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sweofp

Missiles on boats

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Hi!

Need some help with the config of a missileboat class Norrköping (swedish) that I´m making, I need help to get the Rb15 (missile) there are 8 of them to fire, the ship also has one 57mm all target autocanon, but that one i got to work.

Anybody please!

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Maybe this will help;

Goes in the cfgVehicle section, you will need to define your weapons in the cfgweapon section.

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

class MainTurret : NewTurret {

body = "main1turret";

gun = "main1gun";

animationSourceBody = "main1turret";

animationSourceGun = "main1gun";

gunnerAction = "BRDM2_Gunner";

gunnerName = "Missile Launcher";

gunnerOpticsModel = "\ca\wheeled\optika_BRDM";

proxyIndex = 1;

castGunnerShadow = 1;

ejectDeadGunner = 0;

proxyType="CPGunner";

minElev = -3;

maxElev = 35;

soundServo[]={"\ca\wheeled\Data\Sound\servo3",0.000178,0.900000};

initElev = 15;

minTurn = -155;

maxTurn = 155;

initTurn = 0;

weapons[] = {"R73Launcher"};

magazines[] = {"4Rnd_R73","4Rnd_R73"};

memoryPointGunnerOptics = "gunner1";

memoryPointGun = "konechlavne1";

showgunneroptics = 1;

startEngine = 0;

gunnercansee = 2+4+8+16+1;

outGunnerMayFire = 1;

inGunnerMayFire = 1;

irScanRangeMin = 500;

irScanRangeMax = 10000;

irScanToEyeFactor = 1;

sensitivity=1;

hasgunner=true;

gunBeg = "ustihlavne1";

gunEnd = "konechlavne1";

gunnerForceOptics = 1;

commanding = -1;

primarygunner = 1;

class ViewPilot {

initAngleX = 15;

minAngleX = 25;

maxAngleX = 55;

initAngleY = 0;

minAngleY = -85;

maxAngleY = 85;

};

class ViewOptics {

initAngleX = 10;

minAngleX = 5;

maxAngleX = 45;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.6;

minFov = 0.22;

maxFov = 0.9;

};

class ViewGunner {

initAngleX = 20;

minAngleX = 15;

maxAngleX = 60;

initAngleY = 0;

minAngleY = -85;

maxAngleY = 85;

initFov = 0.75;

minFov = 0.6;

maxFov = 0.9;

};

};

class Main2Turret : NewTurret {

body = "main2turret";

gun = "main2gun";

animationSourceBody = "main2turret";

animationSourceGun = "main2gun";

gunnerName = "Naval D30";

gunnerAction = "BRDM2_Gunner";

proxyIndex = 2;

castGunnerShadow = 1;

ejectDeadGunner = 0;

outGunnerMayFire = 1;

inGunnerMayFire = 1;

proxyType="CPGunner";

sensitivity=1;

minElev = -3;

maxElev = 35;

soundServo[]={"\ca\wheeled\Data\Sound\servo3",0.000178,0.900000};

initElev = 15;

minTurn = -155;

maxTurn = 155;

initTurn = 0;

gunBeg = "ustihlavne2";

gunEnd = "konechlavne2";

weapons[] = {"GNT_D30"};

magazines[] = {"30Rnd_122mmHE_D30", "30Rnd_122mmHE_D30"};

gunnerOpticsModel = "\ca\wheeled\optika_BRDM";

memoryPointGun = "konechlavne2";

memoryPointGunnerOptics = "gunner2";

showgunneroptics = 1;

gunnerForceOptics = 0;

startEngine = 0;

hasgunner=true;

commanding = -2;

primarygunner = 0;

class ViewPilot {

initAngleX = 15;

minAngleX = 25;

maxAngleX = 55;

initAngleY = 0;

minAngleY = -85;

maxAngleY = 85;

};

class ViewOptics {

initAngleX = 10;

minAngleX = 5;

maxAngleX = 45;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.6;

minFov = 0.22;

maxFov = 0.9;

};

class ViewGunner {

initAngleX = 20;

minAngleX = 15;

maxAngleX = 60;

initAngleY = 0;

minAngleY = -85;

maxAngleY = 85;

initFov = 0.75;

minFov = 0.6;

maxFov = 0.9;

};

};

class CIWS1Turret : Main2Turret {

body = "main3turret";

gun = "main3gun";

animationSourceBody = "main3turret";

animationSourceGun = "main3gun";

proxyIndex = 3;

gunnerName = "CIWS 1";

minElev = -15;

maxElev = 75;

initElev = 5;

minTurn = 0;

maxTurn = 180;

initTurn = 90;

soundServo[] = {"", 0.01, 1.0};

gunBeg = "ustihlavne3";

gunEnd = "konechlavne3";

weapons[] = {AZP85};

magazines[] = {"2000Rnd_23mm_AZP85","2000Rnd_23mm_AZP85"};

gunnerOpticsModel = "\ca\wheeled\optika_BRDM";

memoryPointGun = "konechlavne3";

memoryPointGunnerOptics = "gunner3";

gunnerForceOptics = 1;

startEngine = 0;

hasgunner=true;

commanding = -3;

primarygunner = 0;

};

class CIWS2Turret : Main2Turret {

body = "main4turret";

gun = "main4gun";

animationSourceBody = "main4turret";

animationSourceGun = "main4gun";

proxyIndex = 4;

gunnerName = "CIWS 2";

minElev = -15;

maxElev = 75;

initElev = 5;

minTurn = 180;

maxTurn = 360;

initTurn = 270;

soundServo[] = {"", 0.01, 1.0};

gunBeg = "ustihlavne4";

gunEnd = "konechlavne4";

weapons[] = {M168};

magazines[] = {"2100Rnd_20mm_M168"};

gunnerOpticsModel = "\ca\wheeled\optika_BRDM";

memoryPointGun = "konechlavne4";

memoryPointGunnerOptics = "gunner4";

gunnerForceOptics = 1;

startEngine = 0;

hasgunner=true;

commanding = -4;

primarygunner = 0;

};

};

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Thanks!

My model has 4 double missile launchers that can not move in side or height.

rbbyj8.gif

Any idea?

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