soul_assassin 1750 Posted November 28, 2008 Here's the deal I'm trying to set up a properly working missile launcher on the turret and here's what I have so far: 1. model at3.p3d has the flying missile model (ie with the firetrail) 2. static model at3_proxy.p3d with no fire trail. This one I also added as a proxy to the main model. 3. cfgAmmo <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class sa_AT3 : MissileBase { model = "\SA_BMD_PACK_1\at3\at3.p3d"; proxyShape = "\SA_BMD_PACK_1\at3\at3_proxy.p3d"; hit = 500; indirectHit = 20; indirectHitRange = 0.5; cost = 10000; maxSpeed = 200; // max speed on level road, km/h irLock = 0; soundHit[] = {"\ca\Weapons\Data\Sound\explosion_large1", db25, 1}; soundFly[] = {"\ca\Weapons\Data\Sound\rocket_fly1", db-10, 1.5}; soundEngine[] = {"\ca\Weapons\Data\Sound\noise", db-30, 1}; manualControl = 1; maxControlRange = 1000; trackOversteer = 1; trackLead = 1; initTime = 0.15; thrustTime = 2.5; thrust = 350; maneuvrability = 20.0; }; 4. cfgMagazine <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class sa_AT3_1 : VehicleMagazine { scope = public; displayName = "AT-3 Malutka"; ammo = sa_AT3; count = 1; initSpeed = 0; nameSound = "missiles"; sound[] = {"\ca\Weapons\Data\Sound\RocketLauncher_Shot04", db10, 1}; reloadSound[] = {"\ca\Weapons\Data\Sound\missload", 0.000316228, 1}; }; 5. cfgWeapons <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class sa_AT3_Launcher : MissileLauncher { displayName = AT3 Maljutka; minRange = 300; minRangeProbab = 0.1; midRange = 1000; midRangeProbab = 0.7; maxRange = 2000; maxRangeProbab = 0.001; sound[] = {"\ca\Weapons\Data\Sound\Javelin1", db30, 1}; soundFly[] = {"\ca\Weapons\Data\Sound\rocket_fly1", db28, 0.8}; reloadTime = 15; magazineReloadTime = 15; magazines[] = {"sa_AT3_1"}; aiRateOfFire = 5.0; aiRateOfFireDistance = 500; }; 6. config.cpp Quote[/b] ]magazines[] = {"sa_2A28_PG15V_24","sa_2A28_OG15V_16","sa_AT3_1","sa_AT3_1","sa_AT3_1","sa_AT3_1","sa_PKT_762_2000"}; And thats it. There is no entry about it in model.cfg or nothing. On placement in the editor i get the "missing entry: Default" error (was not there before I started adding the missile). When I fire the missile, the static proxy does not dissapear, neither does it when all rounds have been depleted. Moreover the fired missile doesnt have its own speed but the speed of the vehicle so when its stationary then the rocket just hangs there. Ive looked and looked, can't seem to find anything. Do I have to define cfgNonAIVehicles class? What should I do? Thnx for the help Share this post Link to post Share on other sites
RM Snipe 0 Posted November 28, 2008 try adding this to start of cfgammo. class CfgAmmo { class Default; // External class reference class MissileCore; // External class reference class MissileBase : MissileCore {}; This to cfgmagazines, class CfgMagazines { class Default; // External class reference class CA_Magazine : Default { scope = protected; value = 1; displayName = ""; model = "\ca\weapons\mag_univ.p3d"; picture = ""; modelSpecial = ""; useAction = false; useActionTitle = ""; reloadAction = "ManActReloadMagazine"; ammo = ""; count = 30; type = 256; initSpeed = 900; selectionFireAnim = "zasleh"; nameSound = ""; maxLeadSpeed = 600; }; class VehicleMagazine : CA_Magazine { type = VSoft; reloadAction = ""; }; Â Â Â Â Â Â Â Â Â Â Â Â Â Â }; And this to cfgweapons, class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class cfgWeapons { class Default; // External class reference class PistolCore; // External class reference class RifleCore; // External class reference class MGunCore; // External class reference class LauncherCore; // External class reference class GrenadeCore; // External class reference class GrenadeLauncher; // External class reference class CannonCore; // External class reference class Launcher; // External class reference class MissileLauncher : LauncherCore{}; class MGun : MGunCore {}; class Rifle : RifleCore {}; }; Do you need to add anything in the memory LOD ? Share this post Link to post Share on other sites
raedor 8 Posted November 28, 2008 No, don't do what RM Snipe said, that is (partially) OFP style, it's a high risk to break ArmA or other addons with it. What you have there is looking all good so far. What you need is<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgNonAIVehicles { class ProxyWeapon; class Proxyat3_proxy: ProxyWeapon { model    = \SA_BMD_PACK_1\at3\at3_proxy; simulation = "maverickweapon"; }; }; BTW: I'd never put a version number into the pbo name Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 28, 2008 No, don't do what RM Snipe said, that is (partially) OFP style, it's a high risk to break ArmA or other addons with it.What you have there is looking all good so far. What you need is<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgNonAIVehicles { class ProxyWeapon; class Proxyat3_proxy: ProxyWeapon { model    = \SA_BMD_PACK_1\at3\at3_proxy; simulation = "maverickweapon"; }; }; BTW: I'd never put a version number into the pbo name cheers phillip! Ive tried this before but: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgNonAIVehicles { class ProxyWeapon; class ProxyAt3_proxy: ProxyWeapon { model = \SA_BMD_PACK_1\at3\at3_proxy; simulation = "maverickweapon"; }; }; obviously I should have used the model p3d name. Regarding the number in the pbo name. its not the version, more like designation. Pack 1 will have some content while pack 2 other and so on. Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 28, 2008 hmm I gave it a go and unfortunately I still have problems. no I get the errors: "No entry bin\config.bin/CfgVehicles/CfgNonAIVehicles.scope" also all of a sudden "missing model.cfg/cfgModels.Default" The "non-dissapearance" problem persists. Please someone help ! Share this post Link to post Share on other sites
raedor 8 Posted December 1, 2008 Can you copy your configs in here? Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 1, 2008 Sure config: http://pastebin.com/m4225e034 cfgammo: http://pastebin.com/m4cccd6d3 cfgmagazines: http://pastebin.com/me412b05 cfgweapons: http://pastebin.com/mfdb4e37 model.cfg : http://pastebin.com/mea85cdc Share this post Link to post Share on other sites
scars09 9 Posted December 1, 2008 try this instead Quote[/b] ]class strategic; class CfgNonAIVehicles: strategic { class ProxyWeapon; class Proxyat3_proxy: ProxyWeapon { model    = \SA_BMD_PACK_1\at3\at3_proxy; simulation = "maverickweapon"; }; }; next thing is to get the ammo itself functional aka moving, take out the proxy model path and see what happens, missile should fly then if i didnt missed something in the configs. next step is to add memorypoints for the missilepos and missilefiring pos to model and config. and keep the setobjecttexture command in mind, just in case proxies dont work with tracked vehicles. Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 1, 2008 try this insteadQuote[/b] ]class strategic; class CfgNonAIVehicles: strategic { class ProxyWeapon; class Proxyat3_proxy: ProxyWeapon { model    = \SA_BMD_PACK_1\at3\at3_proxy; simulation = "maverickweapon"; }; }; next thing is to get the ammo itself functional aka moving, take out the proxy model path and see what happens, missile should fly then if i didnt missed something in the configs. next step is to add memorypoints for the missilepos and missilefiring pos to model and config.  and keep the setobjecttexture command in mind, just in case proxies dont work with tracked vehicles. proxymodel path form cfgammo? the missile pos memory points have to be defined in the turret config? EDIT: did the proxyfix and that solved that error Put in the Konec Rakety and Spice Rakety in memory lod, that fixed the point and angle of the launch (so its not out of the gun anymore) didnt have to define it in config. the model.cfg error still persists as do the "hanging in the air rocket" launches and has 0 velocity. I have tried changing the initSpeed value but in other vehicles its set to 0. and the "non-dissapearing rocket on turret". Im just baffled Share this post Link to post Share on other sites
scars09 9 Posted December 1, 2008 memoryPointMissile[] = {"usti hlavne"}; memoryPointMissileDir[]= {"konec hlavne"}; if your memorypoints use different naming you have to use those names of course. cfgammo: // proxyShape = \SA_BMD_PACK_1\at3_proxy; regards Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 1, 2008 read the edit above Share this post Link to post Share on other sites
scars09 9 Posted December 1, 2008 class CfgSkeletons { class Default; class Tank; and so on.. but i doubt that it has anything to do with the missileproblem maybe try with irlock=true Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 2, 2008 well after tearing out a bit more hairs i fixt everything up except the dissapearing part and judging by the fact that Scars' SA6 also uses setobjecttexture it seems i have no choice. Thnx to everyone for their help ! Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 2, 2008 upon further inspections I take my words back. The SA6 does not use setobjecttotexture. SO im back at the drawing board. Share this post Link to post Share on other sites
scars09 9 Posted December 3, 2008 must be a different sa6 that i looked into, the one i have use setobjecttexture, no proxy. maybe a older version. Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 3, 2008 I still have some hope that maybe raedor with his infinite wisdome can give me some insight. I really didnt expect to run in to trouble with this Share this post Link to post Share on other sites
t_d 47 Posted December 3, 2008 I would add "CAWEAPONS" to the requiredAddon section in CfgPatches so you can be sure the classes you inherit from are available. Furthermore I would check the rpt for some hints. There is definately no limitation for tracked vehicles, because the cwr bmp (by CSLA) works properly without using setObjectTexture workaround. Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 4, 2008 bah, im totally lost. Need to start from scratch I guess. Gonna ask more advice form Maa when I get the chance. None of these solutions helped (even though looking through the .rpt file yielded some config errors). Man I wish some BIS person showed up and gave a step by step guide of how to make a tracked vehicle with proxy fire. Share this post Link to post Share on other sites
modemmaik 53 Posted December 4, 2008 Did you already have checked MechaStalin's BMD-1? I cannot remember exactly, but I think that the proxies were OK in this vehicle (but I am not 100% sure). Alternatively, the SCUD-Launcher may be worth to check for this issue, but I have no link to this addon at the moment. Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 4, 2008 That BMD uses setobjecttexture gonna have a look at the scud. Share this post Link to post Share on other sites
modemmaik 53 Posted December 4, 2008 Bad news  I have set up a T-72 and added AH-1Z's missile proxy plus according weapon for commander turret. The proxy does not pop up. I created a countertest, using a M113. The proxy performs correct, so I guess this behavior is connected to multiple turrets. Also I am unable to detect, where a proxy gets connected to a weapon. The AH-1Z proxy is named AGM114Hellfire, which pops up only in the CfgNonAIVehicles section of the air.pbo. The according proxy in the hellfire's wepon.pbo is named Hellfire_proxy  I expect that missle proxy's can be used in multiple turret vehicles, when we are able to assign the correct model proxy to the weapon. DL-link of my testcase: zShare DL-link smurfc_t72_stinger (I named it stinger, because I intended to use stingers... but hellfires match your case better) BR, mike Share this post Link to post Share on other sites