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Defective missile launcher

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hey,

i realy dont know how to get these threads out to ppl so ill just try and type the details of my problem.

i have this vehicle all set up and stuff but the actual weapon systems when shot crash the game.

basicly Ticonderoga class Criuser

only Forward launcher is working

launches arma default: AIM9L and AGM114

the only Cfg required(so far):

class Mode_FullAuto;

class CfgWeapons

{

class CannonCore;

class 45mmcannon: CannonCore

{

scope = protected;

displayName = "45mmcannon";

sound[]={\ca\Weapons\Data\Sound\gun120,db42,1};

reloadSound[]={\ca\Weapons\Data\Sound\gun120reload,db0,1};

magazines[] = {20Rnd_45mmSABOT,20Rnd_45mmHE};

minRange=1;minRangeProbab=0.10;

midRange=800;midRangeProbab=0.7;

maxRange=1400;maxRangeProbab=0.1;

reloadTime = 0.3;

magazineReloadTime = 8;

maxLeadSpeed = 100;

autoReload = 1;

};

class MissileLauncher;

class SSMLauncher: MissileLauncher

{

scope = protected;

displayName = "Missiles";

minRange=1200;minRangeProbab=0.10;

midRange=4000;midRangeProbab=0.7;

maxRange=8000;maxRangeProbab=0.001;

sound[]={};

soundFly[]={};

magazines[]={8Rnd_Hellfire,8Rnd_Sidewinder_AH64};

reloadTime = 1;

aiRateOfFire=10.0;

magazineReloadTime = 8;

aiRateOfFireDistance=2500;

autoReload = 1;

};

};

this is realy cunfuzzleing my brainz. some1 plz help here

Hero, like 12 days modding so far

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mmm

Maybe you are lacking the ammo cfg part of the config or something

At first glance the code you posted looks good.

Try some of these variations I did for the ANZAC class frigate from ANZAC mod.

You have a harpoon, an ESSM, a 127 mm gun, and RBOCs decoy launchers.

You can use the code as you wish

class CfgMagazines {
class Default;	// External class reference

class CA_Magazine : Default {};

class VehicleMagazine : CA_Magazine {};
class 30Rnd_105mmHE_M119;	// External class reference
class 2100Rnd_20mm_M168;	// External class reference
class 60Rnd_CMFlare_Chaff_Magazine;	// External class reference


	class 8Rnd_Harpoon_ANZAC : VehicleMagazine {
	scope = public;
	displayName = "Harpoon SSM";
	count = 8;
	ammo = "M_Harpoon_ANZAC";
	initSpeed = 0;
	maxLeadSpeed = 120;	// max estimated speed km/h
	sound[] = {"\ca\Weapons\Data\Sound\TOW_2", db10, 1, 1400};
	reloadSound[] = {"\ca\Weapons\Data\Sound\missload", 0.000316228, 1, 20};
	nameSound = "missiles";
};

class 32Rnd_ESSM_ANZAC : VehicleMagazine {
	scope = public;
	displayName = "Evolved Seasparrow";
	ammo = M_ESSM_ANZAC;
	count = 32;
	initSpeed = 40;
	sound[] = {"\ca\Weapons\Data\Sound\TOW_2", db10, 1, 1600};
	soundHit[] = {"\ca\Weapons\Data\Sound\explosion_large1", db24, 1, 2000};
	reloadSound[] = {"\ca\Weapons\Data\Sound\missload", 0.000316228, 1, 20};
	nameSound = "missiles";
	maxLeadSpeed = 820;	// max estimated speed km/h
};

class 20Rnd_127mmHE_Mk45 : 30Rnd_105mmHE_M119 {
	scope = public;
	displayName = "Mk45";
	ammo = "Mk45_127mm";
	count = 30;
};

class 1550Rnd_20mm_Phalanx : 2100Rnd_20mm_M168 {
	ammo = "B_20mm_ANZAC";
	count = 1550;
	initSpeed = 1036;
	maxLeadSpeed = 600;	// max estimated speed km/h
};

class 240Rnd_CMRBOC_Magazine : 60Rnd_CMFlare_Chaff_Magazine {
	count = 240;
	ammo = "CMRBOC_ammo";
};
};

class CfgAmmo {
class MissileCore;	// External class reference

class MissileBase : MissileCore {};
class Sh_105_HE;	// External class reference
class B_25mm_HE;	// External class reference
class CMflare_Chaff_Ammo;	// External class reference

class M_ESSM_ANZAC : MissileBase {
	model = "\anzac_sea\ESSM.p3d";
	proxyShape = "\ca\weapons\empty";
	hit = 250;
	indirectHit = 50;
	indirectHitRange = 10;
	maneuvrability = 55;
	simulationStep = 0.002;
	trackOversteer = 5.0;
	trackLead = 1;
	thrust = 250;
	thrustTime = 90;
	canlock = LockYes;
	airLock = 2;
	irLock = true;
	cost = 1000;
	maxSpeed = 500;	// max speed on level road, km/h
	maxControlRange = 24500;	// max range for manual control, 0 = no control (passive weapon)
	manualControl = true;
	typicalSpeed = 10;
	sideAirFriction = 0.9;
	initTime = 0.01;
	CraterEffects = "AAMissileCrater";
	explosionEffects = "AAMissileExplosion";
	effectsMissile = "missile3";
	whistleDist = 16;
	weaponLockSystem = 16 + 2;
	cmImmunity = 0.8;
};

class M_Harpoon_ANZAC : MissileBase {
	model = "\ca\weapons\Hellfire";
	proxyShape = "\ca\weapons\empty";
	hit = 3500;
	indirectHit = 2500;
	indirectHitRange = 15;
	cost = 10000;
	maxSpeed = 425;	// max speed on level road, km/h
	irLock = true;
	laserLock = true;
	maxControlRange = 8000;	// max range for manual control, 0 = no control (passive weapon)
	trackOversteer = 1;
	trackLead = 1;
	maneuvrability = 9;
	timeToLive = 80;
	simulationStep = 0.01;
	sideAirFriction = 0.2;
	initTime = 0.0;
	thrustTime = 3.25;
	thrust = 130;
	fuseDistance = 5;
	effectsMissile = "missile3";
	whistleDist = 4;
};


class Mk45_127mm : Sh_105_HE {
	hit = 355;
	indirectHit = 45;
	indirectHitRange = 7.5;
	model = "\ca\Weapons\shell";
	airFriction = -0.00038;
	whistleDist = 60;
	muzzleEffect = "BIS_Effects_Cannon";
};

class B_20mm_ANZAC : B_25mm_HE {
	hit = 57;
	indirectHit = 20;
	indirectHitRange = 0.4;
};

class CMRBOC_ammo : CMflare_Chaff_Ammo {
	effectsSmoke = "CounterMeasureChaff";
	weaponLockSystem = 2 + 4 + 8;
};
};

class cfgWeapons {
class Default;	// External class reference
class LauncherCore;	// External class reference
class MissileLauncher;	// External class reference
class M119;	// External class reference
class GAU12;	// External class reference
class CMFlareLauncher;	// External class reference

class ESSMLauncher_ANZAC : MissileLauncher {
	displayName = "ESSM Launcher";
	minRange = 1000;
	minRangeProbab = 0.2;
	midRange = 4500;
	midRangeProbab = 0.96;
	maxRange = 16000;
	maxRangeProbab = 0.96;
	aiRateOfFireDistance = 12000;
	aiRateOfFire = 5.0;	// delay between shots at given distance
	sound[] = {"\ca\Sounds\weapons\cannon\Javelin1", db30, 1, 1000};
	soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly1", db28, 0.8, 700};
	reloadTime = 5;
	magazineReloadTime = 60;
	magazines[] = {"32Rnd_ESSM_ANZAC"};
	cursorAim = "\ca\Weapons\Data\clear_empty";
	cursor = "Laser";
	cursorSize = 1;
};

class Harpoonlauncher_ANZAC : MissileLauncher {
	displayName = "Harpoon Launcher";
	minRange = 1000;
	minRangeProbab = 0.2;
	midRange = 4500;
	midRangeProbab = 0.96;
	maxRange = 16000;
	maxRangeProbab = 0.96;
	aiRateOfFireDistance = 12000;
	sound[] = {"\ca\Sounds\weapons\cannon\RocketLauncher_Shot05", db30, 1, 1100};
	soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly1", db40, 0.8, 800};
	reloadTime = 6;
	magazineReloadTime = 60;
	magazines[] = {"8Rnd_Harpoon_ANZAC"};
	aiRateOfFire = 5.0;	// delay between shots at given distance
	cursorAim = "\ca\Weapons\Data\clear_empty";
	cursor = "Laser";
	cursorSize = 1;
};

	class Mk45_ANZAC : M119 {
	scope = protected;
	displayName = "Mk 45 127mm";
	magazines[] = {"20Rnd_127mmHE_Mk45"};
	minRange = 230;
	minRangeProbab = 0.3;
	midRange = 11500;
	midRangeProbab = 0.4;
	maxRange = 55620;
	maxRangeProbab = 0.3;
	artilleryCharge = 1;
	reloadTime = 3;
	magazineReloadTime = 20;
};

class Phalanx_ANZAC : GAU12 {
	magazines[] = {"1550Rnd_20mm_Phalanx"};
};

class cmRBOC_launcher : CMFlareLauncher {
	magazines[] = {"240Rnd_CMRBOC_Magazine"};
};
};

If you need help rigging of configging the cruiser I have done a couple of ships and I have a very automatic'ed process for it. Should take very short time.

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nope. still not working. but here is the entire script if anyone can correct it.

class CfgPatches

{

class USMC

{

units[] = {Triconderoga};

weapons[] = {};

requiredVersion = 1.08;

requiredAddons[] = {};

};

};

class CfgVehicles

{

class AllVehicles;

class Ship: AllVehicles

{

unitInfoType=UnitInfoCar; //By default no hud information

class HitEngine {armor=1.2;material=60;name="motor";visual="motor";passThrough=1;}

nameSound = "boat";

enableGPS = false;

precision=10;

};

class Destroyer: Ship

{

precision=6;

brakeDistance=20;

};

class Triconderoga: Destroyer

{

scope=2;

displayName="USS Triconderoga";

accuracy=0.95;

crew=USMC_LHD_Crew_White;

side=1;

model="Triconderoga\Triconderoga"

picture="\ca\water\data\ico\rhib_CA.paa";

Icon="\Ca\water\Data\map_ico\icomap_RHIB_CA.paa";

mapSize = 8;

unitInfoType=UnitInfoShip;

soundEnviron[] = {\ca\Water\Data\Sound\Water_v5, db-45, 1.0};

driverAction = RHIB_Driver;

hasGunner=false;

gunnerHasFlares = false;

class TurretBase

{

gunAxis = "OsaHlavne";

turretAxis = "OsaVeze";

soundServo[]={};

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

minElev=-7;

maxElev=+25;

minTurn=-360;

maxTurn=+360;

body = "OtocVez";

gun = "OtocHlaven";

};

class Turret: TurretBase {};

maxSpeed=65;

enableGPS = true;

supplyRadius=3;

armour=4500;

class AnimationSources

{

class UserActions;

};

weapons[]={SSMLauncher,45mmcannon};

magazines[]={8Rnd_Hellfire,8Rnd_Sidewinder_AH64,20Rnd_45mmSABOT,20Rnd_45mmHE};

class library

{

libTextDec = "Triconderoga class";

};

extCameraPosition[]={0,4.0,-214.0};

};

};

class Mode_FullAuto;

class CfgWeapons

{

class CannonCore;

class 45mmcannon: CannonCore

{

scope = protected;

displayName = "45mmcannon";

sound[]={\ca\Weapons\Data\Sound\gun120,db42,1};

reloadSound[]={\ca\Weapons\Data\Sound\gun120reload,db0,1};

magazines[] = {20Rnd_45mmSABOT,20Rnd_45mmHE};

minRange=1;minRangeProbab=0.10;

midRange=800;midRangeProbab=0.7;

maxRange=1400;maxRangeProbab=0.1;

reloadTime = 0.3;

magazineReloadTime = 8;

maxLeadSpeed = 100;

autoReload = 1;

};

class MissileLauncher;

class 8Rnd_Sidewinder_AH64;

class 8Rnd_Hellfire;

class SSMLauncher: MissileLauncher

{

scope = protected;

displayName = "Missiles";

minRange=1200;minRangeProbab=0.10;

midRange=4000;midRangeProbab=0.7;

maxRange=8000;maxRangeProbab=0.001;

sound[]={};

soundFly[]={};

magazines[]={8Rnd_Hellfire,8Rnd_Sidewinder_AH64,28Rnd_SSMcutter};

reloadTime = 1;

aiRateOfFire=10.0;

magazineReloadTime = 8;

aiRateOfFireDistance=2500;

autoReload = 1;

};

};

class CfgMagazines

{

class VehicleMagazine;

class SSMc;

class 28Rnd_SSMcutter: VehicleMagazine

{

scope = 1;

displayName = "cutter";

count=28;

ammo=SSMc;

initSpeed=0;

sound[]={\ca\Weapons\Data\Sound\TOW_2,db10,1};

reloadSound[]={\ca\Weapons\Data\Sound\missload,db0,1};

};

class 200Rnd_45mmHE: VehicleMagazine

{

scope = public;

displayName = "Anti Aircraft";

ammo=Sh_120_HE;

count=200;

initSpeed = 2100;

maxLeadSpeed=100;

};

class 200Rnd_45mmSABOT: VehicleMagazine

{

scope = public;

displayName = "Anti Armour";

ammo=Sh_120_SABOT;

count=200;

initSpeed = 2176;

maxLeadSpeed=100;

};

};

class CfgAmmo

{

class MissileBase;

class SSMc: MissileBase

{

model= "\Triconderoga\SSMcutter";

proxyShape = "\Triconderoga\SSMcutter";

hit=800;indirectHit=200;indirectHitRange=20;

cost=10000;

maxSpeed=60003;

irLock=true;

maxControlRange=27000;

initTime=0.15;

thrustTime=16.5;

thrust=350;

trackOversteer = 1;

trackLead = 1;

maneuvrability=25;

};

};

-----------------------------------------------------------------

there is also another problem i cant figure out and i think the answer is in this script: all meshed and objects in place but still walktroughable/flythroughable

help with that if possible

Edited by CTF_hero
additional problem (not too important)

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Welcome to the community Hero

Basic Standard Config Header

(For posting CODE - Use the Forums PHP tag)

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

scope = protected
scope = 1

Means they can't be used in game.

Class Ship and class Destroyer are default classes by BIS, ie, already set. You should not be trying to define your own parameters into these definitions.

Instead you should be making your class like this;

class CfgVehicles
{
class Destroyer;
class Triconderoga: Destroyer
{
scope=2;
displayName="USS Triconderoga";
accuracy=0.95;
....
....

But Destroyer is a STATIC thing, with no crew, probably not what you want to inherit from. So you probably really want;

class CfgVehicles
{
class Ship;
class Triconderoga: Ship
{
scope=2;
displayName="USS Triconderoga";
accuracy=0.95;
....
....

This is wrong usage;

class AnimationSources
{
class UserActions;
};

Not sure what you were trying to do.

General rule, if you are inheriting from an existing BIS addon, don't try definiting stuff you have no use for.

If your trying to make a moving, armed ship, maybe you should be inheriting from CLASS RHIB as a start. See inside SPOILER. This at least acts as a guide of what your Config should look like.

class RHIB: Boat
{
	scope = 2;
	displayName = "RHIB";
	vehicleClass = "Ship";
	accuracy = 0.5;
	crew = "USMC_Soldier";
	faction = "USMC";
	side = 1;
	model = "\ca\water\rhib";
	picture = "\ca\water\data\ico\rhib_CA.paa";
	Icon = "\Ca\water\Data\map_ico\icomap_RHIB_CA.paa";
	mapSize = 8;
	unitInfoType = "UnitInfoShip";
	soundEnviron[] = {"",0.0562341,0.9};
	class SoundEvents
	{
	};
	insideSoundCoef = 1;
	soundEngineOnInt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-start-01",0.1,1};
	soundEngineOnExt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-start-01",1,1,150};
	soundEngineOffInt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-stop-01",0.1,1};
	soundEngineOffExt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-stop-01",1,1,150};
	class Sounds
	{
		class Engine
		{
			sound[] = {"ca\sounds\vehicles\water\rhib\ext-boat-engine-low-01",1,0.9,300};
			frequency = "(randomizer*0.05+0.95)*rpm";
			volume = "engineOn*(rpm factor[0.5, 0.1])";
		};
		class EngineHighOut
		{
			sound[] = {"ca\sounds\vehicles\water\rhib\ext-boat-engine-high-01",1,0.8,300};
			frequency = "(randomizer*0.05+0.95)*rpm";
			volume = "engineOn*(rpm factor[0.4, 1.3])";
		};
		class IdleOut
		{
			sound[] = {"ca\sounds\vehicles\water\rhib\ext-boat-engine-idle-03",0.562341,1,150};
			frequency = "1";
			volume = "engineOn*(rpm factor[0.3, 0])";
		};
		class WaternoiseOutW0
		{
			sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-water-noise-nospeed",0.398107,1,100};
			frequency = "1";
			volume = "(speed factor[7, 0])";
		};
		class WaternoiseOutW1
		{
			sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-lospd-noise-02",0.398107,1,100};
			frequency = "1";
			volume = "((speed factor[2, 12]) min (speed factor[12, 2]))";
		};
		class WaternoiseOutW2
		{
			sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-hispd-noise-02",0.398107,1,100};
			frequency = "1";
			volume = "(speed factor[9, 18.7])";
		};
	};
	driverAction = "RHIB_Driver";
	cargoAction[] = {"RHIB_Cargo"};
	getInAction = "GetInMedium";
	getOutAction = "GetOutMedium";
	cargoGetInAction[] = {"GetInMedium"};
	cargoGetOutAction[] = {"GetOutMedium"};
	castDriverShadow = 1;
	castCargoShadow = 1;
	gunnerHasFlares = 0;
	maxSpeed = 60;
	enableGPS = 1;
	transportSoldier = 10;
	typicalCargo[] = {"USMC_Soldier","USMC_Soldier_AT"};
	supplyRadius = 3;
	class Exhausts
	{
		class Exhaust1
		{
			position = "vyfuk start";
			direction = "vyfuk konec";
			effect = "";
		};
	};
	class TransportMagazines
	{
		class _xx_30Rnd_556x45_Stanag
		{
			magazine = "30Rnd_556x45_Stanag";
			count = "30*1";
		};
		class _xx_200Rnd_556x45_M249
		{
			magazine = "200Rnd_556x45_M249";
			count = "5*1";
		};
		class _xx_HandGrenade_west
		{
			magazine = "HandGrenade_west";
			count = "10*1";
		};
		class _xx_5Rnd_762x51_M24
		{
			magazine = "5Rnd_762x51_M24";
			count = "10*1";
		};
		class _xx_15rnd_9x19_M9
		{
			magazine = "15rnd_9x19_M9";
			count = "15*1";
		};
		class _xx_M136
		{
			magazine = "M136";
			count = "3*1";
		};
		class _xx_1Rnd_HE_M203
		{
			magazine = "1Rnd_HE_M203";
			count = "3*1";
		};
	};
	cost = 10000;
	armor = 30;
	class AnimationSources
	{
		class ReloadAnim
		{
			source = "reload";
			weapon = "M2";
		};
		class ReloadMagazine
		{
			source = "reloadmagazine";
			weapon = "M2";
		};
		class Revolving
		{
			source = "revolving";
			weapon = "M2";
		};
	};
	class Turrets: Turrets
	{
		class MainTurret: NewTurret
		{
			class HitPoints
			{
				class HitTurret
				{
					armor = 0.8;
					material = 60;
					name = "vez";
					visual = "vez";
					passThrough = 1;
				};
				class HitGun
				{
					armor = 0.6;
					material = 60;
					name = "zbran";
					visual = "zbran";
					passThrough = 1;
				};
			};
			stabilizedInAxes = 0;
			body = "MainTurret";
			gun = "MainGun";
			animationSourceBody = "mainTurret";
			animationSourceGun = "mainGun";
			gunnerAction = "RHIB_Gunner";
			gunnerGetInAction = "GetInMedium";
			gunnerGetOutAction = "GetOutMedium";
			ejectDeadGunner = 1;
			outGunnerMayFire = 1;
			inGunnerMayFire = 0;
			minElev = -25;
			maxElev = 60;
			initElev = 5;
			minTurn = -135;
			maxTurn = 135;
			initTurn = 0;
			soundServo[] = {"\ca\sounds\vehicles\servos\turret-1",0.00562341,1};
			gunBeg = "usti hlavne";
			gunEnd = "konec hlavne";
			weapons[] = {"M2"};
			magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"};
			gunnerName = "front gunner";
			gunnerOpticsModel = "\ca\weapons\optika_empty";
			gunnerForceOptics = 0;
			startEngine = 0;
			commanding = 2;
			primaryGunner = 0;
			primaryObserver = 1;
			class ViewOptics
			{
				initAngleX = 0;
				minAngleX = -30;
				maxAngleX = 30;
				initAngleY = 0;
				minAngleY = -100;
				maxAngleY = 100;
				initFov = 0.7;
				minFov = 0.25;
				maxFov = 1.1;
			};
			class ViewGunner
			{
				initAngleX = 5;
				minAngleX = -65;
				maxAngleX = 85;
				initAngleY = 0;
				minAngleY = -150;
				maxAngleY = 150;
				initFov = 0.7;
				minFov = 0.25;
				maxFov = 1.1;
			};
		};
	};
	class Library
	{
		libTextDesc = "The Naval Special Warfare Rigid Hull Inflatable Boat is a fast, high-buoyancy all weather boat designed to transport a fully equipped team of eight-men and three crew members. It is also fully transportable by C-130 Hercules.";
	};
	extCameraPosition[] = {0,4,-14};
	class Damage
	{
		tex[] = {};
		mat[] = {"ca\water\data\rhib.rvmat","ca\water\data\rhib.rvmat","ca\water\data\rhib_destruct.rvmat","ca\water\data\rhib_dash.rvmat","ca\water\data\rhib_dash.rvmat","ca\water\data\rhib_dash_destruct.rvmat"};
	};
};

Edited by [APS]Gnat

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basicly all ar fixed ans such but keeps crashing=is there a certin steap i need to launch deack fired missiles?

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Huh?

Exactly which missiles are cause a crash on launch?

Which missiles DONT cause a crash on launch? (test others too)

How are you launching these missiles?

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Gnat;1829366']Huh?

Exactly which missiles are cause a crash on launch?

Which missiles DONT cause a crash on launch? (test others too)

How are you launching these missiles?

basicly the missile are being launched from the deack of the BattleCruiser but none of the below missile work at all:

Aim9L

AGM114

AGM65

AGM86 (harpoon from anzec mod)

The custum missile i made which are Surface-to-Surface missiles.

proxies i dont know how to use properly apperently.

barrels i dont know how to use properly apperently.

its launching directly from the ship upwards

crashes on every one of them.

if somthing else may be at blame pleas hilight it- ill put a new script up here that i have also tried.

class CfgPatches
{
class USMC
{
	units[] = {Triconderoga};
	weapons[] = {};
	requiredVersion = 1.08;
	requiredAddons[] = {};
};
};
#include "basicDefines.hpp"
class CfgVehicles
{
class Ship;
class Triconderoga: Ship 
{
	scope=2;
	displayName="USS Triconderoga";
	faction = "USMC";
	accuracy=0.95;
	crew=USMC_LHD_Crew_White;
	side=1;
	model="Triconderoga\Triconderoga"
	picture="\ca\water\data\ico\rhib_CA.paa";
	Icon="\Ca\water\Data\map_ico\icomap_RHIB_CA.paa";
	mapSize = 8;
	unitInfoType=UnitInfoShip;
	soundEnviron[] = {\ca\Water\Data\Sound\Water_v5, db-45, 1.0};
	driverAction = RHIB_Driver;
	hasGunner=true;
	gunnerHasFlares = false;
	gunBeg = "usti hlavne";
	gunEnd = "konec hlavne";

	maxSpeed=75;

	enableGPS = true;

	supplyRadius=3;

	armour=4500;
	weapons[]={SSMLauncher};
	magazines[]={28Rnd_SSMcutter};
	class Turrets;
	class Turret: Turrets
	{
		class NewTurret;
		class MainTurret: NewTurret
		{
			body = "MainTurret";
			gun = "MainGun";
			animationSourceBody = "mainTurret";
			animationSourceGun = "mainGun";
			gunnerAction = RHIB_Gunner;
			ejectDeadGunner = true;
			outGunnerMayFire = 1;
			inGunnerMayFire = 0;
			minElev=-2; maxElev=+60; initElev=5;
			minTurn=-135; maxTurn=135; initTurn=0;
			soundServo[]={,db-40,1.0};

			gunBeg = "45mmS"; //gunBeg = endpoint of the gun
			gunEnd = "45mmE"; //gunEnd = chamber of the gun
			weapons[]={45mmcannon};
			magazines[]={20Rnd_45mmSABOT,20Rnd_45mmHE,20Rnd_45mmSABOT,20Rnd_45mmHE};
			gunnerName = $STR_POSITION_FRONTGUNNER;
			gunnerOpticsModel = "\ca\weapons\optika_empty";
			gunnerForceOptics = 0;
			startEngine = 0;
			class ViewOptics
			{
				initAngleX=0; minAngleX=-30; maxAngleX=+30;
				initAngleY=0; minAngleY=-100; maxAngleY=+100;
				initFov=0.42; minFov=0.22; maxFov=0.64;
			};
			class ViewGunner
			{
				initAngleX=5; minAngleX=-30; maxAngleX=+30;
				initAngleY=0; minAngleY=0; maxAngleY=0;
				initFov=0.42; minFov=0.22; maxFov=0.95;
			};
		};
	};
	class library
	{
		libTextDec = "Triconderoga class";
	};
	extCameraPosition[]={0,4.0,-214.0};
	class Damage
	{
		tex[]={};
		mat[]=
		{
					 "Triconderoga\Tex\Steel"
		};
	};
};
};
class Mode_FullAuto;
class CfgWeapons
{
class CannonCore;
class 45mmcannon: CannonCore
{
	displayName = "45mmcannon";
	sound[]={\ca\Weapons\Data\Sound\gun120,db42,1};
	reloadSound[]={\ca\Weapons\Data\Sound\gun120reload,db0,1};
	magazines[] = {20Rnd_45mmSABOT,20Rnd_45mmHE};
	minRange=1;minRangeProbab=0.10;
	midRange=800;midRangeProbab=0.7;
	maxRange=1400;maxRangeProbab=0.1;
	reloadTime = 0.3;
	magazineReloadTime = 400;
	maxLeadSpeed = 100;
	autoReload = 1;
};
class 8Rnd_Sidewinder_AH64;
class 8Rnd_Hellfire;
class MissileLauncher;
class SSMLauncher: MissileLauncher
{
	displayName = "Missiles";
	minRange=1200;minRangeProbab=0.10;
	midRange=4000;midRangeProbab=0.7;
	maxRange=8000;maxRangeProbab=0.001;
	sound[]={};
	soundFly[]={};
	magazines[]={8Rnd_Hellfire,8Rnd_Sidewinder_AH64,28Rnd_SSMcutter};
	reloadTime = 1;
	aiRateOfFire=10.0;
	magazineReloadTime = 8;
	aiRateOfFireDistance=2500;
	autoReload = 1;
	cursorAim = "\ca\Weapons\Data\clear_empty";
	cursor = "Laser";
	cursorSize = 1;
};
};
class CfgMagazines
{
class VehicleMagazine;
class SSMc;
class 28Rnd_SSMcutter: VehicleMagazine
{
	scope = 1;
	displayName = "cutter";
	count=28;
	ammo=SSMc;
	initSpeed=0;
	sound[]={\ca\Weapons\Data\Sound\TOW_2,db10,1};
	reloadSound[]={\ca\Weapons\Data\Sound\missload,db0,1};
};
class 200Rnd_45mmHE: VehicleMagazine
{
	scope = public;
	displayName = "Anti Aircraft";
	ammo=Sh_120_HE;
	count=200;
	initSpeed = 2100;
	maxLeadSpeed=100;
};
class 200Rnd_45mmSABOT: VehicleMagazine
{
	scope = public;
	displayName = "Anti Armour";
	ammo=Sh_120_SABOT;
	count=200;
	initSpeed = 2176;
	maxLeadSpeed=100;
};
};
class CfgAmmo
{
class MissileBase;
class SSMc: MissileBase
{
	model= "\Triconderoga\SSMcutter";
	proxyShape = "\Triconderoga\SSMcutter";
	hit=800;indirectHit=200;indirectHitRange=20;
	cost=10000;
	maxSpeed=60003;
	irLock=true;
	maxControlRange=27000;
	initTime=0.15;
	thrustTime=16.5;
	thrust=350;
	trackOversteer = 1;
	trackLead = 1;
	maneuvrability=25;
};
};

and the "CfgModels\vehicle.skeletonInherit" error may also be playing a certin role

Model.cfg:

class CfgSkeletons
{
class Vehicle;
class Ship: Vehicle
{
	skeletonInherit="Vehicle";
	skeletonBones[]={};
};
class USCriuser: Ship
{
	skeletonInherit="Ship";
	skeletonBones[]=
	{
	"volant",
	"",
	"OtocVez",
	"",
	"OtecHlaven",
	"OtocVez"
	};
};
};
class Rotation;
class CfgModels
{

class Vehicle;
class Ship: Vehicle
{
	sectionsInherit="Vehicle";
	sections[]={};
	skeletonName="Ship";
	class Animations
	{
	};
};
class Triconderoga: Ship
{
	sections[]={};
	skeletonName="USCriuser";
	class Animations
	{
		class MainTurret
		{
			type="rotationY";
			source="mainTurret";
			selection="OtocVez";
			axis="osaVeze";
			animPeriod=0;
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
		};
		class MainGun: MainTurret
		{
			type="rotationX";
			source="mainGun";
			selection="OtecHlaven";
			axis="osaHlavne";
		};
	};
};
};

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Your missile shouldnt be defined in the "root" definition of the ship;

ie.

weapons[]={SSMLauncher};

magazines[]={28Rnd_SSMcutter};

Try adding those weapons and ammo to your Turret.

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