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bomb proxies for aircraft

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how on earth do they work... ive tried to place proxies that link to bomb such as \A3\Weapons_F\Ammo\Bomb_01_F and \A3\Weapons_F\Ammo\Missile_AT_02_F but the bombs that spawn at each corresponding proxy isnt always the one that its supposed to link to.

changing the proxy ID shuffles the bombs a bit but it all seems completely random to me. and i cant find any documentation on proxy ID's at all.

also does anyone know how to get the proxies to load from A3's pbo files so i could see the bombs in buldozer? i know proxied stuff is supposed to be visible in buldozer but i cant get it to work with the original game files since theyre all binarized in pbo's

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IIRC the weapons that load onto a given proxy also depends on the order that weapons/magazines are loaded onto the aircraft.

i.e if you add a bomb launcher first followed by a missile launcher, and the bomb magazine has 2 rounds where the missile magazine has 4 rounds. proxies 1 and 2 will load the bombs and 3, 4, 5 and 6 will load the missiles.

Pathing the proxies to models in buldozer is more or less just to visualise what the weapon load might look like - the aircraft doesn't use those proxy models directly ingame, instead it gets the ordnance on the pylons from the current weapon/magazine loadout.

Myke made this tutorial for Arma 2, I believe the system is still generally the same:

http://forums.bistudio.com/showthread.php?113118-Tutorial-Weapon-proxy-handling-on-Planes-amp-Choppers

Edited by da12thMonkey

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Pathing the proxies to models in buldozer is more or less just to visualise what the weapon load might look like - the aircraft doesn't use those proxy models directly ingame, instead it gets the ordnance on the pylons from the current weapon/magazine loadout.

the reason i asked is because i think it would be easier to align the bombs properly on to the mounts if i didnt have to load up the game and set up my plane in the editor every time i adjust the position.

and thanks, what youre saying makes a lot more sense than ive been able to make out. Ill definitely check out that tutorial too

---------- Post added at 18:03 ---------- Previous post was at 16:54 ----------

alrighty, i still have no idea how any of this works but ive managed to get what i want with trial and error

so heres my weapons and magazines in CfgVehicles

		weapons[] =
	{
		gatling_20mm,
		Missile_AA_04_Plane_CAS_01_F,
		Bomb_04_Plane_CAS_01_F,
		CMFlareLauncher
	};
	magazines[] =
	{
		300Rnd_20mm_shells,
		2Rnd_Missile_AA_04_F,
		4Rnd_Bomb_04_F,
		120Rnd_CMFlare_Chaff_Magazine
	};

the AA missiles spawn on proxyID 1 and 2, and the bombs spawn on proxyID 9-12. proxyIDs 3-8 seem to spawn either GBU12's or Mk82's which arent droppable.

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