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Posted

Hi

 

i would make an smokey sam.

modell i have but i cant figure out how to make the missle look like the smokey missle and that he makes no damage.

 

as base i work with the igla.

the lua atached works but it makes damage. i tryed to define a weapon but i cant get it to work.

can anybody help me?

 

Model name of the missle: GTR18_projectile

GTR18.lua

Posted

Yes, you need to declare a new weapons, something like this (my custom SA-7):

-- 9M32M Strela-2 MANPADS
local SA9M32M = {
category = CAT_MISSILES,
name = "9M32M";
display_name = _("9M32M Strela-2M"),
wsTypeOfWeapon = {
  wsType_Weapon,
  wsType_Missile,
  wsType_SA_Missile,
  WSTYPE_PLACEHOLDER
};
shape_table_data = {
   {
     name = "9M32M";
     file = "9m32m"; -- this is the 3D model filename: 9m32m.edm
     life = 1;
     fire = {0, 1};
     username = "9M32M Strela-2M";
     index = WSTYPE_PLACEHOLDER;
   }
 },
   Escort = 0,
   Head_Type = 1,
   sigma = {5, 5, 5},
   M = 9.8,
   H_max =2300.0,
   H_min = 50.0,
   Diam = 72.0,
   Cx_pil = 2,
   D_max = 4200.0,
   D_min = 800.0,
   Head_Form = 0,
   Life_Time = 17.0,
   Nr_max = 14,
   v_min = 170.0,
   v_mid = 250.0,
   Mach_max = 1.3,
   t_b = 0.0,
   t_acc = 3.0,
   t_marsh = 5.0,
   Range_max = 4200.0,
   H_min_t = 50.0,
   Fi_start = math.rad(1),
   Fi_rak = 3.14152,
   Fi_excort = 1.0,
   Fi_search = 99.9,
   OmViz_max = 99.9,
   warhead = {
      mass = 1.265,
      expl_mass = 1.15,
      other_factors = {1,1,1},
      obj_factors = {1,1},
      concrete_factors = {1,1,1},
      cumulative_factor = 0,
      concrete_obj_factor = 0,
      cumulative_thickness = 0,
      caliber = 72,
    },
   exhaust = {0.9, 0.9, 0.85, 0.9},
   X_back = -0.95,
   Y_back = 0.0,
   Z_back = 0.0,
   Reflection = 0.04,
   KillDistance = 2.5,
--seeker sensivity params
SeekerSensivityDistance = 10000, -- The range of target with IR value = 1. In meters.
SeekerCooled   = false, -- True is cooled seeker and false is not cooled seeker.
ccm_k0 = 1.5, -- Counter Countermeasures Probability Factor. Value = 0 - missile has absolutely resistance to countermeasures. Default = 1 (medium probability)
}
declare_weapon(SA9M32M);

You will find the Igla definition in DCS World\Scripts\Database\Weapons\missile_data.lua

 

Then you create the launcher, either directly or separately like that:

 

-- 9K32 Strela-2 MANPADS Launcher
GT_t.LN_t._9K32 = {}
GT_t.LN_t._9K32.type = 4;
GT_t.LN_t._9K32.distanceMin = 500;
GT_t.LN_t._9K32.distanceMax = 5000;
GT_t.LN_t._9K32.reactionTime = 3;
GT_t.LN_t._9K32.launch_delay = 1;
GT_t.LN_t._9K32.maxShootingSpeed = 0;
GT_t.LN_t._9K32.reflection_limit = 0.22;
GT_t.LN_t._9K32.ECM_K = -1
GT_t.LN_t._9K32.min_launch_angle = math.rad(-20);
GT_t.LN_t._9K32.inclination_correction_upper_limit = math.rad(0);
GT_t.LN_t._9K32.inclination_correction_bias = (0);
GT_t.LN_t._9K32.sensor = {}
set_recursive_metatable(GT_t.LN_t._9K32.sensor, GT_t.WSN_t[0])
GT_t.LN_t._9K32.PL = {}
GT_t.LN_t._9K32.PL[1] = {}
GT_t.LN_t._9K32.PL[1].ammo_capacity = 3;
GT_t.LN_t._9K32.PL[1].reload_time = 120;
GT_t.LN_t._9K32.PL[1].type_ammunition = SA9M32M.wsTypeOfWeapon; -- this is where you call the weapon you defined earlier
GT_t.LN_t._9K32.PL[1].name_ammunition = SA9M32M.shape_table_data.username; -- this is where you call the weapon you defined earlier
GT_t.LN_t._9K32.PL[1].automaticLoader = false
GT_t.LN_t._9K32.PL[1].shot_delay = 0.01;
GT_t.LN_t._9K32.BR = { { pos = {1, 0, 0}, drawArgument = 4}, }
GT_t.WS_t.strela2 = {}
GT_t.WS_t.strela2.pos = {-0.071, 1.623,0}
GT_t.WS_t.strela2.angles = {
    {math.rad(180), math.rad(-180), math.rad(-45), math.rad(80)},
    };
GT_t.WS_t.strela2.drawArgument1 = 0
GT_t.WS_t.strela2.drawArgument2 = 1
GT_t.WS_t.strela2.omegaY = 1.5;
GT_t.WS_t.strela2.omegaZ = 1.5;
GT_t.WS_t.strela2.pidY = {p=40,i=1.0,d=7, inn = 5};
GT_t.WS_t.strela2.pidZ = {p=40,i=1.0,d=7, inn = 5};
GT_t.WS_t.strela2.reloadAngleY = -100
GT_t.WS_t.strela2.LN = {}
GT_t.WS_t.strela2.LN[1] = {}
set_recursive_metatable(GT_t.WS_t.strela2.LN[1], GT_t.LN_t._9K32)
GT_t.WS_t.strela2.LN[1].PL[1].shot_delay = 20;

You will find the Igla launcher definition in DCS World\Scripts\Database\scripts\missile.lua

 

Now you can assign your launcher to your unit definition:

-- weapon systems
GT.WS = {};
GT.WS.maxTargetDetectionRange = 5000;
GT.WS.fire_on_march = false;
local ws = GT_t.inc_ws();
GT.WS[ws] = {};
set_recursive_metatable(GT.WS[ws], GT_t.WS_t.strela2); -- here you call the launcher
GT.WS[ws].pointer = "camera";
GT.WS[ws].cockpit = {"IglaSight/IglaSight", {0, 0, 0}}
GT.WS[ws].LN[1].BR[1].connector_name = "POINT_LAUNCHER";
GT.WS[ws].LN[1].sightMasterMode = 1;

 

 

Hope it helps !

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