Silver_Dragon Posted May 31, 2012 Share Posted May 31, 2012 if I make missiles and guided bombs for mod / addons, need animate alierons / timons and other control surfaces to give them funcionality with a airplane? Link to comment Share on other sites More sharing options...
beczl Posted May 31, 2012 Share Posted May 31, 2012 As far as I know no control surfaces animation available for missiles/bombs etc... Link to comment Share on other sites More sharing options...
Silver_Dragon Posted November 18, 2015 Author Share Posted November 18, 2015 (edited) Sorry to "resurrect" that post. I have a "little" problem add weapons to DCS: W, and intent search a answer to a problem. That is a weapon definition: torpedo_53_65k = { category = CAT_MISSILES, name = "torpedo_53_65k", user_name = _("torpedo_53_65k"), model = "torpedo_53_65k", wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_AS_Missile,WSTYPE_PLACEHOLDER}, Escort = 1, Head_Type = 2, sigma = {15, 15, 15}, M = 4800.0, H_max = 12000.0, H_min = 500, Diam = 533.0, Cx_pil = 2.0, D_max = 500000.0, D_min = 3000.0, Head_Form = 1, Life_Time = 1800.0, Nr_max = 0.5, v_min = 170.0, v_mid = 986.0, Mach_max = 2.5, t_b = 0.0, t_acc = 6.0, t_marsh = 1800.0, Range_max = 500000.0, H_min_t = 0.0, Fi_start = 3.14152, Fi_rak = 3.14152, Fi_excort = 3.14152, Fi_search = 99.9, OmViz_max = 99.9, warhead = { mass = 2573; expl_mass = 513; other_factors = {1, 1, 1}; obj_factors = {1, 1}; concrete_factors = {1, 1, 1}; cumulative_factor = 3.0; concrete_obj_factor = 0.0; cumulative_thickness = 0.9; piercing_mass = 0.0; caliber = 150, }, Damage = 50, exhaust = {0.9, 0.9, 0.85, 0.3}, -- Tail smoke color format {R, G, B, alpha}. All values from 0 to 1 exhaust1 = tail_solid, X_back = -5.814, Y_back = 0.099, Z_back = 0.0, Reflection = 0.75, KillDistance = 0.0, shape_table_data = { { name = "torpedo_53_65k", file = "torpedo_53_65k", life = 1, fire = { 0, 1}, username = "torpedo_53_65k", index = 361, }, } } declare_weapon(torpedo_53_65k) declare_loadout( { category = CAT_MISSILES, CLSID = "{torpedo_53_65k}", --Picture = "torpedo_53_65k.png", displayName =_("torpedo_53_65k"), angles = { {math.rad(45), math.rad(-45), math.rad(-10), math.rad(45)}, }; reference_angle_Z = math.rad(60), moveable = false, attribute = torpedo_53_65k.wsTypeOfWeapon, Cx_pil = torpedo_53_65k.Cx_pil, Count = 1, Weight = 310, Elements = { ShapeName = "torpedo_53_65k", Position = {0,0,0}, }, -- end of Elements } } ) The main problem coming here: ... --[[ ]] GT_t.WS_t.ship_torpedo_53_65k = {} GT_t.WS_t.ship_torpedo_53_65k.angles = { {math.rad(45), math.rad(-45), math.rad(-90), math.rad(90)}, }; GT_t.WS_t.ship_torpedo_53_65k.reference_angle_Z = math.rad(60) GT_t.WS_t.ship_torpedo_53_65k.moveable = false GT_t.WS_t.ship_torpedo_53_65k.LN = {} GT_t.WS_t.ship_torpedo_53_65k.LN[1] = {} GT_t.WS_t.ship_torpedo_53_65k.LN[1].type = 1 GT_t.WS_t.ship_torpedo_53_65k.LN[1].distanceMin = 13000 GT_t.WS_t.ship_torpedo_53_65k.LN[1].distanceMax = 555000 GT_t.WS_t.ship_torpedo_53_65k.LN[1].reactionTime = 1 GT_t.WS_t.ship_torpedo_53_65k.LN[1].launch_delay = 2; GT_t.WS_t.ship_torpedo_53_65k.LN[1].external_tracking_awacs = true; GT_t.WS_t.ship_torpedo_53_65k.LN[1].sensor = {} set_recursive_metatable(GT_t.WS_t.ship_torpedo_53_65k.LN[1].sensor, GT_t.WSN_t[0]) GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL = {} GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1] = {} GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1].ammo_capacity = 4 GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1].type_ammunition = {4,4,11,122} GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1].name_ammunition = "torpedo_53_65k" GT_t.WS_t.ship_torpedo_53_65k.LN[1].PL[1].reload_time = 1000000; -- never during the mission GT_t.WS_t.ship_torpedo_53_65k.LN[1].BR = { {pos = {0, 0, 0} } } --Torpedo Tubes -- 1 -- ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_torpedo_53_65k); GT.WS[ws].animation_alarm_state = {time = 1.5, arg = 20} GT.WS[ws].center = 'Tube01' GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].PL[1].ammo_capacity = 3; GT.WS[ws].LN[1].PL[1].reload_time = 5; GT.WS[ws].LN[1].BR[1].connector_name = 'Tube01' ... The number in RED has appoint to the Weapons.lua How I can add a new index weapon to DCS: W without modification the weapons luas or make conflict with other index weapon? If use that index. other weapons appears, not the definite weapon on the previous luas, with the propel 3D model. Edited November 18, 2015 by Silver_Dragon Link to comment Share on other sites More sharing options...
Markindel Posted January 20, 2016 Share Posted January 20, 2016 (edited) It would be really interesting to have data lua for a torpedo. I would gladly change my U-Boat. Thanks for your work. Edited January 20, 2016 by Markindel Add pictures Link to comment Share on other sites More sharing options...
DOL Posted January 29, 2016 Share Posted January 29, 2016 I was editing the existing files (MissileTable.sht, db_weapons_data.lua, etc), to add a new AS missile. However, I do not need to modify the existing file any longer. Because you presented the code. Thank you, Silver_Dragon. Sorry my bad English. Link to comment Share on other sites More sharing options...
Silver_Dragon Posted March 5, 2016 Author Share Posted March 5, 2016 Ok, I resurrect that post. I modify my scripts. Now I add the weapons designation to the weapons.lua, and add them to init.lua to use them, but the main problem show on my previous post persist. I cant add new weapons to DCS: W, only can search and replace not used index weapons to make them some "usable" (122 index point to a "old" P-15 missile disapear on DCS:W). Attach my mods to that post, if someone like check my LUAs. That have a working Pr.205 (show on some my youtube videos), and a Pr.877 with implement weapons but crash with start a mission with them. Put into the Mod/tech directory to enable on the mission editor. All models has not textured, I dont have the necesary experiece to make them :(Project205.rarProject877.rar Link to comment Share on other sites More sharing options...
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