ravendk 25 Posted July 18, 2002 Here is the config can any one make it work? ---------------------------------------------------------------- // ! check remarks marked 'alw' for experimental changes ! // some classes in TransportWeapons were removed only because appropriate weapons Add_Ons were not available // Fast Attack vehicle by [DANBAT 1]Frandsen // 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 FAV3 { units[] = {FAV3}; weapons[]={}; requiredVersion = 1.30; }; }; class CfgModels { class Default { sections[]={}; sectionsInherit=""; }; class Weapon: Default { sections[]={"zasleh"}; }; class FAV3: Weapon{}; }; class CfgWeapons { class Default{} class MGun: Default{}; class MachineGun7_6: MGun{}; class MachineGun12_7: MachineGun7_6{}; class 50cal: MachineGun12_7 { ammo="Bullet12_7"; count=500; initSpeed=1000; reloadTime=0.07; Burst=2; sound[]={"\FAV3\50cal.wav",1,1}; flashSize=1.500000; ffFrequency=1; ffCount=1; dispersion=0.040000; recoil="mgunBurst3"; maxLeadSpeed=350; aiRateOfFire=0.500000; aiRateOfFireDistance=1000; optics=1; autoFire=1; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle : Land {}; class Car: LandVehicle {}; class Jeep: Car {}; class FAV3: Jeep { side=TWest; displayName="Marine Fast Attack Vehicle"; model="\FAV3\FAV3.p3d"; picture="\FAV3\iFAV.paa"; crew="Rconkr1"; //transportSoldier=4; //'alw' maxSpeed=180; armor=30; soundEngine[]={\FAV3\jeepmove,db-15,1}; class TransportWeapons { class HMPPMV2_WP1 { Weapon="XMS"; count=1; }; class HMPPMV2_WP2 { Weapon="M136AT4"; count=2; }; class HMPPMV2_WP3 { Weapon="LAWLauncher"; count=1; }; }; class TransportMagazines { class HMPPMV2_AM1 { magazine="M136AT4"; count=4; }; class HMPPMV2_AM2 { magazine="LAWLauncher"; count=2; }; // class HMPPMV2_AM3 // { // magazine="M21"; // count=4; // }; class HMPPMV2_AM4 { magazine="M4"; count=10; }; class HMPPMV2_AM5 { magazine="HK"; count=6; }; // class HMPPMV2_AM6 // { // magazine="M16"; // count=10; // }; class HMPPMV2_AM7 { magazine="GrenadeLauncher"; count=10; }; class HMPPMV2_AM8 { magazine="SmokeShellRed"; count=5; }; class HMPPMV2_AM9 { magazine="SmokeShellGreen"; count=5; }; }; dammageHalf[]= { \Data\jeep_kab_sklo1.paa, \Data\jeep_kab_sklo1B.paa, \Data\jeep_kab_sklo2.paa, \Data\jeep_kab_sklo2B.paa }; dammageFull[]= { \Data\jeep_kab_sklo1.paa, \Data\jeep_kab_sklo1C.paa, \Data\jeep_kab_sklo2.paa, \Data\jeep_kab_sklo2C.paa }; class IndicatorSpeed { selection="ukaz_rychlo"; axis="osa_rychlo"; angle=-240; min=0; max=40; }; armorGlass=1; armorWheels=0.3; // experimental addendum 'alw' // check 'JeppMG' class for original BIStudio example (car with turret) // add/change/remove what else necessary gunnerAction="ManActJeepGunner"; hasGunner=1; castGunnerShadow=1; castDriverShadow=1; driverIsCommander=1; scope=2; weapons[]={"50cal","mk19gl"}; magazines[]={"50cal","mk19gl","mk19gl","mk19gl"}; gunnerOpticsModel="optika_empty"; transportSoldier=1; class Turret { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; soundServo[]={}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=-12; maxElev=40; minTurn=-20; maxTurn=20; body="OtocVez"; gun="OtocHlaven"; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.700000; minFov=0.420000; maxFov=0.850000; }; class WeaponCloudsGun { cloudletDuration=0.300000; cloudletAnimPeriod=1.000000; cloudletSize=1.000000; cloudletAlpha=1.000000; cloudletGrowUp=1; cloudletFadeIn=0.010000; cloudletFadeOut=1; cloudletAccY=0.400000; cloudletMinYSpeed=0.200000; cloudletMaxYSpeed=0.800000; cloudletShape="cl_basic"; cloudletColor[]={1,1,1,0}; interval=0.050000; size=3; sourceSize=0.500000; timeToLive=0; initT=0; deltaT=0; class Table { class T0 { maxT=0; color[]={1,1,1,0}; }; }; }; class WeaponCloudsMGun: WeaponCloudsGun { cloudletGrowUp=0.050000; cloudletFadeIn=0; cloudletFadeOut=0.100000; cloudletDuration=0.050000; cloudletAlpha=0.300000; cloudletAccY=0; cloudletMinYSpeed=-100; cloudletMaxYSpeed=100; interval=0.020000; size=0.300000; sourceSize=0.020000; }; class MGunClouds: WeaponCloudsMGun { }; // end of addendum 'alw' }; }; ---------------------------------------------------------------- i have been trying to update it for the last 3 days and i just cant make it work Share this post Link to post Share on other sites
miles teg 1 Posted July 18, 2002 Speaking of addons that don't work, you made that MH-60 with the refueling probe and radar right? Â I noticed that its rotor blades are messed up in Resistance. Â Any chance you could update that one or better yet make a MH-60MG version with a minigun replacing the M2 .50 cal (and putting the radar, FLIR, and refueling probe on it). Â A dark grey (actually almost black) texture would be very nice also. Â I remember the TJP crew was supposed to be making a realistic MH-60 (to update their older non-oxygen ones) but apparently they gave up on it or something. As for your FAV, perhaps try the older version with the MG-42 and see if that one works. Â It could be some issue with the MK-19 perhaps or the combination of weapons that it has on it perhaps. Â Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
VXR 9 Posted July 18, 2002 No TJP now named Ballistic is fully active again check the site for news Ballistic Share this post Link to post Share on other sites
Rastavovich 0 Posted July 18, 2002 I would suggest to define your vehicle in the cfgmodels not as "weapon", take "car" instead, maybe it will work then:) Share this post Link to post Share on other sites
miles teg 1 Posted July 18, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ July 18 2002,18:40)</td></tr><tr><td id="QUOTE">No TJP now named Ballistic is fully active again check the site for news Ballistic<span id='postcolor'> They look very nice. Any idea when the MH-60 Pavehawks will be ready? Even an unarmed version would be nice at least until the armed versions are ready. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
ravendk 25 Posted July 18, 2002 car thing dont work any other sugestions? and abouth the chopper ... Tigersharg and the team got the models now and are reskinning and updating them Share this post Link to post Share on other sites
Eviscerator 0 Posted July 18, 2002 Miles i think TJP/Ballistic or whatever we are being called now are going to wait until its all finished and looking as near to perfect as can be, it may take a while but you can always be guaranteed their stuff is going to be good Share this post Link to post Share on other sites
Rastavovich 0 Posted July 18, 2002 have you completly defined the model with: class CfgModels { class default{}; class vehicle : default {}; class car: vehicle{}; class fav3 : car {}; }; Share this post Link to post Share on other sites
ravendk 25 Posted July 18, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rastavovich @ July 18 2002,21:28)</td></tr><tr><td id="QUOTE">have you completly defined the model with: class CfgModels { class default{}; class vehicle : default {}; class car: vehicle{}; class fav3 : car {}; };<span id='postcolor'> yes i did .... dosnt work... crash Share this post Link to post Share on other sites
ravendk 25 Posted July 18, 2002 ok i got this in class CfgModels class CfgModels { class Default { sections[]={}; sectionsInherit=""; }; class Weapon: Default { sections[]={"zasleh"}; }; class Vehicle: Default {}; class FAV3: Vehicle {}; }; that works BUT the fav still dosnt work ingame.... Share this post Link to post Share on other sites
Rastavovich 0 Posted July 18, 2002 Ok, first of all, you don't have to define things, that are allready defined, so you can write: class CfgModels { class default{}; class vehicle : default {}; class fav3 : vehicle {}; }; then what this line does there: class Weapon: Default{sections[]={"zasleh"};};? You nowhere define a new weapon with model, so it is not needed. You define a lot of things that are also defined in the jeep definition. That is not necessary, leave those away, that will minimize the error sources. Also you should try to take whole config parts out, by using /*....*/, it allows you to quick check where the faulty line might be. You can reduce your config down till only the model is in with jeeps definitions. If it wouldn't run then there is another problem. If it runs you take the lines back in till it wont work anymore, so the last line retaken in must be the faulty one. Share this post Link to post Share on other sites
miles teg 1 Posted July 18, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ July 18 2002,20:25)</td></tr><tr><td id="QUOTE">Miles i think TJP/Ballistic or whatever we are being called now are going to wait until its all finished and looking as near to perfect as can be, it may take a while but you can always be guaranteed their stuff is going to be good<span id='postcolor'> That kinda sucks. I mean I know textures take a while to do, but how hard is it to get a retextured unarmed version of Raven's blackhawk working in 1.75? Also why do all of the models have to be released at the same time? That's very frustrating for many of us looking for these addons having to wait months while some of the more difficult models are being worked on and other models are just sitting there on your hard drives waiting for all of the rest of the models to be finished. Unless they are going to be part of some big MOD with campaigns and stuff I don't see the purpose in doing that. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Eviscerator 0 Posted July 18, 2002 well we are making a new one or at least editing one not sure whos it is originally and they want to make everything perfect, if you want a retextured version of frandsens swap the files from his aircraft with the ones from TJP's mh-60 dap and it should work pretty well Share this post Link to post Share on other sites
miles teg 1 Posted July 18, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ July 18 2002,23:47)</td></tr><tr><td id="QUOTE">well we are making a new one or at least editing one not sure whos it is originally and they want to make everything perfect, if you want a retextured version of frandsens swap the files from his aircraft with the ones from TJP's mh-60 dap and it should work pretty well<span id='postcolor'> Ok. I know the MH-60 with the MG being replaced with a minigun is going to take a bit of remodelling and config.cpp file experimenting, but I'll take your advice in swapping the textures...however I don't think the refueling probe or the radar would be textured would it? But I'll De-PBO it and give it a try. However I also need to figure out how to make the rotors compatible with 1.75. I hope I don't have to rename all the model groups or anything complex like that. Anyhow... I just hope that Ballistic helicopters are released as they are finished and not all in one huge pack or something. I guess I'm impatient because I'm trying to finish several missions before the summer is out that require them but for version 1.75. Unfortunately Frandsen's old MH-60 doesn't work well in 1.75. So I hope that work in Ballistic will concentrate on finishing up the easier helicopters. Best of luck on the projects. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Eviscerator 0 Posted July 18, 2002 well as far as i could see tigershark has pretty much finished the main helicopter now he just needs to finish the weapons Share this post Link to post Share on other sites
RedStorm 0 Posted July 19, 2002 Will the MH47 be rigged with a Minigun instead of an M2 .50? Share this post Link to post Share on other sites
Eviscerator 0 Posted July 19, 2002 no plans at the minute, that would require a whole new model interior and all just for a weapon Share this post Link to post Share on other sites
ravendk 25 Posted July 19, 2002 ehh this tropic is abouth the MARINE FAV as for the choppers.... the reason i led TJP use the Black Hawks is that they are doing a fine job, rember the Pavehawks from them? Rember all the work i have done is mostely one mans work (whit a litle help here and there) and i dont have a team to backme up whit skins, cpp and models THE RAVNDK/RAVENHMP/FRANDSEN "TEAM" IS THE SAME PERSON JUST WHITH OTHER NICKS... ITS ONLY ME WHO IS DOING THE ADDONS Im sorry to say it but i can only handle so much... i dont want to end up like WKK Kimbal who had to quit it all Share this post Link to post Share on other sites