Guest Posted December 18, 2003 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; }; }; }; Thanks for help Share this post Link to post Share on other sites