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emcnally

Combat support vehicle question

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Hi everyone;

I'm hoping someone can tell me how to take an M113 and make it a repair vehicle, and make a HEMMT an ammo carrier. I've tried modifying the config.cpp in the Conbat! M113 but that only shows it as a repair vehicle and wont let me repair. Is there something in the model that has to be modified?

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BIS repair trucks have that line added in the class definition

transportRepair=200000000;

So to have a M113 being able to repair a vehicle, try to add it to it in its own config

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Thanks, I got it partially working. Now if I can figure out why the 113 and the vehicle needs to be repaired cahse each other and the vehicle that needs repaired just says negative and returns to formation. I can make my own vehicle repair though.

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ok, does anyone know why I as the player can repair, but my AI vehicles wont repair. They head toward the repair vehicle, but end up bypassing it and move about 50m away and say Negative after a few seconds.

The repair config.cpp looks like this;

// 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

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0

#define WeaponSlotPrimary 1

#define WeaponSlotSecondary 16

#define WeaponSlotItem 256

#define WeaponSlotBinocular 4096

#define WeaponHardMounted 65536

class CfgPatches

{

class CBT_m113aRepair

{

units[]=

{CBT_M113A3Repair_W,CBT_M113A3Repair_D,CBT_M113A2Repair_W,CBT_M113A

2Repair_D};

requiredAddons[] =

{"BIS_Resistance","CBT_misc","CBT_Crew","CBT_M113aRepair_Models"};

requiredVersion=1.92;

};

};

class WeaponCloudsGun {};

class WeaponCloudsMGun : WeaponCloudsGun {};

class CBT_M113a_MGunClouds : WeaponCloudsMGun

{

cloudletDuration = 3; // time to live (not including fades)

cloudletAnimPeriod = 0.4; // animation speed

cloudletSize = 2.0;

cloudletAlpha = 0.7;

cloudletGrowUp = 0.25; // grow-up time

cloudletFadeIn = 0.01; // fade-in time

cloudletFadeOut = 2; // fade-out time

cloudletAccY = 0.4; // vertical acceleration

cloudletMaxYSpeed = 0.8;

cloudletShape = "missileSmoke";

cloudletColor[] = {0.8, 0.8, 0.8, 0.25};

interval = 0.04;

size = 1.2;

sourceSize = 0.2;

timeToLive = 0.1;

initT = 40;

deltaT = -30;

class Table

{

class T0 {maxT = 10; color[] = {1, 1, 1, 0};}

};

};

class ECP_EventHandlers{};

class CfgVehicles

{

class All{};

class AllVehicles: All{};

class static: All {};

class building: static {};

class strategic: building {};

class Land: AllVehicles{};

class LandVehicle: Land{};

class Tank: LandVehicle{};

class APC: Tank{};

class M113: APC{};

class CBT_M113RepairBase: M113

{

//--

scope=0;

vehicleClass="CBT - Support";

displayName="M113";

model="\CBT_m113aRepair\CBT_M113a3Repair_w.p3d";

crew=CBT_crew_w_03;

//picture="\CBT_M113aRepair_Scripts\m113w.paa";

hiddenSelections[] = {"mrk1","mrk2"};

icon="Repair_Move";

preferRoads=false;

transportRepair = 200000000000;

side=TWest;

nameSound="m113";

accuracy=0.30;

armor=200;

cost=100000;

maxSpeed=65;

hasGunner = 1;

// CHANGED

transportSoldier=8;

irScanRangeMin = 5;

irScanRangeMax = 1000;

transportAmmo = 0;

gunnerAction="ManActM113Gun";

gunnerInAction="ManActM113Gun";

driverAction="ManActM113DriverOut";

driverInAction="ManActM113Driver";

outGunnerMayFire=1;

forceHideGunner=1;

castGunnerShadow=1;

ejectDeadGunner=1;

driverIsCommander=1;

viewGunnerInExternal=1;

hasCommander=0;

//insideSoundCoef = 0.05;

nightVision=true;

soundEnviron[]=

{"\CBT_M113aRepair_Scripts\sound\tread.ogg",db-15,0.7};

soundEngine[]=

{"\CBT_M113aRepair_Scripts\sound\Engine_16.wav",db-10,1.0};

soundGetIn[]=

{"\CBT_Misc\sound\getinapc.wss",0.000316,1};

soundGetOut[]=

{"\CBT_Misc\sound\getoutapc.wss",0.000316,1};

soundCrash[]={Vehicles\crash_small2,db-20,1};

soundGear[]={Vehicles\Gear_Trans1,db-40,1};

cargoAction[]={"ManActCargo"};

canFloat=true;

unitInfoType="UnitInfoSoldier";

gunnerOpticsModel="optika_empty";

initCargoAngleY=90;

weapons[]={"CBT_M2_50cal"};

magazines[]=

{"CBT_M2_50cal","CBT_M2_50cal","CBT_M2_50cal","CBT_M2_50cal","CBT_M

2_50cal"};

type=VArmor;

//threat[] VSoft, VArmor, VAir

threat[]={0.900000,0.200000,0.100000};

typicalCargo[]=

{"Soldier","Soldier","SoldierLAW","SoldierLAW"};

class HatchDriver

{

selection = "poklop_driver";

axis = "osa_poklop_driver";

angle = 150;

};

class IndicatorSpeed

{

selection="ukaz_rychlo";

axis="osa_rychlo";

angle=-290;

min=0;

max="64/3.6";

};

class IndicatorRPM

{

selection="ukaz_rpm";

axis="osa_rpm";

angle=-235;

min=0;

max=1;

};

class Animations

{

class suspension

{

type="rotation";

animperiod=.5;

selection=sus_f;

axis=osa_sus;

angle0= -.02;

angle1= .02;

};

class gun_recoil

{

type="rotation";

animperiod=0.010000;

selection="rec";

axis="osa_rec";

angle0=0;

angle1=-0.00103;

};

};

class Turret

{

gunAxis = "OsaHlavne";

turretAxis = "OsaVeze";

soundServo[]=

{\CBT_M113aRepair_Scripts\sound\Turret_3.ogg,db-40,0.3};

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

body = "OtocVez";

gun = "OtocHlaven";

minElev=-12;

maxElev=20;

minTurn=-360;

maxTurn=360;

};

transportMaxMagazines=100;

transportMaxWeapons=20;

class HitEngine

{

armor=0.800000;

material=60;

name="engine";

passThrough=1;

};

class HitHull

{

armor=1;

material=50;

name="hull";

passThrough=1;

};

class HitTurret

{

armor=0.800000;

material=51;

name="turet";

passThrough=1;

};

class HitGun

{

armor=0.600000;

material=52;

name="gun";

passThrough=1;

};

class HitLTrack

{

armor=0.600000;

material=53;

name="pasL";

passThrough=1;

};

class HitRTrack

{

armor=0.600000;

material=54;

name="pasP";

passThrough=1;

};

class EventHandlers: ECP_EventHandlers

{

init = "_this exec

{\CBT_M113aRepair_Scripts\fx\CBT_M113a_Init.sqs}; if (format [""%

1"", CBT_FctLoad] == ""scalar bool array string 0xfcffffef"") then

{_this exec {\CBT_Misc\fx\CBT_init.sqs}}";

hit="if (_this select 0 call CBT_countedCargo > 0)

then {_this select 0 exec

""\CBT_M113aRepair_Scripts\fx\CBT_M113a_throwOff.sqs""}";

incomingMissile = "if (_this select 0 call

CBT_countedCargo > 0) then {_this select 0 exec

""\CBT_M113aRepair_Scripts\fx\CBT_M113a_throwOff.sqs""}";

engine = "if (_this select 1) Then {(_this select

0) exec {\CBT_Misc\fx\DKMM_RSC_Tank_Accel.sqs}}";

fired = "if (_this select 0 call CBT_countedCargo >

0) then {_this select 0 exec

""\CBT_M113aRepair_Scripts\fx\CBT_M113a_throwOff.sqs""}; (_this

select 0) exec format [""\CBT_M113aRepair_Scripts\fx\%1.sqs"",

_this select 1]";

};

class GunClouds: CBT_M113a_MGunClouds{};

class MGunClouds: CBT_M113a_MGunClouds{};

};

class CBT_M113A3Repair_D: CBT_M113RepairBase

{

scope=public;

vehicleClass="CBT - Support";

displayName="M113A3 Repair (Desert)";

model="\CBT_m113aRepair\CBT_M113a3Repair_d.p3d";

crew=CBT_crew_de_3c;

hiddenSelections[] = {"mrk1","mrk2","chev1"};

armor=250;

picture="\CBT_M113a_Scripts\m113d.paa";

};

class CBT_M113A2Repair_W: CBT_M113RepairBase

{

scope=public;

vehicleClass="CBT - Support";

displayName="M113A2 Repair (Nato)";

model="\CBT_m113aRepair\CBT_M113a2Repair_w.p3d";

crew=CBT_crew_w_85;

hiddenSelections[] = {"mrk1","mrk2"};

armor=200;

picture="\CBT_M113aRepair_Scripts\m113w.paa";

};

class CBT_M113A2Repair_D: CBT_M113RepairBase

{

scope=public;

vehicleClass="CBT - Support";

displayName="M113A2 Repair (Desert)";

model="\CBT_m113aRepair\CBT_M113a2Repair_d.p3d";

crew=CBT_crew_de_6c;

hiddenSelections[] = {"mrk1","mrk2","chev1"};

armor=200;

picture="\CBT_M113aRepair_Scripts\m113d.paa";

};

};

class CfgVehicleActions

{

M113AComm="CBT_M113AComm";

M113ACommOut="CBT_M113ACommOut";

M113Gun="CBT_M113Gunner";

};

class CfgMovesMC

{

class Default

{

};

class DefaultDie: Default

{

};

class States

{

class Driver: Default

{

};

class CBT_M113AComm: Driver

{

file="\CBT_M113aRepair_Scripts\a\CBT_m113comm1.rtm";

speed=10000000000.000000;

looped=1

variantsAI[]=

{"CBT_M113ACommV1",0.700000,"CBT_M113AComm"};

interpolateWith[]=

{"CBT_M113ACommV1",0.500000};

equivalentTo="CBT_M113AComm";

interpolationSpeed=1;

};

class CBT_M113ACommV1: CBT_M113AComm

{

file="\CBT_M113aRepair_Scripts\a\CBT_m113comm1.rtm";

speed="- 4";

looped=1;

};

class CBT_M113ACommOut: Driver

{

file="\CBT_M113aRepair_Scripts\a\CBT_m113comm2.rtm";

speed=10000000000.000000;

looped=1

variantsAI[]=

{"CBT_M113ACommOutV1",0.700000,"CBT_M113ACommOut"};

interpolateWith[]=

{"CBT_M113ACommOutV1",0.500000};

equivalentTo="CBT_M113ACommOut";

interpolationSpeed=1;

connectTo[]={"CBT_M113CommDead",1};

};

class CBT_M113ACommOutV1: CBT_M113ACommOut

{

file="\CBT_M113aRepair_Scripts\a\CBT_m113comm2.rtm";

speed="- 4";

looped=1;

};

class CBT_M113CommDead: DefaultDie

{

actions="DeadActions";

file="\CBT_M113aRepair_Scripts\a\CBT_m113commD.rtm";

speed=10000000000.000000;

terminal=1;

looped=1;

connectFrom[]={"CBT_M113Gunner",1};

connectTo[]={"DeadState",1};

};

class CBT_M113Gunner: Driver

{

file="\CBT_M113aRepair_Scripts\a\CBT_M113Gunnerstat.rtm";

speed=10000000000.000000;

looped=1;

variantsAI[]=

{"CBT_M113GunnerV1",0.700000,"CBT_M113Gunner"};

interpolateWith[]=

{"CBT_M113GunnerV1",0.500000};

equivalentTo="CBT_M113Gunner";

interpolationSpeed=1;

connectTo[]={"CBT_M113GunnerDying",1};

};

class CBT_M113GunnerV1: CBT_M113Gunner

{

file="\CBT_M113aRepair_Scripts\a\CBT_M113Gunner.rtm";

speed=-4;

looped=1;

};

class CBT_M113GunnerDying: DefaultDie

{

actions="NoActions";

file="\CBT_M113aRepair_Scripts\a\CBT_M113Gunnersmrt.rtm";

speed=-1;

looped=0;

soundEnabled=0;

connectFrom[]={"CBT_M113Gunner",1};

};

class CBT_M113GunnerDead: CBT_M113GunnerDying

{

actions="DeadActions";

file="\CBT_M113aRepair_Scripts\a\CBT_M113Gunnersmrt2.rtm";

speed=10000000000.000000;

terminal=1;

connectFrom[]={"CBT_M113GunnerDying",1};

connectTo[]={"DeadState",1};

};

};

};

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Just an idea, have you checked the "doplovani" points in the memory lod ? I think they are used by the vehicles to position themselves to refuel or repair.

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well got a little problem there. I've just been playing with the config file. I havent a clue on how to load the model into O2. I've tried too, but get a message its not the proper format. I wanted to ask the combat creators about this, But dont know how too contact them. Their webiste is gone or changed. My modeling skills are nil right now. Think the model is the problem though. I put the p3d file in in another config file and tried that and the same thing happened.

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If you got the model staight from OFP its in whats called ODOL format which is optimised and can't be opened in Oxygen, you can only open MLOD format in Oxygen to get ODOL in to MLOD you have to use "ODOL explore", but beware that information is lost in the translation and things shout as properties and how light is reflected can get screwed(can be fixed in Oxygen though), or it is posible to get MLOD models from the old demo and BIS released a colection of models back in the day try to find them,

STGN

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I guess I need to learn modeling and create my own. Does anyone know where I can get a manual for oxegen? I guess I need to learn how to speak Chec also since it seems alot of commands are in Chec. I need a good Tank tutorial. Know where I can find one? I also wish I could have gotten my hands on Team Yankees M88 they started but didnt finish I guess because they switched to ArmedA. I hope that OFP2 is as good as OFPres. Thanks for your input I really appreciate it. The model I'm playing with is the CBT_M113. I cant get it to open in O2, I get a message that says inproper p3d format. The Hemmt's I got set so there is an ammo version and a repair version, But since I cant get ahold of the Combatclan ppl I dont want to release them.

Edited by emcnally

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thanks alot. I'm playing around with O2 right now. I tried the container tutorial but cant get textures to load. So once I can get that figured out maybe I can do something. Do you know if I make a model without textures, will it show up in OFP?

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If you write a working config then yes a model with out texture will show up in OFP.

STGN

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