brsseb 0 Posted November 15, 2002 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 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}; ... }; .... }; Share this post Link to post Share on other sites
brsseb 0 Posted November 16, 2002 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 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}; }; }; Share this post Link to post Share on other sites
VXR 9 Posted November 16, 2002 try making the 0.000 to 0.750 Share this post Link to post Share on other sites
brsseb 0 Posted November 16, 2002 </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. Share this post Link to post Share on other sites
brsseb 0 Posted November 16, 2002 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 Share this post Link to post Share on other sites