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The Staff of SOH
weapon_type=6 is used for the stock US Navy Rocket. It is not a Air to Air. weapon_type=5 us used for the US Army Rocket.
Wich the diference is, talking about behaving?
Some times I feel pain for cfs2 limitations, but if we think better... is amazing how complex and complete cfs2 was made. I would like to give some medals for those creators!.5 = will fly a shorter distance and hit the ground. it has a fast drop.
6 = will fly longer and straiter. has more of a flat arch to it.
I haven't tried 8 yet.
I'm still working on my weapons so i'll try the bomb types later.
It makes no difference to the AI. they won't use the rockets air to air. It was worth a try.
Regarding bombs, this is a copied SOH posted tutorial some years back from my CFS2 Notes file, don't really know who the author was. All you need to know about CFS2 bombs:
=================================================================================================================
CFS2 bomb programming
One thing to remember when working with bombs in CFS2;
CFS2 creates bomb damage in two very different ways.
1. If the bomb strikes the targets DP Boxes the hit point number in the Bombs DP is applied to the target.
In case 1 the damage value in the bombs DP Gunstation section is used.
A 1000lb bomb looks like this:
([GUNSTATIONS]
gunstation.0=3,21,8,0.00,0,0,0,0,0,0,1d1*10000,0,0 ,0,0,0,0,0,0,0,0,16000
It delivers 10000 Hit Points to the directly to the DP of the object it hits. Pretty simple and straight forward so far. If the bomb/rocket makes a direct hit, it acts just like a bullet as far as the target DP is concerned.
2. If the bomb strikes the ground next to the target, CFS2 uses 3 different FX's depending on the weapon_type in the bombs DP.
This is where things get messy.
First off, there are 4 different “weapon_type”s that cover all of the different bombs.
Type 1 is the lightest, like the 30 & 60kg and 250Lb’ers.
Type 2 covers the 250kg and 500lb bombs.
Type 3 is for the 1000lb bomb and Type 4 is used by the 800kg and 2000lb bombs.
Now that that’s clear, let’s make mud.
When a bomb strikes the ground in CFS2 the program selects one of 3, yes 3 and not 4 FX to trigger. You’d think there would be 4 FX since there are 4 different weapons types, right?
Nope. Here’s how things work out.
The 3 Effects are the fx_gndexpl_s, m & l:
Type 1 bombs use the “s” FX:
Type 2 uses the “m” FX:
and Types 3 & 4 both use the “l” FX.
Doing DP weapon work and trying to figure out the numbers. I searched around for a listing but could not find it. I thought it would be good to have a list/guide for easy checks and weapon functions.
I thank Pen32 and Talos2005 for some of the info. I did research also.
Basically no matter what you want to call your weapon or what ever you make it look like it will always do/follow what the number represents.
Lets try to add on to the list. Addition/Removal of data and corrections welcome! Stay on topic.
-------------------------------------------------------------------
All weapons are
unit family=4
category=37
[Weapon Types:]
1=Bomb (small) 30lb, 100lb, 250lb, 30kg, 60kg
2=Bomb (medium) 500lb, 250kg
3=Bomb (large) 1000lb, 500kg, 800kg
4=Bomb (very large) 2,000lb. 1000 kg
5=Rocket
6=Rocket air to air
7=Rocket
8=Rocket (timed) - 8 seconds
9=Torpedo - MK13, seems to be for lighter torpedoes
10= Torpedo - MK13, seems to be for lighter torpedoes
11=Torpedo - Type91, seems to be for heavier torpedoes
12= Torpedo - Type91, seems to be for heavier torpedoes
13=bullet
14=drop Tank 1000 lbs
15=Drop Tank - Jap 330litre, Jap 200litre, corsair/hellcat/lightning tanks, most picked
16=Drop Tank (200gal)
17=Drop Tank (150gal18= drop Tank 1000 lbs
18= drop Tank 1000 lbs
19= drop Tank 1000 lbs
20=Pylon - Pylons, Pods, Parts: Used for rocket pods, ordinance mounts, pylons and SID pilot
==========================================
They also use...
max_weight=
========================================
All you need to do is alter the weight in the .dp (OBJECTS_DP)
Example: wep_us_2000lb_gp.dp (stock CFS2 item)
[BOXES]
box.0=%box_name.0%,-1.26,-0.08,-2.74,1.26,5.76,2.74
[SYSTEMS]
system.0=%system_name.0%,2000,21
[BOXMAPS.0]
; Box = bomb_0
boxmap.0=100,21
[EFFECTS.0]
; System = bomb
effect.0=10,LIBRARY,fx_fuelleak_s,
effect.1=30,LIBRARY,fx_oilleak_m,
effect.2=50,LIBRARY,fx_fuelleak_m,
effect.3=95,LIBRARY,fx_airexpl_l,
effect.4=100,BOMB,,
[GUNSTATIONS]
gunstation.0=3,21,8,0.00,0,0,0,0,0,0,1d1*20000,0,0 ,0,0,0,0,0,0,0,0,32000
[guns.0]
gun.0=1,0,0,0,0,0,0
[MISC_DATA]
unit_family=4
category=37
max_weight=909 (this appears to be in Kg.) <<<<<<<<<<<<<<<<<
weapon_type=4
[STRINGS]
"box_name.0"=bomb_0
"system_name.0"=Bomb
-------------------------------------------------------------------------------------------------------------
Changing the weight to "9" would allow you to sling a pair of these 2000lb monsters onto the O-1F Birddog (Cessna) & take off with no trouble at all.
The plane will perform as though it had a 9KG bomb under each wing.
Found this out when I slung a torpedo under a Zero just for fun. (flight performance suffered badly until the torp. weight was changed)
================================
...all of the system parts with the higher numbers are the ones to focus on. Anything with mid to high five figures is sure to profoundly harden a target and delay its destruction. By reducing these higher values by 75% or whatever you think is appropriate, you will essentially achieve the same effect as pre-damaging in MB, but without having to contend with MB's temperament. Plus, as i said before, the item's strength is permanently reduced for any application in new missions or as substitutions in existing missions.
Another correlating factor that plays into this is the damage dice of your weapons used against the target. Every bomb, torpedo and rocket dp has a damage dice imbedded into its gunstation that determines how many hitpoints it will deliver against the lifepoints of the individual systems in a target. For example, this highlighted red portion is the standard dice for all of my 1000lb bombs, regardless of the sources:
[GUNSTATIONS]
gunstation.0=3,21,8,0.00,0,0,0,0,0,0,>>> 7d7*40000 <<<,0,0,0,0,0,0,0,0,0,0,42000
The MS stock standard for this sized weapon is:
[GUNSTATIONS]
gunstation.0=3,21,8,0.00,0,0,0,0,0,0,>>> 1d1*10000 <<<,0,0,0,0,0,0,0,0,0,0,16000
First, 10000 hitpoints is not my idea of a 1000lb high explosive weapon in CFS2. Secondly, the parameter of 7d7* builds a random effectiveness factor into the detonation, as opposed to the straightforward predictability of using 1d1* parameter. A 1d1* setup will always detonate with the same range, magnitude and collateral effect. A 7d7* setup will surprise you with random results; one hard target will take two direct hits to destroy and another just one; a set of "hard" hangars will take collateral damage from a near miss and burn in one case, while another similar near miss does nothing but produce smoke and dust....i like that idea.
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....Did you do a similar change for the 500 lb and smaller weapons to include rockets?...
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Yep....none of my weapon dices are stock. Even my add-on weaps are changed likewise. And in making these types of mods, i pretty much used the 7d7* param in all weaps no matter the type in order to keep the randomness factor involved. But the numerical hit points i did vary depending on the size and type. I won't bother to post any more examples on other types here because i think any reader can now understand the relational methodology and make these mods according to their own preferences. Its your thing, do whatcha wanna do...