[frl]myke 14 Posted June 25, 2009 (edited) 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 July 18, 2010 by [FRL]Myke Share this post Link to post Share on other sites
poh 10 Posted June 25, 2009 Can you provide an example of how to use this? Share this post Link to post Share on other sites
oldbear 390 Posted June 26, 2009 (edited) 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 June 26, 2009 by Old Bear Share this post Link to post Share on other sites
vengeance1 50 Posted June 26, 2009 Can you provide an example of how to use this? I second that! would be much appreciated. Share this post Link to post Share on other sites
[frl]myke 14 Posted June 26, 2009 @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. Share this post Link to post Share on other sites
vengeance1 50 Posted June 26, 2009 Well Done that helps alot now I am off to the editor!!:bounce3: Share this post Link to post Share on other sites
Guest Posted June 26, 2009 Release frontpaged at the Armaholic homepage. GLT Missilebox Share this post Link to post Share on other sites
CG Man 0 Posted June 27, 2009 I cant get this script to work does it go in the inisilization box of the aircraft in the editor? Share this post Link to post Share on other sites
[frl]myke 14 Posted June 27, 2009 Preferably not. Make it a script and call this script from the init box. nul = [_this] execVM "NAME_OF_SCRIPT.sqf"; Share this post Link to post Share on other sites
CG Man 0 Posted June 27, 2009 Thats beyond my knowlege of the editor but thanks for the help. Share this post Link to post Share on other sites
[frl]myke 14 Posted June 27, 2009 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. Share this post Link to post Share on other sites
Alex72 1 Posted June 27, 2009 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 Share this post Link to post Share on other sites
[frl]myke 14 Posted June 27, 2009 (edited) 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 June 27, 2009 by [FRL]Myke Share this post Link to post Share on other sites
oldbear 390 Posted June 27, 2009 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" . Share this post Link to post Share on other sites
CG Man 0 Posted June 27, 2009 Thanks guys thanks for the script tutorial I'll have a go at this about time I learned something new for ARMA editor. Share this post Link to post Share on other sites
Alex72 1 Posted June 27, 2009 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 Share this post Link to post Share on other sites
CG Man 0 Posted June 27, 2009 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. Share this post Link to post Share on other sites
massi64 10 Posted August 6, 2009 (edited) @poh & vengeance1Sure 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 August 11, 2009 by massi64 Share this post Link to post Share on other sites
Defunkt 431 Posted August 6, 2009 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. Share this post Link to post Share on other sites
alpha9 10 Posted August 15, 2009 any laser guided missiles or bombs in it? Share this post Link to post Share on other sites
[frl]myke 14 Posted August 15, 2009 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. Share this post Link to post Share on other sites
gazmen 0 Posted August 15, 2009 Could you merge the A.C.E.S bwmod missiles to yours pack ? Share this post Link to post Share on other sites
Daniel 0 Posted September 26, 2009 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. Share this post Link to post Share on other sites
[frl]myke 14 Posted February 28, 2010 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) 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. Share this post Link to post Share on other sites