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#1 Posted at 2009-08-10 19:53        
     
Hi guys,

I was wondering if you guys could help me out, basically what i need is for a plane to basically just fire a missile (Air to Air missile prefered) at the ground. I've tried creating an invisible helipad and putting this in the fighters init line "this dofire helipad" and also tried "this dotarget helipad". All that happens in that it just flies past it. I also tried using a tank but like the plane it just goes up to it and stops and doesn't fire. p.s I know those two scripts don't force the plane to fire a specific weapon which isn't exactly ideal, i don't want gunfire, need a missile :].

What im asking may sound quite simple to some of you guys but im a newb at scripting so any help will be appreciated. This is for a movie im making by the way.


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#2 Posted at 2009-08-11 00:17        
     
First you have to name your plane something say plane1. Then you have to use: plane1 doTarget helipad; (name the helipad that and leave it out of quotes) in a switch trigger(activate it however you want). Then create another switch trigger but have it say: plane1 doFire Sidewinder_Laucher; That is if you are using the AV8BS2 (harrier) if not then use Sidewinder_Laucher_F35. That should work.

Edit: also check this out Mission Editing FAQ

Armstrong-"Hey Carillo, do you see that?"
Carillo-"See what?"
Armstrong-"Something's burning over there, see the smoke?"
Carillo-"That's not smoke it's dust!"
Armstrong-"Dust? i don't get it."

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#3 Posted at 2009-08-11 09:13        
     
thanks nightrain for the help, i'll give it a try and get back to you.


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#4 Posted at 2009-08-11 09:57        
     
Might I ask why you would want an AIM-9 to fire at the ground instead of an actual ATG missile? Just curious.


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#5 Posted at 2009-08-11 10:35        
     
Well its for a movie, a dogfight etc. 1 plane is flying low and the other fires a missile and it hits the ground (misses) instead of hitting the plane.

Edit: I tried what you said nightrain but all it seems to do is to keep flying past it as if it was going on an attack run. By the way i checked the ammo for each vehicle and it was sidewinderlauncher instead but it still doesn't work. This doesn't really have to come from a plane now that i think about it, a simple missile coming out of nowhere hitting the ground will do. Not sure if thats easier to simulate or not but i don't really know how to do that.

thanks

This post was edited by Ross2555 (2009-08-11 11:03, ago)


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#6 Posted at 2009-08-11 14:52        
     
Well to do that you can spawn a missile and change the placing to have it go into the ground. First place a gamelogic piece on the map (make sure there is a player or else you can't place), make sure that it is an object not a location. Then place a waypoint (should be And) onto the game logic. Next place a trigger and synchronise it to the way point, and have it activated however you want. Then place another waypoint for the game logic and in the onAct write this:
Missile="M_Sidewinder_AA" createVehicle [(getPos this select 0), (getPos this select 1),0.5];
Now, the number at the end (.5) is the height in meters from the ground. And make sure when you write: select 0 (that is a zero). Thats all I really know, I'm sure there is a way to change the angle of the missile and all that but I'm still not very good at editing. Anyway I hope that helps and look forward to seeing your movie in the forums.;)

This post was edited by Nightrain (2009-08-11 17:55, ago)

Armstrong-"Hey Carillo, do you see that?"
Carillo-"See what?"
Armstrong-"Something's burning over there, see the smoke?"
Carillo-"That's not smoke it's dust!"
Armstrong-"Dust? i don't get it."

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#7 Posted at 2009-08-11 17:49        
     
You may find
"M_Sidewinder_AA"
works better


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#8 Posted at 2009-08-11 17:49        
     
Hey, ill try that when im next on arma :] but to have the missile come in from an angle would be nice but for now ill try what you said Nightrain and thanks for the help, ill get back to you with my results. This is just for a scene in the movie, it's not as bad as you may think xD. Yes i did try that f2k but i got the same results :[ . Ill get back to you guys soon.


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#9 Posted at 2009-08-11 18:55        
     
Ross, I figured it out. So, place the game logic w/ the waypoints and the trigger. But this time in the second waypoint onAct write this:
Missile="M_Sidewinder_AA" createVehicle [(getPos this select 0), (getPos this select 1),100]; Missile setVectorUp [0,20,1]

You can mess with the middle number to change the trajectory. Remember though, you still need the game logic to be object and have the trigger sychronised to the first way point.

Edit: the Missile will land where the second way point is placed.

Armstrong-"Hey Carillo, do you see that?"
Carillo-"See what?"
Armstrong-"Something's burning over there, see the smoke?"
Carillo-"That's not smoke it's dust!"
Armstrong-"Dust? i don't get it."

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#10 Posted at 2009-08-12 09:24        
     
It works perfectly :]. thanks, you been a great help :]


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#11 Posted at 2009-08-12 10:49        
     
I found messing with the vector had no effect on the missile, it does for bombs.

Ok I get it now sort of but it it still won't hit the second waypoint though.

This post was edited by F2kSel (2009-08-12 11:40, ago)


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#12 Posted at 2009-08-12 12:51        
     
No problem Ross, good luck with your movie;)

And F2kSel, thats my bad only the code I put in my post will it hit the second waypoint. If you change the height it will make it hit father ahead. Also, only change the middle number in the vector set, leave the others at 0 and 1 (0,20,1). I'm gonna be really busy till saturday so I probably won't be able to help much more.

Armstrong-"Hey Carillo, do you see that?"
Carillo-"See what?"
Armstrong-"Something's burning over there, see the smoke?"
Carillo-"That's not smoke it's dust!"
Armstrong-"Dust? i don't get it."