Home   Help Search Login Register  

Author Topic: Mando Missile ArmA (ACCEPTED)  (Read 133228 times)

0 Members and 2 Guests are viewing this topic.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Missile ArmA
« Reply #45 on: 16 Jun 2007, 16:06:27 »
Look in this thread for the MandoMissileLab mission, open from editor and add somewhere one unit of each side. Then open the mission folder and place your warhead script in the mando_missiles/warheads folder, and preview the mission. Open the dialog and select your script as warhead script, then just fire a vehicle vs vehicle missile.

Offline drafz

  • Members
  • *
Re: Mando Missile ArmA
« Reply #46 on: 16 Jun 2007, 16:51:36 »
i used that:


launch.sqs:

Quote
_launcher         = _this select 0
_target           = _this select 1


_missilebody      = "Bo_GBU12_LGB"
_dir              = getDir _launcher
_pos              = [(getPos _launcher select 0)+Sin(_dir)*4,(getPos _launcher select 1)+cos(_dir)*4, (getPos _launcher select 2)+10]
_vangle           = 0.0
_speedini         = 2.0
_speedmax         = 300
_acceleration     = 1
_boomrange        = 50
_activerange      = 1000
_modeinit         = 0
_cruisealt        = 900
_boomscript       = "mando_missiles\warheads\mando_missileheadnuke.sqf"
_smokescript      = "mando_missiles\exhausts\mando_missilesmoke1a.sqf"
_soundrsc         = "missile_thrust"
_sounddur         = 120
_endurance        = 120
_terrainavoidance = true
_updatefreq       = 6
_delayinit        = 0
_delaycontrol     = 0
_detectable       = true
_debug            = true
_launchscript     = ""

_res = [_launcher, _missilebody, _pos, _dir, _vangle, _speedini, _speedmax, _acceleration, _target, _boomrange, _activerange, _modeinit, _cruisealt, _boomscript, _smokescript, _soundrsc, _sounddur, _endurance, _terrainavoidance, _updatefreq, _delayinit, _delaycontrol, _detectable, _debug, _launchscript]execVM"mando_missiles\mando_missile.sqf"


in this way , it's working , appart the end of your warhead. i erase all above exp.sqs

another question. i want use another missile body. i tried to call a KPCTI Hawk site missile.

this one
Quote
class KP_AA_MissileAmmo: KP_CTI_MissileBase
   {
      model = "\KP_CTI\models\KP_AA_Missile.p3d";
      proxyShape="\KP_CTI\models\KP_AA_Missile_Proxy.p3d"; blablablabal

but no 3D shape appear ...

should i add KPCTI117\KP_AA_MissileAmmo instead ?


« Last Edit: 16 Jun 2007, 16:54:04 by drafz »

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Missile ArmA
« Reply #47 on: 16 Jun 2007, 17:32:16 »
No idea, sorry. What you need is the missile object, probably it is KP_AA_MissileAmmo.

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Missile ArmA
« Reply #48 on: 16 Jun 2007, 17:38:31 »
Looking at your firing parameters and they are quite unnefective  :P

If you really want a cruisealt of 900m, then make the seeker range way longer, may be 3000m. and the boom range no more than 10m for a direct impact.

If the target is not moving, you dont need any update frequency for an intertial shot, set it to 999. If no one is going to intercept your missile with an antimissile battery, set the _detectable option to false. And your shot is horizontal, you may increase it a bit as the missile should reach 900m ASL before heading to the target, so set _vangle           = 45 degrees.

Offline drafz

  • Members
  • *
Re: Mando Missile ArmA
« Reply #49 on: 16 Jun 2007, 17:50:35 »
thanks for tips. sometime missile seem to search his way . right , left , like a snake .  ???



Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Missile ArmA
« Reply #50 on: 16 Jun 2007, 17:59:58 »
Yep, your cruise alt is too high, make sure the target is far far away.
Try lowering the cruise alt to 400m.

Forgot to ask, you did set a cruise alt to 900m but also to true the terrain avoidance. If you want the missile following the terrain, lower the cruise alt to 300m or even lower, else set the terrain avoidance to false.

EDIT:
Also try firing the missile in inertial mode 1 instead of 0: _modeinit         = 1
« Last Edit: 16 Jun 2007, 18:15:28 by Mandoble »

Offline drafz

  • Members
  • *
Re: Mando Missile ArmA
« Reply #51 on: 16 Jun 2007, 19:26:10 »
it's better :D

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Missile ArmA
« Reply #52 on: 16 Jun 2007, 19:31:34 »
Far far better with V2.2  :D

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Missile ArmA
« Reply #53 on: 24 Jun 2007, 02:41:18 »
In the first post you will find a new attachment with a "Small" demo of what is upcoming in V2.2: mando_remote.intro.zip
Now missiles are not limited to SP anymore  ;)

What is included there?

"You will see also automatic OPFOR SAMs, automatic antitank Javelin units, antitank units for BLUFOR players (helos and armour), MCC and SAM for OPFOR players, and ArmA missiles replacement, pick up some Javelins from the ammo boxes and fire against OPFOR tanks, your javelin will be a mando missile too. Or spawn as OPFOR AA specialist and fire your Strelas against BLUFOR air units (note that mando strellas are configured with a quite weak warhead and seeking capability, they are easy to avoid and easy to survive)."
« Last Edit: 24 Jun 2007, 12:10:37 by Mandoble »

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Missile ArmA
« Reply #54 on: 06 Jul 2007, 02:08:40 »
Small v2.2 update.

Ballistic tactical missile ignition, ascension, alignment and cruise sequence. Seconds later it was successfully intercepted by a Patriot battery at the other edge of Sahrani :D (notice the Patriot half a second before the interception).
« Last Edit: 20 Aug 2009, 12:25:06 by savedbygrace »

Offline ViperMaul

  • Members
  • *
    • Theatre Of War (Team PvP Campaign)
Re: Mando Missile ArmA
« Reply #55 on: 06 Jul 2007, 19:17:46 »
Too much fun!!
But how can we help you release it?
Or do you like to torcher  us with awesome code that we cannot have to play with? LOL
j/k
ViperMaul
Theatre of War (Co-Lead Dev)
ACE (Jr Project Manager)

Offline LeeHunt

  • Former Staff
  • ****
  • John 21:25
Re: Mando Missile ArmA
« Reply #56 on: 06 Jul 2007, 20:37:33 »
thanks again for creating this Mandoble. I'm excited to try it out in one of my missions and to see it used in other people's.  I hope you are creating one of your own somewhere?

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Missile ArmA
« Reply #57 on: 09 Jul 2007, 16:20:24 »
Well Lee, I'm not creating any campaign or large mission using mando missiles, I'm just finishing a pack of MP missions as demos or tuts of the upcoming MMA 2.2 version.

Hey Vipper, was about to make it public past weekend, but then I'm thinking to include the anti-radiation systems first, so that players and AI will be able to lock on radiation sources too. An airplane anti-radiation capable will be a formidable opponent against current SAM batteries working in "active" mode.

EDIT:
V2.2 Beta is here, check first post.
« Last Edit: 10 Jul 2007, 01:47:36 by Mandoble »

Offline ViperMaul

  • Members
  • *
    • Theatre Of War (Team PvP Campaign)
Re: Mando Missile ArmA
« Reply #58 on: 10 Jul 2007, 16:52:05 »
Sounds good Mando!
Good idea on the beta release.
ViperMaul
Theatre of War (Co-Lead Dev)
ACE (Jr Project Manager)

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Mando Missile ArmA
« Reply #59 on: 28 Jul 2007, 00:44:39 »
MMA v2.2 beta 2 ready to download from first page, waiting for some feedback before final release.  :whistle:
And as extra, a Special Edition including a interview from Jerry Hopper with...ME!

The Special Editions weights 15MB. see the first post for more details.

« Last Edit: 28 Jul 2007, 02:43:00 by Jerry Hopper »