bobrock011 10 Posted November 10, 2010 Hi Mandoble, thanks for the quick reply. I placed your line into the init.sqf with correct class name of Mig15 I am using and upon starting a preview I did get blue message saying "Activating Mando Systems". I also have usual options in the side menu, such as "MMA Toggle HUD" and so on, BUT.... no flares or chaff when I press left SHIFT or "R" and HUD is still the default one from the mod. I only really want flares/chaff function so is there something else I need in that init.sqf ? sorry to bother you again and thanks for any advice. Share this post Link to post Share on other sites
mandoble 1 Posted November 10, 2010 Full "Ru" Mig-15 MMA setup, including missiles, flares, and free fall bombs. Share this post Link to post Share on other sites
bobrock011 10 Posted November 10, 2010 I just tried it and its awesome!! You're the best, thanks so much. Share this post Link to post Share on other sites
strike0277 10 Posted November 10, 2010 (edited) Ahh, okay thanks. 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" so if I understand the instructions correctly, by using the script suite niether the client or the server needs the mod for this to function. Is that correct? Edited November 10, 2010 by strike0277 Share this post Link to post Share on other sites
mandoble 1 Posted November 10, 2010 Correct, with the script suite inside the mission the addon is not required. But you will need to initialize everything within the mission (description.ext and rest usually from init.sqf), as described in the help file and in the included script suite test mission. Share this post Link to post Share on other sites
strike0277 10 Posted November 10, 2010 Any Idea when the updated versiom will available again? Share this post Link to post Share on other sites
mandoble 1 Posted November 10, 2010 Find it here: MMA 2.4B9.2 Share this post Link to post Share on other sites
strike0277 10 Posted November 11, 2010 Thank you so much for your time. I'm having a heck of a time though. I'm not sure where to include this to my Description.ext sounds[] = {}; // Needed for Mando Missile ArmA #include "mando_missiles\mando_sounds.h" // End of Needed for Mando Missile ArmA }; Now mind you I'm trying to add this to an evo Desription.ext file. I'm assuming it should go in here somewhere, but no matter what I try it crashes my game when I include it in. 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[]={}; }; }; Share this post Link to post Share on other sites
mandoble 1 Posted November 11, 2010 Comment your sounds[] = line (not needed) and include the mma sounds just below: class CfgSounds { // sounds[] = {none,r_incoming,explo_large,Incoming,rocketaway,F anfare,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_hel p,Brian_A_little_help_here}; #include "mando_missiles\mando_sounds.h" class none { name = "none"; sound[] = {"none.ogg", db-5, 1.0}; titles[] = {}; }; ... Share this post Link to post Share on other sites
strike0277 10 Posted November 11, 2010 Every time I put that line in there it errors out, kicks me to desktop saying "Some input after end of file." Lol This shouldn't be that hard, but then again I'm not all that smart either..lol Thanks for any help guys. 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" 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}; #include "mando_missiles\mando_sounds.h" }; 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[]={}; }; }; Share this post Link to post Share on other sites
mandoble 1 Posted November 11, 2010 strike0277, your cfg sounds block is bad defined, you have an extra }; just below #include "mando_missiles\mando_sounds.h" and you missed the comment // for the sounds[] = array as I indicated in my previous post. All this is related to missing or extra things in description.ext of an specific custom mission, not related to mma. So I really think it would be better to move all these questions to the scripting forum. Share this post Link to post Share on other sites
strike0277 10 Posted November 11, 2010 Sorry Mando. Still pretty new to all this. Thank you for all your help. I do see the mistakes you're referring to though. I'll work on it tonight. If I have any other Issues I'll post in the proper forum. Share this post Link to post Share on other sites
mandoble 1 Posted November 11, 2010 Or send them to me by PM. Share this post Link to post Share on other sites
Fox '09 14 Posted November 15, 2010 hi mandoble, is there a way to use mando scud in a way so i can launch and then exit the vehicle and watch the launch w/o the camera? cheers Share this post Link to post Share on other sites
Evil_Echo 11 Posted November 16, 2010 (edited) You can use a script to fire the scud, with a little work you could certainly target an arbitrary spot. Mando's work is incredibly flexible. I've been playing with a concept mission, really liking how it's coming together. Eventually you'll get a good feel of what combat on a nuclear battlefield is like. In this sample I made a version of the SS-20, complete with MIRV capability. As you can see - the nukes can be used for more than window dressing or end-game scenes. http://www.youtube.com/watch?v=DtWCQOrENXk Edited November 16, 2010 by Evil_Echo Php cranky Share this post Link to post Share on other sites
BigMorgan 11 Posted November 16, 2010 As you can see - the nukes can be used for more than window dressing or end-game scenes. You should come play our customized warfare mission including Mando Missile and the nuclear Scud sometime, Echo. It's rare that Feruz Abad / Anar has a single building standing after a long match. :D Share this post Link to post Share on other sites
Evil_Echo 11 Posted November 16, 2010 Interesting idea there, BigMorgan. And glad you are enjoying MMA. Share this post Link to post Share on other sites
gossamersolid 155 Posted November 16, 2010 Interesting idea there, BigMorgan. And glad you are enjoying MMA. Loving MMA in our version of warfare... Adds a whole new dimension to gameplay Share this post Link to post Share on other sites
Mac_Spliff=ISK= 10 Posted November 18, 2010 Quicky, What mod's can u use with MMA???, What version of ArmA 2 is it usable for>? ARMA2 vanilla ?? OA/CO , need to know, dont want to mix troublemaking mods with MMA, so what do i need...? is it ACE useable only...? or can i use MMA vanilla Arma2 or ArmA 2 CO/OA thanks.... PS: getting tired to have all those not compatible Mod's releases screwing up things Share this post Link to post Share on other sites
mosh 0 Posted November 18, 2010 Quicky, What mod's can u use with MMA???, What version of ArmA 2 is it usable for>?ARMA2 vanilla ?? OA/CO , need to know, dont want to mix troublemaking mods with MMA, so what do i need...? is it ACE useable only...? or can i use MMA vanilla Arma2 or ArmA 2 CO/OA thanks.... PS: getting tired to have all those not compatible Mod's releases screwing up things From my experience, MMA works with just about everything, never had a problem... MMA is a requirement for me when I play SP. It, and a select few addons, are always used. Even when I have 20+ mods loaded, MMA works fine. I have not tested it with ACE though. When I play with ACE I tend to not use any other mods as sometimes conflicts arise. As much as I like ACE, it is does not always play nicely with other mods. Share this post Link to post Share on other sites
Mac_Spliff=ISK= 10 Posted November 18, 2010 From my experience, MMA works with just about everything, never had a problem... MMA is a requirement for me when I play SP. It, and a select few addons, are always used. Even when I have 20+ mods loaded, MMA works fine. I have not tested it with ACE though. When I play with ACE I tend to not use any other mods as sometimes conflicts arise. As much as I like ACE, it is does not always play nicely with other mods. Muchos gracias Share this post Link to post Share on other sites
domokun 515 Posted November 18, 2010 Quicky, What mod's can u use with MMA???, What version of ArmA 2 is it usable for>?ARMA2 vanilla ?? OA/CO , need to know, dont want to mix troublemaking mods with MMA, so what do i need...? is it ACE useable only...? or can i use MMA vanilla Arma2 or ArmA 2 CO/OA thanks.... PS: getting tired to have all those not compatible Mod's releases screwing up things Couldn't agree more with Mosh. MMA is not only one of the finest mods out there but its also one of the most compatible. Both in that its friendly with other mods but also with missions (it enhances rather than revolutionises). Prolly the only other mod that shares such rare qualities is the ShackTactical HUD. Share this post Link to post Share on other sites
maturin 12 Posted November 19, 2010 (edited) I have not tested it with ACE though. When I play with ACE I tend to not use any other mods as sometimes conflicts arise. As much as I like ACE, it is does not always play nicely with other mods. MMA works better than you'd expect with ACE. But I feel like the fire control systems in choppers throw a spanner in the works. The Apache in particular has a whole other Hud that screws things up. And there may be some SACLOS problems, but I can't really tell. Edited November 20, 2010 by maturin Share this post Link to post Share on other sites
nmdanny 22 Posted November 19, 2010 Why when i launch an Echo/Mando nuke from the scud, when it explodes i get error that nuke is missing, and i only see blast waves and orange smoke going up, disappearing, and another smoke going up and disappearing i think its because the nuke effect is from ArmA 2 campaign, and i have OA Standalone So if this the problem, can you include the nuke effect in the addon? Share this post Link to post Share on other sites
Evil_Echo 11 Posted November 19, 2010 (edited) The nukes in the A2 campaign have no relation to EE/MM at all, should not be any conflict. Are you running the 1.55 patch, NMDANNY? I see differences in the look between that and 1.54 on my machine. :Oo: Edited November 19, 2010 by Evil_Echo Share this post Link to post Share on other sites