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Thread: Proxy weapon problem

  1. #1

    Unhappy

    I've struck a problem with my second model of the A-6E that has a differrent payload to the first.

    I've changed the Proxy's in the plane's model file P3D and the CPP seems fine. But when you load a mission with it in it, this attackPlane has no weapons.

    The Weapon models are in the same place as in the first A-6E's and are referanced the same way.

    Here's the weapon section of the CPP;
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    class cfgammo
    { class Default {};
    class AT3&#58; Default {};
    class Hellfire&#58; AT3 {};
    class CarlGustav&#58; AT3 {};
    class Mk_82&#58; default //500 lbs
    { hit= 1400;
    indirectHit= 450;
    indirectHitRange= 8;
    minRange= 300;
    minRangeProbab= 0.50;
    midRange= 800;
    midRangeProbab= 0.95;
    maxRange= 2000;
    maxRangeProbab= 0.50;
    soundHit&#91;&#93;= {&#92;LaserGuided&#92;expl2,db40,1};
    soundFly&#91;&#93;= {&#34;&#92;DrF_Intruder&#92;bmbfall.ogg&#34;,db-30,1.5};
    cost= 5000;
    model= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;;
    proxyShape= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;;
    irLock= 1;
    laserLock= 0;
    maxControlRange= 20000;
    maneuvrability= 15.0;
    sideAirFriction= 0.20;
    simulation= shotMissile;
    maxSpeed= 100;
    initTime= 1000;
    thrustTime= 0;
    thrust= ***0;
    };
    class MK_81&#58; MK_82
    { hit= 900;
    indirectHit= 250;
    indirectHitRange= 5;
    cost= 3000;
    model= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;;
    proxyShape= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;;
    };
    class MK_83&#58; MK_82
    { hit= 1800;
    indirectHit= 500;
    indirectHitRange= 12;
    cost= 7000;
    model= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;;
    proxyShape= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;;
    };
    class MK_84&#58; MK_82
    { hit= 3600;
    indirectHit= 1000;
    indirectHitRange= 24;
    cost= 14000;
    model= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;;
    proxyShape= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;;
    };
    };
    class cfgweapons
    { class Default {};
    class LAWLauncher&#58; Default {};
    class CarlGustavLauncher&#58; LAWLauncher {};
    class AT3Launcher&#58; CarlGustavLauncher {};
    class HellfireLauncher&#58; AT3Launcher {};
    class MaverickLauncher&#58; HellfireLauncher {};
    class Mk_82_2&#58; HellfireLauncher
    {displayName= &#34;Mk82 500LBS&#34;;
    displayNameMagazine= &#34;Mk82&#34;;
    shortNameMagazine= &#34;Mk82&#34;;
    ammo= mk82;
    model= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;;
    proxyShape= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;;
    magazine= &#34;mk82&#34;;
    magazines&#91;&#93;= {Mk_82_2, Mk_82_6, Mk_82_12, Mk_82_24, Mk_82_28, MK_81_2, Mk_81_6, MK_81_12, Mk_81_24,MK_81_28, Mk_83_2, Mk_83_3, Mk_83_6, Mk_83_8, Mk_83_10, Mk_83_13, MK_84_1, Mk_84_2, Mk_84_3, Mk_84_4, Mk_84_5};
    magazineReloadTime= 0.1;
    count= 2;
    initSpeed= 0;
    canLock= 2;
    burst= 1;
    aiRateOfFire= 8.0;
    aiRateOfFireDistance= 3500;
    optics= 1;
    sound&#91;&#93;= {&#34;&#92;sound&#92;weapons&#92;AK74dry&#34;,db-50,1.0};
    reloadTime= 0.15;
    autoFire = 1;
    recoil= empty;};
    class MK_82_6&#58; MK_82_2 {count= 6;};
    class MK_82_12&#58; MK_82_2 {count= 12;};
    class MK_82_24&#58; MK_82_2 {count= 24;};
    class MK_82_28&#58; MK_82_2 {count= 28;};
    class MK_81_2&#58; MK_82_2 {displayName= &#34;Mk81 250LBS&#34;;
    displayNameMagazine= &#34;Mk81&#34;;
    shortNameMagazine= &#34;Mk81&#34;;
    ammo= mk81;
    model= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;;
    proxyShape= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;;
    magazine= &#34;mk81&#34;;
    count= 2;};
    class MK_81_6&#58; MK_81_2 {count= 6;};
    class MK_81_12&#58; MK_81_2 {count= 12;};
    class MK_81_24&#58; MK_81_2 {count= 24;};
    class MK_81_28&#58; MK_81_2 {count= 28;};
    class MK_83_2&#58; MK_82_2 {displayName= &#34;Mk83 1000LBS&#34;;
    displayNameMagazine= &#34;Mk83&#34;;
    shortNameMagazine= &#34;Mk83&#34;;
    ammo= mk83;
    model= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;;
    proxyShape= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;;
    magazine= &#34;mk83&#34;;
    count= 2;};
    class MK_83_3&#58; MK_83_2 {count= 3;};
    class MK_83_6&#58; MK_83_2 {count= 6;};
    class MK_83_8&#58; MK_83_2 {count= 8;};
    class MK_83_10&#58; MK_83_2 {count= 10;};
    class MK_83_13&#58; MK_83_2 {count= 13;};
    class MK_84_1&#58; MK_82_2 {displayName= &#34;Mk84 2000LBS&#34;;
    displayNameMagazine= &#34;Mk84&#34;;
    shortNameMagazine= &#34;Mk84&#34;;
    ammo= mk84;
    model= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;;
    proxyShape= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;;
    magazine= &#34;mk84&#34;;
    count= 1;};
    class MK_84_2&#58; MK_84_1 {count= 2;};
    class MK_84_3&#58; MK_84_1 {count= 3;};
    class MK_84_4&#58; MK_84_1 {count= 4;};
    class MK_84_5&#58; MK_84_1 {count= 5;};
    };
    [/QUOTE]<span id='postcolor'>

    Here&#39;s the CfgNonAIVehicles;
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    class CfgNonAIVehicles
    { class ProxyWeapon {};
    class Proxymk_81&#58; ProxyWeapon {model= &#34;&#92;DrF_Intruder&#92;mk_81.p3d&#34;; simulation= &#34;maverickweapon&#34;;}
    class Proxymk_82&#58; ProxyWeapon {model= &#34;&#92;DrF_Intruder&#92;mk_82.p3d&#34;; simulation= &#34;maverickweapon&#34;;}
    class Proxymk_83&#58; ProxyWeapon {model= &#34;&#92;DrF_Intruder&#92;mk_83.p3d&#34;; simulation= &#34;maverickweapon&#34;;}
    class Proxymk_84&#58; ProxyWeapon {model= &#34;&#92;DrF_Intruder&#92;mk_84.p3d&#34;; simulation= &#34;maverickweapon&#34;;}
    };
    [/QUOTE]<span id='postcolor'>

    And here&#39;s the CfgVehicle section;
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    class DrF_A6E_ATG&#58; A10 // working version
    *** *** *** *** *** *** *** *** *** *** *** *** {scope= 2;
    model= &#34;&#92;DrF_Intruder&#92;Intruder_ATGtest.P3D&#3 4;;
    displayName= &#34;A-6E Intruder Bomber&#34;;
    weapons&#91;&#93;= {Mk_81_28};
    magazines&#91;&#93;= {Mk_81_28};
    };
    class DrF_A6E_HB&#58; DrF_A6E_ATG //nonworking version
    {displayName= &#34;A-6E Intruder Hvy Bomber&#34;;
    *** *** *** *** *** *** *** *** *** *** *** *** model= &#34;&#92;DrF_Intruder&#92;Intruder_ATGtest.P3D&#3 4;;
    weapons&#91;&#93;= {mk_84_5};
    magazines&#91;&#93;= {mk_84_5};
    };
    [/QUOTE]<span id='postcolor'>

    Many idea welcomed.

    DragoFire



    Just another tragic case of terminal kinetic energy poisoning&#33;

    It&#39;s hard to please everyone, but easy to upset everyone&#33;

  2. #2
    Gunnery Sergeant
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    Sep 29 2002
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    Author of the Thread

    Unhappy

    How anyone got any ideas?

    The weapon does show on the weapons display in the cockpit, but with no ammo count.

    DragoFire

  3. #3
    that&#39;s a simple problem that you met.
    In cfgweapons, your "ammo=Mk81" is wrong.
    You defined the ammo in cfgammos is Mk_81, isn&#39;t it?



    OFP Taiwan Workshop

  4. #4
    Gunnery Sergeant
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    Sep 29 2002
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    "ammo=Mk81" is just what the ammo&#39;s called as I understand it.

    I think your refering to the following;
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    magazines&#91;&#93;= {Mk_82_2, Mk_82_6, Mk_82_12, Mk_82_24, Mk_82_28, MK_81_2, Mk_81_6, MK_81_12, Mk_81_24,MK_81_28, Mk_83_2, Mk_83_3, Mk_83_6, Mk_83_8, Mk_83_10, Mk_83_13, MK_84_1, Mk_84_2, Mk_84_3, Mk_84_4, Mk_84_5};
    [/QUOTE]<span id='postcolor'>

    This seems to be correct.

    Can you think of anything else the might be causing the problem?

    DragoFire

  5. #5
    Gunnery Sergeant
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    Author of the Thread

    Unhappy

    I&#39;ve been receiving posts saying the public beta I released has no weapons, but does display on the weapons display the weapon name with no ammo counter. This the same problem I&#39;ve had on my second weapon payload version.

    Is this a bug with 1.90? As the master model was made before 1.90 with 28 weapon proxies&#33; And everytime I change the proxys the weapons don&#39;t load&#33;

    DragoFire

  6. #6
    Gunnery Sergeant
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    Author of the Thread

    Unhappy

    Anyone got any ideas yet??

    DragoFire

  7. #7
    fheeeew...got in time here..u already got 3 in a row there

    I think andylee054 is right here cause the param ammo tells what ammo that u defined in cfgAmmo is going to be used in that weapon. Since u defined it as MK_81 in the cfgAmmo I suggest you change it to that in the cfgWeapons class and see how it goes.

  8. #8
    Gunnery Sergeant
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    Smile

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soul_Assassin @ Dec. 03 2002,09:07)</td></tr><tr><td id="QUOTE">fheeeew...got in time here..u already got 3 in a row there

    I think andylee054 is right here cause the param ammo tells what ammo that u defined in cfgAmmo is going to be used in that weapon. Since u defined it as MK_81 in the cfgAmmo I suggest you change it to that in the cfgWeapons class and see how it goes.[/QUOTE]<span id='postcolor'>
    Thanks guys&#33;

    That fixed the problem, but how&#39;d the first model still have weapons on my PC?

    DragoFire

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