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Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Mandoble on 25 Mar 2007, 22:55:01

Title: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 25 Mar 2007, 22:55:01
(http://www.terra.es/personal2/matias.s/mma.jpg)

- Simulate most existing missile/torpedo in real-life using any object class present in ArmA able to move.
- Full MP support.
- Add chaff or flares missile defense systems to any AI unit, AI units defending with chaff or flares automatically.
- Add a player controlled Missile Control Center to any playable vehicle.
- Add automatic missile systems to any AI vehicle, AI units enganging with their missiles by their own.
- Add chaff or flares to player vehicles.
- Ammo trucks able to reload missiles and flares/chaff.
- Missiles intercepting missiles.
- Missiles hitting targets now reward with score to the players in the crew of firing units.
- ArmA missile replacement. Now you may replace easily any missile fired in ArmA by a MMA one.
- Remote targeting added. Players or AI may attack targets locked by other units (for example, using laser designators).
- Customizable MCC colours.
- Up to 8 different missile systems per vehicle (what about modeling a big battleship?).
- Visual and MCC (dialog based) locking, tracking and firing systems for players.
- AI units now are able to reload missiles by their own if close enough to an ammo truck.
- Missile systems may be added to units by type or by name. You may add missile systems to every units of the indicated class with a single script executed in your init.sqs or init.sqf.
- Keys and key descriptions used to drop flares/chaff, lock on targets and fire missiles cuztomizables from mandomissile_init.sqf.
- Fully customizable warheads, smoke trails and launch FX scripts.
- More than 30 configurable parameters for missiles (seeker range, endurange, agility, seeker scan arcs, flight profile, etc).
- You may now configure missile reload times after firing for MCCs.
- Anti-radar systems.

Mando Missile ArmA v2.3 (http://www.ofpec.com/ed_depot/index.php?action=details&id=536&game=ArmA&type=sc&cat=we) (please, do not mirror this resource yet)

Mando Missile online help (http://www.terra.es/personal2/matias.s/mma_readme.htm)

Mando Missile demostration videos (http://www.youtube.com/view_play_list?p=9D5E9D77BF7E0441)


Attached below there are two extra basic usage examples:
- basic_missile.Sara: Basic example with two targets (a near chopper and a far away tank) and two radio triggers. The basic firing script is basic_missile.sqs, inside you will find all the firing parameters so you may play with them at will. This example uses the addon, so you dont need to modify or create any description.ext file.

- mando_laserbomb.Sara: A Su34 will support you with laser guided bombs. Call of support using the radio, use the laser designator to paint targets and validate them while the Su34 aproaches the area. This example uses the addon too, so you dont need to modify or create any description.ext file.

Attached below you will find mma_air_combat.Sara.zip. While it is a fully playable mission SP or MP, it is inteded as an example of Mando Missile integration with addons. Inside you will find mma_bis_su34_init.sqf, mma_bis_su34b_init.sqf and mma_bis_av8b2_init.sqf. Three example scripts which are executed from the init field of the planes in the mission, but these script might also be executed from the "Init" EH (or Extended EH) of an addon derived from Su34, Su34B or AV8B2. If Mando Missile is not present in the mission, the planes will behave like normal ones, but if MMA 2.3 or above is present, the planes will reconfigure themselves to use MMA systems. The script activates/deactivates AI/human systems depending on who is into each position of a plane, human or AI.

In the example mission you may fly as OPFOR, BLUFOR or keep grounded as civilian observer.


Update Jan 6 2009
NEW MMA 2.35B teaser
Attached below you will find MMA235_teaser.Intro.zip, which is a teaser of MMA 2.35B new HUD system. Do not mirror, do not include it into any addon and use it only for testing purposes as MMA 2.35 is already quite close to be public.

All mando missile functionalities not used in the teaser demo have been removed to save space.
The new mando_missilevehicle3.sqf HUD handler present in the demo will be heavily modified before 2.35 final verions to allow the customization of several hardcoded parameters in a similar way as current 2.35 TV systems.

MMA 2.35 teaser video, Falcon 4 style (http://www.youtube.com/watch?v=sZjeHRYQNEo)

Example video of MMA 2.35B (http://www.youtube.com/watch?v=nlwHpvPsRcA)
Title: Re: Mando Missile ArmA
Post by: DeanosBeano on 26 Mar 2007, 00:04:47
 no need to thank me m8, i had a fantastic time messing with it.

 you must sleep eat and pee math , your a genius
 
 hope you get the credit for eveyrthing that will spawn from these scripts.

 fanatastic stuff well done there mando

Title: Re: Mando Missile ArmA
Post by: ViperMaul on 02 Apr 2007, 22:38:21
Mandoble,

I took all day Friday and reviewed your scripts and WOW. Excellent work!!
My job is to use the your automatic Missile Defense System as well as the Manual key press to trigger Chaffs or Flares.
I've got them deploying but I have not been unable to prove that they actually work with STOCK stinger and strella missiles that come with the game.

The tournament I am working with wants to hold off in using the mando missiles until they pass it through the balance team.
This week I am slammed with RL work and was hoping you can tell me what I need to do to confirm that your scripts supports (especially the flares) attracting the standard hand-held stingers and the handheld strellas as these are what I prefer to call them NON-mando missiles.

My thought was to pass on the launcher, the missile type, and target to the mando_missile.sqf script with blank characteristics and hope that would be enough. But I noticed the mando_missile.sqf seems to also uses the createvehicle command in which leads me to believe the script creates the missile as well.

My goal is to adapt your flare script to potientially fool & redirect stock missiles in the game: the stinger and the strella missile.
Would you be so kind as to give me direction in my goal?

ViperMaul
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 02 Apr 2007, 22:47:19
Also another question about the mando_missileecm.sqf script.

I am very new to scripting but I am learning fast.
My tournament is very concerned with server stress imposed by scripts. Also though they are not scripters themselves yet.
My question is this two-fold. I see in this .sqf script that there is a while do loop.

1) In General, in looking at any script from the community how can I tell if a script is being run on the server only or on the client's machine only?  I assume this is one key factor in causing stress to a server, right?

2) Does the mando-missileecm.sqf script run only on the client's machine? So if I have 5 Ka50 attack helos flown by 5 different human players does this while do loop run on the 5 separate client machines and NOT on the server-side? If not how can this be modified to work while running only on the client-side?

Thanks for your help.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 02 Apr 2007, 23:03:00
Certainly mando_missile.sqf creates and controls the missile, so you may use a Stinger or a Strella as models, but they would be mando missiles, not ArmA ones. Chaff and flares are known by mando missiles, but not by ArmA ones so you need to make some changes there.

mando_chaffflares.sqs generates the chaff or flares effect, but also creates a gamelogic at drop position, this gamelogic is stored into "mando_missilechaff" variable of the launcher vehicle. Then you may create an event handler "incomming missile" type attached to the units you want to have chaff/flares. If the event is triggered and "mando_missilechaff" plane/chopper variable is not null nor nil, then you may interfere with the missile, check that and apply the interferences just from the incomming missile eventhandler script. Now, you only need to affect continuously the vectorDir, vectorUp and velocity vector of the ArmA missile so it moves out of target adcquisition range. You may apply the same principle to a plane simulating real active ECM, if ECM is ON, any missile incomming to friendly units may be affected. Hope this is so far clear enough.

Now about MP, Mando missile scripts have not been designed/tested for MP, so I dont really know how compatible they would be. I suspect that current scripts are way complex to MP, so probably much simplifier ones would be needed.
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 03 Apr 2007, 00:51:08
Thank you greatly for the quick reply!!
I've taken a minute to understand your reply. And I feel good I have done most everything you've mentioned up to the part about applying the interference.

Now I am trying to find within your scripts the code where you actually apply that interference. If you can direct me that would be great. But you have already given me the clue with the "mando_missilechaff" variable with the launcher.

Thank You!
Title: Re: Mando Missile ArmA
Post by: Mandoble on 03 Apr 2007, 01:01:16
Remember that my interference is for mando missiles, not for arma missiles. mando_missile.sqf checks continuously for the existance of chaff dropped by missile's target. If present and the missile is flying in active mode, the new target for the missile is the logic attached to the chaff / flares (this is what you may call interference). Chaff routine deletes the chaff cloud after few seconds, and then the missile will try to track its original target again if it is still inside missile's vertical and horizontal scan arcs.

But for ArmA missiles you will not be able to change their targets, you need to affect their velocity vector, vectorUP and vectorDir to "simulate" a deviation, at least a slight one so it cannot track its real target anymore.

To start with, you may try to detect the presence of chaff when missile is incomming, if the missile is closer to the chaff than to the target, delete missile's object. If everthing goes well, in next try instead of deleting it, pick up its current velocity vector and apply it in a continuous loop for 2 seconds (the missile will fly straight without turning). That may be enough for your case.
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 03 Apr 2007, 02:13:57

First a comment on Chaff / Flares. The SA7 and the Strella, the best google has supplied me is these are IR heat seeking missiles. So I am focusing on Flares. Right?


If I have correct information this code from the mando_missile.sqf is the code that changes the direction IR missiles affected by flares right? if not perhaps you can point me to the example of your code that interferes with the heat-seeking type of missile?


Code: [Select]
while {!_finish} do
{
   if (_mode == 2) then {_target = _rtarget;};

   _chaff = _rtarget getVariable "mando_missilechaff";
   if (isNil ("_chaff")) then{_chaff = objNull;};

   if ((!isNull _chaff)&&(_mode == 2)&&((_mis distance _chaff) < _radarrgn)) then {_target = _chaff;};

   _follow = true;
   _dir = getDir _mis;
   if ((_speed +_accelfact) < _speedmax) then {_speed = _speed + _accelfact;};


   if ((getPos _mis select 0)>1) then
   {
      _posm = getPos _mis;
   };


   if (!isNull _target) then
   {
      _velt = velocity _target;
      _spdt = speed _target;
      _intercepttime = _spdt * 0.5/300;
      _post = [(getPos _target select 0)+(_velt select 0)*_intercepttime,(getPos _target select 1)+(_velt select 1)*_intercepttime, (getPos _target select 2)+(_velt select 2)*_intercepttime + _sealeveloffset];

....


Another question.
So which Mode (0. 1. or 2) == heat seeking mando_missile here in your code?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 03 Apr 2007, 13:18:46
If you plan to use mando missiles instead of ArmA ones, then just use initial mode = 2 (missile's seeker active at launch time) for your IR ones. In this case, you dont need any extra code to make these missiles to follow flares dropped from their targets, as it is already implemented.

Now, about the code you post there, note that the only change for the missile script with the presence of flares (or chaff, it is the same with different visual effects) is the current missile target.

Code: [Select]
if ((!isNull _chaff)&&(_mode == 2)&&((_mis distance _chaff) < _radarrgn)) then {_target = _chaff;};

mando missiles in mode 2 will simply track and follow the object stored in _target variable. So, nothing else but changing it, is needed to make the missile to follow the chaff cloud instead of the real target.


But, as said, if you use ArmA missiles you will not be able to change their tartets once they are fired. What you need to do is to mess up with their trajectory, deviating them, or making them to fly straight, so they will not follow (while they will try) the real target for 2 or 3 seconds.

To do that, as said before, you need to modify in a countinuous loop ArmA missile's speed vector, vectorUp and vectorDir, for example, keeping the values present at the moment when the chaff or flares were dropped. This way the missile will fly straight without even turning to catch the target.

None of that is needed if you use mando missiles, as they react when mando chaff/flares are present, so they will really fly towards the chaff or flares cloud, when the chaff or flares dissipate, the missile may be able to track the real target again, if the target is still in the sight of the mando missile.
Title: Re: Mando Missile ArmA
Post by: Nemesis6 on 03 Apr 2007, 17:42:43
Mandoble, I have to say - I found the effects you used just as interesting as the example missions. To tell you the truth, I'm pretty interested in incorporating the explosion effects of the missiles onto units. I knew how to do this in regular OFP, but I'm at somewhat of a loss with SQF files. Could you possibly provide some examples of the explosion effects used elsewhere? I would really appreciate it.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 03 Apr 2007, 18:12:34
ViperMaul, may be this (attached mission example) is what you are looking for. I just incorporated an small example of what is comming in next Mando Missile ArmA release. The Camel and the chopper have flares, two flare packets each, so they'll be able to avoid two missiles, and I mean ArmA missiles, not only mando missiles  :cool2:

Nemesis, check mando_missiles\warheads\mando_missilehead1a.sqf script, it gets two arguments, the position and the target, forget the target as it is meaningful only for the mando missiles, the rest is code for the effects and the explosion (the example you were looking for).
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 04 Apr 2007, 00:19:07
Cool is right. I've looked at it and this will save me some time.
The other cool thing is I was close. All I needed was the tight loop to force the ArmA missile to fly straight. And of course you added some other things I would have discovered I needed as well.  And the Sleep (0.005);  I would not have known to place that there at all I'm sure.

Question the _timeini variable doesn't seem to be used unless I'm temporarily blind. What was your intent there?

This is great! Thanks for your help.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 04 Apr 2007, 00:31:04
   _timeini = dayTime * 3600;
is there because, as I indicated, mando_incomming.sqf is still unfinished (till next mando missile ArmA release). Currently, the missile will be free of interference as soon as flares disapears (while {!isNull (_target getVariable "mando_missilechaff")}). Flares live for 5 seconds, but I may decide to stop flares "disturbance" effect  before flares are gone, that is, after 2 or 3 secs instead of 5. In this case the condition would change to while {dayTime*3600 < (_timeini +3)} do ...

Current mando_missileecm.sqf (as present in the small demo) is effective for both, mando missiles and ArmA stock missiles. But mando_missileecm.sqf is to be used by AI units, you only need to do what it does but when player's hit a key, just like in mando_camel demo mission.
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 05 Apr 2007, 08:14:45
Sorry, I had drama hit today in our tournament plus I had an awards ceremony I had to participate in.
Hey your script works well enough with the Arma Missles!! Excellent! For the first time I got a missile evaded message.  :clap:
I cannot wait for the new improved one.

Thanks again! Now I need to submit it to more human pilot and human AA shooters to put it through its paces. Along with a small multiplayer test. Also we have decided not to use the keypress. We need the automatic deployment for the Helos because the ArmA stingers and Strelas are way to fast to react in time.


For the next version, do you think its possible to send one set of flare position coordinates and use that to constantly change the VectorDir and VectorUP so that flare continously nudges its way toward the flares position for 3 - 5 seconds?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 05 Apr 2007, 09:21:21
so that flare continously nudges its way toward the flares position for 3 - 5 seconds?

Well it was already done in first beta version of Mando Missile (and it is still present in OFP version), but there was a single flare in the air each time, not many (different planes choppers may drop flares are same time, etc, etc). The "named" flare was setposed every fraction of second in the current position of one of the flying particles, so the logic acting as flare was in fact moving with the flare particles. This feature was removed in favour to have many  flares in the air at the same time. You may still move the flare (the logic) changing mando_chaffflares.sqs but you will have no real idea where the flares visual particles are.

Probably you'll find some adaptions are (would be) necesary for MP. I had intentions to test all that in MP and, eventually, to create a separate set of scripts just for MP, but sadly I have no way to test/do this so you better have some MP expert at hand.
Title: Re: Mando Missile ArmA
Post by: Blanco on 09 Apr 2007, 05:03:16
OMG! This is simply brilliant.
I've seen lots of scripts in OFP but this works better than ever could dream of.
The interface (I like the blinking display btw), the way the missile flies, the missile effects... all top notch.

I think we gonna have lots of fun with your scripts in the future, Mandoble

Title: Re: Mando Missile ArmA
Post by: Mandoble on 09 Apr 2007, 13:12:09
Mando Missile Laboratory is a bit example of what is comming in Mando Missile 2.2. It is ready to be used from the editor.

You may play with any present missile parameter, fire from land/air/sea units against land/sea/air/buildings and copy/paste the resulting missile parameter array. Check all the present tooltips as they explain clearly what each parameter affects.

Enjoy  :D

EDIT: Important note, edit the mission and add somewhere one soldier of each side, else the spawn scripts will fail to create units.
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 11 Apr 2007, 01:07:13
Excellent!
I am back on task!
And look what we have here when I come back. New play toys  :clap:

So this Mando Missile Laboratory is a SinglePlayer mission and should be added accordingly?
Or is this .pbo something we should place in our Profile mission folder for our editor?
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 11 Apr 2007, 05:59:28
I moved my tests of my project from single player to multiplayer on a dedicated server with 2 pilots and 2 AA shooters. The mando system worked flawlessly. It really *looks* like the missiles has accepted the flares as the new target.

Next I need to review your scripts for enabling the Ammo Trucks to re-arm the helicopters with new counter-measure packs. Then I can start really adding multiple players on both sides and figuring out a way to look at the server load or impact as a result of the constant loops for every chopper.

I keep wondering if we put a line in there to make sure that the client is the only machine that runs the script missileecm script if it would take the load off the server. But then what happens if the chopper switches pilots. Or perhaps is it better to have the server run all the many different missileecm scripts per vehicle object?

This is going to be cool to learn.

Any thoughts?
Title: Re: Mando Missile ArmA
Post by: h- on 11 Apr 2007, 16:18:37
ViperMaul, do not double post.
If your post is the last one in a thread and you have something to add edit your existing post instead of posting consecutively..
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 12 Apr 2007, 05:11:03
Those posts were almost 5 hours apart. I really wasn't looking.
I will try next time.  :good:
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 13 Apr 2007, 16:21:24
Mando,

So I used your missile reload script as a template to create a chaff/flare reload script and its working.
However, our mission has the ability to spawn in new helos. And those helos are not apart of the array of unit that are allowed to be rearmed with missiles or  chaff/flares. 

I suspect I need to use a global array variable and each time I had a spawn a helo that should have chaff/flares and missiles, I need to also add that vehicle object ID or name to the arrary.

How do I do this? Add a name to an existing global array variable?
Or is there a better way to do this? Or does your next version support this already?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 13 Apr 2007, 18:25:16
The template is just an example you may modify at will, for example, using a global array. In this case you may have a global array per side, that array would be checked by all units running the template instead of passing the array as an argument. So you pass side instead of array or vehicles, depending on side, the reloading vehicles check that player is in one vehicle of an array or another array. You should take care of eliminating destroyed vehicles of these arrays, else you may end will an array with 100 vehicles and 90% of them not existing any more in your game.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 16 Apr 2007, 15:32:15
Before releasing V2.2 I'm planning to include a much simplified missile version, which would be the prototype for a potentially 100% MP compatible version.

This simplified version would lack fancy light and smoke exhaust effects, detonation effects, launch effects, sounds, ground avoidance capability, ability to be intercepted by other missiles and all the code for the interception point calculations and inertial guidance. If this simplified version works well in MP, I'll try to add more and more of the original missile functionality.

What I'm lacking is the ability to setup any real MP test environment, so any help here will be warmly welcome. If you have a dedicated server and want to collaborate with this beta-test, please PM me  :)
Title: Re: Mando Missile ArmA
Post by: Mandoble on 21 Apr 2007, 14:42:09
Small update, laser designator demo with friendly choppers firing hidden behind hills against enemy tanks. Use your laser designator and kill them all.

Enjoy :)
Title: Re: Mando Missile ArmA
Post by: KaRRiLLioN on 21 Apr 2007, 18:50:31
The easiest way to beta test on a dedicated server is to start one on your own machine and connect to it with your client.  Simply create an Arma shortcut with -server after the .exe, then run it.  Start your ArmA client in windowed mode -window.  Now if you go to multiplayer and select LAN, you can see your own dedicated server.  Any tests you run connecting to it would be valid for other dedicated servers.

BTW, I was looking at adding this to RTS-IV, but you say there are some limitations in MP ATM?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 21 Apr 2007, 20:25:34
Well, what I'm trying to find out are just these limitations. Some of them (chaff and flares in MP) are already being addressed but still need to be tested in MP. Another known MP limitation is missile vs missile interception.

In current beta version there are things that runs only on the server but other ones that run on the client, for example, missile control runs on the client owner of the missile (who fired it), it is because that that a dedi server vs 1 client is not enough, similar goes for chaff and flares, you fire a missile against some one, that one notices it and drop flares or chaff. A server, dedicated or not and two or more clients are needed to test all these.

EDIT:
Did some tests with a dedicated server and a client running on same machine with surprising effects. Missiles, chaff and flares and automatic missile launching units did work ok, but spawning scripts were spawning two vehicles every time a target was destroyed. General speaking this is the code in init.sqs
Code: [Select]
...
...
?local server: [blah blah blah]execVm"spawntanks.sqf"
...
...

That should mean that spawntanks.sqf (it keeps an eye to current tank target, if destroyed spawns another) is ran only in the dedicated server. But it seems it executes in both, dedicated server and first client to start the game. Every time the tank was destroyed, two were spawned and running it in a single machine only one was spawned in same conditions.

Now may be dedicated servers needs to take something else into consideration?
Title: Re: Mando Missile ArmA
Post by: KaRRiLLioN on 23 Apr 2007, 17:25:07
If you run it on a dedicated and you have a gamelogic named Server, then that script should run only on the server.

Since many missions already use the gamelogic named "server" what you may want to do is have whatever your init file is check to see if "Server" is defined or not, and if not, then create the gamelogic locally with:

?!Local Player : createVehicle "Logic"

Now, if the server is hosted, then it gets trickier, because the local server also has a local player.

BTW when I tried the test mission with the Strykers on the island and the ship with the cruise missiles, if I got in the Stryker and started the radar, then stayed in the vehicle until the cruise missile hit me, I would die, and seconds later ArmA would crash.  I wonder if there's not some exception in a loop for the death of the player while the radar is running or something.  Anyway, thought I'd mention that.

I read the instructions for adding the missiles, but couldn't find the exact scenario I wanted.  In RTS-IV, when someone builds a Vulcan/Shilka, I'd like that vehicle to have the ability to fire missiles.  So I copied over the mando_missiles folder.  Do the vehicles then need to exec a specific script in order to have the missile work?  I don't want to use the menu interface or anything.  I just want the blasted Vulcans and Shilkas to be able to actually shoot down aircraft.  From what I understand, your scripts add some automation to that, right?  Or am I misinformed?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 23 Apr 2007, 17:31:56
KaRRiLLioN, you are using v2.1 which had not a single test in MP. There is new beta which is what I'm testing in MP. If you are interested into these tests, you may locate my in Messenger (check my messenger icon).
Title: Re: Mando Missile ArmA
Post by: Mandoble on 01 May 2007, 12:56:04
Good news and bad news.

I finally have a 100% MP friendly Mando Missile version. chaff, flares, AI firing units, reloading vehicles, custom smoke trail, explosions and launch FX and MCC working correctly and causing no noticeable lag (thanks very much to ViperMaul for participating in the tests).

I also found the problem described by KaRRiLLioN, game crashing after player being hit by a missile. This is a CRITICAL bug of ArmA (hopefully fixed in next patch). ArmA will crash in MP when any player is killed by any createdVehicle ammo.

And now the bad news, my PC was ruined during a storm and now it refuses to boot. So ATM I cannot access to the last version of MMissile  :weeping:
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 01 May 2007, 23:36:19
We need to get this in the bug database quickly http://bugs.armed-assault.net/.
I could not find it in there. So chances of it being fixed are probably slim.
We also will need a very bare bones example mission file of reproducing this bug.
Then attach it to the newly created bug report.

As I already told you on IM, sorry to hear about your misfortune Mandoble.
Thanks for letting me help test. Everything was working that I could see. It was exciting to see!
Hurry back!!
Title: Re: Mando Missile ArmA
Post by: Mandoble on 02 May 2007, 00:01:41
To demostrate the bug is quite easy. Just create a mission with several playable soldiers, in the init.sqs put:
Code: [Select]
;init.sqs
player addAction ["Kill myself", "killme.sqs"]
exit

And now killme.sqs
Code: [Select]
;A grenade is spawned near the player
_bomb = "GrenadeHand" createVehicle (player modelToWorld [0,2,1.5])
exit

Export the mission to MP and try killing you with the createdVehicle grenade.



EDIT:
Good news  :good:

Ceeeb posted a workaround here (http://bugs.armed-assault.net/view.php?id=2517)

So, to avoid the crash you only need to have a custom onPlayerRespawnAsSeagull.sqs in your mission folder. This is the one I'm using now (quite basic, BTW, but problem gone):
Code: [Select]
;onPlayerRespawnAsSeagull.sqs
_player = _this select 0
_killer = _this select 1
_seagun = _this select 2
? (isNull _killer) : _killer = player
~5
exit

If you are already using a custom onPlayerRespawnAsSeagull.sqs like Kegetys spectating script (which already uses a custom onPlayerRespawnAsSeagull.sqs script) or your mission has BASE or INSTANT respawn type, the problem will be gone too.

Note that the problem with ArmA default onPlayerRespawnAsSeagull.sqs is caused only when the killer is null, which happens every time a player is killed by spawned ammo.
Title: Re: Mando Missile ArmA
Post by: bardosy on 21 May 2007, 10:45:28
Hi Mandoble!

My T-key problem is more complicate as I thought, so I move our discussion from PM to here the forum.
It's a little bit OFF topic, but I hope you could help me.

I stole one of your script from Mando Missile example, when you triggered the missile to a laser target with pressing T-key.
In ArmA mission editor it's work fine. If I save the mission as Single Mission, it's work fine. But when I PBO as a campaign, doesn't work.
A thought: OK, preesing a key doesn't work in campaign, so I will change the triggering mechanism to Action Menu. And I made a new menu item, which triggered the same script, except the 'if' pressing button. And the effect was same: in editor or single mission works fine, but in campaign doesn't. So the problem is in the script not the triggering mechanism.

This is the script (I rework it a little bit):
Code: [Select]
_launcher = launcher;
_dirini = 0.0;
_lasers = [];
_firstlaser = objNull;

   if (rockets > 0) then
   {
      _lasers = (getPos player) nearObjects["LaserTarget",1000];
      if (count _lasers > 0) then
      {
         player sideChat format["%1 I have a target for you", name gunner _launcher];
         Sleep 2;

            _firstlaser = _lasers select 0;
            gunner _launcher sideChat format["Roger %1, missile on the way, keep the laser lock.", name player];
            if (!isNull _firstlaser) then
            {

_missilebody      = "Bo_GBU12_LGB";
_dir              = getDir _launcher;
_pos              = _launcher modelToWorld [0,2,1.25];
_vangle           = 30;
_speedini         = 5;
_speedmax         = 150;
_acceleration     = 1;
_target           = _firstlaser;
_boomrange        = 2;
_activerange      = 600;
_modeinit         = 0;
_cruisealt        = 180;
_boomscript       = "mando_missiles\warheads\mando_missilehead2a.sqf";
_smokescript      = "mando_missiles\exhausts\mando_missilesmoke1a.sqf";
_soundrsc         = "";
_sounddur         = 29;
_endurance        = 60;
_terrainavoidance = true;
_updatefreq       = 999;
_delayinit        = 0;
_timetocontrol    = 0;
_detectable       = false;
_debug            = false;
_launchscript     = "";

                _res = [_launcher, _missilebody, _pos, _dir, _vangle, _speedini, _speedmax, _acceleration, _target, _boomrange, _activerange, _modeinit, _cruisealt, _boomscript, _smokescript, _soundrsc, _sounddur, _endurance, _terrainavoidance, _updatefreq, _delayinit, _timetocontrol, _detectable, _debug, _launchscript]execVM"mando_missiles\mando_missile.sqf";
rockets = rockets - 1;
               
            }
    else
            {
                gunner _launcher sideChat format["Sorry %1, there is no laser signal.", name player];
            };
      }
      else
      {
          gunner _launcher sideChat format["Sorry %1, there is no laser signal.", name player];
      };
   }
   else
   {
      gunner _launcher sideChat format["Sorry %1, we ran out of missiles.", name player];
   };

And this is the line in the init.sqs:
Code: [Select]
player addAction ["Tomahawk", "tomahawk.sqf", [], 5, false, false, "T"]
Title: Re: Mando Missile ArmA
Post by: Mandoble on 21 May 2007, 11:35:52
Do you get this radio message?

player sideChat format["%1 I have a target for you", name gunner _launcher];
Title: Re: Mando Missile ArmA
Post by: bardosy on 21 May 2007, 12:01:00
In mission editor and single mission YES. But in campaign I got nothing: not a radio message, not an error message.
This script doesn't RUN in campaign... :(


Maybe some global variable...? I have no other idea.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 21 May 2007, 12:27:43
First of all, yes, this is absolutelly offtopic here  :whistle:

Add the following hint at the beginning:

Code: [Select]
Hint format["Rockets:%1, Launcher:%2, Driver:%3", rockets, launcher, driver launcher]

These are the globals involved in your script. If any of these is null your script will not work.

Title: Re: Mando Missile ArmA
Post by: johnnyboy on 13 Jun 2007, 07:03:35
Mando, this is one incredible script. 

My scripting talents are limited to getting soldiers to sit in the outhouse!   ::)

I was trying your demo mission using arma version 1.08, and got an error.   Figured you would be interested.  See attached screenshot.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 13 Jun 2007, 09:23:24
johnnyboy, that is not a problem of 1.08 but a problem generated by a 100% perfect shot, that is, where the angle difference between the missile and the target is not even 0.0000001 but just 0. This problem is fixed in V2.2 (not public yet), you may apply the following change there (mando_missile.sqf) to avoid the problem in v2.1:
Code: [Select]
      _turn = _dif/_difabs;

by

Code: [Select]
   if (_difabs != 0) then
   {
      _turn = _dif/_difabs;
   }
   else
   {
      _turn = 0;
   };
Title: Re: Mando Missile ArmA
Post by: drafz on 16 Jun 2007, 12:12:44
Hi !!


i would know if mandoble could think about ask gigan permission to use his superb nuclear blast scripts.
gigan made a scud , but this part of his works isn't the best 's one.

However , his nuclear explosion is absolutly wonderfull . and i would like to know if you could include it in your mando missile gears.

 Here is my personnal test mission of manual nuclear ignition  (http://rapidshare.com/files/37487118/nuked.Sara.pbo.html)
there is only 2 radio trigger. the 2nd call the nuclear blast script.
Unfortunly , i don't have your skillz in scripting , andi don't have any idea of how join a ballistic missile with this sqs script.
i simply create a marker, then make bomb explode on it.

this script (only , not scud procedure)  is MP compliant, AFAIK , i tested it with 2 player , but GIG_scud addons must be installed on all parts because some part of script call some in the addons pbo even if you include them in your mission folder.






Title: Re: Mando Missile ArmA
Post by: Mandoble on 16 Jun 2007, 12:23:20
Draft, in Mando Missile you may create your own warheads, the warhead script is passed as an argument to mando_missile.sqf script, so you may create as many as you want with as many effects as you want. I just included two example warhead scripts in V2.1 (look into mando_missiles\warheads folder).

Mando Missile V2.2 is done and I'm now fighting my lazyness to make it public. V2.2 is fully MP compatible and with many more aditions as well as some new warhead script examples. But, as with V2.1, warhead, exhaust smoke and launch scripts are parameters of the missile script (or missile launcher units scripts) so you may create your own ones as long as some parts of the code of the example scripts are keep untouched (these related to award score to the launcher unit when the target is destroyed). But anything else is custom, you may pick up the effects of that nuclear explosion and implement them into a new warhead script easily.
Title: Re: Mando Missile ArmA
Post by: drafz on 16 Jun 2007, 12:32:11
thanks you mate, i will works on it  :good:

edit: Can i add warhead script in sqs format ?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 16 Jun 2007, 12:57:12
Nope  :P only sqf. Believe me, much easier than with sqs. But if you have problems with sqf code and want to convert some warheads in sqs format, just post here the scripts and I'll try to convert them.
Title: Re: Mando Missile ArmA
Post by: drafz on 16 Jun 2007, 13:16:40
here it is .

the main exp.sqs script or expnod(amage).sqs are used to called the particle effects. and there are many sqs file  :weeping:
may the force be with you  :good:
Title: Re: Mando Missile ArmA
Post by: Mandoble on 16 Jun 2007, 13:29:41
Much easier than expected  :D

Just a simple derivation using mando_missilehead1a.sqf present in V2.1


I just deleted all the FX code in the original sqf script and replaced them by a simple exec of the nuclear script.
Sadly, that script does not consider explosion height, only X and Y, so no aerial nuclear blasts.

Code: [Select]
// mando missile warhead type 1
// mando_missilehead1a.sqf v1.0
// Jan 2007 Mandoble
//
// General explosion script for mando missiles
// This script may be used as explosion script argument for mando_missile.sqf
//
// Big smoke and falling smoke debris
// Medium power explosion (equivalent to M_Ch29_AT missile).

private ["_pos", "_target"];

_pos = _this select 0;
_target = _this select 1;




[_pos select 0, _pos select 1] exec "\GIG_Scud\exp.sqs"




_pos2 = [_pos select 0, _pos select 1, (_pos select 2)];
_b2 = "Bomb" createVehicle _pos2;
_b2 setPos _pos2;
_b1 = "M_Ch29_AT" createVehicle _pos;
sleep 0.05;
deleteVehicle _b2;
exit;
Title: Re: Mando Missile ArmA
Post by: drafz on 16 Jun 2007, 13:59:48
thanks a lot .
i will try to use that. if i do face any problem, i will ask you again  :whistle:

edit:

damn it !!! there are more than ten arguments for launch the script :weeping:
Quote
Initial horizontal direction (usualy, the direction of the launcher)


i dont know what is it. could you write me a script launcher example please?

Title: Re: Mando Missile ArmA
Post by: Mandoble on 16 Jun 2007, 16:06:27
Look in this thread for the MandoMissileLab mission, open from editor and add somewhere one unit of each side. Then open the mission folder and place your warhead script in the mando_missiles/warheads folder, and preview the mission. Open the dialog and select your script as warhead script, then just fire a vehicle vs vehicle missile.
Title: Re: Mando Missile ArmA
Post by: drafz on 16 Jun 2007, 16:51:36
i used that:


launch.sqs:

Quote
_launcher         = _this select 0
_target           = _this select 1


_missilebody      = "Bo_GBU12_LGB"
_dir              = getDir _launcher
_pos              = [(getPos _launcher select 0)+Sin(_dir)*4,(getPos _launcher select 1)+cos(_dir)*4, (getPos _launcher select 2)+10]
_vangle           = 0.0
_speedini         = 2.0
_speedmax         = 300
_acceleration     = 1
_boomrange        = 50
_activerange      = 1000
_modeinit         = 0
_cruisealt        = 900
_boomscript       = "mando_missiles\warheads\mando_missileheadnuke.sqf"
_smokescript      = "mando_missiles\exhausts\mando_missilesmoke1a.sqf"
_soundrsc         = "missile_thrust"
_sounddur         = 120
_endurance        = 120
_terrainavoidance = true
_updatefreq       = 6
_delayinit        = 0
_delaycontrol     = 0
_detectable       = true
_debug            = true
_launchscript     = ""

_res = [_launcher, _missilebody, _pos, _dir, _vangle, _speedini, _speedmax, _acceleration, _target, _boomrange, _activerange, _modeinit, _cruisealt, _boomscript, _smokescript, _soundrsc, _sounddur, _endurance, _terrainavoidance, _updatefreq, _delayinit, _delaycontrol, _detectable, _debug, _launchscript]execVM"mando_missiles\mando_missile.sqf"


in this way , it's working , appart the end of your warhead. i erase all above exp.sqs

another question. i want use another missile body. i tried to call a KPCTI Hawk site missile.

this one
Quote
class KP_AA_MissileAmmo: KP_CTI_MissileBase
   {
      model = "\KP_CTI\models\KP_AA_Missile.p3d";
      proxyShape="\KP_CTI\models\KP_AA_Missile_Proxy.p3d"; blablablabal

but no 3D shape appear ...

should i add KPCTI117\KP_AA_MissileAmmo instead ?


Title: Re: Mando Missile ArmA
Post by: Mandoble on 16 Jun 2007, 17:32:16
No idea, sorry. What you need is the missile object, probably it is KP_AA_MissileAmmo.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 16 Jun 2007, 17:38:31
Looking at your firing parameters and they are quite unnefective  :P

If you really want a cruisealt of 900m, then make the seeker range way longer, may be 3000m. and the boom range no more than 10m for a direct impact.

If the target is not moving, you dont need any update frequency for an intertial shot, set it to 999. If no one is going to intercept your missile with an antimissile battery, set the _detectable option to false. And your shot is horizontal, you may increase it a bit as the missile should reach 900m ASL before heading to the target, so set _vangle           = 45 degrees.
Title: Re: Mando Missile ArmA
Post by: drafz on 16 Jun 2007, 17:50:35
thanks for tips. sometime missile seem to search his way . right , left , like a snake .  ???


Title: Re: Mando Missile ArmA
Post by: Mandoble on 16 Jun 2007, 17:59:58
Yep, your cruise alt is too high, make sure the target is far far away.
Try lowering the cruise alt to 400m.

Forgot to ask, you did set a cruise alt to 900m but also to true the terrain avoidance. If you want the missile following the terrain, lower the cruise alt to 300m or even lower, else set the terrain avoidance to false.

EDIT:
Also try firing the missile in inertial mode 1 instead of 0: _modeinit         = 1
Title: Re: Mando Missile ArmA
Post by: drafz on 16 Jun 2007, 19:26:10
it's better :D
Title: Re: Mando Missile ArmA
Post by: Mandoble on 16 Jun 2007, 19:31:34
Far far better with V2.2  :D
Title: Re: Mando Missile ArmA
Post by: Mandoble on 24 Jun 2007, 02:41:18
In the first post you will find a new attachment with a "Small" demo of what is upcoming in V2.2: mando_remote.intro.zip
Now missiles are not limited to SP anymore  ;)

What is included there?

"You will see also automatic OPFOR SAMs, automatic antitank Javelin units, antitank units for BLUFOR players (helos and armour), MCC and SAM for OPFOR players, and ArmA missiles replacement, pick up some Javelins from the ammo boxes and fire against OPFOR tanks, your javelin will be a mando missile too. Or spawn as OPFOR AA specialist and fire your Strelas against BLUFOR air units (note that mando strellas are configured with a quite weak warhead and seeking capability, they are easy to avoid and easy to survive)."
Title: Re: Mando Missile ArmA
Post by: Mandoble on 06 Jul 2007, 02:08:40
Small v2.2 update.

Ballistic tactical missile ignition, ascension, alignment and cruise sequence. Seconds later it was successfully intercepted by a Patriot battery at the other edge of Sahrani :D (notice the Patriot half a second before the interception).
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 06 Jul 2007, 19:17:46
Too much fun!!
But how can we help you release it?
Or do you like to torcher  us with awesome code that we cannot have to play with? LOL
j/k
Title: Re: Mando Missile ArmA
Post by: LeeHunt on 06 Jul 2007, 20:37:33
thanks again for creating this Mandoble. I'm excited to try it out in one of my missions and to see it used in other people's.  I hope you are creating one of your own somewhere?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 09 Jul 2007, 16:20:24
Well Lee, I'm not creating any campaign or large mission using mando missiles, I'm just finishing a pack of MP missions as demos or tuts of the upcoming MMA 2.2 version.

Hey Vipper, was about to make it public past weekend, but then I'm thinking to include the anti-radiation systems first, so that players and AI will be able to lock on radiation sources too. An airplane anti-radiation capable will be a formidable opponent against current SAM batteries working in "active" mode.

EDIT:
V2.2 Beta is here, check first post.
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 10 Jul 2007, 16:52:05
Sounds good Mando!
Good idea on the beta release.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 28 Jul 2007, 00:44:39
MMA v2.2 beta 2 ready to download from first page, waiting for some feedback before final release.  :whistle:
And as extra, a Special Edition including a interview from Jerry Hopper with...ME!

The Special Editions weights 15MB. see the first post for more details.

Title: Re: Mando Missile ArmA
Post by: Mandoble on 29 Jul 2007, 23:10:43
Mando Missile ArmA v2.2 beta 3 available at first post:

Changes in 2.2 beta 3:
- Fixed a bug introduced in 2.2 beta 2 that prevents MCC units of displaying interceptable missiles in the contact list (thanks scudrunner for finding the problem).
- Tuned up S-300 MCC SAM to be more effective against interceptable missiles.
- Arma Air War, Mando Remote, Patriot vs SCUD and Mando Missle Lab upgraded to v2.2 beta 3
- Added three basic missions: mando_sams.Intro, mando_at.Intro and anti-radar.Sara
- All the missions ready for the editor, check readme.txt for install instructions.

Mando Missile 2.2 beta 3 missions:
- ArmA Air War 2.1 (MP 13 players): OPFOR Su34s, SAMs and SCUD vs BLUFOR Harriers, SAMSs and Lances.
- Mando Missile Lab.
- Mando Remote v2
- Patriot vs Scud v2
- Mando Sams (basic example mission): Several SAMs vs many enemy choppers.
- Mando At (basic example mission): Anti-tank MCC for players vs many enemy tanks.
- Anti-Radar (basic example mission): Su34 with anti-radar missiles vs enemy SAMs.
Title: Re: Mando Missile ArmA
Post by: snakedoc on 08 Aug 2007, 20:56:21
I'm using the latest version of your scripts and I'm trying to make the A10 fire LGBs using the script. I used a line from one of the sample missions and I've been trying different settings but can't get it to work. It gives me an error on line 45 of the "assign vehicle by type" script. Here's the line I've been trying

Code: [Select]
[["A10"], "MaverickLauncher", [2,4], [2,4], 10, 10, "mando_missiles\units\mando_missilevehicle.sqf", true, false, true, true, [3,-2,-2.5], "mando_missiles\units\keysets\mando_air1_keys.sqf", 5, 10, 2, 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";
Basically I'm trying to have the A10 fire mando missiles against a laser or possibly the remote mcc and be able to modify the missile warhead to simulate cluster bombs or something smaller than the harriers LGB for example.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 08 Aug 2007, 21:10:16
You are missing a parameter there between types array and weapon, BTW you dont need the weapon cause the missiles will be fired in a fixed direction (the direction of the plane).

"mando_missiles\units\keysets\mando_av8b_keys.sqf" is better than "mando_missiles\units\keysets\mando_air1_keys.sqf" for your purpose cause the fired GBUs are slower and smokeless, as real ones.


Use:
Code: [Select]
[["A10"], 0, "", [2,4], [2,4], 10, 10, "mando_missiles\units\mando_missilevehicle.sqf", true, true, true, true, [3,-2,-2.5], "mando_missiles\units\keysets\mando_av8b_keys.sqf", 5, 10, 2, 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";

EDIT:
Note that I did set to true the ability to target air unirs as it is armed with 2 AA missiles and 4 LGBs ([2,4]).
Title: Re: Mando Missile ArmA
Post by: snakedoc on 08 Aug 2007, 21:31:17
Ah, always something little. I did have it set to the av8 keys initially. I see that's where I can edit the parameters sent to the actual missile script also.

Thanks for the great scripts btw, it's fun just sitting in a striker and using the mcc to blow up buildings 5000m away  :D
Title: Re: Mando Missile ArmA
Post by: Misinformed on 14 Aug 2007, 18:50:39
Quick question. Ive got a BDRM AGM shooting mando_basicsam_unit2 at a UH60MG that has :

if (isServer) then
{
// AI units setup
  _disp = sam_one; // <<<<- This is the AI SAM unit
  _posunit = 0;
  _ttype = ["Air"];
  _quantity = 24;
  _minrange = 100;
  _maxrange = 2000;
  _rof = 5;
  _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_basicag_unit.sqs";

[["UH60MG"], 0, "", [0,0], [0,0], 15, 15, "mando_missiles\units\mando_missilevehicle.sqf", false, false, false, false, [0,0,0], "mando_missiles\units\keysets\mando_air1_keys.sqf", 5, 20, 3, 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";

heli1 addEventHandler ["IncomingMissile",{_this execVM "mando_missiles\mando_replacemissile.sqf"}];

After having a few missiles fired at me (chopper) im no longer able to drop chaff (i havnt reconfigured the keys) and all of the AI's missiles seem to zip over the blackhawks general direction but as if they have no guidance whatsoever. Any idea of what might be causing this?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 14 Aug 2007, 19:18:48
Yep, the maximum damage level is 0.8. You may adjust this modifying mando_missiles\units\mando_missileecm.sqf:

Code: [Select]
...
   while {(damage _unitecm < 0.8)&&(_numecm > 0)} do
   {
...

EDIT:
Sorry, thought you were talking about AI controlled chopper. I'll reply to your question later, bussy now.

EDIT:
May you attach your mission zipped here so I can check it?

EDIT:
Attached is the mission as you describe (without the addEventhandler, I dont know why do you put that there). And the missile catches me always unless I drop flares. Are you using v2.2 b3?
Title: Re: Mando Missile ArmA
Post by: Misinformed on 15 Aug 2007, 11:21:50
Yep, the maximum damage level is 0.8. You may adjust this modifying mando_missiles\units\mando_missileecm.sqf:

Code: [Select]
...
   while {(damage _unitecm < 0.8)&&(_numecm > 0)} do
   {
...

EDIT:
Sorry, thought you were talking about AI controlled chopper. I'll reply to your question later, bussy now.

EDIT:
May you attach your mission zipped here so I can check it?

EDIT:
Attached is the mission as you describe (without the addEventhandler, I dont know why do you put that there). And the missile catches me always unless I drop flares. Are you using v2.2 b3?

That example mission works perfectly, i thought it was a problem i'd created just wanted to be sure. I failed to mention that i was at the same time i was messing around trying to get Opfor AA specialists firing mando missiles rather than the stock BI ones. Grabbed that bit of code from the spawned A10's in the updated mando remote example mission so that it would produce the desired effect, it does seem to but it also mightve been causing the problems described earlier?

Is there a better way? Preferably one that allows all Opfor AA specialists missiles fired changed to mando missiles based on the type of vehicle fired at rather than a specific name. Were all soldier based shoulder mounted missiles supposed to work with mando missile by default or is there something im missing?

Thanks.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 15 Aug 2007, 12:09:22
Yep,
for the init.sqs or init.sqf
Code: [Select]
// Mando Missile ArmA initialization
[]execVM"mando_missiles\mando_missileinit.sqf";
Sleep 1;

Anything else here ...

Then, for each potential missile target (for their init fields):
Code: [Select]
res = [This] execVM "mando_missiles\units\mando_onlymandoones.sqf"

If you spawn these units via script instead of placing them in the editor:
Code: [Select]
   _newunit SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
   processInitCommands;

If you have too many potential targets in the map and dont want to keep editing all their init fields, use a script accessing vehicles (http://www.ofpec.com/COMREF/index.php?action=list&game=All&letter=t#vehicles) global system var this way:
Code: [Select]
_vehicle = objNull;
_i = 0;
for [{_i = 0},{_i < (count vehicles)},{_i = _i + 1}] do
{
   _vehicle = vehicles select _i;
   if ((_vehicle isKindOf "Air") || (_vehicle isKindOf "Ship") || (_vehicle isKindOf "LandVehicle")) then
   {
      _vehicle SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
   };
};
processInitCommands;

For this case, execute the script in your init.sqf or init.sqs, and if this is for MP, make sure that script is executed for every client and the server (dont put it into any isServer condition).

If you want to change the behaviour of replaced missiles based on target, of if you want to change the characteristics of any replaced missiles, modify mando_missiles\mando_replacemissile.sqf
There you will find a switch case for some types of missiles, you may add more types to be replaced if needed.

Inside each switch case, you may check target type and based of that use different missile parameters, for example, if you want to avoid Stinger missiles firing against ground vehicles, you may check the target type and if landVehicle, fire a missile with warhead script set to "mando_missiles\warheads\mando_missilehead2l.sqf" (which has the power of a handgrenade) and boomrange set to 20. So the missile would explode 20m away of the target with a quite low destruction power.

Edit: ; -> , in the for loop
Title: Re: Mando Missile ArmA
Post by: Misinformed on 15 Aug 2007, 14:51:34
Line 3 threw up an error, just a silly mistake.
Code: [Select]
for [{_i = 0},{_i < (count vehicles)},{_i = _i + 1}] do
Was mainly trying to get it to work with a 'respawned' vehicle in a vrs script, but im sure that'll be very useful as well for the initial editor placed units.

How does this look, im not quite sure on the details of how init cmd's are propagated over a network, so ive got SetVehicleInit running on the server and the client, well this is what ive done with the vrs so far.

heli1.sqs
Code: [Select]
?! (local server): goto "here"

_vehicle =  _this select 0
_delay =  _this select 1
_pos =  _this select 2
_dir =  _this select 3

? (_pos == 0): _startpos = getpos _vehicle
? (_dir == 361): _startdir = getdir _vehicle

#waiting
; waiting for Vehicle is disabled
@ !(canmove heli1) &! (canfire heli1) && (getdammage heli1) >=0.3

; checking if vehicle still is manned

@ (isnull driver heli1) && (isnull gunner heli1) && (isnull commander heli1)

~_delay
? (canmove heli1) && (canfire heli1): goto "waiting"
_new = typeof heli1
deletevehicle heli1
heli1 = _new createvehicle _startpos
heli1 setpos _startpos
heli1 setdir _startdir
?(isServer) : publicVariable "heli1";

[heli1, _delay, _pos, _dir] exec "heli1.sqs"

heli1 SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
processInitCommands;
exit

#here
~_delay
~1
[heli1, _delay, _pos, _dir] exec "heli1.sqs"

heli1 SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
processInitCommands;
exit
Title: Re: Mando Missile ArmA
Post by: Mandoble on 15 Aug 2007, 15:50:54
Use this as an example, and consider that you only need to run SetVehicleInit and processInitCommands on the server.

Code: [Select]
// init.sqf
// Mando Missile ArmA initialization
[]execVM"mando_missiles\mando_missileinit.sqf";

Sleep 1;

if (isServer) then
{
   ["mk_spawn1", "AV8B", 90]execVM"spawn_plane.sqf"
};


Code: [Select]
// Spawn_Plane.sqf
_marker = _this select 0;
_type   = _this select 1;
_initdir  = _this select 2;

while {true} do
{
   _plane = createVehicle [_type, [getMarkerPos _marker select 0,getMarkerPos _marker select 1, 0], [], 0, "NONE"];
   _plane setDir _initdir;
   _plane SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
   processInitCommands;
   group player reveal _plane;

   while {(alive _plane) && (canMove _plane)} do
   {
      Sleep 2;
   };

   Sleep 20;
};

You may check mando_remote_v2.intro mission for more examples into the mission folder, there you will find several scripts to spawn AI vehicles and vehicles for players.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 19 Aug 2007, 19:46:41
Some new toys for the next release:

A new scripted targeting HUD with a circle that follows the target when it is inside the HUD boundaries and marks the vector to follow to reacquire the target when it gets out of HUD's area (no more glowing particle crosses  :cool2:).
(http://www.terra.es/personal2/matias.s/hud_aa.jpg)

SEAD capability for single seat fighters  ;)
(http://www.terra.es/personal2/matias.s/hud_ar.jpg)
Title: Re: Mando Missile ArmA
Post by: LeeHunt on 22 Aug 2007, 17:47:56
hey Mandoble, i know you've heard this before, but sometimes in our creative projects every bit of encouragement reminder helps, and just wanted to remind you that these Mando missile demo missions are really fantastic!   :good:  I'm excited to use them (especially the land to land cruise missile) in my next mission.  Listened to your interview by the way, i hope that Bohemia does continue to support Arma I past its "developmental stage" as you mentioned...
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 30 Aug 2007, 19:49:33
Hello Mando...

Hope your vacation is or has went well!
I finally get to implement this in our tournament and thus upgrading our previous Mando 1.x release candidate.

I used the mando_shilka_keys.sqf for the Shilka and of course it works perfectly.
However, since there is no current equivalent that I can find for the Vulcan, I used the same mando_shilka_keys.sqf and unfortunately the Vulcan cannot establish a target lock.

What do need to do to convert mando_shilka_keys.sqf to a mando_vulcan_keys.sqf ??

Thanks

ViperMaul
Title: Re: Mando Missile ArmA
Post by: Mandoble on 30 Aug 2007, 23:10:54
Are you providing the correct weapon name for the Vulcan?
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 30 Aug 2007, 23:19:37
Yes. My proof is that when I get into the Vulcan I get the Activating Systems.  And I can show ordinance. And I can attempt to fire, however when I do it tells me there is no lock as I expected as much. I can pretty much do everything with the vulcan except getting it to lock a target.

I did notice however, I still have my TrueMod enabled. So I will disable that and see if that is interfering. But it doesn't interfere with the Shilka.

Thoughts?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 30 Aug 2007, 23:25:37
The activating system message means the script is running, but if you dont provide the weapon name to aim, it will not be able to aim and or target at all, in the case of Vulcan that name must be "M168", for the Shilka it should be "AZP85". And in both cases using 1 as position (gunner).
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 31 Aug 2007, 00:00:35
I am sure "M168" is what I was missing. Let me add that and I will edit this post with the results.
This new MMA v22 is awesome!
...
Imagine that! It works!! :)
Thanks!!
Title: Re: Mando Missile ArmA
Post by: snakedoc on 03 Sep 2007, 17:51:07
Hey I'm trying to add just flares to a blackhawk using the example line in the assign by name script.

Code: [Select]
["bh1", 0, "", 0, 0, 10, 10, "mando_missiles\units\mando_missilevehicle.sqf", false, false, false, false, [0,0,0]]execVm"mando_missiles\units\mando_assignvehicle_by_name.sqf";

It looks like several of the parameters are missing though. Should I add the keyboard control script from the av8? I'm assuming it also needs the hud location so the missile indicators work right.
Title: Re: Mando Missile ArmA
Post by: Mandoble on 03 Sep 2007, 18:00:55
Right, you need the keyboard handler script. In fact, the keyboard handler script is where any customization for a particular vehicle type is done. And yes, you are missing several parameters there. If you are using 2.2beta3 the missile counters are arrays, and the names parameter is also an array of names:
Code: [Select]
[["bh1"], 0, "", [0,0], [0,0], 10, 10, "mando_missiles\units\mando_missilevehicle2.sqf", false, false, false, false, [4,0,-2], "mando_missiles\units\keysets\mando_air1_keys2.sqf", 5, 5, 2, 0]execVm"mando_missiles\units\mando_assignvehicle_by_name.sqf"


If you want a direct implementation of flares in choppers, check mando_remote mission, there you will find two Cobras with missiles and flares, just use the same script line setting the missile counters to 0.

EDIT:
In the example above, 10,10 means [maximum flares capacity, initial number of flares] and then the targeting hud is set to 5 horizonta degrees and 5 vertical degrees. Note that this is for targeting, not for incoming missiles, incoming missiles are marked always no matter its angle relative to the chopper heading.
Title: Re: Mando Missile ArmA
Post by: snakedoc on 03 Sep 2007, 19:46:12
Got it, thanks again. I don't have those specific files though and I am using the newest version. I don't have missilevehicle2 or air1_keys2. Using the ones that are in my folder worked
Title: Re: Mando Missile ArmA
Post by: Mandoble on 03 Sep 2007, 19:48:43
Sorry, you are right, these files are part of the new incoming version  ;)
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 03 Sep 2007, 22:57:26
Our tournament file is getting big 1.5 MegaBytes.
And our MOD team has decided to move all the big files to a MOD file for the tournament.
This includes mando sounds. Which I have done, however the .h files and the sound files are not being found and are not working.
So I must not be doing it correctly.

Can anyone help guide me into how to properly reference .h file for the description.ext and the sound files in a client and server side MOD file??

We even tried to remove all references from the description.exe using a config.cpp
Code: [Select]
#include "\mando_missiles\mando_missile.h"

class RscTitles
{

// Needed for Mando Missile ArmA
#include "\mando_missiles\mando_missiletitles.h"
// End of Needed for Mando Missile ArmA

};


//**************************************

class CfgSounds
{
sounds[] = {};

// Mando Sounds

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


};


But when I jump in the helo I get "class mandosystems missing error" or similar. 
class mandosystems comes from #include "\mando_missiles\mando_missiletitles.h"

Any ideas? or alternate method?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 03 Sep 2007, 23:12:15
Sorry, no idea about MOD file structures. May be you should move your question to an addon specific thread.
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 04 Sep 2007, 01:59:31
Well I fixed the class error message.
Everything works except the Sounds.
I get no error message. :(
Title: Re: Mando Missile ArmA
Post by: Mandoble on 04 Sep 2007, 02:18:54
Vipermaul, as said before, your problems are not related to Mando Missile Arma script suite but to how to create a MOD. If you need help trying to create a MOD, best way is to look for answers in the ArmA - Addons & Mods General (http://www.ofpec.com/forum/index.php?board=81.0) forum. Any addon or mod editing question is off topic in this thread.
Title: Re: Mando Missile ArmA
Post by: snakedoc on 09 Sep 2007, 15:17:13
Right, you need the keyboard handler script. In fact, the keyboard handler script is where any customization for a particular vehicle type is done. And yes, you are missing several parameters there. If you are using 2.2beta3 the missile counters are arrays, and the names parameter is also an array of names:
Code: [Select]
[["bh1"], 0, "", [0,0], [0,0], 10, 10, "mando_missiles\units\mando_missilevehicle2.sqf", false, false, false, false, [4,0,-2], "mando_missiles\units\keysets\mando_air1_keys2.sqf", 5, 5, 2, 0]execVm"mando_missiles\units\mando_assignvehicle_by_name.sqf"


If you want a direct implementation of flares in choppers, check mando_remote mission, there you will find two Cobras with missiles and flares, just use the same script line setting the missile counters to 0.

EDIT:
In the example above, 10,10 means [maximum flares capacity, initial number of flares] and then the targeting hud is set to 5 horizonta degrees and 5 vertical degrees. Note that this is for targeting, not for incoming missiles, incoming missiles are marked always no matter its angle relative to the chopper heading.

I've got a question about the targeting hud settings. Are those degree values starting at the 3rd parameter, height? So in that example the targeting hud would be 2m off the ground in the center of the aircraft then the hud is 2.5 degrees all the way around that point? I'm messing with the cobra and the targets are always a little below the nose so it makes it weird to aim the mando missiles. Do you have a list of settings you use for this or just play around with it until it seems about right?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 09 Sep 2007, 15:56:45
These values are to adjust the target mark representation (the glowing circles marking the target), these are not used for target acquisition. To target just use the center of your screen, which in most cases is the same as the gun sight when the gun aims straight ahead. For your Cobra, switch to manual fire so you have a white dot small dot in the middle of the screen, use that dot to aim your missiles.

The whole targeting and target mark representation has changed in the upcoming version with full working hud with targeting mark and locked target symbology (you may find some early captures few post back).
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 10 Sep 2007, 09:04:15
Hi Mando,

Well for the last two weeks our ArmA: Theatre of War tournament has been testing MMA 2.2b3 and they love it.
Here is some of the feedback that we are faced to provide solutions for. And since this is a beta I thought I would share them with you to see how we could get a solution.

First off all people fell in love with the SAM MCC we enabled on our BRDM2_ATGM and Stryker_TOW vehicles. Well the Patriot MCC is used on the Stryker_TOW
Code: [Select]
// Stryker_TOW units will be Patriots for players as gunners
_mcctypeaascript = "mando_missiles\mcc\mcc_types\mando_missilecontrolon_patriot.sqs";
[["Stryker_TOW"], 12, 12, ["Air"], "Patriot Console", _mcctypeaascript, [0,1,0.5], [0,1,0.25], 1, -1, 0, [], 3]execVM"mando_missiles\mcc\mando_mccallow_by_type.sqf";

_mcctypeaascript = "mando_missiles\mcc\mcc_types\mando_missilecontrolon_sam1.sqs";
[["BRDM2_ATGM"], 12, 12, ["Air"], "SAM Console", _mcctypeaascript, [0,2,1], [0,1,1], 1, -1, 0, [0,0,1,1], 2]execVM"mando_missiles\mcc\mando_mccallow_by_type.sqf";


Also keep in mind that currently in our system helicopters only get flares. No Mando missiles at the moment.

Here is the feedback... As all pilots got killed time and time again even though they had plenty of flares. The flares worked great when deployed at the right times don't get me wrong. But here is the feedback they sent me...

Quote from: 'SAM MCC Gunner'
1. Choppers get lock on warning but do not know where from if the engine is off on the vehicle making it hard to find the source of the missile. Maybe either making it so engine remains on when in AA position or giving a lock on direction as well as warning when radar goes from passive to active would help the pilots.

2. The choppers only get one missile warning even if i launch 3-4 missles at them in rapid succession. Maybe a warning of how many shots are incoming would be helpful.



and then a reply from a Pilot that basically got owned all day LOL. But he is a good pilot.

Quote from: Good Cobra Pilot
SAM MCC Gunner's got it right, I thought I'd explain more and typed a book pretty much but after I determined this much:


It would have to be tested but I think we'll be ok (theoretically) if we do this:

Making sure the SAM's engine is ON when using the console would substitute for trying to get Mando to make a RWR system. Why?

- It gives the pilots the ability to lock on to the target, ID it as the SAM threat, and watch the direction for the missiles firing and therefore how many would be inbound, thus how many flares to use.

This eliminates the issue of 1)knowing where the SAM was and avoiding the fight entirely by flying away 2) knowing where it was to see the missile launch and therefore count the incoming number of missiles (READ: how many flares?)
----This would still be difficult for the pilots to keep track of the number of incoming missiles, but tactics could be adapted for this (e.g. SEAD missions with 2 birds flying...)

Adding more flares would help balance wise, as well as giving the missiles a bit of acceleration time (500 m/s out of the tube and in flight is a bit steep with only 1200 meters visibility to work with) [EDIT: He is mistaken. 500 m/s is the max speed and it comes out of tube at 10 m/s as I recall -ViperMaul]

Keep in mind visibility is 1200, the SAM can fire at 1500 and reach farther but the helos need visual ID to attack the target...


If we could develop a RWR system to give seperate missile warnings , I'm not in favor of decreasing missile capacity as it would then be a mere push of a button to avoid them.

So in short,
If you have a BIS standard Shilka or Vulcan, and you turn off your engine, the Red Radar Blip on a standard attack chopper turns to white, unless you hide that vehicle by some good tree cover and then I am told by pilots that the white blip even disappears.  However, I feel BIS knows this because when you get into the Gunner seat and move your turret the vehicle engine turns on thus providing a directional signature for the pilot to have a chance to counter.

This issue now is the MCC does not cause the engine to turn on. Its a beautiful dialog box. They are requesting that when you turn on your MCC that either there is a Mando source signature added to help the helos triangulate on the location.  -Or- Turn the engine on ONLY when you LOCK at target with the MCC so that it gives the pilots that same chance to source the general direction.  Perhaps not a red blip, a white blip might be better. A red blip can more easily be targeted by the Cobra's ATGMs.

So I thought I would share this feedback with you because you said in times past you are not getting as much quality feedback as you would like. We LOVE MMA v2.2b3 and look forward to your next release and any improvements.

For now can you comment on this feedback?
Title: Re: Mando Missile ArmA
Post by: Mandoble on 10 Sep 2007, 12:11:17
First some comments about what is coming.

There is a new HUD for non MCC missile armed units which includes new symbology drawn directly over the HUD: locked target circle (which follows the target by the HUD's area), target info (type, if close enough, speed and distance), a map below the HUD with a vector to the target and vectors to threats (as incoming missiles). These vectors are lines starting at the center of the moving map (where your vehicle is) and ending at the position of the target and the threats. This would be acting also as an advanced RWR system as you will be able to track the vectors of incoming missiles directly over the HUD's small map.

And now some comments about your comments relative to current 2.2b3 version:
1 - If you are using patriots there, consider that they have a max speed of 700m/s, an endurance of 15 seconds and a quite fast acceleration, giving them a range well over 7 Km (not 1.5Km).
2 - You dont need one flare/chaff pack per incoming missile, a single one will (or may) affect any incoming missile.
3 - Currently, each time the last missile fired against a target with chaff/flares is marked with red glowing circles in the sky. If you get the warning, switch to EXTERNAL view to locate these marks (if it is a frontal shot, you will see the marks directly from the cockpit).
4 - You may add SEAD capability to the gunners of your choppers, add an MCC for "RADAR" type targets and set the missile counter to 0, so they can detect any emitter but they cannot shot at them.
5 - Consider that MCCs are not only for SAMs or ground units, they are also available for any chopper or plane, and several MCC types may be added to the same vehicle and same position (for example, the gunner of your cobras).
6 - If the kill ratio of the missiles against the choppers is too high (like in the real world would be), try decreasing the seeking arcs while keeping current flight parameters. Decreasing the horizontal seeker arc would be enough to make them much more weak against chaff/flares.
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 10 Sep 2007, 17:31:27
Thanks! And I am excited about what is to come! I think it will help.
Oh by the way, we do not use external view because it also allows ground troops to also use external view. If there was some way we could script or MOD to give an external view in all vehicles but prevent ground troops from using external view especially to peak around corners and through walls then we can use suggestion number 3.

Our mini-campaign starts this week with the first battle in 2 weeks.
So again I look forward to the next release to update our mission file.
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 14 Sep 2007, 04:09:18
More Feedback

Quote
[It is cool when you can go below the mando_minairalt default 10 to defeat the radar lock] but the "warning missile lock" tone that you get when a SAM locked on to you but does not fire only lasts about 5 seconds then goes away giving the pilot a false positive that the SAM is no longer locked on to him when in fact the SAM still is. Is their a way to keep the lock tone the pilot gets on for the whole time the SAM has a lock?

I agree. Any way to repeat this. Say 5 seconds rest in between?

______________________________________

Secondly...
Quote
Is their anything in the works t transfer the control of the mando missiles to the gunners of the cobras and not the pilots?

That is the first thing I noticed to. I know I can switch it to default to the Gunner seat. But what happens if you are flying solo. Can you code it in the next release so on-the-fly the pilot can transfer of MCC control to the Gunner seat and visa-versa?

______________________________________
Also I found a bug in the MCC

Steps To Reproduce:


RESULTS:
Note you have the missiles reset back to the initial max

EXPECTATIONS:
I expected to see the same amount that was remaining when I left the MCC as when I returned.

Title: Re: Mando Missile ArmA
Post by: Mandoble on 14 Sep 2007, 12:24:00
About the lock-on alarm proposal: No that way.

About the MCC control transfer to other members of the crew proposal: No transfers of MCC control will be implemented. In fact I see no sense with this, if you are a pilot you dont want to have any MCC control because you will not be able to keep control of the plane/chopper while the MCC is active (MCC is dialog based so you cannot keep handling the plane or chopper with your joy/keys/mouse). In a typical configuration you will give MCC system to gunners and normal targeting system for pilots.

I did test several times the MCC from gunner seat, fire some missiles, switch to driver, drive a bit, then switch back to gunner seat, activate again MCC and I always get the correct number of missiles left. I did test it in mando_sams.intro as well as in mando_at.intro.

EDIT:
was able to recreate the problem in dedi server, good finding  :good:
To fix it, open mando_missilecenterdlg.sqs which is inside mando_missiles\mcc folder and near the end of the script change:
Code: [Select]
?_createtrigger: deleteVehicle _trigger
deleteVehicle mando_mccmark;

by
Code: [Select]
?_createtrigger: deleteVehicle _trigger
deleteVehicle mando_mccmark;
~1
Title: Re: Mando Missile ArmA
Post by: ViperMaul on 15 Sep 2007, 05:41:15
Mandabole,

Thanks for the posted fix. However, that is a different fix posted than the one you gave me that fixed the problem. Which one is the better fix?? The one posted or the one right after the for each statement your showed me in the same file?

Thanks in advance for the clarification.

Vipermaul
Title: Re: Mando Missile ArmA
Post by: Mandoble on 15 Sep 2007, 09:38:45
Both are the same in fact, you wait a second between each {publicVariable _x} block.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: ViperMaul on 21 Sep 2007, 19:06:03
More Feedback...


Quote from: 'Helo Pilot'

1: Current SAMs are NOT limited to LOS.

-Missiles can be set to activate AFTER a certain height, meaning LOS is irrelevant and SAM batteries can attack targets BEHIND terrain due to the limitation of Mando's radar tracking system.

Problem 2: Ability to maintain Contact even when Contact is no longer on the list.


Currently, if a SAM operator tracks a target, he will lose that contact if the target goes back under [the minimum Air Altitude currently set at] 25 meters. The visual track of the SAM operator will continue, and his ring/HUD will still track the exact position of the contact, even behind terrain. This is known [Edit: probably should be removed -VM]

HOWEVER:
Tonight we discovered that when this situation is occurring, EVEN WITHOUT A CONTACT IN THE CONTACT LIST (he flew under the radar altitude), the operator can click on the "Target Selected Contact" button,and he will have almost a full second of A: full target information and B: (most importantly) OPERATORS HAVE THE OPTION TO FIRE MISSILE. he may do this as many time as he pleases as long as he doesn't change contacts.


Problem 2: This seems to be an issue with Mando's MCC itself, but it is an exploit that will most certainly be used and, like last night, pilots will be shot down under 25 meters if they never had gone over it.

I haven't seen this myself but I trust their feedback here. Thoughts?

Ok I asked our pilots to re-verify that they are using the ToW mission file which has v2.2b3 and to clarify his findings. Here is what he had to say...

Quote from: 'Helo Pilot
OK here's the update. We tested this on the current TOW mission.

The exploit of shooting at a ghost lock is still there. HOWEVER, problem #1 is not an issue on the server- there is no ability to set the missiles to track from a higher altitude so on the TOW mission, #1 is solved and missiles ARE LINE OF SIGHT.

The exploit of firing at the ghost contact (i.e., the MCC camera still follows a contact that broke lock, the operator hits "target selected contact" and thus he has 1/2 a second to press "fire missile") is still there. HOWEVER, because missiles are of LOS, the effectiveness of the exploit is minimal.

Yes, you can track a contact that went back below radar. Yes you can fire at the "lost" contact by pressing "target selected contact" and then quickly pressing the 1/2 second available "fire missile" button. However, because missiles are correctly LOS,the benefits to this are limited to open field, close range engagements- which is still an issue but not nearly as critical as it was last night on my mission.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 22 Sep 2007, 15:05:04
Thanks for the feedback Viper.

The new version (not public yet) incorporates:
- LOS check for MCC, targets with obstructed LOS from MCC firing position are not displayed in the contact list. So now you may play with terrain masking to avoid MCC operated launchers. This only apply for vehicle,air,ships targets (radar acquired), this doesnt apply for REMOTE, RADAR or MCC MARK targets.
- When current MCC contact or current MCC target LOS gets obstructed, the current contact/target track is interrupted, same when any AIR contact goes below minimum radar alt configured in mando_missile_init.sqf.
- For non MCC launchers (visual lock), players will lose the lock as soon as the target moves more than 2Km away of the launcher. This doesnt apply for REMOTE or RADAR targets working in remote or anti-radar modes.

Hope these cover your two issues.

EDIT:
Of course, the ammo counter issue is fixed as well.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: ViperMaul on 25 Sep 2007, 18:44:34
Thanks Mando!
Yes that does seem to address those concerns!
Busy last couple of days. I will have our team check that out. I made it available today.

In the mean time, I have another beta 3 report for you.
This time I haven't confirmed that it is reproducible in your beta 3 demo missions but I thought I would share it with you to let you know we are still invested in helping you make this one of the greatest and one of the most robust set of scripts in the Arma community.


Quote from: Chief Helo Pilot
I have a bug to add to the list. It came to my attention and I was able to witness this on Saturday night, but was brought to my attention today. Basically we were doing practice/testing with the LD's and Cobra's. But the missiles kept landing off target. We just figured that was the way the Mando script was built, to allow some inaccuracy. But then we noticed that sometimes, wherever you aim the LD, the missile hits the exact distance to the left.

So in short, aim at building #1. Missile hits 50m to the left. Aim the LD at that spot of impact, missile hits the exact same distance to the left. It was like things weren't syncing or something. About 40% of the time, the missile is a bullseye hit. But there is a large margin of error so far in their accuracy.

Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 25 Sep 2007, 19:16:10
Yes, that might happen with buildings because, surprisingly, their roofs are 0m above the ground and this bug may "fool" the missile guidance by few meters (or many, depending on how flat is the shot's trajectory). Check accuracy against normal targets like vehicles. Also, when a unit transmit the laser target position to the firing units, the closer laserdesignator object to the transmitting unit is transmitted, and in some cases that laser designator might not be "owned" by the transmitting unit.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: ViperMaul on 29 Sep 2007, 06:21:39
Thanks for the feedback Viper.

The new version (not public yet) incorporates:
- LOS check for MCC, targets with obstructed LOS from MCC firing position are not displayed in the contact list. So now you may play with terrain masking to avoid MCC operated launchers. This only apply for vehicle,air,ships targets (radar acquired), this doesnt apply for REMOTE, RADAR or MCC MARK targets.
- When current MCC contact or current MCC target LOS gets obstructed, the current contact/target track is interrupted, same when any AIR contact goes below minimum radar alt configured in mando_missile_init.sqf.
- For non MCC launchers (visual lock), players will lose the lock as soon as the target moves more than 2Km away of the launcher. This doesnt apply for REMOTE or RADAR targets working in remote or anti-radar modes.

Hope these cover your two issues.

EDIT:
Of course, the ammo counter issue is fixed as well.

Finally got that tested Mando and yes confirmed. Your fixes to the MCC in that patriot are confirmed to work. The pilot who originally gave the bug feedback says yup Mando solved the concerns.  We briefly tested the same concerns in the Vulcan just to see and it appeared that the LOS fix was not applied to the visual targeting that was attached to the Vulcan. We didn't expect it really but I am sure you will probably apply the LOS fix there as well.

Sorry for the delay. It was a very very busy week with real life.
Thank you so much for the fix.

Some how we need to get you in the same IM conference to give you much needed feedback about the new HUD.
Many love the features but many have suggestions.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Spooner on 29 Sep 2007, 12:28:48
...in some cases that laser designator might not be "owned" by the transmitting unit.
From my testing, the laser designator target object seemed always to be owned by the server. Is that what you mean or are there other circumstances when the ownership might not be the server?
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 29 Sep 2007, 13:31:55
Nope, There might be many players locking on targets at the same time in the same area and the players are be able to transmit their targets to REMOTE-enabled missile launchers, for example, other players in choppers or vehicles or AI missile armed units. When a player transmit his target, he wants to transmit just "his" laser mark, not the mark of a mate 50m to the left. Mostly because while a transmitted laser is ON, any missile fired against that laser mark will follow it even if the player moves the laser (as long as the laser is active).
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 06 Oct 2007, 16:25:00
Mando Missile ArmA 2.2 final will delay a bit while I make sure it will be able to hunt down targets under water as well as being fired below water. Meanwhile here are some clips including what is upcoming in the new version:

SEAD, anti radar raids including onboard RWR (http://www.youtube.com/watch?v=5eEhDm_xecQ)

New visual locking-on system (http://www.youtube.com/watch?v=6S7MRxcqd74)

Missile commander from where players may control other SAMs (http://www.youtube.com/watch?v=Nj7u_N05i1I)

Long range interception (http://www.youtube.com/watch?v=B97oqWIJG-k)

Mando Gun vs Mando Missile (http://www.youtube.com/watch?v=kLC4OkUs7y0)

SAMs and guns working together (http://www.youtube.com/watch?v=vfqamr--m6I)

Planck's torpedo launch test (http://www.youtube.com/watch?v=jipNALomWsw)

Harpoon firing test,flight profile 1 (http://www.youtube.com/watch?v=JqQpif7RqxU)

Harpoon firing test,flight profile 2 (http://www.youtube.com/watch?v=6eeRDQ5BKeQ)

Harpoon firing test, flight profile 3 (http://www.youtube.com/watch?v=wr-s9i94HkI)

AH6 with laser designator (http://www.youtube.com/watch?v=H8-2Q8_dLMA)
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 12 Oct 2007, 11:24:41
First off, I would like to say that this is an incredible collection of scripting Art. I am humbled.

I have had this for awhile and did a couple of the demo missions. Yesterday I got tired of death by MANPAD in a mission I am working on and went looking for a good flare/chaff defense script. Then I remembered your Mando Missle suite....

Read this thread...got confused..so I started reading the script comments.  :yes:

I found this in mando_missileecm;
Quote
The purpose is to add an automatic missile defense system for a unit (chaff or flares).
The unit will use them automatically when needed.

Parameters:

Unit that has the CHAFF or FLARES packs
Minimum distance beetween incomming missile and the unit to drop flares or chaff
Type: 0 - Chaff, 1 - Flares
Number of chaff or flares packs, each usage substracs one to this initial quantity
radio: true/false, if unit sends radio messages indicating a missile incomming, chaff or flares dropped, missile evaded, etc.

Example AV8B with a chaff system (10 chaff packets):

[harrier1, 300, 0, 10, true]execVM"mando_missiles\units\mando_missileecm.sqf"

So I put this in the init box of a chopper;
Code: [Select]
res = [this, 300, 1, 20, false]execVM"mando_missiles\units\mando_missileecm.sqf";
It works great, launches the flares automatically and they are very effective.

But....I have  a couple of questions/wishes.

1. How or can I have both flares and chaff automatically?

2. I have no inventory of how many flares I have on board. How do I get that?

3. Is there a way to set it up for both auto and manual activation?

4. I get no message about an incoming missile, is that the "radio" message talked about in the script comments?
Yep, it sure does. Changed it to "True" in the init box and I now get messages.

Thanks again for your outstanding work.



Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 12 Oct 2007, 12:43:15
Automatic flares are intended for AI while you may attach them also to drivable planes (automatic flares counter cannot be accessed), but for players the idea is to drop them manually and then you have the counter of flares or chaff left which you may access through "Show ordenance" action menu (you may reload these too with ammo trucks). Note that this has been greatly improved in MMA 2.2 final with the new HUD info, which is not public yet.

init.sqf
Code: [Select]
// Mando Missile ArmA initialization
[]execVM"mando_missiles\mando_missileinit.sqf";

Sleep 1;

// AV8B2 will have 10 flares and 4 AA missiles for the pilot (missile idx 0)
[["AV8B2"], 0, "", [4,0], [4,0], 10, 10, "mando_missiles\units\mando_missilevehicle.sqf", false, true, false, false, [3,-2,-2.5], "mando_missiles\units\keysets\mando_av8b_keys.sqf", 5, 10, 2, 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";

// AV8B will have 10 flares, 2 AA missiles and 4 LGB for the pilot (starting with missile idx 0)
[["AV8B"], 0, "", [2,4], [2,4], 10, 10, "mando_missiles\units\mando_missilevehicle.sqf", true, true, true, true, [3,-2,-2.5], "mando_missiles\units\keysets\mando_av8b_keys.sqf", 5, 10, 2, 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";

the 10,10 you see there is the max number of flares and actual number of flares.

BTW, here you may see the new hud and a new scripted Laser Designator in action (http://www.youtube.com/watch?v=nHQTaxarvh0)
 
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 12 Oct 2007, 18:13:59
I found what you are explaining in the thread and/or in your example missions.

Thanks. For my purposes now though, I like the automatic version.  :yes: Got the warning sound working too. Which brings me to a question. If I have a couple of other sounds that I want to use in a mission, should I just include them in your mando_sounds.h file and in your sound folder. I shamelesslly "borrowed" your description.ext from an example mission. When I tried to use a sound I had defined I got an error.

Thanks again, and I am looking forward to exploring this much further in the future.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 12 Oct 2007, 19:03:28
Do you mean to use your sound to substitute one of the mando missiles or just to add there a new custom sound to use anywhere else?

If the second, just add it as in any mission, if the former, just copy your sound to the mando missile sound folder and rename it with the name of the sound you want to substitute.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 13 Oct 2007, 11:41:11
Simply outstanding, thanks very much to Planck for his neat MU90 torpedo:

ASROC launch (http://www.youtube.com/watch?v=YzE2JM5jJtw)

And a manually guided TOW (http://www.youtube.com/watch?v=DNBTZrF6IVA) fired and guided by the gunner of an AH1W.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 14 Oct 2007, 18:36:33
It's a seperate custom sound, not used in your scripts.

I defined it in the descr.ext, copied it right from a working mission I have. I got an error "previously defined, blah blah".

So I added the sound to your sounds -h and put it in your sounds folder.,..now it works.

FWIW I defined it ABOVE your sounds -h definition.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: subroc on 15 Oct 2007, 20:22:25
I have a question about how the laserguidence system works.
Is it steering the missile to hit the point of the laserspot like a real laserguidence or is a simple "move mouse to the right and the missile turns right" effect.
I would really like to see a realistic RBS 70 system in ArmA

Thx for a great script
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 15 Oct 2007, 20:43:51
With the laser, the missile moves towards the laser spot. Note that there are two lasers, scripted one (new for next release) and ArmA one, you may use both while it seems there are some issues with ArmA lasers and MP.

The "manual guidance" is also supported in the next release, usable for TOW missiles and similar ones. In this last case, the missile moves towards a position a bit ahead of the missile, what you "move" is that position. This is more "similar" to the "mouse driven missile" as the firer has much more control over the missile while, in fact, less chances to hit the target than with the laser guided ones.

New TOW manual guidance (http://www.youtube.com/watch?v=PHwLqi9Q8zY)
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 19 Oct 2007, 01:49:01
Last visual info update before 2.2 final release: Naval battle, AI vs AI (http://www.youtube.com/watch?v=HmHLBvM6Ln4) and SSM with ground avoidance active (http://www.youtube.com/watch?v=6EDYQSrnqbc).
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 05 Nov 2007, 18:59:11
Hi Mando

How are you coming along on 2.2?
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 05 Nov 2007, 20:14:07
2.2 final is done as well as a new version of Mando Gun. Now I need to fight against my current lazyness state to post them  :whistle:
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 31 Jan 2008, 17:40:04
v2.3 is currently in the final internal tests stage, it will be public in a matter of few days unless some critical problem is found.

Mando Missile ArmA v2.3 Online Help (http://www.terra.es/personal2/matias.s/mma_readme.htm) is now up, running and being updated almost every day.

Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Gnat on 01 Feb 2008, 13:40:17
Tis a beautiful thing .... :)

Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Gnat on 03 Feb 2008, 03:45:34
Question, why is the Torpedoes configed as addons, and not as Ammo?
Life reason?
Underwater survival?

The reason I was is cuz a REALLY need some way for those thing to explode as soon as they hit any object like a large broad hull, and not continue to power forward.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 03 Feb 2008, 09:17:38
No real idea, might be Planck can give you a better explanation. Probably because ammo always explode when hitting water.
For any object, mando missile script will remove it and execute the provided detonation script as soon as its damage is greater than 0.1, so, if your torpedo gets damage when hitting something solid like an object or sea bottom, the torpedo will explode and not continue running around.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Gnat on 03 Feb 2008, 10:18:47
OK, I try some thricks, including your new tweaks. Thx

A "Fan Video" :)
http://files.filefront.com/MandoMisTorp+1wmv/;9562174;/fileinfo.html

Also on my YouTube site.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 09 Feb 2008, 21:38:50
New toys added to v2.3.

Airborned Planck's MU90 (http://www.youtube.com/watch?v=2taB6Ue3Fd8)
Airborne torpedo, sam and flares (http://www.youtube.com/watch?v=EVFJCnCyrRU)
Sonobuoys in action (http://www.youtube.com/watch?v=SFqZKzVLQfM)
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 26 Feb 2008, 17:31:47
Great vid Gnat.  :yes:

Mando I have question(s)..again.

I finally have the parts I want of your awesome scripts implemented and working great in a test MP mission on a dedi.

1. Is there an easy way to remove the little red dot graphics that show where a missile was launched from? I want the other chopper pilots to find and suppress launch locations without that graphic aid if possible.

2. If  I make an AI Shilka with the driver as the Missile gunner, will the Shilka still use it's guns also.

Thanks for all your great work.

PS found a tiny little error having to do with the rearm at trucks scripts. I don't remember exactly which one, but your example mis-states it as an .sqs when it's a .sqf. When i find it again I'll tell you exactly where.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 26 Feb 2008, 18:29:29
Hi Nixer, many many things have changed in 2.3, you will not have more visual glowing marks in the sky, but real HUD and RWR info (both are optional). Both reloading scripts in 2.3 are now SQF. 2.3 will be public shortly. here (http://www.youtube.com/watch?v=EVFJCnCyrRU) and here (http://www.youtube.com/watch?v=5eEhDm_xecQ)you might check the new look from inside the visual launchers for players.

About your gunner question, yes, the AI as gunner will still operate the gun while the script will operate the missiles (as long as the gunner is alive and into the gunner position of the vehicle).
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 26 Feb 2008, 20:42:01
Thanks Mando, waiting with great anticipation.

I'll send you copy of the MP mission when complete. Just the test version is really lots of fun.

I've ran into a little snag Mando. I've added a couple of AI Opfor SAM vehicles. It now seems like I get a radar lock warning or no warning when AA soldiers launch Strelas. Is their some init line I need to put into the aa soldiers??

My bad Mando. I had added a new helo and forgot to put the exec etc onlymandoones...init line in.

Sorry.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Dwarden on 28 Feb 2008, 15:41:51
i want to ask, are now automatic flares reloadable (seems they weren't in 2.2b3) ... thx for answer
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 28 Feb 2008, 16:45:25
Nope, they arent. Automatic flares are there to be used by AI pilots, and AI pilots will unlikely land near reloading vehicles. Manual flares for players are re-loadable via action menu which is available as soon as the pilot is close ot any vehicle of the indicated classes.

In which situations do you need AI reloading flares?

EDIT: You may always provide 100 flare packets to the AI units ...
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 28 Feb 2008, 17:55:00
Mando I have to tell you. I ran a test of my mission concept yesterday evening on a dedi with 5 other VERY experienced MP players.

These guys were just freaking out about how cool your scripts work. The sun was just starting to set, and the visuals were great.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Dwarden on 01 Mar 2008, 04:18:50
well in case of captured vehicles and auto used on player owned vehicles ... (avg joe fails on manual deploy :) ...
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 01 Mar 2008, 09:15:16
Ok, that should not be a problem with 2.3, I mean avg joe, with the new RWR display it is easy to figure out from where the missiles are comming. Anyway I'll see what can be done for automatic reloading.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 02 Mar 2008, 22:02:14
In the latest public version, SAM vehicles are launching 2 to 3 missiles at once! Is this normal or because of the fact that I have lowered the ROF?

I watched (as a seagull,lol) a BRDM ATGM configured as an SA-8/SA-9 doing exactly this. These are the "older" type SAM's BTW.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 02 Mar 2008, 22:39:22
The ROF is measured in missiles/(minute + lockon time)

May be you executed the AI automatic launcher script in more than one machine in a MP game? Make sure you check if isServer before executing the automatic launcher scripts.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 02 Mar 2008, 22:53:19
That's what I did Mando. Which script(s) should I only have run on the server??????

Do I need to do the same for the flare/chaff script???
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 02 Mar 2008, 23:13:16
Yes, automatic systems (not for players) should run only on the server: the scripts inside mando_missiles\units\attackers folder, mando_missileattacker.sqf and mando_missileecm.sqf.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 02 Mar 2008, 23:28:42
Thanks, that's what I had done..

Geez ,no wonder everybody asked me to cut back on the SA-9's.  :D

Thanks again, as we are testing tonite with about 10 players I hope.....10 Missiles per SAM might have been a tad too much.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 03 Mar 2008, 00:03:02
Just basic usage example (this is for 2.3, but will give you a clear idea for 2.2b3):
Code: [Select]
// init.sqf
// Mando Missile ArmA initialization
[]execVM"mando_missiles\mando_missileinit.sqf";
Sleep 1;
if (isServer) then
{
   [my_first_sam, 0, ["Air"], 12, 500, 3000, 5, [0,1,2], 360, 0, [west,sideEnemy], false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
};

Being my_first_sam a Shilka unit.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 11 Mar 2008, 18:58:17
Hi Mando

No more multiple missiles in the air now. But....I must be doing something else wrong. None of the clients are getting Radar Lock messages from the SAM vehicles. Missiles are firing, just no radar lock message.


also getting this error in the ArmAServer.rpt file
Code: [Select]
File mpmissions\__cur_mp.Sara\mando_missiles\units\mando_missileattacker.sqf, line 94
Error in expression <ait     = 60.0 / _rof;
_arc      = _arc / 2;

_i = 0;
_blanco=objNull;
_espera =>
  Error position: </ 2;

_i = 0;
_blanco=objNull;
_espera =>
  Error /: Type Array, expected Number,Config entry
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 11 Mar 2008, 19:52:10
Your init.sqf code seems correct to me, as long as my_first_sam is an existing vehicle with a driver inside (unit pos = 0)

Did you modify the original mando_basicsam_unit2.sqs script?
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 11 Mar 2008, 20:10:53
I changed the rof (rate of fire) to 2 in the parameters.

This is using the last public beta.

I did add this line at the begginning of the script...the older .sqs BTW.
Code: [Select]
?(!isServer): exit
Here's the whole init.sqf block that deals with the AI SAM's:
Code: [Select]
// Setup 8 weak AI SAMs
_posunit = 0;
_ttype = ["Air"];
_quantity = 12;
_minrange = 100;
_maxrange = 2750;
_rof = 2;
_pos = [0,1,2];
_scan = 360;
_mink = 0;
_enemies = [west,sideEnemy];

if (isServer) then
{
[sam1, _disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
[sam2, _disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
[sam3, _disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
[sam4, _disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
[shilka1, _disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
[shilka2, _disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
[shilka3, _disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
[shilka4, _disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
[shilka5, _disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
};

Also the crew of at least one of the AI SAM vehicles disembarks and the re-embarks via a trigger.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 11 Mar 2008, 21:15:24
remove "_disp, "
in the example, _disp = samunit, but you are already providing that unit as first argument, so you are messing up all of them.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 11 Mar 2008, 21:44:38
I hoped it was something simple. Thanks Mando.

Except for the lack of radar warning, we had >20 folks online playing that mission last night and it went very smoothly. Everybody on our server loves your missiles and counter measures. It makes my amatuerish mission look great. Working on a more professional mission for the future.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 11 Mar 2008, 21:51:24
There is no lack at all of radar warning.

EDIT: I assume your description.ext setup is correct.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 11 Mar 2008, 22:56:51
It must have been not working because of the extra parameter. I believe some radar guided missiles were launched, but I am not positive.

I am testing later today.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Mandoble on 11 Mar 2008, 22:59:25
In fact, with that extra parameter I'm quite surprised any missile was fired at all.
Title: Re: Mando Missile ArmA (DO NOT SUBMIT)
Post by: Nixer6 on 12 Mar 2008, 15:12:45
Once again thanks for the solution. Seems to be working just fine now.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 24 Mar 2008, 18:58:54
Mando Missile ArmA 2.3 (http://www.ofpec.com/ed_depot/index.php?action=details&id=536&game=ArmA&type=sc&cat=we) is now available  :D
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Nixer6 on 24 Mar 2008, 21:46:13
Congrats Mando on another great resource.  :clap:
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: ApocalypseDan on 25 Mar 2008, 11:58:46
I have managed to get This Little beauty Working Using The Game Logic System it Is The Best Thing Since God Made Tobacco  :cool2:

I have Made Some Custom Missiles And I want to Put them In To My Missions I have Gone over the read me and it dose explain it But i am missing the point as i can not find any reference to What i have generated in missile lab and Mando_missile.sqf (Where in the Sqf do i put it .What i mean by that is do i have to write a script or can i just change one of the luncher to lunch my missiles )BTW i have downloaded the Naval Missile pack By Desert Fox They are Amazing Tomahawk3 is my favorite any help please from a Newbie scripter  :dunno:

also how do i go about adding Descriptive.txt and init.sqf info from mandos pack into my Text Descriptive.txt and Init.sqf
as i cant seem to find any where that explains it for example is it possible to add all the Sections of 2.3 together so you have the full Monty running together in the same mission
i am totally playing out my league and i normally make really basic missions no game logic(how many do i have to have on my mission) or anything like that. i have read most of Ofpec help and tutor's but they stop as it is getting in to the important stuff please is there anyone who is willing to explain this most awesome mod and how to integrate it a bit better than in the read me  he was expecting only scripting Guru's to take an interest in it but there are many people like me that are scratching there heads at this one  :dunno:

Cheers and Mando Really Top class work  ApocalypseDan   :good:
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 26 Mar 2008, 10:55:30
Well, as you know there are two ways to use mando missile arma 2.3, script suite or addon. script suite is the folder mando_missiles and addon is the file mando_missiles.pbo.

If you dont want to make your mission dependant on any external addon, then the best option is to use the script suite following these steps:
1 - Copy mando_missiles folder into your mission folder.
2 - If you dont have a description.ext file, create it, else open it. (description.ext file is a text file with dialogs, sounds and titles defined).
3 - Open your description.ext file and add the following lines at the top:
Code: [Select]
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_missile.h"
// End of Needed for Mando Missile ArmA
4 - Look for class RscTitles into your description.ext
         - If you did find it, add the following line inside that class definition.
Code: [Select]
#include "mando_missiles\mando_missiletitles.h"

         - If your description.ext file doesnt have any class RscTitles, add one:
Code: [Select]
class RscTitles
{
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_missiletitles.h"
// End of Needed for Mando Missile ArmA
};

5 - Look for class CfgSounds into your description.ext
         - If you did find it, add the following line inside that class definition.
Code: [Select]
#include "mando_missiles\mando_sounds.h"

         - If your description.ext file doesnt have any class CfgSounds, add one:
Code: [Select]
class CfgSounds
{
   sounds[] = {};
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_sounds.h"
// End of Needed for Mando Missile ArmA
};

This is a basic example of description.ext file to be used with mando missile script suite:
Code: [Select]
//description.ext file

// Needed for Mando Missile ArmA
#include "mando_missiles\mando_missile.h"
// End of Needed for Mando Missile ArmA

class RscTitles
{
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_missiletitles.h"
// End of Needed for Mando Missile ArmA
};

class CfgSounds
{
   sounds[] = {};

// Needed for Mando Missile ArmA
#include "mando_missiles\mando_sounds.h"
// End of Needed for Mando Missile ArmA
};

Note that each time you modify description.ext file, you need to reload the mission from the editor for the changes to take effect.

6 - Open your init.sqf file, if your mission dont have any, create one (again, a simple text file).
Add the following line there:
Code: [Select]
[]execVM"mando_missiles\mando_missileinit.sqf";
Ok, now you may proceed to create your missile launchers, etc.

But if you prefer to use the addon, then you dont need to add anything to the description.ext nor init.sqf, you only need to place a single Mando Missile ArmA gamelogic in your map. Of course you will need to have the addon inside your addons folder.

Optionally, you may not include any gamelogic there, but then you need to execute mando missile initialization from your init.sqf (note that this time the script path starts with "\":
Code: [Select]
[]execVM"\mando_missiles\mando_missileinit.sqf";
If you use the addon, you dont need mando_missiles folder inside your mission folder.

And that's all. As you can see, not that difficult at all  ;)

EDIT:
Almost forgot, about your other question related to Mando Missile Lab. This mission allows you to test any missile parameter, which may then be used to:
- Fire individual missiles, as described in mando_missile_test.sara demo mission.
- Use these parameters to configure your own automatic missile launchers, for example starting with a script similar to any of these included into mando_missiles\units\attackers and then modifying the parameters there. Or using these parameters directly as missile input parameters for mando_missileattacker.sqf (which is the AI launcher management script).
- Use these parameters to configure your own specific MCC launchers for players (like these present inside \mando_missiles\mcc\mcc_types folder).
- Use these parameters to configure your own specific visual launchers for players (like these present inside mando_missiles\units\keysets folder).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: booz on 26 Mar 2008, 15:39:01
Hi there.

I'm using Mando Missiles 2.3 and i've got a little problem with the missile lab mission. I cant change some properties like the Guidance Delay or the ground avoidance. I can change it but the modifications arent used by the missiles. Also, some time i have troubles changing the guidance mode. Did i missed some "validate changes" button or is it a bug?

Thanks.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 26 Mar 2008, 16:53:40
Did i missed some "validate changes" button or is it a bug?

No and no, the changes are validated as soon as you click fire button (are you using 1.08 or are you using a beta?). What do you mean by "The modifications are not used by the missiles"? Guidance delay is the time after lauch where the missile will keep flying in the launch direction before guiding itself towards the target. Terrain avoilance is not active when the missile is flying in mode 2 (active). If your target is closer than active range, the missile will switch from any initial mode to mode 2 at launch time.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: booz on 26 Mar 2008, 21:30:10
I'm on Arma 1.11 beta without queens gambit.
I ran a few more tests, and for some reason, sometime the thing have troubles switching to different seeking modes, but finally ran a correct test in mode 0 so ground avoidance works well. But the "guidance delay" is still not working. Normally with a launch angle of 85° and 30 of guidance delay the missile should go straight for like 20 seconds and then begin to head for the target, but thats not happening. Or maybe i'm misunderstanding the way guidance delay affects the missile.

Anyway, great job!
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 26 Mar 2008, 22:14:24
Good finding  :clap:, "control time" parameter has not effect now :whistle:, will fix it ASAP.

On the other hand, ground avoidance works well.

EDIT:
Quick fix to have "control time" parameter working again:
1 - Open mando_missile.sqf and look for
Code: [Select]
         _controltime = 99999;
         _deltah01 = _hdegreessec01 * _delay;
         _deltav01 = _vdegreessec01 * _delay;
         _deltah2 = _hdegreessec2 * _delay;
         _deltav2 = _vdegreessec2 * _delay;

Change it by
Code: [Select]
         _controltime = 99999;
         _deltah01 = _hdegreessec01;
         _deltav01 = _vdegreessec01;
         _deltah2 = _hdegreessec2;
         _deltav2 = _vdegreessec2;

Look for
Code: [Select]
      if (_mode == 2) then
      {
         _climb = _climb + (_climbdir * ((_vdegreessec2 * _deltatime) min 2));
      }
      else
      {
         _climb = _climb + (_climbdir * ((_vdegreessec01 * _deltatime) min 2));
      };

Change it by:
Code: [Select]
      if (_mode == 2) then
      {
         _climb = _climb + (_climbdir * ((_deltav2 * _deltatime) min 2));
      }
      else
      {
         _climb = _climb + (_climbdir * ((_deltav01 * _deltatime) min 2));
      };

Look for
Code: [Select]
   if (_mode == 2) then
   {
      _firstaim = false;
      _dir = _dir + (_turn * (((_hdegreessec2 * _deltatime) min 2) min _difabs));
   }
   else
   {
      _dir = _dir + (_turn * (((_hdegreessec01 * _deltatime) min 2) min _difabs));
   };

and change it by:
Code: [Select]
   if (_mode == 2) then
   {
      _firstaim = false;
      _dir = _dir + (_turn * (((_deltah2 * _deltatime) min 2) min _difabs));
   }
   else
   {
      _dir = _dir + (_turn * (((_deltah01 * _deltatime) min 2) min _difabs));
   };
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 02 Apr 2008, 14:05:21
DesertPhoenix is working on a quite interesting missile pack (http://www.armaholic.com/page.php?id=2928) which you may integrate with any mando missile launcher.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 15 Apr 2008, 01:16:25
Kaio's Nimitz (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=d799e08efe35834328743d18d13f97c3;act=ST;f=70;t=72920) with some added toys: USS Nimitz with Mando Missiles and Mando Guns (http://www.youtube.com/watch?v=lssE7ChnWas).

init.sqf setup for script suite version:
Code: [Select]
// Mando missile initialization
[]execVM"mando_missiles\mando_missileinit.sqf";
Sleep 1;

// Mando gun initialization
[]execVM"mando_gun\mando_guncheck.sqf";
[]execVM"mando_gun\mando_guneffects.sqf";

Sleep 1;

// USS Nimitz named ship1 setup
if (isServer) then
{
// Automatic systems
   // Simulated phalanx (Antiair - antimissile)
   [ship1, 3, ["Air"], 200, 100, 2500, 1000, 17, 20, [0.6,0.6], 4, true, "", "B_23mm_AA", [20,115,10], 1.5, [90,60], 0,[east,

sideEnemy], true, true, false, "","", "mando_gun"]execVM"mando_gun\mando_gunattacker.sqf";
   Sleep 1;
   // Simulated phalanx (Antiair - antimissile)
   [ship1, 3, ["Air"], 200, 100, 2500, 1000, 17, 20, [0.6,0.6], 4, true, "", "B_23mm_AA", [-35,-145,6], 1.5, [160,-100], 0,[east,

sideEnemy], true, true, false, "","", "mando_gun"]execVM"mando_gun\mando_gunattacker.sqf";
   Sleep 1;
   // Simulated phalanx (Antiair - antimissile)
   [ship1, 3, ["Air"], 200, 100, 2500, 1000, 17, 20, [0.6,0.6], 4, true, "", "B_23mm_AA", [30,-160,5], 1.5, [160,100], 0,[east,

sideEnemy], true, true, false, "","", "mando_gun"]execVM"mando_gun\mando_gunattacker.sqf";
   Sleep 1;
   // 24 Seasparrow (Antiair - antimissile)
   [ship1, 3, ["Air"], 24, 1000, 6000, 6, [35,100,12], [180, 60], 0, [east,sideEnemy], true, false, true, false, 25]

exec"mando_missiles\units\attackers\mando_seasparrow.sqs";
   Sleep 1;
   // 24 Seasparrow (Antiair - antimissile)
   [ship1, 3, ["Air"], 24, 1000, 6000, 6, [-35,90,12], [180, -60], 0, [east,sideEnemy], true, false, true, false, 25]

exec"mando_missiles\units\attackers\mando_seasparrow.sqs";
   Sleep 1;
   // 24 Seasparrow (Antiair - antimissile)
   [ship1, 3, ["Air"], 24, 1000, 6000, 6, [-35,-147,6], [170, -90], 0, [east,sideEnemy], true, false, true, false, 25]

exec"mando_missiles\units\attackers\mando_seasparrow.sqs";
};

For some reason, that ship returns a position with a Z over ground > 1.8m, which confuses current version of MMA 2.3 (being near 2m over ground it is considered air launcher, and launch positions are switched firing from left wing pilot <-> right wing pilon). Hope Kaio fix this issue. Meanwhile, and if you are using the script suite, open mando_missiles\units\mando_missileattacker.sqf, look for:
Code: [Select]
            if ((abs(_firingpos select 0) > 0) && ((_posdisp select 2) > 1.5)) then
            {
               _firingPos set [0, -(_firingpos select 0)];
            };

and change by:
Code: [Select]
            if ((abs(_firingpos select 0) > 0) && ((_posdisp select 2) > 3)) then
            {
               _firingPos set [0, -(_firingpos select 0)];
            };
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: ssgt.luis on 17 Apr 2008, 03:50:38
how do you install this?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 17 Apr 2008, 11:57:31
Do you mean this (http://www.terra.es/personal2/matias.s/mma_readme.htm#t4)? Or the specific setup of a missile launcher?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 20 Apr 2008, 21:49:00
Hey Mandoble, wonder if you can help me.  I'm trying to set up a SAM network on a mission, i have copied files over from the mma version of the map_dlg that was with the air support console.  Thing is when i start the mission i get this error. http://bobsquad.gamingdeluxe.co.uk/Images/Error.JPG (http://bobsquad.gamingdeluxe.co.uk/Images/Error.JPG) 

Any ideas what the problem is, the SAM seems to lock and fire fine, so i dont know whats up.


EDIT1: Sorted m8, forgot about the sam2 in the init.sqf


Erm although i wonder if u could shed some light on the next question.  Would it be possible to decrease the SAM site range when a trigger goes off?   

E.g  Sam coverage can be reduced when say a radio tower gets destroyed.  This makes the sam site only fire if aircraft getting closeish.

Hope that makes sense.

EDIT2: Sorry just another quickie, can i enter something into the init.sqf to give planes the flare system like the choppers?  and will the AI use this automatically?

Cheers.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 20 Apr 2008, 23:07:11
You cannot reduce the range of SAMs, but if you have several ones, you may turn some of them off if a radio tower is destroyed, and keep them off while the radio tower keeps destroyed.

To turn an AI SAM off you may:
1 - Set its combat mode to "BLUE"
or
2 - use mando_missiles\units\mando_attackeronoff.sqf (http://www.terra.es/personal2/matias.s/mma_readme.htm#t6)

EDIT: the flares for planes are the same as for choppers, for example:
Code: [Select]
[myplane, 400, 1, 2, true, 0]"mando_missiles\units\mando_missileecm.sqf"Execute that server side.

The mando_missileecm.sqf parameters are the following:

- Unit that has the CHAFF or FLARES packs
- Minimum distance beetween incomming missile and the unit to drop flares or chaff
- Type: 0 - Chaff, 1 - Flares
- Number of chaff or flares packs, each usage substracs one to this initial quantity
- radio: true/false, if unit sends radio messages indicating a missile incomming, chaff or flares dropped, missile evaded, etc.
- reactiontime (optional): The unit will wait a random number of seconds between 0 and this value before dropping countermeasures. This parameter is optional, if not provided the reaction delay time will be 0 seconds.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 21 Apr 2008, 01:03:27
Will this work for a playable plane aswell Mandoble?

Sorry newbish question, where would i execute the script?  in the init.sqf?

cheers.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 21 Apr 2008, 01:30:55
Yes, while I prefer manual countermeasures for playable planes.

You may execute it in init.sqf for each of your units with automatic countermeasures or in the init field of these units.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: JZig86 on 21 Apr 2008, 04:40:35
Thanks Mandoble for directing me here!

As I stated in another thread, I am not the greatest when it comes to scripting. What
I would like to do is incorporate Mando Missiles into one of my missions I am making, but have no idea on how to do it.    I want to spawn/create a few missiles through a trigger, lunch them through a game logic, and the missles should target and impact a few different objects.

Any kind of help would be very much appreciated.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 21 Apr 2008, 09:27:21
So, what you want is to execute individual shots from a gamelogic against some targets. To achieve that you only need to execute mando_missile.sqf (http://www.terra.es/personal2/matias.s/mma_readme.htm#t7) once for each of these shots.

For example:
Code: [Select]
/*
   your_launch_script.sqf
   Basic individual missile launch script
   usage: res=[yourgamelogic, atarget]execVM"your_launch_script.sqf"
*/
private["_launcher", "_target", "_dir"];
_launcher = _this select 0;
_target = _this select 1;
_dir = ((getPos _target select 0)-(getPos _launcher select 0)) atan2 ((getPos _target select 1)-(getPos _launcher select 1));

[_launcher, "Bo_GBU12_LGB", [0,0,2], _dir, 89, 0, 250, 100, _target, 5, 2000, 0, 400, "mando_missiles\warheads\mando_missilehead2a.sqf", "mando_missiles\exhausts\mando_missilesmoke1a.sqf", "mando_missile1", 29, 100, true, 5, 0, 0, true, true, "mando_missiles\launch\mando_scudlaunch.sqf", 25, 25, 1, true, 180, 180] execVM "mando_missiles\mando_missile.sqf";

Of course, you need also to set up your mission for mando missile use following these steps (http://www.terra.es/personal2/matias.s/mma_readme.htm#t4).

You may play with the launch parameters at will, to test them you may use mando_missile_lab.sara mission.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Shadow.D. ^BOB^ on 21 Apr 2008, 17:39:52
User controlled flares would probably be better definatly, erm your gonna hit me soon  :D

I had a look and executed the mando_missiles\units\mando_assignvehicle_by_type.sqf script, i assume there's more i need to do to get it to work, as it isnt atm.
**Sorted that bit**

Sorry for all these questions, just trying to get my head around your missiles while doing the same with DAC2 :)


EDIT1:  Yet another question, i know its possible to havee the playerr rearm flares/missiles at a ural or truck.  My question is, can enemy AI do the same?  The SAM sites in my mission have been reduced to having 5 missiles per unit (to stop the almost continous launch).  I would like them to be abl to fire more bu have to reload them first.  Would this be possible?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 21 Apr 2008, 21:38:39
Yes, AI will reload automatically if an ammo truck is near.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: JZig86 on 22 Apr 2008, 03:02:41
I have tried what you suggested, but I still cannot get it to work. I've tried taking apart some othr missions that use the script, but those were just too complex for me.   :confused:

Is there any possibility you could send me a very small test mission with a trigger and gamelogic that fires a missile once the trigger is activated? That way I could really see how everything needs to be set up so I can build off of that. Thanks in advance!!
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 22 Apr 2008, 09:11:04
Basic example with two targets (a near chopper and a far away tank) and two radio triggers. The basic firing script is basic_missile.sqs, inside you will find all the firing parameters so you may play with them at will. This example uses the addon, so you dont need to modify or create any description.ext file.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: JZig86 on 23 Apr 2008, 00:44:10
Thank you Mando!!  :clap:

Ill will go check it out and ill report back. Thanks again!
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: JZig86 on 24 Apr 2008, 01:51:56
Mando, you are a genius!! Works like a charm and exactly what I was looking for. THANKS! :good:
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: sharkattack on 01 May 2008, 22:08:45
edit
------
hit the wrong target ...   was aiming for mando bombs + air support console with mando missiles  enabled ...

---------------------------------------------

this really is the bollocks

tested tonight on =RTY= server playing =RTY= Navy seals 
full house 10 players ..

what a script  it has everything .. by toying with the console options  any scenario can be adressed
without upsetting  the mission balance ..  limited  cruise missile strikes  and bomb runs are superb  ..  bailed us out many a time
also the evacuation set up , recce flights and vehicle drop are  superb . 
The role of forward air controller  or officer in command   adds a new element to co op play   alongside  pilot only fly  and medic only revive this really puts the cherry on top for teamplay missions ..


excellent  job mandoble    ...  i salute you  sir    :good:

no errors  on dedicated server
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: ViperMaul on 02 May 2008, 09:32:02
I am glad more & more people are finally starting to realize.
This is high level and most flexible MOD.

Outstanding work as always.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Telson on 04 May 2008, 12:53:02
Ok don't know what i am doing wrong but cant get this to work with Mando bombs all i get is "MSG : cruise missile launcher not present"
Can someone send me a simple idiot's guide to setup the launcher .All other functions on Mando bombs work fine and if Mando bombs is anything to go by this addon is a must.  :D
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 04 May 2008, 13:34:09
Please, for mando bombs questions, use mando bombs thread (http://www.ofpec.com/forum/index.php?topic=31017.75).

Your very same question has been addressed there few days ago. Look for April 28 shark attack question and my reply.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Telson on 04 May 2008, 17:21:08
ok got last problem sorted  :good:
now i am looking for a list of parameters to add into the init.sqf like
mando_support_left_ca_WEST=2;
mando_support_left_rc_WEST=2;
The last two were for mando bombs is there a list for mando missiles
Trying to turn on terrain following and altitude flight of 200
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 04 May 2008, 17:23:25
Telson, again, for questions related to mando bombs use the mando bombs thread.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Telson on 04 May 2008, 17:40:10
 ??? sorry but i don't see how settings for the altitude and terrain following for mando missiles is related to Mando bombs
the two examples i gave were for mando bombs but i am looking for the same thing for mando missiles
for cruise altitude and terrain following.
Maybe it was the way i posed the question  :D
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 04 May 2008, 17:57:14
Here (http://www.terra.es/personal2/matias.s/mma_readme.htm#t7) you have all the Mando Missile parameters, including terrain avoidance and cruise altitude. Read the online help to clearly understand how they work. Basically a missile while flying in intertial mode may keep a cruise altitude and also avoid terrain elevations. The terrain avoidance is automatically turned off when the target is within missile seeker range (active seeker or terminal range).

If you want to change the behaviour of the cruise missiles launched from the console, look for mando_missile.sqf into mando_airsupportdlg.sqf and change any parameter at will. It is better to try any parameter or configuration first from mando_missile_lab.sara mission.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 04 May 2008, 18:45:30
General notice:

Attached to first post of this thread there are two extra basic usage examples:
- basic_missile.Sara: Basic example with two targets (a near chopper and a far away tank) and two radio triggers. The basic firing script is basic_missile.sqs, inside you will find all the firing parameters so you may play with them at will. This example uses the addon, so you dont need to modify or create any description.ext file.

- mando_laserbomb.Sara: A Su34 will support you with laser guided bombs. Call of support using the radio, use the laser designator to paint targets and validate them while the Su34 aproaches the area. This example uses the addon too, so you dont need to modify or create any description.ext file.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Telson on 06 May 2008, 23:57:27
First i would like to say your support is second to none and you are a credit to you skill.  :clap:

Second is there a way to delay the explosion of a missile.
I have everything set as i want except when attacking tanks with a low flying missile
A cruise missile usually explodes above the target.
I have set the missile to fly 5 meters above the target in the settings but unless i change the distance from target to 5 meters also the missile just fly over the target without exploding
If i set the missile to explode 5 meters from target it causes the missile to explode 5 meters in front of the target not above.
is there a way i can delay the explosion by say 0.5.
This would cause missile to reach 5 meters from target delay 0.5 seconds then run warhead script to explode warhead over the target?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 07 May 2008, 01:38:35
Do you mean that you want the missile to explode above the target and not with direct impact or just plain proximity? If it is the case, play with Z-offset parameter (not cruise altitude), it is altitude, positive or negative, relative to target's position where the missile will aim at. Lets say you setup this value to 5, so the missile will keep aiming 5m above the target, then your range to explode should be set to 6 ot 7m. Of course this also depends on the trajectory of the missile in the final aproach, if the missile is diving over the target and fast > 400m/s, then the missile probably will hit the target directly or will explode closer than 6m, not just 5m above it.

To tune up your settings, try with a larger Z-offset, for example 10m, and a boom-range of 14m. Anyway, might be I've missunderstood what you are trying to do.

About warheads, you may create your own ones, they are just scripts. You may copy/rename a existing warhead, modify at will, and provide your script name to the warhead parameter of the missile. And yes, you may delay the final detonation at will, in fact you may create as many detonations as you want around the last "alive" position of the missile (this effect is already done with the SCUD warhead).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Telson on 07 May 2008, 09:26:20
Thanks again will have a play with the warhead
I'm guessing placing Sleep 0.75; some where will delay the explosion and allow missile to explode directly above the target
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 07 May 2008, 11:01:24
You may use mando_missile_lab.sara to test different z-Offset and detonation range configurations, with the missile flying with a low or high profile. I dont think the sleep in the warhead would have the effect you are looking for, a z-Offset of 3m and a range to explode of 4m or 5m would have a closer effect. A would aim for a general setup like:
z-Offset 3
cruise alt 100
active range 1000
initial mode 0
initial vertical angle 45
range to explode 5
max speed 300
vertical agility 20 deg/sec
intercept mode YES

Also consider that when using the GBU bomb in the warheads, even if the bomb explodes in mid air, the visual effects (smoke and dust particles) are generated at ground level (this is hardcoded by BIS in that bomb and cannot be changed), but the damage effects are really created around the point in the space where the bomb explodes.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 18 May 2008, 20:59:21
Attached to the first post you will find mma_air_combat.Sara.zip. While it is a fully playable mission SP or MP, it is inteded as an example of Mando Missile integration with addons. Inside you will find mma_bis_su34_init.sqf, mma_bis_su34b_init.sqf and mma_bis_av8b2_init.sqf. Three example scripts which are executed from the init field of the planes in the mission, but these script might also be executed from the "Init" EH (or Extended EH) of an addon derived from Su34, Su34B or AV8B2. If Mando Missile is not present in the mission, the planes will behave like normal ones, but if MMA 2.3 or above is present, the planes will reconfigure themselves to use MMA systems. The script activates/deactivates AI/human systems depending on who is into each position of a plane, human or AI.

Soon you will have a comprehensive guide explaining step by step how to integrate Mando Missile within any addon.

In the example mission you may fly as OPFOR, BLUFOR or keep grounded as civilian observer.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Gnat on 19 May 2008, 16:08:50
Great Stuff !!!!
plan to do some experimenting with my ship and sub addons ... in my spare time ;)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 26 May 2008, 21:15:16
Now you need something new BLUFOR side to beat your own CV (http://www.youtube.com/watch?v=aPfgEErGrtw)  :P
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 09 Jul 2008, 21:47:02
Just for these interested into Javelins ...

Mando Missile Javelin demo mission (http://www.terra.es/personal2/matias.s/mando_javelin_addon.Intro.zip)

Mando Missile Javelin video (http://www.youtube.com/watch?v=655V3b-Iaq0)

To save space, the demo mission uses the addon version (so make sure to have mando_missiles.pbo (http://www.ofpec.com/ed_depot/index.php?action=details&id=536&page=1&cat=xyz) into your addons folder), if you want to use the script suite just follow this procedure (http://www.terra.es/personal2/matias.s/mma_readme.htm#t4).

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 (http://www.terra.es/personal2/matias.s/mma_readme.htm#t7) is the list of parameters used by Mando Missiles.

EDIT:Replacement updated, now you can select Hi or Direct modes for the Javelin.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble 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 (http://www.armaholic.com/page.php?id=2928) with Mando Missile and they will hit the target for sure  ;)

EDIT2:
Here (http://www.youtube.com/watch?v=SY1h7C8ddp8&feature=related) 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.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble 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 >> (http://www.terra.es/personal2/matias.s/mando_missile_sadarm.Intro.zip)

Mando Missile Bill2 video (http://www.youtube.com/watch?v=a_KN3wiP4Ac)

To save space, the demo mission uses the addon version (so make sure to have mando_missiles.pbo (http://www.ofpec.com/ed_depot/index.php?action=details&id=536&page=1&cat=xyz) into your addons folder), if you want to use the script suite just follow this procedure (http://www.terra.es/personal2/matias.s/mma_readme.htm#t4).

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 (http://www.terra.es/personal2/matias.s/mma_readme.htm#t7) is the list of parameters used by Mando Missiles.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 17 Jul 2008, 21:38:55
Of course you can.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke 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)?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 18 Jul 2008, 20:10:07
Mando Missile Parameters (http://www.terra.es/personal2/matias.s/mma_readme.htm#t7). If you have problems using some part of an addon as missile body, ask the addon author.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble 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.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke 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
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 18 Jul 2008, 21:06:41
only "Bo_GBU12_LGB" seems to work.

Anything that moves works there as long as you provide the correct class, first you are talking about "\missilepack\r-17", then about a p3d comming from GIGA addon. Use a harrier as missile body for example, class "AV8B".

The On Act. field of the trigger of the example mission should look like:
Code: [Select]
res = [launcher1,"AV8B", [0,-5,5], getDir launcher1, 85, 10, 400, 20, scud_target, 5, 3500, 0, 800,    mando_missile_path+"warheads\mando_scudconv.sqf", mando_missile_path+"exhausts\mando_missilesmoke1a.sqf", "mando_missile1", 29, 90,    false, 999, 0, 3, true, false, mando_missile_path+"launch\mando_scudlaunch.sqf", 40, 30, 1, true, 180, 180] execVM "mando_missiles\mando_missile.sqf"
Relative firing position and initial angle slightly adjusted due the size of the harrier.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 18 Jul 2008, 21:09:32
Mando,

Are you saying to enter the vehicleclass, because I have been trying to enter the .p3d model names.

Thanx for the replies, as always.

Luke

EDIT: Got it working!!

Thank YOU!
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 18 Jul 2008, 21:14:42
Do you ever read what I reply?  >:(

From the provided link about mando missile parameters:

"Missile object class name:
The class of the missile body object. Usually an existing ammo class name or vehicle class name. For a list of existing ammo and vehicle classes check ArmA Ammo classes and ArmA Vehicle classes. For example, "M_Stinger_AA". If you use an ammo class name, consider that all of them have a pre-configured life-time (list of ArmA ammo life times), once that time elapses, ArmA will remove the object automatically. If this happens, the missile script will trigger the warhead detonation at the last known position of the missile object before its automatic deletion.

You may also use any existing vehicle or ammo class name present in any third party addon."


So yes, you can provide also vehicle class names for missile body.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 19 Jul 2008, 08:14:46
Oh,

So that's what you were getting at.

I read that and nothing clicked until your last post, Sorry.   :-[

I can be pretty dense. :blink:

But still...

Thanx for the repies, as always.

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: CrazyAce on 02 Aug 2008, 05:44:18
Looks like I got everything set up correctly, except I can't call in cruise missiles as I get an error that says:
Quote
Cruise missile launcher not present.

This is what I have done so far:

Copied the mando_missiles folder over to my Missions folder.

Added code in Description.ext:
Code: [Select]
#include "mando_missiles\mando_missile.h"

Added code in Init.sqs:
Code: [Select]
[]execVM"mando_missiles\mando_missileinit.sqf";
Sleep 2;

Now these instructions over at:  http://www.terra.es/personal2/matias.s/mma_readme.htm#t10 doesn't make sense to me on how to get the cruise missile working. I'm having a problem trying to understand how to make a RIB or PBX (that's placed in the mission) act as the missile carrier.

Any help is appreciated as I'm doing this for my Warfare mission.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 02 Aug 2008, 08:41:40
Is this question related to mando missiles or to air support console?
If related to air support console you need to set two global vars (directly from the help file):
"
   mando_airsupport_cmissile: Cruise missile launcher (requires mando missile initialized), default value is objNull;
   mando_airsupport_cmissile_pos: Model coordinates of the cruise missile launch position.
"
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: CrazyAce on 03 Aug 2008, 10:26:36
Oh ok I see now, thanx luke and Mando for helping me. So if I get this right:

Code: [Select]
mando_airsupport_cmissile: Cruise missile launcher (requires mando missile initialized), default value is objNull;
Would mean the name of the ship in the editor, that goes in the name box.

&
Code: [Select]
mando_airsupport_cmissile_pos: Model coordinates of the cruise missile launch position.

Now this would be the global position of the ship in the editor which I can then find after placing the object on the map in the mission.sqm file. Like say from the position line:

Code: [Select]
class Item1090
{
position[]={9350.376953,0.429874,3712.430420};
id=1235;
side="EMPTY";
vehicle="RHIB";
skill=0.600000;
text="thelaunch";
};
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 03 Aug 2008, 11:53:43
Ok, please, for Air Support Console questions, use the corresponding thread.

mando_airsupport_cmissile is set to the missile launcher, for example the name of a vehicle placed in the editor.
mando_airsupport_cmissile_pos: Is the relative firing position in model coordinates of the launcher.
This example comes from init.sqf of mando_bombs_mapdlg_mma.Sara demo mission:
Code: [Select]
mando_airsupport_cmissile = rhib1;
mando_airsupport_cmissile_pos = [0,-4, 1];
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 04 Aug 2008, 01:35:06
How would I get 12 rockets to fall in a randomly in a 50 meter circle? (MLRS style  :P)

Luke

What do you think of this??

(Requires GIGAN's SCUD)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 05 Aug 2008, 14:38:09
Just place 12 targets (might be gamelogics) inside your 50m circle, and fire 12 missiles one per target. You will also need to play with trajectory parameters (cruise alt, ininitial guidance mode set to 0 and final active seeker range) to get the desired trajectory "shape".
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 30 Aug 2008, 01:22:20
Mando, was wondering.

How does the REMOTE system work?

The idea I have is an air_remote style of system where you have a mando_attacker,
but rather than fire missiles, mark targets (via the "REMOTE" type) for other mando launchers/guns when they are in range of the launcher/gun.
But without being fired upon by gunships, LGBs, etc.

That way, without the radar, the launchers/guns will not work making the radar a high value target,
and a plane might get a radar warning without a missile to follow.

Wondering if it was possible/something you like.

Luke

Edit: Also do you think there is a work around to having a sam fire more than one missile at a target,
when one will do?

Example: two harriers fly towards a sam, it engages one repeatedly until it is shot down, then moves on.
How about firing one missile at each, then wait till the missile explodes + .5, if target not destroyed, fire again.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 30 Aug 2008, 21:28:46
About remote system, yes, it is not only possible but also intented to be used in a similar way and an example is included in the pack: mando sonobuoy (http://www.youtube.com/watch?v=SFqZKzVLQfM) does exactly that for surface or underwater contacts (the demo is included in the pack).

BUT remote targets are detected by "others" so that means that the firing unit might not have line of sight with the target, so make sure for the case of SAMs to configure them with almost vertical launch angle in mode 0 and a safe cruise altitude (200m or more). If the target is already inside the active range of the missile, it will switch immediately to mode 2 (active) and then it will purse the target following and interception course (cruise alt is not considered there).

About SAMs firing not only against the closest target (if it was already attacked), it is also included in 2.4 (except against missiles, if a missile is inbound it has max priority).


Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 31 Aug 2008, 07:51:35
I looked but am still confused.
How would I go about doing this?
I plan to have a site with one radar unit and the rest just waiting its lock on, much akin to the set-up of an SA-2 Guideline (http://en.wikipedia.org/wiki/S-75_Dvina#Site_layout).
That way the radar becomes the target, and the launchers slaved to the designated target.
BTW I would like to know it anti-radar strikes work agains "REMOTE" seeking targets,
because I don't want a HARM going after the missile rails.

About SAMs firing not only against the closest target (if it was already attacked), it is also included in 2.4 (except against missiles, if a missile is inbound it has max priority).

I take it 2.4 is nearly ready for release?

If so, then I look forward to it!

Luke


Removed unnecessary quote - Planck
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 31 Aug 2008, 12:37:22
Hope you had a good holiday Mandoble.  Can't wait for 2.4 !

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 07 Sep 2008, 22:52:58
Mando,
Is there an option for 'cold' sam launch a-la the russian tor?

I know there is an option to allow the rocket to delay after firing, but only then propelled via gravity.

(cold means the missile is ejected before the rocket ignites, see here (http://www.youtube.com/watch?v=4c7pSRR3nFQ&feature=related).)

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 07 Sep 2008, 22:58:34
You may easily simulate this with a smoke trail script that generates smoke only 1 second after the launch, launch it almost vertically in mode 2 with a vertical scan arc of 180 degrees.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 08 Sep 2008, 00:08:27
I never understood where to put the warhead and smoketrail scripts.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 08 Sep 2008, 00:53:45
You have some inside the script suite/addon but the idea is that you create your own ones, which would be placed obviously in your mission folder or in a subfolder inside your mission.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 08 Sep 2008, 03:01:44
I See,

I was trying to unPBO then rePBO  :blink:

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 08 Sep 2008, 15:55:05
Is this (http://www.youtube.com/watch?v=p4B5NaUNFLA) the effect you were looking for?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 09 Sep 2008, 01:37:32
Yes, Yes. Very much so  :D.

What script did you use/Is this 2.4?

Luke

EDIT: Mando, is there a way to have a unit 'non-detectable', such as an F117 addon,
so it can strike while being undetected/Shot down?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 09 Sep 2008, 09:17:54
No, this is mma 2.3 (attachment below).
mma 2.4 accept a list of stealth classes, this is not present in mma 2.3 while you may include it for automatic sams modifiyng mando_missileattacker.sqf. Look for:
Code: [Select]
      if (_createtrigger) then
      {
         _trigger setPos getPos _disp;
         if (count _ttypes > 0) then
         {
            {
               if ((getPos _x select 2) > 1) then
               {
                  if (isEngineOn _x) then
                  {
                     _list = _list + [_x];
                  };
               }
               else
               {
                  if ((driver _x != _x)) then
                  {
                     _list = _list + [_x];
                  };
               };
            } forEach list _trigger;
         };
      };

And add more conditions to                   
Code: [Select]
if (isEngineOn _x) then

for example
Code: [Select]
if ((isEngineOn _x) && !((typeOf _x) in your_array_of_stealth_classes)) then
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Vengeance on 13 Sep 2008, 19:32:01
Mandoble,

We have noticed when using

[_this select 0]execVM"mando_missiles\units\mando_onlymandoones.sqf";
[_this select 0, 400, 1, 2, true, 0]execVM"mando_missiles\units\mando_missileecm.sqf";

that the AI seem to have greater Flare Defense than Players do?  If AI is flying Helo they can take multiple hits from SAM (exec"mando_missiles\units\attackers\mando_hawk.sqs";) but Players can only take 1?  Do we need to setup other parameters?  :scratch:

Thanks
Vengeance
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 13 Sep 2008, 20:44:51
You may increase a bit the reaction time of the AI, for example to 0.5 secs (last parameter of mando_missileecm.sqf),
you may also play with mando_minchaffdist global which is also third parameter of mando_missileinit.sqf. If missile distance to target + mando_minchaffdist is less than missile distance to chaff/flares, the missile will  follow the target.
By default it is = 0, if you decrease it, it will be quite hard to avoid missiles (you will need to drop flares and break hard horizontally or vertically while keeping fast), if you decrease this value (< 0), avoiding missiles will be easier.
You may also set this value per missile type (very last parameter which is optional, see mando_missile.sqf header for more info). So you may create your own launcher copying and modifying mando_hawk.sqs so that the missiles have more or less tendendy to follow contermeasures instead of the real target.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Vengeance on 14 Sep 2008, 00:31:33
The above works great now.

Thanks,
Vengeance
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Vengeance on 19 Sep 2008, 00:05:25
With all the capabilities of Aircraft and Missiles now what would be the best way to give a Tank Anti-Missile protection or Radar Jamming?

Vengeance
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 19 Sep 2008, 00:12:18
Do you mean to provide a tank with anti-missile defense like other missiles or guns able to intercept missiles?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Vengeance on 19 Sep 2008, 03:00:39
Well I am not sure what makes sense from all that you have made?  What is reasonable for a Tank to have.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 19 Sep 2008, 17:03:33
Well, if you are talking about a common tank, then nothing. I mean, in RL the only defense for a tank against a missile impact would be to move fast behind an obstable.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Manzilla on 19 Sep 2008, 23:45:28
Something like a Trophy system would be something that could be done, although it was just postponed by the IDF a few days ago. But that all depends on what type of missile you have in mind. I think there's no real defense against Air-to-Ground type missiles atm. I could be wrong but I believe systems such as Trophy or the older 1030M Drozd is only intended for Anti-Tank missiles, RPGs and the likes.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Vengeance on 20 Sep 2008, 05:08:40
Well thanks anyway guys, the ARMOR players are complaining so I guess I will just outfit some Strykers with Patriot Missiles.  :scratch:

Thanks
Vengeance
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 20 Sep 2008, 09:22:24
Probably if you put Patriots there to follow ARMOR columns then the AIR guys will start complaining too. You may use Patriots to defend key areas (they actually are also antimissile capable) and you may use some "weaker" missile launcher  type to protect the ARMOR guys. To do so, you may use any of the existing pre-configured launcher types or create your own one so you can tune up/down all the firing parameters until you get something well balanced for your mission.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 20 Sep 2008, 15:10:12
In few days, before MMA 2.4 arrival, there will be an intermediate version including:
- Fine control for TV guided missiles (mostly to be used from the Air Support Console).
- Menu action to activate/deactivate targeting hud.
- Compatibility with Spoon Core key handling (while not required).
- Stealth vehicles with little or no chances to be locked on.
- More effective (no more powerfull) detonation script examples.
- Javelin replacement included.
- TorM1 launcher example for AI included.
- Swedish Bill2 and SADARM warheads for missiles included.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 20 Sep 2008, 20:10:13
Will there also be a SA2-style radar/launcher handoff system,
where the radar and launcher are two separate, yet cooperative entities?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 21 Sep 2008, 13:58:30
Ok, it was planned for 2.4 only but I'll include it in the next version. You will be able to setup main radars sharing info with launchers, you will be able also to control main radar ranges so you might set them depending also on a power supply vehicle or installation (if destroyed, range goes to 0, if repaired range goes to normal, for example). With this you may have a radar building or vehicle, several launchers and the conditions you want to set the range of the radar unit.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 21 Sep 2008, 19:25:30
Does that mean that the range is a scalar of the damage?
([1-getdammage] * initial_range)

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 21 Sep 2008, 19:53:21
That means, as said, that the criteria for that is up to the mission designer.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 21 Sep 2008, 20:47:27
Does this also mean that a unit will be able to trak/ sort more than one target at a time?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 21 Sep 2008, 21:15:45
For the particuar case of your Sa2, was this able to track and lock on more than one target at a time?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 22 Sep 2008, 03:16:38
No:
(copied from wikipedia here (http://en.wikipedia.org/wiki/S-75_Dvina#Missile)):
Quote from:  Wikipedia.org

The V-750 [(the SA2's missile)] is a two-stage missile, consisting of a solid-fuel booster and a storable liquid-fuel upper stage burning red fuming nitric acid as the oxidizer, and kerosene as the fuel. The booster fires for about 4-5 seconds, and the main engine for about 22 seconds, by which time the missile is traveling at about Mach 3. The booster mounts four large cropped-delta wing fins with small control surfaces in their trailing edges, used to control roll. The upper stage has smaller cropped-deltas near the middle of the airframe, with a smaller set of control surfaces are at the extreme rear and (in most models) much smaller fins on the nose.

The missiles are guided using radio control signals from the guidance computers at the site, sent on one of three channels. The earlier S-75 models received their commands via two sets of four small antennas in front of the forward fins, while the D models and on used four much larger strip antennas running between the forward and middle fins. The guidance system at an S-75 site can handle only one target at a time, but can direct three missiles against it. Additional missiles could be fired against the same target after one or more missiles of the first salvo had completed their run and the radio channel was freed.

The missile typically mounts a 195 kg (430 lb) fragmentation warhead, with proximity, contact and command fusing. The warhead has a lethal radius of about 65 m (215 ft) at lower altitudes, while at higher altitudes the thinner atmosphere allows for a wider radius of up to 250 m (820 ft). The missile itself is accurate to about 75 m (250 ft), which explains why two were typically fired in a salvo. One version, the SA-2E, mounted a 295 kg (650 lb) nuclear warhead of an estimated 15 kt yield, or a conventional warhead of similar weight.

Typical range for the missile is about 45 km (30 miles), with a maximum altitude around 20,000 m (60,000 ft). The radar and guidance system imposed a fairly long short-range cutoff of about 500-1,000 m (3,000 ft), making them fairly safe to attack at low level.

However, the beloved Tor-M1 is able to track two (and in more advanced variants four) targets and engage them.

(The Tor-M1 is able to have four missiles in flight, two per locked target, as is the later variants,
with eight missiles and four locked targets.)

Quote from wikipedia (found here (http://en.wikipedia.org/wiki/Tor-M1#Description))
Quote from:  Wikipedia.org

The closest foreign analogues to the Tor missile system in function and operation are systems like the British Rapier missile and French Crotale missile systems. The Tor system is mobile and self propelled using the 9A330 fighting vehicle which acts as an autonomous transporter, launcher, and radar unit or TLAR (similar to but not a TELAR as it does not erect the missile to a launch position). The 9A330 TLAR uses GM-355 chassis though the later Tor-M1 uses an improved GM-5955 chassis developed and produced by MMZ.[7] In addition to the self-propelled, tracked vehicle there are also static and towed versions of the Tor, and the latest Tor-M2E has been demonstrated with a wheeled chassis. The TLAR has a crew of four including a driver seated up front and three operators inside.

The TLAR is arranged in a similar fashion to the 9K22 Tunguska (Russian: Тунгуска) air defense system, it features a turret with a surveillance radar on top and a tracking radar up front with 8 ready to fire missiles stored vertically between the two radar. The surveillance radar is an E/F-band pulse doppler radar with a parabolic antenna mechanically scanned in azimuth with a 32 degree sector view[citation needed]. The radar has an average power output of 1.5 kW providing a maximum detection range of 25 km/16 mi, an F-15 type aircraft at an altitude of up to 6 km had a detection probability of 0.8 at this range.[3] The radar can detect up to 48 targets and track ten of them, including IFF functionality; the IFF antenna is mounted above the search radar. Later variants of the Tor system incorporate a modern frequency scanned phased array as a replacement for the older parabolic antenna.

The target engagement radar is a G/H and later K-band pulse doppler radar with an electronically scanned phased-array antenna in azimuth. The radar has an average power output of 0.6 kW providing a maximum detection range of 20 km/12 mi. An F-15 type aircraft had a detection probability of 0.8 at this range.[3] The radar can track one target (later two (Tor-M1) and then four (Tor-M2E)) while simultaneously guiding up to two missiles (later four (Tor-M1) and then eight (Tor-M2E). There is also a small antenna on the top of the target engagement radar to communicate with missiles after launch and before they are acquired by the engagement radar. Together these radars carry the NATO reporting name "Scrum Half". The surveillance radar can be folded down horizontally when travelling, to reduce the height of the vehicle, and the tracking radar can partially rotate away from vertical to reduce its height. There is an optical tracking system to complement the target engagement radar and allow engagements in a heavy ECM environment.

Targets can be acquired and tracked while the TLAR is moving. Missiles can be fired only when in a stationary position. The reaction time (from target detection to engagement) is described as 5-8 seconds depending on the variant; however, reaction time is somewhat longer (around 10 seconds) whilst in motion and firing in short halts. An auxiliary power unit (APU) is fitted so that the main engine can be shut down while the radar and missile system continue to operate when stationary, enabling long periods of readiness. The digital computers allowed for a higher degree of automation that any previous Soviet system of its type. Target threat classification is automatic and the system can be operated with little operator input, if desired. The high performance computing system combined with a phased array radar are the main reasons for the system's high degree of accuracy, ability to intercept small, fast and highly maneuverable targets, and the very fast reaction times of the system. It is equipped with NBC (nuclear, biological and chemical) protection. The price per unit was quoted as $25 million in 2007[citation needed].

Typically a battery of four Tor vehicles is accompanied by the mobile Ranzhir-M (Russian: "Ранжир-М") command center. It allows for efficient allocation of tasks between the individual Tor-1M crews and allows each TLAR to be linked into a wider air defense system.

Variants

9K330 "Tor" with the 9M330 missile, minimum range 2 km (1.2 mi), introduced in 1986
9K331 "Tor-M" with the 9M331 missile, minimum range 1.5 km (0.9 mi), introduced in 1991, with greatly improved missile accuracy and the ability to engage two targets simultaneously
9K331M "Tor-M1", "Tor-M1T" with the 9M331 missile, minimum range 1.5 km (0.9 mi)
9K332 "Tor-M2", "Tor-MTA", "Tor-MTB", "Tor-MTS" with the 9M331 missile and a new surveillance radar, minimum range 1 km (0.6 mi)

And h- is gonna kill me for bandwith.

@ h-,
The quotes there are long, I know. Am just request to leave the quotes up for 1 week from time of this post,
then tear them down and people can look at the Wikipedia links.

Luke

EDIT: BTW,

1) Will the Missiles be subject to range limits separate from the radar?
That is, could the radar produce a "radar lock" signal on a target without a missile?

2) If so could the radar site be used as an early warning radar?

3) Is there a way preventing sa2s from one site firing on a target, when designated from a separate sights radar?

4) I trust this, but to just make sure,
will stealth classes be hidden from these handoff radars?
and will they show up as targets on player MCCs and RCCs?

5) Lastly, will radar be stand-alone/air-attachable?
This could open up the option for AWAC intel.
(With little color-coded mapmarker dots,
perhaps with a descriptive mouse-over tooltip.)

All just afterthoughts.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Planck on 22 Sep 2008, 03:56:03
Whether h- is happy with the long quotes is beside the point, a link to the wiki article would have been sufficient to illustrate your point or pass on information.

Please bear this in mind for the next time you wish to reference external information .... now where did I put my large bamboo cane ....... I know I left it here somewhere ...... tchhhh!   :dunno:


Planck
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 22 Sep 2008, 05:29:52
h- was a mix-up.

I thought he was the one prowling about waiting to test his weapons of doom on those that post too-long quotes.

I can see that I was wrong.

It is you I must fear!!

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 22 Sep 2008, 10:34:53
1 - Yes and no. Each launcher has the range of the missile itself and the radar might have a different range. But the radar will not lock on targets out of the range of the launchers. Theorically you might set the launchers with relative short range far away of the long range main radar and in that case a launcher might be able to engage a target while the others dont.

2 - The radar creates a trigger, and you provide the name of the trigger as a parameter, so you may do whatever you want with that trigger once it is created, EWR, etc.

3 - There is no coordination between different radar sites. Anyway, if a target is being attacked by main sam site A, there is no reason to prevent main sam site B to engage the same bandit.

4 - What is an RCC?? Actually stealth targets cannot be detected by MCC or AI launchers, you can lock on them using visual launchers for players with boresight (typically mapped to left - control key) lock on at short ranges < 3Km. I might also include little chances for real detection using MCC and/or AI launchers.

5 - These radars are attached to objects or to vehicles/planes, and the script moves the "radar" with the plane. As said in answer 2, you have a trigger to playwith. You may use it to create an AWACS display, while actually you have something pretty similar with the Mando Missile Command system (do not confuse this with the MCC).

In the current next version, the launchers attached to a main radar are able to engage different targets so they dont fire in battery against the very same target unless there is a single target in the area. This doesnt match the Sa-2 limitations.

EDIT: The above applies unless the SAM site is anti-missile capable, if so, any incoming missile will have priority over any other existing target, so there you would see all the launchers firing a full battery of missiles against the same target (the missile).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 23 Sep 2008, 00:31:29
RCC -- Radar control console (like MCC w/o the missiles).

If the radar does not lock on to the target, is there a way for the radar to "see" the target.

That is, have it in its trigger range as an available target?

Perhaps this could be tied to a radar warnning receiver,
or a tone-based warning system on the aircraft.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 23 Sep 2008, 04:49:08
I'm confused a bit here. Let me see if I indeed have this right.

So you are adding RCCs. These RCCs have the ability to communicate to multiple SAM launchers. Currently, there are no preventatives to stop SAM launchers from launching multiple missiles against the same target. As far as the RCCs, they are player or AI operated and only serve the purpose to detecting targets and transmitting the data to the connected SAM launchers. If the mission designer sets up a maximum range for the SAM missiles, but sets up a longer range for the RADAR, targets can be tracked before missiles can be launched.

Now, a few questions on what can be done to improve or add realism to the system. Is it possible to have SAM sites communicate to each other (ie Each SAM site selects a target and fires accordingly as well as communicating target locations)? As far as MCCs and RCCs, can the mission designer limit players to views inside the launcher or radar site (building?)?

Lastly, I have a few more questions and comments not specifically related to the MMA 2.4 release. Reading through articles about the Javelin I did identify that the "direct" mode is used against buildings. Here is a short quote  :P

Quote
The system takes a top-attack flight profile against armored vehicles (attacking the top armor which is generally thinner) but can also take a direct-attack mode for use against buildings or fortifications. This missile also has the ability to engage helicopters in the direct attack mode.[1] The missile reaches a peak altitude of 150m in top attack mode and 50m in direct fire mode. The missile is equipped with an imaging infrared seeker. The tandem warhead is fitted with two shaped charges: a precursor warhead to detonate any explosive reactive armor and a primary warhead to penetrate base armor.

Will this be added in 2.4 or will this be something that mission makers can add in? Also , the Hellfire used in this version of the Cobra uses semi-active laser targeting. Operators can launch a hellfire, duck behind cover, and guide the missile into the target. It's not until the Apache Longbow with the Longbow Hellfire that operators can use MMW radar technology to lock on to and identify targets. So the only options would be "remote", and "AG Mode". AG Mode would let you take control of the missile at any point to steer it in any direction. The Hellfire also allows LOBL and LOAL modes (direct and top attack)

Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 23 Sep 2008, 17:43:30
MMA 2.35 SA-2 Guideline site example (http://www.youtube.com/watch?v=iwo34PWQhEE)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 24 Sep 2008, 03:49:56
Mandoble,

Note that the Guideline TEL vehicle only houses 1 missile.

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 24 Sep 2008, 07:44:40
Can this same radar system be used in conjunction with player controlled Patriot Missiles/ HMMWV Avenger? Look at this as well http://en.wikipedia.org/wiki/MIM-104_Patriot#The_AN.2FMPQ-53_and_AN.2FMPQ-65_Radar_Set
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 24 Sep 2008, 12:27:17
Yes Luke, but with a single missile per launcher the video would not be longer than 3 seconds  :P

Yes Dyson, with 2.35 you may use external radar also for MCCs (Patriot launcher, for example).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 25 Sep 2008, 01:07:22
Just so I didn't miss anything,

In spite of looking like an idiot...

Only vids, and not MMA 2.35 itself has been released as of this post, right?

Just checking.

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 25 Sep 2008, 01:33:23
I need some time to pack all MMA 2.35 missions, update help file, etc before posting it. I'm also considering moving more MMA 2.4 functionality to 2.35 before making it public (if I dont, 2.35 might be available this weekend).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 25 Sep 2008, 03:34:15
No...post...now...need...functionality...now...

Lol can't wait for it
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 25 Sep 2008, 23:01:11
I'll post it here while it might be also posted into the mando bombs thread. This time mando bombs working for mando missile and not the opposite. Harriers with 4 AA missiles (Air mode) and 8 SADARM like bombs for players (AG mode).

Check attached mission below (it requires mando missile as addon). If you want to see more clearly the SADARMs in action, switch to external view after dropping them.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 25 Sep 2008, 23:35:20
Sounding good Mandoble.  Something to look forward to using at the weekend !

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 26 Sep 2008, 07:22:27
Awesome! Thanks Mando for posting this :P I was wondering if you were ever thinking of making it so you can actually select ordnance. For example, bombs and missiles can't be fired at the same time. So could you actually link Mando bomb and missile scripts, then create an interface in which players can select multiple types of missiles from ammo trucks? This way you eliminate the need for the Keyset scripts.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 26 Sep 2008, 18:03:34
No, I dont eliminate the need of keyset scripts, because within them you personalize the way a particular launcher will lock on targets as well as firing parameters, etc. I will not create a database with 1000 different types of preconfigured missiles/bombs because it is not worth the effort, now it is open to the mission designer to create whatever he needs for his missions.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 27 Sep 2008, 20:57:25
Hope this comes out soon!

I am naturally not a patient person so I really do hope it comes out soo-- ACK!!!...

(dies of anticipation)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 01 Oct 2008, 01:48:02
(respawns)

What happened?

MMA 2.35/2.4 is coming??!!!

I can't wai--BOOM!

(Explodes from excitement, and takes out most of Bogango in the process)

P.S. I know, I am being facetious. No more of these.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 08 Oct 2008, 01:50:14
Another MMA 2.35 preview, new missile camera system. (http://www.youtube.com/watch?v=jx8YgA0PD7Q)

It works in semi-auto (you need to keep the target or target position locked on) or manual (TV manual guidance) modes.
You may also switch between local acquisition (potential targets detected by the camera, engine-on vehicles/ships) or remote acquisition (showing targets marked by others, like laser designators).

The example shows a single system attached to the gunner position of a Su34, while the system may also be assigned to pilots or drivers. In that last case the plane keeps leveled while the pilot operates in camera mode.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 08 Oct 2008, 02:05:41
These teaser trailers are absolute torture.

I know you can't rush art, but, man, it is killiing me.

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 09 Oct 2008, 00:56:12
Totally agree Luke !

He's a little tinker  :D

I'm sure it will be ready when its ready !

As long as its soon.

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 12 Oct 2008, 21:16:15
New Mando TV system applied for Pirate IRST (EF2000 Sidewinders) and Litening III targeting pod (AGM65 and/or GBUs).

MMA 2.35 working with FFAA Eurofighter AT (http://www.youtube.com/watch?v=dwP2abHuzD8)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Wolfrug on 13 Oct 2008, 14:58:25
Holy cow, Mando O.o That's...like...very very impressive.

If I knew the first thing about flying and simulation I'd be tempted to make some kind of mission using your scripts. For now though I think it's enough to equip flying saucers with proper countermeasures and kickass super-fast missiles :P

Wolfrug out.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 14 Oct 2008, 03:04:35
Will there be an option where only the remote targets mode will be selectable?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 14 Oct 2008, 16:49:05
Now this is an interesting idea.  Instead of having lots of different loadouts Mandoble could make the targets selectable (like the setup box for mando bombs) where you could choose SEAD / HARM or STRIKE or CAP or LASER GUIDED.  I hope you get what I mean, but that way you could give choice to the pilot BEFORE he flies as to his loadout but making sure that he can't blow everything up.

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 15 Oct 2008, 01:44:41
Here is a chopper example:
AH1-Z using Hellfires, sidewinders and mando gun (http://www.youtube.com/watch?v=nlwHpvPsRcA)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 15 Oct 2008, 06:04:30
Question about the pirate system. Does it allow the solo pilot to really look thru a bottom mounted camera like that? Seems like that is a 2 seater only type of thing. The A10 has the listening pod, but it seems like you could only look at the target and then lock on, not use the camera.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 15 Oct 2008, 06:42:20
The Pirate IRST is not bottom mounted but upper left nose mounted in the EF2000, the Litening III is mounted as a pod under the belly or wing of the plane. Now what do you mean with "using" the camera? moving it? With the Litening you can move it at will. Pirate is a "black" ball which covers all the frontal sector of the ef2000 (this limiation is also simulated). The Pirate camera is enslaved to Pilot head movement with info displayed over pilot's monocule or glasses (helment mounted sight), the Pirate camera itself is controled by pilot's head movements.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 15 Oct 2008, 20:03:57
Thanks Mando! Just wondering, yes i meant moving it.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 16 Oct 2008, 12:44:54
NEW MMA 2.35 open beta availabe to the first post of this thread.

Attached to the first post you will find AH1W_MMA235.Intro.zip, which is a small beta test mission of MMA 2.35B. Do not mirror, do not include it into any addon and use it only for testing purposes as MMA 2.35 is already quite close to be public.

Example video of MMA 2.35B (http://www.youtube.com/watch?v=nlwHpvPsRcA)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 17 Oct 2008, 05:55:01
Mando,

How's about a "change ammo type while the mission is running" option for the lite gun?

Luke

EDIT: Also, would it be possible to disable the creation of a remote logic when targeting for the gun?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 18 Oct 2008, 10:06:03
Guns will not generate remote targets in next beta.
You cannot change the ammo for the same gun (there would be a problem for ammo counting), but you can add several guns to the same unit simulating same gun with different ammo types.
In next beta you will be able to select the ammo type for each gun.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 18 Oct 2008, 20:10:28
For the designation statement:

Rather than disable it, I suggest an option in the guncam window to turn it on/off.

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 18 Oct 2008, 21:49:48
Second v2.35 beta available (AH1W_MMA235_B2.Intro.zip), check bottom of first post.

The beta is ready to test AH1-Z (for gunner), AV8B (GBU), A10 and USEC C130. You may change the default pilot's vehicle on the map from AH1Z to any of these to test their systems.

Some changes:
- Camera limits working.
- Added IR AA missile growling sound and ground target locked-on sounds.
- BIS LGBs can now be used too (as well as rockets in case you want to transform them into guided rockets).
- You may fire the gun also without a locked-on target.
- You may set sound, dispersion and ammo type for each gun.
- Included a delay between firing and firing as parameter.
- Added setups for AH1Z, AV8B (GBU), A10 and USEC C130 system into the init.sqf of the demo mission.
- Gun locks doesnt generate remote targets anymore.
- Added instructions and parameters and globals explanation to mando_missiles\tv\mando_missile_tv.sqf header.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: oktane on 19 Oct 2008, 05:27:31

Even if you don't change anything, Mando Missiles/Bombs/Hitch are the most impressive scripts I have ever seen. Huge improvements all without pbo addons!

Thanks again, all of your scripts have really changed this game into something fantastic. The beta looks great!
-oktane
Title: ngRe: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 19 Oct 2008, 06:04:23
Yeah missile is hard to control. Can't believe BIS engine deletes missiles. Its weird because I swore I could shoot a hellfire 5 km.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 19 Oct 2008, 06:39:01
BTW mando;

Is the USEC_C130, Rocket's aircraft?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 19 Oct 2008, 09:40:17
Mandoble,

Absolutely brilliant work.  I must disagree with oktane's click drag system for targetting - I like what you have at the moment.

On the BIS forums I have put on some videos of your system in action.

Once again THANK YOU!  Keep scripting because without people like you the game wouldn't be 1/100 of what is it now.

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 19 Oct 2008, 10:38:27
Oktane, thanks for that report  :good:
- Camera movement: the ide is to be able to simulate a small analog stick or hat to move it, so it implies to guide the camera, not to drag the camera to the desired position. Hence the actual system, the edges simulates the limits of these analog sticks/hats.

- Sharing of Player and AI meta-variable system: This is actually this way to avoid any excess of pubvar traffic during the game, mostly at the very starting point where all the vehicles with players share their counters for every mounted system. But I agree with you, this system may generate inconsistencies for vehicles used by AI and then by players and then by AI again. Probably this has a simple fix, as AI launchers scripts should be run only server side, where, in fact, all the info about ammo counts for player vehicles is concentrated.

- Rearm Script: Quite linked with the previous point. Actually the AI reams by its own if close enough to an ammo truck.

- LOS Check: I added a better check in 2.35 for the camera, it will be intregrated into AI probably in the next beta. But in some cases that "firing against a hill" effect is caused by the guidance mode of the missile (intercept or direct), if intercept is set to true, just after firing missile it will adjust its trajectory for a collision course instead of a direct pursuit, and this may cause the missile to hit a nearby obstacle that was not an obstable for LOS or direct pursue trajectory. For these last cases, the best solution is to adjust the firing for a high vertical angle (60 degrees, for example).

- Min Alt Tweak: I see your point, I will consider it while a direct solution would be to set the air min alt to engage as low as 5m (I doubt a player can keep flying over terrain without going higher than that). Other option would be to make that min alt a function of distance, so, at max range the configured min alt is considered, and for closer ranges just something like (min alt default * (current target range \ max launcher range)), might be you want to try this in your current modification.

- Key Handlers: Already considered, will be included after the beta.


Luke, that C130 is the one linked by Colligpic on page 22 of this thread (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=06cbb4eb3ab63e99307b24b4de7018e3;act=ST;f=70;t=60537;st=315)

Thanks kremator :) and nice videos. I noticed I forgot to remove the lateral black bars there, if you want them removed, open mando_missile.h and remove all references to MMA_LEFTBAR and MMA_RIGHTBAR.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 19 Oct 2008, 11:17:21
Thanks Mandoble.  I will remove that now.  I thought it was due to my having a widescreen monitor.

Keep these betas coming - its a brilliant way for us fanboi's to give feedback!

Any idea about why the light gun was inaccurate but the heavy was accurate?  I also have noticed some movement errors during movement of the camera - only very slight 'bumpiness'.

What's the next beta going to look at ?   Can't wait :)

[TAO] Kremator

PS I'll keep putting videos on when I get the chance.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 19 Oct 2008, 12:22:54
All the guns should have same accuracy as long as they have same dispersion levels. Anyway, consider that mando gun lite as quite beta. For example, it computes interception point for moving targets only if horizontal distance to target is greater than vertical distance, else it fires directly against target position (which might fail if target is moving fast). Interception position calculation is not perfect either, so in some cases you will find manual firing as better option. Also for the examples the horizontal and vertical dispersions are quite low [0.6,0.6] degrees respectively, you may try increasing these for both guns.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 19 Oct 2008, 13:49:19
I have found that at a steep bank in the C130 there are severe accuracy problems (also in a steep climb).  I don't mind the guns missing a little but not WAY off :)

[TAO] Kremator

PS still testing
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: ricnunes on 19 Oct 2008, 15:37:32
Today I tried this script for the first time, using the AH-1 Demo mission and first of all I want to say that this script is looking awesome! BIS should have implemented a similar system in ArmA (and I hope that they implement a similar one in ArmA2) but this is an another subject.

Since this is a beta I understand that it has some bugs and I will post the ones that I've found so far and note that all the following bugs are only concerning to the script operations within the AH-1:
1- The cannon ammo available/expended while playing with the Gun camera (both Air-to-Air and Air-to-Ground) doesn't match with the ammo when using the cannon outside the gun camera (BIS "pilot's helmet mode"). This means that if I expend all the ammo while playing in the gun camera mode but never fire a round in outside the gun camera, I will still have 750 rounds of ammo (full) while playing outside the gun camera mode.
2- IMO, you should reconsider the manual mode for Hellfire. They don't work like that in real life! In real life you don't have a camera on the tip of the Hellfire missile (the Hellfire isn't a Walleye Bomb or a SLAM missile for example). In real life while in "manual mode" the Hellfire is guided by simply moving and aiming the FLIR camera crosshair (or in the script the same camera used in the "semi-auto mode") into the place where you want the missile to go or hit. This means that in the script the only diference between the semi-auto mode and manual mode is that while in manual the missile follows the camera's crosshair and while in semi-auto it follows the locked target.
Also I think that the Hellfire manual mode should work very similar to the Air-to-Ground Gun mode, where you can lock any place on the ground. This would be very usefull if you want for example to hit a group of soldiers or a buiding with an Hellfire.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 19 Oct 2008, 16:05:33
Kremator. I would say the gun problem is now fixed, perhaps now it is too much accurate. Expect it for next beta.

Ricnunes
The scrited guns attached to these cameras have no relation with any BIS gun present in the vehicle. The main reasons for that are:
- There is no way to control the number of rounds left in BIS guns.
- There is no way to rotate a BIS turret at will from a script.
- You may want to add scripted guns to planes, vehicles or ships without any BIS gun (case of the C130)
So mando gun lite is not a replacement of BIS guns, I added one scripted gun with two modes to the AH1Z just as an usage example.

About the hellfire, manual guidance is allowed there also for beta testing purposes only. If you want to disable it you only need to edit its control script (mando_missiles\tv\tv_typesmando_tv_hellfire.sqs) or create your own one as a modified copy of the existing one, and then set there manto_tv_no_manauto = true. Note that the scripts present at mando_missiles\tv\tv_types are just few examples, the idea is that mission authors create their own ones using the existing ones as templates.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 19 Oct 2008, 19:19:29
Thanx for the clarification.

As always, in view of realism, request a few things concerning the AC130.

The most famous variants are the AC130U and the lesser known AC130E.

I suggest using the U variant because it has ammo types usable to ArmA, but replace the 25mm gun with the vulcan's 20mm.

So try attaching:

1x M61 Vulcan Cannon (http://en.wikipedia.org/wiki/Vulcan_cannon) Using B_20mm_AA @ 3k rounds/min, 50 round salvo
1x Bofors 40mm L/60 gun (http://en.wikipedia.org/wiki/Bofors_40_mm_gun#40_mm_L.2F60) using G_40mm_He @ 120 round/min, 5 round burst
1x M102 Howitzer (http://en.wikipedia.org/wiki/M102_howitzer) using Sh_105_HE @ ~8 round/min, 1 round shot

for realism.

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 19 Oct 2008, 19:42:56
Luke you must have read my mind.  I have now set up my AC130U with exactly this loadout !

It's an amazing killing machine !  I'm just trying to wrangle re-supplying it now and working it into Evolution (I almost feel sorry for the enemy !)

[TAO] Kremator

Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 19 Oct 2008, 20:25:31
I'm prett sure they are still in use today (TV guided missiles). Keep in mind they go by a different name (electro-something). Ill do some more non wiki research but I'm sure they are still there.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 19 Oct 2008, 20:30:27
Mando;

Could you make the hellfire so that in place of the auto/manual control button
you would have an LOAL/LOBL button to control whether it does the pop-up/ or a straight launch?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 19 Oct 2008, 20:46:59
The simulated Hellfire already does that depending on the range to the target automatically (hi or direct aproaches).
BTW, AFAIK LOAL and LOBL have no relation with hi/direct trajectories but with when the target is locked on (Lock On After Launch and Lock On Before Launch). Here what you have here is LOBL with hi or direct trajectories depending on range to already locked on target or position, you may simulate LOAL firing against a laser target which is not already locked on a vehicle. Anyway there is not a standard laser warning in ArmA for vehicles, so LOAL would have little or no value at all.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 19 Oct 2008, 21:01:41
I mean:

rather than an automatic determination as you have,
I would suggest a selector switch on the camera.

By the way, as for being too precise, an AC130 can put lead within meters of a target,
as seen here (http://www.youtube.com/watch?v=CUtMSBAz5G0) and explained here (http://vids.myspace.com/index.cfm?fuseaction=vids.individual&videoid=1960546).

Plus will it have a cool countermeasure package like it really has?

Luke

EDIT: also wouldn't you need a far viewdistance to use this at realistic distances (setviewdistance 8000)?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 19 Oct 2008, 21:38:53
New Mando Gun Lite test (http://www.youtube.com/watch?v=QtlUBIHQli0) using the USEC C130, I would say now it is accurate enough  :D, it is ready for next beta.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: ricnunes on 19 Oct 2008, 22:04:35
Mando,
I understand what you're saying about the guns, but since every hellfire fired in the Hellfire camera of your script means that every hellfire fired is accounted for, which means that if I start a mission with 8 Hellfires and I fire a Hellfire in the Hellfire camera and I get out of the camera and go back to the "normal gunner view" I have 7 Hellfire left which is exactly what i expect, so I thought that it could be possible to do the same about the cannon ammo. Petty it can't.

Regarding the Hellfire, I think that you haven't understood my point. What I mean was NOT to remove the manual Hellfire guidance but instead to guide it manual basically as it is now but instead of guiding the missile using a camera in the missile's nose, we should use the hellfire camera (mounted in the helicopter) and the missile should go/hit the point where the camera is pointed at. The sugestion that you gave, will basically remove the manual fire.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 19 Oct 2008, 22:18:42
I think you misunderstood the suggestion. It was to find a way to create more of a "smoother" flight. But yes, the hellfire can be guided many ways. This, I believe is to assure success. For example, if the enemy had a way to stop Semi-Active Laser Homing missiles the operator could use electro-optical (TV Guided). The quoted hellfire below is what is in use today.

Quote
AGM-114K Hellfire II
A Hellfire II cross-sectioned.
A Hellfire II cross-sectioned.

    * Target: All armored threats
    * Range: 8.000 m (8,749 yd)
    * Guidance:
          o Semi-active laser homing
          o Digital autopilot
          o Electro-optical countermeasures hardening
          o Target reacquisition after lost laser lock
    * New electronic SAD
    * Warhead: 9 kg (20 lb) tandem shaped charge HEAT
    * Length: 163 cm (64 in)
    * Weight: 45 kg (99 lb)
    * Unit cost: $65,000
    * Essentially the proposed AGM-114J w/ SAD

Of course, we also today have the Longbow Hellfire. This system uses MMW (Millimeter Wave) Radar. Though this system can  be mounted on board of a Cobra, it must take the place of a AIM Sidewinder. All of the above is soon to be replaced with the AGM-169 JCM.

And if Mando says there is no way to control the ammo out of the gun then I am sure that he is right. So just remove the ammo from the turret. I haven't tried this with the gun but try this.

Code: [Select]
this removeWeapon "M197"; this removeMagazine "750Rnd_M197_AH1";
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: CyDoN on 19 Oct 2008, 22:55:39
I find all u do for arma to be godlike.

Now is there a way to to reload the script ammunition and not the regular one? can you make a truck for that job?

Thanks for your time and great scripts ;) :clap: :clap:
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 19 Oct 2008, 23:02:16
For reloading, you may use mando_missiles\units\mando_missilereloadallow.sqf (http://www.terra.es/personal2/matias.s/mma_readme.htm#t6),check it header for more details.  Also that script will reload "virtual" missiles, BIS missiles (even if virtualized later) should be reloaded by normal ways.

Code: [Select]
[["Truck5tReammo", "UralReammo"], 12]execVM"mando_missiles\units\mando_missilereloadallow.sqf"
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 20 Oct 2008, 01:11:46
Mando,

IDK if it's you or the addon, but could you try and lose the red/green filters for the cameras?

Also sometimes I hit myself in the wing with the heavy gun, could you see if you could fix that, too?

Thanx,

Luke

EDIT:

After some testing some of the weawpons are underpowered from their real-world counterparts.

Nix earlier suggestion in favour of damage realism.

Now try attaching:

1x M61 Vulcan Cannon (http://en.wikipedia.org/wiki/Vulcan_cannon) Using B_20mm_AA @ 3k rounds/min, 50 round salvo
1x Bofors 40mm L/60 gun (http://en.wikipedia.org/wiki/Bofors_40_mm_gun#40_mm_L.2F60) using R_Hydra_He @ 120 round/min, 5 round burst
1x M102 Howitzer (http://en.wikipedia.org/wiki/M102_howitzer) using Bo_GBU12_LGB (yes, the bomb!) @ ~8 round/min, 1 round shot

for damage realism.

@ricnunes, are you suggesting a system like the AH1 Cobra's TOW Missile (http://en.wikipedia.org/wiki/BGM-71_TOW)?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 20 Oct 2008, 13:27:24
Ricnunes, there is a difference between using missiles and using the gun. For the missiles you have two options always, use directly mando missiles (as the sidewinders of the AH1Z demo) or use BIS missiles which are substituted by mando ones at firing time (as the hellfires of the AH1Z demo). So, if using a BIS missile you are really firing the BIS weapon and BIS system computes correctly the number of weapons left (same for reloading). If you use directly mando missiles, mando missile system controls the number of weapons left, as well as reloading.

But for the gun the system is different, as Im not firing any BIS gun. You may just remove BIS gun weapon from AH1Z and then you will have only mando gun ammo count.

I know what you are talking about related to that manual guidance. This is already implemented inside mando missile HUD (visual launchers), here you have an example (http://www.youtube.com/watch?v=nHQTaxarvh0&NR=1). Probably I'll include that kind of manual guidance to the camera system.

Luke, read the instructions of MCC allow scripts, there you have detailed info about how to change filter colors, etc. You can try to attach as many guns as you want to any plane and using any ammo type (you may have a gun firing Su34s at 1000m/s).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: ricnunes on 20 Oct 2008, 15:12:19
Mando,

Ok, I understand. Thanks for the explanation about how the missile and gun system works within the script.  :)

The (Hellfire) manual guidance system that I was talking about is exactly the system shown in the video that you posted! I've seen that video in the past and for some reason I wrongly got the idea that the script in that movie was integrated in the camera system of Mando Missiles script. It would inded be cool to include that kind of manual guidance to the camera system of Mando Missiles! Can't wait for that version   :good:

BTW, where can I download that manual guidance script shown in that video? (if it's available, that is!)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 20 Oct 2008, 16:37:57
That is already included in current mando missile v2.3, look for mando_target demo mission, there you will find 3 AH1Z, each one with a different guidance system integrated, from laser guided to directly manually guided TOWs (set the player as gunner of each of these three choppers).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 20 Oct 2008, 21:21:44
Question about missile manual guidance (the real systems)

1 - We have the nose camera mounted on the missiles and the pilot or an operator "flies" the missile looking through that camera.

2 - We have also manual guidance using just a visual reference like the TOW, where the operator tries to keep the missile all the time just between the firing unit LOS and the target.

3 - But then we have the manually guided Hellfire to break any potential laser countermeasures present at the target.
Does any of you how it really work from the point of view of the missile operator? Same as first case?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: ricnunes on 20 Oct 2008, 23:27:04
The real Hellfire is aways operated very similary to the TOW, and basically the diference between the TOW and Hellfire is that the TOW receives it's commands thru wire (from the sight that is aimed by the gunship's gunner) and the Hellfire follows a laser spot (reflected on a surface -> like for example the target's surface) which is aimed by the gunship's gunner sight.

Basically if you're talking about the AGM-114K ability against laser countermeasures, this happens because:
- The laser coding (sort of an encription) is more effective than in previous versions thus being harder for a laser countermeasure to be sucessfull.
- Even if the laser spot is momentary blocked by a countermeasure or adverse weather conditions (such as low clouds) the missile as the ability to re-adquire/lock the laser spot again.
But resuming, no there isn't any camera mounted on the hellfire (This is also true for all laser guided weapons). The only thing that the Hellfire has in it's nose is a laser spot tracker.

The only weapons that I know that works like the way that you pointed in 1- is the Walleye electro-optical guided bomb and the SLAM GPS/IR missile (but only the the final stages of it's flight profile) but even in order for the pilot to be able to directly control any of those weapons the launching aircraft must carry a data-link pod (or else those weapons can only be aimed prior to launch).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 20 Oct 2008, 23:34:46
So we may conclude that hellfire is definitively not a fire and forget missile unless it is guided by the laser of a third party unit, and never manually guided (unless we call manual the laser illumination of the target)? If so, the actual camera system keeps the target illuminated automatically even if the target moves, you dont need to keep the laser spot (camera) pointed to the target manually.

For cases like Maverick, you just select the target on camera (missile camera itself) and then just fire, it should be considered a real fire and forget missile.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: ricnunes on 21 Oct 2008, 00:03:13
Well a Hellfire can be manually guided by aiming the targetting camera from the helicopter that launches the Hellfire which by it's turn aims the laser. I once read a statement made by an Apache gunner that usually the Hellfire is aimed/guided this way.
There is like you said an "Autotrack" mode in which the helicopter targetting camera tracks the target's IR image (if it's working in FLIR mode) or the target's visual image (if it's working in DTV mode) so while in Autotrack there's no need for the gunner to aim the camera. But that same Apache Gunner said that the "Autotrack" sometimes failed to keep track and follow the target hence why the Hellfire is usually aimed manually in real life.

Most of the Maverick versions are either IR guided or TV guided which means that it simply locks the target image (prior to the missile launch) and after launch the missile will go after the priorly locked target.
As a curiousity there is one version of the Maverick, the AGM-65E which is laser guided and works very similar to the Hellfire.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 21 Oct 2008, 00:33:57
I see. I will consider the manual guidance (as the one present from the HUD) for the camera, but with low priority.

Now im testing a fire a forget system for AG missiles and the camera system, this is an example applied to A10 Mavericks (http://www.youtube.com/watch?v=8o9pYXqv9C4).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 21 Oct 2008, 01:20:58
Mando;

For the C130 could you add a hellfire camera?

the reason I ask is because of this (http://www.janes.com/defence/air_forces/news/idr/idr030821_1_n.shtml), this (http://en.wikipedia.org/wiki/AC130#Upgrades), and this (http://en.wikipedia.org/wiki/AGM-114_Hellfire#Launch_vehicles_and_systems).

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 21 Oct 2008, 01:32:01
Why dont you add one? What you see in the beta are just plain examples just for testing, you may add 100 cameras to the C130 all of them firing an arsenal of 1000 laser guided ICBMs if you wish.

I've said that in the past many times, and I'll say this again now. Mando Missile suite includes a set of templates or script examples for MCCs, visual launchers, AI launchers and now also TV systems. The idea is that mission editors create their own ones (based on these examples) trying to simulate the specific units types they need in their missions.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Gnat on 21 Oct 2008, 01:44:35
Very special is this addon .... very special!

Only comment after more playing is that LGBs should immediately start going slower than the plane (and slowing down) once dropped. Not realistic having them keep pace with the bomber ....
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 21 Oct 2008, 02:08:08
Because there is no gunner,
how does one give the console to the player passenger so the AI can fly around?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 21 Oct 2008, 07:43:43
Luke,

That's a problem with the model not the scripts.  I too would like to see a co-pilot/gunner so that the AI could fly (and keep on-station) but we dont have that luxury now.  We just need the maker of the C130 to modify his plane (or someone that knows about configs).

As Mandoble says you can place any amount of camera systems on any vehicle - I have 3 on my C130 based on the actual guns found on that aircraft.

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 21 Oct 2008, 17:38:02
Too add to the discussion about the missiles

The hellfire referred to was the AGM-114K. Looking at the stats I posted would show that it uses SALH and Electro-Optical. Thinking about it, the electro-optical may not be a camera in the front of a missile (but in the targeting system). This might mean that it is not using laser guidance, but uses the same concept. Looking further into it I found this.

http://www.lockheedmartin.com/products/TargetSightSystem/index.html

It is also really hard to figure out what system the military is using as a targeting pod

http://www.lockheedmartin.com/products/Sniper/index.html

I could keep linking to lockheed's site but just look through their products.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 22 Oct 2008, 01:53:53
How does one go about that SA-2 site thing you demonstrated?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 23 Oct 2008, 10:38:53
My desktop doesnt boot any more and the laptop cannot run ArmA   :no:
I dont know when/if i'll buy a new desktop, so atm my projects are "PAUSED" (hopefully not forever).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 26 Oct 2008, 17:18:40
OK by popular demand I will put Xeno's original mission that uses the new MMA2.35beta.  This has the WORKING AC130u !!

Oh BTW there are LOTS and LOTS of lovely toys in there.... just hunt and you will find !

The RS link is http://rapidshare.com/files/157752006/EvolutionB3ul.Sara.pbo (http://rapidshare.com/files/157752006/EvolutionB3ul.Sara.pbo)

[TAO] Kremator

Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 26 Oct 2008, 20:42:29
Kremator, remember that 2.35 is beta and for testing purposes only, in fat the gun lite of the current beta is now way obsolete compared to the last version I had in my broken desktop.

A new rig has been ordered and probably will be ready next week. I was able to locate my ArmA box with the code for a new fresh install, but in the middle of the chaos I've lost my ArmA DVD. If Im able to locate it next week, then might be I'll be able to make a new beta public for next weekend.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 26 Oct 2008, 23:21:31
What's new?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 26 Oct 2008, 23:22:07
Excellent news Mandoble.  I know that the code is beta but I had so many PMs asking for a mission with a working AC130u.  

Can't wait to see the new toys you have for us!

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 30 Oct 2008, 02:16:28
More info for more realism  :)

Check this out (http://www.globalsecurity.org/military/systems/aircraft/ac-130u.htm)

and this too! (http://www.fas.org/man/dod-101/sys/ac/ac-130.htm)

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 30 Oct 2008, 14:32:02
Here's hoping that Mandoble get his new PC soon!  Can't wait to try out the new toys !

@Luke, some good information there.  Nice piccies.

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 30 Oct 2008, 20:24:35
Well, today I saw my computer, which has been left in the shop running overstressing tests for the night, so probably it will be at home tomorrow. Anyway, as said days ago, there is a missing MP test that some of you might try to recreate.

Using the AHZ1 demo, assing the TV to the driver and make sure the driver (which will be the player) is not the group leader (you may make the gunner leader). Then start the mission on a dedi, activate the camera from your driver seat and try to use the BIS missiles (hellfires).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Vengeance on 01 Nov 2008, 16:52:35
Mando,

My results were this:

1. In PREVIEW Camara seem to work fine, Missiles fired where you wanted, but did not get Target Box Lock only RED Cross Hairs Lock.
3 In Dedi Camara worked for Pilot also but did not get Target BOX Lock but could get RED Cross Hairs to Lock, you can hear missiles fire but they do not go where you want. If you Lock Target BEFORE opening HellFire Camara then you can not get either Lock, RED Cross Hairs just unlock immediately.

Hope this helps.

Vengeance
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 01 Nov 2008, 17:49:40
Vengeance,

Thanks mate.  I haven't been able to get near our dedi server for a while and therefore couldn't do the test that Mandoble wanted.

Gonna build myself one soon anyways !

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 01 Nov 2008, 20:41:28
Thanks Vengeance, you get red cross lock (without green box) if you select a ground position as target (not close enough to a vehicle to lock on it).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 06 Nov 2008, 21:21:15
It's all gone very quiet ....

pssst how's progress?

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: bedges on 06 Nov 2008, 22:21:58
 :dry:

Okay. I'm going to have to insist that all further posts on this thread are on topic. Perpetually asking "is it ready yet?" is not helpful to anyone. When there is further information to announce, Mandoble will announce it. OFPEC is a place for learning, not for expressing impatience.

Any members who pester Mandoble about his resources either in the forum threads or by PM will risk a ban.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 07 Nov 2008, 00:23:24
Well, the big progress is that I managed to recover all my 2.35 scripts, also the new rig is working pretty well with ArmA. The bad news is that Fallout 3 is installed in that new rig  :P Ok, ok, ok, expect something for this weekend.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 07 Nov 2008, 16:58:33
Thanks for the update Mandoble.  Glad you have still got the 2.35 scripts.

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Gnat on 08 Nov 2008, 02:47:57
LOL ... good to hear :D
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 08 Nov 2008, 18:45:38
I've asked this before, but 'twas never answered. So, at the risk of being annoying, I'll ask again. Is the SA-2 Radar/missile site handoff system in 2.35? And If so, how does one use it?

Luke

EDIT:

Also is there some way to make an RWR-like dialog?

Maybe put a local marker on a locked-on missile that the player can see on the minimap?

EDIT2: It also seems that the Mando Missile logic object, is not compatable with the various TV dialogs.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 11 Nov 2008, 13:01:03
mando radar is inside current 2.35 beta, while the example mission is not there.
RWR was already present in 2.3 and used for visual launchers attached to planes and choppers as these in mando target.sara mission.
And I dont understand what do you mean with EDIT2:
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 12 Nov 2008, 00:31:40
Must have been something I did.
The C130 guns I changed to add a howitzer shooting a Bo_GBU12_LGB,
but when I add that mando missile logic object, the actions don't work.

I'm gonna be away from my computer for a while, so I can't send my example.

The item in question is used in your mando_bombs_mapdlg_MMA mission,
where the shilkas are SAMs if the object is present.

I am not sure how else to describe it,
but just that when it is placed in the mission,
whenever I select any of the guns for the C130 the action is there to select,
the camera just doesn't pop-up when I push enter.

I apologise that the above is rather vague, but I know not how else to explain it.

I do ask, though: Please include a demo mission of the radar, unless you slate 2.4 to come out really soon,
and commendations on the C130 guns, many have said it was on their to-do list, but your the first to put a working AC130 gunship in OFP/ArmA.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 12 Nov 2008, 02:18:54
That gamelogic is to initialize Mando Missile 2.3 addon, and you cannot use it at the same time with Mando Missile 2.35 beta in script suite version.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 28 Nov 2008, 06:53:24
Say, Mando could ya make that demo mission for the SA-2 radar suite/missile site handoff??

And perhaps a custom flare release for the c130 to mimic real life as seen here (http://upload.wikimedia.org/wikipedia/commons/8/81/AC-130_Training.jpg)?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Manzilla on 28 Nov 2008, 15:53:40
I think there already is an example mission like this. Maybe I'm imagining things but I swear I remember one.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 01 Dec 2008, 00:22:38
Also, Mando:

How would one go about making a shell follow a object or laser point in a scripted fashion?

I am attempting to create a Copperhead CLGP round (http://en.wikipedia.org/wiki/M712_Copperhead).

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 01 Dec 2008, 08:56:40
Use fired EH to catch the fired shell and replace it with a guided mando missile against the current target (REMOTE mode), same as laser guided hellfires.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 02 Dec 2008, 00:57:09
Fair enough,

but I meant guide it by my own scripts.  :dry:

Exactly how does the MMA guidance work?

Scripts, yes. But what are the maths?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 02 Dec 2008, 01:49:55
One of the targets of having mando missile working is also to do not need to waste my time explaining how it works internally filling several weird pages or text, when you can just go and use it.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 02 Dec 2008, 02:01:33
In that case, back to an earlier question:

Is there an SA2 Demo mission in the 2.35 mission pack?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Manzilla on 02 Dec 2008, 04:18:37
Isn't there already a demo mission like this? Did you try the existing demo missions? I swear one of the Sam missions had a radar/missile site handoff type mission.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: LIL PIMP on 05 Dec 2008, 08:42:13
 >:(  Hay mando. Ive downloaded this so many times, but it dont work.... :weeping:
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 05 Dec 2008, 09:03:25
What doesnt work?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 08 Dec 2008, 11:11:50
Update Dec 8 2008
NEW MMA 2.35 open beta 3

Attached to the first post you will find mma235_beta.zip, which is the third beta test pack of MMA 2.35B. Do not mirror, do not include it into any addon and use it only for testing purposes as MMA 2.35 is already quite close to be public.

Two missions are included, AH1W_MMA235.Intro and mando_sams_sa2.Intro.

AH1W_MMA235.Intro is ready to test AH1-Z (for gunner), AV8B (GBU), A10 and USEC C130. You may change the default pilot's vehicle from AH1Z to any of these to test their systems. Mando Gun Lite in AG mode has been greatly improved.

Example video of MMA 2.35B (http://www.youtube.com/watch?v=nlwHpvPsRcA)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: gunterlund on 09 Dec 2008, 04:58:56
Mando when I run the mission the camera shows in the water and nothing works. What do I do.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 09 Dec 2008, 08:45:50
What mission? Sa2 site?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: gunterlund on 09 Dec 2008, 15:49:30
Sorry the ah1 helo mission at ramadi. Error says 5 elements expected, 3 provided. on a camera error
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 09 Dec 2008, 19:45:19
Well, I dont have any error with that mission. All you need to do is to copy that mission into your missions folder, copy mando_missiles folder (which is included in the .zip) into the AH1W_MMA235.Intro folder and that's all. Just make sure to use mando_missiles folder included in the zip (2.35) and not mma 2.3 mando_missiles folder.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Manzilla on 09 Dec 2008, 20:02:35
I don't have any problems either. Works fine for me.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Kremator on 09 Dec 2008, 20:12:09
Sorry the ah1 helo mission at ramadi. Error says 5 elements expected, 3 provided. on a camera error

Make sure that you delete ALL the old mission and old Mando Missiles before putting the new version in.

What I did was to delete previous versions of mando and all mission then put the new missions in (I did need to copy the mando missile folder into each of the missions anyway) and it ran perfectly.  I even have the C130 blasting away :)

[TAO] Kremator
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 09 Dec 2008, 21:03:41
 :blink: :blink: :blink:
You dont need to remove any mando missile missions to run these two
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 09 Dec 2008, 22:08:18
Mando, I realize it is a beta,
but how would one go about to modify the tv file to fire different numbers of rounds per burst for gun-type weapons.

Anytime I try I get nasty errors involving that long vertical line of braces {} and 'else's.

IE: fire one shell at a time for the heavy gun,
fire a burst of 30 for the C130 minigun,
keep this distinct from the original gatling gun, etc.

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 09 Dec 2008, 22:42:36
If you are getting any errors I assume it is because you are modifying manually the script. 2.35 beta is for testing purposes, not to be modified.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 10 Dec 2008, 01:45:53
I did.  :whistle:
(for my own purposes of adding realism).

Just trying to allow the gattling gun to shoot in larger bursts,
and the other to shoot in single rounds,
and add a howitzer.

I was wondering if you could do that in the next beta.

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Ironman on 12 Dec 2008, 19:48:00
Mandoble is there some way you can make the camera on the bottom of the UH60 as well.  Also, can the cameras be viewed by people other than the pilot, commander, gunner; lets say a man on the ground can just look through it but not use the weaponry?

So basicly have a recon camera on the bottom of a Blackhawk is my request and letting soldiers on the ground look through it.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 13 Dec 2008, 09:26:20
Yes and no, you can attach tv systems to any type of vehicle, but only the unit activating that camera inside the chopper will be able to use it. The unit may be driver, gunner or comander.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Ironman on 14 Dec 2008, 07:42:47
So are you saying you don't want to implement that in this pack, or that it is impossible, using these scripts, to have a person outside the chopper activate the camera script?

Basically, is there no parameter I can switch so that people on the ground can access the camera system?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 14 Dec 2008, 09:27:46
Actually you cannot do that using any parameter, and no, that will not be part of mando missile system. In fact what you are asking for is more aligned with the functionality of mando bombs than with mando missile. The new missile TV camera is a derivation of mando bombs air support console camera.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Ironman on 14 Dec 2008, 17:37:33
ok thanks, I'll look into that instead.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 23 Dec 2008, 04:53:52
Mando,

I do not see how you keep track of the laser dot.

What variable is it set to and how do you detect it?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 23 Dec 2008, 08:37:49
The laser creates an object, "LaserTarget" base class. You only need to detect it as any other object in the map.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 24 Dec 2008, 02:10:17
In this I get it as a blah_blah-blah.p3d object, then a null (bool scalar array oxxxxxxoxfowhiefow thing) if I set it to a variable or put it in an array then hint format ["%1",_variable].

What should I do?

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 24 Dec 2008, 03:19:01
No idea what you are trying to do, but for sure it is not mando missile related. Definitively off topic here, better to use the general scripting forum to ask questions about objects, classes or .p3d things.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 27 Dec 2008, 07:59:43
Anything new going to be released mando? Like....MMA 2.35 lol
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Manzilla on 27 Dec 2008, 15:34:51
:dry:

Okay. I'm going to have to insist that all further posts on this thread are on topic. Perpetually asking "is it ready yet?" is not helpful to anyone. When there is further information to announce, Mandoble will announce it. OFPEC is a place for learning, not for expressing impatience.

Any members who pester Mandoble about his resources either in the forum threads or by PM will risk a ban.

Sorry for pulling up a quote but this should be noted. I'd hate to see you get banned if you didn't see it.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 27 Dec 2008, 19:46:38
Well, I planned to move more things from 2.4 to 2.35, but this might take a lot of time that I have not. Definitively 2.4 will not see the light in the near future and 2.35 beta has been out for too much time now. You are right, it is time to release last 2.35. Expect it in no more than two weeks.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 29 Dec 2008, 00:58:53
Good to hear! Sorry it just came out. I don't even remember even typing it.  :P
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 05 Jan 2009, 16:48:11
2.35 final is now quite close. This is a small dev update.
- New HUD targets representation.
- HUD Lock is broken if angle between sensor and target is greater than a configurable value.
- You may use virtual weapons or/and real weapons for both, HUD and TV camera systems.
- Up to six potential targets supported on HUD display.
- BVR lock and track capability added to the HUD targeting system.
- New HUD colors.
- TV Camera missiles can be configured as fire and forget or not, if not you cannot break the lock while the missile is inflight to select a different target.
- TV Camera sensor can be configured as present or not. If present, potential targets will be marked on the camera display, if not, you will need to locate the targets visually (this doesnt affect to remote targets).

MMA 2.35, ArmA getting closer to Falcon 4 (watch in hi quality) (http://www.youtube.com/watch?v=sZjeHRYQNEo)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 06 Jan 2009, 22:19:24
Update Jan 6 2009

Attached to the first post of this thread you will find MMA235_teaser.Intro.zip, which is a teaser of MMA 2.35B new HUD system. Do not mirror, do not include it into any addon and use it only for testing purposes as MMA 2.35 is already quite close to be public.

All mando missile functionalities not used in the teaser demo have been removed to save space.
The new mando_missilevehicle3.sqf HUD handler present in the demo will be heavily modified before 2.35 final verions to allow the customization of several hardcoded parameters in a similar way as current 2.35 TV systems.

MMA 2.35 teaser video, Falcon 4 style (http://www.youtube.com/watch?v=sZjeHRYQNEo)

Example video of MMA 2.35B (http://www.youtube.com/watch?v=nlwHpvPsRcA)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: USM-CPT.Dyson on 07 Jan 2009, 04:41:16
Wow this looks amazing
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 10 Jan 2009, 12:47:57
MMA 2.35 help doc is not even started, meanwhile, find here the list of new customization vars used by the camera systems (\mando_missiles\tv\tv_types\ scripts):

\mando_missiles\tv\tv_types\mando_tv_hellfire.sqs used as example.
Code: [Select]
;Text that will be shown in the bottom of the camera with a description of the system
mando_tv_info       = "AGM-114 AG Missile"   
; Camera position in vehicle model coordinates, this argument is passed from mando_mccallow_by_name.sqf or mando_mccallow_by_type.sqf
mando_tv_cam_pos    = [_camerapos select 0,_camerapos select 1,_camerapos select 2]
; Missile idx, pased from mando_mccallow_by_name.sqf or mando_mccallow_by_type.sqf. If < 0, then it is an existing weapon idx -1 in negative, for example, for real weapon idx 2 the value would be -2 -1 = -3. For non existing weapons just use an idx >= 0 (each missile system in a vehicle must have a different idx)
mando_tv_missileidx = _missileidx
; Background color [R,G,B,A] for the camera, parameter specified in mando_mccallow_by_name.sqf or mando_mccallow_by_type.sqf
mando_tv_backcolor  = _backcolor
; Target types array for this camera system ("Air", "Ships", "Vehicles", "REMOTE" and/or "RADAR")
mando_tv_target_types = [];
mando_tv_target_types = mando_tv_target_types + _targettypes;
; Required maximum angle in degrees between screen center and a potential target to lock on it.
mando_tv_ang_to_lock = 1
; Vehicle that has the camera system
mando_tv_plane = vehicle player
; Switching between auto/semi-auto/manual guidance modes not allowed (true / false)
mando_tv_no_manauto = false
; Switching between remote and local target acquisition modes not allowed (true / false)
mando_tv_no_remloc = false
; Initial acquisition mode REMOTE (true / false)
mando_tv_remote = false
; Initial guidance mode MANUAL (true / false)
mando_tv_man = false
; Fire and forget missile? (true / false). If false, the lock must be kept until missile impact, else the missile will fail
mando_tv_faf = false;
; Initial angle of the camera, pased in camera array from mando_mccallow_by_name.sqf or mando_mccallow_by_type.sqf
mando_tv_init_ang = _camerapos select 3
; Maximum angle of the camera, pased in camera array from mando_mccallow_by_name.sqf or mando_mccallow_by_type.sqf
mando_tv_max_ang = _camerapos select 4
; Weapon type: "MISSILE" or "GUN"
mando_tv_wtype = "MISSILE"
; Is the camera showing potential targets (green squares)? (true / false)
mando_tv_sensor_rects = true
; Detectable area width in front of the camera (doesnt matter for remote targets)
mando_tv_sensor_rng_w = 1000
; Detectable area length in front of the camera (doesnt matter for remote targets)
mando_tv_sensor_rng_l = 3000
; Firing position in model coordinates sent by mando_mccallow_by_name.sqf or mando_mccallow_by_type.sqf (doesnt matter if missile idx < 0, using onboard existing weapons)
mando_tv_firing_pos = [_launchpos select 0, _launchpos select 1,_launchpos select 2]
; Weapon lenght (applies in most cases for guns)
mando_tv_weapon_length = 0;
? ((count _launchpos) > 3): mando_tv_weapon_length = _launchpos select 3
; Fixed firing angle (relative to vehicle direction) if >= 0, else the missile will be fired direclty aiming at the target
mando_tv_init_dir = _fixeddir
; Ammo based (applies if missile idx < 0, using oboard weapons): "MissileBase" or LaserBombCore"
mando_tv_ammo_base = "MissileBase"
; Minimum delay between fires sent by mando_mccallow_by_name.sqf or mando_mccallow_by_type.sqf
mando_tv_firing_delay = _scanstoload
; Weapon used (if no existing weapon, "")
mando_tv_weaponname = "HellfireLauncher"
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: snafu on 30 Jan 2009, 19:43:25
Hi,

I have just started to dig into you scripts for my missions but I am not really sure where to start. I have an empty Hilux PK sitting in a town which I want to use a basic SAM site. I have read the documentation but so far I have not got my head round it.

Any help appreciated.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 30 Jan 2009, 20:23:13
If you want this vehicle to work as an automatic SAM site, you may add the following to the init.sqf:
Code: [Select]
if (isServer) then
{
   Sleep 1;
   // Hilux PK named snafu_sam1 acting as automatic SAM against east air units
   _disp = snafu_sam1;
   _posunit = 1; // 0 - driver, 1 - gunner, 2 - commander, 3 - not alive AI inside the vehicle required
   _ttype = ["Air"];
   _quantity = 12; // 12 missiles loaded
   _minrange = 500;  // Minimum engagement range
   _maxrange = 3000;  // Maximum engagement range
   _rof = 6; // Firing up to 6 missiles per minute

   // 3 first elements represent firing position in model coords, adjust for your hilux
   // Last member is radious around that firing position (0 if not needed, but > 0 if firing position is the center of a wide turret (case of ZSU, for example)
   _pos = [0,1,2, 2];

   _scan = 360;  // Able to scan for enemies all around
   _mink = 0; // The AI doesnt need to have any visual contact with the enemy to engage   
   _enemies = [east,sideEnemy]; // Change enemy sides at will here
   _antimissile = false; // Not antimissile capable (switch to true and it will be able to intercept detectable mando mssiles
   _fixed_firing_direction = false; // Able to fire in any direction
   _initially_active = true;

   // SAM is activated
   [_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, _antimissile, _fixed_firing_direction, _initially_active, true]exec"mando_missiles\units\attackers\mando_hawk.sqs";
};
Note that AI will reload automatically missiles if close to ammo trucks.

You may also check the example missions mando_sams.Intro and mando_sams2.Intro.

EDIT:
Forgot the detail that your hilux is empty, then set _posunit = 3 (no alive ai is required)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: snafu on 30 Jan 2009, 20:28:16
Thank you Mandoble. I've spent the last while poking around all the missile stuff. It's a lot to take in but I am getting there.

An absolutely excellent set of scripts you have produced.

 :good:
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: maxsword on 07 Feb 2009, 18:00:08
Hello Mandoble,

First let me congratulate with You for your stunning work, it's really awesome!!

Now, I'm new  in scripting but I tried to set up a mission Air Force oriented, full of aircraft and helos.

I did that with ACE ( using also aircraft from xternal mods) and I found several issues trying to make all my aircraft working with mando  ILS, air to ground missiles against radar (SEAD) and A-A missiles.

problems:  ILS- the square and the circle on the hud are stuck not moving
                RADAR missile an error (more or less ...something  0 found , 3 espected...)
                A-A missile  I just can't tag the enemy AC.
                 
               

Do you have any suggestions or tricks to fix those problems? Is there any non-compatibility issue with ACE?

Thank You in advance for Your answer.

Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 07 Feb 2009, 18:29:16
With the information provided I cannot give you any suggestions as I have no idea how you are trying to implement these things/version of mando missile used. Mando missile doesnt incorporate any ILS BTW. There should not be any compatibility problem with ACE, what I dont know is if ACE already includes mando missile inside (they had it included in some beta for the Javelin).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: maxsword on 07 Feb 2009, 20:29:31
Mandoble,

to give you a beter idea on wht is happening here are the pic with the error, the mission, init and description file.

Can You have a look at them by chance? that would be highly appreciate.

Thanx.

BTW ACE included the mando missile as you can se in this link
http://www.acemod.net/wiki/ACE:Feature:Missiles
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 07 Feb 2009, 20:55:20
As it is clearly stated at the very first post of this thread:

Attached below you will find MMA235_teaser.Intro.zip, which is a teaser of MMA 2.35B new HUD system. Do not mirror, do not include it into any addon and use it only for testing purposes as MMA 2.35 is already quite close to be public.

As stated above, they (you or anyone else) can use 2.35b only for testing purposes.
The very only thing that they can use is mma 2.3 with their own setup scripts for launchers,etc inside any public version of ACE, but always with mando missile outside of the mod and fully controled by the mission editor.


Anyway, your existing problem might be related to
Code: [Select]
_sams = [sam1, sam2, sam3, sam4, sam5, sam6, sam7, sam8, sam9, sam10, shilka1, shilka2, shilka3, shilka4, shilka5, shilka6, shilka7, shilka8, shilka9, shilka10, ship1, ship2];
make sure all these units exist.

Also, execute that part only server side:
Code: [Select]
// Setup SAMs: shilka e sa6 devono sere chiamati shilka1, shilka2, sam1, sam2 etc.
if (isServer) then
{
_posunit = 0;
_ttype = ["Air"];
_quantity = 24;
_minrange = 100;
_maxrange = 4000;
_rof = 5;
_pos = [0,0,0,3];
_scan = 360;
_mink = 0;
_enemies = [east,sideEnemy];

_sams = [sam1, sam2, sam3, sam4, sam5, sam6, sam7, sam8, sam9, sam10, shilka1, shilka2, shilka3, shilka4, shilka5, shilka6, shilka7, shilka8, shilka9, shilka10, ship1, ship2];
for [{_i=0},{_i < count _sams},{_i = _i + 1}] do
{
   _disp = _sams select _i;

   [_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"ace_sys_missiles\units\attackers\mando_basicsam_unit2.sqs";
   Sleep 1;
};

};

mma 2.35b is initialized with the mando missile init script in the init.sqf of your mission, and it is not there. So I assume you are using some other ACE initialization method.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: maxsword on 07 Feb 2009, 22:00:14
Mandoble,

I didn't mean to use the mision with other purpose than as a demo.

I followed your precious instructions, but can you clarify what you mean with:

"mma 2.35b is initialized with the mando missile init script in the init.sqf of your mission, and it is not there. So I assume you are using some other ACE initialization method.

I though that mando misile in ACE is initialized somehow automatically.

Thanx
 
 
 
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 07 Feb 2009, 22:14:44
2.35b in its current state is initialized via init.sqf as long as you have also the corresponding mando_missiles folder in your mission:
Code: [Select]
//init.sqf
// Mando Missile ArmA initialization (script suite version)
[false]execVM"mando_missiles\mando_missileinit.sqf";

Might be ACE is initializing it automatically, dont know. I understand that your problem persists after making sure that all the listed units exist, or not?

EDIT:
Your init.sqf is a bit weird, you are setting the same flare system for many vehicle types, but you are using a script per vehicle. For example:
Code: [Select]
// Add here as many types as you want that will share the very same configuration
_my_list_of_types_with_10_flares = ["f15e_cbuc_mesh","f15e_blue_mesh", "USEC_C130"];

[_my_list_of_types_with_10_flares, 0, "", [0,0], [0,0], 10, 10, "ace_sys_missiles\units\ace_mando_missilevehicle2.sqf", false, true, false, false, [3,-2,-3.5], "ace_sys_missiles\units\keysets\mando_air1_keys.sqf", 5, 10, 2, 0, false, 0]execVm"ace_sys_missiles\units\mando_assignvehicle_by_type.sqf";

Also, looking at this (http://www.pastie.org/347901), it seems that ACE already setups some vehicle types by default, make sure these dont interfere with yours, if so, you would need to disable ACE setup, they explain how here (http://www.acemod.net/wiki/ACE:Feature:Missiles), in the "Mando Missiles Override" section.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: maxsword on 07 Feb 2009, 22:24:54
Mandoble,

It looks like the problem is fixed 'cause no more errors are shown at mission start. (all sams create in accordance with the array).


I don't know how it will beheave on the server.

And what do you think about the ILS problem described on the very first messae?

Thanx
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 07 Feb 2009, 22:35:21
Check my edited message above for other potential issues with your setup.

About the ILS, before activating it while in a plane with mando missile hud, click on the hide mma hud action, when you finish with the ils, activate the mma hud again. Anyway, if this is OFPEC ILS, then better use this thread (http://www.ofpec.com/forum/index.php?topic=30399.15).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: maxsword on 07 Feb 2009, 23:21:04
Thanx Mandoble, for all your helpful suggestions.

 :clap:

Another question related to the KEYSETS:
I tried al the Air to Air keysets but I don't see any that fit aircraft with an active radar missile with a pretty long lock distance.

Am I right (meaning tht I have to customize one for my purposes) or I forgot something.

Thanx for being so patient.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 08 Feb 2009, 14:37:30
With your current version you need to use an MMC for long range interceptions (Example vid applied to France's F18 (http://www.youtube.com/watch?v=ALLXTYXV0dY)). In your version, visual lock on is limited by los check range (defined in mandomissile_init.sqf), by default it is 3km. 2.35 allows you any range, check the 2.35b teaser attached to first post of this thread.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Doolittle on 10 Feb 2009, 19:08:43
Now that ACE has your missile system in it I'm wondering how to add Mando Missiles to the vehicles? The addon configures all spawned vehicles to start with 0 missiles. If I want to spawn a vehicle in, is there a way to overwrite ACE's -

[["AH1W","ACE_AH64_AGM_HE","ACE_AH64_AGM_HE_F","ACE_AH64_AGM","ACE_AH64_HE","ACE_AH64_HE_S_I","ACE_AH64_AGM_HE_F_S_I","ACE_AH64_AGM_AIM","ACE_AH1W_AGM_HE","ACE_AH1Z_TOW_TOW_HE","ACE_AH1Z_TOW"], 0, "", [0,4], [0,0], 4, 4, "ace_sys_missiles\s\units\ace_mando_missilevehicle2.sqf", false, false, false, true, [4,0,-2], "ace_sys_missiles\units\keysets\mando_air1_keys2.sqf", 5, 5, 2, 0,false, 1]execVm"ace_sys_missiles\units\mando_assignvehicle_by_type.sqf";

..call? Note I know this should be an ACE question but I was hoping... maybe you could help...  ;)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 10 Feb 2009, 19:36:41
First, this is a mando missile question, not an ACE question.
Second, I suppose they have include 2.35beta into ACE because 2.35 final in addon or script suite is not ready yet (so, supposedly, they are using it ONLY for testing purposes), once 2.35 is finished they will not be allowed in any way to include mando missile INSIDE ACE, as stated clearly in the MMA official page. What ACE team, as anyother user can do, is to include MMA setup/config scripts within ACE, but never MMA itself. That means that "ace_sys_missiles\" folder will not work anymore as the correct folder is, must be and will be "mando_missiles\", take this into consideration to avoid further surprises.

And now, about the mando_assignvehicle_by_type.sqf question itself, check this (http://www.terra.es/personal2/matias.s/mma_readme.htm#t13). Maximum number of missiles and Current number of missiles arrays defines the initial weapon set (the number of them and maximum number). Missile index number for AA missiles is the first index for the missiles (AA ones, if any) and this number + 1 is the missile idx for AG weapons. And then, the Keyboard control script is from where all the missile parametrization and locking on is done.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Doolittle on 10 Feb 2009, 20:14:32
But if the mando_assignvehicle_by_type.sqf has already been set for all A10s and I want to have one A10 in a mission start with missiles as well as working HUD (type 0), how could I "override" the all encompassing looping script that was initialized by ACE?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 10 Feb 2009, 20:20:16
Seems they have a way to override (http://www.acemod.net/wiki/ACE:Feature:Missiles) their basic setup.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Doolittle on 10 Feb 2009, 20:42:03
Okay... I was worried that might be the case.... thanks.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: chef on 12 Feb 2009, 00:37:22
hey guys

  first of all after reading all these 29 pages trying to find an answer to my question (to no prevail :weeping:) i want to say a big well done and congrats to mando for this script it sounds a good 1, and thats my probblem i cant get the dam thing to work  :(.

i have followed and read through the online help that comes wiv the files and think well accualty know i an doin somthing wrong but dont know what, but please forgive me as i am a complet and utter noob to scripting and mission making and all this rigmera, tho i did make one mission for opf befor opf:r but that got flamed and deleted it was that bad (but no use crying over spilt milk) so i was wondering if you very talented ppl could plz plz plz plz plz plz plz help me the probblem is as followed:

every time i go to load on of ur example mission i get the following error when Arma crashes back the the desktop:- ( include file missions\anit-radar.sara\mando_missiles\mando_missiles.h not found)

the that is just and example of what the message says when i load a mission the bit in bold and italici is the bit that always pops up.

my system info is as followed if it help:

dell inspiron 530
intel core2 duo @2.60GHz
Ram 2.00Ghz
32-bit operating system
and iam on windows vista service pack 1

p.s sry abt spelling


 
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 12 Feb 2009, 00:49:02
This is the description.ext file present in Anti-Radar.Sara mission (I guess you are using that example mission).
Code: [Select]
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_missile.h"

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

class CfgSounds
{
  sounds[] = {};

// Needed for Mando Missile ArmA
#include "mando_missiles\mando_sounds.h"
};

Inside that mission folder you will find mando_missiles folder, and inside mando_missiles folder you will find mando_missile.h (not mando_missileS.h).

So, first make sure you have "mando_missiles" folder inside your mission folder (unless you want to use mando missile addon), then make sure mando_missile.h is inside mando_missiles folder, then reload the mission directly from the editor and try again.

BTW, none of the examples included into the zip gives any error.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: chef on 12 Feb 2009, 01:12:14
hey
cheers for the help boss, it worked and it looks fantastic sry if it sounded as if i was slateing your work, i wasn't i was just frustrated that i couldnt get it to work lack of sleep i suppose. anyways cheers for the help and crackin job
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Manzilla on 12 Feb 2009, 01:31:12
I had this same problem. Not sure how it happened but every single example mission I had from the DL didn't have the mando missiles folder. Lucky I had downloaded it once before, found that DL and took it out of there.

Strange stuff a foot.

EDIT:

Well I just DL'd it again and none of the examples have that folder in there. It's in the required resources but not the missions. Not sure if that's just something one my end but I tried the DL again and it wasn't there
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 12 Feb 2009, 07:49:23
True, read mma_readme_first.html and the table with the demo missions ;)
As there are many example missions, to save space mando_missiles is in a separate folder required_resources\script_suite into the zip file instead of into each demo mission using the script suite.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Manzilla on 12 Feb 2009, 15:30:32
Yeah I saw that but it confused me when you wrote:
Quote
BTW, none of the examples included into the zip gives any error.


So that's why I mentioned this. I thought you meant "just out of the box" the missions didn't give you that error but they would unless the folder was copied from required resources. I just got confused by that reply so I brought up the error.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Doolittle on 12 Feb 2009, 20:22:26
Mandoble!!! Oh you made the game so fun.... Could I ask what the diff between the various "attackers" are?

mando_aim120_fighter.sqs
mando_asroc.sqs
mando_basicag_unit.sqs
mando_basicsam_unit.sqs
mando_basicsam_unit2.sqs
mando_basic_fighter.sqs
mando_harpoon.sqs
mando_hawk.sqs
mando_javelin.sqs
mando_lgb.sqs
mando_patriot.sqs
mando_s300.sqs
mando_scud.sqs
mando_seasparrow.sqs

I noticed some fire an LGB ! Could you maybe describe when to use each and what the differences are? Plus I am not familiar with the terminology... like S300 and SeaSparrow? What are these? When used?

May I also ask what a "realistic" SAM site setup might look like?? Should I spawn a Shilka (with no ammo) and assign as mando_basicsam_unit2.sqs and spawn another with ??? and make it able to shoot down missiles? for defense? I've also noticed the time between "Radar Tracking You" and "Incoming Missile" is rather short.. and was wondering if there was a way to delay this..? I assume this is done with the "minimum knowledge" setting? What are some good values to use here?

Oh one more thing... I've noticed the missiles fired from mando_basicsam_unit2.sqs are rather "weak"... I can get hit up to 3 times before being shot down. Most times I took no damage as the missile exploded near me.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Worldeater on 13 Feb 2009, 04:14:06
Information about most of the missiles is freely available from a well-known encyclopedia. Check the External links section at the end of each article for further information.

mando_aim120_fighter.sqs (http://en.wikipedia.org/wiki/AIM-120_AMRAAM)
mando_asroc.sqs (http://en.wikipedia.org/wiki/ASROC)
mando_basicag_unit.sqs
mando_basicsam_unit.sqs
mando_basicsam_unit2.sqs
mando_basic_fighter.sqs
mando_harpoon.sqs (http://en.wikipedia.org/wiki/Boeing_Harpoon)
mando_hawk.sqs (http://en.wikipedia.org/wiki/MIM-23_Hawk)
mando_javelin.sqs (http://en.wikipedia.org/wiki/Javelin_surface-to-air_missile)
mando_lgb.sqs
mando_patriot.sqs (http://en.wikipedia.org/wiki/MIM-104_Patriot)
mando_s300.sqs (http://en.wikipedia.org/wiki/S-300_(missile))
mando_scud.sqs (http://en.wikipedia.org/wiki/Scud)
mando_seasparrow.sqs (http://en.wikipedia.org/wiki/RIM-7_Sea_Sparrow)


About "realistic SAM sites":
In case you have Google Earth installed, there is (http://geimint.blogspot.com/2008/06/worldwide-sam-site-overview.html) a KMZ file that contains the locations of over 3000 SAM sites worldwide.

Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 13 Feb 2009, 23:47:27
First of all, all these sqs scripts are some basic examples with internal parameters to finally execute mando_missileattacker.sqf (http://www.terra.es/personal2/matias.s/mma_readme.htm#t14), so all of them are to be used by automatic missile launchers (not played controlled). You can always execute directly mando_missileattacker.sqf passing all the required parameters, and, of course, you may create your own personalized "attackers" (like these sqs examples, but dont place them into mando_missiles\units\attackers, just create your own folder in your mission folder for your personalized launchers to avoid overwrites with newer versions of mando missile). Basically all these sqs define the missile parameters (http://www.terra.es/personal2/matias.s/mma_readme.htm#t7) for the desired launcher. The best way to test all the exiting parameters is to play with them in mando_missile_lab.Sara mission, which incorporates a dialog from where you can set any parameter and test the missiles.


mando_aim120_fighter.sqs: powerful warhead, active range of 3km and fired in inertial mode (updating target position every 2 seconds). Fairly agile and maneuverable.

mando_asroc.sqs: This missile is fired in parabolic trajectory, at its top it detonates and spawns another "missile", which is, infact, a torpedo descending in chute, once in water the torpedo is activated and tracks the final target (ship or sub). You can see it here (http://www.youtube.com/watch?v=PR95he8DAxQ) and here (http://www.youtube.com/watch?v=YzE2JM5jJtw).

mando_basicag_unit.sqs: Basic example of long range AG missile, quite powerful warhead but low maneuverability.

mando_basicsam_unit.sqs: Similar to the aim120, but a bit better acceleration, shorter range and less maneuverable.

mando_basicsam_unit2.sqs: A crappy missile, it is there to scare you but not to kill you.

mando_basic_fighter.sqs: averagely good and deadly short range missile. You may use it for planes.

mando_harpoon.sqs: SSM missile, it is fired in inertial mode, then it goes down and is able to follow the terrain at the indicated cruise altitude. See it in action (http://www.youtube.com/watch?v=6EDYQSrnqbc). This is set as "detectable", so mando antimissile units can locate and intercept it.

mando_hawk.sqs: Powerful, but not quite maneuverable missile (SAM), its refresh time is long (6 secs) till it is quite close to the target (2.5km). It is not quite fast at all.

mando_javelin.sqs: A javelin.

mando_lgb.sqs: LGB bomb

mando_patriot.sqs: Poweful warhead, long range and good antimissile capability

mando_s300.sqs: Similar to the patriot, but not so good acceleration.

mando_scud.sqs: Scud missile, do use against target too close to the firing unit. It has its particular firing-effect script for smoke effects at launch time as well as shock wave affecting all the soldiers too close to the firing position (they are pushed violently away of the firing placement). This missile goes quite high before diving for the target, it has the most powerful warhead and, like the harpoon, it is detectable and interceptable. See them in action intercepted by Patriots (http://www.youtube.com/watch?v=FJn81VzexRU&feature=channel_page).

mando_seasparrow.sqs: Fleet defense, good antimilise choice.

mando_sa2.sqs: Slow, not too maneuverable but powerful missile. Sa2 site with 3 launcher and a centralized radar (http://www.youtube.com/watch?v=iwo34PWQhEE)

mando_torm1.sqs: torm1 SAM testing platform, example in action (http://www.youtube.com/watch?v=p4B5NaUNFLA).

Remember that you can create your own ones with your own missile parameters, you may create also your own warhead scripts, your own smoketrail scripts and your own special effects scripts for launch.

The delay between radar lock on and missile fired is the time elapsed between radar lockin on you (not just detecting you, but selecting you as a target) and missile in air tracking you. This will change a bit in 2.35, as the missile warning will be there ONLY once the missile switches to active mode, so in some cases, when the missile already is closer than 3km and heading for the vitim for the final kill.

The automatic launchers may use the knowsabout level or not, if minimum knows about is set to 0, then the automatic launcher will fire at you as soon as the target is in range and there are no physical obstacles between the target and the firing unit, unless the firing unit works in "REMOTE" mode, in this case the target is provided by a third unit (a radar station, a sonobuoy (http://www.youtube.com/watch?v=SFqZKzVLQfM), etc) and there is no line of sight checking.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 07 Mar 2009, 20:44:17
SA2 site (MMA2.35B) attached by Jynx request.

Remember, this is MMA 2.35 is beta, not to be included into any addon and not to be mirrored. At the moment, the only purpose of 2.35B is to be tested to get some feedback.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Jynx on 07 Mar 2009, 23:28:25
Outstanding job Man. Thanks alot for making scripts like this that really enhance the ArmA game

 :good:
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Vengeance on 12 Mar 2009, 14:17:22
Hello,

Is this a option that you have and can be used or maybe it was something someone else did, can't remember? ???

mando_missile_stealth = ["USEC_F117_AGM65"];

UPDATE: Sorry it was right infront of my face Line 30 of the Init:   :whistle: 
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Gnat on 21 Mar 2009, 16:58:57
Hi Mandoble,
I'm using the below script to launch a torpedo (or many).
I'd like to change it so the torpedo is simply launched in a pre-selected direction from the Sub (periscope facing) which is likely easy enough, but I want to to travel in a straight line (without a pre-assigned target) and scan for a target (in its scan range) along the way, until it times out.
The problem is;
- Not sure I can use your scripts without an assigned target
- Not sure if your target scanning mode is true independant scanning and stand-along.

i.e. I want the torpedo scripts to do all the work, true independant torpedos (1 or many), no oversight scripts running.

Could you advise if this is possible.
Cheers.

Quote
_sub = _this select 0;
_target = _this select 1;
               _launcher         = objNull;
               _missilebody      = "GNT_mu90s";
               _vangle           = -1.5;
               _speedini         = 0;
               _speedmax         = 36;
               _acceleration     = 8;
               _boomrange        = 15;
               _activerange      = 6000;
               _modeinit         = 2;
               _cruisealt        = 80;
               _boomscript       = "mando_missiles\warheads\mando_missileheadtorp.sqf";
               _smokescript      = "mando_missiles\exhausts\mando_torpedowater2a.sqf";
               _soundrsc         = "";
               _sounddur         = 49;
               _endurance        = 160;
               _terrainavoidance = false;
               _updatefreq       = 1;
               _delayinit        = 2;
               _controltime      = 0;
               _detectable       = false;
               _debug            = true;
               _launchscript     = "";
               _hagility         = 35;
               _vagility         = 0.1;
               _accuracy         = 1;
               _intercept        = true;
               _scanarch         = 180;
               _scanarcv         = 65;
               _offsety          = -1;
 
               [_launcher, _missilebody, [getPos _sub select 0, (getPos _sub select 1), (getPos _sub select 2)- 1], getDir _sub, _vangle, _speedini, _speedmax, _acceleration, _target, _boomrange, _activerange, _modeinit, _cruisealt, _boomscript, _smokescript, _soundrsc, _sounddur, _endurance, _terrainavoidance, _updatefreq, _delayinit, _controltime, _detectable, _debug, _launchscript,_hagility, _vagility, _accuracy, _intercept, _scanarch, _scanarcv,_offsety] execVM "mando_missiles\mando_missile.sqf";
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Jynx on 24 Mar 2009, 07:39:15
Do you mean like if the sub was to snapshot a torpedo?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Gnat on 24 Mar 2009, 13:08:23
Do you mean like if the sub was to snapshot a torpedo?

Huh? "snapshot" ... don't know what you mean.
BTW, mando missile does shoot "slow" torpedo's too, not just fast moving airbourne missiles.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 25 Mar 2009, 15:36:26
If you dont need a target to launch the torpedo, then the torpedo might be the "missile launcher" itself firing an active torpedo against the selected target and deleting itself. A mando_missile.sqf script slightly modified (without creating the torpedo but using an object passed as argument).
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Tobi89 on 08 May 2009, 23:30:43
How do get mando missile to work In Editor? And how do get your missile lab in editor? Btw I dont know to script (im newb :P )
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: laggy on 08 May 2009, 23:58:49
Hi Tobi89,

Don't want to speak for Mandoble, but my advice is to study the "readMe" files in his scripts.
If you don't understand those (scriptwise) I don't recommend using his scripts except after extensive trial and error testing. They are usually complicated/advanced but very useful, meaning you need some experience before implementing them in your own missions.

Laggy
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Tobi89 on 09 May 2009, 00:54:17
Im always up for learning :D were would i put the scripts in editor or in the mission folder (mission made in editor)?
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: laggy on 09 May 2009, 08:09:14
In the mission folder  :)
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Tobi89 on 09 May 2009, 18:52:06
ok ty
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 11 May 2009, 10:49:37
Toby, best you can do is to open any of the many many example missions, open the init.sqf file and check there the initialization code. In most missions everything is setup from init.sqf (text file inside your missions main folders) and these files have many explanatory coments insde. init.sqf can be open directly using windows notepad. Then you can start applying a copy/paste policy for your test missions until you get confortable with the way to use all these scripts.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Jynx on 18 May 2009, 05:09:03
Is there a way to setup MMA so that launchers feed each other thier targets as well as aquire thier own? like the way patriot systems do. also i am trying to use my own missle params and have gotten confused. could you possibly give me an example of how it works please? thanks bro
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 18 May 2009, 20:03:01
1 - Yes, with mando_radar present in 2.35B, a system works as main radar and also provides targets for other systems.
2 - With the parameters you want to use, you create your own launcher scripts. You may just copy/paste/rename any of these present in the following folders:
mando_missiles\mcc\mcc_types -> For MCC systems for players.
mando_missiles\units\attackers -> For automatic systems.
mando_missiles\units\keysets -> For visual launchers for players (HUD based)
mando_missiles\tv\tv_types -> For TV systems for players (on 2.35b)

Each script present in any of these folders represents a missile system and includes the corresponding missile parameters.
In your mission folder you may create a folder named Jynx_missiles and place there your own customizations.

Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Jynx on 24 May 2009, 03:47:06
is there an official release of 2.35b? all i can ever find a link to is 2.3
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 24 May 2009, 10:02:52
2.35 is still beta, go one page back and you will find it in the attachment mando_sams_sa2.Intro.zip
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: p75 on 04 Aug 2009, 08:17:31
Hi Mandoble,

I just found out that it is not possible to create a hud/gauge which shows the image of the helicopters camera? I'd like to see something similar in Arma 2 as they accomplished in EECH:

http://www.youtube.com/watch?v=LoRxDLvclso

Between 3.40 - 4 minutes. There you see the hud/gauge with an image of the camera. And you are able to select multiple targets (like in real life).

As you seem to be on the right way with the Mandoble package could you have a look at tell me if we could make it somehow work in Arma 2? I've already posted a poll here:

http://forums.bistudio.com/showthread.php?t=82441

And if it is not possible I'll confront BIS with the stats and demand they will implement this feature.

Looking forward to your reply.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 13 Aug 2009, 14:12:02
Hi P75, I think ArmA1 doesnt support two cameras working at the same time, being one your eye and the other the IR camera. Said that, note that I know little, almost nothing, about ArmA2.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Luke on 13 Aug 2009, 18:50:39
Mando, You have a dialog for the TOW under keysets, maybe something like that.

I have no earthly Idea how you got the flir with the boxes around active engines in your
CM and Recon Cams, but maybe something to that effect in the dialog as well?

Though I don't know if there is a way to tell which direction someone is looking,
and not pointing their weapon.

Though there could be some potential there.

Hope that helps!

Luke
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 13 Aug 2009, 20:27:11
I think what he is looking for is to have the normal cockpit view, but also a camera control in the instrument panel, so, if you look down you will see it. Just like in the video he liked above, and that implies to have two cameras working at the same time.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: izaktj on 20 Mar 2011, 09:32:42
Hi,

I happen to use ARMA 1, I know the newest Mando scripts are now for ARMA 2 only. I'm wondering however if the lock on with sounds (IR tone) was ever released? (or play a sound using the keyset file?)

Also, I was wondering if it was possible to modify the "detection" ranges of the AA missiles, as I need to be relatively close to lock on and then fire to a target and the nose has to be almost perfectly aligned with the target. I'm trying to do an "all aspect" missile seeker.

Thanks.

PS: I also speak Spanish, so if you want we can speak that way (easier for both of us?)

Another thing, attachments don't seem to be working and can't download 2.35 version.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: Mandoble on 22 Mar 2011, 10:26:10
izaktj, detection ranges as well as seeker arcs can be changed at will so you may have an all aspect missile. But A1 version was discontinued long time ago, lastest release was 2.35 and it was never updated again. The IR tone was introduced with A2 versions, for A1 there was only a "beep beep" indicating a lock.
Title: Re: Mando Missile ArmA (ACCEPTED)
Post by: izaktj on 22 Mar 2011, 10:58:00
Could you point me a bit to which file has said values?
I tried looking for it at the keysets and mandomissilemislevehicle2.
I made a new keyset and managed to edit the missile models, speeds, etc. However, I don't seem to find how to lock on targets that are not exactly in front of the green cross.

Another question, I'm unable to set joystick buttons into the MMA controls. Is it possible in other way?

Thanks.