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vektorboson

Unfinished stuff

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I'm starting to get my unfinished stuff out, hoping it is useful to someone. Everything made exclusively by me (or based on BIS-stuff) will fall under a "do what you want"-license. I hope I can release as much as possible.

The first release is a runway-/taxiway-addon; the runway has to be applied as an island texture, the taxiway is a road-like object.

MLODs are included in the archive (which weighs around 1MB). Sorry for not providing pictures...

Mirrors are welcome, since I've got a limited data transfer volume on my homepage. In case you cannot download it, send me a PM, I'm going to e-mail you the addon.

27.1.2009

Runway and Taxiway addon:

http://www.filefactory.com/file/a03fd17/n/scf_airbase_rar

http://home.arcor.de/vektorboson/res/scf_airbase.rar

---

23.12.2009

Flashpoint Germany US Army vehicles:

Contains

- IP M1 Abrams

- M113A2, M113A2 Ambulance, M163 Vulcan

- Chaparral

This pack contains only P3Ds and textures! No playables!

http://home.arcor.de/vektorboson/res/US_Army_FP85.7z

---

Here's a sample config for the pack above; please note that a config for the Chaparral missiles is still missing.

#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 WeaponSlotHandGun  2  // HandGun
#define WeaponSlotHandGunItem  32 // HandGun magazines
#define WeaponSlotItem    256  // items
#define WeaponSlotBinocular  4096  // binocular
#define WeaponHardMounted  65536

class CfgPatches
{
class scf_us
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.96;
	requiredAddons[] = {};
};//class scf_us
};//class CfgPatches

class CfgModels
{
class Default{};
class Vehicle : Default {};
class Tank: Vehicle{};
class m113: Tank {};

//--------------------
// M1 Abrams
class scfus_ipm1_w: Tank{};

//--------------------
// M113 APC
class scfus_m113a2_w: m113{};

class scfus_m113a2_amb_w: scfus_m113a2_w{};

//--------------------
// M163 Vulcan
class scfus_m163a2_w: scfus_m113a2_w{};

//--------------------
// M730 Chaparall
class scfus_m730a1_od: m113
{
	sectionsInherit = "m113";
	sections[]={"missile_1","missile_2","missile_3","missile_4"};
};
class scfus_m730a1_w: scfus_m730a1_od{};
class scfus_m730a1_s: scfus_m730a1_od{};
};//class CfgModels

class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};

class Car: LandVehicle {};
class Jeep : Car {};

class Tank: LandVehicle{};
class M1Abrams: Tank{};
class M60: Tank{};

class APC: Tank{};
class M113: APC{};

//-----------------------------------------------------------------------------
//
// Abrams MBT variants:   M1, IPM1
//

// -- M1 A0

class scf_us_m1_base : M1Abrams
{
	scope = private;
	vehicleClass = "US Army Tracked";
	displayName = "M1 Abrams";
	weapons[]={"scf_us_gun105", "scf_m240c", "scf_m2hb"};
	magazines[]=
	{
		"scf_us_sabot105", "scf_us_heat105",
		"scf_m240c_mag11400",
		"scf_m2hb_mag100","scf_m2hb_mag100","scf_m2hb_mag100"
	};

	fuelCapacity = 675;

	destrType = DestructMan;

	class HitEngine { armor=0.8; material=60; name="engine"; passThrough=1; };
	class HitHull { armor=0.86; material=50; name="hull"; passThrough=1; };
	class HitTurret { armor=1; material=51; name="turet"; passThrough=1; };
	class HitGun { armor=0.6; material=52; name="gun"; passThrough=1; };
	class HitLTrack { armor=0.6; material=53; name="pasL"; passThrough=1; };
	class HitRTrack { armor=0.6; material=54; name="pasP"; passThrough=1; };

	armor = 500;
	armorStructural = 2.0;
	armorHull = 0.86;
	armorTurret = 1;
	armorGun = 0.6;
	armorEngine = 0.8;
	armorLights = 0.4;
	armorTracks = 0.6;
	maxSpeed = 75;

	soundEnviron[] = {"\scf_sound\veh\m1_treads.ogg",1.0,1.0};
	soundEngine[]={"\scf_sound\veh\m1_engine.ogg",0.5,2.0};

	class Turret
	{      
	  gunAxis = "osahlavne"; turretAxis = "osaveze";
	  soundServo[] = {"\scf_sound\veh\m1_turret.ogg",0.08,1.0};
	  gunBeg = "usti hlavne"; gunEnd = "konec hlavne";
	  minElev = -5; maxElev = 42; minTurn = -360; maxTurn = 360;
	  body = "otocvez"; gun = "otochlaven";
	};
};//class scf_us_m1_base : M1Abrams

// -- IP M1

class scf_us_ipm1_base : scf_us_m1_base
{
	displayName = "M1 IP Abrams";
};//class scf_us_ipm1_base

class scf_us_ipm1_merdc_w :scf_us_ipm1_base
{
	scope = public;
	accuracy = 500000;
	displayName = "M1 IP (Winter MERDC)";
	model = "\scf_us_3d\scfus_ipm1_w.p3d";
};//class scf_us_m1_merdc_w


// -- M113A2

/*
 *	M113A2 Ambulance is called 'M113A2 Armored Ambulance'
 *	so class name should be something like: scf_us_m113a2_amb_*
 */
class scf_us_m113a2_base : M113 
{
	scope = private;
	vehicleClass = "US Army Tracked";
	displayName = "M113A2";
	destrType = DestructMan;

	soundEngine[]={"\scf_sound\veh\m113_engine", 1, 1};
	soundEnviron[]={"\scf_sound\veh\m113_treads", 1, 1};

	weapons[]={"scf_m2hb"};
	magazines[]=
	{
		"scf_m2hb_mag100","scf_m2hb_mag100","scf_m2hb_mag100",
		"scf_m2hb_mag100","scf_m2hb_mag100",
		"scf_m2hb_mag100","scf_m2hb_mag100"
	};
};//class scf_us_m113a2_base

class scf_us_m113a2_merdc_w : scf_us_m113a2_base
{
	scope = public;
	accuracy = 500000;
	displayName = "M113A2 (Winter MERDC)";
	model = "\scf_us_3d\scfus_m113a2_w.p3d";
};//class scf_us_m113a2_w



// armored ambulance version
class scf_us_m113a2_amb_base : scf_us_m113a2_base
{
	scope = private;
	displayName = "M113A2 Ambulance";
	attendant = true;
	weapons[] = {};
	magazines[] = {};
};//class scf_us_m113a2_amb_base

class scf_us_m113a2_amb_merdc_w : scf_us_m113a2_amb_base
{
	scope = public;
	accuracy = 500000;
	displayName = "M113A2 Ambulance (Winter MERDC)";
	model = "\scf_us_3d\scfus_m113a2_amb_w.p3d";
};//class scf_us_m113a2_amb_merdc_w





// -- M163A2 Vulcan
class scf_us_m163a2_base : scf_us_m113a2_base
{
	scope = private;
	displayName = "M163A2";
	transportSoldier = 0;

	weapons[] = { "scf_m168" };
	magazines[] = { "scf_m168" };

	cost = 1000000;
	irScanRangeMin = 400;
	irScanRangeMax = 4000;
	irScanGround = 0;
	gunnerCanSee = "4+8+16+1";
	class Turret
	{
		gunAxis="osahlavne"; turretAxis="osaveze";
		soundServo[]={"\scf_sound\veh\m163_servo", 0.031623, 1.0};
		gunBeg="usti hlavne"; gunEnd="konec hlavne";
		body = "otocvez"; gun="otochlaven";
		minElev = -1; maxElev = 70;
		minTurn = -360; maxTurn = 360;
	};
	threat[]={0.5, 0.5, 1};
	gunnerOpticsModel = "optika_zsu_gunner";
	driverAction = "ManActM113DriverOut";
	gunnerAction = "ManActVulcanGunner";
	gunnerInAction = "ManActVulcanGunner";
	class ReloadAnimations
	{
		class Vulcan
		{
			weapon = "scf_m168";
			angle0 = 0; angle1="-2 * 3.141592654";
			multiplier = 500;
			type="rotation";
			animPeriod=1;
			selection="gatling";
			begin = "usti hlavne"; end = "konec hlavne";
		};//class Vulcan
	};//class ReloadAnimations	
};//class scf_us_m163a2_base

class scf_us_m163a2_merdc_w : scf_us_m163a2_base
{
	scope = public;
	accuracy = 500000;
	displayName = "M163A2 (Winter MERDC)";
	model = "\scf_us_3d\scfus_m163a2_w.p3d";
};//class scf_us_m163a2_w




// -- M548 with Chaparral  = M730A1
class scf_us_m730a1_base : scf_us_m548_base
{
	displayName = "M730A1 Chaparral";
	hiddenSelections[]={"missile_1","missile_2","missile_3","missile_4"};
	weapons[] = {"aces_mim72"};
	magazines[] = {"aces_mim72"};
	//threat[] VSoft, VArmor, VAir
	threat[] = {0.0, 0.0, 1.0};
	irScanRangeMin = 500;
	irScanRangeMax = 7500;
	irScanToEyeFactor = 15;
	sensitivity = 8;
	transportSoldier = 1;
	class Turret
	{
		gunAxis = "osahlavne";
		turretAxis = "osaveze";
		soundServo[]={};
		gunBeg = "usti hlavne";
		gunEnd = "konec hlavne";
		minElev = 0; maxElev = +70;
		minTurn = -360; maxTurn = +360;
		body = "otocvez";
		gun = "otochlaven";
	};

	class EventHandlers
	{
		init = "_this exec ""\scfus_mim\scr\init.sqs"";";
		fired = "_this exec ""\scfus_mim\scr\fired.sqs"";";
	};//class EventHandlers
};//class scfus_chaparral_base

class scf_us_m730a1_merdc_w : scf_us_m730a1_base
{
	scope = public;
	displayName = "Chaparral (Winter MERDC)";
	model = "\scf_us_3d\scfus_m730a1_w.p3d";
	accuracy = 500000;
};//class scf_us_m730a1_merdc_w
};//class CfgVehicles

-----

24.12.2009

Object pack:

http://home.arcor.de/vektorboson/res/scf_objects.7z

-----

05.01.2010

IP M1 extra textures (MERDC-Summer and Olive Drab)

http://home.arcor.de/vektorboson/res/m1_extra_textures.7z

-----

20.03.2010

Update to my age old debugging console

http://home.arcor.de/vektorboson/res/console_3.7z

-----

26.09.2010

Added Billboard template addon:

billboard.jpg

http://home.arcor.de/vektorboson/res/scf_bill.7z

-----

07.07.2011

scripting library: https://bitbucket.org/vektorboson/ofp_scriptlib/

fwatch for CWA: https://bitbucket.org/vektorboson/fwatch

Blender 2.49b P3D scripts: https://bitbucket.org/vektorboson/blender_ofp

Edited by vektorboson

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will you be releasing any of your Germany 85 addons as finished/unfinished content ? smile_o.gif

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Thanks for the mirror  smile_o.gif

will you be releasing any of your Germany 85 addons as finished/unfinished content ?  smile_o.gif

Yep!

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I wonder if still all of your wonderful tutorials are published on OFPEC? if not could you re-release them too? even the ofp ones, as there is still so much info in it, which can be applied to arma. I just want to mention your drop tutorial or dialog tute... thanks for that!

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I wonder if still all of your wonderful tutorials are published on OFPEC? if not could you re-release them too? even the ofp ones, as there is still so much info in it, which can be applied to arma. I just want to mention your drop tutorial or dialog tute... thanks for that!

I don't know about OFPEC, but the dialog- and the drop-tutorial are available on Mapfact:

Dialog-tutorial

Drop-tutorial

I didn't test those, but the English versions should be included.

Shame on me, I don't have those tutorials anymore on my HD (neither the released versions, neither the source).

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I have uploaded my unfinished Abrams, M113 and Chaparral.

They lack a config, thus they are not playable out of the box. There's possibly something missing.

Download-Link in first post!

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Nice objects. Hopefully someone will make use of them in their custom made islands. :)

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Superb objects, thanks for the release, i am sure someone will find a good place for them on their island.

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Great addons, vektorbosen! Thanks. I will try to implement some in my retexturing project for the BIS islands, once the CAT-Afghanistan island is done.

Merry Christmas to you and all, who read this message.

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23.12.2009

Flashpoint Germany US Army vehicles:

Contains

- IP M1 Abrams

- M113A2, M113A2 Ambulance, M163 Vulcan

- Chaparral

Big thanks vektorboson,

I have already spent some time on the IP M1 (added / replaced some of the M1A1 interrior with M60 interrior, added camo to cargo / driver view LOD's), but will try to find some more minutes (may be adding a RHS compliant recoil and tank riders).

cu,

mike

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good looking stuff...i need help i'm making a ww2 island, i just releast a beta version http://forums.bistudio.com/showthread.php?t=94624,well i would like to put some railroad across the island conecting the citys so can you make a individual railroad addon for my to use just the railroad, it doesent have to be functional the railroad will be good to give it a bit more ww2 look and for the athmosfere of the island.

Since you are in the texture and model making and that railroad in the screenshot looks good, or could you make an simple one like the dirt road and insted of the road texture put the railroad texture so its just basicly a flat objext like road onley different texture it would mean a lot to me because im trying to make a big good looking island.

Will give you credits for that addon!

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@daraofp

Since it sounds as if you already laid some rails, I suggest that you keep those AEF-rails. They still can be replace later in the config; thus you could have two versions of the island: One with working rails (for the AEF-train) and one with not working rails. I can modify the AEF-models that they no longer have the class 'house'.

But another thing: Weren't there rail models in the Invasion44-objects? They might fit your island better, since it's WW2. I'm doing only modern stuff, and if you read the thread title, it's even unfinished stuff.

---

Anyway, I'm still going to add a few objects to my objects pack, and even release a binarized version, that can be used in WrpTool. MLODs will be provided, of course.

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I44 use AEF rail, only ww2 rails that I know about are those, created by Liberation team and another rails from stalingrad map.

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I have made an update to my debug/scripting console; it is now much easier to install than it was before.

You have two options: You can use the debug console in a mission, or you can install it as a Mod (thus having it available in all missions by just calling [] exec "console.sqs"). Please refer to the included documentation how to do option 2 (for modders it's extremly easy).

Download it here:

http://home.arcor.de/vektorboson/res/console_3.7z

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26.09.2010

Added Billboard template addon (as promised to VBCI):

billboard.jpg

http://home.arcor.de/vektorboson/res/scf_bill.7z

This is a billboard template for OFP:R. It comes without warranty and you use it at your own risk.

You may modify this addon in any way you wish and redistribute it. You don't need to provide

credits.

I have included a Photoshop-image which you can modify to put your own ad on the texture. In

case your image manipulation program does not support PSD-files, I have also provided a TGA.

In case you want several different ads, you need to duplicate the scf_billboard.p3d and put

a different texture on it. You also need to add an additional config entry for the new model.

EXAMPLE:

Let's assume you named your second model "scf_billboard_2.p3d", then you add the following to

the config.cpp under the scf_billboard-class:

class scf_billboard_2: scf_billboard {

displayName = "Billboard 2";

model = "\scf_bill\scf_billboard_2.p3d";

};

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