注册 登录  
 加关注
   显示下一条  |  关闭
温馨提示!由于新浪微博认证机制调整,您的新浪微博帐号绑定已过期,请重新绑定!立即重新绑定新浪微博》  |  关闭

.

.

 
 
 

日志

 
 

武装突袭2 MMA 插件详细介绍文本(1)  

2012-01-02 19:42:11|  分类: ARMA2 类 |  标签: |举报 |字号 订阅

  下载LOFTER 我的照片书  |

Mando Missile ArmA

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

By Mandoble

v2.4B10.2 September 2011 for A2 or A2 + OA (Combined Ops)

出处:http://www.telefonica.net/web2/mandoble/mma_readmefirst.html

First of all, you may not use Mando Missile ArmA (nor any of its parts) for commertial, training or military purposes nor include it into any other add-on or mod (not even partially) nor redistribute or mirror it without Mandoble's prior permission and agreement.

NOTE: All the visual systems provided within Mando Missile (HUDs, MCCs, MMCs and TV cameras) are calibrated to appear correctly with the interface size set to "normal". You will find that option in ArmA2 -> Options->Video Options -> Advanced -> Interface Size.

    Zip contents, installation and script suite setup
    Example missions included in the zip
    Mission gamelogics for Mando Missile and Mando Gun
        MOD specific gamelogics
    The HUD system
        HUD structure
        HUD modes
        Navigation<- NEW
        Custom HUDs
           Helmet Mounted Displays
           HUDs for Portable Sytems
        BIS Radar block in HUD mode
        HUD Key bindings
    Mando Missile ArmA Rearming System
    MCCs and TV systems
    Mando Gun ArmA
    Mando Air Support Console
    Mando SCUD (OA)
    Mando SAM Site Control Center
    Mando Score
    Credits and special thanks
    Contact info
 

Zip contents, installation and Script Suite setup

Current beta of Mando Missiles comes in addon version only, inside the zip file you will find:
  • Missions folder: this contains the demo missions, copy them to your missions folder for the editor.
  • @mma folder: contains an addon folder wih mando_missiles.pbo and its signature, as well as Planck's Mu90.pbo (torpedo), mando_phalanx.pbo (mando turret gun by Scars and Deanosbeano) and mando_portables.pbo (by Defunkt). You can just move this folder into your ArmA2 folder and then run ArmA2 with -mod=@mma modifier. mando_portables.pbo is optional and runs client-side, it prevents OA manpads and Javelin to selflock on targets, avoiding interferences with MMA locking on method, it also adds a new overlay for Javelin.
  • @mma_xeh folder contains Kju's MMA_XEH_AutoLaunch.pbo (extended_eventhandlers.pbo, which now is part of CBA, and mando_missiles.pbo are required by this to work). MMA_XEH_AutoLaunch presence self initiates MMA for these missions that are not using MMA already (run ArmA2 with -mod=@mma;@mma_xeh modifiers).<- UPDATED
  • @mma_ns folder contains mando_NoScore.pbo, if you use this addon, MMA Score menu action will be automatically hidden. <- NEW
  • Keys folder: contains my public key.
  • MMA_ReadmeFirst.pdf: this file.
  • Script Suite folder: contains mma_script_suite.utes example mission using the script suite instead of the addon. This example mission contains mando_missiles folder, required for any mission using the script suite.

Script Suite usage

MMA in script suite form allows you to integrate MMA within your mission, the final result is 100% addon free. Note that for missions using the script suite, the MMA Gamelogics should not be placed within the mission's map.
To use the script suite within a mission you must follow these steps:
1 - Copy mando_missiles folder within your mission's folder.
2 - Create a description.ext file within your mission's folder with no less than the following mandatory content:
// Description.ext file
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_missile.h"
// End of Needed for Mando Missile ArmA
 

class RscTitles
{
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_missiletitles.h"
// End of Needed for Mando Missile ArmA
};
 

class CfgSounds
{
   sounds[] = {};
// Needed for Mando Missile ArmA
#include "mando_missiles\mando_sounds.h"
// End of Needed for Mando Missile ArmA
};

3 - Create an init.sqf file within your mission's folder containing:
// init.sqf file
// Mando Missisle initialization
[false]execVM"mando_missiles\mando_missileinit.sqf";

// Wait for Mando Missile script suite initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};

4 - Add more MMA systems setup scripts to the init.sqf as needed. Note that you can also startup individual systems present inside any of these scripts.
// Default systems setup
[]execVM"mando_missiles\mando_setup_full.sqf";

// FFAA Mod systems setup
[]execVM"mando_missiles\mando_setup_ffaa.sqf";

// ACE2 systems setup
[]execVM"mando_missiles\mando_setup_ace.sqf";

// Mando gun sounds and tracer effects setup
[]execVM"mando_missiles\mando_gun\mando_guninit.sqf";

5 - Override MMA globals if needed. Note that all the following globals are already set to default values by mando_missileinit.sqf, just in case you can override anyone, add the corresponding line and desired values to the mission's init.sqf
// A new class to be used as MMA rearming point
mando_rearm_sources_classes = mando_rearm_sources_classes + ["Land_Barrel_empty"];

// Minimum altitude for Air units to be detected by radar
mando_minairalt = 10;

// Forbidden weapons and magazines
// Put there class names for weapon combinations that will not be allowed from rearming dialog
mando_weapons_forbidden = ["ACE_B61BombLauncher"];

// BIS HUD (top radar) covered by red bars
mando_hide_bis_hud = true;

// 4 Arrays of colours to be used when toggling MMA HUD colours
mando_hud_colors_sets = [
[[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5]],
[[1,0.5,0],[1,0.5,0],[1,0.5,0],[1,0.5,0],[1,0.5,0],[1,0.5,0]],
[[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5],[0.5,1,0.5]],
[[0,0.7,0.5],[0,0.7,0.5],[0,0.7,0.5],[0,0.7,0.5],[0,0.7,0.5],[0,0.7,0.5]]
];

// Dont show a hint displaying MMA keys when a HUD is activated
mando_show_hint_global = false;

// If you find some weird effects when firing a missile against a locked on target,
// just in case there is an addon conflict set it to true
mando_fire_exclusive = true;

// Default images for RWRs for east and west units
mando_rwrimg_west = "my_desired_rwr_west.paa";
mando_rwrimg_east = "my_desired_rwr_east.paa";

// Overal difficulty for flares (> 0 easier, < 0 harder)
mando_minchaffdist = 0;

// Array defining stealth planes/choppers classes (Mando Missile ArmA full and mando_setup_full.sqf define F35B as stealth by default
mando_missile_stealth = mando_missile_stealth + ["my_desired_stealth_class1","my_desired_stealth_class2"];

// Array of weapons considered LaserMarkers (its default value is ["Laserdesignator"])
mando_lasers = mando_lasers + ["Laserdesignator_classA","Laserdesignator_classB"];

// If defined, this variable sets the type of MLRS to be used GMLRS = 0, MLRS SAM = 1, if not defined MMA will not add automatically any systems for the MLRS
mma_mlrs_mode = 0;
 

Back to index

Example missions included in the zip

Try these missions directly from the editor. In some of them you will see many vehicles, planes or choppers that you can use. These are set with 0% probability of presence, so the only one created is the one having the planer. In these cases just put the player in the plane, vehicle, soldier or chopper you want to use for the test, then you can exit the mission, put the player in another vehicle type and test again.
 
Mission name Description
mma_nuclear_mirv.utes Basic example of nuclear missile deploying MIRV warheads. Missile and mirvs are Mando Missiles.
mma_stealth_test_addon.utes Example of MCC system (activated via menu action) and target detection. F35B is marked as 'stealth' capable.
mma_test_ccip_addon.utes 6 AV8B vs an enemy fleet, use your CCIP mode to bomb the enemy carrier's deck.
mma_test_frigate_addon.utes Run the intro of this mission to see some automatic systems in action
mma_test_ground_addon.utes Laser designator and manually guided TOW example mission (also included BMP-2 and BRDM-2 missiles).
mma_test_replace_addon.utes Your Harrier vs 3 Su34's with replaced BIS missiles.
mma_test_sams_addon.utes Avenger and Tunguska with HUD systems and BTR90_HQ and LAV25 with MCC systems, all acting as SAM launchers for players as gunners (remember, the MCCs are activated via menu action).
mma_test_scud_addon.Chernarus Missiles vs Missiles, or SCUDs vs Patriots.
mma_test_sys_addon.utes Test any ArmA2 plane or chopper with Mando Missile systems (note that some systems such as the TV cameras are activated via the action menu), in some cases pilot and gunner systems are different. To test the desired vehicle or position, change its control option inthe editor to 'Player'
mma_test_sys_others_addon.utes Same as previous one, but for all Mike's GLT F-16 variants and Gnat's B-52.
mma_test_torm1_addon.utes Mando Missile AI handling TorM1 simulated launchers.
mma_tv_k52_addon.Chernarus You are the gunner in a Ka52, use the TV camera to guide your pilot, locate and destroy air and ground targets and/or lock on targets and transmit their positions so that a friendly unit may engange them.
mando_missile_lab_addon.Chernarus Dialog based Missile configurator tool. It allows you to play and experiment will all Mando Missile parameters.
mando_gun_arma.utes Example of Mando Gun ArmA working with Phalanx turret models
mma_test_kuz.utes  Gnat's Kuznetsov carrier full setup with Mando Missiles and Mando Guns
mma_test_portables_addon.utes  Javelin, Metis, Igla, Stinger, TOW and Strella customized HUDs for portable launchers
mma_test_uav_addon.Utes  UAV control from MCC TV camera
mma_rearm_addon.Utes  Rearm action and dialog, you can also check SEAD loadouts for AV8B and Su34 and try to hunt down two active SAMs placed to the West in the sea.
mma_test_sys_ffaa_addon.utes Same as mma_test_sys_addon.utes but with FFAA Tigre
mma_test_sys_ace_addon.utes  mma_test_sys_addon.utes but with ACE 2 planes and choppers
mma_test_sam_site.utes SAM site with main radar and 3 launchers
mma_test_f4_addon.Chernarus Eble's F4 Phantom working hunting enemy SAMs
mma_script_suite.utes Example mission using the script suite (check its init.sqf and description.ext files)
mma_test_su33_addon.Chernarus Gnat's Su33 test with AS-4 missiles.
mma_test_f4_addon.Chernarus Eble's F14 vs enemy cruise missiles
mma_console_addon.Chernarus Mando Air Support console example mission
mma_console2_addon.Utes  AC130 Spectre and Mining field support options included
mma_oa_scud_addon.utes OA MMA SCUD test  (OA required)
mma_test_nuke_addon.Takistan Nuclear SCUD tests + fallout console (OA required)
mma_test_sead_addon.Chernarus To test new mando_im_active_radar.sqf  script (you can replace default AV8B by a HARM armed F4 or F16
mma_test_kuz_nuke.utes  Nuclear cruise missile attack on Kuznetsov
mma_b52_test.Takistan Gnat's B52 test. Guide the plane from MCC and fire AGM86 nuclear missiles. B52 selfdefense with automatic tail Mando Gun (you can play as pilot too). Gnat's B52 addon required.
mma_test_mlrs_addon.Chernarus GMLRS / MLRS-SAM test mission
mma_galactica.astro412 Galactica Mod units test mission, including tractor bean
mma_test_samcontrol_addon.Takistan  SAM site control for players (BOS SeaSparrow/CWIS addon required)

Back to index

Mission gamelogics for Mando Missile and Mando Gun

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .
Mando Missile ArmA add-on includes four specialised gamelogics that you will find under Game Logic->MMA Logics

Mando Missile ArmA init (the first from the left): This one initializes the MMA engine automatically.
Mando Missile ArmA full (the second from the left): This one adds MMA support for all default BIS plane, chopper and vehicle classes given a human player in the Pilot or Gunner position, as well as systems for Javelin, Metis, Igla, Stinger and Strella portable missiles (or static launchers). It also initializes systems for some non BIS vehicles: Mike's GLT F16 family, Gnat's B52, CMA Mi28 and others. New actions are also provided to transmit laser designation if you have a LD. It also provides automatic counter-measures use for all the planes and choppers with non-human pilot and, finally, it causes automatic transformation of BIS fired missiles into Mando Missiles at launch time.
Mando Gun ArmA init (the second from the right): Intializes mando gun scripts for gun sounds and tracers and smoke effects.
Mando Kuznetsov init (the first from the right): Intializes all mando systems (missiles and guns) for Gnat's Kuznetsov carrier. To use this, place this gamelogic near the center of the Kuznetsov carrier you want to configure. If you have more than one Kuznetsov in your mission, just add one of these gamelogic for each carrier and make sure to place them close to the center of the ships.

Placing the first two gamelogics in a map ensures full initialization of default systems (do not include any of them more than once). Mando Missile automatic launchers should be configured via the traditional script executions in init.sqf. If you dont want to use default settings, dont include Mando Missile ArmA full in your mission and setup your custom systems in your mission's init.sqf file.

MOD specific gamelogics

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

Mando Missile ArmA add-on includes two MOD specific gamelogics for FFAA and ACE 2 Mods that you will find under Game Logic->MMA Logics
Including these in your missions ensures automatic setups for these MODs.

Back to index

The HUD system

Mando Missile HUD provides a way to have a realistic and flexible HUD for any plane, vehicle or chopper. For any HUD it is possible to define one or more operation modes, each one might also be enslaved to a particular weapon while some others, like Navigation, have no weapon associated. When using the HUD, forget about BIS default keys to switch or fire weapons, lock on targets, etc. It is important to remember that Mando Missile HUD uses its own keys (which you can redefine as described later).

The HUDs will activate as soon as the player moves into the relevant crew position for qualifying vehicles. Menu actions are also automatically added to toggle HUD, change HUD's colour map and remap default HUD keys (note that you can also define permanent MMA HUD keys as described below). Depending on the value of mando_show_hint_global, a hint explaining the keys will be displayed. The value of mando_show_hint_global is true by default. You can set it to false directly from your mission's init.sqf in case you dont want to see any hints:
    mando_show_hint_global = false;
Independently of the value of mando_show_hint_global, custom HUDs can override it setting mando_show_hint to true or false inside the custom HUD handler script.

While MMA HUD is active, you can also freely use BIS non-guided weapons, which you can select normally with F and fire with LMB. For example, you may have MMA Sidewinder HUD mode in AV8B and, at the same time, have the BIS gun selected as BIS weapon. So you can use the missiles and the gun at the same time (MMA keys for MMA systems, BIS keys for BI systems).

Depending on the HUD type, it might display targets in front of your vehicle, in front of your sight (HMDs) or in front of a weapon. The displayed targets (except for REMOTE and ANTI-RADAR modes) must have a clean line of sight with your vehicle and their engines turned on.

HUD structure

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

A: Weapon counters & current selected weapon (--)
B: Current HUD operation mode
C: Countermeasures counters & ECM state and counters. ECM may be in stby ECM:##, charging [ECM:##] or emitting >>ECM:##.
D: ASEC circle (if there is a locked on target). The bigger the circle, the greater % of hit (its radious varies with the calculated hit %). If no target selected, it acts as boresight area to lock on new targets.
E: Missile/Radar Track Box: If target is closer than 2Km, target type is displayed. A blue rhomb indicates the target is emitting ECM, otherwise the rhomb's color will be the selected HUD color for normal targets, white for remote targets and yellow for emitting radars (if your plane is SEAD capable).
F: Target Aspect Indicator: Quite important for IR shots against air targets, as the hit probability is much greater when an opponent's engines are oriented towards you as opposed to head-on encounters. This small triangle turns around the ASEC circle and shows the direction of the target compared with the direction of your vehicle (or handled weapon).
G: Current weapon ranges: AR stands for active range and applies only for missiles like AMRAAM with onboard active radar range (the missile flies in inertial mode until it activats its own radar), TR stands for Thrusted Range, or range with the missile engine having thrust. MR stands for Minimum range, do dont shoot if target is closer than that unless the target is static in front of you. TR and MR change depending on the speed of the launcher vehicle.
H: Target data, target type (if closer than 2km), target range, target altitude and TTI. TTI is estimated time to impact, which becomes important for targets BVR and SARH missiles. This provides a clue as to when it is safe to break the lock for SARH or laser guided missiles when the target is far enough to be able to track the missile and/or target visually to confirm missile impact or miss.

When a missile is incoming the RWR will be displayed.

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .
Its center represents your plane or chopper, the green lines are the bearings of icoming missiles. Check the RWR carefully when a missile is aproaching as this will be your main tool to manoeuvre in the correct direction and drop flares. To maximize your survival chances, move so that the missile is at your 4,5 or 8,7 o'clock. The RWR circle radious equates to 2Km.

Some planes incorporates a forward looking radar which is displayed when the aircraft sensors detect contacts. The radar self scales its range from 3km to 12Km and is hidden automatically if the aircraft radar doesnt detect contacts during 3 seconds. If there is a locked on target, an small line shows its relative direction with your plane, the line and the target are displayed in a lighter green.

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

HUD modes

Your plane, chopper or vehicle might have one or more of the following modes:
  • Normal Local Modes: This is the most commonly used, and the HUD displays potential targets detected by your vehicle's sensors. In some of these modes, if you read SARH, Laser or SACLOS, dont break the lock until fired missile fails or hits the target, these modes require to keep the target locked on all the time. Between these modes you have also manual guidance, where you need to fire the missile and then guide it manually with the HUD's center (activate free look mode with L-ALT, or use TrackIR for easier guidance).
  • Remote Mode: The HUD shows remote targets detected by other units, for example Laser Designator transmitted by players, or marked positions and targets transmitted from MCC camera systems (XMIT option), or just added as remote targets by a script.
  • Ground mode: Available in some planes like the A10. When you press lock on key, the ground position centered in your hud's small green cross becomes the target.
  • Navigation: The HUD displays nearby locations. Mission editor can create special locations which will be displayed in red and with extra text added by the mission editor, for example to indicate a secondary target, or secondary airfield, etc.
  • CCIP: Sometimes mixed with the navigation mode, in this mode you will see a line and a rhomb at its end. The romb indicates the continuously calculated impact point for bombs. You can see this mode in AV8B2, S25s, some Mike's F16 variants and Gnat's B52.
  • Special Sonobuoy mode: This mode is present in MH60S. In sonobuoy mode you can deploy sonobuoys over the sea. The sonobuoys will start transmitting sea (also undersea) targets detected by them, and these are "remote" targets. Then you can switch to Mu90 mode, lock on any of the transmitted target, and drop a torpedo.
  • Special Mu90 mode: This mode is present in MH60S and works in conjuntion with Sonobuoy mode. In this mode the HUD will display targets detected by friendly sonobuoys (remote white targets), you can lock on any and drop a Mu90 torpedo. Note that to be able to drop torpedoes you will need Planck's Mu90 torpedo add-on (included in the zip).
An example of combinend CCIP & Navigation modes:
武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

Navigation <- NEW

MMA includes an ILS system to assist you with your landings. All the airfields of the map are scanned at startup and become available as ILS destinations, it is also possible to add more ILS destinations at mission level, this will be described later.

MMA HUD includes two navigation modes, one basic for older planes and choppers and another advanced for moder planes. In the basic mode you can cycle through ILS destinations with TAB while in Navigation HUD mode (or defined key to lock on targets), and the HUD will select that ILS destination as target. In advance mode, the HUD will also display a path to follow for correct landing and if no ILS is selected HUD arrows will indicate the direction to follow to reach next waypoint (if any). If an ILS is selected, a 3D path will be projected on HUD, to better figure out how is that path relative to your plane a circle is drawn in the path extreme closest to your plane. The colour of the 3D path changes to redish if you are faster than best speed to land, and blueish if you are slower.

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

The advanced ILS path is available for  many plane types, you may try F14, F15, F16, F18, F22, F35, Harrier, Su34, Su33, Su27, Su30, Mig29, Raffale, several Mirages, EF2000, Grippen ... (even Battle Star Galactica units). Older ones like A10 or Su25 don't have it.

While in Navigation mode, if you press MMA Fire key (L. Win by default) the Navigation dialog will open. From it you can see your current waypoints as well as MMA ILS destinations. If you are your group's leader, you can also edit the waypoints on-the-fly.

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

As indicated above, more ILS destinations may be added at mission level. Extra ILS destinations are added as objects to the mando_ilss array and the added object  must have 5 internal vars configured:

mando_ils_angh : Aproach horizontal angle
mando_ils_angv : Aproach inclination (vertical angle)
mando_ils_ealt : Extra altitude
mando_ils_pos : Position
mando_ils_name : Name
If you want to add MMA ILS there where you dont have an object, you may use a gamelogic as the object, set its internal vars and add it to the mando_ilss global array.

Example to add a Nimitz named cv1 and a Kuznetsov named kz1:

// init.sqf

if (side player == west) then
{
   // An extra ILS is added, Nimitz carrier named cv1
   cv1 setVariable ["mando_ils_angh", (getDir cv1) + 180 - 9];
   cv1 setVariable ["mando_ils_angv", 4];
   cv1 setVariable ["mando_ils_ealt", 15];
   cv1 setVariable ["mando_ils_pos", cv1 modelToWorld [9.6, -158, 2]];
   cv1 setVariable ["mando_ils_name", "USS Nimitz"];

   mando_ilss = mando_ilss +  [cv1];
}
else
{
   // An extra ILS is added, Kuznetsov carrier named kz1
   kz1 setVariable ["mando_ils_angh", (getDir kz1) + 180 - 8];
   kz1 setVariable ["mando_ils_angv", 4];
   kz1 setVariable ["mando_ils_ealt", 17];
   kz1 setVariable ["mando_ils_pos", kz1 modelToWorld [0.6, -159, 0]];
   kz1 setVariable ["mando_ils_name", "Kuznetsov 1"];

   mando_ilss = mando_ilss +  [kz1];
};

Custom HUDs

Mando Missile allows the configuration and creation of custom HUDs, which run in parallel to the core MMA HUD and getting all the info provided by it. The custom HUD can translate that info into the desired graphical representation using a set of custom graphic controls provided by MMA. Examples of custom HUDs are the Helmet Mounted Displays as well as customized sight for portable weapons.

Helmet Mounted Displays

You will find them for F35B, AH1s pilot, Su34 gunner, Ka52 gunner, Eurocopter Tigre pilot and AH64D pilot and gunner.
Special note about AH64D monocle: For any crew member it is possible to transmit his current target to the other crew member, as long as the other crew member has the HUD in Hellfire-Remote mode.To do that, lock on a target and press the "Special" key (by default it is "G").

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

HUDs for Portable Sytems

MMA also incorporates by default customized HUDs for portable systems (Javelin, Metis, Igla, Stinger and Strela). These are automatically enabled with the presence of Mando Missile ArmA full gamelogic in your mission. The operation of these systems is as follows:

    Javelin: To lock on a target aim at it in optics mode and press Lock Targets key (TAB by default), and try to keep the target centered in your sight. You will see am open box being formed around the target, if you keep the target centered the box will start closing slowly, and when fully closed the target will be locked on. Then a white crossair will follow the target and you can fire a missile. To cycle through available modes press MMA Cycle modes key (L. Ctrl by default). The modes are TOP (if the target is far enough, the javelin will climb and then dive on the target), DIR (the missile will go straight on the target) and DIR + GROUND (in this mode you will lock on ground positions instead of enemy vehicles). Note that to get a lock with DIR or TOP modes the target must have its engine turned on. There are three different visor modes, DAY, WHOT and BHOT, press MMA flares key (L. SHIFT by default) to cycle through them. Note that WHOT and BHOT modes are available only when "NIGHT" lamp stops blinking.

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

    Metis: This missile is manually guided, so you dont need to get any lock before firing. There are two small lamps in the visor, the upper left one, when blinking gray/yellow indicates that the IR visor is charging. When charged you will be able to cycle through IR modes pressing MMA flares key (L. SHIFT by default). After firing a missile, guide it moving the sight, a mark will show where the missile is and a yellow lap in the lower right corner will indicate that the missile is in-flight and under your control, when the control is lost the lamp turns red. If you try to change the course of the Metis too abruptly, you might lose the control of the missile, to recover the control aim with the sight to the missile in-flight.

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

    Stinger, Igla and Strella: There is no visible HUD symbology for these systems, all the targeting and target tracking is audio based. To lock on a target, center it on your sight and press Lock Targets key (TAB by default). If a potential target is detected the system will start emitting a sound, first with low frequency and if the target keeps centered on the sight the frequency will increase until it becomes a constant growl sound, which means you got a solid lock. At this time you can fire the missile.

BIS Radar block in HUD mode (A2 only)

By default BIS Radar is not blocked. But you can block it with two semitransparent red areas, leaving only the center area clear. The effect is that friends and foes will look the same when they are covered by the red areas, so you will have position info, but not side info.

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

If you want to turn on these red bars, add
    mando_hide_bis_hud = true;
to your mission's init.sqf after Mando Missile initialization.
 

HUD Key bindings

By default, the MMA HUD will use the following keymap:
- Left CTRL: Cycle through HUD modes forwards (selects next MMA weapon and mode).
- Right SHIFT + Left CTRL: Cycle through HUD modes backwards (selects previous MMA weapon and mode).
- Left Win:  Fire (in most modes you will need to lock on a target first), in Navigation mode opens the navigation dialog. <- NEW
- Left SHIFT:  Drop countermeasures.
- R: Turns ECM on.
- Default BIS key to lock tagters: lock on target (TAB by default), in Navigation mode cycles through MMA ILS destinations.  <- NEW
- G: Special key used in some custom systems like AH64 monocle (to transmit current target to the other crew member having the other crew member Hellfire - Remote HUD mode selected), or look down camera in lifting HUDs. The system will display an small help text when an special HUD key is avaialble for your vehicle class.

When the HUD activates, there is a menu action to redefine the default keys. You can also define permanent MMA HUD keys using ArmA2 user actions from 16 to 20 and assigning them a special sequence that Mando Missile will recongnize (A, B, C, desired key). Be aware that desired key must be a single key, not a combination or joy/mouse buttons. If you do this in the middle of a game, you will need to reload the mission to the changes to make effect.

The following picture shows an example:

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .


Joystick Mapping

To use joystick buttons just map key strokes to joy buttons (the keys you defined for MMA functions). If your joystick doesnt come with a program to do this, there are several freeware ones like JoyToKey that work for any DX compatible joystick.

Back to index

Mando Missile ArmA Rearming System

The MMA rearming system allows you to select between multiple weapon configurations as well as reloading virual ammo for virtual weapons (like the guns of C130J, or missiles of MCC systems like TorM1) or flares.

To activate the rearming dialog you must be the driver or the gunner of the vehicle, have its engine stopped and have some ammo truck nearby (or something defined inside mando_rearm_sources_classes global variable) . A new "MMA Rearm" action menu will be available, activate it and the rearming dialog will be displayed.

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .

Next to do is to select a rearming source, which might be any ammo truck nearby. You can turn the camera view with the small arrows at the lower right corner, zoom in/out with mouse wheel and drag/drop the rearming dialog. Once you "see" the desired ammo truck, click on it with the mouse, a circle will mark it and the rearming and weapons source level will display the current level of the selected truck (if 0% you will need to select a different rearming source).

Once you have a selected rearming source you can select the desired weapon configuration and click the "Rearm vehicle" button.

There is a global array named mando_rearm_sources_classes. This contains an array of allowed classes acting as rearming sources . At the beginning of your mission, after MMA is initialized, you might set it up to the desired contents for your particular mission in the init.sqf. By default, its value is set to:

mando_rearm_sources_classes = ["MtvrReammo", "KamazReammo", "UralReammo_INS", "UralReammo_CDF", "WarfareReammoTruck_USMC","WarfareReammoTruck_RU","WarfareReammoTruck_Gue", "DFReammo_Base"];

There is a global array named mando_weapons_forbidden. This contains an array of forbidden weapons or/and magazine names. At the beginning of your mission, after MMA is initialized, you might set it up to the desired contents for your particular mission in the init.sqf, or just set it empty to allow all the configurations. By default, its value is set to:

mando_weapons_forbidden = ["ACE_B61BombLauncher"];

There is another global var named mando_weapon_master which is set to false by default, set it to true to access to more weapon and magazines so you cancreate your own configurations instead of using the pre-created ones.

To set the Rearm level of an ammo truck back to 100% you can execute the following:
ammo_truck setVariable ["mando_source_level", 100];

Back to index
 

MCCs and TV systems

These are activated via menu actions, in both cases press F1 with the system active to have online help displayed.

Back to index

Mando Gun ArmA

Mando Gun ArmA provides automatic guns which can be setup using mando_gunattacker.sqf script, or by placing mandoturret object in the map and giving it a side. Mando Turret object is under Empty->Mando Turret->mando turret. If you just add it to your mission map, then you will be able to use it in conjuntion with mando_gunattacker.sqf to customize your guns. But if you want to use the default configuration (so no need to add any script execution from your init.sqf) all you need to do is to indicate the mandoturret's side setting its internal "mando_gun_side" variable in its init field directly from the editor. For example, to have an OPFOR Phalanx like gun, all you need to do is to put a mando turret in the map and add the following to its init field:
this setVariable ["mando_gun_side", east]
Note that these turrets automatically configured by default will work as AA guns also anti-missile capable with an effective range of 1.5Km.

You can also deactivate/activate a Mando Gun setting its object internal variable "mando_gunattacker_on" to false or true. For example (deactivation):
mygun1 setVariable ["mando_gunattacker_on", false]

In case you place your gun over a roof type surface (deck of the LHD, for example), you need to set "mando_gun_extrah" to the height over ground of that surface:
mygun1 setVariable ["mando_gun_extrah", 15]

For more details, check mando_gun_arma.utes mission included in the zip, as well as mma_test_kuz.utes where you will see two phalanx attached to the Kuznetsov carrier.

Back to index
 

Mando Air Support Console

武装突袭2 MMA 插件详细介绍文本(1) - foxer - .
Provides a quite flexible and configurable tool to manage air support missions. It allows the user to:
  • Call for bomb runs using free fall bombs or SADARM attacks.
  • Call for Close Air Support using free fall bombs or SADARM attacks.
  • Call for gunships support (armed choppers by default).
  • Call for airborne assaults with the transport chopper landing or dropping the troops in parachute.
  • Call for infantry reinforcements (which will join the console user) with the transport chopper landing or dropping the troops in parachute.
  • Call for cruise missile attack.
  • Call for cruise missile saturation attack.
  • Call for ammo supplies (dropped in chutes by helicopters).
  • Call for vehicle supply (empty vehicles transported by choppers).
  • Call for Combat Air Patrol to sweep the skies of the support marked area.
  • Call for reconnaissance missions where the reconnaissance info will be transfered to the console map.
  • Call for evacuation choppers.
  • Call for laser guided strikes.
  • Call for carpet bombing runs
第二部分 出处 http://foxmaner.blog.163.com/blog/static/1650183432012027416320/
  评论这张
 
阅读(1495)| 评论(0)
推荐

历史上的今天

在LOFTER的更多文章

评论

<#--最新日志,群博日志--> <#--推荐日志--> <#--引用记录--> <#--博主推荐--> <#--随机阅读--> <#--首页推荐--> <#--历史上的今天--> <#--被推荐日志--> <#--上一篇,下一篇--> <#-- 热度 --> <#-- 网易新闻广告 --> <#--右边模块结构--> <#--评论模块结构--> <#--引用模块结构--> <#--博主发起的投票-->
 
 
 
 
 
 
 
 
 
 
 
 
 
 

页脚

网易公司版权所有 ©1997-2017