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zeotrope

Vehicle Repair - Via Support Vehicles

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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 by Zeotrope

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@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};

};

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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

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