Jump to content

Meathead

Member
  • Content Count

    189
  • Joined

  • Last visited

  • Medals

Posts posted by Meathead


  1. What would really suck is if Wld's Rig got "Hacked" into and someone stole wow_o.gif all the addons and "maliciously" "released" them to the public in some evil plot to take over the world one addon at a time....that would be horrible! nener.gif

    ...kidding ...kidding! biggrin_o.gif


  2. um...

    File pracs_mh500\config.cpp, line 0: '.define': 'p' encountered instead of '='

    then game shutdown  confused_o.gif

    So whats the correct way to enter those #define's?

    ***EDIT

    Nevermind I forgot the first #  rofl.gif

    ***EDIT

    wow_o.gif HOLY SH*T that fixed it!

    YOU ROCK!

    Please send me your new Config Guide ASAP so I can learn to be a GURU like you Q notworthy.gifnotworthy.gifnotworthy.gif


  3. @Config Guide

    That would help alot!  biggrin_o.gif

    How do I get me a copy?

    @Pastebin

    Thats a nifty tool you got there! So where exaclty are you referring I paste in these changes? in the MAIN Config?

    Like this? huh.gif

    Quote[/b] ]

    #define private         0

    #define protected       1

    #define public          2

    #define true            1

    #define false           0

    #define LockNo          0

    #define LockCadet       1

    #define LockYes         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 PRACS_MH500

                   {

                           units[] = {PRACS_MH500};

                           weapons[] = {};

                           requiredVersion = 1.0;

                           requiredAddons[] = {};

                   };

       };

    #include <cfgmagazine.h>

    #include <cfgWeapons.h>

    #include <cfgammo.h>

    class CfgVehicles {

    class Helicopter;

    class AH6 ; // extern

    class PRACS_MH500: AH6 {

                   accuracy = 0.500000;

                   armor = 40;

                   audible = 10;

                   camouflage = 20;

                   castdrivershadow = 1;

                 

                   cost = 10000000;

                   crew = "SoldierGPilot";

                   damageResistance = 0.00593;

                   displayName = "MH-500F (RACS)";

                   driverInAction = "UH60_Pilot";

    driverAction = "UH60_Pilot";

    cargoAction[] = {"UH60_Cargo01", "UH60_Cargo02"};

                   DriverCanSee = 1 + 2 + 8 + 32;

                   driverIsCommander = 1;

                   driverOpticsColor[] = {0, 0, 0, 1};

                   enableSweep = 1;

                   extCameraPosition[] = {0, 2, -15};

                   fuelCapacity = 1000;

                   memoryPointGun = "machinegun";

                   

                   initCargoAngleY = + 10;

                   irScanGround = 1;

                   irScanRangeMax = 4000;

                   irScanRangeMin = 20;

                   irScanToEyeFactor = 2.5;

                   irTarget = 1;

                   laserScanner = 1;

                   mapSize = 13;

                   maxCargoAngleY = + 120;

                   maxSpeed = 240;

                   weapons[] = {"PRACS_Spike_ER_Launcher","PRACS_MH_Ga1cannon"};

    magazines[] = {"PRACS_MH_Spike_ERx8","PRACS_MH_Ga1_HEX1200"};

                   memoryPointsGetInDriver = "pos driver";

                   memoryPointsGetInDriverDir = "pos g";

                   minCargoAngleY = -60;

                   model = "\PRACS_MH500\PRACS_MH500.p3d";

                   picture = "\ca\air\data\ico\mh6_lb_sp_CA.paa";

    Icon = "\ca\air\data\map_ico\icomap_mh6_lb_CA.paa";

    nameSound = "chopper";

                   nightVision = 1;

                   opticsZoomMax = 1;

                   opticsZoomMin = 0.02;

                   rotorBig = "hip_vrt_v";

                   rotorBigBlend = "hip_vrtblur_v";

                   rotorSmall = "vrthind_m";

                   rotorSmallBlend = "vrthind_m_bl";

                   scope = 2;

                   selectionHRotorMove = "velka vrtule blur";

                   selectionHRotorStill = "velka vrtule staticka";

                   selectionVRotorMove = "mala vrtule blur";

                   selectionVRotorStill = "mala vrtule staticka";

                   side = 2;

                   simulation = "helicopter";

                   neutralMainRotorDive = -2;

    soundEngine[]={\ca\air\Data\Sound\AH6_engine_v3,db28,1};

    soundGetIn[] = {"\ca\air\Data\Sound\heli_door2", db-20, 1};

    soundGetOut[] = {"\ca\air\Data\Sound\heli_door2", db-20, 1};

    threat[] = {0.600000, 1, 0.400000};

                   transportSoldier = 4;

                   type = 2;

                   typicalCargo[] = {"SoldierGPilot,SoldierGPilot,SoldierGAT, SoldierGAT"};

                   dammageHalf[]=

    {

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr1_ca.paa,

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr1_ca.paa

    };

    dammageFull[]=

    {

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr2_ca.paa,

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr2_ca.paa

    };

                   vehicleClass = "air";

                   visibleNightLightsOff = 10;

                   visibleNightLightsOn = 50;

                   class UserActions {};

                   class EventHandlers {

                           Init = "";

                           fired = "";

                           engine = "";

                       };

                   class HitVRotor {

                           armor = 0.300000;

                           material = 51;

                           name = "mala vrtule";

                           visual = "mala vrtule";

                           passThrough = 1;

                       };

                   class HitHRotor {

                           armor = 0.300000;

                           material = 51;

                           name = "velka vrtule";

                           visual = "velka vrtule";

                           passThrough = 1;

                       };

                   

                       class Damage

       {

    tex[]={};

    mat[]={

    "ca\air\data\materialy\mh6_console.rvmat",

    "ca\air\data\materialy\mh6_console.rvmat",

    "ca\air\data\materialy\mh6_console_destruct.rvmat",

    "ca\air\data\materialy\mh6_body.rvmat",

    "ca\air\data\materialy\mh6_body.rvmat",

    "ca\air\data\materialy\mh6_body_destruct.rvmat",

    "ca\air\data\materialy\mh6_interier.rvmat",

    "ca\air\data\materialy\mh6_interier.rvmat",

    "ca\air\data\materialy\mh6_interier_destruct.rvmat"

    };

    };

                   class Library {

                           libTextDesc = "MH 500 was born out of an idea that needed small nimble heavily equipped choppers for the RACS.";

                       };

           };

    class PRACS_MH500_CAS :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MH500_CAS.p3d";

    displayName = "MH-500E (RACS CAS)";

    weapons[]={"FFARLauncher","PRACS_MH_Ga1cannon"};

    magazines[]={"38Rnd_FFAR","PRACS_MH_Ga1_HEX1200"};

    };

    class PRACS_MD500 :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MD500.p3d";

    displayName = "MD-500E (RACS TOW)";

    weapons[]={"PRACS_MH_TOW_Launcher"};

    magazines[]={"PRACS_MH_TOWx4"};

    };

    class PRACS_MH500_NAVY :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MH500_NAVY.p3d";

    displayName = "AH-6N (RSN)";

    weapons[] = {FFARLauncher,TwinM134};

    magazines[] = {14Rnd_FFAR,4000Rnd_762x51_M134};

    };

    class PRACS_MH500_ATGW :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MH500_ATGW.p3d";

    displayName = "MH-500D (RACS ATGW)";

    weapons[] = {FFARLauncher,TwinM134, PRACS_Spike_ER_Launcher};

    magazines[] = {4000Rnd_762x51_M134, 14Rnd_FFAR, PRACS_MH_Spike_ERx4};

    };

    };


  4. full .rpt:

    Quote[/b] ]

    Exe version: Sun Jan 04 18:16:58 2009

    build 1.14.5256

    Item STR_03s01 listed twice

    Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesBasic/DefaultDie/

    Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesMaleSdr/States/Crew/

    Updating base class ->Helicopter, by ca\air\config.bin/CfgVehicles/AH6/

    Updating base class ->MissileBase, by ca\a10\config.bin/CfgAmmo/M_Maverick_AT/

    Updating base class ->MissileLauncher, by ca\a10\config.bin/CfgWeapons/MaverickLauncher/

    Warning Message: Error: creating weapon PRACS_Spike_ER_Launcher with scope=private

    Warning Message: Error: creating magazine PRACS_MH_Spike_ERx4 with scope=private

    Warning Message: Error: creating magazine PRACS_MH_Spike_ERx8 with scope=private

    Warning Message: Error: creating weapon PRACS_MH_Ga1cannon with scope=private

    Warning: pracs_mh500\pracs_mh500.p3d:1 Error while trying to generate ST for points: 2795, 2786, 2790

    ((((Multiple point errors removed to shorten quote)))

    Warning: pracs_mh500\pracs_mh500.p3d:VIEW_CARGO Error while trying to generate ST for points: 2572, 2570, 2574

    Warning: pracs_mh500\pracs_mh500.p3d: Selection velka vrtule needs a section. The shadow volume may not work well.

    Warning: pracs_mh500\pracs_mh500.p3d: Selection mala vrtule needs a section. The shadow volume may not work well.

    Warning: pracs_mh500\pracs_mh500.p3d: Selection velka vrtule needs a section. The shadow volume may not work well.

    Warning: pracs_mh500\pracs_mh500.p3d: Selection mala vrtule needs a section. The shadow volume may not work well.

    Missing axis in model pracs_mh500\pracs_mh500.p3d:1, sel otochlaven, axis osahlavne

    Missing axis in model pracs_mh500\pracs_mh500.p3d:2, sel otochlaven, axis osahlavne

    Missing axis in model pracs_mh500\pracs_mh500.p3d:3, sel otochlaven, axis osahlavne

    Missing axis in model pracs_mh500\pracs_mh500.p3d:4, sel otochlaven, axis osahlavne

    Missing axis in model pracs_mh500\pracs_mh500.p3d:5, sel otochlaven, axis osahlavne

    Missing axis in model pracs_mh500\pracs_mh500.p3d:6, sel otochlaven, axis osahlavne

    Missing axis in model pracs_mh500\pracs_mh500.p3d:VIEW_PILOT, sel otochlaven, axis osahlavne

    Missing axis in model pracs_mh500\pracs_mh500.p3d:VIEW_CARGO, sel otochlaven, axis osahlavne

    PRACS_MH500: OtocHlaven - unknown animation source mainGun

    In Vehicle: pracs_mh500\pracs_mh500.p3d missing driver get in direction point

    Warning Message: Cannot open object data3d\pracs_mh_hellfire.p3d

    Warning Message: Cannot load material file \ca\data\sklo-pass2.rvmat.

    Cannot load material file \ca\data\sklo-pass2.rvmat

    I am wondering if its not in the main config so here is the config file:

    Quote[/b] ]

    class CfgPatches

    {

    class PRACS_MH500

    {

    units[] = {PRACS_MH500};

    weapons[] = {};

    requiredVersion = 1.0;

    requiredAddons[] = {};

    };

    };

    #include <cfgmagazine.h>

    #include <cfgWeapons.h>

    #include <cfgammo.h>

    class CfgVehicles {

    class Helicopter;

    class AH6 ; // extern

    class PRACS_MH500: AH6 {

    accuracy = 0.500000;

    armor = 40;

    audible = 10;

    camouflage = 20;

    castdrivershadow = 1;

    cost = 10000000;

    crew = "SoldierGPilot";

    damageResistance = 0.00593;

    displayName = "MH-500F (RACS)";

    driverInAction = "UH60_Pilot";

    driverAction = "UH60_Pilot";

    cargoAction[] = {"UH60_Cargo01", "UH60_Cargo02"};

    DriverCanSee = 1 + 2 + 8 + 32;

    driverIsCommander = 1;

    driverOpticsColor[] = {0, 0, 0, 1};

    enableSweep = 1;

    extCameraPosition[] = {0, 2, -15};

    fuelCapacity = 1000;

    memoryPointGun = "machinegun";

    initCargoAngleY = + 10;

    irScanGround = 1;

    irScanRangeMax = 4000;

    irScanRangeMin = 20;

    irScanToEyeFactor = 2.5;

    irTarget = 1;

    laserScanner = 1;

    mapSize = 13;

    maxCargoAngleY = + 120;

    maxSpeed = 240;

    weapons[] = {"PRACS_Spike_ER_Launcher","PRACS_MH_Ga1cannon"};

    magazines[] = {"PRACS_MH_Spike_ERx8","PRACS_MH_Ga1_HEX1200"};

    memoryPointsGetInDriver = "pos driver";

    memoryPointsGetInDriverDir = "pos g";

    minCargoAngleY = -60;

    model = "\PRACS_MH500\PRACS_MH500.p3d";

    picture = "\ca\air\data\ico\mh6_lb_sp_CA.paa";

    Icon = "\ca\air\data\map_ico\icomap_mh6_lb_CA.paa";

    nameSound = "chopper";

    nightVision = 1;

    opticsZoomMax = 1;

    opticsZoomMin = 0.02;

    rotorBig = "hip_vrt_v";

    rotorBigBlend = "hip_vrtblur_v";

    rotorSmall = "vrthind_m";

    rotorSmallBlend = "vrthind_m_bl";

    scope = 2;

    selectionHRotorMove = "velka vrtule blur";

    selectionHRotorStill = "velka vrtule staticka";

    selectionVRotorMove = "mala vrtule blur";

    selectionVRotorStill = "mala vrtule staticka";

    side = 2;

    simulation = "helicopter";

    neutralMainRotorDive = -2;

    soundEngine[]={\ca\air\Data\Sound\AH6_engine_v3,db28,1};

    soundGetIn[] = {"\ca\air\Data\Sound\heli_door2", db-20, 1};

    soundGetOut[] = {"\ca\air\Data\Sound\heli_door2", db-20, 1};

    threat[] = {0.600000, 1, 0.400000};

    transportSoldier = 4;

    type = 2;

    typicalCargo[] = {"SoldierGPilot,SoldierGPilot,SoldierGAT, SoldierGAT"};

    dammageHalf[]=

    {

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr1_ca.paa,

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr1_ca.paa

    };

    dammageFull[]=

    {

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr2_ca.paa,

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr2_ca.paa

    };

    vehicleClass = "air";

    visibleNightLightsOff = 10;

    visibleNightLightsOn = 50;

    class UserActions {};

    class EventHandlers {

    Init = "";

    fired = "";

    engine = "";

    };

    class HitVRotor {

    armor = 0.300000;

    material = 51;

    name = "mala vrtule";

    visual = "mala vrtule";

    passThrough = 1;

    };

    class HitHRotor {

    armor = 0.300000;

    material = 51;

    name = "velka vrtule";

    visual = "velka vrtule";

    passThrough = 1;

    };

    class Damage

    {

    tex[]={};

    mat[]={

    "ca\air\data\materialy\mh6_console.rvmat",

    "ca\air\data\materialy\mh6_console.rvmat",

    "ca\air\data\materialy\mh6_console_destruct.rvmat",

    "ca\air\data\materialy\mh6_body.rvmat",

    "ca\air\data\materialy\mh6_body.rvmat",

    "ca\air\data\materialy\mh6_body_destruct.rvmat",

    "ca\air\data\materialy\mh6_interier.rvmat",

    "ca\air\data\materialy\mh6_interier.rvmat",

    "ca\air\data\materialy\mh6_interier_destruct.rvmat"

    };

    };

    class Library {

    libTextDesc = "MH 500 was born out of an idea that needed small nimble heavily equipped choppers for the RACS.";

    };

    };

    class PRACS_MH500_CAS :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MH500_CAS.p3d";

    displayName = "MH-500E (RACS CAS)";

    weapons[]={"FFARLauncher","PRACS_MH_Ga1cannon"};

    magazines[]={"38Rnd_FFAR","PRACS_MH_Ga1_HEX1200"};

    };

    class PRACS_MD500 :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MD500.p3d";

    displayName = "MD-500E (RACS TOW)";

    weapons[]={"PRACS_MH_TOW_Launcher"};

    magazines[]={"PRACS_MH_TOWx4"};

    };

    class PRACS_MH500_NAVY :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MH500_NAVY.p3d";

    displayName = "AH-6N (RSN)";

    weapons[] = {FFARLauncher,TwinM134};

    magazines[] = {14Rnd_FFAR,4000Rnd_762x51_M134};

    };

    class PRACS_MH500_ATGW :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MH500_ATGW.p3d";

    displayName = "MH-500D (RACS ATGW)";

    weapons[] = {FFARLauncher,TwinM134, PRACS_Spike_ER_Launcher};

    magazines[] = {4000Rnd_762x51_M134, 14Rnd_FFAR, PRACS_MH_Spike_ERx4};

    };

    };

    Weapon and ammo config unchanged from above...

    new magazine config:(only removed type as suggested)

    Quote[/b] ]

    class CfgMagazines

    {

    class CA_Magazine;

    class VehicleMagazine;

    class PRACS_MH_Ga1_HEX1200: VehicleMagazine

    {

    displayName = "Ga1 20mm HE";

    displayNameMagazine = "Ga1 20mm HE";

    shortNameMagazine = "Ga1 20mm HE";

    count = 1200;

    ammo = "PRACS_MH_Ga1_HE";

    multiplier = 1;

    autoFire = 1;

    soundContinuous = 0;

    reloadTime = 0.08;

    dispersion = 0.01;

    };

    class PRACS_MH_Spike_ERx4 : VehicleMagazine

    {

    scope = public;

    displayName = "Spike-ER ATGM";

    ammo = "PRACS_MH_Spike_ER";

    count = 4;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    class PRACS_MH_TOWx4 : VehicleMagazine

    {

    scope = public;

    displayName = "TOW IIc 1A";

    ammo = "PRACS_MH_TOW";

    count = 4;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    class PRACS_MH_Spike_ERx8 : VehicleMagazine

    {

    scope = public;

    displayName = "Spike-ER ATGM";

    ammo = "PRACS_MH_Spike_ER";

    count = 8;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    };

    and again all help is highly appreciated. notworthy.gif


  5. ok been working on this for awhile now and still cant tie it down.

    Latest .rpt is actually worse now lol

    Quote[/b] ]

    Exe version: Sun Jan 04 18:16:58 2009

    build 1.14.5256

    Item STR_03s01 listed twice

    Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesBasic/DefaultDie/

    Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesMaleSdr/States/Crew/

    Updating base class ->Helicopter, by ca\air\config.bin/CfgVehicles/AH6/

    Updating base class ->MissileBase, by ca\a10\config.bin/CfgAmmo/M_Maverick_AT/

    Updating base class ->MissileLauncher, by ca\a10\config.bin/CfgWeapons/MaverickLauncher/

    Warning Message: Error: creating weapon PRACS_Spike_ER_Launcher with scope=private

    Warning Message: Error: creating magazine PRACS_MH_Spike_ERx4 with scope=private

    Warning Message: Error: creating magazine PRACS_MH_Spike_ERx8 with scope=private

    Warning Message: Error: creating weapon PRACS_MH_Ga1cannon with scope=private

    Warning Message: Error: creating magazine PRACS_MH_Ga1_HEX1200 with scope=private

    Warning Message: Error: creating weapon PRACS_MH_TOW_Launcher with scope=private

    Warning Message: Error: creating magazine PRACS_MH_TOWx4 with scope=private

    Warning: pracs_mh500\pracs_md500.p3d:1 Error while trying to generate ST for points: 506, 504, 500

    Warning: pracs_mh500\pracs_md500.p3d:1 Error while trying to generate ST for points: 502, 500, 504

    (More point errors not listed)

    See this error:

    Warning Message: Error: creating magazine PRACS_MH_Spike_ERx4 with scope=private

    was the initial error I was having.

    So I messed with the different config files and looked at othetr addons to compare and see if I seen anything out of place.

    Finally I decided to make some changes to the "cfgmagazines.h" using a Hind addon as a guide.

    anyway after I made the changes I began getting that same magazine error on all the weapons.

    So I was wondering if based on the info given if anyone could help track this magazine error down.

    here is the original magazine config:

    Quote[/b] ]

    class CfgMagazines

    {

    class CA_Magazine;

    class VehicleMagazine;

    class PRACS_MH_Ga1_HEX1200: VehicleMagazine

    {

      displayName = "Ga1 20mm HE";

      displayNameMagazine = "Ga1 20mm HE";

      shortNameMagazine = "Ga1 20mm HE";

      count = 1200;

      ammo = "PRACS_MH_Ga1_HE";

      multiplier = 1;

      autoFire = 1;

      soundContinuous = 0;

      reloadTime = 0.08;

      dispersion = 0.01;

    };

    class PRACS_MH_Spike_ERx4 : VehicleMagazine

    {

    scope = public;

    displayName = "Spike-ER ATGM";

    type = VArmor;

    ammo = "PRACS_MH_Spike_ER";

    count = 4;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    class PRACS_MH_TOWx4 : VehicleMagazine

    {

    scope = public;

    displayName = "TOW IIc 1A";

    type = VArmor;

    ammo = "PRACS_MH_TOW";

    count = 4;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    class PRACS_MH_Spike_ERx8 : VehicleMagazine

    {

    scope = public;

    displayName = "Spike-ER ATGM";

    type = VArmor;

    ammo = "PRACS_MH_Spike_ER";

    count = 8;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    };

    and the one I changed to:

    Quote[/b] ]

    class CfgMagazines

    {

    class Default; // External class reference

    class CA_Magazine : Default

    {

    scope = protected;

    value = 1;

    displayName = "";

    model = "\ca\weapons\mag_univ.p3d";

    picture = "";

    modelSpecial = "";

    useAction = false;

    useActionTitle = "";

    reloadAction = "ManActReloadMagazine";

    ammo = "";

    count = 30;

    type = 256;

    initSpeed = 900;

    selectionFireAnim = "zasleh";

    nameSound = "";

    maxLeadSpeed = 23; // max estimated speed km/h

    };

    class VehicleMagazine : CA_Magazine

    {

    type = VSoft;

    reloadAction = "";

    };

    class PRACS_MH_Ga1_HEX1200: VehicleMagazine

    {

      displayName = "Ga1 20mm HE";

      displayNameMagazine = "Ga1 20mm HE";

      shortNameMagazine = "Ga1 20mm HE";

      count = 1200;

      ammo = "PRACS_MH_Ga1_HE";

      multiplier = 1;

      autoFire = 1;

      soundContinuous = 0;

      reloadTime = 0.08;

      dispersion = 0.01;

    };

    class PRACS_MH_Spike_ERx4 : VehicleMagazine

    {

    displayName = "Spike-ER ATGM";

    type = VArmor;

    ammo = "PRACS_MH_Spike_ER";

    count = 4;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    class PRACS_MH_TOWx4 : VehicleMagazine

    {

    displayName = "TOW IIc 1A";

    type = VArmor;

    ammo = "PRACS_MH_TOW";

    count = 4;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    class PRACS_MH_Spike_ERx8 : VehicleMagazine

    {

    displayName = "Spike-ER ATGM";

    type = VArmor;

    ammo = "PRACS_MH_Spike_ER";

    count = 8;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    };

    also if its needed,

    heres the weapon:

    Quote[/b] ]

    class Mode_SemiAuto;

    class Mode_Burst;

    class Mode_FullAuto;

    class cfgWeapons

    {

    class Default; // External class reference

    class PistolCore; // External class reference

    class RifleCore; // External class reference

    class MGunCore; // External class reference

    class LauncherCore; // External class reference

    class GrenadeCore; // External class reference

    class GrenadeLauncher; // External class reference

    class CannonCore; // External class reference

    class Launcher; // External class reference

    class MissileLauncher; // External class reference

    class BombLauncher;

    class MaverickLauncher;

    class SidewinderLaucher;

    class M240_veh;

    class PRACS_MH_Ga1cannon: MGunCore

    {

      scope=public;

    displayName = "Ga1 20mm cannon";

      displayNameMagazine = "Ga1";

      shortNameMagazine = "Ga1";

      count = 500;

      magazineReloadTime = 5;

    multiplier = 1;

      autoFire = 1;

      magazines[] = {"PRACS_MH_Ga1_HEX1200"};

      sound[] = {"\PRacs_MH500\sounds\Ga1_fire.ogg",5,1};

      reloadMagazineSound[] = {"\PRacs_MH500\sounds\Ga1_reload.ogg",15,1};

      soundContinuous = 0;

      reloadTime = 0.08;

      dispersion = 0.0;

      minRange=1;minRangeProbab=0.10;

    midRange=1000;midRangeProbab=0.58;

    maxRange=1400;maxRangeProbab=0.4;

    aiRateOfFire = .09; // delay between shots at given distance

    aiRateOfFireDistance = 1500;

    };

    class PRACS_Spike_ER_Launcher : MaverickLauncher

    {

    scope=public;

    displayName = "Spike-ER ATGM";

    minRange = 10;

    minRangeProbab = 0.5;

    midRange = 3400;

    midRangeProbab = 0.99;

    maxRange = 6000;

    maxRangeProbab = 0.99;

    magazines[] = {PRACS_MH_Spike_ERx4,PRACS_MH_Spike_ERx8};

    aiRateOfFire = 5.0; // delay between shots at given distance

    aiRateOfFireDistance = 2500;

    };

    class PRACS_MH_TOW_Launcher : MaverickLauncher

    {

    scope=public;

    displayName = "TOW IIc 1A";

    minRange = 10;

    minRangeProbab = 0.5;

    midRange = 3400;

    midRangeProbab = 0.99;

    maxRange = 6000;

    maxRangeProbab = 0.99;

    magazines[] = {PRACS_MH_TOWx4};

    aiRateOfFire = 5.0; // delay between shots at given distance

    aiRateOfFireDistance = 2500;

    };

    };

    and ammo:

    Quote[/b] ]

    class CfgAmmo

    {

    class Default; // External class reference

    class TimeBombCore; // External class reference

    class MineCore; // External class reference

    class BulletCore; // External class reference

    class MissileCore; // External class reference

    class BulletBase : BulletCore { };

    class MissileBase : MissileCore {};

    class ShellCore; // External class reference

    class ShellBase : ShellCore {};

    class LaserBombCore;

    class M_Maverick_AT;

    class M_Sidewinder_AA;

    class PRACS_MH_Ga1_HE: BulletBase

    {

      soundHit[] = {"\PRacs_MH500\sounds\20HEhit.ogg",1,1};

      soundHitMan[] = {"\PRacs_MH500\sounds\20HEhitman.ogg",1,1};

      soundHitArmor1[] = {"\PRacs_MH500\sounds\20HEhitarmor1.ogg",1,1};

      soundHitArmor2[] = {"\PRacs_MH500\sounds\20HEhitarmor2.ogg",1,1};

      soundHitArmor3[] = {"\PRacs_MH500\sounds\20HEhitarmor3.ogg",1,1};

      hitGround[] = {"soundHit",1};

      hitMan[] = {"soundHitMan",1};

      hitArmor[] = {"soundHitArmor1",0.333,"soundHitArmor2",0.333,"soundHitArmor3&qu

    ot;,0.333};

      hitBuilding[] = {"soundHit",1};

      explosive = 0.6;

    airLock=1;

    CraterEffects = "ExploAmmoCrater";

    explosionEffects = "ExploAmmoExplosion";

      hit = 35;

      indirectHit = 8;

      indirectHitRange = 2;

      tracerColor[] = {0.8,0.1,0.1,0.04};

      tracerColorR[] = {0.8,0.1,0.1,0.04};

      cost = 12;

    };

    class PRACS_MH_Spike_ER : M_Maverick_AT

    {

    model= "\PRACS_MH500\weapons\PRACS_Spike_ER.p3d";

    hit = 600;

    indirectHit = 10;

    indirectHitRange = 1;

    maneuvrability=80;

    simulationStep = 0.002;

    trackOversteer = 1.0;

    trackLead = 0;

    airLock=false;

    irLock = true;

    initTime = 0.500000;

    thrustTime=70;

    thrust=850;

    cost=15000;

    maxSpeed=2000;

    maxControlRange=2500;

    };

    class PRACS_MH_TOW : M_Maverick_AT

    {

    model= "\PRACS_MH500\weapons\PRACS_MH_TOW.p3d";

    hit = 600;

    indirectHit = 10;

    indirectHitRange = 1;

    maneuvrability=30;

    simulationStep = 0.002;

    trackOversteer = 1.0;

    trackLead = 0;

    airLock=false;

    irLock = true;

    initTime = 0.500000;

    thrustTime=10;

    thrust=350;

    cost=15000;

    maxSpeed=2000;

    maxControlRange=2500;

    };

    };

    Thanks in advance for any assistance you can give  notworthy.gif


  6. yea its the exact same setup with the script turned off. The part you have to notice is that the AI arent "targeting" anyone they are just spraying from left to right. but its actually still taking out alot of people. I think that may be mostly because I have them set not to go prone and just charge the guns lol. But yea I am still perfecting it and your right my goal is to make a stand alone one without the need for a WHOLE mod. I will also be doing a script for "Suppressed AI" or on the recieving end.

    I was thinking about just having it force AI to go prone and forcing ceasefire until the shooter reloads. maybe throw in a chance to break that with higher skill level.


  7. SO yea...

    I was farting around with making my own AI Suppression and came up with this nifty script using Mapfact's invisible target addon.

    It basically lays down random fire in a left to right, back and forth pattern. The only up down variance is from the recoil from the weapon so it stays pretty much around the same height and looks realistic enough to me.

    When used on multiple gunners it also lets you have seperate fields of fire wich is kinda neat. Can overlap etc...with ease.

    Anyway I got the basics working Now I just need to work on its "ease of use" and see if I can make it plug&play for a mission.

    Heres a video for everyone to check out:

    Ai Suppression Vid

    Let me know how it looks. biggrin_o.gif


  8. Can anyone help me figure this out:

    bug1.jpg

    <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_MH500

                   {

                           units[] = {PRACS_MH500};

                           weapons[] = {};

                           requiredVersion = 1.0;

                           requiredAddons[] = {};

                   };

       };

    #include <cfgmagazine.h>

    #include <cfgWeapons.h>

    #include <cfgammo.h>

    class CfgVehicles {

    class Helicopter;

    class AH6; // extern

    class PRACS_MH500: AH6 {

                   accuracy = 0.500000;

                   armor = 40;

                   audible = 10;

                   camouflage = 20;

                   castdrivershadow = 1;

                 

                   cost = 10000000;

                   crew = "SoldierGPilot";

                   damageResistance = 0.00593;

                   displayName = "MH-500F (RACS)";

                   driverInAction = "UH60_Pilot";

    driverAction = "UH60_Pilot";

    cargoAction[] = {"UH60_Cargo01", "UH60_Cargo02"};

                   DriverCanSee = 1 + 2 + 8 + 32;

                   driverIsCommander = 1;

                   driverOpticsColor[] = {0, 0, 0, 1};

                   enableSweep = 1;

                   extCameraPosition[] = {0, 2, -15};

                   fuelCapacity = 1000;

                   memoryPointGun = "machinegun";

                   

                   initCargoAngleY = + 10;

                   irScanGround = 1;

                   irScanRangeMax = 4000;

                   irScanRangeMin = 20;

                   irScanToEyeFactor = 2.5;

                   irTarget = 1;

                   laserScanner = 1;

                   mapSize = 13;

                   maxCargoAngleY = + 120;

                   maxSpeed = 240;

                   weapons[] = {"PRACS_Spike_ER_Launcher","PRACS_MH_Ga1cannon"};

    magazines[] = {"PRACS_MH_Spike_ERx8","PRACS_MH_Ga1_HEX1200"};

                   memoryPointsGetInDriver = "pos driver";

                   memoryPointsGetInDriverDir = "pos g";

                   minCargoAngleY = -60;

                   model = "\PRACS_MH500\PRACS_MH500.p3d";

                   picture = "\ca\air\data\ico\mh6_lb_sp_CA.paa";

    Icon = "\ca\air\data\map_ico\icomap_mh6_lb_CA.paa";

    nameSound = "chopper";

                   nightVision = 1;

                   opticsZoomMax = 1;

                   opticsZoomMin = 0.02;

                   rotorBig = "hip_vrt_v";

                   rotorBigBlend = "hip_vrtblur_v";

                   rotorSmall = "vrthind_m";

                   rotorSmallBlend = "vrthind_m_bl";

                   scope = 2;

                   selectionHRotorMove = "velka vrtule blur";

                   selectionHRotorStill = "velka vrtule staticka";

                   selectionVRotorMove = "mala vrtule blur";

                   selectionVRotorStill = "mala vrtule staticka";

                   side = 2;

                   simulation = "helicopter";

                   neutralMainRotorDive = -2;

    soundEngine[]={\ca\air\Data\Sound\AH6_engine_v3,db28,1};

    soundGetIn[] = {"\ca\air\Data\Sound\heli_door2", db-20, 1};

    soundGetOut[] = {"\ca\air\Data\Sound\heli_door2", db-20, 1};

    threat[] = {0.600000, 1, 0.400000};

                   transportSoldier = 4;

                   type = 2;

                   typicalCargo[] = {"SoldierGPilot,SoldierGPilot,SoldierGAT, SoldierGAT"};

                   dammageHalf[]=

    {

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr1_ca.paa,

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr1_ca.paa

    };

    dammageFull[]=

    {

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr2_ca.paa,

    \ca\air\data\mh6_skla_ca.paa, \ca\air\data\mh6_sklabr2_ca.paa

    };

                   vehicleClass = "air";

                   visibleNightLightsOff = 10;

                   visibleNightLightsOn = 50;

                   class UserActions {};

                   class EventHandlers {

                           Init = "";

                           fired = "";

                           engine = "";

                       };

                   class HitVRotor {

                           armor = 0.300000;

                           material = 51;

                           name = "mala vrtule";

                           visual = "mala vrtule";

                           passThrough = 1;

                       };

                   class HitHRotor {

                           armor = 0.300000;

                           material = 51;

                           name = "velka vrtule";

                           visual = "velka vrtule";

                           passThrough = 1;

                       };

                   

                       class Damage

       {

    tex[]={};

    mat[]={

    "ca\air\data\materialy\mh6_console.rvmat",

    "ca\air\data\materialy\mh6_console.rvmat",

    "ca\air\data\materialy\mh6_console_destruct.rvmat",

    "ca\air\data\materialy\mh6_body.rvmat",

    "ca\air\data\materialy\mh6_body.rvmat",

    "ca\air\data\materialy\mh6_body_destruct.rvmat",

    "ca\air\data\materialy\mh6_interier.rvmat",

    "ca\air\data\materialy\mh6_interier.rvmat",

    "ca\air\data\materialy\mh6_interier_destruct.rvmat"

    };

    };

                   class Library {

                           libTextDesc = "MH 500 was born out of an idea that needed small nimble heavily equipped choppers for the RACS.";

                       };

           };

    class PRACS_MH500_CAS :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MH500_CAS.p3d";

    displayName = "MH-500E (RACS CAS)";

    weapons[]={"FFARLauncher","PRACS_MH_Ga1cannon"};

    magazines[]={"38Rnd_FFAR","PRACS_MH_Ga1_HEX1200"};

    };

    class PRACS_MD500 :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MD500.p3d";

    displayName = "MD-500E (RACS TOW)";

    weapons[]={"PRACS_MH_TOW_Launcher"};

    magazines[]={"PRACS_MH_TOWx4"};

    };

    class PRACS_MH500_NAVY :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MH500_NAVY.p3d";

    displayName = "AH-6N (RSN)";

    weapons[] = {"FFARLauncher","TwinM134"};

    magazines[] = {"14Rnd_FFAR","4000Rnd_762x51_M134"};

    };

    class PRACS_MH500_ATGW :PRACS_MH500

    {

    model = "\PRACS_MH500\PRACS_MH500_ATGW.p3d";

    displayName = "MH-500D (RACS ATGW)";

    weapons[] = {"PRACS_Spike_ER_Launcher","FFARLauncher","TwinM134"};

    magazines[] = {"PRACS_MH_Spike_ERx4","14Rnd_FFAR","4000Rnd_762x51_M134"};

    };

    };

    Also the cfgmagazine:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CfgMagazines

    {

    class CA_Magazine;

    class VehicleMagazine : CA_Magazine

    {

    scope = protected;

    };

    class PRACS_MH_Ga1_HEX1200: VehicleMagazine

    {

      displayName = "Ga1 20mm HE";

      displayNameMagazine = "Ga1 20mm HE";

      shortNameMagazine = "Ga1 20mm HE";

      count = 1200;

      ammo = "PRACS_MH_Ga1_HE";

      multiplier = 1;

      autoFire = 1;

      soundContinuous = 0;

      reloadTime = 0.08;

      dispersion = 0.01;

    };

    class PRACS_MH_Spike_ERx4 : VehicleMagazine

    {

    displayName = "Spike-ER ATGM";

    type = VArmor;

    ammo = "PRACS_MH_Spike_ER";

    count = 4;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    class PRACS_MH_TOWx4 : VehicleMagazine

    {

    displayName = "TOW IIc 1A";

    type = VArmor;

    ammo = "PRACS_MH_TOW";

    count = 4;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    class PRACS_MH_Spike_ERx8 : VehicleMagazine

    {

    displayName = "Spike-ER ATGM";

    type = VArmor;

    ammo = "PRACS_MH_Spike_ER";

    count = 8;

    initSpeed = 4;

    nameSound = "bomb";

    sound = {"", 1.000000, 1};

    reloadSound = {"", 0.000316, 1};

    };

    };

    and the cfgammo:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CfgAmmo

    {

    class Default; // External class reference

    class TimeBombCore; // External class reference

    class MineCore; // External class reference

    class BulletCore; // External class reference

    class MissileCore; // External class reference

    class BulletBase : BulletCore { };

    class MissileBase : MissileCore {};

    class ShellCore; // External class reference

    class ShellBase : ShellCore {};

    class LaserBombCore;

    class M_Maverick_AT;

    class M_Sidewinder_AA;

    class PRACS_MH_Ga1_HE: BulletBase

    {

      soundHit[] = {"\PRacs_MH500\sounds\20HEhit.ogg",1,1};

      soundHitMan[] = {"\PRacs_MH500\sounds\20HEhitman.ogg",1,1};

      soundHitArmor1[] = {"\PRacs_MH500\sounds\20HEhitarmor1.ogg",1,1};

      soundHitArmor2[] = {"\PRacs_MH500\sounds\20HEhitarmor2.ogg",1,1};

      soundHitArmor3[] = {"\PRacs_MH500\sounds\20HEhitarmor3.ogg",1,1};

      hitGround[] = {"soundHit",1};

      hitMan[] = {"soundHitMan",1};

      hitArmor[] = {"soundHitArmor1",0.333,"soundHitArmor2",0.333,"soundHitArmor3",0.333};

      hitBuilding[] = {"soundHit",1};

      explosive = 0.6;

    airLock=1;

    CraterEffects = "ExploAmmoCrater";

    explosionEffects = "ExploAmmoExplosion";

      hit = 35;

      indirectHit = 8;

      indirectHitRange = 2;

      tracerColor[] = {0.8,0.1,0.1,0.04};

      tracerColorR[] = {0.8,0.1,0.1,0.04};

      cost = 12;

    };

    class PRACS_MH_Spike_ER : M_Maverick_AT

    {

    model= "\PRACS_MH500\weapons\PRACS_Spike_ER.p3d";

    hit = 600;

    indirectHit = 10;

    indirectHitRange = 1;

    maneuvrability=80;

    simulationStep = 0.002;

    trackOversteer = 1.0;

    trackLead = 0;

    airLock=false;

    irLock = true;

    initTime = 0.500000;

    thrustTime=70;

    thrust=850;

    cost=15000;

    maxSpeed=2000;

    maxControlRange=2500;

    };

    class PRACS_MH_TOW : M_Maverick_AT

    {

    model= "\PRACS_MH500\weapons\PRACS_MH_TOW.p3d";

    hit = 600;

    indirectHit = 10;

    indirectHitRange = 1;

    maneuvrability=30;

    simulationStep = 0.002;

    trackOversteer = 1.0;

    trackLead = 0;

    airLock=false;

    irLock = true;

    initTime = 0.500000;

    thrustTime=10;

    thrust=350;

    cost=15000;

    maxSpeed=2000;

    maxControlRange=2500;

    };

    };

    Happens only with the PRACS_MH500_ATGW version. All others working fine.

    thx in advance


  9. @VictorFarbau

    YES it is.

    The community has to police itself.

    Editing another mod/members work without permission (EDIT: and releasing it) although not illegal in anyway is a big NO GO and looked down upon heavilly.

    ask FIRST. If he says no then leave it be.


  10. Quote[/b] ]

    Awesome work. As you know I was holding mt breath for the Floggers  I admit I modified the addon rightaway. The engine sound was too scratchy for my taste and the inside sound level was too high when using VOIP.

    I recently captured an Su27 sound from Youtube, cleaned, cut and looped it for later use. Seems to me this is the right addon to put it to use. Let me know what you think; if you like it I could send it to you by mail. If not then I'll keep it for my personal version.

    Also added a insideSoundCoeff line into the config with a moderate volume setting (0.4).

    Flogger changed sound and inside coeff

    Cheers,

    VictorFarbau

    Wow dude your a complete jackarse.   banghead.gif

    Way to shit in the communities cheereos!

    I move that VictorFarbau be blacklisted in the community unless he removes that rude post.   band.gif


  11. "Into the Fire" is the first in a series of missions base loosely on the Original ARMA Storyline. It features addons created by the Project RACS team as well as many other talented addon makers in the community.

    The player will follow US Army helicopter pilot "WO3 Dan Shumaker" and crew in their task to train RACS Pilots on the newly aquired AH1 Cobra Gunship. Training will quickly turn into a fight for their lives and South Sahrani's freedom as the SLA invade in one massive blitzkrieg.

    Download Link:

    *Coming Soon*

    Required Addons:

    *Coming Soon*

    Note: If you would like to learn more then feel free to visit us at: http://www.graveyardshiftstudios.com/

    You can also get alittle temporary immersion here:

    The Source whistle.gif


  12. OK GOT IT!   yay.gif

    just a quick change in the config fixed this issue and no other changes need made   smile_o.gif

    Original:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CfgSounds {

    class puma330_door {

    sound[] = {"\PRACS_puma\snd\door.ogg", 1, 1};

    name = "BWC: Puma Door";

    titles[] = {};

    };

    Modified:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CfgSounds {

    class puma330_door {

    sound[] = {"\PRACS_puma\snd\door.ogg", 0.01, 1};

    name = "BWC: Puma Door";

    titles[] = {};

    };

    Just need to get it official per Wld427 and it will be released.

    So no more door sounds from across the island.

    welcome.gif

    EDIT***

    After extensive testing I came up with this as the final setting:  0.01

    This should prolly be aplied to  the gear sound as well.


  13. Found an issue, Not really a bug per say but a problem none the less...

    When you place a Puma on the map the first thing it does it automatically open the side door. I think this may need to be changed as the sound "door.ogg" that plays when this happens can be heard no matter where you are on the map.

    If I place a puma opposite side of the island I can still hear the door open as if it were next to me.

    I say remove the door script as it is not needed.

×