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Author Topic: Mando Missile ArmA (ACCEPTED)  (Read 119044 times)

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Offline Kremator

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #315 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

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #316 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).

Offline Kremator

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #317 on: 06 Nov 2008, 21:21:15 »
It's all gone very quiet ....

pssst how's progress?

[TAO] Kremator

Offline bedges

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #318 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.

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #319 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.

Offline Kremator

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #320 on: 07 Nov 2008, 16:58:33 »
Thanks for the update Mandoble.  Glad you have still got the 2.35 scripts.

[TAO] Kremator

Offline Gnat

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #321 on: 08 Nov 2008, 02:47:57 »
LOL ... good to hear :D

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #322 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.
« Last Edit: 09 Nov 2008, 22:19:00 by Luke »
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #323 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:

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #324 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.
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #325 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.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #326 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?

Luke
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Offline Manzilla

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #327 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.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #328 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.

Luke
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #329 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.