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Hi guys, i would be to set some goal before the next release of PedagneMOD, i will appreciate very much, if someone solved only just one point of these below:

1) SMOKE LAUNCHER. How to add a smokelaunchers? I have add in the config the relative commands that i have found in M1A1 (i.e.) of BIS. But in game, work all commands but not the smokes. Is there too a proxy of smoke that i must add in model 3D?

2) VOLANT. The volant is setted with the right axis (osavolantkon and osavolantzac), but continue to turn around the front axis of wheels...

3) DAMAGE. I have setted the damage in the same way for Air, Tracked and Wheeled.

Air, in model 3D the surfaces are named "trup" and work.

Tracked , in model 3D the surfaces are named: "telo" and work.

Wheeled, in model 3D, the surfaces are named: "karoserie" and not work.

So, i have indicated this name also in

class HitHull {armor=0.85;material=55;name="karoserie";visual="karoserie";passThrough=1;};. But the damege of wheeled still do not work in game.

4) POKLOP GUNNER. I would want that the poklop of gunner in wheeled and tracked, was animate "open" only when the gunner is in position. Not always. Now the poklop are always opened. I have tested the way of "GO OUT" and "GO IN", but have other problems and difficults with the AI and over...

So, is there a right script to allow that, automatically, the poklop is closed when the gunner there isn't and opened (naturally) when the gunner there is?

5) Speed in Water. Is there a way to increase the speed of tracked amphibious in water? I have setted "waterspeedfactor=1" for tracked and wheeled. The wheeled amphibious 6614 (the real is just a bootle in water) go in water in game as a propelled amphibious with a maxspeed of 22. The LVTP7 and Aris-Gator (the real are propelled amphibious) go in game as a bottle with a maxspeed of 6.

6) Amphibious animations. When my amphibious go in water i would be that they: uncover the helics, turns never stop the helics, open the "plate front"...as happened in the AAV7 original by BIS. I'm using the BIS script of AAV7, but, when my amphibious go in water the cover of helics works, the helics turns only one time and soon stop, the plate front do not work. I have tested the animation of "plate front" through a direct command (instead the condition of script) and the animation work.

Have Someone the right function of this animations in model.cfg of BIS?

Below, the animations extract from model.cfg (the cover of helics work so i have not added):

example of turn of helics and plate front:

class piastra_frontale

{

type="rotation";

source="piastra_frontale";

animPeriod=3;

memory=1;

selection="plate_front";

sourceAddress="clamp";

axis="plate_front_axis";

minValue=0;

maxValue=1;

angle0=0;

angle1=1.4;

};

class elica_sx

{

type="rotation";

source="piastra_frontale";

selection="elica_sx";

axis="elica_axis_left";

memory="false";

animPeriod=0;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0= 0;

angle1="rad -360";

};

Script conditions:

private "_inwater";

_aav=_this select 0;

_count=3;

sleep 0.5;

if ((getpos _aav select 2)<-0.4) then {

_inwater=1;

_aav animate ["piastra_frontale", 1];

_aav animate ["elica_sx", 1];

_aav animate ["elica_dx", 1];

_aav animate ["CopriEli1", 1];

_aav animate ["CopriEli2", 1];

}

else{_inwater=0};

while {alive _aav} do

{

sleep 2.0;

if ((getpos _aav select 2)>-0.4) then {

if (_inwater==1) then {_count=0;_inwater=0; };

if (_count<4) then {_count=_count+1};

}

else{

if (_inwater==0) then {_count=0;_inwater=1; };

if (_count<4) then {_count=_count+1};

};

if (_count==3)then{

_aav animate ["piastra_frontale", _inwater];

_aav animate ["elica_sx", _inwater];

_aav animate ["elica_dx", _inwater];

_aav animate ["CopriEli1", _inwater];

_aav animate ["CopriEli2", _inwater];

};

};

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1) SMOKE LAUNCHER. How to add a smokelaunchers? I have add in the config the relative commands that i have found in M1A1 (i.e.) of BIS. But in game, work all commands but not the smokes. Is there too a proxy of smoke that i must add in model 3D?

I take it you mean that you added the parts to cfgvehicles vehicle class like this, to define the launch characteristics of the smoke:

smokeLauncherGrenadeCount = 8;
smokeLauncherVelocity = 10;
smokeLauncherOnTurret = 0;
smokeLauncherAngle = 360;

But did you also add the 'smokelauncher' weapon and 'SmokeLauncherMag' magazines to the vehicle/turret in addition you your main and secondary weapons (called Weapon1 and Weapon2 in this example):

weapons[] = {"Weapon1", "Weapon2", "SmokeLauncher"};
magazines[] = {"Weapon1Mag", "Weapon1Mag", "Weapon2Mag","SmokeLauncherMag"};

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I take it you mean that you added the parts to cfgvehicles vehicle class like this, to define the launch characteristics of the smoke:

smokeLauncherGrenadeCount = 8;
smokeLauncherVelocity = 10;
smokeLauncherOnTurret = 0;
smokeLauncherAngle = 360;

But did you also add the 'smokelauncher' weapon and 'SmokeLauncherMag' magazines to the vehicle/turret in addition you your main and secondary weapons (called Weapon1 and Weapon2 in this example):

weapons[] = {"Weapon1", "Weapon2", "SmokeLauncher"};
magazines[] = {"Weapon1Mag", "Weapon1Mag", "Weapon2Mag","SmokeLauncherMag"};

Yes, i have added also the smoke launcher definitions also in weapons and magazines...

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Arremba

I have smoke launchers working WITHOUT defining a smokelauncher weapon or smokelaunchermag.

As I suggested in the other thread the call to BIS_effects_smokelauncher does it for you.

What does your config for smokelauncher look like? - can you post.

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