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FriZY_SK

multiple MG/plane behaviour

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Hi

I still working on my Messersmith 109. I dont know how get work my 2x MG17 that are above engine. 1x MG151 is in nose of plane. i have in MEMORY LOD vertex "kulomet" in same place where is MG151 (nose).

first shoot (one click)=> bullet goes out from vertex "kulomet"

second shoot (one click) => bullet goes out from vertex "kulomet" and same time 2nd from _offset1 wtf?huh.gif this deduct 1 ammo from magazine but shoot 2 bullets

Script for multiple gun for MG 17

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

_u = _this select 0

_ammo = _u ammo (_this select 1)

_b = nearestObject [_u, _this select 4]

? (((_ammo mod 2) == 0) and (_b isKindOf "FFS_7_92mm")) : _offset1 = [0.2 , 3.3 , 0.53];_wpos1 = _u modelToWorld _offset1;_b setpos _wpos1;player SideChat format ["Mod: %1", _ammo mod 2]

;? (((_ammo mod 2) == 1) and (_b isKindOf "FFS_7_92mm")) : _offset1 = [-0.2 , 3.3 , 0.53];_wpos1 = _u modelToWorld _offset1;_b setpos _wpos1;player SideChat format ["Mod: %1", _ammo mod 2]

exit

1, How i have to edit script when i want shoot only from position (MG17) define in _offset1 (not from vertex "kulomet" where is other machine gun => MG151) ?

2, I have other one problem. AI in my planes dont attack to enemy planes at air. Only to ground targets. Where can be problem???

config

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

class CfgVehicles {

class All {};

class AllVehicles : All {};

class Air : AllVehicles {};

class Plane : Air {};

class ffs_bf109 : Plane {

scope = public;

model = "\ffs_bf109\ffs_bf109";

displayName = "Bf 109";

side = TEast;

transportSoldier = 0;

crew = "bisCamelPilot2";

driverAction = "Camel_Pilot";

accuracy = 0.3; // accuracy needed to recognize type of this target

armor = 30;

cost = 20000;

type = "VAir";

memoryPointGun = "kulomet";

maxSpeed = 523; // max speed on level road, km/h

ejectSpeed[] = {0, 0, 0};

nameSound = "plane";

landingSpeed = 180;

gearRetracting = true;

gearUpTime = 6.0;

gearDownTime = 6.0;

minHeadTurnAI = -140;

maxHeadTurnAI = 140;

// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types

threat[] = {0.1, 1, 0.7};

// speed relative to max. speed -> lift

//     0.0, 0.5, 1.0 ,2.6, 4.9, 5.9, 6.9, 6.5, 6.4, 5.8, 5.6, 1.8, 0

flapsFrictionCoef = 0.4;

maneuvrability = 150.0;

brakeDistance = 300; // vehicle movement precision

steerAheadSimul = 1.0;

steerAheadPlan = 2.0;

aileronSensitivity = 0.8; // relative aileron sensitivity

elevatorSensitivity = 0.3; // relative elevator sensitivity

noseDownCoef = 0.05; // how much goes nose down during turns

landingAoa = 7*3.1415/180;

wheelSteeringSensitivity = 0.7;

extCameraPosition[] = {0, 4, -20};

soundEngine[] = {"\ffs_bf109\Engine2.wav", db +40, 1};

soundEnviron[] = {"Objects\noise", db-60, 1.0};

insideSoundCoef = 1;

memoryPointExhaust = "exStart";

memoryPointExhaustDir = "exEnd";

memoryPointLRocket = "Rocket_1";

  memoryPointRRocket = "Rocket_2";

  memoryPointLMissile = "Missile_1";

  memoryPointRMissile = "Missile_2";

memoryPointsGetInDriver = "pos_driver";

memoryPointsGetInDriverDir = "pos_driver_dir";

weapons[] = {"FFS_7_92mmGun","FFS_SC250_BombLauncher","FFS_15mmGun"};

magazines[] = {"FFS_7_92mmMag","FFS_1Rnd_SC250Mag","FFS_15mmMag"};

class EventHandlers

{

engine = "_this exec ""\FFS_bf109\engine.sqs"""

fired = "_this exec ""\FFS_bf109\fired.sqs"""

};

   

class Damage

{

tex[]={};

mat[]={

"ffs_bf109\1.rvmat",

"ffs_bf109\1.rvmat",

  "ffs_bf109\1_destruct.rvmat",

};

};

};

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I found stupid mistake in script banghead.gif but this not help resolve my problem. Now i shoot from left and right gun barrel (MG17) but always shoot from center of plane where I define memoryPointGun. This point is for other machine gun (MG151)

How i get to work two machine guns on plane huh.gif ? Any ideas ?

with this script is it IMPOSSIBLE !!!!  help.gif

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if you can't make your own script - use already released ones. there's multiple barrels addon

Quote[/b] ]2, I have other one problem. AI in my planes dont attack to enemy planes at air. Only to ground targets. Where can be problem???

airLock=1;

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FriZY @ Nov. 08 2008,22:25)]How i get to work two machine guns on plane huh.gif ?

Scripting is the only known solution.

I can only suggest you use either the "reload" animation of "Fired" Event Handler to animate a muzzle flash at each of the wing and nose MG points, along with maybe a thin long "tracer" efect a few meters long ..... so it sort of LOOKS like thats where the bullets are comming from.

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thx for help but ....

@Gargantua

Quote[/b] ]airLock=1;

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

{

class BulletBase;

class Bo_GBU12_LGB;

class FFS_7_92mm: BulletBase

{

soundHit1[]={"weapons\bulletricochet1",0.4,1};

soundHit2[]={"weapons\bulletricochet2",0.4,1};

soundHit3[]={"weapons\bulletricochet3",0.4,1};

soundHitMan1[]={"weapons\bullethitman1",0.3,1};

soundHitMan2[]={"weapons\bullethitman2",0.3,1};

soundHitArmor1[]={"weapons\small_impact1",0.5,1};

soundHitArmor2[]={"weapons\Big_Impact2",0.5,1};

soundHitBuilding1[]={"weapons\bulletricochet4",0.4,1};

soundHitBuilding2[]={"weapons\bulletricochet5",0.4,1};

hitGround[]={"soundHit1",0.33,"soundHit2",0.33,"soundHit3",0.33};

hitMan[]={"soundHitMan1",0.5,"soundHitMan2",0.5};

hitArmor[]={"soundHitArmor1",0.7,"soundHitArmor2",0.3};

hitBuilding[]={"soundHitBuilding1",0.5,"soundHitBuilding2",0.5};

hit=14;

indirectHit=1;

indirectHitRange=0.01;

irLock = true; <----------------------

explosive=0;

      tracerColor[]={0.2, 0.8, 0.1, 0.04};

tracerColorR[]={0.2, 0.8, 0.1, 0.04};

trackLead=10;

trackOversteer=10.000000;

cost = 3;

};

class FFS_15mm: BulletBase

{

soundHit1[]={"weapons\bulletricochet1",0.4,1};

soundHit2[]={"weapons\bulletricochet2",0.4,1};

soundHit3[]={"weapons\bulletricochet3",0.4,1};

soundHitMan1[]={"weapons\bullethitman1",0.3,1};

soundHitMan2[]={"weapons\bullethitman2",0.3,1};

soundHitArmor1[]={"weapons\small_impact1",0.5,1};

soundHitArmor2[]={"weapons\Big_Impact2",0.5,1};

soundHitBuilding1[]={"weapons\bulletricochet4",0.4,1};

soundHitBuilding2[]={"weapons\bulletricochet5",0.4,1};

hitGround[]={"soundHit1",0.33,"soundHit2",0.33,"soundHit3",0.33};

hitMan[]={"soundHitMan1",0.5,"soundHitMan2",0.5};

hitArmor[]={"soundHitArmor1",0.7,"soundHitArmor2",0.3};

hitBuilding[]={"soundHitBuilding1",0.5,"soundHitBuilding2",0.5};

hit=28;

indirectHit=1;

indirectHitRange=0.5;

irLock = true; <---------------------------

explosive=0

      tracerColor[]={0.2, 0.8, 0.1, 0.04};

tracerColorR[]={0.2, 0.8, 0.1, 0.04};

cost = 2;

};

class FFS_SC250: Bo_GBU12_LGB

{

hit = 1200;

indirectHit = 400;

indirectHitRange = 15;

model = "\FFS_bf109\ffs_sc250";

proxyshape = "\FFS_bf109\ffs_sc250";

irLock = false;

laserLock = false;

cost = 2000;

CraterEffects = "BombCrater";

explosionEffects = "BombExplosion";

thrustTime = 0;

thrust = 0;

soundFly[] = {"\ffs_bf109\bombair.wav", db +15, 1};

};

class FFS_SC50: Bo_GBU12_LGB

{

hit = 350;

indirectHit = 100;

indirectHitRange = 15;

model = "\FFS_bf109\ffs_sc50";

proxyshape = "\FFS_bf109\ffs_sc50";

irLock = false;

laserLock = false;

cost = 2000;

CraterEffects = "BombCrater";

explosionEffects = "BombExplosion";

thrustTime = 0;

thrust = 0;

soundFly[] = {"\ffs_bf109\bombair.wav", db +10, 1};

};

I have defined irLock = true and AI in my plane dont attack to enemy plane. They attack only to ground enemies with MGs and bomb.

@[APS]Gnat

could u describe it little bit more detailed how i can do it??? I really dont know how to do this.

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if smth is too hard - just leave it as it is. dual mg's can be made via scripts, but you can spent days trcaing your errors.

once again

Quote[/b] ]airLock=1;

do you see what i wrote ?

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@Gargantua

Sorry my fault banghead.gif. irLock / airLock wink_o.gif

Thx u very much!!! Its work cooool. Now I can see dogfight. yay.gif  yay.gifyay.gif

@[APS]Gnat

thx but its not help me and i want for now fix shooting from MG than i will try apply flash effect to barrels. btw doesnt work second piture.

1 problem still remain.

I know its possible get to work more gun barrels using script but only for 1 weapon (like shika has 4 barrels but its still only one type of weapon)

I want have 2 type of machine guns and this is problem.

Plz somebody to help me with this issue.  help.gif

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someone released a addon a while back that gave the shilka and Ah6 working weapons, sorry I can't remember the name but it would have to be scripted.

basically firing from the correct positions.

Southy

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@Eble

I know about that its SDP Vehicles with multiple guns released by Sudden Death.This is something other.

Shilka has only one weapon consist 4 gun barrels.

I want first weapon with 2 gun barrels and second weapon with one gun barrel. they must works separately.

Problem is that command `modelToWorld`does only duplicate bullet from memoryPointGun. I must have 2 memoryPointGun for each machine gun.... but its impossibe

I hope u understand me  smile_o.gif

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Quote[/b] ]Problem is that command `modelToWorld`does only duplicate bullet from memoryPointGun.

nonsense. read cmmnad description and try to understand what script that does first

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Quote[/b] ]Problem is that command `modelToWorld`does only duplicate bullet from memoryPointGun.

nonsense. read cmmnad description and try to understand what script that does first

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

_ammo = _u ammo (_this select 1)

_b = nearestObject [_u, _this select 4]

? (((_ammo mod 2) == 0) and (_b isKindOf "FFS_7_92mm")) : _offset1 = [0.2 , 3.3 , 0.53];_wpos1 = _u modelToWorld _offset1;_b setpos _wpos1;player SideChat format ["Mod: %1", _ammo mod 2]

;? (((_ammo mod 2) == 1) and (_b isKindOf "FFS_7_92mm")) : _offset1 = [-0.2 , 3.3 , 0.53];_wpos1 = _u modelToWorld _offset1;_b setpos _wpos1;player SideChat format ["Mod: %1", _ammo mod 2]

exit

This script does only duplicate bullet (FFS_7_92mm) shooted from memoryPointGun to new position defined in variable _wpos1.

Do you think its works some differently like i wrote ? huh.gif

If somebody know how to do this let me know.  wink_o.gif

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not duplicates but moves shooted bullet to defined position (relative to model center not some point). then tell me what's your problem ? execute script for selected weapon only ?

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OK so again,I want have:

- 2x MG 17=> 2 gun barrels above engine (left and right side) cfgAmmo FFS_7_92mm

- 1x MG 151=> in nose of plane. cfgAmmo FFS_15mm:

In nose of plane i defined memoryPointGun(where is MG 151). In this case i shoot from memoryPointGun with both weapons.

SO i used script for multiple gun to fix it.I execute script in cfgVehicle

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

class EventHandlers

{

engine = "_this exec ""\FFS_bf109\engine.sqs"""

fired = "_this exec ""\FFS_bf109\fired.sqs"""

};

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

_ammo = _u ammo (_this select 1)

_b = nearestObject [_u, _this select 4]

? (((_ammo mod 2) == 0) and (_b isKindOf "FFS_7_92mm")) : _offset1 = [0.2 , 3.3 , 0.53];_wpos1 = _u modelToWorld _offset1;_b setpos _wpos1;player SideChat format ["Mod: %1", _ammo mod 2]

? (((_ammo mod 2) == 1) and (_b isKindOf "FFS_7_92mm")) : _offset1 = [-0.2 , 3.3 , 0.53];_wpos1 = _u modelToWorld _offset1;_b setpos _wpos1;player SideChat format ["Mod: %1", _ammo mod 2]

exit

if this (((_ammo mod 2) == 0) and (_b isKindOf "FFS_7_92mm")) is TRUE than bullet goes from memoryPointGun AND _offset1 at same time.  NOT ONLY FROM _offset1. THAT MY PROBLEM!  

I want shooting with MG 17 only from position define in offset1. I hope u understand where is my problem.

What have i done wrong?

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The only way round what you are trying to do, is do what I did when I converted the me109.

I had the machines guns on the wings using standard gun memorypoint, for the cannon I used the rocket memory point.

Now, I never intended to release this etc so I made no effort in reducing the size of the FFAR I was using as the cannon ammo.

But it shouldn't be too hard to resize the FFAR mlod to a much smaller size and use that as the cannon ammo.

At least this way you will have two separate firing guns, the cannon rate of fire can be adjusted etc.

Thats how i did it back in april for our WWII dogfights, it worked really well.

Also mayby open the Mig15 addon by Bdfy & Volksturm

and see how they implemented the dual firing cannons/guns.

Sorry I can't be more help.

Southy

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Mmmm...you want both 7.92mm guns to shoot at the same time, but they do not currently (a) or they just happen to shoot at the same time which is not wanted (b)? huh.gif

AFAIK (a) is not possible. What I did, I used the same script, but tweaked it a bit. Because I have 4 guns of the same type, I multiplied the rate of fire by 4 as well as the number of bullets. This way the output of metal is same as having 4 different guns.

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

_unit = _this select 0;

_gun = _this select 1;

?(_gun != "Browning_M53x4") : exit

_ammoCount = _unit ammo _gun;

_bullet = nearestObject [_unit, _this select 4];

?( isNull _bullet ) : exit

_n = (_ammoCount mod 4);

?(_n == 0) : _offset = [ 0.190, 3.2, 0.398];

?(_n == 1) : _offset = [-0.190, 3.2, 0.398];

?(_n == 2) : _offset = [ 0.110, 3.2, 0.528];

?(_n == 3) : _offset = [-0.110, 3.2, 0.528];

_wpos = _unit modelToWorld _offset;

_bullet setpos _wpos;

exit

The plane (P-38) has a 20mm cannon too, but the script does nothing to that ammo. This shoots all the bullets from the same memory point, but move the MG bullets to the end of the MG barrels.

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this might have been solved without the need for scripts:

check this out, I've not been able to myself but it sounds very promising:

AH6 Multi weapons

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@Eble

I tried it long time ago. I shooted from my machine gun from left and rigt gun barrels at same time its works perfect . BUT i shooted from nose of plane rocket   biggrin_o.gif

if I able tweak rocket to bullet that will by COOOL. I going to try it and look to mig 15 and AH6.

So hope it will works when i modify cfgWeapon,cfgMagazine,cfgAmmo.

I edited script and when i will at home i try if works.

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

_u = _this select 0

_ammo = _u ammo (_this select 1)

?(_ammo != " FFS_7_92mm ") : exit

_b = nearestObject [_u, _this select 4]

offset1 = [0.2 , 3.3 , 0.53];_wpos1 = _u modelToWorld _offset1;_b setpos _wpos1

exit

@Aqu

I want to shoot both 7.92mm guns at the same time. I think that is possible if i define memoryPointGun to left gun barrel of MG 17 and from right barrel by using script above.

Could you tell me why i still shoot from memoryPointgun too because  "];_wpos1 = _u modelToWorld _offset1;_b setpos _wpos1"  this commands only move bullet (setpos) to offset1(not duplicate)?

like Gargantua wrote

Quote[/b] ]not duplicates but moves shooted bullet to defined position (relative to model center not some point).

but in this case it be suitable (shoot from both 7.92mm MG barrels at same time )

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This got to be some sort of a language problem that we have problems to understand each other fully  smile_o.gif

The above script you had used is the same as I have used, except changed it slightly, but the principle is still the same.

I try to explain it bit differently. You shoot all the bullets from the same memorypoint (in your case the left MG). It only moves every other bullet after it has been shot into the line with the second MG. It might look like it shoots from both MGs at the same time if the rate of fire is high and the config is set that it shoots 2 bullets per burst. That is just good because that's what the script tryes to mimic.

If you still wonder what it is doing, put the script to add some global variable for each handled bullet and also from which barrel. You have 1000 bullets for the MGs (unless you have multiplied it by the number of guns, then 2000). It should give 1000 bullets and 500 of those moved to right. You could also put the rate of fire really low, like 30 per min.

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I tried it but without succes.  

I looked on mig 15 which has 2 type of MG like my plane but each MG shooted  from one point thumbs-up.gif This cant  help me.

Then i looked on AH6 and it has only one type of MG which shooting from left and right MG. This cant  help me too.

Now my plane shoot from both gun barrels at same time like AH6 but i must fix cannon in nose of plane (now shoots from left gun barrel of MG)

I am desperate. I thinking about remove canon MG 151 from plane It will have only 2xMG17 with bomb. I dont see any other solution.

goodnight.gif  banghead.gif  confused_o.gif damn arma's limitations!!!

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When i was making flash effect and looking for templates i found in RHS_mi24 modified FFAR launcher to cannon.

I tried modify FFAR launcher according to mi24. That looks promising but when i define own model = "\FFS_bf109\FFS_15mm"; of ammo I see nothing.

Why i dont see own model of bullet(TRACER) huh.gif?

Any idea???

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

class CfgWeapons

{

class MGunCore;

class BombLauncher;

class MissileLauncher;

class FFARLauncher;

class CannonCore;

...

class FFS_15mmGun: FFARLauncher

{

scope=public;

displayName="MG 151/15";

magazines[] = {"FFS_15mmMag"};

count=200;

ammo="FFS_15mm";

multiplier=1;

autoFire = true;

reloadTime=0.1;

dispersion=0.005;

initSpeed=950;

sound[] = {"\ffs_bf109\mg151.wav", db +50, 1};

soundContinuous=0;

minRange=70;

minRangeProbab=0.30;

midRange=700;

midRangeProbab=0.75;

maxRange=2000;

maxRangeProbab=0.3;

aiRateOfFire = 0.1; // delay between shots at given distance

aiRateOfFireDistance = 1400;

};

...

};

class CfgMagazines

{

class VehicleMagazine;

class 6Rnd_GBU12_AV8B;

...

class FFS_15mmMag: VehicleMagazine

{

ammo="FFS_15mm";

displayName="15 mm";

displayNameMagazine="15mm";

shortNameMagazine="15mm";

count=200;

};

};

class CfgAmmo

{

class BulletBase;

class Bo_GBU12_LGB;

class RocketCore;

...

class FFS_RocketBase : RocketCore

{

hit = 500;indirectHit = 150;indirectHitRange = 0.2;

soundHit[] = {"\ca\Weapons\Data\Sound\explosion_large1", db40, 1};

soundFly[] = {"\ca\Weapons\Data\Sound\rocket_fly1", db-20, 1.5};

soundEngine[] = {"\ca\Weapons\Data\Sound\noise", db-50, 1};

supersonicCrackNear[] = {"\ca\Weapons\Data\Sound\supersonic_crack_close.wss", 1, 1};

supersonicCrackFar[] = {"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss", 1, 1};

maxSpeed = 1; // max speed on level road, km/h

initTime = 0;

cost = 20;

thrustTime = 0.2;

thrust = 2000;

CraterEffects = "MissileCrater";

explosionEffects = "ExplosionEffects";

};

class FFS_15mm: RocketCore

{

hit=10;indirectHit=5;indirectHitRange=0.5;

minRange=30;

minRangeProbab=0.600000;

midRange=450;

midRangeProbab=0.990000;

maxRange=750;

cost = 20;

maxRangeProbab=0.350000;

irLock=1;

simulationStep = 0.02;

initTime = 10;

thrustTime = 0.01;

thrust = 1;

explosive=0.8;

airLock=1;

CraterEffects = "GrenadeCrater";

explosionEffects = "GrenadeExplosion";

manualControl=0;

model = "\FFS_bf109\FFS_15mm";

soundFly[] = {"\ca\weapons\data\sound\bullet_noise_1", db-70, 2};

soundHit1[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_01", db-40, 1};

soundHit2[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_02", db-30, 1};

soundHit3[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_03", db-40, 1};

soundHit4[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_04", 0.0316228, 1};

soundHit5[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_05", 0.01, 1};

soundHit6[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_06", 0.01, 1};

soundHit7[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_07", 0.01, 1};

soundHit8[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_08", 0.0316228, 1};

soundHit9[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_09", 0.0177828, 1};

soundHit10[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_10", 0.01, 1};

soundHit11[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_13", 0.0316228, 1};

soundHit12[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_16", 0.01, 1};

soundHitMan1[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_01", db-10, 1};

soundHitMan2[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_02", db-10, 1};

soundHitMan3[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_03", 0.316228, 1};

soundHitMan4[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_04", 0.316228, 1};

soundHitMan5[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_05", 0.316228, 1};

soundHitMan6[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_06", 0.316228, 1};

soundHitMan7[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_07", 0.316228, 1};

soundHitArmor1[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_01", db-20, 1};

soundHitArmor2[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_02", db-20, 1};

soundHitArmor3[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_03", 0.1, 1};

soundHitArmor4[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_04", 0.1, 1};

soundHitArmor5[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_05", 0.1, 1};

soundHitArmor6[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_06", 0.1, 1};

soundHitArmor7[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_07", 0.1, 1};

soundHitArmor8[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_08", 0.1, 1};

soundHitArmor9[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_09", 0.1, 1};

soundHitArmor10[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_10", 0.1, 1};

soundHitArmor11[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_11", 0.1, 1};

soundHitArmor12[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_12", 0.1, 1};

soundHitArmor13[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_13", 0.1, 1};

soundHitArmor14[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_14", 0.1, 1};

soundHitBuilding1[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_02", db-35, 1};

soundHitBuilding2[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_04", db-35, 1};

soundHitBuilding3[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_10", 0.0177828, 1};

soundHitBuilding4[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_12", 0.0177828, 1};

soundHitBuilding5[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_13", 0.00562341, 1};

soundHitBuilding6[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_14", 0.0177828, 1};

soundHitBuilding7[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_15", 0.0177828, 1};

soundHitBuilding8[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_16", 0.0177828, 1};

supersonicCrackNear[] = {"\ca\Weapons\Data\Sound\supersonic_crack_close.wss", 1, 1};

supersonicCrackFar[] = {"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss", 1, 1};

hitGround[] = {"soundHit1", 0.083, "soundHit2", 0.083, "soundHit3", 0.083, "soundHit4", 0.083, "soundHit5", 0.083, "soundHit6", 0.083, "soundHit7", 0.083, "soundHit8", 0.083, "soundHit9", 0.083, "soundHit10", 0.083, "soundHit11", 0.083, "soundHit12", 0.083};

hitMan[] = {"soundHitMan1", 0.143, "soundHitMan2", 0.143, "soundHitMan3", 0.143, "soundHitMan4", 0.143, "soundHitMan5", 0.143, "soundHitMan6", 0.143, "soundHitMan7", 0.143};

hitArmor[] = {"soundHitArmor1", 0.071, "soundHitArmor2", 0.071, "soundHitArmor3", 0.071, "soundHitArmor4", 0.071, "soundHitArmor5", 0.071, "soundHitArmor6", 0.071, "soundHitArmor7", 0.071, "soundHitArmor8", 0.071, "soundHitArmor9", 0.071, "soundHitArmor10", 0.071, "soundHitArmor11", 0.071, "soundHitArmor12", 0.071, "soundHitArmor13", 0.071, "soundHitArmor14", 0.071};

hitBuilding[] = {"soundHitBuilding1", 0.125, "soundHitBuilding2", 0.125, "soundHitBuilding3", 0.125, "soundHitBuilding4", 0.125, "soundHitBuilding5", 0.125, "soundHitBuilding6", 0.125, "soundHitBuilding7", 0.125, "soundHitBuilding8", 0.125};

deflecting = 10;

tracerColor[]={0.2, 0.8, 0.1, 0.04};

tracerColorR[]={0.2, 0.8, 0.1, 0.04};

};

...

};

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Still having a problem?

Do you mean it doesn't shoot anything or that you just cannot see the bullets?

When I made rockets and missiles I added "rocket_1" and  "rocket_2" into the memory lod as the generation place same way as the gunend with MGs. Then I added in to the vehicle config in CfgVehicles something like...

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

memoryPointLMissile = "Missile_1";

memoryPointRMissile = "Missile_2";

memoryPointLRocket = "Rocket_1";

memoryPointRRocket = "Rocket_2";

But I have never tryed to make bullets out of rockets

BTW: you weapons classes etc have lot of unnecessary stuff which do not work in weapon anyway (AFAIK), like the count.

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Weapon works normally but we just cannot see bullet (trace of bullet).

Yes we have define all this thing in O2 and config

Quote[/b] ]you weapons classes etc have lot of unnecessary stuff which do not work in weapon anyway (AFAIK), like the count.

Yes its possible because we simply copied part of config also with unnecessary stuff. If it will works than we will clean up our config  biggrin_o.gif

Problem is only in  model = "\FFS_bf109\FFS_15mm"; we tried put there another model but with same issue.

Any idea?huh.gif

help.gif

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I looked through it many times, but I cannot find any clear mistakes.

Are you absolutely sure it fires something out of it (not just reducing the ammo count) so that you see the bullets hit somewhere? Sometimes tracers are hard to see in daylight so try night time too.

Maybe you could try replace your bullet class temporarily with some BIS rocket class and shoot those out of the gun. If you see them, you have something wrong in your bullet class

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