Guided missile (yes, TOW) config for helicopter?
Posted: 2009-03-23 12:17:36
In BIS vehicles there is the HMMWV which has vehicle mounted TOW launcher, where gunner guides the missile into target optically (with gunsights), there is also same as static vehicle.
However I'm now trying to look how to implement this on aircraft vehicle (helicopter), by almost copy pasting the TOW launcher code from BIS config, I cant get the missile to guide, it just fires dead ahead. Although there is one strange thing, I cant guide the 3rd person gunner view, I have to be in the gunsights (V) view to steer the aim point, perhaps this is the problem?
Any ideas why the 3rd person viewpoint is locked dead ahead?
Here are the related config parts.
cfgWeapons:
cfgMagazines:
cfgAmmo:
The VTE_VehicleMagazine and VTE_BaseMissile inheritance is nothing spectacular, I'd be amazed if some value from there would cause a problem.
However just in case, here they are.
VTE_BaseMissile:
VTE_VehicleMagazine:
Anyone got a solution?
However I'm now trying to look how to implement this on aircraft vehicle (helicopter), by almost copy pasting the TOW launcher code from BIS config, I cant get the missile to guide, it just fires dead ahead. Although there is one strange thing, I cant guide the 3rd person gunner view, I have to be in the gunsights (V) view to steer the aim point, perhaps this is the problem?
Any ideas why the 3rd person viewpoint is locked dead ahead?
Here are the related config parts.
cfgWeapons:
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class VTE_ah1towlauncher: MissileLauncher
{
scope = public;
displayName = $STR_VTE_DISPLAYNAME_TOW;
sound[] = {"\ca\Weapons\Data\Sound\Javelin1", 15, 1};
soundFly = {"\ca\Weapons\Data\Sound\rocket_fly1", 10, 0.8};
reloadTime = 1;
magazineReloadTime = 30;
canLock = true;
minRange = 10;
minRangeProbab = 0.10;
midRange = 1400;
midRangeProbab = 0.7;
maxRange = 4000;
maxRangeProbab = 0.001;
aiRateOfFire = 5;
aiRateOfFireDistance = 500;
magazines[] = {"VTE_4Rnd_TOW"};
};
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class VTE_4Rnd_TOW: VTE_VehicleMagazine
{
ammo = "VTE_TOW_Missile";
count = 4;
};
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class VTE_TOW_Missile : VTE_BaseMissile
{
hit = 650;
indirectHit = 20;
indirectHitRange = 2;
model = "\vte_wpn\models\veh\vte_tow_missile.p3d";
cost = 8000;
maxSpeed = 360;
irLock = true;
manualControl = true;
maxControlRange = 8000;
trackOversteer = 1;
trackLead = 1;
initTime = 0;
thrustTime = 2.5;
thrust = 350;
maneuvrability = 5;
};
However just in case, here they are.
VTE_BaseMissile:
Code: Select all
class VTE_BaseMissile : MissileCore
{
manualControl = false;
maneuvrability = 20;
maxSpeed = 500;
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";
};
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class VTE_VehicleMagazine: CA_Magazine
{
type = VSoft;
reloadAction = "";
};