Jump to content
Sign in to follow this  
arremba san zorzo

PROGETTO FLOTTA (Navy Project) - PedagneMOD

Recommended Posts

It has been donde with Landcontact points. Not with GEO LOD. Wit GEO LOD it would behave differently?

Share this post


Link to post
Share on other sites

Yes

Geo lod have to be crafted so they float around the correct waterline and weight isn't too off to cause other negative effects like sinking or forward/rearward pitching.

LANDCONTACT lod should also be deleted

Share this post


Link to post
Share on other sites

i've used the inherit of QE for LPD, and i've adapted the init.sqs too. Effectively the ship now remain still, but follow the zero of land and not the zero of the sea surface. I.E. if i put on the airport runway, the ship is perfect and follow the line shore. But it's on the earth!

---------- Post added at 10:23 AM ---------- Previous post was at 10:19 AM ----------

[/color]here an extract of config

class CfgVehicles 
{
class All {};
class CarrierBase : All {
	scope = 0;
	irTarget = 0;
	side = 1;
	icon = "iconStaticObject";
	nameSound = "object";
	simulation = "house";
	picture = "pictureStaticObject";
	model="";
	sound = "Building";
	placement = "vertical";
	ladders[] = {};
	vehicleClass =  "";
	displayName = "";
	coefInside = 1;
	coefInsideHeur = 0.25;
	mapSize = 7.5;
	animated = true;
	armor = 200;
	destrType = "DestructBuilding";
	damageResistance = 0.004;

	class DestructionEffects {
		class Sound {
			simulation = "sound";
			type = "DestrHouse";
			position = "destructionEffect1";
			intensity = 1;
			interval = 1;
			lifeTime = 0.05;
		};

		class DestroyPhase1 {
			simulation = "destroy";
			type = "DelayedDestruction";
			lifeTime = 2.5;
			position = "";
			intensity = .1;
			interval = 1;
		};

		class DamageAround1 {
			simulation = "damageAround";
			type = "DamageAroundHouse";
			position = "";
			intensity = .1;
			interval = 1;
			lifeTime = 1;
		};
	};
};

class CarrierPart : CarrierBase {
	scope = 1;
	model = "";
	displayName = "";
	animated = true;
	vehicleClass = "";
	nameSound = "house";
	accuracy = 0.2;
	typicalCargo[] = {};
	destrType = "DestructBuilding";
	transportAmmo = 0;
	transportRepair = 0;
	transportFuel = 0;
	mapSize = 11;
	cost = 0;
	armor = 800;
	hideUnitInfo = 1;

	class MarkerLights {};
};
//-----------RESOLUTION classes   ////////////////////////////////////////	
class ASZ_SanGiusto_Spawner : CarrierPart 
{
	faction = PedagneMOD;
	vehicleClass = "ASZ_Water";
	displayName = "LPD San Giusto";
	scope = 2;
       side = 1;
       mapSize=308;
       destrType = 0;
       featureSize = 150;
	driverCanSee = 31;
	commanderCanSee = 31;
	gunnerCanSee = 31;
	radarType = 4;
	LockDetectionSystem = 8 + 4;
	IncommingMisslieDetectionSystem = 16;
	commanderhasflares = 1;
	class AnimationSources;	// External class reference
	memoryPointCM[] = {"flare_launcher_1","flare_launcher_2"};
	memoryPointCMDir[] = {"flare_launcher_1_dir","flare_launcher_2_dir"};
	soundLocked[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 0.000316228, 2};
	soundIncommingMissile[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 0.000316228, 4};
	class EventHandlers {
		init = "_aszscr = _this execVM ""\ASZ_SanGiusto\scripts\init.sqf"";";
	};
};

class ASZ_SanGiusto_A :ASZ_SanGiusto_Spawner 
{
	brakeDistance = 1;
	animated=true;
	scope = public;
	vehicleClass = "ASZ_Water";
	radartype = 7;
	nameSound="ship";
	accuracy = 0.2;	// accuracy needed to recognize type of this target
	crew = "USMC_soldier_crew";
	armor = 2500;
	armorStructural = 40.0;
	side = TWest;
	model = "\ASZ_SanGiusto\ASZ_SanGiusto_A";
	picture = "\ca\water2\Fregata\data\ico\preview_anzac_ca.paa";
	Icon = "\Ca\water2\Fregata\data\ico\icon_anzac_ca.paa";
	magazines[] = {"240Rnd_CMRBOC_Magazine"};
	weapons[] = {"cmRBOC_launcher"};
	mapSize = 140;
	driverAction = "Truck_Driver";
	cargoAction[] = {"Stryker_Cargo01"};
	hasGunner = true;
	hasCommander = True;
	gunnerisCommander = True;
	castDriverShadow = true;
	castCargoShadow = true;
	driverforceoptics = false;
	getInRadius = 120;
	leftWaterEffect = "ASZLWaterLPDEffects";
	rightWaterEffect = "ASZRWaterLPDEffects";
	leftEngineEffect = "ASZLPDLEngEffects1";
	rightEngineEffect = "ASZLPDREngEffects1";
	alwaysTarget = 0;
	irTarget = true;
	irScanRangeMin = 500;
	irScanRangeMax = 200000;
	irScanToEyeFactor = 14;
	irScanGround = true;
	laserTarget = false;
	laserScanner = false;
	hideUnitInfo = false;
	nightVision = false;
	precision = 6;
	//brakeDistance = 100;	// vehicle movement precision
	formationX = 400;
	formationZ = 400;
	maxSpeed = 38;	// max speed on level road, km/h
	enableGPS = 1;
	attendant = true;

	// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
	threat[] = {0.1, 0.8, 1};

	class Exhausts
	{
		class Exhaust1
		{
			position = "vyfuk start";
			direction = "vyfuk konec";
			effect = "ExhaustsEffectBig";
		};
	};

	transportRepair = 200000000;
	transportFuel = 200000000;
	transportAmmo = 200000000;
	transportSoldier = 30;
	typicalCargo[] = {"USMC_Soldier_crew", "USMC_Soldier_crew"};
	supplyRadius = 0.5;
	memoryPointSupply = "attach_refuel_1";
	memoryPointsGetInDriver = "pos driver";
	memoryPointsGetInDriverDir = "pos driver dir";
	memoryPointsGetInCargo = "pos cargo";
	memoryPointsGetInCargoDir = "pos cargo dir";
	memoryPointsGetInGunner = "pos driver";
	memoryPointsGetInGunnerDir = "pos driver dir";

	artilleryScanner = 1;
	ARTY_IsArtyVehicle = 0;

	class MarkerLights {
		class WhiteStill {
			name = "bily pozicni";
			color[] = {0.0388, 0.0388, 0.0388, 1.0};
			ambient[] = {0.03, 0.023, 0.0056, 1.0};
			brightness = 0.01;
			blinking = "false";
		};

		class BlueStill {
			name = "modry pozicni";
			color[] = {0.012, 0.012, 0.12, 1.0};
			ambient[] = {0.03, 0.023, 0.0056, 1.0};
			brightness = 0.01;
			blinking = "false";
		};

		class YellowStill {
			name = "zluty pozicni";
			color[] = {0.03, 0.027, 0.00672, 1.0};
			ambient[] = {0.03, 0.023, 0.0056, 1.0};
			brightness = 0.01;
			blinking = "false";
		};

		class RedStill {
			name = "cerveny pozicni";
			color[] = {0.12, 0.006, 0.006, 1.0};
			ambient[] = {0.1, 0.01, 0.01, 1.0};
			brightness = 0.01;
			blinking = "false";
		};
	};

	class Sounds {
		class Engine {
			sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-engine-low2", db8, 1, 1300};
			frequency = "1*(1+rpm)";
			volume = "0.7*engineOn";
		};

		class WaternoiseOutW0 {
			sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-water-noise-nospeed", db-8, 1, 400};
			frequency = "1";
			volume = "(speed factor[7, 0])";
		};

		class WaternoiseOutW1 {
			sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-lospd-noise-02", db-8, 1, 400};
			frequency = "1";
			volume = "((speed factor[2, 12]) min (speed factor[12, 2]))";
		};

		class WaternoiseOutW2 {
			sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-hispd-noise-02", db-8, 1, 400};
			frequency = "1";
			volume = "(speed factor[9, 18.7])";
		};
	};

	class AnimationSources : Animationsources {
		class Carramp {
			source = "user";
			animPeriod = 8.0;
			initPhase = 0;
		};
		class Catena1 {
			source = "user";
			animPeriod = 4.0;
			initPhase = 0;
		};
		class Catena2 {
			source = "user";
			animPeriod = 4.0;
			initPhase = 0;
		};
		class Catena3 {
			source = "user";
			animPeriod = 4.0;
			initPhase = 0;
		};
		class BackdoorA {
			source = "user";
			animPeriod = 8.0;
			initPhase = 0;
		};
		class BackdoorB {
			source = "user";
			animPeriod = 8.0;
			initPhase = 0;
		};
		class SidedoorA {
			source = "user";
			animPeriod = 8.0;
			initPhase = 0;
		};
		class SidedoorB {
			source = "user";
			animPeriod = 8.0;
			initPhase = 0;
		};
		class CoverA {
			source = "user";
			animPeriod = 8.0;
			initPhase = 1;
		};
		class CoverB {
			source = "user";
			animPeriod = 8.0;
			initPhase = 1;
		};
		class CoverC {
			source = "user";
			animPeriod = 8.0;
			initPhase = 1;
		};
		class CoverD {
			source = "user";
			animPeriod = 8.0;
			initPhase = 1;
		};
		class ScalaSbarco1 {
			source = "user";
			animPeriod = 6.0;
			initPhase = 0;
		};
		class ScalaSbarco2 {
			source = "user";
			animPeriod = 6.0;
			initPhase = 0;
		};
		class ScalaSbarco3 {
			source = "user";
			animPeriod = 6.0;
			initPhase = 0;
		};
		class ParScalaSbarco1 {
			source = "user";
			animPeriod = 6.0;
			initPhase = 0;
		};
		class ParScalaSbarco2 {
			source = "user";
			animPeriod = 6.0;
			initPhase = 0;
		};
		class ParScalaSbarco3 {
			source = "user";
			animPeriod = 6.0;
			initPhase = 0;
		};
		class PedanaMare1 {
			source = "user";
			animPeriod = 6.0;
			initPhase = 0;
		};
		class PedanaMare2 {
			source = "user";
			animPeriod = 6.0;
			initPhase = 0;
		};
		class PedanaMare3 {
			source = "user";
			animPeriod = 6.0;
			initPhase = 0;
		};
		class Botola1 {
			source = "user";
			animPeriod = 3.0;
			initPhase = 0;
		};
		class Botola2 {
			source = "user";
			animPeriod = 3.0;
			initPhase = 0;
		};
		class Barchino1 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};
		class Barchino2 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};
		class Barchino3 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};
		class LanciaCorta {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};
		class LCM1 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};
		class LCM2 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};
		class LCM3 {
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};
	};


	class UserActions {
		class Heloland1 {
			displayName = "Secure Chopper";
			position = "attach_refuel_1";
			onlyforplayer = 0;
			radius = 20;
			condition = "(vehicle player isKindOf ""Air"")";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\Heliland.sqf""";
		};
		class Sbarco1door1 {
			displayName = "Deploy Catwalk";
			position = "Scala_Sbarco_1_axis";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""ScalaSbarco1"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\right_debarkment.sqf""";
		};
		class Sbarco1door2 {
			displayName = "Retract Catwalk";
			position = "Scala_Sbarco_1_axis";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""ScalaSbarco1"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\right_debarkment2.sqf""";
		};
		class Sbarco2door1 {
			displayName = "Deploy Catwalk";
			position = "Scala_Sbarco_2_axis";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""ScalaSbarco2"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\left1_debarkment.sqf""";
		};
		class Sbarco2door2 {
			displayName = "Retract Catwalk";
			position = "Scala_Sbarco_2_axis";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""Botola2"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\left1_debarkment2.sqf""";
		};
		class Sbarco3door1 {
			displayName = "Deploy Catwalk";
			position = "Scala_Sbarco_3_axis";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""ScalaSbarco3"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\left2_debarkment.sqf""";
		};
		class Sbarco3door2 {
			displayName = "Retract Catwalk";
			position = "Scala_Sbarco_3_axis";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""Botola1"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\left2_debarkment2.sqf""";
		};
		class 2Sbarco1door1 {
			displayName = "Deploy Catwalk";
			position = "PedanaMare_1_water";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""ScalaSbarco1"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\right_debarkment.sqf""";
		};
		class 2Sbarco1door2 {
			displayName = "Retract Catwalk";
			position = "PedanaMare_1_water";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""ScalaSbarco1"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\right_debarkment2.sqf""";
		};
		class 2Sbarco2door1 {
			displayName = "Deploy Catwalk";
			position = "PedanaMare_2_water";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""ScalaSbarco2"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\left1_debarkment.sqf""";
		};
		class 2Sbarco2door2 {
			displayName = "Retract Catwalk";
			position = "PedanaMare_2_water";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""Botola2"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\left1_debarkment2.sqf""";
		};
		class 2Sbarco3door1 {
			displayName = "Deploy Catwalk";
			position = "PedanaMare_3_water";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""ScalaSbarco3"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\left2_debarkment.sqf""";
		};
		class 2Sbarco3door2 {
			displayName = "Retract Catwalk";
			position = "PedanaMare_3_water";
			onlyforplayer = 0;
			radius = 5;
			condition = "this animationPhase ""Botola1"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\left2_debarkment2.sqf""";
		};
		class Sbarcoboard1 {
			displayName = "Board LPD";
			position = "PedanaMare_1_axis";
			onlyforplayer = 0;
			radius = 15;
			condition = "this animationPhase ""ScalaSbarco1"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\catwalkboard.sqs""";
		};
		class Sbarcoboard2 {
			displayName = "Board LPD";
			position = "PedanaMare_2_axis";
			onlyforplayer = 0;
			radius = 15;
			condition = "this animationPhase ""ScalaSbarco2"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\catwalkboard.sqs""";
		};
		class Sbarcoboard3 {
			displayName = "Board LPD";
			position = "PedanaMare_3_axis";
			onlyforplayer = 0;
			radius = 15;
			condition = "this animationPhase ""ScalaSbarco3"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\catwalkboard.sqs""";
		};
		class Sidedoor1 {
			displayName = "Open Side Door";
			position = "Side_Door_A_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""SidedoorA"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\Rightside_Door1.sqf""";
		};
		class Sidedoor2 {
			displayName = "Close Side Door";
			position = "Side_Door_A_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""SidedoorA"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\Rightside_Door2.sqf""";
		};
		class carramp1 {
			displayName = "Lower Car Ramp";
			position = "Car_Ramp";
			onlyforplayer = 0;
			radius = 7;
			condition = "this animationPhase ""Carramp"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\Carramp1.sqf""";
		};
		class carramp2 {
			displayName = "Rise Car Ramp";
			position = "Car_Ramp";
			onlyforplayer = 0;
			radius = 7;
			condition = "this animationPhase ""Carramp"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\Carramp2.sqf""";
		};
		class coverdoor1 {
			displayName = "Enable Harbor Mode";
			position = "Cover_CD_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorB"" == 0 and this animationPhase ""CoverA"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\cover_Door1.sqf""";
		};
		class coverdoor2 {
			displayName = "Enable Amphibious Mode";
			position = "Cover_CD_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorA"" == 1 and this animationPhase ""CoverA"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\cover_Door2.sqf""";
		};
		class coverdoor3 {
			displayName = "Enable Harbor Mode";
			position = "Cover_CD_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorA"" == 1 and this animationPhase ""CoverA"" == 0";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\cover_Door3.sqf""";
		};
		class coverdoor4 {
			displayName = "Enable Amphibious Mode";
			position = "Cover_CD_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorB"" == 1 and this animationPhase ""CoverA"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\cover_Door4.sqf""";
		};
		class Aftdoor1 {
			displayName = "Open well deck Door";
			position = "landing_craft_point";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorA"" == 0 and this animationPhase ""CoverA"" == 0";
			statement = "this animate [""BackdoorA"",1]";
		};
		class Aftdoor2 {
			displayName = "Close well deck Door";
			position = "landing_craft_point";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorA"" == 1 and this animationPhase ""CoverA"" == 0";
			statement = "this animate [""BackdoorA"",0]";
		};
		class Aftdoor3 {
			displayName = "Open well deck Door";
			position = "landing_craft_point";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorB"" == 0 and this animationPhase ""CoverA"" == 1";
			statement = "this animate [""BackdoorB"",1]";
		};
		class Aftdoor4 {
			displayName = "Close well deck Door";
			position = "landing_craft_point";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorB"" == 1 and this animationPhase ""CoverA"" == 1";
			statement = "this animate [""BackdoorB"",0]";
		};
		class Aftdoor5 {
			displayName = "Open well deck Door";
			position = "Cover_CD_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorA"" == 0 and this animationPhase ""CoverA"" == 0";
			statement = "this animate [""BackdoorA"",1]";
		};
		class Aftdoor6 {
			displayName = "Close well deck Door";
			position = "Cover_CD_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorA"" == 1 and this animationPhase ""CoverA"" == 0";
			statement = "this animate [""BackdoorA"",0]";
		};
		class Aftdoor7 {
			displayName = "Open well deck Door";
			position = "Cover_CD_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorB"" == 0 and this animationPhase ""CoverA"" == 1";
			statement = "this animate [""BackdoorB"",1]";
		};
		class Aftdoor8 {
			displayName = "Close well deck Door";
			position = "Cover_CD_axis";
			onlyforplayer = 0;
			radius = 10;
			condition = "this animationPhase ""BackdoorB"" == 1 and this animationPhase ""CoverA"" == 1";
			statement = "this animate [""BackdoorB"",0]";
		};
		class Lcm1launch {
			displayName = "Load Vehicle in Stern LCM";
			position = "LCM1";
			onlyforplayer = 0;
			radius = 15;
			condition = "(vehicle player isKindOf ""Car"") and this animationPhase ""LCM1"" == 0";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\LCM1L.sqs""";
		};
		class Lcm1dock {
			displayName = "Dock LCM in Stern Sponson";
			position = "LCM1_2";
			onlyforplayer = 0;
			radius = 20;
			condition = "((vehicle player isKindOf ""Car"") or (vehicle player isKindOf ""ASZ_LCM_MMI_210"")) AND this animationPhase ""LCM1"" == 1";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\LCM1D.sqs""";
		};
		class Lcm2launch {
			displayName = "Load Vehicle in Middle LCM";
			position = "LCM2";
			onlyforplayer = 0;
			radius = 15;
			condition = "(vehicle player isKindOf ""Car"") AND this animationPhase ""LCM2"" == 0";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\LCM2L.sqs""";
		};
		class Lcm2dock {
			displayName = "Dock LCM in Middle Sponson";
			position = "LCM2_2";
			onlyforplayer = 0;
			radius = 20;
			condition = "((vehicle player isKindOf ""Car"") or (vehicle player isKindOf ""ASZ_LCM_MMI_210"")) AND this animationPhase ""LCM2"" == 1";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\LCM2D.sqs""";
		};
		class Lcm3launch {
			displayName = "Load Vehicle in Bow LCM";
			position = "LCM3";
			onlyforplayer = 0;
			radius = 15;
			condition = "(vehicle player isKindOf ""Car"") AND this animationPhase ""LCM3"" == 0";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\LCM3L.sqs""";
		};
		class Lcm3dock {
			displayName = "Dock LCM in Bow Sponson";
			position = "LCM3_2";
			onlyforplayer = 0;
			radius = 20;
			condition = "((vehicle player isKindOf ""Car"") or (vehicle player isKindOf ""ASZ_LCM_MMI_210"")) AND this animationPhase ""LCM3"" == 1";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\LCM3D.sqs""";
		};
		class Lancialaunch {
			displayName = "Board Lancia Corta";
			position = "LANCIA";
			onlyforplayer = 0;
			radius = 20;
			condition = "this animationPhase ""LanciaCorta"" == 0";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\LanciaL.sqs""";
		};
		class Lanciadock {
			displayName = "Dock Lancia Corta";
			position = "LANCIA2";
			onlyforplayer = 0;
			radius = 20;
			condition = "((vehicle player isKindOf ""ASZ_LanciaCorta_MMI"") or (vehicle player isKindOf ""ASZ_LanciaCorta_MMI_M2"")) AND this animationPhase ""LanciaCorta"" == 1";
			statement = "[this] execVM ""\ASZ_SanGiusto\scripts\LanciaD.sqs""";
		};
		class Barchino1launch {
			displayName = "Launch Barchino 1";
			position = "CARGO_ACTIONS";
			onlyforplayer = 0;
			radius = 10;
			condition = "((this animationPhase ""Backdoor_A"" == 1) or (this animationPhase ""Backdoor_B"" == 1)) AND (count units group player <8)";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\Barc1L.sqs""";
		};
		class Barchino1dock {
			displayName = "Dock Barchino 1";
			position = "landing_craft_point";
			onlyforplayer = 0;
			radius = 20;
			condition = "((this animationPhase ""Backdoor_A"" == 1) or (this animationPhase ""Backdoor_B"" == 1)) AND ((this animationPhase ""Barchino1"" == 1) OR (this animationPhase ""Barchino2"" == 1) OR (this animationPhase ""Barchino3"" == 1)) AND (vehicle player isKindOf ""ASZ_Barchino_MMI"")";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\Barc1D.sqs""";
		};
		class Barchino2launch {
			displayName = "Launch Barchino 2";
			position = "CARGO_ACTIONS";
			onlyforplayer = 0;
			radius = 10;
			condition = "((this animationPhase ""Backdoor_A"" == 1) or (this animationPhase ""Backdoor_B"" == 1)) AND (count units group player <8)";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\Barc2L.sqs""";
		};
		class Barchino2dock {
			displayName = "Dock Barchino 2";
			position = "landing_craft_point";
			onlyforplayer = 0;
			radius = 20;
			condition = "((this animationPhase ""Backdoor_A"" == 1) or (this animationPhase ""Backdoor_B"" == 1)) AND ((this animationPhase ""Barchino1"" == 1) OR (this animationPhase ""Barchino2"" == 1) OR (this animationPhase ""Barchino3"" == 1)) AND (vehicle player isKindOf ""ASZ_Barchino_MMI"")";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\Barc2D.sqs""";
		};
		class Barchino3launch {
			displayName = "Launch Barchino 3";
			position = "CARGO_ACTIONS";
			onlyforplayer = 0;
			radius = 10;
			condition = "((this animationPhase ""Backdoor_A"" == 1) or (this animationPhase ""Backdoor_B"" == 1)) AND (count units group player <8)";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\Barc3L.sqs""";
		};
		class Barchino3dock {
			displayName = "Dock Barchino 3";
			position = "landing_craft_point";
			onlyforplayer = 0;
			radius = 20;
			condition = "((this animationPhase ""Backdoor_A"" == 1) or (this animationPhase ""Backdoor_B"" == 1)) AND ((this animationPhase ""Barchino1"" == 1) OR (this animationPhase ""Barchino2"" == 1) OR (this animationPhase ""Barchino3"" == 1)) AND (vehicle player isKindOf ""ASZ_Barchino_MMI"")";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\Barc3D.sqs""";
		};
		class Carattach {
			displayName = "Secure Vehicle";
			position = "Car_attach";
			onlyforplayer = 0;
			radius = 20;
			condition = "((vehicle player isKindOf ""Car"") or (vehicle player isKindOf ""Tank""))";
			statement = "[this, vehicle player] execVM ""\ASZ_SanGiusto\scripts\carattach.sqf""";
		};
	};

	class Turrets {
		class MainTurret : NewTurret {
			thermalMode[] = {0, 1};
			turretInfoType = "RscWeaponRangeZeroing";
			discreteDistance[] = {600, 800, 1000, 1200, 1400, 1600, 1800, 2000};
			discreteDistanceInitIndex = 0;
			body = "MainTurret";
			gun = "MainGun";
			animationSourceBody = "mainTurret";
			animationSourceGun = "mainGun";
			gunnerAction = "BRDM2_Gunner";
			gunnerName = "OTO Melara 72mm/62 super rapido";
			gunnerOpticsModel = "\ca\air\optika_AH1Z";
			proxyIndex = 1;
			castGunnerShadow = true;
			ejectDeadGunner = false;
			minElev = -15;
			maxElev = 65;
			soundServo[] = {"\ca\wheeled\Data\Sound\servo3", 0.000178, 0.9};
			initElev = 0;
			minTurn = -160;
			maxTurn = 160;
			initTurn = 0;
			weapons[] = {"OTO76_FREMM"};
			magazines[] = {"80Rnd_76mm_OTO","80Rnd_76mm_OTO","80Rnd_76mm_OTO","80Rnd_76mm_OTO","80Rnd_76mm_OTO","80Rnd_76mm_OTO"};
			memoryPointGunnerOptics = "gunnerview";
			showgunneroptics = 1;
			startEngine = false;
			outGunnerMayFire = true;
			inGunnerMayFire = true;
			irScanRangeMin = 500;
			irScanRangeMax = 16000;
			irScanToEyeFactor = 14;
			sensitivity = 1;	// sensor sensitivity
			hasgunner = true;
			gunBeg = "usti hlavne";	// endpoint of the gun
			gunEnd = "konec hlavne";	// chamber of the gun
			missileBeg = "usti hlavne";
			missileEnd = "konec hlavne";
			gunnerForceOptics = true;
			commanding = 2;
			primarygunner = 1;
			gunneriscommander = 1;
			memorypointgun = "usti hlavne";
			radartype = 4;
			gunnercansee = 31;



			class OpticsIn {
				class Wide {
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.155;
					minFov = 0.155;
					maxFov = 0.155;
					visionMode[] = {"Normal", NVG, "Ti"};
					thermalMode[] = {0, 1};
					gunnerOpticsModel = "CA\Tracked_E\gunnerOptics_M1A1";
					gunnerOpticsEffect[] = {};
				};

				class Narrow : Wide {
					gunnerOpticsModel = "CA\Tracked_E\gunnerOptics_M1A1_2";
					initFov = 0.047;
					minFov = 0.047;
					maxFov = 0.047;
				};
			};
		};
		class HMGTurret1 : MainTurret {

			body = "Turret_1";
			gun = "Gun_1";
			animationSourceBody = "Turret_1";
			animationSourceGun = "Gun_1";
			gunnerAction = "M2_Gunner";
			gunnerGetInAction = "GetInMedium";
			gunnerGetOutAction = "GetOutMedium";
			ejectDeadGunner = true;
			outGunnerMayFire = true;
			inGunnerMayFire = false;
			minElev = -25;
			maxElev = 60;
			initElev = 5;
			minTurn = -135;
			maxTurn = 135;
			initTurn = 0;
			soundServo[] = {"\ca\sounds\vehicles\servos\turret-1", db-45, 1.0};
			gunBeg = "usti hlavne";	// endpoint of the gun
			gunEnd = "konec hlavne";	// chamber of the gun
			weapons[] = {"M2"};
			magazines[] = {"100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2","100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2"};
			gunnerName = $STR_POSITION_FRONTGUNNER;
			gunnerOpticsModel = "\ca\weapons\optika_empty";
			gunnerForceOptics = false;
			startEngine = false;
			memoryPointGunnerOptics = "gunnerview_1";

			class ViewOptics {
				initAngleX = 0;
				minAngleX = -30;
				maxAngleX = 30;
				initAngleY = 0;
				minAngleY = -100;
				maxAngleY = 100;
				initFov = 0.7;
				minFov = 0.25;
				maxFov = 1.1;
			};

			class ViewGunner {
				initAngleX = 5;
				minAngleX = -65;
				maxAngleX = 85;
				initAngleY = 0;
				minAngleY = -150;
				maxAngleY = 150;
				initFov = 0.7;
				minFov = 0.25;
				maxFov = 1.1;
			};
		};
		class HMGTurret2 : MainTurret {
			body = "Turret_2";
			gun = "Gun_2";
			animationSourceBody = "Turret_2";
			animationSourceGun = "Gun_2";
			animationSourceHatch = "";
			selectionFireAnim = "zasleh_1";
			stabilizedInAxes = 0;
			proxyIndex = 2;
			gunnerName = $STR_POSITION_REARGUNNER;
			commanding = -2;
			gunnerOpticsModel = "\ca\weapons\optika_empty";
			minElev = -15;
			maxElev = 65;
			initElev = 10;
			minTurn = 60;
			maxTurn = 300;
			initTurn = 180;
			weapons[] = {"M2"};
			magazines[] = {"100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2","100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2"};
			gunBeg = "usti hlavne_1";	// endpoint of the gun
			gunEnd = "konec hlavne_1";	// chamber of the gun
			memoryPointGun = "kulas_1";
			memoryPointGunnerOptics = "gunnerview_2";
		};

	};

	class EventHandlers {
		Fired = "_this call BIS_Effects_EH_Fired;";
	};
	extCameraPosition[] = {0, 40.0, -80.0};

	class Damage {
		tex[] = {};
		mat[] = {};
	};
};
class ASZ_SanGiusto_B : CarrierPart
{
	model = "\ASZ_SanGiusto\ASZ_SanGiusto_B";
	ladders[] = {{"start1", "end1"}, {"start2", "end2"}, {"start3", "end3"}};

	class MarkerLights {
		class WhiteStill {
			name = "bily pozicni";
			color[] = {0.0388, 0.0388, 0.0388, 1.0};
			ambient[] = {0.03, 0.023, 0.0056, 1.0};
			brightness = 0.01;
			blinking = "false";
		};

		class BlueStill {
			name = "modry pozicni";
			color[] = {0.012, 0.012, 0.12, 1.0};
			ambient[] = {0.03, 0.023, 0.0056, 1.0};
			brightness = 0.01;
			blinking = "false";
		};

		class YellowStill {
			name = "zluty pozicni";
			color[] = {0.03, 0.027, 0.00672, 1.0};
			ambient[] = {0.03, 0.023, 0.0056, 1.0};
			brightness = 0.01;
			blinking = "false";
		};

		class RedStill {
			name = "cerveny pozicni";
			color[] = {0.12, 0.006, 0.006, 1.0};
			ambient[] = {0.1, 0.01, 0.01, 1.0};
			brightness = 0.01;
			blinking = "false";
		};
	};
};
class ASZ_SanGiusto_C : CarrierPart {
	model = "\ASZ_SanGiusto\ASZ_SanGiusto_C";
};
class ASZ_SanGiusto_D : CarrierPart {
	model = "\ASZ_SanGiusto\ASZ_SanGiusto_D";
};
class ASZ_SanGiusto_E : CarrierPart {
	model = "\ASZ_SanGiusto\ASZ_SanGiusto_E";
};
class ASZ_SanGiusto_F : CarrierPart {
	model = "\ASZ_SanGiusto\ASZ_SanGiusto_F";
};
//-----------GEOMETRY/ROADWAY classes   ///////////////////////////////////////////////////////	
class ASZ_SanGiusto_geoA : CarrierPart {
	scope = 2;
	model = "\ASZ_SanGiusto\geo\ASZ_SanGiusto_geoA.p3d";
};
class ASZ_SanGiusto_geoB : CarrierPart {
	scope = 2;
	model = "\ASZ_SanGiusto\geo\ASZ_SanGiusto_geoB.p3d";
};
class ASZ_SanGiusto_geoC : CarrierPart {
	scope = 2;
	model = "\ASZ_SanGiusto\geo\ASZ_SanGiusto_geoC.p3d";
};
class ASZ_SanGiusto_geoD : CarrierPart {
	scope = 2;
	model = "\ASZ_SanGiusto\geo\ASZ_SanGiusto_geoD.p3d";
};
class ASZ_SanGiusto_geoE : CarrierPart {
	scope = 2;
	model = "\ASZ_SanGiusto\geo\ASZ_SanGiusto_geoE.p3d";
};
class ASZ_SanGiusto_geoF : CarrierPart {
	scope = 2;
	model = "\ASZ_SanGiusto\geo\ASZ_SanGiusto_geoF.p3d";
};
};

---------- Post added at 10:25 AM ---------- Previous post was at 10:23 AM ----------

here the init

/* init by mankyle
_ship = _this select 0;
_LPDB = "ASZ_SanGiusto_B" createvehicle[0,0,0];
_LPDC = "ASZ_SanGiusto_c" createvehicle[0,0,0];
_LPDD = "ASZ_SanGiusto_D" createvehicle[0,0,0];
_LPDE = "ASZ_SanGiusto_E" createvehicle[0,0,0];
_LPDF = "ASZ_SanGiusto_F" createvehicle[0,0,0];

_LPDB attachto [_ship, [0,0,0]];
_LPDC attachto [_ship, [0,0,0]];
_LPDD attachto [_ship, [0,0,0]];
_LPDE attachto [_ship, [0,0,0]];
_LPDF attachto [_ship, [0,0,0]];
*/

//start init by jdg for QE
//Exit now if client
if (!isServer) exitWith {};

_SG = _this select 0;
_SGDir = getdir _SG;
_SG setpos [getposasl _SG select 0, getposasl _SG select 1, 0];
_SGpoint = [getposasl _SG select 0, getposasl _SG select 1, 0]; 


//Assemble carrier
_parts =
[
"ASZ_SanGiusto_geoA",
"ASZ_SanGiusto_geoB",
"ASZ_SanGiusto_geoC",
"ASZ_SanGiusto_geoD",
"ASZ_SanGiusto_geoE",
"ASZ_SanGiusto_geoF"
];

{
  _carrier = _x createVehicle _SGpoint;
  _carrier setdir _SGDir;
  _carrier setpos _SGpoint;
  _carrier allowDamage false;
} foreach _parts;

SanGiustoA = "ASZ_SanGiusto_A" createVehicle _SGpoint;
SanGiustoB = "ASZ_SanGiusto_B" createVehicle _SGpoint;
SanGiustoC = "ASZ_SanGiusto_C" createVehicle _SGpoint;
SanGiustoD = "ASZ_SanGiusto_D" createVehicle _SGpoint;
SanGiustoE = "ASZ_SanGiusto_E" createVehicle _SGpoint;
SanGiustoF = "ASZ_SanGiusto_F" createVehicle _SGpoint;

{_x setDir _SGDir; _x setPos _SGpoint; _x allowDamage false;} forEach [sanGiustoA, SanGiustoB, SanGiustoC, SanGiustoD, SanGiustoE, SanGiustoF];

//Make animated models accessible to clients

publicVariable "SanGiustoA";

*/

---------- Post added at 11:41 AM ---------- Previous post was at 10:25 AM ----------

Here an image of the bug: The invisible geometry seems right, but the resolution shell not....(you can see also the first image of the new amphibious SuperAV)

http://www.pedagnemod.com/images/SanGiustoBUG.jpeg (309 kB)

Edited by Arremba San Zorzo

Share this post


Link to post
Share on other sites

Please use Tags when posting code

class All {};
class CarrierBase : All {

Have you ever got this to work before?

Because all examples of existing Carriers addons I know of use these classes;

class NonStrategic; // External class reference
class CarrierPart : NonStrategic {
	simulation = "house";

or

class StaticShip;
class ShipBit : StaticShip
{
	class AnimationSources;		
};
class TAKR_K1: ShipBit
{

Share this post


Link to post
Share on other sites

yesss!! banally was only a Named Properties problem on the model. There was a string Placement=Slope. Also the geometry work correctely in 95% of ship. Now we can solve all resolution bugs.

Thanks GNAT and Thanks all!

Share this post


Link to post
Share on other sites
That's great news! Can't wait for new updates and pics.

Now, i can really say "I hope soon". The FREMM and SanGiusto will be static in Arma2 and the small service boats will be vehicles. I hope in more possibility in Arma3

Share this post


Link to post
Share on other sites
Now, i can really say "I hope soon". The FREMM and SanGiusto will be static in Arma2 and the small service boats will be vehicles. I hope in more possibility in Arma3

Those two look absolutely amazing! I am really looking forward to see them in Arma2 ! :yay:

Share this post


Link to post
Share on other sites

Yaaay! SO this mod WILL be released? *-*

Will it btw. be dependent on the pedagne mod or could it be standalone? And i only saw the LHD's and small ships mentionned. What about the frigates, and the U212, will they be made, too?

Share this post


Link to post
Share on other sites
Yaaay! SO this mod WILL be released? *-*

Will it btw. be dependent on the pedagne mod or could it be standalone? And i only saw the LHD's and small ships mentionned. What about the frigates, and the U212, will they be made, too?

Step by step.

1st Question: No, they won't be standalone. They are part of the Pedagne mod.

2nd Question: Only the frigates and the LPD are more or less completed. Other ships will be completed step by step. I want to talk to Arremba to start configuring and getting ingame the submarines

Share this post


Link to post
Share on other sites

I can not wait to try them :bounce3:

the FREMM is driveable?

Share this post


Link to post
Share on other sites

2nd Question: Only the frigates and the LPD are more or less completed. Other ships will be completed step by step. I want to talk to Arremba to start configuring and getting ingame the submarines

There is submarines too??!!:don3:

Share this post


Link to post
Share on other sites

this looks só cool. are the ships going to be drive-able? if so, how are you gonna connect the vehicles to the ship so they wont explode when you move it?

Share this post


Link to post
Share on other sites

here a video of main features of the ship

I have still problems to add weapons and ladders.

Ladders: i've add three ladders, works, start and end are ok, but the front of the soldier is on the contrary of the ladder. Where, may i set the direction of the ladder?

Weapons: the ship have one cannon and two MG. I have set them as static weapons, and added through init.sqs But they don't work.

Share this post


Link to post
Share on other sites

Amazing Video.

If the rest of your ships are just even half as good as this one, it will be amazing - i'm especially looking forward to the Smaller battleships and frigates, but also the small service boats, because ArmA definitely lacks on ocean-able small boats. Good luck with the further development

Share this post


Link to post
Share on other sites

Really nice, Arremba!!!!

Shame that Arma 2 Physx don't allow moving object interaction. Let's hope that Arma 3 allows it. Nice job with the LPD.

Call me if you need more help with any other Progetto Flotta coding!!!

E grazie per la tua fiducia un'altra volta!!!

Thank you

Share this post


Link to post
Share on other sites

Great Job .... Thank you for this addon

Do not wait to be able to use it on my missions in my community.

You have idea when will be released?

Regard

Share this post


Link to post
Share on other sites

I can't wait to play with your LPD and the ace config for pedagne.

Share this post


Link to post
Share on other sites

Thanks to you mate for your great help. One question, in the convertion from moving to static, i lost the board on LCM, that was very, very nice. The must part of proxy of the small boats works, but they have not mass and the man go through. So, i think: if it's possible to give them mass= OK; If it isn't possible=i'll make a fictius barrier (like a fence or another)

Really nice, Arremba!!!!

Shame that Arma 2 Physx don't allow moving object interaction. Let's hope that Arma 3 allows it. Nice job with the LPD.

Call me if you need more help with any other Progetto Flotta coding!!!

E grazie per la tua fiducia un'altra volta!!!

Thank you

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×