slatts 1978 Posted October 22, 2013 (edited) Following on from porting the FN-FAL I've decided to port the M3 MAAWS from Arma2: OA. It features a Carl Gustav with HEAT and HEDP rounds with similar flight ballistics from Arma 2. With the damage values of the RPG-42 Almut. At the moment the Smoke and Airburst rounds are broken. And in the next update I will add more correct icons. Also planning a "M4 Carl Gustav"..more soon :p Classnames: Ammo: MAAWS_HEAT MAAWS_HEDP Weapons: MAAWS M3CG Ammo: MAAWS_box Pictures: http://i296.photobucket.com/albums/mm180/guitaro-man/arma32014-02-0421-52-58-58_zps5c69ed61.png http://i296.photobucket.com/albums/mm180/guitaro-man/arma32014-02-0421-53-04-55_zps0f6a3a01.png Link to download: https://www.mediafire.com/?2u16b4zt1gpd1g0 "This work includes content created by Bohemia Interactive used with permissions. Copyright Bohemia Interactive a.s. All rights reserved." Massive thanks to Zmarine123 for his work on the ballistics! Edited May 19, 2014 by Slatts Share this post Link to post Share on other sites
ZimZamFlimFlam 10 Posted October 22, 2013 I knew you woudn't give up on us Plans to bring in the Jav aswell? Share this post Link to post Share on other sites
slatts 1978 Posted October 22, 2013 Maaaaaaaaybe....... http://i296.photobucket.com/albums/mm180/guitaro-man/arma32013-10-0302-04-59-85_zpsb6dff4a3.png Share this post Link to post Share on other sites
kgino1045 12 Posted October 22, 2013 Know that there is gustav already in swedish force pack but could be better :) And REALLY look in to Jav so much :) Share this post Link to post Share on other sites
ZimZamFlimFlam 10 Posted October 23, 2013 (edited) Maaaaaaaaybe.......http://i296.photobucket.com/albums/mm180/guitaro-man/arma32013-10-0302-04-59-85_zpsb6dff4a3.png Awesome Edited October 23, 2013 by ZimZamFlimFlam Share this post Link to post Share on other sites
maturin 12 Posted October 23, 2013 I highly recommend giving it the ballistics of the RPG-42. A2 rocket ballistics are from fantasy land. Share this post Link to post Share on other sites
Guest Posted October 23, 2013 Release frontpaged on the Armaholic homepage. Carl Gustav/MAAWS ================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
mr burns 132 Posted October 23, 2013 Years ago around OFP time i saw a video of (afair) Swedish armed forces shooting all kinds of weapons in some kind of quarry for training purposes. At some point there was heavy metal music going, but it also had the most beautiful crisp clear carl gustav firing sound i´ve ever heard (40mm grenades also), played loud enough im confident it´d blow your socks off. There´s not by chance anybody able to remember & link said video for salvage? @Addon: thumbs up! Cannot be arsed running around with those future lego-launchers anymore :) Share this post Link to post Share on other sites
roberthammer 582 Posted October 23, 2013 @Addon: thumbs up! Cannot be arsed running around with those future lego-launchers anymore :) http://www.imfdb.org/wiki/Rafael_Mini-Spike ;) Share this post Link to post Share on other sites
andersson 285 Posted October 23, 2013 Classnames: Ammo: MAAWS_HEAT MAAWS_HEDP Weapons: MAAWS M3CG Ammo: MAAWS_box Thank you! But why no tags? Share this post Link to post Share on other sites
rstratton 0 Posted October 23, 2013 Maaaaaaaaybe.......http://i296.photobucket.com/albums/mm180/guitaro-man/arma32013-10-0302-04-59-85_zpsb6dff4a3.png donno if this has been mentioned, but why dont u release these a2 weapons in one pack instead of seperately? Share this post Link to post Share on other sites
Linkage 10 Posted October 24, 2013 Ahh my favourite AT, great work. Just curious, this might be to do with mods I'm running but sometimes when I reload your MAAWS the weapon just gets slung on my back and when I fire it fires straight up into the sky from the position on my back. Anyone else getting this? Share this post Link to post Share on other sites
ZimZamFlimFlam 10 Posted October 24, 2013 donno if this has been mentioned, but why dont u release these a2 weapons in one pack instead of seperately? He was going to, but didn't Share this post Link to post Share on other sites
slatts 1978 Posted October 25, 2013 Key.Sign files on 1st post, please give feedback to if they work :p Share this post Link to post Share on other sites
Beagle 684 Posted October 25, 2013 Flight ballistics from arma II beta or vanilla arma arcade? Because those differ extremely. Share this post Link to post Share on other sites
slatts 1978 Posted October 30, 2013 Flight ballistics from arma II beta or vanilla arma arcade? Because those differ extremely. Vanilla, I can't find the ones from the Beta Share this post Link to post Share on other sites
da12thMonkey 1943 Posted October 30, 2013 (edited) I can't find the ones from the Beta Think they've adjusted the simulation = "shotRocket"; type ammunition now. AFAIK you use that, and the associated simulation parameters to get proper rocket/recoilless-rifle ballistics as seen on the ingame RPG-42 "Alamut". Reference to shotRocket is found under class RocketCore (in class cfgAmmo naturally). However, the parent class to inherit from when making custom rocket ammunition should be class RocketBase. Then just tweak the various thrust and Friction values until the ballistic characteristics as you want them. e.g class R_PG32V_F class R_PG32V_F : RocketBase { model = "\A3\weapons_f\launchers\RPG32\pg32v_rocket.p3d"; hit = 580; indirectHit = 20; indirectHitRange = 2; cost = 500; airFriction = 0.075; sideAirFriction = 0.075; maxSpeed = 140; // max speed on level road, km/h initTime = 0; thrustTime = 0.1; thrust = 0.1; fuseDistance = 15; CraterEffects = "ATMissileCrater"; explosionEffects = "ATMissileExplosion"; effectsMissileInit = ""; effectsMissile = "EmptyEffect"; simulationStep = 0.02; airLock = false; irLock = false; timeToLive = 10; maneuvrability = 0; allowAgainstInfantry = 0; }; You can see that the thrust and thrusttime values are a lot less than the various rockets that were in Arma 2 Class RocketBase and RocketCore in case you want to reference other parameters used to control the shotRocket simulation type: class RocketCore: Default { simulation = "shotRocket"; simulationStep = 0.05; timeToLive = 20; maneuvrability = 0; maxControlRange = 0; initTime = 0.05; thrustTime = 1; thrust = 1500; visibleFire = 32; audibleFire = 32; visibleFireTime = 20; cost = 2000; deflecting = 5; }; class RocketBase : RocketCore { model = "\A3\Weapons_F\Ammo\Rocket_01_fly_F.p3d"; hit = 500; indirectHit = 150; indirectHitRange = 2; soundHit[] = {"A3\Sounds_F\weapons\Rockets\explosion_missile_02", 2.51189, 1, 1800}; explosionSoundEffect = "DefaultExplosion"; soundFly[] = {"", 1, 1, 400}; soundEngine[] = {"", 1, 1, 20}; supersonicCrackNear[] = {"", 1, 1, 50}; supersonicCrackFar[] = {"", 1, 1, 150}; maxSpeed = 1; // max speed on level road, km/h initTime = 0; thrustTime = 0.2; thrust = 2000; CraterEffects = "HERocketCrater"; explosionEffects = "HERocketExplosion"; muzzleEffect = "BIS_fnc_effectFiredRocket"; effectsMissile = "missile1"; class HitEffects { hitWater = "ImpactEffectsWaterRocket"; }; airFriction = 0.1; sideAirFriction = 0.001; }; Might need to add mass to the rocket projectile model. Edited October 30, 2013 by da12thMonkey Share this post Link to post Share on other sites
hcpookie 3770 Posted November 1, 2013 I presume you have the smoke rounds under control? :) Haven't looked at the A3 config files to know what is needed for the smoke effects. Could probably replicate the A2 smoke effects config from the particleeffects as a start... Share this post Link to post Share on other sites
slatts 1978 Posted November 1, 2013 I presume you have the smoke rounds under control? :) Haven't looked at the A3 config files to know what is needed for the smoke effects. Could probably replicate the A2 smoke effects config from the particleeffects as a start... Tried that, didn't work :p tried submunitions..kinda works lol Share this post Link to post Share on other sites
wipman 1 Posted November 2, 2013 Hi, i would love to see that M14-DMR & the M14 between some M1A SOCOM on an M14s pack... with propper hands anims for the stock/trigger hand. I still have my M4's & M16A4's pack MLODs arround 'ere if you want 'em. Let's C ya Share this post Link to post Share on other sites
croissandwich 10 Posted November 13, 2013 Nice mod. Good to have a Blufor unguided rocket with a nice variety of round types, but you might want to consider a custom reticle or straight copying the RPG-42's ballistics. As it is, the range markers in optic view are way off. Share this post Link to post Share on other sites
cross888 10 Posted November 29, 2013 is this mod still alive or? Would love to see an update, give the Charlie G some stopping power to combat those T90's :) Share this post Link to post Share on other sites
farside 6 Posted November 29, 2013 Yea, I second this. I believe that the CG should be amended to provide a better (less sci-fi) AT. Share this post Link to post Share on other sites