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Author Topic: Mando Missile ArmA (ACCEPTED)  (Read 118635 times)

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Offline Mandoble

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #105 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.

Offline Mandoble

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #106 on: 13 Oct 2007, 11:41:11 »
Simply outstanding, thanks very much to Planck for his neat MU90 torpedo:

ASROC launch

And a manually guided TOW fired and guided by the gunner of an AH1W.
« Last Edit: 13 Oct 2007, 16:56:15 by Mandoble »

Offline Nixer6

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #107 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.
Why do I have to be a Rocket Scientist to make a good mission?

Offline subroc

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #108 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

Offline Mandoble

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #109 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

Offline Mandoble

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #110 on: 19 Oct 2007, 01:49:01 »
Last visual info update before 2.2 final release: Naval battle, AI vs AI and SSM with ground avoidance active.
« Last Edit: 19 Oct 2007, 01:52:22 by Mandoble »

Offline Nixer6

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #111 on: 05 Nov 2007, 18:59:11 »
Hi Mando

How are you coming along on 2.2?
Why do I have to be a Rocket Scientist to make a good mission?

Offline Mandoble

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #112 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:

Offline Mandoble

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #113 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 is now up, running and being updated almost every day.


Offline Gnat

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #114 on: 01 Feb 2008, 13:40:17 »
Tis a beautiful thing .... :)


Offline Gnat

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #115 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.

Offline Mandoble

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #116 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.

Offline Gnat

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #117 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.

Offline Mandoble

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« Last Edit: 11 Feb 2008, 13:56:37 by Mandoble »

Offline Nixer6

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Re: Mando Missile ArmA (DO NOT SUBMIT)
« Reply #119 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.
Why do I have to be a Rocket Scientist to make a good mission?