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brsseb

Problem with proxy models. 16 stingers too much!

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Hi

Im currently doing the missile systems for my Comanche Helicopter. It carry two types of rockets, Stingers and hellfires. I have made both rockets in p3d file "BRSSEB_AIM_92.p3d" (stinger) and "BRSSEB_HELLFIRE.p3d".

I made a stupid test model (the model is called GHOST and is in the folder GHOST) and wantet to test out the rockets. First out was the stingers, placed 6 or them and they all worked fine. then for the hellfires; I made another pair of stub wings above the two I already had and placed total 16 (and of course changed the selection names before compiling, like I did with the stingers).

BUT, when I started now, the upper 16 hellfires all looked like the Stinger models! They acted like hellfires, they WERE all hellfires except for the model file being wrong. But I have the right paths for the "BRSSEB_HELLFIRE.p3d" file in the configfile, so I dont understand anything! Look here:

16_stingers_too_much.jpg

http://www.geocities.com/brsseb/stuff/16_stingers_too_much.jpg

Ok, so its the configfile then I guess. Here are the important parts:

// CfgAmmo ///////////////////////////////

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class AA: CarlGustav {};

// AIM-92 Stinger Missile

class BRSSEB_AIM_92: AA

{

TrustTime=100;

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

minRange=100;minRangeProbab=0.50;

midRange=150;midRangeProbab=0.80;

maxRange=5000;maxRangeProbab=0.20;

maneuvrability=100;

// Things I know what is wink.gif

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 (?)

manualControl=false;

model="\ghost\BRSSEB_AIM_92.p3d";

proxyShape="\ghost\BRSSEB_AIM_92.p3d";

};

class Hellfire: AT3{};

// Hellfire Missile

class BRSSEB_HELLFIRE: Hellfire

{

model="\ghost\BRSSEB_HELLFIRE.p3d";

proxyShape="\ghost\BRSSEB_HELLFIRE.p3d";

// Standards

hit=900;indirectHit=600;indirectHitRange=2.5;

minRange=50;minRangeProbab=0.50;

midRange=300;midRangeProbab=0.95;

maxRange=1500;maxRangeProbab=0.50;

maxSpeed=350;

soundHit[]={Explosions\explosion_at3,db40,1};

cost=20000;

irLock=true;

laserLock=true;

manualControl=false;

maxControlRange=100000; // unlimited control (active weapon)

maneuvrability=20.0;

initTime=0.15;

thrustTime=5.5;

thrust=1200;

};

};

// 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_Launcher: MaverickLauncher

{

// Things Im sure of

ammo="BRSSEB_AIM_92";

displayName="AIM-92 Stinger";

displayNameMagazine="BRSSEB_AIM_92";

shortNameMagazine="BRSSEB_AIM_92";

magazine="BRSSEB_AIM_92";

count=6; // Number of rockets in magazine

canLock=2; // 0 = no, 1 = "cadet" ??, 2 is yes

reloadSound[]={Weapons\at_load,db-50,1};

sound[]={Weapons\missile,db-50,1};

// ? -stuff

initSpeed=15;

aiRateOfFire=12.000; // Delay between shots at a given distance

aiRateOfFireDistance=2500; // At shorter distance delay goes lineary to zero

};

// Hellfire Rocket Launcher

class BRSSEB_HELLFIRE_Launcher: HellfireLauncher

{

// Things Im sure of

ammo="BRSSEB_HELLFIRE";

displayName="Hellfire Rockets";

displayNameMagazine="BRSSEB_HELLFIRE";

shortNameMagazine="BRSSEB_HELLFIRE";

magazine="BRSSEB_HELLFIRE";

count=16; // Number of rockets in magazine

canLock=2; // 0 = no, 1 = "cadet" ??, 2 is yes

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

sound[]={Weapons\TOW,db-30,1};

reloadTime=0.5;

initSpeed=0;

aiRateOfFire=13.000; // 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 ProxyBRSSEB_HELLFIRE: ProxyWeapon

{

model="\ghost\BRSSEB_HELLFIRE.p3d"; simulation="maverickweapon";

};

};

And, of couse, the weapon adding in the vehicle is:

// Weapons and ammo

weapons[] = {BRSSEB_AIM_92_Launcher, BRSSEB_HELLFIRE_Launcher};

magazines[] = {BRSSEB_AIM_92_Launcher, BRSSEB_HELLFIRE_Launcher};

Sooo, anyone got an idea? The configfile looks perfect to me, but it has to be the one thats wrong. Help, please!

brsseb

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Did you remove/rename the Stinger proxies from all LOB views?

If not that'll be your problem

DragoFire

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As far as I know you can only have one type of missile proxies in one model.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Dec. 02 2002,06:12)</td></tr><tr><td id="QUOTE">As far as I know you can only have one type of missile proxies in one model.<span id='postcolor'>

From what I understood, the 6 Stingers were change to 6 Hellfires with another 10 Hellfires added.

DragoFire

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Dec. 01 2002,20:12)</td></tr><tr><td id="QUOTE">As far as I know you can only have one type of missile proxies in one model.<span id='postcolor'>

Arghh...

Knew that one comming up....ofp limitations strike again! Well, then there will be one AA-version of the comanche with stingers only (and cannon), and one GroundAttack verison with all Hellfires

brsseb

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You can have one proxy of a "guided" weapon, but that doesn´t stop you from putting "unguided" missiles proxys. Surely someone will make a better explanation of this, but i think you get the idea.

Don´t you think it´s a stupid limitation ?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Sharpshooter @ Dec. 02 2002,04:27)</td></tr><tr><td id="QUOTE">You can have one proxy of a "guided" weapon, but that doesn´t stop you from putting "unguided" missiles proxys. Surely someone will make a better explanation of this, but i think you get the idea.

Don´t you think it´s a stupid limitation ?<span id='postcolor'>

Hmm, only one guided missile proxy per model. Got it. At least I can throw in some unguided onces so that the Stingerversion can do some additional ground damadge.

Yes, stupid limitation. But my comanche will survive tounge.gif

brsseb

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I was under the impression that you could only have one type of detachable weapons, like Hellfires. Now if you have tube-launched stingers as guided weapons(not detachable), you'd have to forget about the hellfires being guided, right? If so, game limitations truly suck like never before! (Bye-bye dreams of having an apache with wingtip-mounted stingers!!wink.gif

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This is possible you'd need to set the ammo model up right, almost like like a rocket pod.

DragoFire

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16_stingers_too_much.jpg

Hey! Those aren't stingers... they look like Sidewinders to me. Judging from that picture the poor thing doesn't know Stingers are tube-launched weapons which look more like this

3-03.jpg

As I remember there is a A-10 REAL addon that has sidewinders in addition to mavericks, therefore 2 guided weapon types. However only the mavericks are visible. The broblem you have is that you have stingers as detachable weapons. And i'm happy to announce you that Stingers are actually tube-launched weapons just like TOWs or FFARs, and they don't need a detaching weapon model. You need to change the model for stingers to a launch tube (which is actually a part of the aircraft model), should be a piece of cake.

A stinger launch tubew should look something like this

stinger_image.jpg

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DragoFire @ Jan. 16 2003,06:14)</td></tr><tr><td id="QUOTE">This is possible you'd need to set the ammo model up right, almost like like a rocket pod.

DragoFire<span id='postcolor'>

Whats possible? To have two proxy guided weapons on a model at the same time? Thought we ruled that one out as an ofp engine limit long time ago..Explain crazy.gif

brsseb

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AFAIK there is nothing stopping you having two guided weapons, you just cant have more than one detachable weapon, and as other people have said you just need to model the stingers properly so they are tube launched (like TOW's/FFARS) and not use proxies for them, then you can use both the hellfire and the stinger and they will both be guided

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After doing many expirements with proxies, this is what I have

found:

1. You can only have one proxied weapon.

2. If there is a proxy on your model, all guided weapons will

fire from it.

3. If you don't have proxies, you must define points "L strela"

and "P strela". All guided missiles will fire from these two

points unless there is a proxy on the model.

4. Unguided rockets will fire from proxies or the points

"L raketa" and "P raketa".

That seems to be the rules as far as i can tell. If you find

something to the contrary PLEASE POST IT!!! It almost

drove me insane trying to get two guided missile systems

on a plane, but eventally I gave up.

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thanks axe, for the proxy missile experiments, just what i needed - about the strelas and raketas. This experiment of yours will help others putting on rockets and missiles as most tutorials at present doesnt do that.

by the way, worse still, if u just configure the hlavne and ustis, and configure weapons/ammo titan missile 30ft long 6ft diameter into your model, the huge titan missle will come out of your puny mg barrel, believe me!!!!!!!!!!

Edit:- waittaminute!.....what do u mean by guided missiles?....the missile will seek out the target on its own or point and click and the missile will fly to it? cos if thats the meaning of guided-point and click - why not fake the mg with the ustis and hlavne making a tube launcher with a bigger diameter for the missile, and create the other strelas point - with that wouldnt u have 2 'guided' systems?

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By guided I mean they will track and intercept their target.

The only thing that controls whether a missile is guided

or not it the "maxControlRange" value in the config.cpp.

maxControlRange=5000; would mean guided,

maxControlRange=0; would mean unguided.

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