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RaZoR X

APPLESEED EX MACHINA MOD

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my biggest challenge will be the East and West Landmates I plan to create them as tanks so players can get in and out of them but i have no idea how to make them walk:(

gugesd_1.jpg

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Wow great progress Razor, pretty fast work.

Hmmm WH40k mod has two versions for one of their "mech" guys both had diff pros and cons. One was a tank the other a man.

Hope after you're done you do some more sci-fi stuff.

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can anyone tell me where I can DL the sgtev_nogrwtex.pbo

I'm trying to use the City island by Shrademn'Yyhrs as my city of Olympus but im missing one last .pbo sad_o.gif

[ig]http://screenshots.filesnetwork.com/37/files2/72797_6t.jpg[/img]

Please help

AWESOME!! I now have the missing file so all I have to do now is add the 2 big round buildings (Tarterus and Prometheus)  to the Island and we have a good city of Olympus.

Thanks DespairsRay, im having a blast with this Mod so far.

My landmate model is almost complete and should start Texturing soon. I will worry about the config when i get there

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this Oxygen tool is pretty cool ...

landmatebuild.jpg

just a few more pieces to go smile_o.gif

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here is the best i could do with the land mate...

landmatefin.jpg

next up is texture and config

since i dont know how to make it walk, it will be a basic tank with Vulcan gun turret.

i left out the anti gravity wing since this will be a ground Landmate.

i will do a flying landmate with the wing later with helicopter config

let me know what you think? smile_o.gif

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Config from hell!!!banghead.gif

Dang this part is hard!!! trying my best just to get Landmate to show up in game!

what am i doing wrong?...

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any help would be great...

#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

class CfgPatches

{

class westlandmate

{

units[] = {westlandmate};

weapons[] = {};

requiredVersion = 1.10;

};

class westlandmate_MG

{

units[] = {};

weapons[] = {westlandmate_MG};

requiredVersion = 1.20;

};

};

class cfgModels

{

class Default {};

class Vehicle: Default {};

class Tank{};

class westlandmate: Tank

{

sectionsInherit="Vehicle";

sections[]={"zasleh"};

};

class Weapon: Default {};

class optika_flir_gunner: Weapon {};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class MachineGun7_6: MGun {};

class westlandmate_MG: MachineGun7_6

{

ammo="Bullet30";

count=500;

reloadTime=0.08000;

autoFire = true;

displayName="GU-11 55mm";

displayNameMagazine="55mm";

shortNameMagazine="55mm";

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Tank: LandVehicle

{

class TurretBase {};

};

class APC: Tank {};

class BMP: APC {};

class westlandmate: BMP

{

side=1;

displayName="West Landmate";

armor=1000;

cost=1000000;

model=\westlandmate\westlandmate;

soundEngine[]={,db-40,0.001};

soundEnviron[]={"\westlandmate\footfallgravel.wav",1,1};

maxspeed=300;

gunnerIsCommander=1;

hasCommander=0;

hasDriver=1;

hasGunner=0;

driverIsGunner=1;

canFloat=false;

class TransportMagazines {};

irScanRange = 4000; // long range radar

irScanGround = 4000; // NO IR on ground targets

gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar;

weapons[]={westlandmate_MG,};

magazines[]={westlandmate_MG,};

class Turret: TurretBase

{

gunAxis = "OsaHlavne";

turretAxis = "OsaVeze";

soundServo[]={,db-40,1.0};

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

minElev=-45; maxElev=+90;

minTurn=-45; maxTurn=45;

body = "OtocVez";

gun = "OtocHlaven";

};

{

//threat[] VSoft, VArmor, VAir

threat[]={1, 1, 0.5};

gunnerOpticsModel = "optika_zsu_gunner";

commanderOpticsModel = "optika_tanke_auxiliary";

driverAction = ManActUH60Pilot;

driverInAction = ManActUH60Pilot;

// outGunnerMayFire = true;

forceHideGunner = true;

viewGunnerInExternal = true;

transportSoldier = 0;

};

};

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

{

//threat[] VSoft, VArmor, VAir

threat[]={1, 1, 0.5};

I think the { above should not be there

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

class CfgPatches

{

class westlandmate

{

units[] = {westlandmate};

weapons[] = {};

requiredVersion = 1.10;

};

class westlandmate_MG

{

units[] = {};

weapons[] = {westlandmate_MG};

requiredVersion = 1.20;

};

};

You should have 1 CfgPatches class, add the weapon in the same class as the unit, like this :

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

class CfgPatches

{

class westlandmate

{

units[] = {westlandmate};

weapons[] = {westlandmate_MG};

requiredVersion = 1.10;

};

};

Additionally to cover yourself from possible dependencies errors related to missing "bis_resistance" , change the required version to 1.75 and add a requiredaddons section , so it looks like this :

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

class CfgPatches

{

class westlandmate

{

units[] = {"westlandmate"};

weapons[] = {westlandmate_MG};

requiredVersion = 1.75;

requiredAddons[]={"BIS_Resistance","BIS_WeaponPack"};

};

};

For the "" i am not sure they are required, but i always used them in there in my configs anyways.

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Thanks for the Help Sanctuary but i still have something wrong sad_o.gif

you will  get credit for helping out.

as soon as we get it working in game then i can add textures.

apexwv-08.jpg

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Your landmate works ingame for me.

clipboard01w.jpg

All you have to do is to change config.txt into config.cpp before making a pbo of it.

wink_o.gif

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yay.gif  HAHAHA its always something simple  notworthy.gif  You ROCK Sanctuary smile_o.gif

OMG! just tried it out he looks cool but Dang the Landmate is all messed up. sad_o.gif the only thing he does right is shoot strait .

i guess ill have to work on him more  confused_o.gif

if anyone wants to make him work right feel free to give it a try.

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ok i have decided to move forward with the Landmate and begin to add texture, the "Alpha" West Landmate will be simple (hopefully some one can make a perfect "Beta".)

Used in some test missions it seems to be pretty effective in close urban combat vs ground troops and vehicles and able to sustain small arms fire but very weak vs an AT attack.

Animation is horrible gun turret system works but looks bad legs unable to walk sorry but its the best i can do.

first person and weapon view are very shaky i don not know how to add suspension to the legs

3rd person is ok and wepon system seems to be acurate.

anyone who would like to make a better Beta please feel free to do so.

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basic Landmate complete...

3apples.jpg

special thanks to Sanctuary for helping me . smile_o.gif

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Looking good Razor,

The mech's aren't exactly "walking" but semi-look like it, check out some of the mechs out there like the Zenith, I think.

Those soldiers in that pic above with the Landmate look interesting also.

Nice progress with everything.

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ok, i have a small problem...

I am ready to release the 3 addons i have (so everyone can play with and/or improve.) but my problem is with Briareos...

Sengir gave me permission to use the Assassin to create Briareos but not in the WH40k_IG MOD.

i dont know how to extract him from the WH40k_IG MOD.

is there anyone out there that can get him out as a single .pbo with his Exitus weapons?

if you would like to help me please send me a PM and i can send you a link to DL my WH40k_IG w/ Briareos

smile_o.gif

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To extract your unit out of Sengir pbo, just repath its textures to point to your own PBO, then write a config for him.

Basically the same you did for your landmate based on one of the Tau model, that do not need any of the wh40k pbo.

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ok Sanctuary thanks for having patience with me .

I have all day to give it a shot today

i will just need help on...

1) adding armor to the config

I have no idea how to make him as strong as the assassin

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Thanks for the help guys:)

I got Briareos into his own .pbo with the buffy config but now hes messed up!

badb.jpg

what do i do now?

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Your selections are messed up probably, the guys from WH40K use their own custom anims (and you're using the stock anims).

Try getting the standard BIS soldier and use that as a reference for your selections (go check the area around the hands).

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hi, im loving how quickly you are putting your mod together, you have some great re texturing skills smile_o.gif

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Thanks R0adki11 smile_o.gif

I figure ill make the 1.0 version as fast as i can to have fun with and learn then take my time with the 2.0

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ok looks like i have a model for the East Landmate!

web.jpg

ill add the urban camouflage to match the East Cyborgs.

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