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Scorpio

Missile proxies

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I have been working on the MIG-29 and i've run into a big problem - the missiles.

http://homepage.ntlworld.com/sam.adham/SVFE/mig.jpg I have an AA8-Aphid Maverick defined, i have made a proxy p3d fille, i have put proxies in the mig29.p3d, and i have checked the cpp file. Nothing - the missiles dont show ingame, but the missiles fire but they go left or right instead of the way the plane points.

Can anybody tell me anything that is wrong, or perhaps i could give the file to somebody and they could sort it out?

Thanks in advance

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Hi Scorpio

The missile proxies can be a tad wearisome. If you like i could have a look at it for you.

Cheers

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Well i also got a question to that:

Is that only possible on Aircrafts? Or also on any other object?

cy

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afaik missile proxies are for helicoptors and planes. I'm not sure of the tanks though as i haven't ventured that far yet. I'd love to get proxies working on a turret, and so would others.

Cheers

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well take a look at the At-7 modell of the dkm mod there are also missile proxys but i don't have an idea how to make this 'cause it always keeps saying : "can't load model data3d\mymodelname.p3d" what to do?

cy

MAslow

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Maslow @ July 12 2002,13:51)</td></tr><tr><td id="QUOTE">well take a look at the At-7 modell of the dkm mod there are also missile proxys but i don't have an idea how to make this 'cause it always keeps saying :  "can't load model data3d\mymodelname.p3d" what to do?

cy

MAslow<span id='postcolor'>

I had the same problem.

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hmm... Didnt the BMP have a rocket visible on the turret before. Maybe I´m just playing myself a trick but I think it was like that.

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Nope, not a visible rocket. Just a tube.

Like the M2A2, it has that TOW box on the turret, but no visible rocket.

Wonder how the SCUD is done?

If the rocket is, infact, a rocket or a vehicle that flies away?

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the scud does not have a rotating turret where the rocket is on so there is no problem making a addon with the same structure of rocket as the scud i think.

on the bmp is also a rockets but thats not a proxy its defined in the memory lod with 2 points

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Hey you guys! I've got a question about bombs and you might be able to help me. It has to do with missile proxys, so I'm using this topic to ask.

I made a trkie addon with several different versions. One version is a bomb version. Unfortunately the bombs it carrys are no real bombs. They follow the AA hierachy in the CfgAmmo section of the config.cpp. A sample:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class AA : CarlGustav {};

class Fab100 : AA

{

proxyShape="\trike\fab100";

maneuvrability=1;

airLock=false;

irLock=false;

laserLock=false;

initTime=0;

maxleadspeed=0;

ThrustTime=0;

maxControlRange=2000;

thrust=0;

maxSpeed=100;

hit=1200;

indirectHit=600;

indirectHitRange=12;

model = "\trike\fab100";

minRange=50;minRangeProbab=0.50;

midRange=300;midRangeProbab=0.95;

maxRange=1500;maxRangeProbab=0.50;

sideAirFriction=0.2;

simulation=shotMissile;

cost=8000;

soundHit[]={\LaserGuided\expl2,db40,1};

};

};

class CfgWeapons

{

class default{};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class Fab100Bomb: HellfireLauncher

{

ammo=Fab100;

displayName="Fab-100";

displayNameMagazine="Fab-100";

shortNameMagazine="Fab-100";

count=2;

initspeed=0;

model = "\trike\Fab-100";

canLock=false;

aiRateOfFire=13.0;

aiRateOfFireDistance=2500;

sound[]={"",db+0,1};

reloadSound[]={"",db-70,1};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyFab100 : ProxyWeapon {model = "\trike\Fab100"; simulation = "maverickweapon";}

};

<span id='postcolor'>

For a Human Intelligence it feels like a bomb. But unfortunately for an AI it does not. They think it is an AA weapon and so don't use it against ground targets.

So what I did was, I changed the CfgAmmo section to this:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgAmmo

{

class Default {};

class Fab100 : Default

{

.

(same as before)

.

};

};

<span id='postcolor'>

Unfortunately now the proxys don't appear anymore. They just fall down from the middle of the plane if you press the fire button.

The weird thing is, if I take a look at the config.cpp from the ITA Tornade, I see that they did exactly the same. But at the tornado it seems to work. A sample of the tornado code:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgAmmo

{

class Default {};

            class ITA_Mk82HD : default

{

hit=850;indirectHit=400;indirectHitRange=20; // HE

minRange=300;minRangeProbab=0.50;

midRange=800;midRangeProbab=0.95;

maxRange=2000;maxRangeProbab=0.50;

soundHit[]={\LaserGuided\expl2,db40,1};

soundFly[]={"\ITA_TORNADO\bmbfall.ogg",db-30,1.5};

cost=20000;

model="\ITA_TORNADO\ITA_MK82HD.p3d";

proxyShape ="\ITA_TORNADO\ITA_MK82HD.p3d";

irLock=true;

laserLock=false;

maxControlRange=100000;

maneuvrability=10.0;

sideAirFriction=0.10; //0.15

simulation=shotMissile;

maxSpeed=20; //200

initTime=1.0000;

thrustTime=0;

thrust=0;

};

};

<span id='postcolor'>

Does someone have any idea why the bombs don't appear on my trike? Any solution that works would be apreshiated.

Thx, PSC

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Well, now that gives me a real pain in the a**. I would call myself a dumbass if I would not know that computers are evil artificial intelligences that like to take the mickey out of you from time to time. I tried it again to set the bombs to

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgAmmo

{

class default {};

class Fab100: default {};

};

<span id='postcolor'>

and now it works. Very weird. I could tell it did not a week ago. But probably I just did not see the forrest 'cause of all the trees.

PSC

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this is the proxy of the sidewinders on the AH1W

and it works fine

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class AA : CarlGustav {};

class BLLaim9 : AA

{

minRange=100;

      minRangeProbab=0.8;

        midRange=500;

        midRangeProbab=1.5;

        maxRange=2000;

        maxRangeProbab=1.5;

       proxyShape="\BLL_AH1W\BLL_aim";

maneuvrability=60.7;

airLock=true;

irLock=true;

laserLock=true;

initTime=0.01;

maxleadspeed=4000;

ThrustTime=2000;

maxControlRange=2000;

thrust=2000;

maxSpeed=4000;

hit=400;indirectHit=200;indirectHitRange=50;

model = "\BLL_AH1W\BLL_aim";<span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class BLLAim9l: MaverickLauncher

{

ammo=BLLAim9;

displayName="AIM-9L Sidewinder";

displayNameMagazine="Sidewinder";

shortNameMagazine="AIM-9L";

count=2;

initspeed=15;

model = "\BLL_AH1W\BLL_aim";

canLock=2;

sound[]={Weapons\Missile,db+18,1};

aiRateOfFire=12.000000;

aiRateOfFireDistance=2500; <span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyBLL_aim : ProxyWeapon {model = "\BLL_AH1W\BLL_aim"; simulation = "maverickweapon";}

};

<span id='postcolor'>

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