zeotrope 24 Posted October 14, 2013 (edited) Hi All, Was wondering how the new support vehicles work in regards to related configs etc. What commands etc. I have re-skinned the CHEETAH (A Panther with a bucket) and would like to use this vehicle as support....so that I can pull up along side a damaged asset, hope into the damaged vehicle and have it auto repair. Where do I start? Has anybody had a go at this ? Zeo Edited October 14, 2013 by Zeotrope Share this post Link to post Share on other sites
John Spartan 89 Posted October 14, 2013 @Zeo I believe a custom unit config where you define that the vehicle is a service provider you can archive simple result. If you look at BI stock support truck configs they have certain code lines that enable service options: transportFuel = 3000; transportRepair = 200000000; supplyRadius = 6.8; transportAmmo = 2000; attendant = true; just include these lines in your cfgvehicles config like BI example below to enable these features class CfgVehicles { class Car; // External class reference class Car_F : Car { class HitPoints; // External class reference }; class Truck_F : Car_F { class Exhausts { class Exhaust1 { position = "exhaust"; direction = "exhaust_dir"; effect = "ExhaustEffectHEMTT"; }; }; class HitPoints : HitPoints { class HitRGlass; // External class reference class HitLGlass; // External class reference class HitGlass1; // External class reference class HitGlass2; // External class reference class HitGlass3; // External class reference class HitGlass4; // External class reference class HitGlass5; // External class reference class HitBody; // External class reference class HitFuel; // External class reference class HitLFWheel; // External class reference class HitLBWheel; // External class reference class HitLMWheel; // External class reference class HitLF2Wheel; // External class reference class HitRFWheel; // External class reference class HitRBWheel; // External class reference class HitRMWheel; // External class reference class HitRF2Wheel; // External class reference class HitEngine; // External class reference }; class EventHandlers; // External class reference class AnimationSources; // External class reference }; class Truck_01_base_F : Truck_F { class HitPoints : HitPoints {}; }; class B_Truck_01_transport_F : Truck_01_base_F {}; class B_Truck_01_mover_F : B_Truck_01_transport_F { mapSize = 11.23; author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "B_Truck_01_mover_F"; transportSoldier = 1; displayName = "$STR_A3_CfgVehicles_B_Truck_01_primemover0"; model = "\A3\soft_f_gamma\Truck_01\Truck_01_mover_F.p3d"; picture = "\a3\soft_f_gamma\Truck_01\Data\UI\Truck_01_mover_F_CA.paa"; Icon = "\a3\soft_f_gamma\Truck_01\Data\UI\map_Truck_01_mover_F_CA.paa"; cargoGetInAction[] = {"GetInMRAP_01"}; cargoCompartments[] = {"Compartment1"}; cargoAction[] = {"passenger_generic01_foldhands"}; cargoGetOutAction[] = {"GetOutLow"}; class Turrets {}; }; class B_Truck_01_box_F : B_Truck_01_mover_F { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "B_Truck_01_box_F"; transportSoldier = 1; displayName = "$STR_A3_CfgVehicles_B_Truck_01_box0"; model = "\A3\soft_f_gamma\Truck_01\Truck_01_box_F.p3d"; picture = "\a3\soft_f_gamma\Truck_01\Data\UI\Truck_01_box_F_CA.paa"; Icon = "\a3\soft_f_gamma\Truck_01\Data\UI\map_Truck_01_box_F_CA.paa"; }; class B_Truck_01_Repair_F : B_Truck_01_mover_F { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "B_Truck_01_box_F"; transportSoldier = 1; displayName = "$STR_A3_CfgVehicles_B_Truck_01_Repair_F0"; model = "\A3\soft_f_gamma\Truck_01\Truck_01_box_F.p3d"; vehicleClass = "Support"; picture = "\a3\soft_f_gamma\Truck_01\Data\UI\Truck_01_box_F_CA.paa"; Icon = "\a3\soft_f_gamma\Truck_01\Data\UI\map_Truck_01_box_F_CA.paa"; transportRepair = 200000000; supplyRadius = 6.8; }; class B_Truck_01_ammo_F : B_Truck_01_mover_F { mapSize = 12.1; author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "B_Truck_01_ammo_F"; transportSoldier = 1; displayName = "$STR_A3_CfgVehicles_B_Truck_01_box_ammo0"; model = "\A3\soft_f_gamma\Truck_01\Truck_01_ammo_F.p3d"; vehicleClass = "Support"; picture = "\a3\soft_f_gamma\Truck_01\Data\UI\Truck_01_Ammo_CA.paa"; Icon = "\a3\soft_f_gamma\Truck_01\Data\UI\map_truck_01_ammo_CA.paa"; transportAmmo = 2000; }; class B_Truck_01_fuel_F : B_Truck_01_mover_F { mapSize = 11.83; author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "B_Truck_01_fuel_F"; transportSoldier = 1; displayName = "$STR_A3_CfgVehicles_B_Truck_01_fuel0"; model = "\A3\soft_f_gamma\Truck_01\Truck_01_fuel_F.p3d"; vehicleClass = "Support"; picture = "\a3\soft_f_gamma\Truck_01\Data\UI\Truck_01_Fuel_CA.paa"; Icon = "\a3\soft_f_gamma\Truck_01\Data\UI\map_truck_01_fuel_CA.paa"; transportFuel = 3000; }; class B_Truck_01_medical_F : B_Truck_01_transport_F { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "B_Truck_01_box_F"; vehicleClass = "Support"; transportSoldier = 16; displayName = "$STR_A3_CfgVehicles_B_Truck_01_medical_F0"; model = "\A3\soft_f_gamma\Truck_01\Truck_01_medevac_F.p3d"; picture = "\a3\soft_f_gamma\Truck_01\Data\UI\Truck_01_box_F_CA.paa"; Icon = "\a3\soft_f_gamma\Truck_01\Data\UI\map_Truck_01_box_F_CA.paa"; attendant = true; cargoAction[] = {"passenger_generic01_foldhands", "passenger_injured_medevac_truck01", "passenger_injured_medevac_truck02", "passenger_injured_medevac_truck01", "passenger_injured_medevac_truck02", "passenger_injured_medevac_truck03", "passenger_injured_medevac_truck01", "passenger_injured_medevac_truck02", "passenger_generic01_leanleft", "passenger_apc_generic04", "passenger_apc_narrow_generic01", "passenger_apc_generic03", "passenger_apc_narrow_generic03", "passenger_generic01_foldhands", "passenger_apc_generic02", "passenger_apc_generic01"}; class TransportItems { class _xx_FirstAidKit { name = "FirstAidKit"; count = 10; }; }; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.0, 0.0, 0.0}; }; Share this post Link to post Share on other sites
zeotrope 24 Posted October 14, 2013 Thank you John. Works great. Zeo Share this post Link to post Share on other sites
pro 10 Posted October 20, 2013 Just a fast question, as I could not find a class cfg file does this means I have to open and create a new one called vechicles.cfg? Did not see a execVM in there so it made me wonder on where and how to make it. Thanks in advance... Jonny Share this post Link to post Share on other sites