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gutiarhero814

Boat/Ship Config

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I am working on moving the lhd to A3 and havent been able to find any info on configs for such a class. Any info i can obtain somewhere to have a better idea of what i need.

Thanks

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getting error on building anyone take a look at it. give me some tips on what ive done wrong

class CfgPatches
{
class MEU_LHD
{
	units[]={};
	weapons[]={};
	requiredVersion=0.10;
	requiredAddons[]={};
};
};
class CfgVehicleClasses {
class MEU_LHD {
	displayname = "MEU LHD";
};
};

class CfgVehicles
{

class StaticShip;
class Land_LHD_1: StaticShip
{
	model="\LHD\LHD_1.p3d";
	destrType=0;//DestructNo;
	featureSize = 100;
	scope = 2;
	faction = BLU_F;
	vehicleClass = "Ship";
	picture = "\LHD\tex\Picture_LHD_CA.paa";
	icon = "\LHD\tex\Icon_LHD_CA.paa";
	displayName = "MEU_LHD";
	mapsize = 300;
	destrType = 0;
	featureSize = 100;
	class Eventhandlers {
		init = "_scr = _this execVM ""\LHD\scr\init.sqf"";";
	class MarkerLights
	{
		class WhiteStill
		{
			name="bily pozicni";
			color[]={0.0388,0.0388,0.0388,1.0};
			ambient[]={0.03,0.023,0.0056,1.0};
			brightness=0.01;
			blinking=false;
		};
		class BlueStill
		{
			name="modry pozicni";
			color[]={0.012,0.012,0.12,1.0};
			ambient[]={0.03,0.023,0.0056,1.0};
			brightness=0.01;
			blinking=false;
		};
		class YellowStill
		{
			name="zluty pozicni";
			color[]={0.03,0.027,0.00672,1.0};
			ambient[]={0.03,0.023,0.0056,1.0};
			brightness=0.01;
			blinking=false;
		};
		class RedStill
		{
			name="cerveny pozicni";
			color[]={0.12,0.006,0.006,1.0};
			ambient[]={0.1,0.01,0.01,1.0};
			brightness=0.01;
			blinking=false;
		};
	};
};

class Land_LHD_2: Land_LHD_1
{
	model="\LHD\LHD_2.p3d";
	scope = 1;
	displayName = "LHD_2";
};

class Land_LHD_3: Land_LHD_1
{
	model="\LHD\LHD_3.p3d";
	scope = 1;
	displayName = "LHD_3";
	ladders[]={{"start1","end1"}};
	class AnimationSources
	{
			class dveremale {animPeriod=1; initPhase=1;};
			class dveremale1 {animPeriod=1; initPhase=1;};

	};

	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault=$STR_DN_OUT_O_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_O_DOOR;
			position=osa_dveremale;
			radius=2;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" < 0.5";
			statement="this animate [""dveremale"", 1]";
		};
		class CloseDoors1
		{
			displayNameDefault=$STR_DN_OUT_C_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_C_DOOR;
			position=osa_dveremale;
			radius=2;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" >= 0.5";
			statement="this animate [""dveremale"", 0]";
		};
		class OpenDoors2
		{
			displayNameDefault=$STR_DN_OUT_O_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_O_DOOR;
			position=osa_dveremale1;
			radius=2;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale1"" < 0.5";
			statement="this animate [""dveremale1"", 1]";
		};
		class CloseDoors2
		{
			displayNameDefault=$STR_DN_OUT_C_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_C_DOOR;
			position=osa_dveremale1;
			radius=2;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale1"" >= 0.5";
			statement="this animate [""dveremale1"", 0]";
		};
	};
	actionBegin1=OpenDoors1;
	actionEnd1=OpenDoors1;
	actionBegin2=OpenDoors2;
	actionEnd2=OpenDoors2;
};

class Land_LHD_4: Land_LHD_1
{
	model="\LHD\LHD_4.p3d";
	scope = 1;
	displayName = "LHD_4";

	class AnimationSources
	{
			class dveremale {animPeriod=1; initPhase=1;};
	};

	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault=$STR_DN_OUT_O_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_O_DOOR;
			position=osa_dveremale;
			radius=2;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" < 0.5";
			statement="this animate [""dveremale"", 1]";
		};
		class CloseDoors1
		{
			displayNameDefault=$STR_DN_OUT_C_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_C_DOOR;
			position=osa_dveremale;
			radius=2;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" >= 0.5";
			statement="this animate [""dveremale"", 0]";
		};
	};

	actionBegin1=OpenDoors1;
	actionEnd1=OpenDoors1;

};

class Land_LHD_5: Land_LHD_1
{
	model="\LHD\LHD_5.p3d";
	scope = 1;
	displayName = "LHD_5";
};

class Land_LHD_6: Land_LHD_1
{
	model="\LHD\LHD_6.p3d";
	scope = 1;
	displayName = "LHD_6";
	ladders[]={{"start1","end1"},{"start2","end2"}};
};

class Land_LHD_house_1: StaticShip
{
	model="\LHD\LHD_house_1.p3d";
	scope = 1;
	displayName = "LHD_house_1";
	featureSize = 100;
	ladders[]={{"start1","end1"},{"start2","end2"}};
	destrType=0;//DestructNo;
	class MarkerLights
	{
		class BlueStill
		{
			name="modry pozicni";
			color[]={0.012,0.012,0.12,1.0};
			ambient[]={0.03,0.023,0.0056,1.0};
			brightness=0.01;
			blinking=false;
		};
		class YellowStill
		{
			name="zluty pozicni";
			color[]={0.03,0.027,0.00672,1.0};
			ambient[]={0.03,0.023,0.0056,1.0};
			brightness=0.01;
			blinking=false;
		};
		class RedStill
		{
			name="cerveny pozicni";
			color[]={0.12,0.006,0.006,1.0};
			ambient[]={0.1,0.01,0.01,1.0};
			brightness=0.01;
			blinking=false;
		};
	};
};

class Land_LHD_house_2: StaticShip
{
	model="\LHD\LHD_house_2.p3d";
	scope = 1;
	displayName = "LHD_house_2";
	ladders[]={{"start1","end1"}};
	featureSize = 100;
	destrType=0;//DestructNo;
	class MarkerLights
	{
		class WhiteStill
		{
			name="bila sedma";
			color[]={0.003,0.003,0.003,0.0};
			ambient[]={0.03,0.023,0.0056,0.0};
			brightness=0.1;
			blinking=false;
		};
		class BlueStill
		{
			name="modry pozicni";
			color[]={0.012,0.012,0.12,1.0};
			ambient[]={0.03,0.023,0.0056,1.0};
			brightness=0.01;
			blinking=false;
		};
		class YellowStill
		{
			name="zluty pozicni";
			color[]={0.03,0.027,0.00672,1.0};
			ambient[]={0.03,0.023,0.0056,1.0};
			brightness=0.01;
			blinking=false;
		};
		class RedStill
		{
			name="cerveny pozicni";
			color[]={0.12,0.006,0.006,1.0};
			ambient[]={0.1,0.01,0.01,1.0};
			brightness=0.01;
			blinking=false;
		};
	};
	class AnimationSources
	{
			class dveremale {animPeriod=1; initPhase=1;};
			class dverevelkeL {animPeriod=1; initPhase=0;};
			class dverevelkeR {animPeriod=1; initPhase=0;};
			class Lights_1
			{
				source="user";
				animPeriod=0.001;
				initPhase = 0;
			};
	};
	class UserActions
	{
		class OpenDoors1
		{
			displayNameDefault=$STR_DN_OUT_O_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_O_DOOR;
			position=osa_dveremale;
			radius=2;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" < 0.5";
			statement="this animate [""dveremale"", 1]";
		};
		class CloseDoors1
		{
			displayNameDefault=$STR_DN_OUT_C_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_C_DOOR;
			position=osa_dveremale;
			radius=2;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" >= 0.5";
			statement="this animate [""dveremale"", 0]";
		};
		class OpenDoors2
		{
			displayNameDefault=$STR_DN_OUT_O_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_O_DOOR;
			position=osa_dverevelkeL;
			radius=4;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_large"" and this animationPhase ""dverevelkeL"" < 0.5";
			statement="this animate [""dverevelkeL"", 1];this animate [""dverevelkeR"", 1]";
		};
		class CloseDoors2
		{
			displayNameDefault=$STR_DN_OUT_C_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_C_DOOR;
			position=osa_dverevelkeL;
			radius=4;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors_large"" and this animationPhase ""dverevelkeL"" >= 0.5";
			statement="this animate [""dverevelkeL"", 0];this animate [""dverevelkeR"", 0]";
		};
		/*class OpenDoors3
		{
			displayNameDefault=$STR_DN_OUT_O_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_O_DOOR;
			position=osa_dverevelkeR;
			radius=4;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors"" and this animationPhase ""dverevelkeR"" < 0.5";
			statement="this animate [""dverevelkeR"", 1]";
		};
		class CloseDoors3
		{
			displayNameDefault=$STR_DN_OUT_C_DOOR_DEFAULT;
			displayName=$STR_DN_OUT_C_DOOR;
			position=osa_dverevelkeR;
			radius=4;
			onlyForPlayer=false;
			condition="isnil""BIS_lockKheSanhDoors"" and this animationPhase ""dverevelkeR"" >= 0.5";
			statement="this animate [""dverevelkeR"", 0]";
		}; */
	};

	actionBegin1=OpenDoors1;
	actionEnd1=OpenDoors1;
	actionBegin2=OpenDoors2;
	actionEnd2=OpenDoors2;
	/*actionBegin3=OpenDoors3;
	actionEnd3=OpenDoors3; */

};
class Land_LHD_elev_R: StaticShip
{
	model="\LHD\LHD_elev_R.p3d";
	scope = 1;
	displayName = "LHD_elev_R";
	destrType=0;//DestructNo;
};
};

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I already have the LHD ingame and as a vehicle. It moves, has weapons and such. But it is not very useful because colision in arma 3 with other vehicles uses PHYSx LOD which I cannot use for the moment.

I'm going to post some results soon.

Cheers mate!!!

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Right on think I could get it from you merely looking to use a static object. Put helos on deck and whatnot

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I can say that "helos on deck" for a moving-vehicle LHD should be no problem... but anything else on deck would be. :(

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my use for it would only be as a static object. Wouldn't need it to move at all. Just to conduct LHD operations. Flying the pattern around it. And able to land helos, and get out and walk on the static ship, not moving.

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OK. I have done some experiments with the LHD and I have good news and bad news.

Good news.

I already have a working static version. What one must do is to copy the GEO LOD into a new GEO PHYSx LOD and that's it.

One must also rename the paths to ALL textures and RVMATs (inside the P3Ds and the RVMATs) to make this standalone.

Bad news.

I had in Arma 2 a drivable version of the LHD using attachto. It seems that this is not possible to enable in Arma 3 using Attachto. If I create the nonmovable pieces of the LHD and attach them to the piece that works as PHYSX boat (using simulation shipx) all pieces can be trespassed by PHYSx vehicles as if the GEO lod wasn't there.

It is a shame because it moves, it reacts well to the waves, doesn't list to much when turning,... but it doesn't have colision with other PHYSx vehicles such as helicopters. Only the pieces designated as a shipx simulation.

I will continue doing some more experiments.

Arrghhh!!! so close to have a drivable aircraft carrier!!!!!!

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