Splikes 10 Posted July 31, 2009 need the Mk82 classname to make some booms and i couldn't find it anywhere so anybody knows ? Share this post Link to post Share on other sites
Sense 10 Posted July 31, 2009 Weapon Class- Mk82BombLauncher_6 Magazine Class- 6Rnd_Mk82 Share this post Link to post Share on other sites
Ghost 40 Posted July 31, 2009 Bo_Mk82 source http://forums.bistudio.com/showthread.php?t=76976&highlight=Bo_GBU12_LGB Share this post Link to post Share on other sites
Planck 1 Posted July 31, 2009 Or Weapon Class - Mk82BombLauncher Magazine Class - 3Rnd_Mk82 Planck Share this post Link to post Share on other sites
Bunny75 10 Posted August 19, 2009 If I have AV8B2, None of these: - Mk82BombLauncher - Mk82BombLauncher_6 - Bo_Mk82 ...work inside the quotations: _cas_plane selectWeapon "BombLauncher"; _cas_plane fire "BombLauncher"; Only AV8B (LGB) drops the bombs as used above. ? Share this post Link to post Share on other sites
Ghost 40 Posted August 19, 2009 If I have AV8B2, None of these:- Mk82BombLauncher - Mk82BombLauncher_6 - Bo_Mk82 ...work inside the quotations: _cas_plane selectWeapon "BombLauncher"; _cas_plane fire "BombLauncher"; Only AV8B (LGB) drops the bombs as used above. ? Please use available resources..... In the following link click on each plane to see there ammo/weapons. http://www.armatechsquad.com/ArmA2Class/vehicles/air/ Share this post Link to post Share on other sites
Bunny75 10 Posted August 19, 2009 I have used available resources and that exact page with no luck. Only that I don't think luck has anything to do with this. As you can see above the weapon shown at armatechsquad is Mk82BombLauncher_6 and that didn't work. What am I missing? Share this post Link to post Share on other sites
JDog 11 Posted August 20, 2009 What are you trying to do? 'cuz Mk82BombLauncher_6 works for me. That's for adding/removing the weapon from a vehicle. If you're trying to make a bomb for an explosion, use the Bo_Mk82. _bomb = "Bo_Mk82" createVehicle position player; Share this post Link to post Share on other sites
Bunny75 10 Posted August 20, 2009 I made a script that creates the plane, pilot and makes them fly towards the target. When the distance reaches certain point I order the harrier to drop the bombs. AV8B2 doesn't do anything. AV8B drops the load. Share this post Link to post Share on other sites
JDog 11 Posted August 20, 2009 if you're using _bomb = "Bo_Mk82" createVehicle position [i]position[/i] it shouldnt matter... you can make a flying rabbit drop bombs with that command. if you're using somethin like doFire, make sure you're using the right bomb. the Harrier and Harrier II use different bombs. One uses the Mk82 and another uses GBU12s. Unless you post some of your script it's going to be hard to see where you're going wrong, and this thread will keep going "this doesnt work that doesnt work". Share this post Link to post Share on other sites
Bunny75 10 Posted August 21, 2009 (edited) I just don't understand how anything else would affect the direct fire command... So here: _cas_start = getMarkerPos "cas_spawn"; _cas_target = _this select 0; _flightHeight = 400; _cas = createGroup west; _cas_pilot = _cas createUnit ["USMC_Soldier_Pilot",_cas_start, [], 0, "NONE"]; _cas_plane = createVehicle ["AV8B2",_cas_start, [], 0, "FLY"]; _cas_plane setPos [getPos _cas_plane select 0, getPos _cas_plane select 1, _flightHeight]; _cas_pilot assignAsDriver _cas_plane; _cas_pilot moveInDriver _cas_plane; _cas_plane engineOn true; _dir = getDir _cas_target; _cas_plane setDir _dir; _speed = 200; _cas_plane setVelocity [(sin _dir * _speed),(cos _dir * _speed), 0]; _cas_pilot FlyInHeight _flightHeight; _cas_plane setSpeedMode "LIMITED"; _cas_pilot SetBehaviour "CARELESS"; _cas_pilot disableAI "AUTOTARGET"; _cas_pilot doMove (position _cas_target); while {_cas_plane distance _cas_target > 10} do { sleep 0.5; if(_cas_plane distance _cas_target < 1100) then { _cas_plane selectWeapon "Mk82BombLauncher_6"; _cas_plane fire "Mk82BombLauncher_6"; }; }; I'm bit confused about when to address the pilot or the vehicle the pilot is in. Getting the direction don't work either. The plane always start heading 0. Edited August 21, 2009 by Bunny75 Share this post Link to post Share on other sites
JDog 11 Posted August 21, 2009 _dir = getDir _cas_target; #1 : This does not set the direction of the plane to face _cas_target, but rather sets to the direction the plane is facing equal to the direction _cas_target is facing. If the target is always in the same general direction from cas_spawn marker, could just try using a general heading instead (0-359) instead of trying getDir. _cas_pilot SetBehaviour "CARELESS"; This may cause the plane to no fire, not sure. Perhaps try setting it back to "COMBAT" just before the command to fire. Nothin else I can really think of pointing out atm. Share this post Link to post Share on other sites
Bunny75 10 Posted August 21, 2009 #1 : This does not set the direction of the plane to face _cas_target, but rather sets to the direction the plane is facing equal to the direction _cas_target is facing. If the target is always in the same general direction from cas_spawn marker, could just try using a general heading instead (0-359) instead of trying getDir.This may cause the plane to no fire, not sure. Perhaps try setting it back to "COMBAT" just before the command to fire. Nothin else I can really think of pointing out atm. Thank you for that. And a BIG facepalm for me about the direction. :D I'll try these... :) ---------- Post added at 09:19 AM ---------- Previous post was at 09:10 AM ---------- Nope. combat didn't work. ---------- Post added at 10:00 AM ---------- Previous post was at 09:19 AM ---------- About the heading of spawned plane, I found this: _hdg = ((getPos _cas_plane select 0) - (getPos _cas_target select 0)) atan2 ((getPos _cas_plane select 1) - (getPos _cas_target select 1));if (_hdg < 0) then {_hdg = (180 - (abs _hdg))} else {_hdg = (180 + _hdg)}; _cas_plane setDir _hdg; Share this post Link to post Share on other sites