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Author Topic: Mando Missile ArmA (ACCEPTED)  (Read 133259 times)

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Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #330 on: 02 Dec 2008, 00:57:09 »
Fair enough,

but I meant guide it by my own scripts.  :dry:

Exactly how does the MMA guidance work?

Scripts, yes. But what are the maths?

Luke
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Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #331 on: 02 Dec 2008, 01:49:55 »
One of the targets of having mando missile working is also to do not need to waste my time explaining how it works internally filling several weird pages or text, when you can just go and use it.

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #332 on: 02 Dec 2008, 02:01:33 »
In that case, back to an earlier question:

Is there an SA2 Demo mission in the 2.35 mission pack?

Luke
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Offline Manzilla

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #333 on: 02 Dec 2008, 04:18:37 »
Isn't there already a demo mission like this? Did you try the existing demo missions? I swear one of the Sam missions had a radar/missile site handoff type mission.

Offline LIL PIMP

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #334 on: 05 Dec 2008, 08:42:13 »
 >:(  Hay mando. Ive downloaded this so many times, but it dont work.... :weeping:

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #335 on: 05 Dec 2008, 09:03:25 »
What doesnt work?

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #336 on: 08 Dec 2008, 11:11:50 »
Update Dec 8 2008
NEW MMA 2.35 open beta 3

Attached to the first post you will find mma235_beta.zip, which is the third beta test pack of MMA 2.35B. Do not mirror, do not include it into any addon and use it only for testing purposes as MMA 2.35 is already quite close to be public.

Two missions are included, AH1W_MMA235.Intro and mando_sams_sa2.Intro.

AH1W_MMA235.Intro is ready to test AH1-Z (for gunner), AV8B (GBU), A10 and USEC C130. You may change the default pilot's vehicle from AH1Z to any of these to test their systems. Mando Gun Lite in AG mode has been greatly improved.

Example video of MMA 2.35B
« Last Edit: 08 Dec 2008, 15:00:44 by Planck »

Offline gunterlund

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #337 on: 09 Dec 2008, 04:58:56 »
Mando when I run the mission the camera shows in the water and nothing works. What do I do.

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #338 on: 09 Dec 2008, 08:45:50 »
What mission? Sa2 site?

Offline gunterlund

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #339 on: 09 Dec 2008, 15:49:30 »
Sorry the ah1 helo mission at ramadi. Error says 5 elements expected, 3 provided. on a camera error

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #340 on: 09 Dec 2008, 19:45:19 »
Well, I dont have any error with that mission. All you need to do is to copy that mission into your missions folder, copy mando_missiles folder (which is included in the .zip) into the AH1W_MMA235.Intro folder and that's all. Just make sure to use mando_missiles folder included in the zip (2.35) and not mma 2.3 mando_missiles folder.

Offline Manzilla

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #341 on: 09 Dec 2008, 20:02:35 »
I don't have any problems either. Works fine for me.

Offline Kremator

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #342 on: 09 Dec 2008, 20:12:09 »
Sorry the ah1 helo mission at ramadi. Error says 5 elements expected, 3 provided. on a camera error

Make sure that you delete ALL the old mission and old Mando Missiles before putting the new version in.

What I did was to delete previous versions of mando and all mission then put the new missions in (I did need to copy the mando missile folder into each of the missions anyway) and it ran perfectly.  I even have the C130 blasting away :)

[TAO] Kremator

Offline Mandoble

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #343 on: 09 Dec 2008, 21:03:41 »
 :blink: :blink: :blink:
You dont need to remove any mando missile missions to run these two
« Last Edit: 09 Dec 2008, 22:42:56 by Mandoble »

Offline Luke

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Re: Mando Missile ArmA (ACCEPTED)
« Reply #344 on: 09 Dec 2008, 22:08:18 »
Mando, I realize it is a beta,
but how would one go about to modify the tv file to fire different numbers of rounds per burst for gun-type weapons.

Anytime I try I get nasty errors involving that long vertical line of braces {} and 'else's.

IE: fire one shell at a time for the heavy gun,
fire a burst of 30 for the C130 minigun,
keep this distinct from the original gatling gun, etc.

Luke
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