Jump to content

soldier2390

Member
  • Content Count

    922
  • Joined

  • Last visited

  • Medals

Everything posted by soldier2390

  1. Thanks STALKER, That was vary helpful and unfortunately did anwser my question, figured the UV-remapping would need to be done anyways. Now only to find the time to learn that process as I found UV Mapping to be one of the most difficult parts of the process. Btw just out of curiosity could blender (that free program?) offer me better results? As i only have/vaguely know how to use O2, and can not afford any of them other programs like 3DS(?) Specially with a 1yrd daughter and xmas fastly approaching lol. Im still holding on to any hope I have for being able to do all this while preserving the models original UV map/coordinates, so out side of O2 can that be done? If not no worrys and thanks for the help, time to start searching for UV mapping tutorials again ;) Dave,
  2. Have you found what was wrong? I have the same problem with an F-15E I'm working on that I want to release as well, with permissions from the Author of course. Dave,
  3. soldier2390

    New M4 / M16 Pack Soon

    Yes I can agree as someone who was issued an M4, and has held and fired an AK(not in the military it was my uncles freinds gun lol)but but yes i guess i half agree about the golden weapon to have....more then likely if i had to pick a weapon and be put in a random place any where in the world or if like my girl friend dreams of...a real event like the walking dead then lmao yeah AK for me, specially if i was not garenteed a proper cleaning kit and what have you and of course other factors. But now if i knew i would have the proper equipment and resourses id go with my trusted and more acurate M4. Ok but to not let myself go to offtopic, I think its great you have been doing all these ports/conversions for us I remember all the planes you did for us all back in the old Arma1 days. Dave,
  4. soldier2390

    New M4 / M16 Pack Soon

    Nice Mike, yes Tiggs models are very nice I have already converted his M4 and M16 into arma3 with permissions, as I hate the MX rifles! Of course I am still not good with every aspect of addon making like getting all the sections working perfectly and for the life of me can not get the muzzle flashes to work correctly, which is why my versions of Tiggs weapons will probably remain as my personal use stuff as I'd feel bad about releasing what all I have done that dont even work properly ;) But thanks Mike, I knew after seeing the AK's which i reconized too as I too have them for arma 3 with the authors permissions that you would get around to Tigg's M4 platform, but yeah many thanks you spared alot of folks from having to have either download my half ass stuff or do it them selfs which many people may not yet know how to do so. And without you guys (Robert Hammer and the other great weapon Addon makers aswell) I wont have to populate the arma community with my half ass stuff P.s. yes M4's are fun...both making them for the game and specially in RL, would do anything to beable to operate one again! Dave,
  5. soldier2390

    Pistol hand animation issues

    I have had this same problem but thanks to this thread its fixed. However for some reason now the weapons I made (Ballistic Shield) is on the Characters back? But he still uses my Custom Animation Rtm file. P.s. sorry for posting it here figured you guys might beable to help as this is a related issue i think. Dave,
  6. Very nice Konyo. Really happy to see her return again! Dave,
  7. I usually get alot of the same errors as you, mostly caused from just looking at it so much you easily overlook things, when this happens I usually go do something for a few hours then comeback and slowly and carefully re-check everything, and also to make sure everything matches in both config.cpp, model.cfg, texture paths in the models..hell even check the texture names them selves as its easy to miss spell a word or leave out a letter or something simple when you've been staring at it all for a few hours. Anyways I am busy at work..typing this on my phone, but when I get home if your still having errors I will look into it better. @Mr_Centipede, I have heard that alot about removing the "\" at the beginning of a Path! But many times that causes the error of the Texture not showing? Could you please explain why and When you use/not use the "\"at at the front of a Path please? Dave,
  8. These are very useful, thanks! Dave,
  9. Not getting too far with the errors except the "Reverse Sound" problem! Bought Arma3 now and will eventually port to Arma3 after I get somewhere here in Arma2. And no I have never seen that I will deffinitly have to look into that and maby PM the Addon Maker whom made that. Dave,
  10. Hello community, I was able to get a hold of an older version of the Tractor-Trailers, since my working version was lost in a computer crash some time ago! It needs tons of work before its even close to release point. But I do have it In-game and sort of working. I will list as many of the Problems/Bugs as I can think of, or atleast the main ones needing addressed at that point in time! At the bottom of this Post are some Screenshots of what I have done so far. Progress: I> About 70% of the model needs to be UV-Mapped and Retextured (since for most of it I used other parts of the ArmA1 5Ton Model, and edited it to be what I needed it to be.) I> About 95% of it needs to be Scripted and Animated (I already have most of the scripts to make it drive and act as a Tractor-Trailer should thanks to Deanosbean, however there are problems with the scripts and some things are not Finished/Working correctly.) I> About 35% of the 5 or so versions are done, including: Tractor-Trailer (Flatbed), Tractor-Trailer (Boxbed aka Van), Tractor-Trailer (Lowboy), Tractor-Trailer (Tanker), Tractor (by its self), And Trailers of each by them selves as well. I> Both Military and Civilian Versions Known Issues/Bugs: I> Some of the shadows on the Trailer need to be fixed as it casts weird shadows that go down into the ground and to a point? I> When using the Script Deanosbeano made for the back wheels, the piece that is "Bolted" onto the underneath of the Trailer to hold the wheels on, dips way out of place when turning the engine on and driving? I> Many things need to be Modeled to make its acurate and realistic. I> Many more things need to be UV-Mapped and Textured(Altho I can make the Textures with no problem it I can get things UV-Mapped.) WIP Pictures: http://s829.beta.photobucket.com/user/Soldier2390/media/DK_M931_Trucks/arma2oa2012-10-2314-54-14-71_zps0193457c.png.html?sort=3&postlogin=true#/user/Soldier2390/media/DK_M931_Trucks/buldozer2012-10-2314-59-28-38_zpsb3bd3289.png.html?sort=3&postlogin=true&_suid=135102109834706637849632727722 http://s829.beta.photobucket.com/user/Soldier2390/media/DK_M931_Trucks/arma2oa2012-10-2314-54-14-71_zps0193457c.png.html?sort=3&postlogin=true#/user/Soldier2390/media/DK_M931_Trucks/buldozer2012-10-2314-59-44-41_zps9f12f3a2.png.html?sort=3&postlogin=true&_suid=135102109834706637849632727722 http://s829.beta.photobucket.com/user/Soldier2390/media/DK_M931_Trucks/arma2oa2012-10-2314-54-14-71_zps0193457c.png.html?sort=3&postlogin=true#/user/Soldier2390/media/DK_M931_Trucks/buldozer2012-10-2315-00-34-87_zps2c6a42f7.png.html?sort=3&postlogin=true&_suid=135102109834706637849632727722 http://s829.beta.photobucket.com/user/Soldier2390/media/DK_M931_Trucks/arma2oa2012-10-2314-54-14-71_zps0193457c.png.html?sort=3&o=0#/user/Soldier2390/media/DK_M931_Trucks/arma2oa2012-10-2314-54-14-71_zps0193457c.png.html?sort=3&o=0&_suid=1351020995962005012527091038976 http://s829.beta.photobucket.com/user/Soldier2390/media/DK_M931_Trucks/arma2oa2012-10-2314-54-14-71_zps0193457c.png.html?sort=3&postlogin=true#/user/Soldier2390/media/DK_M931_Trucks/arma2oa2012-10-2314-56-36-90_zps6cffa026.png.html?sort=3&postlogin=true&_suid=135102109834706637849632727722 http://s829.beta.photobucket.com/user/Soldier2390/media/DK_M931_Trucks/arma2oa2012-10-2314-54-14-71_zps0193457c.png.html?sort=3&postlogin=true#/user/Soldier2390/media/DK_M931_Trucks/arma2oa2012-10-2314-55-05-90_zps7139d56e.png.html?sort=3&postlogin=true&_suid=135102109834706637849632727722 P.S. I suck very badly at making addons but I am trying tho! Dave,
  11. soldier2390

    Arma 3 SeaLife Project

    Looks great this definitely adds another level to the atmosphere! Btw Orca's have much smaller white/cream color patches above the eyes in real life compared to yours, in most cases! And along with Great Whites, Bull's, Tiger's and many small species of Sharks/fish live in the "Arma3" Islands Oceans/Bays as in RL, as they are based on Greek Islands! Dave,
  12. soldier2390

    Eject from Helicopters

    Thanks I have been looking for something like this! Thanks for your work.
  13. soldier2390

    New Road System

    I am going to have to keep my eye on this!
  14. soldier2390

    US Marines MARPAT Desert

    These are great thanks! Dave,
  15. soldier2390

    Primer for new vehicle simulation

    Very nice Sakura, I wish to bring what I do have of my M931 Tractor-Trailers from Arma2 to Arma3(though I will deffinitly release them for A2 still). But I do think my Arma3 version could be alot more better/realistic and over all fun to use, versus the limited/confined in terms of realism Arma2 version, compared to its real life counterpart! However I am having still a hard time understanding of this stuff in Arma2 so I am afraid unless I have a magical learning curve with this stuff it maby be some time before even what I do have of the M931's are seen in Arma3! But none the less this is helpful and myself and many others will be thankful for this. Thanks Sakura! P.s. Sakura, do you think my problem of being able to properly simulate the dreaded "seperate Trailer attached to Tractor" problem will be solved with the new physics stuff in Arma3? And if so could you explain how to me please? I have been stuck on this since Arma1! Dave,
  16. soldier2390

    Project RACS

    Looks very good wld! Keeep it up hope to see PRACs Mod in Arma3! Dave,
  17. soldier2390

    Arma3 Characters Modding Tutorial

    Thanks alot I appreciate this very much! Dave,
  18. soldier2390

    Headgear and Glasses Pack

    Hey good to see you in Arma3, really can not wait for this stuff thanks! Dave,
  19. soldier2390

    Did BI push an update?

    Sorry if this is a dumb question but how do I update? All I figured out was once I turn my computer on I double clicked the Arma3! Alpha quick start icon/short cut and the game starts, just like how it does for my regular non-steam Arma2/A1/OFP? I know nothing really about steam so am I missing something? Also sorry if this is off topic but what is steam really? Why do we need it to just run a game? Dave,
  20. soldier2390

    Steering Wheel Rotates Incorrectly

    Thanks bud that helped alot, my problem fixed too thank you to everyone who helped us! Dave,
  21. soldier2390

    Foliage Camouflage System

    _williams, you always amaze me! Outstanding work hope to see more from you in Arma3 Dave,
  22. soldier2390

    Helicopters in the Alpha?

    Is there a Kiowa in Arma3? Where have you seen that? A Kiowa would make my day! Edit: didnt see you post Eble...cant wait to see what else you will bring to Arma3 ;) Dave,
  23. soldier2390

    Pilots/Passengers sunk into seats

    the autocenter is on 0 for me aswell and yet same problem? Dave,
  24. Hello everyone, Progress is being made..slowly, but I am getting there! Anyways dalber24 has been a great help and has made some new sounds for the truck to make it accurate, however once I edited the Config to add in the new sounds I get a bunch of errors? My Errors are: - No entry 'bin\config.bin/CfgVehicles/TransportMagazines.scope'. - No entry 'Model.cfg/CfgSkeletons/vehicle.skeletonInherit'. - The other 2 Versions "class dk_m931_tractor_flatbed" and "class dk_m931_tractor" don't show up in the editor as they did before? - Also the Reverse Sound under "class CfgSounds" does not work either? Here is my Config: class CfgPatches { class dk_m931_trucks { Units[] = {"dk_m931_tractor_flatbed_ramp", "dk_m931_tractor_flatbed", "dk_m931_tractor"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CAWheeled_E", "CAWheeled"}; }; }; class CfgFactionClasses { class BIS_US { displayName = US; side = TWest; }; }; class CfgVehicleClasses { class dk_truck { displayName = "U.S. Military Tractor-Trailers"; }; }; class CfgVehicles { /*extern*/ class MTVR_Base; class dk_m931_tractor_flatbed_ramp: MTVR_Base { scope = 2; side = 1; faction = BIS_US; vehicleClass = "dk_truck"; displayName = "M931 Tractor-Trailer (Flatbed-Ramp)"; model ="\dk_m931_trucks\dk_m931_tractor_flatbed_ramp"; picture = "\dk_m931_trucks\data\5t_open_ca.paa"; icon = "\dk_m931_trucks\data\icomap_5tt_ca.paa"; mapSize = 12; Crew = "US_Soldier_Engineer_EP1"; cargoIsCoDriver[] = {true,true,false}; typicalCargo[] = {"US_Soldier_Engineer_EP1","US_Soldier_EP1"}; cargoAction[] = {"HMMWV_Cargo01_EP1"}; transportSoldier = 1; transportMaxBackpacks = 2; maxspeed = 60; turnCoef = 12; selectionBrakeLights = "brzdove svetlo"; damperSize = 0.02; damperForce = 0.9; damperDamping = 0.9; unitInfoType = "UnitInfoShip"; threat[] = {0.9, 0.2, 0.2}; accuracy = 0.3; fuelCapacity = 400; camouflage = 8; armor = 55; armorGlass = 0.9; armorWheels = 0.1; damageResistance = 0.00899; dammageHalf[] = {"dk_m931_trucks\data\5tdamage.paa"}; dammageFull[] = {"dk_m931_trucks\data\5tdamage.paa", "dk_m931_trucks\data\5tdamage.paa"}; class Damage { tex[] = {"dk_m931_trucks\data\5tdamage.paa"}; mat[] = {"dk_m931_trucks\data\truck5t_01_destruct.rvmat", "dk_m931_trucks\data\truck5t_02_destruct.rvmat", "dk_m931_trucks\data\truck5t_dash_destruct.rvmat", "\Ca\wheeled_E\Data\auta_skla_in.rvmat", "\Ca\wheeled_E\Data\auta_skla_in_damage.rvmat", "\Ca\wheeled_E\Data\auta_skla_in_damage.rvmat", "\Ca\wheeled_E\Data\auta_skla.rvmat", "\Ca\wheeled_E\Data\auta_skla_damage.rvmat", "\Ca\wheeled_E\Data\auta_skla_damage.rvmat", "\Ca\Ca_E\data\default.rvmat", "\Ca\Ca_E\data\default.rvmat", "\Ca\Ca_E\data\default_destruct.rvmat"}; }; class Library { libTextDesc = "M931 (Flatbed-Ramp)"; }; class NVGMarkers { class NVGMarker01 { name = "nvg_marker"; color[] = {0.03, 0.003, 0.003, 1}; ambient[] = {0.003, 0.0003, 0.0003, 1}; brightness = 0.001; blinking = true; }; }; class eventhandlers { Init = "_this execVM ""\dk_m931_trucks\scripts\vehicle_transport\VehicleLash.sqf""; _this execVM ""\dk_m931_trucks\scripts\vehicle_transport\VehicleLand.sqf""; _this exec ""\dk_m931_trucks\scripts\dk_m931_turn.sqs""; _this exec ""\dk_m931_trucks\scripts\dk_m931_trailerturn.sqs""; _this exec ""\dk_m931_trucks\scripts\dk_m931_tilt.sqs""; _this exec ""\dk_m931_trucks\scripts\dk_m931_reverse.sqs"";"; }; class AnimationSources { class user_flatbed_ramp { source = "user"; animPeriod= 20; initPhase = 0; }; class trailer { source = "user"; animPeriod=0.5; initPhase = 0; }; class wheel_1_1rot { source = "user"; animPeriod=0.5; initPhase = 0; }; class wheel_2_1rot { source = "user"; animPeriod=0.5; initPhase = 0; }; class wheel_1_2rot { source = "user"; animPeriod=0.5; initPhase = 0; }; class wheel_2_2rot { source = "user"; animPeriod=0.5; initPhase = 0; }; class detachhide { source = "user"; animPeriod=.001; initPhase = 0; }; class frontwheelspinl { source = "user"; animPeriod=0.5; initPhase = 0; }; class trailerrot { source = "user"; animPeriod=.01; initPhase = 0; }; class trailerrotz { source = "user"; animPeriod=.01; initPhase = 0; }; class exhaustflap { source = "user"; animPeriod= .7; initPhase = 0; }; }; class UserActions { class open_flatbed_ramp { displayName = "Lower Ramp"; position = "action_flatbed_ramp"; onlyforplayer = false; radius = 8; condition = "(this animationPhase ""animate_flatbed_ramp"" == 0)"; statement = "this animate [""animate_flatbed_ramp"",1];"; }; class close_flatbed_ramp { displayName = "Raise Ramp"; position = "action_flatbed_ramp"; onlyforplayer = false; radius = 8; condition = "(this animationPhase ""animate_flatbed_ramp"" == 1)"; statement = "this animate [""animate_flatbed_ramp"",0];"; }; class LVehicle1 { displayName = "Strap-Down Vehicle"; position = "trailer"; onlyforplayer = false; radius = 10; condition = "(vehicle player isKindOf ""Car"")"; statement = "[this, vehicle player] execVM ""\dk_m931_trucks\scripts\vehicle_transport\VehicleLand.sqf"""; }; }; class HitPoints { class HitEngine { armor = 0.4; material = -1; name = "motor"; visual = ""; passThrough = 0.2; }; class HitRGlass { convexComponent = "sklo predni P"; visual = ""; armor = 0.3; material = -1; name = "sklo predni P"; passThrough = 0; }; class HitLGlass { convexComponent = "sklo predni L"; visual = ""; armor = 0.3; material = -1; name = "sklo predni L"; passThrough = 0; }; class HitBody { armor = 1; material = -1; name = "karoserie"; visual = ""; passThrough = 1; }; class HitFuel { convexComponent = "trailer"; armor = 0.05; material = -1; name = "palivo"; visual = ""; passThrough = 0; }; class HitLFWheel { armor = 0.15; material = -1; name = "wheel_1_1_steering"; visual = ""; passThrough = 0.3; }; class HitRFWheel { armor = 0.15; material = -1; name = "wheel_2_1_steering"; visual = ""; passThrough = 0.3; }; class HitLF2Wheel { armor = 0.15; material = -1; name = "wheel_1_4_steering"; visual = ""; passThrough = 0.3; }; class HitRF2Wheel { armor = 0.15; material = -1; name = "wheel_2_4_steering"; visual = ""; passThrough = 0.3; }; class HitLMWheel { armor = 0.15; material = -1; name = "wheel_1_3_steering"; visual = ""; passThrough = 0.3; }; class HitRMWheel { armor = 0.15; material = -1; name = "wheel_2_3_steering"; visual = ""; passThrough = 0.3; }; class HitLBWheel { armor = 0.15; material = -1; name = "wheel_1_2_steering"; visual = ""; passThrough = 0.3; }; class HitRBWheel { armor = 0.15; material = -1; name = "wheel_2_2_steering"; visual = ""; passThrough = 0.3; }; class HitGlass1 { armor = 0.1; material = -1; name = "glass1"; visual = "glass1"; passThrough = 0; }; class HitGlass2 { armor = 0.1; material = -1; name = "glass2"; visual = "glass2"; passThrough = 0; }; class HitGlass3 { armor = 0.1; material = -1; name = "glass3"; visual = "glass3"; passThrough = 0; }; class HitGlass4 { armor = 0.1; material = -1; name = "glass4"; visual = "glass4"; passThrough = 0; }; }; selectionFireAnim = "zasleh"; alphaTracks = 0.2; memoryPointTrackFLL = "Stopa PLL"; memoryPointTrackFLR = "Stopa PLP"; memoryPointTrackBLL = "Stopa ZLL"; memoryPointTrackBLR = "Stopa ZLP"; memoryPointTrackFRL = "Stopa PPL"; memoryPointTrackFRR = "Stopa PPP"; memoryPointTrackBRL = "Stopa ZPL"; memoryPointTrackBRR = "Stopa ZPP"; SoundGear[] = {"",0.0017782794,1}; soundGetIn[] = {"dk_m931_trucks\sounds\ext\dk_m931_doorclose1",0.70794576,1}; soundGetOut[] = {"dk_m931_trucks\sounds\ext\dk_m931_doorclose1",0.56234133,1,50}; soundEngineOnInt[] = {"ca\sounds\Vehicles\Wheeled\MTVR\int\int-mtvr-start",0.56234133,1.0}; soundEngineOnExt[] = {"dk_m931_trucks\sounds\ext\dk_m931_start1",0.56234133,1.0,350}; soundEngineOffInt[] = {"ca\sounds\vehicles\Wheeled\MTVR\int\int-mtvr-stop",0.56234133,1.0}; soundEngineOffExt[] = {"dk_m931_trucks\sounds\ext\dk_m931_engineoff1",0.56234133,1.0,350}; class Sounds { class dk_m931_engine { sound[] = {"dk_m931_trucks\sounds\ext\dk_m931_engine1",1.0,1.0,450}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "engineOn*camPos*(thrust factor[0.7, 0.2])"; }; class dk_m931_engineHighOut { sound[] = {"\ca\sounds\Vehicles\Wheeled\MTVR\ext\ext-truck-high",1.0,0.9,550}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "engineOn*camPos*(thrust factor[0.5, 0.95])"; }; class dk_m931_idleOut { sound[] = {"dk_m931_trucks\sounds\ext\dk_m931_idle1",0.56234133,1.0,350}; frequency = "1"; volume = "engineOn*camPos*(rpm factor[0.4, 0])"; }; class EngineLowIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\MTVR\int\int-mtvr-low2",1.0,1.0}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "((engineOn*thrust) factor[0.65, 0.2])*(1-camPos)"; }; class EngineHighIn { sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\MTVR\int\int-mtvr-high2",1.0,0.9}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "((engineOn*thrust) factor[0.4, 1.0])*(1-camPos)"; }; class IdleIn { sound[] = {"\ca\sounds\Vehicles\Wheeled\MTVR\int\int-mtvr-idle1",0.39810717,1.0}; frequency = "1"; volume = "engineOn*(rpm factor[0.3, 0])*(1-camPos)"; }; }; class dk_m931_tractor_flatbed: MTVR_Base { scope = 2; side = 1; faction = BIS_US; vehicleClass = "dk_truck"; displayName = "M931 Tractor-Trailer (Flatbed)"; model ="\dk_m931_trucks\dk_m931_tractor_flatbed"; picture = "\dk_m931_trucks\data\5t_open_ca.paa"; icon = "\dk_m931_trucks\data\icomap_5tt_ca.paa"; mapSize = 12; Crew = "US_Soldier_Engineer_EP1"; cargoIsCoDriver[] = {true,true,false}; typicalCargo[] = {"US_Soldier_Engineer_EP1","US_Soldier_EP1"}; cargoAction[] = {"HMMWV_Cargo02_EP1"}; transportSoldier = 1; transportMaxBackpacks = 2; maxspeed = 55; turnCoef = 12; selectionBrakeLights = "brzdove svetlo"; damperSize = 0.02; damperForce = 0.9; damperDamping = 0.9; unitInfoType = "UnitInfoShip"; threat[] = {0.9, 0.2, 0.2}; accuracy = 0.3; fuelCapacity = 400; camouflage = 8; armor = 60; damageResistance = 0.00899; dammageHalf[] = {"\dk_m931_trucks\data\5tdamage.paa"}; dammageFull[] = {"\dk_m931_trucks\data\5tdamage.paa", "\dk_m931_trucks\data\5tdamage.paa"}; }; class dk_m931_tractor: MTVR_Base { scope = 2; side = 1; faction = BIS_US; vehicleClass = "dk_truck"; displayName = "M931 Tractor (Tractor)"; model ="\dk_m931_trucks\dk_m931_tractor"; picture = "\dk_m931_trucks\data\5t_open_ca.paa"; icon = "\dk_m931_trucks\data\icomap_5tt_ca.paa"; mapSize = 12; Crew = "US_Soldier_Engineer_EP1"; cargoIsCoDriver[] = {true,true,false}; typicalCargo[] = {"US_Soldier_Engineer_EP1","US_Soldier_EP1"}; cargoAction[] = {"HMMWV_Cargo04_EP1"}; transportSoldier = 1; transportMaxBackpacks = 2; maxspeed = 55; turnCoef = 12; selectionBrakeLights = "brzdove svetlo"; damperSize = 0.02; damperForce = 0.9; damperDamping = 0.9; unitInfoType = "UnitInfoShip"; threat[] = {0.9, 0.2, 0.2}; accuracy = 0.3; fuelCapacity = 400; camouflage = 8; armor = 60; damageResistance = 0.00899; dammageHalf[] = {"\dk_m931_trucks\data\5tdamage.paa"}; dammageFull[] = {"\dk_m931_trucks\data\5tdamage.paa", "\dk_m931_trucks\data\5tdamage.paa"}; }; }; class TransportMagazines { class _xx_30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = 10*1; }; class _xx_HandGrenade_West { magazine = "HandGrenade_West"; count = 5*1; }; class _xx_15rnd_9x19_M9 { magazine = "15rnd_9x19_M9"; count = 5*1; }; class _xx_M136 { magazine = M136; count = 3*1; }; class _xx_1Rnd_HE_M203 { magazine = "1Rnd_HE_M203"; count = 3*1; }; class _xx_FlareWhite_M203 { magazine = "FlareWhite_M203"; count = 3*1; }; class _xx_FlareGreen_M203 { magazine = "FlareGreen_M203"; count = 3*1; }; class _xx_FlareRed_M203 { magazine = "FlareRed_M203"; count = 3*1; }; class _xx_SmokeShell { magazine = "SmokeShell"; count = 3*1; }; class _xx_SmokeShellRed { magazine = "SmokeShellRed"; count = 3*1; }; class _xx_SmokeShellGreen { magazine = "SmokeShellGreen"; count = 3*1; }; }; }; class CfgSounds{ class dk_m931_reverse{ sound[] = {"\dk_m931_trucks\sounds\dk_m931_reverse.wss",1.0,1.0,350}; titles[] = {}; }; }; Dave,
×