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Jantemplar

Config help pls

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Hi, I have been working on a model and configs and well, i have ironed all the glitches in it but one, The right two wheels animate, the right side exhaust animates, The sterring wheel animates

But the Left side wheels do not animate, nore does the left side exhaust.

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

#define _ARMA_

//Class config.bin{

class CfgPatches

{

class Chenowth

{

units[] = {"Chenowth"};

weapons[] = {};

requiredVersion = 1.000000;

};

};

class Mode_SemiAuto;

class Mode_Burst;

class Mode_FullAuto;

class cfgWeapons;

class CfgSkeletons

{

class Car;

class Chenowth: Car

{

isDiscrete = 1;

skeletonInherit = "";

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

};

};

class CfgModels

{

class Default

{

sections[] = {""};

sectionsInherit = "";

};

class Car: Default{};

class Chenowth

{

sectionsInherit = "Car";

sections[] = {"brzdove svetlo", "damagehide", "pravy predni", "pravy zadni", "levy predni", "levy zadni", "L svetlo", "P svetlo", "volant", "zadni svetlo","mainTurret","mainGun","end","muzzle","obsTurret","obsGun","end_2","muzzle_2"};

skeletonName = "Chenowth";

class Animations

{

class ChenowthDrivingWheel {

type = "rotation";

source = "drivingWheel";

selection = "volant";

axis = "osavolantkon";

memory = "false";

angle0 = "rad 180";

angle1 = "rad -180";

minValue = -1;

maxValue = 1;

};

class ChenowthFrontWheelL {

type = "rotationX";

source = "wheel";

selection = "levy predni";

axis = "";

memory = 1;

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class ChenowthFrontWheelR: ChenowthFrontWheelL {

selection = "pravy predni";

};

class ChenowthRearWheelL: ChenowthFrontWheelL {

selection = "levy zadni";

};

class ChenowthRearWheelR: ChenowthFrontWheelL {

selection = "pravy zadni";

};

class ChenowthFrontWheelLTurn {

type = "rotationY";

source = "drivingWheel";

selection = "levy predni";

axis = "";

memory = "true";

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

class ChenowthFrontWheelRTurn: ChenowthFrontWheelLTurn {

selection = "pravy predni";

};

class ChenowthIndicatorSpeed {

type = "rotation";

source = "speed";

memory = "false";

selection = "ukaz_rychlo";

axis = "osa_rychlo";

angle0 = 0;

angle1 = "rad -240";

minValue = 0;

maxValue = 30;

};

class ChenowthIndicatorRPM {

type = "rotation";

source = "rpm";

memory = "false";

selection = "ukaz_rpm";

axis = "osa_rpm";

angle0 = 0;

angle1 = "rad -270";

minValue = 0;

maxValue = 1.1;

};

class mainTurret

{

type = "rotationY";

source = "mainTurret";

selection = "mainTurret";

axis = "OtocVez";

animPeriod = 0;

memory = 1;

minValue = "rad -360";

maxValue = "rad +360";

angle0 = "rad -360";

angle1 = "rad +360";

};

class mainGun

{

type = "rotationX";

source = "mainGun";

selection = "mainGun";

axis = "OtocVez";

animPeriod = 0;

memory = 1;

minValue = "rad -360";

maxValue = "rad +360";

angle0 = "rad -360";

angle1 = "rad +360";

};

class obsTurret: mainTurret

{

type = "rotationY";

source = "obsTurret";

selection = "obsTurret";

axis = "obsTurret";

animPeriod = 0;

memory = 1;

minValue = "rad -360";

maxValue = "rad +360";

angle0 = "rad -360";

angle1 = "rad +360";

};

class obsGun: mainGun

{

type = "rotationX";

source = "obsGun";

selection = "obsGun";

axis = "obsGun";

animPeriod = 0;

memory = 1;

minValue = "rad -360";

maxValue = "rad +360";

angle0 = "rad -360";

angle1 = "rad +360";

};

};

};

};

class CfgVehicleClasses

{

class Chenowth

{

displayName = "Chenowth";

};

};

class CfgVehicles

{

class All{};

class AllVehicles: All{};

class Land: AllVehicles{};

class LandVehicle: Land

{

class NewTurret;

class ViewOptics;

class AnimationSources;// External class reference

};

class Car: LandVehicle

{

class HitEngine

{

armor = 1.200000;

material = 60;

name = "motor";

visual = "motor";

passThrough = 1;

};

class HitRGlass

{

armor = 0.500000;

material = -1;

name = "sklo predni P";

passThrough = 1;

};

class HitLGlass

{

armor = 0.500000;

material = -1;

name = "sklo predni L";

passThrough = 1;

};

class HitBody

{

armor = 0.400000;

material = 51;

name = "karoserie";

visual = "karoserie";

passThrough = 1;

};

class HitFuel

{

armor = 1.400000;

material = 51;

name = "palivo";

passThrough = 1;

};

class HitLFWheel

{

armor = 0.050000;

material = -1;

name = "Levy predni tlumic";

visual = "Levy predni";

passThrough = 1;

};

class HitRFWheel

{

armor = 0.050000;

material = -1;

name = "Pravy predni tlumic";

visual = "Pravy predni";

passThrough = 1;

};

class HitLF2Wheel

{

armor = 0.050000;

material = -1;

name = "Levy dalsi tlumic";

visual = "Levy dalsi";

passThrough = 1;

};

class HitRF2Wheel

{

armor = 0.050000;

material = -1;

name = "Pravy dalsi tlumic";

visual = "Pravy dalsi";

passThrough = 1;

};

class HitLMWheel

{

armor = 0.050000;

material = -1;

name = "Levy prostredni tlumic";

visual = "Levy prostredni";

passThrough = 1;

};

class HitRMWheel

{

armor = 0.050000;

material = -1;

name = "Pravy prostredni tlumic";

visual = "Pravy prostredni";

passThrough = 1;

};

class HitLBWheel

{

armor = 0.050000;

material = -1;

name = "Levy zadni tlumic";

visual = "Levy zadni";

passThrough = 1;

};

class HitRBWheel

{

armor = 0.050000;

material = -1;

name = "Pravy zadni tlumic";

visual = "Pravy zadni";

passThrough = 1;

};

dammageHalf[] = {"\ca\wheeled\data\jepp4x4_glass.paa","\ca\wheeled\data\jepp4x4_glassB.paa","\ca\wheeled\data\jeep_kab_sklo1.paa","\ca\wheeled\data\jeep_kab_sklo1B.paa","\ca\wheeled\data\jeep_kab_sklo2.paa","\ca\wheeled\data\jeep_kab_sklo2B.paa","\ca\wheeled\data\scud_sklo.paa","\ca\wheeled\data\scud_skloB.paa","\ca\wheeled\data\scud_sklo2.paa","\ca\wheeled\data\scud_sklo2B.paa","\ca\wheeled\data\scud_sklo3.paa","\ca\wheeled\data\scud_sklo3B.paa","\ca\wheeled\data\scud_sklo4.paa","\ca\wheeled\data\scud_sklo4B.paa"};

dammageFull[] = {"\ca\wheeled\data\jepp4x4_glass.paa","\ca\wheeled\data\jepp4x4_glassB.paa","\ca\wheeled\data\jeep_kab_sklo1.paa","\ca\wheeled\data\jeep_kab_sklo1B.paa","\ca\wheeled\data\jeep_kab_sklo2.paa","\ca\wheeled\data\jeep_kab_sklo2B.paa","\ca\wheeled\data\scud_sklo.paa","\ca\wheeled\data\scud_skloB.paa","\ca\wheeled\data\scud_sklo2.paa","\ca\wheeled\data\scud_sklo2B.paa","\ca\wheeled\data\scud_sklo3.paa","\ca\wheeled\data\scud_sklo3B.paa","\ca\wheeled\data\scud_sklo4.paa","\ca\wheeled\data\scud_sklo4B.paa"};

getInAction = "GetInMedium";

getOutAction = "GetOutMedium";

weapons[] = {"CarHorn"};

hasGunner = 0;

class Turrets

{

class MainTurret: NewTurret

{

outGunnerMayFire = 1;

memoryPointGun = "machinegun";

body = "";

gun = "";

gunnerAction = "ManActTestDriverOut";

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

soundServo[] = {"\ca\wheeled\Data\Sound\servo3",0.003162,1.000000};

minElev = -5;

maxElev = 40;

minTurn = -360;

maxTurn = 360;

gunnerOpticsModel = "\ca\weapons\optika_empty";

hasGunner = 0;

gunnerForceOptics = 0;

startEngine = 0;

class HitTurret

{

armor = 0.800000;

material = 51;

name = "vez";

visual = "vez";

passThrough = 1;

};

class HitGun

{

armor = 0.400000;

material = 52;

name = "zbran";

visual = "zbran";

passThrough = 1;

};

castGunnerShadow = 0;

class ViewOptics

{

initAngleX = 0;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.600000;

minFov = 0.600000;

maxFov = 0.600000;

};

class ViewGunner

{

initAngleX = 5;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = 0;

maxAngleY = 0;

initFov = 0.700000;

minFov = 0.600000;

maxFov = 0.700000;

};

};

};

soundEngine[] = {"\ca\wheeled\Data\Sound\mediumcar",0.001000,2.000000};

soundEnviron[] = {"\ca\wheeled\Data\Sound\noise",0.000562,0.250000};

soundCrash[] = {"\ca\wheeled\Data\Sound\crash2",0.316228,1};

soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3",0.000178,1};

supplyRadius = 1.200000;

driverAction = "ManActTestDriver";

cargoAction[] = {"ManActTestDriver"};

hideUnitInfo = 0;

class Exhausts;

castDriverShadow = 0;

castCargoShadow = 0;

};

class Landrover: Car{};

class Chenowth: Landrover

{

vehicleClass = "Chenowth";

scope = 2;

crew = "SoldierWB";

model = "\Chenowth\Chenowth.p3d";

displayName = "Chenowth";

animated = true;

maxSpeed = 1400;

side = 1;

armorWheels = 8.100000;

armor = 50;

armorStructural = 6.000000;

armorEngine = 8.600000;

cost = 30000;

fuelCapacity = 50;

transportMaxMagazines = 150;

transportMaxWeapons = 30;

transportSoldier = 2;

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

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

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

selectionBrakeLights = "brzdove svetlo";

selectionBackLights = "rear light";

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;

};

};

};

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I thing you have incorrect define your skeletonBones.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">skeletonBones[] = {

"pravy predni", "",

"pravy zadni", "levy predni", "",

"levy zadni", "",

"ukaz_rpm", "",

"ukaz_rychlo",

"volant", "",

"lights",,

"","mainTurret",

"","mainGun",

"mainTurret","obsTurret",

""};

try this.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">skeletonBones[] = {

"pravy predni","",

"pravy zadni","",

"levy predni","",

"levy zadni","",

"ukaz_rpm","",

"ukaz_rychlo", "",

"volant", "",

"lights","",

"mainTurret","",

"mainGun","mainTurret",

"obsTurret","",

"damageHide","",

};

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M2 and mk 19 the turrets are not working, now if anyone could have a look at my scripts and point out any errors, it would be greatly appreciated.

My current code

      #define _ARMA_

//Class config.bin{
class CfgPatches
{
class Chenowth
{
 units[] = {"Chenowth", "ChenowthM2", "ChenowthMk19"};
 weapons[] = {};
 requiredVersion = 1.000000;
};
};

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class cfgWeapons;

class CfgSkeletons
{
class Car;
class Chenowth: Car
{
 isDiscrete = 1;
 skeletonInherit = "";
 skeletonBones[] = {"pravy predni", "", "pravy zadni", "levy predni", "", "levy zadni", "", "ukaz_rpm", "", "ukaz_rychlo", "volant", "", "lights",,"","mainTurret","","mainGun","mainTurret","obsTurret",""};
};
};


class CfgModels
{
class Default
{
 sections[] = {""};
 sectionsInherit = "";
};
class Car: Default{};
class Chenowth
{
 sectionsInherit = "Car";
 sections[] = {"brzdove svetlo", "damagehide", "pravy predni", "pravy zadni", "levy predni", "levy zadni", "L svetlo", "P svetlo", "volant", "zadni svetlo","mainTurret","mainGun","end","muzzle","obsTurret","obsGun","end_2","muzzle_2"};
 skeletonName = "Chenowth";
 class Animations
 {
  class ChenowthDrivingWheel {
  type = "rotation";
  source = "drivingWheel";
  selection = "volant";
  axis = "osavolantkon";
  memory = "false";
  angle0 = "rad 180";
  angle1 = "rad -180";
  minValue = -1;
  maxValue = 1;

 };
  class ChenowthFrontWheelR {
type = "rotationX";
source = "wheel";
selection = "pravy predni";
axis = "";
memory = "true";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
 };

  class ChenowthFrontWheelL {
type = "rotationX";
source = "wheel";
selection = "levy predni";
axis = "";
memory = "true";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
 };

  class ChenowthRearWheelR {
type = "rotationX";
source = "wheel";
selection = "pravy zadni";
axis = "";
memory = "true";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
 };

  class ChenowthRearWheelL {
type = "rotationX";
source = "wheel";
selection = "levy zadni";
axis = "";
memory = "true";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
  };

  class ChenowthFrontWheelRTurn {
type = "rotationY";
source = "drivingWheel";
selection = "pravy predni";
axis = "";
memory = "true";
sourceAddress = "clamp";
minValue = -1;
maxValue = 1;
angle0 = "rad 35";
angle1 = "rad -35";
  };

   class ChenowthFrontWheelLTurn {
type = "rotationY";
source = "drivingWheel";
selection = "levy predni";
axis = "";
memory = "true";
sourceAddress = "clamp";
minValue = -1;
maxValue = 1;
angle0 = "rad 35";
angle1 = "rad -35";
  };

   class ChenowthIndicatorSpeed {
type = "rotation";
source = "speed";
memory = "false";
selection = "ukaz_rychlo";
axis = "osa_rychlo";
angle0 = 0;
angle1 = "rad -240";
minValue = 0;
maxValue = 30;
   };

   class ChenowthIndicatorRPM {
type = "rotation";
source = "rpm";
memory = "false";
selection = "ukaz_rpm";
axis = "osa_rpm";
angle0 = 0;
angle1 = "rad -270";
minValue = 0;
maxValue = 1.1;
		};
  class mainTurret
  {
   type = "rotationY";
   source = "mainTurret";
   selection = "mainTurret";
   axis = "OtocVez";
   animPeriod = 0;
   memory = 1;
   minValue = "rad -360";
   maxValue = "rad +360";
   angle0 = "rad -360";
   angle1 = "rad +360";
  };
  class mainGun
  {
   type = "rotationX";
   source = "mainGun";
   selection = "mainGun";
   axis = "OtocVez";
   animPeriod = 0;
   memory = 1;
   minValue = "rad -360";
   maxValue = "rad +360";
   angle0 = "rad -360";
   angle1 = "rad +360";
  };
  class obsTurret: mainTurret
  {
   type = "rotationY";
   source = "obsTurret";
   selection = "obsTurret";
   axis = "obsTurret";
   animPeriod = 0;
   memory = 1;
   minValue = "rad -360";
   maxValue = "rad +360";
   angle0 = "rad -360";
   angle1 = "rad +360";
  };
  class obsGun: mainGun
  {
   type = "rotationX";
   source = "obsGun";
   selection = "obsGun";
   axis = "obsGun";
   animPeriod = 0;
   memory = 1;
   minValue = "rad -360";
   maxValue = "rad +360";
   angle0 = "rad -360";
   angle1 = "rad +360";
  };


 };
};

};



class CfgVehicleClasses
{
class Chenowth
{
 displayName = "Chenowth";
};
};



class CfgVehicles
{
class All{};
class AllVehicles: All{};
class Land: AllVehicles{};
class LandVehicle: Land
{
 class NewTurret;
 class ViewOptics;
 class AnimationSources;// External class reference

};

class Car: LandVehicle
{
 class HitEngine
 {
  armor = 1.200000;
  material = 60;
  name = "motor";
  visual = "motor";
  passThrough = 1;
 };
 class HitRGlass
 {
  armor = 0.500000;
  material = -1;
  name = "sklo predni P";
  passThrough = 1;
 };
 class HitLGlass
 {
  armor = 0.500000;
  material = -1;
  name = "sklo predni L";
  passThrough = 1;
 };
 class HitBody
 {
  armor = 0.400000;
  material = 51;
  name = "karoserie";
  visual = "karoserie";
  passThrough = 1;
 };
 class HitFuel
 {
  armor = 1.400000;
  material = 51;
  name = "palivo";
  passThrough = 1;
 };
 class HitLFWheel
 {
  armor = 0.050000;
  material = -1;
  name = "Levy predni tlumic";
  visual = "Levy predni";
  passThrough = 1;
 };
 class HitRFWheel
 {
  armor = 0.050000;
  material = -1;
  name = "Pravy predni tlumic";
  visual = "Pravy predni";
  passThrough = 1;
 };
 class HitLF2Wheel
 {
  armor = 0.050000;
  material = -1;
  name = "Levy dalsi tlumic";
  visual = "Levy dalsi";
  passThrough = 1;
 };
 class HitRF2Wheel
 {
  armor = 0.050000;
  material = -1;
  name = "Pravy dalsi tlumic";
  visual = "Pravy dalsi";
  passThrough = 1;
 };
 class HitLMWheel
 {
  armor = 0.050000;
  material = -1;
  name = "Levy prostredni tlumic";
  visual = "Levy prostredni";
  passThrough = 1;
 };
 class HitRMWheel
 {
  armor = 0.050000;
  material = -1;
  name = "Pravy prostredni tlumic";
  visual = "Pravy prostredni";
  passThrough = 1;
 };
 class HitLBWheel
 {
  armor = 0.050000;
  material = -1;
  name = "Levy zadni tlumic";
  visual = "Levy zadni";
  passThrough = 1;
 };
 class HitRBWheel
 {
  armor = 0.050000;
  material = -1;
  name = "Pravy zadni tlumic";
  visual = "Pravy zadni";
  passThrough = 1;
 };
 dammageHalf[] = {"\ca\wheeled\data\jepp4x4_glass.paa","\ca\wheeled\data\jepp4x4_glassB.paa","\ca\wheeled\data\jeep_kab_sklo1.paa","\ca\wheeled\data\jeep_kab_sklo1B.paa","\ca\wheeled\data\jeep_kab_sklo2.paa","\ca\wheeled\data\jeep_kab_sklo2B.paa","\ca\wheeled\data\scud_sklo.paa","\ca\wheeled\data\scud_skloB.paa","\ca\wheeled\data\scud_sklo2.paa","\ca\wheeled\data\scud_sklo2B.paa","\ca\wheeled\data\scud_sklo3.paa","\ca\wheeled\data\scud_sklo3B.paa","\ca\wheeled\data\scud_sklo4.paa","\ca\wheeled\data\scud_sklo4B.paa"};
 dammageFull[] = {"\ca\wheeled\data\jepp4x4_glass.paa","\ca\wheeled\data\jepp4x4_glassB.paa","\ca\wheeled\data\jeep_kab_sklo1.paa","\ca\wheeled\data\jeep_kab_sklo1B.paa","\ca\wheeled\data\jeep_kab_sklo2.paa","\ca\wheeled\data\jeep_kab_sklo2B.paa","\ca\wheeled\data\scud_sklo.paa","\ca\wheeled\data\scud_skloB.paa","\ca\wheeled\data\scud_sklo2.paa","\ca\wheeled\data\scud_sklo2B.paa","\ca\wheeled\data\scud_sklo3.paa","\ca\wheeled\data\scud_sklo3B.paa","\ca\wheeled\data\scud_sklo4.paa","\ca\wheeled\data\scud_sklo4B.paa"};
 getInAction = "GetInMedium";
 getOutAction = "GetOutMedium";
 weapons[] = {"CarHorn"};
 hasGunner = 0;
 class Turrets
 {
  class MainTurret: NewTurret
  {
   outGunnerMayFire = 1;
   memoryPointGun = "machinegun";
   body = "";
   gun = "";
   gunnerAction = "ManActTestDriverOut";
   gunBeg = "usti hlavne";
   gunEnd = "konec hlavne";
   soundServo[] = {"\ca\wheeled\Data\Sound\servo3",0.003162,1.000000};
   minElev = -5;
   maxElev = 40;
   minTurn = -360;
   maxTurn = 360;
   gunnerOpticsModel = "\ca\weapons\optika_empty";
   hasGunner = 0;
   gunnerForceOptics = 0;
   startEngine = 0;
   class HitTurret
   {
    armor = 0.800000;
    material = 51;
    name = "vez";
    visual = "vez";
    passThrough = 1;
   };
   class HitGun
   {
    armor = 0.400000;
    material = 52;
    name = "zbran";
    visual = "zbran";
    passThrough = 1;
   };
   castGunnerShadow = 0;
   class ViewOptics
   {
    initAngleX = 0;
    minAngleX = -30;
    maxAngleX = 30;
    initAngleY = 0;
    minAngleY = -100;
    maxAngleY = 100;
    initFov = 0.600000;
    minFov = 0.600000;
    maxFov = 0.600000;
   };
   class ViewGunner
   {
    initAngleX = 5;
    minAngleX = -30;
    maxAngleX = 30;
    initAngleY = 0;
    minAngleY = 0;
    maxAngleY = 0;
    initFov = 0.700000;
    minFov = 0.600000;
    maxFov = 0.700000;
   };
  };
 };
 soundEngine[] = {"\ca\wheeled\Data\Sound\mediumcar",0.001000,2.000000};
 soundEnviron[] = {"\ca\wheeled\Data\Sound\noise",0.000562,0.250000};
 soundCrash[] = {"\ca\wheeled\Data\Sound\crash2",0.316228,1};
 soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3",0.000178,1};
 supplyRadius = 1.200000;
 driverAction = "ManActTestDriver";
 cargoAction[] = {"ManActTestDriver"};
 hideUnitInfo = 0;
 class Exhausts;
 castDriverShadow = 0;
 castCargoShadow = 0;
};

class Landrover: Car{};



class Chenowth: Landrover
{
 vehicleClass = "Chenowth";
 scope = 2;
 crew = "SoldierWB";
 model = "\Chenowth\ChenowthM2.p3d";

 displayName = "ChenowthM2";

 animated = true;
 maxSpeed = 1400;
 side = 1;
 armorWheels = 8.100000;
 armor = 50;
 armorStructural = 6.000000;
 armorEngine = 8.600000;
 cost = 30000;
 fuelCapacity = 50;
 transportMaxMagazines = 150;
 transportMaxWeapons = 30;
 soundEngine[] = {"\Chenowth\sound\buggy_engine.wav", "db+4", 1.8};
 picture = "\Chenowth\icons\pic_ca.paa";
 Icon = "\Chenowth\icons\icon_ca.paa";
 transportSoldier = 1;
 selectionBrakeLights = "brzdove svetlo";

 selectionBackLights = "rear light";
 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;
  };
 };

//Turret stuff start

 class AnimationSources{};
 class Turrets: Turrets
 {

//Front Right turret Start

  class GPMGTurret1: MainTurret
  {
   body = "obsTurret";
   gun = "obsGun";
   animationSourceBody = "obsTurret";
   animationSourceGun = "obsGun";
   animationSourceHatch = "";
   selectionFireAnim = "obsMuzzel";
   proxyIndex = 1;
   gunnerName = "M2 Gunner";
   hasGunner = 1;
   soundServo[] = {};
   primaryObserver = -2;
   primaryGunner = 1;
   commanding = 2;
   primary = 1;
   minElev = -20;
   maxElev = 40;
   minTurn = -45;
   maxTurn = 45;
   weapons[] = {"M2"};
   magazines[] = {"4000Rnd_762x51_M2"};
//    gunnerOpticsModel = "\OPK_GDW\HMGoptic.p3d";
   class ViewOptics
   {
    initAngleX = 0;
    minAngleX = -45;
    maxAngleX = 45;
    initAngleY = 0;
    minAngleY = -100;
    maxAngleY = 100;
    opticsZoomMin = 0.071500;
    opticsZoomMax = 0.071500;
    initFov = 0.071500;
    minFov = 0.071500;
    maxFov = 0.071500;
   };
   gunBeg = "main_muzzle_2";
   gunEnd = "end_2";
   memoryPointGun = "memoryPointGun2";
   memoryPointGunnerOptics = "gunnerview_2";
   gunnerAction = "Landrover_Cargo02";
  };

class MainTurret: MainTurret //Seated Gun
		{
			body = "mainTurret";
			gun = "mainGun";
			minElev=-26; maxElev=+60; initElev=0;
			minTurn=-45; maxTurn=+45; initTurn=0;
			soundServo[]={\ca\wheeled\Data\Sound\servo3, db-75, 0.9};

   gunBeg = "main_muzzle";
   gunEnd = "end";
			weapons[]={M2};
			magazines[]={100Rnd_127x99_M2,100Rnd_127x99_M2,100Rnd_127x99_M2,100Rnd_127x99_M2,100Rnd_127x99_M2,100Rnd_127x99_M2};
			gunnerName = M2 50cal.;
			gunnerOpticsModel = "\ca\weapons\optika_empty";
			gunnerOutOpticsShowCursor = 1;
			gunnerOpticsShowCursor = 1;
			gunnerAction = Mi17_Gunner;
			gunnerInAction = Mi17_Gunner;
			primaryGunner = 1;
			class ViewOptics
			{
				initAngleX=-180; minAngleX=0; maxAngleX=0;
				initAngleY=0; minAngleY=0; maxAngleY=0;
				initFov=0.42; minFov=0.22; maxFov=1.1;
			};
		};

class PassangerGun: MainTurret
		{
			body = "obsTurret";
			gun = "obsGun";
			animationSourceBody = "Turret_2";
			animationSourceGun = "Gun_2";
			animationSourceHatch = "";
			selectionFireAnim = "zasleh_1";

			proxyIndex = 2;
			gunnerName = M240 SAW;
			commanding = -2;

			minTurn=-45; maxTurn=+45; initTurn=0;
			weapons[]= {M249};
			magazines[]={200Rnd_556x45_M249,200Rnd_556x45_M249,200Rnd_556x45_M249,200Rnd_556x45_M249,200Rnd_556x45_M249,200Rnd_556x45_M249};

   gunBeg = "main_muzzle_2";
   gunEnd = "end_2";

			primaryGunner = 0;

			memoryPointGun = "machinegun_2";
			memoryPointGunnerOptics= "gunnerview_2";
		};




 };
//Turret stuff end



};

};

If anyone needs the p3d model to help, contact me and i will send you it, and for anyones help you will be credited within the Readme. Once this is complete i will try porting it over to arma 2, but lets wait and see.

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Can you describe the error that you get? That could well be quite telling of what the problem is, otherwise its like looking for a needle in a haystack.

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Texture does not load,

M2 turret does not work, and view is below the vehicles

Same with mk 19

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