Non primary runways, tracks or roads are no more a limit for AI pilots (or human ones)
mando_takeof2.sqf v2.5 for ArmA 1.05 or above
Forces a plane to take off following indicated positions array before starting the final run and then takes it off. Runways are not needed as long as terrain is flat enough. Vertical and traditional takeoffs supported.
mando_land.sqf v1.3 for ArmA 1.05 or above
Forces a plane to land at the indicated position and then to follow any provided taxi positions. Runways are not needed as long as terrain is flat enough. Vertical and traditional landings supported. If the player is the pilot, ISL marks are added to the HUD to help him aproach the first two landing positions before switching on the automatic landing procedure.
mando_eject.sqf and
mando_ejectunit.sqf v1.1 for ArmA 1.05 or above
Ejects the crew of a plane simulating rocket ejection seats and giving an small boat to the pilot where the crew will join if they ejected over water.
EDIT:
mando_land.sqf updated to v1.1
mando_takeoff2.sqf updated to v2.3
mando_eject.sqf and mando_ejectunit.sqf updated to v1.0
- Landing and take off scripts have been vastly fine tuned to be accurate enough even with a x4 time acceleration.
- Planes in final landing aproach reach now a lower angle of attack to avoid damage when touching the ground.
- Taxiing planes agility has been increased to favour with more turn degrees per second those with slower machines or low frame rate, as they needed more time to perfom the turns when aligning with taxi positions.
- Harrier no longer obstruct the path of taxiing Flankers in the demo.
EDIT (May 28):
mando_land.sqf updated to v1.2
mando_takeoff2.sqf updated to v2.4
- Landing is now much more accurate for vertical landings.
- Added internal variables to the planes while they are taking off or landing, so current takeoff or landing phase may be easily checked to synchronize multiple takeoffs and/or landings of several planes.
- Added ground avoidance to landing planes for final aproach phase, this prevents planes crashing with mountains when they need to land just at the other side of the mountain. For vertical landings, planes needs at least 800m of clear space between its aproaching heading and the landing point, 1500m for traditional landings.
- Included a new demo mission: verticality.
- Runway demo mission adjusted to new scripts versions.
EDIT (Jun 3):
mando_land.sqf updated to v1.3
mando_takeoff2.sqf updated to v2.5
mando_eject.sqf and mando_ejectunit.sqf updated to v1.1
- Units ejecting over water get the zodiac once they are swimming and not while they are descending.
- Taking off planes now switch ON the lights automatically, even when driven by the player.
- Added a step by step tutorial for automatic take offs.
- Added a new demo/tutorial mission: mando_ils.Sara
- If the player is the plane's driver, ILS marks are projected in the HUD to help him aligning with the two first landing positions before switching on the automatic landing procedure.
ILS Marks:
- Center green: Good speed.
- Center red: Slow down.
- Up yellow: Raise nose.
- Down yellow: Lower nose.
- Right yellow: Yaw to the right.
- Left yellow: Yaw to the left.
- External marks in red: Dont move nose to that direction.
MP noteThe scripts should be MP fully compatible as long as you execute them where the pilot of the plane is local.