Fire and configure missiles, create missile launchers for AI or players using any existing vehicle, plane, ship, chopper or thing, add automatic or manual chaff and flares dispensers to your vehicles, replace all vanilla ArmA missiles by mando ones, etc. Mando Gun ArmA is now also integrated inside Mando Missile pack.
First of all, you may not use Mando Missile (nor any of its parts) for commertial or military purposes nor include it into any other add-on or mod (not even partially) nor redistribute or mirror it without Mandoble's prior permission and agreement.
NOTE: All the visual systems provided within Mando Missile (HUDs, MCCs, MMCs and TV cameras) are calibrated to appear correctly with the interface size set to "normal". You will find that option in ArmA2 -> Options -> Video Options -> Advanced -> Interface Size.
Read included mma_readmefirst.pdf for install and usage instructions, find here the online version.
Changes in v2.4b9
- Improved TV systems performance, now they are better suited for areas with many targets and heavy loaded missions.
- Improved greatly guidance for ATGMs.
- Fixed TV system affecting the shift-click on map to add personal waypoints.
- New global mando_last_onmapsclick. Store there any action you want to be restored after MMA usage of map.
- Improved HUD system timed lock on, less chances to lose the lock when many targets are in front of you.
- Improved mando gun interception logics, now it will work better against fast targets moving side to side of the gun.
- Added a new internal variable "mando_gun_extrah" for mando guns placed over roof surfaces, set it to the height of the surface.
- Changed Kuznetsov setup, if Jackass888 Russian CIWS is present, it will be used instead of default mando turrets.
- Fixed the setups of several C-130 classes, now the systems will come up correctly if you are in these planes.
- Added MMA systems for LoBo Irak Mod Mig23, Mig27, Su22 and choppers.
- Added MMA systems for more Iranian Mod units.
- Added Gigan nuclear warhead for the SCUD launcher (also available as warhead for anyother system you want to setup).
- Added E. Echo/Mando nuclear warhead for the SCUD launcher (also available as warhead for anyother system you want to setup).
- Added a new internal variable "mando_scud_type" to set the type of SCUD missile per vehicle: 0 - conventional, 1 - Nuclear Giga, 2 - Nuclear E. Echo/Mando.
- Fixed a bug with SCUD targeting dialog that were affected if you use any other MMA system before of it.
- Added "mando_missiles\units\mando_ai_scud.sqf" script to make AI fire SCUD missiles
- New test mission mma_test_nuke_addon.Takistan to test nuclear warheads
- Added "mando_missiles\units\mando_im_active_radar.sqf" to mark non specific MMA systems as radar emitters.
- New test mission mma_test_sead_addon.Chernarus to test mando_im_active_radar.sqf
- Readjusted flight profile of anti-radar missiles for AV8B
- Re-adjusted flight parameters for Myke's JSOW and JDAM, they are more maneouverable and have longer range.
- Added systems for BAF units (Included with OA patch 1.54)
Changes in v2.4b85
- Added MMA support for new Myke's F16 pack
- Added MMA Support for new Myke's Su34 pack (note that pilot's head is a bit missaligned with the HUD)
- Added MMA Support for new Myke's Missile Box
- Added MMA support for CheyenneAh56's CM-170 Fouga Magister
- Added MMA support for OA SCUD launcher (included mma_oa_scud_addon.utes mission to test it)
- Added MMA support for all STI A10s variants
- Defunkt fixed the issues with the Javelin interface and the map. WFOV and NFOV indicators now working according to zoom level
- MMA Rearming dialog enlarged
- MMA Rearming configurations added Su34s, F35Bs, AV8Bs and F16s if Myke's Missile box is present
- MMA Rearming configurations added for AV8Bs, A10s and F35s if SirSmok@lot's Cluster Bomb pack is present
- Fixed class asignment for Mi28
- Fixed and issue with the TV cameras that prevented you to lock on stopped vehicles.
- New mando_portables.pbo addon by Defunkt, prevents OA to selflock on targets with manpads and Javelin
Changes in v2.4b8
- Script suite size reduced in 2MB (Defunkt comprissed the paas way better)
- Mando Phalanx Turret fixed for 1.07 (also retextured) by Scars (it was causing CTD after 1.07 A2 patch)
- Fixed a bug that allows the MCC TVs to track targets with broken Line of Sight
- Added keys Num+/Num- to zoom in/out MCC TVs
- RWR moved a bit down to avouid overlapping with OA radar
- AH64 Monocle modified for better fitting with OA one
- If OA is present, MCC TVs will have several types of OA FLIR effects
- MMA actions to toggle hud, change hud color and set mma keys moved down in the list
- Systems added (say big thanks to Jay, he "pressed" me to add all of these and tested all of them):
DKMM RAH66 Comanche by modEmMaik
KA-50 Hokum by rstratton
NH90 by modEmMaik
OH-58 Kiowa Warrior A2/OA/ACE by Southy
RAF Chinook CH2 by Smiley Nick
Sti UH-60L by Stiltman
US C-130H Hercules by CRASHNZ
Bundeswehr Mod: UH-1 and UH-1 SAR by BWMod Team
Georgian Army: SU25, Mi24V, Mi24P by Studio SARMAT
Iranian Forces Mod: AH1J, Panha, F14, F4, Mi17, Shabaviz 2016, SHabaviz 2-75, C130, AB212, Hengam LST, Mi8 by YorT
Iraq Army (Saddam Era): Mi8, Mi2 by andrei
Collective Rapid Reaction Force: (KSOR) Mi24D, Mi8, SU-25, Mi8MT by SARMAT Studio
Project '85 Vehicles: A10, Ah1 by vilas
Cluster Bomb pack Beta Release 1.0: CBU-87 / MK20 Rockeye / CBU-89 "Gator" (A10s, AV8Bs, F35s) by SirSmok@lot
ADuke's Helo pack MH60s by ADuke
All OA vehicles, choppers and plane.
Changes in v2.4b75
Systems added:
AV8B GBU: LGB (REMOTE) on HUD
T90: Refleks (ATGM Laser, Remote, AA Laser modes)
BMP3: Arkan ATGM Laser
Gnat's Coalers: Nav HUD, Nav MFD, ECM and flares
Fixes and adjustments:
Fixed a Mi8 problem not allowing to select rockets
Adjusted flight trajectories for Hellfires
Adjusted guidance for Metis
Changes in v2.4b7
Added HUD, cameras, MCC, RWR, ECM and flare systems for:
Eble's Iranian F14
Eble's F15C
Eble's F15E
Added HUD, cameras, MCC, RWR, ECM and flare systems for:
HEXA_Mirage_5
HEXA_Mirage_C
HEXA_Mirage_D_AS30L
HEXA_Mirage_D_GBU12
HEXA_Tiger_HAP_CE
HEXA_Tiger_HAD_CE
HEXA_Transall_A
HEXA_Puma_CE
HEXA_Puma_RESCO
Added: HUD, cameras, RWR, ECM and flare systems for FFAA EF2000 plus rearming options
Added: HUD, cameras, RWR and flare systems for FFAA Tigre AT (requires Tigre v1.1)
Added: HUD, ECM and flare systems for FFAA C130 Hercules
Added: HUD for 3LB_SA6 (SA6 launcher)
Added: Cameras for Ka52 pilot when gunner is AI or no gunner is present
Fixed: torpedo warhead was not detonating correctly
Fixed: Mando gun is now able to engage troops too
Improved: missile turning acceleration
Added: AC-130 Spectre and mine field deploy options for air support console (check new mma_console2_addon.utes demo mission)
Added: Inner dead zone for TV camera control
Credits
Defunkt, aside from pretty good ideas, he provided sounds, the outstanding images of the RWRs for east and west planes and fine-tuned all the PAAs present in the pack, he also modified Raptor6 MFD to include "NTSC" effect as well as some nice pp effects for older type cameras. Customized MMA HUDs including HMD and AH64 monocle, as well as Javelin, Metis, Stinger, Strela and Igla portable missiles.
Raptor6, do you like the fantastic background of the TV systems? it is from him.
Deanosbeano and scars who provided some mando turret models usable for the Phalanx gun.
Cyborg11 for the ACE2 setups
Evil Echo and Gigan for nuclear warheads
Special thanks
All these guys among others have been providing ideas and good testing along the life of this project:
Crusader, Cyborg11, Jay, Kremator, Manzilla, Massimo, Scars, Stiltman, Vengeance and ViperMaul.
View the forum thread for this resource here.
The OFPEC Command Reference contains details of all scripting commands available to the editor.
All you need to know about how to start editing.
This tutorial explains the mysteries of multiplayer editing.
OFPEC hosts several quality tutorials written specifically for the site by staff and members...
But how do I change the keys to fire sidewinders etc. to buttons on my joystick, the change keys menu seem to ignore when I press buttons on joystick? And why can't I change the 'select next target' key?