TakanoFukada 0 Posted January 28, 2003 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 ! Share this post Link to post Share on other sites
AXE 0 Posted January 28, 2003 try "shotmissile", it doesn't shake vechicles. Share this post Link to post Share on other sites
TakanoFukada 0 Posted January 29, 2003 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? Share this post Link to post Share on other sites
AXE 0 Posted January 30, 2003 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 Share this post Link to post Share on other sites
TakanoFukada 0 Posted January 30, 2003 Thanks a lot (AXE) !!! 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 !!! Share this post Link to post Share on other sites
AXE 0 Posted January 30, 2003 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 Share this post Link to post Share on other sites
TakanoFukada 0 Posted January 31, 2003 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 !!! Share this post Link to post Share on other sites
AXE 0 Posted February 1, 2003 How far does the grenade fly BTW? Share this post Link to post Share on other sites
TakanoFukada 0 Posted February 2, 2003 it's only a few metres (radius) from my vehicle... almost could hit my own vehicle already... (but didn't). can someone please help? Share this post Link to post Share on other sites
Guest BratZ Posted February 6, 2003 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 Share this post Link to post Share on other sites
TakanoFukada 0 Posted February 8, 2003 hi, i played with the following in the CfgAmmo section... Â minRange=30; Â minRangeProbab=0.500000; Â midRange=200; Â midRangeProbab=0.950000; Â maxRange=500; Â 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. Share this post Link to post Share on other sites
AXE 0 Posted February 8, 2003 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 Share this post Link to post Share on other sites
Guest BratZ Posted February 8, 2003 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 Share this post Link to post Share on other sites
king homer 1 Posted February 9, 2003 For a automatic grenade launcher ask AKM74! Share this post Link to post Share on other sites
Guest BratZ Posted February 10, 2003 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 Share this post Link to post Share on other sites
AXE 0 Posted February 10, 2003 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? Share this post Link to post Share on other sites
Guest BratZ Posted February 10, 2003 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 Share this post Link to post Share on other sites
TakanoFukada 0 Posted February 11, 2003 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 ! Share this post Link to post Share on other sites