Hi

Im currently doing the missile systems for my Comanche Helicopter. It carry two types of rockets, Stingers and hellfires. I have made both rockets in p3d file "BRSSEB_AIM_92.p3d" (stinger) and "BRSSEB_HELLFIRE.p3d".

I made a stupid test model (the model is called GHOST and is in the folder GHOST) and wantet to test out the rockets. First out was the stingers, placed 6 or them and they all worked fine. then for the hellfires; I made another pair of stub wings above the two I already had and placed total 16 (and of course changed the selection names before compiling, like I did with the stingers).

BUT, when I started now, the upper 16 hellfires all looked like the Stinger models! They acted like hellfires, they WERE all hellfires except for the model file being wrong. But I have the right paths for the "BRSSEB_HELLFIRE.p3d" file in the configfile, so I dont understand anything! Look here:


http://www.geocities.com/brsseb/stuf...s_too_much.jpg

Ok, so its the configfile then I guess. Here are the important parts:

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

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


TrustTime=100;
hit=100; indirectHit=80; indirectHitRange=3;

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 (?)

manualControl=false;
model="\ghost\BRSSEB_AIM_92.p3d";
proxyShape="\ghost\BRSSEB_AIM_92.p3d";

};


class Hellfire: AT3{};

// Hellfire Missile
class BRSSEB_HELLFIRE: Hellfire
{
model="\ghost\BRSSEB_HELLFIRE.p3d";
proxyShape="\ghost\BRSSEB_HELLFIRE.p3d";

// Standards
hit=900;indirectHit=600;indirectHitRange=2.5;
minRange=50;minRangeProbab=0.50;
midRange=300;midRangeProbab=0.95;
maxRange=1500;maxRangeProbab=0.50;
maxSpeed=350;
soundHit[]={Explosions\explosion_at3,db40,1};
cost=20000;
irLock=true;
laserLock=true;
manualControl=false;
maxControlRange=100000; // unlimited control (active weapon)
maneuvrability=20.0;
initTime=0.15;
thrustTime=5.5;
thrust=1200;
};



};



// 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_Launcher: MaverickLauncher
{
// Things Im sure of
ammo="BRSSEB_AIM_92";
displayName="AIM-92 Stinger";
displayNameMagazine="BRSSEB_AIM_92";
shortNameMagazine="BRSSEB_AIM_92";
magazine="BRSSEB_AIM_92";
count=6; // Number of rockets in magazine

canLock=2; // 0 = no, 1 = "cadet" ??, 2 is yes
reloadSound[]={Weapons\at_load,db-50,1};
sound[]={Weapons\missile,db-50,1};

// ? -stuff
initSpeed=15;
aiRateOfFire=12.000; // Delay between shots at a given distance
aiRateOfFireDistance=2500; // At shorter distance delay goes lineary to zero


};

// Hellfire Rocket Launcher
class BRSSEB_HELLFIRE_Launcher: HellfireLauncher
{
// Things Im sure of
ammo="BRSSEB_HELLFIRE";
displayName="Hellfire Rockets";
displayNameMagazine="BRSSEB_HELLFIRE";
shortNameMagazine="BRSSEB_HELLFIRE";
magazine="BRSSEB_HELLFIRE";
count=16; // Number of rockets in magazine

canLock=2; // 0 = no, 1 = "cadet" ??, 2 is yes
reloadSound[]={Weapons\missload,db-70,1};
sound[]={Weapons\TOW,db-30,1};

reloadTime=0.5;
initSpeed=0;
aiRateOfFire=13.000; // 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 ProxyBRSSEB_HELLFIRE: ProxyWeapon
{
model="\ghost\BRSSEB_HELLFIRE.p3d"; simulation="maverickweapon";
};

};


And, of couse, the weapon adding in the vehicle is:

// Weapons and ammo
weapons[] = {BRSSEB_AIM_92_Launcher, BRSSEB_HELLFIRE_Launcher};
magazines[] = {BRSSEB_AIM_92_Launcher, BRSSEB_HELLFIRE_Launcher};

Sooo, anyone got an idea? The configfile looks perfect to me, but it has to be the one thats wrong. Help, please!

brsseb