OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: M_S_Holder on 25 Nov 2002, 21:54:25
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Recently I've started making my own versions of the LAW and Carl Gustav weapons.
Everything's working fine so far. But recently I noticed one of my LAW soldiers occasionally engaging infantry with his rocket weapon.
I went into the mission editor, gave a soldier the new LAW and ammo only, set up an East soldier (w/out ammo) a hundred meters ahead of him, and my guy used his LAW to engage the East soldier.
I'm not sure yet if this is a good or bad thing. The Carl Gustav does the same thing.
My weapon has inherited the properties of the LAWLauncher, and the ammo inherited the LAW properties.
Does anyone have any idea why this is happening?
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Hey there Holder!! I "intentionally" made my law and RPG so the guyz will engage the infantry. You know, those somali militia's, vietcongs, and terrorists, and some guyz will use everything to engage their enemy,,,,,
below is the definition for the ammunition of the 2 rockets.
class CATLAW : LAW
{
model="LAW";
simulation="shotmissile";
simulationStep=0.50000;
cost=5000;
soundHit[]={"\CATWeapons\a_exm1.wav",90.000008,0.8};
soundFly[]={};
soundEngine[]={"\CATWeapons\CATRPGFLY1.wav",1,1};
irLock=0;
airlock=1;
CloudletsMissile=1;
cloudletColor[]={0.5,0.5,0.5,0.5};
manualControl=1;
maxControlRange=5;
initTime=0.1;
maneuvrability=1;
thrustTime=0.500000;
thrust=680;
maxSpeed=300;
hit=340;
indirectHit=150;
indirectHitRange=3.100000;
};
class CATCarlGustav: CATLAW
{
hit=800;
indirectHit=200;
indirectHitRange=5.500000;
minRange=20;
minRangeProbab=0.500000;
midRange=150;
midRangeProbab=0.950000;
maxRange=600;
maxRangeProbab=0.100000;
model="LAW";
simulation="shotMissile";
cost=5000;
airlock=0;
soundFly[]={};
soundHit[]={"\CATWeapons\a_exm1.wav",90.000008,1};
maxSpeed=260;
irLock=1;
manualControl=1;
maxControlRange=300;
initTime=0;
thrustTime=3.500000;
thrust=+190;
maneuvrability=1.000000;
};
below is the definition for the actually launcher (weapon)
class LAWLauncher : Default {};
class CATLAWlauncher : Lawlauncher
{
model="law_proxy";
magazineType="2 * 256";
sound[]={"\CATWeapons\CATMissileFire.wav",0.710000,1};
drySound[]={"weapons\M16dry",0.010000,1};
modelOptics="optika_LAW";
ammo="CATLAW";
displayName="CATLAWlauncher";
displayNameMagazine="CATLAWlauncher";
shortNameMagazine="CATLAWlauncher";
count=1;
magazineReloadTime=12;
reloadTime=0.500000;
reloadMagazineSound[]={"Weapons\at_load",0.000316,1};
initSpeed=55;
canLock=1;
dispersion=0.02;
reloadAction="ManActReloadAT";
autoReload=0;
ffMagnitude=100.100000;
ffFrequency=10;
ffCount=1;
recoil="LAWSingle";
aiRateOfFire=10.000000;
aiRateOfFireDistance=500;
optics=1;
primary=0;
opticsZoomMin=0.180000;
opticsZoomMax=0.180000;
distanceZoomMin=100;
distanceZoomMax=100;
};
class CATCarlGustavLauncher: CATLAWLauncher
{
magazineType="6 * 256";
model="carlgustav84_proxy";
opticsZoomMin=0.140000;
opticsZoomMax=0.20000;
modelOptics="optika_CarlGustav";
canLock=1;
initSpeed=70;
ammo="CATCarlGustav";
displayName="CATCarlGustavLauncher";
displayNameMagazine="CATCarlGustavLauncher";
shortNameMagazine="CATCarlGustavLauncher";
};
as long as you use the config above (except for the name sections and class) your units will engage enemy infantry with law and they will engage tanks with the carlgustav. good luck hope it helped
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Thank you very much.