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Thread: [Tutorial] Weapon proxy handling on Planes & Choppers

  1. #11
    Moderator [FRL]Myke's Avatar
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    Thanks Gnat. One question though: am i right that the proxyShape is relevant? As you know, you can have 2 separate models per ammo, one being the model shown attached to the plane, the other inflight. Mostly they are identical but there are a few with different models, mainly unfolding winglets.
    Looking at BIS config, it seems that proxyshape is relevant just would like to have this confirmed.

    Btw, the test config i sent you already contains those proxy definitions for all weapons of the Missilebox, so if you have a minute to check if it works correct, i would really appreciate it, mate.

  2. #12
    Moderator [FRL]Myke's Avatar
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    Ok, something interesting happened. Somewhere in the past, BIS changed the loading and reloading for proxy weapons. Don't know when but with >1.60, a annoying bug is removed and opens up new possibilities.

    Old behaviour (bug):
    When loading 2 magazines of the same type, like 2 magazines with 2 GBU12 to sum up to 4 rounds totally, the weapons showed 2 "bullets" and 1 magazine remaining (like you're used to it with rifles, as example).
    So the selected weapon showed:
    Code:
    GBU-12
    2|1
    So far nothing dramatic. Problem was, when the first 2 rounds were dropped (magazine emptied), the weapon reloaded and the 2 bombs from the second magazine switched pylons to where the first 2 rounds were, looking rather odd.

    This led to the following "problems":
    - you couldn't have more than one magazine of one weapontype without this ugly "pylonswitching" midflight.
    - you couldn't have, for the same reason, intermitting loads like aim9/gbu12/agm65/gbu12/agm65/aim9 or variations of this without making different plane models with different proxy numbering.

    Now, this has been fixed. Multiple magazines are not longer shown as bullets|magazines but as a total of "bullets". So adding 5 magazines with one round each doesn't look like this anymore:
    Code:
    GBU-12
    1|5
    but like this:
    Code:
    GBU-12
    5
    The weapon doesn't reload magazines anymore like a rifle but it counts all available magazines for the respective weapon type. You can also have intermitting load. The following example is a valid loadout and works without any bugs:
    Code:
            magazines[] = {
                "1350Rnd_30mmAP_A10",
                "FRL_1Rnd_DUALRAIL",
                "FRL_1Rnd_ANAAQ28",
                "FRL_1Rnd_GBU12",
                "FRL_1Rnd_GBU12",
                "FRL_1Rnd_GBU24",
                "FRL_1Rnd_GBU24",
                "FRL_1Rnd_GBU12",
                "FRL_1Rnd_GBU12",
                "FRL_1Rnd_GBU12",
                "FRL_1Rnd_AIM9M",
                "FRL_1Rnd_AIM9M",
                "FRL_empty_1",
                "FRL_empty_1",
                "120Rnd_CMFlare_Chaff_Magazine"
            };
            weapons[] = {
                "GAU8",
                "FRL_AIM9M_Launcher",
                "FRL_GBU12_Launcher",
                "FRL_GBU24_Launcher",
                "CMFlareLauncher"
            };
    The proxy numbering remains important like before. The example was made for the BIS A-10 from the A1 sample models (remember, this one didn't had the dualrail for the AIM-9, this was introduced with A2).
    So on the left outermost pylon it loads a dualrail, on the right outermost a AN/AAQ28 targeting pod. Then the following pylons (one left, one right) will hold a GBU-12 each. The next pair (one left and one right again) a GBU-24. The remaining 3 pylons (one centerline and one left/right each) hold GBU-12 again.
    And this works. No matter in what order you fire the weapons, never any bomb/missile swapped the pylon midflight.

    There is one remaining bug. If there are unused proxies at the end, the game restart filling on them until all proxies are filled.

    The A-10 had the outermost pylons on each side prepared for a Dualrail and therefor 4 additional proxies. The first pair was filled with AIM-9M as you see in the config above. On the first try, the proxies on the other side (where the AN/AAQ28 was and therefor no proxy wepons should be), the game attached a Dualrail and a AN/AAQ28 to the proxies which were meant to hold AIM's in case of a second Dualrail instead of the targeting pod.
    Simple fix: adding empty p3d magazines like described in the PDF in the first post.

  3. #13
    Very interesting thanks Myke.
    I will have to re-read and absorb/experiment the "new" way this works ........

  4. #14
    Moderator [FRL]Myke's Avatar
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    Basically it's pretty easy. You have your numbered proxies:
    Code:
    001|002|003|004|005|006
    Now working with single round magazines, each magazine/weapon will fill up the respective proxy:
    Code:
    AIM-9M|AGM-65|GBU-12|AGM-65|AGM-65|AIM-9M
    Only bug so far, if you have more proxies which should stay empty, even if they are at the end, you have to fill them with empty mags like provided in the Missilebox. You know, GLT_Empty_X.

  5. #15
    Myke,
    When you add an actual proxy model to an aircraft p3d file, are you still using 1 single standardised p3d model for EVERY proxy location?
    From memory you were using an aim9 p3d.
    (Exception might be FFAR pods?)

    And this works with the above desribed method?

    I've always modeled the p3d proxy that was actually intended for that location, then obvious loaded magazines that get the same visible.

  6. #16
    Moderator [FRL]Myke's Avatar
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    At first i used the BIS AIM9x model as proxy, as at the beginning i had problems with missiles not spawning at the correct place but in the center of the plane. But you've pointed me towards the CfgNonAIVehicles and now i use mixed proxies, as long as they have a proper CfgNonAIVehicles definition.

    Most important thing that matters: numbering. No (weapon) proxy number should be given twice. This usually happens when creating a proxy AB first and a proxy XY afterwards. As soon the used model changes, O2 restarts numbering. But you can fix that manually afterwards by right-click the proxy in the selections window and select "rename". There you can change the number manually.

    FFAR pods, if not "hardmodelled" to the plane, can also applied as cfgMagazines/cfgAmmo combo. Define those as you would any other missile/bomb. What you see on the plane are cfgMagazines. If there is no weapon defined/loaded, you just can't fire them.
    Speaking of FFAR pods, you load a magazine for the pod and of course a regular FFAR rocket magazine and weapon for firing.

  7. #17
    Thanks Myke.
    Yeh, I was thinking that you might be renumbering them.
    I'm beginning to see that if you use just 1 proxy type and make the 90deg corner your center reference point for any "hanging" on an airplane model, then things become much easier.
    If you then adjust the actual missile or bomb so that it's "hang" point is 0-0-0 in O2, then it all works out.
    Just like using your MissileBox weapons .....

    BTW, if found that too many properties in a P3D model will cause the weapon model to be off-center despite careful alignment of the proxy (in plane) and weapon to 0-0-0 within O2.
    Several models I've had to cut the properties back/delete to bare minimum (usually LODNoShadow=1 and autocenter=0) ...... but oddly I've had to re-start O2 and Buldozer to get the changes to take effect.

    Thanks! ..... back to work.

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