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Satchel

Some A/C and Vehicle Addons in the making ....

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Don´t worry i havn´t forgotten about the soundmod;

if "Earthquake" is kind enough and provides me with an unencryptet 1.40 config.bin and encrypts it back again after i edited it with the soundlinks (cause he is the only one i know of with tools and knowledge to do so), the follow up to the Beta CCIÅ‚AudioSFX soundmod will be released shortly. It will have however another name, as there were some trouble installing it, cause of the filename.

While i´m waiting for the unencryptet 1.40 config.bin, i finished some addon vehicle sounds, cause i havn´t found a way yet to control them via the master config.bin. As i did the sounds i also thought that some addon vehicles could look better, so i started with the AH-64A ( which i will upload today), comes complete with realistic high Quality retexturing, unique authentic sounds, and according flightparamters. Here is some screenshots of it:

ah1.jpg

ah2.jpg

ah3.jpg

ah4.jpg

ah5.jpg

ah6.jpg

ah7.jpg

Next vehicle to be treated is the Kiowa.

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Man. Dere byoodaful. I can't believe that's the same thing as in the game.

You got me feelin' all stiff and soggy on the end.

It actually looks so real that it kinda looks weird with those pretendy guys sittin' in them.

Can you make them look real?

According flight parameters? Did you make it fly better?

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Jesus that's brilliant. Excellent yellow window-rim type things as well. The amount of detail is wicked. You know ur talkin about a great add-on when all i want to ask is when/where can i download it?

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Jesus that's brilliant. Excellent yellow window-rim type things as well. The amount of detail is wicked. You know ur talkin about a great add-on when all i want to ask is when/where can i download it?

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Oh my god that is amazing.

Satchel will you mary me?

You can be my house wife and make quality addons all day

oh and cook me food and clean the house

j/k

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Damage Inc on 8:04 pm on Dec. 22, 2001

BTW what is A/C?

<span id='postcolor'>

a/c = aircraft

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Mr ThunderMakeR on 8:01 pm on Dec. 22, 2001

LOOKS GREAT!!!

I was just wondering though, is that an realistic paint scheme?? If so, what scheme is it? Desert camo??

<span id='postcolor'>

I think it is just the standard dark brown dirty colour that the Americans paint the Apaches...I've only ever seen this colour scheme. Not even during the Gulf conflict did the Americans paint them with any sort of Desert camo pattern. The only other colour on Apaches I've seen is the dark green used by the Brits on their (far superior) Longbows.

Looks fantastic by the way Satchel, nice job.

The Jub-Jub Bird

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They look awesome, just a pity that I no longer can see the Hellfire on those pylons since the 1.30 upgrade. Anyone else having this problem?

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I´ve run into problems with the d*amn apac.p3d file, as i dont want to upload it as an replacement but an addon, there is alot more involved than just changing textures.....

Hope to get it up tomorrow.

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np satchel, just do what it takes to get it in top-notch condition smile.gif

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The problem i´m facing is as follows;

i can´t get the new retextured Hellfires to display, although all links in the .p3d file are correctly updated (i´ve tripple checked that already). When using the addon with an existing APAC.pbo in your addons folder, Hellfires are displayed, but the old ones sad.gif.

When deleting the Apac.pbo there is an error msg about a missing object: "Apac\Hellfire_proxy.P3D" and no Hellfires are displayed on the Launching rails.

Thats really strange, because there is no Reference to the old Apac.pbo left in neither the new Apac.p3d, Hellfire.p3d nor Hellfire_proxy.p3d bor config.cpp. Even weirder that everything else is displayed as it should.

Although the 3Dmodel of the Hellfire is missing, the weapon works, the ammo counter is shown with new designation for the Hellfire, you can fire them and even see the new model when fired..................

I don´t believe the .p3d files are the cause, because as i said there are no links to the original textures in there left. I´ve also exchanged the config.cpp, using the original one, only changed with links to the new Hellfire.p3d, Hellfire_proxy.p3d ....still a no go.

I now have plenty of testing done without a solution,  as i don´t want the old hellfires but the new retextured ones, could someone look into the package?

Here´s the config.cpp btw:

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class IRFAAH64A

{

units[] = {IRFAAH64A};

weapons[] = {};

requiredVersion = 1.30;

};

class M230

{

units[] = {};

weapons[] = {M230};

requiredVersion = 1.30;

};

class M261

{

units[] = {};

weapons[] = {M261};

requiredVersion = 1.30;

};

class AGM114A

{

units[] = {};

weapons[] = {AGM114A};

requiredVersion = 1.30;

};

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class Hellfire: AT3 {};

//class HellfireApach: Hellfire {};

class AGM114A: Hellfire

{

model=\IRF(A)AH-64A\hellfire;

hit=700;

indirectHit=50;

indirectHitRange=5.000000;

minRange=50;

minRangeProbab=0.500000;

midRange=300;

midRangeProbab=0.950000;

maxRange=1500;

maxRangeProbab=0.500000;

maxSpeed=430;

cost=20000;

irLock=1;

laserLock=1;

manualControl=0;

maxControlRange=100000;

maneuvrability=40.000000;

soundHit[]={"\IRF(A)AH-64A\hellfire2",80.300008,1};

soundFly[]={"\IRF(A)AH-64A\missileflyby",0.010000,1};

initTime=0.050000;

thrustTime=3.500000;

thrust=750;

};

class BulletSingle: Default {};

class ExplosiveBullet: BulletSingle {};

class Bullet30: ExplosiveBullet {};

class M789HEDP: Bullet30

{

hit=50;

indirectHit=10;

soundHit[]={"\IRF(A)AH-64A\explosivebullet",1.000000,1};

soundFly[]={"\IRF(A)AH-64A\bulletnoise",0.017783,4};

tracerColor[]={0.800000,0.500000,0.400000,0.300000};

tracerColorR[]={0.000000,0.000000,0.000000,0.200000};

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher: LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

//class HellfireLauncherApach: HellfireLauncher {};

class AGM114A: HellfireLauncher

{

scope=public;

ammo=AGM114A;

displayName=$STR_DN_AGM-114A Hellfire;

displayNameMagazine=$STR_MN_AGM-114A Hellfire;

shortNameMagazine=$STR_SN_AGM-114A Hellfire;

count=8;

};

class MGun: Default {};

class MachineGun7_6: MGun {};

class MachineGun30: MachineGun7_6 {};

class M230: MachineGun30

{

displayName="$STR_DN_M230 30mm HEDP";

displayNameMagazine="$STR_DN_M230 30mm HEDP";

shortNameMagazine="$STR_DN_M230 30mm HEDP";

ammo="M789HEDP";

count=1200;

initSpeed=807.7200000;

reloadTime=0.0960000;

sound[]={"\IRF(A)AH-64A\M230",3.162278,1};

aiRateOfFire=0.300000;

aiRateOfFireDistance=1500;

};

class ZuniLauncher38: AT3Launcher {};

class M261: ZuniLauncher38

{

hit=250;

indirectHit=100;

indirectHitRange=5;

displayName="$STR_DN_M261 MPSM FFAR";

displayNameMagazine="$STR_MN_M261 MPSM FFAR";

shortNameMagazine="$STR_SN_M261 MPSM FFAR";

count=38;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Helicopter: Air {};

class AH64: Helicopter {};

class IRFAAH64A: AH64

{

picture=\IRF(A)AH-64A\iAH64;

crew = SoldierWPilot;

scope=public;

side=TWest;

displayName=$STR_DN_IRF(A)AH-64A;

nameSound="chopper";

accuracy=0.30;

driverAction = ManActAH64Pilot;

gunnerAction = ManActAH64Gunner;

maxSpeed = 279;

fuelCapacity=400;

soundEngine[]={\IRF(A)AH-64A\ah64engine,10.162278,1,1};

soundEnviron[]={\IRF(A)AH-64A\heliturbo,5.100000,1};

soundDammage[]={\IRF(A)AH-64A\acwarning,0.110000,1};

cost=10000000;

model=\IRF(A)AH-64A\Apac;

rotorBig = apach_vrtule;

rotorBigBlend = apach_vrtule;

rotorSmall = apach_vrtulka;

rotorSmallBlend = apach_vrtule2;

weapons[]={M230,AGM114A,M261};

magazines[]={M230,AGM114A,M261};

type=VAir;

//threat[] VSoft, VArmor, VAir

threat[]={0.3, 1, 0.8};

dammageHalf[]=

{

\IRF(A)AH-64A\apach_in_skla.paa, \IRF(A)AH-64A\apach_in_sklaC.paa

};

dammageFull[]=

{

\IRF(A)AH-64A\apach_in_skla.paa, \IRF(A)AH-64A\apach_in_sklaC.paa

};

class Turret

{

gunAxis = "OsaHlavne";

turretAxis = "OsaVeze";

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

soundServo[]={};

minElev=-60; maxElev=+11;

minTurn=-86; maxTurn=+86;

body = "OtocVez";

gun = "OtocHlaven";

};

class IndicatorAltRadar

{

// max for this indicator is 1000 feet (i.e. 304m)

// note: this is actualy Baro altitude (name is wrong)

selection = "alt";

axis = "osa_alt";

angle = -360;

min = 0;

max = 304;

};

class IndicatorAltBaro

{

// max for this indicator is 200 feet (i.e. 61m)

// note: this is actualy Radar altitude (name is wrong)

selection = "nm_alt";

axis = "osa_nm_alt";

angle = -180;

min = 0;

max = 61;

};

class IndicatorSpeed

{

selection = "mph";

axis = "osa_mph";

angle = -320;

min = 0;

max = 125;

};

class IndicatorVertSpeed

{

selection = "vert_speed";

axis = "osa_vert_speed";

angle = -300;

min = -30;

max = 30;

};

class IndicatorRPM

{

selection = "rpm";

axis = "osa_rpm";

angle = -320;

min = 0;

max = 12;

};

class IndicatorCompass2

{

selection = "kompas2";

axis = "osa_kompas2";

angle = -360;

min = -3.1415926536;

max = 3.1415926536;

};

};

};

class CfgNonAIVehicles

{

class ProxyCrew {};

class ProxyDriver: ProxyCrew {};

class Proxyah64pilot: ProxyDriver {};

class ProxyGunner: ProxyCrew {};

class Proxyah64gunner: ProxyGunner {};

class ProxyWeapon {};

class ProxyHellfire_proxy: ProxyWeapon

{

model=\IRF(A)AH-64A\hellfire_proxy;

simulation="maverickweapon";

};

};

#define SPEED_STATIC 1e10

class CfgVehicleActions

{

ah64pilot = "ah64pilot";

ah64gunner = "ah64gunner";

};

class CfgMovesMC

{

class Default {};

class DefaultDie: Default {};

class States

{

class Driver: Default {};

#define VEH_DIE_CONN(Name,anim,time) \

class Name##Dying: DefaultDie \

{ \

actions = NoActions; \

file=anim##smrt.rtm; \

speed=-time; \

looped=false; \

soundEnabled=false; \

connectFrom[]={Name,1}; \

}; \

class Name##Dead: Name##Dying \

{ \

actions = DeadActions; \

file=anim##smrt2.rtm; \

speed=SPEED_STATIC; \

terminal = true; \

connectFrom[]={Name##Dying,1}; \

connectTo[]={DeadState,1}; \

}

#define VEHIN_MOVES_VAR(Name,anim,vartime) \

class Name: Driver \

{ \

file=anim##stat.rtm; \

speed=SPEED_STATIC; \

looped=true; \

variantsAI[]= {Name##V1,0.7,Name};\

interpolateWith[]={Name##V1,0.5};\

equivalentTo=Name; \

interpolationSpeed=1; \

connectTo[]={Name##Dying,1}; \

} \

class Name##V1: Name \

{ \

file=anim.rtm; \

speed=-vartime; \

looped=true; \

}

#define VEH_MOVES_VAR(Name,anim,time,vartime) \

VEHIN_MOVES_VAR(Name,anim,vartime); \

VEH_DIE_CONN(Name,anim,time)

VEH_MOVES_VAR(ah64Pilot, \IRF(A)AH-64A\ah64pilot, 1, 4);

VEH_MOVES_VAR(ah64Gunner, \IRF(A)AH-64A\ah64gunner, 1, 4);

};

};

(Edited by Satchel at 12:28 pm on Dec. 24, 2001)

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So how's it coming on?  Are you done yet?:biggrin:

(Edited by Jonstyle at 12:59 pm on Dec. 25, 2001)

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Satchel, you are seriously enhancing OFP. WoW!

I cant wait to use your excellent (modified) soundmod with 1.40 again;..plain awesome!

And now this chopper...phantastic! Thank you! smile.gif

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