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Greek VBL - [WIP]

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For some time ago I'm working on a VBL vehicle with working turret, doors and custom destruction effects.

I'm presenting a video of so far progress ... I know that needs a lot of tweeking ...

Some of my remain problems :

1. I want the crew to be dead out of the vehicle after vehicle full destruction.

2. I have "glass issue" ... I've tried all "move top" and other options through O2 but still when I'm looking from outside vehicle view I have this "white" effect ...

3. I have to work on a better config values regarding wheels and glass damage ...

Anyway for the moment is just a simple presentation but any help on my issues will be much appreciated (let me know if I must post my model and config .cfg for reference).

Thanks.

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For some time ago I'm working on a VBL vehicle with working turret, doors and custom destruction effects.

I'm presenting a video of so far progress ... I know that needs a lot of tweeking ...

Some of my remain problems :

1. I want the crew to be dead out of the vehicle after vehicle full destruction.

Play around with:

ejectDeadDriver = true

ejectDeadCargo = true

ejectDeadGunner = true

Only problem then is when the gunner gets shot and the vehicle is still intact it will be trown out too.

2. I have "glass issue" ... I've tried all "move top" and other options through O2 but still when I'm looking from outside vehicle view I have this "white" effect ....

Could you post a screenshot of that problem?

3. I have to work on a better config values regarding wheels and glass damage ...

Anyway for the moment is just a simple presentation but any help on my issues will be much appreciated (let me know if I must post my model and config .cfg for reference).

Thanks.

For info about Glass damage

ftp://ftp.armedassault.info/armad/docs/glass_damage_tutorial.pdf

For the Wheel damage

http://community.bistudio.com/wiki/How_to_create_destroyable_wheels

http://community.bistudio.com/wiki/Vehicle_Damage#Adding_Damage_to_your_Vehicle_Addon_-_Tutorial

Looks like a good start! Do you have other vehicles planned too?

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First of all sorry for late reply as I was AFK for some days.

@VXR ... these eject values are giving me exactly as you said another problem of throwing out dead bodies even when vehicle is still not fully destructed ... I'm looking for a solution (if exists) to make this happened only when vehicle is fully destructed.

Regarding glass problem I've already read these tutorials suggested but still my problem remains ... I'll give a screenshot the soonest possible.

@Kremator ... what do you mean "How does she handle" mate ? in case you are asking about vehicle performance I have no complains so far :)

UPDATE : Glass issue ...

http://img.photobucket.com/albums/v648/aplion/VBL/ArmA2OA2012-04-2113-05-47-65.jpg

http://img.photobucket.com/albums/v648/aplion/VBL/ArmA2OA2012-04-2113-05-34-50.jpg

UPDATE 2 : I'm working on glass using this tutorial that VXR pointed me ... every time I'm trying to select one of the glasses and apply Structure | Convexity | Make Convex ... the glass just disappears ... what I'm doing wrong ? I've been tried either with one or two faces glass but every time is just disappeared !!

---------- Post added at 11:16 ---------- Previous post was at 09:38 ----------

btw I'm posting here my config and model cfg ... please have a look and let me know if something is wrong or missing.

Config.cpp

#include "BasicDefines.hpp"

#include "CfgSounds.hpp"

#include "CfgDestroy.hpp"

enum {

stabilizedinaxisx = 1,

stabilizedinaxisy = 2,

stabilizedinaxesboth = 3,

stabilizedinaxesnone= 0

};

class WeaponFireGun; // External class reference

class WeaponCloudsGun; // External class reference

class WeaponFireMGun; // External class reference

class WeaponCloudsMGun; // External class reference

class CfgPatches {

class Greece

{

units[] = {"vbl4th"};

requiredVersion = 0.1000;

weapons[] = {};

requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds","CAWheeled"};

};

};

class CfgFactionClasses

{

class VBL

{

displayName = "Greek Army Cars";

priority = 8;

side = 1;

};

};

class CfgVehicleClasses

{

class GreekCars

{

displayName = "Greek Army Vehicles";

};

};

class CfgVehicles {

class NonStrategic; // External class reference

class Thing; // External class reference

class VBL_RuinHelper : Thing {

scope = private;

simulation = "thing";

animated = false;

mapSize = 0.7;

displayName = "";

nameSound = "";

accuracy = 0.2; // accuracy needed to recognize type of this target

transportFuel = 100;

destrType = "DestructEngine";

vehicleClass="";

};

class VBL_RuinBase : VBL_RuinHelper {

vehicleClass="";

accuracy = 1000; // accuracy needed to recognize type of this target

armor = 20;

cost = 0;

supplyRadius = 1.4;

icon = "\ca\data\data\Unknown_object.paa";

class DestructionEffects {

class Smoke1 {

simulation = "particles";

type = "BarelDestructionSmoke";

position = "destructionEffect1";

intensity = 0.15;

interval = 1;

lifeTime = 3.2;

};

};

};

class DrvHatch2 : VBL_RuinBase {

scope = public;

model = "GR_VBL\destruct\DrvHatch2.p3d";

displayName = "destructed VBL driver hatch";

transportFuel = 0;

supplyRadius = 0;

};

class doorBB : VBL_RuinBase {

scope = public;

model = "GR_VBL\destruct\doorBB.p3d";

displayName = "destructed VBL cargo door";

transportFuel = 10;

destrType = "DestructEngine";

supplyRadius = 1;

accuracy = 1000;

};

class doorLL : VBL_RuinBase {

scope = public;

model = "GR_VBL\destruct\doorLL.p3d";

displayName = "destructed VBL driver door";

transportFuel = 10;

destrType = "DestructEngine";

supplyRadius = 1;

accuracy = 1000;

};

class doorRR : VBL_RuinBase {

scope = public;

model = "GR_VBL\destruct\doorRR.p3d";

displayName = "destructed VBL passenger door";

transportFuel = 10;

destrType = "DestructEngine";

supplyRadius = 1;

accuracy = 1000;

};

class zanta2 : VBL_RuinBase {

scope = public;

model = "GR_VBL\destruct\zanta2.p3d";

displayName = "destructed VBL zanta";

transportFuel = 0;

supplyRadius = 0;

};

class amortiser11 : VBL_RuinBase {

scope = public;

model = "GR_VBL\destruct\amortiser11.p3d";

displayName = "destructed VBL amortiser";

transportFuel = 0;

supplyRadius = 0;

};

class tirezanta2 : VBL_RuinHelper {

scope = public;

model = "GR_VBL\destruct\tirezanta2.p3d";

displayName = "destructed VBL wheel";

transportFuel = 10;

destrType = "DestructEngine";

accuracy = 1000; // accuracy needed to recognize type of this target

armor = 20;

cost = 0;

supplyRadius = 1.4;

};

/*extern*/ class Land;

class LandVehicle : Land {

class NewTurret; // External class reference

class ViewOptics; // External class reference

class ViewPilot; // External class reference

class HeadLimits; // External class reference

class AnimationSources;

class HitPoints;

};

class Car : LandVehicle {

class HitEngine ;

class HitRGlass ;

class HitLGlass ;

class HitBody ;

class HitFuel ;

class HitLFWheel ;

class HitRFWheel ;

class HitLF2Wheel ;

class HitRF2Wheel ;

class HitLMWheel ;

class HitRMWheel ;

class HitLBWheel ;

class HitRBWheel ;

class Turrets

{

class MainTurret: NewTurret

{

gunnerAction = "ManActTestDriverOut";

gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";

gunnerOutOpticsModel = "\ca\Weapons\optika_empty";

gunBeg = "usti hlavne"; //gunBeg = endpoint of the gun

gunEnd = "konec hlavne"; //gunEnd = chamber of the gun

memoryPointsGetInGunner= "pos driver";

memoryPointsGetInGunnerDir= "pos driver dir";

viewGunnerInExternal = 1;

class HitTurret {armor=1;material=55;name="vez";visual="vez";passThrough=1;};

class HitGun {armor=0.3;material=55;name="zbran";visual="zbran";passThrough=0;};

class ViewOptics ;

class ViewGunner ;

};

};

class Exhausts; // External class reference

};

class vbl4th : car {

ace_camshake_enabled = 1;

ace_canbecargo = 0;

ace_canbeload = 1;

ace_cargo_exposed = 0;

ace_exposed = 0;

ace_sa_enabled = 1;

ace_sa_te_enabled = 1;

ace_sys_eject_eject = 0;

ace_sys_eject_jump = 1;

ace_sys_nvg_nvrange = 570;

ace_sys_repair_rearm = 0;

ace_sys_repair_refuel = 1;

ace_sys_repair_repair = 1;

ace_sys_repair_spare_tyres = 1;

ace_sys_repair_threshold = 0.8;

ace_sys_repair_threshold_refuel = 1;

ace_sys_repair_time = 600;

ace_sys_repair_tyre_type = "ACE_Spare_Tyre_HD";

ace_sys_tracking_marker = "LightTeam";

ace_tankfcs_enabled = 0;

ace_dmgsys_enable = 1; // if 0, default hitpoint system will be used for this vehicle. Default setting for classes Tank and wheeled_APC is 1

ace_minimalhit[] = {40,100}; //[min dir hit of ke/heat ammo,min indir hit of HE ammo]

ace_era = 1; //is equipped with era

ace_p_detonation_hull = 0; //prob of detonation when hit with powerful incendiary ammo

ace_p_detonation_turret = 0;

ace_p_detonation_engine = 0;

ace_p_fire_hull = 0.2; //prob of fire when hit with powerful incendiary ammo

ace_p_fire_turret = 0.2;

ace_p_fire_engine = 0.5;

ace_p_firedetonation = 0; //prob of detonation when on fire

// { {frontKE,frontCE},{leftKE,leftCE},{rightKE,rightCE},{backKE,backCE},{topKE,topCE},{bottomKE,bottomCE} }

// note bottom needed only for hull

ace_armor_hull[] = { {510,540},{70,230},{70,230},{40,40},{40,40},{200,200} };

ace_era_hull[] = { {200,450},{50,300},{50,300},{0,0},{50,300},{0,0}}; //additional {KE/CE} protection by era

ace_era_coverage_hull[] = {0.9,0.5,0.5,0,0}; //probability of hitting an era block per side (initial, blocks get removed as they get hit)

ace_era_blocks_hull[] = {8,5,5,0,0}; //number of era blocks per side (initial, blocks get removed as they get hit)

ace_armor_turret[] = { {670,740},{420,580},{420,580},{140,140},{40,40} };

ace_era_turret[] = { {250,600},{250,600},{250,600},{0,0},{50,300} };

ace_era_coverage_turret[] = {0.7,0.3,0.3,0,0.3};

ace_era_blocks_turret[] = {8,5,5,0,4};

vehicleClass = "GreekCars";

faction = "GREECE";

scope = 2;

side = 1;

displayName = "Greek VBL";

Icon = "gr_vbl\ico\vblMap_ca.paa";

mapSize = 5;

picture = "gr_vbl\ico\vbl_ca.paa";

model = "gr_vbl\vbl4th.p3d";

crew = "usmc_soldier_crew";

armor = 60;

damageResistance = 0.00562;

turnCoef = 2.0;

steerAheadPlan = 0.2;

steerAheadSimul = 0.4;

predictTurnPlan = 0.9;

predictTurnSimul = 0.5;

brakeDistance = 1.0;

terrainCoef = 2.0;

enableGPS = 1;

maxSpeed = 110;

type = VArmor;

cost = 100000;

armorGlass = 0.5;

canFloat = 1;

armorWheels = 0.1;

driverAction = "HMMWV_Driver";

cargoAction[] = {"HMMWV_Cargo01"};

typicalCargo[] = {"usmc_soldier_crew"};

transportSoldier = 1;

transportMaxBackpacks = 3;

hasGunner = 1;

castDriverShadow = 0;

driverIsCommander = 1;

canLock = LockNo;

unitInfoType = "UnitInfoShip";

nameSound = "car";

soundEngine[] = {"\ca\wheeled\Data\Sound\Humvee_Loop2", db0, 0.7};

soundGetIn[] = {"\ca\wheeled\Data\Sound\Humvee_doors", 0.1, 1};

soundGetOut[] = {"\ca\wheeled\Data\Sound\Humvee_doors", 0.1, 1};

soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", 3.16228e-005, 1};

soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-40, 1.0};

selectionDamage = "body";

threat[] = {1, 0.1, 0.4};

destrType = "DestructEngine"; // to klasiko me poli kapno

armorStructural = 4.0;

class HitPoints: HitPoints

{

class HitHull {

armor = 1;

material = 60;

name = "body";

visual = "body";

passThrough = 1;

};

class HitFuel

{

armor = 1.4;

material = -1;

name = "palivo";

visual = "";

passThrough = 1;

};

class HitEngine

{

armor = 0.5;

material = -1;

name = "engine";

visual = "";

passThrough = 1;

};

class HitFRWheel {

armor = 0.15;

material = 52;

name = "pravy predni tlumic";

visual = "wheelBL";

passThrough = false;

};

class HitLFWheel {

armor = 0.15;

material = 52;

name = "levy predni tlumic";

visual = "wheelFL";

passThrough = false;

};

class HitBLWheel {

armor = 0.15;

material = 52;

name = "levy zadni tlumic";

visual = "wheelBL";

passThrough = false;

};

class HitBRWheel {

armor = 0.15;

material = 52;

name = "pravy zadni tlumic";

visual = "wheelBR";

passThrough = false;

};

class HitLGlass {

armor = 0.1;

material = 54;

name = "sklo predni L";

passThrough = false;

};

class HitRGlass {

armor = 0.1;

material = 54;

name = "sklo predni R";

passThrough = false;

};

};

class Turrets: Turrets

{

class MainTurret: MainTurret

{

body = "mainTurret";

gun = "mainGun";

outGunnerMayFire = 1;

forceHideGunner = 0;

viewGunnerInExternal = 1;

castGunnerShadow = 1;

gunnerHasFlares = 0;

gunnerAction = "M113_Gunner_EP1";

gunnerInAction = "M113_Gunner_EP1";

gunnerGetInAction = "GetInLow";

gunnerGetOutAction = "GetOutLow";

minElev = -25;

maxElev = 60;

initElev = 0;

soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2",0.001,1.0};

hasGunner= 1;

weapons[] = {"M2"};

magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"};

gunnerOpticsModel = "\ca\Weapons\optika_empty";

gunnerForceOptics = 0;

gunnerOpticsShowCursor = 0;

gunnerOutOpticsShowCursor = 0;

class Turrets{};

class ViewOptics {

initAngleX = 0;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.42;

minFov = 0.22;

maxFov = 0.64;

};

class HitGun {

armor = 0.2;

material = 54;

name = "otochlaven";

visual = "otochlaven";

passThrough = 0;

};

};

};

class TransportMagazines {

class _xx_30Rnd_556x45_Stanag

{

magazine = "30Rnd_556x45_Stanag";

count = 15;

};

class _xx_HandGrenade_West

{

magazine = "HandGrenade_West";

count = 10;

};

class _xx_SmokeShellGreen

{

magazine = "SmokeShellGreen";

count = 10;

};

class _xx_SmokeShell

{

magazine = "SmokeShell";

count = 10;

};

};

class AnimationSources : AnimationSources {

class doorR {

animPeriod = 1;

};

class doorL {

animPeriod = 1;

};

class doorB {

animPeriod = 1;

};

class propeller {

animPeriod =1;

};

class belt_rotation {

source = "reload";

weapon = "M2";

};

class HitLFWheel

{

hitpoint = "HitLFWheel";

raw = 1;

source = "Hit";

};

class HitRFWheel: HitLFWheel

{

hitpoint = "HitRFWheel";

raw = 1;

source = "Hit";

};

class HitLBWheel: HitLFWheel

{

hitpoint = "HitLBWheel";

raw = 1;

source = "Hit";

};

class HitRBWheel: HitLFWheel

{

hitpoint = "HitRBWheel";

raw = 1;

source = "Hit";

};

};

actionBegin1 = "open_doorR";

actionEnd1 = "close_doorR";

actionBegin2 = "open_doorL";

actionEnd2 = "close_doorL";

actionBegin3 = "open_doorB";

actionEnd3 = "close_doorB";

class DestructionEffects {

class Fire1

{

simulation = "particles";

type = "BarelDestructionFire";

position = "destructionEffect1";

intensity = 0.15;

interval = 1;

lifeTime = 3;

};

class LightExp

{

simulation = "light";

type = "ObjectDestructionLight";

position = "destructionEffect1";

intensity = 0.001;

interval = 1;

lifeTime = 0.5;

};

class Smoke1

{

simulation = "particles";

type = "Vehexpldode";

position = "destructionEffect1";

intensity = 0.5;

interval = 1;

lifeTime = 0.04;

};

class Sound

{

simulation = "sound";

type = "Fire";

position = "destructionEffect1";

intensity = 1;

interval = 1;

lifeTime = 2;

};

class Smokelongtimed

{

simulation = "particles";

type = "BarelDestructionSmoke";

position = "destructionEffect1";

intensity = 0.25;

interval = 1;

lifeTime = 3.2;

};

};

class EventHandlers

{

getin = "_this exec ""GR_VBL\scripts\getinVBL.sqs"";";

getout = "_this exec ""GR_VBL\scripts\getoutVBL.sqs"";";

killed = "(_this select 0) exec ""GR_VBL\scripts\VBLdestruction.sqs""";

};

class UserActions {

class open_doorL {

showWindow = 1;

priority = 4.7;

displayName = "Open Driver Door";

position = "osa_doorL";

radius = 3;

onlyForPlayer = 1;

condition = "(this animationPhase ""doorL"" < 0.5)&& (alive this) && speed this <2";

statement = "[this] exec ""GR_VBL\scripts\driverdoor.sqs""";

};

class close_doorL {

showWindow = 1;

priority = 4.7;

displayName = "Close Driver Door";

position = "osa_doorL";

radius = 3;

onlyForPlayer = 1;

condition = "(this animationPhase ""doorL"" >= 0.5)&& (alive this)";

statement = "[this] exec ""GR_VBL\scripts\driverdoorcl.sqs""";

};

class open_doorR {

showWindow = 1;

priority = 4.7;

displayName = "Open Codriver Door";

position = "osa_doorR";

radius = 3;

onlyForPlayer = 1;

condition = "(this animationPhase ""doorR"" < 0.5)&& (alive this)&& speed this <2";

statement = "[this] exec ""GR_VBL\scripts\codriverdoor.sqs""";

};

class close_doorR {

showWindow = 1;

priority = 4.7;

displayName = "Close Codriver Door";

position = "osa_doorR";

radius = 3;

onlyForPlayer = 1;

condition = "(this animationPhase ""doorR"" >= 0.5)&& (alive this)";

statement = "[this] exec ""GR_VBL\scripts\codrivercl.sqs""";

};

class open_doorB {

showWindow = 1;

priority = 4.7;

displayName = "Open Cargo Door";

position = "osa_doorB";

radius = 3;

onlyForPlayer = 1;

condition = "(this animationPhase ""doorB"" < 0.5)&& (alive this)";

statement = "[this] exec ""GR_VBL\scripts\apopiswdoor.sqs""";

};

class close_doorB {

showWindow = 1;

priority = 3;

displayName = "Close Cargo Door";

position = "osa_doorB";

radius = 3;

onlyForPlayer = 1;

condition = "(this animationPhase ""doorB"" >= 0.5)&& (alive this)";

statement = "[this] exec ""GR_VBL\scripts\apopiswdoorcl.sqs""";

};

};

/* dammageHalf[] = {"GR_VBL\data\glass_ca.paa","ca\data\destruct\destr_glass_armour_half_ca.paa","GR_VBL\data\glass_ca.paa","ca\data\destruct\destr_glass_armour_half_ca.paa"};

dammageFull[] = {"GR_VBL\data\body1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\body1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\turret1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\turret1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\misc1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\misc1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\misc2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\misc2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\inner1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\inner1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\leather1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\leather1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\steer1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\steer1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\pit_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\pit_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\pit2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\pit2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","gr_vbl\data\hmmwv_details_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","gr_vbl\data\hmmwv_details_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","ca\weapons\data\m2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","ca\weapons\data\m2_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\doors1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa","GR_VBL\data\doors1_co.paa","ca\data\destruct\vehicle_destr1024_1024_mc.paa"};

*/

class Damage {

tex[] = {};

mat[] = {"GR_VBL\data\body.rvmat","GR_VBL\data\body.rvmat","GR_VBL\destruct\body_damage.rvmat","GR_VBL\data\doors.rvmat","GR_VBL\data\doors.rvmat","GR_VBL\destruct\doors_damage.rvmat","GR_VBL\data\turret1.rvmat","GR_VBL\data\turret1.rvmat","GR_VBL\destruct\turret1_damage.rvmat","GR_VBL\data\inner1.rvmat","GR_VBL\data\inner1.rvmat","GR_VBL\destruct\inner1_damage.rvmat"};

};

/*,"GR_VBL\data\inner1.rvmat","GR_VBL\destruct\inner1_destruct.rvmat","GR_VBL\destruct\inner1_destruct.rvmat","GR_VBL\data\misc1.rvmat","GR_VBL\destruct\misc1_destruct.rvmat","GR_VBL\destruct\misc1_destruct.rvmat","GR_VBL\data\misc2.rvmat","GR_VBL\destruct\misc2_destruct.rvmat","GR_VBL\destruct\misc2_destruct.rvmat","GR_VBL\data\pit.rvmat","GR_VBL\destruct\pit_destruct.rvmat","GR_VBL\destruct\pit_destruct.rvmat","GR_VBL\data\pit2.rvmat","GR_VBL\destruct\pit2_destruct.rvmat","GR_VBL\destruct\pit2_destruct.rvmat","GR_VBL\data\turret1.rvmat","GR_VBL\destruct\turret1_destruct.rvmat","GR_VBL\destruct\turret1_destruct.rvmat"*/

class Reflectors {

class Left {

color[] = {0.9, 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.7;

brightness = 0.5;

};

class Right {

color[] = {0.9 , 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "P svetlo";

direction = "konec P svetla";

hitpoint = "P svetlo";

selection = "P svetlo";

size = 0.7;

brightness = 0.5;

};

};

aggregateReflectors[] = {{"Left", "Right"}};

class Library {

libTextDesc = "Greek VBL";

};

};

};

Model.cfg

class CfgSkeletons

{

class vbl4th_carbase_Skeleton

{

isDiscrete=1;

skeletonInherit="";

skeletonBones[]=

{

"glass","damagehide",

"body","",

"inner","",

"turret2","",

"otochlaven","turret2",

"ammo_belt","otochlaven",

"zasleh","otochlaven",

"steer","",

"leather","",

"misc","",

"misc2","",

"doorR","",

"doorL","",

"doorB","",

"volant","",

"amortiser","",

"propeller","",

"wheelFL_damper","",

"zbytek","",

"wheelFL_steering","wheelFL_damper",

"wheelFL","wheelFL_steering",

"wheelFL_Damage","wheelFL",

"wheelFR_damper","",

"wheelFR_steering","wheelFR_damper",

"wheelFR","wheelFR_steering",

"wheelFR_Damage","wheelFR",

"wheelBL_damper","",

"wheelBL","wheelBL_damper",

"wheelBL_Damage","wheelBL",

"wheelBR_damper","",

"wheelBR","wheelBR_damper",

"wheelBR_Damage","wheelBR"

};

};

};

class CfgModels

{

class vbl4th_carbase

{

skeletonName="vbl4th_carbase_Skeleton";

sectionsInherit="";

sections[]=

{

"glass","damagehide",

"turret2","",

"OtocHlaven","turret2",

"OtocHlaven","ammo_box",

"OtocHlaven","ammo_belt",

"doorR","",

"doorL","",

"doorB","",

"volant","",

"brzdove svetlo",

"zadni svetlo",

"P svetlo","",

"L svetlo","",

"zbytek","",

"propeller","",

"wheelFL_damper","",

"wheelFL_steering","wheelFL_damper",

"wheelFL","wheelFL_steering",

"wheelFL_Damage","wheelFL",

"wheelFR_damper","",

"wheelFR_steering","wheelFR_damper",

"wheelFR","wheelFR_steering",

"wheelFR_Damage","wheelFR",

"wheelBL_damper","",

"wheelBL","wheelBL_damper",

"wheelBL_Damage","wheelBL",

"wheelBR_damper","",

"wheelBR","wheelBR_damper",

"wheelBR_Damage","wheelBR",

"amortiser","",

"zasleh"

};

class animations

{

class damageHide

{

type="hide";

source="damage";

selection="damagehide";

minValue = 0.0;//rad 0.0

maxValue = 1.0;//rad 57.29578

minPhase = 0.0;//rad 0.0

maxPhase = 1.0;//rad 57.29578

hideValue = 1.0;

};

class damage_doorB

{

type="hide";

selection="doorB";

source="damage";

damageValue=1;

};

class damage_doorL: damage_doorB

{

selection="doorL";

};

class damage_doorR: damage_doorB

{

selection="doorR";

};

class damage_frontLights: damage_doorB

{

selection="frontLights";

};

class damage_wheelFL_damper: damage_doorB

{

selection="wheelFL_damper";

};

class damage_wheelFR_damper: damage_doorB

{

selection="wheelFR_damper";

};

class damage_wheelBL_damper: damage_doorB

{

selection="wheelBL_damper";

};

class damage_wheelBR_damper: damage_doorB

{

selection="wheelBR_damper";

};

class destruct_heigh_ppt

{

type="translation";

source="damage";

selection="wheelFL_damper";

axis="land_move_axis";

memory=1;

minValue=0.999999;

maxValue=1.000000;

offset0=0;

offset1=-0.280000;

};

class destruct_heigh_pdt: destruct_heigh_ppt

{

selection="wheelFR_damper";

};

class destruct_heigh_pprt: destruct_heigh_ppt

{

selection="wheelBR_damper";

offset1=-0.380000;

};

class destruct_heigh_pzt: destruct_heigh_ppt

{

selection="wheelBL_damper";

offset1=-0.380000;

};

class drivingWheel

{

type="rotation";

source="drivingWheel";

selection="volant";

axis="volant_axis";

memory = false;

minValue=-1;

maxValue=1;

angle0=4;

angle1=-4;

};

class MainTurret

{

type="rotationY";

source="mainTurret";

selection="turret2";

axis="OsaVeze";

animPeriod=0;

memory=0;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

class MainGun: MainTurret

{

type="rotationX";

source="mainGun";

selection="OtocHlaven";

axis="OsaHlavne";

begin="usti hlavne";

end="konec hlavne";

};

class doorR

{

type="Rotation";

selection="doorR";

axis="osa_doorR";

animPeriod=0;

sourceAddress="clamp";

memory=1;

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -75";

};

class doorL

{

type="Rotation";

selection="doorL";

axis="osa_doorL";

animPeriod=0;

sourceAddress="clamp";

memory=1;

minValue=0;

maxValue=1;

angle0=0;

angle1="rad 75";

};

class doorB

{

type="Rotation";

selection="doorB";

axis="osa_doorB";

animPeriod=0;

sourceAddress="clamp";

memory=1;

minValue=0;

maxValue=1;

angle0=0;

angle1="rad 90";

};

class ammo_belt_rotation

{

type="rotationZ";

source="belt_rotation";

selection="ammo_belt";

axis="ammo_belt_axis";

memory=1;

sourceAddress="loop";

minValue=0.000000;

maxValue=0.010000;

angle0=0.000000;

angle1=-0.209440;

};

class SteeringFL_1

{

type="rotationY";

source="drivingWheel";

selection="wheelFL_steering";

axis="wheelFL_steering_axis";

memory=1;

minValue="rad -90";

maxValue="rad +90";

angle0=1.047198;

angle1=-1.047198;

};

class SteeringFR_1: SteeringFL_1

{

selection="wheelFR_steering";

axis="wheelFR_steering_axis";

angle0=1.047198;

angle1=-1.047198;

};

class WheelFL_1

{

type="rotationX";

source="wheel";

selection="wheelFL";

axis="";

memory=1;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -360";

};

class WheelFR_1: WheelFL_1

{

selection="wheelFR";

};

class WheelBL_1: WheelFL_1

{

selection="wheelBL";

};

class WheelBR_1: WheelFL_1

{

selection="wheelBR";

};

class WheelFL_1_Damper

{

type="translationY";

source="damper";

selection="wheelFL_damper";

axis="";

minValue=-0.090000;

maxValue=1;

memory=1;

};

class WheelFR_1_Damper: WheelFL_1_Damper

{

selection="wheelFR_damper";

};

class WheelBL_1_Damper: WheelFL_1_Damper

{

selection="wheelBL_damper";

};

class WheelBR_1_Damper: WheelFL_1_Damper

{

selection="wheelBR_damper";

};

class propeller_1

{

type="rotationZ";

source="wheel";

selection="propeller";

axis="propeller_axis";

memory=1;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0=0;

angle1="rad 360";

};

};

};

class vbl4th: vbl4th_carbase{};

};

Edited by Aplion

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Try to Cut and paste the windows.

In what other lods do you have the windows defined? shadow etc.?

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Try to Cut and paste the windows.

In what other lods do you have the windows defined? shadow etc.?

Windows are defined to Resolution - Geometry and Fire Geometry LODs ... Cut & Paste in all three LODs ?

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