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nzdfcrash

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Posts posted by nzdfcrash


  1. ArmA2OA2011-09-2014-55-33-32.jpg

    It worked for the most part although there is one somewhat noticeable issue with the pylons which is the wingsweep when fully swept the pylons have a habit of merging with the air intake. My temporary solution originally was to move the pylons further apart and further down the wing yet this only works until the sweep is at 60%, anymore and they merge with the air intake however i have a feeling in reality they werent able to go any further when fully loaded like this.

    raaf-f-111_1_.jpg


  2. this may be general laziness coming to show here but if somebody hasn't already suggested it some ground options for aircraft would be nice such as taxi to the runway, taxi to parking etc and more combat options for flying like lower altitude or gain altitude (low as in 20m, medium and high) and also bombing options for unguided weapons if at all possible.


  3. So no matter what i do i cant seem to remove the locking ability of unguided bombs which is abit of an issue especially when the aircraft they are for can carry a large quantity of ordinance.

    Base code im using for the unguided weapons.

    	class anzac_BombBase: BombCore {
    	hit = 5000;
    	indirectHit = 1100;
    	indirectHitRange = 12;
    	cost = 1000;
    	canLock = 0;
    	irLock = 0;
    	laserLock = 0;
    	nvLock = 0;
    	maxControlRange = 10;
    	maneuvrability = 16.000000;
    	sideAirFriction = 0.100000;
    	simulation = "shotRocket";
    	maxSpeed = 100;
    	timeToLive = 120;
    	initTime = 0;
    	thrustTime = 0;
    	thrust = 0;
    	soundHit[] = {"Ca\sounds\Weapons\explosions\explosion_large1", 28.183832, 1, 1900};
    	model = "";
    	proxyShape = "";
    	CraterEffects = "BombCrater";
    	explosionEffects = "BombExplosion";
    	whistleDist = 24;
    };

    If its not the weapon it would be the aircraft.

    class CfgVehicles {
    /*extern*/ class Plane;
    
    class anzac_adf_f111_hvy : Plane
    {
    	destrType = "DestructWreck";
    	scope = 2;
    	vtol = 0;
    	crew = "anzac_fighter_pilot_classic";
    	typicalCargo[] = {"anzac_fighter_pilot_classic"};
    	model="\anzac_fixed_wing_strike\anzac_adf_f111_hvy.p3d";
    	displayName = "F-111C Ardvark (HMB)(C)(R)";
    	side= 1;
    	soundEngine[]={"\anzac_fixed_wing_strike_s\engine.wav",10,1.0};
    	camouflage = 12;
    	audible = 6;
    	vehicleClass = "ADF_Fix";
    	faction = "ANZAC";
    	accuracy = 0.200000;
           landingSpeed = 250;
    	landingAoa = "rad 10";
    	acceleration = 200;
    	maxSpeed = 1750;
    	armor = 40;
    	armorStructured = 1;
    	irScanRangeMin = 100;
    	irScanRangeMax = 10000;
    	irScanToEyeFactor = 3;
    	irTarget = 1;
    	irScanRange = 6500;
    	irScanGround = 1;
    	aileronSensitivity = 1.0; 		
    	elevatorSensitivity = 1.0;
    	wheelSteeringSensitivity = 2.5;
    	brakeDistance=250; 
    	driverAction = A10_Pilot;
    	hasGunner = 1;
    	radarType = 4;
    	LockDetectionSystem = 8;
    	IncommingMisslieDetectionSystem = 16;
    	weapons[] = {"CMFlareLauncher"};
    	magazines[] = {"120Rnd_CMFlare_Chaff_Magazine"};
    	soundLocked[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 0.000316, 2};
    	soundIncommingMissile[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 0.000316, 4};
    	laserScanner = 1;
    	gunAimDown = 0.045000;
    	flapsFrictionCoef = 0.300000; 
    	envelope[] = {0.000000, 0.400000, 1.900000, 4, 6.800000, 8.300000, 8.500000, 7.800000, 6.200000, 3.600000, 2.200000, 1.600000, 1.100000, 0.700000, 0.400000, 0};
    	minFireTime = 30;
    	gearUpTime = 4.500000;
    	gearDownTime = 3;
    	cost = 20000000;
    	type = "VAir";
    	threat[] = {0.1, 0.4, 1.0};
    	icon="\anzac_fixed_wing_strike_t\tex\misc\f111icon.paa";
    	picture="\anzac_fixed_wing_strike_t\tex\misc\f111pic.paa";
    	mapSize=9;
    	driverIsCommander = 1;
    	hiddenSelections[] = {"camo_1", "camo_2", "camo_3", "camo_4", "camo_5", "camo_6", "camo_7", "camo_8", "camo_9", "camo_10", "camo_11", "camo_12", "target1","target2","target3","target4","map","myplane"};
    	hiddenSelectionsTextures[] = {"\anzac_fixed_wing_strike_t\tex\camo\bottom1.paa", "\anzac_fixed_wing_strike_t\tex\camo\bottom2.paa", "\anzac_fixed_wing_strike_t\tex\camo\bottom3.paa", "\anzac_fixed_wing_strike_t\tex\camo\roundel.paa", "\anzac_fixed_wing_strike_t\tex\camo\side1.paa", "\anzac_fixed_wing_strike_t\tex\camo\tail.paa", "\anzac_fixed_wing_strike_t\tex\camo\tailwing.paa", "\anzac_fixed_wing_strike_t\tex\camo\top1.paa", "\anzac_fixed_wing_strike_t\tex\camo\top2.paa", "\anzac_fixed_wing_strike_t\tex\camo\top3.paa", "\anzac_fixed_wing_strike_t\tex\camo\wingl.paa", "\anzac_fixed_wing_strike_t\tex\camo\wingr.paa", "\anzac_fixed_wing_strike_t\tex\fighter_blue_ca.paa.paa"};			
           soundDammage[] = {"\anzac_fixed_wing_strike_s\alarm", 1, 1};
           soundLandCrash[] = {"\anzac_fixed_wing_strike_s\Tire", 8, 1.2, 1200};
    	soundGetIn[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-close1", db-25, 1};
    	soundGetOut[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-open1", db-25, 1, 40};
    	soundEngineOnInt[] = {"\anzac_fixed_wing_strike_s\F111_start_in", 0.1, 0.7};
    	soundEngineOnExt[] = {"\anzac_fixed_wing_strike_s\F111_start", 0.7, 0.7, 1000};
    	soundEngineOffInt[] = {"\anzac_fixed_wing_strike_s\F111_stop_in", 0.1, 0.7};
    	soundEngineOffExt[] = {"\anzac_fixed_wing_strike_s\F111_stop", 0.7, 0.7, 1000};

    Hopefully someone will have a idea as to what the issue/s could be, Cheers.


  4. Hi all yet again. I'm 'trying' to replace the default m14 in oa with a customised one i've worked on with a nicer model as the default is shockingly bad ie animations, ammo and recoil as well as not having full auto.

    I've had a look at some replacement configs which my variation is based off roughly and the issue is well its not doing its job as in replacing the default M14.

    Here's my config of which i don't spot any foreseeable issues with it, doesn't crash Binpbo and the log doesn't provide any clue/s.

    class CfgPatches {
    
    class ncs_m14_fix {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.100000;
    	requiredAddons[] = {"CAWeapons", "CAAir", "CATracked"};
    };
    };
    
    
    class cfgMagazines {
    /*extern*/ class CA_Magazine;
    
    class 20Rnd_762x51_DMR: CA_Magazine {
    	scope = 2;
    	displayName = "$STR_MN_DMR";
    	picture = "\ca\weapons\data\equip\M_US_DMR_CA.paa";
    	count = 20;
    	ammo = "B_762x51_Ball";
    	initSpeed = 900;
    	reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\M21_reload_v4", 0.010000, 1, 20};
    	descriptionShort = "$STR_DSS_20RND_DMR";
    };
    };
    
    
    /*extern*/ class Mode_SemiAuto;
    /*extern*/ class Mode_FullAuto;
    
    class cfgWeapons {
    /*extern*/ class Rifle;
    
    class M14_EP1: Rifle {
    	scope = 2;
    	model = "\ncs_m14_fix\ncs_m14";
    	picture = "\ca\weapons_e\data\icons\M14_CA.paa";
    	UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
    	dexterity = 1.530000;
    	displayName = "$STR_EP1_DN_M14_EP1";
    	magazines[] = {"20Rnd_762x51_DMR"};
    	reloadTime = 2;
    	backgroundReload = 1;
    	drySound[] = {"\ncs_m14_fix\sound\Dry", 0.000316, 1, 10};
    	reloadMagazineSound[] = {"\ncs_m14_fix\sound\Reload", 0.056234, 1, 10};
    	modes[] = {"Single", "FullAuto"};
    
    	class Single: Mode_SemiAuto {
    		begin1[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 0.99, 1200};
    		begin2[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 1, 1200};
    		begin3[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 1.01, 1200};
    		soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
    		dispersion = 0.000450;
    		recoil = "recoil_single_primary_5outof10";
    		recoilProne = "recoil_single_primary_prone_4outof10";
    		minRange = 2;
    		minRangeProbab = 0.300000;
    		midRange = 350;
    		midRangeProbab = 0.700000;
    		maxRange = 1000;
    		maxRangeProbab = 0.050000;
    		displayName = "";
    	};
    
    	class FullAuto: Mode_FullAuto {
    		begin1[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 0.99, 1200};
    		begin2[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 1, 1200};
    		begin3[] = {"\ncs_m14_fix\sound\m14_fire", 1.0, 1.01, 1200};
    		soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
    		soundBurst = 0;
    		reloadTime = 0.100000;
    		recoil = "recoil_auto_machinegun_8outof10";
    		recoilProne = "recoil_auto_machinegun_prone_5outof10";
    		dispersion = 0.001800;
    		minRange = 0;
    		minRangeProbab = 0.030000;
    		midRange = 100;
    		midRangeProbab = 0.070000;
    		maxRange = 200;
    		maxRangeProbab = 0.005000;
    	};
    	handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"};
    
    	class Library {
    		libTextDesc = "$STR_EP1_LIB_M14_EP1";
    	};
    	descriptionShort = "$STR_EP1_DN_M14_EP1";
    };
    };
    

    Fingers crossed someone can spot the issue :D


  5. I have this issue on 3 vehicles ive been working on where the glass rvmats are working perfectly yet the rvmats for say the side of the vehicle dont show or are really weak. Down below is an example of one of rvmats at cause, Nohq, smdi and as textures are fine as far as i can see with no alpha channels and are fairly clean

    ambient[]={1,1,1,1};
    diffuse[]={1,1,1,1};
    forcedDiffuse[]={0,0,0,1};
    emmisive[]={0,0,0,1};
    specular[]={0.75,0.80000001,0.69999999,1};
    specularPower=100;
    PixelShaderID="Super";
    VertexShaderID="Super";
    class Stage1
    {
    texture="anzac_utility_u1700_t\tex\mog_side_nohq.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage2
    {
    texture="anzac_utility_u1700_t\tex\mog_dt.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={3,0,0};
    	up[]={0,3,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage3
    {
    texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage4
    {
    texture="anzac_utility_u1700_t\tex\mog_as.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage5
    {
    texture="anzac_utility_u1700_t\tex\mog_smdi.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage6
    {
    texture="#(ai,64,64,1)fresnel(0.92,0.95)";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage7
    {
    texture="ca\data\env_land_co.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    

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