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thesun

Land Rover Defender 110

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@Parvus, da12thMonkey

I have completely forgotten about that, thanks for pointing it out.

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I think i solved the slx problem..

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

{

class Default{};

//removed not needed class PistolCore{};

//removed not needed class RifleCore{};

class MGunCore{};

class LauncherCore{};

//removed not needed class GrenadeCore{};

//removed not needed class CannonCore{};

class MGun: MGunCore{};

class PKT_TSN: MGun

{

I just tested it using slx and i dont get any problems.

@TheSun PM for you

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I've uploaded new version with fixed config, it shloud run under SLX now. Again thanks to RavenDK. Links are on the first page.

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I've uploaded new version with fixed config, it shloud run under SLX now. Again thanks to RavenDK. Links are on the first page.

Thank you my friend, thank you. I'll try it out today and let you know how it runs in SLX. Thanks again.

EDIT:

It seems to work just fine after the fix. I've been able to start up ArmA with out incident, as well as with my mission starting up through the editor.

The only thing that I see missing or bug wise is the ammo not being present when I'm the gunner in the AGS defender and looking through the scope. The retaining clip is present but there is no rounds in it. That is definitely something that I don't mind as long as thiese vehicles work in SLX Mod.

Thanks again forthis release and the fix!

thumbs-up.gifpistols.gif

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@Manzilla

I'm glad it works.

@Stavanger, El nino Foxhound

Thanks guys, your gosts are much apreciated thumbs-up.gif

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Wow...Simply wow....The Sun I hope you are still going to do some stuff for the ARMA community. I loved your UAZs for OFP and still think they rival the stock ones in the game ( I actually like the suspension and rollcages better). Thank you for this awsome and completely unexpected pack. Now my new RACS LRRP units have a Great Vehicle!

Lamar

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Thanks, you're welcome and yeah, there will be some more stuff in ArmA from me. Most of it (well, probably the only ones) will be in CWR and CSLA3.

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Hello.

I didn't find anything about it here but is it bug that the defenders without any armory are kind of, jumping up and down?

Like if the tires wasn't placed correctly or something, I don't know.

Like driving on waves...

If you put the car on a stretch of road, and just drive it forward, I get the problem. It's not that visible when you're driving offroad though since the car will be jumping anyway...

Sorry if this was already brought up.

Kind of disturbing. Besides that, GREAT unit.

Regards,

-PG-

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I think that's just because the shocks are a bit softer than the degfault BI Rover.

The Sub's Rover seems to handle rough terrain better than the default...

I could be wrong though wink_o.gif

Stew

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Just fired these up and tested it all out .. love it they are great.

A real shame theres no woodland cammo version with this release, but there you go.

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I was driver, i got outside, destroyed to wheels of it with my rifle - commander ordered the gunner to get out, and then i couldn't get in anymore...

Suggestion: The rear seat should be able to sit on it as passenger.

Regards, Christian

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TheSun, thanks for your work on these Land Rovers. I've had great fun combining them the UK forces.

However, while doing so I ran into a bug. The AI won't be able to enter the SF1 and SF2 using a 'assignAsCommander' + 'orderGetIn' command from a script, because of a mismatch between the config.cpp and proxies used for the co-driver MG.

Specifically, the vehicle advertises to have a commander, but instead figures and defines two gunner proxies.

I've repaired the p3d file by renaming the codriver proxy to proxy:commander.01 and fixed the config file accordingly. I'll be happy to send you the fixed p3d and matching config file, so you can review and publish the update.

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