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Adammo

Get your littlebird choppers here:

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I think being arrogant is not the way to approach the situation. when I lived in italy, broadband was very expensive, but since I leave in canada I got it as it is cheap. I simpatize with dialup user so. But what gfx said is true. I read about it. If game developers could just concentrate on high end systems thoe most ppl wouldnt play and pay wink.gif . and thats what all about is, gaining $

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I git them to work on 1.46.Just mess with the config file,Use that until you get RES.

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what did you do, nzxshadows? please leave an example.

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i live in the north so cable is not available for me and even if it was i couldn't afford it, not all of us have enough money to get broadband so stop being so pig headed and quit whining

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Its not that we need to tailor the internet for anyone, its just that you should resize the pics out of "common courtesy" for the 56k users. Oh, and you should do it because its a forum rule.

And more often than not people are still using 56k because cable isnt offered in their area. I was trying hard as hell to get a cable modem a year ago, but if there isnt a line in your neighborhood theres nothing you can do about it. Like Mike said, laziness has nothing to do with it.

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I think 100K limit is reasonable, but it can be frustrating as hell if there is a pic just slightly over 100k you want to link to...easily remedied if you have your own image host (you can save, edit, an upload it), but if you dont, then what do you do? I guess just a link...

Maybe a 200k limit would be more realistic, but rules is rules tounge.gif

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Heres what I used.It just the basic chopper config.I only used this on the MH6v2.It will work on the rest of the 2,you will just need to change the names.Any question just ask.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// NZXSHADOWS

// 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 MH6v2

{

units[] = {MH6v2};

weapons[] = {};

requiredVersion = 1.10;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Air: AllVehicles {};

class Helicopter: Air {};

class Cobra: Helicopter {};

class MH6v2: Cobra

{ displayName="MH6v2";

picture=\MH6v2\oh6icon;

     transportSoldier = 8;

 model=\MH6v2\MH6v2;

     maxSpeed=355;

     accuracy=1;

     namesound="chopper";

     gunnerUsesPilotView = true;

     crew = SoldierWPilot

 armor=100;

     hasDriver = 1;

 hasGunner = 1;

 side=TWest;

     soundEngine[]={\MH6v2\MH6,db+5,1};

 weapons[]={};

 magazines[]={};

 driverAction="ManActUH60Pilot";

 gunnerAction="ManActUH60Pilot";

 nightVision=1

};<span id='postcolor'>

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Oh yeah,Heres what the config file looks like for the AH6v2,It all works so have at it.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// NZXSHADOWS

// 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 AH6v2

{

units[] = {AH6v2};

weapons[] = {};

requiredVersion = 1.10;

};

};

class CfgAmmo

{

class Default {};

class BulletSingle: Default {};

class Bullet7_6: BulletSingle // machine gun bullet

{

airLock=true;

hit=8;indirectHit=8;indirectHitRange=1;

minRange=1;minRangeProbab=0.90;

midRange=100;midRangeProbab=0.50;

maxRange=450;maxRangeProbab=0.05;

cost=4;

};

class MachineGun30A11mag: Bullet7_6

{

airLock=true;

hit=8;indirectHit=2;indirectHitRange=0.8;

};

//class ExplosiveBullet: Bullet7_6

//{

// airLock=true;

// explosive=true;

// soundHit[]={Explosions\explosivebullet,db0,1};

// soundFly[]={objects\bulletnoise,db-35,4};

// hitGround[]={soundHit,1}; // general

// hitMan[]={soundHit,1};

// hitArmor[]={soundHit,1};

// hitBuilding[]={soundHit,1};

//};

//class MachineGun30A11mag: ExplosiveBullet{};

};

class CfgWeapons

{

class Default {};

//class MGun: Default {};

//class MachineGun7_6: MGun{};

//class MachineGun7_6: default{};

//class MachineGun30: MachineGun7_6

 class MachineGun7_6: default{};

 class MachineGun30A11: MachineGun7_6

//class MachineGun30: Default{};

//class MachineGun30A11: MachineGun30

{

//--

displayName="M134 Minigun";

ammo="MachineGun30A11mag";

count=2620;

initSpeed=2000;

sound[]={"\AH6v2\mini2.wav",5.162278,2.1};

//flashSize=1.100000;

soundContinuous=1;

//dispersion=0.003500;

 dispersion=0.023500;

burst=2;

multiply=2;

optics=1;

aiRateOfFire=0.0; // delay between shots at given distance

aiRateOfFireDistance=1500; // at shorter distance delay goes lineary to zero

reloadTime=0.070;

opticsZoomMin=0.08;

opticsZoomMax=0.84;

};

class CarlGustavLauncher: default {};

class AT3Launcher: CarlGustavLauncher {};

class ZuniLauncher38: AT3Launcher {};

class ZuniLauncher1H : ZuniLauncher38

{

opticsZoomMin=0.08;

opticsZoomMax=0.84;

count=14;

reloadTime=0.15;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Air: AllVehicles {};

class Helicopter: Air {};

class Cobra: Helicopter {};

class AH6v2: Cobra

{ displayName="AH6v2";

picture=\AH6v2\oh6icon;

       transportSoldier = 6;

       model=\AH6v2\AH6v2;

     maxSpeed=355;

     accuracy=1;

     namesound="chopper";

     gunnerUsesPilotView = true;

     crew = SoldierWPilot

 armor=100;

     hasDriver = 1;

 hasGunner = 1;

 side=TWest;

     soundEngine[]={\AH6v2\AH6,db+5,1};

 weapons[]={ZuniLauncher1H, MachineGun30A11};

       magazines[]={ZuniLauncher1H, MachineGun30A11};

 driverAction="ManActUH60Pilot";

 gunnerAction="ManActUH60Pilot";

 nightVision=1

};

<span id='postcolor'>

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This thread has gone way off topic. And Scorpio, there is no problem with my video card, the textures are just not particularly high quality, not like the official addons or marfy addons anyway!

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Yo NZXSHADOWS,

can you plzzzz post the helicopter config's, cause i hav no idea of how to do the editing right. sad.gif

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WoW, that looks top notch. I'm DL it now and gonna try it tomorrow when OFPR comes out. Good work, dude. smile.gif

-=Die Alive=-

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darthvinny:

Decompress the pbo, open the config.cpp, erase everything on it and replace it with the text nzxshadows posted, and then stuff the pbo again. Works fine. Many thanks nzxshadows!

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I'm sorry to be such an pain in the *ss, but how do i decompress en stuff it back? wich programs do i need?

confused.gif sorry

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maybe this is the second time, but my comp. got stuck when he was sending the post.

Can someone plzzzzz tell me how i can decompress these .pbo files and wich programs do i need to do that.

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Change if you must but be aware that there will version conflicts, and possibly crashes and issues with people that are using the standard chopper version in missions.

Please don't send me support e-mails because it doesn't work properly in 1.46 or 1.10.

Also these modified choppers will not work in Resistance.. so I suggest using the original ones when you get Resistance.

-Capt Moore

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Sorry capt. moore, i don't mean to offend you or anything, but it's just that i ordered resistance by internet and it can be a week till i get it, so i want to try it out. When i get res. i'll install the good ones. I just can't wait to try them.

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You should be able to find the utilities (depbo and stuffpbo) at www.ofpeditingcenter.com or at www.ofp.info

Use this one for the OH-1; otherwise it will be the same as the MH-6 with other textures.

// NZXSHADOWS

// 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 OH6v2

{

units[] = {OH6v2};

weapons[] = {};

requiredVersion = 1.10;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Air: AllVehicles {};

class Helicopter: Air {};

class Cobra: Helicopter {};

class OH6v2: Cobra

{ displayName="OH6v2";

picture=\OH6v2\oh6icon;

transportSoldier = 8;

model=\OH6v2\OH6v2;

maxSpeed=355;

accuracy=1;

namesound="chopper";

gunnerUsesPilotView = true;

crew = SoldierGPilot

armor=100;

hasDriver = 1;

hasGunner = 1;

side=TGuerrila;

soundEngine[]={\OH6v2\OH6,db+5,1};

weapons[]={};

magazines[]={};

driverAction="ManActUH60Pilot";

gunnerAction="ManActUH60Pilot";

nightVision=1

};

Cpt Moore: we didn't want to offend you, we just wanted to try your great addon before we get Resistance (Codemasters has screwed up again and the release has been delayed in many countries).

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first off, they are great, ive spent the day shooting hokum's down with them...slight texture problems on top of the helicopter where the rotors come out of... (cant remember what thats called) but they are only minor, the one piece of feedback i could give you is about the xm134, the rate of fire on this is way too low its about 300rpm, the actual gun's rate of fire is a hell of a lot higher...

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">GAU-2B/A - Air Force

GAU-17/A - Navy

M134 - Army

The Air Force GAU-2B/A (Army M134) 7.62mm "minigun" was designed to provide a light weight high rate of fire armament package for use on helicopters and light fixed-wing aircraft. The basic M61 Vulcan has been simplified and redesigned to fire percussion primed 7.62mm ammunition. The basic M134 can be readily modified to fire other smaller caliber ammunition, such as the XM214 5.56mm "mini-minigun".

The GAU-17/A utilized on the UH-1N, H-3, and H-60 aircraft, is a crew served, electrically driven, 6 barreled, rotary action, percussion fired weapon, with a maxi-mum rate of fire of 6000 rounds per minute. In the current crew served application the rate of fire is selectable at either 2000 or 4000 rounds per minute. In the UH-1N DAS configuration the gun can be fixed forward and remotely fired by the pilot. The components that make up the GAU-17/A gun system consist of a gun control assembly with electrical cables, gun drive motor, a MAU-201/A or a MAU-56 delinking feeder, flexible ammunition feed chutes and an ammunition storage system. The ammunition storage system has a capacity of 4000 rounds of linked 7.62mm percussion primed ammunition.

The M134 minigun was used on the M21, M27, XM50, and Emerson MINI-TAT on the UH-1 "Huey", OH-6A Cayuse, and OH-58A Kiowa, XM18E1, M28 series, and XM64 on the AH-1G and MOD AH-1S "Huey" Cobra, XM53 on the AH-56A Cheyenne, and on a wide variety of U.S. Army and U.S. Air Force light fixed-wing aircraft. The M134 is also used on a number U.S. Army special operations aircraft.

<span id='postcolor'>

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The minigun has two modes; the slow RoF being 1500 rpm. The maximum RoF is 6000 rpm. Not sure if OFP could handle the latter, but the former is worth a look.

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What is the best config.cpp for the MH6v2? I have had reports that it does not fire the MG properly. (2round spurts)

Also are the troop capacities right for each chopper? I've also had reports it allows more troops onboard the OH6 (Resistance Chopper) then it displays in the passenger seats.

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In the config.cpp for the MH6v2 there is no weaponry information, should there be?

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no, the MH6 has no weapons, it has 2 benches mounted on the sides for carrying troops

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Ok sorry, I mean the AH6v2, it is supposed to have MG but the fire rate is terrible.. I have compared hte config.cpp to others and I can't find a problem..

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgWeapons

{

class Default {};

//class MGun: Default {};

//class MachineGun7_6: MGun{};

//class MachineGun7_6: default{};

//class MachineGun30: MachineGun7_6

class MachineGun7_6: default{};

class MachineGun30A11: MachineGun7_6

//class MachineGun30: Default{};

//class MachineGun30A11: MachineGun30

{

//--

displayName="M134 Minigun";

ammo="MachineGun30A11mag";

count=2620;

initSpeed=2000;

sound[]={"\AH6v2\mini2.wav",5.162278,2.1};

//flashSize=1.100000;

soundContinuous=1;

//dispersion=0.003500;

dispersion=0.023500;

burst=1;

multiply=1;

optics=1;

aiRateOfFire=0.0; // delay between shots at given distance

aiRateOfFireDistance=1500; // at shorter distance delay goes lineary to zero

reloadTime=0.070;

opticsZoomMin=0.08;

opticsZoomMax=0.84;

};<span id='postcolor'>

If someone can recommend some settings to fix the fire rate that would be good, it won't go continuous.. :/

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class CfgWeapons

{

class Default {};

class MGun: Default {};

class MachineGun7_6: MGun {};

class MachineGun30: MachineGun7_6 {};

class MachineGun30A10: MachineGun30 {};

class KEGKiowaGun: MachineGun30A10

{

muzzlePos="p strela";

muzzleEnd="l strela";

displayName="Minigun";

ammo="KEGminigun";

count=4000;

initSpeed=2000;

sound[]={"\KEGkiowa\mgun.wav",5.162278,2.1};

flashSize=1.100000;

soundContinuous=1;

dispersion=0.003500;

burst=1;

multiply=1;

optics=1;

aiRateOfFire=0.0; // delay between shots at given distance

aiRateOfFireDistance=1500; // at shorter distance delay goes lineary to zero

reloadTime=0.012;

opticsZoomMin=0.08;

opticsZoomMax=0.84;

};

well thats the .cpp for kegety's minigun which is probably one of the best ive seen so far, so maybe he left something out....

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To increase the ROF you just have to lower the reload time or increase the burst count. I use reloadTime=0.0006 and burst=4

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