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Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Mandoble on 07 Aug 2007, 02:41:03

Title: Mando Gun ArmA
Post by: Mandoble on 07 Aug 2007, 02:41:03
Shilkas and Vulcans not being effective against jets? Reacting only when enemy is already over your forces? Not any more  ;)

Here is the complement for Mando Missile to achieve a complete air defense system  :cool2:

Mando Gun is a set of scripts that allows you to attach to any AI unit and weapon a custom gun. This way you may have, for example, Vulcans able to engange and shotdown Flankers flying at 800 km/h and 5Km away.

You may configure, between others, available number of salvos, horizontal and vertical dispersion, arc ahead of the unit where enemies may be detected and enganged, minimun knowledge about the enemy unit to engange it, muzzle velocity, salvos per minute, time needed to aim the gun, number of rounds per salvo, minimum and maximun range, types of enemies that will be enganged, enemy sides.

Mando Gun is fully compatible with Mando Missile. Guns may target incoming missiles, guns locking on air units will trigger a lock on alarm if the player is in the air target. Active Guns will be seen by antiradar missiles as potential targets.

Mando Gun units will reload themselves automatically if they are close to ammo trucks.

Mando Gun is also fully MP compatible.


Included demo missions for the editor in v1.2:
mando_gun1_v1_2.Intro: Comparison between ArmA Vulcan and ArmA Vulcan with Mando Gun.
mando_gun2_v1_2.Intro: Static defensive positions with Mando Guns against several advancing squads.
mando_gun3_v1_2.Intro: Mando Gun and Mando Missile working together against enemy air units.
mando_gun4_v1_2.Intro: Static defensive positions with Mando Guns against your forces.
mando_gun5_v1_2.Sara: CIWS Phalanx antimissile system. Mando Gun armed Vulcans intercepting incoming missiles.
mando_gun_igor_sound.sara: Very long range deadly snipers and MG fire against your forces, by Igor Drukov.


List of changes in 1.2
- Added muzzle velocity, number of rounds per salvo, time needed to aim and shot sound resource as arguments for the script.
- Fixed shot FX for MP.
- Added bullets smoke trails.
- Included four new demo missions, one of them showing the guns intercepting incoming missiles.


List of changes in 1.1
- Automatic guns may attack infantry now.
- Automatic guns weapons now align correctly with the rounds trajectory.
- Added smoke and tracer effects (MP compatible).
- Included two demo missions for the editor: Vulcans against eneny choppers and flankers and static machine gun defensive positions against enemy infantry assault.
- Added more parameters to mando_gunattacker.sqf.

Mando Gun ArmA v1.2 (http://files.filefront.com/mando+gun+v1+2zip/;8288931;;/fileinfo.html) or get it from the attachment below.
Title: Soz for bothering
Post by: HataKilla on 07 Aug 2007, 16:34:36
Hey Mandoble! All of this stuff is way out of my league but i just want to know how to mando missle in my missions :confused: im only good with basic scripts veh respawn ect but i have no clue how to use this :blink: where do I put the script that I get from the missle lab do I put it in the init line of a veh and and a script file in the mission folder... Im clueless :(
Title: Re: Mando Gun ArmA
Post by: Mandoble on 07 Aug 2007, 16:49:04
This thread is related to mando gun, not mando missile (which is some lines below). Post there any doubs you have.
Title: Re: Mando Gun ArmA
Post by: HataKilla on 07 Aug 2007, 19:39:01
Ok well then I have a question about that too... how do i get the mando gun into my missions? i take the scripts and put them into my mission then name the vulcan/shilka mando_gun then a number right? ??? im new to all of this stuff and i dont know :P
Title: Re: Mando Gun ArmA
Post by: Mandoble on 07 Aug 2007, 23:52:39
Mando Gun ArmA v1.1 ready at first post.


HataKilla, you may name your mando gun units at will, no need to use mand_gun + number.
Check init.sqf in the demo missions, the scripts executed there are who configure the guns.
Title: Re: Mando Gun ArmA
Post by: HataKilla on 08 Aug 2007, 03:56:36
Sorry to keep bugging you over what must seem like such un-important things but what if i wanted to put a multiple of your mission scripts together to form a really good map... how would i combine the init.sqf and description.ext into one. ??? this may seem simple to a pro but its like taking Collage computer class with a 8th grade education... NOT EASY :weeping:
Title: Re: Mando Gun ArmA
Post by: Mandoble on 08 Aug 2007, 11:50:37
HataKilla, in the first post you will find an attached mission with mando gun and mando missile in their more "basic" shape. Check the init.sqf and description.ext to find out what is needed there.
Title: Re: Mando Gun ArmA
Post by: JasonO on 10 Aug 2007, 18:04:46
A friend of mine is having a problem with this, and I can't figure it out either.

he keeps getting an annoying error when trying to put an improved shilka with a SAM system on it into a mission, the actual scripts work fine, the shilkas are deadly now and the missiles fire perfect. However he keeps gettin this error when the mission start.

Code: [Select]
|#|};' error missing {
We have both looked and can't find a missing {

Description.ext
Code: [Select]
// Include needed for Mando Missile ArmA
#include "mando_missiles\mando_missile.h"

class RscTitles
{
// Include needed for Mando Missile ArmA
#include "mando_missiles\mando_missiletitles.h"
};

OnLoadMission = "Mando Gun ArmA, by Mandoble";

class CfgSounds
{
sounds[] = {};

// Include needed for Mando Missile ArmA
#include "mando_missiles\mando_sounds.h"

class mando_gun
{
name = "mando_gun";
sound[] = {"mando_gun.ogg", db+5, 1.0};
titles[] = {0};
};
};

Code: [Select]
[]execVM"mando_missiles\mando_missileinit.sqf";
[]execVM"mando_gun\mando_guncheck.sqf";
[]execVM"mando_gun\mando_guneffects.sqf";

if (isServer) then

{
[sam1, 1, ["Air","LandVehicle", "Men"], 200, 100, 5000, 20, [0.6,0.6], true, "ZSU", "B_23mm_AA", [0,0,-0.5], 2.3, 360, 0,[west, sideEnemy], true, true, true, "",""]execVM"mando_gun\mando_gunattacker.sqf";

_disp = sam1; _posunit = 0;
_ttype = ["Air"];
_quantity = 5;
_minrange = 100;
_maxrange = 4000;
_rof = 4;
_pos = [0,1,2];
_scan = 360;
_mink = 0;
_enemies = [west,sideEnemy];

[_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_patriot.sqs";

};

Also the effects can only be seen when someone hosts the server themselves (and only they can see them), on a dedicated server this doesn't appear to work for anyone.

Thanks Mandoble ;)
Title: Re: Mando Gun ArmA
Post by: Mandoble on 10 Aug 2007, 18:15:20
Missile effects, gun effects?
And which script gives the the missing }; ?

EDIT: Saw the problem with the gun firing effects, will take a look at it.
EDIT: Effects problem fixed, expect a new version today or tomorrow with that and few things more ;)
Title: Re: Mando Gun ArmA
Post by: Mandoble on 12 Aug 2007, 01:07:51
Mando Gun ArmA v1.2 available, check the list of changes in first post.
Title: Re: Mando Gun ArmA
Post by: myke13021 on 21 Aug 2007, 00:15:49
First view at it....overhelming. Excellent work!

Second look at it (especially the scriptccall)...OMFG! 25 parameters to set in a scriptcall?

For sure this makes the system very flexible and adaptable to almost every need that may come up to anyone. But a scriptcall with 25 parameters is not very "beginner-friendly". To be honest, the scriptcall was a point for me to say "ok, i'll try later".

Maybe it is possible to outsource the parameter settings to a dedicated script which might look like this:
Code: [Select]
// gun armed vehicle
_disp          = sam1

// unitpos: gun armed unit position inside vehicle: 0 driver, 1 gunner, 2 commander.
_unitpos       =  1;

// gun target types array: ["Air"] or ["LandVehicle"] or ["Men"] or ["Air", "LandVehicle", "Ship"],etc.
// "REMOTE" target type may be used to indicate this unit may target targets locked by other units.
_ttypes        = ["Air","LandVehicle", "Men"];
...
..
.
mando_gun_array = [_disp, _unitpos, _ttypes............];

Within such a config script maybe define half a dozen predefined standard settings for the most common use (AA-gun, MG-nest whatever) and space for self defined configs.
You might want to look at the DGC into the dgc_group_config.sqs and the dgc_edit_me.sqs to get an idea what i mean.

Maybe the Vehicle and the unitpos keep in the scriptcall, but the rest put in such a config file (you could still left the option to manually define in the scriptcall). So the reworked scriptcall would look like this:
Code: [Select]
nul = [sam1, 1, "Standard_AA_gun"] execVM"mando_gun\mando_gunattacker.sqf";
then the script loads the settings for the respective use.

I hope you get the point. I think this would it make easier accessible to more people.


Myke out
Title: Re: Mando Gun ArmA
Post by: Mandoble on 21 Aug 2007, 00:53:42
Was about to add two parameters more  ;)

Script helpers may be created to setup predefined guns, may be I'll do some in the future if have enough time for that. On the other hand, the current parameters, while many, are quite easy to understand. There are no arcane parameters like in mando missile (where I included already several helpers)  ;)
Title: Re: Mando Gun ArmA
Post by: Wolfrug on 21 Aug 2007, 06:39:37
I actually agree a bit there with myke : why not do something like what Kronzky did with his excellent UPS? The basic script-call only needs the unit and the marker, everything else is assumed default unless you specifically call for it. That way it's possible to make the script called exactly as complicated or as easy as is necessary?  :D At least SOME of the parameters should be assumable as default (like, uhm, muzzle velocity?). Not a biggie, though, just a matter of simple use.  :)

I also experimented a bit with calling the sounds directly from the weapons.pbo (cutting down on file sizes etc) but I'm not quite there yet. Speaking of : I don't guess it's possible to, in cases of for instance snipers or machineguns and the like, to rather than rely on the internal sounds/speeds/"salvos" etc of the script when determining stuff simply let the gun fire normally (maybe at an invisible target or somesuch, or using some other scripting method) and then simply pick up the bullets fired and put them away somewhere/redesign their flight paths? But I guess that's going a bit too far outside the scope of these scripts. :)

Great stuff anyway, as always, Mandoble!

Wolfrug out.

Title: Re: Mando Gun ArmA
Post by: Mandoble on 22 Aug 2007, 13:19:54
Jason, is your missing { problem gone already? If not, attach here your mission so I can examine it.
Title: Re: Mando Gun ArmA
Post by: MattiusRochelle on 23 Aug 2007, 01:36:52
This is the best thing in the world, doesnt need made easy just needs a read me to tell you what the parameters are.. Lots of params is what makes it unique.
Title: Re: Mando Gun ArmA
Post by: Mandoble on 23 Aug 2007, 02:17:26
Well, this is the current header of mando_gunattacker, more or less like a readme  ;)

Quote
mando_gunattacker.sqf v1.2
 August 2007 Mandoble

The purpose is to add an automatic lock on/gun fire system for a unit
More than 1 system may be added to a single unit (but not at the same firing place.


 Sintax:
[disp, unitpos, ttype, quantity, min range, max range, muzzle velocity, rounds per salvo, rate of fire, max dispersion array, time to aim, detonate?, firing gun, ammo type, firing pos, gun barrel length, scan arc, minknows, enemy sides, antimissile?, gun initially ON?, Radio Messsages?, radar on sound, radar off sound, shot sound] exec"mando_gunattacker.sqf"

 disp: gun armed vehicle
 unitpos: gun armed unit position inside vehicle: 0 driver, 1 gunner, 2 commander.
 gun target types array: ["Air"] or ["LandVehicle"] or ["Men"] or ["Air", "LandVehicle", "Ship"],etc. "REMOTE" target type may be used
                         to indicate this unit may target targets locked by other units.   
 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.
 max dispersion array: [hor, vert] in degrees, max dispersion at 400m.
 time to aim: time needed to aim to the target in seconds.
 detonate?: true/false, if true an small explosion will happen when round if close to the target.
 firing gun: The gun class which will fire, "" if none.
 ammo type: ammo class use to fire, for example "B_23mm_AA", "B_20mm_AA", "B_30mmA10_AP", "B_30mm_HE", "B_127x99_Ball", etc.
 firing position: relative firing position of the salvo to the launcher (vehicle or unit parameter).
 gun barrel length: aproximate length of the gun in meters
 scan arc: arc in front of the firing unit where targets may be locked, 90 means from -45 degrees to the left to
           +45 degrees to the right, 360 will lock on any target in range, 180 will lock on any target in front
           of the firing unit (from -90 to the left to +90 to the right).
 minimum knowledge: Minimum knowledge of the target from 0 (nothing, STANDOFF attacks) to 4 (everything).
 enemy sides: array with sides considered enemy (west, east, resistance, sideEnemy and/or civilian)
              note: empty units side is civilian
 Able to track and fire against incomming missiles? (true/false)
 Initially active: true/false. If false, the unit may be activated writing a true into its "mando_gunattacker_on" variable.
 Radio initially on: true/false. If false, it may be turned on when needed writing a true into its "mando_gunattacker_radio" variable.
 Radar ON sound resource name (defined in description.ext), "" if none.
 Radar OFF sound resource name (defined in description.ext), "" if none.
 Shot sound resource name (defined in description.ext).
Title: Re: Mando Gun ArmA
Post by: MattiusRochelle on 23 Aug 2007, 14:44:33
Ah thanks ill create a more readable colour coded version?  :good:
Title: Re: Mando Gun ArmA
Post by: MattiusRochelle on 23 Aug 2007, 17:37:33
Sintax:

[disp,  unitpos,  type,  quantity,  min range,  max range,  muzzle velocity,  rounds per salvo,  rate of fire,  max dispersion array,  time to aim,  detonate?,  firing gun,  ammo type,  firing pos,  gun barrel length,  scan arc,  minknows,  enemy sides,  antimissile?,  gun initially ON?,  Radio Messsages?,  radar on sound,  radar off sound,  shot sound]

 Disp:-  Name of the Gun or Vehicle

 Unitpos: Gun armed unit position inside vehicle: 0 driver, 1 gunner, 2 commander. [ Usually Gunner ]

 Type: Array for what type of units the gun will target ["Air"] or ["LandVehicle"] or ["Men"] or ["Air", "LandVehicle", "Ship"],etc. "REMOTE" target type may be used to indicate this unit may target targets locked by other units.

 Quantity: number of salvos loaded into this unit. [ Number of Rounds Unit Has ]

Min range: Closer than that, the system will not attack units.

Max range: Maximum Range Unit Will Target Enemy

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.

 max dispersion array: [horizontal, vertical] in degrees, max dispersion at 400m.

 time to aim: Time needed to aim to the target in seconds.

 detonate?: true/false, if true an small explosion will happen when round if close to the target.

 firing gun: The gun class which will fire, "" if none.

 ammo type: Ammo class use to fire, for example "B_23mm_AA", "B_20mm_AA", "B_30mmA10_AP", "B_30mm_HE", "B_127x99_Ball", etc.

 firing position: Relative firing position of the salvo to the launcher (vehicle or unit parameter).

 Gun barrel length: aproximate length of the gun in meters

 Scan arc: arc in front of the firing unit where targets may be locked, 90 means from -45 degrees to the left to +45 degrees to the right, 360 will lock on any target in range, 180 will lock on any target in front of the firing unit (from -90 to the left to +90 to the right).

Minimum knowledge: Minimum knowledge of the target from 0 (nothing, STANDOFF attacks) to 4 (everything).

 Enemy sides: array with sides considered enemy (west, east, resistance, sideEnemy and/or civilian) note: empty units side is civilian

 Antimissile: Able to track and fire against incomming missiles? (true/false)

 Initially active: true/false. If false, the unit may be activated writing a true into its "mando_gunattacker_on" variable.

Radio initially on: true/false. If false, it may be turned on when needed writing a true into its "mando_gunattacker_radio" variable.

 Radar ON sound resource name (defined in description.ext), "" if none.

 Radar OFF sound resource name (defined in description.ext), "" if none.

 Shot sound  resource name (defined in description.ext).
Title: Re: Mando Gun ArmA
Post by: Mandoble on 23 Aug 2007, 19:04:55
Thanks Matt  :)
Title: Re: Mando Gun ArmA
Post by: ViperMaul on 26 Aug 2007, 04:05:11
Wow Thanks Matt!
And thanks Mando for this script.
We are looking to implement this into our next tournament along with your Artillery Script and of course your MMA v2.2.
Title: Re: Mando Gun ArmA
Post by: Luke on 15 Jul 2008, 18:50:00
Mando,

Can you put a working gun on a plane object?

Thanx for the replies, as always.

Luke
Title: Re: Mando Gun ArmA
Post by: Mandoble on 15 Jul 2008, 19:46:01
Yes, but surely you can do that too  :P Just try it. Note that Mando Gun works defining acquisition angle limits, so the cannot is supposed to be able to move, which means that it might be well suited for something like the guns of attack choppers or C130 gunships, but not as fixed gun for a fighter.
Title: Re: Mando Gun ArmA
Post by: Luke on 16 Jul 2008, 04:44:23
Mandoble,

Is there a way to have it gimballed with say a 200 cone of fire and not be the 200 at the front of the plane (i.e. not be +100, but rather 260-2800).

Thanx for the replies, as always.

Luke
Title: Re: Mando Gun ArmA
Post by: Mandoble on 16 Jul 2008, 09:13:25
Part of the header of mando_gunattacker.sqf explaining scan arc parameter:

 scan arc: arc in front of the firing unit where targets may be locked, 90 means from -45 degrees to the left to
           +45 degrees to the right, 360 will lock on any target in range, 180 will lock on any target in front
           of the firing unit (from -90 to the left to +90 to the right).
           or
           array with arc and delta. Delta is an angle to add to the direction of the firing unit. For example, a gun
           able to engange targets to the left of the firing unit in an arc of 90 degrees [90,270].

You may see the same parameter more graphically explained in the mando missile help (http://www.terra.es/personal2/matias.s/mma_readme.htm#t14).
Title: Re: Mando Gun ArmA
Post by: Luke on 18 Jul 2008, 20:42:12
Note that Mando Gun works defining acquisition angle limits, so the cannot is supposed to be able to move, which means that it might be well suited for something like the guns of attack choppers or C130 gunships,

Tried it,

The GCC init-ed then nothing, would look forward to using this for an AC-130.

Thanx for the replies, as always.

Luke
Title: Re: Mando Gun ArmA
Post by: Kremator on 03 Aug 2008, 10:30:30
Mandoble, now that we have a BRILLIANT Mando Bombs 1.57, how would we go about replacing the hellfires on the reco plane with the gun?  Is it simple to script?

[TAO] Kremator
Title: Re: Mando Gun ArmA
Post by: Mandoble on 03 Aug 2008, 11:48:58
It should be quite easy to script, but the reco plane would fire from a "virtual" gun as it would not be able to use any gun firing only forward. So, a harrier would have something like a virtual gun pod similar to that on the Cobra, not sure if this is the effect you are looking for.
Title: Re: Mando Gun ArmA
Post by: Kremator on 03 Aug 2008, 15:21:07
I dont think the virtual pod would be a problem.  I think that it would effectively model the AC130 until a proper model comes out.  Would LOVE to see the ground getting peppered with rounds taking out a target :)

[TAO] Kremator

Title: Re: Mando Gun ArmA
Post by: Luke on 11 Aug 2008, 03:32:32
Agreed,  :)

I love a good bomb run or chopper gunship run or missile strike, but having an actual fixed-wing GUNship hanging around for several minutes dropping several pounds of lead and high-explosives on target per second is something a lot of people are craving right now.  ;)

It would most definately be a welcome sight to see it flying over your shoulder to the target, and inspire fear in the hearts of all non-AI opponents on it's business end.

Plus, maybe add an option for rate of fire in Rounds/min, and be able to adjust the time between salvos rather than salvos per minute, and also a player version for it. 

That, and it might make a killer tail- and ball-turret gun for a WWII style long-distance bomber.

Hope these ideas help, because you, Mandoble, have quite a bit of hidden potential hidden potential for some serious addon-unlocking power hidden in this snippet of script you made here.  I absolutely can't wait to see what you can do with future iterations of MandoGun.

Luke
Title: Re: Mando Gun ArmA
Post by: Luke on 22 Aug 2008, 21:19:33
Mando,

How would one manually call "mando_gun.sqs"?

I have tried but no is created.

Luke
Title: Re: Mando Gun ArmA
Post by: Mandoble on 22 Aug 2008, 22:10:41
You need to pass all the required parameters:
Code: [Select]
_launcher     = _this select 0;
_posini       = _this select 1;
_firinggun    = _this select 2;
_barrellength = _this select 3;
_target       = _this select 4;
_maxdisp      = _this select 5;
_detonate     = _this select 6;
_ammotype     = _this select 7;
_muzzlevel    = _this select 8;
_effects      = _this select 9;

You can find their description in mando_gunattacker.sqf header.
_effects set to true generate smoke and tracers particles.
Title: Re: Mando Gun ArmA
Post by: Luke on 22 Aug 2008, 22:31:44
What I am trying to do (if you had not gotten my PM), is create either an actual (using a harrier model) or a simulated AC-130, so as of now I have a script based on your mando gun:

Code: [Select]
private ["_launcher", "_posini", "_firingdir", "_log", "_target", "_posm", "_speedmax", "_distance", "_barrellength", "_maxdisp", "_detonate", "_ammotype", "_wdir", "_dispersion_h", "_dispersion_v", "_offset_y", "_muzzlevel", "_vel", "_vel1", "_vel2", "_vel3","_mis", "_effects"];

_launcher     = _this select 0;
_posini       = _this select 1;
_firingdir    = _this select 2;
_barrellength = _this select 3;
_target       = _this select 4;
_maxdisp      = _this select 5;
_detonate     = _this select 6;
_ammotype     = _this select 7;
_muzzlevel    = _this select 8;
_effects      = _this select 9;
_rounds       = _this select 10;
_int          = _this select 11;
_i=0;

While {_i<_rounds} do
{
[_disp, _firingpos, _firinggun, _barrellength, _blanco, _maxdisp, _detonate, _ammotype, _muzzlevel, _effects]execVM"mando_gun\mando_gun.sqf";
sleep _int;
_i=_i+1;
};

This is my attempt to fire a salvo of rounds using mando gun, yet nothing happens.

Do help!

Luke
Title: Re: Mando Gun ArmA
Post by: Mandoble on 22 Aug 2008, 22:48:42
_blanco -> _target.

As said before, wait for next version of mandogun, current one is quite capable against targets near the same level or higher than the firing unit, but not as accurate against targets way below.
Title: Re: Mando Gun ArmA
Post by: Luke on 22 Aug 2008, 23:40:30
Still nothing happens

Luke
Title: Re: Mando Gun ArmA
Post by: Luke on 03 Sep 2008, 04:20:17
Mando, is there a way to calibrate lead for the gun so that, if engaging a plane from the side, the bullets would hit the pilot, or a fuel tank?

Luke
Title: Re: Mando Gun ArmA
Post by: Luke on 14 Sep 2008, 23:30:08
Mando, I know there will be stealth classes in MMA 2.4

Will this be the case with the new Mando Gun version??

Luke
Title: Re: Mando Gun ArmA
Post by: Mandoble on 14 Sep 2008, 23:41:45
You may already add that condition to current version of mando gun. Open mando_gunattacker.sqf, look for:
Code: [Select]
      _list = [];
      if (_createtrigger) then
      {
         _trigger setPos getPos _disp;
         if (count _ttypes > 0) then
         {
//            {if (fuel _x < 1.0) then {_list = _list + [_x]}} forEach list _trigger;
            {if ((driver _x != _x) || (_menpresent)) then {_list = _list + [_x]}} forEach list _trigger;
         };
      };

And change the forEach condition:
Code: [Select]
            {
               if ((driver _x != _x) || (_menpresent)) then
               {
                  if (!(typeOf _x in my_list_of_stealth_classes)) then
                  {
                     _list = _list + [_x]
                  };
               }
            } forEach list _trigger;
Title: Re: Mando Gun ArmA
Post by: Luke on 21 Sep 2008, 19:41:49
Mando,

What ideas do you have in mind for future mandogun versions?

Luke
Title: Re: Mando Gun ArmA
Post by: Mandoble on 21 Sep 2008, 19:54:26
Just to add some optimizations.
Title: Re: Mando Gun ArmA
Post by: Luke on 21 Sep 2008, 20:46:10
Honestly, I was hoping for specifics.

Luke
Title: Re: Mando Gun ArmA
Post by: Mandoble on 21 Sep 2008, 21:18:09
For example, better aiming against moving targets well below the gun (case of the guns + Hercules). Actually it is good against higher targets or a bit lower, but for some reason it doesnt predict pretty well the aiming point for way lower targets. It will also consider the array of stealth planes, which will affect both, mando gun and mando missiles.
Title: Re: Mando Gun ArmA
Post by: Luke on 22 Sep 2008, 03:19:50
Mando,

Is there a way to control time between salvoes, or in between rounds in salvoes,
as I know salvoes per minute is a max, but how are the waits calculated?

BTW,
Can't wait for (or at least a simulation of) the Hercules.

Hope you add it to your air support console.

Anyway,
Best of luck!

Luke
Title: Re: Mando Gun ArmA
Post by: Mandoble on 22 Sep 2008, 10:36:31
About your question, yes, read the mando_gunattacker script header for more info.
Title: Re: Mando Gun ArmA
Post by: Luke on 23 Sep 2008, 00:32:48
Mando, with due respect,

I considered that but could not find/recognise anything that would yield this.

Luke
Title: Re: Mando Gun ArmA
Post by: Mandoble on 23 Sep 2008, 00:40:17
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).
Title: Re: Mando Gun ArmA
Post by: Luke 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
Title: Re: Mando Gun ArmA
Post by: Mandoble 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.
Title: Re: Mando Gun ArmA
Post by: Luke 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
Title: Re: Mando Gun ArmA
Post by: USM-CPT.Dyson 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.
Title: Re: Mando Gun ArmA
Post by: Luke 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
Title: Re: Mando Gun ArmA
Post by: Mandoble 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
Title: Re: Mando Gun ArmA
Post by: USM-CPT.Dyson 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.
Title: Re: Mando Gun ArmA
Post by: Luke 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:
Title: Re: Mando Gun ArmA
Post by: USM-CPT.Dyson 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.

Title: Re: Mando Gun ArmA
Post by: Luke 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)?