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"O_T_UAV_04_CAS_F" has no Dynamic Loadout
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Description

Apex DLC UAV is missing a dynamic loadout in Eden Editor - Classname 'O_T_UAV_04_CAS_F'

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 11 x64
Category
UAV (Unmanned Aerial Vehicle)

Event Timeline

2600K created this task.Apr 2 2023, 1:58 PM
SaMatra added a subscriber: SaMatra.Apr 2 2023, 2:16 PM

I wonder if its possible to fix this through config without changing the model?

TRAGER added a subscriber: TRAGER.Apr 2 2023, 2:19 PM

Duplicate
See Tenshi's answer in T162334

POLPOX added a subscriber: POLPOX.Apr 17 2023, 10:24 AM

I wonder if its possible to fix this through config without changing the model?

Apparently is possible with just config, I've done it before. This issue going to have no official fix anymore I suppose, though.

class CfgNonAIVehicles
{
	class ProxyWeapon;
	class ProxyMissile_at_04_f: ProxyWeapon
	{
		model = "a3\weapons_f_exp\ammo\missile_at_04_f";
		simulation = "pylonpod";
	};
};

class CfgMagazines
{
	class 4Rnd_LG_Jian;
	class 1Rnd_LG_Jian_DynamicLoadout_Mag: 4Rnd_LG_Jian
	{
		pylonWeapon = "missiles_Jian_DynamicLoadout";
		hardpoints[] = {"O_MISSILE_PYLON"};
		count = 1;
	};
};
class CfgWeapons
{
	class MissileLauncher;
	class missiles_Jian_DynamicLoadout: MissileLauncher
	{
        magazines[] = {1Rnd_LG_Jian_DynamicLoadout_Mag};
	};
};

class CfgVehicles
{
	class UAV_04_base_F;
	class O_T_UAV_04_CAS_F: UAV_04_base_F
	{
		class Components;
	};
	class O_T_UAV_04_CAS_DynamicLoadout_F: O_T_UAV_04_CAS_F
	{
		displayName = "Dynamic Loadout Fenghuang";
		class Components: Components
		{
			class TransportPylonsComponent
			{
				uiPicture = "#(argb,8,8,3)color(0,0,0,0)" ;
				class pylons
				{
					class pylons1
					{
						maxweight = 250;
						hardpoints[] = {"O_BOMB_PYLON","O_MISSILE_PYLON","UNI_SCALPEL"};
						attachment = "1Rnd_LG_Jian_DynamicLoadout_Mag";
						bay = -1;
						priority = 5;
						UIposition[] = {0.35, 0.25};
						turret[] = {0};
					};
					class pylons2:pylons1
					{
						mirroredMissilePos = 1;
						priority = 4;
						UIposition[] = {0.55, 0.25};
					};
					class pylons3: pylons1
					{
						priority = 4;
						UIposition[] = {0.15, 0.25};
					};
					class pylons4: pylons1
					{
						priority = 5;
						UIposition[] = {0.75, 0.25};
					};
				};
			};
		};
	};
};

I wonder if its possible to fix this through config without changing the model?

Apparently is possible with just config, I've done it before. This issue going to have no official fix anymore I suppose, though.

Great stuff, now I wish this was added officially, this asset is very much underused because its not flexible with the pylons