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gadolinite

  • Guest
modifying LGB
« on: 07 Jun 2003, 18:02:23 »
Through what file do you modify a laser guided bomb's properties?

I am creating a custom addon which is a modified LGB, only a lot more destructive, that can be cam created.  

Could someone point me in the right direction?  Is a config.cpp file all I need?

Skaircro

  • Guest
Re:modifying LGB
« Reply #1 on: 08 Jun 2003, 16:21:28 »
If your making a whole new bomb you will need the model as well.
But if your just editing an existing one then you just modify the config file.
Look for the hit, indirect hit, and indirect hit range settings.

gadolinite

  • Guest
Re:modifying LGB
« Reply #2 on: 08 Jun 2003, 17:21:17 »
???where is the file ???

 8)My plan is just to copy the LGB and name it nuke.  So in essence it is just a second laser guided bomb with these properties modified  (hit, indirect hit, and indirect hit).  8)

???So how do I copy it, name it nuke, and make the nuke cam creatable ???

 :-\I know how classes work, because I do object oriented programming, so all the commands and things make sense to me. All I am in is a deadlock on what to do :-\

 :)Thank you very much :)

gadolinite

  • Guest
Re:modifying LGB
« Reply #3 on: 08 Jun 2003, 21:56:30 »
you say you need the model to make a second bomb.

Where do you find the model? I managed to find a decrypted version of the LGB class in the tutorials section.  I copied and pasted this into the attached script, and edited it a little with the little knowlege I have about this stuff.  

I just need some serious help doing this, the task seems simple, if it is not, how??? The attached script may help you give me some advice about copying the laser guided bomb.  

 :)thanks again :)
« Last Edit: 08 Jun 2003, 21:57:55 by gadolinite »

Skaircro

  • Guest
Re:modifying LGB
« Reply #4 on: 09 Jun 2003, 15:17:08 »
Give this a go. It does work.
You will need to edit it to the damage you want.
Then just rename to .cpp and pbo it.

You dont need the CfgNonAIVehicles proxy if it is not going to be attached to a plane.

This just uses the standard lgb model for the bomb.
If you do make a new 3d model of a bomb to use, just change the model path to be something like, model="\nuke\nuke.p3d";

« Last Edit: 09 Jun 2003, 15:19:25 by Skaircro »

gadolinite

  • Guest
Re:modifying LGB
« Reply #5 on: 09 Jun 2003, 17:35:35 »
T :) :)hank you, Mr. Scarecrow, it has been a pleasure :) :)

Once the think works, Operation Flashpoint is in the nuclear era

gadolinite

  • Guest
Re:modifying LGB
« Reply #6 on: 09 Jun 2003, 22:17:00 »
The addon works but one problem,  :'( the damage is only concentrated in an oval like shape.  This does not seem like the only problem.  When I tested the bomb in Saint Louis on Malden, not all the fences were destroyed and not all the vegetation was down (some of it was destroyable that was still standing).  Do any of these other entries corrilate with destruction?  What is going on that is wrong?  The project is below...

// some basic defines
#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

// type scope
#define private      0
#define protected   1
#define public      2

// define ammuniton types
#define LockNo      0
#define LockCadet   1
#define LockYes      2

class CfgPatches
{
   class Nuke
   {
      units[] = {};
      weapons[] = {};
      requiredVersion = 1.30;
   };
};

class CfgAmmo
{
   class Default {};
   class LaserGuidedBomb : Default {};
   class nuke : LaserGuidedBomb
   {
      hit=10000;indirectHit=15000;indirectHitRange=500;
      minRange=50;minRangeProbab=0.50;
      midRange=300;midRangeProbab=0.95;
      maxRange=2500;maxRangeProbab=0.50;
      soundHit[]={\LaserGuided\expl2,db40,1};
      cost=20000;
      model = Snake;
      proxyShape = Snake;
      irLock=false;
      laserLock=true;
      maxControlRange=100000; // unlimited control (active weapon)
      maneuvrability=16.0;
      sideAirFriction=0.1;
      simulation=shotMissile;
      maxSpeed=100;

      initTime=0;
      thrustTime=0;
      thrust=0;
   };
};



Yahoo

  • Guest
Re:modifying LGB
« Reply #7 on: 09 Jun 2003, 22:29:07 »
Increaseing the indirectHitRange  may help

gadolinite

  • Guest
Re:modifying LGB
« Reply #8 on: 09 Jun 2003, 23:45:29 »
I even increased it into the millions, but the destruction seems to be limited into a line or a small oval, it should be an intense circle.

gadolinite

  • Guest
Re:modifying LGB
« Reply #9 on: 10 Jun 2003, 06:29:59 »
I did more and even more testing in Saint Louis.  I viewed the blast from several angles.  Most of the town was destroyed, where a few buildings were left standing :o!  Also that vegetation (must be gone).  Even that vegetation next to destroyed buildings, still there :o! Another phoenominin I notices was after a few fires (my test camcreates one of these modified LGB's on a radio alpha trigger activated repeateldy) one or perhaps more buildings went down.   ???The same thing (of course) happened with more vegetation ???.  I wonder what is up, I even extended the indirectHitRange and messed with some of the other variables, still the same result ???

To go into more depth about the problem, the indirectHitRange seems ineffictive on certain angles (seemingly on hills, sometimes down, this I do not think is the case, i believe because it seems this way on flat land too; not too much testing there)  It has to work, even on hills, and destroy every single destroyable thing 360 degrees around it.  Saint Louis is a good test site because it is sort of in a depression in the hills of Malden, if I could get it fully working here, it should work anyother place because hills is a problem.

Here is the example test mission with the addon (goes in addons folder), see attached zip
« Last Edit: 10 Jun 2003, 06:38:46 by gadolinite »

Skaircro

  • Guest
Re:modifying LGB
« Reply #10 on: 10 Jun 2003, 16:46:26 »
Glad I could held.


Unfortunetly I'm not sure if it will be possible to knock down everything.
I think I recall hearing something like this before.

The game physics are actually quite good (or bad in this case) at detecting exactly what is in line with the blast.
Items behind buildings, vehicles or over hills are not in a direct line with the blast and as a result they are somewhat protected.

Once the building/vehicle is destroyed it no longer has a stable geometry model and any following blasts get through.

The game wasnt really designed to incorporate nuclear blast effects.
You might have to put up with this, I dont know if there is any way to get around it.  :-\

gadolinite

  • Guest
Re:modifying LGB
« Reply #11 on: 10 Jun 2003, 18:22:04 »
to get around this, i suppose I will just camcreate more of these bombs.  

Offline Jahve

  • Former Staff
  • ****
    • Jahwerks
Re:modifying LGB
« Reply #12 on: 11 Jun 2003, 09:27:17 »
Thought I'd contribute  :P


gadolinite

  • Guest
Re:modifying LGB
« Reply #13 on: 11 Jun 2003, 21:38:01 »
thank you, still is there a way to incorperate nuclear physics applications?