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Author Topic: Mando Missile ArmA for ArmA2  (Read 15444 times)

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Offline Fick_2142

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Re: Mando Missile ArmA for ArmA2/ No scroll wheel
« Reply #30 on: 04 Jun 2010, 16:28:22 »
I am enjoying the MMA, but I have a small problem. People tell me that they can zoom in the little TV screen with the scroll wheel, after a missile is selected from the drop down window.
I do not have a scroll wheel. What can I do to get this functionality with MMA ? Can I use a joystick feature instead of scroll wheel ? Thanks.

Offline Mandoble

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Re: Mando Missile ArmA for ArmA2
« Reply #31 on: 05 Jun 2010, 02:59:40 »
I see, for some reason (too many things to implement here and there) I forgot to include also keys for zoom in/out with the TV systems, except these implemented for next release.

Offline Sidewinder

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Re: Mando Missile ArmA for ArmA2
« Reply #32 on: 13 Jun 2010, 20:50:06 »
Now assume I wanted to add the LGB (Remote) HUD to other aircraft, how would I go about it?

Offline Mandoble

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Re: Mando Missile ArmA for ArmA2
« Reply #33 on: 13 Jun 2010, 21:19:47 »
To which plane? The current one for AV8B is there for testing purposes, if no issues are found then this remote hud mode will be added to A10, F35 and might be others.

Offline Sidewinder

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Re: Mando Missile ArmA for ArmA2
« Reply #34 on: 14 Jun 2010, 02:49:30 »
Was thinking specifically Eble's F14.

Offline Mandoble

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Re: Mando Missile ArmA for ArmA2
« Reply #35 on: 14 Jun 2010, 08:16:26 »
As well as F15E. As said, if not issues are found with the new LGB remote hud, I'll introduce it for the planes already supported by MMA.

Offline Rayler

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Re: Mando Missile ArmA for ArmA2
« Reply #36 on: 26 Jul 2010, 13:47:06 »
I ported a dogfight FFA from the OA Dogfighters and added the mando module. The module is working correctly, but the players can't Lock eachothers. I tried "player addRating -999999;", but it doesn't work. :(

Please help me.

Offline Mandoble

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Re: Mando Missile ArmA for ArmA2
« Reply #37 on: 01 Aug 2010, 21:53:31 »
New v2.4b85, check first post for download link.

- 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 new GPS targeting system for JSOW and JDAM (press G when HUD ground mode selected)
- 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

Offline PartyHead

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Re: Mando Missile ArmA for ArmA2
« Reply #38 on: 13 Aug 2010, 08:46:25 »
Post Removed as i worked out what i wanted to know. :good:
« Last Edit: 13 Aug 2010, 14:52:38 by PartyHead »

Offline kju

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Re: Mando Missile ArmA for ArmA2
« Reply #39 on: 13 Aug 2010, 09:19:36 »
Mandoble I am bit confused.  :blink:

This is for a2 only, right?
Or can it be used for OA/CO too.

If not, any plans to move it over? *pray*  :good:

Offline PartyHead

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Re: Mando Missile ArmA for ArmA2
« Reply #40 on: 13 Aug 2010, 09:45:31 »
@kju. Im using A2OA Combined Operations and Mando Missile works great, no problems as far as ive been able to tell. Just make sure that you set your interface size in the video options menu to normal. Cheers.
PartyHead.
« Last Edit: 13 Aug 2010, 09:53:04 by PartyHead »

Offline Mandoble

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Re: Mando Missile ArmA for ArmA2
« Reply #41 on: 17 Aug 2010, 18:50:52 »
This works with A2 or with A2 + OA, it doesnt work with OA alone.

Offline kju

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Re: Mando Missile ArmA for ArmA2
« Reply #42 on: 18 Aug 2010, 07:06:36 »
Thanks for the heads up.  :good:
As we are migrating to CO in the near future from OA, I will try it.  :)

Offline Mandoble

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Re: Mando Missile ArmA for ArmA2
« Reply #43 on: 19 Aug 2010, 17:15:40 »
In fact, the only new feature that is available only for OA is the FLIR, if OA is detected MMA will use OA FLIRs for TV systems.

Offline Mandoble

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Re: Mando Missile ArmA for ArmA2
« Reply #44 on: 01 Nov 2010, 00:05:06 »
New version v2.4b9.2

    Echo/Mando nuclear warhead improved, more realistic damage, water detonation effects, better overal FX, fallout effects added.
    Added nuclear airburst (type 3)
    SCUD endurance extended to 2 minutes
    Added Mike's F16 AGM-65 Camera
    Added Su30 ACE setups
    Added ground terrain following lines for AH64 monocle (500, 1000 and 1500m ahead)
    Added ability for gunners to rearm vehicles (removes rearming issues in MP)
    Added new family of automatic missile launchers used by external addons (as new Jackass SeaSparrow launcher)
    Added automatic removal of BI flares
    Allowed MMA targeting hud for AH64 gunner's optics
    AH64 solid monocle ring is now more transparent
    manpads dont generate radar lock warning anymore (but they'll generate missile fired warning)
    TV system camera moveable with num keys
    TV sytems also using HUD fire and lock on keys to fire and lock on/off
    TV control performance increased, better suited for low FPS systems
    Fixed: MMA Rearm dont modify gun/rockets ammo configurations
    Fixed: linebacker stinger launcher
    Fixed: Static launchers (TOW, Metis) working on dedi servers
    New mando_portables.pbo addon by Defunkt
    mma_test_kuz_nuke.utes test mission added, Kuznetsov attacked by nuclear cruise missile
    mma_nuclear_mirv.utes test mission modified to use the new nuclear warhead
    mma_test_nuke_addon.Takistan test mission modified to use the new nuclear warhead