Jump to content
Sign in to follow this  
Guest

Problems ...

Recommended Posts

Guest

first problem :

i've configured dammage texture. they work when i put dammage = 1 in the editor but they don't work properly ingame when i shot at the mlrs. the tracks don't become black

second problem :

when i fire on the mlrs (with the bmp shell) it bounce and sometime fly (it lands two meters far) and when it's with a missile it's fly very far. i've set the mass in o2 : 6000.

Quote[/b] ]#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

#define private 0

#define protected 1

#define public 2

class CfgModels

{

class Default {};

class Vehicle: Default {};

class Tank: Vehicle {};

class itamlrs: Tank {};

};

class CfgPatches

{

class itamlrs

{

units[] = {itamlrs};

weapons[] = {m26};

requiredVersion = 1.85;

};

};

class CfgAmmo

{

class Default{};

class AT3: Default{};

class Hellfire: AT3{};

class m26 : Hellfire

{

hit=2000;indirectHit=700;indirectHitRange=100;

minRange=30;minRangeProbab=0.99;

midRange=200;midRangeProbab=0.99;

maxRange=1000;maxRangeProbab=0.99;

soundHit[]={\xxx.wav,db+250,1};

airLock = false;

irLock = true;

maxControlRange=10000;

maneuvrability=0;

maxSpeed=800;

model = "\ita_mlrs\m26";

thrustTime=10;

inittime=0.1;

thrust=300;

simulation=shotmissile;

recoil=maingun;

sideAirFriction=0.005;

cost=10000;

visibleFire=2000;

audibleFire=300;

visibleFireTime=300;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher{};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class m26 : HellfireLauncher

{

model = "\ita_mlrs\m26";

modelOptics="";

picture="";

muzzlePos="usti hlavne";

muzzleEnd="konec hlavne";

optics=1;

magazineReloadTime=40;

displayName="m26 guided";

displayNameMagazine="m26";

shortNameMagazine="m26";

drySound[]={,0.010000,1};

magazines[]={"m26"};

ammo=m26;

count=12;

reloadTime=4;

sound[]={"\ita_mlrs\launch.ogg",db+250,1};

autoFire=1;

reloadSound[]={Weapons\missload,db-50,1};

aiRateOfFire=60.00;

aiRateOfFireDistance=20000;

initSpeed=0;

maxLeadSpeed=3000;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Tank: LandVehicle {};

class itamlrs: Tank

{

side=1;

scope=2;

displayName="ITA MLRS";

outGunnerMayFire = false;

hascommander = true;

simulation=tank;

forcehidegunner = false;

forceHideDriver = false;

fuelCapacity=600;

maxSpeed=75;

cost=5000;

icon = antiAC.paa;

model="\ITA_MLRS\ITA_MLRS.p3d";

soundEnviron[]={"m1treads.ogg",1,1};

soundEngine[]={"\ita_mlrs\track.ogg",db+250,1};

soundCrash[]={"Vehicles\crash_small2",db+250.316228,1};

soundGear[]={"Vehicles\Gear_Trans1",db+250.003162,1};

soundDammage[]={"Objects\alarm_loop1",db+250.010000,1};

nameSound="Tank";

extCameraPosition[] = {0,2.7,-20};

driverOpticsModel="optika_tank_driver";

gunnerOpticsModel="optika_tank_gunner";

commanderOpticsModel="optika_tanke_auxiliary";

weapons[]={"m26"};

magazines[]={"m26"};

driverAction = ManActT72DriverOut;

gunnerAction = ManActT55GunnerOut;

commanderAction = ManActT72CommanderOut;

driverInAction = ManActT72Driver;

gunnerInAction = ManActT72Gunner;

commanderInAction = ManActT72Commander;

crew="SoldierWCrew";

armor=800;

armorStructural=2,000000;

class HitEngine { armor=0,800000; material=60; name="engine"; passThrough=1; };

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

class HitTurret { armor=0,800000; material=51; name="turet"; passThrough=1; };

class HitGun { armor=0,600000; material=52; name="gun"; passThrough=1; };

class HitLTrack { armor=0,600000; material=53; name="pasL"; passThrough=1; };

class HitRTrack { armor=0,600000; material=54; name="pasP"; passThrough=1; };

armorHull=1;

armorTurret=0,800000;

armorGun=0,600000;

armorEngine=0,800000;

armorLights=0,400000;

armorTracks=0,600000;

steerAheadSimul=0.300000;

steerAheadPlan=0.400000;

predictTurnSimul=1.600000;

predictTurnPlan=1.800000;

camouflage=3;

audible=6;

accuracy=0;

class eventhandlers

{

fired = [_this select 0] exec "\ita_mlrs\m26.sqs";

};

irScanRange = 90000;

irTarget = true;

irScanGround=true;

laserScanner=true;

preferRoads=false;

nightVision=true;

class Animations

{

class window

{

type = rotation;

animPeriod = 1;

selection = window;

axis = osa_window;

angle0 = 0;

angle1=-0.8;

};

class window2

{

type = rotation;

animPeriod = 1;

selection = window2;

axis = osa_window2;

angle0 = 0;

angle1=-0.8;

}; class window3

{

type = rotation;

animPeriod = 1;

selection = window3;

axis = osa_window3;

angle0 = 0;

angle1=-0.8;

}; class window4

{

type = rotation;

animPeriod = 1;

selection = window4;

axis = osa_window4;

angle0 = 0;

angle1=-0.8;

}; class window5

{

type = rotation;

animPeriod = 1;

selection = window5;

axis = osa_window5;

angle0 = 0;

angle1=-0.8;

}; class window6

{

type = rotation;

animPeriod = 1;

selection = window6;

axis = osa_window6;

angle0 = 0;

angle1=-0.8;

};

class window7

{

type = rotation;

animPeriod = 1;

selection = window7;

axis = osa_window7;

angle0 = 0;

angle1=-0.8;

}; class window8

{

type = rotation;

animPeriod = 1;

selection = window8;

axis = osa_window8;

angle0 = 0;

angle1=-0.8;

};

};

class UserActions

{

class OpenWindows

{

displayName = "Close Windows";

position = osa_window;

radius = 4;

condition="this animationPhase ""window"" < 0.5 ";

statement = "this animate [""window"", 1], [this, 0] exec ""\ita_mlrs\openwindows.sqs""";

};

class CloseWindows

{

displayName = "Open Windows";

position = osa_window;

radius = 4;

condition = "this animationPhase ""window"" >= 0.5";

statement = "this animate [""window"", 0], [this, 0] exec ""\ita_mlrs\closewindows.sqs""";

};

};

class Reflectors

{

class Left

{

color[] = {0.9, 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.5;

brightness = 0.25;

};

class Right

{

color[] = {0.9, 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "P svetlo";

direction = "konec P svetla";

hitpoint = "P svetlo";

selection = "P svetlo";

size = 0.5;

brightness = 0.25;

};

};

class Turret

{

gunAxis="OsaHlavne";

turretAxis="OsaVeze";

body="OtocVez";

gun="OtocHlaven";

gunBeg="usti hlavne";

gunEnd="konec hlavne";

minElev=0;

maxElev=30;

minTurn=-360;

maxTurn=360;

soundServo[]={"Vehicles\gun_elevate",0.010000,0.500000};

};

class ComTurret

{

turretAxis="OsaVelitele";

gunAxis="OsaHlavneVelitele";

gunBeg="usti hlavne";

gunEnd="konec hlavne";

minElev=0;

maxElev=30;

minTurn=-360;

maxTurn=360;

body="OtocVelitele";

gun="OtocHlavenVelitele";

soundServo[]={"Vehicles\gun_elevate",0.010000,0.500000};

};

class HatchCommander

{

selection="poklop_commander";

axis="osa_poklop_commander";

angle=-150;

};

class HatchDriver

{

selection="poklop_driver";

axis="osa_poklop_driver";

angle=-60;

};

class HatchGunner

{

selection="poklop_gunner";

axis="osa_poklop_gunner";

angle=100;

};

};

};

mlrs.jpg

Thanks for help

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×