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DragoFire
Nov 23 2002, 21:09
I've struck a problem with my second model of the A-6E that has a differrent payload to the first.

I've changed the Proxy's in the plane's model file P3D and the CPP seems fine. But when you load a mission with it in it, this attackPlane has no weapons.

The Weapon models are in the same place as in the first A-6E's and are referanced the same way.

Here's the weapon section of the CPP;
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class cfgammo
{ class Default {};
class AT3&#58; Default {};
class Hellfire&#58; AT3 {};
class CarlGustav&#58; AT3 {};
class Mk_82&#58; default //500 lbs
{ hit= 1400;
indirectHit= 450;
indirectHitRange= 8;
minRange= 300;
minRangeProbab= 0.50;
midRange= 800;
midRangeProbab= 0.95;
maxRange= 2000;
maxRangeProbab= 0.50;
soundHit&#91;&#93;= {&#92;LaserGuided&#92;expl2,db40,1};
soundFly&#91;&#93;= {&#34;&#92;DrF_Intruder&#92;bmbfall.ogg&#34;,db-30,1.5};
cost= 5000;
model= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;;
proxyShape= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;;
irLock= 1;
laserLock= 0;
maxControlRange= 20000;
maneuvrability= 15.0;
sideAirFriction= 0.20;
simulation= shotMissile;
maxSpeed= 100;
initTime= 1000;
thrustTime= 0;
thrust=  0;
};
class MK_81&#58; MK_82
{ hit= 900;
indirectHit= 250;
indirectHitRange= 5;
cost= 3000;
model= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;;
proxyShape= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;;
};
class MK_83&#58; MK_82
{ hit= 1800;
indirectHit= 500;
indirectHitRange= 12;
cost= 7000;
model= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;;
proxyShape= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;;
};
class MK_84&#58; MK_82
{ hit= 3600;
indirectHit= 1000;
indirectHitRange= 24;
cost= 14000;
model= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;;
proxyShape= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;;
};
};
class cfgweapons
{ class Default {};
class LAWLauncher&#58; Default {};
class CarlGustavLauncher&#58; LAWLauncher {};
class AT3Launcher&#58; CarlGustavLauncher {};
class HellfireLauncher&#58; AT3Launcher {};
class MaverickLauncher&#58; HellfireLauncher {};
class Mk_82_2&#58; HellfireLauncher
{displayName= &#34;Mk82 500LBS&#34;;
displayNameMagazine= &#34;Mk82&#34;;
shortNameMagazine= &#34;Mk82&#34;;
ammo= mk82;
model= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;;
proxyShape= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;;
magazine= &#34;mk82&#34;;
magazines&#91;&#93;= {Mk_82_2, Mk_82_6, Mk_82_12, Mk_82_24, Mk_82_28, MK_81_2, Mk_81_6, MK_81_12, Mk_81_24,MK_81_28, Mk_83_2, Mk_83_3, Mk_83_6, Mk_83_8, Mk_83_10, Mk_83_13, MK_84_1, Mk_84_2, Mk_84_3, Mk_84_4, Mk_84_5};
magazineReloadTime= 0.1;
count= 2;
initSpeed= 0;
canLock= 2;
burst= 1;
aiRateOfFire= 8.0;
aiRateOfFireDistance= 3500;
optics= 1;
sound&#91;&#93;= {&#34;&#92;sound&#92;weapons&#92;AK74dry&#34;,db-50,1.0};
reloadTime= 0.15;
autoFire = 1;
recoil= empty;};
class MK_82_6&#58; MK_82_2 {count= 6;};
class MK_82_12&#58; MK_82_2 {count= 12;};
class MK_82_24&#58; MK_82_2 {count= 24;};
class MK_82_28&#58; MK_82_2 {count= 28;};
class MK_81_2&#58; MK_82_2 {displayName= &#34;Mk81 250LBS&#34;;
displayNameMagazine= &#34;Mk81&#34;;
shortNameMagazine= &#34;Mk81&#34;;
ammo= mk81;
model= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;;
proxyShape= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;;
magazine= &#34;mk81&#34;;
count= 2;};
class MK_81_6&#58; MK_81_2 {count= 6;};
class MK_81_12&#58; MK_81_2 {count= 12;};
class MK_81_24&#58; MK_81_2 {count= 24;};
class MK_81_28&#58; MK_81_2 {count= 28;};
class MK_83_2&#58; MK_82_2 {displayName= &#34;Mk83 1000LBS&#34;;
displayNameMagazine= &#34;Mk83&#34;;
shortNameMagazine= &#34;Mk83&#34;;
ammo= mk83;
model= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;;
proxyShape= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;;
magazine= &#34;mk83&#34;;
count= 2;};
class MK_83_3&#58; MK_83_2 {count= 3;};
class MK_83_6&#58; MK_83_2 {count= 6;};
class MK_83_8&#58; MK_83_2 {count= 8;};
class MK_83_10&#58; MK_83_2 {count= 10;};
class MK_83_13&#58; MK_83_2 {count= 13;};
class MK_84_1&#58; MK_82_2 {displayName= &#34;Mk84 2000LBS&#34;;
displayNameMagazine= &#34;Mk84&#34;;
shortNameMagazine= &#34;Mk84&#34;;
ammo= mk84;
model= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;;
proxyShape= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;;
magazine= &#34;mk84&#34;;
count= 1;};
class MK_84_2&#58; MK_84_1 {count= 2;};
class MK_84_3&#58; MK_84_1 {count= 3;};
class MK_84_4&#58; MK_84_1 {count= 4;};
class MK_84_5&#58; MK_84_1 {count= 5;};
};
[/QUOTE]<span id='postcolor'>

Here&#39;s the CfgNonAIVehicles;
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class CfgNonAIVehicles
{ class ProxyWeapon {};
class Proxymk_81&#58; ProxyWeapon {model= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;; simulation= &#34;maverickweapon&#34;;}
class Proxymk_82&#58; ProxyWeapon {model= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;; simulation= &#34;maverickweapon&#34;;}
class Proxymk_83&#58; ProxyWeapon {model= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;; simulation= &#34;maverickweapon&#34;;}
class Proxymk_84&#58; ProxyWeapon {model= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;; simulation= &#34;maverickweapon&#34;;}
};
[/QUOTE]<span id='postcolor'>

And here&#39;s the CfgVehicle section;
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class DrF_A6E_ATG&#58; A10 // working version
                        {scope= 2;
model= &#34;&#92;DrF_Intruder&#92;Intruder_ATGtest.P3D&#34;;
displayName= &#34;A-6E Intruder Bomber&#34;;
weapons&#91;&#93;= {Mk_81_28};
magazines&#91;&#93;= {Mk_81_28};
};
class DrF_A6E_HB&#58; DrF_A6E_ATG //nonworking version
{displayName= &#34;A-6E Intruder Hvy Bomber&#34;;
                        model= &#34;&#92;DrF_Intruder&#92;Intruder_ATGtest.P3D&#34;;
weapons&#91;&#93;= {mk_84_5};
magazines&#91;&#93;= {mk_84_5};
};
[/QUOTE]<span id='postcolor'>

Many idea welcomed.

DragoFire

DragoFire
Nov 25 2002, 17:48
How anyone got any ideas?

The weapon does show on the weapons display in the cockpit, but with no ammo count.

DragoFire

andylee054
Nov 26 2002, 04:54
that&#39;s a simple problem that you met.
In cfgweapons, your "ammo=Mk81" is wrong.
You defined the ammo in cfgammos is Mk_81, isn&#39;t it?

DragoFire
Nov 26 2002, 05:19
"ammo=Mk81" is just what the ammo&#39;s called as I understand it.

I think your refering to the following;
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
magazines&#91;&#93;= {Mk_82_2, Mk_82_6, Mk_82_12, Mk_82_24, Mk_82_28, MK_81_2, Mk_81_6, MK_81_12, Mk_81_24,MK_81_28, Mk_83_2, Mk_83_3, Mk_83_6, Mk_83_8, Mk_83_10, Mk_83_13, MK_84_1, Mk_84_2, Mk_84_3, Mk_84_4, Mk_84_5};
[/QUOTE]<span id='postcolor'>

This seems to be correct.

Can you think of anything else the might be causing the problem?

DragoFire

DragoFire
Nov 28 2002, 18:59
I&#39;ve been receiving posts saying the public beta I released has no weapons, but does display on the weapons display the weapon name with no ammo counter. This the same problem I&#39;ve had on my second weapon payload version.

Is this a bug with 1.90? As the master model was made before 1.90 with 28 weapon proxies&#33; And everytime I change the proxys the weapons don&#39;t load&#33;

DragoFire

DragoFire
Dec 2 2002, 18:27
Anyone got any ideas yet??

DragoFire

Soul_Assassin
Dec 2 2002, 21:07
fheeeew...got in time here..u already got 3 in a row there

I think andylee054 is right here cause the param ammo tells what ammo that u defined in cfgAmmo is going to be used in that weapon. Since u defined it as MK_81 in the cfgAmmo I suggest you change it to that in the cfgWeapons class and see how it goes.

DragoFire
Dec 2 2002, 23:16
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soul_Assassin @<hidden> Dec. 03 2002,09:07)</td></tr><tr><td id="QUOTE">fheeeew...got in time here..u already got 3 in a row there

I think andylee054 is right here cause the param ammo tells what ammo that u defined in cfgAmmo is going to be used in that weapon. Since u defined it as MK_81 in the cfgAmmo I suggest you change it to that in the cfgWeapons class and see how it goes.[/QUOTE]<span id='postcolor'>
Thanks guys&#33;

That fixed the problem, but how&#39;d the first model still have weapons on my PC? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif

DragoFire