Eviscerator 0 Posted June 29, 2002 Ive searched the forums but not found any answers to this, so here i am, im trying to fit some sidewinders onto an AH-1W now the proxies will detach, but only when the TOW's have all fired, i know that multiple types of proxies cant be fitted but surely there can be more than one missile any heres the .cpp, most of it is cut and pasted from the hawk/a4 so i could see how it looked and see if i could get it working. any help would be very much appreciated // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class AH1W { units[]={AH1W}; weapons[]={VFEsidewinder}; requiredVersion=1.30; }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; class AA : CarlGustav {}; class VFEaim9 : AA { minRange=100; minRangeProbab=0.8; midRange=500; midRangeProbab=1.5; maxRange=2000; maxRangeProbab=1.5; proxyShape="\AH1W\VFEaim9"; 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 = "\AH1W\VFEaim9"; }; class VFETOW: AT3 // Cobra AT { hit=1300;indirectHit=500;indirectHitRange=15; minRange=50;minRangeProbab=0.90; midRange=1000;midRangeProbab=0.85; maxRange=3000;maxRangeProbab=0.80; maxSpeed=200; soundHit[]={"AH1W\TOWhit.wav",db40,1}; cost=20000; model = TOW; irLock=true; laserLock=true; manualControl=true; maxControlRange=100000; // unlimited control (active weapon) maneuvrability=30; sound[]={AH1W\TOWfire.wav,db-50,1}; initTime=0.15; thrustTime=100; thrust=200; }; class Hellfire: AT3 {}; class VFE275inchHydra : Hellfire // rocket (unguided) { hit=500;indirectHit=250;indirectHitRange=30; minRange=50;minRangeProbab=0.20; midRange=250;midRangeProbab=0.20; maxRange=1000;maxRangeProbab=0.05; maxSpeed=1000; simulation=shotRocket; simulationStep=0.05; //soundHit[]={Explosions\hellfire,db80,1}; cost=2000; soundHit[]={Explosions\expl1,db80,1}; model = ZUNI; irLock=false; laserLock=false; maneuvrability=0.0; maxControlRange=0; // max range for manual control sound[]={"AH1W\hydrafire.wav",db-50,1}; initTime=0.05; thrustTime=3.5; thrust=500; }; class BulletSingle: default {}; class ExplosiveBullet: BulletSingle {}; class Bullet30: ExplosiveBullet {}; class VFEM19720mm: Bullet30 { hit=60; indirectHit=10; explosive=0; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class VFEAim9l: MaverickLauncher { ammo=VFEAim9; displayName="AIM-9L Sidewinder"; displayNameMagazine="Sidewinder"; shortNameMagazine="AIM-9L"; count=2; initspeed=15; model = "\AH1W\VFEaim9"; canLock=2; sound[]={Weapons\Missile,db+18,1}; aiRateOfFire=12.000000; aiRateOfFireDistance=2500; }; class VFETOWLauncher: AT3Launcher { //-- scopeWeapon = public; scopeMagazine = public; ammo=VFETOW; displayName="M-220 TOW"; displayNameMagazine="TOW"; shortNameMagazine="TOW"; count=8; reloadTime=0.5; sound[]={"AH1W\TOWfire.wav",db-50,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; aiRateOfFire=13.0; // delay between shots at given distance aiRateOfFireDistance=3000; // at shorter distance delay goes lineary to zero }; class VFE275inchHydraLauncher: AT3Launcher { //-- scopeWeapon = public; scopeMagazine = public; ammo=VFE275inchHydra; displayName="2.75 inch Hydra 70"; displayNameMagazine="2.75 inch Hydra 70"; shortNameMagazine="2.75 inch Hydra 70"; count=38; reloadTime=0.1; aiRateOfFire=0.4; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero sound[]={"AH1W\hydrafire.wav",db-50,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=44; // magazine=4; magazineReloadTime=0.1; autoFire = true; }; class MGun: Default {}; class MachineGun7_6: MGun {}; class MachineGun30: MachineGun7_6 {}; class VFEM197: MachineGun30 { displayName="M197 20mm "; displayNameMagazine="M197 20mm"; shortNameMagazine="M197 20mm"; ammo=VFEM19720mm; count=750; reloadTime=0.070000; initSpeed=2000; sound[]={"Weapons\automatic_cannon",3.162278,1}; soundContinuous=0; flashSize=0.000000; maxLeadSpeed=950; optics=1; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Helicopter: Air {}; class Cobra: Helicopter {}; class AH1W: Cobra { //-- picture=icobra; crew = SoldierWPilot; scope=public; side=TWest; vehicleClass = "Air"; displayName = "AH-1W Supercobra"; model="\AH1W\ah1w.p3d"; nameSound="cobra"; accuracy=0.30; driverAction = ManActAH1Pilot; gunnerAction = ManActAH1Gunner; maxSpeed = 312; //soundEngine[]={Vehicles\ah1cobra,db+10,1}; armor=80; cost=10000000; rotorBig = vrtule_velka; rotorBigBlend = vrtule_velka_bl_; rotorSmall = vrtule_mala; rotorSmallBlend = vrtule_mala_bl; weapons[]={VFEM197, VFETOWLauncher, VFE275inchHydraLauncher, VFEAim9l}; magazines[]={VFEM197, VFETOWLauncher, VFE275inchHydraLauncher, VFEAim9l}; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.3, 1, 1}; class IndicatorAltRadar { // max for this indicator is 1000 feet (i.e. 304m) // note: this is actualy Baro altitude (name is wrong) selection = "alt"; axis = "osa_alt"; angle = -360; min = 0; max = 304; }; class IndicatorAltBaro { // max for this indicator is 200 feet (i.e. 61m) // note: this is actualy Radar altitude (name is wrong) selection = "nm_alt"; axis = "osa_nm_alt"; angle = -180; min = 0; max = 61; }; class IndicatorSpeed { selection = "mph"; axis = "osa_mph"; angle = -320; min = 0; max = 125; }; class IndicatorVertSpeed { selection = "vert_speed"; axis = "osa_vert_speed"; angle = -300; min = -30; max = 30; }; class IndicatorRPM { selection = "rpm"; axis = "osa_rpm"; angle = -320; min = 0; max = 12; }; laserScanner = true; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyVFEAim9 : ProxyWeapon {model = "\AH1W\VFEaim9"; simulation = "maverickweapon";} }; Share this post Link to post Share on other sites
colorchanger 0 Posted July 1, 2002 see: http://www.flashpoint1985.com/cgi-bin....t=11874 Share this post Link to post Share on other sites
Eviscerator 0 Posted July 1, 2002 yeah ive read all the threads i can, but the thing is theres only one type of missile with a proxy(sidewinder) and the others arent proxies(zuni and tow) they use the l raketa and p raketa memory points, so im still pretty stuck... Share this post Link to post Share on other sites
colorchanger 0 Posted July 3, 2002 ah, ok. can helicopters carry weapon proxies? i hope yes. if it works like on planes you should get those sidies glued onto it. had problems with some bombs too. didn't want to appear under the plane. but only one sort of bomb, all others worked. fixed itself, don't know how. so, i can't help you. very sorry. keep on trying! Share this post Link to post Share on other sites
Eviscerator 0 Posted July 3, 2002 yeah they work the hellfires on the ah-64 are proxies, im just wondering why the sidewinders are linked to the tow's i have no idea why...anyway id better get the texturing finished before i worry too much about the .cpp... Share this post Link to post Share on other sites