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AntipopAU

USMC UH-1Y Venom "Super Huey"

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Hey All,

Here's a Little Personal Conversion of [TES] PzGrenHG's UH1-Y

armauh1nd5.jpg

I've got some problems with Rotor's and Glass. If anyone is willing to help, that would be most appreciated! It flies fine, and weapons fire (i.e shoots FFAR's from FFAR pod etc). Decided to port it as I got ArmA2 fever. biggrin_o.gif

I just need help with a bit of configging to fix those bloody rotors and glass... I can do the textures etc later. Also, the displayname "USMC Air"; isn't showing up either (i.e BLUFOR>*Blank Space*>UH1-Y.. Plus one variant isn't displaying either - The UH1-Y standard, without FFAR and M134...

Here's my basic config - Any little changes that may fix things will be ultra helpful!! (I've added in the transparent glass by oBmaR into the folder, so if it can be an easy config fix like glass; \hueys\glass.paa or something, then please do so)

I'm very new to modding, so any big changes needed in BIS's tools, could you please provide step-by-step instructions?... Thanks

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// USMC UH-1Y

// Version 0.001[PRE-OMEGA]

// Author: Antipop converted from OFP. Original by: [TES] PzGrenHG with help from Panzergrandier

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot        0    // dummy weapons

#define WeaponSlotPrimary    1    // primary weapons

#define WeaponSlotSecondary    16    // secondary weapons

#define WeaponSlotItem        256    // items

#define WeaponSlotBinocular    4096    // binocular

#define WeaponHardMounted    65536

class CfgPatches

{

   class uh1y_FFAR_M134

   {

       units[] = {uh1y_FFAR_M134};

       weapons[] = {"M197","FFARLauncher"};

       requiredAddons[] = {"CAAir","CAAir3","CAA10","CACharacters","CAWeapons","CA_Anims_Char"};

       requiredVersion = 1.14;

   };

   class uh1y

   {

       units[] = {uh1y};

       weapons[] = {};

       requiredAddons[] = {"CAAir","CAAir3","CAA10","CACharacters","CAWeapons","CA_Anims_Char"};

       requiredVersion = 1.14;

   };

};

class Rotation

{

   type = "rotation";

   memory = 1;

   minValue = 0;

   maxValue = 1;

   angle0 = 0;

   angle1 = 1;

};

class CfgModels

{

   class Default {};

   class Helicopter {};

   class uh1y_FFAR_M134: Helicopter{};

   class uh1y: Helicopter{};

};

class CfgSounds

{

   class UH1yPowerup

   {

   sound[]={"\Hueys\sounds\powerup.ogg",db-30,1};

   name="UH1ypowerup";

   titles[]={};

   };

   class UH1YFlares

   {

   sound[]={"\Hueys\sounds\flare.wav",db+40,1};

       name="UH1YFlares";

   titles[]={};

   };

   class UH1YIncoming

   {

   sound[]={"\Hueys\sounds\incoming.wav",db+40,1};

       name="UH1YIncoming";

   titles[]={};

   };

   

   

};

class CfgWeapons

{

   class Default{}

   class MGun: Default{};

   class MachineGun7_6: MGun{};

   class UH1Y_m134: MachineGun7_6

   {

         

               ammo="Bullet7_6W";

       count=4000;

               sound[]={"\Hueys\sounds\minigun.wav",db+95,0.95};

       flash=gunfire;

       flashSize=1.1;

       dispersion=0.010;

       aiDispersionCoefX=3;

       ffMagnitude=0.5;

       ffFrequency=11;

       ffCount=6;

       recoil=mgunBurst3;

       aiRateOfFire=0.015;

       aiRateOfFireDistance=1500;

       autoFire = true;

       optics = true;

       muzzlePos="usti hlavne";

       muzzleEnd="konec hlavne";

          displayName="M134";

         displayNameMagazine="M134 Magazine";

         shortNameMagazine="M134";

         drySound[]={"weapons\m16dry",0.000316,1};

       initSpeed=600;

       reloadTime=0.03;

       magazineReloadTime=0.0500000;

       autoReload=1;

       soundContinuous=true;

       maxLeadSpeed=865;

       burst=5;

   };

   class LAWLauncher: Default {};

   class CarlGustavLauncher: LAWLauncher {};

   class AT3Launcher: CarlGustavLauncher {};

   class ZuniLauncher38: AT3Launcher {};

   class UH1Y_FFAR: ZuniLauncher38

   {

       scopeWeapon = public;

       scopeMagazine = public;

       ammo=Zuni;

       sound[]={"\Hueys\sounds\ffar.ogg",db+95,0.80};

       displayName="FFAR";

       displayNameMagazine="FFAR";

       shortNameMagazine="FFAR";

       count=14;

       reloadTime=0.25;

       aiRateOfFire=4;

       aiRateOfFireDistance=1500;

       initSpeed=44;

       autoFire = true;

   };  

       

       class no_weap: Default {};

};

class CfgNonAIVehicles

{

   class ProxyWeapon {};

   class Proxysfsebmg50: ProxyWeapon {};

};

class CfgVehicles

{

   class All{};

   class AllVehicles:All{};

   class Air: AllVehicles{};

   class Helicopter: Air{};

   class uh1y_FFAR_M134: Helicopter

   {

       scope=public;

       icon="\Hueys\sebUH1.paa";

       vehicleClass = "USMC Air";

       displayName="UH-1Y Iroquoi (FFAR+M134)";

       nameSound="chopper";

       accuracy=5.0;

       model="\Hueys\UH1Y_FFAR_M134";

       driverAction="UH60_Pilot";

       commanderAction="UH60_Pilot";

       driverIsCommander=1;

       gunnerAction="UH60_Pilot";

       gunnerOpticsModel="\ca\air\optika_AH1Z";

       gunnerUsesPilotView=1;

       enableSweep=false;

       castDriverShadow=1;

               castGunnerShadow=1;

               castCargoShadow=1;

           transportMaxMagazines = 300;

           transportMaxWeapons = 50;

       class TurretBase {};

       class Turret: TurretBase

       {

           gunAxis="OsaHlavne";

           turretAxis="OsaVeze";

           gunBeg="usti hlavne";

           gunEnd="konec hlavne";

           soundServo[]={};

           minElev=-50; maxElev=+20;

           minTurn=+20; maxTurn=+170;

           body="OtocVez";

           gun="OtocHlaven";

       };

       class TransportMagazines

           {};

       class TransportWeapons

           {};

       class ReloadAnimations

       {

           class mg_m134

           {

               weapon="UH1Y_m134";

               angle0=0

               angle1="-1 * 3.141592654";

               multiplier=17000;

               type="rotation";

               animPeriod=0.3;

               selection="barrels";

               begin="usti hlavne";

               end="konec hlavne";

           };

       };

       class UserActions

       {

           class Rappel

           {

               displayName="Call Rappel";

               position="pos_rope";

               radius=15;

               condition="getpos this select 2 > 10 && driver this != player && isEngineOn this && player in this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\RappelPos.sqs}";

           };

           class Land

           {

               displayName="Land";

               position="pos_rope";

               radius=100000;

               condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\land.sqs}";

           };

           class Cancel

           {

               displayName="Cancel current maneuver";

               position="pos_rope";

               radius=100000;

               condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" > 0.5";

               statement="[this] exec {\Hueys\scripts\breakoff.sqs}";

           };

           class FastIns

           {

               displayName="Call insertion";

               position="pos_rope";

               radius=15;

               condition="isengineon this && player in this &&  driver this != player && this animationphase ""Extractionstatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\fastins.sqs}";

           };

           class Pickupday

           {

               displayName="Call day Extraction";

               position="pos_rope";

               radius=100000;

               condition=" daytime > 6 && daytime < 18 && (player distance this) > 50 && (player == leader group this) && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\fastext.sqs}";

           };

           class Pickupnight

           {

               displayName="Call night Extraction";

               position="pos_rope";

               radius=100000;

               condition="(daytime <= 6 || daytime >= 18) && (player distance this) > 50 && player == leader group this && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\fastnightext.sqs}";

           };

       };

       class Animations

       {

           class ExtractionStatus

           {

               type = rotation;

               animPeriod = 0.001;

               selection = extraction;

               axis = osaextraction;

               angle0 = 0;

               angle1 = 1;

           };

       };

       class ViewOpticsBase {};

       class ViewOptics: ViewOpticsBase

       {

           initAngleX=0; minAngleX=-170; maxAngleX=+20;

           initAngleY=90; minAngleY=+20; maxAngleY=+170;

           initFov=0.7; minFov=0.42; maxFov=0.85;

       };

       class ViewGunner

       {

           initAngleX=0; minAngleX=-170; maxAngleX=+20;

           initAngleY=90; minAngleY=+20; maxAngleY=+170;

           initFov=0.7; minFov=0.42; maxFov=0.85;

       };

       class ViewPilot

       {

           initAngleX=5; minAngleX=-20; maxAngleX=35;

           initAngleY=0; minAngleY=-180; maxAngleY=180;

           initFov=0.7; minFov=0.42; maxFov=0.85;

       };

       class ViewCargo

       {

           initAngleX=5; minAngleX=-30; maxAngleX=30;

           initAngleY=0; minAngleY=-180; maxAngleY=180;

           initFov=0.7; minFov=0.42; maxFov=0.85;

       };

       hasGunner=1;

       weapons[]={"M197","FFARLauncher"};

       magazines[]={"750Rnd_M197_AH1","38Rnd_FFAR"};

       crew="SoldierWPilot";

       picture="\Hueys\UH-1Y";

       maxSpeed=280;

       side=1;

       armor=70;

       armorStructural=3.0; // structural dammage

       armorHull=1;

       armorEngine=0.6;

       armorAvionics=0.7;

       armorVRotor=0.5;

       armorHRotor=0.7;

       armorMissiles=1.6;

       armorGlass=1.5;

       soundDammage[]={Objects\alarm_loop1,db+5,1};

       cost=10000000;

       soundEngine[]={"\Hueys\sounds\XBELL205.ogg",30,1};

       transportSoldier=12;

       type=2;

       threat[]={1,0.050000,0.050000};

       secondaryExplosion=-0.025;

       typicalCargo[]={"SoldierWPilot","SoldierWPilot"};

       selectionHRotorStill = "velka vrtule staticka";

       selectionHRotorMove = "velka vrtule blur";

       selectionVRotorStill = "mala vrtule staticka";

       selectionVRotorMove = "mala vrtule blur";

       selectionFireAnim = "zasleh";

       mainRotorSpeed = 1.5;

       backRotorSpeed = 1.5;

/*        rotorBig="\Hueys\UH1-Y";

       rotorBigBlend="\Hueys\rotor";

       rotorSmall="\Hueys\UH1-Y";

       rotorSmallBlend="\Hueys\tailrotor";

       dammagehalf[]=

       {

           "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa"

       };

       dammagefull[]=

       {

           "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa"

       };

       class EventHandlers

               {

           

   };

   class uh1Y: Helicopter

   {

       scope=public;

       icon="\Hueys\sebUH1.paa";

       vehicleClass = "USMC Air";

       displayName="UH-1Y Iroquoi";

       nameSound="chopper";

       accuracy=5.0;

       model="\Hueys\UH1Y.p3d";

       driverAction="UH60_Pilot";

       commanderAction="UH60_Pilot";

       driverIsCommander=1;

       gunnerAction="UH60_Pilot";

       gunnerOpticsModel="\ca\air\optika_AH1Z";

       gunnerUsesPilotView=1;

       enableSweep=false;

       castDriverShadow=1;

               castGunnerShadow=1;

               castCargoShadow=1;

           transportMaxMagazines = 300;

           transportMaxWeapons = 50;

       class TurretBase {};

       class Turret: TurretBase

       {

           gunAxis="OsaHlavne";

           turretAxis="OsaVeze";

           gunBeg="usti hlavne";

           gunEnd="konec hlavne";

           soundServo[]={};

           minElev=-50; maxElev=+20;

           minTurn=+20; maxTurn=+170;

           body="OtocVez";

           gun="OtocHlaven";

       };

       class TransportMagazines

           {};

       class TransportWeapons

           {};

       class UserActions

       {

           class Rappel

           {

               displayName="Call Rappel";

               position="pos_rope";

               radius=15;

               condition="getpos this select 2 > 10 && driver this != player && isEngineOn this && player in this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\RappelPos.sqs}";

           };

           class Land

           {

               displayName="Land";

               position="pos_rope";

               radius=100000;

               condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\land.sqs}";

           };

           class Cancel

           {

               displayName="Cancel current maneuver";

               position="pos_rope";

               radius=100000;

               condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" > 0.5";

               statement="[this] exec {\Hueys\scripts\breakoff.sqs}";

           };

           class FastIns

           {

               displayName="Call insertion";

               position="pos_rope";

               radius=15;

               condition="isengineon this && player in this &&  driver this != player && this animationphase ""Extractionstatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\fastins.sqs}";

           };

           class Pickupday

           {

               displayName="Call day Extraction";

               position="pos_rope";

               radius=100000;

               condition=" daytime > 6 && daytime < 18 && (player distance this) > 50 && (player == leader group this) && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\fastext.sqs}";

           };

           class Pickupnight

           {

               displayName="Call night Extraction";

               position="pos_rope";

               radius=100000;

               condition="(daytime <= 6 || daytime >= 18) && (player distance this) > 50 && player == leader group this && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";

               statement="[this] exec {\Hueys\scripts\fastnightext.sqs}";

           };

       };

       class Animations

       {

           class ExtractionStatus

           {

               type = rotation;

               animPeriod = 0.001;

               selection = extraction;

               axis = osaextraction;

               angle0 = 0;

               angle1 = 1;

           };

       };

       class ViewOpticsBase {};

       class ViewOptics: ViewOpticsBase

       {

           initAngleX=0; minAngleX=-170; maxAngleX=+20;

           initAngleY=90; minAngleY=+20; maxAngleY=+170;

           initFov=0.7; minFov=0.42; maxFov=0.85;

       };

       class ViewGunner

       {

           initAngleX=0; minAngleX=-170; maxAngleX=+20;

           initAngleY=90; minAngleY=+20; maxAngleY=+170;

           initFov=0.7; minFov=0.42; maxFov=0.85;

       };

       class ViewPilot

       {

           initAngleX=5; minAngleX=-20; maxAngleX=35;

           initAngleY=0; minAngleY=-180; maxAngleY=180;

           initFov=0.7; minFov=0.42; maxFov=0.85;

       };

       class ViewCargo

       {

           initAngleX=5; minAngleX=-30; maxAngleX=30;

           initAngleY=0; minAngleY=-180; maxAngleY=180;

           initFov=0.7; minFov=0.42; maxFov=0.85;

       };

       hasGunner=1;

       weapons[]={no_weap};

       magazines[]={};

       crew="SoldierWPilot";

       picture="\Hueys\UH-1Y";

       maxSpeed=280;

       side=1;

       armor=70;

       armorStructural=3.0; // structural dammage

       armorHull=1;

       armorEngine=0.6;

       armorAvionics=0.7;

       armorVRotor=0.5;

       armorHRotor=0.7;

       armorMissiles=1.6;

       armorGlass=1.5;

       soundDammage[]={Objects\alarm_loop1,db+5,1};

       cost=10000000;

       soundEngine[]={"\Hueys\sounds\XBELL205.ogg",30,1};

       transportSoldier=12;

       type=2;

       threat[]={1,0.050000,0.050000};

       secondaryExplosion=-0.025;

       typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"};

       selectionHRotorStill = "velka vrtule staticka";

       selectionHRotorMove = "velka vrtule blur";

       selectionVRotorStill = "mala vrtule staticka";

       selectionVRotorMove = "mala vrtule blur";

       selectionFireAnim = "zasleh";

       mainRotorSpeed = 1.5;

       backRotorSpeed = 1.5;

/*        rotorBig="\Hueys\UH1-Y";

       rotorBigBlend="\Hueys\rotor";

       rotorSmall="\Hueys\UH1-Y";

       rotorSmallBlend="\Hueys\tailrotor";

       dammagehalf[]=

       {

           "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa"

       };

       dammagefull[]=

       {

           "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa"

       };

       class EventHandlers

               {

;

             

               };

   };

};

I have tried to contact [TES] PzGrenHG to gain his full permission, but have not been successful. If anyone is aware where he lerks, please PM me.-SWAT- posted the addon on the BIS Forums, but he has also gone missing... If you can get ahold of him, that means I can release this beast to the public when it's done...

Paste Bin Link: http://pastebin.com/m5e587c86

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Alright, I've editted the config abit with some help from a mate. And I've got this far. But now, it doesn't show up in editor, but I think I may have fixed the rotor bugs... Can someone have a look and maybe just copy, edit and then paste in a new post? Please...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// USMC UH-1Y

// Version 0.01[ALPHA]

// Author: Antipop converted from OFP. Original by: Panzergrandier

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0 // dummy weapons

#define WeaponSlotPrimary 1 // primary weapons

#define WeaponSlotSecondary 16 // secondary weapons

#define WeaponSlotItem 256 // items

#define WeaponSlotBinocular 4096 // binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class uh1

{

units[] =

{

"uh1y_FFAR_M134","uh1y"

};

weapons[] = {"M197","FFARLauncher"};

requiredVersion = 1.000000;

requiredAddons[] = {"CAAir","CAAir3","CAA10","CACharacters","CAWeapons","CA_Anims_Char"};

version = 1.0;

side="west";

};

class Rotation

{

type = "rotation";

memory = 1;

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = 1;

};

class CfgSkeletons

{

class uh1y_Skeleton

{

isDiscrete=1;

skeletonInherit="";

skeletonBones[]=

{

"velka vrtule","",

"mala vrtule","",

"gearF","",

"gearL","",

"gearR","",

"gearF2","",

"gearL2","",

"gearR2","",

"gcF","",

"gcR","",

"gcL","",

"ludoor","",

"ltdoor","",

"rudoor","",

"rtdoor","",

"otocvez","",

"otochlaven","otocvez"

};

};

};

class CfgModels

{

class Default

{

sectionsInherit="";

sections[] = {};

skeletonName = "";

};

class uh1

{

sectionsInherit = "";

sections[] =

{

"velka vrtule","velka vrtule staticka","velka vrtule Blur",

"mala vrtule","mala vrtule staticka","mala vrtule blur","otocvez","otochlaven",

"fire","fireb","zasleh","podsvit pristroju","poskozeni","L svetlo","P svetlo"

};

skeletonName = "uh1y_Skeleton";

class Animations

{

class HRotor

{

type = "rotationY";

source = "rotorH";

selection = "velka vrtule";

axis = "velka osa";

memory = true;

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad +360";

};

/*

class mainRotor_dive

{

type = "rotationX";

source = "rotorHdive";

selection = "mainRotor";

axis = "mainRotor_hdive_axis";

memory = true;

minValue = "rad -90";

maxValue = "rad +90";

angle0 = "rad -90";

angle1 = "rad +90";

};

*/

class VRotor

{

type = "rotationX";

source = "rotorV";

selection = "mala vrtule";

axis = "mala osa";

memory = 1;

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class mainTurret

{

type = "rotationY";

source = "mainTurret";

selection = "otocvez";

axis = "osaveze";

animPeriod = 0;

memory = 1;

minValue = "rad -360";

maxValue = "rad +360";

angle0 = "rad -360";

angle1 = "rad +360";

};

class mainGun

{

type = "rotationX";

source = "mainGun";

selection = "otochlaven";

axis = "osahlavne";

animPeriod = 0;

memory = 1;

minValue = "rad -360";

maxValue = "rad +360";

angle0 = "rad -360";

angle1 = "rad +360";

};

class FGear

{

type="rotation";

source = "altRadar";

selection = "FGear";

axis = "axis_FGear";

maxValue = 0.400000;

angle0 = 0.187266;

angle1 = -0.056706;

};

class RGear : FGear

{

selection = "RGear";

axis = "axis_RGear";

angle0 = 0.000000;

};

class sensors_turret : mainTurret

{

selection = "sensors_turret";

axis = "axis_sensors_turret";

};

class sensors : mainGun

{

selection = "sensors";

axis = "axis_sensors";

};

class damageHide

{

type="hide";

source="damage";

selection="damageHide";

};

class tailRotor_damage : damageHide

{

selection = "mala vrtule";

};

class mainRotor_damage : damageHide

{

selection = "velka vrtule";

};

class rotorShaft_damage : damageHide

{

selection = "rotorShaft";

};

//Instrumente

class IndicatorAltRadar

{

type="rotation";

source="altRadar";

sourceAddress="loop";

selection = "alt";

axis = "osa_alt";

memory = 0;

maxValue = 304;

angle0 = 0;

angle1 = "rad -360";

};

class IndicatorAltBaro

{

type="rotation";

source="altBaro";

sourceAddress="Rotation";

selection = "nm_alt";

axis = "osa_nm_alt";

maxValue = 61;

angle0 = 0;

angle1 = "rad -180";

};

class IndicatorSpeed

{

type="loop";

source="speed";

sourceAddress="Rotation";

selection = "mph";

axis = "osa_mph";

angle0 = 0;

angle1 = "rad -320";

maxValue = 125;

};

class IndicatorSpeed2 : IndicatorSpeed

{

type="rotation";

selection = "mph2";

axis = "osa_mph2";

};

class IndicatorVertSpeed

{

type="loop";

source="vertSpeed";

sourceAddress="Rotation";

selection="vert_speed";

axis="osa_vert_speed";

minValue=-30.000000;

maxValue=30.000000;

angle0 = 0;

angle1=-5.235988;

};

class IndicatorRPM

{

type="loop";

source="rpm";

sourceAddress="Rotation";

selection = "rpm";

axis = "osa_rpm";

maxValue = 12;

angle0 = 0;

angle1 = "rad -320";

};

class IndicatorCompass

{

type="loop";

source="direction";

sourceAddress="Rotation";

selection = "kompas2";

axis = "osa_kompas2";

angle0 = -3.141593;

angle1 = 3.141593;

minValue = -3.141593;

maxValue = 3.141593;

};

/* Orginal Animations */

class Rtdoor

{

type="rotation";

animPeriod=1;

source = "Doors";

sourceAddress = "clamp";

selection="rtdoor";

axis="osa_rtdoor";

angle0=0;

angle1=-1.5;

};

class Rudoor : Rtdoor

{

selection="rudoor";

axis="osa_rudoor";

angle0=0;

angle1=2.3;

};

class Ltdoor : Rtdoor

{

selection="ltdoor";

axis="osa_ltdoor";

angle0=0;

angle1=1.5;

};

class Ludoor : Rtdoor

{

selection="ludoor";

axis="osa_ludoor";

angle0=0;

angle1=-2.3;

};

class gearL : Rtdoor

{

type="rotation";

animperiod = 1;

selection ="gearL";

axis = "osa_gearL";

angle0=0;

angle1=0.8;

};

class gearR : Rtdoor

{

type="rotation";

animperiod = 1;

selection ="gearR";

axis = "osa_gearR";

angle0=0;

angle1=-0.8;

};

class gearF : Rtdoor

{

type="rotation";

animperiod = 1;

selection ="gearF";

axis = "osa_gearF";

angle0=0;

angle1=-1.3;

};

class gcL : Rtdoor

{

type = "rotation";

animperiod = 1;

selection ="gcL";

axis = "osa_gcL";

angle0 = 0;

angle1= 1.8;

};

class gcR : Rtdoor

{

type = "rotation";

animperiod = 1;

selection ="gcR";

axis = "osa_gcR";

angle0 = 0;

angle1= -1.8;

};

class gcF : Rtdoor

{

type = "rotation";

animperiod = 1;

selection ="gcF";

axis = "osa_gcF";

angle0 = 0;

angle1= -2.5;

};

class rightgear : Rtdoor

{

type = "rotation";

animperiod = 0.5;

selection ="gearR2";

axis = "osa_gearR2";

angle0 = 0;

angle1= -0.296705;

};

class leftgear : Rtdoor

{

type = "rotation";

animperiod = 0.5;

selection ="gearL2";

axis = "osa_gearL2";

angle0 = 0;

angle1= -0.296705;

};

class frontgear : Rtdoor

{

type = "rotation";

animperiod = 0.5;

selection ="gearF2";

axis = "osa_gearF2";

angle0 = 0;

angle1= -0.296705;

};

};

};

class uh1_y : uh1{};

class UH1Y_FFAR_M134 : uh1{};

};

class CfgSounds

{

class UH1yPowerup

{

sound[]={"\Hueys\sounds\powerup.ogg",db-30,1};

name="UH1ypowerup";

titles[]={};

};

class UH1YFlares

{

sound[]={"\Hueys\sounds\flare.wav",db+40,1};

name="UH1YFlares";

titles[]={};

};

class UH1YIncoming

{

sound[]={"\Hueys\sounds\incoming.wav",db+40,1};

name="UH1YIncoming";

titles[]={};

};

};

class CfgWeapons

{

class Default{}

class MGun: Default{};

class MachineGun7_6: MGun{};

class UH1Y_m134: MachineGun7_6

{

ammo="Bullet7_6W";

count=4000;

sound[]={"\Hueys\sounds\minigun.wav",db+95,0.95};

flash=gunfire;

flashSize=1.1;

dispersion=0.010;

aiDispersionCoefX=3;

ffMagnitude=0.5;

ffFrequency=11;

ffCount=6;

recoil=mgunBurst3;

aiRateOfFire=0.015;

aiRateOfFireDistance=1500;

autoFire = true;

optics = true;

muzzlePos="usti hlavne";

muzzleEnd="konec hlavne";

displayName="M134";

reloadTime=0.09;

minRange = 30;

minRangeProbab = 0.6;

midRange = 300;

midRangeProbab = 0.7;

maxRange = 1200;

maxRangeProbab = 0.1;

displayNameMagazine="M134 Magazine";

shortNameMagazine="M134";

drySound[]={"weapons\m16dry",0.000316,1};

initSpeed=600;

magazineReloadTime=0.0500000;

autoReload=1;

soundContinuous=true;

maxLeadSpeed=865;

burst=5;

};

class LAWLauncher: Default {};

class CarlGustavLauncher: LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class ZuniLauncher38: AT3Launcher {};

class UH1Y_FFAR: ZuniLauncher38

{

scopeWeapon = public;

scopeMagazine = public;

ammo=Zuni;

sound[]={"\Hueys\sounds\ffar.ogg",db+95,0.80};

displayName="FFAR";

displayNameMagazine="FFAR";

shortNameMagazine="FFAR";

count=14;

reloadTime=0.25;

aiRateOfFire=4;

aiRateOfFireDistance=1500;

initSpeed=44;

autoFire = true;

};

class no_weap: Default {};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class Proxysfsebmg50: ProxyWeapon {};

};

class CfgVehicles

{

class Helicopter;

class uh1 : Helicopter

{

class NewTurret;

irScanRangeMin = 500;

class ViewPilot;

};

class uh1y_FFAR_M134 : uh1

{

scope=public;

icon="\Hueys\sebUH1.paa";

vehicleClass = "USMC_Air";

displayName="UH-1Y Iroquoi (FFAR+M134)";

nameSound="chopper";

accuracy=5.0;

model="\Hueys\UH1Y_FFAR_M134";

driverAction="UH60_Pilot";

commanderAction="UH60_Pilot";

driverIsCommander=1;

gunnerAction="UH60_Pilot";

gunnerOpticsModel="\ca\air\optika_AH1Z";

selectionHRotorStill = "velka vrtule staticka";

selectionHRotorMove = "velka vrtule blur";

selectionVRotorStill = "mala vrtule staticka";

selectionVRotorMove = "mala vrtule blur";

memoryPointLMissile = "L strela";

memoryPointRMissile = "P strela";

memoryPointLRocket = "L raketa";

memoryPointRRocket = "P raketa";

selectionFireAnim = "zasleh";

gunnerUsesPilotView=1;

enableSweep=false;

castDriverShadow=1;

castGunnerShadow=1;

castCargoShadow=1;

transportMaxMagazines = 300;

transportMaxWeapons = 50;

class TurretBase {};

class Turret: TurretBase

{

gunAxis="OsaHlavne";

turretAxis="OsaVeze";

gunBeg="usti hlavne";

gunEnd="konec hlavne";

soundServo[]={};

minElev=-50; maxElev=+20;

minTurn=+20; maxTurn=+170;

body="OtocVez";

gun="OtocHlaven";

};

class TransportMagazines

{};

class TransportWeapons

{};

class ReloadAnimations

{

class mg_m134

{

weapon="UH1Y_m134";

angle0=0

angle1="-1 * 3.141592654";

multiplier=17000;

type="rotation";

animPeriod=0.3;

selection="barrels";

begin="usti hlavne";

end="konec hlavne";

};

};

class Turrets

{

class MainTurret: NewTurret

{

startEngine = 0;

outGunnerMayFire = 1;

commanding = -1;

primary = 1;

memoryPointsGetInGunner = "pos gunner";

memoryPointsGetInGunnerDir = "pos_gunner_dir";

memoryPointGun = "machinegun";

memoryPointGunnerOptics = "gunnerview";

selectionFireAnim = "zasleh";

castGunnerShadow = 1;

viewGunnerShadow = 1;

gunnerAction = "AH1Z_Gunner";

gunnerInAction = "AH1Z_Gunner";

weapons[]={"M197","FFARLauncher"};

magazines[]={"750Rnd_M197_AH1","38Rnd_FFAR"};

gunnerOpticsModel = "\ca\air\optika_AH1Z_rocket.p3d";

gunnerForceOptics = 0;

minElev = -45;

maxElev = 5;

initElev = 0;

minTurn = -100;

maxTurn = 100;

initTurn = 0;

};

};

class HitVRotor

{

armor = 0.300000;

material = 51;

name = "tailRotor";

visual = "tailRotor";

passThrough = 1;

};

class HitHRotor

{

armor = 0.300000;

material = 51;

name = "mainRotor";

visual = "mainRotor";

passThrough = 1;

};

class AnimationSources

{

class Doors // Should be the same as your selection name.

{

source = "user"; //The controller is defined as a user animation.

animPeriod = 1; //The animation period used for this controller.

initPhase=0; //Initial phase when object is created. 0 = CLOSED

};

};

class UserActions

{

class Rappel

{

displayName="Call Rappel";

position="pos_rope";

radius=15;

condition="getpos this select 2 > 10 && driver this != player && isEngineOn this && player in this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\RappelPos.sqs}";

};

class Land

{

displayName="Land";

position="pos_rope";

radius=100000;

condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\land.sqs}";

};

class Cancel

{

displayName="Cancel current maneuver";

position="pos_rope";

radius=100000;

condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" > 0.5";

statement="[this] exec {\Hueys\scripts\breakoff.sqs}";

};

class FastIns

{

displayName="Call insertion";

position="pos_rope";

radius=15;

condition="isengineon this && player in this && driver this != player && this animationphase ""Extractionstatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\fastins.sqs}";

};

class Pickupday

{

displayName="Call day Extraction";

position="pos_rope";

radius=100000;

condition=" daytime > 6 && daytime < 18 && (player distance this) > 50 && (player == leader group this) && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\fastext.sqs}";

};

class Pickupnight

{

displayName="Call night Extraction";

position="pos_rope";

radius=100000;

condition="(daytime <= 6 || daytime >= 18) && (player distance this) > 50 && player == leader group this && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\fastnightext.sqs}";

};

};

class Animations

{

class ExtractionStatus

{

type = rotation;

animPeriod = 0.001;

selection = extraction;

axis = osaextraction;

angle0 = 0;

angle1 = 1;

};

};

class ViewOpticsBase {};

class ViewOptics: ViewOpticsBase

{

initAngleX=0; minAngleX=-170; maxAngleX=+20;

initAngleY=90; minAngleY=+20; maxAngleY=+170;

initFov=0.7; minFov=0.42; maxFov=0.85;

};

class ViewGunner

{

initAngleX=0; minAngleX=-170; maxAngleX=+20;

initAngleY=90; minAngleY=+20; maxAngleY=+170;

initFov=0.7; minFov=0.42; maxFov=0.85;

};

class ViewPilot

{

initAngleX=5; minAngleX=-20; maxAngleX=35;

initAngleY=0; minAngleY=-180; maxAngleY=180;

initFov=0.7; minFov=0.42; maxFov=0.85;

};

class ViewCargo

{

initAngleX=5; minAngleX=-30; maxAngleX=30;

initAngleY=0; minAngleY=-180; maxAngleY=180;

initFov=0.7; minFov=0.42; maxFov=0.85;

};

hasGunner=1;

weapons[]={"M197","FFARLauncher"};

magazines[]={"750Rnd_M197_AH1","38Rnd_FFAR"};

crew="SoldierWPilot";

picture="\Hueys\UH-1Y";

maxSpeed=280;

side=1;

armor=70;

armorStructural=3.0; // structural dammage

armorHull=1;

armorEngine=0.6;

armorAvionics=0.7;

armorVRotor=0.5;

armorHRotor=0.7;

armorMissiles=1.6;

armorGlass=1.5;

soundDammage[]={Objects\alarm_loop1,db+5,1};

cost=10000000;

soundEngine[]={"\Hueys\sounds\XBELL205.ogg",30,1};

transportSoldier=12;

type=2;

threat[]={1,0.050000,0.050000};

secondaryExplosion=-0.025;

typicalCargo[]={"SoldierWPilot","SoldierWPilot"};

mainRotorSpeed = 1.5;

backRotorSpeed = 1.5;

rotorBig="\Hueys\UH1-Y";

rotorBigBlend="\Hueys\rotor";

rotorSmall="\Hueys\UH1-Y";

rotorSmallBlend="\Hueys\tailrotor";

dammagehalf[]=

{

"\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa"

};

dammagefull[]=

{

"\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa"

};

class EventHandlers

{

};

class uh1Y: Helicopter

{

scope=public;

icon="\Hueys\sebUH1.paa";

vehicleClass = "USMC_Air";

displayName="UH-1Y Iroquoi";

nameSound="chopper";

accuracy=5.0;

model="\Hueys\UH1Y.p3d";

driverAction="UH60_Pilot";

commanderAction="UH60_Pilot";

driverIsCommander=1;

gunnerAction="UH60_Pilot";

gunnerOpticsModel="\ca\air\optika_AH1Z";

selectionHRotorStill = "velka vrtule staticka";

selectionHRotorMove = "velka vrtule blur";

selectionVRotorStill = "mala vrtule staticka";

selectionVRotorMove = "mala vrtule blur";

memoryPointLMissile = "L strela";

memoryPointRMissile = "P strela";

memoryPointLRocket = "L raketa";

memoryPointRRocket = "P raketa";

selectionFireAnim = "zasleh";

gunnerUsesPilotView=1;

enableSweep=false;

castDriverShadow=1;

castGunnerShadow=1;

castCargoShadow=1;

transportMaxMagazines = 300;

transportMaxWeapons = 50;

class TurretBase {};

class Turret: TurretBase

{

gunAxis="OsaHlavne";

turretAxis="OsaVeze";

gunBeg="usti hlavne";

gunEnd="konec hlavne";

soundServo[]={};

minElev=-50; maxElev=+20;

minTurn=+20; maxTurn=+170;

body="OtocVez";

gun="OtocHlaven";

};

class TransportMagazines

{};

class TransportWeapons

{};

class UserActions

{

class Rappel

{

displayName="Call Rappel";

position="pos_rope";

radius=15;

condition="getpos this select 2 > 10 && driver this != player && isEngineOn this && player in this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\RappelPos.sqs}";

};

class Land

{

displayName="Land";

position="pos_rope";

radius=100000;

condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\land.sqs}";

};

class Cancel

{

displayName="Cancel current maneuver";

position="pos_rope";

radius=100000;

condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" > 0.5";

statement="[this] exec {\Hueys\scripts\breakoff.sqs}";

};

class FastIns

{

displayName="Call insertion";

position="pos_rope";

radius=15;

condition="isengineon this && player in this && driver this != player && this animationphase ""Extractionstatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\fastins.sqs}";

};

class Pickupday

{

displayName="Call day Extraction";

position="pos_rope";

radius=100000;

condition=" daytime > 6 && daytime < 18 && (player distance this) > 50 && (player == leader group this) && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\fastext.sqs}";

};

class Pickupnight

{

displayName="Call night Extraction";

position="pos_rope";

radius=100000;

condition="(daytime <= 6 || daytime >= 18) && (player distance this) > 50 && player == leader group this && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";

statement="[this] exec {\Hueys\scripts\fastnightext.sqs}";

};

};

class Animations

{

class ExtractionStatus

{

type = rotation;

animPeriod = 0.001;

selection = extraction;

axis = osaextraction;

angle0 = 0;

angle1 = 1;

};

};

class ViewOpticsBase {};

class ViewOptics: ViewOpticsBase

{

initAngleX=0; minAngleX=-170; maxAngleX=+20;

initAngleY=90; minAngleY=+20; maxAngleY=+170;

initFov=0.7; minFov=0.42; maxFov=0.85;

};

class ViewGunner

{

initAngleX=0; minAngleX=-170; maxAngleX=+20;

initAngleY=90; minAngleY=+20; maxAngleY=+170;

initFov=0.7; minFov=0.42; maxFov=0.85;

};

class ViewPilot

{

initAngleX=5; minAngleX=-20; maxAngleX=35;

initAngleY=0; minAngleY=-180; maxAngleY=180;

initFov=0.7; minFov=0.42; maxFov=0.85;

};

class ViewCargo

{

initAngleX=5; minAngleX=-30; maxAngleX=30;

initAngleY=0; minAngleY=-180; maxAngleY=180;

initFov=0.7; minFov=0.42; maxFov=0.85;

};

hasGunner=1;

weapons[]={no_weap};

magazines[]={};

crew="SoldierWPilot";

picture="\Hueys\UH-1Y";

maxSpeed=280;

side=1;

armor=70;

armorStructural=3.0; // structural dammage

armorHull=1;

armorEngine=0.6;

armorAvionics=0.7;

armorVRotor=0.5;

armorHRotor=0.7;

armorMissiles=1.6;

armorGlass=1.5;

soundDammage[]={Objects\alarm_loop1,db+5,1};

cost=10000000;

soundEngine[]={"\Hueys\sounds\XBELL205.ogg",30,1};

transportSoldier=12;

type=2;

threat[]={1,0.050000,0.050000};

secondaryExplosion=-0.025;

typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"};

rotorBig="\Hueys\UH1-Y";

rotorBigBlend="\Hueys\rotor";

rotorSmall="\Hueys\UH1-Y";

rotorSmallBlend="\Hueys\tailrotor";

dammagehalf[]=

{

"\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa"

};

dammagefull[]=

{

"\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa"

};

};

};

};

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Arma already has a few Huey's converted maybe try one of those and save yourself a whole heap of headaches trying to convert this one.

UH1 Downloads

But if you want to learn to mod etc go ahead.

Southy

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Those are the UH-1H's. Not the UH-1Y's that the USMC use and are recently seen in ArmA 2...

No-one willing to help??  confused_o.gif

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Firstly people will help, they just don't sit on these message boards 24/7 well at least not all of us  smile_o.gif

Right to get the textures looking right I'm guessing the original addon maker used lots of opf textures, you will need opf installed and de-pbo the dta file for a start.

second go into Oxygen and tools>mass texturing  from there you can see what textures are linked to the opf content.

you will need to move each one to the addon folder, you will need to alter the texture path to the addon folder, so basically the model looks for the texture in the addon and not the old opf dta pbo.

For an idea on how to get the animations working right on a helo - download the BIS sample vehicles and have a good look at them.

I think once you have got that far more people can help but at the moment, unfortunately your just at the tip of a large iceberg.

I mention it before anyone else, it might be best to obtain permissions to convert this addon as people might be unwilling to help otherwise.

Southy

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@Hurley: Calm down a bit  wink_o.gif

Old men like us need a bit time for reaction.

Tip#1: Use pastebin.com for config issues including a complete config. Else anybody sees only code displayed in this thread.

concerning your editor class issue:

The config needs a CfgVehicleClasses section. E.g.:

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

class uh1y_cls {

displayName = "UH1Y Hueys";

};

...

class CfgVehicles {

...

vehicleClass = "uh1y_cls";

...

This way, the editor should display a class "UH1Y Hueys" including your chopper.

Next: It would be nice, when you seperate the cfgSkeleton / model section into model.cfg like this:

example model.cfg

Example config.cpp

This way, issues are easier to locate within the config.

Unfortunately, I am pretty occupied by alternative tasks, but I will check this thread for future posts. wink_o.gif

have fun,

mike

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And finally: USE TAGS! That is to say, everything that has a specific class name (class uh1y_FFAR_M134) that could possibly clash with another addon with the same name should have a TAG! Register one at OFPEC and put it in front of everything that should be unique. New weapons, classes, magazines, anything that isn't already in vanilla ArmA.

It'll save you a LOT of headaches in the future, trust me. :P

Nice work otherwise!

Regards,

Wolfrug

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@Hurley: Calm down a bit  wink_o.gif

Old men like us need a bit time for reaction.

Tip#1: Use pastebin.com for config issues including a complete config. Else anybody sees only code displayed in this thread.

concerning your editor class issue:

The config needs a CfgVehicleClasses section. E.g.:

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

class uh1y_cls {

displayName = "UH1Y Hueys";

};

...

class CfgVehicles {

...

vehicleClass = "uh1y_cls";

...

This way, the editor should display a class "UH1Y Hueys" including your chopper.

Next: It would be nice, when you seperate the cfgSkeleton / model section into model.cfg like this:

example model.cfg

Example config.cpp

This way, issues are easier to locate within the config.

Unfortunately, I am pretty occupied by alternative tasks, but I will check this thread for future posts. wink_o.gif

have fun,

mike

Thankyou. Will edit.

Paste bin link: http://pastebin.com/m5e587c86

Also @ Ebale. 1. Copying textures now. Thankyou! 2. I have tried to contact the original owner, but to avail.

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@Hurley: Calm down a bit  wink_o.gif

Old men like us need a bit time for reaction.

Tip#1: Use pastebin.com for config issues including a complete config. Else anybody sees only code displayed in this thread.

concerning your editor class issue:

The config needs a CfgVehicleClasses section. E.g.:

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

class uh1y_cls {

displayName = "UH1Y Hueys";

};

...

class CfgVehicles {

...

vehicleClass = "uh1y_cls";

...

This way, the editor should display a class "UH1Y Hueys" including your chopper.

Next: It would be nice, when you seperate the cfgSkeleton / model section into model.cfg like this:

example model.cfg

Example config.cpp

This way, issues are easier to locate within the config.

Unfortunately, I am pretty occupied by alternative tasks, but I will check this thread for future posts. wink_o.gif

have fun,

mike

Thankyou. Will edit.

Paste bin link: http://pastebin.com/m5e587c86

Also @ Ebale. 1. Copying textures now. Thankyou! 2. I have tried to contact the original owner, but to avail.

I hope the textures work out mate, no reason why they shouldn't, post a screen when you have done it, showing progress always gets others interested.

Unofrtunately I've only converted aircraft so can't help much more.

Good Luck Southy

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Those are the UH-1H's. Not the UH-1Y's that the USMC use and are recently seen in ArmA 2...

No-one willing to help??  confused_o.gif

Well, neither is this, really. This is an early prototype or something. It looks more like a Bell 412 with the engine baffles of a Sea Cobra. I've seen pictures of the uh-1y with these exhaust baffles, but never one with rotors like these.

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Its the Replacement of the old Hueys from the Marine Expedtion Corps from what i have heared. It is entering the service now 08/09.

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Yeah, its replacing the UH-1N Twin Huey. Its basically a Twin Huey with new engines, 4 composite blades, new digital glass cockpit, and a FLIR system.

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What you're saying about the UH-1Y is correct, but to be clear what I'm saying is that this model doesn't represent what the UH-1Y looks like in its current form. Of course, this can't be helped unless you're a modeller. Using the rotors, exhaust and tail of the ah-1z from arma would make it a little closer to what the aircraft actually looks like.

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looking nice what about just an gun Super Huey with out the rocket pods.

I do have one of those, but it did, but now isnt showing up in the editor. If only someone could just edit the config to fix the problems, then we could have ourselves some nice UH-1Y's.

Also, I have aquired all the textures from the OFP data.pbo file. smile_o.gif

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looking nice what about just an gun Super Huey with out the rocket pods.

I do have one of those, but it did, but now isnt showing up in the editor. If only someone could just edit the config to fix the problems, then we could have ourselves some nice UH-1Y's.

Hi SGT. Hurley,

looks like the config is missing side and crew definitions:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class uh1y_FFAR_M134 : uh1

{

...

crew = "SoldierWCrew";

side = 1;

Because I cannot test the config at the moment, I have not added this to the pastebin.com.

Best Regards and have fun,

mike

:edit: better to use SoldierWPilot as crew, but I have only a tank's config to counter check at the moment sad_o.gif

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