mandoble
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Posts posted by mandoble
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Magician, yes, there are chances to include some of these, specially if they would be downloadable as separate smaller addons instead of as part of a 600MB mod. The F15 is already included.
If you use the autolaunch you will have all the systems up, if you want to have some of them down, you need to start mma at mission level, if using the addon execute only the INIT GL. Then, in your mission you can copy the mando_setup_full.sqf, comment the lines of the systems you dont what to initialize and execute it from your mission's init.sqf
Chad_D, it might happens that because of the fires caused by the explosions the max number of visible particles is exceeded. May you test that in these island, but with detonations in places with not so much destroyable things? Might be the overal FX will need to be simplified reducing the total number of particles generated.
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Another option might be to add something to the init of the cv after the parts are assembled. Then look for all the units lower than 16m and inside CV visual model boundaries, and place them in the same X,Y and deck's Z.
something like:
// Catch valid units around in _units array and then { _pos = cv worldToModel getPos _unit; if ((abs(_pos select 0) < cv_width/2) && (abs(_pos select 1) < cv_length/2)) then { _x setPos [getPos _x select 0, getPos _x select 1, 16]; }; } forEach _units;
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Mando Missile ArmA 2.4Beta10.0 is ready (Requires A2 or A2 + OA). Dont forget to read the online MMA readme for more info.
LMnQEdKMR58
Changes in v2.4b10.0
- MMA ILS added automatically to all the airfields and Utes US Keh Sanh
- TAB in Navigation mode cycles through MMA ILS destinations
- Added 3D on-HUD projected ILS landing paths for most modern planes (see docs)
- Nav mode now displays also current waypoint in most modern planes
- MMA Fire Key in Nav mode opens the waypoint edit dialog (see docs)
- Added a mechanism to add more extra MMA ILS destinations at mission level (see docs)
- Added systems for RKSL Merlin
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MMA XE Autolaunch addon updated (it was not initializing some ACE2 systems)
- MMA No Score addon added, if present MMA score menu action will be hidden
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Signatures changed to v2 for all the addons
- Improved MCC TV performance
- Towing tractor is now a rearming source by default (add them to carriers)
- ACE_B61BombLauncher removed from rearming options
- MMA ILS added automatically to all the airfields and Utes US Keh Sanh
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Well, do not expect to see in PR the same MMA systems you are used to see in MMA missions, I believe they will use toned down ones to simplifly their usage and to do not give so much power to some units like the AH64.
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"Weapons on pylons changed positions after fireAtTarge" <- Congrats for fixing this one :)
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Something new almost ready. Now from MMA Navigation HUD mode you can open the new MMA navigation dialog pressing MMA Fire key. From this dialog you can see all your current waypoints as well as exising MMA ILS destinations and path to currently selected one (if any). If you are your group's leader, you can also add and remove waypoints on-the-fly.
MMA Navigation mode is becoming way more usefull than before.
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Latest beta patch rejects the Nimitz for me, may anybody else confirm this?
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The problem with the no collision of createvehicled missiles is gone ;)
The fireAtTarget bug causing ordenance to move from pilon to pilon in planes is still there.
Ticket added here.
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At least you will get something, Towing tractor will be by default a rearming source for MMA, so just add some of them on the carrier's deck ;)
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To automatically disable the MMA score action launch A2 with this addon.
It works with this new MMA test version, which will become official next weekend.
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Herhaps some of you may help here a bit. I'm setting up a quite simple addon that, if present, will automatically set mando score OFF. It is based on CBA Extended Event Handlers, but its script doesnt execute at all :mad:
The addon MMA_XEH_NoScore.pbo has two only files:
config.cpp
class CfgPatches { class MMA_XEH_NoScore { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Extended_EventHandlers"}; version = 1; }; }; class Extended_PostInit_EventHandlers { MMA_XEH_NoScore_PreInit = "[] execVM ""MMA_XEH_NoScore\init_ns.sqf"""; };
And the script init_ns.sqf
if (isNil "MMA_XEH_NoScore_PreInit") then { MMA_XEH_NoScore_PreInit = true; mando_no_score = true; };
I'm pretty sure I'm doing something wrong somewhere, but I have no time for much further investigations.
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New MMA test version with improved ON-HUD ILS system.
LMnQEdKMR58
How to operate it:
1 - Switch to HUD Navigation mode (by default L. CTRL)
2 - Press MMA Lock key (by default TAB) to cycle through destinations
3 - Head towards the desired destination, you will see a 3D path projected on the HUD, just follow it until touchdown. If yo are not heading in the correct direction you will see arrows in the HUD indicating where to turn catch the 3D path.
The 3D path colour will be redish if you are too fast and blueish if you are too slow. There is also a circle indicating which end of the 3D path is closer to your plane.
MMA scans the island and detects all the existing airfields, which will be directly available as possible destinations. But at mission level it is possible to add more destinations.
Example mission <- Requires JDog's Nimitz
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Can this be done with the Kuznetsov as well?You can do it with anything, even with the USS Keh Sanh in Utes.
For the Kuznetsov, place one or more on the map and to add them to the mma ils array, just proceed this way (lets suppose you named it kz1):
kz1 setVariable ["mando_ils_angh", (getDir kz1) + 180 - 8]; kz1 setVariable ["mando_ils_angv", 4]; kz1 setVariable ["mando_ils_ealt", 17]; kz1 setVariable ["mando_ils_pos", kz1 modelToWorld [0.6, -159, 0]]; kz1 setVariable ["mando_ils_name", "Kuznetsov 1"]; mando_ilss = mando_ilss + [kz1];
For USS Keh Sanh place a gamelogic on the map, name it (for example) cv2 and then execute the following from init.sqf
cv2 setPos [1357.6, 894,6, 0]; cv2 setVariable ["mando_ils_angh", 180]; cv2 setVariable ["mando_ils_angv", 4]; cv2 setVariable ["mando_ils_ealt", 15]; cv2 setVariable ["mando_ils_pos", [1357.6, 894,6, 0]]; cv2 setVariable ["mando_ils_name", "USS Keh Sanh"]; mando_ilss = mando_ilss + [cv2];
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Here we go with the new MMA on-HUD navigation aid.
Example mission <- Requires JDog's Nimitz and the new MMA test addon (this is not the official one yet).
How to operate it:
1 - Switch to HUD Navigation mode (by default L. CTRL)
2 - Press MMA Lock key (by default TAB) to cycle through destinations
3 - Head towards the desired destination, you will see a 3D path projected on the HUD, just follow it until touchdown.
The 3D path colour will be redish if you are too fast and blueish if you are too slow. There is also a circle indicating which end of the 3D path is closer to your plane.
MMA scans the island and detects all the existing airfields, which will be directly available as possible destinations. But at mission level it is possible to add more destinations, as the USS Nimitz present in the demo mission.
Extra ILS destinations are added to the mando_ilss array
The added object must have 5 internal vars configured
mando_ils_angh : Aproach horizontal angle
mando_ils_angv : Aproach inclination (vertical angle)
mando_ils_ealt : Extra altitude
mando_ils_pos : Position
mando_ils_name : Name
And then it can be added to mando_ilss array:
// An extra ILS is added, Nimitz carrier named cv1 cv1 setVariable ["mando_ils_angh", (getDir cv1) + 180 - 9]; cv1 setVariable ["mando_ils_angv", 4]; cv1 setVariable ["mando_ils_ealt", 15]; cv1 setVariable ["mando_ils_pos", cv1 modelToWorld [9.6, -158, 2]]; cv1 setVariable ["mando_ils_name", "USS Nimitz"]; mando_ilss = mando_ilss + [cv1];
Withing the new MMA test addon there are many plane types with this system already included, you may try F14, F15, F16, F18, F22, F35, Harrier, Su34, Su33, Su27, Su30, Raffale, several Mirages, EF2000 and Grippen.
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Not really required as, by default, the former ACE2 b61 is inside the forbidden weapons array and the corresponding MMA rearming configs are hidden. Only if the editor removes it from mando_weapons_forbidden the configs will be available and the error will be present if some of them is selected.
As far as I know, the rest of ACE2 weapon classes used by MMA are all present.
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Ah, so that mag is not present any more in ACE2? Was it replaced by something else more or less equivalent?
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domokun, just put mando_no_score = true; in the mission's init.sqf or in the init field of any unit present in the mission. ATM, MMA is not using any userconfig.
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iflabs, as stated in the manual, download page and online help, MMA is not compatible with OA alone, you need A2 or A2 + OA (also known as CO).
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iflabs, you can change all the keys as described here, just in case you have a particular problem with L.Win (note that you can also change the keys on the fly with the menu action).
The normal process is:
1 - Select the desired HUD mode (which also implies weapon's mode) with L.CTRL or R.SHIFT + L.CTRL.
2 - Lock on a target with TAB (or Lock targets's A2 assigned key), you need to wait until you have the lock on tone and the rhomb.
3 - Fire the missle with L.Win.
These lines go to the init.sqf, after MMA initialization.
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It would be R.SHIFT + MMA HUD MODE KEY, it is not a key, but a combo of R.SHIFT + the current mma hud mode cycle key.
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Magician, MMA Jav needs indications for TOP, Direct and also ground mode. But again, what is the advantage of replacing current MMA layout by another one addon based? I would understand if current MMA one were not working, looking bad or not being functional enough, but ATM I would say none of these cases are happening.
Muahaha, I dont know of any way to speed up that.
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JDog, you might try something like this for the actions:
to activate right steam
_ship SetVehicleInit "res = [This, 0] execVM ""activate_steam.sqf"""; processInitCommands;
or this to activate left steam
_ship SetVehicleInit "res = [This, 1] execVM ""activate_steam.sqf"""; processInitCommands;
Assuming the actions are executed locally by players, these lines will ensure the scripts will be executed everywhere, so the steam will be seen by everybody.
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Next MMA update with include ON-HUD landing aids for carriers. A 3D runway displayed on hud to follow until touchdown.
dPKdZYp4Mxs
Mando Missile ArmA for ArmA 2
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
A complex fix simplifying quite a lot cloud FX while keeping the quality.