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madmedic

Figher jets now engage with missles

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If someone else already figured this out...just dis-regard my post...

I have been playing around with the .cpp files of the fighter jet addons, because it pissed me off that they almost never shoot each other down with missles.

I GOT IT TO WORK

I tweaked the F14, F16, Tornado, the AMX, and the MIG29 to use their missles more effectively, and NOW they are QUITE GOOD AT IT.

They also chase each other around the map better (they stay on each others "tail" as long as they can now).

I changed the AA "missle" ammo in the .cpp to be more like the ammo for the M109ADATS missles, and gave it greater manuverability.....It works EXCELLENTLY.

IF nobody has already figured out how to do this, AND nobody objects to me posting an ALTERED version of the .cpp from somebode elses addon....I will post a cut and paste of what I did to the F14 to make it work.

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Sweet! I too have been trying for a while to get this to work, but no amount of tweaking missile stats made any difference. Great work madmedic, well done! biggrin.gif

Please do post the new config. If possible, could you explain what changes you made so we can see what it is that makes the jets fire their missiles more often? Thanks. smile.gif

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Guest

Good work smile.gif

Moving to addon config & scripting smile.gif

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this is great news..i might make a Mig-29 after im done with F-15.. The mig-29 will be higher quality than the F-15..less polys and better everything..cause i learned a lot of crap from doing the F-15.

cheers

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I played around with the missle config... Try putting 1000 to the missle's manuveurblility  smile.gif  and watch what happens!  wink.gif  biggrin.gif

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Thats is part of it Frugo,...but all you have to set it at is 199.0

So,...nobody will think I am stepping on anybodys toes if I post a copy of the F14 .cpp that I edited (without any permission)

I will check back later, and if there are no negative comments....I wil post it.

I just dont want to piss off any addon makers.

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I don't see why anyone might be PO'd. It's not like you're claiming an addon as your own or anything - you're just demonstrating how to make something work correctly. smile.gif

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Okay then....here is a complete "cut-n-paste" of the .cpp to the F14.

It will engage, and shoot down the other "fast movers" VERY reliably with the skill levels at MAX.

BOTH the "A" version, and the "D" version (D version is equipped with Phoenix long range AA missles, so it engages a longer distances, and the missles are more powerful/destructive.

NOTE this is just a template, and you may want to tweak the settings, and play around with them to get the aircraft performing how YOU prefer. (the way it is.... NOTHING in the sky is going to get away)

biggrin.gif

You can make it a little "less deadly" if that suits you.

(adjusting the hit probability lines in the "config ammo" should change that)

You can apply these changes to all of the other jets too.

Basically, all I did was tweak the speed, and manuverability of the planes themselves.

and combined the "config ammo", and "config weapons" for the sidewinders, and phoenix missles with some lines from the config ammo/weapons from the M109ADATS addon, (because I found it was VERY good at taking jets down with its missles)

I dont know if it will fit in this post, so I wil post the .cpp in a new reply...heck, I will post ALL of them (Tornado, F16, AMX, and MIG29) in their own posts.

Put some MIGs, and F14s in the sky over a nice big, flat map (like the Somalia map)....and see what happens.

I have been testing them in Somalia, and in Desert Malden.

It is also pretty cool to put them WAAAY up in the sky (with the FlyInHeight command)....You just HEAR them,....then pretty soon you start seeing PARACHUTES floating to the ground

biggrin.gif

I AM STILL PLAYING AROUND WITH THEM MYSELF, BUT THEY HAVE ALL WORKED WELL SO FAR...PLEASE POST REPLIES TO LET ME KNOW HOW THEY HAVE WORKED FOR YOU

OH,...And save your original .cpp files, in case you dont like these

wink.gif

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Here is the F14

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// F-14 Tomcat - Ikar (http://membres.lycos.fr/hellden/)

// 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

class CfgPatches

{

class F14TM

{

units[] = {F14TM};

weapons[] = {};

requiredVersion = 1.40;

};

class F14TMB

{

units[] = {F14TMB};

weapons[] = {};

requiredVersion = 1.40;

};

class F14TMD

{

units[] = {F14TMD};

weapons[] = {};

requiredVersion = 1.40;

};

class F14TMD2

{

units[] = {F14TMD2};

weapons[] = {};

requiredVersion = 1.40;

};

class f14Mav

{

units[] = {};

weapons[] = {f14Mav};

requiredVersion = 1.40;

};

class F14shr

{

units[] = {};

weapons[] = {F14shr};

requiredVersion = 1.40;

};

class F14sideW

{

units[] = {};

weapons[] = {F14sideW};

requiredVersion = 1.40;

};

class F14pho

{

units[] = {};

weapons[] = {F14pho};

requiredVersion = 1.40;

};

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class AA : CarlGustav {};

class Mav : AA

{

proxyShape="\F14\Mav";

reloadTime=1.0;

maneuvrability=15.0;

irLock=true;

airLock=false;

laserLock=false;

initTime=0.5;

maxleadspeed=4000;

ThrustTime=5.5;

visibleFire=40;

audibleFire=32;

visibleFireTime=50;

minRange=200;minRangeProbab=0.30;

midRange=600;midRangeProbab=0.80;

maxRange=2000;maxRangeProbab=0.50;

maxControlRange=2000;

thrust=700;

maxSpeed=700;

hit=1900;indirectHit=800;indirectHitRange=2.5;

model = "\F14\Mav";

};

class shr : AA

{

proxyShape="\F14\shr";

reloadTime=1.0;

maneuvrability=25.0;

irLock=true;

airLock=false;

laserLock=false;

initTime=0.5;

maxleadspeed=4000;

ThrustTime=5.5;

visibleFire=50;

audibleFire=32;

visibleFireTime=50;

minRange=200;minRangeProbab=0.30;

midRange=600;midRangeProbab=0.80;

maxRange=2000;maxRangeProbab=0.50;

maxControlRange=2000;

thrust=700;

maxSpeed=900;

hit=1500;indirectHit=600;indirectHitRange=2.5;

model = "\F14\shr";

};

class sideW : AA

{

proxyShape="\F14\sideW";

reloadTime=1.0;

maneuvrability=199.9;

airLock=true;

irLock=true;

laserLock=false;

manualControl=false;

initTime=0.15;

maxleadspeed=4000;

ThrustTime=5.5;

visibleFire=70;

audibleFire=70;

visibleFireTime=100;

minRange=50;minRangeProbab=0.97;

midRange=100;midRangeProbab=0.95;

maxRange=4500;maxRangeProbab=0.90;

maxControlRange=100000;

thrust=1000;

maxSpeed=2000;

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

model = "\F14\sideW";

};

class pho : AA

{

proxyShape="\F14\pho";

reloadTime=1.0;

maneuvrability=198.9;

airLock=true;

irLock=true;

laserLock=false;

manualControl=false;

initTime=0.15;

ThrustTime=8.5;

visibleFire=90;

audibleFire=50;

visibleFireTime=100;

minRange=50;minRangeProbab=0.96;

midRange=2000;midRangeProbab=0.95;

maxRange=10500;maxRangeProbab=0.90;

maxControlRange=100000;

thrust=2000;

maxSpeed=2000;

hit=600;indirectHit=450;indirectHitRange=2.5;

model = "\F14\pho";

};

class BulletSingle: default {};

class ExplosiveBullet: BulletSingle {};

class Bullet30: ExplosiveBullet {};

class TomcatBullet20: Bullet30 {

hit=30;

indirectHit=10;

explosive=0;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class f14Mav: MaverickLauncher

{

ammo=Mav;

displayName="AGM-65 Maverick";

displayNameMagazine="AGM-65 Maverick";

shortNameMagazine="AIM-65";

count=6;

initspeed=15;

sound[]={Weapons\rocketflying,db-10,1};

model = "\F14\Mav";

canLock=2;

};

class f14shr: MaverickLauncher

{

ammo=shr;

displayName="AGM-45 Shrike";

displayNameMagazine="AGM-45 Shrike";

shortNameMagazine="AIM-45";

count=6;

initspeed=15;

sound[]={Weapons\rocketflying,db-10,1};

model = "\F14\shr";

canLock=2;

};

class f14sideW: MaverickLauncher

{

ammo=sideW;

displayName="AIM-9L SIDEWINDER";

displayNameMagazine="AIM-9L SIDEWINDER";

shortNameMagazine="AIM-9L";

count=8;

initspeed=15;

               aiRateOfFire=5.00;

aiRateOfFireDistance=4000;

               maxLeadSpeed=3000;

sound[]={Weapons\rocketflying,db-10,1};

model = "\F14\sideW";

canLock=2;

};

class f14pho: MaverickLauncher

{

ammo=pho;

displayName="AIM-54 PHOENIX";

displayNameMagazine="AIM-54 PHOENIX";

shortNameMagazine="AIM-54";

count=8;

initspeed=15;

               aiRateOfFire=5.00;

aiRateOfFireDistance=10000;

               maxLeadSpeed=3000;

sound[]={Weapons\rocketflying,db-10,1};

model = "\F14\pho";

canLock=2;

};

class MGun: Default {};

class MachineGun7_6: MGun {};

class MachineGun30: MachineGun7_6 {};

class Tomcat20mm: MachineGun30

{

displayName="20mm canon";

displayNameMagazine="20mm canon";

shortNameMagazine="20mm mag";

ammo="TomcatBullet20";

count=3000;

reloadTime=0.070000;

initSpeed=700;

sound[]={"Weapons\automatic_cannon",3.162278,1};

soundContinuous=0;

flashSize=0.000000;

maxLeadSpeed=1450;

optics=1;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Plane: Air {};

class F14TM: Plane

{

scope=public;

crew = SoldierWPilot;

picture = \F14\icon;

side = TWest;

displayName="F-14 A Tomcat (AA)";

accuracy=1.30;

               maneuvrability=197.9;

               sensitivity=2.8;

irScanRange = 18500;

irTarget = 1;

irScanGround=1;

laserScanner = 1;

nightVision=1;

driverAction = ManActA10Pilot;

gunnerAction = ManActAH1Gunner;

hasgunner=1;

driveriscommander=1;

maxSpeed = 1210;

gunnerOpticsModel="optika_heli_gunner";

gunnerOpticsColor[] = {0, 0, 0, 1};

class ViewOptics

{

initAngleX=0; minAngleX=-40; maxAngleX=1;

initAngleY=0; minAngleY=-50; maxAngleY=50;

initFov=1.3; minFov=0.03; maxFov=1.3;

};

soundEngine[]={"\F14\son.wav",db-10,1};

weapons[]={f14sideW, Tomcat20mm};

magazines[]={f14sideW, Tomcat20mm};

armor=200;

cost=20000000;

model="\F14\F14TM";

fov=0.5;

type=VAir;

//threat[] VSoft, VArmor, VAir

threat[]={0.1, 0.8, 1.0};

};

class F14TMB: Plane

{

scope=public;

crew = SoldierWPilot;

picture = \F14\icon;

side = TWest;

displayName="F-14 B Tomcat (AS)";

accuracy=1.30;

               maneuvrability=195.0;

               sensitivity=2.8;

irScanRange = 18500;

irTarget = 1;

irScanGround=1;

laserScanner = 1;

nightVision=1;

driverAction = ManActA10Pilot;

gunnerAction = ManActAH1Gunner;

hasgunner=1;

driveriscommander=1;

maxSpeed = 1200;

gunnerOpticsModel="optika_heli_gunner";

gunnerOpticsColor[] = {0, 0, 0, 1};

class ViewOptics

{

initAngleX=0; minAngleX=-40; maxAngleX=1;

initAngleY=0; minAngleY=-50; maxAngleY=50;

initFov=1.3; minFov=0.03; maxFov=1.3;

};

soundEngine[]={"\F14\son.wav",db-10,1};

weapons[]={f14Mav, Tomcat20mm};

magazines[]={f14Mav, Tomcat20mm};

armor=200;

cost=20000000;

model="\F14\F14TMB";

fov=0.5;

type=VAir;

//threat[] VSoft, VArmor, VAir

threat[]={0.1, 0.8, 1.0};

};

class F14TMD: Plane

{

scope=public;

crew = SoldierWPilot;

picture = \F14\icon;

side = TWest;

displayName="F-14 D Tomcat (AS)";

accuracy=1.30;

               maneuvrability=195.0;

               sensitivity=2.8;

irScanRange = 18500;

irTarget = 1;

irScanGround=1;

laserScanner = 1;

nightVision=1;

driverAction = ManActA10Pilot;

gunnerAction = ManActAH1Gunner;

hasgunner=1;

driveriscommander=1;

maxSpeed = 1200;

gunnerOpticsModel="optika_heli_gunner";

gunnerOpticsColor[] = {0, 0, 0, 1};

class ViewOptics

{

initAngleX=0; minAngleX=-40; maxAngleX=1;

initAngleY=0; minAngleY=-50; maxAngleY=50;

initFov=1.3; minFov=0.03; maxFov=1.3;

};

soundEngine[]={"\F14\son.wav",db-10,1};

weapons[]={f14shr, Tomcat20mm};

magazines[]={f14shr, Tomcat20mm};

armor=200;

cost=20000000;

model="\F14\F14TMD";

fov=0.5;

type=VAir;

//threat[] VSoft, VArmor, VAir

threat[]={0.1, 0.8, 1.0};

};

class F14TMD2: Plane

{

scope=public;

crew = SoldierWPilot;

picture = \F14\icon;

side = TWest;

displayName="F-14 D Tomcat (AA)";

accuracy=1.30;

               maneuvrability=197.9;

               sensitivity=2.8;

irScanRange = 18500;

irTarget = 1;

irScanGround=1;

laserScanner = 1;

nightVision=1;

driverAction = ManActA10Pilot;

gunnerAction = ManActAH1Gunner;

hasgunner=1;

driveriscommander=1;

maxSpeed = 1210;

gunnerOpticsModel="optika_heli_gunner";

gunnerOpticsColor[] = {0, 0, 0, 1};

class ViewOptics

{

initAngleX=0; minAngleX=-40; maxAngleX=1;

initAngleY=0; minAngleY=-50; maxAngleY=50;

initFov=1.3; minFov=0.03; maxFov=1.3;

};

soundEngine[]={"\F14\son.wav",db-10,1};

weapons[]={f14pho, Tomcat20mm};

magazines[]={f14pho, Tomcat20mm};

armor=200;

cost=20000000;

model="\F14\F14TMD2";

fov=0.5;

type=VAir;

//threat[] VSoft, VArmor, VAir

threat[]={0.1, 0.8, 1.0};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxysideW : ProxyWeapon {model = "\F14\sideW.p3d"; simulation = "maverickweapon";}

class Proxypho : ProxyWeapon {model = "\F14\pho.p3d"; simulation = "maverickweapon";}

class ProxyMav : ProxyWeapon {model = "\F14\Mav.p3d"; simulation = "maverickweapon";}

class Proxyshr : ProxyWeapon {model = "\F14\shr.p3d"; simulation = "maverickweapon";}

};<span id='postcolor'>

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Here is the MIG29 Fulcrum

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// MIG-29 Fulcrum v1.0 by Scorpio

// 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

class CfgPatches

{

class MIG29_Fulcrum

{

units[] = {MIG29_Fulcrum};

weapons[] = {MIG29_AA8a_Aphid,GSchI30_Bullet};

requiredVersion = 1.30;

};

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class AA : CarlGustav {};

class MIG29_AA8a_Aphid : AA

{

               minRange=100;

      minRangeProbab=0.75;

        midRange=500;

        midRangeProbab=0.88;

        maxRange=2000;

        maxRangeProbab=0.80;

airLock=1;

irLock=0;

initTime=0.4;//0.1

ThrustTime=15;//1.5

thrust=1000;

maxspeed=1000;

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

model = "\SPC_MIG\MIG29_AA8a_Aphid";

proxyShape = "\SPC_MIG\MIG29_AA8a_Aphid";

manualControl=false; // true

maxControlRange=10000;

maneuvrability=165.0;

};

class BulletSingle: default {};

class ExplosiveBullet: BulletSingle {};

class Bullet30: ExplosiveBullet {};

class GSchI30_Bullet: Bullet30

{

hit=40;

indirectHit=10;

  indirectHitRange=1;

explosive=0;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class ZuniLauncher38: AT3Launcher {};

class kab500_mig : ZuniLauncher38

{

displayName="KAB-500KR";

displayNameMagazine="KAB-500KR";

shortNameMagazine="KAB-500KR";

opticsZoomMin=0.08;

opticsZoomMax=0.84;

count=64;

reloadTime=0.15;

optics=1;

maxLeadSpeed=2300;

flashSize=0;

sound[]={Weapons\rocket1,db+60,1};

};

class MIG29_AA8a_Aphid: MaverickLauncher

{

ammo=MIG29_AA8a_Aphid;

displayName="AA8a_Aphid";

displayNameMagazine="AA8a_Aphid";

shortNameMagazine="AA8a";

count=8; //6-0 or 4-2

initspeed=15;

model="\SPC_MIG\MIG29_AA8a_Aphid.p3d";

canLock=2;

sound[]={"\SPC_MIG\MIG-29_Outside_AA10_launch.ogg",db+40,0.6};

               aiRateOfFire=5.00;

aiRateOfFireDistance=4000;

               maxLeadSpeed=3000;

};

class MGun: Default {};

class MachineGun7_6: MGun {};

class MachineGun30: MachineGun7_6 {};

class MIG29_30mm: MachineGun30

{

dispersion=0.00100;

displayName="30mm GSchI";

displayNameMagazine="30mm GSchI";

shortNameMagazine="30mm GSchI";

ammo="GSchI30_Bullet";

count=300; //150

initSpeed=860;

  sound[]={"Weapons\automatic_cannon",3.162278,1};

reloadTime=0.075;

      multiplier=1;

      burst=3;

soundContinuous=1;

flashSize=0.000000;

maxLeadSpeed=1800;

optics=1;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Plane: Air {};

       

class MIG29_Fulcrum: Plane

       {

displayName="MIG-29 Fulcrum";

weapons[]={MIG29_30mm, MIG29_AA8a_Aphid, kab500_mig};

magazines[]={MIG29_30mm, MIG29_AA8a_Aphid, kab500_mig};

model="\SPC_MIG\mig29.p3d";

icon="\SPC_MIG\icon_mig29.paa";

//threat[] VSoft, VArmor, VAir

threat[]={0.9, 1.0, 0.9};

precision=200; // 200

brakeDistance=100; // vehicle movement precision 500

aileronSensitivity = 1.0; // relative aileron sensitivity 1

elevatorSensitivity = 1.0; // relative elevator sensitivity 1

noseDownCoef = 1.0; // how much goes nose down during turns 1

landingAoa = 10*3.1415/180; // 10*3.1415/180

scope=public;

crew = "SoldierEPilot";

picture = \SPC_MIG\imig29.paa;

side = 0;

               camouflage=1;

               audible=5;

accuracy=0.50;

irTarget=1;

irScanRange=15000;

irScanGround=1;

driverAction = ManActA10Pilot;

cargoAction[]={"ManActCessnaCargo"};

maxSpeed = 1200; //Vmax=2500,Vstandart=1250,

soundEngine[]={\SPC_MIG\MIG-29_Outside_Cruise_Flying.wav,db+30,1.0};

               soundDammage[]={"\SPC_MIG\AC_Caution.ogg",db+30,1};

armor=90;

cost=20000;

transportSoldier=0;

fov=0.5;

type=VAir;

class Reflectors

{

class Reflector

{

color[] = {0.9, 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.5;

brightness = 0.25;

};

};

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 = -340;

min = 0;

max = 1000;

};

class IndicatorAltRadar2

{

// max for this indicator is 1000 feet (i.e. 304m)

// note: this is actualy Baro altitude (name is wrong)

selection = "alt2";

axis = "osa_alt2";

angle = -340;

min = 0;

max = 1000;

};

class IndicatorSpeed

{

selection = "mph";

axis = "osa_mph";

angle = -350;

min = 0;

max = 1000 / 3.6;

};

class IndicatorVertSpeed

{

selection = "vert_speed";

axis = "osa_vert_speed";

angle = -240;

min = -150;

max = 150;

};

class IndicatorVertSpeed2

{

selection = "vert_speed2";

axis = "osa_vert_speed2";

angle = -240;

min = -150;

max = 150;

};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyMIG29_AA8a_Aphid : ProxyWeapon {model="\SPC_MIG\MIG29_AA8a_Aphid"; simulation = "maverickweapon";}

};<span id='postcolor'>

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Here is the AMX

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Aeronautica Militare Italiana AMX-T by colorchanger -- versione 1.2

// 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

class CfgPatches

{

class ITA_AMX

{

units[] = {ITA_AMX_AA, ITA_AMX_M, ITA_AMX_R, ITA_AMX_B};

weapons[] = {ITA_sidewinder,ITA_MaverickLauncher, ITA_M61_20mm,ITA_Mk82_Launcher_3, ITA_Mk82_Launcher_5, ITA_Razzi_Launcher};

requiredVersion = 1.30;

};

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class AA : CarlGustav {};

class ITA_aim9l : AA

{

reloadTime=1.0;

maneuvrability=199.9;

airLock=true;

irLock=true;

laserLock=false;

manualControl=false;

initTime=0.15;

maxleadspeed=4000;

ThrustTime=5.5;

visibleFire=70;

audibleFire=70;

visibleFireTime=100;

minRange=50;minRangeProbab=0.97;

midRange=100;midRangeProbab=0.95;

maxRange=4500;maxRangeProbab=0.87;

maxControlRange=100000;

thrust=1000;

maxSpeed=2000;

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

model = "\ITA_AMX\ITA_aim9l";

proxyShape="\ITA_AMX\ITA_aim9l";

};

class Hellfire: AT3 {};

class ITA_Maverick: Hellfire // A10 AT

{

hit=1900;indirectHit=800;indirectHitRange=2.5;

model = Maverik.p3d;

minRange=200;minRangeProbab=0.30;

midRange=600;midRangeProbab=0.80;

maxRange=2000;maxRangeProbab=0.50;

thrust=700;

laserLock=false;

proxyShape = Maverik_Proxy.p3d;

};

class ITA_Mk82 : default

{

hit=1015;indirectHit=711;indirectHitRange=10;

minRange=300;minRangeProbab=0.50;

midRange=800;midRangeProbab=0.95;

maxRange=2000;maxRangeProbab=0.50;

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

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

cost=20000;

model="\ITA_AMX\ITA_MK82.p3d";

proxyShape ="\ITA_AMX\ITA_MK82.p3d";

irLock=true;

laserLock=false;

maxControlRange=20000;

maneuvrability=15.0;

sideAirFriction=0.20;

simulation=shotMissile;

maxSpeed=100;

initTime=1000;

thrustTime=0;

thrust=0;

};

class ITA_Razzi : Hellfire // rocket (unguided)

{

proxyShape = ZUNI;

hit=400;indirectHit=250;indirectHitRange=3;

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

initTime=0.05;

thrustTime=3.5;

thrust=500;

};

class BulletSingle: default {};

class ExplosiveBullet: BulletSingle {};

class Bullet30: ExplosiveBullet {};

class ITA_M61Bullet20: Bullet30 {

hit=30;

indirectHit=10;

explosive=0;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class ITA_sidewinder: MaverickLauncher

{

ammo=ITA_aim9l;

displayName="AIM-9L Sidewinder";

displayNameMagazine="Sidewinder";

shortNameMagazine="AIM-9L";

count=6;

initspeed=15;

model = "\ITA_AMX\ITA_aim9l";

canLock=2;

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

               aiRateOfFire=5.00;

aiRateOfFireDistance=4000;

               maxLeadSpeed=3000;

};

class ITA_MaverickLauncher: MaverickLauncher

{

ammo=ITA_Maverick;

displayName=$STR_DN_MAVERICK;

displayNameMagazine=$STR_MN_MAVERICK;

shortNameMagazine=$STR_SN_MAVERICK;

count=5;

reloadTime=0.5;

sound[]={Weapons\Missile,db+20,1};

reloadSound[]={,0,1};

initSpeed=0;

};

class ITA_Mk82_Launcher_5 : HellfireLauncher // Mk82

{

ammo=ITA_Mk82;

displayName="Mk82";

displayNameMagazine="Mk82";

shortNameMagazine="Mk82";

count=5;

reloadTime=0.5;

sound[]={"\sound\weapons\AK74dry",db-50,1.0};

initSpeed=0;

canLock=2;

burst=1;

aiRateOfFire=8.0;

aiRateOfFireDistance=2500;

};

class ITA_Mk82_Launcher_3 : ITA_Mk82_Launcher_5 // Mk82

{

count=3;

};

class ITA_Razzi_Launcher: AT3Launcher

{

//--

scopeWeapon = public;

scopeMagazine = public;

ammo=ITA_Razzi;

displayName="RAZZI";

displayNameMagazine="RAZZI";

shortNameMagazine="RAZZI";

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[]={Weapons\rocket1,db+60,1};

reloadSound[]={Weapons\missload,db-70,1};

initSpeed=44;

magazineReloadTime=0.1;

autoFire = true;

};

class MGun: Default {};

class MachineGun7_6: MGun {};

class MachineGun30: MachineGun7_6 {};

class ITA_M61_20mm: MachineGun30

{

// dispersion=0.01500;

displayName="20mm M61 Vulcan";

displayNameMagazine="20mm M61 Vulcan mag";

shortNameMagazine="20mm mag";

ammo="ITA_M61Bullet20";

count=600;

initSpeed=2000;

sound[]={"\ITA_AMX\M61A1.wav",db+1,1};

reloadTime=0.02;

soundContinuous=1;

flashSize=0.000000;

maxLeadSpeed=1800;

optics=1;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Plane: Air {};

       

class ITA_AMX_BASE_KEY: Plane

       {

precision=200; // 200

brakeDistance=100; // vehicle movement precision 500

aileronSensitivity = 1.0; // relative aileron sensitivity 1

elevatorSensitivity = 1.0; // relative elevator sensitivity 1

noseDownCoef = 1.0; // how much goes nose down during turns 1

landingAoa = 10*3.1415/180; // 10*3.1415/180

scope=public;

crew = ITA_Pilot;

picture = \ITA_AMX\icon;

side = 1;

accuracy=1.30;

               maneuvrability=190.9;

               sensitivity=2.8;

irTarget=1;

irScanRange=9000;

irScanGround=1;

driverAction = ManActA10Pilot;

cargoAction[]={"ManActCessnaCargo"};

maxSpeed = 990;

soundEngine[]={"Vehicles\01F5",20.200000,1.000000};

armor=50;

cost=20000;

transportSoldier=1;

model="\ITA_AMX\ITA_AMX_AA.p3d";

fov=0.5;

type=VAir;

};

class ITA_AMX_BASE_JOY: Plane

       {

precision=200; // 200

brakeDistance=100; // vehicle movement precision 500

aileronSensitivity = 0.5; // relative aileron sensitivity 1

elevatorSensitivity = 0.9; // relative elevator sensitivity 1

noseDownCoef = 1.0; // how much goes nose down during turns 1

landingAoa = 10*3.1415/180; // 10*3.1415/180

scope=public;

crew = ITA_Pilot;

picture = \ITA_AMX\icon;

side = 1;

accuracy=0.30;

irTarget=1;

irScanRange=6000;

irScanGround=1;

driverAction = ManActA10Pilot;

cargoAction[]={"ManActCessnaCargo"};

maxSpeed = 980;

soundEngine[]={"Vehicles\01F5",20.200000,1.000000};

armor=50;

cost=20000;

transportSoldier=1;

model="\ITA_AMX\ITA_AMX_AA.p3d";

fov=0.5;

type=VAir;

};

class ITA_AMX_AA_KEY: ITA_AMX_BASE_KEY

{

displayName="ITA A.M.I. AMX AA KEY";

weapons[]={ ITA_M61_20mm, ITA_sidewinder };

magazines[]={ ITA_M61_20mm, ITA_sidewinder };

model="\ITA_AMX\ITA_AMX_AA.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.2, 0.2, 1.0};

};

class ITA_AMX_AA_JOY: ITA_AMX_BASE_JOY

{

displayName="ITA A.M.I. AMX AA JOY";

weapons[]={ ITA_M61_20mm, ITA_sidewinder };

magazines[]={ ITA_M61_20mm, ITA_sidewinder };

model="\ITA_AMX\ITA_AMX_AA.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.2, 0.2, 1.0};

};

class ITA_AMX_AGB_KEY : ITA_AMX_BASE_KEY

{

displayName="ITA A.M.I. AMX B KEY";

weapons[]={ ITA_M61_20mm, ITA_Mk82_Launcher_5 };

magazines[]={ ITA_M61_20mm, ITA_Mk82_Launcher_5 };

model="\ITA_AMX\ITA_AMX_AGM.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.9, 1.0, 0.5};

};

class ITA_AMX_AGB_JOY : ITA_AMX_BASE_JOY

{

displayName="ITA A.M.I. AMX B JOY";

weapons[]={ ITA_M61_20mm, ITA_Mk82_Launcher_5 };

magazines[]={ ITA_M61_20mm, ITA_Mk82_Launcher_5 };

model="\ITA_AMX\ITA_AMX_AGM.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.9, 1.0, 0.5};

};

class ITA_AMX_AGM_KEY: ITA_AMX_BASE_KEY

{

displayName="ITA A.M.I. AMX M KEY";

weapons[]={ ITA_M61_20mm, ITA_MaverickLauncher };

magazines[]={ ITA_M61_20mm, ITA_MaverickLauncher };

model="\ITA_AMX\ITA_AMX_AGM.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.9, 1.0, 0.5};

};

class ITA_AMX_AGM_JOY: ITA_AMX_BASE_JOY

{

displayName="ITA A.M.I. AMX M JOY";

weapons[]={ ITA_M61_20mm, ITA_MaverickLauncher };

magazines[]={ ITA_M61_20mm, ITA_MaverickLauncher };

model="\ITA_AMX\ITA_AMX_AGM.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.9, 1.0, 0.5};

};

class ITA_AMX_AGR_KEY: ITA_AMX_BASE_KEY

{

displayName="ITA A.M.I. AMX R KEY";

weapons[]={ ITA_M61_20mm, ITA_Razzi_Launcher, ITA_Mk82_Launcher_3};

magazines[]={ ITA_M61_20mm, ITA_Razzi_Launcher, ITA_Mk82_Launcher_3};

model="\ITA_AMX\ITA_AMX_AGR.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={1.0, 1.0, 0.5};

};

class ITA_AMX_AGR_JOY: ITA_AMX_BASE_JOY

{

displayName="ITA A.M.I. AMX R JOY";

weapons[]={ ITA_M61_20mm, ITA_Razzi_Launcher, ITA_Mk82_Launcher_3};

magazines[]={ ITA_M61_20mm, ITA_Razzi_Launcher, ITA_Mk82_Launcher_3};

model="\ITA_AMX\ITA_AMX_AGR.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={1.0, 1.0, 0.5};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyITA_aim9l : ProxyWeapon {model = "\ITA_AMX\ITA_aim9l"; simulation = "maverickweapon";}

class ProxyITA_maverick : ProxyWeapon {model = Maverik; simulation = "maverickweapon";}

class ProxyITA_Razzi : ProxyWeapon {model = zuni; simulation = "maverickweapon";}

};<span id='postcolor'>

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Here is the F16....Note, it is version 1.39, I dont know if they have put out a newer one

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Aeronautica Militare Italiana F16 Fiaghting Falcon -- versione 1.39

// 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

class CfgPatches

{

class ITA_F16

{

units[] = {ITA_F16_AA};

weapons[] = {F16_sidewinder, F16_M61_20mm};

requiredVersion = 1.30;

};

};

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class Air: default {};

class Plane: Air

{

sectionsInherit="Vehicle";

sections[]=

{

"poskozeni","sklo predni l"

};

};

class ITA_AW: PLANE {};

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class AA : CarlGustav {};

class F16_aim9l : AA

{

reloadTime=1.0;

maneuvrability=199.9;

airLock=true;

irLock=true;

laserLock=false;

manualControl=false;

initTime=0.15;

maxleadspeed=4000;

ThrustTime=5.5;

visibleFire=70;

audibleFire=70;

visibleFireTime=100;

minRange=50;minRangeProbab=0.97;

midRange=100;midRangeProbab=0.95;

maxRange=4500;maxRangeProbab=0.90;

maxControlRange=100000;

thrust=1000;

maxSpeed=2000;

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

model = "\ITA_F16\ITA_aim9l";

proxyShape="\ITA_F16\ITA_aim9l";

};

class BulletSingle: default {};

class ExplosiveBullet: BulletSingle {};

class Bullet30: ExplosiveBullet {};

class F16_M61Bullet20: Bullet30 {

hit=50;

indirectHit=10;

explosive=0;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class F16_sidewinder: MaverickLauncher

{

ammo=F16_aim9l;

displayName="AIM-9L Sidewinder";

displayNameMagazine="FSidewinder";

shortNameMagazine="FAIM-9L";

count=6;

initspeed=15;

               aiRateOfFire=5.00;

aiRateOfFireDistance=4000;

               maxLeadSpeed=3000;

model = "\ITA_F16\ITA_aim9l";

canLock=2;

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

};

class MGun: Default {};

class MachineGun7_6: MGun {};

class MachineGun30: MachineGun7_6 {};

class F16_M61_20mm: MachineGun30

{

// dispersion=0.01500;

displayName="20mm M61 Vulcan";

displayNameMagazine="F20mm M61 Vulcan mag";

shortNameMagazine="F20mm mag";

ammo="F16_M61Bullet20";

count=600;

initSpeed=2000;

sound[]={"\ITA_F16\M61A1.wav",db+1,1};

reloadTime=0.02;

soundContinuous=1;

flashSize=0.000000;

maxLeadSpeed=1800;

optics=1;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Plane: Air {};

       

class ITA_F16_BASE: Plane

{

scope=public;

crew = ITA_Pilot;

picture = \ITA_F16\icon;

               icon="\ITA_F16\F16.paa";

               side = 1;

displayName="ITA A.M.I. F16 MM";

accuracy=1.30;

               maneuvrability=197.9;

               sensitivity=2.8;

               transportSoldier=0;

driverAction = ManActA10Pilot;

cargoAction[]={"ManActCessnaCargo"};

               armor=50;

cost=20000;

               maxSpeed = 1150;

model="\ITA_F16\ITA_F16_BASE.p3d";

               soundEngine[]={"Vehicles\01F5",20.200000,1.000000};

               irTarget=1;

irScanRange=18000;

irScanGround=1;

fov=0.5;

               type=VAir;

//threat[] VSoft, VArmor, VAir

threat[]={0.2, 0.2, 1.0};

               

};

     

       class ITA_F16_AA: ITA_F16_BASE

{

displayName="ITA A.M.I. F16 AA";

weapons[]={ F16_M61_20mm, F16_sidewinder };

magazines[]={ F16_M61_20mm, F16_sidewinder };

model="\ITA_F16\ITA_F16_BASE.p3d";

               icon="\ITA_F16\F16.paa";

//threat[] VSoft, VArmor, VAir

threat[]={0.2, 0.2, 1.0};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyF16_aim9l : ProxyWeapon {model = "\ITA_F16\ITA_aim9l"; simulation = "maverickweapon";}

};<span id='postcolor'>

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Here is the Tornado....I did NOT CREATE any of these excellent addons....I only added some lines to these .cpp files for gaming purposes

ALSO,...on THIS .cpp, for AIR TO AIR combat, I changed the missles on the "AA" Tornado to sidewinders

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Aeronautica Militare Italiana Tornado IDS by colorchanger -- versione 1.0

// do not -steal- this addon by:

// modifying this addon and releasing it as yours without my permission!

// its simple: contact me at colorchanger@libero.it

// 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

class CfgPatches

{

class ITA_TORNADO

{

units[] = {ITA_TORNADO_AA, ITA_TORNADO_M, ITA_TORNADO_R, ITA_TORNADO_B};

weapons[] = {ITA_ASPIDE, ITA_MAUSER_27mm,ITA_Mk82_Launcher_3, ITA_Mk82_Launcher_5, ITA_Razzi_Launcher};

requiredVersion = 1.30;

};

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class AA : CarlGustav {};

class ITA_ASPIDEMK2 : AA

{

minRange=100;

      minRangeProbab=1.0;

        midRange=5000;

        midRangeProbab=1.0;

        maxRange=10000;

        maxRangeProbab=1.0;

airLock=1;

irLock=0;

initTime=0.3;

ThrustTime=15.0;

thrust=1000;

maxspeed=800;

hit=90;indirectHit=80;indirectHitRange=8;

model = "\ITA_TORNADO\ITA_ASPIDEMK2";

proxyShape = "\ITA_TORNADO\ITA_ASPIDEMK2";

manualControl=false;

maxControlRange=100000;

maneuvrability=100.0;

};

class ITA_AIM9J : AA

{

reloadTime=1.0;

maneuvrability=199.9;

airLock=true;

irLock=true;

laserLock=false;

manualControl=false;

initTime=0.15;

maxleadspeed=4000;

ThrustTime=5.5;

visibleFire=70;

audibleFire=70;

visibleFireTime=100;

minRange=50;minRangeProbab=0.97;

midRange=100;midRangeProbab=0.95;

maxRange=4500;maxRangeProbab=0.82;

maxControlRange=100000;

thrust=1000;

maxSpeed=2000;

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

model = "\ITA_TORNADO\ITA_AIM9J";

proxyShape="\ITA_TORNADO\ITA_AIM9J";

};

class Hellfire: AT3 {};

class ITA_AS30L: Hellfire // AS-30L

{

hit=2500;indirectHit=900;indirectHitRange=8;

model = "\ITA_TORNADO\ITA_AS30L.p3d";

minRange=300;minRangeProbab=1.0;

midRange=5000;midRangeProbab=1.0;

maxRange=150000;maxRangeProbab=1.0;

ThrustTime=15.0;

thrust=1000;

maxspeed=800;

manualControl=false;

maxControlRange=100000;

maneuvrability=100.0;

laserLock=false;

proxyShape = "\ITA_TORNADO\ITA_AS30L.p3d";

irLock=1;

initSpeed=0;

initTime=0.3;

};

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;

};

class ITA_Paveway2 : default

{

hit=2015;indirectHit=1000;indirectHitRange=8; // AP

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_Paveway2.p3d";

proxyShape ="\ITA_TORNADO\ITA_Paveway2.p3d";

irLock=true;

laserLock=false;

maxControlRange=100000;

maneuvrability=25.0;

sideAirFriction=0.05;

simulation=shotMissile;

maxSpeed=600;

maxLeadSpeed=500;

initTime=0.5000;

thrustTime=0;

thrust=0;

};

class ITA_Razzi : Hellfire // rocket (unguided)

{

proxyShape = ZUNI;

hit=400;indirectHit=250;indirectHitRange=3;

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,db40,1};

cost=2000;

soundHit[]={Explosions\expl1,db80,1};

model = ZUNI;

irLock=false;

laserLock=false;

maneuvrability=0.0;

maxControlRange=0; // max range for manual control

initTime=0.05;

thrustTime=3.5;

thrust=500;

};

class ITA_Bomblet: ITA_Razzi

{

simulationStep=0.05;

simulation=shotRocket;

hit=30;indirectHit=25;indirectHitRange=20;

minRange=50;minRangeProbab=0.20;

midRange=300;midRangeProbab=0.95;

maxRange=500;maxRangeProbab=0.20;

model= "\ITA_TORNADO\ITA_JP223AMMO";

  proxyShape = ZUNI;

soundHit[]={"Explosions\expl3",db+40,1};

irLock=1;

laserLock=0;

dispersion=200.000000;

sideAirFriction=0.6; // 0.01

maneuvrability=0;

maxSpeed=100;

initSpeed=0;

initTime=0.3;

thrustTime=0.0;

thrust=0; // 0

};

class BulletSingle: default {};

class ExplosiveBullet: BulletSingle {};

class Bullet30: ExplosiveBullet {};

class ITA_MauserBullet27: Bullet30 {

hit=40;

indirectHit=10;

explosive=0;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class ITA_ASPIDE: MaverickLauncher

{

ammo=ITA_ASPIDEMK2;

displayName="Alenia Aspide Mk2";

displayNameMagazine="Alenia Aspide Mk2";

shortNameMagazine="AspideMk2";

count=9;

initspeed=0;

model = "\ITA_TORNADO\ITA_ASPIDEMK2.p3d";

canLock=2;

sound[]={"\ITA_TORNADO\Sidewinder.ogg",db+40,0.6};

aiRateOfFire=5.00000;

aiRateOfFireDistance=10000;

};

class ITA_AIM9J_Launcher: MaverickLauncher

{

ammo=ITA_AIM9J;

displayName="AIM-9J Sidewinder";

displayNameMagazine="AIM-9J Sidewinder";

shortNameMagazine="AIM-9J";

count=9;

model = "\ITA_TORNADO\ITA_AIM9J.p3d";

canLock=2;

sound[]={Weapons\Missile,db+30,1};

initspeed=15;

               aiRateOfFire=5.00;

aiRateOfFireDistance=4000;

               maxLeadSpeed=3000;

};

class ITA_AS30_Launcher: MaverickLauncher

{

ammo=ITA_AS30L;

displayName="Aerospatiale AS-30L";

displayNameMagazine="AS-30L";

shortNameMagazine="AS-30L";

count=7;

reloadTime=0.5;

sound[]={"\ITA_TORNADO\Sidewinder.ogg",db+40,0.6};

reloadSound[]={,0,1};

initSpeed=0;

};

class ITA_Mk82HD_Launcher_5 : HellfireLauncher // Mk82

{

ammo=ITA_Mk82HD;

displayName="Mk82 high-drag";

displayNameMagazine="Mk82 high-drag";

shortNameMagazine="Mk82 high-drag";

count=14;

reloadTime=0.2;//0.3

sound[]={"\sound\weapons\AK74dry",db-50,1.0};

initSpeed=0;

canLock=2;

burst=1;

aiRateOfFire=8.0;

aiRateOfFireDistance=2500;

};

class ITA_Paveway_Launcher : HellfireLauncher // Paveway II 1000lbs

{

ammo=ITA_Paveway2;

displayName="Paveway II 1000lbs";

displayNameMagazine="Paveway II 1000lbs";

shortNameMagazine="Paveway II";

count=7;

reloadTime=0.5;

sound[]={"\sound\weapons\AK74dry",db-50,1.0};

initSpeed=0;

canLock=2;

burst=1;

aiRateOfFire=8.0;

aiRateOfFireDistance=2500;

};

class ITA_BombletLauncher: AT3Launcher

{

ammo=ITA_Bomblet;

displayName=JP.223;

displayNameMagazine=JP.233;

shortNameMagazine=JP.233;

count=400;

reloadTime=0.0125;

aiRateOfFire=0.0125;

aiRateOfFireDistance=3000;

sound[]={"\bmp2\bmp2_cannon",db+40,0.5};

reloadSound[]={Weapons\missload,db-70,1};

initSpeed=10;

magazineReloadTime=0.1;

autoFire = true;

};

class MGun: Default {};

class MachineGun7_6: MGun {};

class MachineGun30: MachineGun7_6 {};

class ITA_Mauser_27mm: MachineGun30

{

displayName="27mm Mauser Cannon";

displayNameMagazine="27mm Mauser mag";

shortNameMagazine="27mm mag";

ammo="ITA_MauserBullet27";

count=360;

initSpeed=2000;

sound[]={"\ITA_TORNADO\M61A1.wav",db+1,1};

reloadTime=0.02;

soundContinuous=1;

flashSize=0.000000;

maxLeadSpeed=1800;

optics=1;

irLock=false;

canLock=2;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Plane: Air {};

       

class ITA_TORNADO_BASE_KEY: Plane

       {

precision=200;

brakeDistance=100;

aileronSensitivity = 1.0;

elevatorSensitivity = 1.0;

noseDownCoef = 1.0;

landingAoa = 10*3.1415/180;

hasGunner=false;

driverIsCommander=true;

cargo= ITA_Pilot;

scope=public;

crew = ITA_Pilot;

picture = \ITA_TORNADO\icon;

icon="\ITA_TORNADO\itor.paa";

side = 1;

camouflage=1;

audible=5;

accuracy=0.05; //0.10

irTarget=1;

irScanRange=15000;

irScanGround=1;

driverAction = ManActA10Pilot;

cargoAction[]={"ManActCessnaCargo"};

maxSpeed = 1100;

soundEngine[]={"Vehicles\01F5",20.200000,1.000000};

armor=100;

cost=20000;

transportSoldier=1;

model="\ITA_TORNADO\ITA_TORNADO_9.p3d";

fov=0.5;

type=VAir;

};

class ITA_TORNADO_BHD14_KEY : ITA_TORNADO_BASE_KEY

{

displayName="ITA A.M.I. TORNADO BombHD";

weapons[]={ ITA_MAUSER_27mm, ITA_Mk82HD_Launcher_5};

magazines[]={ ITA_MAUSER_27mm, ITA_Mk82HD_Launcher_5};

model="\ITA_TORNADO\ITA_TORNADO_14.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.9, 1.0, 0.5};

};

class ITA_TORNADO_PAVE_KEY : ITA_TORNADO_BASE_KEY

{

displayName="ITA A.M.I. TORNADO Paveway";

weapons[]={ ITA_MAUSER_27mm, ITA_Paveway_Launcher};

magazines[]={ ITA_MAUSER_27mm, ITA_Paveway_Launcher};

model="\ITA_TORNADO\ITA_TORNADO_7.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.9, 1.0, 0.5};

};

class ITA_TORNADO_AS30_KEY : ITA_TORNADO_BASE_KEY

{

displayName="ITA A.M.I. TORNADO AS30L";

weapons[]={ ITA_MAUSER_27mm, ITA_AS30_Launcher };

magazines[]={ ITA_MAUSER_27mm, ITA_AS30_Launcher };

model="\ITA_TORNADO\ITA_TORNADO_7.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.9, 1.0, 0.5};

};

class ITA_TORNADO_AA_KEY: ITA_TORNADO_BASE_KEY

{

displayName="ITA A.M.I. TORNADO AA";

weapons[]={ ITA_MAUSER_27mm, ITA_AIM9J_Launcher };

magazines[]={ ITA_MAUSER_27mm, ITA_AIM9J_Launcher };

model="\ITA_TORNADO\ITA_TORNADO_9.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={0.7, 0.5, 1.0};

};

class ITA_TORNADO_JP223_KEY : ITA_TORNADO_BASE_KEY

{

displayName="ITA A.M.I. TORNADO JP.223";

weapons[]={ ITA_MAUSER_27mm, ITA_AIM9J_Launcher, ITA_BombletLauncher };

magazines[]={ ITA_MAUSER_27mm, ITA_AIM9J_Launcher, ITA_BombletLauncher };

model="\ITA_TORNADO\ITA_TORNADO_JP.p3d";

//threat[] VSoft, VArmor, VAir

threat[]={1.0, 0.8, 0.9};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyITA_aim9l : ProxyWeapon {model = "\ITA_TORNADO\ITA_aim9j"; simulation = "maverickweapon";}

class ProxyITA_maverick : ProxyWeapon {model = Maverik; simulation = "maverickweapon";}

class ProxyITA_Razzi : ProxyWeapon {model = zuni; simulation = "maverickweapon";}

};<span id='postcolor'>

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Could you edit those threads and put the stuff in CODE tags? smile.gif

Just for kicks. tounge.gif

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Umm, forgive my ignorance,....I dont know what you mean by code tags.

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Click the button that says code above where you type the stuff before you start typing the cpp stuff and after you stop typing it.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">Stuff in code tags looks like this<span id='postcolor'>

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Yes exactly, or just type [code*] before your code and then [/code*] after your code. (without the *)

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why don't you email this info to the mod creators themselves and respecyfully ask them to release a new version of their aircraft?

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Okay, I did the "code tag" thing for ya smile.gif

Has anybody tried them out yet?...gimme some feedback.

P.S. all you have to do is "copy & paste" these into a wordpad document, and then re-name it to config.cpp, and "temporarily" replace the config.cpp in each addon with the "new" one.

Keep your old ones in case you want to go back

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I have only tried the F-14 yet but I must say I´m impressed of OFP engine again wink.gif

Its fun to see the sidewinders "spin" away and not just fly in a perfect line, a bit darker and heavyer smoke trail would be nice.

Avery cool thing was when I saw TWO F14´s hunt one Hawk (yes, its a bit unfair) in formation! They kept the formation good all the way and the Hawk couldnt do much but to give up. The fun thing was that they flew around for a while and tried to get behind eachother (Hawk and F14´s) the F14´s wasnt even in the same group.

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Yea, I took two of the "modified" F14s, and two "modified" Mig29s in the air for testing these .cpp modifications.

They "track" each other, and get on each others tails.

If you put them in groups, sometimes one will fly straight (letting the enemy plane get on his tail)...while the "wingman" circles around to get behind the bogie.

The BIG thing, however...is that they are now able to use their AA missles effectively.

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