PiNs_Da_Smoka 0 Posted June 19, 2002 Ok. I have taken a look at some demo files for missle projectiles. And here is what i have found. Unguided rockets, like RPGs and LAWs are placed well forward of the origin of most models in the game. And that guided missles are placed well behind. I made a new "projectile" for vehicle i am making. I didn't see any memory points or anything for either types. So i ask, to make a missle guided, is it defined in the .cpp or does it actually have to do with the placement in O2? Share this post Link to post Share on other sites
PSC 0 Posted June 19, 2002 I'm not sure if I got the point of your question right. You want to know how to get a new shape of a (guided) missile to be fired from a vehicle, right? You need to define that in the config.cpp section of the vehicle you are working on. The first part should look like this. Here you define the values (example taken from Kegetys config.cpp): </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 custommissile : AA { proxyShape="\customAddon\missileP3d"; airLock=true; irLock=true; laserLock=true; ThrustTime=500; maxControlRange=2000; thrust=400; maxSpeed=800; hit=200; indirectHit=100; indirectHitRange=8; model = "\customAddon\missileP3d"; Â Â Â Â Â Â Â }; }; <span id='postcolor'> and a second section in the config.cpp </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class YourMissileLauncher: MaverickLauncher { ammo=customMissile; displayName="Ay ay ay Rocket"; displayNameMagazine="Rocket"; shortNameMagazine="Ay ay ay"; count=20; initspeed=15; model = "\customAddon\missileP3d"; canLock=2; }; };<span id='postcolor'> and: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgNonAIVehicles { class ProxyWeapon {}; class ProxycustomMissile : ProxyWeapon {model = "\customAddon\missileP3D"; simulation= "maverickweapon";} }; <span id='postcolor'> Now you can place a proxy in your p3d of the vehicle like proxy:missileP3d.01 for your own missile. Hope this helps, PSC Share this post Link to post Share on other sites
PiNs_Da_Smoka 0 Posted June 19, 2002 Well, no, i already figured out how to fire my own missle. Well, not me, the person i am working with. I don't know exactly what he did. The thing is, we can't get the missle to be guided. When he tried, he said it flew around like a drunken Navy pilot. But, it looks as if your .cpp's, or Kegetys rather may work, i really have no idea. I will try and post back. But if anyone else has a for sure answer, please feel free to post it. Share this post Link to post Share on other sites