Mr Groch
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Everything posted by Mr Groch
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Hi! I want to change group of some players in MP game. All is working fine with join command, but players that are hoining new group, still have their old numbers... So sometimes the new group looks like this: 1 4 5 (leader) 8 10 What I must do to have leader number 1, and all other units in proper order (1,2,3,4,etc)?
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Hello I wanted to retexture sample T72 model, I have putet this model without editing just for test in new config T72_Test : T72 {}; I can drive this tank, sit as commander, gunner, shot, etc, but as I am a commander I can't rotate Dshkm, and when I am gunner I can't rotate my "big gun"... Why? Something is wrong with sample model? http://www.flashpoint1985.com/cgi-bin....t=67070
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Using local variable in setvehicleinit
Mr Groch posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hi! I want to make something like this: local.sqs (called by AddAction): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = this select 0 _object = "xxx" createvehicle position _unit _unit setVehicleInit "this assignascargo _object; this moveincargo _object" processInitCommands clearVehicleInit _unit Yes - I want to move remote unit (other player) into a vehicle... But this is only an example, I have also other actions, that need to use "local" object variables... I tried make something like that: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call compile format ["_unit setVehicleInit ""this assignascargo %1; this moveincargo %1""",_object] But I see that I can't use object or unit type in format[]... Thx for help! My ther question is... How to retrieve all weapons and magazines from the WeaponHolder object? I'm currently creating 2d table with all weapons and magazines that I have putted in my created WeaponHolder, but this is nor a good solution, becouse if someone take a weapon from WeaponHolder using Gear menu - my table isn't "up-to-date"... And one more think - effects of addWeaponCargo are only local? Becouse it seems that wepons are puted to WeaponHolder only on client computer when using that in local script... -
Using local variable in setvehicleinit
Mr Groch replied to Mr Groch's topic in ARMA : CONFIGS AND SCRIPTING (addons)
@DaChevs weapons weaponsholder magazines weaponholder Gives an empty array.. This is the problem... I don't need Kroznky script, I know hot to put weapons in WeaponHolder, I don't know how to retrieve it from there... @Sickboy Thx, I didn't know that I can call code inside an publicvariable But this is not for me - I am making an addon, and I want it to be independent... addPublicVariableEventHandler will be ok, when all players have this addon... So I need setvehicleinit way... But thx anyway, becouse you have mentioned about VehicleVarName. I think that this should do it I have just a question - if I will do something like this: init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = this select 0; _name = ""; _i = 0; while{ !(isnil "_name") }do { _i=_i+1; _name=(call compile format["Unit%1",_i]) }; _name=format["Unit%1",_i]; _unit setvehiclevarname _name; _unit call compile format["%1=_this; publicVariable ""%1""",_name] action_script.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 _caller = _this select 1 _name = VehicleVarName _unit call compile format ["_caller setvehicleinit ""this DoSomethingOn %1""",_name] processinitcommands clearvehicleinit _caller Will it work? And how about name of the unit that have been set in mission editor? Will it be still accessable? Or setvehiclevarname will overwrite it? -
Using local variable in setvehicleinit
Mr Groch replied to Mr Groch's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Becouse that was just an example... I have also other needs to use "local" object variable in setvehicleInit statement... PS. And one more think - how to remove player from vehicle? leavevehicle and dogetout don't work on players... action["eject",vehicle _unit] work, but is there a way to remove player from vehicle, without playing "eject" anim? -
Sorry for double post... I have found what is responsible for crashing dedicated server... Server is crashing ALWAYS when SLX_WeaponHolder OR SLX_WeaponHolder2 "vehicle" is created... So this is something to do with bad p3d model or config mistake... Unfortunately, i'm not good with ArmA modelling... So anyone pls, I can give all amterials and support yuu need.. Can someone check what is wrong with SLX_WeaponHolder and SLX_WeaponHolder2 models and configs? BTW: I have discovered that SLX_Wounds isn't MP friendly (bleeding, first aid, bandage, captives), so I am working on it. I have menaged currently to make bleeding, first aid and bandage system working on MP, for all palyers and for AI... I can fix this addon, so it will be fully working in MP, but I need someone to help me with SLX_WeaponHolder and SLX_WeaponHolder2 models - find what s wrog with them - they are crashing dedicated server when trying to create those "vehicles"... Thx PS. Maybe someone from SLX Mod dev team can help me with those models?
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Hmm... I see.. So maybe I can take a look at that... But there is really lot of scripts... It will be hard to find what is responsible for the crashes (only on dedi server). Someone had same problem? Maybe some other people from SLX mod team can help me with finding that bug? Thx
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UserActions not visible, and disabling explosion
Mr Groch posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hello! I am interested in fixing RAS Parachute addon... I have something like this in vehicle class: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class UserActions { class OpenChute { displayName = "Open Chute"; position = zamerny; radius = 1; sound[]={}; condition = "dump = player getVariable ""ChuteOpen""; (gunner this == player) && isNil(""dump"")"; statement = "player setVariable [""ChuteOpen"",1]"; onlyForPlayer = 1; }; class CutChute { displayName = "Cut Chute"; position = zamerny; radius = 1; sound[]={}; condition = "dump = player getVariable ""ChuteOpen""; (gunner this == player) && !isNil(""dump"")"; statement = "player setVariable [""ChuteOpen"",2]"; onlyForPlayer = 1; }; }; But after moving player into parachut (player moveingunner parachut), player don't have those action visible. Those action will apeear only after switching to 3rd Person View. Next when I switch bakc to 1st person view - it will be ok. Why? How to make this actions visible all the time from the beginning? Next thing is - when parachute will be destroyed - it will explode... I have <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType=DestructNo; in vehicle class, but it will explode anyway... I just want to destroy parachute and kill player in it, but without making an explosion... Thx -
I have reprted an issue to bug tracker... I have installed SLX on linux 1.14 server. Server is crashing when I try to drag wounded AI, or sometimes just fter my shot to AI, if he is close enough (that should be wounded after that shot). Can I request an temporary fix for this (just so our clan server can be accessible normally)? THX
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Sample T72 model - turret isn't rotating
Mr Groch replied to Mr Groch's topic in ARMA : O2 MODELLING
So no one had problem with not moving turret? So other request... Can somebody send to me T72 p3d model, not binarized? -
UserActions not visible, and disabling explosion
Mr Groch replied to Mr Groch's topic in ARMA : CONFIGS AND SCRIPTING (addons)
To remove the smoke/fire destruction particle effects: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class DestructionEffects {}; To remove the secondary (fuel/ammo) explosion: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">secondaryExplosion=false; Hmm.. Don't work.. Chute is still exploding when it hit the ground... driverOpticsModel = "\ca\weapons\optika_empty"; UnitInfoType = "UnitInfoCar"; selectionClan = ""; selectionDashboard = ""; selectionShowDamage = ""; selectionBackLights = ""; bounding = "doplnovani"; scope = 1; model="\RAS_Parachute\RAS_Parachute"; Icon="\ca\air\data\map_ico\icomap_Para_CA.paa"; mapSize = 5; nameSound = "parachute"; accuracy = 0.5; camouflage=2; audible=0; hasGunner = 1; fuelCapacity = 0; picture = "\ca\air\data\ico\Para_CA.paa"; soundEngine[]={"\ECS_Sounds\sounds\misc\parachuterun.wss",0.500000,1}; soundEnviron[]={"\ECS_Sounds\sounds\misc\windloop01.wss",1.000000,1}; soundGetIn[]={"",0.000000,1}; soundGetOut[]={"\ECS_Sounds\sounds\misc\parachutestop.wss",0.200000,1}; soundCrash[]={"\ECS_Sounds\sounds\misc\crashland01.wss",0.200000,1}; soundLandCrash[]={"\ECS_Sounds\sounds\misc\crashland02.wss",0.200000,1}; soundWaterCrash[]={"\ECS_Sounds\sounds\misc\crashwater.wss",0.200000,1}; gunnerCanSee = CanSeeEye+CanSeeEar+CanSeePeripheral; secondaryExplosion = false; extCameraPosition[]={0,2,-5}; destrType=DestructNo; maxSpeed = 200; envelope[] = {0.0, 0.0, 0.0}; class DestructionEffects {}; class ViewPilot: ViewPilot { initFov=0.7; minFov=0.4; maxFov=0.95; initAngleX=0; minAngleX=-70; maxAngleX=+70; initAngleY=0; minAngleY=-110; maxAngleY=+110; }; class Turrets { class MainTurret : NewTurret { body = ""; gun = ""; commanding = -1; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; weapons[] = {}; magazines[] = {}; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = "Para_Pilot"; gunnerInAction = "Para_Pilot"; showgunneroptics = 0; gunnerForceOptics = 0; gunnerOpticsShowCursor = 0; class ViewGunner { initFov=0.7; minFov=0.4; maxFov=0.95; initAngleX=0; minAngleX=-70; maxAngleX=+70; initAngleY=0; minAngleY=-110; maxAngleY=+110; }; class ViewOptics { initFov=0.7; minFov=0.4; maxFov=0.95; initAngleX=0; minAngleX=-70; maxAngleX=+70; initAngleY=0; minAngleY=-110; maxAngleY=+110; }; }; }; occludeSoundsWhenIn = db-0; obstructSoundsWhenIn = db-0; nightVision=1; class Reflectors {}; enableGPS = 0; class AnimationSources { class hide_chute { source = "user"; animPeriod = 0; }; }; }; -
Hello I want to use specified keys combination for some actions in my addon, but I don't want to hardcode all actions to specified keycodes... How to extract binded keycode for crouch or prone for example in scripts? Thx
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Yes, this looks OK. 2 shots in the chest with M4 and 1 shot, one kill with siper rifle But I think, that soldier die too fast when shooted in the leg or arm - only 2 shots...
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I agree, "armor" for all units should be weaker...
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Hi! I want to change standart BIS M107 bullet hit damage, but I think, that I am making something wrong... I have made such config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class M107_Damage { units[] = {}; weapons[] = {}; requiredVersion = 1.12; requiredAddons[] = { "CAweapons" }; }; }; class CfgAmmo { class B_127x99_Ball_noTracer { hit = 100; indirectHit = 20; }; }; But M107 still have the same BIS hit damage... In 1.12 it is to weak, one full magazine shoted at UAZ engine from this armor piercing ammo, and it can drive normally? No shit... Thanks for help!
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Yes, thx, it is working. Some other addon has overwritten my addon... I must find now wat is responsible for this :/ PS. Strange thing that even if I start arma with shortcut containing my addon as the last mod, it is still getting overwritten...
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XAM 1.405 EN Fixer This fixer contains all bisign files for all XAM pbo files and following fixes: - Contains files for quick change XAM 1.405EN from 1.08 to 1.09+ beta versions - XAM MP5 Fixed - XAM Music Radio in 1.08 Fixed - XAM M4 Eotech Muzzleflash Fixed (RH M4 Eotech Model used) - XAM Grass Mod from XAM 1.4 Automatic isntallation: http://rapidshare.com/files....ne_.exe (requires clean installation of XAM 1.405 EN) XAM 1.405 EN Extended Eventhandlers Patch This patch requires XAM 1.405 EN with my XAM Fixer. It will modify XAM configs, remove Extended Init and Fired Eventhandlers and replece it with newest Extended Eventhandlers. With this patch, you can use XAM together with other XEH mods - including ECS !! Automatic Installation (contains bisign files): http://rapidshare.com/files/103758633/xam_xeh_patcher.exe (requires my XAM Fixer) Key file for server admins: http://rapidshare.com/files/103758602/xam.bikey PS. Installers are in polish language - just click Next all the time and chose your XAM path This is becouse those files are part from other project
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I have been kicked from my own 1.12 server! Battleye dispalys: Corrupted Memory #0 This happens every 30 minutes (about) and it is very annoying :/ Can I disaple on my server only this checking? PS. I'm running Vista x64 Business
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Hello HMMWV from SLX vehicles http://www.flashpoint1985.com/cgi-bin....t=72648 They can't pass the bridges - they are just geting stucked. Can't drive forward and backward... I have been trying to rise model in O2 (becouse they are bellow Y axis), but after this, HMMWV will fly in the air, and they still can't pass the bridges... It is problem with models or with configs? CfgSkeletons, CfgModels? Thx for the help
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It works in MP, but both sides need tohave this addon - client and server. If not - you will have strange hood and doors behaviour...
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heh, I haven't save what I have done and I have short memory I think that the most important change was renaming section in geometry lod - from levy predni, etc to levy predni tlumic. I have also deleted section named levy predni tlumic, etc from resolution and memory lods.
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SLX Vehicles v1.1 Bridges Fix - HMMWV (all types) can now pass all the bridges without getting stucked Download: http://rapidshare.com/files/104510921/SLX_Vehicles_1.1_Bridges_Fix.7z (requires SLX Vehicles v1.1) SLX Vehicles XAM v1.0 Bridges Fix - HMMWV (all desert XAM types) can now pass all the bridges without getting stucked Download: http://rapidshare.com/files/104512900/SLX_Vehicles_XAM_Bridges_Fix.7z (requires SLX Vehicles XAM v1.0 and SLX Vehicles v1.1))
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OK, I have fixed the problem There was bad named section in some LOD's Thx for help
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I have replaced SLX Hammer p3d file with Sample BIS p3d file, and it worked! I was able to pass the bridge... So If I'm right - this is problem with model? But what must I search in that model? I'm comparing it with BIS model right now, and can't find that important difference :/ EDIT: This is the p3d model of SLX HMMWV, can you pls check it? Maybe someone will find was is responsible for that starnge "bridge behaviour" http://rapidshare.com/files/104498288/SLX_HMMWV.rar.html
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Hmm.. On the model all looks ok, there are pravy predni tlumic, levy predni tlumic, etc... In proper place, i think (on LOD LandContact)... HMMWV ir rolling properly on land... What you think - what i must edit? Model, CfgKeletons, CfgModels, Animations? Here you have config.cpp (just fragments for HMMWV): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons { class SLX_Car { // has to be named same as cfgmodel class ? isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "volant","", "ShadowSteeringWheel","", "FlatTireFR","", "FlatTireFL","", "FlatTireBR","", "FlatTireBL","", "levy predni tlumic","FlatTireFL", "pravy predni tlumic","FlatTireFR", "levy zadni tlumic","FlatTireBL", "pravy zadni tlumic","FlatTireBR", //"levy predni tlumic","", //"pravy predni tlumic","", //"levy zadni tlumic","", //"pravy zadni tlumic","", "levy predni","levy predni tlumic", "pravy predni","pravy predni tlumic", "levy zadni","levy zadni tlumic", "pravy zadni","pravy zadni tlumic", //"levy predni","", //"levy dalsi","", //"levy prostredni","", //"levy zadni","", //"pravy predni","", //"pravy dalsi","", //"pravy prostredni","", //"pravy zadni","", //"levy predni","", //"pravy predni","", //"levy zadni","", //"pravy zadni","", // "dvere1","", // "ukaz_fuel","", "ukaz_rpm","", "ukaz_rychlo","", "ukaz_rychlo2","", "fuel_01","", "fuel_1","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "OtocVez","", "damageVez","OtocVez", "OtocHlaven","OtocVez", "damageHlaven","OtocHlaven", "trigger","damageHlaven", "charging_handle","damageHlaven", "feedtray_cover","damageHlaven", "bolt","damageHlaven", "magazine","damageHlaven", "ammo_belt","magazine", "antenna","", //"DoorFL", "", //"DoorFR", "", //"DoorBL", "", //"DoorBR", "", "Door_1", "", "Door_2", "", "Door_3", "", "Door_4", "", "door_1_1", "", "door_1_2", "", "door_2_1", "", "door_2_2", "", "hood", "", "trunk", "", "damageHide","" }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class SLX_Vehicle { sectionsInherit=""; sections[]= { //"levy predni", //"levy prostredni", //"levy zadni", //"pravy predni", //"pravy prostredni", //"pravy zadni" "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; class Animations {}; }; class SLX_Car:SLX_Vehicle { sectionsInherit="SLX_Vehicle"; sections[]= { "ammo", "sklo predni p", "sklo predni l", "zadni svetlo", "brzdove svetlo", "spz", "karoserie", "motor", "zbran", "vez", "zbytek", "levy predni", "levy prostredni", "levy zadni", "pravy predni", "pravy prostredni", "pravy zadni", // "clan", // "clan_sign", // "zasleh", // "P svetlo", // "L svetlo", "palivo" }; skeletonName="SLX_Car"; class Animations:SLX_CarAnimations {}; }; class SLX_HMMWV:SLX_Car; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class HMMWV50 : Car { model="\SLX_Veh\SLX_HMMWV_M2"; castDriverShadow = 1; class AnimationSources { class belt_rotation { source = "reload"; // source="belt_rotation"; weapon = "M2"; }; class trigger { source = "reload"; weapon = "M2"; }; class bolt { source = "reload"; weapon = "M2"; }; //class bullets_hide //{ // source = "reload"; // weapon = "M2"; //}; //class reload_magazine_hide:bullets_hide //{ // source = "reload"; // weapon = "M2"; //}; class reload_tray_cover_open { source = "reload"; weapon = "M2"; // sourceAddress="mirror"; }; class reload_remove_bullets { source = "reload"; weapon = "M2"; }; class reload_remove_magazine { source = "reload"; weapon = "M2"; }; //class reload_charging_handle_back //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_charging_handle_forward //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_tray_cover_open //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_bullets_pull //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_magazine_remove_rotate //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_magazine_remove //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //class reload_tray_cover_close //{ // source="reloadMagazine"; // The controller that provides input. // weapon = "M2"; //}; //doors class DoorFL { source = "user"; type="rotation"; animPeriod=.5; selection="Door_1"; axis="axis_DoorFL"; angle0=0; angle1=-1.5; memory=0; //Is the axis defined in the memory level of the model or not? minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=1; //The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class DoorBL { source = "user"; type="rotation"; animPeriod=.5; selection="Door_4"; axis="axis_DoorBL"; angle0=0; angle1=-1.5; }; class DoorFR { source = "user"; type="rotation"; animPeriod=.5; selection="Door_2"; axis="axis_DoorFR"; angle0=0; angle1=1.5; }; class DoorBR { source = "user"; type="rotation"; animPeriod=.5; selection="Door_3"; axis="axis_DoorBR"; angle0=0; angle1=1.5; }; class Hood { animPeriod=.5; }; class Trunk { animPeriod=.5; }; //flat tires class FlatTireFL { animPeriod=.1; }; class FlatTireFR:FlatTireFL {}; class FlatTireBL:FlatTireFL {}; class FlatTireBR:FlatTireFL {}; // {vehicle player animate [_x,random 1]} foreach ["hood","trunk","FlatTireFR","FlatTireFL","FlatTireBR","FlatTireBL"] // [vehicle player,[["hood",.2],["trunk",1],["DoorFL",1],["DoorFR",1],["DoorBL",1],["DoorBR",1]]] exec "SLX_Veh\SLX_Doors_MP.sqs"; }; class Turrets : Turrets { class MainTurret : MainTurret { // minElev = -25; // maxElev = 60; // SLX MOD : Fit to mount limits. minElev = -36; maxElev = 36; }; }; class HitLFWheel { armor = 0.15; material = -1; name = "Levy predni tlumic"; visual = "Levy predni"; // passThrough = true; passThrough = false; }; class HitRFWheel { armor = 0.15; material = -1; name = "Pravy predni tlumic"; visual = "Pravy predni"; // passThrough = true; passThrough = false; }; class HitLBWheel { armor = 0.15; material = -1; name = "Levy zadni tlumic"; visual = "Levy zadni"; // passThrough = true; passThrough = false; }; class HitRBWheel { armor = 0.15; material = -1; name = "Pravy zadni tlumic"; visual = "Pravy zadni"; // passThrough = true; passThrough = false; }; class Damage { tex[] = {}; // mat[] = {"ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2_destruct.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount_destruct.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat"}; mat[] = { "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2.rvmat", "ca\weapons\data\m2_destruct.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount.rvmat", "ca\tracked\data\detailmapy\m1abrams_mg_mount_destruct.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat" }; }; // SLX ADD : Event handlers. // class EventHandlers:Extended_EventHandlers // { // GetIn = "[_this select 0,_this select 1,_this select 2,""DoorFL"",""DoorFR"",""DoorBL"",""DoorBR""] exec ""\SLX_Veh\SLX_Doors_Car.sqs"";"; // GetOut = "[_this select 0,_this select 1,_this select 2,""DoorFL"",""DoorFR"",""DoorBL"",""DoorBR""] exec ""\SLX_Veh\SLX_Doors_Car.sqs"";"; //// Killed="{_this select 0 animate[_x,random 1]} foreach [""hood"",""trunk"",""DoorFL"",""DoorFR"",""DoorBL"",""DoorBR""]"; // Killed="[_this select 0,[[""hood"",random .2],[""trunk"",random 1],[""DoorFL"",random 1],[""DoorFR"",random 1],[""DoorBL"",random 1],[""DoorBR"",random 1]]] exec ""\SLX_Veh\SLX_Doors_MP.sqs"";"; // }; // SLX ADD : Show shadows inside. viewDriverShadow=1; viewCargoShadow=1; }; class HMMWV : HMMWV50 { model=\SLX_Veh\SLX_HMMWV.p3d; }; EDIT: SLX_UAZ Inherits skeleton from SLX_Car also, so tis is not CfgSkeletons, I think... UAZ also inherits in CfgModels.... UAZ can pass bridges normally... So maybe something in the model? Hmm.. I'm looking at this model, comparing to BIS sample model, and can't find a clue... What do you think - what and where must I search those damper configurartion?