[FRL]Myke
Jun 10 2009, 17:21
Since now ArmA 2 supports multiple missile/bomb mixing without some crude scripting and hiddenselection use, there might be time for a kind request which would open a few interesting possibilities. The idea is not new, had it back in the ArmA 1 days, i've called it Interchangeable Aerial Weapon System (IAWS).
The main idea behind is to keep weapon system usable on every plane made by addonmakers, maybe even later the original BIS planes adapted to it.
What was the usual way of applying missiles/bombs in ArmA 1?
Well, you got the plane 3D model in O2, you applied the desired proxy to the weaponholders and thats it. Without hiddenselections and scripting there aren't any other way and even with this it was limited to what has been scripted for.
Now, with the new proxy handling, things are a lot easier. You still have to apply a proxy shape to the model but now this is just handled as placeholder. You may take a look at the F-16 i've converted, the plane p3d has Sidewinders proxies on all weaponstations. But the different types in the editor does correctly show the added weapons/magazines.
So, with this new option, i guess something very useful can turn out. As long people (addonmaker) are willing to follow some simple standards. I'm surry, i'm usually not the guy telling others how they should do theyr work but i think this one is worth more than a try.
Rule nr. 1: Order of weapon proxies
In ArmA1, the numbering of the proxies handled the launch order only. Now in ArmA 2 it also handles where the missile shape of a weapon appears. They will start at lowest number and the raise (argh, bad english, i know). So a 2 round magazine will occupy proxies number one and two. Following weapons are placed according to this. You may again take a look at the F-16.
To make sure the arming result will be the same on every released plane, rule one says:
Proxy numbering start from wingtips to center. Alternate sides regulary (1 = left wingtip, 2 = right wingtip).
Rule nr. 2: Adjustement of proxy in the p3d model
On problem that arises is that usually weapon p3d model is centered, leading to the fact that the proxy has to be adjusted for each missile/bomb type due to difference in radials (correct word?). So a thin Sidewinder wont fit visually on a weaponholder which has been adjusted for i.e. a AGM65 or a GBU12 and vice versa.
So rule 2 would say:
Proxies has to be aligned with the weaponholder, regardless of the missile/bomb shape. Also here you may refer to the F-16 (will provide screenshots asap).
Rule nr. 3: Adjustement of weapon p3d model
The second rule directly leads to this one: weapon models have to offcentered downwards so it's upper edge is on zero line (Will also provide screenshot asap). Together with the rule 2, this kames sure the weapon model fits everytime to the weaponholder. Besides this, there is nothing special for weapon models.
Rule 3 says:
Weapon model has to be offcentered downwards so they'r upper shape border is zeroed.
Rule nr.4: Additional config entries
This rule is not related especially for modders but more for scripters which would have easiest possible access to the new possibilities. It is possible to add config entries which aren't supported by the game itself. Those entries can be accessed by various scriptcommands like i.e. getNumber which is one i plan to make usable for this. A script would have to know how many IAWS capable weapon holders a plane has, so we add this info in the config:
iaws_pylons = 8;
iaws_wingtips = true;
A script can read this value and therefor knows how many rounds can be applied to the plane. As magazines already have a count value in it, there is no change needed. The iaws_wingtips says if there are weaponholders on the Wingtips like on the F-16. This can be used to avoid loading heavy bombs on them.
One request at this point: even if you don't need it on your plane, please create magazines for 2, 4, 6, 8 and 10 rounds so people may choose the magazine that will fit theyr needs. Also add those magazines in the magazine array of the respective weapon.
But how will a script know if a magazine is made for IAWS? Well, i guess one single config entry in the weapon config should do it:
iaws_type = "all"; //defines where this weapon can be mounted
Planned are 2 different types:
"all": Weapon can be loaded anywhere
"body": weapon can't be loaded on wingtips
This in the respective weapons config and reading the related magazines array should give scripters enough possibilities to make some aweful solutions for it.
So rule 4 says:
Adjust the config so it can be better handled by possible arming scripts. Read codes above.
So, thats the idea, it's open to be shot down. :D
Benefits of this system:
- Weapons are easy changeable between different addons.
- Scripters may easily code some nice rearming scripts
- Weapons are always showed correct on planes.
- Easy adaptable for existing addons.
Downsizes:
- slightly increased workload for addonmaker.
I'm open for comments and suggestions. Also if you see things in the text that are not spelled correct or described in a manner that could cause misunderstandings, feel free to point me to it.
The main idea behind is to keep weapon system usable on every plane made by addonmakers, maybe even later the original BIS planes adapted to it.
What was the usual way of applying missiles/bombs in ArmA 1?
Well, you got the plane 3D model in O2, you applied the desired proxy to the weaponholders and thats it. Without hiddenselections and scripting there aren't any other way and even with this it was limited to what has been scripted for.
Now, with the new proxy handling, things are a lot easier. You still have to apply a proxy shape to the model but now this is just handled as placeholder. You may take a look at the F-16 i've converted, the plane p3d has Sidewinders proxies on all weaponstations. But the different types in the editor does correctly show the added weapons/magazines.
So, with this new option, i guess something very useful can turn out. As long people (addonmaker) are willing to follow some simple standards. I'm surry, i'm usually not the guy telling others how they should do theyr work but i think this one is worth more than a try.
Rule nr. 1: Order of weapon proxies
In ArmA1, the numbering of the proxies handled the launch order only. Now in ArmA 2 it also handles where the missile shape of a weapon appears. They will start at lowest number and the raise (argh, bad english, i know). So a 2 round magazine will occupy proxies number one and two. Following weapons are placed according to this. You may again take a look at the F-16.
To make sure the arming result will be the same on every released plane, rule one says:
Proxy numbering start from wingtips to center. Alternate sides regulary (1 = left wingtip, 2 = right wingtip).
Rule nr. 2: Adjustement of proxy in the p3d model
On problem that arises is that usually weapon p3d model is centered, leading to the fact that the proxy has to be adjusted for each missile/bomb type due to difference in radials (correct word?). So a thin Sidewinder wont fit visually on a weaponholder which has been adjusted for i.e. a AGM65 or a GBU12 and vice versa.
So rule 2 would say:
Proxies has to be aligned with the weaponholder, regardless of the missile/bomb shape. Also here you may refer to the F-16 (will provide screenshots asap).
Rule nr. 3: Adjustement of weapon p3d model
The second rule directly leads to this one: weapon models have to offcentered downwards so it's upper edge is on zero line (Will also provide screenshot asap). Together with the rule 2, this kames sure the weapon model fits everytime to the weaponholder. Besides this, there is nothing special for weapon models.
Rule 3 says:
Weapon model has to be offcentered downwards so they'r upper shape border is zeroed.
Rule nr.4: Additional config entries
This rule is not related especially for modders but more for scripters which would have easiest possible access to the new possibilities. It is possible to add config entries which aren't supported by the game itself. Those entries can be accessed by various scriptcommands like i.e. getNumber which is one i plan to make usable for this. A script would have to know how many IAWS capable weapon holders a plane has, so we add this info in the config:
iaws_pylons = 8;
iaws_wingtips = true;
A script can read this value and therefor knows how many rounds can be applied to the plane. As magazines already have a count value in it, there is no change needed. The iaws_wingtips says if there are weaponholders on the Wingtips like on the F-16. This can be used to avoid loading heavy bombs on them.
One request at this point: even if you don't need it on your plane, please create magazines for 2, 4, 6, 8 and 10 rounds so people may choose the magazine that will fit theyr needs. Also add those magazines in the magazine array of the respective weapon.
But how will a script know if a magazine is made for IAWS? Well, i guess one single config entry in the weapon config should do it:
iaws_type = "all"; //defines where this weapon can be mounted
Planned are 2 different types:
"all": Weapon can be loaded anywhere
"body": weapon can't be loaded on wingtips
This in the respective weapons config and reading the related magazines array should give scripters enough possibilities to make some aweful solutions for it.
So rule 4 says:
Adjust the config so it can be better handled by possible arming scripts. Read codes above.
So, thats the idea, it's open to be shot down. :D
Benefits of this system:
- Weapons are easy changeable between different addons.
- Scripters may easily code some nice rearming scripts
- Weapons are always showed correct on planes.
- Easy adaptable for existing addons.
Downsizes:
- slightly increased workload for addonmaker.
I'm open for comments and suggestions. Also if you see things in the text that are not spelled correct or described in a manner that could cause misunderstandings, feel free to point me to it.