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wld427

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Everything posted by wld427

  1. LoBo had the CH53 already converted.... Hes not giving out permissions for the CH-53. Project RACS already asked. Last i heard he was working on a new and improved version anyways.
  2. wld427

    Project RACS

    its the same one from Afrografx but we fixed the rotors. It will only be a naval version so dont expect anything ground breaking there.
  3. wld427

    Project RACS

    We have a sea king model thats in the process. We also have the NH90 for the cutting edge fans. This is all backed up by a Puma. I doubt we will wind up finishing the AB212.... we really dont see a need for it as we ahve better solutions than it. @itim_tuko.. we discussed us possibly using a 5tom reskin months ago.... i never said we would use it. we wanted to find a european truck. We welcome any contribution if it can be useful to the mod.
  4. you may as well go with 1.14...... its the latest
  5. wld427

    BombLauncher problem

    the important thing to remember is to make sure all the proxies, and ammo class are named EXAXTLY the same. also do not forget the all important confignonAIVehicles section for defining custom proxies. If you want PM me and i can take a look at the whole addon for you and explain any mistakes in that area good luck on your project Eddie Project RACS
  6. im getting a strange message from my config. it says No entry 'bin\config.bin/CfgVehicles/All/AnimationSources.leftwing'. yet i have the source defined? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> }; class leftwing { source="user"; type ="rotation"; animPeriod =4; selection ="leftwing"; axis ="axisleftwing"; minValue = 0; maxValue = 1; angle0 =0; angle1 =-1; };
  7. wld427

    swing wings......

    Thank you so much RockofSL, Gnat, and everyone else that has contributed....The dysetem that RockofSL explains here works ...... simply perfect...... I Just wish the Biki had more info like this in it to help other mod makers.......
  8. if anyone s an experienced scripter and would liek to help Project RACS add afterburner scripts to our planes please get in touch with me.....
  9. wld427

    Scripter help

    here is what i have now..... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _plane = _this ~1 _plane setobjecttexture[1, "\PRACS_MiG23\tex\flame.paa"] _endtime =time + 22 #Loop _factor =1.001 ?(speed _plane > 400) : _factor = _factor * 1.001 ?(speed _plane > 700) : _factor = _factor * 1.001 ?(speed _plane > 1000) : _factor = _factor * 0.999 ?(speed _plane > 1200) : _factor = _factor * 0.999 ?(speed _plane > 1600) : _factor = 1 _vel = velocity _plane _dir = direction _vehicle; _speed = 1200; comment "Added speed"; _plane setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+(cos _dir*_speed),(_vel select 2)]; ~.1 _plane setfuel (fuel _plane -.0005) ?(time < _endtime) : goto "Loop" _plane setobjecttexture[1, ""] _ #Exit exit the issue now is the plane stops in mid air and excelerates backwards wich makes you stall and crash lovingly in to the ground.....
  10. wld427

    swing wings......

    You have no animation source defined. @Eble just used the Speed source and set you upper and lower limits. Â That how ive done it on all our swing wing aircraft. RockodSL i belive i understand what you are saying....i will research that method but for future reference why doesn't the "user" animation source work? would that not be the propper way to define soemthing driven by a script?.... it functions in the game.... makes the wings rotate propperly.... edit: RockofSl could you post an example on how to propperly define the swing wings then? i cannot find any information on how to define just how much the wings should move at what speed (as this is done byt the script)
  11. wld427

    Scripter help

    i have developed this script..... the fuel lessens as it should but the aircraft does not accelerate..... can anyone help? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _plane = _this ~1 _plane setobjecttexture[1, "\PRACS_MiG23\tex\flame.paa"] _endtime =time + 22 #Loop _factor =1.001 ?(speed _plane > 400) : _factor = _factor * 1.001 ?(speed _plane > 700) : _factor = _factor * 1.001 ?(speed _plane > 1000) : _factor = _factor * 0.999 ?(speed _plane > 1200) : _factor = _factor * 0.999 ?(speed _plane > 1600) : _factor = 1 _vel = velocity _plane _plane setvelocity[(velocity _this select 0) - ((vectordir _this) select 0)*30*(1/(speed _this + 1)),(velocity _this select 1) - ((vectordir _this) select 1)*30*(1/(speed _this + 1)),(velocity _this select 2) - ((vectordir _this) select 2)*30*(1/(speed _this + 1))] ~.1 _plane setfuel (fuel _plane -.0005) ?(time < _endtime) : goto "Loop" _plane setobjecttexture[1, ""] #Exit exit
  12. in the window where you select the LODs there is aselection called memory..... there you will the find the necesary points osahlavne osaveze otocvez otochlaven etc there you will be able to move them the pintle needs something to spin on right?.... that axis is called osavez....wich also needs to be included in the selection otocvez wich moves all the relative points together... in the biki you can find out exactly what each point is used for and its name good luck Eddie
  13. well frst you need to move the memory points as well. Just think if it like a model airplaned kit.... the pivit needs somethign to swivel on.... one you do that you need to finish the gunners view and LODs.... once you have that then you can work on the config.....
  14. here is an example form my aircraft..... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class PRACS_DEFA_Bullett: BulletBase { hit=379; indirectHit=0; indirectHitRange=0; visibleFire=32; audibleFire=32; visibleFireTime=3; airLock=1; cost = 50; tracerColor[] = {0.0, 1, 0.0, 0.04}; tracerColorR[] = {0.0, 1, 0.0, 0.04}; }; and the mag <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class PRACS_250rd_DEFA: VehicleMagazine { scope = public; displayName = "DEFA 552"; ammo=PRACS_DEFA_Bullett; count=250; initSpeed = 1040; maxLeadSpeed=200; };
  15. can anybody explain to me the best way to import mission like Domination make changes an then export it.... I open the mission like normal int he editor place my lil dude and put down my objects..... Now whe i export mission file it just has the objects i placed with the editor in it.....then do i cut and paste that into the original Domination mission sqm being careful to renumber everything?....... is the the best route? thanks for ythe hard work this is a great tool!
  16. wld427

    Scripter help

    would anyne be abloe to remeve the second engine and make it wirk as a standalone single script so i can add it as a user action? also anybody else happen to know why the hell BIS can put multiple proxies on the SU34 and we cant???
  17. wld427

    Project RACS

    we are working on the turck issue right now... i will keep you posted..... Also if anyone is a talented scripter and would liek to help Project RACS add afterburners to our aircraft please get in touch with me..... thanks Eddie Project RACS
  18. wld427

    Vilas' addons

    awesome Vilas..... this weapon pack is incredible.....at wich point will you put the RPG-79 in the pack? i think thats it... the single shot rocket launcher?
  19. Hi everyone...... Project RACS is adding door guns to a chinook as par tof our helicopter pack. Ive got the left door gun working propperly. Th issue is when you get in the right door gun it immediately turns to point forward and sticks there!...... anybody got any ideas? below is my config you can see teh door guns section..... any and all help is much appreciated... http://pastebin.com/m66183ef4 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class PRACS_CH47 { units[] = {"PRACS_CH47"}; weapons[] = {}; requiredVersion = 1.08; requiredAddons[] = {"CAAir", "CA_Anims_Char", "CAData", "CACharacters", "CAWeapons"}; }; }; class NewTurret; // External class reference class Turrets; // External class reference class MainTurret; // External class reference class CfgVehicles { /*extern*/ class Helicopter; /*extern*/ class UH60; /*extern*/ class UH60MG; /*extern*/ class MH6; /*extern*/ class SoldierWPilot; class PRACS_CH47: Helicopter { displayName = "CH-47 Chinook (RACS)"; side = 2; scope = 2; crew = "SoldierWPilot"; picture = "\PRACS_CH47\Ch47\Textures\ch47_ico_ca.paa"; Icon = "\PRACS_CH47\Ch47\Textures\icomap_ch47.paa"; vehicleClass = "Air"; simulation = "helicopter"; model = "\PRACS_CH47\PRACS_CH47.p3d"; maxSpeed = 220; accuracy = 9.000000; armor = 50; rotorBig = "vrtule_uh_v"; rotorBigBlend = "vrtule_uh_v_bl"; rotorSmall = "vrtule_uh_m"; rotorSmallBlend = "vrtule_uh_m_bl"; transportSoldier = 24; hasGunner = 1; driverAction = "UH60_Pilot"; soundEngine[] = {"\PRACS_CH47\Ch47\Sound\ch47engine", 5.623414, 1.000000}; cargoAction[] = {"UH60_Cargo02", "UH60_Cargo02"}; typicalCargo[] = {"SoldierGPilot", "SoldierGPilot", "SoldierGAT", "SoldierGAT"}; nameSound = "chopper"; mainRotorSpeed = 1.000000; backRotorSpeed = 1.000000; minMainRotorDive = -9; maxMainRotorDive = 15; neutralMainRotorDive = -5; minBackRotorDive = -15; maxBackRotorDive = 9; neutralBackRotorDive = -5; selectionHRotorStill = "velka vrtule staticka"; selectionHRotorMove = "velka vrtule blur"; selectionVRotorStill = "mala vrtule staticka"; selectionVRotorMove = "mala vrtule blur"; gearRetracting = 0; transportVehiclesMass = 5000; weapons[] = {}; magazines[] = {}; class Turrets { class LeftDoor_Gun : NewTurret { startEngine = false; outGunnerMayFire = true; primaryGunner = 1; body = "LeftGun_Turret"; gun = "LeftGun"; animationSourceBody = "LeftGun_Turret"; animationSourceGun = "LeftGun"; commanding = -1; gunnerName = "Left Door Gun"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointGun = "machinegun"; memoryPointGunnerOptics = "gunnerview_1"; memoryPointGunnerOutOptics = "gunnerview_1"; gunBeg = "end"; // endpoint of the gun gunEnd = "chamber_1"; // chamber of the gun selectionFireAnim = "zasleh"; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; weapons[] = {"M240_VEH"}; magazines[] = {"1200Rnd_762x51_M240"}; minElev = -45; maxElev = 15; initElev = 0; minTurn = 0; maxTurn = 160; initTurn = 90; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.6; minFov = 0.6; maxFov = 0.5; }; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = false; }; class RightDoor_Gun : NewTurret { startEngine = false; primaryGunner = 0; body = "RightGun_Turret"; gun = "RightGun"; animationSourceBody = "RightGun_Turret"; animationSourceGun = "RightGun"; animationSourceHatch = ""; selectionFireAnim = "zasleh_1"; proxyIndex = 2; gunnerName = "Right Door Gun"; commanding = -2; minTurn=-150; maxTurn=-30; initTurn=-90; weapons[] = {"M240_VEH"}; magazines[] = {"1200Rnd_762x51_M240"}; gunBeg = "end_2"; // endpoint of the gun gunEnd = "chamber_2"; // chamber of the gun memoryPointGun = "machinegun_2"; memoryPointGunnerOptics = "gunnerview_2"; memoryPointGunnerOutOptics = "gunnerview_2"; class ViewOptics { initAngleX = -90; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.6; minFov = 0.6; maxFov = 0.5; }; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = false; }; }; class Library { libTextDesc = "CH47 is th
  20. well RockofSL you have helped me greatly in the past.... thanks for that..... i was merely making a joke about how funny it is modleing a turret facing the wrong direction but then in game it faces the right way........ sorry if that offended you or was too sarcastic....... My guns are modeled facing forward and when you load the chopper in game the gun is facing sideways as it should....... when the player gets in the gunnersposition everything appears fine then the gun almost immediately begins to traverse to the left and stay there..... thats the issue
  21. Thanks RockofSL but i did that..... i love making ships witht he back turret facing the wrong direction lol..... i think its something conflicting in the view optics and the init limits of the config.... this thing is really kicking my arse......
  22. Im looking for the sound to the Gsh cannon from the SU34..... anyone know its name or location in the folders? ive searched the sound folder and the weapons configs .... i cant even fins the cannon.....
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