OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: penguinman on 07 Feb 2005, 06:18:09
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hello,
here is the config for DSL's A-10 thunderbolt,
the item of focus is the Gua8 gun
how do i make it so the Gua8 does not fire rounds that explode. I just want it to fire regular rounds like those coming out of an M-16, or an AK-47.
secondly: how do i make the Gua8 higher dispersal
thanks in advance
[code]#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
class DSL_a10
{
units[] = {DSL_a10, DSL_a10g, DSL_a10mk, DSL_a10mkg, DSL_a10gbu, DSL_a10gbug};
requiredVersion = 1.90;
};
};
class CfgModels
{
class Default{};
class Weapon: Default{};
class Vehicle: Default{};
class DSL_a10_mesh: Vehicle
{
sectionsInherit = "Vehicle";
sections[] =
{
"n1", "n2", "n3",
"bas_tailflash_l", "bas_tailflash_r", "bas_taillogo_l", "bas_taillogo_r", "bas_tailnum_l", "bas_tailnum_r", "bas_usaf_l", "bas_usaf_r",
"_aimA", "_aimB",
"_mavA", "_mavB", "_mavC", "_mavD", "_mavE", "_mavF",
"_mk82A", "_mk82B", "_mk82C", "_mk82D",
"zasleh", "vrtule staticka", "vrtule blur"
};
};
class DSL_a10_mesh_g: DSL_a10_mesh{};
class DSL_a10_mesh_mk: Vehicle
{
sectionsInherit = "Vehicle";
sections[] =
{
"n1", "n2", "n3",
"bas_tailflash_l", "bas_tailflash_r", "bas_taillogo_l", "bas_taillogo_r", "bas_tailnum_l", "bas_tailnum_r", "bas_usaf_l", "bas_usaf_r",
"_aimA", "_aimB",
"_mk82A", "_mk82B", "_mk82C", "_mk82D", "_mk82E", "_mk82F", "_mk82G", "_mk82H", "_mk82I", "_mk82J", "_mk82K", "_mk82L",
"zasleh", "vrtule staticka", "vrtule blur"
};
};
class DSL_a10_mesh_mk_g: DSL_a10_mesh_mk{};
class DSL_a10_mesh_gbu: Vehicle
{
sectionsInherit = "Vehicle";
sections[] =
{
"n1", "n2", "n3",
"bas_tailflash_l", "bas_tailflash_r", "bas_taillogo_l", "bas_taillogo_r", "bas_tailnum_l", "bas_tailnum_r", "bas_usaf_l", "bas_usaf_r",
"_aimA", "_aimB",
"_mavA", "_mavB",
"_gbuA", "_gbuB", "_gbuC", "_gbuD",
"zasleh", "vrtule staticka", "vrtule blur"
};
};
class DSL_a10_mesh_gbu_g: DSL_a10_mesh_gbu{};
};
class CfgSounds
{
class DSLFlareLaunch
{
sound[]={"\dsl_a10\sound\flare.ogg",db+30,1};
name = "DSLFlareLaunch";
titles[] = {};
};
class cansound
{
sound[]={"\DSL_a10\sound\Canopy.wav",db-10,1};
name = "cansound";
titles[] = {};
};
class Gear
{
sound[]={"\DSL_a10\sound\Gear.wav",db-10,1};
name = "Gear";
titles[] = {};
};
class DSLEjectSound
{
sound[]={"\dsl_a10\sound\Eject",db+20,1.0};
name = "DSLEjectSound";
titles[] = {};
};
class LEF
{
sound[]={"\DSL_a10\sound\LeftEngineFire.wav",db-10,1};
name = "LEF";
titles[] = {};
};
class REF
{
sound[]={"\DSL_a10\sound\RightEngineFire.wav",db-10,1};
name = "REF";
titles[] = {};
};
};
class CfgRadio
{
class DSLIncomingPips
{
sound[]={"\DSL_a10\sound\incoming.ogg",db+20,1};
name = "DSLIncomingPips";
title = "";
};
};
class CfgAmmo
{
class default {};
class LaserGuidedBomb: Default{};
class BulletSingle: default {};
class ExplosiveBullet: BulletSingle {};
class Bullet30: ExplosiveBullet {};
class DSL_Bullet_Gau8: Bullet30
{
explosive=1;
hit=300;indirectHit=150;indirectHitRange=2.5;
minRange=100;
minRangeProbab=0.50;
midRange=600;
midRangeProbab=0.90;
maxRange=1200;
maxRangeProbab=0.05;
tracerColor[]={0.8,0.5,0.1,0.75};
tracerColorR[]={0.8,0.5,0.1,0.75};
};
class AT3: Default{};
class Hellfire: AT3{};
class Maverick: Hellfire{};
class DSL_AGM65B: Maverick
{
hit=1900;indirectHit=1600;indirectHitRange=3;
maneuvrability=10;
thrust=325;
thrusttime=15;
maxspeed=425;
model = "\DSL_a10\weap\AGM65B.p3d";
};
class AA: Default {};
class DSL_AIM9M: AA
{
hit=200;indirectHit=120;indirectHitRange=10;
maneuvrability=40;
airLock=true;
initTime=0.5;
maxleadspeed=4000;
ThrustTime=15;
maxControlRange=2000;
thrust=550;
maxSpeed=800;
model = "\DSL_a10\weap\Aim9M.p3d";
};
class DSL_MK82: Default
{
hit=2000; indirectHit=700; indirectHitRange=11;
minRange=100;minRangeProbab=0.70;
midRange=400;midRangeProbab=0.80;
maxRange=1500;maxRangeProbab=0.10;
model="\DSL_a10\weap\MK82.p3d";
soundHit[]={\LaserGuided\expl2,db40,1};
soundFly[]={"objects\noise",0.01,1};
cost=3000;
irLock=1;
laserLock=0;
initTime=0.10;
thrustTime=0;
thrust=0;
maxSpeed=200;
maxControlRange=100000;
maneuvrability=20;
sideAirFriction=0.2;
simulation=shotMissile;
};
class DSL_a10_GBUBomb : LaserGuidedBomb
{
hit=4000;indirectHit=2500;indirectHitRange=15;
minRange=50;minRangeProbab=0.50;
midRange=300;midRangeProbab=0.95;
maxRange=2500;maxRangeProbab=0.50;
soundHit[]={\LaserGuided\expl2,db40,1};
cost=20000;
model = \DSL_a10\weap\gbu12;
irLock=false;
laserLock=true;
maxControlRange=100000;
maneuvrability=20.0;
sideAirFriction=0.1;
simulation=shotMissile;
maxSpeed=100;
initTime=0;
thrustTime=0;
thrust=0;
};
class Zuni: Hellfire {};
class DSL_Zuni: Zuni
{
hit=700;indirectHit=450;indirectHitRange=7;
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class MachineGun7_6: MGun {};
class MachineGun30: MachineGun7_6 {};
class DSL_GAU8: MachineGun30
{
ammo ="DSL_Bullet_Gau8";
displayName="GAU 8/A Avenger";
displayNameMagazine="GAU 8/A";
shortNameMagazine="GAU 8/A";
autoFire=1;
cursor="\DSL_a10\sam.paa";
sound[]={"\DSL_a10\sound\GAU8loop.wav",20,1};
soundcontinuous=1;
count=1350;
maxLeadSpeed=400;
multiplier =5;
burst=5;
reloadTime = 0.05;
dispersion = 0.014;
initSpeed=1500;
};
class LAWLauncher: Default{};
class CarlGustavLauncher: LAWLauncher{};
class AT3Launcher: CarlGustavLauncher{};
class HellfireLauncher: AT3Launcher{};
class MaverickLauncher: Hellfirelauncher {};
class DSL_AGM65Launcher6: MaverickLauncher
{
displayname="AGM-65B Maverick";
displaynameMagazine="AGM-65B";
cursor="\DSL_a10\sam.paa";
shortNameMagazine="AGM-65B";
ammo=DSL_AGM65B;
count=6;
reloadTime=2;
sound[]={"\DSL_a10\sound\MaverickLaunch",3,1};
};
class DSL_AGM65Launcher2: MaverickLauncher
{
displayname="AGM-65B Maverick";
displaynameMagazine="AGM-65B";
cursor="\DSL_a10\sam.paa";
shortNameMagazine="AGM-65B";
ammo=DSL_AGM65B;
count=2;
reloadTime=2;
sound[]={"\DSL_a10\sound\MaverickLaunch",3,1};
};
class DSL_AIM9Launcher2: MaverickLauncher
{
ammo=DSL_AIM9M;
displayName="AIM-9M Sidewinder";
displayNameMagazine="Sidewinder";
cursor="\DSL_a10\sam.paa";
shortNameMagazine="AIM-9M";
count=2;
initspeed=400;
reloadTime=2.0;
canLock=2;
sound[]={"\DSL_a10\sound\aim9_fire.ogg",1,1};
aiRateOfFire=10.0;
aiRateOfFireDistance=3000;
};
class DSL_MK82Launcher: HellfireLauncher
{
ammo=DSL_MK82;
displayName="Mk-82 Low-Drag";
displayNameMagazine="Mk82";
cursor="\DSL_a10\sam.paa";
shortNameMagazine="Mk82";
count=4;
reloadTime=0.05;
sound[]={"\DSL_a10\sound\bombrelease.wav",12.0,1.0};
initSpeed=0;
canLock=2;
aiRateOfFire=6.0;
aiRateOfFireDistance=3500;
};
class DSL_MK82Launcher12: HellfireLauncher
{
ammo=DSL_MK82;
displayName="Mk-82 Low-Drag";
displayNameMagazine="Mk82";
cursor="\DSL_a10\sam.paa";
shortNameMagazine="Mk82";
count=12;
reloadTime=0.05;
sound[]={"\DSL_a10\sound\bombrelease.wav",12.0,1.0};
initSpeed=0;
canLock=2;
aiRateOfFire=6.0;
aiRateOfFireDistance=3500;
};
class DSL_GBU12: HellfireLauncher
{
ammo=DSL_a10_GBUBomb;
displayName="GBU-12 Paveway II";
displayNameMagazine="GBU-12";
shortNameMagazine="GBU-12";
sound[]={"\DSL_a10\sound\bombrelease.wav",1,1};
count=4;
initspeed=10;
reloadTime =2;
aiRateOfFire=6.0;
aiRateOfFireDistance=2500;
maxLeadSpeed=3500;
};
class ZuniLauncher38: AT3Launcher {};
class DSL_ZuniLauncher: ZuniLauncher38
{
ammo="DSL_Zuni";
displayName="Hydra-70 HE";
displayNameMagazine="Hydra-70";
cursor="\DSL_a10\sam.paa";
shortNameMagazine="Hydra-70";
sound[]={"\DSL_a10\sound\HydraLaunch",3,1};
count=14;
};
};
class DSL_A10GunSmoke
{
cloudletDuration = 0.7;
cloudletAnimPeriod = 1.0;
cloudletSize = 5.0;
cloudletAlpha = 0.65;
cloudletGrowUp = .5;
cloudletFadeIn = .2;
cloudletFadeOut = 2;
cloudletAccY = 0;
cloudletMinYSpeed = -1000;
cloudletMaxYSpeed = 1000;
cloudletShape = "cl_basic";
cloudletColor[] = {1, 1, 1, 0};
interval = 0.02;
size = 4;
sourceSize = 0.05;
timeToLive = 1.6;
initT = 0;
deltaT = 0;
class Table
{
class T0 {maxT = 0; color[] = {1, 1, 1, 0};}
}
};
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land : AllVehicles {};
class LandVehicle: Land {};
class Car : LandVehicle {};
class DSL_AcesSeat: Car
{
scope =protected;model =\dsl_a10\dsl_aces_mesh;
displayName="AcesII Ejection Seat";
threat[]={0,0,0};irTarget=0;cost=25;
driverAction = ManActA10Pilot;weapons[]={};magazines[]={};
maxSpeed=280;soundEngine[]={"",1,1};
};
class Air: AllVehicles{};
class Plane: Air{};
class DSL_a10: Plane
{
vehicleClass = "DSL - Aircraft";
scope=public;
crew=SoldierWPilot;
access=2;
picture = "\DSL_a10\picgreen.paa";
maxSpeed=1100;
brakeDistance=450;
landingspeed =190;
flapsFrictionCoef = 0.14;
gearRetracting = true;
side=TWest;
displayName="A-10A (Green)";
driverAction=ManActA10Pilot;
armor=120;
accuracy=0.80;
fuelCapacity=100;
model="\DSL_a10\dsl_a10_mesh";
soundEngine[]={"\DSL_a10\sound\a10engine3.wav",4,1};
soundEnviron[]={"\DSL_a10\sound\A10air",db-10,1};
soundLandCrash[]={"\DSL_a10\sound\LandingEnd.wav",db+60,1};
soundGear[]={"",db-75,1};
insideSoundCoef = 0.01;
cost=20000000;
type=VAir;
threat[]={0.600000,1,0.900000};
noseDownCoef = 1;
elevatorSensitivity = 1.4;
aileronSensitivity = 1.1;
wheelSteeringSensitivity = 1.3;
class ViewPilot
{
initFov=0.8; minFov=0.6; maxFov=1.0;
initAngleX=15; minAngleX=-15; maxAngleX=+25;
initAngleY=0; minAngleY=-100; maxAngleY=+100;
};
class GunFire: DSL_A10GunSmoke{};
class GunClouds: DSL_A10GunSmoke{};
class MGunFire: DSL_A10GunSmoke{};
class MGunClouds: DSL_A10GunSmoke{};
weapons[]={"DSL_GAU8", "DSL_AGM65Launcher6", "DSL_ZuniLauncher", "DSL_AIM9Launcher2", "DSL_MK82Launcher"};
magazines[]={"DSL_GAU8", "DSL_AGM65Launcher6", "DSL_ZuniLauncher", "DSL_AIM9Launcher2", "DSL_MK82Launcher"};
class ReloadAnimations
{
class DSL_GAU8
{
weapon = DSL_GAU8;
angle0 = 0;
angle1 = "-2 * 3.141592654";
multiplier = 5000;
type = rotation;
animPeriod = 1;
selection = gau8a;
begin = "usti hlavne";
end = "konec hlavne";
};
};
class Reflectors
{
class Reflector
{
color[]={0.0,0.0,0.0,0.0};
ambient[]={0.0,0.0,0.0,0.0};
position=;
direction=;
hitpoint=;
selection="L svetlo";
size=0.0;
brightness=0.0;
};
};
hiddenSelections[]={"n1", "n2", "n3", "bas_tailflash_l", "bas_tailflash_r", "bas_taillogo_l", "bas_taillogo_r", "bas_tailnum_l", "bas_tailnum_r", "bas_usaf_l", "bas_usaf_r", "_aimA", "_aimB", "_mavA", "_mavB", "_mavC", "_mavD", "_mavE", "_mavF", "_mk82A", "_mk82B", "_mk82C", "_mk82D"};
animated = 1;
class Animations
{
class LeftGear
{
type ="rotation";
animPeriod =2;
selection ="left wheel";
axis ="axis left wheel";
angle0 =0;
angle1 =1.43;
};
class LeftGearDoor
{
type ="rotation";
animPeriod =2;
selection ="left flap1";
axis ="axis left flap1";
angle0 =0;
angle1 =1.560;
};
class RightGear
{
type ="rotation";
animPeriod =1.9;
selection ="right wheel";
axis ="axis right wheel";
angle0 =0;
angle1 =-1.43;
};
class RightGearDoor
{
type ="rotation";
animPeriod =1.9;
selection ="right flap1";
axis ="axis right flap1";
angle0 =0;
angle1 =-1.560;
};
class NoseGear
{
type ="rotation";
animPeriod =2.3;
selection ="nose wheel";
axis ="axis nose wheel";
angle0 =0;
angle1 =1.5;
};
class NoseGearDoor
{
type ="rotation";
animPeriod =2;
selection ="nose door2";
axis ="axis nose door2";
angle0 =0;
angle1 =1.477;
};
class NoseGearDoor2
{
type ="rotation";
animPeriod =2.3;
selection ="nose door";
axis ="axis nose door";
angle0 =0;
angle1 =1.40;
};
class CanGear
{
type ="rotation";
animPeriod =2;
selection ="can_gear";
axis ="axis can_gear";
angle0 =0;
angle1 =0.61086;
};
class GearW
{
type = "rotation";
animperiod = .01;
selection = "gearw";
axis = "axis gearw";
angle0=0;
angle1= -3.141581;
};
class Canopy
{
type="rotation";
animPeriod=3.6;
selection="canopy";
axis="axis canopy";
angle0=0;
angle1=-0.50;
};
};
class UserActions
{
class CloseCanopy
{
displayName="Close Canopy";
position="Control";
radius=2;
condition="this animationPhase ""Canopy"" >0.5 and speed this <45 and player in this";
statement="this animate [""Canopy"",0]; [this] exec ""\DSL_a10\scripts\cs.sqs"" ";
};
class OpenCanopy
{
displayName="Open Canopy";
position="Control";
radius=2;
condition="this animationPhase ""canopy"" <0.5 and speed this <40 and player in this";
statement="this animate [""Canopy"",1]; [this] exec ""\DSl_a10\scripts\cs.sqs"" ";
};
};
class EventHandlers
{
init = "[(_this Select 0)] exec ""\DSL_a10\scripts\num.sqs""; [_this select 0] exec ""\DSL_a10\scripts\checkgear.sqs""; [_this select 0, {wa}] exec ""\DSL_a10\scripts\set_markings.sqs""; [_this select 0] exec ""\dsl_a10\scripts\drawmissiles.sqs""; _this select 0 animate [""NoseGearDoor2"", 1]; [_this select 0] exec ""\dsl_a10\scripts\enginefire.sqs""; [_this select 0] exec ""\dsl_a10\scripts\enginefiresound.sqs"";";
gear="if (_this Select 1) then {[_this select 0] exec""\DSL_a10\scripts\geardown.sqs""} else {[_this select 0] exec ""\DSL_a10\scripts\gearup.sqs""}";
fired="[_this] exec ""\DSL_a10\scripts\firemissiles.sqs""; [_this] exec ""\DSL_A10\scripts\gun_brake.sqs""; ";
incomingMissile = " if ((_this select 0)==(_this select 0)) then {[_this] exec ""\DSL_a10\scripts\autoflares.sqs""; [_this] exec ""\DSL_a10\scripts\spoofmissile.sqs""}";
getout = "[_this] exec ""\DSL_a10\scripts\eject.sqs""";
};
};
class DSL_a10g: DSL_a10
{
displayName = "A-10A (Grey)";
model = "\DSL_a10\DSL_a10_mesh_g";
picture = "\DSL_a10\picgrey.paa";
};
class DSL_a10mk: Plane
{
vehicleClass = "DSL - Aircraft";
scope=public;
crew=SoldierWPilot;
access=2;
picture = "\DSL_a10\picgreen.paa";
maxSpeed=1100;
brakeDistance=450;
landingspeed =190;
flapsFrictionCoef = 0.14;
gearRetracting = true;
side=TWest;
displayName="A-10A MK82 (Green)";
driverAction=ManActA10Pilot;
armor=120;
accuracy=0.80;
fuelCapacity=100;
model="\DSL_a10\dsl_a10_mesh_mk";
soundEngine[]={"\DSL_a10\sound\a10engine3.wav",4,1};
soundEnviron[]={"\DSL_a10\sound\A10air",db-10,1};
soundLandCrash[]={"\DSL_a10\sound\LandingEnd.wav",db+60,1};
soundGear[]={"",db-75,1};
insideSoundCoef = 0.01;
cost=20000000;
type=VAir;
threat[]={0.600000,1,0.900000};
noseDownCoef = 1;
elevatorSensitivity = 1.4;
aileronSensitivity = 1.1;
wheelSteeringSensitivity = 1.3;
class ViewPilot
{
initFov=0.8; minFov=0.6; maxFov=1.0;
initAngleX=15; minAngleX=-15; maxAngleX=+25;
initAngleY=0; minAngleY=-100; maxAngleY=+100;
};
class GunFire: DSL_A10GunSmoke{};
class GunClouds: DSL_A10GunSmoke{};
class MGunFire: DSL_A10GunSmoke{};
class MGunClouds: DSL_A10GunSmoke{};
weapons[]={"DSL_GAU8", "DSL_MK82Launcher12", "DSL_AIM9Launcher2"};
magazines[]={"DSL_GAU8", "DSL_MK82Launcher12", "DSL_AIM9Launcher2"};
class ReloadAnimations
{
class DSL_GAU8
{
weapon = DSL_GAU8;
angle0 = 0;
angle1 = "-2 * 3.141592654";
multiplier = 5000;
type = rotation;
animPeriod = 1;
selection = gau8a;
begin = "usti hlavne";
end = "konec hlavne";
};
};
class Reflectors
{
class Reflector
{
color[]={0.0,0.0,0.0,0.0};
ambient[]={0.0,0.0,0.0,0.0};
position=;
direction=;
hitpoint=;
selection="L svetlo";
size=0.0;
brightness=0.0;
};
};
hiddenSelections[]={"n1", "n2", "n3", "bas_tailflash_l", "bas_tailflash_r", "bas_taillogo_l", "bas_taillogo_r", "bas_tailnum_l", "bas_tailnum_r", "bas_usaf_l", "bas_usaf_r", "_aimA", "_aimB", "_mk82A", "_mk82B", "_mk82C", "_mk82D", "_mk82E", "_mk82F", "_mk82G", "_mk82H", "_mk82I", "_mk82J", "_mk82K", "_mk82L"};
animated = 1;
class Animations
{
class LeftGear
{
type ="rotation";
animPeriod =2;
selection ="left wheel";
axis ="axis left wheel";
angle0 =0;
angle1 =1.43;
};
class LeftGearDoor
{
type ="rotation";
animPeriod =2;
selection ="left flap1";
axis ="axis left flap1";
angle0 =0;
angle1 =1.560;
};
class RightGear
{
type ="rotation";
animPeriod =1.9;
selection ="right wheel";
axis ="axis right wheel";
angle0 =0;
angle1 =-1.43;
};
class RightGearDoor
{
type ="rotation";
animPeriod =1.9;
selection ="right flap1";
axis ="axis right flap1";
angle0 =0;
angle1 =-1.560;
};
class NoseGear
{
type ="rotation";
animPeriod =2.3;
selection ="nose wheel";
axis ="axis nose wheel";
angle0 =0;
angle1 =1.5;
};
class NoseGearDoor
{
type ="rotation";
animPeriod =2;
selection ="nose door2";
axis ="axis nose door2";
angle0 =0;
angle1 =1.477;
};
class NoseGearDoor2
{
type ="rotation";
animPeriod =2.3;
selection ="nose door";
axis ="axis nose door";
angle0 =0;
angle1 =1.40;
};
class CanGear
{
type ="rotation";
animPeriod =2;
selection ="can_gear";
axis ="axis can_gear";
angle0 =0;
angle1 =0.61086;
};
class GearW
{
type = "rotation";
animperiod = .01;
selection = "gearw";
axis = "axis gearw";
angle0=0;
angle1= -3.141581;
};
class Canopy
{
type="rotation";
animPeriod=3.6;
selection="canopy";
axis="axis canopy";
angle0=0;
angle1=-0.50;
};
};
class UserActions
{
class CloseCanopy
{
displayName="Close Canopy";
position="Control";
radius=2;
condition="this animationPhase ""Canopy"" >0.5 and speed this <45 and player in this";
statement="this animate [""Canopy"",0]; [this] exec ""\DSL_a10\scripts\cs.sqs"" ";
};
class OpenCanopy
{
displayName="Open Canopy";
position="Control";
radius=2;
condition="this animationPhase ""canopy"" <0.5 and speed this <40 and player in this";
statement="this animate [""Canopy"",1]; [this] exec ""\DSl_a10\scripts\cs.sqs"" ";
};
};
class EventHandlers
{
init = "[(_this Select 0)] exec ""\DSL_a10\scripts\num.sqs""; [_this select 0] exec ""\DSL_a10\scripts\checkgear.sqs""; [_this select 0, {wa}] exec ""\DSL_a10\scripts\set_markings.sqs""; [_this select 0] exec ""\dsl_a10\scripts\drawmissiles_mk.sqs""; _this select 0 animate [""NoseGearDoor2"", 1]; [_this select 0] exec ""\dsl_a10\scripts\enginefire.sqs""; [_this select 0] exec ""\dsl_a10\scripts\enginefiresound.sqs"";";
gear="if (_this Select 1) then {[_this select 0] exec""\DSL_a10\scripts\geardown.sqs""} else {[_this select 0] exec ""\DSL_a10\scripts\gearup.sqs""}";
fired="[_this] exec ""\DSL_a10\scripts\firemissiles_mk.sqs""; [_this] exec ""\DSL_A10\scripts\gun_brake.sqs""; ";
incomingMissile = " if ((_this select 0)==(_this select 0)) then {[_this] exec ""\DSL_a10\scripts\autoflares.sqs""; [_this] exec ""\DSL_a10\scripts\spoofmissile.sqs""}";
getout = "[_this] exec ""\DSL_a10\scripts\eject.sqs""";
};
};
class DSL_a10mkg: DSL_a10mk
{
displayName = "A-10A MK82 (Grey)";
model = "\DSL_a10\DSL_a10_mesh_mk_g";
picture = "\DSL_a10\picgrey.paa";
};
class DSL_a10gbu: Plane
{
vehicleClass = "DSL - Aircraft";
scope=public;
crew=SoldierWPilot;
access=2;
picture = "\DSL_a10\picgreen.paa";
maxSpeed=1100;
brakeDistance=450;
landingspeed =190;
flapsFrictionCoef = 0.14;
gearRetracting = true;
side=TWest;
displayName="A-10A GBU-12 (Green)";
driverAction=ManActA10Pilot;
armor=120;
accuracy=0.80;
fuelCapacity=100;
model="\DSL_a10\dsl_a10_mesh_gbu";
soundEngine[]={"\DSL_a10\sound\a10engine3.wav",4,1};
soundEnviron[]={"\DSL_a10\sound\A10air",db-10,1};
soundLandCrash[]={"\DSL_a10\sound\LandingEnd.wav",db+60,1};
soundGear[]={"",db-75,1};
insideSoundCoef = 0.01;
cost=20000000;
type=VAir;
threat[]={0.600000,1,0.900000};
noseDownCoef = 1;
elevatorSensitivity = 1.4;
aileronSensitivity = 1.1;
wheelSteeringSensitivity = 1.3;
laserScanner = 1;
class ViewPilot
{
initFov=0.8; minFov=0.6; maxFov=1.0;
initAngleX=15; minAngleX=-15; maxAngleX=+25;
initAngleY=0; minAngleY=-100; maxAngleY=+100;
};
class GunFire: DSL_A10GunSmoke{};
class GunClouds: DSL_A10GunSmoke{};
class MGunFire: DSL_A10GunSmoke{};
class MGunClouds: DSL_A10GunSmoke{};
weapons[]={"DSL_GAU8", "DSL_AGM65Launcher2", "DSL_GBU12", "DSL_AIM9Launcher2"};
magazines[]={"DSL_GAU8", "DSL_AGM65Launcher2", "DSL_GBU12", "DSL_AIM9Launcher2"};
class ReloadAnimations
{
class DSL_GAU8
{
weapon = DSL_GAU8;
angle0 = 0;
angle1 = "-2 * 3.141592654";
multiplier = 5000;
type = rotation;
animPeriod = 1;
selection = gau8a;
begin = "usti hlavne";
end = "konec hlavne";
};
};
class Reflectors
{
class Reflector
{
color[]={0.0,0.0,0.0,0.0};
ambient[]={0.0,0.0,0.0,0.0};
position=;
direction=;
hitpoint=;
selection="L svetlo";
size=0.0;
brightness=0.0;
};
};
hiddenSelections[]={"n1", "n2", "n3", "bas_tailflash_l", "bas_tailflash_r", "bas_taillogo_l", "bas_taillogo_r", "bas_tailnum_l", "bas_tailnum_r", "bas_usaf_l", "bas_usaf_r", "_aimA", "_aimB", "_mavA", "_mavB", "_gbuA", "_gbuB", "_gbuC", "_gbuD"};
animated = 1;
class Animations
{
class LeftGear
{
type ="rotation";
animPeriod =2;
selection ="left wheel";<
-
explosive=0 under cfgammo: dsl_bullet_gau8
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cool, thanks but it still explodes when it hits a unit,
nice job on getting it to not explode when it hits the ground but it will still explode if it hits a man, car armor or object, i want no explosions.
thanks
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About the dispersion, adjust it by changing the dispersion value in this section:
class CfgWeapons
{
class Default {};
class MGun: Default {};
class MachineGun7_6: MGun {};
class MachineGun30: MachineGun7_6 {};
class DSL_GAU8: MachineGun30
{
ammo ="DSL_Bullet_Gau8";
displayName="GAU 8/A Avenger";
displayNameMagazine="GAU 8/A";
shortNameMagazine="GAU 8/A";
autoFire=1;
cursor="\DSL_a10\sam.paa";
sound[]={"\DSL_a10\sound\GAU8loop.wav",20,1};
soundcontinuous=1;
count=1350;
maxLeadSpeed=400;
multiplier =5;
burst=5;
reloadTime = 0.05;
dispersion = 0.014;
initSpeed=1500;
};
The higher the value, the more the bullets disperse.
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About the exploseive bullet:
try changing this part in the CfgAmmo section:
class default {};
class LaserGuidedBomb: Default{};
class BulletSingle: default {};
class ExplosiveBullet: BulletSingle {};
class Bullet30: ExplosiveBullet {};
class DSL_Bullet_Gau8: Bullet30
to:
class Default {};
class BulletSingle : Default {};
class Bullet7_6: BulletSingle {};
class Bullet12_7: Bullet7_6 {};
class DSL_Bullet_Gau8: Bullet12_7
You currently have the bullets defined as an explosive bullet:
class ExplosiveBullet: BulletSingle {};
I changed that to a machine gun bullet, however, now the bullets may not be powerful enough, you will have to experiment to see what is right for you.
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well see, The aircraft is a tank hunter, and those bullets will penetrate a tanks armor but they dont explode in real life. i want to make it more realistic by removing the explosion.
i want the same dammage because machine gun bullets, or any other bullets wont be able to penetrate tank armor.
is there any way to just remove the explosion they make
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no way to get rid of explosions except if you modify main config or try Student Pilot's way
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would it be hard to make a new bullet thats exactly the same but just dosent explode and put it in.
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I don't think this can be done, as this effect is hard-coded into the game engine for that class of bullet.
However, this effect is not entirely unrealistic. If you have seen a video of the bullets hitting a tank, you would notice sparks flying everywhere. I think BIS tried to recreate this by coding the explosion effect into the bullet.
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I thought this bullet was made by the addonmaker not BIS?
yes I have seen a video but the problem is. ive got infantry i want fired on near the tanks and every time a tank takes a singel hit, it makes an explosion on it and the infantry go flying everywhere even though the tank is fine, also i wanted to show in a cutscene infantry getting hit by the bullets
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to stop the guys flying right next to the tank modify this code
indirectHit=150;indirectHitRange=2.5;change it to... i dont know
indirectHit=15;indirectHitRange=2.5;
i think thats it :P
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I thought this bullet was made by the addonmaker not BIS?
Yes, it is. However, if you look at this section:
class default {};
class LaserGuidedBomb: Default{};
class BulletSingle: default {};
class ExplosiveBullet: BulletSingle {};
class Bullet30: ExplosiveBullet {};
class DSL_Bullet_Gau8: Bullet30You will notice is is classed as an explosive bullet, as a result, Operation Flashpoint adds the explosion effect.
it makes an explosion on it and the infantry go flying everywhere even though the tank is fine
I believe oyman's suggestion is correct.
also i wanted to show in a cutscene infantry getting hit by the bullets
Oh, ok, yeah, the explosion effect doesn't look too good with infantry. :P
EDIT
I've been looking through the comref, and might have a suggestion for you. In a previous post of mine, I suggested classing the bullet as a machine gun bullet. Try this, when you do this, also try adjusting this value:
hit=300If my assumption is correct, raising this value will make the bullet cause more dammage. Try raising it and see if it makes up for the change in class to a machine gun bullet
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hmm such a hard desision, if i switch to mg bullet then i will lose the big dust spray that looks so good in the cutscene and it willl be replaced by a tiny dirt spray. hmm?
go to http://www.grouchymedia.com/other_videos/bombshell/download.cfm (http://www.grouchymedia.com/other_videos/bombshell/download.cfm)
this video shows several clips of an A10 strafing iraqi targets with its main cannon in one of the gulf wars. you can see the big dirt puffs, could anybody do somthing like that
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you would have to make a custom explosion effect
-
well since I dont even know what program is used to do that then il just use the machine gun bullet.
thanks guys