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Mickyleitor

Sensor Display heading to the backward

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Hi,
I'm updating my custom SAM (NASAMS) Launcher to the new sensor update from Jet DLC. I've a working SAM Launcher, sensors are doing its job except for a litlle issue. Which is the Right Display Manager Component isn't heading to the real direction of the turret azimut (but it's attached to, via "animDirection"), instead, it's heading to the opposite the turret is heading... Also, the poiting vector (the arrow inside the display) is pointing to the backward of the vehicle. Here is a short video:

 

https://gyazo.com/dc8d800d44b355af29b7a0d85cd0211f

 

All stuff is working right, like the spawn point, direction of the missile. I was wondering if it's something related to the config or the model itself. Here is the config:

Spoiler

class ffaa_lanzador_nasams: StaticMGWeapon
	{
		author="$STR_FFAA_AUTOR_FFAAMOD";
		scope = 2;
		scopeCurator = 2;
		side = 1;
		faction = "ffaa";
		crew = "B_UAV_AI";
		typicalCargo[] = {"B_UAV_AI"};
		vehicleClass = "Autonomous";
		editorPreview = "\ffaa_data\EditorPreview\ffaa_lanzador_nasams.jpg";
		picture="\ffaa_estatico\ico\icon_nasams_ca.paa";
		icon="\ffaa_estatico\icomap\icomap_nasams_ca.paa";
		uiPicture = "\ffaa_estatico\icomap\icomap_nasams_ca.paa";
		displayName="$STR_FFAA_LANZADOR_NASAMS";
		DLC = "FFAA";
		hasDriver = 0;
		hasGunner = 1;
		isUav = 1;
		uavCameraGunnerPos = "pos_gunner_view";
		uavCameraGunnerDir = "pos_gunner_view_dir";
		unitInfoType = "RscUnitInfoTank";
		model="\ffaa_estatico\ffaa_lanzador_nasams.p3d";
		hiddenSelections[]={"camo_launcher"};
		hiddenSelectionsTextures[]={"\ffaa_estatico\data\nasams_co.paa"};
		threat[] = {0.5, 0.3, 1};
		cost = 150000;
		accuracy = 0.12;
		extCameraPosition[] = {0, 1.5, -10};
		canFloat = 0;
		class TextureSources
		{
			class Green //sources - ["A3_Static_F_Jets_SAM_System_01"]
			{
				displayName = "Green";
				author = "Bravo Zero One Studios";
				hiddenSelectionsTextures[]={"\ffaa_estatico\data\nasams_co.paa"};
				factions[] = {"ffaa"};
			};
		};
		animationList[] = {};
		textureList[] = {"Green", 1};
		enableGPS = 1;
		radarType = 4;
		gunnerCanSee = "1+2+4+16";
		commanderCanSee = "1+2+4+16";
		driverCanSee = "1+2+4+16";
		radarTarget = 0;
		radarTargetSize = 0.9;
		visualTarget = 1;
		visualTargetSize = 1;
		reportRemoteTargets = 0;
		receiveRemoteTargets = 1;
		lockDetectionSystem = 0;
		incomingMissileDetectionSystem = 16;
		class Components: Components
		{
			class SensorsManagerComponent
			{
				class Components
				{
					class ActiveRadarSensorComponent: SensorTemplateActiveRadar
					{
						class AirTarget
						{
							minRange = 5000;
							maxRange = 13000;
							objectDistanceLimitCoef = -1;
							viewDistanceLimitCoef = -1;
						};
						class GroundTarget
						{
							minRange = 5000;
							maxRange = 5000;
							objectDistanceLimitCoef = -1;
							viewDistanceLimitCoef = -1;
						};
						animDirection = "mainGun";
					};
					class DataLinkSensorComponent: SensorTemplateDataLink
					{
					};
				};
			};
		};
		animated = 1;
		class AnimationSources
		{
			class Revolving
			{
				source="revolving";
				weapon="ffaa_estatico_nasams";
			};
			class connected
			{
				source = "user";
				initPhase = -1;
				animPeriod = 0.1;
			};
		};
		armor = 80;
		armorStructural = 2;
		damageResistance = 0.004;
		damageEffect = "AirDestructionEffects";
		class Hitpoints: HitPoints
		{
			class HitHull
			{
				armor = 3;
				name = "hit_hull";
				visual = "zbytek";
				radius = 0.25;
				minimalHit = 0.05;
				explosionShielding = 1.5;
				depends = "Total";
				passThrough = 0.1;
				material = 51;
			};
			class HitAvionics: HitHull
			{
				armor = 0.5;
				passThrough = 0.15;
				name = "hit_avionics";
				visual = "avionics";
				minimalHit = 0.01;
			};
			class HitTurret: HitHull
			{
				armor = 3;
				name = "hit_turret";
				convexComponent = "turret";
				visual = "turret";
				passThrough = 0.1;
				minimalHit = 0.1;
				explosionShielding = 1.2;
				material = -1;
				class DestructionEffects
				{
					class light1
					{
						simulation = "light";
						type = "ObjectDestructionLight";
						position = "turretdestruct_pos";
						intensity = 0.001;
						interval = 1;
						lifeTime = 3;
					};
					class smoke1
					{
						simulation = "particles";
						type = "ObjectDestructionSmoke";
						position = "turretdestruct_pos";
						intensity = 0.15;
						interval = 1;
						lifeTime = 3.5;
					};
					class fire1
					{
						simulation = "particles";
						type = "ObjectDestructionFire1";
						position = "turretdestruct_pos";
						intensity = 0.15;
						interval = 1;
						lifeTime = 3;
					};
					class sparks1
					{
						simulation = "particles";
						type = "ObjectDestructionSparks";
						position = "turretdestruct_pos";
						intensity = 0;
						interval = 1;
						lifeTime = 0;
					};
					class sound
					{
						simulation = "sound";
						position = "turretdestruct_pos";
						intensity = 1;
						interval = 1;
						lifeTime = 1;
						type = "Fire";
					};
				};
			};
			class HitGun: HitTurret
			{
				armor = 2;
				name = "hit_gun";
				visual = "gun";
				convexComponent = "gun";
				explosionShielding = 1.2;
				passThrough = 0.1;
				class DestructionEffects: DestructionEffects
				{
					class light1: light1
					{
						position = "gundestruct_pos";
					};
					class smoke1: smoke1
					{
						position = "gundestruct_pos";
					};
					class fire1: fire1
					{
						position = "gundestruct_pos";
					};
					class sparks1: sparks1
					{
						position = "gundestruct_pos";
					};
					class sound: sound
					{
						position = "gundestruct_pos";
					};
				};
			};
			class HitOptic: HitTurret
			{
				armor = 0.8;
				passThrough = 0.01;
				explosionShielding = 0.2;
				name = "optic";
				visual = "optic";
				convexComponent = "optic";
				class DestructionEffects
				{
				};
			};
		};
		class Damage
		{
			tex[] = {};
			mat[] = {
				"ffaa_estatico\data\nasams.rvmat",
				"ffaa_estatico\data\nasams_damage.rvmat",
				"ffaa_estatico\data\nasams_destruct.rvmat"
			};
		};
		memoryPointLMissile = "pos_missile_l";
		memoryPointRMissile = "pos_missile_r";
		memoryPointLRocket = "pos_missile_l";
		memoryPointRRocket = "pos_missile_r";
		memoryPointMissile[] = {"pos_missile", "usti hlavne"};
		memoryPointMissileDir[] = {"pos_missile_end", "konec hlavne"};
		class Turrets: Turrets
		{
			class MainTurret: MainTurret
			{
				minElev = -1;
				maxElev = 42;
				minturn = -180;
				maxturn = 180;
				initElev = 0;
				initTurn = 0;
				maxHorizontalRotSpeed = 2.7;
				maxVerticalRotSpeed = 2.7;
				soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_best", 1.41254, 1, 40};
				hasGunner = 1;
				displayName="$STR_FFAA_LANZADOR_NASAMS";
				primary = 1;
				primaryGunner = 1;
				startEngine = 0;
				enableManualFire = 1;
				turretinfotype = "RscOptics_APC_Tracked_01_gunner";
				forceHideGunner = 1;
				gunnerforceoptics = 1;
				gunnerOutForceOptics = 1;
				viewgunnerinExternal = 0;
				outGunnerMayFire = 1;
				inGunnerMayFire = 1;
				castGunnerShadow = 0;
				gunneraction = "Disabled";
				gunnerinaction = "Disabled";
				showAllTargets = 2;
				body = "MainTurret";
				gun = "MainGun";
				animationSourceBody = "MainTurret";
				animationSourceGun = "MainGun";
				uavCameraGunnerPos = "pos_gunner_view";
				uavCameraGunnerDir = "pos_gunner_view_dir";
				memoryPointGunnerOptics = "pos_gunner_view";
				selectionFireAnim = "zasleh";
				missileBeg = "pos_missile";
				missileEnd = "pos_missile_end";
				gunnerlefthandanimname = "";
				gunnerrighthandanimname = "";
				weapons[] = {"ffaa_estatico_nasams"};
				magazines[] = {"ffaa_6Rnd_AMRAAM"};
				optics = 1;
				gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_AAA_01_w_F";
				class OpticsIn
				{
					class Wide
					{
						opticsDisplayName = "W";
						initAngleX = 0;
						minAngleX = -30;
						maxAngleX = 30;
						initAngleY = 0;
						minAngleY = -100;
						maxAngleY = 100;
						initFov = 0.466;
						minFov = 0.466;
						maxFov = 0.466;
						visionMode[] = {"Normal", "NVG", "Ti"};
						thermalMode[] = {0, 1};
						gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_AAA_01_w_F";
					};
					class Medium: Wide
					{
						opticsDisplayName = "M";
						initFov = 0.093;
						minFov = 0.093;
						maxFov = 0.093;
						gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_AAA_01_m_F";
					};
					class Narrow: Wide
					{
						opticsDisplayName = "N";
						gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_AAA_01_n_F";
						initFov = 0.029;
						minFov = 0.029;
						maxFov = 0.029;
					};
				};
				class Components: Components
				{
					class VehicleSystemsDisplayManagerComponentLeft: DefaultVehicleSystemsDisplayManagerLeft
					{
						class Components
						{
							class EmptyDisplay
							{
								componentType = "EmptyDisplayComponent";
							};
							class MinimapDisplay
							{
								componentType = "MinimapDisplayComponent";
								resource = "RscCustomInfoMiniMap";
							};
							class UAVDisplay
							{
								componentType = "UAVFeedDisplayComponent";
							};
							class SensorDisplay
							{
								componentType = "SensorsDisplayComponent";
								range[] = {16000, 8000, 4000, 32000};
								resource = "RscCustomInfoSensors";
							};
						};
					};
					class VehicleSystemsDisplayManagerComponentRight: DefaultVehicleSystemsDisplayManagerRight
					{
						defaultDisplay = "SensorDisplay";
						class Components
						{
							class EmptyDisplay
							{
								componentType = "EmptyDisplayComponent";
							};
							class MinimapDisplay
							{
								componentType = "MinimapDisplayComponent";
								resource = "RscCustomInfoMiniMap";
							};
							class UAVDisplay
							{
								componentType = "UAVFeedDisplayComponent";
							};
							class SensorDisplay
							{
								componentType = "SensorsDisplayComponent";
								range[] = {16000, 8000, 4000, 32000};
								resource = "RscCustomInfoSensors";
							};
						};
					};
				};
			};
		};
		class AttributeValues
		{
			RadarUsageAI = 1;
		};
		class UserActions
		{
			class Rearmar
			{
				displayName="$STR_FFAA_NASAMS_REARMAR";
				displayNameDefault = "<img image='\a3\UI_F\data\IGUI\Cfg\Actions\reammo_ca.paa' size='1.8' shadow=2 />";
				position="STA_axis";
				radius=5;
				condition="alive(this) && ((this ammo ""ffaa_estatico_nasams"")<6)";
				statement="[this,0] call FFAA_fnc_lanzador_nasams_support";
				onlyforplayer = 0;
                priority = 4.800000;
			};
			class Reparar
			{
				displayName="$STR_FFAA_NASAMS_REPARAR";
				displayNameDefault = "<img image='\a3\UI_F\data\IGUI\Cfg\Actions\repair_ca.paa' size='1.8' shadow=2 />";
				position="STA_axis";
				radius=5;
				condition="alive(this) && ((damage this)>0.1)";
				statement="[this,1] call FFAA_fnc_lanzador_nasams_support";
				onlyforplayer = 0;
                priority = 4.800000;
			};
			class Desconectar
			{
				displayName="$STR_FFAA_M250_FORCEDISCONNECT";
				displayNameDefault = "<img image='\a3\UI_F\data\IGUI\Cfg\Actions\ico_off_ca.paa' size='1.8' shadow=2 />";
				position="STA_axis";
				radius=1;
				condition="alive(this) && (!isNull (this getVariable ""connectedto""))";
				statement="this call FFAA_fnc_nasams_disconnect";
				onlyforplayer = 0;
                priority = 4.800000;
			};
		};
		class VehicleTransport
		{
			class Cargo
			{
				canBeTransported = 1;
			};
		};
		class Eventhandlers : Eventhandlers
		{
			init = "(_this select 0) spawn FFAA_fnc_lanzador_nasams_init;";
			fired="[_this select 0,_this select 6,'missile_move','MissileBase'] spawn BIS_fnc_missileLaunchPositionFix;";
		};
	};

 

 

 

Any clue?

 

Greetings.

 

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