RaZoR X 1 Posted March 10, 2009 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:( Share this post Link to post Share on other sites
DespairsRay 0 Posted March 11, 2009 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. Share this post Link to post Share on other sites
RaZoR X 1 Posted March 11, 2009 can anyone tell me where I can DL the sgtev_nogrwtex.pboI'm trying to use the City island by Shrademn'Yyhrs as my city of Olympus but im missing one last .pbo [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) Â 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 Share this post Link to post Share on other sites
RaZoR X 1 Posted March 12, 2009 this Oxygen tool is pretty cool ... just a few more pieces to go Share this post Link to post Share on other sites
RaZoR X 1 Posted March 13, 2009 here is the best i could do with the land mate... 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? Share this post Link to post Share on other sites
RaZoR X 1 Posted March 14, 2009 Config from hell!!! Dang this part is hard!!! trying my best just to get Landmate to show up in game! what am i doing wrong?... Share this post Link to post Share on other sites
RaZoR X 1 Posted March 14, 2009 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; }; }; Share this post Link to post Share on other sites
sanctuary 19 Posted March 14, 2009 <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. Share this post Link to post Share on other sites
RaZoR X 1 Posted March 15, 2009 Thanks for the Help Sanctuary but i still have something wrong you will  get credit for helping out. as soon as we get it working in game then i can add textures. Share this post Link to post Share on other sites
sanctuary 19 Posted March 15, 2009 Your landmate works ingame for me. All you have to do is to change config.txt into config.cpp before making a pbo of it. Share this post Link to post Share on other sites
RaZoR X 1 Posted March 15, 2009  HAHAHA its always something simple   You ROCK Sanctuary OMG! just tried it out he looks cool but Dang the Landmate is all messed up. the only thing he does right is shoot strait . i guess ill have to work on him more  if anyone wants to make him work right feel free to give it a try. Share this post Link to post Share on other sites
RaZoR X 1 Posted March 15, 2009 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. Share this post Link to post Share on other sites
RaZoR X 1 Posted March 15, 2009 basic Landmate complete... special thanks to Sanctuary for helping me . Share this post Link to post Share on other sites
DespairsRay 0 Posted March 16, 2009 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. Share this post Link to post Share on other sites
RaZoR X 1 Posted March 16, 2009 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 Share this post Link to post Share on other sites
sanctuary 19 Posted March 16, 2009 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. Share this post Link to post Share on other sites
RaZoR X 1 Posted March 16, 2009 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 Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 16, 2009 OFP wiki is your (best) friend : Ofp wiki Share this post Link to post Share on other sites
RaZoR X 1 Posted March 16, 2009 Thanks for the help guys:) I got Briareos into his own .pbo with the buffy config but now hes messed up! what do i do now? Share this post Link to post Share on other sites
mr. Duck 0 Posted March 16, 2009 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). Share this post Link to post Share on other sites
R0adki11 3949 Posted March 17, 2009 hi, im loving how quickly you are putting your mod together, you have some great re texturing skills Share this post Link to post Share on other sites
RaZoR X 1 Posted March 17, 2009 Thanks R0adki11 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 Share this post Link to post Share on other sites
RaZoR X 1 Posted March 18, 2009 ok looks like i have a model for the East Landmate! ill add the urban camouflage to match the East Cyborgs. Share this post Link to post Share on other sites