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[frl]myke

GLT Missilebox (IAWS compatible)

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GLT Missilebox 2.0

requires Operation Arrowhead 1.5 or higher

This reworked Missilebox adds the following aerial weapons:

AIM-9M, AIM-9X, AIM-120, AIM-7, AIM-54, R-3, R-27, R-73, R-77, R.550

AGM-65, AGM-84, AGM-88, AGM-114, Kh-15, Kh-22, Kh-29L, Kh-29T, Kh-31, Kh-59, AM-39

FAB-250, FAB-500, Mk-81, Mk-82, Mk-84, GBU-12, GBU-53, KAB-250L, KAB-500L, KAB-1500L, AGM-154

The Missilebox is compatible with the GLT F-16 and will immediately show the new models. Hopefully in the near future other addons will make use of the box aswell.

I will add default BIS planes to make use of the Missilebox asap.

Included is a GLT F-16 expansion which adds 3 more weapon variants (for all color schemes so 12 new planes) based on this new Missilebox:

Variant 1:

M61A1

2 x AIM120

2 x AGM88

6 x MK81

Variant 2 (Euro loadout):

M61A1

2 x AIM9M

2 x AM39

6 x R550

Variant 3 (russian loadout):

M61A1

2 x R27

2 x CH31

6 x KAB250

I admit that those variants are mainly for showcase purpose, to get a quick look on the weapons so don't bother me with complaints about realism on those variants.

Sadly I had problems with making good screenshots so if someone could help out and make some decent shots.... :D

The Missilebox uses the same models and textures like the GLT Airweapons replacement pack, so using the Missilebox alongside with the Airweapons replacement will give you a unified look of weapons.

Weapon and magazine classnames. Caution: spoiler is extremely long!

GLT_AIM9M_Launcher

GLT_2Rnd_AIM9M

GLT_4Rnd_AIM9M

GLT_6Rnd_AIM9M

GLT_8Rnd_AIM9M

GLT_10Rnd_AIM9M

GLT_12Rnd_AIM9M

GLT_AIM9X_Launcher

GLT_2Rnd_AIM9X

GLT_4Rnd_AIM9X

GLT_6Rnd_AIM9X

GLT_8Rnd_AIM9X

GLT_10Rnd_AIM9X

GLT_12Rnd_AIM9X

GLT_AIM120_Launcher

GLT_2Rnd_AIM120

GLT_4Rnd_AIM120

GLT_6Rnd_AIM120

GLT_8Rnd_AIM120

GLT_10Rnd_AIM120

GLT_12Rnd_AIM120

GLT_AIM7_Launcher

GLT_2Rnd_AIM7

GLT_4Rnd_AIM7

GLT_6Rnd_AIM7

GLT_AIM54_Launcher

GLT_2Rnd_AIM54

GLT_4Rnd_AIM54

GLT_6Rnd_AIM54

GLT_R3_Launcher

GLT_2Rnd_R3

GLT_4Rnd_R3

GLT_6Rnd_R3

GLT_8Rnd_R3

GLT_10Rnd_R3

GLT_12Rnd_R3

GLT_R27_Launcher

GLT_2Rnd_R27

GLT_4Rnd_R27

GLT_6Rnd_R27

GLT_8Rnd_R27

GLT_10Rnd_R27

GLT_12Rnd_R27

GLT_R73_Launcher

GLT_2Rnd_R73

GLT_4Rnd_R73

GLT_6Rnd_R73

GLT_8Rnd_R73

GLT_10Rnd_R73

GLT_12Rnd_R73

GLT_R77_Launcher

GLT_2Rnd_R77

GLT_4Rnd_R77

GLT_6Rnd_R77

GLT_8Rnd_R77

GLT_10Rnd_R77

GLT_12Rnd_R77

GLT_R550_Launcher

GLT_2Rnd_R550

GLT_4Rnd_R550

GLT_6Rnd_R550

GLT_8Rnd_R550

GLT_10Rnd_R550

GLT_12Rnd_R550

GLT_AGM114_Launcher

GLT_2Rnd_AGM114

GLT_4Rnd_AGM114

GLT_6Rnd_AGM114

GLT_8Rnd_AGM114

GLT_10Rnd_AGM114

GLT_12Rnd_AGM114

GLT_14Rnd_AGM114

GLT_16Rnd_AGM114

GLT_18Rnd_AGM114

GLT_AGM65_Launcher

GLT_2Rnd_AGM65

GLT_4Rnd_AGM65

GLT_6Rnd_AGM65

GLT_8Rnd_AGM65

GLT_10Rnd_AGM65

GLT_12Rnd_AGM65

GLT_AGM84_Launcher

GLT_2Rnd_AGM84

GLT_4Rnd_AGM84

GLT_6Rnd_AGM84

GLT_AGM88_Launcher

GLT_2Rnd_AGM88

GLT_4Rnd_AGM88

GLT_6Rnd_AGM88

GLT_CH15_Launcher

GLT_1Rnd_CH15

GLT_2Rnd_CH15

GLT_10Rnd_CH15

GLT_12Rnd_CH15

GLT_CH29L_Launcher

GLT_2Rnd_CH29L

GLT_4Rnd_CH29L

GLT_6Rnd_CH29L

GLT_CH29T_Launcher

GLT_2Rnd_CH29T

GLT_4Rnd_CH29T

GLT_6Rnd_CH29T

GLT_CH59_Launcher

GLT_1Rnd_CH59

GLT_2Rnd_CH59

GLT_4Rnd_CH59

GLT_AM39_Launcher

GLT_1Rnd_AM39

GLT_2Rnd_AM39

GLT_AS4_Launcher

GLT_1Rnd_AS4

GLT_2Rnd_AS4

GLT_CH31_Launcher

GLT_1Rnd_CH31

GLT_2Rnd_CH31

GLT_4Rnd_CH31

GLT_FAB250_Launcher

GLT_2Rnd_FAB250

GLT_4Rnd_FAB250

GLT_6Rnd_FAB250

GLT_8Rnd_FAB250

GLT_10Rnd_FAB250

GLT_12Rnd_FAB250

GLT_FAB500_Launcher

GLT_2Rnd_FAB500

GLT_4Rnd_FAB500

GLT_6Rnd_FAB500

GLT_24Rnd_FAB500

GLT_MK81_Launcher

GLT_2Rnd_MK81

GLT_4Rnd_MK81

GLT_6Rnd_MK81

GLT_8Rnd_MK81

GLT_10Rnd_MK81

GLT_12Rnd_MK81

GLT_MK82_Launcher

GLT_2Rnd_MK82

GLT_4Rnd_MK82

GLT_6Rnd_MK82

GLT_MK84_Launcher

GLT_2Rnd_MK84

GLT_4Rnd_MK84

GLT_6Rnd_MK84

GLT_AGM154_Launcher

GLT_1Rnd_AGM154

GLT_2Rnd_AGM154

GLT_GBU12_Launcher

GLT_2Rnd_GBU12

GLT_4Rnd_GBU12

GLT_6Rnd_GBU12

GLT_GBU53_Launcher

GLT_2Rnd_GBU53

GLT_4Rnd_GBU53

GLT_6Rnd_GBU53

GLT_KAB250_Launcher

GLT_2Rnd_KAB250

GLT_4Rnd_KAB250

GLT_6Rnd_KAB250

GLT_KAB500_Launcher

GLT_2Rnd_KAB500

GLT_4Rnd_KAB500

GLT_6Rnd_KAB500

GLT_KAB1500_Launcher

GLT_1Rnd_KAB1500

GLT_2Rnd_KAB1500

GLT_4Rnd_KAB1500

Included files:

glt_missilebox.pbo

glt_missilebox.pbo.GLT_ADDONS.bisign

glt_f16_variants.pbo

glt_f16_variants.pbo.GLT_ADDONS.bisign

GLT_ADDONS.bikey

Missilebox Manual.pdf

If you wish to change the weapon loadout by script to create own variations, the script in post #5 is still valid.

Credits:

IrishDeviant for: AGM-88, KAB-250L, KAB-500L and KAB-1500L. Outstanding work, mate. Thanks again.

RKSL-Rock for: AGM-84, parts of the GBU-12 (guidance) aswell for offering his UK Missilepack.

wld427 for: FAB-500 MLOD (created by godhammer), inspiration for the AGM-154 and the Kh-15.

NodUnit for: reference pictures of the AGM-114 texture. Thanks again.

Irishdeviant, thanks for those outstanding models. I tried to reach your standard with my own models but surely failed.

RKSL-Rock, thanks for your contributions and help.

wld427, also thanks to you for sharing some MLOD's although i didn't used all.

Also would say thanks to southy as he sent also a whole bunch of MLOD's. Most i already had and some will probably follow in a additional pack later.

NodUnit & Keshman, thanks for your help on some textures.

I hope i got it all right. During the working time on this pack, it is easily possible to mix up who did what.

If this happened or i forgot to credit someone, it was by mistake and not intentionally. Send me a PM and i will fix it.

DOWNLOADS:

Temporary (one week): http://www.filedropper.com/gltmissilebox

Download Mirrors:

arma2base.de

armaholic.com

armedassault.info

Edited by [FRL]Myke

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Can you provide an example of how to use this?

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Hosted on Armed Assault.info, new in front page

Link to Armed Assault.info Addons section not working due to intensive works on site ^^

Edited by Old Bear

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Can you provide an example of how to use this?

I second that! would be much appreciated.

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@poh & vengeance1

Sure thing. ;)

For Mission makers:

You can change weapon loadout of a plane at mission start with a simple script:

_plane = _this select 0;
_plane setVehicleAmmo 0;
{_plane removeWeapon _x} foreach (weapons _plane);
sleep 0.5;
{
_plane addmagazine _x;
sleep 0.1;
} foreach ["500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Maverick_GLT", "6Rnd_GBU12_GLT"];
{
_plane addWeapon _x;
sleep 0.1;
} foreach ["GLT_M61A1", "GLT_SidewinderLauncher", "GLT_MaverickLauncher", "GLT_BombLauncher_LGB"];

This example code will change the loadout to 2 Sidewinders, 2 Mavericks and 6 GBU12. Please note that you have to re-add the cannon since with removeweapon also this one has been removed.

For Addon makers:

Please follow the IAWS structure guidelines which you can find here. It's not mandatory that your plane supports IAWS, just take not how proxies have to be placed in the p3d model so they are placed properly in-game. The missilebox also works with non-IAWS planes, although they will not benefit in upcoming IAWS features.

Adding those weapons works as usual when adding weapons: just add them in the config into the weapons and magazines array. Also add GLT_Missilebox to the "requiredAddons" line in the class cfgPatches.

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I cant get this script to work does it go in the inisilization box of the aircraft in the editor?

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Preferably not. Make it a script and call this script from the init box.

nul = [_this] execVM "NAME_OF_SCRIPT.sqf";

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Thats beyond my knowlege of the editor but thanks for the help.

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Thats easier as you might think.

1. Open the editor, place a unit as player

2. Save as "User mission", don't choose "Export to..."

3. Switch to Desktop and open Windows Explorer

4. Browse to "C:\Users\<WINDOWS_USERNAME>\Documents\ArmA Other Profiles\<ARMA_PROFILENAME>\missions"

There you'll find a folder with the name you gave to the mission, in there is a mission.sqm (no, don't touch this)

5. Open Notepad or any texteditor of your choice

6. Copy/paste the code i gave 1:1 into Notepad

7. Save this file as "loadout.sqf" into the mission directory you've found above. It goes at the same plce where the mission.sqm is. Make sure Notepad doesn't save it as "loadout.sqf.txt", you might have to switch file type in the "save as..." screen from TEXT to ALL FILES.

8. Go back in the editor, place a F-16C of your choice and in it's init line, type the following:

nul=[this] execVM "loadout.sqf";

9. Click on Preview and watch the changed weapon loadout.

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I think he is saying:

In the INIT box add:

nul = [_this] execVM "NAME_OF_SCRIPT.sqf";

And put the script he posted earlier into notepad (think notepad++ is best for scripts though?) and save as: NAME_OF_SCRIPT.sqf and put it inside your mission folder.

EDIT: LOL sorry Myke... Too slow.

Alex

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I still recommend ArmA Edity by Chris Henderson which is familiar with ArmA/ArmA 2 filetypes and now how to handle them. Although the new scripting commands aren't included yet, IMHO the best tool for scripters.

:EDITH:

Don't get confused when ArmA Edit declares .sqf files as "Function Files", this is a leftover from ancient OFP Version where .sqs was supposed to be the main script language and .sqf was just to write functions. By now i would prefer (personally) if .sqs would be dropped and just .sqf is supported.

Edited by [FRL]Myke

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It's a bit Off-Topic, but as Chris Henderson seems to have disappeared from the ArmA scene : no new, no release, site off, I believe we need somebody to bring an "ArmA2 Edit tool" .

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Thanks guys thanks for the script tutorial I'll have a go at this about time I learned something new for ARMA editor.

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Yep ArmEdit would be best. I just meant "when changing in scripts" notepad++ is better than standard notepad (heard it anyway). ArmaEdit is great - hope it gets updated.

Alex

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Got it to work but it when I try it with MK-84 bombs it says it cant find them.

---------- Post added at 04:43 PM ---------- Previous post was at 04:08 PM ----------

Doh I know what I did wrong now I pasted in the mag class names and not the ammo class names better get the coffee in thanks for a great mod.

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@poh & vengeance1

Sure thing. ;)

For Mission makers:

You can change weapon loadout of a plane at mission start with a simple script:

_plane = _this select 0;
_plane setVehicleAmmo 0;
{_plane removeWeapon _x} foreach (weapons _plane);
sleep 0.5;
{
_plane addmagazine _x;
sleep 0.1;
} foreach ["500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Maverick_GLT", "6Rnd_GBU12_GLT"];
{
_plane addWeapon _x;
sleep 0.1;
} foreach ["GLT_M61A1", "GLT_SidewinderLauncher", "GLT_MaverickLauncher", "GLT_BombLauncher_LGB"];

This example code will change the loadout to 2 Sidewinders, 2 Mavericks and 6 GBU12. Please note that you have to re-add the cannon since with removeweapon also this one has been removed.

For Addon makers:

Please follow the IAWS structure guidelines which you can find here. It's not mandatory that your plane supports IAWS, just take not how proxies have to be placed in the p3d model so they are placed properly in-game. The missilebox also works with non-IAWS planes, although they will not benefit in upcoming IAWS features.

Adding those weapons works as usual when adding weapons: just add them in the config into the weapons and magazines array. Also add GLT_Missilebox to the "requiredAddons" line in the class cfgPatches.

sorry if i ask but where i suppose to put this ??

can someone explain please

Edited by massi64

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I still recommend ArmA Edity by Chris Henderson which is familiar with ArmA/ArmA 2 filetypes and now how to handle them. Although the new scripting commands aren't included yet, IMHO the best tool for scripters.

Just tried ArmA Edit, very handy. You can actually update the commands list yourself and it turns out somebody already has.

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There is the GBU12 as LGB in there and also the AGM-84 can lock on Laser targets. I know this does not reflect the real AGM-84, i decided to apply laserlock capabilities to have a long-range anti-bunker weapon. To make sure it will not be too powerful, the AGM-84 is less maneuvrable than a AGM-65. So it can easily happen that it will not hit a fast moving convoy.

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Could you merge the A.C.E.S bwmod missiles to yours pack ?

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Would it be possible to create a GLT_Harrier? The bombs load on to the BIS Harrier fine but visually they float about 2 feet in front of their pylons, looks a bit naff.

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Since the F-16 will get a major rework, also the Missilebox will receive some attention.

Eble, [APS]Gnat and myself are working close together to present you in the near future a unified Missilebox which will contain all needed weaponry for our planes. This cooperation also means that planes and weapon systems are well balanced for each side.

If someone else is interested to contribute to this missilepack can contact me. If your creating plane addons, you may use this missilepack also. This way, you can focus on the plane and then just add weapons that are well balanced and (hopefully) of good quality also.

I've already started to rework the pack and here is what i've got so far:

AGM-114 (BIS)

AGM-65 (BIS)

Mk82 (BIS)

GBU53 (Eble)

AIM-9B (Myke)

AIM-9M (Myke)

AIM-9X (BIS)

R-73 (BIS)

GBU12 (BIS)

AIM-120 (Eble)

AIM-132 (Eble)

AIM-7 (DesertPhoenix)

Ch-29 (Eble)

AIM-54 (Myke)

AGM-88 (DesertPhoenix)

AGM-84 (DesertPhoenix)

372-missilebox.gif

BIS weapons are included to get them IAWS compatible. This goes for all weapons in this pack: fully IAWS compatible.

Please note that the pic is WIP status and may change untill release.

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