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TakanoFukada

Simulation="shotshell"

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I would like to make an "Automatic Grenade Launcher" mounted on a vehicle to propel grenades as realistically as possible with regards to the animation... I figured that the "shotShell" simulation class is the ideal one (rather than "shotBullet"). However, the "shotShell" class induces the whole vehicle to shake as a result of the recoil from firing.... it's firing like a tank shell I guess. I need to stop the vehicle from shaking !!!

I'm wondering if anyone could help me on this... I really need to get this to work... would appreciate any help. Thanks !

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try "shotmissile", it doesn't shake vechicles.

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hi hi,

[shotMissile] leaves a trail of smoke particles as the grenade round is propelled... so it's very unrealistic... is there a way to suppress the smoke particles or perhaps some lines to make the smoke color transparent?

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in your cfgammo section of the cpp,

make sure you have:

ThrustTime=0;

for the grenade. Missiles and rockets only smoke when

their engines are in use, and grenades don't have engines

so this should solve your problem smile.gif

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Thanks a lot (AXE) !!! smile.gif

This indeed solved my problem. However, my grenade now propels only a very short distance from my vehicle despite the line "initspeed=240" placed in CfgAmmo and CfgWeapons sections... can you help me out? Thanks !!!

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ok make sure that "initspeed" is defined in the

cfgweapon section only. In the cfgammo section,

i think you should redefine the maxspeed variable,

because initspeed won't exceed maxspeed (I think)

so add something like

maxSpeed=240;

and see if that makes any difference smile.gif

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Hello (AXE),

Appreciate your prompt reply...

I did as you suggested but it didn't make any difference. How about the MaxLeadSpeed? What difference is this from MaxSpeed? I have a MaxLeadSpeed in the CfgWeapons section.

Also, I have the following lines in the CfgAmmo section as well. Do they play a critical role? Seems like they didn't do anything when I tried meddling around with the figures.

minRange=20;

minRangeProbab=0.300000;

midRange=700;

midRangeProbab=0.750000;

maxRange=2200;

maxRangeProbab=0.000000;

Did I miss anything?

Thanks !!!

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it's only a few metres (radius) from my vehicle... almost could hit my own vehicle already... (but didn't).

can someone please help? sad.gif

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Guest BratZ

Yes thanx Axe for the tips,I knew some.I believe maxleadspeed is for AI to shoot in front of tartget as its moving? Not sure

But I am having the opposite problem.My free fall bombs have recoil and are propelling forward

Heres some of my ammo cfg:

maxControlRange=20000;

maneuvrability=15.0;

sideAirFriction=0.20;

simulation=shotmissile;

maxSpeed=100;

initTime=0;

thrustTime=0;

thrust=0;

And my cfgweapon section:

picture="Hellfire";

ammo="BratBigBomb";

canLock=0;

displayName="Drop 1000lb Bomb";

//displayNameMagazine="Grenades";

//shortNameMagazine="Grenades";

magazine="BratBigBomb";

magazines[] = {BratBigBomb};

count=2;

reloadTime=1;

recoil=Empty;

magazineReloadTime=1;

maxControlRange=100000;

sound[]={"",0.031623,1};

reloadSound[]={"",0.000316,1};

initSpeed=0;

aiRateOfFire=13.000000;

aiRateOfFireDistance=2500;

autoReload = true

You see anything why it would propell? I have played with the figures mentioned here.I will prolly just start over and redefine it.

It was freefalling at first,apparntly something I did

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hi,

i played with the following in the CfgAmmo section...

  minRange=30;

  minRangeProbab=0.500000;

  midRange=200;

  midRangeProbab=0.950000;

  maxRange=500;

  maxRangeProbab=0.300000;

apparently, it affects the probability of the ammo's propelled distance. your ammo may have inherited some of these characteristics... maybe you can try playing around with the numbers too.

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BratZ: this is what my free fall bomb setup looks like,

it works very well and has no recoil or propelling forward

when it is launched

cfgammo section:

class Default {};

class AT3: Default {};

class Hellfire: AT3 {};

class Zuni: Hellfire {};

class mk84: Zuni

{

hit=1000;indirectHit=500;indirectHitRange=10;

minRange=50;minRangeProbab=0.50;

midRange=250;midRangeProbab=0.95;

maxRange=450;maxRangeProbab=0.50;

maxSpeed=250;

simulation=shotRocket;

simulationStep=0.05;

cost=5;

soundHit[]={"\plane\mk84hit.wav",db+50,1};

soundFly[]={"\plane\mk84drop.wav",db+30,1};

model="\plane\mk84.p3d";

airLock=false;

irLock=true;

laserLock=false;

maneuvrability=25.0;

sideAirFriction=0.20;

maxControlRange=0; // max range for manual control

initTime=1.0;

thrustTime=0.0;

thrust=0;

};

cfgweapons section:

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class ZuniLauncher38: AT3Launcher {};

class mk84launcher: ZuniLauncher38

{

displayName="MK-84";

displayNameMagazine="mk84";

shortNameMagazine="mk84";

sound[]={"\sound\weapons\AK74dry",db+10,1.0};

ammo=mk84;

count=4;

reloadTime=0.5;

autoFire = true;

canLock=2;

initSpeed=0;

aiRateOfFire=0.5;

aiRateOfFireDistance=2500;

};

I hope this helps smile.gif

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Guest BratZ

OMG I have spent hours reconfiguring.Tried your clip.

Forgot to mention,I am using proxies as magazines and of course it has to do with the proxy config I think

Because If I don't name my weapon the same name as the ammo it doesnt know the weapon.

Name of my bomb p3d is brt1kb and I also called the proxy that in O2

Anyone help with this? I will post my config.It currently has many changes and what have you....

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

//

// Curtiss SB2C Helldiver by BraTTy

// Beta version.

#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

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class BrtSB2C

{

units[] = {"BrtSB2C"};

weapons[] = {""};

requiredVersion = 1.85;

};

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class Hellfire: AT3 {};

class Zuni: Hellfire {};

class BratBigBomb: Zuni

{

hit=2400;indirectHit=650;indirectHitRange=10;

minRange=50;minRangeProbab=0.50;

midRange=250;midRangeProbab=0.95;

maxRange=450;maxRangeProbab=0.50;

simulation=shotMissile;

simulationStep=0.05;

cost=5000;

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

soundFly[]={"\brt_sb2c\tmbomb.wav",3,1};

model="\brt_sb2c\brt1kb.p3d";

proxyShape ="\brt_sb2c\brt1kb.p3d";

airLock=false;

irLock=true;

laserLock=false;

maneuvrability=25.0;

sideAirFriction=0.20;

maxControlRange=0; // max range for manual control

maxSpeed=100;

initTime=1000;

thrustTime=0;

thrust=0;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class ZuniLauncher38: AT3Launcher {};

class BratBigBomb: ZuniLauncher38

{

displayName="Drop 1000lb Bomb";

displayNameMagazine="BratBigBomb";

shortNameMagazine="brt1kb";

sound[]={"\sound\weapons\AK74dry",db+10,1.0};

ammo=BratBigBomb;

magazine="brt1kb";

magazines[] = {BratBigBomb};

count=4;

reloadTime=0.5;

autoFire = true;

canLock=2;

initSpeed=0;

aiRateOfFire=8;

aiRateOfFireDistance=2500;

recoil=empty;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Air: AllVehicles {};

class Plane: Air {};

class A10: Plane {};

class BrtSB2C: A10

{

scope=public;

crew = "SoldierWPilot";

side = 1;

displayName="Curtiss SB2C Helldiver US Navy";

driverAction = ManActCessnaCargo;

typicalCargo[]={Soldier, Soldier, SoldierLAW, SoldierLAW};

driverCanSee = CanSeeEye+CanSeeEar;

gunnerCanSee = CanSeeEye+CanSeeEar;

accuracy=0.40;

vehicleClass = "BraTTy WW2 Warplanes";

namesound= "plane";

//extCameraPosition[] = {0,0,-12};

castdrivershadow= 1;

armor=27;

cost=200000;

landingSpeed=105;

maxSpeed = 487;

landingAoa="3.5*3.1415/180";

flapsFrictionCoef=2.2;

model="\Brt_SB2c\BrtSB2C.p3d";

type="VAir";

//threat[] VSoft, VArmor, VAir

threat[]={1.00000,1.,1.00000};

aileronSensitivity = 0.3;

elevatorSensitivity = 0.25;

gearRetracting = true;

ejectSpeed[]={0,0,0};

fov=0.6;

preferRoads=false;

formationX=20;

formationZ=30;

//driverCanSee="2+8";

fuelCapacity=160;

noseDownCoef = 0.7;

precision=60;

brakeDistance=50;

hasGunner=0;

ejectDeadCargo=1;

weapons[]={Browning,BratBigBomb};

magazines[]={Browning,BratBigBomb};

//minGunElev=-0; // default - fixed gun

//maxGunElev=+60;

//minGunTurn=-60;

//maxGunTurn=+60;

hiddenSelections[]={"wingtips","wingtips1"};

transportsoldier=0;

transportAmmo=0;

camouflage=8

audible=6;

gunnerAction=ManActCessnaCargo;

cargoIsCoDriver[]={0,0};

soundEngine[]={"\Brt_SB2C\engine.wav",2,6};

soundEnviron[]={Objects\noise,db-20,1.0};

soundServo[]={Vehicles\gun_elevate,db-20,1};

animated=1;

class ViewPilot

{

initFov=0.600000;

minFov=0.400000;

maxFov=0.850000;

initAngleX=0;

minAngleX=-75;

maxAngleX=50;

initAngleY=0;

minAngleY=-150;

maxAngleY=150;

};

class ViewOptics

{

initAngleX=0;

minAngleX=0;

maxAngleX=0;

initAngleY=0;

minAngleY=0;

maxAngleY=0;

initFov=0.500000;

minFov=0.500000;

maxFov=0.500000;

};

class ViewGunner

{

initAngleX=5;

minAngleX=-85;

maxAngleX=30;

initAngleY=0;

minAngleY=-120;

maxAngleY=120;

initFov=0.700000;

minFov=0.400000;

maxFov=0.850000;

};

class IndicatorSpeed

{

selection = "mph";

axis = "osa_mph";

angle = -390;

min = 0;

max = 117;

};

class IndicatorVertSpeed

{

selection = "vert_speed";

axis = "osa_vert_speed";

angle = -180;

min = 5;

max = -5;

};

class IndicatorAltRadar

{

selection="alt";

axis="osa_alt";

angle=360;

min=0;

max=180;

};

class IndicatorCompass

{

selection="kompas";

axis="osa_kompas";

angle=360;

min=-3.141593;

max=3.141593;

};

class IndicatorRPM

{

selection="rpm";

axis="osa_rpm";

angle=340;

min=0;

max=1;

};

class Animations

{

class LeftGear

{

type="rotation";

animPeriod=10;

selection="lt gear";

axis="axis gear left";

angle0=0

angle1=-1.46;

};

class RightGear

{

type="rotation";

animPeriod=10;

selection="rt gear";

axis="axis gear right";

angle0=0

angle1=-1.46;

};

class foldwings1

{

type="rotation";

animPeriod=5;

selection="wingtipr";

axis="wingaxisr";

angle0=0;

angle1=2.23;

};

class foldwings1g

{

type="rotation";

animPeriod=5;

selection="component08";

axis="wingaxisr";

angle0=0;

angle1=2.23;

};

class foldwings

{

type="rotation";

animPeriod=5;

selection="wingtipl";

axis="wingaxisl";

angle0=0;

angle1=-2.23;

};

class foldwingsg

{

type="rotation";

animPeriod=5;

selection="component07";

axis="wingaxisl";

angle0=0;

angle1=-2.23;

};

class rcanopya

{

type="rotation";

animPeriod=3;

selection="rcanopy";

axis="osa axis rcanopy";

angle0=0;

angle1=.02;

};

class fcanopya

{

type="rotation";

animPeriod=3;

selection="fcanopy";

axis="osa axis fcanopy";

angle0=0;

angle1=-.0103;

};

class bbayla

{

type="rotation";

animPeriod=3;

selection="bbayl";

axis="osa axis bbayl";

angle0=0;

angle1=-1.8;

};

class bbayra

{

type="rotation";

animPeriod=3;

selection="bbayr";

axis="osa axis bbayr";

angle0=0;

angle1=1.8;

};

};

class UserActions

{

//Fold and Unfold Wings from pilot's seats

class FoldWingsU

{

displayName="UnFold Wings";

position="wingtipr";

radius=55

condition="this animationPhase ""foldwings"" >= 0.5 and driver this == player";

statement="this animate [""foldwings"", 0];this animate [""foldwings1"", 0];this setObjectTexture [0,""\Brt_Sb2c\clear_empty.paa""];this setObjectTexture [1,""\Brt_Sb2c\hellcattex.paa""];this animate [""foldwingsg"", 0];this animate [""foldwings1g"", 0]";

};

class HideWingsU

{

displayName="Hide Wings";

position="wingtipr";

radius=55

condition="this animationPhase ""foldwings"" >= 0.5 and driver this == player";

statement="this setObjectTexture [0,""\data\clear_empty.paa""]";

};

class FoldWingsD

{

displayName="Fold Wings";

position="wingtipr";

radius=55

condition="this animationPhase ""foldwings"" < 0.5 and getpos this select 2 < 1 and driver this == player ";

statement="this setObjectTexture [0,""\Brt_Sb2c\hellcattex.paa""];this setObjectTexture [1,""\Brt_Sb2c\clear_empty.paa""];this animate [""foldwings"", 1];this animate [""foldwings1"", 1];this animate [""foldwingsg"", 1];this animate [""foldwings1g"", 1]";

};

class RcanopyO

{

displayName="Open R Canopy";

position="rcanopy";

radius=50

condition="this animationPhase ""rcanopya"" < 0.03 and gunner this == player";

//condition="this animationPhase ""rcanopya"" < 0.03 and player in this ";

statement="this animate [""rcanopya"", 1]";

};

class RcanopyC

{

displayName="Close R Canopy";

position="rcanopy";

radius=50

condition="this animationPhase ""rcanopya"" >= .03 and gunner this == player";

statement="this animate [""rcanopya"", 0]";

};

class FcanopyO

{

displayName="Open F Canopy";

position="Fcanopy";

radius=50

condition="this animationPhase ""fcanopya"" < 0.03 and driver this == player ";

statement="this animate [""fcanopya"", 1]";

};

class FcanopyC

{

displayName="Close F Canopy";

position="fcanopy";

radius=50

condition="this animationPhase ""fcanopya"" >= .03 and driver this == player ";

statement="this animate [""fcanopya"", 0]";

};

class BbayOpen

{

displayName="Open Bomb Bay";

position="bbayl";

radius=50

condition="this animationPhase ""bbayla"" < 0.5 and driver this == player";

statement="this animate [""bbayla"", 1];this animate [""bbayra"", 1];this addweapon BratBigBomb";

};

class BbayClose

{

displayName="Close Bomb Bay";

position="bbayl";

radius=50

condition="this animationPhase ""bbayla"" >= 0.5 and driver this == player";

statement="this animate [""bbayla"", 0];this animate [""bbayra"", 0];this removeweapon BratBigBomb";

};

};

class EventHandlers

{

gear = "if (_this Select 1) then {(_this Select 0) Animate [""LeftGear"", 0]; (_this Select 0) Animate [""RightGear"", 0]} else {(_this Select 0) Animate [""LeftGear"", 1]; (_this Select 0) Animate [""RightGear"", 1]}";

};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class Proxybrt1kb : ProxyWeapon {model = "\brt_sb2c\brt1kb.p3d"; simulation = "maverickweapon";}

};

class Cfgmodels

{

class Default {};

class Weapon : Default {};

class Vehicle: Default{};

class BrtSB2C: Vehicle

{

sectionsInherit="Vehicle";

sections[]={"wingtips","vrtule staticka","vrtule blur"};

};

class brt1kb : weapon {};

class BratBigBomb : weapon {};

};

};

<span id='postcolor'>

I have hours!! into this,prolly something looking right at me!

My bombs aren't freefalling,they are propelling forward,often destroying my plane on its way.

If I am going about 100km they appear to drop ok,if I am going fast and point my nose up,they wont destory my plane,but propell like 200m at least

I have played with the init,maxspeed and all,tried many variations.

But Like I said If I don't call the weapon BratBigBomb (same name as ammo) then an error comes up ,saying cfgweapons brtbigbomb config error

Freefalling without the proxy,they were falling ok

Anyone see anything? Does this weapon need memory points?

I also just tried p raketa and l raketa vertexs in mem lod,but no difference

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Guest BratZ

I still haven't solved this.So any ideas would be great.

Axe I notice that you called your bomb mk84,well I needed Mk82 for my bomber,but DKM already is using the name and such and I was wondering if your mk84 might conflict if you have any DKM addons installed

I just called mine BratBigBomb but I sure wish someone would just make a bomb pack that we all could use as they are most similiar anyways.Prevent any future conflicts

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actually I have the plane's name in front of the weapon

names, but I removed it from this example.

Bratz, here are a few things you could try:

in cfgammo section:

Change

simulation=shotMissile;

to

simulation=shotRocket;

in cfgweapons section:

remove the lines

magazine="brt1kb";

magazines[] = {BratBigBomb};

Now what do you mean by "I am using proxies as magazines"?

Because magazines are just more ammo that can be reloaded,

and proxies are external p3d files, I don't see how you

could use proxies as magazines. Maybe post a picture of

what you are trying to do?

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Guest BratZ

Magazine as a proxy...bomb hangs on your wing

That bomb drops,its empty

Just that my 2 bombs are in a bomb bay

I tried the variants shotmissile and shotrocket

Mainly following DKM's OV10 Bronco,it has multiple hanging bombs that drop

I just needed that same layout for 2 bombs,its acting like a launcher per say (recoil and propelsion)

When I just had bombs dropping outta my plane,it worked fine (no proxies)

I think its in the proxy config

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hey,

can anyone tell me what the following line is used for?

simulationStep=0.05;

it seems that it is affecting the amount of smoke particle trails that comes out after a "shotmissile" round is fired... also, the distance of the round also seems to be affected.

would appreciate some explanation here...

thanks ! biggrin.gif

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