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DragoFire

Require secondary weapon as equipment!

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I've got a question on how to make a Laser Des. in a equipment item in a turret, which and be activated by command menu only, so fire button still free to launch GBU-10/12/16 PAVEWAY freefall guided bombs, and other such weapons.

I've got the idea of putting the Laser Des. into the CPP like this;

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

weaponSlots = WeaponSlotPrimary +  2 * WeaponSlotBinocular;

weapons[]={LaserGuidedBombLauncher, NVGoggles,LaserDesignator};

magazines[]={LaserGuidedBombLauncher};<span id='postcolor'>

And I'm thinking I'll have to redefine the LaserDesignator in the CPP;

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">weaponType = WeaponSlotBinocular;

<span id='postcolor'>

Instead of;

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">weaponType = WeaponSlotSecondary;

<span id='postcolor'>

Does anyone think this'll work? confused.gif

DragoFire

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Has anyone thought about this, as I'm going to start looking into it in the next couple of days and don't want to waste my time if someone knows it won't work.

DragoFire

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weapons[]={ZuniLauncherOH,LaserDesignatorOH};

magazines[]={ZuniLauncherOH,LaserDesignatorOH};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class LaserDesignatorBase: Default {};

class LaserDesignatorOH: LaserDesignatorBase

{

scopeWeapon = public;

scopeMagazine = public;

primary=10;

};

thats used on the OH58

but i dont think its posible to make the laser on the menu sad.gif

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There must be a way of turning LaserDesignator into a WeaponSlotBinocular item.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgBinocular // not sure if this Cfg class exists

{

class Default {};

class LaserDesignator: Default

{

// virtual ammo (equipment needed for targeting)

hit=500;indirectHit=150;indirectHitRange=2.5;

minRange=50;minRangeProbab=0.30;

midRange=150;midRangeProbab=0.95;

maxRange=500;maxRangeProbab=0.10;

simulation=laserDesignate;

simulationStep=0.1;

cost=5000;

soundHit[]={Explosions\explosion_at3,db30,1};

soundFly[]={objects\noise,db-80,4};

maxSpeed=350;

irLock=true; // no lock on soldier

manualControl=true;

maxControlRange=0; // max range for manual control

aiRateOfFire=0; // continuous weapon

aiRateOfFireDistance=500;

initTime=0;

maneuvrability=0;

};<span id='postcolor'>

Something like this most be possible, and once it's done we'll beable to get bomber gunners being able to target and track thier targets on the fly, like in Desert Storm and other such operations.

DragoFire

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that's work or not ?

That's very usefull for Vehicles with laser.

Thx for your work.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PicVert @ Dec. 02 2002,08:33)</td></tr><tr><td id="QUOTE">that's work or not ?

That's very usefull for Vehicles with laser.

Thx  for your work.<span id='postcolor'>

I'm not sure if this would work, it's one of about four things I'm working on to finish my A-6E.

I think it should work, but I have to find the Bino class defines first.

DragoFire

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I'm looking for that to night, and if I found it, I'll join you later.

I'm not at home know and tomorrow.

I'll give you an answer quikly.

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