Jump to content
Sign in to follow this  
Guest BratZ

Need help with proxy bombs

Recommended Posts

I read the other thread, just a few things I can mention that may help you.

In my plane, if I am pilot and AI is gunner, when I tell him to fire the bomb it appears slightly ahead of where it should be but then falls as it should.

If I choose manual fire, all works fine. ?? Not sure why this is.

Another thing I have noticed, DONT make weapons with mass greater the 1000. (ie in the geometry model).

I noticed that you seem to 'colide' with the fired weapon, that propels the bomb ahead and the plane near stops in mid air.

Share this post


Link to post
Share on other sites
Guest BratZ

Yes thats exactly what happens and my bombs do have mass about that.Thanx and I will check that too

The bombs are propelling forward.Hard to tell if its the recoil or the bomb,but it often goes thru my plane,destroying it or making it slow down.

Share this post


Link to post
Share on other sites
Guest BratZ

Problem solved ,was because of 2000 mass

Thanx alot for helpz

Share this post


Link to post
Share on other sites

When I had that same mass problem, it had me baffled for quite a while wondering what the hell was going on!

Glad I could help! biggrin.gif

Share this post


Link to post
Share on other sites

BratZ you can refence the bombs from within my addon if you want. They're all textured and weighted correctly.

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

{ class Default {};

class AT3: Default {};

class Hellfire: AT3 {};

class CarlGustav: AT3 {};

class Maverick: Hellfire {};

class LaserGuidedBomb: Default {};

class GBU_10E: LaserGuidedBomb

{

hit=5000;indirectHit=3500;indirectHitRange=15;

minRange=50;minRangeProbab=0.50;

midRange=300;midRangeProbab=0.95;

maxRange=1500;maxRangeProbab=0.50;

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

cost=20000;

model= "\DrF_Intruder\GBU_10";

proxyShape= "\DrF_Intruder\GBU_10p";

irLock=false;

laserLock=true;

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

maneuvrability=16.0;

sideAirFriction=0.1;

simulation=shotMissile;

maxSpeed=100;

initTime=0;

thrustTime=0;

thrust=0;

};

class GBU_12D: GBU_10E

{

hit=1250;indirectHit=875;indirectHitRange=8;

model= "\DrF_Intruder\GBU_12";

proxyShape= "\DrF_Intruder\GBU_12p";

};

class GBU_16B: GBU_10E

{

hit=2500;indirectHit=1750;indirectHitRange=10;

model= "\DrF_Intruder\GBU_16";

proxyShape= "\DrF_Intruder\GBU_16p";

};

class Mk_82: default //500 lbs

{

hit= 1250;

indirectHit= 875;

indirectHitRange= 8;

minRange= 300;

minRangeProbab= 0.50;

midRange= 800;

midRangeProbab= 0.95;

maxRange= 2000;

maxRangeProbab= 0.50;

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

soundFly[]= {"\DrF_Intruder\bmbfall.ogg",db-30,1.5};

cost= 5000;

model= "\DrF_Intruder\mk_82";

proxyShape= "\DrF_Intruder\mk_82";

irLock= 0;

laserLock= 0;

maxControlRange= 20000;

maneuvrability= 0.1;

sideAirFriction= 0.20;

simulation= shotMissile;

maxSpeed= 100;

initTime= 1000;

thrustTime= 0;

thrust=  0;

};

class MK_81: MK_82

{

hit= 625;

indirectHit= 440;

indirectHitRange= 5;

cost= 3000;

model= "\DrF_Intruder\mk_81";

proxyShape= "\DrF_Intruder\mk_81";

};

class MK_83: MK_82

{

hit= 2500;

indirectHit= 1750;

indirectHitRange= 10;

cost= 7000;

model= "\DrF_Intruder\mk_83";

proxyShape= "\DrF_Intruder\mk_83";

};

class MK_84: MK_82

{

hit= 5000;

indirectHit= 3500;

indirectHitRange= 15;

cost= 14000;

model= "\DrF_Intruder\mk_84";

proxyShape= "\DrF_Intruder\mk_84";

};

};<span id='postcolor'>

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

class cfgweapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher: LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class Mk_82_2: HellfireLauncher

{

displayName= "Mk82 500LBS";

displayNameMagazine= "Mk82";

shortNameMagazine= "Mk82";

ammo= mk_82;

model= "\DrF_Intruder\mk_82";

proxyShape= "\DrF_Intruder\mk_82";

magazine= "mk82";

magazines[]= {Mk_82_2};

magazineReloadTime= 0.1;

count= 2;

initSpeed= 0;

canLock= 2;

burst= 4;

aiRateOfFire= 8.0;

aiRateOfFireDistance= 3500;

optics= 1;

sound[]= {"\sound\weapons\AK74dry",db-50,1.0};

reloadTime= 0.15;

autoFire = 1;

recoil= empty;

};

class MK_81_2: MK_82_2

{

displayName= "Mk81 250LBS";

displayNameMagazine= "Mk81";

shortNameMagazine= "Mk81";

model= "\DrF_Intruder\mk_81";

ammo= mk_81;

proxyShape= "\DrF_Intruder\mk_81";

magazine= "mk81";

magazines[]= {MK_81_2};

count= 2;

};

class MK_83_2: MK_82_2

{

displayName= "Mk83 1000LBS";

displayNameMagazine= "Mk83";

shortNameMagazine= "Mk83";

model= "\DrF_Intruder\mk_83";

ammo= mk_83;

burst= 2;

proxyShape= "\DrF_Intruder\mk_83";

magazine= "mk83";

magazines[]= {Mk_83_2};

count= 2;

aiRateOfFire= 16.0;

reloadTime= 0.30;

};

class MK_84_1: MK_82_2

{

displayName= "Mk84 2000LBS";

displayNameMagazine= "Mk84";

shortNameMagazine= "Mk84";

model= "\DrF_Intruder\mk_84";

ammo= mk_84;

burst= 1;

proxyShape= "\DrF_Intruder\mk_84";

aiRateOfFire= 32.0;

magazine= "mk84";

magazines[]= {MK_84_1};

count= 1;

reloadTime= 0.45;

};

class LaserGuidedBombLauncher: HellfireLauncher {};

class GBU_10E: LaserGuidedBombLauncher

{

picture= "Hellfire";

ammo= GBU_10E;

displayName= "GBU_10E 2000lb LGB";

displayNameMagazine= "GBU_10E LGB";

shortNameMagazine= "GBU_10";

model= "\DrF_Intruder\GBU_10";

proxyShape= "\DrF_Intruder\GBU_10P";

count= 5;

reloadTime= 0.5;

sound[]= {"\sound\weapons\AK74dry",db-50,1.0};

initSpeed= 0;

aiRateOfFire= 13.0;

aiRateOfFireDistance= 2500;

};

class GBU_12D: GBU_10E

{

displayName= "GBU_12D 500lb LGB";

displayNameMagazine= "GBU_12D LGB";

shortNameMagazine= "GBU_12";

model= "\DrF_Intruder\GBU_12";

proxyShape= "\DrF_Intruder\GBU_12P";

count= 15;

};

class GBU_16B: GBU_10E

{

displayName= "GBU_16B 1000lb LGB";

displayNameMagazine= "GBU_16B LGB";

shortNameMagazine= "GBU_16";

model= "\DrF_Intruder\GBU_16";

proxyShape= "\DrF_Intruder\GBU_16P";

count= 15;

};

}:<span id='postcolor'>

Note that the GBU models aren't in the current beta of the A-6E Intruder.

This should save you time.

DragoFire

Share this post


Link to post
Share on other sites

I see now BratZ, i had my bombs with a mass of 200.

Share this post


Link to post
Share on other sites
Guest BratZ

Thanx Dragofire,I actually did use an old message when you were config'n proxys to help my problem.Thanx a bunch!

If I used your bombs people would have to have your addon installed too.Unfortunately I am making WW2 addons and they may not use a A6 Intruder

Any chance someone make a package of bombs for us all to use? A Seperate addon? Like that German grenade pack that was just released.Make it like a crate maybe?

I could do it,my specialty isn't making bombs and I am all set for now.I will stick with my current ugly black bomb (havent made a text yet)

Because from pics I see ,these bombs dont look like the MK series (any WW2 payload specialists here?)

From the military stuff I just find they were #1000 or something

I think I may have the proxy config'n about mastered,woot!

Thanx for all the help guys

About the mass,ya,it appears after its so heavy,it uses it like a hellfire or grenade launcher thing,was messing me up!

Recoil and was shooting forward

And they were working OK before I proxy them ,must be because thats the only time the geometry is used is in proxy configuration

The bombs are falling great,and I already coded some AI scripts to make sure the bomb bay is open (any mode but stealth) and AI will use them

Having a blast!!!!

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Feb. 12 2003,10:27)</td></tr><tr><td id="QUOTE">Thanx Axe,I actually did use an old message when you were config'n proxys to help my problem.Thanx a bunch!

If I used your bombs people would have to have your addon installed too.Unfortunately I am making WW2 addons and they may not use a A6 Intruder

Any chance someone make a package of bombs for us all to use? A Seperate addon? Like that German grenade pack that was just released.Make it like a crate maybe?

I could do it,my specialty isn't making bombs and I am all set for now.I will stick with my current ugly black bomb (havent made a text yet)

Because from pics I see ,these bombs dont look like the MK series (any WW2 payload specialists here?)

From the military stuff I just find they were #1000 or something

I think I may have the proxy config'n about mastered,woot!

Thanx for all the help guys

About the mass,ya,it appears after its so heavy,it uses it like a hellfire or grenade launcher thing,was messing me up!

Recoil and was shooting forward

And they were working OK before I proxy them ,must be because thats the only time the geometry is used is in proxy configuration

The bombs are falling great,and I already coded some AI scripts to make sure the bomb bay is open (any mode but stealth) and AI will use them

Having a blast!!!!<span id='postcolor'>

If the bomb has NO trust it drops a the same speed as your plane. Also make sure that the model has the correct mass and is balanced correctly.

One thing I did was to make sure that most of the mass was toward the bombs nose. And also remember that the mass does count against the planes top speed.

I'm going to be doing up a weapon addon pack for planes soon. As posted in my Intruder topic in addons.

DragoFire

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DragoFire @ Feb. 12 2003,15:41)</td></tr><tr><td id="QUOTE">If the bomb has NO thrust it drops a the same speed as your plane. Also make sure that the model has the correct mass and is balanced correctly.<span id='postcolor'>

True, but the "sideAirFriction" variable can change this.

The higher the number, the more the bomb will slow down

when it is launched. Also, it makes the bomb "drop" instead

of continuing along the plane's flightpath. So if you want

an ordinary free fall bomb, set it to 0.1 or less, and for

retarded bombs, set it to 0.4 or up. Of course, this is just

a suggestion, you have to try it out to see what works smile.gif

Share this post


Link to post
Share on other sites

I've been following this thread guys, but when I drop 2 bombs the second still kicks ahead. I notice this happens on the a10 as well when multiple bombs are dropped.

Share this post


Link to post
Share on other sites

The only other problem I had with bombs was when I copied and pasted some proxies, instead of creating new ones.

The proxy would show where it was meant to, but when the bombs were fired (the ones with the pasted proxies) the model for the falling bomb seemed to appear at weird locations. I couldnt figure it out so I just made new proxies. confused.gif

Share this post


Link to post
Share on other sites
Guest BratZ

Dunno if this helps but here is a thought,I have 2 bomb proxies under my plane.

Well I been testing my plane and upped my payload to 8 bombs,well the first 6 drop somewheres about the middle of my plane,only the last 2 drop from the proper spot which is exactly where the proxys are.

I am to assume if I had 8 proxies that they all would drop from their proper spots.

I am not sure what spot it is using to drop the  others as my kulomet is in my wings.

Share this post


Link to post
Share on other sites

if you have your bombs configured under the rocket class

in the cpp file:

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class Hellfire: AT3 {};

class Zuni: Hellfire {};

class mk84: Zuni

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class ZuniLauncher38: AT3Launcher {};

class mk84launcher: ZuniLauncher38

then if you have these points in your memory lod:

'L raketa'

'P raketa'

the bombs will launch from these points, so you wouldn't

need to use proxies at all. Or you could simply put 8 proxies

on your plane but have them overlapping.

Share this post


Link to post
Share on other sites

The proxy model and the normal model "MUST" be in the same place with in O2, if they're different the bomb will appear in different space. So alway centre your bomb model.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">model= "\DrF_Intruder\GBU_10";

proxyShape= "\DrF_Intruder\GBU_10p";

<span id='postcolor'>

Or if the bomb doesn't have deployable fins, just use the model as the proxy as well as the model.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">model= "\DrF_Intruder\mk_84";

proxyShape= "\DrF_Intruder\mk_84";

<span id='postcolor'>

The rocket idea, </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">then if you have these points in your memory lod:

'L raketa'

'P raketa'

the bombs will launch from these points, so you wouldn't

need to use proxies at all. Or you could simply put 8 proxies

on your plane but have them overlapping.<span id='postcolor'>

would only be good if you were using a bomber with a central bomb-bay.

You chould place the proxies on top of each over in the following order;

8,7

6,5

4,3

2,1

This would release bomb one first, followed by 2 and so on.

The same way they would if dropped by say a B-17. And you could add another 8 bombs, by doing the following;

Front Rack L/R Rear Rack L/R

13,14 15,16

9,10 11,12

5,6 7,8

1,2 3,4

And these would release in order, clearing the bottom bombs first and working it's way up.

It would look the part.

DragoFire

Share this post


Link to post
Share on other sites
Guest BratZ

My

'L raketa'

'P raketa'

are in the same place as my proxies,i believe they are only used for missiles and I will need to move mine to the wings as some Helldivers did have hellfires

Oh and I like the bombs showing if the plane has any left.Just that if the Helldiver is coming at ya and the bomb bay is open and you can see its empty,don't worry,lol

Share this post


Link to post
Share on other sites

'L raketa'

'P raketa'

Can be used for both Rockets and Missiles without having to use a proxy, but it is suggested to have a launcher tude of some sort to make it look as if there is some sort of weapon housed.

DragoFire

Share this post


Link to post
Share on other sites
BratZ you can refence the bombs from within my addon if you want. They're all textured and weighted correctly.

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

{ class Default {};

class AT3: Default {};

class Hellfire: AT3 {};

class CarlGustav: AT3 {};

class Maverick: Hellfire {};

class LaserGuidedBomb: Default {};

class GBU_10E: LaserGuidedBomb

{

hit=5000;indirectHit=3500;indirectHitRange=15;

minRange=50;minRangeProbab=0.50;

midRange=300;midRangeProbab=0.95;

maxRange=1500;maxRangeProbab=0.50;

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

cost=20000;

model= "\DrF_Intruder\GBU_10";

proxyShape= "\DrF_Intruder\GBU_10p";

irLock=false;

laserLock=true;

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

maneuvrability=16.0;

sideAirFriction=0.1;

simulation=shotMissile;

maxSpeed=100;

initTime=0;

thrustTime=0;

thrust=0;

};

class GBU_12D: GBU_10E

{

hit=1250;indirectHit=875;indirectHitRange=8;

model= "\DrF_Intruder\GBU_12";

proxyShape= "\DrF_Intruder\GBU_12p";

};

class GBU_16B: GBU_10E

{

hit=2500;indirectHit=1750;indirectHitRange=10;

model= "\DrF_Intruder\GBU_16";

proxyShape= "\DrF_Intruder\GBU_16p";

};

class Mk_82: default //500 lbs

{

hit= 1250;

indirectHit= 875;

indirectHitRange= 8;

minRange= 300;

minRangeProbab= 0.50;

midRange= 800;

midRangeProbab= 0.95;

maxRange= 2000;

maxRangeProbab= 0.50;

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

soundFly[]= {"\DrF_Intruder\bmbfall.ogg",db-30,1.5};

cost= 5000;

model= "\DrF_Intruder\mk_82";

proxyShape= "\DrF_Intruder\mk_82";

irLock= 0;

laserLock= 0;

maxControlRange= 20000;

maneuvrability= 0.1;

sideAirFriction= 0.20;

simulation= shotMissile;

maxSpeed= 100;

initTime= 1000;

thrustTime= 0;

thrust= ***0;

};

class MK_81: MK_82

{

hit= 625;

indirectHit= 440;

indirectHitRange= 5;

cost= 3000;

model= "\DrF_Intruder\mk_81";

proxyShape= "\DrF_Intruder\mk_81";

};

class MK_83: MK_82

{

hit= 2500;

indirectHit= 1750;

indirectHitRange= 10;

cost= 7000;

model= "\DrF_Intruder\mk_83";

proxyShape= "\DrF_Intruder\mk_83";

};

class MK_84: MK_82

{

hit= 5000;

indirectHit= 3500;

indirectHitRange= 15;

cost= 14000;

model= "\DrF_Intruder\mk_84";

proxyShape= "\DrF_Intruder\mk_84";

};

};

<span id='postcolor'>

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

class cfgweapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher: LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class Mk_82_2: HellfireLauncher

{

displayName= "Mk82 500LBS";

displayNameMagazine= "Mk82";

shortNameMagazine= "Mk82";

ammo= mk_82;

model= "\DrF_Intruder\mk_82";

proxyShape= "\DrF_Intruder\mk_82";

magazine= "mk82";

magazines[]= {Mk_82_2};

magazineReloadTime= 0.1;

count= 2;

initSpeed= 0;

canLock= 2;

burst= 4;

aiRateOfFire= 8.0;

aiRateOfFireDistance= 3500;

optics= 1;

sound[]= {"\sound\weapons\AK74dry",db-50,1.0};

reloadTime= 0.15;

autoFire = 1;

recoil= empty;

};

class MK_81_2: MK_82_2

{

displayName= "Mk81 250LBS";

displayNameMagazine= "Mk81";

shortNameMagazine= "Mk81";

model= "\DrF_Intruder\mk_81";

ammo= mk_81;

proxyShape= "\DrF_Intruder\mk_81";

magazine= "mk81";

magazines[]= {MK_81_2};

count= 2;

};

class MK_83_2: MK_82_2

{

displayName= "Mk83 1000LBS";

displayNameMagazine= "Mk83";

shortNameMagazine= "Mk83";

model= "\DrF_Intruder\mk_83";

ammo= mk_83;

burst= 2;

proxyShape= "\DrF_Intruder\mk_83";

magazine= "mk83";

magazines[]= {Mk_83_2};

count= 2;

aiRateOfFire= 16.0;

reloadTime= 0.30;

};

class MK_84_1: MK_82_2

{

displayName= "Mk84 2000LBS";

displayNameMagazine= "Mk84";

shortNameMagazine= "Mk84";

model= "\DrF_Intruder\mk_84";

ammo= mk_84;

burst= 1;

proxyShape= "\DrF_Intruder\mk_84";

aiRateOfFire= 32.0;

magazine= "mk84";

magazines[]= {MK_84_1};

count= 1;

reloadTime= 0.45;

};

class LaserGuidedBombLauncher: HellfireLauncher {};

class GBU_10E: LaserGuidedBombLauncher

{

picture= "Hellfire";

ammo= GBU_10E;

displayName= "GBU_10E 2000lb LGB";

displayNameMagazine= "GBU_10E LGB";

shortNameMagazine= "GBU_10";

model= "\DrF_Intruder\GBU_10";

proxyShape= "\DrF_Intruder\GBU_10P";

count= 5;

reloadTime= 0.5;

sound[]= {"\sound\weapons\AK74dry",db-50,1.0};

initSpeed= 0;

aiRateOfFire= 13.0;

aiRateOfFireDistance= 2500;

};

class GBU_12D: GBU_10E

{

displayName= "GBU_12D 500lb LGB";

displayNameMagazine= "GBU_12D LGB";

shortNameMagazine= "GBU_12";

model= "\DrF_Intruder\GBU_12";

proxyShape= "\DrF_Intruder\GBU_12P";

count= 15;

};

class GBU_16B: GBU_10E

{

displayName= "GBU_16B 1000lb LGB";

displayNameMagazine= "GBU_16B LGB";

shortNameMagazine= "GBU_16";

model= "\DrF_Intruder\GBU_16";

proxyShape= "\DrF_Intruder\GBU_16P";

count= 15;

};

}:<span id='postcolor'>

Note that the GBU models aren't in the current beta of the A-6E Intruder.

This should save you time.

DragoFire

Where can I get your addon?

Share this post


Link to post
Share on other sites

Think you're about 7 years too late....

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×