metalhead897 0 Posted February 4, 2007 Can't find any info on this topic anywhere...I think I spent about 5-6 hours 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. Share this post Link to post Share on other sites
Victor_S. 0 Posted February 4, 2007 Havnt done this in a while, but add in initspeed under cfgammo Share this post Link to post Share on other sites
metalhead897 0 Posted February 4, 2007 Sorry, tried that already and had no effect. Share this post Link to post Share on other sites
General Barron 0 Posted February 6, 2007 This is set via initSpeed in the magazine's config. Share this post Link to post Share on other sites
AtStWalker 0 Posted February 7, 2007 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 (perhaps changing the thrustTime=0.1; value w a thrustTime=0.075; it remove the "smoketrail fx" too , dunno sorry ) 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 - OFP 1.96) it works so fine, this code show ingame only a tiny flash "by night" Share this post Link to post Share on other sites
metalhead897 0 Posted February 8, 2007 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. Share this post Link to post Share on other sites
DanAK47 1 Posted February 11, 2007 maxSpeed=350 holding you up possibly? Share this post Link to post Share on other sites