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metalhead897

Projectile speed

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Can't find any info on this topic anywhere...I think I spent about 5-6 hours banghead.gif looking through code and looking through forums/tutorials to find any info on this

I'm trying to modify a projectile to move faster, yet, no matter what I plug into this coding, IT DOES NOT CHANGE. It moves at a fixed speed (a very slow speed, looks like 5 meters per second, slow enough to actually deploy an RPG, fire, and move away before said incoming projectile hits you) and never changes.

Do models affect projectile speed? I don't know much about O2 but I've managed so far to use it.

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

{

class default {};

class LAW: Default {};

class CarlGustav : LAW {};

class AA : CarlGustav {};

class laserCanonmag : AA

{

hit=200;indirectHit=30;indirectHitRange=1;

minRange=1;

minRangeProbab=0.5;

midRange=100;

midRangeProbab=1.0;

maxRange=800;

maxRangeProbab=1.0;

maxSpeed=350;

simulationStep=0.01;

sideAirFriction=0.01;

simulation="shotRocket";

model="\HunterKiller\Plasma5.p3d";

proxyShape="\HunterKiller\Plasma5";

cost=2000;

irLock=0;

lightColor[] = {1, 0.25, 0, 0};

laserLock=0;

maneuvrability=0.0;

explosive=1;

maxControlRange=0;

initTime=1000;

thrustTime=3;

thrust=1000;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class laserCanon: AT3Launcher

{

scopeWeapon = public;

scopeMagazine = public;

ammo="laserCanonmag";

displayName="HPPlasmaGun";

displayNameMagazine="Laser Magazine";

shortNameMagazine="LaserCanonMag";

count=5000;

reloadTime=0.10;

aiRateOfFire=0.4;

aiRateOfFireDistance=500;

maxleadspeed=1000;

sound[]={"\HunterKiller\gunner.wav",db40,1};

magazine=4;

magazineReloadTime=0.3;

autoFire = true;

initSpeed=0;

};

};

You know, I would have though Thrust, Max Speed, and InitTime would do it. But they don't. Inittime has to be set to a high number or else a smoke trail will form behind the projectile which in this case, I don't want.

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Inittime has to be set to a high number or else a smoke trail will form behind the projectile which in this case, I don't want.

To redux the "flash fx-trail" avoiding the inittime limits use this code yay.gif (perhaps changing the thrustTime=0.1; value w a thrustTime=0.075; it remove the "smoketrail fx" too wow_o.gif , dunno sorry sad_o.gif )

Quote[/b] ]

class CfgAmmo

{

class Default {};

class AT3:Default {};

class UR_AMMO_CLASS:AT3

{

[here the hit value, blah blah blah]

model = "path_of_ur_missile(the p3d)";

cost=10000;

irLock=true;

[here the others ones blah blah blah]

simulation="shotmissile";

simulationStep=0.05;

maneuvrability=3.0;

thrustTime=0.1;

thrust=2000;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher: LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class UR_WEAPON_CLASS: AT3Launcher

{

[here the names blah blah blah]

ammo="UR_AMMO_CLASS";

count=A_NUMBER;

reloadTime=1.500;

irLock=true;

[here the sounds values blah blah blah]

cost=20000;

};

};

on my PC (a P3 800 gefo 5200fx 256 ram biggrin_o.gif - OFP 1.96) it works so fine, this code show ingame only a tiny flash "by night" thumbs-up.gifxmas_o.gif

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Quote[/b] ]thrustTime=0.1;

thrust=2000;

Tried that too.

This thing defies all logic to me because no matter what you do, it bites you in the ass and laughs at you. banghead.gif

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