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Karosa Å M11 (OFP Bus)

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Karosa Å M11



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History:

The Karosa ŠM11 ("Š"koda "M"ěstský - Škoda City) (Pronounced: Esh Em 11) - also known as the "OFP bus" by members of the BIS community is a city bus which was produced by the Czechoslovak national company Karosa in Vysoké Mýto from 1961 to 1981. It is the successor to the Škoda 706 RTO bus.

The Karosa Å M11 greatly differs from its predecessor, the Å koda 706 mainly because it was the first model to have its own specially designed and manufactured under carriage and chassis (previous models used a truck chassis), as well as an under floor Å koda-LIAZ ML634 engine capable of producing 207hp as well as air suspension. The bus also features a Praga 2M 70 two stage, automatic transmission.

Amongst other improvements, the Å M11 also features three wider folding doors, a lower floor and extra windows which give the interior a much lighter and bigger feel.

The Š11 model family, of which the ŠM11 is a part of also includes the ŠL11 ("Š"koda "L"inkový - Škoda Liner) and the ŠD11 ("Š"koda "D"álkový - Škoda Distance) which mainly differs by having a single hand operated door in the front and a blue paint job, unlike the red paint job characteristic to the ŠM11.

The Å M11 chassis was later used for the Å koda T11 trolleybus project (which was scrapped, with only 8 vehicles ever produced) with a few slight visual modifications.

The Å M11 chassis was also used in the Å M16.5 project which was the first harmonica style bus in the Eastern bloc with an extended rear section attached with a joint. The Å M16.5 project was way ahead of its time and due to a lack of interest and trust from city transport companies the project was scrapped and later controversially replaced with the Hungarian Ikarus harmonica bus.

Features:

  • Openable doors
  • Animated dashboard with lights
  • New ArmA 2 bus animations

Screenshots: (By Zenger from ArmA.At.Ua)

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Video:

YJ79dFSl_zw&feature=youtu.be

Download link:

http://arma.at.ua/Zenger/News_1/278/Karosa_SM11_for_ArmA_II.rar ~2.5MB

Please mirror :smile:

PS. It would be nice to see this in the CWR2 mod :rolleyes:

Read Me:

-------------------------------------------------------------------------------------------------------

Karosa Å M11 for ArmA II (Version 1.0)

-------------------------------------------------------------------------------------------------------

The Karosa ŠM11 ("Š"koda "M"ěstský - Škoda City) (Pronounced: Esh Em 11) - also known as the "OFP bus"

by members of the BIS community is a city bus which was produced by the Czechoslovak national company

Karosa in Vysoké Mýto from 1961 to 1981. It is the successor to the Škoda 706 RTO bus.

The Karosa Å M11 greatly differs from its predecessor, the Å koda 706 mainly because it was the first model

to have its own specially designed and manufactured under carriage and chassis (previous models used a

truck chassis), as well as an under floor Å koda-LIAZ ML634 engine capable of producing 207hp as well

as air suspension. The bus also features a Praga 2M 70 two stage, automatic transmission.

Amongst other improvements, the Å M11 also features three wider folding doors, a lower floor and extra

windows which give the interior a much lighter and bigger feel.

The Š11 model family, of which the ŠM11 is a part of also includes the ŠL11 ("Š"koda "L"inkový - Škoda Liner)

and the ŠD11 ("Š"koda "D"álkový - Škoda Distance) which mainly differs by having a single hand operated door

in the front and a blue paint job, unlike the red paint job characteristic to the Å M11.

The Å M11 chassis was later used for the Å koda T11 trolleybus project (which was scrapped, with only 8

vehicles ever produced) with a few slight visual modifications. The Å M11 chassis was also used in the Å M16.5

project which was the first harmonica style bus in the Eastern bloc with an extended rear section attached

with a joint. The Å M16.5 project was way ahead of its time and due to a lack of interest and trust from city

transport companies the project was scrapped and later controversially replaced with the Hungarian Ikarus

harmonica bus.

-----------------------------------------------------------------------------------------------------

Authors & Credits

-----------------------------------------------------------------------------------------------------

- Martin (Model & texture conversion, config)

- Richard (Model.cfg, scripting and config)

- Zenger (Release screenarts, support and regular updating of arma.at.ua)

- BIS (Creating the wonderful engine and amazing game)

- Electronic engineers (for making all this technology possible)

And a special thanks to:

http://www.arma.at.ua

-----------------------------------------------------------------------------------------------------

Features

-----------------------------------------------------------------------------------------------------

- Openable doors (front and back)

- Dashboard lights

- Animated fuel, speed and temperature gauge

-----------------------------------------------------------------------------------------------------

Installation & Requirements:

-----------------------------------------------------------------------------------------------------

This addon requires ArmA 2, ArmA 2 Operation Arrowhead or ArmA 2 Combined Arms, there is no difference

in terms of functionality.

To install this addon follow the instructions bellow:

1) Extract the files called "Sm11.pbo" from the archive and place them in to your ArmA 2 addons

directory, usually:

C:\Program Files\Bohemia Interactive\ArmA 2\AddOns

(Where "X" stands for the drive on which ArmA 2 is installed.)

-----------------------------------------------------------------------------------------------------

Where is this addon located in the editor?

-----------------------------------------------------------------------------------------------------

You can find this addon under:

Civilian > Cars > Karosa SM11

or

Empty > Cars > Karosa SM11

(This bus can transport 28 units.)

-----------------------------------------------------------------------------------------------------

Permissions

-----------------------------------------------------------------------------------------------------

All credit for this addon belongs to its respective author (Martin).

1) You are allowed to modify/use this addons in your mods/missions and whatever as long as you give proper

credits to me and everyone who worked on this addon.

2) Using this addon or any of its components for commercial purposes is forbidden!

-----------------------------------------------------------------------------------------------------

Disclaimer

-----------------------------------------------------------------------------------------------------

This addon has been provided to you free of charge, the authors or Bohemia

Interactive Studio will not take responsibility for any damage/loss of data

done by this addon to your computer/ArmA II game (most unlikely), lost lives,

angry wives/parents and/or lost girlfriends.

By downloading and installing this addon you agree to the above and take

responsibility.

100% compatibility with another addons cannot be guaranteed.

-----------------------------------------------------------------------------------------------------

Contact

-----------------------------------------------------------------------------------------------------

You can contact me on:

E-mail: Bauerek@hotmail.co.uk

ICQ: 595-556-446

BIS Forums: http://forums.bistudio.com/member.php?u=51263

www: http://www.ofpbase.co.nr

-----------------------------------------------------------------------------------------------------

16th of January 2012

Edited by -Martin-

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Heh, this takes me back a ways. Cheers Martin! :D

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This is just too cool. Nice one! Roadtrip anyone?

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Already driving around in it with cwr2 :)

Great work martin as ever matey, many thanks!

Armaholic Informed

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Will this be included in the CWR2?
Already driving around in it with cwr2 :)

Great work martin as ever matey, many thanks!

Armaholic Informed

I just want to interject that this model has nothing to do with the CWR 2 project. Our model was realised by one of our team personally seeking out a real life example of this bus and taking many real life reference photos. I am not saying that this model is not an impressive achievement, I am just saying that our model is the product of much personal effort by Gromov and is not related to this development.

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@-Martin- very nice, congrats on the release. :) As additional idea, could we have the bus in some other colours? :)

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That's nice, but how about that trolleybus you and Richard were working on? Is it on halt?

PS: Did you get my PM (by no means pushing, just curious)

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Will this be included in the CWR2?

I don't know unknown.gif I just hinted that they can use it if they want to. But you can use this addon with the CWR mod if you want to anyway.

@-Martin- very nice, congrats on the release. As additional idea, could we have the bus in some other colours?

Thanks. I'm not sure about more colours for now since I can't get the hidden selections to work, and some other features that I wanted to add (shootable windows etc...). BIS isn't releasing proper documentation so I don't have time or the patience to figure everything out. sorry.gif

That's nice, but how about that trolleybus you and Richard were working on? Is it on halt?

PS: Did you get my PM (by no means pushing, just curious)

The trolleybus is on hold for now until Taviana is finished, but we will get it done eventually.

I got your PM too and I will replay later today, I just have a lot of PMs that I have to reply to and I haven’t had the time to sit down properly and reply to them all wink.gif But regarding the UK roads pack, you're free to do anything you like with it.

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Thanks. I'm not sure about more colours for now since I can't get the hidden selections to work,....

In O2, go to the resources Window -> Current LOD -> Textures. Right click on the texture which represents the color of the Bus (which would be the one to replace) and "Select in Object".

Then create a new Named Selection for this, i.e. "Main_Texture".

If there is more than one texture which should be replaceable, repeat the above steps for those aswell.

In the config for the Bus, add these lines then:

hiddenSelections[] = {"Main_Texture","Second_Texture"};      //Insert the name(s) of the Named Selections here
hiddenSelectionsTextures[] = {"\path\to\your\texture.paa","\path\to\second\texture.paa"};

Thats it.

Now variations can be made by inheriting from your Bus and just change hiddenSelectionsTextures or simply by using the setObjectTexture scripting command.

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Myke;2091209']In O2' date=' go to the resources Window -> Current LOD -> Textures. Right click on the texture which represents the color of the Bus (which would be the one to replace) and "Select in Object".

Then create a new Named Selection for this, i.e. "Main_Texture".

If there is more than one texture which should be replaceable, repeat the above steps for those aswell.

In the config for the Bus, add these lines then:

hiddenSelections[] = {"Main_Texture","Second_Texture"};      //Insert the name(s) of the Named Selections here
hiddenSelectionsTextures[] = {"\path\to\your\texture.paa","\path\to\second\texture.paa"};

Thats it.

Now variations can be made by inheriting from your Bus and just change hiddenSelectionsTextures or simply by using the setObjectTexture scripting command.[/quote']

Thanks [FRL]Myke, I know that part but the problem is when I try to inherit a new class from the bus, it keeps giving me errors that the class isn't defined etc... I re-wrote the config twice and it still gives me the error so I just gave up on it.

But if you're good at this, here is the config, I would appreciate it if you could help me get it to work, then I wound release the bus in different colours with the possibility of adding your own.

#define _ARMA_

class CfgPatches

{

class RTH_Sm11

{

units[] = {"RTH_SM11_red","RTH_SM11_blue"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {};

};

};

class CfgSounds

{

class RTH_SM11_DoorOpen

{

name = "RTH_SM11_DoorOpen";

sound[]={"ca\sounds\vehicles\Wheeled\BUS\ext\ext-bus-getout-1",db+0.05,1.0};

titles[]={};

};

};

class CfgVehicles

{

class LandVehicle;

class Car: LandVehicle

{

class HitPoints

{

class HitGlass1;

};

class AnimationSources

{

class HitGlass1;

};

};

// ----------------------------------- RED definition

class RTH_SM11_red: Car

{

wheelCircumference = 3.233;

weapons[] = {"TruckHorn2"};

scope = 2;

faction = "CIV";

side = 3;

model="SM11\SM11.p3d";

icon="SM11\Tex\Icon_ca.paa";

picture="SM11\Tex\pic_ca.paa";

mapSize = 11;

crew = "Citizen1";

typicalCargo[] = {"Profiteer2"};

displayName = $STR_sm11_name;

class HitRGlass

{

armor = 0.1;

material = -1;

name = "sklo predni P";

visual = "sklo predni P";

passThrough = 0;

};

dammageHalf[] = {"\SM11\Tex\bus_okna_ca.paa","\SM11\Tex\bus_oknar1_ca.paa"};

dammageFull[] = {"\SM11\Tex\bus_okna_ca.paa","\SM11\Tex\bus_oknar2_ca.paa"};

class HitPoints: HitPoints

{

class HitGlass5: HitGlass1

{

name = "sklo predni p";

visual = "sklo predni p";

};

class HitGlass6: HitGlass1

{

name = "sklo predni p";

visual = "sklo predni p";

};

};

//---------------------- anim sources

class AnimationSources: AnimationSources

{

class HitGlass5: HitGlass1

{

hitpoint = "sklo predni p";

};

class HitGlass6: HitGlass1

{

hitpoint = "sklo predni p";

};

class frontDoor

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class cargoDoor

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class IndicatorSpeed

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class dash_fuel

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class blinker_left

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class blinker_right

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class dash_blinker_left

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class dash_blinker_right

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class dash_frontdoor

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class dash_cargodoor

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class dash_wipers_light

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class dash_fuel_ind

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

class dash_temp

{

source = "user";

animPeriod = 1;

initPhase = 0;

};

};

// -------------------------------------------- Exhausts

class Exhausts

{

class Exhaust1

{

position = "vyfuk start";

direction = "vyfuk konec";

effect = "ExhaustsEffectBig";

};

};

//------------------------------------------------- user actions

class UserActions

{

class FrontDoorOpen

{

displayName = $STR_sm11_open_f;

position = "door1_rot";

radius = 4;

onlyForPlayer = false;

condition = "this animationPhase ""door1_mov"" == 0";

statement ="[this, 1] exec ""\SM11\Script\FrontDoor.sqs""";

};

class FrontDoorClose

{

displayName = $STR_sm11_close_f;

position = "door1_rot";

radius = 4;

onlyForPlayer = false;

condition = "this animationPhase ""door1_mov"" == 1";

statement ="[this, 0] exec ""\SM11\Script\FrontDoor.sqs""";

};

class CargoDoorOpen

{

displayName = $STR_sm11_open_b;

position = "door1_rot";

radius = 4;

onlyForPlayer = false;

condition = "(PLAYER == driver this) && (this animationPhase ""Door5_rot"" == 0)";

statement ="[this, 1] exec ""\SM11\Script\CargoDoor.sqs""";

};

class CargoDoorClose

{

displayName = $STR_sm11_close_b;

position = "door1_rot";

radius = 4;

onlyForPlayer = false;

condition = "(PLAYER == driver this) && (this animationPhase ""Door5_rot"" == 1)";

statement ="[this, 0] exec ""\SM11\Script\CargoDoor.sqs""";

};

};

//------------------------------------ Random shit

insideSoundCoef = 0.9;

soundGear[] = {"",5.62341e-005,1};

soundEngineOnInt[] = {"ca\sounds\vehicles\Wheeled\BUS\int\int-bus-start-1",0.562341,1.0};

soundEngineOnExt[] = {"ca\sounds\vehicles\Wheeled\BUS\ext\ext-bus-start-1",0.562341,1.0,280};

soundEngineOffInt[] = {"ca\sounds\vehicles\Wheeled\BUS\int\int-bus-stop-1",0.562341,1.0};

soundEngineOffExt[] = {"ca\sounds\vehicles\Wheeled\BUS\ext\ext-bus-stop-1",0.562341,1.0,280};

buildCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_building_01",0.707946,1,200};

buildCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_building_02",0.707946,1,200};

buildCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_building_03",0.707946,1,200};

buildCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_building_04",0.707946,1,200};

soundBuildingCrash[] = {"buildCrash0",0.25,"buildCrash1",0.25,"buildCrash2",0.25,"buildCrash3",0.25};

WoodCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_01",0.707946,1,200};

WoodCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_02",0.707946,1,200};

WoodCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_03",0.707946,1,200};

WoodCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_04",0.707946,1,200};

WoodCrash4[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_05",0.707946,1,200};

WoodCrash5[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_06",0.707946,1,200};

soundWoodCrash[] = {"woodCrash0",0.166,"woodCrash1",0.166,"woodCrash2",0.166,"woodCrash3",0.166,"woodCrash4",0.166,"woodCrash5",0.166};

ArmorCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_01",0.707946,1,200};

ArmorCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_02",0.707946,1,200};

ArmorCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_03",0.707946,1,200};

ArmorCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_04",0.707946,1,200};

soundArmorCrash[] = {"ArmorCrash0",0.25,"ArmorCrash1",0.25,"ArmorCrash2",0.25,"ArmorCrash3",0.25};

//--------------------------------- sound events

class SoundEvents

{

class AccelerationIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\BUS\int\int-bus-acce-1",0.562341,1.0};

limit = "0.15";

expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";

};

class AccelerationOut

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\BUS\ext\ext-bus-acce-1",0.562341,1.0,280};

limit = "0.15";

expression = "engineOn*camPos*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";

};

};

// ----------------------------------- sounds

class Sounds

{

class Engine

{

sound[] = {"\ca\sounds\Vehicles\Wheeled\BUS\ext\ext-bus-low-2",1.0,1.0,350};

frequency = "(randomizer*0.05+0.95)*rpm";

volume = "engineOn*camPos*(thrust factor[0.7, 0.2])";

};

class EngineHighOut

{

sound[] = {"\ca\sounds\Vehicles\Wheeled\BUS\ext\ext-bus-high-4",1.0,1.0,450};

frequency = "(randomizer*0.05+0.95)*rpm";

volume = "engineOn*camPos*(thrust factor[0.5, 0.9])";

};

class IdleOut

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\BUS\ext\ext-bus-idle-1",0.316228,1.0,150};

frequency = "1";

volume = "engineOn*camPos*(rpm factor[0.4, 0])";

};

class TiresRockOut

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-rock2",0.177828,1.0,30};

frequency = "1";

volume = "camPos*rock*(speed factor[2, 20])";

};

class TiresSandOut

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-sand2",0.177828,1.0,30};

frequency = "1";

volume = "camPos*sand*(speed factor[2, 20])";

};

class TiresGrassOut

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-grass3",0.177828,1.0,30};

frequency = "1";

volume = "camPos*grass*(speed factor[2, 20])";

};

class TiresMudOut

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-mud2",0.177828,1.0,30};

frequency = "1";

volume = "camPos*mud*(speed factor[2, 20])";

};

class TiresGravelOut

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-gravel2",0.177828,1.0,30};

frequency = "1";

volume = "camPos*gravel*(speed factor[2, 20])";

};

class TiresAsphaltOut

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-asphalt3",0.0562341,1.0,30};

frequency = "1";

volume = "camPos*asphalt*(speed factor[2, 20])";

};

class NoiseOut

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Noises\ext\ext-noise3",0.177828,1.0,30};

frequency = "1";

volume = "camPos*(damper0 max 0.04)*(speed factor[0, 8])";

};

class EngineLowIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\BUS\int\int-bus-low-2",1.0,1.0};

frequency = "(randomizer*0.05+0.95)*rpm";

volume = "((engineOn*thrust) factor[0.65, 0.2])*(1-camPos)";

};

class EngineHighIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\BUS\int\int-bus-high-4",1.0,0.95};

frequency = "(randomizer*0.05+0.95)*rpm";

volume = "((engineOn*thrust) factor[0.55, 1.0])*(1-camPos)";

};

class IdleIn

{

sound[] = {"\ca\sounds\Vehicles\Wheeled\BUS\int\int-bus-idle-1",0.562341,1.0};

frequency = "1";

volume = "engineOn*(rpm factor[0.3, 0])*(1-camPos)";

};

class TiresRockIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-rock2",0.177828,1.0};

frequency = "1";

volume = "(1-camPos)*rock*(speed factor[2, 20])";

};

class TiresSandIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-sand2",0.177828,1.0};

frequency = "1";

volume = "(1-camPos)*sand*(speed factor[2, 20])";

};

class TiresGrassIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-grass3",0.177828,1.0};

frequency = "1";

volume = "(1-camPos)*grass*(speed factor[2, 20])";

};

class TiresMudIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-mud2",0.177828,1.0};

frequency = "1";

volume = "(1-camPos)*mud*(speed factor[2, 20])";

};

class TiresGravelIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-gravel2",0.177828,1.0};

frequency = "1";

volume = "(1-camPos)*gravel*(speed factor[2, 20])";

};

class TiresAsphaltIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-asphalt3",0.1,1.0};

frequency = "1";

volume = "(1-camPos)*asphalt*(speed factor[2, 20])";

};

class NoiseIn

{

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Noises\int\int-noise3",0.316228,1.0};

frequency = "1";

volume = "(damper0 max 0.04)*(speed factor[0, 8])*(1-camPos)";

};

class Movement

{

sound = "soundEnviron";

frequency = "1";

volume = "0";

};

};

class EventHandlers

{

init = "[_this select 0] exec ""\SM11\Script\tamper.sqs""";

};

maxSpeed = 100;

turnCoef = 13;

driverAction = "BRDM2_Driver";

terrainCoef = 5.0;

hiddenSelections[]={"clan","clan_sign"};

transportSoldier = 28;

cargoAction[] = {"Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo01","Truck_Cargo02","Truck_Cargo02","Truck_Cargo02","Truck_Cargo02","Truck_Cargo03","Ikarus_Cargo","Ikarus_Cargo"};

hasGunner = 0;

class Turrets{};

rarityUrban = 0.9;

};

};

};

I can supply the source files too.

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If this is the complete config, there is one closing bracket too much at the very end, if i'm not mistaken.

Also the actual hiddenSelections aren't necessary as those squad.xml faces are handled by the engine automatically.

Besides this, i can't see any reason why a inheritance from your bus for a different textured version should/could fail.

Just out of curiosity: why did you inherited it from Car and not directly from the A2 Bus?

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Myke;2091279']Just out of curiosity: why did you inherited it from Car and not directly from the A2 Bus?

I tired to inherit from the bus but it gave me the undefined base class error, so I tired to inherit from car, i didnt get the error but the second bus didnt show up in game at all.

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Thx Martin, both for info on the trolley and the permission. :)

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Holy shiiiiit! My favourite thing from OFP is alive again :D Does it include the same sound from OFP?

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