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Maslow

Wheeled tow apc

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morning, i remembered many talks about this, but i cant really remember if its possibel or not:

What i want to creat is a apc with wheels and a tow launcher on it......... actually someone told that it is impossibel but why are desertofp guys making such a jeep when its not even possibel wink.gif

So heres a screen and the config, my problem is that theres just no tow launcher showing up ingame, am i scripting wrong or is it the ofp engine??

959341140save90.jpeg

178418048save90.jpeg

config:

#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

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class sampiranhas

{

units[]={"samPiranhaIII"};

weapons[]={};

requiredVersion=1.75;

};

};

class CfgModels

{

class Default {};

class Vehicle: Default {};

class Car: Vehicle {};

class 2: Car {};

};

class CfgVehicles

{

class All{};

class AllVehicles: All{};

class Land: AllVehicles{};

class LandVehicle: Land{};

class samPiranhaIII: LandVehicle

{

vehicleClass="Armored";

unloadInCombat=1;

fuelCapacity=100;

scope=2;

crew="swissarmysoldier";

side=2;

accuracy=0.200000;

nameSound="APC";

transportSoldier=0;

transportAmmo=0;

maxSpeed=100;

preferRoads=1;

unitInfoType="UnitInfoCar";

hideUnitInfo=0;

soundEngine[]={"Vehicles\OldIdle1",0.316228,1.250000};

class ViewPilot

{

initAngleX=10;

minAngleX=-30;

maxAngleX=30;

initAngleY=0;

minAngleY=-100;

maxAngleY=100;

initFov=0.700000;

minFov=0.420000;

maxFov=0.850000;

};

threat[]={0.500000,0.500000,0.100000};

class IndicatorSpeed

{

selection="ukaz_rychlo";

axis="osa_rychlo";

angle=-240;

min=0;

max=40;

};

class IndicatorRPM

{

selection="ukaz_rpm";

axis="osa_rpm";

angle=-170;

min=0;

max=1;

};

icon="\sampiranha\piranha_ico.paa";

soundGear[]={"Vehicles\Gear_Trans1",0.001000,1};

soundCrash[]={"Vehicles\crash_small2",0.316228,1};

soundEnviron[]={"Objects\noise",0.003162,0.250000};

displayName="Schweizer Piranha TOW";

model="\sampiranha\2.p3d";

picture="\sampiranha\piranha_pic.paa";

armor=120;

type="VArmor";

cost=100000;

canFloat=1;

simulation="car";

hasDriver=1;

hasGunner=1;

hasCommander=1;

hideProxyInCombat=0;

weapons[]={"CarHorn", "samtowlauncher"};

magazines[]={};

wheelCircumference=4.513000;

turnCoef=6.000000;

driverAction="ManActV3SDriver";

dammageHalf[]={"jeep_kab_sklo1.paa","jeep_kab_sklo1B.paa"};

dammageFull[]={"jeep_kab_sklo1.paa","jeep_kab_sklo1B.paa"};

armorGlass=0.800000;

armorWheels=0.300000;

terrainCoef=2.000000;

damperSize=0.100000;

damperForce=30;

armorBody=0.8000000;

armorFuel=1.400000;

armorLights=0.400000;

scudLaunch="";

scudStart="";

typicalCargo[]={"Soldier","Soldier","SoldierLAW","Officer"};

class HitEngine

{

armor=1.200000;

material=60;

name="engine";

passThrough=1;

};

formationX=20;

formationZ=20;

precision=10;

brakeDistance=10;

steerAheadSimul=0.500000;

steerAheadPlan=0.350000;

predictTurnSimul=1.200000;

predictTurnPlan=1.200000;

sensitivity=0.600000;

class IndicatorSpeed2

{

selection="ukaz_rychlo2";

axis="osa_rychlo2";

angle=-240;

min=0;

max=16.670000;

};

};

};

class cfgWeapons

{

class Default{};

class LAWLauncher: Default{};

class CarlGustavLauncher : LAWLauncher{};

class AT3Launcher: CarlGustavLauncher{};

class HellfireLauncher: AT3Launcher{};

class samtowlauncher: HellfireLauncher

{

scopeWeapon = public;

scopeMagazine = public;

ammo=Hellfire;

displayName=$STR_DN_TOW;

displayNameMagazine=$STR_MN_TOW;

shortNameMagazine=$STR_SN_TOW;

count=8;

reloadTime=0.5;

sound[]={Weapons\TOW,db-30,1};

reloadSound[]={Weapons\missload,db-70,1};

initSpeed=0;

aiRateOfFire=13.0; // delay between shots at given distance

aiRateOfFireDistance=2500; // at shorter distance delay goes lineary to zero

};

};

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Unfortunally it is impossible with the current engine.

AFAIK DesertOFP made first the model and then saw that it is impossible. Until now nearly every modteam tried to built such a vehicle (including DKM) and it wont work (without scripting).

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hmmmm a complex script??? have you got any idea on such a script?? could you eventually post something like that? xmas.gif

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haw. We've tried to do it too. . .

As you may know, Canada's armoured and recce force is almost entirely composed of the Mowag LAV/Piranha series.

We've put post after post here looking for freedom in the wheeled class. (like an update to res or OFP that will allow wheeled vehicles to behave like tanks without driving like them. . .)

www.operationnorthstar.com

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goddamned.........

please BIS listen to us, if somehow possibel, please add this function, many many mods are waiting for this function, and i think (maybe i'm wrong my knowledge of the ofp engine is not that great wink.gif ) it would be a great bunch of work for you guys xmas.gif

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Yes please BIS, can you help us out on this, it's an integral unit to our mod and to some others, I saw your LAV III for VBS, could you please add this feature for the add on makers. We have had our Coyote ready for 2 months but can't release it like this.

Operation Northstar

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You could always create a static version for firing, and a mobile version for driving. Not an ideal situation, but a workaround (sort-of).

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1 word it is possible to fire from a non static vehicle and with wheels that can turn fire rockets or shells just make the script file and contact Col Klink he knows the answer wink.gif

He said it is possible to include your script into the pbo file for easy use xmas.gif

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And Col Klink is making a script for the Harrier and than he is gonna put his script file into the pbo file and in game you can take of like a helicopter or a plane BADASS xmas.gif

Col Klink is a OFP GOD wink.gif

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There must be a way to do it!

As the Bradley fires TOW's from it's turret and at any direction. If someone were to look into the CPP and the PDO of this addon you'd find the answer to it.

And before anyone says to me, why don't I do it? Well I'm going to have no computer with OPF on it for the next two weeks.

DragoFire

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You don't understand. It's a class limitation. The Bradley is a *tracked vehicle*.

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I still like the idea of doing a static and non static version as a working solution, like the Antonov and LSD did...

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the original M2A2 has no missle proxys or something

at the place where the rockets are it has a memory point called spice rakety and in the config its set as a tow missle

xmas.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ Dec. 20 2002,16:37)</td></tr><tr><td id="QUOTE">the original M2A2 has no missle proxys or something

at the place where the rockets are it has a memory point called spice rakety and in the config its set as a tow missle

xmas.gif<span id='postcolor'>

So it the spice rakety that seems to be the thing.

DragoFire

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Hi all

Why does it have to be a Car class and Simulation?

I misuse the tank and car classes for my wetsuits.

Sugestion wink.gif

Use the model but put it in the Tank class and use the tank simulation

Dont include the tracks or make the tracks of glass make most of the track wheels small and of glass(if they are needed at all I dont think they are; no tracks on my wetsuits)  make the wheels track wheels or to get your own animation together.

kind Regards walker

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Decent suggestion, but LAVS don't spin on their axes like tanks do.

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Hi Sigma-6

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Decent suggestion, but LAVS don't spin on their axes like tanks do.<span id='postcolor'>

I dont know what the turing circle of that particular armoured car is but some that I have seen particularly ones with 4 or more wheel steering have a turning circle equal to their length in other words they can turn on the spot.

Also with a little jigery pokery in the lods it may be possible to move the centre of turn forward slightly of the vehicle centre which will help with apearence.

Even if the the turn is like a tank it gives a solution until OFP2 fixes it.

Kind Regards walker

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (walker @ Dec. 20 2002,16:57)</td></tr><tr><td id="QUOTE">Even if the the turn is like a tank it gives a solution until OFP2 fixes it.<span id='postcolor'>

OFP2 hasn't been officially announced, and I'd be skeptical in putting too much faith in that OFP2 would magically cure every problem.

The fact that vehicles can't fire missles is hard-coded into the engine and fixing it would require ripping apart the base engine, not something that would be easy or quick to do.

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Hi all

Bit pedantic I know but its only cars that cant fire missiles. Other vehicles such as Bradleys and BMP2 APCs can.

I think it is likely that a missile capable class of car and relavent simulation programs will be added to an OFP2 it is not as much work as you think as much of it is sloting capabilities into car class from tank.

A problem might arise with backward capabilities in using OFP1 models and addons which I am certain they will do but I think this unlikley to be a major problem except with a few dodgy misuse addons like my divers confused.gif but it should not take an inordinate amount of work to make them compatible.

Kind regards walker

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I hear alot of quick fixes and solutions here but the truth is it's all bulls**t. BIS has a LAV III in VBS, therefore the code is there to make it possible. The short and the long is it can be done in the game so lets hear from Suma or some other expert into this matter, the last thread on this Suma didn't say it was impossible, therefore it isn't. Cmon Suma, please help us on this one....

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Hi Powerslide

OFP is not VBS to expect what is in VBS to be in the current version of OFP is unrealistic, they are diferent engines.

As I said a car class with weapons capability will probably be in OFP2. I am sure some of the VBS capabilities will migrate into OFP 2.

When you create a large project such as OFP you eventualy reach a level where you have to rebuild from the bottom up. Otherwise the mistakes you made in your intial build get perpetuated and more embeded.

One note on your tone the staff at BIS dont Owe us anything what they have done in support of the community is off there own Bats no other Developers give this level of support. Your tone is such as would make Suma and the others less likely to help. Remember you catch more flies with molases than vinegar.

Kind Regards walker

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i say make it a apc: brandly class.. the wheels will look fubar but it is the best you can get.. mobil, fire.. just the mobil that will look strange..

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (walker @ Dec. 21 2002,19:00)</td></tr><tr><td id="QUOTE">OFP is not VBS to expect what is in VBS to be in the current version of OFP is unrealistic, they are diferent engines.

One note on your tone the staff at BIS dont Owe us anything what they have done in support of the community is off there own Bats no other Developers give this level of support. Your tone is such as would make Suma and the others less likely to help. Remember you catch more flies with molases than vinegar.<span id='postcolor'>

OFP is VBS, the base code is identical. The difference is in the features. The support works two ways, they didn't only give us the tools out of the goodness out of their hearts, it makes good business sense, mod makers actually promote the game to those who may otherwise not buy the game. I know of several people who have purchased the game just because they saw our site and wanted to play the Canadian units we are making. However if I offended you or anyone else I am deeply sorry, the reality of sitting at the computer for hours on end trying to make something work, fueled by a few shots of rum...well you get the idea wink.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Powerslide @ Dec. 22 2002,15:27)</td></tr><tr><td id="QUOTE">OFP is VBS, the base code is identical.<span id='postcolor'>

No it's not.

As you pointed out, it has missles on wheeled vehicles and a Harrier- things which standard OFP simply can't do.

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