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Author Topic: Mando Missile ArmA (ACCEPTED)  (Read 133276 times)

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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #210 on: 07 Sep 2008, 22:58:34 »
You may easily simulate this with a smoke trail script that generates smoke only 1 second after the launch, launch it almost vertically in mode 2 with a vertical scan arc of 180 degrees.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #211 on: 08 Sep 2008, 00:08:27 »
I never understood where to put the warhead and smoketrail scripts.
Pesky Human!!
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #212 on: 08 Sep 2008, 00:53:45 »
You have some inside the script suite/addon but the idea is that you create your own ones, which would be placed obviously in your mission folder or in a subfolder inside your mission.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #213 on: 08 Sep 2008, 03:01:44 »
I See,

I was trying to unPBO then rePBO  :blink:

Luke
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #214 on: 08 Sep 2008, 15:55:05 »
Is this the effect you were looking for?

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #215 on: 09 Sep 2008, 01:37:32 »
Yes, Yes. Very much so  :D.

What script did you use/Is this 2.4?

Luke

EDIT: Mando, is there a way to have a unit 'non-detectable', such as an F117 addon,
so it can strike while being undetected/Shot down?
« Last Edit: 09 Sep 2008, 01:46:26 by Luke »
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #216 on: 09 Sep 2008, 09:17:54 »
No, this is mma 2.3 (attachment below).
mma 2.4 accept a list of stealth classes, this is not present in mma 2.3 while you may include it for automatic sams modifiyng mando_missileattacker.sqf. Look for:
Code: [Select]
      if (_createtrigger) then
      {
         _trigger setPos getPos _disp;
         if (count _ttypes > 0) then
         {
            {
               if ((getPos _x select 2) > 1) then
               {
                  if (isEngineOn _x) then
                  {
                     _list = _list + [_x];
                  };
               }
               else
               {
                  if ((driver _x != _x)) then
                  {
                     _list = _list + [_x];
                  };
               };
            } forEach list _trigger;
         };
      };

And add more conditions to                   
Code: [Select]
if (isEngineOn _x) then

for example
Code: [Select]
if ((isEngineOn _x) && !((typeOf _x) in your_array_of_stealth_classes)) then

Offline Vengeance

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #217 on: 13 Sep 2008, 19:32:01 »
Mandoble,

We have noticed when using

[_this select 0]execVM"mando_missiles\units\mando_onlymandoones.sqf";
[_this select 0, 400, 1, 2, true, 0]execVM"mando_missiles\units\mando_missileecm.sqf";

that the AI seem to have greater Flare Defense than Players do?  If AI is flying Helo they can take multiple hits from SAM (exec"mando_missiles\units\attackers\mando_hawk.sqs";) but Players can only take 1?  Do we need to setup other parameters?  :scratch:

Thanks
Vengeance

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #218 on: 13 Sep 2008, 20:44:51 »
You may increase a bit the reaction time of the AI, for example to 0.5 secs (last parameter of mando_missileecm.sqf),
you may also play with mando_minchaffdist global which is also third parameter of mando_missileinit.sqf. If missile distance to target + mando_minchaffdist is less than missile distance to chaff/flares, the missile will  follow the target.
By default it is = 0, if you decrease it, it will be quite hard to avoid missiles (you will need to drop flares and break hard horizontally or vertically while keeping fast), if you decrease this value (< 0), avoiding missiles will be easier.
You may also set this value per missile type (very last parameter which is optional, see mando_missile.sqf header for more info). So you may create your own launcher copying and modifying mando_hawk.sqs so that the missiles have more or less tendendy to follow contermeasures instead of the real target.

Offline Vengeance

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #219 on: 14 Sep 2008, 00:31:33 »
The above works great now.

Thanks,
Vengeance
« Last Edit: 19 Sep 2008, 00:04:24 by Vengeance »

Offline Vengeance

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #220 on: 19 Sep 2008, 00:05:25 »
With all the capabilities of Aircraft and Missiles now what would be the best way to give a Tank Anti-Missile protection or Radar Jamming?

Vengeance

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #221 on: 19 Sep 2008, 00:12:18 »
Do you mean to provide a tank with anti-missile defense like other missiles or guns able to intercept missiles?

Offline Vengeance

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #222 on: 19 Sep 2008, 03:00:39 »
Well I am not sure what makes sense from all that you have made?  What is reasonable for a Tank to have.

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #223 on: 19 Sep 2008, 17:03:33 »
Well, if you are talking about a common tank, then nothing. I mean, in RL the only defense for a tank against a missile impact would be to move fast behind an obstable.

Offline Manzilla

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #224 on: 19 Sep 2008, 23:45:28 »
Something like a Trophy system would be something that could be done, although it was just postponed by the IDF a few days ago. But that all depends on what type of missile you have in mind. I think there's no real defense against Air-to-Ground type missiles atm. I could be wrong but I believe systems such as Trophy or the older 1030M Drozd is only intended for Anti-Tank missiles, RPGs and the likes.