franze 196 Posted December 17, 2002 I'll be releasing it soon, sometime before or after the 30th. The King Cobra has been delayed to make room for this "pack" (it will include the Hunter when i get it done). Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 17, 2002 Oooooooh. lol. Can't wait. I'm highly anticipating this one. So how many packs of these gears do you plan to release? I'm going to host and make missions for these badboys. Also what will the cockpit look like from the inside? It's very important that the cockpit view is nice. I like the identification number and the camo is more subtle this time. Will you make the mono eye blink? You gotta figure out how to make it shine in the night too! lol. I'm giddy about this Share this post Link to post Share on other sites
franze 196 Posted December 17, 2002 The cockpit view isn't fully completed quite yet, as I'm trying to decide how to do it. By default, the Pilot's head is inside the gears "head", and the other cockpit areas are not very visible. Theres also a dust problem, and I need to figure out how to enable the armor bar, speed bar, etc. so it can be used easier. Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 17, 2002 You could put the pilots head in the chest compartment and give it the same cockpit as the mammoth. That would give it lots of view. Or you could give it the view as seen from an M113. But since you have the view in the head can you make it kind of like a bubble lense effect? Bubble lens effect would be dope! Otherwise I'd make the view just like normal but coming from the head camera. The same view you'd get as if you were a soldier with your head up in the air basically. But for all purposes if you don't know ask. Make your own thread. Ask someone who's made a tank or whatever how to make your own icon and how to make your fuel, speedometer, and armor indicator. Share this post Link to post Share on other sites
franze 196 Posted December 17, 2002 The way I've got it designed now is that the V key gives you the omnicamera view. But it does sound like it would work well to just "sit" the pilot into the view. I'll experiment and see what I can do; and you said something about beta testing on the other thread...? Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 17, 2002 I've beta tested the jager and found that its succeptible to falling over. Perhaps you should make it squat. Share this post Link to post Share on other sites
franze 196 Posted December 17, 2002 Making it squat won't help; its something to do with the landcontact LODs. Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 18, 2002 Listen if anyone's reading this i only have a few days to figure out why this code isn't enabling a sound for the turret to the mecha. Â All names are in concordance with file names. class Turret: TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={"\huntergr\gearup.wav",0.18,1}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-40; maxElev=+40; minTurn=-90; maxTurn=90; body = "OtocVez"; gun = "OtocHlaven"; }; We may have it. Soundservo line comes from a previous code where servo was an actual name of a sound file. so we'll try replacing servo with gearup Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 18, 2002 People. You can expect the first gear pack some time by the 25th or earlier. Share this post Link to post Share on other sites
CanadianTerror 0 Posted December 18, 2002 As an old southern gear player on the old M-Player scene, I have to comment by saying...please do this thing justice and fix the textures. Â http://www.hgdepot.com/links/elite.jpg like the above cammo style, its not as busy. The thing is, I guess you are basing this on the RPG version and not the FPS comp game? It seems that as you are giving the southern gears...northern colors(based on the comp version) Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 18, 2002 We can't get the turret noise to play when the thing turns. If you can help us please do. Here's the complete config file. #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 Huntergr { units[] = {Huntergr}; weapons[] = {}; requiredVersion = 1.10; }; class LRP24b { units[] = {}; weapons[] = {LRP24b}; requiredVersion = 1.20; }; class LAC3 { units[] = {}; weapons[] = {LAC3}; requiredVersion = 1.20; }; class APGL3 { units[] = {}; weapons[] = {APGL3}; requiredVersion = 1.20; }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class Hellfire: AT3 {}; class Zuni: Hellfire {}; class LRP24b: Zuni { hit=150; indirectHit=50; indirectHitRange=3; minRange=25; minRangeProbab=0.200000; midRange=200; midRangeProbab=0.200000; maxRange=300; maxRangeProbab=0.050000; simulation="shotRocket"; simulationStep=0.050000; cost=1000; soundHit[]={"Explosions\expl1",100.000008,1}; model="ZUNI"; maneuvrability=0; maxControlRange=0; thrustTime=2; thrust=1000; }; class BulletSingle: Default {}; class LAC3Bullet: BulletSingle { hit=35; indirectHit=5; }; class Bullet30: BulletSingle {}; class APGL3Bullet: Bullet30 { hit=10; indirectHit=20; indirectHitRange=6; thrust=250; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class ZuniLauncher38: AT3Launcher {}; class LRP24b: ZuniLauncher38 { ammo="LRP24b"; displayName="RP-109 Pepperbox"; displayNameMagazine="LRP"; shortNameMagazine="LRP"; count=24; reloadTime=0.15; aiRateOfFire=0; // delay between shots at given distance aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero sound[]={"Weapons\rocket1",11.279965,1}; }; class MGun: Default {}; class MachineGun7_6: MGun {}; class MachineGun30: MachineGun7_6 {}; class LAC3: MachineGun30 { displayName="M222 AR"; displayNameMagazine="LAC"; shortNameMagazine="LAC"; ammo="LAC3Bullet"; count=300; dispersion=0.0003000; reloadTime=0.0820000; sound[]={"\huntergr\lacshot.wav",0.162278,1}; aiRateOfFire=0; // delay between shots at given distance aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero }; class APGL3: MachineGun30 { displayName="Mk IV GL"; displayNameMagazine="APGL"; shortNameMagazine="APGL"; ammo="APGL3Bullet"; count=6; reloadTime=1.1020000; sound[]={"\huntergr\apglshot.wav",0.162278,1}; aiRateOfFire=0; // delay between shots at given distance aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle { class TurretBase {gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={"\huntergr\servo.wav",0.18,1}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-40; maxElev=+40; minTurn=-90; maxTurn=90; body = "OtocVez"; gun = "OtocHlaven";}; }; class APC: Tank {}; class BMP: APC {}; class Huntergr: BMP { displayName="Hunter"; picture=\huntergr\hntr_icn1.paa; icon = \huntergr\hntr_icn2.paa; armor=200; cost=1000000; model=\huntergr\huntergr; maxspeed=42; gunnerIsCommander=1; hasCommander=0; hasDriver=1; hasGunner=0; driverIsGunner=1; soundEngine[]={"\huntergr\gr_engn.wav",3.162278,1}; soundEngineOn[]={"\huntergr\engineoffon.wav",3.162278,1}; namesound="Tank"; camouflage=5; fuelCapacity=500; nightVision=1; irScanRange = 4000; // long range radar irScanGround = 4000; // NO IR on ground targets gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar; weapons[]={LAC3,LRP24b,APGL3}; magazines[]={LAC3,LRP24b,APGL3}; class Turret: TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={"\huntergr\servo.wav",0.18,1}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-40; maxElev=+40; minTurn=-90; maxTurn=90; body = "OtocVez"; gun = "OtocHlaven"; }; //threat[] VSoft, VArmor, VAir threat[]={1, 1, 0.5}; gunnerOpticsModel = "optika_zsu_gunner"; commanderOpticsModel = "optika_tanke_auxiliary"; driverAction = ManActUH60Pilot; driverInAction = ManActUH60Pilot; // outGunnerMayFire = true; forceHideGunner = true; viewGunnerInExternal = true; transportSoldier = 0; }; }; Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 26, 2002 So franze now that the animation program is out are you going to make an animation for your gears? Share this post Link to post Share on other sites
peanuckle_00 0 Posted January 5, 2003 I've made major progress in helping franze make an animation for his gear. I have come to a point where i must rename the parts of the gear to that of a soldiers body so that the animations will happen. I will post a screenshot soon. This brings us one step closeer to animating our own mechas amongst the sci fi crowd. What you do is get your model in p3d format. you open it and on the left side of the animator choose show all polygons. Then you'll want to go to file load anim and choose from the daten folder the bezbeh.rtm file. This will be where you start renaming your parts to that of the components of the file you just opened. Once you do you can give it the animations of a soldier. If any of you can help me get further please post here. I will try my best to open a soldier model and see whats up. Share this post Link to post Share on other sites
USMC Sniper 0 Posted January 5, 2003 Open TOW's Marine Pack, their character models are openable, so you could take a look at that. Share this post Link to post Share on other sites
peanuckle_00 0 Posted January 5, 2003 Where will i find TOW's marine pack at? I'll check all the sites. Share this post Link to post Share on other sites