For version 2.4b85, the Phalanx seems to fire through everything in order to hit an enemy it is tracking. I mounted it on Deansbeano's steerable LHD using attachTo, and it proceeds to shoot the hell out of the boat, parked planes, friendly soldiers, etc. I think this can be limited if there were a way to restrict the arc that the guns can fire in. So the front turret could cover 9 o'clock to 3 o'clock, the left turret could cover 11 to 6, and the right could cover 1 to 6. Then they would only fire away from the ship rather than across it.
Also, the AH-64 when targeting a building from a low altitude, seems to target the ground behind the building as if the building weren't blocking the laser target. So instead of a hellfire shooting through a side window, it bypasses the building and lands beyond it in the hills.
Please fix: M6 Linebacker in ACEX can hardly turn on FCS using together with MMA;and I also have a question:gunner in attack chopper really can manual deploy flares in real world?
Anyway ,MMA is a perfect Mod!
But how do I change the keys to buttons on my joystick, it seem to ignore when I press buttons on joystick? And why can't I change the 'select next target' key?
could there be a way that FLIR could work better?? I mean FLIR should highlight hot bodies and be blinded by light, or maybe a way to darken/brighten the FLIR.
That means that the server is using MMA (loaded and initialized) in that mission and you have not loaded and initialized the addon. A mission running MMA server side requires that all connected clients use MMA. Now if that particular mission should not use it, no idea, ask the server admin.
It's borderline Bullshit, when it's installed on a dedicated server, and it asks you every 15 secs, "Is Mando Missile Missing Here?". Why the hell do I need to hear and read that hint when I'm trying to play a black ops mission when all I really need to concentrate on where my silenced MP5 is trained. If you ask me it's ridiculous to advertise yourself like that. Why don't you just make it say "Is this Mission even worth playing if it doesn't have Mando?".
Description:
Fire and configure missiles, create missile launchers for AI or players using any existing vehicle, plane, ship, chopper or thing, add automatic or manual chaff and flares dispensers to your vehicles, replace all vanilla ArmA missiles by mando ones, etc. Mando Gun ArmA is now also integrated inside Mando Missile pack.
This does now work with Arma 2 and Arma 2 Combined Operations.
Installation:
Important note: MMA_XEH_AutoLaunch.pbo has been moved to @mma_xeh folder, dont forget to remove the MMA_XEH_AutoLaunch.pbo that might be present in your current @mma folder. If you want to use the autolauch, execute ArmA2 with mod=@mma;@mma_xeh modifiers.
As we always recommend use modfolders to seperate the custom content from the official game content to prevent problems. For different ways to set up your modfolders and use them please visit our FAQ.
Included files:
mando_missiles.pbo
mando_phalanx.pbo
mu90.pbo
MMA_XEH_AutoLaunch.pbo
Usage:
Read the online MMA readme or the included readme file for more info how to use this.
Media:
Credits & Thanks:
Defunkt, aside from pretty good ideas, he provided sounds, the outstanding images of the RWRs for east and west planes and fine-tuned all the PAAs present in the pack, he also modified Raptor6 MFD to include "NTSC" effect as well as some nice pp effects for older type cameras. Customized MMA HUDs including HMD and AH64 monocle, as well as Javelin, Metis, Stinger, Strela and Igla portable missiles.
Raptor6, do you like the fantastic background of the TV systems? it is from him.
Deanosbeano and scars who provided some mando turret models usable for the Phalanx gun.
Cyborg11 for the ACE2 setups
Special thanks
All these guys among others have been providing ideas and good testing along the life of this project:
Crusader, Cyborg11, Kremator, Manzilla, Massimo, Scars, Stiltman, Vengeance and ViperMaul.
Changelog:
v2.4b9
- Improved TV systems performance, now they are better suited for areas with many targets and heavy loaded missions.
- Improved greatly guidance for ATGMs.
- Fixed TV system affecting the shift-click on map to add personal waypoints.
- New global mando_last_onmapsclick. Store there any action you want to be restored after MMA usage of map.
- Improved HUD system timed lock on, less chances to lose the lock when many targets are in front of you.
- Improved mando gun interception logics, now it will work better against fast targets moving side to side of the gun.
- Added a new internal variable "mando_gun_extrah" for mando guns placed over roof surfaces, set it to the height of the surface.
- Changed Kuznetsov setup, if Jackass888 Russian CIWS is present, it will be used instead of default mando turrets.
- Fixed the setups of several C-130 classes, now the systems will come up correctly if you are in these planes.
- Added MMA systems for LoBo Irak Mod Mig23, Mig27, Su22 and choppers.
- Added MMA systems for more Iranian Mod units.
- Added Gigan nuclear warhead for the SCUD launcher (also available as warhead for anyother system you want to setup).
- Added E. Echo/Mando nuclear warhead for the SCUD launcher (also available as warhead for anyother system you want to setup).
- Added a new internal variable "mando_scud_type" to set the type of SCUD missile per vehicle: 0 - conventional, 1 - Nuclear Giga, 2 - Nuclear E. Echo/Mando.
- Fixed a bug with SCUD targeting dialog that were affected if you use any other MMA system before of it.
- Added "mando_missiles\units\mando_ai_scud.sqf" script to make AI fire SCUD missiles
- New test mission mma_test_nuke_addon.Takistan to test nuclear warheads
- Added "mando_missiles\units\mando_im_active_radar.sq f" to mark non specific MMA systems as radar emitters.
- New test mission mma_test_sead_addon.Chernarus to test mando_im_active_radar.sqf
- Readjusted flight profile of anti-radar missiles for AV8B
- Re-adjusted flight parameters for Myke's JSOW and JDAM, they are more maneouverable and have longer range.
- Added systems for BAF units (Included with OA patch 1.54)
v2.4b85
- Added MMA support for new Myke's F16 pack
- Added MMA Support for new Myke's Su34 pack (note that pilot's head is a bit missaligned with the HUD)
- Added MMA Support for new Myke's Missile Box
- Added MMA support for CheyenneAh56's CM-170 Fouga Magister
- Added MMA support for OA SCUD launcher (included mma_oa_scud_addon.utes mission to test it)
- Added MMA support for all STI A10s variants
- Defunkt fixed the issues with the Javelin interface and the map. WFOV and NFOV indicators now working according to zoom level
- MMA Rearming dialog enlarged
- MMA Rearming configurations added Su34s, F35Bs, AV8Bs and F16s if Myke's Missile box is present
- MMA Rearming configurations added for AV8Bs, A10s and F35s if SirSmok@lot's Cluster Bomb pack is present
- Fixed class asignment for Mi28
- Fixed and issue with the TV cameras that prevented you to lock on stopped vehicles.
- New mando_portables.pbo addon by Defunkt, prevents OA to selflock on targets with manpads and Javelin
v2.4b8
- Script suite size reduced in 2MB (Defunkt comprissed the paas way better)
- Mando Phalanx Turret fixed for 1.07 (also retextured) by Scars (it was causing CTD after 1.07 A2 patch)
- Fixed a bug that allows the MCC TVs to track targets with broken Line of Sight
- Added keys Num+/Num- to zoom in/out MCC TVs
- RWR moved a bit down to avouid overlapping with OA radar
- AH64 Monocle modified for better fitting with OA one
- If OA is present, MCC TVs will have several types of OA FLIR effects
- MMA actions to toggle hud, change hud color and set mma keys moved down in the list
- Added mando_lasers global array to setup laser designators classes, its default value is ["Laserdesignator"];
- Systems added (say big thanks to Jay, he "pressed" me to add all of these and tested all of them):
* DKMM RAH66 Comanche by modEmMaik
* KA-50 Hokum by rstratton
* NH90 by modEmMaik
* OH-58 Kiowa Warrior A2/OA/ACE by Southy
* RAF Chinook CH2 by Smiley Nick
* Sti UH-60L by Stiltman
* US C-130H Hercules by CRASHNZ
* Bundeswehr Mod: UH-1 and UH-1 SAR by BWMod Team
* Georgian Army: SU25, Mi24V, Mi24P by Studio SARMAT
* Iranian Forces Mod: AH1J, Panha, F14, F4, Mi17, Shabaviz 2016, SHabaviz 2-75, C130, AB212, Hengam LST, Mi8 by YorT
* Iraq Army (Saddam Era): Mi8, Mi2 by andrei
* Collective Rapid Reaction Force: (KSOR) Mi24D, Mi8, SU-25, Mi8MT by SARMAT Studio
* Project '85 Vehicles: A10, Ah1 by vilas
* Cluster Bomb pack Beta Release 1.0: CBU-87 / MK20 Rockeye / CBU-89 "Gator" (A10s, AV8Bs, F35s) by SirSmok@lot
* ADuke's Helo pack MH60s by ADuke
* All OA vehicles, choppers and plane.
v2.4b7.5
* Systems added:
o AV8B GBU: LGB (REMOTE) on HUD
o T90: Refleks (ATGM Laser, Remote, AA Laser modes)
o BMP3: Arkan ATGM Laser
o Gnat's Coalers: Nav HUD, Nav MFD, ECM and flares
* Fixes and adjustments:
o Fixed a Mi8 problem not allowing to select rockets
o Adjusted flight trajectories for Hellfires
o Adjusted guidance for Metis
v2.4b7
* Added HUD, cameras, MCC, RWR, ECM and flare systems for:
o Eble's Iranian F14
o Eble's F15C
o Eble's F15E
* Added HUD, cameras, MCC, RWR, ECM and flare systems for:
o HEXA_Mirage_5
o HEXA_Mirage_C
o HEXA_Mirage_D_AS30L
o HEXA_Mirage_D_GBU12
o HEXA_Tiger_HAP_CE
o HEXA_Tiger_HAD_CE
o HEXA_Transall_A
o HEXA_Puma_CE
o HEXA_Puma_RESCO
* Added: HUD, cameras, RWR, ECM and flare systems for:
o FFAA EF2000 plus rearming options
o FFAA Tigre AT (requires Tigre v1.1)
o FFAA C130 Hercules
* Added: HUD for 3LB_SA6 (SA6 launcher)
* Added: Cameras for Ka52 pilot when gunner is AI or no gunner is present
* Fixed: torpedo warhead was not detonating correctly
* Fixed: Mando gun is now able to engage troops too
* Improved: missile turning acceleration
* Added: AC-130 Spectre and mine field deploy options for air support console (check new mma_console2_addon.utes demo mission)
* Added: Inner dead zone for TV camera control
v2.4b6
* Fixed: HUD was lost after loading a saved game where the HUD was active
* Fixed: Gunship support console mission was spawning both choppers in the group in opposite directions
* Fixed: MMA Air Support Console Laser support planes were emitting a radar on sound
* Changed: Missile parameters for TOW, now it is more docile in vertical plane maneouvers
* Added: MMA Air Support Console cameras for gunship and CAP wingmen planes and choppers
* Added: MMA actions are now coloured for better identification
* Added: Better accuracy for automatic free fall bombing
* Added: TOW (manually guidance) for AH1Z as well as TOW rearming configuration
* Added: ACE Setup new systems (thanks to Cyborg11)
o ACE flares off if MMA ACE Setup is present in the mission
o ACE AH1s including MMA TOW HUD mode (manual guidance for pilot and gunner).
o M6A1 Linebacker now has MMA Stinger HUD for gunner
o M2A2 Bradley now has MMA TOW HUD for gunner
* Added: New globals to be used by the MMA Air Support Console
o mando_airsupport_code_cas: If defined, executed when a cas/br mission is created, receives first plane's crew group as argument
o mando_airsupport_code_ca: If defined, executed when gunship mission is created, receives crew group as argument
o mando_airsupport_code_pa: If defined, executed when airborne assault mission is created, receives crew group and infantry group as argument
o mando_airsupport_code_rc: If defined, executed when reco mission is created, receives crew group as argument
o mando_airsupport_code_ev: If defined, executed when evac mission is created, receives crew group as argument
o mando_airsupport_code_am: If defined, executed when ammo supply mission is created, receives crew group as argument
o mando_airsupport_code_ve: If defined, executed when vehicle supply mission is created, receives crew group as argument
o mando_airsupport_code_re: If defined, executed when reinforcements mission is created, receives crew group and infantry group as arguments
o mando_airsupport_code_la: If defined, executed when laser mission is created, receives crew group as argument
o mando_airsupport_code_cp: If defined, executed when CAP mission is created, receives crew group as argument
o mando_airsupport_code_cb: If defined, executed when carpet bombing mission is created, receives crew group as argument
o mando_airsupport_fixedpos: If defined, fixed spawn initial pos for all support missions
v2.4b5
* Added: Mando Air Support Console and Mando Bombs allowing you to:
o Call for bomb runs using free fall bombs or SADARM attacks.
o Call for Close Air Support using free fall bombs or SADARM attacks.
o Call for gunships support (armed choppers by default).
o Call for airborne assaults with the transport chopper landing or dropping the troops in parachute.
o Call for infantry reinforcements (which will join the console user) with the transport chopper landing or dropping the troops in parachute.
o Call for cruise missile attack.
o Call for cruise missile saturation attack.
o Call for ammo supplies (dropped in chutes by helicopters).
o Call for vehicle supply (empty vehicles transported by choppers).
o Call for Combat Air Patrol to sweep the skies of the support marked area.
o Call for reconnaissance missions where the reconnaissance info will be transfered to the console map.
o Call for evacuation choppers.
o Call for laser guided strikes.
o Call for carpet bombing runs
* Added: mma_console_addon.Chernarus Air Support Console demo mission.
* Changed: Mando Turret object moved to a separate addon mando_phalanx.pbo, also included inside @mma folder (this should remove any warnings when loading with Duala map).
v2.4b45
* Added: Green mark in Javelin sight (use it as reference when aiming)
* Added: AGM-114L (HUD and TV) for ACE2 AH64D (radar guided, fire and forget)
* Added: Gnat's Su33 with MCC (pilot) for Kh22 (anti-radar, anti-ship, AG, REMOTE)
* Added: Eble's F14 with MCC (gunner) for AIM54 Phoenix (long range AA and anti-missile, inertial initial guidance)
* Added: Test mission with F14 vs cruise missiles.
* Added: Eble's F4 with MCC (gunner) for AIM7 Sparrow (dont use it in short range engagements)
* Added: Eble's F4 with MCC (gunner) for AGM88 Harm (anti-radar).
* Fixed: Vkirh and Tunguska missiles
* Fixed: Igla and Strella were able to follow BIS locked on targets
v2.4b43:
* Improved: Laser Guided Bombs from MCC TV are now way more accurate.
* Fixed: MCC TV was "stealing" map single click A2 default actions.
* Added: Script Suite Version (check included or online mma_readmefirst for details).
* Added: Helfire LOBL HUD Mode for AH1Z Pilot's HMD.
* Improved: MMA_XEH_AutoLaunch.pbo startup policy. No more "MMA missing here" messages when MMA is already started up client side.
v2.4b42:
* Improved: MCC TV flickering and small jumps when lock/unlock gone.
* Fixed: mma_test_sam_site.utes mission initialization
* Added: LOAL for Hellfire MCC TV cameras.
* Added: Manual guidance (TV manual control) for Vkihrs MCC TVs.
* Fixed: Active Mando Guns (Phalanx) now are listed as radar emitting sources.
* Added: Eble's F4 Phantom setups for AIM7, AGM88 and CCIP for its free fall bombs for both, pilot and gunner.
* Added: SEAD mission with F4 supporting two AV8B groups vs enemy SAMs.
* Changed: MMA_XEH_AutoLaunch.pbo moved to @mma_xeh folder.
* Added: .version.txt file inside @mma and @mma_xeh folders containing the versions.
* Changed: Scoring system mechanism, now it waits more time before adding score (damaged planes taking too long to crash).
* Fixed: Radar and monocle sorting order and radar position, now visible with any interface size and resolution.
* Added: A new global array named mando_rearm_sources_classes containing all the classes of objects used as rearming sources.
* Added: enabled unlimited preemptive flares.
* Added: AI pilot's skill now translates into more efficiency using automatic flares.
v2.4b41
- fixed: MCC TV flickering effect gone.
- fixed: UH60S sonobuoys back.
- fixed: "Is mando missile present there?" hint without reason gone.
- Added: Lifting hud with camera added for several chopper classes.
- Added: HMD for AH1Z.
- Added: where is the other crew member looking at indicator for the AH64 monocle.
- Added: XEH auto-initialization addon.
- Added: SAM Site mission example using mando radar.
- Changed: All HUD is moved to layer 3 to avoid interferences with other default "Cut" commands.
v2.4b4
- MMA Gamelogics now are under MMA Gamelogics, easier to locate from the editor.
- Fixed a problem preventing locking on targets with the Javelin and high zoom levels.
- Added MMA Rearming System (Cyborg added also configurations for all ACE2 planes and choppers).
- AV8B2 and Su34B with specific SEAD configurations added for anti-radar missions (you can rearm with these configs from the MMA Rearming System, just select SEAD).
- Added LOAL mode for Hellfire (present in AH64D fired from monocle). Fire and lock on later, or fire while locking on.
- Added ECM emitter to the AH64D.
- Added target sync between pilot and gunner for AH64D. Press special key (G by default) to transmit your target to the other crew member, he will have it immediately locked on if he has Hellfire-Remote HUD mode.
- Adjusted Javelin trajectories.
- AIM-9X capable of high deflection engagements (F35B).
- AH64D setup, including outstanding custom HUD made by Defunkt.
- AH1Z, F35B Su34 gunner, Ka52 gunner custom HMDs made by Defunkt.
- New guidance for Metis and TOW, now you can lose control if trying too hard moves and also recover it aiming with the sight to the missile in flight.
- Systems added for Static Metis, TOW Tripod, Static Stinger, Static Igla, BRDM2 ATGM and BMP-2 AT5.
- Setups for FFAA MOD Eurocopter Tigre, Super Puma, CH47 and Coughar, there is also a new MMA FFAA gamelogic.
- Setups for all the CYBP_AH6 and CYBP_MH6 family.
- Setups for ACE2 choppers and planes made by Cyborg11, there is also a new MMA ACE2 gamelogic.
- C130J guns only for the co-pilot and any player in the seat back to the pilot.
- In MP games, pilots can use the weapons, even if there is no gunner.
- Better handling of the TV camera, quite noticeable with high zoom levels.
- Improved sensor and locking on characteristics for F35B.
- Increased AA lock on times for all the choppers armed with AA missiles.
- Ch29 Sensor range increased for Su34B.
- AI less expert dropping flares and also depending on AI pilot's skill.
- Higher max speed and kill % for Stinger, Igla and Strella
v2.4b3
- TV systems better adjusted for the "unsupported" small interface size graphics option, no more empty holes above and below the camera MFD area.
- TV systems also integrated with UAVs, you can activate the system from a commanding vehicle and then use the UAV weapons, camera to mark targets or just guide the path of the UAV. This works for both, BLUFOR UAV and OPFOR small one.
- Portable weapons HUD support (by default, Javelin, Igla, Metis, Stinger and Strela).
- Forward looking radar display integrated with HUD's of some planes (AV8B, C130J, B52, Su34, F16s and F35B). The radar displays contacts or locations in the radar scan area in front of the plane in a top-view like display.
- HUD systems customization options: Now all hud systems can be personalized at will using the info provided by the HUD's main core script. Good examples are the customizations made by Defunkt for all the portable weapons (Igla, Metis, Stinger, Strela and Javelin).
- New flight profile parameters for default Patriots (AI and MCC based), way more effective against hi flying fast SCUDs even during initial climb and final dive SCUD states.
- New reloading system for both, BIS weapons and virtual weapons and countermeasures.
- BIS default top radar can be blocked (with red semintransparent bars where friend and foe dots look) the same. The feature can be enabled by mission makers.
- All the remote capable TV MCCs now can lock on remote targets (no LOS check performed).
- Added setup for Mi28.
v2.4b2
- In MP games, pilot might have control of some TV systems only if gunner is not human.
- If a BIS weapon is assigned to a HUD mode, this BIS weapon cannot be selected pressing "F" key.
- TV laser bomb models fixed, so they will not require anymore Mike's F16 ammo box (except for F16 systems).
- Most warheads of fired BIS missiles replaced by mando ones will keep its default power.
- Missile replacement now includes Gnat's submarines missiles and they fly with the correct flight profile.
- A10 has an extra TV system for the AGM65.
- PMC AH64 Apache setup added.
- Gnat's Kuznetsov carrier full setup with mando missiles and mando guns included (as easy as adding a new gamelogic near the carrier). Read mma_readmefirst.pdf for more info about usage of this new gamelogic.
- Mando Gun ArmA for ArmA2 integrated within Mando Missile, a turret object made by Deanosbeano included as example of mando gun usage. Read Mando Gun section in mma_readmefirst.pdf to get more info about usage and examples.
- MCC TV systems now have three different looks (old grayscale, not so old and no so grayscale and full color), the MCC TV MDF image has been modified to add NTSC effect (thanks to Defunkt).
- New mando_gun_arma.utes and mma_test_kuz.utes missions added.
- Ka52 gunners now has a helmet mounted display.
For version 2.4b85, the Phalanx seems to fire through everything in order to hit an enemy it is tracking. I mounted it on Deansbeano's steerable LHD using attachTo, and it proceeds to shoot the hell out of the boat, parked planes, friendly soldiers, etc. I think this can be limited if there were a way to restrict the arc that the guns can fire in. So the front turret could cover 9 o'clock to 3 o'clock, the left turret could cover 11 to 6, and the right could cover 1 to 6. Then they would only fire away from the ship rather than across it.
Also, the AH-64 when targeting a building from a low altitude, seems to target the ground behind the building as if the building weren't blocking the laser target. So instead of a hellfire shooting through a side window, it bypasses the building and lands beyond it in the hills.
do you work for the goverment or something
when will real FLIR be integrated instead of the black and white?
Please fix: M6 Linebacker in ACEX can hardly turn on FCS using together with MMA;and I also have a question:gunner in attack chopper really can manual deploy flares in real world?
Anyway ,MMA is a perfect Mod!
Awesome.
But how do I change the keys to buttons on my joystick, it seem to ignore when I press buttons on joystick? And why can't I change the 'select next target' key?
awesome mr mando
could there be a way that FLIR could work better?? I mean FLIR should highlight hot bodies and be blinded by light, or maybe a way to darken/brighten the FLIR.
This just keeps getting better :yes
Mandoble A living God Kudos For your work :yes
That means that the server is using MMA (loaded and initialized) in that mission and you have not loaded and initialized the addon. A mission running MMA server side requires that all connected clients use MMA. Now if that particular mission should not use it, no idea, ask the server admin.
It's borderline Bullshit, when it's installed on a dedicated server, and it asks you every 15 secs, "Is Mando Missile Missing Here?". Why the hell do I need to hear and read that hint when I'm trying to play a black ops mission when all I really need to concentrate on where my silenced MP5 is trained. If you ask me it's ridiculous to advertise yourself like that. Why don't you just make it say "Is this Mission even worth playing if it doesn't have Mando?".
very very nice i hope more is coming out from you gg!:)
awesome... mando is an god i think
Total comments : 13, on page: 13