DragoFire 0 Posted February 2, 2003 I'd like to know how people are making their ECM, ECCM, Missile warning systems work. And I'd like to know how we are controlling the ranges of these addon systems? DragoFire Share this post Link to post Share on other sites
Rastavovich 0 Posted February 2, 2003 ECM and ECCM systems are mostly scriptbased, while the "Missle Warning" uses the eventhandler "Incomingmissile". For range question: They would be all global, but since you cannot lock on objects to far away you will notice the effect only localy (up to 3-5km distance). Share this post Link to post Share on other sites
DragoFire 0 Posted February 3, 2003 Can you supply me with examples? DragoFire Share this post Link to post Share on other sites
AXE 0 Posted February 3, 2003 ok here is how you add an incoming missile warning to an addon through it's .cpp. 1. Put the missile warning sound in the same directory as your mod. Just for an example, the missile warning sound will be called "missilewarn.wav" and the mod directory will be "axeplane1" 2. In the cpp add: class CfgSounds { class missilewarning { name="missilewarning"; sound[]={"\axeplane1\missilewarn.wav",1.00000,1.000000}; titles[]={}; }; }; make sure the cfgsounds section is not in another section, as it is a primary section like cfgammo or cfgvehicles 3. Ok. The sound should work in OFP. Now add this in the cfgvehicles section of the .cpp: class EventHandlers { IncomingMissile = "(_this select 0) say ""missilewarning"""; }; 4. Now just pbo the directory and try it ingame. The sound should play when there is a launched missile targeting you. Share this post Link to post Share on other sites
Rastavovich 0 Posted February 3, 2003 For an ecm example you can look into the dkmm_jammer.sqs from our comanche. Share this post Link to post Share on other sites
DragoFire 0 Posted February 3, 2003 Thanks Guys I'll look into them later today. DragoFire Share this post Link to post Share on other sites