L.CTRL by default to cycle modes), aim at the vehicle's base, press TAB to lock on ground (now you will get the MMA crossairs and MMA tone) and fire.D3lta, what is "Multiplayer" ViewDistance? http://community.bistudio.com/wiki/setViewDistance I also noticed that in the editor with the UAV mission that I had terrible FPS because the view distance seemed to be extremely high. Share this post Link to post Share on other sites
mandoble 1 Posted July 20, 2010 MMA doesnt modify view distance. But you can detect and lock on enemies at longer ranges than current view distance as long as they are inside the sensor range configured for your vehicle. Share this post Link to post Share on other sites
Gen. Lee Outrageous 10 Posted July 20, 2010 Mandoble, did you update the javelin and metis to use the OA FLIR system? It seems to me like they are still using the method you had set up in arma2. Also, is there any chance you could set up your UAV system to display the altitude it is currently set to fly at? * I just noticed that with the UAV system in the mission included with the download, that if you do not order an altitude change when you take command of the UAV it will fly into the ground for some reason. Also, ordering an altitude increase seems to cause the UAV to offset the patrol pattern to the south east. So when you order it to move to a point in the map screen it will act as though the marker were placed almost 2k SE of that location. Share this post Link to post Share on other sites
d3lta 10 Posted July 20, 2010 tromac, to have MMA Javelin locking on a vehicle, it must have its engine ON. If the vehicle is stopped and with its engine off, swtich to ground mode (pressing L.CTRL by default to cycle modes), aim at the vehicle's base, press TAB to lock on ground (now you will get the MMA crossairs and MMA tone) and fire.D3lta, what is "Multiplayer" ViewDistance? Sorry , I need to know if the test UAV mission is compatible with multiplayer? Ps. I tested on a server, and the terrain is always grayed (FLIR ON), I dont see the terrain below. but in preview mode in editor, I see the terrain, no problem.. * I just noticed that with the UAV system in the mission included with the download, that if you do not order an altitude change when you take command of the UAV it will fly into the ground for some reason. Also, ordering an altitude increase seems to cause the UAV to offset the patrol pattern to the south east. So when you order it to move to a point in the map screen it will act as though the marker were placed almost 2k SE of that location. I Agree. The same problem here, too. Share this post Link to post Share on other sites
mandoble 1 Posted July 20, 2010 If you have OA, it uses OA FLIR where you might see the terrain quite gray. So far I dont know if OA FLIR can be parametrized with different bright or contrast levels. About the UAV flying characteristics, if you use the default UAV as vehicle, its behaviour is quite erratic and it will continously try to crash with the ground when you send it move commands. Nothing I can do about it. If you use the OPFOR UAV you will see it works well and you dont need to keep forcing it to go up or to correct the destination. Share this post Link to post Share on other sites
d3lta 10 Posted July 21, 2010 Mandoble, did you update the javelin and metis to use the OA FLIR system? It seems to me like they are still using the method you had set up in arma2. Also, is there any chance you could set up your UAV system to display the altitude it is currently set to fly at? * I just noticed that with the UAV system in the mission included with the download, that if you do not order an altitude change when you take command of the UAV it will fly into the ground for some reason. Also, ordering an altitude increase seems to cause the UAV to offset the patrol pattern to the south east. So when you order it to move to a point in the map screen it will act as though the marker were placed almost 2k SE of that location. If you have OA, it uses OA FLIR where you might see the terrain quite gray. So far I dont know if OA FLIR can be parametrized with different bright or contrast levels.About the UAV flying characteristics, if you use the default UAV as vehicle, its behaviour is quite erratic and it will continously try to crash with the ground when you send it move commands. Nothing I can do about it. If you use the OPFOR UAV you will see it works well and you dont need to keep forcing it to go up or to correct the destination. My version is the first version of ARMA2 yet, OA only in a next future :|. This bug of FLIR , in OLD ARMA2, occurs only in server mode, not preview. Thanks Mandoble, but I will go remove the UAV from mission. :( Share this post Link to post Share on other sites
mandoble 1 Posted July 21, 2010 Well, the UAV FLIR doesnt do anything special for MP or SP, it is very same code. While your server might force a lower terrain detail, lower view distance and different light conditions than these that you might use from the editor. Share this post Link to post Share on other sites
Gen. Lee Outrageous 10 Posted July 21, 2010 If you have OA, it uses OA FLIR where you might see the terrain quite gray. So far I dont know if OA FLIR can be parametrized with different bright or contrast levels. I have OA, and the javelin is not using the OA FLIR system. All that it is doing is just coloring everything gray. I tested this on a helicopter that was flying so it had nothing to do with the engine being on or off. Additionally, it is gray not even in the sense of how everything is gray in the OA FLIR scopes, it looks exactly like the arma2 fake FLIR setup. I am using 2.4 beta 8 with only CBA and mando missile. Share this post Link to post Share on other sites
Defunkt 431 Posted July 21, 2010 I have OA, and the javelin is not using the OA FLIR system. We know (of course), just busy working on something else, sorry if that doesn't suit your schedule, use your NVG key for OA FLIR in the meantime. Share this post Link to post Share on other sites
Gen. Lee Outrageous 10 Posted July 21, 2010 (edited) We know (of course), just busy working on something else, sorry if that doesn't suit your schedule, use your NVG key for OA FLIR in the meantime. I don't want to sound like I am pressuring you guys. From the responses I got it seemed to me like the message was it was something on my end, which I wanted to make sure it was not. I trust that you guys will fix it when you have time. *on another note, I have been trying to get the admins of the server I play on to implement mando missile for a while. But when they finally did put it in, the first mission they tested it on "spewed Danish at us while it was kicking people out of the pilots seat of the Hind." to quote one of the guys who played. Now I was not part of this test so I do not know if they set it up right in the mission or what have you. Any thoughts on why this might have happened? Our server runs OA, ACE2, and ACRE. Edited July 22, 2010 by Gen. Lee Outrageous Share this post Link to post Share on other sites
xeno426 10 Posted July 22, 2010 A couple of requests regarding the FLIR system: I'd like to see both the white-hot and black-hot systems allowed (cycled through with the F5 key) Right now, the type of FLIR (White/black, green, or orange/red) seems to be set by the line mando_tv_camppe. Could you add a new line to set the style of FLIR used that is separate from the mando_tv_camppe value? Share this post Link to post Share on other sites
mandoble 1 Posted July 22, 2010 Xeno, I will consider the option of adding WH/BH cycling to the TVs. ATM mando_tv_camppe determines how "old" the system is, and based on that, TV PPE and FLIR type. I guess adding a new parameter for FLIR type alone will not harm anyone. Gen. Lee I have no idea what you are talking about. "spewed Danish at us while it was kicking people out of the pilots seat of the Hind." <- So this is an explanation of a problem? Anyway MMA doesnt dismount any unit from any vehicle. Just in case this is what you were meaning that would be a mission related problem, unrelated to MMA. Share this post Link to post Share on other sites
supergruntsb78 67 Posted July 22, 2010 (edited) mando quick question (dont know if its asked before cant find it ) how can one switch off the messages of choppers and planes firing their missiles ? (ex.= 1-b-1-1 "fox 1 etc. etc.") i am a ground unit and normaly troops wont here those kind of chatter unless they are realy linked to the pilots. i also noticed some strange behaviour when calling the CALL_PARAs (supportnodlg) i have set up 2 gunships (OA Apache) escorting 3 blackhawks (OA UH60) dropping of 3 squads of infantry (OA US infantry) the gunships apear and start patroling the area the UH 60 apears dropping of the 3 squads and flying off then the infantry is attacked but ...... they simply keep there patrol form, they do not engage the enemy troops ?? resulting in massive casualties on the US side by only 1 opfor trooper (even the other 2 squads don't attack the single opfor trooper although they are only several feet away from the killer.) ps i will test tommorow if the same thing happens when dropping of the standard USMC soldiers (and / or addon soldiers) Edited July 22, 2010 by supergruntsb78 Share this post Link to post Share on other sites
Profanwolf 10 Posted July 22, 2010 You should make the arrowhead scud operational. Share this post Link to post Share on other sites
mandoble 1 Posted July 23, 2010 supergruntsb78, supportnodlg version of the support console has not been ported to A2 yet (while it is included in the pack), so its behaviour is unknown ATM. Try the same setup with the dialog based console. Profanwolf, Im already trying and actually there is a new firing interface for it. But I'm having not luck at all reading/setting the animation states of that SCUD launcher. Share this post Link to post Share on other sites
usarmy19dsniper 0 Posted July 23, 2010 Mando, are you aware of the GLT F-16 being updated with new roles and weapons? If so are you planning to implement the new weapons systems? Share this post Link to post Share on other sites
[frl]myke 14 Posted July 23, 2010 Mando, are you aware of the GLT F-16 being updated with new roles and weapons? If so are you planning to implement the new weapons systems? Be assured he is. In fact we're in regular contact and exchanging informations as we see it is needed. Share this post Link to post Share on other sites
mandoble 1 Posted July 23, 2010 If so are you planning to implement the new weapons systems? Indeed, in fact I'm already implementing all of them and expanding all the configurations present in the MMA rearming system. You will be surprised by a new targeting system for the GPS guided JSOW and how deadly this new weapon can be. Put some anti-missile capable mando guns defending a key asset and then send F16s to perform standoff JSOW attacks, the show is worth to watch ;) Share this post Link to post Share on other sites