ante185 2 Posted February 16, 2014 Hello again everybody! I have this class for a launcher class launch_RPG10_F : launch_Titan_base { displayName = R-PG 10 AA Luancher; scope = public; model = "\A3\weapons_f\launchers\RPG32\rpg32_F.p3d"; picture = "\A3\Weapons_F\launchers\RPG32\data\UI\gear_RPG32_X_CA.paa"; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Launchers\RPG32\data\Anim\RPG32.rtm"}; nameSound = "aalauncher"; weaponInfoType = "RscOptics_titan"; modelOptics = "\A3\Weapons_F\acc\reticle_RPG_F"; magazines[] = {"RPG10_F", "RPG10_HE_F", "1Rnd_120mm_HE_shells"}; cursor = "missile"; reloadAction = "ReloadRPG"; sound[] = {"A3\sounds_f\weapons\launcher\nlaw_final_2", db10, 1, 1400}; drySound[] = {"A3\sounds_f\weapons\other\dry6", 0.158489, 1, 18}; reloadMagazineSound[] = {"A3\sounds_f\weapons\reloads\missile_reload", 0.316228, 1, 20}; soundFly[] = {"A3\sounds_f\weapons\rockets\rocket_fly_1", 0.630957, 1.5, 300}; lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.316228, 1}; lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.316228, 2.5}; value = 20; canLock = LockYes; UiPicture = "\A3\Weapons_F\Data\UI\icon_regular_CA.paa"; recoil = "recoil_single_titan"; minRange = 10; minRangeProbab = 0.8; midRange = 2500; midRangeProbab = 0.9; maxRange = 4800; maxRangeProbab = 0.1; aiRateOfFire = 5.0; // delay between shots at given distance aiRateOfFireDistance = 2500; class Library { libTextDesc = "$STR_A3_CfgWeapons_launch_MPRL_Library0"; }; descriptionShort = "$STR_A3_CfgWeapons_launch_MPRL1"; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 160; }; class ItemInfo { priority = 3; }; weaponLockDelay = 3; weaponLockSystem = 1; cmImmunity = 0.9; lockAcquire = 0; class OpticsModes { class StepScope { opticsID = 1; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"}; opticsFlare = false; opticsZoomMin = 0.08333; opticsZoomMax = 0.04167; opticsZoomInit = 0.08333; distanceZoomMin = 300; distanceZoomMax = 300; memoryPointCamera = "eye"; cameraDir = "look"; visionMode[] = {"Normal", "Ti"}; thermalMode[] = {0, 1}; opticsDisablePeripherialVision = true; discretefov[] = {0.08333, 0.04167}; discreteInitIndex = 0; }; }; hiddenSelections[] = {"camo_launcher", "camo_tube"}; }; }; However I can't find what line that makes the scope be angled downwards, it doesn't matter that it is angled for the two first missiles (RPG10_F and RPGT10_HE_F) but it makes it rather ackward to shoot the recoilless round as it is going much faster then the other two! Share this post Link to post Share on other sites
ante185 2 Posted February 20, 2014 Seriously no one knows anything about weapons configs!? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted February 20, 2014 (edited) Seriously no one knows anything about weapons configs!? Camera direction for the optics is determined by the entries: ... memoryPointCamera = "eye"; // Where the camera is positioned at cameraDir = "look"; // What that camera is looking at .... These are the references to the two vertices in the memory LOD of the launcher, named "eye" and "look". Think of it as if you close one eye, place a finger in front of your open eye and look at the finger at all times. The "eye" vertex represents the location of your eye and the look vertex represents the location of the finger. Edited February 20, 2014 by Sniperwolf572 Share this post Link to post Share on other sites
UNN 0 Posted February 22, 2014 Seriously no one knows anything about weapons configs!? It sounds like you want the optics to automatically adjust depending on the round. Which isn't a standard feature of the engine as far as I know? If so then you may have to hack it. Share this post Link to post Share on other sites
ante185 2 Posted February 22, 2014 No, it wasn't meant to sound like that, I just want to permanently adjust the sights so the third round is useable at all! Share this post Link to post Share on other sites
UNN 0 Posted February 23, 2014 I just want to permanently adjust the sights so the third round is useable at all! Then Sniperwolf572 provided your answer. As well as a genuine lol from his sig, with "walking while running". Share this post Link to post Share on other sites
ante185 2 Posted February 23, 2014 True that, unfortunately I don't know where to find an entry for that, at all and I wouldn't recon anyone would know what entry to use on the RPG42 model. Share this post Link to post Share on other sites
UNN 0 Posted February 23, 2014 (edited) I don't know where to find an entry for that, at all and Both properties are in the config you posted in the opening thread. I wouldn't recon anyone would know what entry to use on the RPG42 model. While you're using the rpg32_F.p3d model with the Titan base class for some reason, that won't change the optics orientation because the model doesn't have angled optics. Edited February 23, 2014 by UNN Share this post Link to post Share on other sites
ante185 2 Posted February 23, 2014 Ahh shit, I think I need to get better at my English. I didn't mean I couldn't find memoryPointCamera = "eye"; // Where the camera is positioned at cameraDir = "look"; // What that camera is looking at what I can't find is where "eye" and "look" is defined, as one pointing straight ahead would probably be found there or I could make my own one based on that. Share this post Link to post Share on other sites
UNN 0 Posted February 24, 2014 Ahh shit, I think I need to get better at my English. Ok, no worries. what I can't find is where "eye" and "look" is defined They are found in the Memory LOD of the weapons p3d. as one pointing straight ahead would probably be found there or I could make my own one based on that. Try setting the following to an empty string in your config: cameraDir = ""; // What that camera is looking at That might make the optic point straight ahead. Share this post Link to post Share on other sites