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Everything posted by franze
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Currently the code works, and with as touchy as it is, I'd rather not make a major change like that in the middle of development.
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Having some problems with my cpp file, I'm trying to define more than one vehicle type (same basic model, maybe some light changes) in a single CPP file. I've seen it done with other addons but I've been having trouble myself. Heres the code I am using: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><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 Naga { units[] = {Naga}; weapons[] = {}; requiredVersion = 1.10; }; class MAC { units[] = {}; weapons[] = {MAC}; requiredVersion = 1.20; }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class Hellfire: AT3 {}; class ATM : Hellfire { hit=1600; indirectHit=200; indirectHitRange=2.500000; initTime=0.000000; thrustTime=5.500000; thrust=1200; }; class BulletSingle: Default {}; class MACBullet: BulletSingle { hit=50; indirectHit=10; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class HellfireLauncherCobra : HellfireLauncher {}; class ATM : HellfireLauncherCobra { ammo="ATM"; displayName="Pilum-VI Missile Launcher "; displayNameMagazine="ATM"; shortNameMagazine="ATM"; count=8; }; class MGun: Default {}; class MachineGun7_6: MGun {}; class MachineGun30: MachineGun7_6 {}; class MAC: MachineGun30 { displayName="MT-30 Autocannon Rifle"; displayNameMagazine="MAC"; shortNameMagazine="MAC"; ammo="MACBullet"; count=600; reloadTime=0.1020000; sound[]={"\naga\macshot.wav",0.162278,1}; aiRateOfFire=0; // delay between shots at given distance aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle { class TurretBase {}; }; class APC: Tank {}; class M113: APC {}; class Naga: M113 { displayName="Naga"; picture=\naga\nga_icn.paa; icon = antiAC.paa; armor=180; cost=1000000; model=\naga\naga; irScanRange = 4000; // long range radar irScanGround = 4000; // NO IR on ground targets gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar; weapons[]={MAC,ATM}; magazines[]={MAC,ATM}; class Turret: TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={,db-40,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-50; maxElev=+30; minTurn=-110; maxTurn=110; body = "OtocVez"; gun = "OtocHlaven"; }; //threat[] VSoft, VArmor, VAir threat[]={0.5, 1, 0.5}; gunnerOpticsModel = "optika_zsu_gunner"; commanderOpticsModel = "optika_tanke_auxiliary"; gunnerAction = ManActUH60Pilot; gunnerInAction = ManActUH60Pilot; // outGunnerMayFire = true; forceHideGunner = true; viewGunnerInExternal = true; transportSoldier = 0; }; }; <span id='postcolor'> Basically I want to duplicate this part: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle { class TurretBase {}; }; class APC: Tank {}; class M113: APC {}; class Naga: M113 { displayName="Naga"; picture=\naga\nga_icn.paa; icon = antiAC.paa; armor=180; cost=1000000; model=\naga\naga; irScanRange = 4000; // long range radar irScanGround = 4000; // NO IR on ground targets gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar; weapons[]={MAC,ATM}; magazines[]={MAC,ATM}; <span id='postcolor'> And change the weapon types. I tried duplicating it but the vehicle was either unrecognized or the code was not accepted by the game.
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Fun. Very. I set up a mission with these things and watched them tear apart tanks a 3rd of their height.
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Here's another screenshot, this time of the Long Fang Naga variant: For those that don't know, those are two 90mm cannons on the shoulders.
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It tends to be a real pain in the butt to do it that way, but if that's the only way...
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Any place or anyone willing to list all the memory LODs and what they do?
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I tried making a larger soldier (in the 5 to 6 meter range) and the game crashed with him; don't think it'd be possible.
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And another screen of it for giggles...
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"Franze you do remeber the Naga has "NO" turret, other than a main gun and chin cannon that only covers a +45 to -45 degree arc, with a low pitch arc." Yep, I do. I've got it set for about 30 degree maximum pitch and a 50 degree negative pitch, and 110 degree arc to the sides on the current model. After I get the Long Fang Naga to work right, I'll change the arcs and modify the firing points (IF I can get L strela and P strela to work). "You don't need MAYA, you just need to know how to use O2. You can animate almost anything, if you know what your doing. Franze how'd you work out your scale of the Naga?" I think you can use O2 to model animations, but you need Resistance (which I don't have yet) to make them work. I built the model from the two view drawings in the Southern Vehicle Compedium One, it's not completely to scale (if I made it completely to scale the pilots wouldn't fit correctly in the small cockpit cavity). It's about 7 meters tall to the missile launchers, I'd guess about 9 or 10 possibly if you include the upper sensor antenna. Since it inherits from the M113 class, a lot of things to do with weapons coming out of the right places and such, are hard to overcome. As is it's a very fun vehicle to use (if your driver is good!, and to see the field from a different scale is interesting.
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Driver position has the default WASD controls, the gunner has the default mouse control.
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Lol, well I'm going to start from scratch again, I can't seem to get rid of all these bugs. Get rid of one, another one pops up!
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Thanks for the help, still have some problems but I'll probably figure it out. Now it says that my base class isn't defined at this point (I think): </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Default {}; class weapon: default {}; class vehicle: default {}; class Naga: vehicle { <span id='postcolor'> The vehicle "Naga" is supposed to be in the M113s class.
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Ok, I found out this area was what I needed to modify: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class Naga { units[] = {Naga, LFNaga}; weapons[] = {}; requiredVersion = 1.10; }; class MAC { units[] = {}; weapons[] = {MAC}; requiredVersion = 1.20; }; <span id='postcolor'> But when I put it in correctly, IE having the units and weapons all in one class, the units don't show up in the game.
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Here's the code I'm using now: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><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 Naga { units[] = {Naga, LFNaga}; weapons[] = {}; requiredVersion = 1.10; }; class MAC { units[] = {}; weapons[] = {MAC}; requiredVersion = 1.20; }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class Hellfire: AT3 {}; class ATM : Hellfire { hit=1600; indirectHit=20; indirectHitRange=2.500000; initTime=0.000000; thrustTime=5.500000; thrust=1200; }; class BulletSingle: Default {}; class MACBullet: BulletSingle { hit=50; indirectHit=10; }; class Shell: Default {}; class Heat: Shell {}; class Heat73: Heat {}; class Heat105: Heat73 {}; class Heat120: Heat105 {}; class thunderheat: Heat120 { airLock=1; hit=1000; indirectHit=150; indirectHitRange=8; minRange=10; minRangeProbab=0.5; midRange=1500; midRangeProbab=1; maxRange=2500; maxRangeProbab=1; }; class Shell73: Shell {}; class Shell105: Shell73 {}; class Shell120: Shell105 {}; class thundersabot: Shell120 { hit=1200; indirectHit=0; minRange=10; minRangeProbab=0.5; midRange=1500; midRangeProbab=1; maxRange=2500; maxRangeProbab=1; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class HellfireLauncherCobra : HellfireLauncher {}; class ATM : HellfireLauncherCobra { ammo="ATM"; displayName="Pilum-VI Missile Launcher "; displayNameMagazine="ATM"; shortNameMagazine="ATM"; count=8; }; class MGun: Default {}; class MachineGun7_6: MGun {}; class MachineGun30: MachineGun7_6 {}; class MAC: MachineGun30 { displayName="MT-30 Autocannon Rifle"; displayNameMagazine="MAC"; shortNameMagazine="MAC"; ammo="MACBullet"; count=600; reloadTime=0.1020000; sound[]={"\naga\macshot.wav",0.162278,1}; aiRateOfFire=0; // delay between shots at given distance aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero }; class Gun73: Default {}; class Gun105: Gun73 {}; class Gun120: Gun105 {}; class srwithunder: Gun120 { displayName="SRWI Thunder"; sound[]={"",0.3,1}; reloadSound[]={"",0.5,0.8}; magazines[]={"thunderheat", "thundersabot"}; aiRateOfFire=0; aiRateOfFireDistance=0; opticsZoomMin=0.333333; opticsZoomMax=0.1; }; class Shell73: Default {}; class Shell105: Shell73 {}; class Shell120: Shell105 {}; class thundersabot: Shell120 { displayName="Thunder 90mm Sobat"; displayNameMagazine="90mm Sobat"; shortNameMagazine="90mm Sobat"; ammo="thundersobat"; count=12; nameSound="heat"; initSpeed=1540; reloadTime=4; sound[]={"",10.000000,1}; aiRateOfFire=0; aiRateOfFireDistance=0; }; class Heat120: Shell120 {}; class thunderheat: Heat120 { count=12; initSpeed=1140; ammo="thunderheat"; displayName="Thunder 90mm HEAT"; displayNameMagazine="90mm HEAT"; shortNameMagazine="90mm HEAT"; nameSound="shell"; reloadTime=4; sound[]={"",10.000000,1}; aiRateOfFire=0; aiRateOfFireDistance=0; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle { class TurretBase {}; }; class APC: Tank {}; class M113: APC {}; class Naga: M113 { displayName="Naga"; picture=\naga\nga_icn.paa; icon = antiAC.paa; armor=180; cost=1000000; model=\naga\naga; weapons[]={MAC,ATM}; magazines[]={MAC,ATM}; irScanRange = 4000; // long range radar irScanGround = 4000; // NO IR on ground targets gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar; class LFNaga: M113 { displayName="LFNaga"; picture=\naga\nga_icn.paa; icon = antiAC.paa; armor=180; cost=1000000; model=\naga\lfnaga; weapons[]={MAC,srwithunder}; magazines[]={MAC,srwithunder}; class Turret: TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={,db-40,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-50; maxElev=+30; minTurn=-110; maxTurn=110; body = "OtocVez"; gun = "OtocHlaven"; }; //threat[] VSoft, VArmor, VAir threat[]={0.5, 1, 0.5}; gunnerOpticsModel = "optika_zsu_gunner"; commanderOpticsModel = "optika_tanke_auxiliary"; gunnerAction = ManActUH60Pilot; gunnerInAction = ManActUH60Pilot; // outGunnerMayFire = true; forceHideGunner = true; viewGunnerInExternal = true; transportSoldier = 0; }; }; <span id='postcolor'> Now, when I start OFP it says: "No entry 'Config.bin/CfgAmmo/CfgWeapons.simulation' I don't really understand this error, but there something wrong with my code that I can't see...
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Yes, I made custom weapons for those pilots. I don't have maya (and probably can't afford it) so making animations with it is probably out of the question.
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The pilots are in alpha skins, they'll be changed later on to a more sandy color scheme. Please understand though, it does not walk yet. Right now it's just a really tall M113 with a cannon and a few missiles. "What are those objects hanging at the top right and mid right, cameras?" Yes, sensors. The Naga uses the three sensors for better awareness on the field. Normally they'd be pivotable, but since they have no use in the game theres no point to that. It has a crew of two, a pilot and a gunner, so there's no need for any special controls. I plan to make a CNCS strider once the finishing touches are done with the Naga, and once the APC that goes with it is finished; so no worries about battles between the two.
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Here's a update with a more modern screen: The guys next to it are in alpha phase but they generally represent what Naga pilots look like.
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No, no animation aside from the gun turret. I'm running 1.46 so I don't think a animation would be possible.
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I've successfully moded a pilot model, but the game doesn't seem to recognize it. Probably a coding error, but I'll find what I can.
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In the game it just moves around on it's feet, the boardgame it's derived from it can either squat and use wheels on the knees and feet or walk.
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I've got a problem with this, too - I can't open any of the demo models (demo version I've got is 0.36). I'd like to mod some infantry or at least get an idea on how they are built.
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No, it's basically just a really tall M113 without the ability to carry personel and missiles. Until I get Resistance, having it act as a M113 will have to do.
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Rah 66 comanche heli under construction.
franze replied to brsseb's topic in ADDONS & MODS: DISCUSSION
Wow, amazing. I think you got a bit of a typo in this screenshot though: http://ofp.gamezone.cz/_hosted....ire.jpg That's a AIM-9 you realize... -
Cant seem to find ah1pilot/gunner p3d proxyz!
franze replied to brsseb's topic in OFP : O2 MODELLING
For my AH-1W, I used the AH-64 pilot and gunner animations, works fine. ManActAH64Pilot ManActAH64Gunner Don't know what the AH-1 pilot animations are. -
On my helicopter model, L Raketa and L Strela don't seem to work. P Strela and P Raketa work (rockets come out of those positions), but the left side versions don't seem to want to work. I've got them supposedly placed the way they should be, with the two vertex formation, but they still come out of the default point. Am I missing something here?