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slatts

Carl Gustav/MAAWS from Arma 2

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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 by Slatts

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Know that there is gustav already in swedish force pack but could be better :)

And REALLY look in to Jav so much :)

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I highly recommend giving it the ballistics of the RPG-42. A2 rocket ballistics are from fantasy land.

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Release frontpaged on the Armaholic homepage.

==================================================

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!

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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 :)

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Classnames:

Ammo: MAAWS_HEAT

MAAWS_HEDP

Weapons:

MAAWS

M3CG

Ammo:

MAAWS_box

Thank you! But why no tags?

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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?

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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

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Key.Sign files on 1st post, please give feedback to if they work :p

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Flight ballistics from arma II beta or vanilla arma arcade? Because those differ extremely.

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Flight ballistics from arma II beta or vanilla arma arcade? Because those differ extremely.

Vanilla, I can't find the ones from the Beta

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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 by da12thMonkey

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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...

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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

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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

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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.

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is this mod still alive or?

Would love to see an update, give the Charlie G some stopping power to combat those T90's :)

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Yea, I second this. I believe that the CG should be amended to provide a better (less sci-fi) AT.

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