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Everything posted by wld427
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Works on my machine but not the server
wld427 posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
Ok so i have been tooling on this aircraft for a while now. Its a super etendard. It works like a champ on my machine. BUT when i put it on our server to Beta test it the damn thing will not let my mission load up. I know its the aircraft cause i can take it out of the mission and then it will load. Anybody have any idea why this would do this. I am a self taught scripter using bits and pieces from other configs so please take it easy on me. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// config.bin - 07:16:57 02/03/08, generated in 0.30 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class etendard3 { units[] = {etendard3}; requiredVersion = 1.0; VehicleClass = Air; }; }; #include <cfgmagazine.h> #include <cfgWeapons.h> #include <cfgAmmo.h> class CfgSkeletons { class etendard3Bones { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "nose door left","", "nose door right","", "hook","", "nose wheel","", "left wheel","", "right wheel","", "wheels1","nose wheel", "wheels2","left wheel", "wheels3","right wheel", "elevator left","", "elevator right","", "aileron left","", "aileron right","", "flaps left","", "flaps right","", "rudder","" }; }; }; class cfgModels { class etendard3 { skeletonName = "etendard3Bones"; sectionsInherit = ""; sections[] ={"zasleh","nose door left","nose door right","hook","nose wheel","left wheel","right wheel","elevator left","elevator right","aileron left","aileron right","flaps left","flaps right","rudder"}; class Animations { class VTE_rotate_Wheels1 { type = "rotationX"; source = "wheel"; selection = "wheels1"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 4; angle0 = 0; angle1 = "rad -360"; }; class VTE_rotate_Wheels2: VTE_rotate_Wheels1 { selection = "wheels2"; }; class VTE_rotate_Wheels3: VTE_rotate_Wheels1 { selection = "wheels3"; }; class VTE_Rudder { type = "rotation"; source = "rudder"; selection = "rudder"; axis = "osa rudder"; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 25"; angle1 = "rad -25"; }; class VTE_ElevRight { type = "rotation"; source = "elevator"; selection = "elevator right"; axis = "axis elevator right"; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 35"; angle1 = "rad -35"; }; class VTE_ElevLeft { type = "rotation"; source = "elevator"; selection = "elevator left"; axis = "axis elevator left"; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 35"; angle1 = "rad -35"; }; class VTE_aileronTleft { type = "rotation"; source = "aileron"; selection = "aileron left"; axis = "axis aileron left"; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 75"; angle1 = "rad -75"; }; class VTE_aileronTRight { type = "rotation"; source = "aileron"; selection = "aileron right"; axis = "axis aileron right"; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 75"; angle1 = "rad -75"; }; class VTE_FlapsRight { type = "rotation"; source = "flap"; selection = "flaps right"; axis = "osa flaps right"; memory = true; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 55"; }; class VTE_FlapsLeft { type = "rotation"; source = "flap"; selection = "flaps left"; axis = "osa flaps left"; memory = true; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -55"; }; class LeftGear { type = "rotation"; animPeriod = 2; selection = "left wheel"; axis = "axis left wheel"; source = "gear"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1.5; }; class RightGear { type = "rotation"; animPeriod = 2; selection = "right wheel"; axis = "axis right wheel"; source = "gear"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = -1.5; }; class NoseGear { type = "rotation"; animPeriod = 2; selection = "nose wheel"; axis = "axis nose wheel"; source = "gear"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = -1.5; }; class NoseDoorLeft { type = "rotation"; animPeriod = 2; selection = "nose door left"; axis = "axis nose door left"; source = "gear"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1.38; }; class NoseDoorRight { type = "rotation"; animPeriod = 2; selection = "nose door right"; axis = "axis nose door right"; source = "gear"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = -1.38; }; class Canopy { type ="rotation"; animPeriod = 3; selection ="canopy"; axis ="axis canopy"; angle0 = 0; angle1 = -0.6; }; }; }; }; class CfgVehicles { class All {}; class AllVehicles : All {}; class Air : AllVehicles {}; class Plane : Air {}; class etendard3 : Plane { memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver dir"; memoryPointsGetInCargo = "pos driver"; memoryPointsGetInCargoDir = "pos driver dir"; scope = public; model = "\etendard3\etendard3.p3d"; displayName = "Super Etendard ATK"; side = TGuerrila; transportSoldier = 0; crew = "SoldierGPilot"; driverAction = "AV8B_Pilot"; cargoAction[] = {""}; Icon = "\etendard2\tex\icon.paa"; picture = "\etendard2\tex\picture.paa"; accuracy = 0.3; // accuracy needed to recognize type of this target gearUpTime = 2; gearDownTime = 2; gearRetracting = true; nameSound = "plane"; soundEngine[] = {"\etendard3\snd\enginesound.ogg", 4, 1.2}; soundServo[] = {"Vehicles\gun_elevate", db0, 0.4}; maneuvrability = 90.0; maxSpeed = 975; // max speed on level road, km/h armor = 300; ejectSpeed[] = {0, 0, 0}; flapsFrictionCoef = 0.5; cost = 20000; type = "Air"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.1, 1, 0.7}; aileronSensitivity = 1; // relative aileron sensitivity elevatorSensitivity = 2; // relative elevator sensitivity noseDownCoef = 0.9; // how much goes nose down during turns landingAoa = "rad 10"; brakeDistance = 300; // vehicle movement precision steerAheadSimul = 1.0; steerAheadPlan = 2.0; hiddenSelections[] = {"light", "daylight", "polyons"}; extCameraPosition[] = {0, 3, -20}; irTarget = true; irScanRange = 3500; irScanGround = true; weapons[] = {"GAU12","80mmLauncher","ETFAB250_Launchera"}; magazines[] = {"300Rnd_25mm_GAU12","40Rnd_80mm","ETFAB250ax12a"}; envelope[]= { // speed relative to max. speed -> lift // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 // Percentage of rel. speed //0.0,0.5,2.0,4.0,4.4,5.9,6.0,6.2,6.3,6.5,6.6,6.8,7.0,4.0,2.0 // old lift values 0.0,0.5,1.75,3.5,3.6,5.2,5.3,5.4,5.5,5.6,5.7,5.8,6.0,3.0,1.0 // lift }; class Library { libTextDesc = "First deployed by the French in 1974, the Etendard went on to become a very successful maritime strike aircraft at the hands of the French, Iraqis, and the Argentine Navy."; }; class EventHandlers { gear="if (_this Select 1) then {[_this select 0] exec""\etendard3\script\geardn.sqs""} else {[_this select 0] exec ""\etendard3\script\gearup.sqs""}"; }; class CfgNonAIVehicles { class ProxyDriver; class ProxyWeapon; class ProxyBarak: ProxyWeapon {model = \etendard2\FAB; simulation = "maverickweapon";}; }; -
yeah thanks everybody i figured it out. It creates a pbo and i guess i expected it to just giveme another p3d. So all i did was extract the pbo and move the new p3d.
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actually i am trying to binarize just the bomb that goes on a plane. so there is no config or model config to go wit it. How is this done?
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I actually saw one of these tanks. The guns are actually chineese copies of the L7 gun. If there are any troops on here stationed at Taji get a picture of the last T55 from the back row next to the wall in the boneyard. I crawled all over that thing. (then they warned us about DU). Its real alright. But the majority of the T55 and Type 69 tanks with this armor package had the 100mm gun.
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I am not claiming this to be accurate in any way. In fact its mostly copy and paste BIS stuff and bits and pieces of different configs put together to make it work. I made this as a place holder until sombody makes somthing better. I would like to release it for everyone to use but i do not know what type of EULA i need. If sombody could direct me to it i would be glad to put this on the forums for download. It works great to make the blackhawks go low and fixed wings go high.
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Does anybody know of more Evolution and domination type maps that require you to "liberate" the entire island?
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Wellsitting around here with this stupid cast on i have had plenty of time to work on some of my projects. As well as start a few more. here is another WIP picture.
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we one of these systems here at ft campbell....... you have to have a secret clearance just to get in the building.....
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I have actually seen little birds and Kiowas as well with hellfires on them. Its usually a package og a 20mm or .50 cal pod on one side and a single hellfire on a rail to the ither side. Didn't the israelis have one with TOW missiles on it?
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A smoke trail is nice. But i have yet to see a REAL missile actually have that much manuverability let alone burn time on the rocket motor........ Then again i am the guy that likes to buils fictional launchers...
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yeah alot of soldiers do because it is free to the US Military on AKO (Army Knowledge Online)
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Yeah i was in Iraq. i am stateside now.....WIA........ The computer shop dude said it is usually from the 240v power over there even though my power cord and instructions say u can plug right into it. Moral of the story if you are there now or headed soon PLEASE see hadji and get a converter box. Either way it was keeping my mind off of things and now i have nothing to do because my wife doesn't have Arma on her computer and this huge cast keeps me from walking too much anywhere. @Pathy ....... i wouldnt let Hadj touch my computer. They like to install things on your hard drive that McAfee for somereason will not pick up. 2 of my soldiers learned that the hard way.
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well officially my hard drive went poop......... hopefully the nerds at the computer shop can save the files. If not i still have the models at least saved on a flash disk and i was almost done with the chassis for the SA8. anyhoo i decided on the name to be the Goblin. I will save Ghost for my next super secret long range SAM project
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wow its looking good!!!! I am still curious how you intend to launch it? maybe from the radar truck?
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they are applied......anybody willing t look intot he PBO please PM me and i will send it to you.
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so for my sam unit i am trying to make the radar rotate. So first all the darn thing only rotateswhen the turret traverses....and i cannot get it to rotate witht he turret... other problems for now.... I was wondering if anybody could write a script for me that would animate the turret on a condition of say "gunnerin" I found this in a old OFP MCar addon maybee it can help
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here is my config it has all the parts..... now why doesnt the radar show up on the top of the screen?? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cost = 150000; canFloat = 1; typicalCargo[] = {"SoldierECrew", "SoldierECrew"}; viewCargoShadow = 1; threat[] = {0.9, 1.0, 0.3}; irTarget = true; irScanRange = 3500; irScanGround = true; soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1}; soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1}; soundEnviron[] = {"\ca\Tracked\Data\Sound\OldRolling_Treads1", 5.01187, 1}; soundEngine[] = {"\ca\Tracked\Data\Sound\OldIdle1", 7.94328, 0.9}; driverAction = "BMP2_DriverOut"; driverInAction = "BRDM2_Driver"; memoryPointTrack1L = "Stopa ll"; memoryPointTrack1R = "Stopa lr";
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yeah thats just it i cannot for the life of me to get the dammage texture to show. Do you think i need to add a "killed" event handler and execute a setobjectTexture script?
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spent all day beating on the config for the SA33 im also working on an interior as there is a cargo spot for another crewman to sit. kinda like an internal commander or radio operator something.... Needed a break from the SA33 the texture was pissing me off so i made this thinking of a western launcher. The missiles are from Desert Phoenix's Naval missile pack. Its jsut something i was screwing atound with as a test mule for my config.
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Any more name suggestions fellas? Right now the lead runner is the "ghost" or " goblin"
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Is it possible to change a missile's smoke effect?
wld427 replied to Hondo's topic in ARMA : CONFIGS AND SCRIPTING (addons)
then how does the Mando missiles creat thier effects? -
I GOT IT!!!!! had to change to the numerical values form the comref..... in thais case it was 1.
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unfortunately nope..... This is the config minus the top. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">selectionLeftOffset = "pasanimL"; selectionRightOffset = "pasanimP"; scope= 2; crew = "SoldierECrew"; side = 0; accuracy = 0.3; picture="\ca\tracked\Data\ico\zsu_CA.paa"; Icon="\Sa33\text\Sa33_Icon.paa"; mapSize= 7; armor= 325; nameSound="APC"; maxSpeed= 70; hiddenSelections[] = {""}; hiddenSelectionsTextures[] = {""}; transportSoldier = 4; hasCommander = false; class TransportMagazines {}; transportAmmo = 0; supplyRadius = 1.7; cost = 150000; canFloat = 1; typicalCargo[] = {"SoldierECrew", "SoldierECrew"}; viewCargoShadow = 1; threat[] = {0.9, 1.0, 0.3}; GunnerCanSee=CanSeeRadar; irTarget = true; irScanRange = 3500; irScanGround = False; soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1}; soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1}; soundEnviron[] = {"\ca\Tracked\Data\Sound\OldRolling_Treads1", 5.01187, 1}; soundEngine[] = {"\ca\Tracked\Data\Sound\OldIdle1", 7.94328, 0.9}; driverAction = "BMP2_DriverOut"; driverInAction = "BRDM2_Driver"; memoryPointTrack1L = "Stopa ll"; memoryPointTrack1R = "Stopa lr"; memoryPointTrack2L = "Stopa rl"; memoryPointTrack2R = "Stopa rr"; cargoIsCoDriver[] = {0}; cargoAction[] = {BRDM2_Cargo01,BRDM2_Cargo02}; driverForceOptics = 1; class Library { libTextDesc = "Developed by the Russians as an upgrade to existing battlefield systems." }; class Turrets { class MainTurret : NewTurret { body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; animationSourceHatch = "hatchGunner"; class HitTurret { armor = 0.8; material = 55; name = "vez"; visual = "vez"; passThrough = true; }; class HitGun { armor = 0.4; material = 55; name = "zbran"; visual = "zbran"; passThrough = true; }; weapons[]={"SA33x6Launcher"}; magazines[]={"9K33M3x6"}; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.001, 1.0}; minElev = -4; maxElev = 33; minTurn = -360; maxTurn = 360; gunnerAction = "BMP2_GunnerOut"; gunnerInAction = "BMP2_Gunner"; forceHideGunner = 0; gunnerOpticsModel = "\ca\weapons\optika_TOW"; gunnerForceOptics = 1; gunnerOutOpticsModel = "\ca\weapons\optika_empty"; }; }; class UserActions { class NightVision { displayName="Nightvision ON"; position="gunnerview"; radius=3.500000; onlyForPlayer= true; condition="NOT(SD_HaveNvg) AND (PLAYER == gunner this)"; statement="this exec ""\SA33\script\nightvision.sqs"""; }; class NightVisionOff { displayName="Nightvision Off"; position="gunnerview"; radius=3.500000; onlyForPlayer= true; condition="SD_HaveNvg AND (PLAYER == gunner this)"; statement="SD_HaveNvg = false"; }; }; class CfgNonAIVehicles { class ProxyDriver; class ProxyWeapon; class ProxyBarak: ProxyWeapon {model = \Sa33\R73; simulation = "maverickweapon";}; }; }; };
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any other ideas..... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hasCommander = false; class TransportMagazines {}; transportAmmo = 0; supplyRadius = 1.7; cost = 150000; canFloat = 1; typicalCargo[] = {"SoldierECrew", "SoldierECrew"}; viewCargoShadow = 1; threat[] = {0.9, 1.0, 0.3}; GunnerCanSee=CanSeeRadar irTarget = true; irScanRange = 3500; irScanGround = False; soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1}; soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1}; soundEnviron[] = {"\ca\Tracked\Data\Sound\OldRolling_Treads1", 5.01187, 1}; soundEngine[] = {"\ca\Tracked\Data\Sound\OldIdle1", 7.94328, 0.9}; driverAction = "BMP2_DriverOut"; driverInAction = "BRDM2_Driver"; memoryPointTrack1L = "Stopa ll"; memoryPointTrack1R = "Stopa lr"; memoryPointTrack2L = "Stopa rl"; memoryPointTrack2R = "Stopa rr"; cargoIsCoDriver[] = {0}; cargoAction[] = {BRDM2_Cargo01,BRDM2_Cargo02}; driverForceOptics = 1; class Library
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well the turret is equipped with its own search and track radar. So i dont think the radar truck would be necessary. My goal was to create a completely self contained unit. This way is removes the need to have any type of integration and map makers can just plop on out there as a target, or plop a couple to prevent from being the target This thing is a hoot to play in game. Right now the key to spoofing it is to fly right at it and then break hard at the last minute. Now we need sombody to make some "wild weasel" aircraft!