#4587135 - 12/14/21 09:20 PM
NEED HELP!! Adding weapons for ka-52.
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Joined: Jan 2010
Posts: 88
ignarik
Junior Member
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Junior Member
Joined: Jan 2010
Posts: 88
Russia,Moscow
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I want to add for Ka-52 the ability to carry the laser guided "ATAKA" missile . This feature is available in Ka-52 in stock IRL. In the game Ka-52 can only use "VIKHR" missile, but there is a problem with them. The "VIKHR" has a spiral flight path and when launching with a low altitude (to avoid SAM lock), all missiles explode on the ground. But the most unpleasant thing is that all the bots have the same problem - they spend all the missiles in the ground and die trying to destroy the targets by cannon! "ATAKA" missiles has a straight trajectory and does not have this problem. Therefore, I think - we need to add an "ATAKA" missile to keep playability for ka-52. They are already in the game for Mi-28, but I do not know how to change the exe file... In Lightwave 11.6 I redone the "VIKHR" pilons for the "ATAKA" At this stage, the "VIKHR" is launching out of the new "ATAKA" pilons The next stage is to replace them in exe. I addressed with this request to Thealx, but he said what no longer works on the game and advised to contact MessyHead or other modders on the forum. If Messyhead will help it will be very good, but I can not contact him, his mail is not available - if someone can contact him and ask him to write me in PM, I will be very appreciated for that. I will also be grateful to anyone for help with this. Let's continue to maintain life in the EECH!
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#4587341 - 12/16/21 10:16 PM
Re: NEED HELP!! Adding weapons for ka-52.
[Re: ignarik]
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Joined: Jan 2010
Posts: 88
ignarik
Junior Member
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Junior Member
Joined: Jan 2010
Posts: 88
Russia,Moscow
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I'm sorry I didn't understand which digit I should replace with zero? This line is from GWUT 57,9A4172 Vikhr,5,1,0,4,3,0,0,2300,1000,2,1,0,0,1,1,0,2,0.5,1,1,0,0,0,0,0,45,34.7773584906,0.125,1.4,500,10000,5000,0,55,5,610,20,14,1935,0,0,30,2,1,0,0,0,30,6.25,25,10,0,0,1800 What needs to be fixed?
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#4587365 - 12/17/21 10:01 AM
Re: NEED HELP!! Adding weapons for ka-52.
[Re: ignarik]
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Joined: May 2013
Posts: 413
SKIP2008
Member
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Member
Joined: May 2013
Posts: 413
ITALY
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Hello Ignarik, your line is ok, you don't have to fix nothing, i was just remembering what i've read during one of my last GWUT editing, i'll post later stated that i'm working on APKWS (laser guided hydra rockets).
Last edited by SKIP2008; 12/17/21 10:01 AM.
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#4587458 - 12/19/21 05:53 PM
Re: NEED HELP!! Adding weapons for ka-52.
[Re: SKIP2008]
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Joined: Jan 2010
Posts: 88
ignarik
Junior Member
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Junior Member
Joined: Jan 2010
Posts: 88
Russia,Moscow
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Hi, SKIP2008! sorry for my bad english! Hi Ignarik, yes if you're playing a campaign you can set up the scout configuration as your desire from the payload page as you show me in the screen, give the hind 8 shurm from the GWUT? I don't know i'll have a look. I incorrectly said - I meant not to loadout a partner, but stock loadout all another recon bots!
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#4587713 - 12/23/21 07:07 PM
Re: NEED HELP!! Adding weapons for ka-52.
[Re: ignarik]
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Joined: Jun 2005
Posts: 675
FireBird_[WINE]
Member
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Member
Joined: Jun 2005
Posts: 675
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There's an direct correspondence between gunship's scene and game sources.
Scene
The scene contains some WEAPON_SYSTEM_HEADING NullObjects. Those are "hardpoints". Dispensers and guns are "hardpoints" too. The order is crucial! Their order is the same as the numbers of hardpoints mentioned in the header.
Then, each WEAPON_SYSTEM_HEADING NullObject has one or more WEAPON_SYSTEM_PITCH NullObjects children objects. Those are weapon types/racks. The order is crucial! Their order is the same as the numbers of weapons used with corresponding hardpoint in the header. It's a good approach to have _the same_ weapon type on _different_ hardpoints to have _the same_ index.
Then, each WEAPON_SYSTEM_PITCH NullObject has one or more WEAPON_SYSTEM_WEAPON NullObjects children objects. Those are individual rockets/missiles. They are spent in the order in the scene. Their number must be the number of rockets/missiles specified in the header.
Also there's WEAPON_SYSTEM_MUZZLE. Make sure it's in correct place and has a proper parent-children relationship. And make sure LODs won't multiply the number of those WEAPON_SYSTEM_* objects.
Weapon header file
Head - macros definitions. Hardpoints, weapons on hardpoints, number of missiles/rockets/etc. should be defined in one place.
The list of payloads. Each payload contains the information about all hardpoints. If some payload has no information about any hardpoint, no weapon is attached to that hardpoint.
Please note that each payload has an unchangable payload for specific hardpoints. For Hokum they are dispensers, guns, blades, pilots, doors.
Then, a total number of payloads. If we have the following restrictions Outer hardpoints may have (both!) none, iglas, s8, s13, gun pods (5 options) Inner hardpoints may have (both!) none, iglas, s8, s13, gun pods, vikhr (6 options) Thus we have to have 5 * 6 = 30 payloads AT LEAST. In each payload hardpoints with none should not be mentioned, hardpoints with some weapon should specify hardpoint index, weapon index, number of weapon elements and and different supplementary data. Generally we may have more payloads - with not 6 vikhrs per rack, but with 3, for example.
And below all WEAPON_CONFIG_TYPE_KA52_HOKUM_B_1 - WEAPON_CONFIG_TYPE_KA52_HOKUM_B_30 are mentioned. I suppose that they should be generated by a proper program to make sure that there's no human mistake.
Tail - undefine all macros used.
weapon.h file
enum WEAPON_CONFIG_TYPES must have _exactly the same_ WEAPON_CONFIG_TYPE_KA52_HOKUM_B_* definitions as we used in the weapon header file. It's position must correspond to the position of '#include "config/weapon config file.h"` in wn_dbase.c.
ac_dbase.c file An entry for gunship should be modified. min_weapon_config_type is still WEAPON_CONFIG_TYPE_KA52_HOKUM_B_1. But as long as number of payloads changes max_weapon_config_type must be modified to be the biggest payload number for the gunship. There are four more usages of payload indices there. They are default_weapon_config_type, air_to_air_weapon_config_type, air_to_surface_weapon_config_type and scout_weapon_config_type. They are used for the corresponding missions. Please make sure that the referenced payload is suitable for the mission.
To add Atakas on inner pylons Edit scene, add WEAPON_SYSTEM_PITCH to inner hardpoints (WEAPON_SYSTEM_HEADINGs). It looks the index should be 6. Add corresponding racks, WEAPON_SYSTEM_WEAPONs, missiles, WEAPON_SYSTEM_MUZZLEs, LODs, etc. to those WEAPON_SYSTEM_PITCHes. In hokum.h add #define ATAKA_RACK 6, #define NUM_ATAKA_MISSLES 8, #define WEAPON_ATAKA(HEADING) ..., in head and #undefs in tail. Replace all WEAPON_CONFIG_TYPE_KA52_HOKUM_B_* definitions with generated ones. The last one should be 35. Edit weapon.h - there should be 35 of WEAPON_CONFIG_TYPE_KA52_HOKUM_B_* definitions. Edit ac_dbase.c - max_weapon_config_type must be WEAPON_CONFIG_TYPE_KA52_HOKUM_B_35, other *_config_types should point to correct payloads.
I believe the weapon payload system should be rewritten someway. That "generated" part can be done in runtime.
If someone succeeds in this, it would be nice to add a page to eechcentral.
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#4587721 - 12/23/21 07:38 PM
Re: NEED HELP!! Adding weapons for ka-52.
[Re: ignarik]
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Joined: Jun 2005
Posts: 675
FireBird_[WINE]
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Member
Joined: Jun 2005
Posts: 675
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Is it possible to prescribe 8 missiles "STURM"for MI24 bots? Edit ac_dbase.c looking in hind.h.
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#4588933 - 01/10/22 08:37 AM
Re: NEED HELP!! Adding weapons for ka-52.
[Re: ignarik]
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Joined: May 2013
Posts: 413
SKIP2008
Member
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Member
Joined: May 2013
Posts: 413
ITALY
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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