[aps]gnat 28 Posted August 22, 2009 ArmA2 missiles have nice new customer smoke trails, but at the moment my smoke is coming out of what appears to be the geo center of the model. Off-setting in the O2 / editor doesnt help. I'm guessing theres a named point in the model ..... or maybe an off-site in the smoke generation config code (Missile1 - Missile5) .... but I can't see either. Anyone able to help? Thx Share this post Link to post Share on other sites
sakura_chan 9 Posted August 26, 2009 The way I set up missiles is to trick the model into changing the center. The center is based on the length of the model. It considers all lods as far as I know, so you only need to change one lod (can be resolution/geometry, whatever) adding a vertex changes the center easily. Share this post Link to post Share on other sites
soul_assassin 1750 Posted August 26, 2009 But this way u also change the aerodynamics of the missile for mouse guided missiles Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 27, 2009 Arh, yes, I've used that trick before .... but forgot. Thanks Sakura Chan But if I remember correctly, SA has a valid point ..... checkin ...... Cheers Share this post Link to post Share on other sites
fromz 2 Posted September 12, 2010 How about a SCUD missile? in OA, the SCOD missile beam and smoke effect are following the missile and fly in to sky, When I creat a new comtom SCUD truck, the effect point is stick in [0,0,0] point, I tried to find the memorypoint of the scud effect (eg: nosnik, nosnik_axis,strelakonec strelazacatek raketa), but nothing useful. SCUD missile launching is just an animtion which defined in model.cfg, how to get the smoke in the correct point? Share this post Link to post Share on other sites
[frl]myke 14 Posted September 12, 2010 Missile smoke trails consist of 2 parts. First is the parameters defined in the CfgCloudlets class: class CfgCloudlets { access = 0; class Default; class GLT_MissileOne : Default { interval = 0.001; circleRadius = 0; circleVelocity[] = {0, 0, 0}; angleVar = 1; particleFSLoop = 0; particleShape = "\ca\Data\ParticleEffects\Universal\Universal"; particleFSNtieth = 16; particleFSIndex = 12; particleFSFrameCount = 8; animationName = ""; particleType = "Billboard"; timerPeriod = 1; lifeTime = 10; moveVelocity[] = {0, 0, 0}; rotationVelocity = 1; weight = 1; volume = 0.8; rubbing = 0.5; size[] = {1.5, 2.5, 3}; color[] = {{0.4, 0.4, 0.4, 0.75}, {0.95, 0.95, 0.95, 0.3}, {1, 1, 1, 0}}; animationSpeed[] = {5}; randomDirectionPeriod = 0.1; randomDirectionIntensity = 0.1; onTimerScript = ""; beforeDestroyScript = ""; lifeTimeVar = 0.5; positionVar[] = {0.3, 0.3, 0.3}; MoveVelocityVar[] = {0.4, 0.4, 0.4}; rotationVelocityVar = 1; sizeVar = 0.3; colorVar[] = {0, 0, 0, 0}; randomDirectionPeriodVar = 0; randomDirectionIntensityVar = 0; }; class GLT_MissileTwo: GLT_MissileOne { volume = 1.6; lifeTime = 15; size[] = {2.5, 3.5, 4}; color[] = {{0.2, 0.2, 0.2, 0.8}, {0.85, 0.85, 0.85, 0.3}, {1, 1, 1, 0}}; }; class GLT_MissileThree: GLT_MissileOne { volume = 0.2; lifeTime = 7; size[] = {0.75, 1.25, 1.5}; color[] = {{0.2, 0.2, 0.2, 0.8}, {0.85, 0.85, 0.85, 0.3}, {1, 1, 1, 0}}; }; }; This defines the general appereance of the smoke trails but not positional reference and detailed missile effect. These are defined separately in the config root: class GLT_MissileOne { class LightOne { simulation = "light"; type = "RocketLight"; position[] = {0, 0, 0}; intensity = 0.01; interval = 1; lifeTime = 1; }; class GLT_MissileOne { simulation = "particles"; type = "GLT_MissileOne"; position[] = {0, 0, 0}; intensity = 1; interval = 0.01; lifeTime = 10; }; class MissileFire { simulation = "particles"; type = "MissileFire"; position[] = {0, 0, 0}; intensity = 1; interval = 1; lifeTime = 1; }; }; As you see, it consists of 3 parts: smoke, light and fire. With the position parameter you can finetune the exact location of the effects. Probably it would also be possible to have multiple effects on the same missile (twinengine?) but never tried that. Also in the later, you can change general intensity, interval and lifetime of the effect. Please note that the effect is disabled after thrusttime. Share this post Link to post Share on other sites
fromz 2 Posted September 13, 2010 Thanks Myke! But I'm not very clearly with your explain, I don't think it's just a config problem. I use the same config I created which defines my own SCUD launch truck, no effects, just replace the "model = "\fromz_df15\df15.p3d";" to bis OA MAZ_543_SCUD_Base_EP1, the effects appeared. and I have tried your configs, class CfgPatches { ///bla bla bla }; class CfgCloudlets { ///bla bla bla }; class CfgVehicles { class Land; class LandVehicle : Land { class HitPoints; }; class car : LandVehicle { class HitPoints { class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; class HitLFWheel; class HitLBWheel; class HitLMWheel; class HitLF2Wheel; class HitRFWheel; class HitRBWheel; class HitRMWheel; class HitRF2Wheel; }; class NewTurret; class Turrets { class MainTurret : NewTurret { class HitPoints; }; }; class ViewPilot; class AnimationSources; }; class Truck : Car {}; /////////////////////////////////////////////// DF15B Missle /////////////////////////////////////////////// class oh2_DF15B : Truck { faction = "OHPLA"; scope = 2; side = 2; //destrType = "DestructWreck"; displayName = "DF-15B"; vehicleClass = "Car"; model = "\fromz_df15\df15.p3d"; picture = "\fromz_df15\data\picture_df15_ca.paa"; Icon = "\fromz_df15\data\icon_df15_ca.paa"; mapSize = 16; accuracy = 0.25; maxSpeed = 81; wheelCircumference = 2.87; crew = "PLA_Soldier_TL"; transportSoldier = 4; typicalCargo[] = {"PLA_Soldier", "PLA_Soldier", "PLA_Soldier_GL", "PLA_Soldier_Sniper"}; expansion = 1; htMin = 60; htMax = 1800; afMax = 200; mfMax = 100; mFact = 0; tBody = 0; scudModel = "\fromz_df15\df15_missle.p3d"; scudModelFire = "\fromz_df15\df15_missle.p3d"; terrainCoef = 3.0; turnCoef = 3; weapons[] = {"SportCarHorn"}; magazines[] = {}; Scudeffect = "GLT_missileOne"; class GLT_missileOne { class LightOne { simulation = "light"; type = "RocketLight"; position[] = {0, 0, 5}; intensity = 0.01; interval = 1; lifeTime = 3; }; class GLT_missileOne { simulation = "particles"; type = "GLT_missileOne"; position[] = {0, 0, 5}; intensity = 1; interval = 0.01; lifeTime = 10; }; class MissileFire { simulation = "particles"; type = "MissileFire"; position[] = {0, 0, 5}; intensity = 1; interval = 1; lifeTime = 5; }; }; }; }; class CfgNonAIVehicles { class ProxyWeapon; class ProxyDFSCUD_rocket: ProxyWeapon { model = "\fromz_df15\df15_missle.p3d"; simulation = "scud"; }; }; But, get "No entry bin\config.bin.GLT_missileOne", Doesn't work. Share this post Link to post Share on other sites
[frl]myke 14 Posted September 13, 2010 @Fromz sorry, my post was more adressed to [APS]Gnat and "normal" missiles. I don't know how the SCUD works. Besides that, the class GLT_Missileone doesn't belong inside any other classes but in config root. It is it's own baseclass. Share this post Link to post Share on other sites
namman2 0 Posted September 14, 2010 IIRC there's a memory point for aircraft to define the center maybe this could work for missiles? Share this post Link to post Share on other sites
fromz 2 Posted September 14, 2010 Yes, I think there are some memory points in truck (not in missile), But I can't find them exactly. In MAZ_543_SCUD OLOD, as I sald, there are "nosnik, nosnik_axis,strelakonec, strelazacatek raketa" points, but nothing useful. Share this post Link to post Share on other sites