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bennie1983nl

Dutch infantry -- Holland May 1940

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m25hq0.jpg

I have been modeling agian and give it an basic skin.

This will be the Browning 1910 M25.

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Dutch Marines (Mariniers) (not ready yet)

These troops defended Rotterdam in 1940 against the German Paratroopers and Wehrmacht for 5 days long

marinierseb3.jpg

A real picture

marinier1nq5.th.jpg

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Hi to all,

wink_o.gif 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.

 banghead.gif    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

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The Dutch Marines are done.

dubble check on the models and my opion is that they are done!

nlmersj7.jpg

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Are the troops still calling "out of ammo" while they are fully loaded up with ammo?

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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="";

   };

 };

};

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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="";

  };

};

};

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uitrustingin9.jpg

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.

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biggrin_o.gif: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 smile_o.gif

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We are almost don with the config-file

Got working M95 Rifle and Carabin and Lewis MG in 1 file

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Burner

It got an error when i copied the config from this forum.....

that's why i must send u the pbo wink_o.gif

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Well

I am Burner and W0lle greatfull for their time working on config-files thumbs-up.gif

here is a reworked movie of one of my old ones.

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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?

crazy_o.gif

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