vilas 477 Posted February 11, 2013 (edited) hi all can anyone do a script, config, whatever to make rocket fired from corvette to be fired at target on ground/water ? or not in this engine ? i would like flight model like Javelin has, but i do not know how to make it, rocket is heavy bomb-rocket fired from warship, it fly on parabole, something like grenade-launcher, something like atgm , parabolic flight model, not straight flight model , cause it looks silly when rocket "come straight out of body of ship" or not in Arma ;) ? http://en.wikipedia.org/wiki/RBS-15 fired from such containers on ship: http://en.wikipedia.org/wiki/File:Robotb%C3%83%C2%A5t.jpeg addon is already existing - in my modern Polish pack there is type660 corvette warship, which has 4 RBS15, but they fire straight and silly from body of ship (i defined points in memory but when straight than straight) Edited February 11, 2013 by vilas Share this post Link to post Share on other sites
R0adki11 3949 Posted February 11, 2013 @vilas does Gnat have any in his ship addons? I am quite intrigued if your making a ship addon :) Share this post Link to post Share on other sites
vilas 477 Posted February 12, 2013 yes, i made ship, someone on YT even made movie from gameplay: http://www.youtube.com/watch?v=9Jp2kf0-O4g i just want to make it better cause very soon there will be Polish and Civilian Cars addon update Share this post Link to post Share on other sites
[aps]gnat 28 Posted February 12, 2013 Nice work on the Corvette Vilas Both my Frigates and my Subs have missile launchers which launch (near vertical) and have somewhat parabolic flight. Feel free to copy scripts and configs - Set up turret memory points as normal - One Fired EH script to grab the (normal) launched missile then spin it vertical, Setpos near real launch tubes, then let it go - Reduced maneuverability of the missile so it corrects direction (vertical and horizontal) more slowly (parabolic flight) - Improved smoke trail because it looks good :) NOTES - Dont spin missile past vertical, it will lose target lock - Make sure compass direction of missile not too different from target (or lose lock) - Dont SETPOS the missile too near the water line otherwise it will explode Fired EH Script - 40deg launch // ------------------------------- // ArmA Multi-Missile Proxy Launch // -------------------------------- // Script by Gnat // 3D pos help from Mandoble //---------------------- //---------------------------------------- // if you use it, credit as appropriate //---------------------------------------- private ["_array","_weapon","_ammoname","_ship","_missobj", "_acount", "_lift", "_dir", "_vx", "_vy", "_vh", "_vz", "_ux", "_uy", "_uz", "_ur"]; _array = _this select 0; _weapon = _array select 1; _ammoname = _array select 4; _ship = _array select 0; _missobj = _array select 6; if (!isServer) exitWith {}; if(_weapon == "GLT_AGM84_Launcher") then { _ship animate ["RGM84Hide",1]; _ship animate ["RIM66Hide",1]; _acount = _ship ammo "GLT_AGM84_Launcher"; _missobj Setvelocity (velocity _ship); _missobj SetPos (_ship ModelToWorld [0,36.9,-4.5]); _climb = 40; // Initial elevation _array = _ship weaponDirection "GLT_AGM84_Launcher"; _dir = (_array select 0) atan2 (_array select 1); _vz = (sin _climb); _vh = (cos _climb); _vx = (sin _dir)* _vh; _vy = (cos _dir)* _vh; _missobj setVectorDir[_vx, _vy, _vz]; _uz = sin(_climb+90); // 0.940 _ur = cos(_climb+90); // -0.342 _ux = sin(_dir)* _ur; _uy = cos(_dir)* _ur; _missobj setVectorUp[_ux, _uy, _uz]; sleep 8; if (_acount > 0) then { _ship animate ["RGM84Hide",0]; _ship animate ["RIM66Hide",1]; }; }; if(_weapon == "FRL_RIM66M_Launcher") then { _ship animate ["RIM66Hide",1]; _ship animate ["RGM84Hide",1]; _acount = _ship ammo "FRL_RIM66M_Launcher"; _missobj Setvelocity (velocity _ship); _missobj SetPos (_ship ModelToWorld [0,36.9,-4.5]); _climb = 40; // Initial elevation _array = _ship weaponDirection "FRL_RIM66M_Launcher"; _dir = (_array select 0) atan2 (_array select 1); _vz = (sin _climb); _vh = (cos _climb); _vx = (sin _dir)* _vh; _vy = (cos _dir)* _vh; _missobj setVectorDir[_vx, _vy, _vz]; _uz = sin(_climb+90); // 0.940 _ur = cos(_climb+90); // -0.342 _ux = sin(_dir)* _ur; _uy = cos(_dir)* _ur; _missobj setVectorUp[_ux, _uy, _uz]; sleep 8; if (_acount > 0) then { _ship animate ["RIM66Hide",0]; _ship animate ["RGM84Hide",1]; }; }; Fired EH Script - Vertical launch // ------------------------------- // ArmA Multi-Missile Proxy Launch // -------------------------------- // Script by Gnat // 3D pos help from Mandoble //---------------------- //---------------------------------------- // if you use it, credit as appropriate //---------------------------------------- private ["_array","_weapon","_ammoname","_ship","_missobj", "_acount", "_lift", "_dir", "_vx", "_vy", "_vh", "_vz", "_ux", "_uy", "_uz", "_ur"]; _array = _this select 0; _weapon = _array select 1; _ammoname = _array select 4; _ship = _array select 0; _missobj = _array select 6; if (!isServer) exitWith {}; if(_weapon == "FRL_3M54E1_Launcher") then { _acount = _ship ammo "FRL_3M54E1_Launcher"; _missobj Setvelocity (velocity _ship); _missobj SetPos (_ship ModelToWorld [0.65,30.5,-3.0]); _climb = 89; // Initial elevation _array = _ship weaponDirection "FRL_3M54E1_Launcher"; _dir = (_array select 0) atan2 (_array select 1); _vz = (sin _climb); _vh = (cos _climb); _vx = (sin _dir)* _vh; _vy = (cos _dir)* _vh; _missobj setVectorDir[_vx, _vy, _vz]; _uz = sin(_climb+90); // 0.940 _ur = cos(_climb+90); // -0.342 _ux = sin(_dir)* _ur; _uy = cos(_dir)* _ur; _missobj setVectorUp[_ux, _uy, _uz]; }; if(_weapon == "FRL_9M317E_Launcher") then { _acount = _ship ammo "FRL_9M317E_Launcher"; _ship animate ["M9M317Hide",1]; if (_acount > 0) then {_weapon = [_ship] execvm "\GNT_Frigates\scr\KreloadMissile.sqf";}; }; Share this post Link to post Share on other sites