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Thread: Configproblem with my stinger rocket.

  1. #1
    Hi

    Ive made myself a nice little rocket, an AIM-92 Stinger. But ive got some problems. The rocket is in a p3d file named BRSSEB_AIM_92.p3d ("0.000" and Geometry) and Ive inserted it as a proxy (3 times) in my helicopter model, ghost\ghost.p3d.

    I inserted the proxys this way: insert proxy, "\ghost\BRSSEB_AIM_92", positioned them right (using bulldozer) and deleted the foldername in the selectionname, from "proxy:\ghost\BRSSEB_AIM_92.01" to just "proxy:BRSSEB_AIM_92.01" (.01 -> .03), just like a tutorial told me too.

    So I guess the error lies in the configfile. Here it is. When I try this, OFP loads fine but it just crashes to desktop when
    clicking Preview in Mission Editor when I test my heli. Does someone spot anything wrong with the weapon setup? (The heli works fine when I delete all weapon-stuff).

    class CfgModels
    {
    ...
    // The weapons
    class weapon: default{};
    class BRSSEB_AIM_92: weapon {};
    };

    class CfgAmmo
    {
    class Default {};
    class AT3: Default {};
    class CarlGustav: AT3 {};

    // AIM-92 Stinger Missile
    class BRSSEB_AIM_92: CarlGustav
    {

    // Things I dont know how to set yet
    TrustTime=100;
    hit=100; indirectHit=80; indirectHitRange=3;
    manualControl=0;
    minRange=100;minRangeProbab=0.50;
    midRange=150;midRangeProbab=0.80;
    maxRange=5000;maxRangeProbab=0.20;
    maneuvrability=100;

    // Things I know what is
    AirLock=true; // Lock Air-To-Air
    irLock=true; // Infared lock ?
    maxSpeed=2400; // Mach 2.0 = 2386km/t
    initTime=0.2; // Time from userlaunch to actual launch (?)

    model="\ghost\BRSSEB_AIM_92";
    proxyShape="\ghost\BRSSEB_AIM_92";

    };

    };


    // CfgWeapons ///////////////////////////////////////
    class CfgWeapons
    {
    class Default {};
    class LAWLauncher: Default{};
    class CarlGustavLauncher: LAWLauncher{};
    class AT3Launcher: CarlGustavLauncher {};
    class HellfireLauncher: AT3Launcher {};
    class MaverickLauncher: HellfireLauncher{};

    // AIM-92 Stinger Rocket Launcher (_L) is launcher
    class BRSSEB_AIM_92_L: MaverickLauncher
    {
    // Things Im sure of
    ammo=BRSSEB_AIM_92;
    displayName="AIM-92 Stinger";
    displayNameMagazine="Stinger";
    shortNameMagazine="AIM_92";
    magazine="aim92";
    count=3;
    model="\ghost\BRSSEB_AIM_92";
    proxyShape="\ghost\BRSSEB_AIM_92";
    canLock=2;

    // ? -stuff
    initSpeed=0;
    aiRateOfFire=10;
    aiRateOfFireDistance=2500;


    };

    };

    // CfgNonAIVehicles
    class CfgNonAIVehicles
    {
    class ProxyWeapon{};
    class ProxyBRSSEB_AIM_92: ProxyWeapon
    {
    model="\ghost\BRSSEB_AIM92.p3d"; simulation="maverickweapon";
    };

    };


    class CfgVehicles
    {
    ....
    class BRSSEB_GHOST: Helicopter
    {
    ...
    // Weapons and ammo
    weapons[] = {BRSSEB_AIM92};
    magazines[] = {BRSSEB_AIM92};

    ...
    };

    ....

    };

  2. #2
    Ok, did some changes and sorted out the most obviois bugs, now it doenst crash any longer, just says "no entry ".modelSpecial."" and I dont understand why :| !

    I suspect the error lies in the cfgNonAIVehicles..Here it is:

    class CfgModels
    {
    // The weapons
    class weapon: default{};
    class BRSSEB_AIM_92: weapon {};

    };

    // CfgAmmo ///////////////////////////////
    class CfgAmmo
    {
    class Default {};
    class AT3: Default {};
    class CarlGustav: AT3 {};

    // AIM-92 Stinger Missile
    class BRSSEB_AIM_92: CarlGustav
    {

    // ?

    TrustTime=100;
    hit=100; indirectHit=80; indirectHitRange=3;
    manualControl=0;
    minRange=100;minRangeProbab=0.50;
    midRange=150;midRangeProbab=0.80;
    maxRange=5000;maxRangeProbab=0.20;
    maneuvrability=100;


    // Things I know what is
    AirLock=true; // Lock Air-To-Air
    irLock=true; // Infared lock ?
    maxSpeed=2400; // Mach 2.0 = 2386km/t
    initTime=0.2; // Time from userlaunch to actual launch (?)

    model="\ghost\BRSSEB_AIM_92";
    proxyShape="\ghost\BRSSEB_AIM_92";

    };

    };


    // CfgWeapons ///////////////////////////////////////
    class CfgWeapons
    {
    class Default {};
    class LAWLauncher: Default{};
    class CarlGustavLauncher: LAWLauncher{};
    class AT3Launcher: CarlGustavLauncher {};
    class HellfireLauncher: AT3Launcher {};
    class MaverickLauncher: HellfireLauncher{};

    // AIM-92 Stinger Rocket Launcher (_L) is launcher
    class BRSSEB_AIM_92_L: MaverickLauncher
    {
    // Things Im sure of
    ammo=BRSSEB_AIM_92;
    displayName="AIM-92 Stinger";
    displayNameMagazine="Stinger";
    shortNameMagazine="BRSSEB_AIM_92";
    magazine="BRSSEB_AIM_92";
    count=3; // Number of rockets in magazine
    model="\ghost\BRSSEB_AIM_92";
    proxyShape="\ghost\BRSSEB_AIM_92";
    canLock=2; // 0 = no, 1 = "cadet" ??, 2 is yes


    // ? -stuff
    initSpeed=0;
    aiRateOfFire=10; // Delay between shots at a given distance
    aiRateOfFireDistance=2500; // At shorter distance delay goes lineary to zero


    };

    };
    // CfgNonAIVehicles
    class CfgNonAIVehicles
    {
    class ProxyWeapon{};
    class ProxyBRSSEB_AIM_92: ProxyWeapon
    {
    model="\ghost\BRSSEB_AIM_92.p3d"; simulation="maverickweapon";
    };

    };

    class CfgVehicles
    {

    ......
    class BRSSEB_GHOST: Helicopter
    {
    // Weapons and ammo
    weapons[] = {BRSSEB_AIM_92_L};
    magazines[] = {BRSSEB_AIM_92};

    };
    };

  3. #3
    Second Lieutenant VXR's Avatar
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    Jan 26 2002
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    Netherlands
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    4,170
    try making the 0.000 to 0.750

  4. #4
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ Nov. 16 2002,15:27)</td></tr><tr><td id="QUOTE">try making the 0.000 to 0.750[/QUOTE]<span id='postcolor'>
    Changed the stinger lod name from "0.000" to "0.7500". Also tried "0.500" but still saying "No entry .ModelSpecial" when I try to test it.

  5. #5
    Hi. was thinking..

    In cfgModels, shouldnt I write instead?:
    class weapon: default{};
    class BRSSEB_AIM_92_L: weapon {}; // Notice _L for launcher

    (makes no difference in the error, though)

    And, in the CfgNonAIVehicles, why not:

    class ProxyBRSSEB_AIM_92_L: ProxyWeapon // Notice _L
    { ..... };

    instead since BRSSEB_AIM_92_L is the launcher (weapon) and just BRSSEB_AIM_92 is the ammo? (YTHIS generates an error if I do so, since ofp tries to fint the rocket p3d file in my data3d pbo instead of ghost pbo.

    brsseb

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