Home   Help Search Login Register  

Author Topic: Mando Gun ArmA  (Read 14867 times)

0 Members and 1 Guest are viewing this topic.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Gun ArmA
« Reply #30 on: 22 Aug 2008, 22:10:41 »
You need to pass all the required parameters:
Code: [Select]
_launcher     = _this select 0;
_posini       = _this select 1;
_firinggun    = _this select 2;
_barrellength = _this select 3;
_target       = _this select 4;
_maxdisp      = _this select 5;
_detonate     = _this select 6;
_ammotype     = _this select 7;
_muzzlevel    = _this select 8;
_effects      = _this select 9;

You can find their description in mando_gunattacker.sqf header.
_effects set to true generate smoke and tracers particles.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Gun ArmA
« Reply #31 on: 22 Aug 2008, 22:31:44 »
What I am trying to do (if you had not gotten my PM), is create either an actual (using a harrier model) or a simulated AC-130, so as of now I have a script based on your mando gun:

Code: [Select]
private ["_launcher", "_posini", "_firingdir", "_log", "_target", "_posm", "_speedmax", "_distance", "_barrellength", "_maxdisp", "_detonate", "_ammotype", "_wdir", "_dispersion_h", "_dispersion_v", "_offset_y", "_muzzlevel", "_vel", "_vel1", "_vel2", "_vel3","_mis", "_effects"];

_launcher     = _this select 0;
_posini       = _this select 1;
_firingdir    = _this select 2;
_barrellength = _this select 3;
_target       = _this select 4;
_maxdisp      = _this select 5;
_detonate     = _this select 6;
_ammotype     = _this select 7;
_muzzlevel    = _this select 8;
_effects      = _this select 9;
_rounds       = _this select 10;
_int          = _this select 11;
_i=0;

While {_i<_rounds} do
{
[_disp, _firingpos, _firinggun, _barrellength, _blanco, _maxdisp, _detonate, _ammotype, _muzzlevel, _effects]execVM"mando_gun\mando_gun.sqf";
sleep _int;
_i=_i+1;
};

This is my attempt to fire a salvo of rounds using mando gun, yet nothing happens.

Do help!

Luke
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Gun ArmA
« Reply #32 on: 22 Aug 2008, 22:48:42 »
_blanco -> _target.

As said before, wait for next version of mandogun, current one is quite capable against targets near the same level or higher than the firing unit, but not as accurate against targets way below.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Gun ArmA
« Reply #33 on: 22 Aug 2008, 23:40:30 »
Still nothing happens

Luke
Pesky Human!!
Wort Wort Wort.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Gun ArmA
« Reply #34 on: 03 Sep 2008, 04:20:17 »
Mando, is there a way to calibrate lead for the gun so that, if engaging a plane from the side, the bullets would hit the pilot, or a fuel tank?

Luke
Pesky Human!!
Wort Wort Wort.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Gun ArmA
« Reply #35 on: 14 Sep 2008, 23:30:08 »
Mando, I know there will be stealth classes in MMA 2.4

Will this be the case with the new Mando Gun version??

Luke
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Gun ArmA
« Reply #36 on: 14 Sep 2008, 23:41:45 »
You may already add that condition to current version of mando gun. Open mando_gunattacker.sqf, look for:
Code: [Select]
      _list = [];
      if (_createtrigger) then
      {
         _trigger setPos getPos _disp;
         if (count _ttypes > 0) then
         {
//            {if (fuel _x < 1.0) then {_list = _list + [_x]}} forEach list _trigger;
            {if ((driver _x != _x) || (_menpresent)) then {_list = _list + [_x]}} forEach list _trigger;
         };
      };

And change the forEach condition:
Code: [Select]
            {
               if ((driver _x != _x) || (_menpresent)) then
               {
                  if (!(typeOf _x in my_list_of_stealth_classes)) then
                  {
                     _list = _list + [_x]
                  };
               }
            } forEach list _trigger;

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Gun ArmA
« Reply #37 on: 21 Sep 2008, 19:41:49 »
Mando,

What ideas do you have in mind for future mandogun versions?

Luke
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Gun ArmA
« Reply #38 on: 21 Sep 2008, 19:54:26 »
Just to add some optimizations.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Gun ArmA
« Reply #39 on: 21 Sep 2008, 20:46:10 »
Honestly, I was hoping for specifics.

Luke
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Gun ArmA
« Reply #40 on: 21 Sep 2008, 21:18:09 »
For example, better aiming against moving targets well below the gun (case of the guns + Hercules). Actually it is good against higher targets or a bit lower, but for some reason it doesnt predict pretty well the aiming point for way lower targets. It will also consider the array of stealth planes, which will affect both, mando gun and mando missiles.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Gun ArmA
« Reply #41 on: 22 Sep 2008, 03:19:50 »
Mando,

Is there a way to control time between salvoes, or in between rounds in salvoes,
as I know salvoes per minute is a max, but how are the waits calculated?

BTW,
Can't wait for (or at least a simulation of) the Hercules.

Hope you add it to your air support console.

Anyway,
Best of luck!

Luke
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Gun ArmA
« Reply #42 on: 22 Sep 2008, 10:36:31 »
About your question, yes, read the mando_gunattacker script header for more info.

Offline Luke

  • Members
  • *
  • Thank God! The OFPEC Staff are here!
Re: Mando Gun ArmA
« Reply #43 on: 23 Sep 2008, 00:32:48 »
Mando, with due respect,

I considered that but could not find/recognise anything that would yield this.

Luke
Pesky Human!!
Wort Wort Wort.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Gun ArmA
« Reply #44 on: 23 Sep 2008, 00:40:17 »
From  mando_gunattacker.sqf v1.2
Code: [Select]
quantity: number of salvos loaded into this unit.
 min range: closer than that, the system will not attack units.
 max range: farther than that, the system will not attack units
 muzzle velocity: Muzzle velocity in m/s
 rounds per salvo: number of shots per salvo.
 rate of fire: maximum number of salvos fired per minute.

You have there rounds per salvo and rate of fire. What you dont have as parameter is time between rounds for the same salvo, which actually is fixed to 0.04 secs (mostly to match the sound of the gun).