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mandoble

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Everything posted by mandoble

  1. mandoble

    MandoAir

    MandoAir tutorial mission v1.1 The file contains a mission ready to play and a folder with the mission and the scripts for the editor. --------------- For OFP 1.96 Nogova map (use original as some buildings IDs are used) NO ADDONS NEEDED. This mission and its intro demostrate: mandosentry2.sqs: New anti-armour device deployed by air units (explosive and chemical). mandoairstrike.sqs: Accurate air strikes setting an array of targets. mandoairstrikeauto.sqs: Close Air Support, only the CAS position is needed, the planes select targets by their own. mandoheliroute.sqs: No range limit for helicopter moves, landing just where you want, no need of helipads anymore. mandoscramble.sqs: Planes taking off without runaways. mandoland.sqs (BETA): Planes landing without runaways. NOTE: From the editor, activate the markers and check the blue ones, they are good tips. EDIT: Fixed a problem with the cameras in the mission. Link for the mission updated. ---------------- EDIT (MandoAir2 included)---------------- MandoAir2, Close Air Support in detail The file contains a mission ready to play and a folder with the mission and the scripts for the editor. MandoAir2 air support scripts second tutorial mission (Close Air Support in detail) By Mandoble For OFP 1.96 NO ADDONS NEEDED. This mission demostrates: mandocasinit.sqs <- Initializes CAS arrays for each side (*) mandocasmapset.sqs <- Enable CAS requests by clicking on map with Shift or Alt keys pressed. (**) mandocasmapcall.sqs <- Processes a click on map for CAS requests mandocasmapset.sqs <- CAS request (**) mandocivcas.sqs <- Controls civilian side CAS planes while not assigned to any CAS mission mandoeastcas.sqs <- Controls east side CAS planes while not assigned to any CAS mission mandorescas.sqs <- Controls resistance side CAS planes while not assigned to any CAS mission mandowestcas.sqs <- Controls west side CAS planes while not assigned to any CAS mission mandoairstrikeauto.sqs <- Takes control of a plane once it is assigned to a CAS mission mandocasend.sqs <- Executed by mandoairstrikeauto.sqs when CAS mission ends, marks the plane as available for more CAS missions. bigbombs.sqs <- Spawns free fall bombs, used by mandoairstrikeauto.sqs to perform freefall bombs attacks. (*): You only need to execute this and then any (or both) of the (**) NOTE: From the editor, activate the markers and check the blue ones, they are good tips. Check mission's init.sqs, it has all you need to setup to be able to request CAS missons.
  2. mandoble

    MandoAir

    Grab it from here: Mando Air for OFP
  3. Evil_Brownie, if you mean SARH missiles, you cannot evade them with MMA flares/chaff, you need to activate your ECM. Serpentras, I will have a look at the offset above target position set for the AT-10. Xeno426, I will add that laser ASAP, as well as verified config for your new chopper. About using mags instead of weapons, it would be doable, but changing many many things. MMA is all weapon-driven, except for virtual launchers, and current magz loaded for a particular weapon are supposed to be these for the weapon and not others. I cannot promisse I'll have time for these modifications. arye_r, in order to intercept SCUDS you need to fire a real scud. Current OA launcher doesnt fire anything, it is just an animation. But with MMA you can make these launchers to fire interceptable missiles, read the instructions here. if (local my_scud2) then { [my_scud2, 2, getMarkerPos "mk_target"]execVM"mando_missiles\units\mando_ai_scud.sqf"; };
  4. RCTRL + Arrows seems the best combo ;)
  5. You are pretty right, the problem is which ones to use.
  6. For these of you interested into test the new MMA NLAW. Operation is easy: L.CTRL: OTA -> DA -> DA GRND TAB: Lock ON LMB: Fire OTA is quite effective vs armoured targets (armour piercing shell shot just on top of the target), use DA for softer ones or fast moving ones and DA GRND to attack structures/buildings.
  7. Nyles, I was meaning that your idea was doable (with some limitations), not that it was already implemented. About multiple targets for different weapons the situation becomes tricky. In some cases you are using the weapon itself to lock on a target (case of AGM65's nose camera), so if you cancel the weapon, you should cancel the target. In some other cases you use a particular onboard device (radar, laser, TV, IRST), so that you might have a target locked on even if you dont have valid weapons to attack it. And, of course, you might have fully independent systems that can track different target types at the same time (radar tracking one or more planes and at the same time laser locked on a ground target). And this last option is particulary usefull when you have an WSO (case of F15E).
  8. Nyles, what you propose is doable as long as both systems are set to the same mode, so you switch to HUD GRND and then you activate the TV. TV might get the target of the HUD and HUD may get the target of the TV. Meanwhile Nordin sent me good vids showing NLAW OTA mode in action, so NLAW missile is being fully reworked: CJ2uFNA7GYk Its warhead in OTA mode will work similar to that of the BILL2, it detonates above the target and fires an armour piercing shell on top of it. NLAW will keep also a Direct mode where the missile will detonate upon direct impact with the target (locked on target or ground position).
  9. Chad_D, thanks to you for finding the issue. And this is how the new HUD ground mode will look like. The player will be able to adjust the targeting cross position in-flight, so no need to keep maneouvering in order to aim in ground mode. Lock-ON:1 ArmA2:1, but the match continues ;) WMFn6IinCvA
  10. Use same test link as before, new symbology might be closer to that of Lock-ON
  11. Well Nyles, and we should not allow A2 to fall behind Lock-On, should we? ;) MMA Test Switch to Ground mode, then use , and - to adjust horizontally and l and . to adjust vertically the cross. That is just a quick aproach to the idea, but so far seems to work quite well.
  12. Thanks, that's my pleasure. About the reticle, the problem is that there are many planes with it missaligned, or the reticle aligned with the plane but not the pilot. This is compensated by MMA HUD, that can be adjusted per plane class, so usually you will see always well centered that HUD, even if the 3D HUD is noticeably displaced from the center. Everything is adjusted except that small cross that always marks the center of the screen, and so, the real direction where your plane is aiming (it usually will match in horizontal the gun cross, as long as at least the gun is well aligned with the plane). I dont know how to read the center's of the 3D HUD, probably there is no way to get it, but to compensate that an option migt be to raise a bit the position of the cross while keeping it horizontally centered on screen.
  13. Mando Missile ArmA 2.4Beta10.2 is ready (Requires A2 or A2 + OA). Dont forget to read the online MMA readme for more info. LMnQEdKMR58 Changes in v2.4b10.2 >>> Highly improved performance for MMA HUD and TV, these of you having locking on problems in overloaded missions should notice it >>> MMA TV, MCC, LRR and support console screens selfadjust for any interface size, no more small displays Added systems for some missing ACE2 units (thanks to Shuravi-rnd) Added rearming configurations for ACE2 Su34s Added systems and rearming configs for Duala air units (except UFO) Added systems and rearming configs for PRACS air units Added systems for CWR demo air and land units Nuclear effects performance improved, no more visual problems when detonation happens in large cities RKLS STormShadow has GPS targeting again Fixed RAH66 Hellfire setup Added CWR units MMA setups (thanks to Shuravi-rnd) Added CCIP for Mi24P Russian bombs as well as x2 Igla rearming config. Fixed mando_airsupport_code_ca was being called for airborne assault instead of mando_airsupport_code_pa Note for these of you managing modified versions in script suite based missions: To easily integrate most important performance related improvements have a look to the following files/folders and compare with yours (better if you compare all anyway) \mando_missiles\includes \mando_missiles\warheads\echo \mando_missiles\mcc\mando_mccallow_by_type.sqf \mando_missiles\mcc\mando_missilecenter.sqf \mando_missiles\lrr\mando_missile_lrr.sqf \mando_missiles\mando_bombs\mando_airsupportdlg.sqf \mando_missiles\mando_bombs\mando_airsupportdlgsetup.sqf \mando_missiles\tv\mando_missile_tv.sqf \mando_missiles\units\mando_missile_hud.sqf
  14. Next update is quite close, if I'm missing something, please tell me ASAP: MMA TV camera now uses all available area independently of choosen interface size MMA setups for latest ACE2 air units MMA setups for all Duala air units MMA setups for all CWR units MMA setups for all PRACs air units plus many rearming configurations Nuclear effects highly improved, no more visual problems when detonations happen in big cities and/or with low FPS RKSL EF STormShadow has GPS targeting again Fixed RAH66 Hellfire setup MMA HUD and TV performance highly increased, these of you having locking on problems in overloaded missions should notice it
  15. For these of you suffering performance issues when locking on or using camera systems, please, try this test version and provide as much performance related feedback as possible. Hopefully you will notice a performance boost.
  16. Hi Magician, I think we already discused these points, didnt we? Anyway: "mma hud overlaps original hud": Of course, as original HUD cannot display the MMA Javelin operating modes. "incompatibility still arma 2 co beta": It works pretty fine for me with the latest betas, the bug was already fixed by BIS. "us At soldier mma javelin no lock on US armored targets": With MMA you cannot lock on friendly units (unless in ground mode), that's done on purpose. "mma hud incompatible with @GDTMOD_JAVELIN_ARMA2_v102": Logically. Remember that MMA is always activated on purpose and not by accident: by mission' init.sqf, on-map gamelogics or having the XEH autolauncher. Remember also that main purpose of MMA is to be able to provide full functionality as script suite in 100% addonless missions. And that the mission editor can always activate the systems manually (some yes, some no, some new) instead of executing the default full setup included in the pack.
  17. Yep, but in ground mode you should be able to lock on ground directly, or to press "G" to call up the GPS targeting MFD. Will have a look at it. EDIT: Good finding :) The Storm Shadow was disbabled, fixed now. You can try it with this test version.
  18. Evil_Brownie, the weapons changing pilons is an ArmA2 bug already fixed by BIS with the latest A2/OA beta patch. Here you have the details. About the EF2000 GPS, you see the message indicating "G" for GPS, you press G key and you dont have the targeting map?
  19. Congrats for the release Loyalguard :)
  20. :eek: Ok, might you post previous class name and new class name for these that change? Note that this might generate lots of problems for addons using them as well as for existing missions considering them in scripts.
  21. Are the original class names going to change?
  22. Is there any individual downloadable pack of that "multipack" including the F18C?
  23. Chad_D, try the nuclear missiles against large cities with this MMA test version, I did some tests in Cher and all the FX ran perfectly (now they are ran after damage, so the particles suffering are these of the smoke caused by damage, and not these of the nuclear blast/cloud/colum/fire).
  24. mandoble

    F/A-18 Super Hornet

    Stiltman, if the gunner is human, all the AG missiles/LGBs MMA TV systems are provided to him and not to the pilot. AA missiles and CCIP bombs remain for the pilot only.
  25. mandoble

    Seahawk Addon By YuraPetrov

    Nikiforos, to use torpedoes: 1 - Move to Sonobuoy mode (by default L.CTRL to cycle through modes) 2 - Drop one or several (by default L.Win) 3 - Move to Mk54 mode (by default L.CTRL to cycle through modes) 4 - Locate a potential target provided by your sonobuoys or other player's ones and lock on it (by default TAB) 5 - Drop a torpedo (by default L.Windows) Of course you can also read the pdf included within MMA.
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