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Ex3B

Modifying the Marid... Turret is broken

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I am trying to make an upgunned and airmobile variant of the Marid, so that CSAT is not so horribly outmatched against NATO when it comes to ground vehicle combat on islands,

 

Basically, I want to

1) define slingload points for the Marid and use a script to lower its mass so that a Taru can transport it

2) Modify its HMG to fire 12.7x108mm APDS rounds

 

This is the config I've got so far:

Spoiler

class WeaponFireGun;
class WeaponCloudsGun;
class WeaponFireMGun;
class WeaponCloudsMGun;
class RCWSOptics;
class CfgVehicles
{
    class Car;
    class Wheeled_APC_F;
    class APC_Wheeled_02_base_F;
    class APC_Wheeled_02_base_v2_F;
    class O_APC_Wheeled_02_rcws_v2_F;
    class O_APC_Wheeled_02_rcws_v2_F_Clone_Base: O_APC_Wheeled_02_rcws_v2_F
    {
        class EventHandlers;
        class Turrets;

        class MainTurret;
    };
    class O_APC_Wheeled_02_rcws_v2_F_Clone: O_APC_Wheeled_02_rcws_v2_F_Clone_Base
    {
        peakTorque=1037.5;
        displayName="Assault Marid";
        slingLoadCargoMemoryPoints[] = {"driverview","EngineEffectL","EngineEffectR"};
        slingLoadCargoMemoryPointsDir[] = {};
        enginePower = 120;
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                weapons[]=
                {
                    "HMG_127_APC_APDS", // defined in another config
                    "GMG_40mm",
                    "SmokeLauncher"
                };
                magazines[]=
                {
                    "96Rnd_40mm_G_belt",
                    "96Rnd_40mm_G_belt",
                    "150Rnd_127x108_APDS_mag", //these APDS mags are defined in another config
                    "150Rnd_127x108_APDS_mag",
                    "150Rnd_127x108_APDS_mag",
                    "150Rnd_127x108_Ball",
                    "150Rnd_127x108_Ball",
                    "50Rnd_127x108_Ball",
                    "SmokeLauncherMag"
                };
            };
        };
        class Eventhandlers
        {
            init="_this execVM '\CA\Marid\scripts\init.sqf'";
        };
    };

 

I can sling load it (I forget if the script worked or not, but I could also use setMass in the init field in the eden editor, and lower its mass to 13499, and the Taru could then left it.

However, it spawns with no gunner, I can't enter the gunner seat, but I can place myself in the gunner seat in the editor. In this case the view is all screwed up, and unusable.

Furthermore the turret doesn't animate, but also always has a muzzle flash... what am I doing wrong?

 

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