Jump to content

Recommended Posts

I am in the process of making a modified NLAW for my group to use in coop missions. I also was trying to retexture it as well. I made the texture, attempted to apply it but it did not work. That part is not a big deal I guess, it just appears to be a lack of hiddentextures being available for that weapon system. My major issue is a popup error related to simulation component somewhere associated with the cfgammo. I have included my cfgammo code. Thank you in advance for any assistance you can provide.

Spoiler

 


class CfgAmmo
{
	class MissileBase;
	class Components;
	class SensorTemplatePassiveRadar;
	class SensorTemplateAntiRadiation;
	class SensorTemplateActiveRadar;
	class SensorTemplateIR;
	class SensorTemplateVisual;
	class SensorTemplateMan;
	class SensorTemplateLaser;
	class SensorTemplateNV;
	class SensorTemplateDataLink;
	
	
		class TF2031_M_NLAW_AT_F: MissileBase
		{
		hit=300;
		indirectHit=15;
		indirectHitRange=4;
		explosive=0.90000002;
		maneuvrability=40;
		simulationStep=0.0020000001;
		trackOversteer=1;
		trackLead=1;
		irLock=1;
		aiAmmoUsageFlags="128 + 512";
		maxControlRange=5000;
		model="\A3\weapons_f\launchers\nlaw\nlaw_rocket";
		cost=400;
		timeToLive=20;
		airFriction=0.40000001;
		sideAirFriction=0.1;
		maxSpeed=500;
		initTime=0.2;
		thrustTime=0.80000001;
		thrust=260;
		fuseDistance=1;
		effectsMissile="missile3";
		whistleDist=16;
		CraterEffects="ATRocketCrater";
		explosionEffects="ATRocketExplosion";
		effectsMissileInit="RocketBackEffectsNLAW";
		allowAgainstInfantry=0;
		soundHit[]=
		{
			"A3\Sounds_F\arsenal\weapons\Launchers\NLAW\NLAW_Hit",
			1.7782794,
			1,
			1500
		};
		class CamShakeExplode
		{
			power=11;
			duration=1.4;
			frequency=20;
			distance=91.329597;
		};
		class CamShakeHit
		{
			power=110;
			duration=0.60000002;
			frequency=20;
			distance=1;
		};
		class CamShakeFire
		{
			power=2.5148699;
			duration=1.2;
			frequency=20;
			distance=50.596401;
		};
		class CamShakePlayerFire
		{
			power=2;
			duration=0.1;
			frequency=20;
			distance=1;
		};
		airLock=0;
		missileLockCone=50;
		missileKeepLockedCone=150;
		missileLockMaxDistance=2000;
		missileLockMinDistance=20;
		missileLockMaxSpeed=15;
		weaponLockSystem="1 + 2 + 4 + 8 + 16";
		cmImmunity=0.2;
		class Components: Components
		{
			class SensorsManagerComponent
			{
				class Components
				{
					class VisualSensorComponent: SensorTemplateVisual
					{
						class AirTarget
						{
							minRange=500;
							maxRange=800;
							objectDistanceLimitCoef=-1;
							viewDistanceLimitCoef=1;
						};
						class GroundTarget
						{
							minRange=10;
							maxRange=2000;
							objectDistanceLimitCoef=1;
							viewDistanceLimitCoef=1;
						};
						maxTrackableSpeed=35;
						nightRangeCoef=0.80000001;
						angleRangeHorizontal=5;
						angleRangeVertical=5;
					};	
				};
			};
		};
	};	
	class TF2031_M_NLAW_HE_F: MissileBase
		{
		hit=150;
		indirectHit=70;
		indirectHitRange=25;
		explosive=0.80000002;
		maneuvrability=40;
		simulationStep=0.0020000001;
		trackOversteer=1;
		trackLead=1;
		irLock=1;
		aiAmmoUsageFlags="128 + 512";
		maxControlRange=5000;
		model="\A3\weapons_f\launchers\nlaw\nlaw_rocket";
		cost=400;
		timeToLive=7;
		airFriction=0.40000001;
		sideAirFriction=0.1;
		maxSpeed=500;
		initTime=0.2;
		thrustTime=0.80000001;
		thrust=260;
		fuseDistance=20;
		effectsMissile="missile3";
		whistleDist=16;
		CraterEffects="ATRocketCrater";
		explosionEffects="ATRocketExplosion";
		effectsMissileInit="RocketBackEffectsNLAW";
		allowAgainstInfantry=0;
		soundHit[]=
		{
			"A3\Sounds_F\arsenal\weapons\Launchers\NLAW\NLAW_Hit",
			1.7782794,
			1,
			1500
		};
		class CamShakeExplode
		{
			power=11;
			duration=1.4;
			frequency=20;
			distance=91.329597;
		};
		class CamShakeHit
		{
			power=110;
			duration=0.60000002;
			frequency=20;
			distance=1;
		};
		class CamShakeFire
		{
			power=2.5148699;
			duration=1.2;
			frequency=20;
			distance=50.596401;
		};
		class CamShakePlayerFire
		{
			power=2;
			duration=0.1;
			frequency=20;
			distance=1;
		};
		airLock=1;
		missileLockCone=50;
		missileKeepLockedCone=150;
		missileLockMaxDistance=2000;
		missileLockMinDistance=20;
		missileLockMaxSpeed=15;
		weaponLockSystem="1 + 2 + 4 + 8 + 16";
		cmImmunity=0.2;
		class Components: Components
		{
			class SensorsManagerComponent
			{
				class Components
				{
					class VisualSensorComponent: SensorTemplateVisual
					{
						class AirTarget
						{
							minRange=300;
							maxRange=2000;
							objectDistanceLimitCoef=-1;
							viewDistanceLimitCoef=1;
						};
						class GroundTarget
						{
							minRange=300;
							maxRange=2000;
							objectDistanceLimitCoef=1;
							viewDistanceLimitCoef=1;
						};
						maxTrackableSpeed=35;
						nightRangeCoef=0.80000001;
						angleRangeHorizontal=5;
						angleRangeVertical=5;
					};
				};
			};
		};	
	};
};

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×