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frederf

Changing the Stryker ICV M2 a new unit Styker Med

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Hello I'm trying to make a new unit M1133 Stryker MEV as a clone of the Stryker ICV M2.

stryker-MEV-left.jpg

ArmA%202007-04-21%2011-55-39-56.jpg

ArmA%202007-04-21%2011-56-20-75.jpg

ArmA%202007-04-21%2011-56-33-23.jpg

ArmA%202007-04-21%2011-58-26-48.jpg

Goals:

1. Make unit with modified textures and ability to medic (done).

2. Change FOV limits on the M2 turret for the gunner (allowing 1 to 30x zoom).

3. Remove weapon or if possible turret entirely and change the seat configuration to just have a driver and the proper number of seats.

4. Provide a modified interior to match that of a real M1133.

So far my config.cpp looks like:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches

{

class CAWheeled

{

units[] = {"Stryker_MEV"};

};

};

class CfgVehicles

{

/*extern*/ class Stryker_ICV_M2;

class Stryker_MEV: Stryker_ICV_M2

{

displayName = "Stryker MEV";

model = "\4IB_Vehicles\4IB_VEH_STRYKER_MED";

attendant = 1;

};

};

I've tried but have had difficulties adjusting the gunner InitFOV, MaxFOV, and MinFOV values because I get errors like "No such class" or "Member already defined" which is due to my ignorance as a .cpp coder. I'm looking mostly for referencing the existing Turrets or NewTurret class in StrykerBase and just modifying (extending?) a couple values in ViewOptics so that the gunner has a realistic zoom level.

Obviously that is a lesson for how to change the FOV on the Strykers. Ideally I want the MEV to have no turret and no weapon, again something I'm asking advice on (can it be done in the config?)

EDIT: Changed the display name to be "Stryker MEV"

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Looks fantastic - what a great idea! notworthy.gif

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Any help on giving the Stryker M2 some zoom? In real life it has a really good optic but in game it's stuck at "1x" or close to it.

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referring to ThePredator's ModWar, i would say that adding the following lines would give you a 3x zoom for the M2's optic.

Quote[/b] ]class Stryker_ICV_M2 : StrykerBase {

scope = public;

displayName = $STR_DN_STRYKER_M2;

class Damage {

tex[] = {};

mat[] = {"ca\weapons\data\m2.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2_destruct.rvmat", "ca\wheeled\data\detailmapy\stryker_icv.rvmat", "ca\wheeled\data\detailmapy\stryker_icv.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_destruct.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body1.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body1.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body1_destruct.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2_destruct.rvmat", "ca\wheeled\data\detailmapy\stryker_alfa.rvmat", "ca\wheeled\data\detailmapy\stryker_alfa.rvmat", "ca\wheeled\data\detailmapy\stryker_alfa_destruct.rvmat"};

};

class Turrets : Turrets {

class MainTurret : MainTurret {

weapons[] = {"M2"};

magazines[] = {"100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2", "100Rnd_127x99_M2"};

class ViewOptics { //edit start

initAngleX = 0;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.1133; // 3x

minFov = 0.1133;

maxFov = 0.1133;

}; //edit end

};

};

};

PS: are your vehicles already publics?

hope it helps,

Jan

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Looks good. I was trying to use the Styker_ICV_M2 class and retroactively change just the FOV fields. Currently I think I'm going to rework the whole StykerBase into a new StykerBase2 and StykerBase3 (no turret) with:

Uparmored tires... getting shot out from only a few 556 is dumb.

New turnout animation... only 10 inches or so of driver hatch open like they do in real life.

A bit more armor... due to the way ArmA handles destruction

More mags for primary armament?

Some default MagazineCargo and WeaponCargo that are US Army SOP.

Proper zoom for the turrets.

Smoke screen launcher for commander?

Maybe change speed and climbing power if I can find a better reference.

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smoke screen will do much for survivability for sure, about more mag, it depends on how much can the rela lif system can handle since it's remote turret.

keep it up the good job smile_o.gif

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