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deralky

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Posts posted by deralky


  1. So how can i get extern turret Config?

    class CfgVehicles {
    class AH1Z;
    	class FHW_AH1Z : AH1Z {
    	displayName = "FHW AH1Z";
    	weapons[] = {"FFARLauncher"};
    	magazines[] = {"38Rnd_FFAR"};
    	        class Turrets : Turrets {
    		class MainTurret : MainTurret {
    			weapons[] = {M197, "SidewinderLaucher_AH1Z"};
    			magazines[] = {"750Rnd_M197_AH1", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z", "2Rnd_Sidewinder_AH1Z"
    };
    		};
    	};
    };
    };
    

    with

    class Turrets;

    class MainTurret;

    it wont work


  2. @deralky: You can add and override the MMA parameters for any vehicle in your mission. In most cases there are two pieces of code required:

    1. An initialization run on player, place in or call from init.sqf (here is Mandoble's for the AV8B2):

    waitUntil {!isNil "mando_missile_init_done"};
    waitUntil {mando_missile_init_done};
    Sleep 1;
    
    // The following scripts are for players only, no need to run on dedi servers
    []spawn
    {
      while {!alive player} do
      {
         Sleep 1;
      };
    
    // BIS AV8B2
      [["AV8B2"], 0, "", [4,6], [4,6], 15, 15, 20, [4,3,-2.5], mando_missile_path+"huds\mando_hud_av8b2.sqf", 0, 0, [[-7,"SidewinderLaucher_AH1Z"],[-6, "Mk82BombLauncher_6"]], 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";
    };

    2. You'll see that the above script refers to two others, the first details the weaponry controlled by the HUD and is customised per-vehicle so you'll need to write your own (here is Mandobe's for the AV8B2):

    // Hud modes setup
      mando_hud_init_code = {};
    
      mando_hud_modes = [];
      mando_hud_modes = mando_hud_modes + [[
      0,		// Missile to be used
      false,	// Keep coords set in mando_assignvehicle_by_ ?
      1,           // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual
      ["Air"],     // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"]
      0.17,	// Aim circle diameter
      "Air - AIM9", // HUD Text
      0.015,        // IR accuracy for headon shots or radar accuracy for ECM targets
      6,		// Number of simultaneously detected HUD targets (max is 6)
      1000, 	// Sensor width / 2 in meters
      5000		// Sensor length / 2 in meters
      ]];
    
      mando_hud_modes = mando_hud_modes + [[
      1,		// Missile to be used
      false,	// Keep coords set in mando_assignvehicle_by_ ?
      4,           // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual, 4 CCIP
      ["LOCATIONS"],     // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"]
      0.025,	// Aim circle diameter
      "CCIP/NAV", // HUD Text
      0.015,       // IR accuracy for headon shots or radar accuracy with ECM
      6,		// Number of simultaneously detected HUD targets (max is 6)
      800, 	// Sensor width / 2 in meters
      3000		// Sensor length / 2 in meters
      ]];
    
    
      mando_hud_num_modes = count mando_hud_modes; // Number of available modes
    
    // Missile parameters setup
      mando_hud_misp = [];
    
      // Missile parameters for AIM9 (mando_hud_missile = 0);
      mando_hud_misp = mando_hud_misp + [[
      vehicle player, 	// _launcher
      "", 		// missilebody ("" for BIS used weapons when class of fired missile must be kept
      [0,0,0], 	// launchpos (calculated by the firing action)
      0, 		// dir (calculated by the firing action)
      0, 		// vangle (calculated by the firing action)
      100, 	// speedini 
      600, 	// speedmax 
      200,		// acceleration
      objNull, 	// target (calculated by the firing action)
      5, 		// boomrange
      5000, 	// activerange
      2, 		// modeinit
      500, 	// cruisealt
      mando_missile_path+"warheads\mando_missilehead1a.sqf", 	// boomscript
      mando_missile_path+"exhausts\mando_missilesmoke1a.sqf",	// smokescript
      "mando_missile1", 	// soundrsc
      29, 		// sounddur 
      10, 		// endurance
      false,	// terrainavoidance
      1, 		// updatefreq
      0, 		// delayinit 
      0.2, 	// controltime
      false, 	// detectable 
      false, 	// debug
      "", 		// launchscript
      55, 		// hagility
      35, 		// vagility
      1, 		// accuracy
      true, 	// intercept
      60, 		// scanarch 
      65,		// scanarcv
      1,		// Offset above target
      mando_minchaffdist	// Countermeasures extent
      ]];
    
      mando_hud_misp = mando_hud_misp + [[
      vehicle player, 	// _launcher
      "", 		// missilebody ("" for BIS used weapons when class of fired missile must be kept
      [0,0,0], 	// launchpos (calculated by the firing action)
      0, 		// dir (calculated by the firing action)
      0, 		// vangle (calculated by the firing action)
      0, 	// speedini 
      0, 	// speedmax 
      0,		// acceleration
      objNull, 	// target (calculated by the firing action)
      5, 		// boomrange
      5000, 	// activerange
      2, 		// modeinit
      500, 	// cruisealt
      mando_missile_path+"warheads\mando_missilehead1a.sqf", 	// boomscript
      mando_missile_path+"exhausts\mando_missilesmoke1a.sqf",	// smokescript
      "mando_missile1", 	// soundrsc
      29, 		// sounddur 
      10, 		// endurance
      false,	// terrainavoidance
      1, 		// updatefreq
      0, 		// delayinit 
      0.2, 	// controltime
      false, 	// detectable 
      false, 	// debug
      "", 		// launchscript
      55, 		// hagility
      35, 		// vagility
      1, 		// accuracy
      true, 	// intercept
      60, 		// scanarch 
      65,		// scanarcv
      1,		// Offset above target
      mando_minchaffdist	// Countermeasures extent
      ]];

    If you're game I think explanations for each parameter should either be evident from the scripts themselves or found in the MMA documentation.

    ---------- Post added at 08:25 AM ---------- Previous post was at 07:52 AM ----------

    Hi when i want to add these Features i only must replace the AV8B2 Config name with the Config name of the new Aircraft?

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