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Author Topic: Required LODS of a launcher  (Read 1715 times)

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StonedSoldier

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Required LODS of a launcher
« on: 02 Jan 2006, 15:10:46 »
ok, ive made rifles but what LODS do i need to add to my rocket launcher model?

cheers,
« Last Edit: 02 Jan 2006, 15:10:57 by StonedSoldier »

Offline Planck

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Re:Required LODS of a launcher
« Reply #1 on: 02 Jan 2006, 15:54:40 »
Do you mean law, rpg, at4, carl gustav ...etc etc ......type launchers?

If so, they tend to have 5 Resolution LODs, a Memory LOD and a View Pilot LOD.

They are all proxies btw.

The launcher models that are not proxies tend to have less.........2 or 3 Resolution LODs and a Geometry LOD.


Planck
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StonedSoldier

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Re:Required LODS of a launcher
« Reply #2 on: 02 Jan 2006, 20:41:27 »
ok thanks, is there a tutorial on how to make a launcher then, ive got the model sorted but i need to sort the LODs and stuff espically the "view pilot" lod

Offline Planck

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Re:Required LODS of a launcher
« Reply #3 on: 03 Jan 2006, 00:47:01 »
I don't know of any tutorial that deals with this particulat type of weapon.

Try looking at BIS's LAW_proxy.p3d in Oxygen for example.

You will get an idea then of what is required in the way of LODs.


Planck
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StonedSoldier

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Re:Required LODS of a launcher
« Reply #4 on: 03 Jan 2006, 00:59:14 »
cheers,

tried that and i reckon ive sorted it out but now im stumped on how im going to write the config

Offline Planck

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Re:Required LODS of a launcher
« Reply #5 on: 03 Jan 2006, 16:53:11 »
Here is the entry for the LAW Launcher from the game config.

Code: [Select]
class LAWLauncher:Default
   {
      scopeWeapon=2;
      scopeMagazine=2;
      weaponType=16;
      magazineType="2 *       256";
      valueWeapon=10;
      valueMagazine=5;
      model="law_proxy";
      modelOptics="optika_LAW";
      ammo="LAW";
      displayName="$STR_DN_LAW";
      displayNameMagazine="$STR_MN_LAW";
      shortNameMagazine="$STR_SN_LAW";
      count=1;
      magazineReloadTime=12;
      reloadTime=0.5;
      sound[]={"Weapons\at_launch",0.01,1};
      reloadMagazineSound[]={"Weapons\at_load",0.0003162,1};
      initSpeed=30;
      canLock=0;
      reloadAction=manactreloadat;
      autoReload=0;
      ffMagnitude=0.1;
      ffFrequency=1;
      ffCount=1;
      recoil="LAWSingle";
      aiRateOfFire=10.0;
      aiRateOfFireDistance=500;
      optics=1;
      primary=0;
      opticsZoomMin=0.18;
      opticsZoomMax=0.18;
      distanceZoomMin=100;
      distanceZoomMax=100;
      uiPicture="islaw";
   };

Maybe that will help a little.

The RPG, Carl Gustav, both inherit from class LawLauncher.

AT4, AA, AT3 inherit from CarlGustav...etc etc



Planck
« Last Edit: 04 Jan 2006, 18:27:29 by Planck »
I know a little about a lot, and a lot about a little.