Sudden Death 0 Posted June 21, 2007 This addon brings you working twin mguns (scripted) to the AH6 chopper and a working 4times AA-Gun to the ZSU "Shilka". The models and textures are all BIS original stuff, only added 2 new sounds and the scripts. Watch a short demo movie at !Features: AH6: - working 2nd M134-MG - new Sounds for M134 gatling gun (removed in RC2) AH6 (RACS): - working 2nd M134-MG - new Sounds for M134 gatling gun (removed in RC2) ZSU "Shilka": - fully working AA-Gun Installation: save the "SDP_vehicles.pbo" to your addon folder. units: replaces the original AH6, AH6 (RACS) and Shilka. knowing bugs: - MP not tested In fact that the addon isn´t tested in MP, this version is called "Release Candidate" ! UPDATE 25.12.2007 ! With best wishes and thanks to ColonelSandersLite and zGuba. Changelog: Release Candidate 2: - replacement config by zGuba - safe mg scripts for AH-6 and ZSU Shilka. Now bullets wont be created, only position is modified. - Kills in MP should count correctly now. - Costum Sounds removed - Shilka´s MG offset improved (some problems reported in RC1 if you aim very high) Download it here (scroll down) ! Mirrors: Armaholic Combat-Prison.net Kind regards S.D. Share this post Link to post Share on other sites
cj 1 Posted June 21, 2007 I really like this actually! The AH6 doesn't feel too different, I think you should use the ammo from the Cobra's cannon for the AH6's miniguns, then you'd get the same affect as they used in Blackhawk Down on the AH6's with the explosive rounds. Just an idea Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 21, 2007 I'm in! Give us a lookie... I've always wanted a Shilka with 4 guns. Share this post Link to post Share on other sites
wolfbite 8 Posted June 21, 2007 hoots man.... doonloded Share this post Link to post Share on other sites
rellikki 7 Posted June 21, 2007 Found a bug: When you're flying with a certain angle (seen on the picture) with the chopper and shoot, the chopper starts hitting itself and getting dammaged. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 21, 2007 Confirmed. Also happens when upside down. I also get a few array errors using the RACS AH6 - better check your config and whack a few []s in there. Share this post Link to post Share on other sites
Sudden Death 0 Posted June 21, 2007 Found a bug:When you're flying with a certain angle (seen on the picture) with the chopper and shoot, the chopper starts hitting itself and getting dammaged. thats what i meant with Quote[/b] ]- there´s a bug with fire-geometry of the AH6 chopper that leads to problems in specific flight attitude. I can set the shells creating point 2 meters in front of AH6 and it still happens. @CmD I´ve got this erros in beta-testing too and added []s, finally no errors in RC1. Have you repacked the pbo? Can you please post the error messages, which arrays fault. Thanx S.D. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 21, 2007 You've missed the RACS AH6. Here's the config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Damage { tex = {}; mat = {"ca\air\data\materialy\mh6_console.rvmat", "ca\air\data\materialy\mh6_console.rvmat", "ca\air\data\materialy\mh6_console_destruct.rvmat", "ca\air\data\materialy\mh6_body.rvmat", "ca\air\data\materialy\mh6_body.rvmat", "ca\air\data\materialy\mh6_body_destruct.rvmat", "ca\air\data\materialy\ah6_zbrane.rvmat", "ca\air\data\materialy\ah6_zbrane.rvmat", "ca\air\data\materialy\ah6_zbrane_destruct.rvmat", "ca\air\data\materialy\mh6_interier.rvmat", "ca\air\data\materialy\mh6_interier.rvmat", "ca\air\data\materialy\mh6_interier_destruct.rvmat"}; }; }; }; Share this post Link to post Share on other sites
Sudden Death 0 Posted June 21, 2007 right, found it in the same second. Update´s near. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 21, 2007 Don't forget... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">typicalCargo ...too! Share this post Link to post Share on other sites
Sudden Death 0 Posted June 21, 2007 yeah got it. Just a quick update. Thanx Share this post Link to post Share on other sites
Guest Posted June 21, 2007 Didnt have the chance to try this yet (at work), but this is looking very good from the video. Nice work Sudden Death  [edit] Fixed typo Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 21, 2007 good work :up: though i guess you should remove burst mode from shilka cause it's firing all the guns now. [edited] There's a bug with shilka. If you aim high - addiional bullets are created not at the barrels but further in front of the model. can't get good screeny though - tracers is not seen Share this post Link to post Share on other sites
Scrub 0 Posted June 21, 2007 Love your work! Looks awesome. I know this is going deeper than necessary, but could you also have two turreted m134's and fix them forward? (or limit the access to them) and then use a more simple internal script to cause them to fire or better yet, use "manual fire"? Not sure how that works.. Share this post Link to post Share on other sites
Hoot1988 0 Posted June 21, 2007 nice work someone asked for this some time ago on the forums and the BI response was game limitation, clearly not. Share this post Link to post Share on other sites
Sudden Death 0 Posted June 22, 2007 @Hoot1988: the "game limitation" is right. I´m only using scripts to create new bullets. In fact of this: - in MP Kills with scripted bullets didn´t count - creating point is sometimes missplaced (maybe concerning to a lag of "modeltoworld") if fast changing positions or specific pitch and bank degree of chopper. @bdfy: will check this, thanks for info @Scrub: didn´t exactly understanding, what you mean. AH6 has two m134 turrets pointing forward and fireing with "manual fire".Can you please explain your idea a little bit more, maybe via pm. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 30, 2007 @Sudden Death Quote[/b] ]Found a bug:When you're flying with a certain angle (seen on the picture) with the chopper and shoot, the chopper starts hitting itself and getting dammaged. Confirmed. Also happens when upside down. I also get a few array errors using the RACS AH6 - better check your config and whack a few []s in there +1 I tried your script with another plane (add second nose mg). When rolling bullets often fly backwards killing the plane There're some errors in the math i guess Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted June 30, 2007 Wouldn't it be better to up the firing rate on the guns, use the fired event handler to move the rounds to a new starting point (the other guns relative position), then fake a muzzle flash? Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 30, 2007 Wouldn't it be better to up the firing rate on the guns, use the fired event handler to move the rounds to a new starting point (the other guns relative position), then fake a muzzle flash? interesting... i'll try but the only advantage it has is kill count and maybe better ai response Share this post Link to post Share on other sites
Maddmatt 1 Posted June 30, 2007 Wouldn't it be better to up the firing rate on the guns, use the fired event handler to move the rounds to a new starting point (the other guns relative position), then fake a muzzle flash? interesting... i'll try but the only advantage it has is kill count and maybe better ai response It should also prevent the bug where your own bullets sometimes hit you on the AH6, since you own bullets should pass through you. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 30, 2007 Quote[/b] ]It should also prevent the bug where your own bullets sometimes hit you can't agree. After setpos you have to setvel bullets so they can go properly. and that's where the problem is. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 30, 2007 @ColonelSandersLite just tried. very simple code. but works a way better. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_u = _this select 0; _ammo=_u ammo (_this select 1); _b = nearestObject [_u, _this select 4]; _vel = velocity _b _vecUp = vectorUp _b _vecDir = vectorDir _b ?(_ammo mod 2)>0:exit //every second shot setposed _offset1 = [0.24,7,1.8]; //specify your own _offset _wpos1 = _u modelToWorld _offset1; _b setpos _wpos1; _b setVectorUp _vecUp _b setVectorDir _vecDir _b setvelocity _vel though there're issues with toe-in (?) bullets with this code Share this post Link to post Share on other sites
Maddmatt 1 Posted June 30, 2007 can't agree. After setpos you have to setvel bullets so they can go properly. and that's where the problem is. What problem? According to the post of yours after that it works fine I have yet to test it myself though. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 30, 2007 Quote[/b] ]that it works fine it's working cause it's simle. i can create bullets too with the same manner. But there're problems with toe-in (?) of bullets. Check yourself if you want to see what i mean Share this post Link to post Share on other sites