As it is clearly stated at the very first post of this thread:
Attached below you will find MMA235_teaser.Intro.zip, which is a teaser of MMA 2.35B new HUD system. 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.
As stated above, they (you or anyone else) can use 2.35b only for testing purposes.
The very only thing that they can use is mma 2.3 with their own setup scripts for launchers,etc inside any public version of ACE, but always with mando missile outside of the mod and fully controled by the mission editor.
Anyway, your existing problem might be related to
_sams = [sam1, sam2, sam3, sam4, sam5, sam6, sam7, sam8, sam9, sam10, shilka1, shilka2, shilka3, shilka4, shilka5, shilka6, shilka7, shilka8, shilka9, shilka10, ship1, ship2];
make sure all these units exist.
Also, execute that part only server side:
// Setup SAMs: shilka e sa6 devono sere chiamati shilka1, shilka2, sam1, sam2 etc.
if (isServer) then
{
_posunit = 0;
_ttype = ["Air"];
_quantity = 24;
_minrange = 100;
_maxrange = 4000;
_rof = 5;
_pos = [0,0,0,3];
_scan = 360;
_mink = 0;
_enemies = [east,sideEnemy];
_sams = [sam1, sam2, sam3, sam4, sam5, sam6, sam7, sam8, sam9, sam10, shilka1, shilka2, shilka3, shilka4, shilka5, shilka6, shilka7, shilka8, shilka9, shilka10, ship1, ship2];
for [{_i=0},{_i < count _sams},{_i = _i + 1}] do
{
_disp = _sams select _i;
[_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"ace_sys_missiles\units\attackers\mando_basicsam_unit2.sqs";
Sleep 1;
};
};
mma 2.35b is initialized with the mando missile init script in the init.sqf of your mission, and it is not there. So I assume you are using some other ACE initialization method.