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roberthammer

Big problem with missiles

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Hello all,

I got friend's addon to help him , fix some bugs etc /some humwees/,but theres a "big" problem with missiles/SAM humwee/:

1. Missiles don't turn with turret together , they stay in "air" while turning

2. Missile/s does not disappear after being fired

I tryed to fix these missiles bugs ,but no success :/

You know to fix these somehow or you know some guy who can fix it?

Ahead thx help

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Sorry, not enough information RH.

Need to understand how you are firing these missiles, scripts with EH or other ? ...

Need to know you model.cfg definition

Need to see the relivant config.cpp definitions.

Need to know your named sections within the p3d

Recommend you use PASTEBIN to show us.

http://pastebin.com/

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Config.cpp

Some of the class definitions are not needed for a start

Drop much of it and replaced with "Class extended" lines

http://pastebin.com/mdd5f0f

Same with model.cfg

You need to drop all the repeat definitions of skeletons and models. eg StrykerSkeleton and model CAR ar not required and should be droped.

The Model

Not Rotating Problem: I suspect your SAM proxys are not included in the OtocHlaven named section. Once included the missiles should move with the turret.

Do not Disappear when Fired: This may be a problem to fix. Not aware of any land based addon where the Missile Proxy System works. Its broken as far as I know.

See Scars SA-6

http://www.armedassault.info/index.php?cat=addons&id=479

He uses a scripted "fired" EH solution to make the missiles disappear. All similar addons I know of do the same.

Instead of a "setObjectTexture" scripted method, you could use a scripted "hide" animation method to make the Missile Proxy appear/disappear.

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Quote[/b] ]class CfgPatches

{

          class blnd_hmmwv

          {

                       units[]={"blnd_hmmwv";"blnd_hmmwvmg";"blnd_hmmwv_7c";"blnd_hmmw

v_ammo";"blnd_hmmwv_medic";"blnd_hmmwv_sam"};

                       weapons[]={};

                       requiredVersion = 1.08;

                       requiredAddons[]={};

           };

};

1) Is blnd your TAG?

http://www.ofpec.com/tags/index.php?action=list&letter=b

2) Comma to separate values in an array definition.

3) You need to define all new weapon classes as well.

4) You need to define requiredAddons classes. Most likely CAAir and CAWeapons.

5) Your class inheritance is no good. You should always base

them on existing ammo/magazin/weapon/vehicle classes. This

way you need to redefine less values and sound replacements

for example with replace the default sound as well.

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Thx Q and Gnat for tips  smile_o.gif

That tag is not mine it's friend's .

But this missile bug still there - interesting is proxy's are with OtocHlaven and works only in last LOD /lol/ i tryed to copy from that last lod to first one and redefine it ,but still those missile dont moving with turret  confused_o.gif

About that Scars script - that's some fire effect crazy_o.gif About Disappear when Fired anymore tricks how to do or some mlod or template  help.gif

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Thx for help. I sloved problem with rotation of rockets with turret smile_o.gif

In the last LOD is twice damagehide.

damageHide: in this selection are doors and glass, etc.

damagehide: here are the rockets smile_o.gif

In others LODs were rocktest in same selection with doors and others thinks, and this were why rockets didn't move with turret smile_o.gif

EDIT: But still I don't know how can I make Disappear effect when rocket is fired help.gif

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EDIT: But still I don't know how can I make Disappear effect when rocket is fired help.gif

You dont understand the scripts ?

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