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bennie1983nl

Dutch infantry -- Holland May 1940

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I am now working on the Demo but when that is done I will work further on this Main project.

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class CfgSounds

{

sounds[] = {};

class gehaalt

{

name = "gehaalt";

sound[] = {"gehaalt.ogg",db+10,1.0};

titles[] = {};

};

class moffennoorden

{

name = "moffennoorden";

sound[] = {"moffennoorden.ogg",db+10,1.0};

titles[] = {};

};

};

whereabouts this text put? In main config.cpp (bin) od it to description.ext (make description.txt and rename at .ext) in mission files.

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Well petrtlach

that is not what i mean (i put in my description file)

What the soldier would say in game (and what you can hear)

Something else:

The skins of the Regiment Grenadiers are almost done

greqy9.jpg

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smile_o.gif Yes, ing game, in game this sound activiert as:

your soldier have name soldier (in editor name units)

and in skript you write soldier say "gehaalt"

... and for mouth movement you need utilits "wav to lip" at lip files. This utilits conver mono wav format at lip files..

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No the mod is not released but i got demo plans.....

i am still working on it

tasx1zt4.jpg

WIP Holster for the M25 Browning

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have1omk2ii2.th.jpg

(left to right)

                  Officer - medic - soldier with carabin M95

http://img504.imageshack.us/img504....MG]

left to right Soldier with M95 rifle - Soldier with cap - soldier with Lewis - soldier* who surport the soldier with lewis.

*Ammo carrier?? what is the right english name for it?

With other words the Jagers Regiment is (almost) done!

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left to right Soldier with M95 rifle - Soldier with cap - soldier with Lewis - soldier* who surport the soldier with lewis.

*Ammo carrier?? what is the right english name for it?

With other words the Jagers Regiment is (almost) done!

It is ammo bearer.

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1 of the team members is still working on his Airfield maps.

Because the origenal maps needs alot of addons (461 mb!!wink_o.gif

And he tries to reduce it too around 120 mb.

With kind regards André

PS how do i make good pictures for showing a island?

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Who can help me with this?

pag1yj1.jpg

<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 IW2_BRX

{

units[] = {"IW2_BRX","IW2_BRX_STAT"};

weapons[] = {};

requiredVersion = 1.90;

};

};

class CfgModels

{

class Default{};

class Vehicle: Default{};

class 47_32: Vehicle

       {

       sectionsInherit="Vehicle";

       sections[]={"cannone","sospensione","ruote"};

       };

       class 47_32_stat: Vehicle

       {

       sectionsInherit="Vehicle";

       sections[]={"cannone","sospensione","ruote"};

       };

};  

class CfgAmmo

{        

       class Default{};

       class Shell: Default {};

       class Heat: Shell {};

       class Heat73: Heat {};

       class Shell73: Shell{};

       class IW2_BRXAP: Shell

{

           hit=46;

       cost=900;

       indirectHit=12;

       indirectHitRange=25;

               minRange=10;

               minRangeProbab=0.5;

               midRange=600;

               midRangeProbab=1;

               maxRange=900;

               maxRangeProbab=2;

               displayName="47mm AP";

  displayNameMagazine="47mm AP";

  shortNameMagazine="47mm AP";

count=20;

  initSpeed=640;

  reloadTime=5; //RELOAD TIME 5

  sound[]={"\IW2_BRX\Gun.wav",10.000000,1};

};

class IW2_BRXHE: Heat

{

               hit=84;

       cost=1000;

       indirectHit=3;

       indirectHitRange=1;

               minRange=10;

               minRangeProbab=0.5;

               midRange=600;

               midRangeProbab=1;

               maxRange=900;

               maxRangeProbab=1;

               displayName="47mm HE'";

  displayNameMagazine="47mm HE";

  shortNameMagazine="47mm HE";

count=20;

  initSpeed=840;

  reloadTime=0;

  sound[]={"\IW2_BRX\Gun.wav",10.000000,1};

};

};

class CfgWeapons

{

class Default{};

   class Heat73:Default{};

   class IW2_BRXHE: Heat73

{

scopeWeapon=0;

       scopemagazine=2;

displayName="47mm HE";

displayNameMagazine="47mm HE";

shortNameMagazine="47mm HE";

initspeed=500;

magazines[]={"IW2_BRXHE"};

reloadTime=0;

sound[]={\IW2_BRX\Gun.wav,db20,1};

ffCount=1;

irLock=true;

airLock=false;

laserLock=false;

       ammo="IW2_BRXHE";

       nameSound="heat";

       count=20;

};

       class Gun73:Default{};

       class IW2_BRXAP: IW2_BRXHE

{

ammo="IW2_BRXAP";

       magazines[]={"IW2_BRXAP"};

count=30;

displayName="47mm AP";

displayNameMagazine="34mm AP";

shortNameMagazine="34mm AP";

sound[]={\IW2_BRX\Gun.wav,db20,1};

               nameSound="shell";

irLock=true;

airLock=false;

laserLock=false;

};

     

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

       class LandVehicle: Land{};

class Tank: LandVehicle {};

class APC: Tank {};

class M113: APC {};

class M2StaticMG: M113 {};

class IW2_BRX: M2StaticMG

{

side=1;

       vehicleClass="IOH PAG";

crew="IOH_SAdienst";

//picture="\GST_Pak36\Pak.paa";

displayName="PAG 4,7cm";

model="\IW2_BRX\47_32.p3d";

hasDriver = 0;

hasGunner = 1;

hasCommander = 1;

       mapSize = 2;

viewGunnerInExternal=1

viewcommanderInExternal=1

castGunnerShadow=1

castcommanderShadow=1

hideProxyInCombat="false";

unitInfoType="UnitInfoVehicle";

forceHideGunner="false";

forceHideCommander="false";

       /*        gunnerAction="ManActPAKGunner";

gunnerInAction="ManActPAKGunner";

CommanderAction = "ManActPAKcommander";

CommanderInAction = "ManActPAKcommander";*/

armor=60;

secondaryExplosion=0;

armorStructural=2;

cost=4000;

camouflage=2.5;

namesound="weapon";

weapons[]={"IW2_BRXAP","IW2_BRXHE"};

magazines[]={"IW2_BRXAP","IW2_BRXHE"};

//icon="\GST_Pak36\Gun.paa";

commanderCanSee="2+8";

gunnerCanSee="2+8";

getInRadius = 4.5;

       gunnerOpticsColor[]={};

// gunnerOpticsModel="\GST_Pak36\sight.p3d";

//commanderOpticsModel="optika_dalekohled";

        extCameraPosition[]={0,0.800000,-5};

//threat[] VSoft, VArmor, VAir

threat[]={0.3, 1, 0.0};

       //hiddenSelections[]={"gungren","hitch","hitchh"};    

class ViewOptics

{

initAngleX=0; minAngleX=-40; maxAngleX=17;

initAngleY=0; minAngleY=-100; maxAngleY=100;

initFov=0.3; minFov=0.3; maxFov=0.3;

};

               class TurretBase

{

gunAxis = "OsaHlavne";

turretAxis = "OsaVeze";

soundServo[]={Vehicles\gun_elevate,db-30,1.0};

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

minElev=-4; maxElev=+20;

minTurn=-360; maxTurn=+360;

body = "OtocVez";

gun = "Otoc Hlaven";

};

class Turret: TurretBase

{

    soundServo[]={"\GST_Pak36\traverse.ogg",0.09162,2.000000};

minElev=-5;

maxElev=+18;

minTurn=-45;

maxTurn=+45;

};  

               class ComTurret

{

turretAxis=     "OsaVelitele";

gunAxis=        "OsaHlavneVelitele";

soundServo[]={Objects\noise,db-160,1};

gunBeg="usti hlavne";

gunEnd="konec hlavne";

minElev=-4;

maxElev=15;

minTurn=-40;

maxTurn=40;

body="OtocVelitele";

gun="OtocHlavenVelitele";

};

class animations

{

class rinculo

{

type=rotation;

animperiod=0.03;

selection=cannone;

axis=osa_cannone;

angle0=0;

angle1=-0.001;

angle2=0;

};

class sospensione

{

type=rotation;

animperiod=0.1;

selection=sospensione;

axis=osa_sospensione;

angle0=0;

angle1=-0.1;

angle2=0;

};

class body_rec

{

type=rotation;

animperiod=0.1;

selection=body_rec;

axis=osa_rec;

angle0=0;

angle1=-0.01;

angle2=0;

};

/*

                     class useractions

           {

           class pakhook

                {

                 displayName="Hook Pak";

                 position="hitch";

                 radius=4

                 condition="(nearestobject [this, ""GST_Pro""]) distance this < 10 and this animationphase ""hitch"" == 0";

                 statement="[nearestobject [this, ""GST_Pro""],this,1.9,.19] exec ""\GST_Pak36\towing.sqs""";

                };

                         class pakhookb

                {

                 displayName="Hook Pak";

                 position="hitch";

                 radius=4

                 condition="(nearestobject [this, ""BMP""]) distance this < 10 and this animationphase ""hitch"" == 0";

                 statement="[nearestobject [this, ""BMP""],this,2.3,.24] exec ""\GST_Pak36\towing.sqs""";

                };

                 class pakuhook

                {

                 displayName="UnHook Pak";

                 position="hitch";

                 radius=4

                 condition="this animationphase ""hitch"" != 0";

                 statement="this animate [""hitch"", 0];this setObjectTexture [1,""\GST_Pak36\pak1.pac""];this setObjectTexture [2,""""]";

                };

               

   };

class eventhandlers

{

fired ="[_this select 0] exec ""\IW2_BRX\blow.sqs""";

       init="[_this select 0] exec ""\IW2_BRX\manager.sqs""";

};

             

};

};      

class IW2_BRX_STAT: IW2_BRX

{

side=1;

       vehicleClass="IOH PAG2";

crew="IOH_SAdienst";

//picture="\GST_Pak36\Pak.paa";

displayName="Controcarro 47/32 Stat";

model="\IW2_BRX\47_32_stat.p3d";

}*/

};

"Well what wrong with this? " you think...

Alot!  crazy_o.gif

It schoot faster then a M16 and the turret don't rotate (doesn't move)

Well the Dutch "PAG" Canon only move "up" and "down". but for gameplay this may move 60 degrees "up" and "down"  and 60 degrees "left" and "right"

And there is only 1 pag found in the editor and not 2.

Here is the DL link to the PAG Canon

http://www.savefile.com/files/1900109

dl link

Here is the IOH demo Demo DL link

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The crew actions are commented out. Where are they?

gunnerAction="ManActPAKGunner";

gunnerInAction="ManActPAKGunner";

CommanderAction = "ManActPAKcommander";

CommanderInAction = "ManActPAKcommander";

Are these poses (houdingen) of the crew? Which package?

All things pointing to the GST_PAK36 are commented out.

Where are the files to be found?

Did you get other archives together with the PAG?

Can anybody help us with an archive of:

1) the GST_PAK36 and

2) the EC_PAK36 and

3) Bratty Krupp Protze and PAK36 package?

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Quote[/b] ]there is a problem with the selections ...

that's why the turret not move..

For sure. Look at your model selections, they must be named EXACTLY the same way they are named in your config here :

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

{

gunAxis = "OsaHlavne";

turretAxis = "OsaVeze";

soundServo[]={Vehicles\gun_elevate,db-30,1.0};

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

minElev=-4; maxElev=+20;

minTurn=-360; maxTurn=+360;

body = "OtocVez";

gun = "Otoc Hlaven";

};

With in the Lods, geometry lods, fire lods and fire geometry lods (eventually the view geometry ones if they do exist) :

- otocVez : the part of the canon that will turn (eventually the whole canon if you wanna it to turn around its center as in my mods, or only the barrel as in the Libmod for example). Otocvez represents the whole turret in a tank for example.

-Otoc Hlaven : the part of the canon that will elevate, usually the barrel.

In the memory lod :

- OsaHlavne : the axis of the barrel elevation, of the Otoc Hlaven selection (usually two points figuring an axis)

- OsaVeze : the axis of the "gun rotation" (of the otocvez selection)

Check this, and if it still doesn't work you'll have to get rid of some other animations in this config that could create some conflict (because animating twice the same part creates troubles in Ofp).

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Oke a step forward .... we can select (with mouse) a target and shoot @ it,

still the turret doesn't move...

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I looked into the config and model to change the easy parts.  For now, you need Bratty's Krupp Protz and PAK36 pack in the mod addon directory. The result from the outside.

http://members.home.nl/bpieterson/auww.jpg

I used the same moves from Bratty's EC_PAK36. And I placed the commander and gunner at other locations. It would be nice to have some real gunner and loader animations. I need a sitting man bent over forward. Like this one:

http://www.grebbeberg.nl/bibliot....ede.jpg

When I look at the picture it seems like the legs in the Italian model are different. The seem to consist of two parts.

Now I read Prof Tournesol's comments. I think I am not done yet. The version with the wheels down is not finished yet. I commented it out until now.

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