nzdfcrash 33 Posted October 23, 2010 hey all got a small issue on the f18 where the weapons i assigned dont show up on the pilons until they are fired. I've set the model weapon proxies up as myke suggests with the aim9x. Im not too sure why they wont show on the model but heres the config if it helps make sense of the problem. class CfgPatches { class Anzac_Air2 { units[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CACharacters", "CAWeapons", "CA_Anims_Char", "CAAir"}; }; }; class CfgVehicleClasses { class ADF_Fix { displayName = "ADF: Fixed Wing"; }; }; class CfgFactionClasses { class ANZAC { displayName = ANZAC; priority = 100; side = 1; }; }; class CfgSounds { class adf_f18f_aws_burner { sound[] = {"\PRACS_F18\snd\afterburner.ogg", db10, 1}; name = "adf_f18f_aws_burner"; title = ""; }; }; /*extern*/ class NewTurret; /*extern*/ class ViewPilot; class CfgVehicles { class All {}; class AllVehicles : All {}; class Air : AllVehicles {}; class Plane : Air {}; class adf_f18f_aws : Plane { memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver dir"; scope = public; model = "\anzac_air2\adf_f18f_aws"; displayName = "F-18F Super Hornet"; side = 1; vehicleClass = "ADF_Fix"; faction = "ANZAC"; transportSoldier = 0; crew = "adf_f18_pilot"; driverAction = "A10_Pilot"; cargoAction[] = {""}; crewVulnerable = 1; picture = "\anzac_air2\f18f\f18f_pic.paa"; icon = "\anzac_air2\f18f\f18f_icon.paa"; mapSize = 14; accuracy = 0.3; // accuracy needed to recognize type of this target gearUpTime = 2; gearDownTime = 2; gearRetracting = true; soundLandCrash[]={"\anzac_air2\Sound\Tire", 5, 1.2, 900}; soundServo[]={"\anzac_air2\Sound\f18_flaps", 1, 1.1, 90}; soundGetIn[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-close1", 0.056234, 1}; soundGetOut[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-open1", 0.056234, 1, 40}; soundDammage[] = {"ca\sounds\Air\AV8\int\alarm_loop1", 0.562341, 1}; soundEngineOnInt[] = {"\anzac_air2\Sound\f18_start_in", 0.562341, 1.300000}; soundEngineOnExt[] = {"\anzac_air2\Sound\f18_start_out", 0.794328, 1.300000, 800}; soundEngineOffInt[] = {"\anzac_air2\Sound\f18_stop_in", 0.562341, 1.000000}; soundEngineOffExt[] = {"\anzac_air2\Sound\f18_stop_out", 0.794328, 1.000000, 800}; class Sounds { class EngineLowOut { sound[] = {"\anzac_air2\Sound\f18_engine_out", 2.511886, 1.000000, 1200}; frequency = "1.0 min (rpm + 0.5)"; volume = "engineOn*camPos*(thrust factor[1.0, 0.4])"; }; class EngineHighOut { sound[] = {"\anzac_air2\Sound\f18_engine_hi_out", 11, 0.8, 3200}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.1, 1.0])"; }; class ForsageOut { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-forsage1", 2.511886, 1.100000, 2500}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.5, 1.0])"; cone[] = {3.14, 3.92, 2.0, 0.4}; }; class WindNoiseOut { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-wind1", 1.000000, 1.000000, 100}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "camPos*(speed factor[1, 150])"; }; class DistantPlaneOut { sound[] = {"\anzac_air2\Sound\distantplane", 30, 1.0, 7000}; frequency = "1"; volume = "engineOn*camPos*(speed factor[1, 400])"; }; class EngineLowIn { sound[] = {"\anzac_air2\Sound\f18_engine_in", 0.794328, 1.000000}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(engineOn*(thrust factor[1.0, 0.4]))"; }; class EngineHighIn { sound[] = {"\anzac_air2\Sound\f18_engine_hi_in", 0.794328, 1.000000}; frequency = "1"; volume = "(1-camPos)*(engineOn*(thrust factor[0.1, 1.0]))"; }; //class ForsageIn { // sound[] = {"ca\sounds\Air\AV8\int\int-av8b-forsage-1", 0.794328, 1.100000}; // frequency = "1"; // volume = "(1-camPos)*(engineOn*(thrust factor[0.75, 1.0]))"; //}; class WindNoiseIn { sound[] = {"ca\sounds\Air\AV8\int\int-jetair-wind1", 0.707946, 1.000000}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(1-camPos)*(speed factor[1, 150])"; }; }; maxSpeed = 1100; // max speed on level road, km/h armor=45; landingSpeed = 325; damageResistance = 0.01246; ejectSpeed[] = {0, 0, 0}; flapsFrictionCoef = 0.2; cost = 20000; type = "Air"; destrType = "DestructWreck"; gunAimDown = -0.065; gunAimLeft = 0; fuelCapacity = 100000; class Turrets { class MainTurret : NewTurret { body = ""; gun = ""; commanding = -1; memoryPointsGetInGunner= "pos gunner"; memoryPointsGetInGunnerDir= "pos gunner dir"; weapons[] = {}; magazines[] = {}; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = AH1Z_Gunner; memoryPointGunnerOptics= "gunnerview"; gunnerOpticsModel=\ca\air\optika_Ka50_rocket.p3d; gunnerForceOptics = 0; minElev=-60; maxElev=+10; initElev=0; minTurn=-70; maxTurn=+70; initTurn=0; gunnerInAction = AH1Z_Gunner; }; }; class AnimationSources { class ABSwitch // Should be the same as your selection name. { source = "user"; //The controller is defined as a user animation. animPeriod = 1; //The animation period used for this controller. initPhase=0; //Initial phase when object is created. 0 = CLOSED }; class r_wingfold { source = "user"; animPeriod = 2; initPhase = 0; }; class l_wingfold { source = "user"; animPeriod = 2; initPhase = 0; }; }; class UserActions { class Afterburner { displayName ="Afterburner On"; position = "pilotcontrol"; radius =15; condition = "speed this >50 and this animationPhase ""ABSwitch"" <= 0.1"; statement = "this execvm ""\anzac_air2\scr\afterburner.sqf""; "; onlyforplayer = False; }; class Afterburner_1 { displayName ="Afterburner Off"; position = "pilotcontrol"; radius =15; condition = "this animationPhase ""ABSwitch"" >= 0.9"; statement = "this animate [""ABSwitch"",0]"; onlyforplayer = False; }; class foldwings { displayName = "Fold Wings"; position = "pilotcontrol"; onlyForPlayer = 0; radius = 5; condition = "this animationPhase ""l_wingfold"" < 0.1 and (getpos this select 2) < 1 and speed this < 1"; statement = "[this] exec ""\anzac_air2\scr\foldwing.sqs"""; }; class unfoldwings { displayName = "Unfold wings"; position = "pilotcontrol"; onlyForPlayer = 0; radius = 5; condition = "this animationPhase ""l_wingfold"" > 0.9and (getpos this select 2) < 1 and speed this < 1"; statement = "[this] exec ""\anzac_air2\scr\unfoldwing.sqs"""; }; }; class Eventhandlers { init = "[_this select 0] execVM ""\anzac_air2\scr\init_plane.sqf"""; killed = "_this call BIS_Effects_EH_Killed;"; }; class MarkerLights { class RedStill { name = "cerveny pozicni"; color[] = {0.2, 0.02, 0.02, 1}; ambient[] = {0.3, 0.03, 0.03, 1}; brightness = 0.01; blinking = false; }; class GreenStill { name = "zeleny pozicni"; color[] = {0.02, 0.2, 0.02, 1}; ambient[] = {0.03, 0.3, 0.03, 1}; brightness = 0.01; blinking = false; }; class WhiteStill { name = "bily pozicni"; color[] = {0.2, 0.2, 0.2, 1}; ambient[] = {0.03, 0.03, 0.03, 1}; brightness = 0.01; blinking = false; }; class WhiteBlinking { name = "bily pozicni blik"; color[] = {1.0, 1.0, 1.0, 1}; ambient[] = {0.2, 0.2, 0.2, 1}; brightness = 0.01; blinking = true; }; class RedBlinking { name = "cerveny pozicni blik"; color[] = {1.0, 0.05, 0.05, 1}; ambient[] = {0.2, 0.02, 0.02, 1}; brightness = 0.01; blinking = true; }; }; dammageHalf[]= { }; dammageFull[]= { }; class Damage { tex[]={}; mat[]={ }; }; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.1, 1, 0.7}; landingAoa = "rad 10"; brakeDistance = 250; // vehicle movement precision wheelSteeringSensitivity = 3.000000; hiddenselections[] = {"num0","num1", "num2", "vrtule 1", "vrtule 2"}; extCameraPosition[] = {0, 3, -20}; laserScanner = true; irTarget = true; irScanRangeMin = 0; irScanRangeMax = 8000; // was 0 irScanToEyeFactor = 9; irScanGround = true; weapons[] = {"GAU12", "SidewinderLaucher_AH1Z", "anzac_AGM84_Launcher", "anzac_GBU10_Launcher"}; magazines[] = {"300Rnd_25mm_GAU12", "2Rnd_Sidewinder_AH1Z", "anzac_2Rnd_AGM84", "anzac_2Rnd_GBU10"}; acceleration = 650; ////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// aileronSensitivity = 1.0; // relative aileron sensitivity elevatorSensitivity = 1.2; // relative elevator sensitivity envelope[] = { 0.000000, 0.400000, 1.900000, 4.000000, 6.800000, 8.300000, 8.500000, 7.800000, 6.200000, 3.600000, 2.200000, 1.600000, 1.100000, 0.700000, 0.400000, 0.000000 }; class MGunClouds { cloudletDuration = 0.3; cloudletAnimPeriod = 0.8; cloudletSize = 1.0; cloudletAlpha = 0.5; cloudletGrowUp = 0.1; cloudletFadeIn = 0.1; cloudletFadeOut = 1; cloudletAccY = 0; cloudletMinYSpeed = -1000; cloudletMaxYSpeed = 1000; cloudletShape = "\ca\data\cl_basic"; cloudletColor[] = {1, 1, 1, 0}; interval = 0.01; size = 1; sourceSize = 0.05; timeToLive = 1; initT = 0; deltaT = 0; class Table { class T0 { maxT = 0; color[] = {1, 1, 1, 0}; }; }; }; class Reflectors { class Left { color[] = { 0.800000, 0.800000, 1.000000, 1.000000}; ambient[] = {0.070000, 0.070000, 0.070000, 1.000000}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.000000; }; class Right { color[] = { 0.800000, 0.800000, 1.000000, 1.000000}; ambient[] = {0.070000, 0.070000, 0.070000, 1.000000}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 1; brightness = 1.000000; }; }; class Library { libTextDesc = "F-18F Super Hornet supplied by the United States. Intended to eventually be the frontline fighter and bomber of the RAAF."; }; }; Also setup the weapons in another pbo which i havent had any issues with when using on other aircraft Share this post Link to post Share on other sites
rksl-rock 1301 Posted October 24, 2010 hey all got a small issue on the f18 where the weapons i assigned dont show up on the pilons until they are fired... If you have a plane or helicopter with a gunner/turret all the weapons must be held in the in the turret define. If you add weapons to the 'plane' and not the 'turret' they wont show no matter what you do. Move the weapons and ammo to the turret and it will work ok. Share this post Link to post Share on other sites
nzdfcrash 33 Posted October 24, 2010 thanks rock it seemed to fix it. Share this post Link to post Share on other sites