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for visual appeal and buggy balance i thing you should move the spare tire to behind the M2 gunner. Also thats going to put a huge blindspot in his field of view

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Check your PMs, ONI. Came there with offer. wink_o.gif

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If you need help on having the turrets working, feel free to use the mlod i released with multiple turrets.

Link

Keep up the good work.

I did that man, the guys still dont wanna get in or use em.

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Man can't wait to try these out! Btw strange that us army didn't add the Tow launching variant of these crazy_o.gif

that thing could go around fast and take out tanks with uber fast deadliness... pistols.gif

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sorry about that franz the images i created were only 100kb but when i transfered them to storage they somehow blew out of proportion .....going to have to check the sizes on the hosting site from now on i think

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for visual appeal and buggy balance i thing you should move the spare tire to behind the M2 gunner. Also thats going to put a huge blindspot in his field of view

Or you can always place it on the hood.

but I think its good anywhere

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for visual appeal and buggy balance i thing you should move the spare tire to behind the M2 gunner. Also thats going to put a huge blindspot in his field of view

mate the wheels are where they are simply due to the position on the real thing but repositioning can be done on the side to remove it from view but as far as los is concerned the guns only have a 90' arc to the front (for both) as its just not phisically capable in real life to stretch outside the canopy and rotate the m2 or mk19 further if you are strapped into that chassis

plus the driver and secondary gunner have all the veiw in the world (when you sit in this thing you will see what i mean)

and wont need to worry about the gunner up to seeing the target due to as soon as the targets are detected it doesnt take that much for the driver to whip the steering wheel and have the gun facing down range but be warned these things cant take much fire but can be rolled safely due to the roll cage but dont do it too often lol(things have a habit of going boom lol)

all the best

ONI

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for visual appeal and buggy balance i thing you should move the spare tire to behind the M2 gunner. Also thats going to put a huge blindspot in his field of view

mate the wheels are where they are simply due to the position on the real thing  but repositioning can be done on the side to remove it from view but as far as los is concerned the guns only have a 90' arc to the front (for both) as its just not phisically capable in real life to stretch outside the canopy and rotate the m2 or mk19 further if you are strapped into that chassis

plus the driver and secondary gunner have all the veiw in the world (when you sit in this thing you will see what i mean)

and wont need to worry about the gunner up to seeing the target due to as soon as the targets are detected it doesnt take that much for the driver to whip the steering wheel and have the gun facing down range but be warned these things cant take much fire but can be rolled safely due to the roll cage but dont do it too often lol(things have a habit of going boom lol)

all the best

ONI

Precisely, I was about to bring up the 90' Arc.

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so now what problems are left for you to configure?

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Option to get into cargo 3, or gunner is not working. Driver can turn manual fire on but can not shoot any bullets.

When in armed version players does not attach to gun when in passenger seat.

Thats our main setback currently the rest, are being worked out quickly.

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ill talk 2 my buds and see if i can find anything out. hopefully you beat me to it.

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sry for the x2 post i have to bump this

are your weapons on it the BIS config weapons or did u make them? and if u could send me the configs to check out what u have or even post it so i can c it

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sry for the x2 post i have to bump this

are your weapons on it the BIS config weapons or did u make them? and if u could send me the configs to check out what u have or even post it so i can c it

the weapons are all from the released MLods

Here is the code, note i deleted the weapons and ammo, i need the correct code for a m2 and m249. this is just currently a modifed version of johns buggies script, but in the end we will need 2 different ones,1 for US and the other for Chinese

<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

class CfgPatches {

class JOHNS_BUGGYS {

units[] = {"buggy", "buggy1", "buggy2", "buggy3"};

weapons[] = {};

requiredVersion = 0.1;

};

};

class CfgVehicleClasses {

class JOHNS_BUGGYS {

displayName = "JOHNS_BUGGYS";

};

};

class CfgSkeletons {

class Car; // External class reference

class buggy1Bones : Car {

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {"pravy predni", "", "pravy zadni", "mainGun", "levy predni", "", "levy zadni", "", "ukaz_rpm", "", "ukaz_rychlo", "mainTurret", "volant", "", "lights", "obsTurret","","obsGun"};

};

};

class CfgModels {

class Car; // External class reference

class buggy1 : Car {

sectionsInherit = "";

sections[] = {"brzdove svetlo", "damagehide", "pravy predni", "pravy zadni", "levy predni", "levy zadni", "L svetlo", "P svetlo", "volant", "zadni svetlo", "mainTurret", "mainGun", "obsTurret", "obsGun"};

skeletonName = "buggy1Bones";

class Animations {

class buggy1FrontWheelR {

type = "rotationX";

source = "wheel";

selection = "pravy predni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class buggy1FrontWheelL {

type = "rotationX";

source = "wheel";

selection = "levy predni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class buggy1RearWheelR {

type = "rotationX";

source = "wheel";

selection = "pravy zadni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class buggy1RearWheelL {

type = "rotationX";

source = "wheel";

selection = "levy zadni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class buggy1FrontWheelRTurn {

type = "rotationY";

source = "drivingWheel";

selection = "pravy predni";

axis = "";

memory = "true";

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

class buggy1FrontWheelLTurn {

type = "rotationY";

source = "drivingWheel";

selection = "levy predni";

axis = "";

memory = "true";

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

class buggy1IndicatorSpeed {

type = "rotation";

source = "speed";

memory = "false";

selection = "ukaz_rychlo";

axis = "osa_rychlo";

angle0 = 0;

angle1 = "rad -240";

minValue = 0;

maxValue = 30;

};

class buggy1IndicatorRPM {

type = "rotation";

source = "rpm";

memory = "false";

selection = "ukaz_rpm";

axis = "osa_rpm";

angle0 = 0;

angle1 = "rad -270";

minValue = 0;

maxValue = 1.1;

};

class buggy1DrivingWheel {

type = "rotation";

source = "drivingWheel";

selection = "volant";

axis = "osavolantkon";

memory = "false";

angle0 = "rad 180";

angle1 = "rad -180";

minValue = -1;

maxValue = 1;

};

class ammo_belt_rotation

{

type="rotationZ";

source="belt_rotation";

selection="ammo_belt";

axis="ammo_belt_axis";

memory=1;

sourceAddress="loop";

minValue=0.000000;

maxValue=0.010000;

angle0=0.000000;

angle1=-0.209440;

};

class MainTurret

{

type="rotationY";

source="mainTurret";

selection="OtocVez";

axis="OsaVeze";

animPeriod=0;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

};

};

class DestructionEffects

{

class Light1

{

simulation = "light";

type = "ObjectDestructionLight";

position = "destructionEffect1";

intensity = 0.001;

interval = 1;

lifeTime = 3;

};

class Sound

{

simulation = "sound";

type = "Fire";

position = "destructionEffect1";

intensity = 1;

interval = 1;

lifeTime = 3;

};

class Fire1

{

simulation = "particles";

type = "BarelDestructionFire";

position = "destructionEffect1";

intensity = 0.15;

interval = 1;

lifeTime = 3;

};

class Smoke1

{

simulation = "particles";

type = "BarelDestructionSmoke";

position = "destructionEffect1";

intensity = 0.15;

interval = 1;

lifeTime = 3.2;

};

};

class buggy : buggy1 {};

};

class CfgVehicles {

class Land; // External class reference

class LandVehicle : Land {

class AnimationSources; // External class reference

};

class Car : LandVehicle {};

class Car_sedan : Car {};

class buggy : Car_sedan {

vehicleClass = "JOHNS_BUGGYS";

side = TCivilian;

displayName = "UnarmedUS";

model = "\JOHNS_buggy\buggy.p3d";

crew = "Civilian2";

soundEngine[] = {"\JOHNS_BUGGY\sound\buggy_engine.wav", "db+4", 1.8};

picture = "\JOHNS_BUGGY\icons\pic_ca.paa";

Icon = "\JOHNS_BUGGY\icons\icon_ca.paa";

transportSoldier = 2;

selectionBrakeLights = "brzdove svetlo";

class Reflectors {

class Left {

color[] = {0.9, 0.8, 0.8, 1};

ambient[] = {0.1, 0.1, 0.1, 1};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.5;

brightness = 0.25;

};

class Right {

color[] = {0.9, 0.8, 0.8, 1};

ambient[] = {0.1, 0.1, 0.1, 1};

position = "P svetlo";

direction = "konec P svetla";

hitpoint = "P svetlo";

selection = "P svetlo";

size = 0.5;

brightness = 0.25;

};

};

magazines[] = {};

acceleration = 2;

cargoIsCoDriver[] = {"true"};

cost = 10000000;

ejectDeadCargo = "true";

ejectDeadDriver = "true";

preferRoads = "false";

preferLand = "true";

maxSpeed = 1400; // max speed on level road, km/h

driverAction = "sedan_Driver";

typicalCargo[] = {"Civilian5"};

};

class buggy2 : Car_sedan {

vehicleClass = "JOHNS_BUGGYS";

side = TCivilian;

displayName = "US Armed";

model = "\johns_buggy\buggy1.p3d";

crew = "Civilian6";

soundEngine[] = {"\JOHNS_BUGGY\sound\buggy_engine.wav", "db+4", 1.8};

picture = "\JOHNS_BUGGY\icons\pic_ca.paa";

Icon = "\JOHNS_BUGGY\icons\icon_ca.paa";

transportSoldier = 1;

selectionBrakeLights = "brzdove svetlo";

class Reflectors {

class Left {

color[] = {0.9, 0.8, 0.8, 1};

ambient[] = {0.1, 0.1, 0.1, 1};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.5;

brightness = 0.25;

};

class Right {

color[] = {0.9, 0.8, 0.8, 1};

ambient[] = {0.1, 0.1, 0.1, 1};

position = "P svetlo";

direction = "konec P svetla";

hitpoint = "P svetlo";

selection = "P svetlo";

size = 0.5;

brightness = 0.25;

};

};

class GPMGTurret2

{

body = "mainTurret";

gun = "mainGun";

gunBeg = "muzzle";

gunEnd = "end";

memoryPointGun = "weaponpoint";

selectionFireAnim = "mainMuzzel";

soundServo[] = {};

hasGunner = 1;

proxyIndex = 2;

commanding = -2;

primaryObserver = 1;

weapons[] = {"M134_2"};

magazines[] = {"2000Rnd_762x51_M134","4000Rnd_762x51_M134" };

gunnerName = "Gunner";

minElev = -20;

maxElev = 40;

minTurn = -45;

maxTurn = 45;

maxHorizontalRotSpeed = 6.000000;

maxVerticalRotSpeed = 6.000000;

gunnerAction = "Landrover_Cargo02";

memoryPointGunnerOptics = "gunnerview";

};

weapons[] = {};

magazines[] = {};

acceleration = 2;

cargoIsCoDriver[] = {"true"};

cost = 10000000;

ejectDeadCargo = "true";

ejectDeadDriver = "true";

ejectDeadGunner = "true";

preferRoads = "true";

preferLand = "true";

maxSpeed = 1400; // max speed on level road, km/h

driverAction = "sedan_Driver";

gunnerAction = "ManActJeepGunner";

typicalCargo[] = {"Civilian9"};

armorBody = 1.7;

armorStructural= 2;

armorFuel = 1.4;

armorGlass = 0.2;

armorLights = 0.5;

armorWheels = 0.9;

camouflage = 1;

gunnerName = "$STR_POSITION_CREWCHIEF";

gunnerOutForceOptics = "true";

secondaryExplosion = 1;

outGunnerMayFire = true;

inGunnerMayFire = false;

hasGunner = true;

};

class buggy3 : Car_sedan {

vehicleClass = "JOHNS_BUGGYS";

side = TCivilian;

displayName = "ChineseUnarmed";

model = "\johns_buggy\buggy2.p3d";

crew = "Civilian6";

soundEngine[] = {"\JOHNS_BUGGY\sound\buggy_engine.wav", "db+4", 1.8};

picture = "\JOHNS_BUGGY\icons\pic_ca.paa";

Icon = "\JOHNS_BUGGY\icons\icon_ca.paa";

transportSoldier = 2;

selectionBrakeLights = "brzdove svetlo";

class Reflectors {

class Left {

color[] = {0.9, 0.8, 0.8, 1};

ambient[] = {0.1, 0.1, 0.1, 1};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.5;

brightness = 0.25;

};

class Right {

color[] = {0.9, 0.8, 0.8, 1};

ambient[] = {0.1, 0.1, 0.1, 1};

position = "P svetlo";

direction = "konec P svetla";

hitpoint = "P svetlo";

selection = "P svetlo";

size = 0.5;

brightness = 0.25;

};

};

weapons[] = {};

magazines[] = {};

acceleration = 2;

cargoIsCoDriver[] = {"true"};

cost = 10000000;

ejectDeadCargo = "true";

ejectDeadDriver = "true";

preferRoads = "true";

preferLand = "true";

maxSpeed = 700; // max speed on level road, km/h

driverAction = "sedan_Driver";

typicalCargo[] = {"Civilian9"};

};

};

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i have just a solid 7 hours on this buggies config, and it still does not work, i also found out my memory points were wrong and re did them.

It is getting there.

If anyone with config knowledge or would like to config the buggy for us, contact me on PM.

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for visual appeal and buggy balance i thing you should move the spare tire to behind the M2 gunner. Also thats going to put a huge blindspot in his field of view

Or you can always place it on the hood.

but I think its good anywhere

The FAV/DPV/LSV is fine.  The picture you posted is a picture of

the newer ALSV(Advanced Light Stike Vehical) with replaced

the FAV/DPV in the mid 1990s.

FAV/DPV

http://www.militarypictures.info/d/404-4/US-Fast-Attack-Vehicle.jpg

http://www.globalsecurity.org/militar....ugg.jpg

http://content.answers.com/main....cle.jpg ---Notice the tire on the Side.  Good job ONI.au.

http://image02.webshots.com/2/3/68/80/52036880LherKJ_ph.jpg ----I think this one shows good detail.

ALSV

http://www.chenowth.com/img/New/alsv.jpg

http://airbornecombatengineer.typepad.com/photos....e_1.jpg

http://www.chenowth.com/alsv.jpg

Maybe a pack with the ALSV?  I dont know just an idea.  I hope

this information help.

*****EDIT*****

Also I forgot. Nice job with the modle ONI.au. Really looks like

its comming along.

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once i have the FAV's done, then i might do the ALSV.

But for now one project, or 5 at a time.

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for visual appeal and buggy balance i thing you should move the spare tire to behind the M2 gunner. Also thats going to put a huge blindspot in his field of view

Or you can always place it on the hood.

but I think its good anywhere

The FAV/DPV/LSV is fine.  The picture you posted is a picture of

the newer ALSV(Advanced Light Stike Vehical) with replaced

the FAV/DPV in the mid 1990s.

FAV/DPV

http://www.militarypictures.info/d/404-4/US-Fast-Attack-Vehicle.jpg

http://www.globalsecurity.org/militar....ugg.jpg

http://content.answers.com/main....cle.jpg ---Notice the tire on the Side.  Good job ONI.au.

http://image02.webshots.com/2/3/68/80/52036880LherKJ_ph.jpg ----I think this one shows good detail.

ALSV

http://www.chenowth.com/img/New/alsv.jpg

http://airbornecombatengineer.typepad.com/photos....e_1.jpg

http://www.chenowth.com/alsv.jpg

Maybe a pack with the ALSV?  I dont know just an idea.  I hope

this information help.

*****EDIT*****

Also I forgot.  Nice job with the modle ONI.au.  Really looks like

its comming along.

Rightio you are, I realized it was the alsv, i couldnt find a picture of the Fav with the tire on the hood and I got lazy tounge2.gif

It can really be mounted anywhere, I dont really think it should be changed from the back because that's usually where you see them anyway.

And an Alsv would be an awesome addition : ) [Looks like you have your hands full atm though]

I really like the way this is shaping up, great work Oni.au!

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I would now like to announce that the turrets are now officialy working. the buggy is very close to being released.

A biiiiiiiiiiiiiiiiiiiiiiiiiiiiiiigggggg thanks to RavenDK who has helped us get the configs working for the turrets, there are just a few glitches to be smoothed out, then. woot.

ill post a video soon

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yeah atm im stepping back on the project as my pc had a brain fart(psu fan died and it being a 600 watt cooked my pc memory and god knows what else)but my moddeling team with AACF is continuing on reguardless they have thier objectives and requirements and know what to do( im just the brains behind it anyways jan and choib have the knowhow lol) so hopefully i will be back on track as soon as my pc is repaired ......waiting.....but we will see how things go lol

i will be keeping track of the projects im involved with but my hands on has stopped in its tracks (bloody fan &%***!!!!!!!wink_o.gif

anyways all the best

ONI

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Perhaps a public beta in the meantime then?  xmas_o.gif

(I hope you get your PC working again soon Oni! Best of luck)

~Blake

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i just got my pc back from repairs i will be looking into what has been done on the vehiclkes in my abscence and letting you know as soon as i have information as to how far from completion these babies are

all the best

ONI

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DAMN FAIRY VIRUSES  biggrin_o.gif   biggrin_o.gif   biggrin_o.gif  ....Inside joke ..........

Sorry Oni biggrin_o.gif

Looking good Jan looking really good... To all others associated with this keep it up guys

Sav

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