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WWIII

Dogfight US F-16 cannot lock the enemy F-16

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Hi,

I am making a dogfight mission, both the US and Russian has a F16, but only the Russian can missile lock on the US F-16, but not the other way round, is there a script needed?

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No, could be a problem with the F-16 addon. Post it in the author's thread if they have one.

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I test with the default AV-8, US Av-8 also cannot lock Russian AV-8, Russian see the US as a red dot, but US see the Russian as green dot friendly, is there something i missed? Could it be ArmA2 bug?

Edited by WWIII

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That's because the AV-8 is a BLUFOR vehicle. To other units (from far away) it will appear to be BLUFOR regardless of who is flying it.

It's more of a feature than a bug IMO.

Edited by Big Dawg KS

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how to make it look enemy, so i can missile lock it? do i need to edit something in the config? or is there an easy script to put in the initialization box.

Edited by WWIII

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To other units (from far away) it will appear the be BLUFOR regardless of who is flying it.

Is this a fact? In that case it's a vast improvement IMO.

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In order to make a BLUFOR unit REDFOR you must group link the BLUFOR unit to a REDFOR unit. You can make the REDFOR unit have a probability of presence 0 though so that it won't appear. I'm not 100% that will work but I think it should.

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You can edit mission.sqm. Change side="EMPTY"; to side="EAST"; but do it when mission is ready. You can´t use editor after or it change back.

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I have re-edited the F-16 , now russian side have F-16. can target lock each other, good dogfighting... :)

Edited by WWIII

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I have re-edited footmuch F-16 , now russian side have F-16. can target lock eachother, good dogfight

Would you mind posting the solution/usage you used to fix this problem?

If more people did this (followed up) it would avoid other similar posts on this forum and people would find search more valuable :)

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Would you mind posting the solution/usage you used to fix this problem?

If more people did this (followed up) it would avoid other similar posts on this forum and people would find search more valuable :)

I have not tried JakeRod's way of doing it, may be his should work easier than mine, :), please note I dont know anything about scripting, what i did is just trial and error to get what i want...

I just simply make a copy of the GLT_F16.pbo & glt_missilebox.pbo, and then change its name to RU_F16.pbo & ru_missilebox.pbo, use cpbo.exe in "Kegetys ArmA Tools" to extract the files in RU_F16.pbo, you will get a folder "RU_F16", in it there is a config.bin, use the UnRap.exe in "Kegetys ArmA Tools" to extract out alll the .hpp files in it, open the .hpp file with wordpad, you can now start to change the lines to the follow,

-----------------------------------------------------------------

in CfgFactionClasses.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class CfgFactionClasses {

class RUAF {

displayName = $STR_GRP_RUAF;

priority = 100;

side = TEast;

};

class RUAF_BLACK {

displayName = $STR_CFG_FACTION_RUAF_BLACK;

priority = 101;

side = TEast;

};

class RUAF_NATO {

displayName = $STR_CFG_FACTION_RUAF_NATO;

priority = 103;

side = TEast;

};

class RUAF_GREY {

displayName = $STR_CFG_FACTION_RUAF_GREY;

priority = 102;

side = TEast;

};

};

------------------------------------------------------------------------

In CfgPatches.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class CfgPatches {

class RU_Falcon {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAWeapons", "CAAir", "RU_Missilebox"};

};

};

------------------------------------------------------------------------

In cfgRadio.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class cfgRadio {

sounds[] = {};

class RU_radio_warn {

name = "";

sound[] = {"\ru_f16\snd\warning.wss", db10, 1.0};

title = "Incoming Missile";

};

};

------------------------------------------------------------------------

In CfgSounds.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class CfgSounds {

class ru_f16_burner {

sound[] = {"\ru_f16\snd\afterburner.wss", db10, 1};

name = "ru_f16_burner";

titles[] = {};

};

class ru_f16_flare {

sound[] = {"\ru_f16\snd\flare.wss", db0, 1};

name = "ru_f16_flare";

titles[] = {};

};

};

------------------------------------------------------------------------

In CfgVehicleClasses.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class CfgVehicleClasses {

access = ReadAndCreate;

class RU_F16_ALL {

displayName = $STR_DN_VEHICLECLASS;

};

};

------------------------------------------------------------------------

In CfgVehicles.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class CfgVehicles {

class Plane; // External class reference

class RU_Falcon_MR : Plane {

vtol = 0;

side = TEast;

scope = public;

faction = RUAF;

vehicleClass = RU_F16_ALL;

model = "\ru_f16\ru_falcon.p3d";

displayName = $STR_CFG_MULTIROLE;

crew = "RU_Soldier_Pilot";

driverAction = "AV8B_Pilot";

weapons[] = {RU_M61A1, "RU_SidewinderLauncher", "RU_MaverickLauncher", "RU_AIM120Launcher", "RU_BombLauncher_Mk82"};

magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Maverick_GLT", "4Rnd_AIM120_GLT", "2Rnd_Mk82_GLT"};

soundLandCrash[] = {"\ru_f16\Snd\touchdown", 0.5, 1.1};

soundEnviron[] = {"\ru_f16\snd\distant_plane", 50, 1};

soundServo[] = {"\ru_f16\snd\flaps", 1, 1.15};

soundEngineOnInt[] = {"\ru_f16\snd\int\f_startup_int", 0.03, 1.0};

soundEngineOnExt[] = {"\ru_f16\snd\ext\f_startup_ext", 0.03, 1.0, 550};

soundEngineOffInt[] = {"\ru_f16\snd\int\f_shutdown_int", 0.056, 1.0};

soundEngineOffExt[] = {"\ru_f16\snd\ext\f_shutdown_ext", 0.056, 1.0, 550};

occludeSoundsWhenIn = 1.0;

obstructSoundsWhenIn = 1.0;

insideSoundCoef = 1.0;

camouflage = 5; // how dificult to spot - bigger - better spotable

iaws_pylons[] = {{1, "iaws_pylon1"}, {2, "iaws_pylon2"}, {4, "iaws_pylon3"}, {4, "iaws_pylon4"}, {4, "iaws_pylon5"}, {4, "iaws_pylon6"}, {4, "iaws_pylon7"}, {4, "iaws_pylon8"}, {2, "iaws_pylon9"}, {1, "iaws_pylon10"}};

audible = 5; // audible - bigger - better heard

accuracy = 1.9; // accuracy needed to recognize type of this target

fov = 0.5;

maxSpeed = 1300; // max speed on level road, km/h

armor = 60;

damageResistance = 0.01246;

armorStructured = 1;

irScanGround = true;

irScanRangeMin = 100;

irScanRangeMax = 12000;

irScanToEyeFactor = 4;

aileronSensitivity = 1.3; // relative aileron sensitivity

elevatorSensitivity = 1; // relative elevator sensitivity

wheelSteeringSensitivity = 1.45;

flapsFrictionCoef = 0.3;

minHeadTurnAI = -140;

maxHeadTurnAI = 140;

laserScanner = true;

gunAimDown = 0.045;

leftDustEffect = "LDustEffects";

rightDustEffect = "RDustEffects";

minFireTime = 30; // minimal time spent firing on single target

cost = 20000000;

type = "VAir";

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

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

landingAoa = "rad 10";

landingSpeed = 300;

flareVelocity = 180;

flareCount = 600;

icon = "\ru_f16\tex\f16icn.paa";

mapSize = 14;

picture = "\ru_f16\tex\f16pic.paa";

destrType = "DestructEngine";

hiddenSelections[] = {"camo1", "camo2", "tailmark"};

hiddenSelectionsTextures[] = {"\ru_f16\tex\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};

envelope[] = {0.0, 0.4, 1.9, 4, 6.8, 8.3, 8.5, 7.8, 6.2, 3.6, 2.2, 1.6, 1.1, 0.7, 0.4, 0};

class EventHandlers {

init = "[_this select 0] execVM ""\ru_f16\scr\init_plane.sqf""";

incomingMissile = "_this execVM ""\ru_f16\scr\countermeasure.sqf""";

killed = "_this execVM ""\ru_f16\scr\wrecker.sqf""";

};

class Library {

libtextdesc = $STR_RU_F16_LIBTEXT;

};

class Sounds {

class EngineLowOut {

sound[] = {"\ru_f16\snd\ext\f_engine_ext", 2.23872, 1.2, 700};

frequency = "1.0 min (rpm + 0.5)";

volume = "engineOn*camPos*(rpm factor[0.85, 0])";

};

class EngineHighOut {

sound[] = {"\ru_f16\snd\ext\f_engine_ext", 2.23872, 1.6, 700};

frequency = "1";

volume = "engineOn*camPos*(rpm factor[0.55, 1.0])";

};

class ForsageOut {

sound[] = {"\ru_f16\snd\ext\f_forsage_ext", 2.23872, 1.1, 1800};

frequency = "1";

volume = "engineOn*camPos*(thrust factor[0.5, 1.0])";

cone[] = {3.14, 3.92, 2.0, 0.4};

};

class WindNoiseOut {

sound[] = {"\ru_f16\snd\ext\f_windnoise_ext", db-5, 1.0, 100};

frequency = "(0.1+(1.2*(speed factor[1, 150])))";

volume = "camPos*(speed factor[1, 150])";

};

class EngineLowIn {

sound[] = {"\ru_f16\snd\int\f_engine_int", 0.316228, 1.0};

frequency = "1.0 min (rpm + 0.5)";

volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))";

};

class EngineHighIn {

sound[] = {"\ru_f16\snd\int\f_engine_int", 0.316228, 1.0};

frequency = "1";

volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))";

};

class ForsageIn {

sound[] = {"\ru_f16\snd\int\f_forsage_int", 0.316228, 1.1};

frequency = "1";

volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))";

};

class WindNoiseIn {

sound[] = {"\ru_f16\snd\int\f_windnoise_int", 0.316228, 1.0};

frequency = "(0.1+(1.2*(speed factor[1, 150])))";

volume = "(1-camPos)*(speed factor[1, 150])";

};

};

class Damage {

tex[] = {};

mat[] = {"ru_f16\mat\skin_rv.rvmat", "ru_f16\mat\skin_half_destruct_rv.rvmat", "ru_f16\mat\skin_destruct_rv.rvmat", "ru_f16\mat\misc_rv.rvmat", "ru_f16\mat\misc_half_destruct_rv.rvmat", "ru_f16\mat\misc_destruct_rv.rvmat", "ru_f16\mat\wep.rvmat", "ru_f16\mat\wep_half_destruct_rv.rvmat", "ru_f16\mat\wep_destruct_rv.rvmat"};

};

class animationsources {

class ABSwitch {

source = "user";

animperiod = 0.1;

initphase = 0;

};

};

class UserActions {

class Afterburner {

displayName = $STR_ACTION_AFTERBURNER_ON;

displayNameDefault = "";

position = "pilotcontrol";

radius = 35;

condition = "speed this >50 and this animationPhase ""ABSwitch"" <= 0.1";

statement = "this execvm ""\ru_f16\scr\afterburner.sqf""; ";

onlyforplayer = "False";

};

class Afterburner_1 {

displayName = $STR_ACTION_AFTERBURNER_OFF;

displayNameDefault = "";

position = "pilotcontrol";

radius = 15;

condition = "this animationPhase ""ABSwitch"" >= 0.9";

statement = "this animate [""ABSwitch"",0]";

onlyforplayer = "False";

};

};

class MGunClouds {

cloudletDuration = 0.3; // time to live (not including fades)

cloudletAnimPeriod = 0.8; // animation speed

cloudletSize = 1.0;

cloudletAlpha = 0.5;

cloudletGrowUp = 0.1; // grow-up time

cloudletFadeIn = 0.1; // fade-in time

cloudletFadeOut = 1; // fade-out time

cloudletAccY = 0; // vertical acceleration

cloudletMinYSpeed = -1000; // vertical speed range

cloudletMaxYSpeed = 1000;

cloudletShape = "\ca\data\cl_basic";

cloudletColor[] = {1, 1, 1, 0};

interval = 0.01;

size = 1;

sourceSize = 0.05; // size of area from which particles are emitted

timeToLive = 1;

initT = 0;

deltaT = 0;

class Table {

class T0 {

maxT = 0;

color[] = {1, 1, 1, 0};

};

};

};

class MarkerLights {

class RedStill {

name = "cerveny pozicni";

color[] = {0.2, 0.02, 0.02, 1};

ambient[] = {0.3, 0.03, 0.03, 1};

brightness = 0.005;

blinking = "false";

};

class GreenStill {

name = "zeleny pozicni";

color[] = {0.02, 0.2, 0.02, 1};

ambient[] = {0.03, 0.3, 0.03, 1};

brightness = 0.005;

blinking = "false";

};

class WhiteBlinking {

name = "bily pozicni blik";

color[] = {1.0, 1.0, 1.0, 1};

ambient[] = {0.2, 0.2, 0.2, 1};

brightness = 0.01;

blinking = "true";

};

};

class Reflectors {

class Left {

color[] = {0.8, 0.8, 1.0, 1.0};

ambient[] = {0.07, 0.07, 0.07, 1.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 1;

brightness = 1.0;

};

};

class MFD {

borderLeft = 0.02;

borderRight = 0.02;

borderTop = 0.02;

borderBottom = 0.02;

class AirplaneHUD {

topLeft = "HUD LH";

topRight = "HUD PH";

bottomLeft = "HUD LD";

borderLeft = 0;

borderRight = 0;

borderTop = 0;

borderBottom = 0;

color[] = {0.1, 0, 0, 0.1};

class Pos10 {

pos0[] = {0.5, 0.5};

pos10[] = {1.4, 1.4};

type = "vector";

};

class Bones {

class SpdTextPos {

type = "fixed";

Pos[] = {0.15, 0.2};

};

class FuelTextPos {

type = "fixed";

Pos[] = {0.975, 0.76};

};

class EngTextPos {

type = "fixed";

Pos[] = {0.965, 0.805};

};

class DisTextPos {

type = "fixed";

Pos[] = {0.24, 0.81};

};

class AltTextPos {

type = "fixed";

Pos[] = {0.9, 0.2};

};

class ASLFix {

type = "fixed";

pos[] = {0.85, 0.62};

};

class ASLMove {

type = "linear";

source = "altitudeASL";

min = 0;

max = 400;

minPos[] = {0.85, 0.3};

maxPos[] = {0.85, 0.62};

};

class AGLMove {

type = "linear";

source = "altitudeAGL";

min = 0;

max = 150;

minPos[] = {0.5, 1.1};

maxPos[] = {0.5, 0.5};

};

class VertSpeedMove {

type = "linear";

source = "vSpeed";

min = -50;

max = 50;

minPos[] = {0.2, 0.35};

maxPos[] = {0.2, 0.65};

};

class VertSpeedFix {

type = "fixed";

Pos[] = {0.2, 0.5};

};

class ILS {

type = "ils";

pos0[] = {0.5, 0.4};

pos3[] = {0.7, 0.6};

};

class WeaponAim : Pos10 {

source = "weapon";

};

class Target {

source = "target";

pos0[] = {0.42, 0.65};

pos10[] = {0.97, 1.25};

type = "vector";

};

class Level0 {

pos0[] = {0.5, 0.5};

pos10[] = {1.2, 1.5};

type = "horizon";

angle = 0;

};

class LevelP5 : Level0 {

angle = 5;

};

class LevelM5 : Level0 {

angle = -5;

};

class LevelP10 : Level0 {

angle = 10;

};

class LevelM10 : Level0 {

angle = -10;

};

class LevelP15 : Level0 {

angle = 15;

};

class LevelM15 : Level0 {

angle = -15;

};

class Velocity {

pos0[] = {0.5, 0.5};

pos10[] = {1.2, 1.2};

type = "vector";

source = "velocity";

};

};

class Draw {

alpha = 0.8;

color[] = {0, 0.6, 0};

clipTL[] = {0, 0};

clipBR[] = {1, 1};

condition = "on";

class Altitude {

type = "text";

align = "right";

scale = 1;

source = "altitudeAGL";

sourceScale = 1;

pos[] = {"AltTextPos", {-0.05, -0.03}, 1};

right[] = {"AltTextPos", {0.01, -0.03}, 1};

down[] = {"AltTextPos", {-0.05, 0.04}, 1};

};

class SpeedNumber {

type = "text";

align = "left";

scale = 1;

source = "speed";

sourceScale = 3.6;

pos[] = {"SpdTextPos", {-0.05, -0.03}, 1};

right[] = {"SpdTextPos", {0.01, -0.03}, 1};

down[] = {"SpdTextPos", {-0.05, 0.04}, 1};

};

class EngNumber {

type = "text";

align = "left";

scale = 1;

source = "rpm";

sourceScale = 100;

pos[] = {"EngTextPos", {-0.05, -0.03}, 1};

right[] = {"EngTextPos", {-0.01, -0.03}, 1};

down[] = {"EngTextPos", {-0.05, 0.02}, 1};

};

class FuelNumber {

type = "text";

align = "left";

scale = 1;

source = "fuel";

sourceScale = 100;

pos[] = {"FuelTextPos", {-0.05, -0.03}, 1};

right[] = {"FuelTextPos", {-0.01, -0.03}, 1};

down[] = {"FuelTextPos", {-0.05, 0.02}, 1};

};

class DisNumber {

type = "text";

align = "left";

scale = 1;

source = "targetDist";

sourceScale = 1;

pos[] = {"DisTextPos", {-0.05, -0.03}, 1};

right[] = {"DisTextPos", {-0.01, -0.03}, 1};

down[] = {"DisTextPos", {-0.05, 0.02}, 1};

};

class AGLBox {

type = "line";

points[] = {{"AGLMove", {-0.05, -0.025}, 1}, {"AGLMove", {-0.05, 0.025}, 1}, {"AGLMove", {0.05, 0.025}, 1}, {"AGLMove", {0.05, -0.025}, 1}, {"AGLMove", {-0.05, -0.025}, 1}};

};

class ASLLine {

type = "line";

points[] = {{"ASLFix", {0.02, 0}, 1}, {"ASLFix", {0, 0}, 1}, {"ASLMove", {0, 0}, 1}, {"ASLMove", {0.02, 0}, 1}};

};

class VertSpeed {

type = "line";

points[] = {{"VertSpeedFix", {0.02, 0}, 1}, {"VertSpeedFix", {0, 0}, 1}, {"VertSpeedMove", {0, 0}, 1}, {"VertSpeedMove", {-0.03, -0.015}, 1}, {"VertSpeedMove", {-0.03, 0.015}, 1}, {"VertSpeedMove", {0, 0}, 1}};

};

class Speed {};

class PlaneW {

clipTL[] = {0.0, 0.1};

clipBR[] = {1.0, 0.9};

class Velocity {

type = "line";

points[] = {{"Velocity", {0, -0.02}, 1}, {"Velocity", {0.02, 0}, 1}, {"Velocity", {0, 0.02}, 1}, {"Velocity", {-0.02, 0}, 1}, {"Velocity", {0, -0.02}, 1}};

};

class Cross {

type = "line";

points[] = {{"Velocity", {-0.04, 0}, 1}, {"Velocity", {0.04, 0}, 1}, {}, {"Velocity", {0, 0}, 1}, {"Velocity", {0, -0.04}, 1}};

};

};

class MGun {

condition = "mgun";

};

class Missile {

condition = "missile";

class Target {

type = "line";

points[] = {{"Target", {-0.03, -0.03}, 1}, {"Target", {0.03, -0.03}, 1}, {"Target", {0.03, 0.03}, 1}, {"Target", {-0.03, 0.03}, 1}, {"Target", {-0.03, -0.03}, 1}};

};

};

class Horizont {

class Center {

type = "line";

points[] = {{"Level0", {-0.25, 0}, 1}, {"Level0", {-0.07, 0}, 1}, {"Level0", {-0.07, 0.04}, 1}, {}, {"Level0", {0.07, 0.04}, 1}, {"Level0", {0.07, 0}, 1}, {"Level0", {0.25, 0}, 1}};

};

class P5 {

type = "line";

points[] = {{"LevelP5", {-0.4, 0}, 1}, {"LevelP5", {-0.15, 0}, 1}, {}, {"LevelP5", {0.4, 0}, 1}, {"LevelP5", {0.15, 0}, 1}};

};

class M5 {

type = "line";

points[] = {{"LevelM5", {-0.4, 0}, 1}, {"LevelM5", {-0.15, 0}, 1}, {}, {"LevelM5", {0.4, 0}, 1}, {"LevelM5", {0.15, 0}, 1}};

};

class P10 {

type = "line";

points[] = {{"LevelP10", {-0.4, 0}, 1}, {"LevelP10", {-0.15, 0}, 1}, {}, {"LevelP10", {0.4, 0}, 1}, {"LevelP10", {0.15, 0}, 1}};

};

class M10 {

type = "line";

points[] = {{"LevelM10", {-0.4, 0}, 1}, {"LevelM10", {-0.15, 0}, 1}, {}, {"LevelM10", {0.4, 0}, 1}, {"LevelM10", {0.15, 0}, 1}};

};

class P15 {

type = "line";

points[] = {{"LevelP15", {-0.4, 0}, 1}, {"LevelP15", {-0.15, 0}, 1}, {}, {"LevelP15", {0.4, 0}, 1}, {"LevelP15", {0.15, 0}, 1}};

};

class M15 {

type = "line";

points[] = {{"LevelM15", {-0.4, 0}, 1}, {"LevelM15", {-0.15, 0}, 1}, {}, {"LevelM15", {0.4, 0}, 1}, {"LevelM15", {0.15, 0}, 1}};

};

};

class ILS {

condition = "ils";

class Glideslope {

clipTL[] = {0.29, 0.29};

clipBR[] = {0.71, 0.71};

class ILS {

type = "line";

points[] = {{ILS, {-10, 0}, 1}, {ILS, {10, 0}, 1}, {}, {ILS, {0, -10}, 1}, {ILS, {0, 10}, 1}};

};

};

class AOABracket {

type = "line";

points[] = {{{0.42, 0.78}, 1}, {{0.4, 0.78}, 1}, {{0.4, 0.88}, 1}, {{0.42, 0.88}, 1}};

};

};

};

};

};

};

class RU_Falcon_Black : RU_Falcon_MR {

faction = USAF_BLACK;

displayName = $STR_COL_BLACK_MR;

hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};

};

class RU_Falcon_euro : RU_Falcon_MR {

faction = NATO;

displayName = $STR_COL_EURO_MR;

hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};

};

class RU_Falcon_lg : RU_Falcon_MR {

faction = USAF_GREY;

displayName = $STR_COL_GREY_MR;

hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};

};

class RU_Falcon_CAP : RU_Falcon_MR {

displayName = $STR_CFG_CAP;

weapons[] = {RU_M61A1, "RU_SidewinderXLauncher", "RU_AIM7Launcher", "RU_AIM120Launcher"};

magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_SidewinderX_GLT", "2Rnd_AIM7_GLT", "6Rnd_AIM120_GLT"};

};

class RU_Falcon_Black_cap : RU_Falcon_CAP {

faction = USAF_BLACK;

displayName = $STR_COL_BLACK_CAP;

hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};

};

class RU_Falcon_euro_cap : RU_Falcon_CAP {

faction = NATO;

displayName = $STR_COL_EURO_CAP;

hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};

};

class RU_Falcon_lg_cap : RU_Falcon_CAP {

faction = USAF_GREY;

displayName = $STR_COL_GREY_CAP;

hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};

};

class RU_Falcon_GBU : RU_Falcon_MR {

displayName = $STR_CFG_LGB;

weapons[] = {RU_M61A1, "RU_SidewinderLauncher", "RU_AGM84Launcher", "RU_BombLauncher_LGB"};

magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Harpoon_GLT", "6Rnd_GBU12_GLT"};

};

class RU_Falcon_Black_GBU : RU_Falcon_GBU {

faction = USAF_BLACK;

displayName = $STR_COL_BLACK_GBU;

hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};

};

class RU_Falcon_euro_GBU : RU_Falcon_GBU {

faction = NATO;

displayName = $STR_COL_EURO_GBU;

hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};

};

class RU_Falcon_lg_GBU : RU_Falcon_GBU {

faction = USAF_GREY;

displayName = $STR_COL_GREY_GBU;

hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};

};

class RU_Falcon_mk82 : RU_Falcon_MR {

displayName = $STR_CFG_MK82;

weapons[] = {RU_M61A1, "RU_SidewinderLauncher", "RU_BombLauncher_Mk84", "RU_BombLauncher_Mk82"};

magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Mk84_GLT", "6Rnd_Mk82_GLT"};

};

class RU_Falcon_Black_mk82 : RU_Falcon_mk82 {

faction = USAF_BLACK;

displayName = $STR_COL_BLACK_MK;

hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};

};

class RU_Falcon_euro_mk82 : RU_Falcon_mk82 {

faction = NATO;

displayName = $STR_COL_EURO_MK;

hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};

};

class RU_Falcon_lg_mk82 : RU_Falcon_mk82 {

faction = USAF_GREY;

displayName = $STR_COL_GREY_MK;

hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};

};

class RU_Falcon_AGM : RU_Falcon_MR {

displayName = $STR_CFG_AGM;

weapons[] = {RU_M61A1, "RU_SidewinderXLauncher", "RU_AIM120Launcher", "RU_MaverickLauncher"};

magazines[] = {"500Rnd_20mm_M61A1_GLT", "2Rnd_SidewinderX_GLT", "2Rnd_AIM120_GLT", "6Rnd_Maverick_GLT"};

};

class RU_Falcon_Black_AGM : RU_Falcon_AGM {

faction = USAF_BLACK;

displayName = $STR_COL_BLACK_AGM;

hiddenSelectionsTextures[] = {"\ru_f16\BLACK_F16\skin_co.paa", "\ru_f16\BLACK_F16\wep_co.paa", "\ru_f16\tails\tail_blk.paa"};

};

class RU_Falcon_euro_AGM : RU_Falcon_AGM {

faction = NATO;

displayName = $STR_COL_EURO_AGM;

hiddenSelectionsTextures[] = {"\ru_f16\EURO_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_nato.paa"};

};

class RU_Falcon_lg_AGM : RU_Falcon_AGM {

faction = USAF_GREY;

displayName = $STR_COL_GREY_AGM;

hiddenSelectionsTextures[] = {"\ru_f16\LIGHTGREY_F16\skin_co.paa", "\ru_f16\tex\wep_co.paa", "\ru_f16\tails\tail_grey.paa"};

};

class PlaneWreck; // External class reference

class RU_Falcon_MRWreck : PlaneWreck {

scope = protected;

class Armory {

disabled = 1;

};

model = "\ru_f16\wreck\RU_FalconWreck.p3d";

typicalCargo[] = {};

irTarget = false;

transportAmmo = 0;

transportRepair = 0;

transportFuel = 0;

transportSoldier = 1;

class Eventhandlers {};

};

};

------------------------------------------------------------------------

I know NOTHING about scripting, so some of the steps above might not be the best to do, but it works, :), i am just doing trial and error to get what i want, basically replace any word "GLT" to "RU", and replace USAF to RUAF, etc,

same in the ru_missilebox.pbo,

extract the pbo with cpbo.exe, unRAP the config.bin, will get this,

-----------------------------------------------------------------------

In cfgAmmo.hpp, i change it to,

// Generated by unRap v1.06 by Kegetys

class cfgAmmo {

class MissileBase; // External class reference

class M_Sidewinder_AA; // External class reference

class M_Maverick_AT; // External class reference

class Bo_GBU12_LGB; // External class reference

class RU_Sidewinder_AA : M_Sidewinder_AA {

model = "\ru_missilebox\RU_AIM9.p3d";

proxyShape = "\ru_missilebox\RU_AIM9.p3d";

irLock = false;

};

class RU_SidewinderX_AA : M_Sidewinder_AA {

model = "\ru_missilebox\RU_AIM9x.p3d";

proxyShape = "\ru_missilebox\RU_AIM9x.p3d";

irLock = false;

};

class RU_AIM120_AA : M_Sidewinder_AA {

model = "\ru_missilebox\RU_AIM120.p3d";

proxyShape = "\ru_missilebox\RU_AIM120.p3d";

hit = 300;

indirectHit = 130;

indirectHitRange = 20;

maneuvrability = 20;

irLock = false;

cost = 30000;

maxSpeed = 500; // max speed on level road, km/h

timeToLive = 120;

initTime = 0.2;

thrustTime = 30.0;

thrust = 2900;

};

class RU_AIM7E_AA : M_Sidewinder_AA {

model = "\ru_missilebox\RU_Sparrow.p3d";

proxyShape = "\ru_missilebox\RU_Sparrow.p3d";

hit = 150;

indirectHit = 35;

indirectHitRange = 7;

maneuvrability = 50;

irLock = false;

cost = 40000;

maxSpeed = 1000; // max speed on level road, km/h

timeToLive = 120;

initTime = 0.1;

thrustTime = 20.0;

thrust = 2900;

};

class RU_Maverick_AG : M_Maverick_AT {

model = "\ru_missilebox\RU_AGM65.p3d";

proxyShape = "\ru_missilebox\RU_AGM65.p3d";

};

class RU_Harpoon_LGM : M_Maverick_AT {

model = "\ru_missilebox\RU_AGM84.p3d";

proxyShape = "\ru_missilebox\RU_AGM84.p3d";

hit = 1200;

indirectHit = 40;

indirectHitRange = 5;

cost = 10000;

maxSpeed = 300; // max speed on level road, km/h

irLock = true;

airLock = false;

laserLock = true;

maxControlRange = 27000; // max range for manual control, 0 = no control (passive weapon)

initTime = 1;

thrustTime = 10;

thrust = 500;

trackOversteer = 1;

trackLead = 1;

maneuvrability = 20;

};

class RU_GBU12_LGB : Bo_GBU12_LGB {

model = "\ru_missilebox\RU_gbu12fly.p3d";

proxyShape = "\ru_missilebox\RU_gbu12.p3d";

};

class RU_Mk82_Bo : Bo_GBU12_LGB {

model = "\ru_missilebox\RU_mk82.p3d";

proxyShape = "\ru_missilebox\RU_mk82.p3d";

canLock = LockNo;

};

class RU_Mk84_Bo : Bo_GBU12_LGB {

model = "\ru_missilebox\RU_mk84.p3d";

proxyShape = "\ru_missilebox\RU_mk84.p3d";

canLock = LockNo;

hit = 7000;

indirectHit = 1600;

indirectHitRange = 24;

};

};

-------------------------------------------------------------------------

In CfgMagazines.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class CfgMagazines {

class 300Rnd_25mm_GAU12; // External class reference

class 4Rnd_Sidewinder_AV8B; // External class reference

class 2Rnd_Maverick_A10; // External class reference

class 6Rnd_GBU12_AV8B; // External class reference

class VehicleMagazine; // External class reference

class 2Rnd_Sidewinder_RU : 4Rnd_Sidewinder_AV8B {

count = 2;

ammo = "RU_Sidewinder_AA";

displayName = "AIM-9L Sidewinder";

};

class 4Rnd_Sidewinder_RU : 2Rnd_Sidewinder_RU {

count = 4;

};

class 6Rnd_Sidewinder_RU : 2Rnd_Sidewinder_RU {

count = 6;

};

class 8Rnd_Sidewinder_RU : 2Rnd_Sidewinder_RU {

count = 8;

};

class 2Rnd_SidewinderX_RU : 4Rnd_Sidewinder_AV8B {

count = 2;

ammo = "RU_SidewinderX_AA";

displayName = "AIM-9X Sidewinder";

};

class 4Rnd_SidewinderX_RU : 2Rnd_SidewinderX_RU {

count = 4;

};

class 6Rnd_SidewinderX_RU : 2Rnd_SidewinderX_RU {

count = 6;

};

class 8Rnd_SidewinderX_RU : 2Rnd_SidewinderX_RU {

count = 8;

};

class 2Rnd_AIM120_RU : 4Rnd_Sidewinder_AV8B {

count = 2;

ammo = RU_AIM120_AA;

displayName = "AIM-120 AMRAAM";

};

class 4Rnd_AIM120_RU : 2Rnd_AIM120_RU {

count = 4;

};

class 6Rnd_AIM120_RU : 2Rnd_AIM120_RU {

count = 6;

};

class 2Rnd_AIM7_RU : 4Rnd_Sidewinder_AV8B {

count = 2;

ammo = RU_AIM7E_AA;

displayName = "AIM-7E Sparrow";

};

class 4Rnd_AIM7_RU : 2Rnd_AIM120_RU {

count = 4;

};

class 6Rnd_AIM7_RU : 2Rnd_AIM120_RU {

count = 6;

};

class 8Rnd_AIM7_RU : 2Rnd_AIM120_RU {

count = 8;

};

class 2Rnd_Maverick_RU : 2Rnd_Maverick_A10 {

count = 2;

ammo = "RU_Maverick_AG";

displayName = "AGM65 Maverick";

};

class 4Rnd_Maverick_RU : 2Rnd_Maverick_RU {

count = 4;

};

class 6Rnd_Maverick_RU : 2Rnd_Maverick_RU {

count = 6;

};

class 2Rnd_Harpoon_RU : 2Rnd_Maverick_A10 {

count = 2;

ammo = "RU_Harpoon_LGM";

displayName = "AGM84 Harpoon";

};

class 2Rnd_GBU12_RU : 6Rnd_GBU12_AV8B {

ammo = RU_GBU12_LGB;

count = 2;

};

class 4Rnd_GBU12_RU : 2Rnd_GBU12_RU {

count = 4;

};

class 6Rnd_GBU12_RU : 2Rnd_GBU12_RU {

count = 6;

};

class 2Rnd_Mk82_RU : VehicleMagazine {

scope = public;

displayName = "Mk-82";

ammo = "RU_Mk82_Bo";

initSpeed = 0;

maxLeadSpeed = 0; // max estimated speed km/h

sound[] = {"\ca\Sounds\weapons\cannon\ch-29", 31.6228, 1, 1100};

soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly_x2", db0, 1.1, 700};

count = 2;

nameSound = "missiles";

};

class 4Rnd_Mk82_RU : 2Rnd_Mk82_RU {

count = 4;

};

class 6Rnd_Mk82_RU : 2Rnd_Mk82_RU {

count = 6;

};

class 8Rnd_Mk82_RU : 2Rnd_Mk82_RU {

count = 8;

};

class 2Rnd_Mk84_RU : VehicleMagazine {

scope = public;

displayName = "Mk-84";

ammo = "RU_Mk84_Bo";

initSpeed = 0;

maxLeadSpeed = 0; // max estimated speed km/h

sound[] = {"\ca\Sounds\weapons\cannon\ch-29", 31.6228, 1, 1100};

soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly_x2", db0, 1.1, 700};

count = 2;

nameSound = "missiles";

};

class 4Rnd_Mk84_RU : 2Rnd_Mk84_RU {

count = 4;

};

class 6Rnd_Mk84_RU : 2Rnd_Mk84_RU {

count = 6;

};

class 8Rnd_Mk84_RU : 2Rnd_Mk84_RU {

count = 8;

};

class 500Rnd_20mm_M61A1_RU : 300Rnd_25mm_GAU12 {

count = 500;

displayName = "M-61A1 500Rnd";

};

};

------------------------------------------------------------------------

In CfgNonAIVehicles.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class CfgNonAIVehicles {

class ProxyWeapon; // External class reference

class ProxyRU_AIM9 : ProxyWeapon {

model = "\ru_missilebox\RU_AIM9.p3d";

simulation = "maverickweapon";

};

class ProxyRU_AIM120 : ProxyWeapon {

model = "\ru_missilebox\RU_AIM120.p3d";

simulation = "maverickweapon";

};

class ProxyRU_AGM65 : ProxyWeapon {

model = "\ru_missilebox\RU_AGM65.p3d";

simulation = "maverickweapon";

};

class ProxyRU_gbu12 : ProxyWeapon {

model = "\ru_missilebox\RU_gbu12.p3d";

simulation = "maverickweapon";

};

class ProxyRU_mk82 : ProxyWeapon {

model = "\ru_missilebox\RU_mk82.p3d";

simulation = "maverickweapon";

};

};

------------------------------------------------------------------------

In CfgPatches.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class CfgPatches {

class RU_Missilebox {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAWeapons", "CAAir"};

};

};

------------------------------------------------------------------------

In cfgWeapons.hpp, I change to this,

// Generated by unRap v1.06 by Kegetys

class cfgWeapons {

class MaverickLauncher; // External class reference

class SidewinderLaucher; // External class reference

class BombLauncher; // External class reference

class GAU12; // External class reference

class Cannoncore; // External class reference

class RU_SidewinderLauncher : SidewinderLaucher {

displayName = "AIM-9L Sidewinder";

minRange = 100;

minRangeProbab = 0.015;

midRange = 1000;

midRangeProbab = 0.05;

maxRange = 2000;

maxRangeProbab = 0.005;

magazineReloadTime = 5;

magazines[] = {"2Rnd_Sidewinder_GLT", "4Rnd_Sidewinder_GLT", "6Rnd_Sidewinder_GLT", "8Rnd_Sidewinder_GLT"};

iaws_type = 1 + 2 + 4;

};

class RU_SidewinderXLauncher : SidewinderLaucher {

displayName = "AIM-9X Sidewinder";

minRange = 300;

minRangeProbab = 0.015;

midRange = 1500;

midRangeProbab = 0.05;

maxRange = 3750;

maxRangeProbab = 0.005;

magazineReloadTime = 5;

magazines[] = {"2Rnd_SidewinderX_GLT", "4Rnd_SidewinderX_GLT", "6Rnd_SidewinderX_GLT", "8Rnd_SidewinderX_GLT"};

iaws_type = 1 + 2 + 4;

};

class RU_AIM120Launcher : SidewinderLaucher {

displayName = "AIM-120 AMRAAM";

minRange = 500;

minRangeProbab = 0.05;

midRange = 3500;

midRangeProbab = 0.35;

maxRange = 7000;

maxRangeProbab = 0.0005;

magazineReloadTime = 5;

magazines[] = {"2Rnd_AIM120_GLT", "4Rnd_AIM120_GLT", "6Rnd_AIM120_GLT"};

iaws_type = 1 + 2 + 4 + 8;

};

class RU_AIM7Launcher : SidewinderLaucher {

displayName = "AIM-7E Sparrow";

minRange = 100;

minRangeProbab = 0.05;

midRange = 1000;

midRangeProbab = 0.35;

maxRange = 2000;

maxRangeProbab = 0.0005;

magazineReloadTime = 5;

magazines[] = {"2Rnd_AIM7_GLT", "4Rnd_AIM7_GLT", "6Rnd_AIM7_GLT", "8Rnd_AIM7_GLT"};

iaws_type = 1 + 2 + 8;

};

class RU_MaverickLauncher : MaverickLauncher {

minRange = 70;

minRangeProbab = 0.05;

midRange = 2500;

midRangeProbab = 0.35;

maxRange = 5000;

maxRangeProbab = 0.0005;

magazines[] = {"2Rnd_Maverick_GLT", "4Rnd_Maverick_GLT", "6Rnd_Maverick_GLT"};

magazineReloadTime = 5;

iaws_type = 2 + 4 + 8;

};

class RU_AGM84Launcher : MaverickLauncher {

displayName = "AGM84 Harpoon";

minRange = 500;

minRangeProbab = 0.05;

midRange = 3500;

midRangeProbab = 0.35;

maxRange = 7000;

maxRangeProbab = 0.0005;

magazineReloadTime = 5;

magazines[] = {"2Rnd_Harpoon_GLT"};

iaws_type = 2;

};

class RU_BombLauncher_LGB : BombLauncher {

displayName = "GBU-12";

magazineReloadTime = 3;

magazines[] = {"2Rnd_GBU12_GLT", "4Rnd_GBU12_GLT", "6Rnd_GBU12_GLT"};

iaws_type = 2 + 4 + 8;

};

class RU_BombLauncher_Mk82 : BombLauncher {

displayName = "Mk-82";

magazineReloadTime = 3;

magazines[] = {"2Rnd_Mk82_GLT", "4Rnd_Mk82_GLT", "6Rnd_Mk82_GLT", "8Rnd_Mk82_GLT"};

iaws_type = 2 + 4 + 8;

};

class RU_BombLauncher_Mk84 : BombLauncher {

displayName = "Mk-84";

magazineReloadTime = 5;

magazines[] = {"2Rnd_Mk84_GLT", "4Rnd_Mk84_GLT", "6Rnd_Mk84_GLT", "8Rnd_Mk84_GLT"};

iaws_type = 2 + 4;

};

class RU_M61A1 : GAU12 {

displayName = "M-61A1";

magazines[] = {"500Rnd_20mm_M61A1_GLT"};

class manual : Cannoncore {

displayName = "M-61A1";

autoFire = true;

sound[] = {"\Ca\sounds\Weapons\cannon\A10vulcanVII", 5.62341, 1, 1100};

reloadTime = 0.02;

dispersion = 0.0025;

soundContinuous = 0;

showToPlayer = true;

burst = 1;

aiRateOfFire = 0.5; // delay between shots at given distance

aiRateOfFireDistance = 50;

minRange = 1;

minRangeProbab = 0.01;

midRange = 2;

midRangeProbab = 0.01;

maxRange = 3;

maxRangeProbab = 0.01;

};

class close : manual {

showToPlayer = false;

soundBurst = 0;

burst = 15;

aiRateOfFire = 0.5; // delay between shots at given distance

aiRateOfFireDistance = 400;

minRange = 0;

minRangeProbab = 0.05;

midRange = 200;

midRangeProbab = 0.58;

maxRange = 400;

maxRangeProbab = 0.2;

};

class short : close {

burst = 10;

aiRateOfFire = 1; // delay between shots at given distance

aiRateOfFireDistance = 500;

minRange = 300;

minRangeProbab = 0.2;

midRange = 400;

midRangeProbab = 0.58;

maxRange = 500;

maxRangeProbab = 0.2;

};

class medium : close {

burst = 7;

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 9000;

minRange = 400;

minRangeProbab = 0.2;

midRange = 700;

midRangeProbab = 0.58;

maxRange = 900;

maxRangeProbab = 0.2;

};

class far : close {

burst = 4;

aiRateOfFire = 3; // delay between shots at given distance

aiRateOfFireDistance = 1500;

minRange = 800;

minRangeProbab = 0.2;

midRange = 1000;

midRangeProbab = 0.4;

maxRange = 1500;

maxRangeProbab = 0.01;

};

};

};

------------------------------------------------------------------------

Some of the above missiles parameters i changed a bit, so the missiles will not hit easily, making it more fun to dogfighting, I also change the parameters in the GLT_missilebox.pbo so both side have the same missile parameters.

I also changed some files name in the ru_missilebox.pbo, changed GLT_xxxx.p3d to RU_xxxx.p3d,

Any pro scripters out there please fell free to give me advices, i really don't know anything about scripting, :p

lastly you need to use BinPBO (BinPBO Personal Edition) to Binaries the files back to pbo, in the BinPBO options setting, add this *.p3d; to the "list of files to copy directly", click "clear temp folder", run it to make the pbo,

thats all i did, then just put GLT_F16.pbo, glt_missilebox.pbo, RU_F16.pbo, ru_missilebox.pbo into your @F-16 addons folder, Done! :-)

If you need the re-edited .pbo files, pls pm me, its a 80M file, contains all 4 re-edited pbos.

Lastly special thanks to Footmunch, for this wonderful F-16C, and others that involved in the textures and code scriptings, they've done a very nice job

Edited by WWIII

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The code seems to be broken (no surprise..). Use it as an idea of how it could be done for now.

There is a better way of doing this.

Copy this text into a textfile:

class CfgPatches

{

class RU_Falcon

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"GLT_Falcon"};

};

};

class CfgVehicles

{

class GLT_Falcon_MR;

class RU_Falcon_MR : GLT_Falcon_MR

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_MR;

class RU_Falcon_Black : GLT_Falcon_Black

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_euro;

class RU_Falcon_euro : GLT_Falcon_euro

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_lg;

class RU_Falcon_lg : GLT_Falcon_lg

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_CAP;

class RU_Falcon_CAP : GLT_Falcon_CAP

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_Black_cap;

class RU_Falcon_Black_cap : GLT_Falcon_Black_cap

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_euro_cap;

class RU_Falcon_euro_cap : GLT_Falcon_euro_cap

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_lg_cap;

class RU_Falcon_lg_cap : GLT_Falcon_lg_cap

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_GBU;

class RU_Falcon_GBU : GLT_Falcon_GBU

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_Black_GBU;

class RU_Falcon_Black_GBU : GLT_Falcon_Black_GBU

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_euro_GBU;

class RU_Falcon_euro_GBU : GLT_Falcon_euro_GBU

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_lg_GBU;

class RU_Falcon_lg_GBU : GLT_Falcon_lg_GBU

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_mk82;

class RU_Falcon_mk82 : GLT_Falcon_mk82

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_Black_mk82;

class RU_Falcon_Black_mk82 : GLT_Falcon_Black_mk82

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_euro_mk82;

class RU_Falcon_euro_mk82 : GLT_Falcon_euro_mk82

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_lg_mk82;

class RU_Falcon_lg_mk82 : GLT_Falcon_lg_mk82

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_AGM;

class RU_Falcon_AGM : GLT_Falcon_AGM

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_Black_AGM;

class RU_Falcon_Black_AGM : GLT_Falcon_Black_AGM

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_euro_AGM;

class RU_Falcon_euro_AGM : GLT_Falcon_euro_AGM

{

side = 0;

crew = "RU_Soldier_Pilot";

};

class GLT_Falcon_lg_AGM;

class RU_Falcon_lg_AGM : GLT_Falcon_lg_AGM

{

side = 0;

crew = "RU_Soldier_Pilot";

};

};

Rename the textfile to config.cpp

Put that file into a folder and name the folder to whatever you like.

Make a pbo of that folder with the config.cpp inside.

Drop it into a modfolder of your choice.

That should make a east version of all variants.

As I havent had a look at the original config nor can try this config right now I dont give any guarantees what so ever. The reason for it is to show an example of how to achieve the same result with less redundant code and data.

Please dont spread around any addon made without permission from the author.

Another reason is that the tag "RU" is not an official tag.

Addons changed for personal use should stay on your own harddrive until the two above is ok.

Edited by andersson
broken code?

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Wouldn't it be wise, if future addon makers would create their addon vehicles for all three sides? Like creating a USMC faction for the opfor and the blufor and the guerilla sides.

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Dont know, its so easy to make them the other side inside the editor. Unless something has changed in arma2..

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There is a better way of doing this.

Copy this text into a textfile:

..................

I tried your code, but it cannot pack to pbo, error message

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The code shouldnt break the pbo-packing process. Unless you mean when you try to start the game?

Its fully possible that the code is totally broken :D I just wanted to give an idea how it can be done in an easier way ;)

Maybe I should just take the code away for now..

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