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[FRL]Myke
Jun 25 2009, 21:02
GLT Missilebox 2.0


requires Operation Arrowhead 1.5 or higher

This reworked Missilebox adds the following aerial weapons:
AIM-9M, AIM-9X, AIM-120, AIM-7, AIM-54, R-3, R-27, R-73, R-77, R.550
AGM-65, AGM-84, AGM-88, AGM-114, Kh-15, Kh-22, Kh-29L, Kh-29T, Kh-31, Kh-59, AM-39
FAB-250, FAB-500, Mk-81, Mk-82, Mk-84, GBU-12, GBU-53, KAB-250L, KAB-500L, KAB-1500L, AGM-154

The Missilebox is compatible with the GLT F-16 and will immediately show the new models. Hopefully in the near future other addons will make use of the box aswell.
I will add default BIS planes to make use of the Missilebox asap.

Included is a GLT F-16 expansion which adds 3 more weapon variants (for all color schemes so 12 new planes) based on this new Missilebox:
Variant 1:
M61A1
2 x AIM120
2 x AGM88
6 x MK81

Variant 2 (Euro loadout):
M61A1
2 x AIM9M
2 x AM39
6 x R550

Variant 3 (russian loadout):
M61A1
2 x R27
2 x CH31
6 x KAB250

I admit that those variants are mainly for showcase purpose, to get a quick look on the weapons so don't bother me with complaints about realism on those variants.

Sadly I had problems with making good screenshots so if someone could help out and make some decent shots.... :D

The Missilebox uses the same models and textures like the GLT Airweapons replacement pack, so using the Missilebox alongside with the Airweapons replacement will give you a unified look of weapons.

Weapon and magazine classnames. Caution: spoiler is extremely long!

GLT_AIM9M_Launcher
GLT_2Rnd_AIM9M
GLT_4Rnd_AIM9M
GLT_6Rnd_AIM9M
GLT_8Rnd_AIM9M
GLT_10Rnd_AIM9M
GLT_12Rnd_AIM9M

GLT_AIM9X_Launcher
GLT_2Rnd_AIM9X
GLT_4Rnd_AIM9X
GLT_6Rnd_AIM9X
GLT_8Rnd_AIM9X
GLT_10Rnd_AIM9X
GLT_12Rnd_AIM9X

GLT_AIM120_Launcher
GLT_2Rnd_AIM120
GLT_4Rnd_AIM120
GLT_6Rnd_AIM120
GLT_8Rnd_AIM120
GLT_10Rnd_AIM120
GLT_12Rnd_AIM120

GLT_AIM7_Launcher
GLT_2Rnd_AIM7
GLT_4Rnd_AIM7
GLT_6Rnd_AIM7

GLT_AIM54_Launcher
GLT_2Rnd_AIM54
GLT_4Rnd_AIM54
GLT_6Rnd_AIM54

GLT_R3_Launcher
GLT_2Rnd_R3
GLT_4Rnd_R3
GLT_6Rnd_R3
GLT_8Rnd_R3
GLT_10Rnd_R3
GLT_12Rnd_R3

GLT_R27_Launcher
GLT_2Rnd_R27
GLT_4Rnd_R27
GLT_6Rnd_R27
GLT_8Rnd_R27
GLT_10Rnd_R27
GLT_12Rnd_R27

GLT_R73_Launcher
GLT_2Rnd_R73
GLT_4Rnd_R73
GLT_6Rnd_R73
GLT_8Rnd_R73
GLT_10Rnd_R73
GLT_12Rnd_R73

GLT_R77_Launcher
GLT_2Rnd_R77
GLT_4Rnd_R77
GLT_6Rnd_R77
GLT_8Rnd_R77
GLT_10Rnd_R77
GLT_12Rnd_R77

GLT_R550_Launcher
GLT_2Rnd_R550
GLT_4Rnd_R550
GLT_6Rnd_R550
GLT_8Rnd_R550
GLT_10Rnd_R550
GLT_12Rnd_R550

GLT_AGM114_Launcher
GLT_2Rnd_AGM114
GLT_4Rnd_AGM114
GLT_6Rnd_AGM114
GLT_8Rnd_AGM114
GLT_10Rnd_AGM114
GLT_12Rnd_AGM114
GLT_14Rnd_AGM114
GLT_16Rnd_AGM114
GLT_18Rnd_AGM114

GLT_AGM65_Launcher
GLT_2Rnd_AGM65
GLT_4Rnd_AGM65
GLT_6Rnd_AGM65
GLT_8Rnd_AGM65
GLT_10Rnd_AGM65
GLT_12Rnd_AGM65

GLT_AGM84_Launcher
GLT_2Rnd_AGM84
GLT_4Rnd_AGM84
GLT_6Rnd_AGM84

GLT_AGM88_Launcher
GLT_2Rnd_AGM88
GLT_4Rnd_AGM88
GLT_6Rnd_AGM88

GLT_CH15_Launcher
GLT_1Rnd_CH15
GLT_2Rnd_CH15
GLT_10Rnd_CH15
GLT_12Rnd_CH15

GLT_CH29L_Launcher
GLT_2Rnd_CH29L
GLT_4Rnd_CH29L
GLT_6Rnd_CH29L

GLT_CH29T_Launcher
GLT_2Rnd_CH29T
GLT_4Rnd_CH29T
GLT_6Rnd_CH29T

GLT_CH59_Launcher
GLT_1Rnd_CH59
GLT_2Rnd_CH59
GLT_4Rnd_CH59

GLT_AM39_Launcher
GLT_1Rnd_AM39
GLT_2Rnd_AM39

GLT_AS4_Launcher
GLT_1Rnd_AS4
GLT_2Rnd_AS4

GLT_CH31_Launcher
GLT_1Rnd_CH31
GLT_2Rnd_CH31
GLT_4Rnd_CH31

GLT_FAB250_Launcher
GLT_2Rnd_FAB250
GLT_4Rnd_FAB250
GLT_6Rnd_FAB250
GLT_8Rnd_FAB250
GLT_10Rnd_FAB250
GLT_12Rnd_FAB250

GLT_FAB500_Launcher
GLT_2Rnd_FAB500
GLT_4Rnd_FAB500
GLT_6Rnd_FAB500
GLT_24Rnd_FAB500

GLT_MK81_Launcher
GLT_2Rnd_MK81
GLT_4Rnd_MK81
GLT_6Rnd_MK81
GLT_8Rnd_MK81
GLT_10Rnd_MK81
GLT_12Rnd_MK81

GLT_MK82_Launcher
GLT_2Rnd_MK82
GLT_4Rnd_MK82
GLT_6Rnd_MK82

GLT_MK84_Launcher
GLT_2Rnd_MK84
GLT_4Rnd_MK84
GLT_6Rnd_MK84

GLT_AGM154_Launcher
GLT_1Rnd_AGM154
GLT_2Rnd_AGM154

GLT_GBU12_Launcher
GLT_2Rnd_GBU12
GLT_4Rnd_GBU12
GLT_6Rnd_GBU12

GLT_GBU53_Launcher
GLT_2Rnd_GBU53
GLT_4Rnd_GBU53
GLT_6Rnd_GBU53

GLT_KAB250_Launcher
GLT_2Rnd_KAB250
GLT_4Rnd_KAB250
GLT_6Rnd_KAB250

GLT_KAB500_Launcher
GLT_2Rnd_KAB500
GLT_4Rnd_KAB500
GLT_6Rnd_KAB500

GLT_KAB1500_Launcher
GLT_1Rnd_KAB1500
GLT_2Rnd_KAB1500
GLT_4Rnd_KAB1500


Included files:
glt_missilebox.pbo
glt_missilebox.pbo.GLT_ADDONS.bisign
glt_f16_variants.pbo
glt_f16_variants.pbo.GLT_ADDONS.bisign
GLT_ADDONS.bikey
Missilebox Manual.pdf

If you wish to change the weapon loadout by script to create own variations, the script in post #5 is still valid.

Credits:
IrishDeviant for: AGM-88, KAB-250L, KAB-500L and KAB-1500L. Outstanding work, mate. Thanks again.
RKSL-Rock for: AGM-84, parts of the GBU-12 (guidance) aswell for offering his UK Missilepack.
wld427 for: FAB-500 MLOD (created by godhammer), inspiration for the AGM-154 and the Kh-15.
NodUnit for: reference pictures of the AGM-114 texture. Thanks again.

Irishdeviant, thanks for those outstanding models. I tried to reach your standard with my own models but surely failed.
RKSL-Rock, thanks for your contributions and help.
wld427, also thanks to you for sharing some MLOD's although i didn't used all.
Also would say thanks to southy as he sent also a whole bunch of MLOD's. Most i already had and some will probably follow in a additional pack later.
NodUnit & Keshman, thanks for your help on some textures.

I hope i got it all right. During the working time on this pack, it is easily possible to mix up who did what.
If this happened or i forgot to credit someone, it was by mistake and not intentionally. Send me a PM and i will fix it.


DOWNLOADS:

Temporary (one week): http://www.filedropper.com/gltmissilebox


Download Mirrors:
arma2base.de (http://arma2base.de/include.php?path=download&contentid=2346)
armaholic.com (http://www.armaholic.com/page.php?id=6071)
armedassault.info (http://www.armedassault.info/index.php?game=1&cat=addons&id=954)

poh
Jun 25 2009, 23:57
Can you provide an example of how to use this?

Old Bear
Jun 26 2009, 01:10
Hosted on Armed Assault.info, new in front page

Link to Armed Assault.info Addons section not working due to intensive works on site ^^

vengeance1
Jun 26 2009, 04:23
Can you provide an example of how to use this?

I second that! would be much appreciated.

[FRL]Myke
Jun 26 2009, 09:19
@<hidden> & vengeance1

Sure thing. ;)

For Mission makers:
You can change weapon loadout of a plane at mission start with a simple script:


_plane = _this select 0;
_plane setVehicleAmmo 0;
{_plane removeWeapon _x} foreach (weapons _plane);
sleep 0.5;
{
_plane addmagazine _x;
sleep 0.1;
} foreach ["500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Maverick_GLT", "6Rnd_GBU12_GLT"];
{
_plane addWeapon _x;
sleep 0.1;
} foreach ["GLT_M61A1", "GLT_SidewinderLauncher", "GLT_MaverickLauncher", "GLT_BombLauncher_LGB"];


This example code will change the loadout to 2 Sidewinders, 2 Mavericks and 6 GBU12. Please note that you have to re-add the cannon since with removeweapon also this one has been removed.


For Addon makers:
Please follow the IAWS structure guidelines which you can find here. (http://forums.bistudio.com/showthread.php?t=75310) It's not mandatory that your plane supports IAWS, just take not how proxies have to be placed in the p3d model so they are placed properly in-game. The missilebox also works with non-IAWS planes, although they will not benefit in upcoming IAWS features.

Adding those weapons works as usual when adding weapons: just add them in the config into the weapons and magazines array. Also add GLT_Missilebox to the "requiredAddons" line in the class cfgPatches.

vengeance1
Jun 26 2009, 13:03
Well Done that helps alot now I am off to the editor!!:bounce3:

Foxhound
Jun 26 2009, 15:08
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=6072).

http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=6071)
GLT Missilebox (http://www.armaholic.com/page.php?id=6071)

poh
Jun 26 2009, 15:41
Thanks!

CG Man
Jun 27 2009, 09:28
I cant get this script to work does it go in the inisilization box of the aircraft in the editor?

[FRL]Myke
Jun 27 2009, 09:40
Preferably not. Make it a script and call this script from the init box.


nul = [_this] execVM "NAME_OF_SCRIPT.sqf";

CG Man
Jun 27 2009, 09:45
Thats beyond my knowlege of the editor but thanks for the help.

[FRL]Myke
Jun 27 2009, 09:59
Thats easier as you might think.

1. Open the editor, place a unit as player
2. Save as "User mission", don't choose "Export to..."
3. Switch to Desktop and open Windows Explorer
4. Browse to "C:\Users\<WINDOWS_USERNAME>\Documents\ArmA Other Profiles\<ARMA_PROFILENAME>\missions"
There you'll find a folder with the name you gave to the mission, in there is a mission.sqm (no, don't touch this)
5. Open Notepad or any texteditor of your choice
6. Copy/paste the code i gave 1:1 into Notepad
7. Save this file as "loadout.sqf" into the mission directory you've found above. It goes at the same plce where the mission.sqm is. Make sure Notepad doesn't save it as "loadout.sqf.txt", you might have to switch file type in the "save as..." screen from TEXT to ALL FILES.
8. Go back in the editor, place a F-16C of your choice and in it's init line, type the following:


nul=[this] execVM "loadout.sqf";

9. Click on Preview and watch the changed weapon loadout.

Alex72
Jun 27 2009, 10:01
I think he is saying:

In the INIT box add:
nul = [_this] execVM "NAME_OF_SCRIPT.sqf";

And put the script he posted earlier into notepad (think notepad++ is best for scripts though?) and save as: NAME_OF_SCRIPT.sqf and put it inside your mission folder.

EDIT: LOL sorry Myke... Too slow.

Alex

[FRL]Myke
Jun 27 2009, 10:12
I still recommend ArmA Edity by Chris Henderson (http://www.armaholic.com/page.php?id=1455) which is familiar with ArmA/ArmA 2 filetypes and now how to handle them. Although the new scripting commands aren't included yet, IMHO the best tool for scripters.

:EDITH:
Don't get confused when ArmA Edit declares .sqf files as "Function Files", this is a leftover from ancient OFP Version where .sqs was supposed to be the main script language and .sqf was just to write functions. By now i would prefer (personally) if .sqs would be dropped and just .sqf is supported.

Old Bear
Jun 27 2009, 11:04
It's a bit Off-Topic, but as Chris Henderson seems to have disappeared from the ArmA scene : no new, no release, site off, I believe we need somebody to bring an "ArmA2 Edit tool" .

CG Man
Jun 27 2009, 14:23
Thanks guys thanks for the script tutorial I'll have a go at this about time I learned something new for ARMA editor.

Alex72
Jun 27 2009, 14:27
Yep ArmEdit would be best. I just meant "when changing in scripts" notepad++ is better than standard notepad (heard it anyway). ArmaEdit is great - hope it gets updated.

Alex

CG Man
Jun 27 2009, 15:43
Got it to work but it when I try it with MK-84 bombs it says it cant find them.

---------- Post added at 04:43 PM ---------- Previous post was at 04:08 PM ----------

Doh I know what I did wrong now I pasted in the mag class names and not the ammo class names better get the coffee in thanks for a great mod.

massi64
Aug 6 2009, 04:05
@<hidden> & vengeance1

Sure thing. ;)

For Mission makers:
You can change weapon loadout of a plane at mission start with a simple script:


_plane = _this select 0;
_plane setVehicleAmmo 0;
{_plane removeWeapon _x} foreach (weapons _plane);
sleep 0.5;
{
_plane addmagazine _x;
sleep 0.1;
} foreach ["500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Maverick_GLT", "6Rnd_GBU12_GLT"];
{
_plane addWeapon _x;
sleep 0.1;
} foreach ["GLT_M61A1", "GLT_SidewinderLauncher", "GLT_MaverickLauncher", "GLT_BombLauncher_LGB"];


This example code will change the loadout to 2 Sidewinders, 2 Mavericks and 6 GBU12. Please note that you have to re-add the cannon since with removeweapon also this one has been removed.


For Addon makers:
Please follow the IAWS structure guidelines which you can find here. (http://forums.bistudio.com/showthread.php?t=75310) It's not mandatory that your plane supports IAWS, just take not how proxies have to be placed in the p3d model so they are placed properly in-game. The missilebox also works with non-IAWS planes, although they will not benefit in upcoming IAWS features.

Adding those weapons works as usual when adding weapons: just add them in the config into the weapons and magazines array. Also add GLT_Missilebox to the "requiredAddons" line in the class cfgPatches.

sorry if i ask but where i suppose to put this ??
can someone explain please

Defunkt
Aug 6 2009, 06:24
I still recommend ArmA Edity by Chris Henderson (http://www.armaholic.com/page.php?id=1455) which is familiar with ArmA/ArmA 2 filetypes and now how to handle them. Although the new scripting commands aren't included yet, IMHO the best tool for scripters.
Just tried ArmA Edit, very handy. You can actually update the commands list yourself and it turns out somebody already has (http://forums.bistudio.com/showthread.php?t=78274).

Alpha9
Aug 15 2009, 07:43
any laser guided missiles or bombs in it?

[FRL]Myke
Aug 15 2009, 21:32
There is the GBU12 as LGB in there and also the AGM-84 can lock on Laser targets. I know this does not reflect the real AGM-84, i decided to apply laserlock capabilities to have a long-range anti-bunker weapon. To make sure it will not be too powerful, the AGM-84 is less maneuvrable than a AGM-65. So it can easily happen that it will not hit a fast moving convoy.

Gazmen
Aug 15 2009, 22:50
Could you merge the A.C.E.S bwmod missiles to yours pack ?

Daniel
Sep 26 2009, 18:33
Would it be possible to create a GLT_Harrier? The bombs load on to the BIS Harrier fine but visually they float about 2 feet in front of their pylons, looks a bit naff.

[FRL]Myke
Feb 28 2010, 22:02
Since the F-16 will get a major rework, also the Missilebox will receive some attention.

Eble, [APS]Gnat and myself are working close together to present you in the near future a unified Missilebox which will contain all needed weaponry for our planes. This cooperation also means that planes and weapon systems are well balanced for each side.

If someone else is interested to contribute to this missilepack can contact me. If your creating plane addons, you may use this missilepack also. This way, you can focus on the plane and then just add weapons that are well balanced and (hopefully) of good quality also.

I've already started to rework the pack and here is what i've got so far:
AGM-114 (BIS)
AGM-65 (BIS)
Mk82 (BIS)
GBU53 (Eble)
AIM-9B (Myke)
AIM-9M (Myke)
AIM-9X (BIS)
R-73 (BIS)
GBU12 (BIS)
AIM-120 (Eble)
AIM-132 (Eble)
AIM-7 (DesertPhoenix)
Ch-29 (Eble)
AIM-54 (Myke)
AGM-88 (DesertPhoenix)
AGM-84 (DesertPhoenix)

http://www.armaholic.com/datas/users/372-missilebox.gif


BIS weapons are included to get them IAWS compatible. This goes for all weapons in this pack: fully IAWS compatible.

Please note that the pic is WIP status and may change untill release.

M1n1d0u
Feb 28 2010, 22:26
possible to have a compatibility with ace or a thing like that ?

[FRL]Myke
Feb 28 2010, 22:32
Ask ACE if they will make it compatible to this.

Mandoble
Feb 28 2010, 22:35
Top notch initiative and quite complete pack. With you three working together the result will be outstanding and hopelly transformed into an standard. I would suggest you to add the following:
- AA-2 Atoll (K-13), for any old soviet fighter (Mig 21 era).
- AA-10 Alamo (R-27), now that we already have Su33 (which includes the R-27), Su34 and might be a future Mig29.
- AA-12 Adder (R-77), to provide russian planes with BWR fire and forget capability.
- Optionally AA-9 Amos (R-33) to compete a bit with the AIM54.
- AGM-86 for Gnat's B52.
- AS-4 Kitchen (present in Gnat's Su33 pack too).

Sneaker-78-
Feb 28 2010, 22:41
nice to see some new missiles,

Any thoughts about "Mk-82 Snake Eye"?

Daniel
Feb 28 2010, 22:43
Stormshadow, Brimstone and some sort of airbust 540 lb bomb would also be nice to see!
Not sure how you'd go about making an airburst one, might be one for Mandoble... :p

I use Missilebox quite a bit, looking forward to an update. :)

[FRL]Myke
Feb 28 2010, 22:50
I have not yet received all files from Eble and Gnat will contribute later to this pack as he prefers to complete his planes first. I will try to make this pack as complete as possible although at some point you may have to understand that it doesn't make sense to have a dozen different missiles which only differs in color and name. :D

Sneaker-78-
Feb 28 2010, 22:57
treu, but snake eye :

http://upload.wikimedia.org/wikipedia/commons/7/70/Mk._81,_Mk._82_Bombs_(2834533691).jpg

[APS]Gnat
Mar 1 2010, 00:32
Arh yes, Snake Eye ..... need that!

Nice initiative Myke.
As you said, once I'm closer to a completed "eastern" pack we can mix, but at the moment I'm heavily into experimenting such that AI will make intelligent bomb drops (which amazing is working well so far).
Plus I have a few planes left to release ;)

Do you think its worth adding the FFAR pods, to be proxies at least?

Mandoble
Mar 1 2010, 09:41
BTW, Desert Phoenix missile pack was including some other missiles that might be added to this box (I guess you have permission to port all of them):

- Tomahawk
- AGM-86
- Patriot
- SM-2
- Sea Sparrow
- Static Tomahawk Launcher
- R-17 (Scud)
- S-300 (SA-20)

Probably all of them are missing the firing weapons ATM, but might be worth to port the ammo.

[FRL]Myke
Mar 1 2010, 10:06
@<hidden>

as said, fully understand you, mate. I'll probably release the first version with the above content and Eble's contributions as soon it's done. Whenever you're ready, pass me your work and i'll make an update.


@<hidden>
Sea Sparrow == AIM-7 "Sparrow"
The Sea Sparrow was evolved out of the AIM-7 for NAVY. The differ just marginaly.
Also in the Missilebox, the AIM-7 is the Sea Sparrow model from DesertPhoenix.
I will see to include the other Models also at least as configured Ammo and maybe a single magazine for each. But this will not be top priority since we're focussing on planes weaponry first.

Mandoble
Mar 1 2010, 10:14
Fair enough ;)

Rubberkite
Mar 1 2010, 11:12
I'm really happy to read that some talented people are working togheter to create a standard system for balance and to increase quality.

I want offer my collaboration to this project as tester/quality/balance tester and to create future mission that use these new really cool stuff... also with mando missile and new score system table that works better than standard bis, we can talk in msn or skype
my contact is: axelm@<hidden>

I've to say a consideration!

why release plane and after work on weapons system standard... and after restart the work again ?

why not focus the effort to release a weapon standard that "ROCKS" and after release plane that use it, in this "order" for me.... we (you) can save a lot of time.

work togheter to create a standard system, so mando will create a "IAWS" config, and he don't need to create a config for each plane but only for the weapon system standard...

work togheter to create standard system, and after just add to new plane the correct pylon to be compatible and you don't need to work on separate weapons for each new plane...

I'm here to enjoy this project and to offer my collaboration, so contact me by forum pm msn or whatever you like..

!!!!!!!! cheers !!!!!!!

[APS]Gnat
Mar 1 2010, 11:20
Because its never that simple, thats why.

Rubberkite
Mar 1 2010, 11:38
Gnat;1580933']Because its never that simple, thats why.

I know that but "great people" will make it simple...

When you understand that a thing is hard, is a challenge for you...

(:)... could be my second role in the "project" give motivation to the talented workers :))

[FRL]Myke
Mar 1 2010, 13:57
@<hidden>

it's quite simple: our actual works are all in different states. Some things are finished, some WIP and a few others are just planned. So uniting will either delay the whole releases as we have to catch up on each other or we go the way with releasing what's done so far and keep updating it as we see need to.

I prefer to have released our things ASAP and every now and then launch either an update or an addition.

Rubberkite
Mar 1 2010, 14:13
ok mate!

can't wait to test and use the entire system... of course with mando suite :eek:

[FRL]Myke
Mar 7 2010, 21:12
Good is never good enough....new weapons for ArmA 2!

AGM-65:
http://www.armaholic.com/datas/users/372-agm65new.gif


AGM-88:
http://www.armaholic.com/datas/users/372-agm88.jpg

Sneaker-78-
Mar 7 2010, 21:55
Damm , those are looking nice!

Any plans for the snake eye ?

[FRL]Myke
Mar 7 2010, 22:17
Thanks Sneaker-78-

There are plans around although i wont confirm nor deny anything at this stage unless it is done.

Forgot to say:

I don not take credits for the initial modelling of those 2 missiles shown above! They are provided by a free 3D model site from which i await the correct credits to be given.

This goes for the highest LOD. Lower res LODs, GEO LOD, Fire Geometry and Shadow LOD has been made by myself, also are the textures created by myself.

Winchester Delta_1
Mar 8 2010, 14:51
Awsome missiles man.. Well done.

But you said it wors with IAWS? But how does IAWS work?? Because i could never implement it in one of my missions.

[FRL]Myke
Mar 8 2010, 21:58
The work of one evening:

AIM-54A (probably will change to "C")
http://www.armaholic.com/datas/users/372-aim54.jpg

First LOD done, some lower res LOD's, GEO & FIRE LOD aswell as Shadow LOD has to be done.

Unlike the others above, this one i've done myself from scratch.


@<hidden> Delta_1
Sadly actually there is nothing you could implement. Right now, the only real benefit would be that a changed loadout done with addWeapon and addMagazine does behave more or less correctly.

Uglyboy
Mar 8 2010, 23:11
I wish there was still Godhammer around here :( That way we could have rusky loadout too

http://forums.bistudio.com/showthread.php?t=71136

[FRL]Myke
Mar 9 2010, 07:37
@<hidden>

agree, if someone is still in contact with GodHammer or has any sort of Contact data, please let me know, either here or via PM.

[FRL]Myke
Mar 11 2010, 16:37
...and the beat goes on...AIM-7E

http://www.armaholic.com/datas/users/372-aim7e.jpg

Sneaker-78-
Mar 11 2010, 17:28
Nice work myke !

[FRL]Myke
Mar 12 2010, 22:29
...and another one bites the dust...

AIM-120 AMRAAM

http://www.armaholic.com/datas/users/372-aim120.jpg


I was asking myself why do i post so much pics. Well, it's for you all out there so you know i'm not lazy sitting here btu continue work on the pack. Hope you enjoy it so far.

Mandoble
Mar 12 2010, 23:08
(waiting ... ... lurking ... ... salivating ...)

Darkhorse 1-6
Mar 12 2010, 23:33
Stop posting juicy screenshots & get back to work! :D

[FRL]Myke
Mar 14 2010, 15:35
(waiting ... ... lurking ... ... salivating ...)

Keep it flowing mate. Also russian side will receive reworked weaponry. Starting with the Vympel R-77:

http://www.armaholic.com/datas/users/372-r77-02.jpg

Mandoble
Mar 14 2010, 16:35
This was the big missing thing for the Su33 ;)

SuperRat
Mar 14 2010, 16:37
WOW work of genius!!!!!

Uglyboy
Mar 14 2010, 17:03
Nice too see East side gettin attention too :) All looking very good so far keep up :)

Darkhorse 1-6
Mar 15 2010, 20:20
Hard to imagine something that causes destruction being that... ?sexy? Great work.

[FRL]Myke
Mar 20 2010, 20:38
Argh...it's a pain....when i started with creating missiles, i was a complete noob in modelling and texturing, learning all from scratch. Wasn't familiar with creating 3D objects, let alone creating textures for them. So i've started somewhere and while working with O2 and GIMP, i've got better and better. But there comes the problem: my first works didn't looked as good as latest.

*sigh*...ok, back to work...here a comparison of the AGM-65, first version (as shown here already) and reworked with actual knowledge. Judge yourself if the effort is worth it.


http://www.armaholic.com/datas/users/372-agm65_comparison.jpg

Uglyboy
Mar 20 2010, 22:06
Definately mate :) Looks much much better than the first one! Your skills truly improved in such a short time :eek: i don't see the "problem" you talk about :D

EDIT: btw keep posting these updates, i wonder what else do you have up your sleeves :)

Sneaker-78-
Mar 21 2010, 08:57
Verry nice there !!

im also try to get on the modelling thing :p

[FRL]Myke
Mar 21 2010, 23:03
Verry nice there !!

im also try to get on the modelling thing :p

Then this might be interesting for you:
http://forums.bistudio.com/showthread.php?p=1594400#post1594400

IrishDeviant
Mar 29 2010, 13:16
Well, here is my WiP AGM-88. Using O2 to make models is like loosing a race before you even start. Having the right tools makes all the difference in the world. I highly recommend learning GMax.

I use 3DS Max 2010 Design, Photoshop CS4 v11, CrazyBump, and about a dozen plugins for each. All those tools allow me to work much faster and get much better results. If I had to use O2 and Gimp, I doubt I would even be able to do what you did above. The tools just aren't designed to give you good results.

http://farm5.static.flickr.com/4050/4472570315_cb2364d65f.jpg (http://farm5.static.flickr.com/4050/4472570315_27f94261c8_o.png)

[FRL]Myke
Mar 29 2010, 16:33
Update: finished models and added contributions.

http://www.armaholic.com/datas/users/372-weapons_family_pic.gif

f.l.t.r:

AIM-132 (http://en.wikipedia.org/wiki/AIM-132_ASRAAM) (courtesy of RKSL-Rock)
AIM-9M (http://en.wikipedia.org/wiki/AIM-9) (courtesy of RKSL-Rock)
AIM-9x (http://en.wikipedia.org/wiki/AIM-9) (BIS)
AIM-120 (http://en.wikipedia.org/wiki/AIM-120_AMRAAM) (courtesy of RKSL-Rock)
AIM-54 (http://en.wikipedia.org/wiki/AIM-54) (Myke)
AIM-7E (http://en.wikipedia.org/wiki/AIM-7) (Myke)
Vympel R-77 (http://en.wikipedia.org/wiki/R-77) (Myke)
1000P retarded (courtesy of RKSL-Rock)
GBU-12 (http://en.wikipedia.org/wiki/Paveway) (courtesy of RKSL-Rock)
GBU-10 (http://en.wikipedia.org/wiki/Paveway) (courtesy of RKSL-Rock)
Stormshadow (http://en.wikipedia.org/wiki/Stormshadow) (courtesy of RKSL-Rock)
Alarm (http://en.wikipedia.org/wiki/ALARM_missile) (courtesy of RKSL-Rock)
AGM-84L (http://en.wikipedia.org/wiki/AGM-84) (courtesy of RKSL-Rock)
Ch-29 (http://en.wikipedia.org/wiki/Kh-29) (BIS)
AGM-65 (http://en.wikipedia.org/wiki/AGM-65) (Myke)
Brimstone (http://en.wikipedia.org/wiki/Brimstone_missile) (courtesy of RKSL-Rock)
AGM-114 (http://en.wikipedia.org/wiki/AGM-114) (BIS)

Daniel
Mar 29 2010, 16:43
GBU-10 (courtesy of RKSL-Rock)
Stormshadow (courtesy of RKSL-Rock)
Brimstone (courtesy of RKSL-Rock)
Epic win! Wanted these for a long time. Cheers Myke and Rock!

Manzilla
Mar 29 2010, 16:58
Beautiful, MMA here they come. I can use the s&$t outta these with those scripts. Sweet! Thanks for the news and all the work!

RKSL-Rock
Mar 29 2010, 19:53
GBU-12 (http://en.wikipedia.org/wiki/Paveway) (courtesy of RKSL-Rock)
GBU-10 (http://en.wikipedia.org/wiki/Paveway) (courtesy of RKSL-Rock)
...
Before anyone pops up and comments These models are the UK versions of the -10 and -12. Built around the UK 500 and 1000lb General Purpose Bombs and not the MK-8x series of casings. They were originally meant as part of the UK airweapons pack for RKSL Aircraft so if you are into realism dont moan. They are realistic just not on US aircraft. :D

IrishDeviant
Mar 29 2010, 22:37
AGM-88 HARM is finished. lol Here are some screenies. Oh, and a huge thank you to Myke for putting in game... As I would rather die a thousand deaths than even contemplate using O2. lol

LoD triangle count:
1 - 2116
2 - 1036
3 - 480
4 - 232
5 - 142

http://farm5.static.flickr.com/4057/4473163189_44f7c21c9d.jpg (http://farm5.static.flickr.com/4057/4473163189_ce3e84e60a_o.png)

http://farm3.static.flickr.com/2756/4473163945_0eb97e2548.jpg (http://farm3.static.flickr.com/2756/4473163945_e625e11e11_o.png)

http://farm5.static.flickr.com/4043/4473164817_1ff7297b94.jpg (http://farm5.static.flickr.com/4043/4473164817_6daabbdc29_o.png)

http://farm3.static.flickr.com/2732/4474037295_6088223861_m.jpg (http://farm3.static.flickr.com/2732/4474037295_6088223861_b.jpg)

http://farm5.static.flickr.com/4002/4474038069_0a1d856bee_m.jpg (http://farm5.static.flickr.com/4002/4474038069_0a1d856bee_b.jpg)

[APS]Gnat
Mar 30 2010, 13:31
Awesome.
Thanks for the contributions Rock and Irish

[FRL]Myke
Apr 19 2010, 22:52
Comrades, today i received a advertising picture from our main weapon manufacturer, Vympel. They prepare to deliver the R-27, the R-73 and the R-77 with the next shipping.
Please note that these are advertising picture and therefo they are extremely polished. They will deliver some more discreet and less shiny painting.


http://www.armaholic.com/datas/users/372-east_aa.jpg


West forces received new weapons aswell:
http://www.armaholic.com/datas/users/372-aim9x_display.jpg

[FRL]Myke
May 3 2010, 21:39
...and another weapon delivery: GBU-53 Jdam

http://www.armaholic.com/datas/users/372-jdam.jpg

SuperRat
May 4 2010, 02:01
damn dude you can deliver

[FRL]Myke
May 5 2010, 09:17
damn dude you can deliver

Thanks mate. Here another delivery:

http://img62.imageshack.us/img62/4466/mk82.th.jpg (http://img62.imageshack.us/i/mk82.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Manzilla
May 5 2010, 10:41
damn dude you can deliver

I concur, good day Doctor.

[FRL]Myke
May 5 2010, 11:19
I concur, good day Doctor.

thanks ;)

http://img576.imageshack.us/img576/7773/mk822.th.jpg (http://img576.imageshack.us/i/mk822.jpg/)

quicksilver67
May 5 2010, 17:01
Did I miss a misslebox update? Are we still waiting for Eble? If I didn't miss one, I sure am looking forward to the next release. Lots of solutions in there for tinkers. Excellent compilation, all. Sliced bread was nothing next to this.

[FRL]Myke
May 5 2010, 18:02
@<hidden>

don't worry, except some WIP screenshot there was nothing released in the meantime.

Temporary content list so far (lot is WIP still):

AIM-9M
AIM-9X
AIM-7E
AIM-54
AIM-120
AIM-132
R-3
R-27
R-77
PL-7
PL-9
PL-12
Mattra R.550

AGM-65
AGM-84
AGM-88
AGM-114
Brimstone
Alarm
Exocet
Kh-31
Kh-29
Stormshadow
AS-4

1000GP retarded
GBU-12
GBU-53 JDAM
KAB250L
KAB500L
KAB1500L
Paveway500 (UK)
Paveway1000 (UK)
Mk-81
Mk-82
Mk-84

Also several FFAR Pods.

NoRailgunner
May 5 2010, 18:41
Are you going to make the impact effects too or do you take A2 default ones?

Darkhorse 1-6
May 5 2010, 18:43
Somebody will probably kill me for this, but you should consider getting with Rip31st from 31st Normandy, they have alot of very nice WWII munitions (bombs. very big bombs) that you can place as single objects, maybe you could include a small portion of them, for WWII fanatics.

[FRL]Myke
May 5 2010, 20:36
@<hidden>

unless someone offers his help to create matching impact effects, the weapons will have default BIS effects. It is already a sh**load of work even without new impact effects so please understand that at some point i have to say "enough is enough". In a positive manner of course. ;)


@<hidden>
Thats a negative. For this pack i'll stick with more or less modern weaponry. Although if this pack will ever be finished, maybe a dedicated WWII pack is possible. But thats really far in the future so don't hold your breath on it.

quicksilver67
May 6 2010, 14:51
I'd definitely leave the impact effect BIS standard for wide compatibility reasons. You know, it seems like you've got a lot of contributors sending you goodies. This could very well become THE definitive 3rd party requirement, as I can't see too many content creators wanting to reinvent the wheel, or spend as much time on this sort of thing as you have. IMO, this has the same sort of major impact as the XEH, particularly with your other projects in mind. You may very well want to consider expanding the collection after the next release. That said, we're all worried about your health, mate: don't burn out on us. If you're getting slammed, be sure to look around for qualified help... if it's out there... and it's qualified... and it wants to help.*

*Sadly, I'm not qualified, but I view my "moral support" level as "pivotal." <LOL>

[FRL]Myke
May 9 2010, 15:06
AGM-154 JSOW, inspired by wld427. Thanks mate.

http://img704.imageshack.us/img704/6299/jsowingame.th.jpg (http://img704.imageshack.us/i/jsowingame.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)


@<hidden>

thanks for your warm words, always good to see that people do like what i'm doin.

quicksilver67
May 11 2010, 03:39
I had a thought on bomblets of all kinds. I noticed recently when playing around with the modded A-10s that numerous small BIS standard explosions can really create some lag havoc on most machines. While detail and accuracy with regards to weaponry is very nice, I'm thinking that some consideration will have to be given to performance and playability. Just a thought.

Hamm
May 11 2010, 15:30
I had a thought on bomblets of all kinds. I noticed recently when playing around with the modded A-10s that numerous small BIS standard explosions can really create some lag havoc on most machines. While detail and accuracy with regards to weaponry is very nice, I'm thinking that some consideration will have to be given to performance and playability. Just a thought.

No lag here, I'll have my explosions thanks very much! :p

Sickboy
May 26 2010, 13:46
Have you had any reports of dedicated servers crashing when using the GLT Missilebox?
We've got some reports about deddy's crashing, which stopped after removing GLT Missilebox (in combination with ACE). http://dev-heaven.net/issues/10306#note-53

I have looked at the configs in great detail, but can't for the life of me figure out why it would cause issues, with or without ACE, especially since you are just inheriting and adding new classes.
That would leave me to believe it could be a problem with a model, but I suppose you'd have some more reports then. The version I used was: http://www.filefront.com/13933807/GLT_Missilebox.7z
I am unsure what the version was on the server/clients of the reporter.

[FRL]Myke
May 26 2010, 13:58
No, didn't received any infos about this behaviour. Heard now the first time about that. Does ACE2 make some changes on the BIS weapons? If yes, could you point me to the relevant files, preferably without downloading the entire ACE2? :D

As you say, glt_missilebox doesn't change BIS base classes, only introduces new classes. Mainly to keep compatibility with default ArmA 2.


:EDITH:
The Missilebox is needed by the GLT F-16, afaik no other addon requires it. Could it be that the problem is caused by the F-16 and not the Missilebox?


:EDITH 2:
By thinking about it, the missilebox didn't caused any server crashes before ACE2, at least i didn't got any reports about it. The missilebox is in daily server use on our clanserver and we didn't had any server crash which we could track to the missilebox or the F-16.

Sickboy
May 26 2010, 14:30
Cheers for looking into! ACE does make changes.

You can review the config tree at
CfgWeapons: http://browser.dev-heaven.net/configclasses/config/909
CfgAmmo: http://browser.dev-heaven.net/configclasses/config/2
CfgMagazines: http://browser.dev-heaven.net/configclasses/config/355
(These provide the complete tree as available when loaded ingame)
On a side note, I hope in the near future to provide a color-based indication of which are original bis values, and which have changed etc, incl comparison, hopefully in next days.

The changes are mainly defined in the source of c_vehicle: http://dev-heaven.net/projects/ace-mod2/repository/revisions/develop/show/Addons/c_vehicle

It's an odd situation. I have also not yet tried reproducing it, will if we don't get anywhere :)

[FRL]Myke
May 26 2010, 14:52
It's an odd situation.

Indeed. Took a quick look at the linked configs. Additions are almost exclusively made in the cfgAmmo, at least in the for this issue relevant parts. As far as i know and can see, those additional values will probably used in ACE2 scripts, using getText, getNumber and getArray commands.
I don't see how these could cause a server crash but work with default BIS weapons. At the very end, it is the same for the engine.

I can only guess that the issue isn't related to compatibility problems between ACE2 and the missiliebox and the fact that the removing of the box solved the problem, well, i think something more was changed, maybe nothing obvious so it looks only that the missilebox has caused the problem.

But a lot of words just to say one thing: i'm clueless.


Request: may some server admins please report if they had problems with the missilebox together with ACE2 and please also report if it works fine.

[APS]Gnat
May 27 2010, 12:36
Is the issue maybe related more to an improper method of adding them to a vehicle or the way they are fired?

[FRL]Myke
May 27 2010, 12:40
Well, if so, then it isn't the Missilebox causing the problem since the Missilebox doesn't add any weapon to any plane nor does it change in any form the way they're fired.
In fact, they're just copies of BIS Ammo, magazines and weapons.

That said, the Missilebox is fully ArmA 2 compatible.

[APS]Gnat
May 27 2010, 13:01
No, I meant "it may not be a missilebox problem, the problem could be how its used"

Keshman
May 27 2010, 13:13
(possibly this is stupid idea :icon_rolleyes: )
Myke you do not want create, add, .... to your Mod GLT Missilebox! Napalm bomb MK77. These bombs have a tremendous fire power. :)

[FRL]Myke
Jul 17 2010, 22:14
GLT Missilebox 2.0


requires Operation Arrowhead 1.5 or higher

This reworked Missilebox adds the following aerial weapons:
AIM-9M, AIM-9X, AIM-120, AIM-7, AIM-54, R-3, R-27, R-73, R-77, R.550
AGM-65, AGM-84, AGM-88, AGM-114, Kh-15, Kh-22, Kh-29L, Kh-29T, Kh-31, Kh-59, AM-39
FAB-250, FAB-500, Mk-81, Mk-82, Mk-84, GBU-12, GBU-53, KAB-250L, KAB-500L, KAB-1500L, AGM-154

The Missilebox is compatible with the GLT F-16 and will immediately show the new models. Hopefully in the near future other addons will make use of the box aswell.
I will add default BIS planes to make use of the Missilebox asap.

Included is a GLT F-16 expansion which adds 3 more weapon variants (for all color schemes so 12 new planes) based on this new Missilebox:
Variant 1:
M61A1
2 x AIM120
2 x AGM88
6 x MK81

Variant 2 (Euro loadout):
M61A1
2 x AIM9M
2 x AM39
6 x R550

Variant 3 (russian loadout):
M61A1
2 x R27
2 x CH31
6 x KAB250

I admit that those variants are mainly for showcase purpose, to get a quick look on the weapons so don't bother me with complaints about realism on those variants.

Sadly I had problems with making good screenshots so if someone could help out and make some decent shots.... :D

The Missilebox uses the same models and textures like the GLT Airweapons replacement pack, so using the Missilebox alongside with the Airweapons replacement will give you a unified look of weapons.

Weapon and magazine classnames. Caution: spoiler is extremely long!

GLT_AIM9M_Launcher
GLT_2Rnd_AIM9M
GLT_4Rnd_AIM9M
GLT_6Rnd_AIM9M
GLT_8Rnd_AIM9M
GLT_10Rnd_AIM9M
GLT_12Rnd_AIM9M

GLT_AIM9X_Launcher
GLT_2Rnd_AIM9X
GLT_4Rnd_AIM9X
GLT_6Rnd_AIM9X
GLT_8Rnd_AIM9X
GLT_10Rnd_AIM9X
GLT_12Rnd_AIM9X

GLT_AIM120_Launcher
GLT_2Rnd_AIM120
GLT_4Rnd_AIM120
GLT_6Rnd_AIM120
GLT_8Rnd_AIM120
GLT_10Rnd_AIM120
GLT_12Rnd_AIM120

GLT_AIM7_Launcher
GLT_2Rnd_AIM7
GLT_4Rnd_AIM7
GLT_6Rnd_AIM7

GLT_AIM54_Launcher
GLT_2Rnd_AIM54
GLT_4Rnd_AIM54
GLT_6Rnd_AIM54

GLT_R3_Launcher
GLT_2Rnd_R3
GLT_4Rnd_R3
GLT_6Rnd_R3
GLT_8Rnd_R3
GLT_10Rnd_R3
GLT_12Rnd_R3

GLT_R27_Launcher
GLT_2Rnd_R27
GLT_4Rnd_R27
GLT_6Rnd_R27
GLT_8Rnd_R27
GLT_10Rnd_R27
GLT_12Rnd_R27

GLT_R73_Launcher
GLT_2Rnd_R73
GLT_4Rnd_R73
GLT_6Rnd_R73
GLT_8Rnd_R73
GLT_10Rnd_R73
GLT_12Rnd_R73

GLT_R77_Launcher
GLT_2Rnd_R77
GLT_4Rnd_R77
GLT_6Rnd_R77
GLT_8Rnd_R77
GLT_10Rnd_R77
GLT_12Rnd_R77

GLT_R550_Launcher
GLT_2Rnd_R550
GLT_4Rnd_R550
GLT_6Rnd_R550
GLT_8Rnd_R550
GLT_10Rnd_R550
GLT_12Rnd_R550

GLT_AGM114_Launcher
GLT_2Rnd_AGM114
GLT_4Rnd_AGM114
GLT_6Rnd_AGM114
GLT_8Rnd_AGM114
GLT_10Rnd_AGM114
GLT_12Rnd_AGM114
GLT_14Rnd_AGM114
GLT_16Rnd_AGM114
GLT_18Rnd_AGM114

GLT_AGM65_Launcher
GLT_2Rnd_AGM65
GLT_4Rnd_AGM65
GLT_6Rnd_AGM65
GLT_8Rnd_AGM65
GLT_10Rnd_AGM65
GLT_12Rnd_AGM65

GLT_AGM84_Launcher
GLT_2Rnd_AGM84
GLT_4Rnd_AGM84
GLT_6Rnd_AGM84

GLT_AGM88_Launcher
GLT_2Rnd_AGM88
GLT_4Rnd_AGM88
GLT_6Rnd_AGM88

GLT_CH15_Launcher
GLT_1Rnd_CH15
GLT_2Rnd_CH15
GLT_10Rnd_CH15
GLT_12Rnd_CH15

GLT_CH29L_Launcher
GLT_2Rnd_CH29L
GLT_4Rnd_CH29L
GLT_6Rnd_CH29L

GLT_CH29T_Launcher
GLT_2Rnd_CH29T
GLT_4Rnd_CH29T
GLT_6Rnd_CH29T

GLT_CH59_Launcher
GLT_1Rnd_CH59
GLT_2Rnd_CH59
GLT_4Rnd_CH59

GLT_AM39_Launcher
GLT_1Rnd_AM39
GLT_2Rnd_AM39

GLT_AS4_Launcher
GLT_1Rnd_AS4
GLT_2Rnd_AS4

GLT_CH31_Launcher
GLT_1Rnd_CH31
GLT_2Rnd_CH31
GLT_4Rnd_CH31

GLT_FAB250_Launcher
GLT_2Rnd_FAB250
GLT_4Rnd_FAB250
GLT_6Rnd_FAB250
GLT_8Rnd_FAB250
GLT_10Rnd_FAB250
GLT_12Rnd_FAB250

GLT_FAB500_Launcher
GLT_2Rnd_FAB500
GLT_4Rnd_FAB500
GLT_6Rnd_FAB500
GLT_24Rnd_FAB500

GLT_MK81_Launcher
GLT_2Rnd_MK81
GLT_4Rnd_MK81
GLT_6Rnd_MK81
GLT_8Rnd_MK81
GLT_10Rnd_MK81
GLT_12Rnd_MK81

GLT_MK82_Launcher
GLT_2Rnd_MK82
GLT_4Rnd_MK82
GLT_6Rnd_MK82

GLT_MK84_Launcher
GLT_2Rnd_MK84
GLT_4Rnd_MK84
GLT_6Rnd_MK84

GLT_AGM154_Launcher
GLT_1Rnd_AGM154
GLT_2Rnd_AGM154

GLT_GBU12_Launcher
GLT_2Rnd_GBU12
GLT_4Rnd_GBU12
GLT_6Rnd_GBU12

GLT_GBU53_Launcher
GLT_2Rnd_GBU53
GLT_4Rnd_GBU53
GLT_6Rnd_GBU53

GLT_KAB250_Launcher
GLT_2Rnd_KAB250
GLT_4Rnd_KAB250
GLT_6Rnd_KAB250

GLT_KAB500_Launcher
GLT_2Rnd_KAB500
GLT_4Rnd_KAB500
GLT_6Rnd_KAB500

GLT_KAB1500_Launcher
GLT_1Rnd_KAB1500
GLT_2Rnd_KAB1500
GLT_4Rnd_KAB1500


Included files:
glt_missilebox.pbo
glt_missilebox.pbo.GLT_ADDONS.bisign
glt_f16_variants.pbo
glt_f16_variants.pbo.GLT_ADDONS.bisign
GLT_ADDONS.bikey
Missilebox Manual.pdf

If you wish to change the weapon loadout by script to create own variations, the script in post #5 is still valid.

Credits:
IrishDeviant for: AGM-88, KAB-250L, KAB-500L and KAB-1500L. Outstanding work, mate. Thanks again.
RKSL-Rock for: AGM-84, parts of the GBU-12 (guidance) aswell for offering his UK Missilepack.
wld427 for: FAB-500 MLOD (created by godhammer), inspiration for the AGM-154 and the Kh-15.
NodUnit for: reference pictures of the AGM-114 texture. Thanks again.

Irishdeviant, thanks for those outstanding models. I tried to reach your standard with my own models but surely failed.
RKSL-Rock, thanks for your contributions and help.
wld427, also thanks to you for sharing some MLOD's although i didn't used all.
Also would say thanks to southy as he sent also a whole bunch of MLOD's. Most i already had and some will probably follow in a additional pack later.
NodUnit & Keshman, thanks for your help on some textures.

I hope i got it all right. During the working time on this pack, it is easily possible to mix up who did what.
If this happened or i forgot to credit someone, it was by mistake and not intentionally. Send me a PM and i will fix it.


DOWNLOADS:

Temporary (one week): http://www.filedropper.com/gltmissilebox


Download Mirrors:
arma2base.de (http://arma2base.de/include.php?path=download&contentid=2346)
armaholic.com (http://www.armaholic.com/page.php?id=6071)
armedassault.info (http://www.armedassault.info/index.php?game=1&cat=addons&id=954)

Mandoble
Jul 17 2010, 22:21
Outstanding release. Congrats Myke :bounce3:

MMA support for all of them will come in the very near future.

Miller
Jul 17 2010, 23:41
Thanks Myke :smile_o:

ArmA2Base.de Mirror:

GLT Missilebox 2.0 for OA by Myke (http://arma2base.de/include.php?path=download&contentid=2346)

Kind regards
Miller

[FRL]Myke
Jul 18 2010, 07:56
[CeDe]Aushilfe has informed me that the FAB-500 was originally created by godhammer. Updated Credits accordingly in both posts.

Thanks for pointing.

Foxhound
Jul 18 2010, 11:14
Updated version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=6072).


http://www.armaholic.com/datas/users/news_donwload_oa_4.png (http://www.armaholic.com/page.php?id=6071)
GLT Misslebox v2.0 (http://www.armaholic.com/page.php?id=6071)

Old Bear
Jul 18 2010, 12:30
New on front page at Armed Assault.info (http://www.armedassault.info/)

Link to mirror :

[OA] GLT Missilebox 2.0 by Myke : http://www.armedassault.info/index.php?game=1&cat=addons&id=954

Gazmen
Jul 18 2010, 23:00
Hi all, GLT you should merge your pack and project with RKSL team... They are making a missile addons to...

[FRL]Myke
Jul 18 2010, 23:26
Hi all, GLT you should merge your pack and project with RKSL team... They are making a missile addons to...

RKSL-Rock and i are working together as we see fit. He even offered his Missilepack and the AGM-84 is actually from this pack.
But since the RKSL pack is more UK-based and mine more US and Russia, i thought it doesn't make sense to put both together.

This way it keeps modular and people aren't forced to fill their hardrives with stuff they don't need.

Gazmen
Jul 18 2010, 23:27
Përhaps you should consider making a Euro-Us-Russian Merged Pack (with french, uk, german + soviet & us stuff)

RKSL-Rock
Jul 19 2010, 05:21
Përhaps you should consider making a Euro-Us-Russian Merged Pack (with french, uk, german + soviet & us stuff)

People like to suggest lots of these cooperative projects but few ever happen. Especially when the "proposed partners" have different goals.

Myke and I have a very good working relationship as he's already said. There will be some (if not a lot) of cross over and duplication. But we have different visions for our packs. So yes, we are already cooperating. It may not seem like it from the outside looking in. But we help each other out quite a bit.

The RKSL Air Weapons is really intended for use with RKSL projects. It will eventually include anything that our projects need. That includes some scripted systems that others may not like/want/need. While Myke's pack is servicing a wider audience in the community.

Personally I dont see a problem. Just two possible solutions. I'm told choice is a good thing.

[FRL]Myke
Jul 19 2010, 09:51
Always appreciate the contact with you, Rock. Always helpful. And while we're talking about working together, here's something where i had help from RKSL-Rock, creating TI textures:

http://img830.imageshack.us/img830/7598/su34desert.th.jpg (http://img830.imageshack.us/i/su34desert.jpg/)

It is the BIS Su34 with several Missilepack loadouts and Takistani Insignia aswell as Russian desert and generic (no insignia). Expect release this week.

Hellfire257
Jul 19 2010, 09:55
Myke, this stuff is great! I hope to see this and other work like it become a standard for all future aircraft. Its such a great system.

Gazmen
Jul 19 2010, 10:39
Hi, for you project can you make standard nomination :

http://forums.bistudio.com/showthread.php?p=1407297#post1407297

[APS]Gnat
Jul 19 2010, 10:42
While Myke's pack is servicing a wider audience in the community.
Yep! Thanks Myke ! :yay: