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ante185

Minor weapons config question: Angled launcher sights

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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!

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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 by Sniperwolf572

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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.

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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!

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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".

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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.

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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 by UNN

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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.

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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.

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