Jantemplar 0 Posted May 25, 2008 Chenowth Beta Hi, thank you for taking part in this beta. Due to many problems we have been having we have decided to release a beta version of the Chenowth. In this beta version only the Unarmed US version of the chenowth is included, the Armed version ( MK19 and Saw, M2 and saw), will be released after any glitches have been smoothed out. Thank you for partaking in this beta and we hope you enjoy. Known issues: No damage texture You can shoot through some of the parts. No buggy/rvmat found on loading of Chenowth Known issues on the Unreleased armed versions: No damage texture You can shoot through some of the parts. No buggy/rvmat found on loading of Chenowth View for gunners is under the Chenowth (proxy issue that has not been worked out Any issues found not listed here please post in the BI Forums post, if you know how to fix any of these issues post in the BI forums post or PM Jantemplar. Credits: Original model by JOHNSART Modified model by Jantemplar Config by RavenDK and Jantemplar Sound by Sgt Savage Insipered and Original idea by Oni.au Textures for the Chenowth done by Choib Download link and Screenies Download link removed until Texture error is fixed. Share this post Link to post Share on other sites
fabiantronc 0 Posted May 25, 2008 nice it's like the BF2 buggy Share this post Link to post Share on other sites
Jantemplar 0 Posted May 25, 2008 Im having reports that <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cannot load texture johns_buggy/dbuggy_co.paa Is coming up, can anyone else confirm this. i myself am not getting this error. Share this post Link to post Share on other sites
rstratton 0 Posted May 25, 2008 rear wheels are not aligned. y and z axis abit Share this post Link to post Share on other sites
fabiantronc 0 Posted May 25, 2008 Im having reports that <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cannot load texture johns_buggy/dbuggy_co.paa Is coming up, can anyone else confirm this. i myself am not getting this error. I got the same error. http://img355.imageshack.us/img355/5417/bugbuggypl9.jpg And I can't hear the engine noise. Share this post Link to post Share on other sites
imutep 0 Posted May 25, 2008 Nice looking Buggy. Wait for new release Share this post Link to post Share on other sites
FA Dalai Lamar 0 Posted May 25, 2008 The reason for this  sthat you didnt rename all of the texture files....To make it truly independant you have to Mass rename all the texture files and move them to the new addon path...Sound file is probably not showing up due to being pathed to Johns buggies and some users not having that pack. Lamar PS: If you want i can probably fix this in a few minutes let me know Share this post Link to post Share on other sites
slatts 1978 Posted May 25, 2008 reminds me of the good ol' days on BF2 Share this post Link to post Share on other sites
wika_woo 182 Posted May 25, 2008 they look cool, cant wait for release  , I hope they dont feel horrid while on the dessert. Share this post Link to post Share on other sites
clawhammer 10 Posted May 26, 2008 Nice Vehicle, hope to see it soon on the Battlfield Share this post Link to post Share on other sites
Kristian 47 Posted July 7, 2008 I think you should remove some dirt fro that spare-wheel, as it hasnt been used yet, it can have some dirt flewn from the tires, but still should be cleaner than the others Share this post Link to post Share on other sites
Jantemplar 0 Posted June 27, 2009 Gday guys, long time no post, now after mutiple requests for me to release this and people giving me scripts to put in i thought i would post what happening right now. Anyway, The models and textures a done and working great, the civilian FAV is done and working in game no hassels yet, now the military ones manly the 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. Anyway since this is so close to being finished it should be released in the next month. 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. Share this post Link to post Share on other sites