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Author Topic: Mando Missile ArmA (ACCEPTED)  (Read 117959 times)

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Offline Gnat

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #180 on: 19 May 2008, 16:08:50 »
Great Stuff !!!!
plan to do some experimenting with my ship and sub addons ... in my spare time ;)

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #181 on: 26 May 2008, 21:15:16 »
Now you need something new BLUFOR side to beat your own CV  :P

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #182 on: 09 Jul 2008, 21:47:02 »
Just for these interested into Javelins ...

Mando Missile Javelin demo mission

Mando Missile Javelin video

To save space, the demo mission uses the addon version (so make sure to have mando_missiles.pbo into your addons folder), if you want to use the script suite just follow this procedure.

Everything needed is inside init.sqf, if you want to play with missile parameters, open mando_replacemissile_example.sqf and modify the parameters there. Here is the list of parameters used by Mando Missiles.

EDIT:Replacement updated, now you can select Hi or Direct modes for the Javelin.
« Last Edit: 11 Jul 2008, 20:07:08 by Mandoble »

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #183 on: 13 Jul 2008, 06:11:11 »
Mando,

Saw your javelin demo and two things:

Methinks the highmode needs to travel higher (i.e. come down right on top of the target).

Second could you provide a setup to use an abridged version of mandomissile with tomahawks capable of hitting the Target,

A. From the side
B. On top
C. Fly 2 meters over them and airburst.

Thanks for any and all responses, as always.

Luke
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #184 on: 13 Jul 2008, 19:36:24 »
A) and B) are already there, you only need to play with cruise alt and seeker range to have these two effects.
C) you need to create a warhead script based on SADARM.

EDIT: MMA 2.4 will include SADARM type warheads, probably I'll post an example this afternoon.
Also, what do you mean with "abridged" version or mando missile? You already can use Tomahawks present in DesertPhoenix Naval Missile Pack with Mando Missile and they will hit the target for sure  ;)

EDIT2:
Here you can see a real Javelin getting direct hits from low and high profiles, the hi angle doesnt seem to exceed a 45 degree dive.
« Last Edit: 14 Jul 2008, 14:38:42 by Mandoble »

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #185 on: 14 Jul 2008, 23:48:17 »
New toy for Mando Missile which will be fully integrated in v2.4: mando_missilehead_sadarm.sqf. Now you can simulate missiles like swedish RBS - 56B Bill2, which overflies the target and fires the lethal charge just over the target's top.

<< Mando Missile RBS-56B demo mission >>

Mando Missile Bill2 video

To save space, the demo mission uses the addon version (so make sure to have mando_missiles.pbo into your addons folder), if you want to use the script suite just follow this procedure.

Everything needed is inside init.sqf, if you want to play with missile parameters, open mando_replacemissile_example2.sqf and modify the parameters there for the M_Hellfire_AT. Here is the list of parameters used by Mando Missiles.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #186 on: 15 Jul 2008, 18:52:19 »
Mando,

this may be (probably is) old news, but...

how does one force a SCUD attacker unit to fire a missile?

(Like in the beginning of patriot vs. scud.)

Thanx for the replies, as always.

Luke
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #187 on: 15 Jul 2008, 19:53:00 »
If it is an automatic attacker, all you need is to provide a target or to make sure the desired target can be detected by the launcher. It depends on the type of suitable targets, if it is able to engange only "REMOTE" targets, then you need to provide the list of targets.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #188 on: 16 Jul 2008, 04:46:17 »
Mandoble,

So I can't have a radio trigger, which immediately after it fires the missile?

Thanx for the replies, as always.

Luke
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #189 on: 17 Jul 2008, 21:38:55 »
Of course you can.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #190 on: 18 Jul 2008, 19:39:55 »
Thanx Mando,

I'm trying to manipulate the commands of GIGAN's SCUD to fire an actual missile in a parabolic arc.

Naturally, these changes are for my sole personal enjoyment and are not to be redistributed, transmitted, sold, rented, exchanged, drooled on, or in any other way, shape, or form to leave this computer hard drive for another person's, legal or actual, enjoyment without the expressed and written consent of the author (GIGAN) of this rather wonderful mod (SCUD).  ;)

(try and find a loophole in that!!)  :D

Thanx for the replies, as always.

Luke

EDIT: How do I change the Missile's body (model)?
« Last Edit: 18 Jul 2008, 19:55:07 by Luke »
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #191 on: 18 Jul 2008, 20:10:07 »
Mando Missile Parameters. If you have problems using some part of an addon as missile body, ask the addon author.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #192 on: 18 Jul 2008, 20:35:18 »
Mando,

The strange thing is that the missile body is DesertPhoenix's Missile Pack for your addon.
 :dunno:

Anyway, trying to get his scud "\missilepack\r-17" to work.

Thanx for the replies, as always.

Luke
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #193 on: 18 Jul 2008, 20:44:13 »
Then more than problably it will work as soon as the class name passed to the script is the correct one. Might be you will need also to modify the launch position to make sure the larger missile doesnt collide with the launcher at launch time.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #194 on: 18 Jul 2008, 20:50:32 »
Mando,

I unpacked the scud addon and tried to use the model ("\GIG_SCUD\GIG_ScudMissile.p3d")

only "Bo_GBU12_LGB" seems to work.

Thanx for the replies, as always.

Luke
Pesky Human!!
Wort Wort Wort.