sounds if the TOW (or gunner weapon) have/has some rockets stuff inherited... can you switch them to hellfire? also simulation = "something" is quite often a culprit. overwrite with "maverickWeapon", "shotMissile" or so... depends on where the trouble is. ammo could be a problem...
I mean it sounds like, when you switch to gun/hellfire everything is fine, but when you switch the weapon to TOW its like when switching to FFAR? Did i understand correctly? If so it sounds like the turret or gunnerposition or weapon has some FFAR connection, which is obviously not what you want.
EDIT: (i think this is the trouble)
Try simulation=shotMissile inside CfgAmmo for your baseClass and if not working try to inherit from Hellfire instead of MissileCore... if you look into CA then you will see all Base/Core classes contain VERY little config stuff... and your posted example doesnt contains that much more either, so try this...
Code: Select all
class VTE_BaseMissile : MissileCore
{
manualControl = false;
maneuvrability = 20;
maxSpeed = 500;
simulation = "shotMissile";
simulationStep = 0.01;
sideAirFriction = 0.2;
maxControlRange = 4000;
soundHit[] = {"\vte_sounds\weapons\shellimpact3.wss", 45, 1};
soundFly[] = {"\ca\Weapons\Data\Sound\rocket_fly1", 0.1, 1.5};
soundEngine[] = {"\ca\Weapons\Data\Sound\noise", 0.00316228, 1};
CraterEffects = "MissileCrater";
explosionEffects = "ExplosionEffects";
};
---------
EDIT2:
Ok, i searched the CA and other ArmA places for TOW stuff, this is how they did it for the HMMWV and stryker
This is ArmA TOW Ammo:
Code: Select all
class M_TOW_AT : MissileBase {
model = "\ca\weapons\tow";
hit = 650;
indirectHit = 20;
indirectHitRange = 2;
cost = 8000;
maxSpeed = 360;
irLock = true;
manualControl = true;
maxControlRange = 8000;
trackOversteer = 1;
trackLead = 1;
initTime = 0;
thrustTime = 2.5;
thrust = 350;
maneuvrability = 20.0;
};
from ArmA CfgNonAIVehicles
Code: Select all
class ProxyHMMWVTOWLauncher : ProxyWeapon {
model = "\ca\Weapons\TOWnew";
simulation = "maverickweapon";
};
ArmA CfgMagazines
Code: Select all
class 6Rnd_TOW_HMMWV : VehicleMagazine {
scope = public;
displayName = $STR_DN_TOW;
ammo = M_TOW_AT;
initSpeed = 8;
count = 6;
maxLeadSpeed = 10;
};
class 2Rnd_TOW : 6Rnd_TOW_HMMWV {
count = 2;
};
ArmA CfgWeapons
Code: Select all
class TOWLauncher : MissileLauncher {
displayName = $STR_DN_TOW;
minRange = 10;
minRangeProbab = 0.1;
midRange = 1400;
midRangeProbab = 0.7;
maxRange = 4000;
maxRangeProbab = 0.001;
sound[] = {"\ca\Weapons\Data\Sound\Javelin1", 31.6228, 1};
soundFly[] = {"\ca\Weapons\Data\Sound\rocket_fly1", 25.1189, 0.8};
reloadTime = 1;
canLock = LockCadet;
magazineReloadTime = 30;
magazines[] = {"2Rnd_TOW"};
aiRateOfFire = 5.0;
aiRateOfFireDistance = 500;
};
class TOWLauncherSingle : TOWLauncher {
reloadTime = 8;
magazines[] = {"6Rnd_TOW_HMMWV"};
};
for the last two the interesting would be weapons[] inside turrets , i think
CfgVehicles
Code: Select all
class HMMWVTOW : HMMWV50 {
displayName = $STR_DN_HMMWVTOW;
model = "\ca\Wheeled\HMMWVTOW";
picture = "\Ca\wheeled\data\ico\HMMWVTOW_CA.paa";
Icon = "\Ca\wheeled\data\map_ico\icomap_hmwvTOW_CA.paa";
mapSize = 8;
transportAmmo = 0;
gunnerHasFlares = true;
cost = 150000;
commanderCanSee = 31;
gunnerCanSee = 31;
class Turrets : Turrets {
class MainTurret : MainTurret {
minElev = -10;
maxElev = 20;
weapons[] = {"TOWLauncherSingle"};
magazines[] = {"6Rnd_TOW_HMMWV"};
soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-75, 1.0};
gunnerAction = "HMMWV_Gunner03";
gunnerOpticsModel = "\ca\weapons\optika_TOW";
castGunnerShadow = true;
class ViewOptics {
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.42;
minFov = 0.22;
maxFov = 0.64;
};
};
};
dammageHalf[] = {"\ca\wheeled\data\HMMWV_glass_CA.paa", "\ca\wheeled\data\HMMWV_glassbr1_CA.paa", "\ca\wheeled\data\HMMWV_glass_CA.paa", "\ca\wheeled\data\HMMWV_glassbr1_CA.paa"};
dammageFull[] = {"\ca\wheeled\data\HMMWV_glass_CA.paa", "\ca\wheeled\data\HMMWV_glassbr2_CA.paa", "\ca\wheeled\data\HMMWV_glass_CA.paa", "\ca\wheeled\data\HMMWV_glassbr2_CA.paa"};
class Damage {
tex[] = {};
mat[] = {"ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat", "ca\weapons\data\tow.rvmat", "ca\weapons\data\tow.rvmat", "ca\weapons\data\tow_destruct.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat"};
};
threat[] = {0.9, 0.7, 0.3};
};
for the TOW stryker its like (removed other stuff, just the turrets:
Code: Select all
class Turrets : Turrets {
class MainTurret : MainTurret {
weapons[] = {"TOWLauncher"};
magazines[] = {"2Rnd_TOW", "2Rnd_TOW", "2Rnd_TOW", "2Rnd_TOW", "2Rnd_TOW"};
gunnerOpticsModel = "\ca\weapons\optika_TOW";
};
};