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Author Topic: Mando Missile ArmA (ACCEPTED)  (Read 133260 times)

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Offline Mandoble

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Re: Mando Missile ArmA
« Reply #60 on: 29 Jul 2007, 23:10:43 »
Mando Missile ArmA v2.2 beta 3 available at first post:

Changes in 2.2 beta 3:
- Fixed a bug introduced in 2.2 beta 2 that prevents MCC units of displaying interceptable missiles in the contact list (thanks scudrunner for finding the problem).
- Tuned up S-300 MCC SAM to be more effective against interceptable missiles.
- Arma Air War, Mando Remote, Patriot vs SCUD and Mando Missle Lab upgraded to v2.2 beta 3
- Added three basic missions: mando_sams.Intro, mando_at.Intro and anti-radar.Sara
- All the missions ready for the editor, check readme.txt for install instructions.

Mando Missile 2.2 beta 3 missions:
- ArmA Air War 2.1 (MP 13 players): OPFOR Su34s, SAMs and SCUD vs BLUFOR Harriers, SAMSs and Lances.
- Mando Missile Lab.
- Mando Remote v2
- Patriot vs Scud v2
- Mando Sams (basic example mission): Several SAMs vs many enemy choppers.
- Mando At (basic example mission): Anti-tank MCC for players vs many enemy tanks.
- Anti-Radar (basic example mission): Su34 with anti-radar missiles vs enemy SAMs.

Offline snakedoc

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Re: Mando Missile ArmA
« Reply #61 on: 08 Aug 2007, 20:56:21 »
I'm using the latest version of your scripts and I'm trying to make the A10 fire LGBs using the script. I used a line from one of the sample missions and I've been trying different settings but can't get it to work. It gives me an error on line 45 of the "assign vehicle by type" script. Here's the line I've been trying

Code: [Select]
[["A10"], "MaverickLauncher", [2,4], [2,4], 10, 10, "mando_missiles\units\mando_missilevehicle.sqf", true, false, true, true, [3,-2,-2.5], "mando_missiles\units\keysets\mando_air1_keys.sqf", 5, 10, 2, 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";
Basically I'm trying to have the A10 fire mando missiles against a laser or possibly the remote mcc and be able to modify the missile warhead to simulate cluster bombs or something smaller than the harriers LGB for example.
« Last Edit: 08 Aug 2007, 21:08:50 by snakedoc »

Offline Mandoble

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Re: Mando Missile ArmA
« Reply #62 on: 08 Aug 2007, 21:10:16 »
You are missing a parameter there between types array and weapon, BTW you dont need the weapon cause the missiles will be fired in a fixed direction (the direction of the plane).

"mando_missiles\units\keysets\mando_av8b_keys.sqf" is better than "mando_missiles\units\keysets\mando_air1_keys.sqf" for your purpose cause the fired GBUs are slower and smokeless, as real ones.


Use:
Code: [Select]
[["A10"], 0, "", [2,4], [2,4], 10, 10, "mando_missiles\units\mando_missilevehicle.sqf", true, true, true, true, [3,-2,-2.5], "mando_missiles\units\keysets\mando_av8b_keys.sqf", 5, 10, 2, 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";

EDIT:
Note that I did set to true the ability to target air unirs as it is armed with 2 AA missiles and 4 LGBs ([2,4]).
« Last Edit: 08 Aug 2007, 21:12:53 by Mandoble »

Offline snakedoc

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Re: Mando Missile ArmA
« Reply #63 on: 08 Aug 2007, 21:31:17 »
Ah, always something little. I did have it set to the av8 keys initially. I see that's where I can edit the parameters sent to the actual missile script also.

Thanks for the great scripts btw, it's fun just sitting in a striker and using the mcc to blow up buildings 5000m away  :D

Offline Misinformed

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Re: Mando Missile ArmA
« Reply #64 on: 14 Aug 2007, 18:50:39 »
Quick question. Ive got a BDRM AGM shooting mando_basicsam_unit2 at a UH60MG that has :

if (isServer) then
{
// AI units setup
  _disp = sam_one; // <<<<- This is the AI SAM unit
  _posunit = 0;
  _ttype = ["Air"];
  _quantity = 24;
  _minrange = 100;
  _maxrange = 2000;
  _rof = 5;
  _pos = [0,1,2];
  _scan = 360;
  _mink = 0;
  _enemies = [west,sideEnemy];

  [_disp, _posunit, _ttype, _quantity, _minrange, _maxrange, _rof, _pos, _scan, _mink, _enemies, false, false, true, true]exec"mando_missiles\units\attackers\mando_basicag_unit.sqs";

[["UH60MG"], 0, "", [0,0], [0,0], 15, 15, "mando_missiles\units\mando_missilevehicle.sqf", false, false, false, false, [0,0,0], "mando_missiles\units\keysets\mando_air1_keys.sqf", 5, 20, 3, 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";

heli1 addEventHandler ["IncomingMissile",{_this execVM "mando_missiles\mando_replacemissile.sqf"}];

After having a few missiles fired at me (chopper) im no longer able to drop chaff (i havnt reconfigured the keys) and all of the AI's missiles seem to zip over the blackhawks general direction but as if they have no guidance whatsoever. Any idea of what might be causing this?
« Last Edit: 14 Aug 2007, 19:22:01 by Misinformed »

Offline Mandoble

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Re: Mando Missile ArmA
« Reply #65 on: 14 Aug 2007, 19:18:48 »
Yep, the maximum damage level is 0.8. You may adjust this modifying mando_missiles\units\mando_missileecm.sqf:

Code: [Select]
...
   while {(damage _unitecm < 0.8)&&(_numecm > 0)} do
   {
...

EDIT:
Sorry, thought you were talking about AI controlled chopper. I'll reply to your question later, bussy now.

EDIT:
May you attach your mission zipped here so I can check it?

EDIT:
Attached is the mission as you describe (without the addEventhandler, I dont know why do you put that there). And the missile catches me always unless I drop flares. Are you using v2.2 b3?
« Last Edit: 14 Aug 2007, 20:30:21 by Mandoble »

Offline Misinformed

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Re: Mando Missile ArmA
« Reply #66 on: 15 Aug 2007, 11:21:50 »
Yep, the maximum damage level is 0.8. You may adjust this modifying mando_missiles\units\mando_missileecm.sqf:

Code: [Select]
...
   while {(damage _unitecm < 0.8)&&(_numecm > 0)} do
   {
...

EDIT:
Sorry, thought you were talking about AI controlled chopper. I'll reply to your question later, bussy now.

EDIT:
May you attach your mission zipped here so I can check it?

EDIT:
Attached is the mission as you describe (without the addEventhandler, I dont know why do you put that there). And the missile catches me always unless I drop flares. Are you using v2.2 b3?

That example mission works perfectly, i thought it was a problem i'd created just wanted to be sure. I failed to mention that i was at the same time i was messing around trying to get Opfor AA specialists firing mando missiles rather than the stock BI ones. Grabbed that bit of code from the spawned A10's in the updated mando remote example mission so that it would produce the desired effect, it does seem to but it also mightve been causing the problems described earlier?

Is there a better way? Preferably one that allows all Opfor AA specialists missiles fired changed to mando missiles based on the type of vehicle fired at rather than a specific name. Were all soldier based shoulder mounted missiles supposed to work with mando missile by default or is there something im missing?

Thanks.
« Last Edit: 15 Aug 2007, 11:24:24 by Misinformed »

Offline Mandoble

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Re: Mando Missile ArmA
« Reply #67 on: 15 Aug 2007, 12:09:22 »
Yep,
for the init.sqs or init.sqf
Code: [Select]
// Mando Missile ArmA initialization
[]execVM"mando_missiles\mando_missileinit.sqf";
Sleep 1;

Anything else here ...

Then, for each potential missile target (for their init fields):
Code: [Select]
res = [This] execVM "mando_missiles\units\mando_onlymandoones.sqf"

If you spawn these units via script instead of placing them in the editor:
Code: [Select]
   _newunit SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
   processInitCommands;

If you have too many potential targets in the map and dont want to keep editing all their init fields, use a script accessing vehicles global system var this way:
Code: [Select]
_vehicle = objNull;
_i = 0;
for [{_i = 0},{_i < (count vehicles)},{_i = _i + 1}] do
{
   _vehicle = vehicles select _i;
   if ((_vehicle isKindOf "Air") || (_vehicle isKindOf "Ship") || (_vehicle isKindOf "LandVehicle")) then
   {
      _vehicle SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
   };
};
processInitCommands;

For this case, execute the script in your init.sqf or init.sqs, and if this is for MP, make sure that script is executed for every client and the server (dont put it into any isServer condition).

If you want to change the behaviour of replaced missiles based on target, of if you want to change the characteristics of any replaced missiles, modify mando_missiles\mando_replacemissile.sqf
There you will find a switch case for some types of missiles, you may add more types to be replaced if needed.

Inside each switch case, you may check target type and based of that use different missile parameters, for example, if you want to avoid Stinger missiles firing against ground vehicles, you may check the target type and if landVehicle, fire a missile with warhead script set to "mando_missiles\warheads\mando_missilehead2l.sqf" (which has the power of a handgrenade) and boomrange set to 20. So the missile would explode 20m away of the target with a quite low destruction power.

Edit: ; -> , in the for loop
« Last Edit: 15 Aug 2007, 21:51:26 by Mandoble »

Offline Misinformed

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Re: Mando Missile ArmA
« Reply #68 on: 15 Aug 2007, 14:51:34 »
Line 3 threw up an error, just a silly mistake.
Code: [Select]
for [{_i = 0},{_i < (count vehicles)},{_i = _i + 1}] do
Was mainly trying to get it to work with a 'respawned' vehicle in a vrs script, but im sure that'll be very useful as well for the initial editor placed units.

How does this look, im not quite sure on the details of how init cmd's are propagated over a network, so ive got SetVehicleInit running on the server and the client, well this is what ive done with the vrs so far.

heli1.sqs
Code: [Select]
?! (local server): goto "here"

_vehicle =  _this select 0
_delay =  _this select 1
_pos =  _this select 2
_dir =  _this select 3

? (_pos == 0): _startpos = getpos _vehicle
? (_dir == 361): _startdir = getdir _vehicle

#waiting
; waiting for Vehicle is disabled
@ !(canmove heli1) &! (canfire heli1) && (getdammage heli1) >=0.3

; checking if vehicle still is manned

@ (isnull driver heli1) && (isnull gunner heli1) && (isnull commander heli1)

~_delay
? (canmove heli1) && (canfire heli1): goto "waiting"
_new = typeof heli1
deletevehicle heli1
heli1 = _new createvehicle _startpos
heli1 setpos _startpos
heli1 setdir _startdir
?(isServer) : publicVariable "heli1";

[heli1, _delay, _pos, _dir] exec "heli1.sqs"

heli1 SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
processInitCommands;
exit

#here
~_delay
~1
[heli1, _delay, _pos, _dir] exec "heli1.sqs"

heli1 SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
processInitCommands;
exit
« Last Edit: 15 Aug 2007, 14:56:21 by Misinformed »

Offline Mandoble

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Re: Mando Missile ArmA
« Reply #69 on: 15 Aug 2007, 15:50:54 »
Use this as an example, and consider that you only need to run SetVehicleInit and processInitCommands on the server.

Code: [Select]
// init.sqf
// Mando Missile ArmA initialization
[]execVM"mando_missiles\mando_missileinit.sqf";

Sleep 1;

if (isServer) then
{
   ["mk_spawn1", "AV8B", 90]execVM"spawn_plane.sqf"
};


Code: [Select]
// Spawn_Plane.sqf
_marker = _this select 0;
_type   = _this select 1;
_initdir  = _this select 2;

while {true} do
{
   _plane = createVehicle [_type, [getMarkerPos _marker select 0,getMarkerPos _marker select 1, 0], [], 0, "NONE"];
   _plane setDir _initdir;
   _plane SetVehicleInit "res = [This] execVM ""mando_missiles\units\mando_onlymandoones.sqf""";
   processInitCommands;
   group player reveal _plane;

   while {(alive _plane) && (canMove _plane)} do
   {
      Sleep 2;
   };

   Sleep 20;
};

You may check mando_remote_v2.intro mission for more examples into the mission folder, there you will find several scripts to spawn AI vehicles and vehicles for players.

Offline Mandoble

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Re: Mando Missile ArmA
« Reply #70 on: 19 Aug 2007, 19:46:41 »
Some new toys for the next release:

A new scripted targeting HUD with a circle that follows the target when it is inside the HUD boundaries and marks the vector to follow to reacquire the target when it gets out of HUD's area (no more glowing particle crosses  :cool2:).


SEAD capability for single seat fighters  ;)

Offline LeeHunt

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Re: Mando Missile ArmA
« Reply #71 on: 22 Aug 2007, 17:47:56 »
hey Mandoble, i know you've heard this before, but sometimes in our creative projects every bit of encouragement reminder helps, and just wanted to remind you that these Mando missile demo missions are really fantastic!   :good:  I'm excited to use them (especially the land to land cruise missile) in my next mission.  Listened to your interview by the way, i hope that Bohemia does continue to support Arma I past its "developmental stage" as you mentioned...
« Last Edit: 22 Aug 2007, 17:53:12 by Lee »

Offline ViperMaul

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Re: Mando Missile ArmA
« Reply #72 on: 30 Aug 2007, 19:49:33 »
Hello Mando...

Hope your vacation is or has went well!
I finally get to implement this in our tournament and thus upgrading our previous Mando 1.x release candidate.

I used the mando_shilka_keys.sqf for the Shilka and of course it works perfectly.
However, since there is no current equivalent that I can find for the Vulcan, I used the same mando_shilka_keys.sqf and unfortunately the Vulcan cannot establish a target lock.

What do need to do to convert mando_shilka_keys.sqf to a mando_vulcan_keys.sqf ??

Thanks

ViperMaul
ViperMaul
Theatre of War (Co-Lead Dev)
ACE (Jr Project Manager)

Offline Mandoble

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Re: Mando Missile ArmA
« Reply #73 on: 30 Aug 2007, 23:10:54 »
Are you providing the correct weapon name for the Vulcan?

Offline ViperMaul

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Re: Mando Missile ArmA
« Reply #74 on: 30 Aug 2007, 23:19:37 »
Yes. My proof is that when I get into the Vulcan I get the Activating Systems.  And I can show ordinance. And I can attempt to fire, however when I do it tells me there is no lock as I expected as much. I can pretty much do everything with the vulcan except getting it to lock a target.

I did notice however, I still have my TrueMod enabled. So I will disable that and see if that is interfering. But it doesn't interfere with the Shilka.

Thoughts?
ViperMaul
Theatre of War (Co-Lead Dev)
ACE (Jr Project Manager)