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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};
...
};
....
};
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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};
};
};
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Second Lieutenant
try making the 0.000 to 0.750
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</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.
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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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