bennie1983nl 0 Posted July 1, 2008 I have been modeling agian and give it an basic skin. This will be the Browning 1910 M25. Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 3, 2008 http://nl.youtube.com/watch?v=EgV3-a5FE80 An real movie about the Dutch army before 1940. Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 10, 2008 Dutch Marines (Mariniers) (not ready yet) These troops defended Rotterdam in 1940 against the German Paratroopers and Wehrmacht for 5 days long A real picture Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 10, 2008 Some small things and the Marines are done. Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 14, 2008 Here i got small movie : DL-link to a small movie Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 16, 2008 Hi to all, I got Demo plans. The demo will include: *The Dutch Mariniers (west) *ATSTWalkers FSJ pack (east) *Weapons: Vilas M95 Karabijn, M95 rifle and the Lewis MG-gun. *My own: Browning M25 1910 pistol and Spandau AA-Gun *Trenschfeet: Junkers JU-52 Transportplane *Map: Havelte of the LLW-Team. But this is still in planning fase. Now i am working on SP missions and some MP mission.    But I still got too many bugs and i wanne solves those bugs BEFORE releasing. Small list: *There are still parts of the Marines what is not skinned yet. (I know the fuction of "A" buttom go to skin-mode and "B" buttom to place the skin.) *Animation with the AA-gun the gunner move around the gun instead that the gun is turning around. (selections??) * their are some config problems with Vilas weapons. For an expert a simple something, but i got still alot too learn. With Kind Regards André de Jong Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 20, 2008 The Dutch Marines are done. dubble check on the models and my opion is that they are done! Share this post Link to post Share on other sites
DeadParrot 0 Posted July 21, 2008 Are the troops still calling "out of ammo" while they are fully loaded up with ammo? Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 21, 2008 Same bug here! (with vilas addons.) Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 26, 2008 I have been working on the M25 Browning 1910 model again. Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 29, 2008 Who can help us with config-file? this for the weapons. Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 29, 2008 What is wrong with this? The Soldiers say "Out of Ammo" The both M95's (mannlichers)  don't have a iron sight (buttom V) The Lewis is right, no problems with. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #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 CfgPatches {  class IOH_vil  {   units[]={};   weapons[]={};   requiredVersion=1.96;  }; }; class CfgModels {  class default {};  class Weapon:default {};  class vimanlicher:Weapon {};  class vimanlicherl:Weapon {};  class vilewis:Weapon {}; }; class CfgRecoils {  access="ReadOnly";  M95Recoil[]={0.04,0.04,0.06, 0.05,0,0}; }; class CfgAmmo {  class default {};  class BulletSingle:default {};  class 8x50bullet:BulletSingle  {   hit=9.5;   indirectHit=1;   indirectHitRange=0.0001;   minRange=0.1;   minRangeProbab=0.10;   midRange=200;   midRangeProbab=0.38;   maxRange=400;   maxRangeProbab=0.04;   visibleFire=0.935000;   audibleFire=0.035000;   visibleFireTime=50;   cost=0.7;   tracerColor[]={0.4353,0.4353,0.4353,1};   tracerColorR[]={0.4353,0.4353,0.4353,1};  };  class 303bullet:BulletSingle  {   hit=10;   indirectHit=1;   indirectHitRange=0.1;   maxSpeed=400;   minRange=5;   minRangeProbab=0.5;   midRange=200;   midRangeProbab=0.8;   maxRange=300;   maxRangeProbab=0.12;  }; }; class CfgWeapons {  class default {};  class MGun:default {};  class Riffle:MGun {};  class M16:Riffle {};  class MachineGun7_6:MGun {};  class MachineGun7_6Manual:MachineGun7_6 {};  class m60:MachineGun7_6Manual {};  class IOH_M95:M16  {   displayName = "M95 Rifle";   model="\IOH_vil\m95.p3d";   scopeWeapon=0;   scopeMagazine=0;   reloadMagazineSound[]={"\IOH_vil\s\m95_reload.wav",db0,1};   optics=true;   opticsZoomMin=0.35;   displayNameMagazine="M95 Magazine";   shortNameMagazine="M95 Mag";   picture="\IOH_vil\w\icn.paa";   opticsZoomMax=0.35;   modes[]={"Single"};   magazines[]={"IOH_M95Mag"}; //   class Single //   { //    ammo="m95bullet"; //    multiplier=1; //    burst=1; //    displayName="M95 Rifle"; //    dispersion=0.0001500; //    sound[]={"\IOH_vil\s\m95_shot.wav",5.000000,1}; //    soundContinuous=0; //    reloadTime=2.150000; //    ffCount=1; //    recoil="riffleSingle"; //    autoFire=0; //    aiRateOfFire=0.200000; //    aiRateOfFireDistance=520; //    useAction=0; //    useActionTitle=""; //   };  };  class IOH_Mannlicher1895:IOH_M95  {   displayName="Mannlicher 1895";   model="\IOH_vil\vimanlicher.p3d";   modelOptics="\IOH_vil\optika_rifle2.p3d";   scopeWeapon=2;   scopeMagazine=0;   picture="\IOH_vil\i\man.jpg";   // reloadMagazinesound[]={"\IOH_vil\s\mauser_reload.wav",db-70,1};   magazines[]={"IOH_M95Mag"};   modes[]={"Single"};  };  class IOH_Mannlicher1895L:IOH_M95  {   displayName="Mannlicher 1895 long";   model="\IOH_vil\vimanlicherl.p3d";   modelOptics="\IOH_vil\optika_rifle2.p3d";   scopeWeapon=2;   scopeMagazine=0;   picture="\IOH_vil\i\man.jpg";   // reloadMagazinesound[]={"\IOH_vil\s\mauser_reload.wav",db-70,1};   magazines[]={"IOH_M95Mag"};   modes[]={"Single"};  }; //  class IOH_M95Mag:IOH_M95 //  { //   displayNameMagazine="M95 Magazine"; //   shortNameMagazine="M95 Mag"; //   scopeWeapon=0; //   scopeMagazine=2; //   picture="\IOH_vil\w\icn.paa"; //   count=10; //  };  class IOH_M95Mag:IOH_M95  {   scopeWeapon=2;   scopeMagazine=2;   picture="\IOH_vil\i\bmag.jpg";   modelMagazine="\IOH_vil\mauserclip.p3d"; //Texture paths need to be changed   displayName="M1895 Mag";   displayNameMagazine="M1895 Mag";   reloadMagazinesound[]={"\IOH_vil\s\reload.wav",db-70,1};   magazineReloadTime=10;   count=5;   magazineType = 0.5 * WeaponSlotPrimary;   distanceZoomMin=200;   distanceZoomMax=200;   modes[]={"Single"};   class Single   {    ammo="8x50bullet";    multiplier=1;    burst=1;    displayName="Manlicher";    dispersion=0.0065;    sound[]={"\IOH_vil\s\shot.wav",1.00,0.95};    soundContinuous=0;    reloadTime=2.100000;    ffCount=1;    recoil="M95Recoil";    autoFire=0;    aiRateOfFire=8.000000;    aiRateOfFireDistance=400;    useAction=0;    useActionTitle="";   };  };  class IOH_Lewis:M60  {   displayName="Lewis MG";   model="\IOH_vil\vilewis.p3d";   modelOptics="optika_m60_mg";   modelMagazine="\IOH_vil\lewismag.p3d";   scopeWeapon=2;   scopeMagazine=2;   picture="\IOH_vil\i\lewis.jpg";   distanceZoomMin=200;   distanceZoomMax=200;   magazines[]={"IOH_LewisMag"};   modes[] = {"Fullauto"};  };  class IOH_LewisMag:IOH_Lewis  {   scopeWeapon=2;   picture="\IOH_vil\i\lewismag.jpg";   scopeMagazine=2;   displayName="Lewis Drum";   displayNameMagazine="Lewis Drum";   count=96;   modelMagazine="\IOH_vil\lewismag.p3d";   modes[]={"FullAuto"};   class FullAuto   {    ammo="303bullet";    initspeed=709.88;    multiplier=1;    burst=1;    dispersion=0.007;    soundContinuous=0;    sound[]={"\IOH_vil\s\uk59.wav",db0,0.8};    reloadTime=0.125;    recoil=mgunBurst3;    ffCount=100;    autoFire=1;    displayName="Lewis MG";    aiRateOfFire=0.5;    aiRateOfFireDistance=600;    useAction=0;    useActionTitle="";   };  }; }; Share this post Link to post Share on other sites
101st Paratroop 0 Posted July 30, 2008 Try this (this should help with 'no ammo' error): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #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 CfgPatches { class IOH_vil {  units[]={};  weapons[]={};  requiredVersion=1.96; }; }; class CfgModels { class default {}; class Weapon:default {}; class vimanlicher:Weapon {}; class vimanlicherl:Weapon {}; class vilewis:Weapon {}; }; class CfgRecoils { access="ReadOnly"; M95Recoil[]={0.04,0.04,0.06, 0.05,0,0}; }; class CfgAmmo { class default {}; class BulletSingle:default {}; class 8x50bullet:BulletSingle {  hit=9.5;  indirectHit=1;  indirectHitRange=0.0001;  minRange=0.1;  minRangeProbab=0.10;  midRange=200;  midRangeProbab=0.38;  maxRange=400;  maxRangeProbab=0.04;  visibleFire=0.935000;  audibleFire=0.035000;  visibleFireTime=50;  cost=0.7;  tracerColor[]={0.4353,0.4353,0.4353,1};  tracerColorR[]={0.4353,0.4353,0.4353,1}; }; class 303bullet:BulletSingle {  hit=10;  indirectHit=1;  indirectHitRange=0.1;  maxSpeed=400;  minRange=5;  minRangeProbab=0.5;  midRange=200;  midRangeProbab=0.8;  maxRange=300;  maxRangeProbab=0.12; }; }; class CfgWeapons { class default {}; class MGun:default {}; class Riffle:MGun {}; class M16:Riffle {}; class MachineGun7_6:MGun {}; class MachineGun7_6Manual:MachineGun7_6 {}; class m60:MachineGun7_6Manual {}; class IOH_M95:M16 {  displayName = "M95 Rifle";  model="\IOH_vil\m95.p3d";  scopeWeapon=0;  scopeMagazine=0;  reloadMagazineSound[]={"\IOH_vil\s\m95_reload.wav",db0,1};  optics=true;  opticsZoomMin=0.35;  displayNameMagazine="M95 Magazine";  shortNameMagazine="M95 Mag";  picture="\IOH_vil\w\icn.paa";  opticsZoomMax=0.35;  modes[]={"Single"};  magazines[]={"IOH_M95Mag"};   class Single   {    ammo="m95bullet";    multiplier=1;    burst=1;    displayName="M95 Rifle";    dispersion=0.0001500;    sound[]={"\IOH_vil\s\m95_shot.wav",5.000000,1};    soundContinuous=0;    reloadTime=2.150000;    ffCount=1;    recoil="riffleSingle";    autoFire=0;    aiRateOfFire=0.200000;    aiRateOfFireDistance=520;    useAction=0;    useActionTitle="";   }; }; class IOH_Mannlicher1895:IOH_M95 {  displayName="Mannlicher 1895";  model="\IOH_vil\vimanlicher.p3d";  modelOptics="\IOH_vil\optika_rifle2.p3d";  scopeWeapon=2;  scopeMagazine=0;  picture="\IOH_vil\i\man.jpg";  reloadMagazinesound[]={"\IOH_vil\s\mauser_reload.wav",db-70,1};  magazines[]={"IOH_M95Mag"};  modes[]={"Single"}; }; class IOH_Mannlicher1895L:IOH_M95 {  displayName="Mannlicher 1895 long";  model="\IOH_vil\vimanlicherl.p3d";  modelOptics="\IOH_vil\optika_rifle2.p3d";  scopeWeapon=2;  scopeMagazine=0;  picture="\IOH_vil\i\man.jpg";  reloadMagazinesound[]={"\IOH_vil\s\mauser_reload.wav",db-70,1};  magazines[]={"IOH_M95Mag"};  modes[]={"Single"}; };  class IOH_M95Mag:IOH_M95 {  displayNameMagazine="M95 Magazine";   shortNameMagazine="M95 Mag";   scopeWeapon=0;   scopeMagazine=2;   picture="\IOH_vil\w\icn.paa";  count=10;  }; class IOH_M95Mag:IOH_M95 {  scopeWeapon=2;  scopeMagazine=2;  picture="\IOH_vil\i\bmag.jpg";  modelMagazine="\IOH_vil\mauserclip.p3d"; //Texture paths need to be changed  displayName="M1895 Mag";  displayNameMagazine="M1895 Mag";  reloadMagazinesound[]={"\IOH_vil\s\reload.wav",db-70,1};  magazineReloadTime=10;  count=5;  magazineType = 0.5 * WeaponSlotPrimary;  distanceZoomMin=200;  distanceZoomMax=200;  modes[]={"Single"};  class Single  {   ammo="8x50bullet";   multiplier=1;   burst=1;   displayName="Manlicher";   dispersion=0.0065;   sound[]={"\IOH_vil\s\shot.wav",1.00,0.95};   soundContinuous=0;   reloadTime=2.100000;   ffCount=1;   recoil="M95Recoil";   autoFire=0;   aiRateOfFire=8.000000;   aiRateOfFireDistance=400;   useAction=0;   useActionTitle="";  }; }; class IOH_Lewis:M60 {  displayName="Lewis MG";  model="\IOH_vil\vilewis.p3d";  modelOptics="optika_m60_mg";  modelMagazine="\IOH_vil\lewismag.p3d";  scopeWeapon=2;  scopeMagazine=2;  picture="\IOH_vil\i\lewis.jpg";  distanceZoomMin=200;  distanceZoomMax=200;  magazines[]={"IOH_LewisMag"};  modes[] = {"Fullauto"}; }; class IOH_LewisMag:IOH_Lewis {  scopeWeapon=2;  picture="\IOH_vil\i\lewismag.jpg";  scopeMagazine=2;  displayName="Lewis Drum";  displayNameMagazine="Lewis Drum";  count=96;  modelMagazine="\IOH_vil\lewismag.p3d";  modes[]={"FullAuto"};  class FullAuto  {   ammo="303bullet";   initspeed=709.88;   multiplier=1;   burst=1;   dispersion=0.007;   soundContinuous=0;   sound[]={"\IOH_vil\s\uk59.wav",db0,0.8};   reloadTime=0.125;   recoil=mgunBurst3;   ffCount=100;   autoFire=1;   displayName="Lewis MG";   aiRateOfFire=0.5;   aiRateOfFireDistance=600;   useAction=0;   useActionTitle="";  }; }; }; Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 30, 2008 I get errors ParaTroop but thanks anyway! 1 bug solved i got a Iron-sight Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 30, 2008 they have ammo in the config  but none in the enquement and they still shoot at the enemy. If the AI-Leader dies and number 2 takes command (the NEW leader) will order the troops too rearm. Share this post Link to post Share on other sites
Goth_Burner 0 Posted July 30, 2008 :D fixed your bug Quote[/b] ]// cpp by burner -spacemod-// Basic def. #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 class CfgPatches { class burner_testcpp { units[]={vimanlicher}; weapons[]={}; requiredVersion=1.00000; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class vimanlicherl : Weapon{}; class vimanlicher : Weapon{}; }; class CfgAmmo { class default{}; class BulletSingle: default{}; class m95bullet: BulletSingle { hit=9.5; indirectHit=1; indirectHitRange=0.0001; minRange=0.1; minRangeProbab=0.10; midRange=200; midRangeProbab=0.38; maxRange=400; maxRangeProbab=0.04; visibleFire=0.935000; audibleFire=0.035000; visibleFireTime=50; cost=0.7; tracerColor[]={2.16,0,0,0.7}; tracerColorR[]={2.16,0,0,0.7}; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class M16:Riffle {}; class m4: riffle{}; class XMS: m4{}; class m95Rifle: m16 { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model="\IOH_vil\vimanlicherl.p3d"; picture="\IOH_vil\i\man.pac"; optics=1; displayName="Steyr M95 Geweer"; displayNameMagazine="m95bullets magazine"; shortNameMagazine="m95bullets mag"; drySound[]={"weapons\M16dry",0.010000,1}; reloadMagazineSound[]={"\IOH_vil\s\reload.wav",db0,1}; magazines[]={"m95Riflemag"}; modes[]={"Single"}; class Single { ammo="m95bullet"; multiplier=1; burst=1; displayName="m95"; dispersion=0.000200; sound[]={"\IOH_vil\s\shot.wav",5.000000,1}; soundContinuous=0; reloadTime=2.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=0.85; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class m95Riflemag: m95Rifle { scopeWeapon=0; scopeMagazine=2; picture="\IOH_vil\i\bmag.pac"; displayName="m95 Magazine"; displayNameMagazine="m95 Magazine"; shortNameMagazine="m95 Magazine"; count = 5; }; class m95Rifle2: m16 { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model="\IOH_vil\vimanlicher.p3d"; picture="\IOH_vil\i\man.pac"; optics=1; displayName="Steyr M95 Geweer"; displayNameMagazine="m95bullets magazine"; shortNameMagazine="m95bullets mag"; drySound[]={"weapons\M16dry",0.010000,1}; reloadMagazineSound[]={"\IOH_vil\s\reload.wav",db0,1}; magazines[]={"m95Rifle2mag"}; modes[]={"Single"}; class Single { ammo="m95bullet"; multiplier=1; burst=1; displayName="m95"; dispersion=0.000200; sound[]={"\IOH_vil\s\shot.wav",5.000000,1}; soundContinuous=0; reloadTime=2.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=0.85; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class m95Rifle2mag: m95Rifle2 { scopeWeapon=0; scopeMagazine=2; picture="\IOH_vil\i\bmag.pac"; displayName="m95 Magazine"; displayNameMagazine="m95 Magazine"; shortNameMagazine="m95 Magazine"; count = 5; }; }; class CfgVehicles { class All{}; class AllVehicles : All{}; class Land : AllVehicles{}; class Man : Land{}; class Soldier : Man{}; class SoldierWB : Soldier{}; class TESTSOLDAAT : SoldierWB { displayName="TEST Soldier TEST"; weapons[]={"m95Rifle2"}; magazines[]={"m95Rifle2mag","m95Rifle2mag","m95Rifle2mag","m95Rifle 2mag","m95Rifle2mag"}; }; class TESTSOLDAAT2 : SoldierWB { displayName="TEST Soldier TEST2"; weapons[]={"m95Rifle"}; magazines[]={"m95Riflemag","m95Riflemag","m95Riflemag","m95Riflemag ","m95Riflemag"}; }; }; i'll send you the pbo asap Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 30, 2008 Burner It got an error when i copied the config from this forum..... Share this post Link to post Share on other sites
bennie1983nl 0 Posted July 30, 2008 We are almost don with the config-file Got working M95 Rifle and Carabin and Lewis MG in 1 file Share this post Link to post Share on other sites
Goth_Burner 0 Posted July 31, 2008 BurnerIt got an error when i copied the config from this forum..... that's why i must send u the pbo Share this post Link to post Share on other sites
DeadParrot 0 Posted July 31, 2008 And the pbo-tool. Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 1, 2008 Well I am Burner and W0lle greatfull for their time working on config-files here is a reworked movie of one of my old ones. Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 1, 2008 Good work Thanks! Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 3, 2008 Hi to all I am working on some missions for the demo (OR mod) i tried to record my voice too a .ogg file class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {gehaalt, moffennoorden}; // Class definition needed for each sound class gehaalt { // Name to display in mission editor name = "gehaalt"; // Sound path, volume, pitch sound[] = {\sound\gehaalt.ogg, db + 3, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class moffennoorden { // Name to display in mission editor name = "moffennoorden"; // Sound path, volume, pitch sound[] = {\sound\moffennoorden.ogg, db + 3, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; }; If i wanne put text into it where to i put it? Share this post Link to post Share on other sites