Meathead
Member-
Content Count
189 -
Joined
-
Last visited
-
Medals
Everything posted by Meathead
-
What would really suck is if Wld's Rig got "Hacked" into and someone stole 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! ...kidding ...kidding!
-
looks really nice! You should add like a alert sound when a ship is sinking that could be heard on the outside of the ship. I dont know what those horns are...Do modern ships even use those anymore?
-
Can anyone help me figure this out: <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
-
um... File pracs_mh500\config.cpp, line 0: '.define': 'p' encountered instead of '=' then game shutdown  So whats the correct way to enter those #define's? ***EDIT Nevermind I forgot the first #  ***EDIT 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
-
@Config Guide That would help alot! Â 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?
-
full .rpt: I am wondering if its not in the main config so here is the config file: Weapon and ammo config unchanged from above... new magazine config:(only removed type as suggested) and again all help is highly appreciated.
-
ok been working on this for awhile now and still cant tie it down. Latest .rpt is actually worse now lol 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: and the one I changed to: also if its needed, heres the weapon: and ammo: Thanks in advance for any assistance you can give Â
-
My Mobo blew up when I started helping out WTH?? Ghost in the PRACS Machine!!!
-
good deal! dont lose those PRACS treasures on your HD! lol
-
My AI Suppression Script...
Meathead replied to Meathead's topic in ARMA - MISSION EDITING & SCRIPTING
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. -
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.
-
Was wondering if it was possible to play a video in-game. for example: A tv addon that plays a video on its screen or the appearance of such by using something similiar to displaying custom pictures like in the briefing.
-
I get this error no matter what is in scope. thats whats confusing me...
-
Anyone skilled in Configs can you PM me or check out my post in the Configs section? Got a bug on the LB's we cant seem to squash and could use some frsh input, Thanks in advance.
-
I am currently helping out in the config dept. but we could still use more help though cause im not no config guru.
-
@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.
-
Wow dude your a complete jackarse. Â Way to shit in the communities cheereos! I move that VictorFarbau be blacklisted in the community unless he removes that rude post. Â
-
I said it once...I will say it again. Mod teams need to assign a "public Relations" officer to handle all the flak while they do the work unhindered by dumb arse Whiners. Ya know someone that can kindly and maturely tell these Aholes to F k off! my 2 cents Â
-
"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
-
I have one complaint about these maps... These maps are sooooo awesome I wish there was larger ones. the detail on these is great! I will definitly be using them on some missions thx again! Â
-
Congratz on your release and MUCHO GRANDE thx
-
OK GOT IT!  just a quick change in the config fixed this issue and no other changes need made  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. 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.
-
BAH! This must be a config issue. I will take a crack at it. Â
-
is there a way to fix the sound so its local to the helo and not following the player?
-
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.