The attached mandomisilsuite.zip file includes all the Mandomisil Suite scripts and five tutorial missions (every mission includes a copy of the Suite scripts). Read carefully the .txt explanation files.
The suite is for OFP 1.85 or above and no addons are needed except BIS officials.
Some tutorial missions need Resistance.
All the scripts have a header with detailed purpose, syntax, arguments and usage examples.
There are 5 main missile categories depending on loadout type:
Normal: all kinds of explosive warheads.
Cluster bombs loadout.
Fireworks (flares and smoke).
Troops (you can use a plane as missile and drop soliders in chutes over selected target or coordinates).
The suite includes also targeting and firing systems for guided and unguided missiles.
Things you can do with the Mandomisil Suite scripts:
- Launch a custom missile from any object (soldier, player, vehicle, building, etc) against any object (soldier, player, vehicle, building, etc) or x,y,z coordinates with "mandomisil.sqs"
- Launch a preconfigured guided or unguided missile from any object (soldier, player, vehicle, building, etc) against any object (soldier, player, vehicle, building, etc) or x,y,z coordinates with "mandomisilhelper.sqs".
- Add one or more targeting systems to a player or vehicle using "mandoblancoaddaction.sqs". These targeting system are available for players as menu actions.
- Add one or more missile firing systems to a player or vehicle using "mandofireaddaction.sqs". These firing system are available for players as menu actions.
- Add a system to adjust distance and altitude of impact for unguided missiles to a player or vehicle using "mandounguidactions.sqs". This system is available for players as menu actions to increase or decrease distance, increase or decrease altitude of the impact point. Impact point is where the missile will activate its loadout (explode if loadout is explosive, drop cluster bombs if loadout is clusters, drop troops in chutes if loadout is airborne, activate a recon camera, etc).
- Add one or more automatic attack systems to any object (soldier, player, vehicle, building, etc) using "mandomisilattacker.sqs".
- Add one or more automatic antimissile system to any object (soldier, player, vehicle, building, etc) using "mandomisildef.sqs"
Some application examples:
Pickup a Cessna small plane and add two automatic attacking systems below the wings, each with 4 missiles of maximum accuracy.
Pickup a chopper and add a "flying units targeting system" and a "ground units targeting system", then add 2 antiground units missile system, one at each chopper side, with 4 missiles each. Add also two antiair missile systems, one at each copper side, each one with 2 antiair missiles.
Pickup a ship and add 4 automatic systems: one antimissile system with 20 missiles, two antiship systems with 8 missiles each and one antiair system with 16 missiles.
Pickup a jeep and add a system to adjust distance and altitude of impact for unguided missiles. Add also an unguided missile firing system with cluster bombs to the jeep with 4 missiles. If a player get into that jeep, the player will be able to adjust the point where the unguided cluster bomb missiles will activate their loadout, and the player will be able also to launch up to 4 missiles loaded with cluster bombs from the jeep to the impact point (loadout activation point).
ETC.
I would like to have some good recomendations to improve the missiles exhaust smoke.