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BraTTy

Missile proxy problem

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Thought I had proxies mastered ,I can do bombs fine but appears I am having problems putting multiple types of proxied weapons.

What were the rules again? I thought you can have one type of guided and multiple types of unguided?

Well all mine are unguided, anyone have any tips? Anyone know of an addon making use of multiple types at once that I could look at?

I want the missiles to show,not hidden tube type.

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Oops after doing a massive search I found what I didnt want to hear and its from Suma:

This is not supported in OFP engine. Airplane can have proxies of only one weapon type armed

Thats why my missile proxies aren't working,yikes

Guess it will have to have the fake modelled proxies after all.

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BratZ - You can download the Vixen from my site:

Sea Vixen

This has AA RedTop missiles and AG Bullpup missiles and the

Klink trick, as well as a bit more scripting to move the

launched missile to an appropriate point to make it look like

it has fallen from the pylon.

Adding bombs to the Corsair, eh?

BTW - I'm currently working on a Sturmovik, and I was

wondering if WW2EC would like to beta-test it. Should

I post it on your forums?

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The Corsair already had bombs and missiles.I was trying to use missile proxies instead of the hidden selection is all.

First plane to have bombs and missiles like that apparantly.

The missiles also fold with teh wings of course, I was just trying to do more,If I didnt have folding wings I could have used missile proxies and done the hidden selections on the bombs

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BraTTy

I wasn't claiming ownership of the 'more than one missile per

plane' thing - most of my scripting is derived from what's out

there already.

What are you doing with the missiles (presumably

rockets, right? Not Aim-9's  smile_o.gif ) on the wings - are you

removing the weapon when the wings fold up, and putting

the weapon back when they fold down? I'm thinking of such

a weapon-availability script for a Canberra with an opening

bomb bay I'm doing at the moment.

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The missiles stay with the wings and also fold.

On my other plane, I have the bomb bay, I am not sure about making proxies disappear at will, but I disable the weapon by removing just the weapon when the bomb bay is closed,and add the weapon when the bay is open.

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Sorry, with all this cross talk about non-proxies, I wasn't

clear.

What I meant was removing the missile from player control

via scripting with removeWeapon and addWeapon. If you do

that, does the ammo count stay the same?

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Yes thats the reason why I do it that way,the ammo count stays the same.

Adding and removing the weapon basically just disables the weapon,the ammocount stays

Also mind you that my bombbay starts closed,so I actually start the plane without the weapon (just ammo)

Then add the weapon when the bombbay opens,remove it when closed,get what I mean

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