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Russian tank pack update

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We are updating the Russian tank pack but have run into a few snags. Keep in mind we are binarizing and converting our cpp to a BIN. Anyway the problem is they wont appear in editor after they are binarized. Is there a problem classing to a T-72? I dont think there should be, the last release worked. Perhaps someone can find our wrongdoing here in our cpp. I will leave out the cfg ammo and cfg weapons because it's not likely the problem

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

class CfgPatches

{

class SIG_Type98

{

units[] = {SIG_Type98};

weapons[] = {"AT11Launcher","Gun125A","Shell125A","Heat125A"};

requiredVersion = 1.30;

};

};

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class Vehicle: Default

{

sections[] =

{

"cislo",

"grupa",

"side",

"sektor",

"clan",

"podsvit pristroju",

"poskozeni",

"L svetlo",

"P svetlo",

"zasleh"

};

};

class Tank: Vehicle

{

sectionsInherit="Vehicle";

sections[]=

{

"zadni svetlo",

"brzdove svetlo",

"pruh"

};

};

class SIG_Type98: Tank {};

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class LandVehicle:AllVehicles{};

class Tank: LandVehicle{};

class RussianTank: Tank{};

class T72: RussianTank{};

class SIG_Type98:T72

{

scope=2;

picture="\SIG_Type98\SIG_Type98.paa";

side=0;

DisplayName="Type-98";

nameSound="tank";

laserscanner=1;

laserscanrange=5000;

irscanner=1;

accuracy=0.950000;

armor=1000;

armorStructural=2.0;

class HitEngine {armor=0.8;material=60;name=engine;passThrough=1;};

class HitHull {armor=0.6;material=50;name=hull;passThrough=1;};

class HitTurret {armor=0.96;material=51;name=turet;passThrough=1;};

class HitGun {armor=0.6;material=52;name=gun;passThrough=1;};

class HitLTrack {armor=0.6;material=53;name=pasL;passThrough=1;};

class HitRTrack {armor=0.6;material=54;name=pasP;passThrough=1;};

armorHull=0.6;

armorTurret=0.96;

armorGun=0.6;

armorEngine=0.8;

armorLights=0.4;

armorTracks=0.6;

cost=1000000;

maxspeed=75;

irscanrange=3500;

gunnercansee="31";

driverCanSee=31;

driverAction="ManActT72DriverOut";

gunnerAction="ManActT72GunnerOut";

commanderAction="ManActT72CommanderOut";

driverInAction="ManActT72Driver";

gunnerInAction="ManActT72Gunner";

commanderInAction="ManActT72Commander";

model="\SIG_Type98\SIG_Type98.p3d";

soundEngine[]={"\SIG_Type98\T80Turbine.ogg",5.833332,0.900000};

soundEnviron[]={"\SIG_Type98\modernrolling_treads1.ogg",2.916666,0.800000};

type=1;

threat[]={0.900000,0.950000,0.500000};

weapons[]={"Gun125A","MachineGun12_7"};

magazines[]={"Shell125A","Heat125A","AT11Launcher","MachineGun12_7&

quot;};

};

};

class IndicatorSpeed

{

selection="ukaz_rychlo";

axis="osa_rychlo";

angle=-270;

min=0;

max="100 / 3.6";

};

class IndicatorSpeed2

{

selection="ukaz_rychlo2";

axis="osa_rychlo2";

angle=-270;

min=0;

max="100 / 3.6";

};

class IndicatorRPM

{

selection="ukaz_rpm";

axis="osa_rpm";

angle=-290;

min=0;

max=1;

};

};

Can anyone see what we might have overlooked? This is for the newest addition to the tank pack but I am having the same problem with all of them. They just won't show in editor. The biggest change Sig made was defining the armor a little different. Anyway thanks for any help people.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Powerslide @ Dec. 13 2002,04:12)</td></tr><tr><td id="QUOTE">Tried that Select This, doesn't help. Very strange situation.<span id='postcolor'>

Add the following;

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

model= "\SIG-98\*.P3D";<span id='postcolor'>

That might help.

DragoFire

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">model="\SIG_Type98\SIG_Type98.p3d";<span id='postcolor'>

It's already there, see? besides, the other pbo has multiple models in it, if you used a * there, it wouldn't work anyway.

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You have forgot to define an icon:

Example cpp for an icon:

#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 Houseammostore2

{

units[] = {Ares};

weapons[] = {};

ladders[]={{"start","end"},{"start1","end1"}};

requiredVersion = 1.10;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Static : Land {};

class Building : Static {};

class NonStrategic : Building {};

class Fence : NonStrategic {};

class WireFence: Fence {};

class House: NonStrategic {};

class Houseammostore2: House{};

class Ares: Houseammostore2

{

scope=2;

vehicleClass="Objects";

side=TCivilian;

cost=1000;

mapSize=1;

destrType=destructengine;

displayName="Castle Ares";

armor=6500;

icon="\Ares\castle3";

model=\Ares\Ares;

};

};

So you have to add an icon definition.

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wrong nik, since the tank is defined over the T72 it overtakes the icon of the T72.

class CfgPatches

{

units[] = {SIG_Type98};

weapons[]={"AT11Launcher","Gun125A","Shell125A","Heat125A"};

requiredVersion = 1.30;

};

class CfgModels

{

class Default{};

class Vehicle: Default{};

class Tank: Vehicle{};

class SIG_Type98: Tank {};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class LandVehicle:AllVehicles{};

class Tank: LandVehicle{};

class RussianTank: Tank{};

class T72: RussianTank{};

class SIG_Type98:T72

{

              scope=2;

              picture="\SIG_Type98\SIG_Type98.paa";

               side=0;

               DisplayName="Type-98";

               nameSound="tank";

               laserscanner=1;

               laserscanrange=5000;

               irscanner=1;

               accuracy=0.950000;

              armor=1000;

              armorStructural=2.0;

              class HitEngine {armor=0.8;material=60;name=engine;passThrough=1;};

              class HitHull {armor=0.6;material=50;name=hull;passThrough=1;};

              class HitTurret {armor=0.96;material=51;name=turet;passThrough=1;};

              class HitGun {armor=0.6;material=52;name=gun;passThrough=1;};

              class HitLTrack {armor=0.6;material=53;name=pasL;passThrough=1;};

              class HitRTrack {armor=0.6;material=54;name=pasP;passThrough=1;};

              armorHull=0.6;

              armorTurret=0.96;

              armorGun=0.6;

              armorEngine=0.8;

              armorLights=0.4;

              armorTracks=0.6;

               cost=1000000;

               maxspeed=75;

               irscanrange=3500;

               gunnercansee="31";

               driverCanSee=31;

               //driverAction="ManActT72DriverOut";

               //gunnerAction="ManActT72GunnerOut";

               //commanderAction="ManActT72CommanderOut";

               //driverInAction="ManActT72Driver";

               //gunnerInAction="ManActT72Gunner";

               //commanderInAction="ManActT72Commander";

               model="\SIG_Type98\SIG_Type98.p3d";

              soundEngine[]= {"\SIG_Type98\T80Turbine.ogg",5.833332,0.900000};

              soundEnviron[]= {"\SIG_Type98\modernrolling_treads1.ogg",2.916666,0.800000};

               type=1;

               threat[]={0.900000,0.950000,0.500000};

              weapons[]={"Gun125A","MachineGun12_7"};

              magazines[]= {"Shell125A","Heat125A", "AT11Launcher", "MachineGun12_7&quot"};

                 };

};

     class IndicatorSpeed

  {

     selection="ukaz_rychlo";

     axis="osa_rychlo";

     angle=-270;

     min=0;

     max="100 / 3.6";

  };

  class IndicatorSpeed2

  {

     selection="ukaz_rychlo2";

     axis="osa_rychlo2";

     angle=-270;

     min=0;

     max="100 / 3.6";

  };

  class IndicatorRPM

  {

     selection="ukaz_rpm";

     axis="osa_rpm";

     angle=-290;

     min=0;

     max=1;

            };

};

That is my suggestion. The lines I commented out where lines not needed, since they are allready defined by T72 definition (I didn't looked really at T72 definition, so you could save possibly more lines).

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