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Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Mandoble on 08 Nov 2009, 01:05:21

Title: Mando Missile ArmA for ArmA2
Post by: Mandoble on 08 Nov 2009, 01:05:21
Fire and configure missiles, create missile launchers for AI or players using any existing vehicle, plane, ship, chopper or thing, add automatic or manual chaff and flares dispensers to your vehicles, replace all vanilla ArmA missiles by mando ones, etc.

Read included mma_readmefirst.pdf for install and usage instructions, find here (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) the online version.

Mando Missile ArmA 2.4Beta10.2 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) Please, do not mirror/redistribute (SixUpdater allowed).

Changes in v2.4b10.2

- Highly improved performance for MMA HUD and TV, these of you having locking on problems in overloaded missions should notice it
- MMA TV, MCC, LRR and support console screens selfadjust for any interface size, no more small displays
- Added systems for some missing ACE2 units (thanks to Shuravi-rnd)
- Added rearming configurations for ACE2 Su34s
- Added systems and rearming configs for Duala air units (except UFO)
- Added systems and rearming configs for PRACS air units
- Added systems for CWR demo air and land units
- Nuclear effects performance improved, no more visual problems when detonation happens in large cities
- RKLS STormShadow has GPS targeting again
- Fixed RAH66 Hellfire setup
- Added CWR units MMA setups (thanks to Shuravi-rnd)
- Added CCIP for Mi24 bombs as well as x2 Igla rearming config.
- Fixed mando_airsupport_code_ca was being called for airborne assault instead of mando_airsupport_code_pa

Some notes about MMA_XEH_AutoLaunch.pbo made by Kju:
If you have this and Extended Event Handlers it will try to self-initialize MMA in the following way:
- If the mission being played has not initialized MMA after few seconds and it is the server, it initializes MMA.
- If the mission being played has not initialized MMA after few seconds and it is a client, it initializes MMA only if the server has initialized it.
- If the server initialized it but you dont have MMA, you will see a notification every 10 seconds indicating that MMA is missing on your client.

When MMA is self initialized it checks for presence of FFAA and ACE to setup automatically their respective configurations.

Defunkt made a modification of the default BIS Javelin reticle that you can grab here (http://"http://www.ionwerks.net/mando_portables.zip")
The mando_portables.pbo enables a better (wider) reticle for the Javelin and replaces the default crosshair with more authentic targeting 'stadia', these changes can only be made with an addon where the core MMA suite can be addon or script-only hence it is packaged separately. It is especially recommended if your display resolution should result in part of the default reticle showing.

Credits:
Defunkt, aside from pretty good ideas, he provided sounds, the outstanding images of the RWRs for east and west planes and fine tuned all the PAAs present in the pack, he also modified Raptor6 MFD to include "NTSC" effect as well as some nice pp effects for older type cameras and MMA HUD customizations for portable launchers (Igla, Metis, Javelin, Stinger and Strela).
Raptor6, do you like the fantastic background of the TV systems? it is from him.
Deanosbeano and scars who provided some mando turret models usable for the Phalanx gun.
Cyborg11 for the ACE2 setups
Kju for MMA_XEH_AutoLaunch.pbo

Special thanks:
All these guys among others have been providing ideas and good testing along the life of this project:
Alex72, Crusader, Cyborg11, Kremator, Manzilla, Massimo, Rubberkite, Scars, Stiltman, Vengeance and ViperMaul.
  

See it in action:
Mando Missile Helmet Mounted Display (http://www.youtube.com/watch?v=SlpO6YZJBYo)
Mando Missile ArmA freelook/Track IR (http://www.youtube.com/watch?v=AlyqrIonP6U)
GLT Falcon CAP + Mando Missile (http://www.youtube.com/watch?v=Z1y70sZFxlY)
Mando Missile ArmA - TorM1 for ArmA2 (http://www.youtube.com/watch?v=DM8HQgNWXGs)
Mando Missile for ArmA2, Patriots vs SCUDs (http://www.youtube.com/watch?v=MPBJGF7ZUjM)
ArmA 2 Destroyer with Mando Missile automatic systems (http://www.youtube.com/watch?v=tRhd8Bqnd7g)
Title: Re: Mando Missile ArmA for ArmA2
Post by: ViperMaul on 08 Nov 2009, 01:14:25
Bravo! I will do my best to get some Arma2 testing in for ya.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 09 Nov 2009, 22:24:25
Now that Gnat released his russian aircraft carrier it is time to see it in all its glory ;)

MMA Kuznetsov CV test mission <- Already included in new 2.4b2 pack.

This includes a prototype of Mando Gun for ArmA 2.

Here the Kuznetsov engages enemy planes and ships automatically.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 22 Nov 2009, 20:32:43
New 2.4b2 available for download, check first post.

Changes in v2.4b2:

- In MP games, pilot might have control of some TV systems only if gunner is not human.
- If a BIS weapon is assigned to a HUD mode, this BIS weapon cannot be selected pressing "F" key.
- TV laser bomb models fixed, so they will not require anymore Mike's F16 ammo box (except for F16 systems).
- Most warheads of fired BIS missiles replaced by mando ones will keep its default power.
- Missile replacement now includes Gnat's submarines missiles and they fly with the correct flight profile.
- A10 has an extra TV system for the AGM65.
- PMC AH64 Apache setup added.
- Gnat's Kuznetsov carrier full setup with mando missiles and mando guns included (as easy as adding a new gamelogic near the carrier). Read mma_readmefirst.pdf for more info about usage of this new gamelogic.
- Mando Gun ArmA for ArmA2 integrated within Mando Missile, a turret object made by Deanosbeano included as example of mando gun usage. Read Mando Gun section in mma_readmefirst.pdf to get more info about usage and examples.
- MCC TV systems now have three different looks (old grayscale, not so old and no so grayscale and full color), the MCC TV MDF image has been modified to add NTSC effect (thanks to Defunkt).
- New mando_gun_arma.utes and mma_test_kuz.utes missions added.
- Ka52 gunners now has a helmet mounted display.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 20 Dec 2009, 04:17:31
New 2.4b3 beta available for download, check first post.

Changes in 2.4b3:

•TV systems better adjusted for the "unsupported" small interface size graphics option, no more empty holes above and below the camera MFD area.
•TV systems also integrated with UAVs, you can activate the system from a commanding vehicle and then use the UAV weapons, camera to mark targets or just guide the path of the UAV. This works for both, BLUFOR UAV and OPFOR small one.
•Portable weapons HUD support (by default, Javelin, Igla, Metis, Stinger and Strela).
•Forward looking radar display integrated with HUD's of some planes (AV8B, C130J, B52, Su34, F16s and F35B). The radar displays contacts or locations in the radar scan area in front of the plane in a top-view like display.
•HUD systems customization options: Now all hud systems can be personalized at will using the info provided by the HUD's main core script. Good examples are the customizations made by Defunkt for all the portable weapons (Igla, Metis, Stinger, Strela and Javelin).
•New flight profile parameters for default Patriots (AI and MCC based), way more effective against hi flying fast SCUDs even during initial climb and final dive SCUD states.
•New reloading system for both, BIS weapons and virtual weapons and countermeasures.
•BIS default top radar can be blocked (with red semintransparent bars where friend and foe dots look) the same. The feature can be enabled by mission makers.
•All the remote capable TV MCCs now can lock on remote targets (no LOS check performed).
•Added setup for Mi28.

Defunkt made a modification of the default BIS Javelin reticle that you can grab here (http://"http://www.ionwerks.net/mando_portables.zip")
The mando_portables.pbo enables a better (wider) reticle for the Javelin and replaces the default crosshair with more authentic targeting 'stadia', these changes can only be made with an addon where the core MMA suite can be addon or script-only hence it is packaged separately. It is especially recommended if your display resolution should result in part of the default reticle showing.
Title: Re: Mando Missile ArmA for ArmA2
Post by: kju on 02 Jan 2010, 22:19:55
Even though repeating myself - superb job Mandoble  :good:


Preface:
First item: Do you have an issue tracker somewhere running? For such a complex project it would be certainly
very helpful. A forum is rather messy and OFPEC forum forcing you to one post makes the post huge, takes
long to load and preview broken.  :weeping:

Second item: Is MM a single man coding project (on purpose)? In other words are you interested in others
to help out in the coding? If so, how should this be organized? Or do you prefer full control and people to
submit diffs or just suggestions?


Here is in-depth feedback, several questions and a few suggestions.

Lets start with the technical details.

Can you please explain the two gamelogic approach for the full init.
To me it seems one GL/script launch per functionality (full / gun / ship) doable.
(does full include gun and ship?)

There are two aspects you have to take into consideration with the start up from what I understand.
1) To avoid duplicate/multiple script execution.
2) Not to disable a customized MMA/MMS setup (maybe).

In addition you have to take into account MMA + MM in a mission running at the same.

To me it seems logical to have the MMS (script) version running, if both are active.
I did not look into the code itself so far - is this taken care yet?

It might be a good addition to allow to disable a MMS version running (and run the addon version instead).

So design wise it should not be that complicated to set it up to allow a XEH addon to initialize MM
automatically. The basic system could be:

1) XEH: preInit: call MMA (init+full) // should be a single script call - internally the call does both
// XEH PreInit should be guaranteed to be launched before init.sqf.
// The XEH addon sets the default configuration.
2) Next mission init.sqf - it may contain MMS call // might be good to spawn a separate script that does the
execution timing internally. Like wait a second.
3) If MMS present, the configuration should be used instead.
// If the scripts of the MMA or MMS should be used is a different consideration.
// So running both XEH MMA + MMS should be doable.
4) Optional: a version compare and hint to player if MMA older than MMS might be useful.

In other words it should be possible to have MM active via XEH addon in any mission.
This will help make MM used a lot more. At the same time MMS in a mission should work.
Even more it'd be great if people could set mission specific settings for the XEH MMA launch as well.

Like
a) always on.
b) always on and using mission specific setting
c) mission specific MM launch (and configuration)


Alright lets move on. Is there design limitation to reduce MM interface to normal IGUI?
The safeZone a2 thingy allows one to make dialogs fitting to any resolution - it is more work yes.
Yet once understood, it is rather easy to convert the static position and size values to relative.

A maybe related problem is that while you zoom in, the MM dialogs keep the size AND even more problematic
the logic adapts as well.

(http://www11.picfront.org/picture/NFlr3kfD/thb/0009.jpg) (http://www.picfront.org/d/NFlr3kfD/0009.jpg) (http://www11.picfront.org/picture/5jYtom8NuGz/thb/0008.jpg) (http://www.picfront.org/d/5jYtom8NuGz/0008.jpg)

First pic: Rather big circle resulting in a big lock area.
Second pic: If you zoom in, the circle GUI size remains the same. This means the effective lock area gets
far smaller.

The problem is that you might not detect, if one goes into optics/zooms in perfectly.
Checking the key input via key actions should work, yet you may not know which state your are in.
If you loose track, this would get messy (feature might be possible to reset the GUI to no zoom).

The other problem here is that in optics / zoom in most times the (outer) MM GUI elements no longer fit.
This might be annoying effort to figure out the right position for each vehicle - no zoom and zoomed in.


Sorry I give up for now. The edit and preview loading time kill me.
I will add the other tomorrow.  :dry:
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 03 Jan 2010, 01:50:57
Thanks for your feedback Kju.  MM was single man coding project, but now it is becomming better understood by some people. Good examples are the customized MMA huds made by Defunkt or configurations for ACE2 made by Cyborg11 (present in next release). MMA is a framework including some usage examples (HUDs, MCCs, TVs, automatic launchers, guns, etc), a mission designer may create his own systems using the framework, this was the spirit of this project when it become alive for OFPR years ago and it is still the same spirit now with A2. This also means Im always interested into others help and ideas, and I agree with you, a forum is not the best way to drive that kind of collaboration.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 23 Jan 2010, 20:33:56
2.4B41 ready, check first post for download.

2.4B41 change log:

Some notes about MMA_XEH_AutoLaunch.pbo made by Kju:
If you have this and Extended Event Handlers it will try to self-initialize MMA in the following way:
- If the mission being played has not initialized MMA after few seconds and it is the server, it initializes MMA.
- If the mission being played has not initialized MMA after few seconds and it is a client, it initializes MMA only if the server has initialized it.
- If the server initialized it but you dont have MMA, you will see a notification every 10 seconds indicating that MMA is missing on your client.

When MMA is self initialized it checks for presence of FFAA and ACE to setup automatically their respective configurations.
Title: Re: Mando Missile ArmA for ArmA2 2.4B41 Error reporting
Post by: blaunarwal on 24 Jan 2010, 09:13:00
After updating to the latest version I get this message:
Warning Message: Script mando_missiles\mando_setup_ace.sqf not found

After loading ArmA2 without ACE2 it finds ffaa mod
Warning Message: Script mando_missiles\mando_setup_ffaa.sqf not found

I then tried my usual ACE2 config with other mods without mma and there was no error. So I'm sure it's not an error of one of the other mods.

I installed mma according to the manual, after deletion of the old version and demo missions copied the new stuff  to the respective directories.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 24 Jan 2010, 20:49:36
Quite weird, try removing the MMA_XEH_AutoLaunch.pbo.
Title: Re: Mando Missile ArmA for ArmA2
Post by: blaunarwal on 24 Jan 2010, 21:43:36
removing the MMA_XEH_AutoLaunch.pbo solves the problem for me. What do I miss now?

I have no idea, what the problem is. With the mma version before, there was nothing. I use most actual ace2 addons. But this seems not to be the issue. I guess these missing *.sqf do not exist, do they?
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 25 Jan 2010, 00:14:24
might be you were self initiating MMA with MMA XEH, but without MMA addon.
Title: Re: Mando Missile ArmA for ArmA2
Post by: blaunarwal on 25 Jan 2010, 06:39:03
By thinking about the meaning of your reply I came to the idea to search my arma2 directory for other mando_missiles.pbo. There was one in another directory, which I use for many different gameplay addons. I had never thought or remembered, that I once used this directory for mma. I made this to small down the number of directories/mods listed in my arma2 call but it has a made it difficult to keep track with installed versions as I see now.
After removing this old mando_missiles.pbo everything works fine with MMA_XEH_AutoLaunch.pbo activated again.

Thank you very much for your help. You are a great analytical talent!  :clap:
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 07 Feb 2010, 14:21:48
Mando Missile ArmA 2.4Beta42 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready ;) Dont forget to read the online MMA readme (http://"http://www.telefonica.net/web2/mandoble/mma_readmefirst.html") for more info.

Changes in v2.4b42:

Important note: MMA_XEH_AutoLaunch.pbo has been moved to @mma_xeh folder, dont forget to remove the MMA_XEH_AutoLaunch.pbo that might be present in your current @mma folder. If you want to use the autolauch, execute ArmA2 with mod=@mma;@mma_xeh modifiers.

Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 21 Feb 2010, 22:41:59
Mando Missile ArmA 2.4Beta44 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready ;) Dont forget to read the online MMA readme (http://"http://www.telefonica.net/web2/mandoble/mma_readmefirst.html") for more info.

Changes in v2.4b44:


Systems included:
Eble's F14 pilot's HUD:

Eble's F14 pilot's MCC TVs:

Eble's F14 gunner's MCC TVs:

Note that AIM54 has initial inertial guidance and quite a long range (depending on launcher speed > 54Km in A2), if fired outside its active radar range (3Km), it will climb and dive on the target. So countermeasures effectiveness will be greatly reduced. On the other hand, it has quite low capability for short range engagements unless the target is in front of the firing F14 and flying away while not maneouvering.

Gnat's Su33 pilot's HUD:

Gnat's Su33 pilot's MCC TVs:

Kh.22 has a very long range, it is also detectable by enemy radars (anti-missile missiles and anti-missile mando guns). It can be used in local, remote and SEAD (anti-radar) modes.
ATM, to be able to use Kh.22 config, you may rearm your plane near any MMA valid rearming point, select AS-4 configuration (R73+R27+3 Kitchen missiles).
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 07 Mar 2010, 20:24:30
Changes in v2.4b45:

Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 20 Mar 2010, 16:17:44
Changes in v2.4b5

    * Added: Mando Air Support Console and Mando Bombs allowing you to:
          o Call for bomb runs using free fall bombs or SADARM attacks.
          o Call for Close Air Support using free fall bombs or SADARM attacks.
          o Call for gunships support (armed choppers by default).
          o Call for airborne assaults with the transport chopper landing or dropping the troops in parachute.
          o Call for infantry reinforcements (which will join the console user) with the transport chopper landing or dropping the troops in parachute.
          o Call for cruise missile attack.
          o Call for cruise missile saturation attack.
          o Call for ammo supplies (dropped in chutes by helicopters).
          o Call for vehicle supply (empty vehicles transported by choppers).
          o Call for Combat Air Patrol to sweep the skies of the support marked area.
          o Call for reconnaissance missions where the reconnaissance info will be transfered to the console map.
          o Call for evacuation choppers.
          o Call for laser guided strikes.
          o Call for carpet bombing runs
    * Added: mma_console_addon.Chernarus Air Support Console demo mission.
    * Changed: Mando Turret object moved to a separate addon mando_phalanx.pbo, also included inside @mma folder (this should remove any warnings when loading with Duala map).


The new MMA Air Support Console is highly configurable using many global vars, check here the full list of available options and run included demo mission mma_console_addon.Chernarus which includes many console customizations inside my_console_setup.sqf.
Title: Re: Mando Missile ArmA for ArmA2
Post by: desrat on 21 Mar 2010, 14:29:44
just quick question in support console version - are the gunships unable to attack with guns i.e missles only as they don't seem to attack troops in the demo mission I tested only hard targets.

Demo was mma_console_addon
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 21 Mar 2010, 15:18:23
They can use the gun at will, in this case A2 AI engine decides where and when to use the guns. And yes, A2 gunners rarely use the guns against troops.
Title: Re: Mando Missile ArmA for ArmA2
Post by: monty67t on 21 Mar 2010, 18:05:44
Hey man, thanks for the release. I set up a mission on Utes and I'm having a couple of problems. First, the carpet bomb code in the readme isn't working. I remember having the same problem in ArmA1 and someone posted a fixed version of that sample code. Second, when I would call for an ammo drop or reinforcements or anything involving a helicopter bringing something in, it wouldn't come in. It would spawn the aircraft and they would drop their troops or cargo where they spawned, which in this case was way out to sea, lol. Other than that it's the same awesome console as the one for ArmA.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 21 Mar 2010, 20:12:25
monty67t, try the carpet bombing code in the demo mission, as readme use the MMA readme first (the old mando bombs readme is not valid any more for the A2 version).

In some cases, mostly for choppers comming from S sector to N, A2 AI cannot resolve paths and will not move. Nothing I can do about that (I tried many ways but no way), only fix might come from BIS fixing A2.
Title: Re: Mando Missile ArmA for ArmA2
Post by: monty67t on 21 Mar 2010, 20:16:03
I used the example from the online mando missile manual and it worked fine. When I brought the helicopters in from another direction the worked fine. That is a wierd one, but thanks for the information.
Title: Re: Mando Missile ArmA for ArmA2
Post by: monty67t on 24 Mar 2010, 22:27:23
I'm still having some trouble with the carpet bomb code. I used this one from the sample mission.

Code: [Select]
// CARPET BOMB CODE //
mando_airsupport_carpetcode =
{
   private["_plane", "_targetpos", "_widx"];
   _plane = _this select 0;
   _targetpos = _this select 1;
   while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
   {
      Sleep 1;
   };

   if (alive _plane) then
   {
      _widx = [_plane, "BombLauncher"] call mando_weaponindex;
      for [{_i=0}, {_i<6}, {_i=_i+1}] do
      {
         _plane action ["useWeapon",_plane,driver _plane, _widx];
         Sleep 0.4;
      };
   };
};


This is the error i get.

Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 26 Mar 2010, 15:55:32
Does your plane have "BombLauncher" weapon? If not, change by the corresponding weapon using the bombs.

_widx = [_plane, "BombLauncher"] call mando_weaponindex;
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 03 Apr 2010, 20:46:45
Mando Missile ArmA 2.4Beta6 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) is ready ;) Dont forget to read the online MMA readme (http://"http://www.telefonica.net/web2/mandoble/mma_readmefirst.html") for more info.


Changes in v2.4b6

Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 25 Apr 2010, 17:51:47
New v2.4b7, check first post for download link.

Added HUD, cameras, MCC, RWR, ECM and flare systems for:
   Eble's Iranian F14
   Eble's F15C
   Eble's F15E
Added HUD, cameras, MCC, RWR, ECM and flare systems for:
   HEXA_Mirage_5
   HEXA_Mirage_C
   HEXA_Mirage_D_AS30L
   HEXA_Mirage_D_GBU12
   HEXA_Tiger_HAP_CE
   HEXA_Tiger_HAD_CE
   HEXA_Transall_A
   HEXA_Puma_CE
   HEXA_Puma_RESCO
Added: HUD, cameras, RWR, ECM and flare systems for FFAA EF2000 plus rearming options
Added: HUD, cameras, RWR and flare systems for FFAA Tigre AT (requires Tigre v1.1)
Added: HUD, ECM and flare systems for FFAA C130 Hercules
Added: HUD for 3LB_SA6 (SA6 launcher)
Added: Cameras for Ka52 pilot when gunner is AI or no gunner is present
Fixed: torpedo warhead was not detonating correctly
Fixed: Mando gun is now able to engage troops too
Improved: missile turning acceleration
Added: AC-130 Spectre and mine field deploy options for air support console (check new mma_console2_addon.utes demo mission)
Added: Inner dead zone for TV camera control
Title: Re: Mando Missile ArmA for ArmA2
Post by: Doolittle on 11 May 2010, 20:12:23
Mando, awesome addon!

This thread seems short for the amount of stuff in the addon..! Where's the questions people have, or is this not the spot?

I'd like to ask, what's all the scripting in "units\attackers"? Like for your ACE example map mma_test_sys_ace_addon.utes, you call on some planes:
Code: [Select]
[_x, 0, ["Air"], 4, 300, 3500, 15, [6, 5, -3], 50, 0, [], false, false, true, true]exec"mando_missiles\units\attackers\mando_aim120_fighter.sqs";
Why? Does this make them more lethal? Shouldn't they be shooting Mando Missiles anyways? And why set this: "this setVariable ["mando_ecm_on", true, true]"?? Doesn't the AI use counter measures anyways, without setting? What do you mean by "enemy MMA AI"? Shouldn't the enemy shoot Mando Missiles anyways?

How come you don't mention setting "mando_nav_info"? I see how you use it, but is there like a map maker document that mentions all the secret cool stuff? I'd like to get the most out of your scripts...  ;)

EDIT: I'm pouring through all the BIS forum posts.
Title: Re: Mando Missile ArmA for ArmA2
Post by: kju on 12 May 2010, 06:03:25
Do you know the online help yet?
http://www.telefonica.net/web2/mandoble/mma_readme.htm
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 13 May 2010, 00:45:11
Doolittle, attackers folder has templates of mando_missiles\units\mando_missileattacker.sqf (http://www.terra.es/personal2/matias.s/mma_readme.htm#t14) usage. That script replaces any BIS AI missile related usage. If you want to see the "effects", run mma_test_sys_addon.utes demo mission and use the radio to activate MMA AI. And no, BIS units dont use ECM, that ECM affects only mando missiles, if you try to lock on a plane emitting ECM it will take longer to get the lock and the chances the lock gets broken are high. Also if you fire RADAR guided missiles against ECM emitting planes their guidance might become erratic, this is more evident if you fire SARH missiles like the Sparrow where you need to keep the target locked on until impact or miss. If you are the pilot of the plane and your plane has ECM, you can activate it pressing "R" (unless you changed the default MMA key mapping).
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 01 Jun 2010, 00:54:42
Mando Missile ArmA 2.4Beta7.5 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA)

Changes in v2.4b7.5

Systems added:



Fixes and adjustments:



Read included mma_readmefirst.pdf for install and usage instructions, find here (http://"http://www.telefonica.net/web2/mandoble/mma_readmefirst.html") the online version.
Title: Re: Mando Missile ArmA for ArmA2/ No scroll wheel
Post by: Fick_2142 on 04 Jun 2010, 16:28:22
I am enjoying the MMA, but I have a small problem. People tell me that they can zoom in the little TV screen with the scroll wheel, after a missile is selected from the drop down window.
I do not have a scroll wheel. What can I do to get this functionality with MMA ? Can I use a joystick feature instead of scroll wheel ? Thanks.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 05 Jun 2010, 02:59:40
I see, for some reason (too many things to implement here and there) I forgot to include also keys for zoom in/out with the TV systems, except these implemented for next release.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Sidewinder on 13 Jun 2010, 20:50:06
Now assume I wanted to add the LGB (Remote) HUD to other aircraft, how would I go about it?
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 13 Jun 2010, 21:19:47
To which plane? The current one for AV8B is there for testing purposes, if no issues are found then this remote hud mode will be added to A10, F35 and might be others.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Sidewinder on 14 Jun 2010, 02:49:30
Was thinking specifically Eble's F14.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 14 Jun 2010, 08:16:26
As well as F15E. As said, if not issues are found with the new LGB remote hud, I'll introduce it for the planes already supported by MMA.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Rayler on 26 Jul 2010, 13:47:06
I ported a dogfight FFA from the OA Dogfighters and added the mando module. The module is working correctly, but the players can't Lock eachothers. I tried "player addRating -999999;", but it doesn't work. :(

Please help me.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 01 Aug 2010, 21:53:31
New v2.4b85, check first post for download link.

- Added MMA support for new Myke's F16 pack
- Added MMA Support for new Myke's Su34 pack (note that pilot's head is a bit missaligned with the HUD)
- Added MMA Support for new Myke's Missile Box
- Added new GPS targeting system for JSOW and JDAM (press G when HUD ground mode selected)
- Added MMA support for CheyenneAh56's CM-170 Fouga Magister
- Added MMA support for OA SCUD launcher (included mma_oa_scud_addon.utes mission to test it)
- Added MMA support for all STI A10s variants
- Defunkt fixed the issues with the Javelin interface and the map. WFOV and NFOV indicators now working according to zoom level
- MMA Rearming dialog enlarged
- MMA Rearming configurations added Su34s, F35Bs, AV8Bs and F16s if Myke's Missile box is present
- MMA Rearming configurations added for AV8Bs, A10s and F35s if SirSmok@lot's Cluster Bomb pack is present
- Fixed class asignment for Mi28
- Fixed and issue with the TV cameras that prevented you to lock on stopped vehicles.
- New mando_portables.pbo addon by Defunkt, prevents OA to selflock on targets with manpads and Javelin
Title: Re: Mando Missile ArmA for ArmA2
Post by: PartyHead on 13 Aug 2010, 08:46:25
Post Removed as i worked out what i wanted to know. :good:
Title: Re: Mando Missile ArmA for ArmA2
Post by: kju on 13 Aug 2010, 09:19:36
Mandoble I am bit confused.  :blink:

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

If not, any plans to move it over? *pray*  :good:
Title: Re: Mando Missile ArmA for ArmA2
Post by: PartyHead on 13 Aug 2010, 09:45:31
@kju. Im using A2OA Combined Operations and Mando Missile works great, no problems as far as ive been able to tell. Just make sure that you set your interface size in the video options menu to normal. Cheers.
PartyHead.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 17 Aug 2010, 18:50:52
This works with A2 or with A2 + OA, it doesnt work with OA alone.
Title: Re: Mando Missile ArmA for ArmA2
Post by: kju on 18 Aug 2010, 07:06:36
Thanks for the heads up.  :good:
As we are migrating to CO in the near future from OA, I will try it.  :)
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 19 Aug 2010, 17:15:40
In fact, the only new feature that is available only for OA is the FLIR, if OA is detected MMA will use OA FLIRs for TV systems.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 01 Nov 2010, 00:05:06
New version v2.4b9.2 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653)

Title: Re: Mando Missile ArmA for ArmA2
Post by: Luke on 27 Nov 2010, 21:27:03
I've been thinking about this for a while, but held off from asking, so I shall ask now:
For CAS and Bomb Runs, you have sadarms and freefall bombs.
Would it be possible to have a rocket attack via plane, such as an A10 firing maybe 10 rockets and flying off?

Just a thought to add.

Luke
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 13 Dec 2010, 12:22:27
You can create such kind of attacks using the carpet bombing custom script, instead of using the bomb launcher, you can force the plane to fire the rockets. Problem is that more than probably the pilot will not be aiming with the nose of the plane to anything.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 18 Dec 2010, 19:37:50
New version v2.4b9.4 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653)

- Systems added for:
   - ANZAC mod (thanks to Andrew)
   - Pedagne mod (thanks to Jay)
   - Swedish Forces Pack (thanks to Jay)
   - Antonov225,il76,Ka60_GL_PMC,OWG_MI26,ou_ch_53d,ou_ch_46e (thanks to Jay)
   - Battle Star Galactica fighters and transports
   - Mig15s
   - ACE2 A10s and Su34s
   - RKSL EF2000
- GMRLS and MRLS-SAM systems added for MLRS (optinal)
- Dragon and NLAW systems (thanks to Xeno426)
- Nuclear AGM86 and AGM84 systems for Gnat's B52
- Harpoon systems for Gnat's B52
- BAF Lynx full setup
- Laser transmission fixed for units using laser designators different than the default BIS one (Kiowas, Lynx, ...)
- BIS Flares removed automatically
- IRak F14 GBU12 fixed
- MCC Patriot improved to intercept new SCUDs
- New Fallout console to track down fallout areas and radiation levels
- Fallout aeras improved and ability to control fallout times (thanks to E.Echo)
- SCUD console allowing to choose between air burst/ground burst
- SCUD nuclear warhead types 4 and 5 for ground burst and air burst MIRVs
- New mma_b52_test.Takistan test mission (Gnat's B52 addon required)
- New mma_test_mlrs_addon.Chernarus test mission (MLRS as SSM or SAM)
- New mma_galactica.astro412 Galactica Mod units test mission, including tractor bean
- mma_test_nuke_addon.Takistan test mission modified including fallout console
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 19 Dec 2010, 18:03:18
New version v2.4b9.5 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653)

- Setups for A10 fixed.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 27 Dec 2010, 20:22:59
New version v2.4b9.6 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653)

- Compatibility fix for all the fired missiles and ACE2
- R-SHIFT + MMA HUD Change mode key (L-CTRL by default) to switch to previous HUD mode
- Fix for BOS SeaSparrow launcher, sometimes it tried to intercept its own fired missiles
- RKSL MMA rearming configurations for all the EF2000 weapon combinations
- Gnat's "next bomber" systems and MMA rearming options (more nuclear weapons for OPFOR)
- If NVG were on when activating a TV system, they will be ON again when closing the TV dialog
- Vehicles with engines turned off are now "lockable" as long as they have consumed some fuel
- Gnat's B52 gunner now has CCIP HUD mode for the free fall bombs (usable also from gunner's optics)
- Australians At War (AAW mod) systems for choppers (thanks to Jay)
- ACE's ACE_AH6_GAU19_FLIR flares + navigation HUD
- Myke's MOAB bomb ground and GPS guidance for C130s
- Systems for Lingor's Mig21s
Title: Re: Mando Missile ArmA for ArmA2
Post by: PartyHead on 28 Dec 2010, 11:45:06
How do i get the BOS SeaSparrow launchers ? And is there a demo mission for it ?
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 31 Dec 2010, 09:44:41
BOS CIWS and Sea Sparrow launcher (http://www.armaholic.com/page.php?id=11820)
as well as
JDog's Queen Elizabeth (http://www.armaholic.com/page.php?id=12515) with Phalanx and Sea Sparrow setups.

Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 20 Feb 2011, 21:44:28
New version v2.4b9.7 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653)

- Javelin NFOV - WFOV status detection improved
- Javelin dynamic white corners added on locked on targets
- Javelin ACE_Javelin_Direct supported
- Performance boost for TV systems
- MMA Scoring added
- Patriots PAC-1 y PAC-2 added (to be used with BOS launchers)
- TV max zoom level from 15x to up to 78x
- SAM site Control Center (Long Range Radar) Added
- New mission mma_test_samcontrol_addon.Takistan
- NLAW, Dragoon and TOW HUD symbology hidden if not in optics
- Mi24 TVs will not display detected enemies with squares
- Mi24 manual missile guidance now allows users to have a pretty limited AA capability vs slow moving targets
- Evil Echo added scalable nuclear effects and damage, depending on warhead power
- Evil Echo added 3 different fallout areas of different intensities generated by on-ground nuclear explosions (Silicon-31, Iodine-131 and Strontium-90 isotopes)
- Nuclear detonations performing better in MP games
- Automatic missile launchers are now better discriminating the targets
- Added units (most thanks again to Jay)
   - New MAF units (NH90s, Gazelles and Mirage F1s)
   - ACE_Mi24_V_FAB250_RU, ACE_Mi24_V_FAB250_CDF and ACE_Mi24_D_INS systems added
   - p85 and TPS choppers (Mi2, Mi24 and Mi8)
   - CSLA airforce added (L39, Su25, Mig29, Mi8 and Mi24)
   - AFMC units (AH6, MH6, AH1T and A10)
   - New LoBo Iraq Mod units (Mig29)
   - New Myke's units (AV8B2_JDAM, A10_US_EP1_JDAM, Su39_JDAM and Su34_JDAM)
   - Gnat's Tu22
   - New HEXA units (Rafale, Puma)
Title: Re: Mando Missile ArmA for ArmA2
Post by: GadgetUK on 22 Apr 2011, 23:18:16
Hi,

I think Mando Missiles is no longer compatible with ACE as far as the Javelin missile is concerned.  There has been a recent change in ACE for the Javelin, now though the Mando Missile scripts lock onto the target perfectly as before, the hits rates have dropped drastically and from my tests now appear to be:

Moving vehicle, top attack = 20%
Moving vehicle, direct attack = 20%
Static/ground target = 0%

Just hope you can cure this as I  rely on Mando Missiles for man portable missile systems.

Cheers
Keith
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 12 Aug 2011, 23:14:27
New version v2.4b9.9 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653)

- Mission designers may set minimum firing ranges for SCUDs.
- AH64 monocle's terraing following lines visible only when flying at low alts
- AH64 TV has less visual "noise".
- New radar control system for Tunguska's commanders.
- Setups for Meatball's F18 pilot and gunner as well as MMA rearming options.
- ACE2 compatibility issues gone and many missing ACE2 systems added (thanks to Crusader and Shuravi-rnd)
- NumK 5 now stops any movement for TV systems.
- TV, MCC, LRR and Support console systems adapted for 3 monitors setups
- Added some optimizations for Echo/Mando nuclear detonation generated fallouts for MP
- mando_no_score global added, if set to any value MMA score menu action will not be present.
- Added guidance mode 6 for portable systems: Optical manual guidance, 3 was for wired manual guidance.
- Fixed MP issues caused by latest official OA patch, where BIS fired missile might not be detected and so not erased, resulting in a MMA guided missiles + an unguided one.
- Some extra systems added, GLT Grippen, Su24 and others, as well as their MMA rearming options.
- Patriot systems PAC1 and PAC2 added to be used with real Patriot launchers (models) or simulated.
- Most still existing "mando_missiles\" fixed paths changed to use the global for mma path to ease up integration with other third party mods. This global can now be set before mma initialization.
- Improvements added to automatic SAMS. Addon makers can now setup firing animations that will be used by the script when firing missiles.
- Minor improvements for the SAM site system, stealth planes cannot be locked on, ECM emitting planes are harder to lock on and to keep the lock.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 04 Sep 2011, 20:11:10
New version v2.4b10.0 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653)

- MMA ILS added automatically to all the airfields and Utes US Keh Sanh
- TAB in Navigation mode cycles through MMA ILS destinations
- Added 3D on-HUD projected ILS landing paths for most modern planes (see docs)
- Nav mode now displays also current waypoint in most modern planes
- MMA Fire Key in Nav mode opens the waypoint edit dialog (see docs)
- Added a mechanism to add more extra MMA ILS destinations at mission level (see docs)
- Added systems for RKSL Merlin
- MMA XE Autolaunch addon updated (it was not initializing some ACE2 systems)
- MMA No Score addon added, if present MMA score menu action will be hidden
- Signatures changed to v2 for all the addons
- Improved MCC TV performance
- Towing tractor is now a rearming source by default (add them to carriers)
- ACE_B61BombLauncher removed from rearming options
Title: Re: Mando Missile ArmA for ArmA2
Post by: Mandoble on 24 Sep 2011, 20:19:12
New version v2.4b10.2 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653)

- Highly improved performance for MMA HUD and TV, these of you having locking on problems in overloaded missions should notice it
- MMA TV, MCC, LRR and support console screens selfadjust for any interface size, no more small displays
- Added systems for some missing ACE2 units (thanks to Shuravi-rnd)
- Added rearming configurations for ACE2 Su34s
- Added systems and rearming configs for Duala air units (except UFO)
- Added systems and rearming configs for PRACS air units
- Added systems for CWR demo air and land units
- Nuclear effects performance improved, no more visual problems when detonation happens in large cities
- RKLS STormShadow has GPS targeting again
- Fixed RAH66 Hellfire setup
- Added CWR units MMA setups (thanks to Shuravi-rnd)
- Added CCIP for Mi24 bombs as well as x2 Igla rearming config.
- Fixed mando_airsupport_code_ca was being called for airborne assault instead of mando_airsupport_code_pa
Title: Re: Mando Missile ArmA for ArmA2
Post by: cancan69 on 26 Dec 2011, 20:13:48
Can you add the system to Operation FrenchPoint aswell?
Thanks
Title: Re: Mando Missile ArmA for ArmA2
Post by: OzDeaDMeaT on 03 Jan 2012, 07:57:19
Hi Mandoable,

First off, Great script suite. Love using OA with no addons. I have a question though. When using your test mission (\mma_script_suite.utes) I change the pilot to a Javelin guy to check out the top down weapon guidance. Only problem i seem to be facing is that the weapon does not track. The bog standard Javelin tracks fine but using the demo mission provided in 2.4b102 the missile does not hit the target. As I am not as fluent at scripting as you are I was wondering if you could investigate for your next script based release?

Cheers mate and thank you for your years of OFP / Arma / Arma 2 / OA creative thinking.

OzDM
Title: Re: Mando Missile ArmA for ArmA2
Post by: zonker3210 on 12 Feb 2012, 02:42:20
I noticed that when I compile the "mma_script_suite.utes" demo included in the script version folder, the resulting PBO will be just over 5MB. I'd prefer to use the script version but since all I really want out of it is the air support system (console/dialog, etc.), I know there will be fair amount of stuff that, in this case, remains completely unused.

I'm aware of firefly2442's ArmaScriptTrace tool but even assuming that worked exactly as advertised (and it looks like it's been a while since there've been any updates for it), it's my understanding that the tool would still show dependencies that aren't being used since the default script setup initializes everything. I'm not sure what specifically is needed if all I want to do is initialize the air support console at the start of the mission. It'd be nice if I could trim out the unneeded files as that'd mean a much smaller PBO...and presumably a faster/lighter load in-game.

With that in mind, I'm wondering if there's a simpler way to determine the dependencies for Mando Missiles' air support console. Any and all constructive suggestions would be greatly appreciated.

Thanks!
Title: Re: Mando Missile ArmA for ArmA2
Post by: Evilhomer75 on 06 Dec 2012, 23:52:40
hey there mando, great mod, been a fan of your work for a long time now.
but to the point, is there ANY WAY at ALL, to use your reload/loadout "truck" with out the having load everything else ...... dont get me wrong  :confused: i have no problems figuring out your mod, but i do have some --CENSORED-- for clan members "in cant figure out this..... i cant figure out that"  and currently your's is the best loadoutselector out there...... yes there is F2F's A.L.S.S. but that does not give all the different loadouts with glt missilebox. is there anyway you can help ??

ill be most thankfull

Regards EvilHomer75
Title: Re: Mando Missile ArmA for ArmA2
Post by: Brock Samson on 16 Jan 2013, 11:31:25
Howdy, first off, thank you for your time ion putting this mod together. I do however have a problem and could use your help.
 
I have Arma 2, CO, BAF, PMC, and ACR. I am using Steam. I put all my mod folders in the Arma 2 folder with the @ prefix per the recommendations. I recently tried adding the mando missiles mod. I have copied the missions to the missions folder. I have placed the @mma folder and @mma_xeh folder into the Arma2 folder and the key into the key folder. When I try to start either Arma 2 or OA, I get a pop-up window that reads:

'Include file mando_missiles\mando_missile.h not found'

and then the game does not load.

I have found the file in the mando_missiles folder inside the mma_script_suite.utes folder. I have searched multiple forums but this seems to be the place to go for help. Help would be appreciated. Thanks!
Title: Re: Mando Missile ArmA for ArmA2
Post by: savedbygrace on 16 Jan 2013, 16:20:59
Hey Brock, welcome to OFPEC!
"Include" is a command located in the description file.
Have you read the Readme (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html#tg1) where it explains how to setup your Description.ext file for your mission? It appears that you have to add the #Include line to the file.
Title: Re: Mando Missile ArmA for ArmA2
Post by: Brock Samson on 17 Jan 2013, 14:28:09
Hi there. Thank you for the reply. We may have to take this Barney style because I'm not really tracking here. I am not creating a mission or anything. I got this error just from adding the basic @mma folder and key to arma2. I need the mando missiles mod for some of the other mods I am using. Once I added the mando mod (the same way I added the other mods) I got the error mentioned above. Just trying to play the game after adding this mod gave me that error when I try to play the game now. Thanks for your help btw.
Title: Re: Mando Missile ArmA for ArmA2
Post by: savedbygrace on 17 Jan 2013, 22:48:41
No problem pal. Have you entered the proper mod call into the executable that you are double clicking to start the game?
Quote
-mod=@mma;@mma_xeh
Title: Re: Mando Missile ArmA for ArmA2
Post by: Brock Samson on 18 Jan 2013, 05:46:15
steam took away the option to start combined ops so you no longer enter the mods that way. they are in the expansions menu upon start up and after the first time you enable them they stay on. no more long executable mod string.


update: when I remove the @mma and @mma_xeh folders along with the Benny Edition 2.07 folder, I can get arma to work. Is there an issue with the 2 working together?
Title: Re: Mando Missile ArmA for ArmA2
Post by: savedbygrace on 19 Jan 2013, 20:34:44
There is always that issue but I could not for certainty declare one or the other in order. I can only advise you to try Mandos missiles without the Benny mod and/or vice versa and see if that resolves the conflict. I'm sorry I can't be of more help to you.