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Author Topic: Mando Gun ArmA  (Read 14822 times)

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Offline Luke

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Re: Mando Gun ArmA
« Reply #45 on: 23 Sep 2008, 00:42:30 »
From  mando_gunattacker.sqf v1.2
Code: [Select]
quantity: number of salvos loaded into this unit.
 min range: closer than that, the system will not attack units.
 max range: farther than that, the system will not attack units
 muzzle velocity: Muzzle velocity in m/s
 rounds per salvo: number of shots per salvo.
 rate of fire: maximum number of salvos fired per minute.

You have there rounds per salvo and rate of fire. What you dont have as parameter is time between rounds for the same salvo, which actually is fixed to 0.04 secs (mostly to match the sound of the gun).

Request possible change to that for rounds per minute.

Also is there a variable for a set time between salvoes?

Luke
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Offline Mandoble

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Re: Mando Gun ArmA
« Reply #46 on: 23 Sep 2008, 00:57:06 »
You already have salvoes per minute, so I dont understand the request of time between salvoes, as it is the very same. The idea is not to have the gun firing forever, it fires a salvo, it colds down (or reloads a new one), it fires another salvo and so on.

Offline Luke

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Re: Mando Gun ArmA
« Reply #47 on: 23 Sep 2008, 01:52:05 »
Yeah,
I just wanted to have a way to have accurate rounds per minute on various AAA.

Luke
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Offline USM-CPT.Dyson

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Re: Mando Gun ArmA
« Reply #48 on: 24 Sep 2008, 07:20:52 »
EH after some research, I have discovered that the M163 Vulcan VADS has been replaced... a long time ago. Unfortunately, BIS forgot the read the memo, or wanted to be lazy. Although the system was relatively good, it was decided to replace it with fast and agile missiles instead (RAMs).

Currently, from what I have found, the US Military uses the HMMWV Avenger (2 FM-92 Stinger Launchers) and the M6 Linebacker (M2 Bradly with 4 FM-92 Stinger Launchers). As far as ground defenses we have the upgraded (thank god) patriot missile system. The most mobile AA weapons is the FM-92 Stinger. And actually, the Avenger is what replaced the M163 and M167 VADS.

So in reality the only application Mando Gun is realistic to be used with is on board a carrier, or in conjunction with non-US based air defense systems.
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Offline Luke

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Re: Mando Gun ArmA
« Reply #49 on: 25 Sep 2008, 01:05:57 »
Nonetheless,

I would be happy having a rock blow me out of the sky with MandoGun,
let alone a Vulcan.

And leave to Mando to imbibe a rock with a weapon and more intelligence
than a max skill and max rank BIS M163 without an addon.   :good:

Besides there are still those out there it could be used for:

Ideally, there would be addons to go with all these units.

However, there only exists, to my knowledge:
The BIS Shilka, and the Decisive Killing Machines' Tunguska for OFP.

Still, I find that beside the point, and rather would not get into the technicalities,
but sit and enjoy the wonderful gun system Mandoble provided to the OFPEC.

Once again, props to Mandoble and all his work.  :clap:

Luke
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Offline Mandoble

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Re: Mando Gun ArmA
« Reply #50 on: 25 Sep 2008, 01:30:56 »
You are missing something that is present into the demo missions:
- MG nests with a lot of horizontal dispersion and firing at you from long range and keeping firing even if you are behind a n obstacle.
- A single sniper soldier killing all your group from 2Km away (mando_gun_igor_sound.Sara).

And yes, you may transform a rock into the deadliest version of Terminator  :D

Offline USM-CPT.Dyson

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Re: Mando Gun ArmA
« Reply #51 on: 25 Sep 2008, 03:39:35 »
Mando gun rock I wasn't knocking it. Actually while posting I thought "I wonder if someone will think I'm knocking it"?

Its great, the reason I posted was to inform anyone under the pretenses that the Vulcan VADS still exists. I will look into that land based system though.
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Offline Luke

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Re: Mando Gun ArmA
« Reply #52 on: 25 Sep 2008, 06:23:41 »
Captain Dyson,

Understood.

Originally, I thought "Um... If Dyson is getting antsy about the VADS,
He should probably post this in the addon boards.  And not the MandoGun."

However, I also understand the want and need for accuracy in a military simulator.

I echo your sentiments, but more of an addon question IMHO.

Not knocking you thinking you were knocking MandoGun *HERETIC!*
(I've been sick today, even I don't know what I was thinking!  :P)

In short:
  • No harm, no foul.
  • I agree about the need for addons.
  • No hard feelings!  :)

    and

  • Maybe pass-off a Vulcan as a C-RAM
    cause addon making is hard!!!

    Luke
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Offline USM-CPT.Dyson

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Re: Mando Gun ArmA
« Reply #53 on: 25 Sep 2008, 19:43:25 »
Add-ons are really really cool. BIS's system that requires you to find, download, and install add-ons before you load ArmA is crap. And thanks, actually for the idea, I think I will find a way to make it so the Vulcan driver seat is locked. This will force players to move it via blackhawk or tractor vehicle.

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Offline Luke

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Re: Mando Gun ArmA
« Reply #54 on: 26 Sep 2008, 18:33:54 »
Is DKMM alive and kicking still, I wonder.

You could vehicle lock it and then do:

[vulcan] execvm "CRamInit.sqs"
in a trigger

Code: (CRamInit.sqf) [Select]
_vulc= this select 0;
_act1=_Vulc addaction["Board C-RAM Gunner","CRamBoard.sqs"];

Code: (CRamBord.sqf) [Select]
_vulc= _this select 0;
_unit= _this select 1;
_unit moveingunner  _vulc;
_vulc removeaction _act1;
_act2= _vulc addaction ["Disembark C-RAM","CRamLeave.sqs"];

Code: (CRamLeave.sqs) [Select]
_vulc= _this select 0;
_unit= _this select 1;
if (gunner _vulc !== _unit) then {
_unit removeaction _act2;
_unit groupchat "Only The Gunner can do this!!!";
}
_pos = _vulc modeltoworld [-3,1,0];
_unit setpos _pos;
_unit removeaction act2;
_act1 = _vulc addaction ["Board C-RAM Gunner","CRamBoard.sqs"];

Just my thoughts.

Luke

P.S.

Why isn't this resource (ACCEPTED)?
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