Pappa Goat Posted August 14, 2009 Posted August 14, 2009 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 Quote
malibu43 Posted August 14, 2009 Posted August 14, 2009 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. Quote
Pappa Goat Posted August 14, 2009 Author Posted August 14, 2009 (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 August 14, 2009 by Pappa Goat Quote
+331Killerbee Posted August 14, 2009 Posted August 14, 2009 "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. Quote
Pappa Goat Posted August 14, 2009 Author Posted August 14, 2009 "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? Quote
Pappa Goat Posted August 14, 2009 Author Posted August 14, 2009 Ah I see it, GUNNERID. Any ideas on what the missile part is? Quote
Fubar512 Posted August 14, 2009 Posted August 14, 2009 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. Quote
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