arthur666 Posted April 4, 2013 Posted April 4, 2013 For some Aggressor specific planes: Making a new plane, F-14A_Ag , the usual clone job, it works fine. But, I want it to attack, but not be able to damage my plane. Custom loadout w/ no missiles, and I made this gun: Folder is Objects/Guns/20MM_M61A1_BLNK 20MM_M61A1_BLNK.ini [GunData] ObjectFullName=20MM_M61A1_BLNK ObjectDataFile=20MM_M61A1_BLNK_DATA.INI 20MM_M61A1_BLNK_DATA.ini TypeName=20MM_M61A1_BLNK FullName=20MM_M61A1_BLNK //Caliber=20.000000 Caliber=20.000000 ROF=6000.000000 MuzzleVel=1030.000000 //AmmoWt=0.101000 AmmoWt=0.000001 //WarheadWt=0.010100 WarheadWt=0.0 CartridgeWt=0.265000 Reliability=100.000000 Accuracy=50.000000 AddLight=TRUE MaxLightRange=20.000000 FireColor=0.400000,0.360000,0.256000 GunFireEffect=20mmFireEffect GunFireSound=Vulcan EffectClassName=20mmEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE and in folder F-14A_Ag, F-14A_Ag_DATA.ini: // Internal Guns --------------------------------------------------------- [internalGun] SystemType=FIXED_GUN GunTypeName=20MM_M61A1_BLNK InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.58,7.25,-0.13 LightPosition=-0.68,7.35,-0.13 AimAngles=0.00,0.0,0.0 MaxAmmo=1500 AmmoWeightFull=179.0 AmmoWeightFired=81.1 EjectShells=FALSE MinExtentPosition=-0.64, 5.92,-0.22 MaxExtentPosition=-0.49, 7.21,-0.04 I tried bumping the ammo count back down to stock, but that didn't work. What am I missing? I'ld like to do an F-21A_Ag and some others as well. Quote
+russouk2004 Posted April 4, 2013 Posted April 4, 2013 Make new ammo for it that does no damage ? not sure what you trying to do? tried resetting it in gun editor? Quote
+Stary Posted April 4, 2013 Posted April 4, 2013 Have you considered making a copy of plannes you want to use as Agressors and one you'd like to fly in and giving them bunker-value armor? By the way you just might have give us idea for a nice RF mod Quote
arthur666 Posted April 4, 2013 Author Posted April 4, 2013 (edited) @russouk2004: I thought the ammo is in the gun's DATA.INI . I removed warhead and toned weight down to .000001 When I fly, the plane now has no gun. Not sure why this is happening. I'll try the TW gun editor. I forgot there was one. Thanks @Stary: The high armor value idea did cross my mind, but I want to make 3 or 4 aggressor specific planes that can't hurt me but try too. I can fly against them in whatever plane I want, but won't necessarily shoot them down. I'll just try to get good firing solutions on them. And if they get me, I won't go down in flames, which would obviously necessitate a complete reset of the mission. I think it might be a fun way to get in a lot of DACT time. By "RF", do you mean "Red Flag"? I think that would be great. Another question: I assume if a take away their weapons altogether, they'll simply run for it? Edited April 4, 2013 by arthur666 Quote
+Stary Posted April 4, 2013 Posted April 4, 2013 thy'll run I think, my reasoning was that making both opponents and self fully armored to a point of being virtuall immune to bullets (think of stock hangars etc) one can still experience full dogfights with seeing effects of good lead solutions (hit puffs) without bringing down the enemies, and having to deal with his own nerves when opponents make it to his tail, more adrenaline that way. Yeah, RF as in Red Flag. other than that is fiddling with the selected planes _data.inis and making adjustments to components, I think these would be of interest: DetachWhenDestroyed= DamageRating= but I'm not an ini guy Quote
+daddyairplanes Posted April 4, 2013 Posted April 4, 2013 Damage rating blank should be ok. Detach needs true or false. Not from experience but observation when fiddling wth the parts i mess with. 1 Quote
arthur666 Posted April 4, 2013 Author Posted April 4, 2013 (edited) I'll play around with some of this stuff when I get home. Thinking about RF, It should be easy enough to set up an air-only campaign on one of the US maps with the participating nations. I like the idea. However, if we make all AI participants indestructible, they won't know when to disengage and fly back to base "dead". Might have to see some friendlies burn to get that working. :( EDIT: Another thought I had was to make a "training pod" weapon that attached to a Sidewinder station or something. It would be a gun that had lots of non-destructive ammo. Could add it to the loadout of the AI Aggressor by creating a custom loadout on a weaponless, dedicated Aggressor. I could, of course place it on any aircraft I+wingmen fly in the loadout screen. This would let me jump from F-15 to F-16 to F-4 to whatever without having to create a whole new (clone) plane. Edited April 4, 2013 by arthur666 Quote
+Stary Posted April 4, 2013 Posted April 4, 2013 is training rounds class supported by weapons editor? I don't think so, so it's down to harmless projectiles Quote
arthur666 Posted April 4, 2013 Author Posted April 4, 2013 Alright. Using the Gun Editor, I made something called TRAINING_CANNON. bullets fly and make effects, scare AI etc, but do no damage. Almost perfect. Problem is, since my bullets have no mass, ballistically speaking, they are strange to say the least. But since this is for air combat training, not gunnery training, it'll be good enough. Now I just need to put it in an invisible gunpod. Thanks for the help, yall. Quote
+Stary Posted April 4, 2013 Posted April 4, 2013 I think the weight influences the drop quite in a funny way? Quote
arthur666 Posted April 4, 2013 Author Posted April 4, 2013 Yep. Good ol' Newtonian Physics. On a side note, the gunpod idea is not going to work, at least not without editing the Aircraft_DATA.INI to allow pylons to accept gunpods on some aircraft. I'l just get them in my sight and say out loud, "Bang, you're dead". That's basically how they do it in training anyway, right? Plus, practicing with weightless bullets would throw off my real(in-game) gunnery. EDIT: No wait! I can up-armor the Aggressors, per your suggestion. They can't hurt my stock aircraft because their internal gun is the training cannon, I can't hurt them because they have more armor than a comm building! Then I can practice with "real" bullets, missiles, whatever. Quote
+Stary Posted April 4, 2013 Posted April 4, 2013 (edited) told you at the very beginning... you could saved yourself the training gun hasstle edit: ok, now as I re-read; have you considered making specific set of bunker concrete-finished planes for yourself? then live ammo with real ballistics could be used Edited April 4, 2013 by Stary Quote
arthur666 Posted April 4, 2013 Author Posted April 4, 2013 (edited) told you at the very beginning... you could saved yourself the training gun hasstle Well, not really. I still wanted them to shoot at any stock/usermade aircraft without being able to damage it. If I start making armored versions of every plane I might want to fly in, I'ld really use up a lot of HD space, plus clutter up my drop-box menus. As well as the F-14, I'll edit an F-5, A-4, and of course, F-21A. Downloading Hurc's Nellis now. Edited April 4, 2013 by arthur666 Quote
+Stary Posted April 4, 2013 Posted April 4, 2013 you can't live with 3 Agressors and 3 player planes do you, spoiled one? Quote
arthur666 Posted April 4, 2013 Author Posted April 4, 2013 you can't live with 3 Agressors and 3 player planes do you, spoiled one? Hah! Strike Fighters wrecked my attention span. Too many choices! I'm spoiled indeed! 1 Quote
+Wrench Posted April 4, 2013 Posted April 4, 2013 HasArmor=TRUE ArmorType=Titanium Armor[FRONT].Thickness=500 Armor .Thickness=500 Armor .Thickness=500 Armor[REAR].Thickness=500 Armor[TOP].Thickness=500 Armor[bOTTOM].Thickness=500 do that for ALL components (wings, fuselage, tail, et) and all control surfaces (ailerons, spoinlers, rudder, elevators, etc) increas thickness to suit Quote
arthur666 Posted April 5, 2013 Author Posted April 5, 2013 HasArmor=TRUE ArmorType=Titanium Armor[FRONT].Thickness=500 Armor .Thickness=500 Armor .Thickness=500 Armor[REAR].Thickness=500 Armor[TOP].Thickness=500 Armor[bOTTOM].Thickness=500 do that for ALL components (wings, fuselage, tail, et) and all control surfaces (ailerons, spoinlers, rudder, elevators, etc) increas thickness to suit Thanks. That's what I was looking for. I just added an extra zero to your number. Now they survive missle hits too. :D It didn't seem like it did, but this doesn't affect the weight of the aircraft, does it? Quote
+Wrench Posted April 5, 2013 Posted April 5, 2013 no; not since day 1. for some reason, the weight of the armor is NOT taken into consideration or is 'read' by the game engine Quote
+CrazyhorseB34 Posted April 6, 2013 Posted April 6, 2013 For all my ADVERSARY or AGRESSOR missions I try to engage far out with the radar CAPTM. Engage with IR CAPTM for short range using the lock tone as my indicator that I would have killed the target. Then finish the whole thing off with guns and BFM. I am not particularly concerned about actually killing the target with the guns. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.