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Posted

I have the superb Falklands mod installed and running and am quite impressed with it. I have been attempting to further tweak the infantry to make them more realistic. Ideally, the infantry armed with the SLR/ FinFal shouldn't fire in bursts but at a controlled rate of fire. For this I chose the rapid rate of fire that is around 1 round every 3 seconds.

 

In the DATA file in each ground units folder I found the BurstAmount under each weapon type, and changed it from 3 to 1.

 

[FNFal2]

SystemType=GUN

GunnerID=2

GunTypeName=7.62MM_Rifle

MuzzlePosition=-17.9,0.97,1.31

MaxAmmo=1600

TracerLoading=3

BurstAmount=1

EjectShells=True

 

In the GUNDATA.ini I also changed the rate of fire from 10 to 20 rpm.

 

However it seems that only 3 of the infantry actually ever shoot. Does anyone know how I could successfully modify the files so that all the infantry in the squad shoot perhaps by modifying the below section of the object DATA files?

 

[base]

ModelNodeName=Base

MaxExtentPosition= 8.36, 2.70, 1.80

MinExtentPosition=-8.36,-2.03, 0.00

HasArmor=False

SystemName[001]=Engine

SystemName[002]=Gunner1

SystemName[003]=Gunner2

SystemName[004]=Gunner3

SystemName[005]=FNFal1

SystemName[006]=FNFal2

SystemName[007]=FNFal3

SystemName[008]=Missile01

SystemName[009]=Missile02

SystemName[010]=Missile03

SystemName[011]=Missile04

SystemName[012]=Missile05

SystemName[013]=Missile06

Posted
I have the superb Falklands mod installed and running and am quite impressed with it. I have been attempting to further tweak the infantry to make them more realistic. Ideally, the infantry armed with the SLR/ FinFal shouldn't fire in bursts but at a controlled rate of fire. For this I chose the rapid rate of fire that is around 1 round every 3 seconds.

 

In the DATA file in each ground units folder I found the BurstAmount under each weapon type, and changed it from 3 to 1.

 

[FNFal2]

SystemType=GUN

GunnerID=2

GunTypeName=7.62MM_Rifle

MuzzlePosition=-17.9,0.97,1.31

MaxAmmo=1600

TracerLoading=3

BurstAmount=1

EjectShells=True

 

In the GUNDATA.ini I also changed the rate of fire from 10 to 20 rpm.

 

However it seems that only 3 of the infantry actually ever shoot. Does anyone know how I could successfully modify the files so that all the infantry in the squad shoot perhaps by modifying the below section of the object DATA files?

 

[base]

ModelNodeName=Base

MaxExtentPosition= 8.36, 2.70, 1.80

MinExtentPosition=-8.36,-2.03, 0.00

HasArmor=False

SystemName[001]=Engine

SystemName[002]=Gunner1

SystemName[003]=Gunner2

SystemName[004]=Gunner3

SystemName[005]=FNFal1

SystemName[006]=FNFal2

SystemName[007]=FNFal3

SystemName[008]=Missile01

SystemName[009]=Missile02

SystemName[010]=Missile03

SystemName[011]=Missile04

SystemName[012]=Missile05

SystemName[013]=Missile06

 

Per the data you posted, there are only 3 "FNFal" systems in the infantry object. You could try adding more. I would have to see the entire data.ini to know what exactly needs to be added.

Posted (edited)

I'm wondering what the 'GUNNER' entries are for?

 

[MissionData]

NationName=RoyalNavy

ServiceStartYear=1968

ServiceEndYear=2006

GroundObjectRole=TANK

Availability=Common

Exported=TRUE

ExportStartYear=1972

ExportAvailability=Common

 

[GroundObjectData]

DamagedModel=

DestroyedModel=UK_Squad\UK_SquadD.LOD

DestroyedEffect=

EmptyMass=720.00

Component[001]=Base

 

[sound]

EngineSoundName=

MovementSoundName=

 

[DetectSystem]

TargetType=AIR_AND_GROUND

DataLink=FALSE

OpticalSight=TRUE

NightSight=FALSE

VisualRange=2000.0

ViewportPosition=0.0,0.0,1.90

MaxVisibleDistance=2500.0

RadarCrossSection=3

 

[WeaponSystem]

TargetType=AIR_AND_GROUND

MissileRange=1000.0

MinMissileRange=20.0

PitchAngleRate=52

MaxPitch=10.0

MinPitch=-6.0

DefaultPitchAngle=0.0

YawAngleRate=51

YawLimited=FALSE

ReloadGunAtAngle=FALSE

MissileLaunchTime=10

GunStabilization=TRUE

RangeFinder=5

BallisticComputer=5

Datalink=TRUE

ViewportPosition=0.0,0.0,1.8

YawModelNodeName=Torso07

PitchModelNodeName=CarlGustaf

LookAroundChance=80

 

 

[MovementSystem]

MaxRoadSpeed=6.22

MaxOffRoadSpeed=6.22

PowerAvailable=187764.0

MaxTurnRate=1.0

MaxDeceleration=5.0

SuspensionConstant=30.0

 

[base]

ModelNodeName=Base

MaxExtentPosition= 8.36, 2.70, 1.80

MinExtentPosition=-8.36,-2.03, 0.00

HasArmor=False

SystemName[001]=Engine

SystemName[002]=Gunner1

SystemName[003]=Gunner2

SystemName[004]=Gunner3

SystemName[005]=FNFal1

SystemName[006]=FNFal2

SystemName[007]=FNFal3

SystemName[008]=Missile01

SystemName[009]=Missile02

SystemName[010]=Missile03

SystemName[011]=Missile04

SystemName[012]=Missile05

SystemName[013]=Missile06

 

 

[Gunner1]

SystemType=GUNNER

GunnerID=1

TargetType=AIR_AND_GROUND

GunRange=1000

PitchAngleRate=12

MaxPitch=10.0

MinPitch=-5.0

DefaultPitchAngle=0

YawLimited=True

MinYaw=-30

MaxYaw=30

YawAngleRate=50

DefaultYawAngle=0

GunMinAltitude=0.0

GunMaxAltitude=500.0

YawModelNodeName=Torso05

PitchModelNodeName=FNFal05

GunStabilization=TRUE

GunRadarTracking=False

DataLink=TRUE

ReloadGunAtAngle=FALSE

RangeFinder=4

BallisticComputer=4

VisualSearchTime=2.0

ViewportPosition=21.67,1.30,1.8

IndependentSearchChance=90

 

 

[Gunner2]

SystemType=GUNNER

GunnerID=2

TargetType=AIR_AND_GROUND

GunRange=1000

PitchAngleRate=12

MaxPitch=10.0

MinPitch=-5.0

DefaultPitchAngle=0

YawLimited=True

MinYaw=-30

MaxYaw=30

YawAngleRate=50

DefaultYawAngle=0

GunMinAltitude=0.0

GunMaxAltitude=500.0

YawModelNodeName=Torso06

PitchModelNodeName=FNFal06

GunStabilization=TRUE

GunRadarTracking=False

DataLink=TRUE

ReloadGunAtAngle=FALSE

RangeFinder=4

BallisticComputer=4

VisualSearchTime=2.0

ViewportPosition=21.67,1.30,1.8

IndependentSearchChance=90

 

 

[Gunner3]

SystemType=GUNNER

GunnerID=3

TargetType=AIR_AND_GROUND

GunRange=1000

PitchAngleRate=12

MaxPitch=10.0

MinPitch=-5.0

DefaultPitchAngle=0

YawLimited=True

MinYaw=-30

MaxYaw=30

YawAngleRate=50

DefaultYawAngle=0

GunMinAltitude=0.0

GunMaxAltitude=500.0

YawModelNodeName=Torso07

PitchModelNodeName=FNFal07

GunStabilization=TRUE

GunRadarTracking=False

DataLink=TRUE

ReloadGunAtAngle=FALSE

RangeFinder=4

BallisticComputer=4

VisualSearchTime=2.0

ViewportPosition=21.67,1.30,1.8

IndependentSearchChance=90

 

[Engine]

SystemType=ENGINE

MaxExtentPosition= 0.88, 2.70, 1.22

MinExtentPosition=-0.88, 1.27, 0.37

 

 

[FNFal1]

SystemType=GUN

GunnerID=1

GunTypeName=7.62MM_M60

MuzzlePosition=13.4,3.1,1.31

MaxAmmo=1800

TracerLoading=3

BurstAmount=5

EjectShells=True

 

[FNFal2]

SystemType=GUN

GunnerID=2

GunTypeName=7.62MM_Rifle

MuzzlePosition=-17.9,0.97,1.31

MaxAmmo=1600

TracerLoading=3

BurstAmount=3

EjectShells=True

 

[FNFal3]

SystemType=GUN

GunnerID=3

GunTypeName=7.62MM_Rifle

MuzzlePosition=-5.775,2.9,1.17

MaxAmmo=1600

TracerLoading=3

BurstAmount=3

EjectShells=True

 

[Missile01]

SystemType=MISSILE

MissileID=1

WeaponTypeName=84MM_Bazooka

WeaponPosition=0.16,0.0,1.61

ShowMissile=True

IndependentPitchMovement=FALSE

 

[Missile02]

SystemType=MISSILE

MissileID=2

WeaponTypeName=84MM_Bazooka

WeaponPosition=0.16,0.0,1.61

ShowMissile=True

IndependentPitchMovement=FALSE

 

[Missile03]

SystemType=MISSILE

MissileID=3

WeaponTypeName=84MM_Bazooka

WeaponPosition=0.16,0.0,1.61

ShowMissile=True

IndependentPitchMovement=FALSE

 

[Missile04]

SystemType=MISSILE

MissileID=4

WeaponTypeName=84MM_Bazooka

WeaponPosition=0.16,0.0,1.61

ShowMissile=True

IndependentPitchMovement=FALSE

 

[Missile05]

SystemType=MISSILE

MissileID=5

WeaponTypeName=84MM_Bazooka

WeaponPosition=0.16,0.0,1.61

ShowMissile=True

IndependentPitchMovement=FALSE

 

[Missile06]

SystemType=MISSILE

MissileID=6

WeaponTypeName=84MM_Bazooka

WeaponPosition=0.16,0.0,1.61

ShowMissile=True

IndependentPitchMovement=FALSE

Edited by Pappa Goat
Posted

"GUNNER" controls the Movement of the Objects Torso much like a Tank Turrent or a Tail Gunner Station on an Aircraft.

 

The "GUN" is the actual Gun Information assigned to the Object.

Posted
"GUNNER" controls the Movement of the Objects Torso much like a Tank Turrent or a Tail Gunner Station on an Aircraft.

 

The "GUN" is the actual Gun Information assigned to the Object.

 

I dont see the correlation between the GUNNER and which GUN he is assigned.

eg a GUNNER has PitchModelNodeName=FNFal05 but there's no FNFal05

 

Also whats with all the MISSILE entries?

Posted
Ah I see it, GUNNERID. Any ideas on what the missile part is?

 

Currently you can only have three Gunner IDs (including one missile launcher) per ground object. What you do is to define the additional troops as "turrets", under the control of one gunner. They will always sync to their assigned gunnerID.

 

So, let's say that you have seven armed troops, with the missileer in the center. Missileer=GunnerID1, Right flank troops=GunnerID2, Left flank troops=GunnerID3.

 

Hope this helps.

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