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plane with a guided rocket

Posted: Tue Oct 12, 2010 3:54 pm
by elvan1111
Hi all,

I want to make a Ju88A with a guided Wasserfall-Rocket. The Ju88A have 4 passeneger seats. You can get in the Ju88A without crashing and you can change the passenger place from first to second(PcoId 0 to PcoId 1) and you can also use the Wasserfall-Rocket.
Starting the Wasserfall-Rocket is also possible. But if the time is over for guiding, youre in the wrong passenger place( in the first). You can not use the the PcoId 1(the second), but you can use the other three(it shows that im sitting still in the second place). And during the rocket-guide you can not use some usual commands like c_PIAltFire to destroy the rocket.


The Ju88A file is in Objects/Ju88A, the Wasserfall Rocket file is in Objects/Vehicles/Air/WasserfallRocket, (does this any matter?)
In the weapons.con of the Ju88A i have this code:

Code: Select all

rem *** Ju88A_NoseGunner_Gun ***
ObjectTemplate.create FireArms Ju88A_NoseGunner_Gun
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.setAsynchronyFire 0
ObjectTemplate.aiTemplate WasserFallLauncherWeapon
ObjectTemplate.projectileTemplate WasserfallRocket
ObjectTemplate.projectilePosition 0/0/2
ObjectTemplate.visibleDummyProjectileTemplate WasserfallRocketDummy
ObjectTemplate.setHasMag 1
ObjectTemplate.magSize 1
ObjectTemplate.numOfMag -1
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 20
ObjectTemplate.roundOfFire 10000
ObjectTemplate.autoReload 1
ObjectTemplate.AmmoType	10
ObjectTemplate.velocity 45
ObjectTemplate.fireingForce 30
ObjectTemplate.disableWhenFired 1

ObjectTemplate.create SimpleObject WasserfallRocketDummy
ObjectTemplate.geometry Wasserfall_r_rocket_m1
ObjectTemplate.hasCollisionPhysics 1
In the Objects.con of Ju88A:

Code: Select all

rem **********************************************
rem *            Nose Gunner PCO                 *
rem **********************************************

rem *** Ju88A_NoseGunner_PCO ***
ObjectTemplate.create PlayerControlObject Ju88A_NoseGunner_PCO
ObjectTemplate.setNetworkableInfo Ju88ABodyInfo
ObjectTemplate.aiTemplate B17MG
rem -------------------------------------
ObjectTemplate.addTemplate Ju88A_NoseGunnerSeat
ObjectTemplate.setPosition 0/-0.199/-0.339
ObjectTemplate.addTemplate Ju88A_NoseGunner_WeaponBase
ObjectTemplate.setPosition 0.141/-0.141/0.435
ObjectTemplate.addTemplate Ju88A_Entry
ObjectTemplate.setPosition -0.05/-0.173/-4.8
beginrem
ObjectTemplate.addTemplate Ju88A_NoseGunner_RightFoot
ObjectTemplate.setPosition 0.2/-0.499/0
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.addTemplate Ju88A_NoseGunner_LeftFoot
ObjectTemplate.setPosition -0.2/-0.499/0
ObjectTemplate.setRotation 0/0/0
endrem
rem -------------------------------------
ObjectTemplate.setSoldierExitLocation 1.5/-1.298/-0.338 0/0/0
ObjectTemplate.GUIIndex 31
ObjectTemplate.setVehicleIcon "Vehicle/Junker_Icon.tga"
ObjectTemplate.setVehicleIconPos 85/120
ObjectTemplate.setNumberOfWeaponIcons 1
ObjectTemplate.setPrimaryAmmoIcon "Ammo/Icon_bullet.tga"
ObjectTemplate.setPrimaryAmmoBar ABAmmoBarOnly
ObjectTemplate.setCrossHairType CHTIcon
ObjectTemplate.setVehicleCategory VCLand
ObjectTemplate.setVehicleType  VTBomber
ObjectTemplate.setToolTipType  TTBomber
ObjectTemplate.setMinimapIcon "Minimap/minimap_icon_plane_16x16.tga"

rem *** Ju88A_Turret_Nose ***
ObjectTemplate.create RotationalBundle Ju88A_NoseGunner_WeaponBase
ObjectTemplate.setNetworkableInfo Ju88ANoseTurretInfo
ObjectTemplate.setAttachToListener 1
ObjectTemplate.loadSoundScript Sounds/NoseGun.ssc
rem -------------------------------------
ObjectTemplate.addTemplate Ju88A_NoseGunner_Camera
ObjectTemplate.setPosition 0/0.20/-0.259

ObjectTemplate.addTemplate Ju88A_NoseGunner_Gun
ObjectTemplate.setPosition 0/-0.102/-0.305
rem ObjectTemplate.setPosition 0/-0.158/-0.306

rem -------------------------------------
ObjectTemplate.setMinRotation -50/-30/0
ObjectTemplate.setMaxRotation 50/30/0
ObjectTemplate.setMaxSpeed 80/80/0
ObjectTemplate.setAcceleration 5000/5000/0
ObjectTemplate.setInputToYaw c_PIMouseLookX
ObjectTemplate.setInputToPitch c_PIMouseLookY

rem *** Ju88A_NoseGunnerSeat ***
ObjectTemplate.create SeatObject Ju88A_NoseGunnerSeat
ObjectTemplate.seatFlags c_SeatShowHalfBodySoldier
ObjectTemplate.seatFlags c_SeatIsOutside

rem *** Ju88A_NoseGunner_Camera ***
ObjectTemplate.create Camera Ju88A_NoseGunner_Camera
ObjectTemplate.setPivotPosition 0/0.25/0.2
ObjectTemplate.setMaxSpeed 0/0/0
ObjectTemplate.setAcceleration 0/0/0
ObjectTemplate.CVMChase 0
ObjectTemplate.CVMFrontChase 0
ObjectTemplate.CVMFlyBy 1
ObjectTemplate.CVMTrace 0
ObjectTemplate.CVMExternTrace 0


beginrem
ObjectTemplate.create AnimatedBundle Ju88A_NoseGunner_RightFoot
ObjectTemplate.addSkeletonIK Bip01_R_Foot 0/0/0 0/0/0

ObjectTemplate.create AnimatedBundle Ju88A_NoseGunner_LeftFoot
ObjectTemplate.addSkeletonIK Bip01_L_Foot 0/0/0 0/0/0
endrem
Thank you for any ideas and helping!

Best regards,

elvan1111

Re: plane with a guided rocket

Posted: Tue Oct 12, 2010 4:34 pm
by Apache Thunder
Using a guided rocket on aircraft is generally not recommended as it's bugged when used on something other then the driver seat and when used on a plane for example, severe network lag results from doing it.

Re: plane with a guided rocket

Posted: Thu Oct 21, 2010 2:42 pm
by Phalanx
This has been attempted some times previously in DC using a Tomcat with the 2nd crewmember firing a guided missile.
From what I've understood, this has never worked (including for me). you always end up in the pilot seat after the missile is destroyed.

The only example I can think of which this method is working is from one of AH64's in DC Extended.

Re: plane with a guided rocket

Posted: Sun Oct 24, 2010 12:27 am
by Dennis|8749236
did u mean this one???

Code: Select all

rem *** HellfireRack ***
ObjectTemplate.create FireArms DCX_AH64HellfireRack
ObjectTemplate.setNetworkableInfo DCX_PlaneFireArmInfo
ObjectTemplate.loadSoundScript ../../../Common/Sounds/Missile_Fire.ssc
ObjectTemplate.setAsynchronyFire 1
rem ObjectTemplate.aiTemplate DCX_AH64Hellfire
rem ObjectTemplate.projectileTemplate HellfireRocket
ObjectTemplate.projectileTemplate DCX_GuidedHellfire
ObjectTemplate.projectilePosition 0/-3/6
ObjectTemplate.visibleDummyProjectileTemplate DCX_AH64HellfireDummy
ObjectTemplate.magSize 8
ObjectTemplate.numOfMag 2
ObjectTemplate.velocity 524
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 10
ObjectTemplate.roundOfFire 2
ObjectTemplate.fireingForce 10
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.AmmoType	8


ObjectTemplate.addFireArmsPosition -2.18/-1.45/2.2 0.5/0/0
ObjectTemplate.addFireArmsPosition 2.18/-1.45/2.2 -0.5/0/0
ObjectTemplate.addFireArmsPosition -2.18/-1.09/2.2 0.5/0/0
ObjectTemplate.addFireArmsPosition 2.18/-1.09/2.2 -0.5/0/0


ObjectTemplate.addFireArmsPosition -2.53/-1.45/2.2 0.5/0/0
ObjectTemplate.addFireArmsPosition 2.53/-1.45/2.2 -0.5/0/0
ObjectTemplate.addFireArmsPosition -2.53/-1.09/2.2 0.5/0/0
ObjectTemplate.addFireArmsPosition 2.53/-1.09/2.2 -0.5/0/0

Re: plane with a guided rocket

Posted: Sun Oct 24, 2010 1:11 am
by Phalanx
Yeah that's the one.
My point is, you somehow don't end up in the pilot seat after firing that guided hellfire. guided tomahawk works too.

Re: plane with a guided rocket

Posted: Sun Oct 24, 2010 1:39 am
by Dennis|8749236
put copilot's PCO at first...
like you make the Copilot's PCO at start, then add the Driver's PCO,and Copilot's PCO is moveable but no engine something... and Driver PCO have engine....blah blah blah...

Re: plane with a guided rocket

Posted: Sun Oct 24, 2010 1:42 am
by Dennis|8749236
by the way i need to tell you that Weapon is on Pilot Seat not Copilot Seat...