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brsseb

Configproblem with my stinger rocket.

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Hi

Ive made myself a nice little rocket, an AIM-92 Stinger. But ive got some problems. The rocket is in a p3d file named BRSSEB_AIM_92.p3d ("0.000" and Geometry) and Ive inserted it as a proxy (3 times) in my helicopter model, ghost\ghost.p3d.

I inserted the proxys this way: insert proxy, "\ghost\BRSSEB_AIM_92", positioned them right (using bulldozer) and deleted the foldername in the selectionname, from "proxy:\ghost\BRSSEB_AIM_92.01" to just "proxy:BRSSEB_AIM_92.01" (.01 -> .03), just like a tutorial told me too.

So I guess the error lies in the configfile. Here it is. When I try this, OFP loads fine but it just crashes to desktop when

clicking Preview in Mission Editor when I test my heli. Does someone spot anything wrong with the weapon setup? (The heli works fine when I delete all weapon-stuff).

class CfgModels

{

...

// The weapons

class weapon: default{};

class BRSSEB_AIM_92: weapon {};

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

// AIM-92 Stinger Missile

class BRSSEB_AIM_92: CarlGustav

{

// Things I dont know how to set yet

TrustTime=100;

hit=100; indirectHit=80; indirectHitRange=3;

manualControl=0;

minRange=100;minRangeProbab=0.50;

midRange=150;midRangeProbab=0.80;

maxRange=5000;maxRangeProbab=0.20;

maneuvrability=100;

// Things I know what is wink.gif

AirLock=true; // Lock Air-To-Air

irLock=true; // Infared lock ?

maxSpeed=2400; // Mach 2.0 = 2386km/t

initTime=0.2; // Time from userlaunch to actual launch (?)

model="\ghost\BRSSEB_AIM_92";

proxyShape="\ghost\BRSSEB_AIM_92";

};

};

// CfgWeapons ///////////////////////////////////////

class CfgWeapons

{

class Default {};

class LAWLauncher: Default{};

class CarlGustavLauncher: LAWLauncher{};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher{};

// AIM-92 Stinger Rocket Launcher (_L) is launcher

class BRSSEB_AIM_92_L: MaverickLauncher

{

// Things Im sure of

ammo=BRSSEB_AIM_92;

displayName="AIM-92 Stinger";

displayNameMagazine="Stinger";

shortNameMagazine="AIM_92";

magazine="aim92";

count=3;

model="\ghost\BRSSEB_AIM_92";

proxyShape="\ghost\BRSSEB_AIM_92";

canLock=2;

// ? -stuff

initSpeed=0;

aiRateOfFire=10;

aiRateOfFireDistance=2500;

};

};

// CfgNonAIVehicles

class CfgNonAIVehicles

{

class ProxyWeapon{};

class ProxyBRSSEB_AIM_92: ProxyWeapon

{

model="\ghost\BRSSEB_AIM92.p3d"; simulation="maverickweapon";

};

};

class CfgVehicles

{

....

class BRSSEB_GHOST: Helicopter

{

...

// Weapons and ammo

weapons[] = {BRSSEB_AIM92};

magazines[] = {BRSSEB_AIM92};

...

};

....

};

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Ok, did some changes and sorted out the most obviois bugs, now it doenst crash any longer, just says "no entry ".modelSpecial."" and I dont understand why :| !

I suspect the error lies in the cfgNonAIVehicles..Here it is:

class CfgModels

{

// The weapons

class weapon: default{};

class BRSSEB_AIM_92: weapon {};

};

// CfgAmmo ///////////////////////////////

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

// AIM-92 Stinger Missile

class BRSSEB_AIM_92: CarlGustav

{

// ?

TrustTime=100;

hit=100; indirectHit=80; indirectHitRange=3;

manualControl=0;

minRange=100;minRangeProbab=0.50;

midRange=150;midRangeProbab=0.80;

maxRange=5000;maxRangeProbab=0.20;

maneuvrability=100;

// Things I know what is wink.gif

AirLock=true; // Lock Air-To-Air

irLock=true; // Infared lock ?

maxSpeed=2400; // Mach 2.0 = 2386km/t

initTime=0.2; // Time from userlaunch to actual launch (?)

model="\ghost\BRSSEB_AIM_92";

proxyShape="\ghost\BRSSEB_AIM_92";

};

};

// CfgWeapons ///////////////////////////////////////

class CfgWeapons

{

class Default {};

class LAWLauncher: Default{};

class CarlGustavLauncher: LAWLauncher{};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher{};

// AIM-92 Stinger Rocket Launcher (_L) is launcher

class BRSSEB_AIM_92_L: MaverickLauncher

{

// Things Im sure of

ammo=BRSSEB_AIM_92;

displayName="AIM-92 Stinger";

displayNameMagazine="Stinger";

shortNameMagazine="BRSSEB_AIM_92";

magazine="BRSSEB_AIM_92";

count=3; // Number of rockets in magazine

model="\ghost\BRSSEB_AIM_92";

proxyShape="\ghost\BRSSEB_AIM_92";

canLock=2; // 0 = no, 1 = "cadet" ??, 2 is yes

// ? -stuff

initSpeed=0;

aiRateOfFire=10; // Delay between shots at a given distance

aiRateOfFireDistance=2500; // At shorter distance delay goes lineary to zero

};

};

// CfgNonAIVehicles

class CfgNonAIVehicles

{

class ProxyWeapon{};

class ProxyBRSSEB_AIM_92: ProxyWeapon

{

model="\ghost\BRSSEB_AIM_92.p3d"; simulation="maverickweapon";

};

};

class CfgVehicles

{

......

class BRSSEB_GHOST: Helicopter

{

// Weapons and ammo

weapons[] = {BRSSEB_AIM_92_L};

magazines[] = {BRSSEB_AIM_92};

};

};

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try making the 0.000 to 0.750

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ Nov. 16 2002,15:27)</td></tr><tr><td id="QUOTE">try making the 0.000 to 0.750<span id='postcolor'>

Changed the stinger lod name from "0.000" to "0.7500". Also tried "0.500" but still saying "No entry .ModelSpecial" when I try to test it.

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Hi. was thinking..

In cfgModels, shouldnt I write instead?:

class weapon: default{};

class BRSSEB_AIM_92_L: weapon {}; // Notice _L for launcher

(makes no difference in the error, though)

And, in the CfgNonAIVehicles, why not:

class ProxyBRSSEB_AIM_92_L: ProxyWeapon // Notice _L

{ ..... };

instead since BRSSEB_AIM_92_L is the launcher (weapon) and just BRSSEB_AIM_92 is the ammo? (YTHIS generates an error if I do so, since ofp tries to fint the rocket p3d file in my data3d pbo instead of ghost pbo.

brsseb

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