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suddenlymoose

Bratwurst Mark 1 (AA)

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Hello, I needed an anti-air unit so I created a config that uses the MLRS model. The config is included below.

The status of the config is that all the pieces for using the unit appear to be in place, and I have attempted to identify the relevant variables, but no significant tweaking has been done, so if someone has any suggestions as to any specific parameters they would like to see, please let me know.

Current plans for this config is to add a set of different missile types with parameters for relevant usages, based on what is supported

by the engine.

I will likely also make a "Mark 2" unit that has some additional scripted functionality (radar etc.).

This is my first attempt at putting together a config file so comments are welcome.


//Class Bratwurst : config.bin{
class DefaultEventhandlers;
class CfgPatches
{
class Bratwurst_mark1
{
	units[] = {"B_MBT_01_cannon_F","O_Slammer_M2A1","IA_Slammer_M2A1","B_MBT_01_arty_F","O_Scorcher_M4","IA_Scorcher_M4","B_MBT_01_mlrs_F","IA_M5_MLRS","12Rnd_DionPenetrator1"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Armor_F", "A3_Weapons_F_beta"};
};
};

class SlotInfo;
class CowsSlot;

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgAmmo
{
class BulletBase;
class MissileBase;
class ShellBase;
class M_Zephyr;

class DionPenetrator1: M_Zephyr {
	airLock = 2;
	irLock = 1;
	timeToLive = 5;
	airFriction = 0.026;
	sideAirFriction = 0.003;
	maxSpeed = 850;
	initTime = 0.25;
	thrustTime = 2.5;
	laserLock = 1;
	cmImunity = 0.9;
	thrust = 385;
	trackLead = 1;
	trackOversteer = 1;
	fuseDistance = 50;    
	hit = 5000;
	indirectHit = 1850;
	indirectHitRange = 20;
	maxControlRange = 8000;
	//    weaponLockSystem = "2 + 8 + 16";
	weaponLockSystem = "1 + 2 + 8";
};

};

class CfgMagazines
{
class Default;
class CA_Magazine;
class VehicleMagazine;
class 12Rnd_DionPenetrator1: VehicleMagazine
{
	scope = 2;
	displayName = "Dion Anti Air";
	displaynameShort = "Dion AA";
	descriptionShort = "Dion anti air missile magazine";
	ammo= "DionPenetrator1";
	count = 12;

	initSpeed = 40;
	maxLeadSpeed = 320;
	type = "6 * 256";
	mass = 40;
	sound[] = {"A3\sounds_f\dummysound",31.622776,1,1100};
	soundFly[] = {"A3\sounds_f\dummysound",1.0,1.1,700};
	soundHit[] = {"A3\sounds_f\dummysound",15.848933,1,2000};
	reloadSound[] = {"A3\sounds_f\dummysound",0.00031622776,1,20};
	nameSound = "missiles";
};
};

class cfgWeapons
{
class LauncherCore;
class MissileLauncher;
class missiles_titan;
class dionmissile : missiles_titan
{
	scope = 2;
	magazines[] = {"12Rnd_DionPenetrator1"};

	minRange = 100;
	minRangeProbab = 0.8;
	midRange = 100;
	midRangeProbab = 0.9;
	maxRange = 4000;
	maxRangeProbab = 0.9;
	reloadTime = 0;
	magazineReloadTime = 6;
	sound[] = {"A3\Sounds_F\weapons\Rockets\titan_4",1.4125376,1,1100};
	soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1",1.0,1.1,700};
	lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.17782794,1};
	lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3",0.17782794,2.5};
	weaponSoundEffect = "DefaultRifle";
	canLock = 2;
	autoFire = 0; //automatic fire (e.g., machine gun)
	autoReload = 1; // better: 0? must be done manually
	autoAimEnabled = 1;
	ballisticsComputer = 1;
	aiRateOfFireDistance = 1000;
	aiRateOfFire = 10;
	weaponLockDelay = 1;
	textureType = "semi";

};

};
class WeaponFireGun;
class WeaponCloudsGun;
class WeaponFireMGun;
class WeaponCloudsMGun;
class RCWSOptics;
class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
	class NewTurret;
	class Sounds;
	class HitPoints;
};
class Tank_F: Tank
{
	class Turrets
	{
		class MainTurret: NewTurret
		{
			class Turrets
			{
				class CommanderOptics;
			};
		};
	};
	class AnimationSources;
	class ViewPilot;
	class ViewOptics;
	class ViewCargo;
	class HeadLimits;
	class HitPoints: HitPoints
	{
		class HitHull;
		class HitEngine;
		class HitLTrack;
		class HitRTrack;
	};
	class Sounds: Sounds
	{
		class Engine;
		class Movement;
	};
};
class MBT_01_base_F: Tank_F {
	class Turrets: Turrets
	{
		class MainTurret: MainTurret
		{
			class Turrets: Turrets
			{
				class CommanderOptics;
			};
			class OpticsIn {
				class Wide;
				class Medium;
				class Narrow;
			};
			class HitPoints;
		};
	};
};
class MBT_01_mlrs_base_F: MBT_01_base_F
{
	class Turrets: Turrets
	{
		class MainTurret: MainTurret
		{
			class Turrets;
			class OpticsIn {
				class Wide;
				class Medium;
				class Narrow;
			};
		};
	};
};
       class Bratwurst_mark1: MBT_01_mlrs_base_F
{
	author = "$STR_A3_Bohemia_Interactive";
	_generalMacro = "Bratwurst_mark1";
	displayName = "Mark 1 Bratwurst";
	class Library
	{
		libTextDesc = "The Bratwurst Mark 1 SAM system.";
	};
	crew = "B_crew_F";
	side = 1;
	scope = 2;
	faction = "BLU_F";

	class AnimationSources: AnimationSources
	{
		class Missiles_revolving
		{
			source = "revolving";
			weapon = "dionmissile";
		};
	};

	artilleryScanner = 0;
	radarType = 4;
	class Turrets: Turrets
	{
		class MainTurret: MainTurret
		{
		        minElev = -10;
			maxElev = 80;
			initElev = 5;
			weapons[] = {"dionmissile"};
			magazines[] = {"12Rnd_DionPenetrator1"};

			class OpticsIn: OpticsIn
			{
				class Wide: Wide
				{
					gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
					turretInfoType = "RscWeaponRangeZeroing";
					discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500};
					discreteDistanceInitIndex = 2;

					initFov = 0.174;
					minFov = 0.0077778;
					maxFov = 0.14;
					visionMode[] = {"Normal","NVG","TI"};
					thermalMode[] = {0,1};
				};
			};
			class Turrets{}; 
		};
	};
};
};
//};

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As I understand you did Air Defense Missile Systems. I'm not good in the code and wanted to ask a couple of questions. Is it possible to use a 230mm rocket to capture aerial target and the rocket exploded at a certain distance? Will you do the addon version?

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As I understand you did Air Defense Missile Systems. I'm not good in the code and wanted to ask a couple of questions. Is it possible to use a 230mm rocket to capture aerial target and the rocket exploded at a certain distance? Will you do the addon version?

Thank you for your comments. The unit uses missiles, which are handled by the engine. The gunner locks onto an air unit and fires. The rest is then handled by the engine automatically, without any scripting.

I will likely distribute it as an addon, but will need to arrange a place to distribute it from first.

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If you put anything up on Dropbox, you can then ask Foxhound of Armaholic to upload it on his website - which I understand he does automatically for all addons in the Complete section.

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