deralky
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Posts posted by deralky
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so than you set China and Russia as enemy´s :)
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thanks it works
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So how can i get extern turret Config?
class CfgVehicles { class AH1Z; class FHW_AH1Z : AH1Z { displayName = "FHW AH1Z"; weapons[] = {"FFARLauncher"}; magazines[] = {"38Rnd_FFAR"}; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = {M197, "SidewinderLaucher_AH1Z"}; magazines[] = {"750Rnd_M197_AH1", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z" }; }; }; }; };with
class Turrets;
class MainTurret;
it wont work
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Hi
when i understand it correctly than,
when the server has the mod actived the non Player Controll AI will be changed from this mod right?
So when we wont to play an Coop Mission without own AI Troops is it than enough to only run the Mod on Server?
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Hi
are you still working on it?
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@deralky: You can add and override the MMA parameters for any vehicle in your mission. In most cases there are two pieces of code required:1. An initialization run on player, place in or call from init.sqf (here is Mandoble's for the AV8B2):
waitUntil {!isNil "mando_missile_init_done"}; waitUntil {mando_missile_init_done}; Sleep 1; // The following scripts are for players only, no need to run on dedi servers []spawn { while {!alive player} do { Sleep 1; }; // BIS AV8B2 [["AV8B2"], 0, "", [4,6], [4,6], 15, 15, 20, [4,3,-2.5], mando_missile_path+"huds\mando_hud_av8b2.sqf", 0, 0, [[-7,"SidewinderLaucher_AH1Z"],[-6, "Mk82BombLauncher_6"]], 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf"; };2. You'll see that the above script refers to two others, the first details the weaponry controlled by the HUD and is customised per-vehicle so you'll need to write your own (here is Mandobe's for the AV8B2):
// Hud modes setup mando_hud_init_code = {}; mando_hud_modes = []; mando_hud_modes = mando_hud_modes + [[ 0, // Missile to be used false, // Keep coords set in mando_assignvehicle_by_ ? 1, // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual ["Air"], // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"] 0.17, // Aim circle diameter "Air - AIM9", // HUD Text 0.015, // IR accuracy for headon shots or radar accuracy for ECM targets 6, // Number of simultaneously detected HUD targets (max is 6) 1000, // Sensor width / 2 in meters 5000 // Sensor length / 2 in meters ]]; mando_hud_modes = mando_hud_modes + [[ 1, // Missile to be used false, // Keep coords set in mando_assignvehicle_by_ ? 4, // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual, 4 CCIP ["LOCATIONS"], // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"] 0.025, // Aim circle diameter "CCIP/NAV", // HUD Text 0.015, // IR accuracy for headon shots or radar accuracy with ECM 6, // Number of simultaneously detected HUD targets (max is 6) 800, // Sensor width / 2 in meters 3000 // Sensor length / 2 in meters ]]; mando_hud_num_modes = count mando_hud_modes; // Number of available modes // Missile parameters setup mando_hud_misp = []; // Missile parameters for AIM9 (mando_hud_missile = 0); mando_hud_misp = mando_hud_misp + [[ vehicle player, // _launcher "", // missilebody ("" for BIS used weapons when class of fired missile must be kept [0,0,0], // launchpos (calculated by the firing action) 0, // dir (calculated by the firing action) 0, // vangle (calculated by the firing action) 100, // speedini 600, // speedmax 200, // acceleration objNull, // target (calculated by the firing action) 5, // boomrange 5000, // activerange 2, // modeinit 500, // cruisealt mando_missile_path+"warheads\mando_missilehead1a.sqf", // boomscript mando_missile_path+"exhausts\mando_missilesmoke1a.sqf", // smokescript "mando_missile1", // soundrsc 29, // sounddur 10, // endurance false, // terrainavoidance 1, // updatefreq 0, // delayinit 0.2, // controltime false, // detectable false, // debug "", // launchscript 55, // hagility 35, // vagility 1, // accuracy true, // intercept 60, // scanarch 65, // scanarcv 1, // Offset above target mando_minchaffdist // Countermeasures extent ]]; mando_hud_misp = mando_hud_misp + [[ vehicle player, // _launcher "", // missilebody ("" for BIS used weapons when class of fired missile must be kept [0,0,0], // launchpos (calculated by the firing action) 0, // dir (calculated by the firing action) 0, // vangle (calculated by the firing action) 0, // speedini 0, // speedmax 0, // acceleration objNull, // target (calculated by the firing action) 5, // boomrange 5000, // activerange 2, // modeinit 500, // cruisealt mando_missile_path+"warheads\mando_missilehead1a.sqf", // boomscript mando_missile_path+"exhausts\mando_missilesmoke1a.sqf", // smokescript "mando_missile1", // soundrsc 29, // sounddur 10, // endurance false, // terrainavoidance 1, // updatefreq 0, // delayinit 0.2, // controltime false, // detectable false, // debug "", // launchscript 55, // hagility 35, // vagility 1, // accuracy true, // intercept 60, // scanarch 65, // scanarcv 1, // Offset above target mando_minchaffdist // Countermeasures extent ]];If you're game I think explanations for each parameter should either be evident from the scripts themselves or found in the MMA documentation.
---------- Post added at 08:25 AM ---------- Previous post was at 07:52 AM ----------
Hi when i want to add these Features i only must replace the AV8B2 Config name with the Config name of the new Aircraft?
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is it possible to add new Vehicles to MandoMissle at our own or can that only you Mandoble?
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Great Vehicles
My Question
Can i use your Vehicle with an own Config to be balanced it out with other vehicle?
We want to build an CTI Mod and need to balance it out so it will fair for everyone. i doesn´t want to release it as standalone Vehicle
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I know that it would be compatible with ACE.
My question was is it playable without ACE?
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Is the Mod only playable with ACE?
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The updater creates the Modfolders @CBA;@ACE;@ACEX you can use this modfolders with the link edit method or with the ArmaLauncher for example (i use the launcher).
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I want an Island with huge area for Warfare missions
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must the Server have the RH M4/M16 Pack installed when i want to use only the replacement?
the damage and other paramaters are the same as the standard weapons? only the optical looking is replacet right?

More Realistic Air Fighting?
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted
KJU wrote it and i say it again.
when you use Mandomissle you will have a better locking System for your Aircrafts and AntiAir systems.