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[frl]myke

[OA] New config values, who has info about?

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Also, I have seen two different entries for turretInfoType:

"RscWeaponRangeZeroing" and "RscUnitInfo_AH64D_gunner"

I have also seen weaponInfoType use one of the two following settings:

"RscWeaponZeroing" and "RscWeaponRangeZeroing"

These obviously set the weapon to allow for weapon zeroing. However, despite adding them to the gunner of the Ka-52, all I get is the rangefinder; no weapon zeroing (and yes, I included the discreteDistance[] and the index entries).

Like Myke said, the weaponInfoType is basically only what HUD is shown. To add zeroing you need to use this:

discreteDistance[] = {300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200};
discreteDistanceInitIndex = 2;

Also, in order to see your current zeroing, you need to use either RscWeaponZeroing or RscWeaponRangeZeroing.

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Related to the Rsc...

In the ui.pbo you can find this:

class RscWeaponRangeZeroing {
	idd = 300;
	controls[] = {"CA_ZeroingText", "CA_Zeroing", "CA_DistanceText", "CA_Distance"};

	class CA_DistanceText : RscOpticsText {
		idc = -1;
		style = 2;
		x = 0;
		y = "(SafezoneY+SafezoneH) - 0.05";
		w = 1;
		h = 0.05;
	};

	class CA_Distance : RscOpticsValue {
		idc = 151;
		style = 2;
		colorText[] = {0.4, 0.6745, 0.2784, 1.0};
		x = 0;
		y = "(SafezoneY+SafezoneH) - 0.195";
		w = 1;
		h = 0.05;
	};

	class CA_ZeroingText : RscIGUIText {
		idc = 169;
		style = 0;
		x = "(SafeZoneW + SafeZoneX) - (1 - 0.761)";
		y = "0.095 + SafeZoneY";
		w = 0.214;
		h = 0.039;
		text = $STR_DISP_ZEROING;
	};

	class CA_Zeroing : RscIGUIValue {
		idc = 168;
		style = 1;
		x = "(SafeZoneW + SafeZoneX) - (1 - 0.761)";
		y = "0.095 + SafeZoneY";
		w = 0.214;
		h = 0.039;
	};
};

:EDITH:

For what i understand:

	discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800};
	discreteDistanceInitIndex = 2;

this is in the cfgWeapons and defines if a weapon can be zeroed. Doesn't mean the player can see the zeroed range in the HUD. For this we have to differ between personal weapons (like rifles) or vehicle weapons. For personal weapons, there is this config entry in the cfgWeapons part:

	weaponInfoType = "RscWeaponZeroing";

which points to this resource, found in the ui.pbo config:

class RscWeaponZeroing {
	idd = 300;
	controls[] = {"CA_ZeroingText", "CA_Zeroing"};

	class CA_ZeroingText : RscIGUIText {
		idc = 169;
		style = 0;
		x = "(SafeZoneW + SafeZoneX) - (1 - 0.761)";
		y = "0.095 + SafeZoneY";
		w = 0.214;
		h = 0.039;
		text = $STR_DISP_ZEROING;
	};

	class CA_Zeroing : RscIGUIValue {
		idc = 168;
		style = 1;
		x = "(SafeZoneW + SafeZoneX) - (1 - 0.761)";
		y = "0.095 + SafeZoneY";
		w = 0.214;
		h = 0.039;
	};
};

Throw all this together and you should end up with a rifle, capable of zeroing.

For vehicle weapons, the ressource isn't defined in the cfgWeapons but in the repsective cfgVehicles, as example the AH-64:

			turretInfoType = "RscUnitInfo_AH64D_gunner";

Which leads to the respective defined ressource in the ui.pbo config. It is a little bit long so i wont post it here.

Edited by [FRL]Myke

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Well, here's what I've got for the Ka-52. As I've said before, I can't get the zeroing text to show up.

class AllVehicles;	// External class reference
class Air : AllVehicles {};

class Helicopter : Air {
	class NewTurret;	// External class reference

	class Turrets {
		class MainTurret;	// External class reference
	};
};

class Kamov_Base : Helicopter {};
class Ka52 : Kamov_Base {
	LockDetectionSystem = 4 + 8;
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			minElev = -40;
			gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
			radarType = 4;
			turretInfoType = "RscUnitInfo_AH64D_gunner";
			discreteInitIndex = 0;
			discreteDistance[] = {200, 400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000};
			discreteDistanceInitIndex = 2;

			class OpticsIn {
				class Wide {
					opticsDisplayName = "W";
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.466;
					minFov = 0.466;
					maxFov = 0.466;
					visionMode[] = {"Normal", NVG, "Ti"};
					thermalMode[] = {0, 1};
					gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
				};

				class Medium : Wide {
					opticsDisplayName = "M";
					initFov = 0.089;
					minFov = 0.089;
					maxFov = 0.089;
					gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
				};

				class Narrow : Wide {
					opticsDisplayName = "N";
					gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
					initFov = 0.021;
					minFov = 0.021;
					maxFov = 0.021;
				};
			};

			class OpticsOut {
				class Monocular {
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 1.1;
					minFov = 0.133;
					maxFov = 1.1;
					visionMode[] = {"Normal", NVG};
					gunnerOpticsModel = "";
					gunnerOpticsEffect[] = {};
				};
			};
		};
	};
};
class Ka52Black : Ka52 {};

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Read my post again:

			discreteDistance[] = {200, 400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000};
			discreteDistanceInitIndex = 2;

should be in the respective weapon config, not in the cfgVehicles.

:EDITH:

	irLaserPos = "laser pos";
	irLaserEnd = "laser dir";
	irDistance = 0;

Xeno426 already pointed to the irDistance. I guess this is for the IR laser on some weapons. I guess in the weapons MLOD it needs one memory point "laser pos" where the laser is attached and one memory point "laser dir" to define the orientation of the laser. Then irDistance is probably the visible length of the laser ray.

Edited by [FRL]Myke

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Myke;1684617']Read my post again:

			discreteDistance[] = {200, 400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000};
			discreteDistanceInitIndex = 2;

should be in the respective weapon config' date=' not in the cfgVehicles.[/quote']

Actually Myke, for vehicles, the zeroing stuff must be defined in the vehicle's turret class, not the CfgWeapon class. Check the BIS vehicles and you'll see. As for why he can't see the zeroing, I have no idea. Maybe try a different a different InfoType Rsc?

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Head ==> table.

Aye, you're right. Must been drunk when i wrote that. :rolleyes:

It's odd, i can't see any other related config entries....might it be that

ballisticsComputer = 1;

this one has to be set in the cfgWeapons? Just wild guessing.

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Myke;1685229']

It's odd' date=' i can't see any other related config entries....might it be that

ballisticsComputer = 1;

this one has to be set in the cfgWeapons? Just wild guessing.[/quote']

Good question. Ballsitics computer is what adjusts your fire to automatically lead moving targets, but in OA it doesn't adjust for range anymore (it used to when it was introduced in an ArmA 2 patch) as that's what zeroing is for. But I really don't think it needs to be enabled for zeroing to work (though I haven't tested). I mean some of the vehicle mounted weapons that use zeroing (like TUSK commander's M2) don't seem to have a ballistics computer enabled.

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I just noticed that some weapons have ballisticsComputer = 2;

Namely the M2BC and MK19BC.

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These weapons are used on all vehicles equipped with CROWS (HMMWVs, Strykers).

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I am aware of that, what I wonder is how the value "2" differs from "1" for the ballisticsComputer.

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0 = no stabilization

1 = stabilization of x-axis

2 = stabilization of y-axis

3 = stabiliziation of both

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[GLT]Myke, please, can you join all the info from this thread ( about parameters and their meanings ) and put it in the first post?

By the way to add a range correction to the weapon I must to define only the

turretInfoType = "RscWeaponRangeZeroing";

discreteDistance[] = {600, 800, 1000, 1200, 1400, 1600, 1800, 2000};

discreteDistanceInitIndex = 0;

and it will be work?

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For a vehicle, the weapon in question also needs the ballisticsComputer entry.

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And another question: can I have different aims with different FOV vlues on one vehicle gun, in different modes (usual and NW for example). And how can I do it?

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As far as I understand you:

Yes you can have different type of optics in different steps of zoom.

As example the gunner optics for ACE' M1A1:

class OpticsIn {
class Wide {
	initFov = ACE_FOV_BASE_VALUE / 3;
	minFov = ACE_FOV_BASE_VALUE / 3;
	maxFov = ACE_FOV_BASE_VALUE / 3;
	gunnerOpticsModel = "\ca\Weapon\2Dscope_M1gun10.p3d";
	visionMode[] = {"Normal","Ti"};
	thermalMode[] = {0,1};
};
class Narrow : Wide {
	gunnerOpticsModel = "\ca\Weapon\2Dscope_M1gun10.p3d";
	initFov = ACE_FOV_BASE_VALUE / 10;
	minFov = ACE_FOV_BASE_VALUE / 10;
	maxFov = ACE_FOV_BASE_VALUE / 10;
};
};

As you can see, I defined the gunnerOpticsModel in each of the zoom classes. The vision- and thermalmode is inherited but you can define another if you want to.

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Firstly, thanks for posting this info guys. :)

Just wondering if anybody has been able to get the new OA range settings to work on a hand held launcher.

I've got it working for a LMG but for rocket launchers it just doesn't seem to be working. Any advice?

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Firstly, thanks for posting this info guys. :)

Just wondering if anybody has been able to get the new OA range settings to work on a hand held launcher.

I've got it working for a LMG but for rocket launchers it just doesn't seem to be working. Any advice?

A lot of things don't work on launchers (animations for example). :confused_o:

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Firstly, thanks for posting this info guys. :)

Just wondering if anybody has been able to get the new OA range settings to work on a hand held launcher.

I've got it working for a LMG but for rocket launchers it just doesn't seem to be working. Any advice?

Have you tried adding the line ballisticsComputer = 1; to the config? I discovered that with vehicle weapons they need that line before you get the zeroing option, and the same may be true for man-portable systems.

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Have you tried adding the line ballisticsComputer = 1; to the config? I discovered that with vehicle weapons they need that line before you get the zeroing option, and the same may be true for man-portable systems.

Xeno, I don't think ballisticsComputer is a valid CfgWeapons token. It haven't seen it in any of the BIS weapon configs, and certainly not in any of the ones with zeroing. I just think it probably doesn't work on missile/rocket-type weapons. Same as grenades; you can get the zeroing HUD to appear (and the numbers will change), but it doesn't actually adjust the fire.

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Firstly, thanks for posting this info guys. :)

Just wondering if anybody has been able to get the new OA range settings to work on a hand held launcher.

I've got it working for a LMG but for rocket launchers it just doesn't seem to be working. Any advice?

I can only think of the MAAWS with the internal range finder. But normally either a missile is guided or you have to use special optics to compensate missile drop.

Xeno, I don't think ballisticsComputer is a valid CfgWeapons token. It haven't seen it in any of the BIS weapon configs, and certainly not in any of the ones with zeroing. I just think it probably doesn't work on missile/rocket-type weapons. Same as grenades; you can get the zeroing HUD to appear (and the numbers will change), but it doesn't actually adjust the fire.

True. Only specific vehicle based weapons work with ballisticsComputer.

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If been fidling around with the weaponslocksystem and the cmlauncher

it seems that in weaponLockSystem = 16 + 2;

the 16 stands for radarguided(or something) and the 2 stands for heatseeking. In the cmlauncher this seems to correspond to 8 for chaff and radarspoofing and 2 for flares and IRguided spoofing. So the chaff-flare launcher spoofs both 2 + 8.

The targeting of the weapon it self doesn't seem to correspond directly to the ammo it uses. For instance the stinger has weaponLockSystem = 16 + 2 for the missile, but the launcher it self has weaponLockSystem = 1, for the weapon, me thinks 1 stands for visual targeting. I might be wrong because the config in the expansion doesn't directly assign the ammo or magazines to all the weapons, i think it just overrides the ArmaII configs where it has been updated by OA.

The amount of shots fired from the cmlauncher also seems to have an effect on the spoofing chance, more flares, more spoofing.

I however it does not have an effect on the time it takes to re-engage the target.

The time it take to lock on to a target is defined in the weaponslaucher, weaponLockDelay = 3;, which is in seconds. the re-engagement time for the weapon after it has been spoofed is around 5 beeps, which is the same on all weapons whether they have a delay of 5 or 20.

Because the cmImmunity, which is 0.8 on all defined weapons and ammo and 1.0 in default, is implemented in both the weapon and in the ammo. Both of which are affected seperatly by spoofing it seem, so the likelyhood of a hit is, besides the missile, fusedistance and such, 0.8 x 0.8. Im not sure if a effective spoofing of the weapon also removes the lock on a missile after it has been lauchend. I.E if the missile is selfguiding after launch.

I think the interruption on the lock after a effective spoof is defined in the

simulation = "cmlauncher";, and the re-engagement time is also in there.

//////////////////////// CMLauncherammo/////////////////////////////////////////

class CMflareAmmo : BulletBase {

hit = 1;

indirectHit = 0;

indirectHitRange = 0;

timeToLive = 4.0;

thrustTime = 2.0;

airFriction = -0.01;

simulation = "shotCM";

effectsSmoke = "CounterMeasureFlare";

weaponLockSystem = 2;

model = "\ca\weapons\empty";

maxControlRange = -1; // max range for manual control, 0 = no control (passive weapon)

initTime = 0;

};

class CMflare_Chaff_Ammo : CMflareAmmo {

effectsSmoke = "CounterMeasureChaff";

weaponLockSystem = 2 + 8;

};

class SmokeLauncher : MGun {

simulation = "cmlauncher";

showToPlayer = true;

minRange = 0;

maxRange = 10000;

displayName = "$STR_EP1_DN_SmokeLauncher";

};

class CMFlareLauncher : SmokeLauncher {

scope = public;

displayName = "$STR_DN_FlareLauncher";

magazines[] = {"60Rnd_CMFlareMagazine", "120Rnd_CMFlareMagazine", "240Rnd_CMFlareMagazine", "60Rnd_CMFlare_Chaff_Magazine", "120Rnd_CMFlare_Chaff_Magazine", "240Rnd_CMFlare_Chaff_Magazine"};

magazineReloadTime = 0.2;

simulation = "cmlauncher";

modes[] = {"Single", "Burst", "AIBurst"};

class Single : Mode_SemiAuto {

reloadTime = 0.2;

burst = 1;

sound[] = {"\Ca\sounds\Weapons\cannon\grenadelauncher_1", db-10, 1, 300};

showToPlayer = true;

multiplier = 2;

minRange = 0;

maxRange = 200;

soundBurst = 0;

};

class Burst : Mode_Burst {

reloadTime = 1;

burst = 5;

sound[] = {"\Ca\sounds\Weapons\cannon\grenadelauncher_1", db-10, 1, 300};

showToPlayer = true;

multiplier = 2;

minRange = 0;

maxRange = 0;

soundBurst = 0;

};

class AIBurst : Burst {

burst = 2;

showToPlayer = false;

minRange = 200;

maxRange = 10000;

soundBurst = 0;

};

};

//////////////////////////////////////////////////////////////////////////////////////

class M_Stinger_AA : MissileBase {

weaponLockSystem = 16 + 2;

cmImmunity = 0.8;

};

class StingerLaucher : MissileLauncher {

weaponLockSystem = 1;

cmImmunity = 0.8;

weaponLockDelay = 3;

};

class SidewinderLaucher : MissileLauncher {

weaponLockSystem = 8;

cmImmunity = 0.8;

weaponLockDelay = 2;

};

Edited by arkengel

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I did some more testing with different configurations and is seems all the designations, 1 2 4 8 16, have the same effects. I think it is just a so BIS could differentiate between targeting systems and countermeasure systems, and not a real differance in system. I dont know if they also have common recognition for countermeasures, as 8 in cmlauncher also spoofs a missile with 2 + 16 locksystem.

Edited by arkengel

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Which one of these new values is necessary to make a vehicle lockable by Javelin for instance? I coulnd't figure out so far what's the difference. OA vehicles can be locked but previously added, own tanks can't be shot at.

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for the integration of the artillery computer

		artilleryScanner = 1;
	ARTY_IsArtyVehicle = 0;

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