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HAFM - ArmA 2 HMMWVs import

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ARMA3-02-05-201416-37-08_zps237a8201.jpg

ARMA3-02-03-201421-37-43_zpsce835a59.jpg

ARMA3-02-12-201422-00-55_zps0c7b1641.jpg

Import from ArmA 2 with US and Hellenic Army textures and factions ...

- Default ArmA 3 weapons

- Default ArmA 3 Units (crew)

- Default ArmA 3 sounds

- Working mirrors (PIP)

HMMWV (Unarmed)

HMMWV M2

HMMWV MK19

HMMWV TOW

US version can be found under BLUFOR -NATO - US HMMWVs and Hellenic version under Independent - Hellas - Cars.

Classnames

Hellenic

HMMWV
HMMWV_M2
HMMWV_MK19
HMMVW_TOW

US

HMMWV2
HMMWV2_M2
HMMWV2_MK19
HMMVW2_TOW

All credits for this release belong to BIS as is the respective owner of 3d and main texture files.

This addon has no other mod (or addon) dependency and it is properly signed.

*UPDATE v2*

Changelog:

- PhysX applied

- Armor increased

- Sounds issue fixed

*UPDATE v3*

Changelog:

- Some desert HMMWVs added

- Some PhysX tweaking

Classnames added:

HMMWV_M1151_M2
M1114_AGS_ACR
HMMWV_M1035

Known Issues: No animations when using ACRE.

Primary Download Link : http://www.mediafire.com/download/9ozwx4ugsj17zgx/HAFM_HMMWVs_Final_v3.rar

Armaholic Link : http://www.armaholic.com/page.php?id=24573

NOTE : this update completely replaces all previous files.

Aplion

Edited by Aplion
UPDATE
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How did you guys manage to get it to work without a physx LOD and such? I haven't been able to get any tracked or wheeled vehicles to work because of those and would like to know how.

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How did you guys manage to get it to work without a physx LOD and such? I haven't been able to get any tracked or wheeled vehicles to work because of those and would like to know how.

Have a look in my model.cfg (below) and my config through the addon.

#define BULLET_HIDE(x,from,count) class Bullet##x\
		{\
			type="hide";\
			source="revolving";\
			sourceAddress="mirror";\
			selection=bullet##x;\
			minValue=-1.000000;\
			maxValue= 0.000000;\
			hideValue=((count+x-from-2)/count)+0.00001;\
		};
class Rotation;
class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class Vehicle : Default {};
class Car : Vehicle {
	skeletonBones[]=
	{
		"drivewheel","",

		"wheel_1_1_damper_land","",
		"wheel_1_2_damper_land","",
		"wheel_1_3_damper_land","",
		"wheel_1_4_damper_land","",

		"wheel_2_1_damper_land","",
		"wheel_2_2_damper_land","",
		"wheel_2_3_damper_land","",
		"wheel_2_4_damper_land","",

		"wheel_1_1_damper","wheel_1_1_damper_land",
		"wheel_1_2_damper","wheel_1_2_damper_land",
		"wheel_1_3_damper","wheel_1_3_damper_land",
		"wheel_1_4_damper","wheel_1_4_damper_land",

		"wheel_2_1_damper","wheel_2_1_damper_land",
		"wheel_2_2_damper","wheel_2_2_damper_land",
		"wheel_2_3_damper","wheel_2_3_damper_land",
		"wheel_2_4_damper","wheel_2_4_damper_land",

		"wheel_1_1_steering","wheel_1_1_damper",
		"wheel_1_2_steering","wheel_1_2_damper",
		"wheel_1_3_steering","wheel_1_3_damper",
		"wheel_1_4_steering","wheel_1_4_damper",

		"wheel_2_1_steering","wheel_2_1_damper",
		"wheel_2_2_steering","wheel_2_2_damper",
		"wheel_2_3_steering","wheel_2_3_damper",
		"wheel_2_4_steering","wheel_2_4_damper",

		"wheel_1_1","wheel_1_1_steering",
		"wheel_1_2","wheel_1_2_steering",
		"wheel_1_3","wheel_1_3_steering",
		"wheel_1_4","wheel_1_4_steering",

		"wheel_2_1","wheel_2_1_steering",
		"wheel_2_2","wheel_2_2_steering",
		"wheel_2_3","wheel_2_3_steering",
		"wheel_2_4","wheel_2_4_steering",

		"wheel_1_1_unhide","wheel_1_1",
		"wheel_1_2_unhide","wheel_1_2",
		"wheel_1_3_unhide","wheel_1_3",
		"wheel_1_4_unhide","wheel_1_4",

		"wheel_2_1_unhide","wheel_2_1",
		"wheel_2_2_unhide","wheel_2_2",
		"wheel_2_3_unhide","wheel_2_3",
		"wheel_2_4_unhide","wheel_2_4",

		"wheel_1_1_hide","wheel_1_1",
		"wheel_1_2_hide","wheel_1_2",
		"wheel_1_3_hide","wheel_1_3",
		"wheel_1_4_hide","wheel_1_4",

		"wheel_2_1_hide","wheel_2_1",
		"wheel_2_2_hide","wheel_2_2",
		"wheel_2_3_hide","wheel_2_3",
		"wheel_2_4_hide","wheel_2_4",

		"OtocVez","",
		"OtocHlaven","OtocVez",

		"damageHide","",
		"damageVez","OtocVez",
		"damageHlaven","OtocHlaven",

		"ukaz_rychlo","",
		"ukaz_rychlo2","",
		"ukaz_rpm","",
		"mph","",
		"rpm","",
		"fuel","",
		"fuel_1","",
		"fuel_01","",
		"fuel_2","",
		"fuel_3","",
		"prop_01","",
		"prop_02","",
		"prop_2","",
		"prop_1","",
		"glass1","damageHide",
		"glass2","damageHide",
		"glass3","damageHide",
		"glass4","damageHide",
	};
};
class HMMWVSkeleton:Car
{
	isDiscrete=1;
	skeletonInherit="Car";
	skeletonBones[]=
	{
		"ammo_belt","OtocHlaven"
	};
};
class HMMWV_M2_Skeleton:HMMWVSkeleton
{
	isDiscrete=1;
	skeletonInherit="HMMWVSkeleton";
	skeletonBones[]=
	{

		"ammo_belt","OtocHlaven_Shake",
		"OtocHlaven_Shake","OtocHlaven",
		"bolt","OtocHlaven_Shake",
		"recoil","OtocHlaven_Shake",
		"charging_handle","OtocHlaven_Shake",
		"magazine","OtocHlaven_Shake",
		"feedtray_cover","OtocHlaven_Shake",
		"bullet001","bullet002",
		"bullet002","bullet003",
		"bullet003","bullet004",
		"bullet004","bullet005",
		"bullet005","bullet006",
		"bullet006","bullet007",
		"bullet007","bullet008",
		"bullet008","bullet009",
		"bullet009","bullet010",
		"bullet010","bullet011",
		"bullet011","bullet012",
		"bullet012","ammo_belt"
	};
};
};

class CfgModels
{
class Vehicle;
class Car: Vehicle
{
	sectionsInherit="Vehicle";
	sections[]=
	{
		"ammo",
		"sklo predni p",
		"sklo predni l",
		"zadni svetlo",
		"brzdove svetlo",
		"spz",
		"karoserie",
		"motor",
		"zbran",
		"vez",
		"zbytek",
		/*
		"wheel_1_1_hide",
		"wheel_1_2_hide",
		"wheel_1_3_hide",
		"wheel_1_4_hide",
		"wheel_2_1_hide",
		"wheel_2_2_hide",
		"wheel_2_3_hide",
		"wheel_2_4_hide",
		*/
		"clan",
		"clan_sign",
		"zasleh",
		"P svetlo",
		"L svetlo",
		"palivo",
		"glass1",
		"glass2",
		"glass3",
		"glass4"
	};
	skeletonName="Car";
	class Animations
	{
		// destruct START
		class damageHide
		{
			type="hide";
			source="damage"; //damage //test
			selection="damageHide";
			hideValue=1.0;
		};
		class damageHideVez:damageHide
		{
			selection="OtocVez";
		};
		class damageHideHlaven:damageHide
		{
			selection="OtocHlaven";
		};

			// Wheels START
			// Wheels Complete Destruct START
			class wheel_1_1_destruct
			{
				type="hide";
				selection="wheel_1_1_hide";
				source="HitLFWheel";
				minValue = 0; // upravit na 0.99
				maxValue = 1; // upravit na 1.0
				hidevalue = 0.99;
			};
			class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";};
			class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";};
			class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";};

			class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";};
			class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";};
			class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";};
			class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";};

			class wheel_1_1_destruct_unhide
			{
				type="hide";
				selection="wheel_1_1_unhide";
				source="HitLFWheel";
				minValue = -1; // upravit na 0.99
				maxValue = 0; // upravit na 1.0
				hidevalue = 0.01;
				sourceAddress="mirror";
			};
			class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";};
			class wheel_1_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";};
			class wheel_1_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";};

			class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";};
			class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";};
			class wheel_2_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";};
			class wheel_2_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";};

			// Wheels Complete Destruct END

			#define DamageOffset 0.2
			// Wheels Damage START
			class wheel_1_1_Damage:wheel_1_1_destruct
			{
				type="translation";
				axis="Basic_Damper_Destruct_Axis";
				memory=1;
				selection="wheel_1_1_damper_land";
				source="HitLFWheel";
				minValue = 0.0;
				maxValue = 1;
				offset0 = 0;
				offset1 = DamageOffset;
			};
			class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper_land";};
			class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper_land";};
			class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper_land";};

			class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper_land";};
			class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper_land";};
			class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper_land";};
			class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper_land";};


			// animace damper smerem nahoru START
			class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1*DamageOffset;};
			class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";};
			class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";};
			class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";};

			class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";};
			class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";};
			class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";};
			class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";};
			// animace damper smerem nahoru END

			// Wheels Damage END
			// Wheels END

			//Glass Damage START
			class Glass1_destruct
			{
				type="hide";
				selection="glass1";
				source="HitGlass1";
				minValue = 0; // upravit na 0.99
				maxValue = 1; // upravit na 1.0
				hidevalue = 0.99;
			};
			class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";};
			class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";};
			class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";};
			//Glass Damage END

		// destruct END
		class IndicatorSpeed
		{
			animPeriod=0;
			type="rotation";
			source="speed";
			selection="ukaz_rychlo";
			axis="osa_rychlo";
			memory=0;
			minValue=0.000000;
			maxValue=16.670000;
			angle0=0.000000;
			angle1=2.879793;
		};
		class IndicatorSpeed2
		{
			type="rotation";
			source="speed";
			selection="ukaz_rychlo2";
			axis="osa_rychlo2";
			memory=0;
			animPeriod=0;
			minValue=0;
			maxValue=16.670000;
			angle0=0;
			angle1="rad -240";
		};
		class IndicatorRPM
		{
			animPeriod=0;
			type="rotation";
			source="rpm";
			selection="ukaz_rpm";
			axis="osa_rpm";
			memory=0;
			minValue=0.000000;
			maxValue=1.000000;
			angle0=0.000000;
			angle1=2.967060;
		};
		class DrivingWheel: Rotation
		{
			source="drivingWheel";
			selection="drivewheel";
			axis="drivewheel_axis";
			minValue=-1;
			maxValue=1;
			angle0=(rad -80);
			angle1=(rad 80);
		};
		class TurnFrontWheelR
		{
			type="rotationY";
			source="drivingWheel";
			selection="wheel_2_1_steering";
			axis="wheel_2_1_steering_axis";
			memory=1;
			animPeriod=0;
			sourceAddress="loop";
			minValue="rad -180";
			maxValue="rad +180";
			angle0="rad +90";
			angle1="rad -90";
		};
		class TurnFrontWheelL: TurnFrontWheelR
		{
			selection="wheel_1_1_steering";
			axis="wheel_1_1_steering_axis";
		};
		class TurnFrontWheelR2: TurnFrontWheelR
		{
			selection="wheel_2_4_steering";
			axis="wheel_2_4_steering_axis";
		};
		class TurnFrontWheelL2: TurnFrontWheelR
		{
			selection="wheel_1_4_steering";
			axis="wheel_1_4_steering_axis";
		};
		class FrontWheelR
		{
			type="rotationX";
			source="wheel";
			selection="wheel_2_1";
			axis="wheel_2_1_axis";
			memory=1;
			animPeriod=0;
			sourceAddress="loop";
			minValue=0;
			maxValue=1;
			angle0=0;
			angle1="rad -360";
		};
		class FrontWheel2R: FrontWheelR
		{
			selection="wheel_2_4";
			axis="wheel_2_4_axis";
		};
		class BackWheelR: FrontWheelR
		{
			selection="wheel_2_2";
			axis="wheel_2_2_axis";
		};
		class BackWheel2R: FrontWheelR
		{
			selection="wheel_2_3";
			axis="wheel_2_3_axis";
		};
		class FrontWheelL: FrontWheelR
		{
			selection="wheel_1_1";
			axis="wheel_1_1_axis";
		};
		class FrontWheel2L: FrontWheelR
		{
			selection="wheel_1_4";
			axis="wheel_1_4_axis";
		};
		class BackWheelL: FrontWheelR
		{
			selection="wheel_1_2";
			axis="wheel_1_2_axis";
		};
		class BackWheel2L: FrontWheelR
		{
			selection="wheel_1_3";
			axis="wheel_1_3_axis";
		};
		class FrontWheelDamperR
		{
			type="translationY";
			source="damper";
			selection="wheel_2_1_damper_land";
			axis="";
			animPeriod=0;
			minValue=-1000;
			maxValue=1000;
		};
		class FrontWheelDamper2R: FrontWheelDamperR
		{
			selection="wheel_2_4_damper_land";
		};
		class BackWheelDamperR: FrontWheelDamperR
		{
			selection="wheel_2_2_damper_land";
		};
		class BackWheelDamper2R: FrontWheelDamperR
		{
			selection="wheel_2_3_damper_land";
		};
		class FrontWheelDamperL: FrontWheelDamperR
		{
			selection="wheel_1_1_damper_land";
		};
		class FrontWheelDamper2L: FrontWheelDamperR
		{
			selection="wheel_1_4_damper_land";
		};
		class BackWheelDamperL: FrontWheelDamperR
		{
			selection="wheel_1_2_damper_land";
		};
		class BackWheelDamper2L: FrontWheelDamperR
		{
			selection="wheel_1_3_damper_land";
		};
		class damageVez: damageHide
		{
			selection="damageVez";
		};
		class damageHlaven: damageHide
		{
			selection="damageHlaven";
		};
	};
};

class HMMWV: Car
{
	sectionsInherit="Car";
	sections[]=
	{
		"Camo1"
	};
	skeletonName="HMMWVSkeleton";
	class Animations: Animations
	{
		// Dampers Destruct START
		class wheel_1_1_Damage:wheel_1_1_Damage {offset1 = 0.20;};
		class wheel_1_2_Damage:wheel_1_2_Damage {offset1 = 0.20;};
//			class wheel_1_3_Damage:wheel_1_3_Damage {offset1 = 0.20;};

		class wheel_2_1_Damage:wheel_2_1_Damage {offset1 = 0.20;};
		class wheel_2_2_Damage:wheel_2_2_Damage {offset1 = 0.20;};
//			class wheel_2_3_Damage:wheel_2_3_Damage {offset1 = 0.20;};
		// Dampers Destruct END

		// animace damper smerem nahoru START
		class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {offset1 = -0.20;};
		class wheel_1_2_Damper_Damage_BackAnim:wheel_1_2_Damper_Damage_BackAnim {offset1 = -0.20;};
//			class wheel_1_3_Damper_Damage_BackAnim:wheel_1_3_Damper_Damage_BackAnim {offset1 = -0.20;};

		class wheel_2_1_Damper_Damage_BackAnim:wheel_2_1_Damper_Damage_BackAnim {offset1 = -0.20;};
		class wheel_2_2_Damper_Damage_BackAnim:wheel_2_2_Damper_Damage_BackAnim {offset1 = -0.20;};
//			class wheel_2_3_Damper_Damage_BackAnim:wheel_2_3_Damper_Damage_BackAnim {offset1 = -0.20;};
		// animace damper smerem nahoru END

		class IndicatorSpeed: IndicatorSpeed
		{
			maxValue=16.670000;
			angle0=-0.174533;
			angle1=3.141593;
		};
		class IndicatorRPM: IndicatorRPM
		{
			angle0=0.000000;
			angle1=1.483530;
		};
		class fuel
		{
			type="rotation";
			source="fuel";
			selection="fuel_1";
			axis="fuel_1_axis";
			memory=0;
			minValue=0.000000;
			maxValue=1.000000;
			angle0=-0.087266;
			angle1=-1.658063;
		};
		class prop_01
		{
			type="rotation";
			source="rpm";
			selection="prop_01";
			axis="prop_01_axis";
			memory=0;
			minValue=0.000000;
			maxValue=0.360000;
			angle0=1.396263;
			angle1=0.000000;
		};
		class prop_02
		{
			type="rotation";
			source="rpm";
			selection="prop_02";
			axis="prop_02_axis";
			memory=0;
			minValue=0.000000;
			maxValue=0.640000;
			angle0=0.349066;
			angle1=-0.349066;
		};
	};
};
class HMMWVTurret: HMMWV
{
	class Animations: Animations
	{
		class MainTurret
		{
			type="rotationY";
			source="mainTurret";
			selection="OtocVez";
			axis="OsaVeze";
			animPeriod=0;
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
		};
		class MainGun: MainTurret
		{
			type="rotationX";
			source="mainGun";
			selection="OtocHlaven";
			axis="OsaHlavne";
		};
		class damageHlaven: damageHide
		{
			selection="damageHlaven";
		};
	};
};
class HMMWV50: HMMWVTurret
{
	skeletonName="HMMWV_M2_Skeleton";
	class Animations: Animations
	{
		class ammo_belt_rotation
		{
			type="rotationZ";
			source="ReloadAnim";
			selection="ammo_belt";
			axis="ammo_belt_axis";
			memory=1;
			sourceAddress="loop";
			minValue=0.000000;
			maxValue=1.0000;
			angle0=0.000000;
			angle1=-0.209440;
		};
		class Barrel_recoil:ammo_belt_rotation
		{
			type="translation";
			selection="recoil";
			axis="recoil_axis";
			sourceAddress="mirror";
			minValue=0.0;
			maxValue=0.5;
			offset0=0;
			offset1=-0.05;
		};
		class Bolt_recoil:Barrel_recoil
		{
			selection="bolt";
			offset0=0;
			maxValue=0.5;
			offset1=-0.25;
		};
		class Turret_shake:Barrel_recoil
		{
			selection="OtocHlaven_Shake";
			axis="osaveze";
			offset0=0;
			offset1=-0.002;
			maxValue=0.05;
		};
		class Turret_shake_aside:Turret_shake
		{
			axis="osahlavne";
			maxValue=0.05*1.3;
		};
		class Charging_handle_shake:Barrel_recoil
		{
			type="rotation";
			selection="Charging_handle";
			axis="Charging_handle_axis";
			sourceAddress="mirror";
			maxValue=0.005;
			angle0=0.000000;
			angle1=-0.1;
		};
		class Feedtray_cover_up
		{
			type="rotation";
			source="reloadMagazine";
			selection="feedtray_cover";
			axis="feedtray_cover_axis";
			memory=1;
			minValue=0.1000000;
			maxValue=0.130000;
			angle0=0.000000;
			angle1=-1.570796;
		};
		class Feedtray_cover_down:feedtray_cover_up
		{
			minValue=0.860000;
			maxValue=0.900000;
			angle0=0.000000;
			angle1=1.570796;
		};
		class Bolt_reload_begin:Bolt_recoil
		{
			type="translation";
			sourceAddress="clamp";
			source="reloadMagazine";
			minValue=0.00000;
			maxValue=0.0200000;
		};
		class Bolt_reload_end:bolt_reload_begin
		{
			minValue=0.050000;
			maxValue=0.070000;
			offset0=0;
			offset1=+0.25;
		};
		class Charging_handle_reload_begin:Bolt_reload_begin{selection="Charging_handle";};
		class Charging_handle_reload_end:Bolt_reload_end{selection="Charging_handle";};

		class Magazine_hide
		{
			type="hide";
			source="reloadMagazine";
			sourceAddress="mirror";
			selection="magazine";
			minValue=0.0;
			maxValue=0.5;
			hideValue=0.56;
		};

		/*BULLET_HIDE(001,12,100)
		BULLET_HIDE(002,12,100)
		BULLET_HIDE(003,12,100)
		BULLET_HIDE(004,12,100)
		BULLET_HIDE(005,12,100)
		BULLET_HIDE(006,12,100)
		BULLET_HIDE(007,12,100)
		BULLET_HIDE(008,12,100)
		BULLET_HIDE(009,12,100)
		BULLET_HIDE(010,12,100)
		BULLET_HIDE(011,12,100)
		BULLET_HIDE(012,12,100)*/
	};
};
class HMMWVmk19: HMMWVTurret
{
	skeletonName="HMMWVSkeleton";
	class Animations: Animations
	{
		class ammo_belt_rotation
		{
			type="rotationZ";
			source="belt_rotation";
			selection="ammo_belt";
			axis="ammo_belt_axis";
			memory=1;
			sourceAddress="loop";
			minValue=0.000000;
			maxValue=0.020000;
			angle0=0.000000;
			angle1=-0.383972;
		};
	};
};
class HMMWVTOW: HMMWVTurret
{
	sections[]=
		{
			"Camo1","Camo2"
		};
};
};

I hope that this will help you.

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Have a look in my model.cfg (below) and my config through the addon.

#define BULLET_HIDE(x,from,count) class Bullet##x\
		{\
			type="hide";\
			source="revolving";\
			sourceAddress="mirror";\
			selection=bullet##x;\
			minValue=-1.000000;\
			maxValue= 0.000000;\
			hideValue=((count+x-from-2)/count)+0.00001;\
		};
class Rotation;
class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class Vehicle : Default {};
class Car : Vehicle {
	skeletonBones[]=
	{
		"drivewheel","",

		"wheel_1_1_damper_land","",
		"wheel_1_2_damper_land","",
		"wheel_1_3_damper_land","",
		"wheel_1_4_damper_land","",

		"wheel_2_1_damper_land","",
		"wheel_2_2_damper_land","",
		"wheel_2_3_damper_land","",
		"wheel_2_4_damper_land","",

		"wheel_1_1_damper","wheel_1_1_damper_land",
		"wheel_1_2_damper","wheel_1_2_damper_land",
		"wheel_1_3_damper","wheel_1_3_damper_land",
		"wheel_1_4_damper","wheel_1_4_damper_land",

		"wheel_2_1_damper","wheel_2_1_damper_land",
		"wheel_2_2_damper","wheel_2_2_damper_land",
		"wheel_2_3_damper","wheel_2_3_damper_land",
		"wheel_2_4_damper","wheel_2_4_damper_land",

		"wheel_1_1_steering","wheel_1_1_damper",
		"wheel_1_2_steering","wheel_1_2_damper",
		"wheel_1_3_steering","wheel_1_3_damper",
		"wheel_1_4_steering","wheel_1_4_damper",

		"wheel_2_1_steering","wheel_2_1_damper",
		"wheel_2_2_steering","wheel_2_2_damper",
		"wheel_2_3_steering","wheel_2_3_damper",
		"wheel_2_4_steering","wheel_2_4_damper",

		"wheel_1_1","wheel_1_1_steering",
		"wheel_1_2","wheel_1_2_steering",
		"wheel_1_3","wheel_1_3_steering",
		"wheel_1_4","wheel_1_4_steering",

		"wheel_2_1","wheel_2_1_steering",
		"wheel_2_2","wheel_2_2_steering",
		"wheel_2_3","wheel_2_3_steering",
		"wheel_2_4","wheel_2_4_steering",

		"wheel_1_1_unhide","wheel_1_1",
		"wheel_1_2_unhide","wheel_1_2",
		"wheel_1_3_unhide","wheel_1_3",
		"wheel_1_4_unhide","wheel_1_4",

		"wheel_2_1_unhide","wheel_2_1",
		"wheel_2_2_unhide","wheel_2_2",
		"wheel_2_3_unhide","wheel_2_3",
		"wheel_2_4_unhide","wheel_2_4",

		"wheel_1_1_hide","wheel_1_1",
		"wheel_1_2_hide","wheel_1_2",
		"wheel_1_3_hide","wheel_1_3",
		"wheel_1_4_hide","wheel_1_4",

		"wheel_2_1_hide","wheel_2_1",
		"wheel_2_2_hide","wheel_2_2",
		"wheel_2_3_hide","wheel_2_3",
		"wheel_2_4_hide","wheel_2_4",

		"OtocVez","",
		"OtocHlaven","OtocVez",

		"damageHide","",
		"damageVez","OtocVez",
		"damageHlaven","OtocHlaven",

		"ukaz_rychlo","",
		"ukaz_rychlo2","",
		"ukaz_rpm","",
		"mph","",
		"rpm","",
		"fuel","",
		"fuel_1","",
		"fuel_01","",
		"fuel_2","",
		"fuel_3","",
		"prop_01","",
		"prop_02","",
		"prop_2","",
		"prop_1","",
		"glass1","damageHide",
		"glass2","damageHide",
		"glass3","damageHide",
		"glass4","damageHide",
	};
};
class HMMWVSkeleton:Car
{
	isDiscrete=1;
	skeletonInherit="Car";
	skeletonBones[]=
	{
		"ammo_belt","OtocHlaven"
	};
};
class HMMWV_M2_Skeleton:HMMWVSkeleton
{
	isDiscrete=1;
	skeletonInherit="HMMWVSkeleton";
	skeletonBones[]=
	{

		"ammo_belt","OtocHlaven_Shake",
		"OtocHlaven_Shake","OtocHlaven",
		"bolt","OtocHlaven_Shake",
		"recoil","OtocHlaven_Shake",
		"charging_handle","OtocHlaven_Shake",
		"magazine","OtocHlaven_Shake",
		"feedtray_cover","OtocHlaven_Shake",
		"bullet001","bullet002",
		"bullet002","bullet003",
		"bullet003","bullet004",
		"bullet004","bullet005",
		"bullet005","bullet006",
		"bullet006","bullet007",
		"bullet007","bullet008",
		"bullet008","bullet009",
		"bullet009","bullet010",
		"bullet010","bullet011",
		"bullet011","bullet012",
		"bullet012","ammo_belt"
	};
};
};

class CfgModels
{
class Vehicle;
class Car: Vehicle
{
	sectionsInherit="Vehicle";
	sections[]=
	{
		"ammo",
		"sklo predni p",
		"sklo predni l",
		"zadni svetlo",
		"brzdove svetlo",
		"spz",
		"karoserie",
		"motor",
		"zbran",
		"vez",
		"zbytek",
		/*
		"wheel_1_1_hide",
		"wheel_1_2_hide",
		"wheel_1_3_hide",
		"wheel_1_4_hide",
		"wheel_2_1_hide",
		"wheel_2_2_hide",
		"wheel_2_3_hide",
		"wheel_2_4_hide",
		*/
		"clan",
		"clan_sign",
		"zasleh",
		"P svetlo",
		"L svetlo",
		"palivo",
		"glass1",
		"glass2",
		"glass3",
		"glass4"
	};
	skeletonName="Car";
	class Animations
	{
		// destruct START
		class damageHide
		{
			type="hide";
			source="damage"; //damage //test
			selection="damageHide";
			hideValue=1.0;
		};
		class damageHideVez:damageHide
		{
			selection="OtocVez";
		};
		class damageHideHlaven:damageHide
		{
			selection="OtocHlaven";
		};

			// Wheels START
			// Wheels Complete Destruct START
			class wheel_1_1_destruct
			{
				type="hide";
				selection="wheel_1_1_hide";
				source="HitLFWheel";
				minValue = 0; // upravit na 0.99
				maxValue = 1; // upravit na 1.0
				hidevalue = 0.99;
			};
			class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";};
			class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";};
			class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";};

			class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";};
			class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";};
			class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";};
			class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";};

			class wheel_1_1_destruct_unhide
			{
				type="hide";
				selection="wheel_1_1_unhide";
				source="HitLFWheel";
				minValue = -1; // upravit na 0.99
				maxValue = 0; // upravit na 1.0
				hidevalue = 0.01;
				sourceAddress="mirror";
			};
			class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";};
			class wheel_1_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";};
			class wheel_1_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";};

			class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";};
			class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";};
			class wheel_2_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";};
			class wheel_2_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";};

			// Wheels Complete Destruct END

			#define DamageOffset 0.2
			// Wheels Damage START
			class wheel_1_1_Damage:wheel_1_1_destruct
			{
				type="translation";
				axis="Basic_Damper_Destruct_Axis";
				memory=1;
				selection="wheel_1_1_damper_land";
				source="HitLFWheel";
				minValue = 0.0;
				maxValue = 1;
				offset0 = 0;
				offset1 = DamageOffset;
			};
			class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper_land";};
			class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper_land";};
			class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper_land";};

			class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper_land";};
			class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper_land";};
			class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper_land";};
			class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper_land";};


			// animace damper smerem nahoru START
			class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1*DamageOffset;};
			class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";};
			class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";};
			class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";};

			class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";};
			class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";};
			class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";};
			class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";};
			// animace damper smerem nahoru END

			// Wheels Damage END
			// Wheels END

			//Glass Damage START
			class Glass1_destruct
			{
				type="hide";
				selection="glass1";
				source="HitGlass1";
				minValue = 0; // upravit na 0.99
				maxValue = 1; // upravit na 1.0
				hidevalue = 0.99;
			};
			class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";};
			class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";};
			class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";};
			//Glass Damage END

		// destruct END
		class IndicatorSpeed
		{
			animPeriod=0;
			type="rotation";
			source="speed";
			selection="ukaz_rychlo";
			axis="osa_rychlo";
			memory=0;
			minValue=0.000000;
			maxValue=16.670000;
			angle0=0.000000;
			angle1=2.879793;
		};
		class IndicatorSpeed2
		{
			type="rotation";
			source="speed";
			selection="ukaz_rychlo2";
			axis="osa_rychlo2";
			memory=0;
			animPeriod=0;
			minValue=0;
			maxValue=16.670000;
			angle0=0;
			angle1="rad -240";
		};
		class IndicatorRPM
		{
			animPeriod=0;
			type="rotation";
			source="rpm";
			selection="ukaz_rpm";
			axis="osa_rpm";
			memory=0;
			minValue=0.000000;
			maxValue=1.000000;
			angle0=0.000000;
			angle1=2.967060;
		};
		class DrivingWheel: Rotation
		{
			source="drivingWheel";
			selection="drivewheel";
			axis="drivewheel_axis";
			minValue=-1;
			maxValue=1;
			angle0=(rad -80);
			angle1=(rad 80);
		};
		class TurnFrontWheelR
		{
			type="rotationY";
			source="drivingWheel";
			selection="wheel_2_1_steering";
			axis="wheel_2_1_steering_axis";
			memory=1;
			animPeriod=0;
			sourceAddress="loop";
			minValue="rad -180";
			maxValue="rad +180";
			angle0="rad +90";
			angle1="rad -90";
		};
		class TurnFrontWheelL: TurnFrontWheelR
		{
			selection="wheel_1_1_steering";
			axis="wheel_1_1_steering_axis";
		};
		class TurnFrontWheelR2: TurnFrontWheelR
		{
			selection="wheel_2_4_steering";
			axis="wheel_2_4_steering_axis";
		};
		class TurnFrontWheelL2: TurnFrontWheelR
		{
			selection="wheel_1_4_steering";
			axis="wheel_1_4_steering_axis";
		};
		class FrontWheelR
		{
			type="rotationX";
			source="wheel";
			selection="wheel_2_1";
			axis="wheel_2_1_axis";
			memory=1;
			animPeriod=0;
			sourceAddress="loop";
			minValue=0;
			maxValue=1;
			angle0=0;
			angle1="rad -360";
		};
		class FrontWheel2R: FrontWheelR
		{
			selection="wheel_2_4";
			axis="wheel_2_4_axis";
		};
		class BackWheelR: FrontWheelR
		{
			selection="wheel_2_2";
			axis="wheel_2_2_axis";
		};
		class BackWheel2R: FrontWheelR
		{
			selection="wheel_2_3";
			axis="wheel_2_3_axis";
		};
		class FrontWheelL: FrontWheelR
		{
			selection="wheel_1_1";
			axis="wheel_1_1_axis";
		};
		class FrontWheel2L: FrontWheelR
		{
			selection="wheel_1_4";
			axis="wheel_1_4_axis";
		};
		class BackWheelL: FrontWheelR
		{
			selection="wheel_1_2";
			axis="wheel_1_2_axis";
		};
		class BackWheel2L: FrontWheelR
		{
			selection="wheel_1_3";
			axis="wheel_1_3_axis";
		};
		class FrontWheelDamperR
		{
			type="translationY";
			source="damper";
			selection="wheel_2_1_damper_land";
			axis="";
			animPeriod=0;
			minValue=-1000;
			maxValue=1000;
		};
		class FrontWheelDamper2R: FrontWheelDamperR
		{
			selection="wheel_2_4_damper_land";
		};
		class BackWheelDamperR: FrontWheelDamperR
		{
			selection="wheel_2_2_damper_land";
		};
		class BackWheelDamper2R: FrontWheelDamperR
		{
			selection="wheel_2_3_damper_land";
		};
		class FrontWheelDamperL: FrontWheelDamperR
		{
			selection="wheel_1_1_damper_land";
		};
		class FrontWheelDamper2L: FrontWheelDamperR
		{
			selection="wheel_1_4_damper_land";
		};
		class BackWheelDamperL: FrontWheelDamperR
		{
			selection="wheel_1_2_damper_land";
		};
		class BackWheelDamper2L: FrontWheelDamperR
		{
			selection="wheel_1_3_damper_land";
		};
		class damageVez: damageHide
		{
			selection="damageVez";
		};
		class damageHlaven: damageHide
		{
			selection="damageHlaven";
		};
	};
};

class HMMWV: Car
{
	sectionsInherit="Car";
	sections[]=
	{
		"Camo1"
	};
	skeletonName="HMMWVSkeleton";
	class Animations: Animations
	{
		// Dampers Destruct START
		class wheel_1_1_Damage:wheel_1_1_Damage {offset1 = 0.20;};
		class wheel_1_2_Damage:wheel_1_2_Damage {offset1 = 0.20;};
//			class wheel_1_3_Damage:wheel_1_3_Damage {offset1 = 0.20;};

		class wheel_2_1_Damage:wheel_2_1_Damage {offset1 = 0.20;};
		class wheel_2_2_Damage:wheel_2_2_Damage {offset1 = 0.20;};
//			class wheel_2_3_Damage:wheel_2_3_Damage {offset1 = 0.20;};
		// Dampers Destruct END

		// animace damper smerem nahoru START
		class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {offset1 = -0.20;};
		class wheel_1_2_Damper_Damage_BackAnim:wheel_1_2_Damper_Damage_BackAnim {offset1 = -0.20;};
//			class wheel_1_3_Damper_Damage_BackAnim:wheel_1_3_Damper_Damage_BackAnim {offset1 = -0.20;};

		class wheel_2_1_Damper_Damage_BackAnim:wheel_2_1_Damper_Damage_BackAnim {offset1 = -0.20;};
		class wheel_2_2_Damper_Damage_BackAnim:wheel_2_2_Damper_Damage_BackAnim {offset1 = -0.20;};
//			class wheel_2_3_Damper_Damage_BackAnim:wheel_2_3_Damper_Damage_BackAnim {offset1 = -0.20;};
		// animace damper smerem nahoru END

		class IndicatorSpeed: IndicatorSpeed
		{
			maxValue=16.670000;
			angle0=-0.174533;
			angle1=3.141593;
		};
		class IndicatorRPM: IndicatorRPM
		{
			angle0=0.000000;
			angle1=1.483530;
		};
		class fuel
		{
			type="rotation";
			source="fuel";
			selection="fuel_1";
			axis="fuel_1_axis";
			memory=0;
			minValue=0.000000;
			maxValue=1.000000;
			angle0=-0.087266;
			angle1=-1.658063;
		};
		class prop_01
		{
			type="rotation";
			source="rpm";
			selection="prop_01";
			axis="prop_01_axis";
			memory=0;
			minValue=0.000000;
			maxValue=0.360000;
			angle0=1.396263;
			angle1=0.000000;
		};
		class prop_02
		{
			type="rotation";
			source="rpm";
			selection="prop_02";
			axis="prop_02_axis";
			memory=0;
			minValue=0.000000;
			maxValue=0.640000;
			angle0=0.349066;
			angle1=-0.349066;
		};
	};
};
class HMMWVTurret: HMMWV
{
	class Animations: Animations
	{
		class MainTurret
		{
			type="rotationY";
			source="mainTurret";
			selection="OtocVez";
			axis="OsaVeze";
			animPeriod=0;
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
		};
		class MainGun: MainTurret
		{
			type="rotationX";
			source="mainGun";
			selection="OtocHlaven";
			axis="OsaHlavne";
		};
		class damageHlaven: damageHide
		{
			selection="damageHlaven";
		};
	};
};
class HMMWV50: HMMWVTurret
{
	skeletonName="HMMWV_M2_Skeleton";
	class Animations: Animations
	{
		class ammo_belt_rotation
		{
			type="rotationZ";
			source="ReloadAnim";
			selection="ammo_belt";
			axis="ammo_belt_axis";
			memory=1;
			sourceAddress="loop";
			minValue=0.000000;
			maxValue=1.0000;
			angle0=0.000000;
			angle1=-0.209440;
		};
		class Barrel_recoil:ammo_belt_rotation
		{
			type="translation";
			selection="recoil";
			axis="recoil_axis";
			sourceAddress="mirror";
			minValue=0.0;
			maxValue=0.5;
			offset0=0;
			offset1=-0.05;
		};
		class Bolt_recoil:Barrel_recoil
		{
			selection="bolt";
			offset0=0;
			maxValue=0.5;
			offset1=-0.25;
		};
		class Turret_shake:Barrel_recoil
		{
			selection="OtocHlaven_Shake";
			axis="osaveze";
			offset0=0;
			offset1=-0.002;
			maxValue=0.05;
		};
		class Turret_shake_aside:Turret_shake
		{
			axis="osahlavne";
			maxValue=0.05*1.3;
		};
		class Charging_handle_shake:Barrel_recoil
		{
			type="rotation";
			selection="Charging_handle";
			axis="Charging_handle_axis";
			sourceAddress="mirror";
			maxValue=0.005;
			angle0=0.000000;
			angle1=-0.1;
		};
		class Feedtray_cover_up
		{
			type="rotation";
			source="reloadMagazine";
			selection="feedtray_cover";
			axis="feedtray_cover_axis";
			memory=1;
			minValue=0.1000000;
			maxValue=0.130000;
			angle0=0.000000;
			angle1=-1.570796;
		};
		class Feedtray_cover_down:feedtray_cover_up
		{
			minValue=0.860000;
			maxValue=0.900000;
			angle0=0.000000;
			angle1=1.570796;
		};
		class Bolt_reload_begin:Bolt_recoil
		{
			type="translation";
			sourceAddress="clamp";
			source="reloadMagazine";
			minValue=0.00000;
			maxValue=0.0200000;
		};
		class Bolt_reload_end:bolt_reload_begin
		{
			minValue=0.050000;
			maxValue=0.070000;
			offset0=0;
			offset1=+0.25;
		};
		class Charging_handle_reload_begin:Bolt_reload_begin{selection="Charging_handle";};
		class Charging_handle_reload_end:Bolt_reload_end{selection="Charging_handle";};

		class Magazine_hide
		{
			type="hide";
			source="reloadMagazine";
			sourceAddress="mirror";
			selection="magazine";
			minValue=0.0;
			maxValue=0.5;
			hideValue=0.56;
		};

		/*BULLET_HIDE(001,12,100)
		BULLET_HIDE(002,12,100)
		BULLET_HIDE(003,12,100)
		BULLET_HIDE(004,12,100)
		BULLET_HIDE(005,12,100)
		BULLET_HIDE(006,12,100)
		BULLET_HIDE(007,12,100)
		BULLET_HIDE(008,12,100)
		BULLET_HIDE(009,12,100)
		BULLET_HIDE(010,12,100)
		BULLET_HIDE(011,12,100)
		BULLET_HIDE(012,12,100)*/
	};
};
class HMMWVmk19: HMMWVTurret
{
	skeletonName="HMMWVSkeleton";
	class Animations: Animations
	{
		class ammo_belt_rotation
		{
			type="rotationZ";
			source="belt_rotation";
			selection="ammo_belt";
			axis="ammo_belt_axis";
			memory=1;
			sourceAddress="loop";
			minValue=0.000000;
			maxValue=0.020000;
			angle0=0.000000;
			angle1=-0.383972;
		};
	};
};
class HMMWVTOW: HMMWVTurret
{
	sections[]=
		{
			"Camo1","Camo2"
		};
};
};

I hope that this will help you.

Thanks! When I get home I'll take a look through it and credit you on anything I manage to make work simply for the advice and example cfg

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Thanks for informing us about the release :cool:

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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On a side note; Did you modify the P3D at all aside from textures?

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On a side note; Did you modify the P3D at all aside from textures?

Only for mirrors (PIP) nothing more

---------- Post added at 20:40 ---------- Previous post was at 20:39 ----------

Thanks for informing us about the release :cool:

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Thanks a lot mate ..

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That'll help then, last time I modified a ArmA 2 port I somehow made the helicopter fly backwards.

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Looking good man. I like them a lot. I started working on my own port of the same vehicles some time ago but got bored. I'm glad to see someone has finally completed it.

Couple issues I noticed while testing them out. There are no engine sounds really. It gives that same low hum that AiA vehicles had. Your features list talked about A3 sounds. Is this something on my end?

Also, the vehicles are kind of weak. I used the M2 and was able to make all the vehicles explode with between 10-20 shots. Seems like of low, but what do I know?

Thanks for releasing this. I look forward to using them in the future.

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Looking good man. I like them a lot. I started working on my own port of the same vehicles some time ago but got bored. I'm glad to see someone has finally completed it.

Couple issues I noticed while testing them out. There are no engine sounds really. It gives that same low hum that AiA vehicles had. Your features list talked about A3 sounds. Is this something on my end?

Also, the vehicles are kind of weak. I used the M2 and was able to make all the vehicles explode with between 10-20 shots. Seems like of low, but what do I know?

Thanks for releasing this. I look forward to using them in the future.

Sounds are inheriting from ArmA 3 default but I'll have a better look on that as I found them also extremely "low" ...

The armor is the same as of ArmA 2 ... I didn't make any changes on that ... in any case I believe that ArmA 3 default vehicles armor is not logical (too much).

Thanks for your remarks ... I'll try to make some improvements for sure :)

Edited by Aplion

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the vehicles are kind of weak. I used the M2 and was able to make all the vehicles explode with between 10-20 shots. Seems like of low, but what do I know?

don't forget a M2 (a .50 BMG )was build to take out airplanes / helicopters and light armoured vehicles so its only a little low as bullets of a M2 would tear a HMMWV (the older versions not the newest uparmoured versions) apart pretty fast. considering A3 is set in 2035 i presume the .50bmg ammo is upgraded also and so again it could tear a HMMWV apart in a very short time

i lik the release a lot i would like to see the Hellas (Independet side) cars at east crewed by AAF soldiers instead of US soldiers

Edited by supergruntsb78

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i lik the release a lot i would like to see the Hellas (Independet side) cars at east crewed by AAF soldiers instead of US soldiers

It is easy to do that using an empty HMMWV and adding the soldiers you like ... in any case it is an interesting idea for next update.

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now if only the T-100 wasnt so powerful (i witnessed one take out 20 M2 Humvees surrounding it and didnt even get damaged)

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I have no engine sound D:

Read some posts above ...

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Sorry I was too intense to report the bug

No problem mate and thanks for the feedback anyway :)

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Do you plan to add better physx? I love to have those in A3 but hate how you have to drive them (same as i A2).

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Do you plan to add better physx? I love to have those in A3 but hate how you have to drive them (same as i A2).

As I said in my release post, I haven't apply any PhysX lod so these vehicles physics are the same as was back on ArmA 2.

I'll try to make some minnor improvements but I have no further plans for this addon for the moment.

What I'm planning to fix right now is the sounds issue and armor increment.

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maybe you could add hunter physx, just copy paste (for me it s still better than A2)

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Well I found that PhysX needed in order for sounds to work !! I can't figure out the reason but after PhysX applied the sound issue no longer existed.

So at next update these models will include PhysX plus an increased armor value.

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I feel like such a noob for not being able to get my humvee's to work now.

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I feel like such a noob for not being able to get my humvee's to work now.

Let me know what is your problem and I'll try to help you ... better send me a PM ;)

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