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wld427

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Everything posted by wld427

  1. Southy and I are using the below script to add a bomb cam to our GBUs. Its an adaptation of footmunchs original bomb cam script. What i want to do is adapt it further but i need some help. I want to add a check so that its available only when the gunner is in the optic view. this way if a player does not want to use it he doesnt have too. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; Init our local vars _array = _this select 0 _weapon = _array select 1 _ammoname = _array select 4 _plane = _array select 0 ; If it's just the gun, then get out ?(_weapon == "PRACS_M2k_DEFA_Cannon"): goto "Exit" ; Decide what we've fired ? (_weapon == "PRACS_M2k_GBU_Launcher"): goto "MoveMissile" #MoveMissile ; Get the missile object _missobj = nearestobject[_plane, _ammoname] ; Attach a camera to the cbu ? (_weapon == "PRACS_M2k_GBU_Launcher"): goto "GbuCam" #GbuCam ?(!(player in _plane)): exit ?(!RKTWeaponCam): exit _missobj switchCamera "external" @(!(alive _missobj)) ~3 _plane switchCamera "external" exit #Exit exit
  2. wld427

    Project RACS

    yeah william, Thanks to franze we added a limit by animating a switch within the plane...:) I want to do some more testing today then i will send it over to you for the XEH work. Thanks buddy
  3. wld427

    Project RACS

    I just need to know if anyone running ACE or XAM or any other effects addon is anyone having any troubles with our flare system....
  4. wld427

    F-15 Eagle/Strike Eagle

    the left right view thing is actually the view pilot LOD in the model.....
  5. wld427

    Project RACS

    well for the ships.... who needs countermeasures when you have "sea wiz" hint hint.... also the ships will run our "spoof script" to simulate electronic countermeasures. what we are doing right this secnd is trying to maintain our countermeasuse system, add a limit to it, and make the aircraft XEH compatable..... what i want to work my way to is have the aircraft "able" to run XEH and other 3rd party addons that run off it as well as not require it... I will keep you posted thanks for all the support guys. also please keep the feedback coming on the addons already out there as i am going thru each one fixing RPT errors and generally updating them. Seems i have learned alot about addon making and feature implimenting over the last couple months. i want to make sure no opportunity to make something cool rinto something really cool gets missed Eddie Project RACS
  6. wld427

    Project RACS

    At this time i think i am leaning towards pulling the countermeasures off the planes and running witht XEH requirements that way the planes will use the default flares incuded with them. please  guys let me hear your opinions on that.... as i have discovered the incredible effects added by madmatts armaeffects i am now an XEH user....
  7. in my version of a domination mission i have a hangar where a soldier can spawn a few vehicles to use. acction sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> action1 = _unit addaction ["Deploy Landrover MG","deploy.sqs","Landrover_MG"] deploy sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _veh = _this select 3 ?(_veh == "Landrover_MG") : goto "Landrover_MG" #Landrover_MG _unit = player _unitpos = getpos _unit _uX = _unitpos select 0 _uY = _unitpos select 1 _uZ = _unitpos select 2 _hmg = "Landrover_MG" createvehicle [_uX+1,_uY+1,_uZ] _hmg addEventHandler ["killed",{_this exec "killed.sqs"}] exit the killed sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vehicle = _this select 0 ~25 removevehicle _vehicle exit and here is the error i get..... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <removevehicle _vehicle> Error position: <_vehicle> Error Missing; any idea how to fix this?
  8. hey those look pretty damn cool!
  9. wld427

    Project RACS

    thats actually been addressed in the weapons config. It was set for the AI to engage very very close for some reason when this last update comes out = that problem solved
  10. wld427

    Project RACS

    yeah im tracking. thats actually my fault as i now remember i used the bomb racks from the MiG21. I forgot to rename the texture and with it in my folder already would not have kicked up an error for me to catch.... reguardless i plan to go up another version rather soon with both the MiG21 and 23\27 i just need to finish up a few small details. We also recieved an offer to help remodel and retexture the cockpits. So plan on seeing an update to remove bugs and then eventually update again to add new cockpits.... opefully at that time i can have some mroe versions or something else to make it worth updating. sorry to sound a bit crass in the upper post. Â also looking for a little feedback on the flares scripting we have on our planes. What i want to know is if you guys liek it or not or should i remove it and make the planes run XEH.
  11. wld427

    Project RACS

    I don't have the Mig21 addon installed so I guess that's the only reason I saw this. I traced it back to the following files which contain illegal references to your Mig21 addon: I guess that requires a minor fix by the model editor. Continuing to test this bird; having lots of fun Regards, VictorFarbau or ya could just download the Mig21 for now...... that one will get updated but not right away. The MiGs and the Su24 will be completed after the release of the ground hardware.
  12. wld427

    Spanish Army mod pack 3

    why not just shell out a few bucks, support BIS and buy it?
  13. wld427

    Project RACS

    I don't have the Mig21 addon installed so I guess that's the only reason I saw this. I traced it back to the following files which contain illegal references to your Mig21 addon: I guess that requires a minor fix by the model editor some day? Regards, VictorFarbau ill get to the MiG21 in due time.... i really have no motivation to work on it right now. right now im weighing the "to use" or "not to use" XEH
  14. wld427

    Project RACS

    well seeing as how the Israelis seem to be the electronics updater of sorts these days. Examples include Indiam Mirage2000s, Georgian SU-25\29, Romainain Pumas etc... im going to go ahead and add a maverick equipped version. any other requests?
  15. wld427

    Project RACS

    ok fellas i got a wild bug up the ass today to do a little updating.... mostly solving RPT issues and adding little features. on the MirageIII are there any other loadout requests to be added. I want to add anymore now as once i binarize and sign it this will be the final released version. does anyone know if its capable of carrying the Maverick?
  16. wld427

    Server rental

    It has been a long time since i first asked this question..... does anyone have any recommendations?
  17. well the issue i have is the commanders turret.... On the LAV150AT and the 30mm the commander cannot turn in and the observer optic is not viewable from the position.... if anyone can help let me know i can send you the eintire addon to look at. thanks Eddie Project RACS http://pastebin.com/m2a0aa4bc <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#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 PRACS_Car { units[] = {PRACS_Car}; requiredVersion = 1.0; VehicleClass = "Armored"; }; }; #include <cfgWeapons.h> #include <cfgMagazine.h> #include <cfgAmmo.h> class CfgVehicles { class Land; // External class reference class LandVehicle: Land { class NewTurret; class ViewOptics; class ViewPilot; class HeadLimits; }; class car: landvehicle {}; class PRACS_CAR : car { class HitEngine { armor = 1.2; material = 0; name = "motor"; visual = "motor"; passThrough = true; }; class HitRGlass { armor = 0.5; material = 0; name = "sklo predni P"; passThrough = true; }; class HitLGlass { armor = 0.5; material = 0; name = "sklo predni L"; passThrough = true; }; class HitBody { armor = 0.4; material = 0; name = "karoserie"; visual = "karoserie"; passThrough = true; }; class HitFuel { armor = 1.4; material = 0; name = "palivo"; passThrough = true; }; class HitLFWheel { armor = 0.2; material = 0; name = "Levy predni tlumic"; visual = "Levy predni"; passThrough = true; }; class HitRFWheel { armor = 0.2; material = 0; name = "Pravy predni tlumic"; visual = "Pravy predni"; passThrough = true; }; class HitLF2Wheel { armor = 0.2; material = 0; name = "Levy dalsi tlumic"; visual = "Levy dalsi"; passThrough = true; }; class HitRF2Wheel { armor = 0.2; material = 0; name = "Pravy dalsi tlumic"; visual = "Pravy dalsi"; passThrough = true; }; class HitLMWheel { armor = 0.2; material = 0; name = "Levy prostredni tlumic"; visual = "Levy prostredni"; passThrough = true; }; class HitRMWheel { armor = 0.2; material = 0; name = "Pravy prostredni tlumic"; visual = "Pravy prostredni"; passThrough = true; }; class HitLBWheel { armor = 0.2; material = 0; name = "Levy zadni tlumic"; visual = "Levy zadni"; passThrough = true; }; class HitRBWheel { armor = 0.2; material = 0; name = "Pravy zadni tlumic"; visual = "Pravy zadni"; passThrough = true; }; dammageHalf[] = {"\ca\wheeled\data\jepp4x4_glass.paa", "\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa", "\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa", "\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa", "\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa", "\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa", "\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa", "\ca\wheeled\data\scud_sklo4B.paa"}; dammageFull[] = {"\ca\wheeled\data\jepp4x4_glass.paa", "\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa", "\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa", "\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa", "\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa", "\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa", "\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa", "\ca\wheeled\data\scud_sklo4B.paa"}; getInAction = "GetInMedium"; getOutAction = "GetOutMedium"; weapons[] = {"CarHorn"}; hasGunner = false; gunnerHasFlares = false; class Turrets { class MainTurret : NewTurret { outGunnerMayFire = true; memoryPointGun = "kulas"; body = ""; gun = ""; gunBeg = "usti hlavne"; // endpoint of the gun gunEnd = "konec hlavne"; // chamber of the gun gunnerAction = "ManActTestDriverOut"; soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-50, 1.0}; minElev = -5; maxElev = 40; minTurn = -360; maxTurn = 360; gunnerOpticsModel = "\ca\weapons\optika_empty"; hasGunner = false; gunnerForceOptics = false; startEngine = false; class HitTurret {armor=1;material=55;name="vez";visual="vez";passThrough=1;}; class HitGun {armor=0.3;material=55;name="zbran";visual="zbran";passThrough=0;}; class Turrets { class CommanderOptics: NewTurret { proxyType = CPCommander; proxyIndex = 1; gunnerName = $STR_POSITION_COMMANDER; primaryGunner = 0; primaryObserver = 1; body = "OtocVez_2"; gun = "OtocHlaven_2"; animationSourceBody = "Turret_2"; animationSourceGun = "Gun_2"; animationSourceHatch = "hatchCommander"; //Not a very nice solution: soundServo[] = {"", db-50, 1.0}; gunBeg = ""; //gunBeg = endpoint of the gun gunEnd = ""; //gunEnd = chamber of the gun minElev=-4; maxElev=+20; initElev=0; minTurn=-360; maxTurn=+360; initTurn=0; commanding = 2; outGunnerMayFire = true; inGunnerMayFire = true; viewGunnerInExternal = 0; gunnerOpticsModel = "\ca\Tracked\optika_tank_driver"; gunnerOutOpticsModel = \ca\Weapons\optika_empty; gunnerOutOpticsColor[] = {0, 0, 0, 1}; gunnerOutForceOptics = false; gunnerOutOpticsShowCursor = false; memoryPointGunnerOutOptics = "commanderview"; memoryPointGunnerOptics= "gunnerview_2"; memoryPointsGetInGunner= "pos driver"; memoryPointsGetInGunnerDir= "pos driver dir"; memoryPointGun = "kulas_2"; selectionFireAnim = "zasleh_1"; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.42; minFov=0.22; maxFov=0.64; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.42; minFov=0.22; maxFov=0.64; }; }; }; }; }; soundEngine[] = {"\ca\wheeled\Data\Sound\mediumcar", db-60, 2.0}; soundEnviron[] = {"\ca\wheeled\Data\Sound\noise", db-65, 0.25}; soundCrash[] = {"\ca\wheeled\Data\Sound\crash2", db-10, 1}; soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", db-75, 1}; supplyRadius = 1.2; driverAction = "ManActTestDriver"; cargoAction[] = {"ManActTestDriver"}; hideUnitInfo = false; class Exhausts; // External class reference castDriverShadow = false; castCargoShadow = false; }; class LandroverMG : car {}; class PRACS_LAV100 : PRACS_CAR { scope = public; side = 2; crew = "SoldierGCrew"; displayName = "LAV-100 MG (RACS)"; model = "\PRACS_Car\PRACS_LAV100"; picture = "\Ca\wheeled\data\ico\brdm2_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_brdm_CA.paa"; mapSize = 8; armor = 110; type = VArmor; cost = 10000; canFloat = 0; hasGunner = true; hasCommander = false; accuracy = 0.5; // accuracy needed to recognize type of this target nameSound = "brdm"; transportSoldier = 3; transportAmmo = 0; transportMaxMagazines = 50; transportMaxWeapons = 5; weapons[] = {}; magazines[] = {}; maxSpeed = 100; // max speed on level road, km/h driverAction = "HMMWV_Driver"; cargoAction[] = {"HMMWV_Cargo01"}; cargoIsCoDriver[] = {1, 0}; viewCargoShadow = true; commanderCanSee = 30; driverForceOptics = 1; gunnerCanSee = 30; soundEngine[] = {"\ca\wheeled\Data\Sound\Brdm_engine_3", 2.51189, 0.8}; SoundGetIn[] = {"\ca\wheeled\Data\Sound\Ural_OpenClose", db-45, 1}; SoundGetOut[] = {"\ca\wheeled\Data\Sound\Ural_OpenClose", db-50, 1}; SoundGear[] = {"\ca\wheeled\Data\Sound\shifter_v4", db-80, 1}; SoundCrash[] = {"\ca\wheeled\Data\Sound\Brdm_crash", 0.562341, 1}; SoundEnviron[] = {"\ca\wheeled\Data\Sound\noise", db-50, 0.25}; driverOpticsModel = "\ca\Tracked\optika_tank_driver"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.5, 0.5, 0.1}; hideProxyInCombat = false; wheelCircumference = 4.513; turnCoef = 2; terrainCoef = 2.0; class HitLFWheel { armor = 0.2; material = 0; name = "Levy predni tlumic"; visual = "Levy predni"; passThrough = true; }; class HitRFWheel { armor = 0.2; material = 0; name = "Pravy predni tlumic"; visual = "Pravy predni"; passThrough = true; }; class HitLBWheel { armor = 0.2; material = 0; name = "Levy zadni tlumic"; visual = "Levy zadni"; passThrough = true; }; class HitRBWheel { armor = 0.2; material = 0; name = "Pravy zadni tlumic"; visual = "Pravy zadni"; passThrough = true; }; gunnerHasFlares = true; class Turrets : Turrets { class MainTurret : MainTurret { body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; hasGunner = true; weapons[] = {"M2","PRACS_M1919_car"}; soundServo[] = {"\ca\wheeled\Data\Sound\servo4", db-52, 1.0}; magazines[] = {"100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; minElev = -8; maxElev = 45; minTurn = -360; maxTurn = 360; class ViewOptics { initAngleX = 5; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 0.4; minFov = 0.4; maxFov = 0.4; }; gunnerAction = "BRDM2_Gunner"; gunnerOpticsModel = "\ca\wheeled\optika_BRDM"; gunnerForceOptics = true; }; }; armorGlass = 0.5; armorWheels = 0.2; damperSize = 0.2; // max. damper amplitude armorBody = 0.4; armorFuel = 1.4; armorLights = 0.4; typicalCargo[] = {"SoldierGcrew", "SoldierGcrew"}; driverIsCommander = false; canLock = LockNo; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = "ExhaustsEffect"; }; class Exhaust2 : Exhaust1 { position = "vyfuk start 2"; direction = "vyfuk konec 2"; }; }; unitInfoType = "UnitInfoSoldier"; class Library { libTextDesc = "Cadillac Gauge Commando LAV 100/150 Series Light Armored Wheeled Vehicles"; }; class Damage { tex[] = {}; mat[] = { "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2_destruct.rvmat", "PRACS_Car\tex\cctop.rvmat","PRACS_Car\tex\cctop.rvmat","PRACS_Car\tex\pusty_de.rvmat", "PRACS_Car\tex\ccfb.rvmat","PRACS_Car\tex\ccfb.rvmat","PRACS_Car\tex\pusty_de.rvmat", "PRACS_Car\tex\cadcomr.rvmat","PRACS_Car\tex\cadcomr.rvmat","PRACS_Car\tex\pusty_de.rvmat", "PRACS_Car\tex\pusty.rvmat","PRACS_Car\tex\pusty.rvmat","PRACS_Car\tex\pusty_de.rvmat"}; }; }; class PRACS_LAV150AT : PRACS_CAR { scope = public; side = 2; crew = "SoldierGCrew"; displayName = "LAV-150 90mm Gun (RACS)"; model = "\PRACS_Car\PRACS_LAV150AT"; picture = "\Ca\wheeled\data\ico\brdm2_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_brdm_CA.paa"; mapSize = 8; armor = 110; type = VArmor; cost = 10000; canFloat = 0; hasGunner = true; accuracy = 0.5; // accuracy needed to recognize type of this target nameSound = "brdm"; transportSoldier = 3; transportAmmo = 0; transportMaxMagazines = 50; transportMaxWeapons = 5; weapons[] = {}; magazines[] = {}; maxSpeed = 100; // max speed on level road, km/h driverAction = "HMMWV_Driver"; cargoAction[] = {"HMMWV_Cargo01"}; cargoIsCoDriver[] = {1, 0}; viewCargoShadow = true; commanderCanSee = 30; gunnerCanSee = 30; driverForceOptics = 1; soundEngine[] = {"\ca\wheeled\Data\Sound\Brdm_engine_3", 2.51189, 0.8}; SoundGetIn[] = {"\ca\wheeled\Data\Sound\Ural_OpenClose", db-45, 1}; SoundGetOut[] = {"\ca\wheeled\Data\Sound\Ural_OpenClose", db-50, 1}; SoundGear[] = {"\ca\wheeled\Data\Sound\shifter_v4", db-80, 1}; SoundCrash[] = {"\ca\wheeled\Data\Sound\Brdm_crash", 0.562341, 1}; SoundEnviron[] = {"\ca\wheeled\Data\Sound\noise", db-50, 0.25}; driverOpticsModel = "\ca\Tracked\optika_tank_driver"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.5, 0.5, 0.1}; hideProxyInCombat = false; wheelCircumference = 4.513; turnCoef = 2; terrainCoef = 2.0; gunnerHasFlares = true; class Turrets : Turrets { class MainTurret : MainTurret { body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; hasGunner = true; weapons[] = {"PRACS_Car_90mmLAVGUN","PRACS_M1919_car"}; soundServo[] = {"\ca\wheeled\Data\Sound\servo4", db-52, 1.0}; magazines[] ={"PRACS_car_90mmAT_25rd","PRACS_car_90mmHE_25rd","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car"}; minElev = -15; maxElev = 60; minTurn = -360; maxTurn = 360; gunnerAction = "BRDM2_Gunner"; gunnerOpticsModel = "\ca\wheeled\optika_BRDM"; gunnerForceOptics = true; class Turrets : Turrets { class CommanderOptics : CommanderOptics { gunBeg = "usti hlavne_2"; gunEnd = "konec hlavne_2"; body = "OtocVez_2"; gun = "OtocHlaven_2"; minElev = -25; maxElev = 35; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; weapons[] = {"M240_Veh"}; magazines[] = {"1200Rnd_762x51_M240"}; outGunnerMayFire = true; inGunnerMayFire = false; gunnerAction = Abrams_CommanderOut; gunnerInAction = Abrams_Commander; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2", 0.000316228, 1.0}; gunnerOpticsModel = "\ca\weapons\optika_empty"; }; }; }; }; armorGlass = 0.5; armorWheels = 0.2; damperSize = 0.2; // max. damper amplitude armorBody = 0.4; armorFuel = 1.4; armorLights = 0.4; typicalCargo[] = {"SoldierGCrew", "SoldierGCrew"}; driverIsCommander = false; canLock = LockNo; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = "ExhaustsEffect"; }; class Exhaust2 : Exhaust1 { position = "vyfuk start 2"; direction = "vyfuk konec 2"; }; }; unitInfoType = "UnitInfoSoldier"; class Library { libTextDesc = Cadillac Commando LAV 100/150; }; class Damage { tex[] = {}; mat[] = { "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2_destruct.rvmat", "PRACS_Car\tex\cctop.rvmat","PRACS_Car\tex\cctop.rvmat","PRACS_Car\tex\pusty_de.rvmat", "PRACS_Car\tex\ccfb.rvmat","PRACS_Car\tex\ccfb.rvmat","PRACS_Car\tex\pusty_de.rvmat", "PRACS_Car\tex\cadcomr.rvmat","PRACS_Car\tex\cadcomr.rvmat","PRACS_Car\tex\pusty_de.rvmat", "PRACS_Car\tex\pusty.rvmat","PRACS_Car\tex\pusty.rvmat","PRACS_Car\tex\pusty_de.rvmat"}; }; }; class PRACS_LAV_30mm : PRACS_CAR { scope = public; side = 2; crew = "SoldierGcrew"; displayName = LAV-150 30mm Gun(RACS); model = "\PRACS_Car\PRACS_LAV_30mm"; picture = "\Ca\wheeled\data\ico\brdm2_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_brdm_CA.paa"; mapSize = 8; armor = 110; type = VArmor; cost = 10000; canFloat = 0; hasGunner = true; accuracy = 0.5; // accuracy needed to recognize type of this target nameSound = "brdm"; transportSoldier = 3; transportAmmo = 0; transportMaxMagazines = 50; transportMaxWeapons = 5; weapons[] = {}; magazines[] = {}; maxSpeed = 100; // max speed on level road, km/h driverAction = "HMMWV_Driver"; cargoAction[] = {"HMMWV_Cargo01"}; cargoIsCoDriver[] = {1, 0}; viewCargoShadow = true; commanderCanSee = 30; gunnerCanSee = 30; driverForceOptics = 1; soundEngine[] = {"\ca\wheeled\Data\Sound\Brdm_engine_3", 2.51189, 0.8}; SoundGetIn[] = {"\ca\wheeled\Data\Sound\Ural_OpenClose", db-45, 1}; SoundGetOut[] = {"\ca\wheeled\Data\Sound\Ural_OpenClose", db-50, 1}; SoundGear[] = {"\ca\wheeled\Data\Sound\shifter_v4", db-80, 1}; SoundCrash[] = {"\ca\wheeled\Data\Sound\Brdm_crash", 0.562341, 1}; SoundEnviron[] = {"\ca\wheeled\Data\Sound\noise", db-50, 0.25}; driverOpticsModel = "\ca\Tracked\optika_tank_driver"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.5, 0.5, 0.1}; hideProxyInCombat = false; wheelCircumference = 4.513; turnCoef = 2; terrainCoef = 2.0; gunnerHasFlares = true; class Turrets : Turrets { class MainTurret : MainTurret { body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; hasGunner = true; weapons[] = {"PRACS_Car_90mmLAVGUN","PRACS_M1919_car"}; soundServo[] = {"\ca\wheeled\Data\Sound\servo4", db-52, 1.0}; magazines[] ={"PRACS_car_90mmAT_25rd","PRACS_car_90mmHE_25rd","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car","100Rnd_762x51_1919_Car"}; minElev = -15; maxElev = 60; minTurn = -360; maxTurn = 360; gunnerAction = "BRDM2_Gunner"; gunnerOpticsModel = "\ca\wheeled\optika_BRDM"; gunnerForceOptics = true; class Turrets : Turrets { class CommanderOptics : CommanderOptics { gunBeg = "usti hlavne_2"; gunEnd = "konec hlavne_2"; body = "OtocVez_2"; gun = "OtocHlaven_2"; minElev = -25; maxElev = 35; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; weapons[] = {"M240_Veh"}; magazines[] = {"1200Rnd_762x51_M240"}; outGunnerMayFire = true; inGunnerMayFire = false; gunnerAction = Abrams_CommanderOut; gunnerInAction = Abrams_Commander; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2", 0.000316228, 1.0}; gunnerOpticsModel = "\ca\weapons\optika_empty"; }; }; }; }; armorGlass = 0.5; armorWheels = 0.2; damperSize = 0.2; // max. damper amplitude armorBody = 0.4; armorFuel = 1.4; armorLights = 0.4; typicalCargo[] = {"SoldierGCrew", "SoldierGCrew"}; driverIsCommander = false; canLock = LockNo; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = "ExhaustsEffect"; }; class Exhaust2 : Exhaust1 { position = "vyfuk start 2"; direction = "vyfuk konec 2"; }; }; unitInfoType = "UnitInfoSoldier"; class Library { libTextDesc = Cadillac Commando LAV 100/150; }; class Damage { tex[] = {}; mat[] = { "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2.rvmat", "ca\wheeled\data\detailmapy\stryker_icv_body2_destruct.rvmat", "PRACS_Car\tex\cctop.rvmat","PRACS_Car\tex\cctop.rvmat","PRACS_Car\tex\pusty_de.rvmat", "PRACS_Car\tex\ccfb.rvmat","PRACS_Car\tex\ccfb.rvmat","PRACS_Car\tex\pusty_de.rvmat", "PRACS_Car\tex\cadcomr.rvmat","PRACS_Car\tex\cadcomr.rvmat","PRACS_Car\tex\pusty_de.rvmat", "PRACS_Car\tex\pusty.rvmat","PRACS_Car\tex\pusty.rvmat","PRACS_Car\tex\pusty_de.rvmat"}; }; }; class PRACS_Hilux_MG : PRACS_CAR { scope = public; displayName = "Hilux M240 (RACS)"; model = "\PRACS_Car\PRACS_Hilux_MG"; picture = "\PRACS_Car\tex\hiluxPK_CA.paa"; icon = "\PRACS_Car\tex\icomap_hiluxPK_CA.paa"; mapSize = 7; nameSound = "pickup"; side = TEast; crew = "soldierGB"; maxSpeed = 150; // max speed on level road, km/h turnCoef = 2.5; terrainCoef = 2.0; soundEngine[] = {"\ca\wheeled\Data\Sound\Hilux_engine1", db-20, 0.8}; soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", db-65, 1}; SoundGetIn[] = {"\ca\wheeled\Data\Sound\Humvee_DoorOpenClose", db-45, 1}; SoundGetOut[] = {"\ca\wheeled\Data\Sound\Humvee_DoorOpenClose", db-50, 1}; class TransportMagazines {}; transportSoldier = 3; unitInfoType = "UnitInfoSoldier"; hasGunner = true; driverIsCommander = true; driverAction = "Hilux_Driver"; cargoAction[] = {"Hilux_cargo01", "datsun_cargo02", "MH6_Cargo03"}; gunnerOpticsShowCursor = 1; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.6, 0.4, 0.1}; class AnimationSources { class belt_rotation { source = "reload"; weapon = "PK_veh"; }; }; class Turrets : Turrets { class MainTurret : MainTurret { body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; outGunnerMayFire = true; forceHideGunner = true; castGunnerShadow = true; selectionFireAnim = "zasleh"; viewGunnerInExternal = true; gunnerOpticsModel = "\ca\Weapons\optika_empty"; gunnerForceOptics = false; hasGunner = true; gunnerCompartments = "{0}"; weapons[] = {"PK_veh"}; soundServo[] = {}; magazines[] = {"100Rnd_762x54_PK", "100Rnd_762x54_PK", "100Rnd_762x54_PK", "100Rnd_762x54_PK", "100Rnd_762x54_PK", "100Rnd_762x54_PK"}; gunnerAction = "datsun_Gunner01"; gunnerInAction = "datsun_Gunner01"; ejectDeadGunner = true; minElev = -18; maxElev = 40; minTurn = -45; maxTurn = 45; initTurn = 0; }; }; class Library { libTextDesc = $STR_LIB_HILUX; }; dammageHalf[] = {"\ca\wheeled\data\coyota_skla.paa", "\ca\wheeled\data\coyota_sklabr1_CA.paa", "\ca\wheeled\data\coyota_skla.paa", "\ca\wheeled\data\coyota_sklabr1_CA.paa"}; dammageFull[] = {"\ca\wheeled\data\coyota_skla.paa", "\ca\wheeled\data\coyota_sklabr2_CA.paa", "\ca\wheeled\data\coyota_skla.paa", "\ca\wheeled\data\coyota_sklabr2_CA.paa"}; class Damage { tex[] = {}; mat[] = {"PRACS_Car\tex\coyota_armed.rvmat", "PRACS_Car\tex\coyota_armed.rvmat", "PRACS_Car\tex\coyota_armed_destruct.rvmat", "ca\weapons\data\dshk.rvmat", "ca\weapons\data\dshk.rvmat", "ca\weapons\data\dshk_destruct.rvmat", "ca\weapons\data\tripod_dshk.rvmat", "PRACS_Car\tex\coyota_trup3.rvmat", "PRACS_Car\tex\coyota_trup3_destruct.rvmat", "PRACS_Car\tex\drziaky.rvmat", "PRACS_Car\tex\drziaky.rvmat", "PRACS_Car\tex\drziaky_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier_destruct.rvmat"}; }; }; class PRACS_Hilux : PRACS_CAR { scope = public; displayName = "Hilux (RACS)"; model = "\PRACS_Car\PRACS_Hilux"; picture = "\PRACS_Car\tex\hiluxPK_CA.paa"; icon = "\PRACS_Car\tex\icomap_hiluxPK_CA.paa"; mapSize = 7; nameSound = "pickup"; side = TEast; crew = "soldierGB"; maxSpeed = 150; // max speed on level road, km/h turnCoef = 2.5; terrainCoef = 2.0; soundEngine[] = {"\ca\wheeled\Data\Sound\Hilux_engine1", db-20, 0.8}; soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", db-65, 1}; SoundGetIn[] = {"\ca\wheeled\Data\Sound\Humvee_DoorOpenClose", db-45, 1}; SoundGetOut[] = {"\ca\wheeled\Data\Sound\Humvee_DoorOpenClose", db-50, 1}; class TransportMagazines {}; transportSoldier = 3; unitInfoType = "UnitInfoSoldier"; driverIsCommander = true; driverAction = "Hilux_Driver"; cargoAction[] = {"Hilux_cargo01", "datsun_cargo02", "MH6_Cargo03"}; gunnerOpticsShowCursor = 1; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.6, 0.4, 0.1}; class Library { libTextDesc = $STR_LIB_HILUX; }; hasGunner = 0; class Turrets {}; dammageHalf[]= { \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa, \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr1_CA.paa }; dammageFull[]= { \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa, \ca\wheeled\data\coyota_skla.paa, \ca\wheeled\data\coyota_sklabr2_CA.paa }; class Damage { tex[]={}; mat[]={ "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1.rvmat", "ca\wheeled\data\detailmapy\coyota_trup1_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola.rvmat", "ca\wheeled\data\detailmapy\coyota_kola_destruct.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier.rvmat", "ca\wheeled\data\detailmapy\coyota_interier_destruct.rvmat" }; }; }; };
  18. wld427

    Portuguese Mod

    no there was an accusation that the FFAA mod gave these guys the Leo2 without permissions..... I was jsut curious if you were able to clear up the issue. I sure hope so. Your MOD is very promising
  19. wld427

    Portuguese Mod

    Hey fred, whats with all the accusations the BWmod is saying you are using thier Leo2 without thier permissions? PS. C130 is looking spectacular
  20. wld427

    Project RACS

    No we will not do a MiG31. We added a few aircraft to offset the massive update in airpower we gave the RACS. Its like Vilas an I talk about alot in needing to maintain the balance betweent he sides  in the mod. there is plenty of eastern ground hardware addons out there, therfore we dont need to any addons in that section. The Su24 is actually quite close to completion but i really set it aside for a bit. We need to have it to offset the heavy ships we have. I will get back at it once we finish up and release the Fusiliers, VEC, LAVs, and cars. Also i got the Leos back  form Scars09 who did a bang up job getting the turrets to work propperly. Just a few small, very small, issues there and that one will be done too.
  21. wld427

    Vilas' addons

    hey Vilas i was looking over my RPT trying to fix up some of our stuff and i caught this error in ther: File vilas_wpn\config.cpp, line 2790: '/cfgWeapons/vil_AKMSB/ai_Single.showtoplayer': Missing ';' at the end of line Conflicting addon vilas_wpn in 'vilas_wpn\', previous definition in 'vilas_awp\' not sure the source or the fix so jsut a heads up
  22. wld427

    Project RACS

    I found that you can no longer eject (Action is removed??)from your planes at least from the F-16s, haven't bothered with the other planes. Also the Hilux with M240 is that something that requires QG compatibility? Â Because it looks like the technical that they made in QG, not saying it is, because I can't be bothered to spend money on basically what is a minor content patch. We actually made that one form the released version using the BIS textures. Unfortunately they never released the model with the MLODs. So yes and no i guess.... will you require queens gambit .... no From what i understand since we are not releasing the model using Queens gambitt extures outside of arma we can go ahead and include them in our PBO.
  23. Im working on the Bofors gun for project RACS. i am trying to animate the barrel to recoil when fired. below is the code i am using but i get an animation error saying im missing the source. please help. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class barrell1 { type="translation"; // The type of animation. source="reload"; // The controller that provides input. selection="barrell1"; // The name of the skeleton bone used. begin="slide_axis_begin"; end="slide_axis_end"; minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="1"; //The maximum value of the motion range. i.e. The controller input when animation phase is 1. offset0="0"; offset1="1"; };
  24. wld427

    Project RACS

    Hey fellas, since i dont run the ACE mod or any of the other "enhancements" that have come out lately..... Has anyone had any issues with the Project RACS addons and compatability?
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