

nzdfcrash
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Posts posted by nzdfcrash
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thanks rock it seemed to fix it.
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hey all got a small issue on the f18 where the weapons i assigned dont show up on the pilons until they are fired.
I've set the model weapon proxies up as myke suggests with the aim9x.
Im not too sure why they wont show on the model but heres the config if it helps make sense of the problem.
class CfgPatches { class Anzac_Air2 { units[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CACharacters", "CAWeapons", "CA_Anims_Char", "CAAir"}; }; }; class CfgVehicleClasses { class ADF_Fix { displayName = "ADF: Fixed Wing"; }; }; class CfgFactionClasses { class ANZAC { displayName = ANZAC; priority = 100; side = 1; }; }; class CfgSounds { class adf_f18f_aws_burner { sound[] = {"\PRACS_F18\snd\afterburner.ogg", db10, 1}; name = "adf_f18f_aws_burner"; title = ""; }; }; /*extern*/ class NewTurret; /*extern*/ class ViewPilot; class CfgVehicles { class All {}; class AllVehicles : All {}; class Air : AllVehicles {}; class Plane : Air {}; class adf_f18f_aws : Plane { memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver dir"; scope = public; model = "\anzac_air2\adf_f18f_aws"; displayName = "F-18F Super Hornet"; side = 1; vehicleClass = "ADF_Fix"; faction = "ANZAC"; transportSoldier = 0; crew = "adf_f18_pilot"; driverAction = "A10_Pilot"; cargoAction[] = {""}; crewVulnerable = 1; picture = "\anzac_air2\f18f\f18f_pic.paa"; icon = "\anzac_air2\f18f\f18f_icon.paa"; mapSize = 14; accuracy = 0.3; // accuracy needed to recognize type of this target gearUpTime = 2; gearDownTime = 2; gearRetracting = true; soundLandCrash[]={"\anzac_air2\Sound\Tire", 5, 1.2, 900}; soundServo[]={"\anzac_air2\Sound\f18_flaps", 1, 1.1, 90}; soundGetIn[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-close1", 0.056234, 1}; soundGetOut[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-open1", 0.056234, 1, 40}; soundDammage[] = {"ca\sounds\Air\AV8\int\alarm_loop1", 0.562341, 1}; soundEngineOnInt[] = {"\anzac_air2\Sound\f18_start_in", 0.562341, 1.300000}; soundEngineOnExt[] = {"\anzac_air2\Sound\f18_start_out", 0.794328, 1.300000, 800}; soundEngineOffInt[] = {"\anzac_air2\Sound\f18_stop_in", 0.562341, 1.000000}; soundEngineOffExt[] = {"\anzac_air2\Sound\f18_stop_out", 0.794328, 1.000000, 800}; class Sounds { class EngineLowOut { sound[] = {"\anzac_air2\Sound\f18_engine_out", 2.511886, 1.000000, 1200}; frequency = "1.0 min (rpm + 0.5)"; volume = "engineOn*camPos*(thrust factor[1.0, 0.4])"; }; class EngineHighOut { sound[] = {"\anzac_air2\Sound\f18_engine_hi_out", 11, 0.8, 3200}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.1, 1.0])"; }; class ForsageOut { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-forsage1", 2.511886, 1.100000, 2500}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.5, 1.0])"; cone[] = {3.14, 3.92, 2.0, 0.4}; }; class WindNoiseOut { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-wind1", 1.000000, 1.000000, 100}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "camPos*(speed factor[1, 150])"; }; class DistantPlaneOut { sound[] = {"\anzac_air2\Sound\distantplane", 30, 1.0, 7000}; frequency = "1"; volume = "engineOn*camPos*(speed factor[1, 400])"; }; class EngineLowIn { sound[] = {"\anzac_air2\Sound\f18_engine_in", 0.794328, 1.000000}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(engineOn*(thrust factor[1.0, 0.4]))"; }; class EngineHighIn { sound[] = {"\anzac_air2\Sound\f18_engine_hi_in", 0.794328, 1.000000}; frequency = "1"; volume = "(1-camPos)*(engineOn*(thrust factor[0.1, 1.0]))"; }; //class ForsageIn { // sound[] = {"ca\sounds\Air\AV8\int\int-av8b-forsage-1", 0.794328, 1.100000}; // frequency = "1"; // volume = "(1-camPos)*(engineOn*(thrust factor[0.75, 1.0]))"; //}; class WindNoiseIn { sound[] = {"ca\sounds\Air\AV8\int\int-jetair-wind1", 0.707946, 1.000000}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(1-camPos)*(speed factor[1, 150])"; }; }; maxSpeed = 1100; // max speed on level road, km/h armor=45; landingSpeed = 325; damageResistance = 0.01246; ejectSpeed[] = {0, 0, 0}; flapsFrictionCoef = 0.2; cost = 20000; type = "Air"; destrType = "DestructWreck"; gunAimDown = -0.065; gunAimLeft = 0; fuelCapacity = 100000; class Turrets { class MainTurret : NewTurret { body = ""; gun = ""; commanding = -1; memoryPointsGetInGunner= "pos gunner"; memoryPointsGetInGunnerDir= "pos gunner dir"; weapons[] = {}; magazines[] = {}; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = AH1Z_Gunner; memoryPointGunnerOptics= "gunnerview"; gunnerOpticsModel=\ca\air\optika_Ka50_rocket.p3d; gunnerForceOptics = 0; minElev=-60; maxElev=+10; initElev=0; minTurn=-70; maxTurn=+70; initTurn=0; gunnerInAction = AH1Z_Gunner; }; }; class AnimationSources { class ABSwitch // Should be the same as your selection name. { source = "user"; //The controller is defined as a user animation. animPeriod = 1; //The animation period used for this controller. initPhase=0; //Initial phase when object is created. 0 = CLOSED }; class r_wingfold { source = "user"; animPeriod = 2; initPhase = 0; }; class l_wingfold { source = "user"; animPeriod = 2; initPhase = 0; }; }; class UserActions { class Afterburner { displayName ="Afterburner On"; position = "pilotcontrol"; radius =15; condition = "speed this >50 and this animationPhase ""ABSwitch"" <= 0.1"; statement = "this execvm ""\anzac_air2\scr\afterburner.sqf""; "; onlyforplayer = False; }; class Afterburner_1 { displayName ="Afterburner Off"; position = "pilotcontrol"; radius =15; condition = "this animationPhase ""ABSwitch"" >= 0.9"; statement = "this animate [""ABSwitch"",0]"; onlyforplayer = False; }; class foldwings { displayName = "Fold Wings"; position = "pilotcontrol"; onlyForPlayer = 0; radius = 5; condition = "this animationPhase ""l_wingfold"" < 0.1 and (getpos this select 2) < 1 and speed this < 1"; statement = "[this] exec ""\anzac_air2\scr\foldwing.sqs"""; }; class unfoldwings { displayName = "Unfold wings"; position = "pilotcontrol"; onlyForPlayer = 0; radius = 5; condition = "this animationPhase ""l_wingfold"" > 0.9and (getpos this select 2) < 1 and speed this < 1"; statement = "[this] exec ""\anzac_air2\scr\unfoldwing.sqs"""; }; }; class Eventhandlers { init = "[_this select 0] execVM ""\anzac_air2\scr\init_plane.sqf"""; killed = "_this call BIS_Effects_EH_Killed;"; }; class MarkerLights { class RedStill { name = "cerveny pozicni"; color[] = {0.2, 0.02, 0.02, 1}; ambient[] = {0.3, 0.03, 0.03, 1}; brightness = 0.01; blinking = false; }; class GreenStill { name = "zeleny pozicni"; color[] = {0.02, 0.2, 0.02, 1}; ambient[] = {0.03, 0.3, 0.03, 1}; brightness = 0.01; blinking = false; }; class WhiteStill { name = "bily pozicni"; color[] = {0.2, 0.2, 0.2, 1}; ambient[] = {0.03, 0.03, 0.03, 1}; brightness = 0.01; blinking = false; }; class WhiteBlinking { name = "bily pozicni blik"; color[] = {1.0, 1.0, 1.0, 1}; ambient[] = {0.2, 0.2, 0.2, 1}; brightness = 0.01; blinking = true; }; class RedBlinking { name = "cerveny pozicni blik"; color[] = {1.0, 0.05, 0.05, 1}; ambient[] = {0.2, 0.02, 0.02, 1}; brightness = 0.01; blinking = true; }; }; dammageHalf[]= { }; dammageFull[]= { }; class Damage { tex[]={}; mat[]={ }; }; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.1, 1, 0.7}; landingAoa = "rad 10"; brakeDistance = 250; // vehicle movement precision wheelSteeringSensitivity = 3.000000; hiddenselections[] = {"num0","num1", "num2", "vrtule 1", "vrtule 2"}; extCameraPosition[] = {0, 3, -20}; laserScanner = true; irTarget = true; irScanRangeMin = 0; irScanRangeMax = 8000; // was 0 irScanToEyeFactor = 9; irScanGround = true; weapons[] = {"GAU12", "SidewinderLaucher_AH1Z", "anzac_AGM84_Launcher", "anzac_GBU10_Launcher"}; magazines[] = {"300Rnd_25mm_GAU12", "2Rnd_Sidewinder_AH1Z", "anzac_2Rnd_AGM84", "anzac_2Rnd_GBU10"}; acceleration = 650; ////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// aileronSensitivity = 1.0; // relative aileron sensitivity elevatorSensitivity = 1.2; // relative elevator sensitivity envelope[] = { 0.000000, 0.400000, 1.900000, 4.000000, 6.800000, 8.300000, 8.500000, 7.800000, 6.200000, 3.600000, 2.200000, 1.600000, 1.100000, 0.700000, 0.400000, 0.000000 }; class MGunClouds { cloudletDuration = 0.3; cloudletAnimPeriod = 0.8; cloudletSize = 1.0; cloudletAlpha = 0.5; cloudletGrowUp = 0.1; cloudletFadeIn = 0.1; cloudletFadeOut = 1; cloudletAccY = 0; cloudletMinYSpeed = -1000; cloudletMaxYSpeed = 1000; cloudletShape = "\ca\data\cl_basic"; cloudletColor[] = {1, 1, 1, 0}; interval = 0.01; size = 1; sourceSize = 0.05; timeToLive = 1; initT = 0; deltaT = 0; class Table { class T0 { maxT = 0; color[] = {1, 1, 1, 0}; }; }; }; class Reflectors { class Left { color[] = { 0.800000, 0.800000, 1.000000, 1.000000}; ambient[] = {0.070000, 0.070000, 0.070000, 1.000000}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.000000; }; class Right { color[] = { 0.800000, 0.800000, 1.000000, 1.000000}; ambient[] = {0.070000, 0.070000, 0.070000, 1.000000}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 1; brightness = 1.000000; }; }; class Library { libTextDesc = "F-18F Super Hornet supplied by the United States. Intended to eventually be the frontline fighter and bomber of the RAAF."; }; };
Also setup the weapons in another pbo which i havent had any issues with when using on other aircraft
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could also be a model.cfg issue by the looks of it
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Originally Posted by RaseriskPredator spaceship? No way..
Someone has a keen eye
he lies it was chuck norris hidden in the jungle hunting down anything that moves
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whenever i pbo up the artillery pieces (m101 first/other pieces still work) in game i get a error about m16 and semi_auto and also when placed in editor none of the ammo shows up at all when it used to. the template ive used is almost identical to the bis cfgweapons and was working before i tried adding the modes as shown below.
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 M119; class Mode_SemiAuto; // External class reference class Mode_Burst; // External class reference class PRACS_152mm_Gun : CannonCore { scope = 2; displayName = "D20 152mm Gun"; sound[] = {"\ca\Weapons\Data\Sound\gun120", 316.228, 1}; reloadSound[] = {"\ca\Weapons\Data\Sound\gun120reload", 1.0, 1}; magazines[] = {"PRACS_152mm_HEx30","PRACS_152mm_Fragx30","PRACS_152mm_GPx30"}; minRange = 1; minRangeProbab = 0.1; midRange = 1000; midRangeProbab = 1; maxRange = 2000; maxRangeProbab = 0.1; reloadTime = 2; magazineReloadTime = 7.5; maxLeadSpeed = 100; }; class PRACS_155mm_Gun : M119 { scope = 2; displayName = "G4M1 155mm Gun"; sound[] = {"\ca\Weapons\Data\Sound\gun120", 316.228, 1}; reloadSound[] = {"\ca\Weapons\Data\Sound\gun120reload", 1.0, 1}; magazines[] = {"PRACS_155mm_HEx30","PRACS_155mm_Fragx30","PRACS_155mm_GPx30","PRACS_155mm_WPx30"}; minRange = 50; minRangeProbab = 0.1; midRange = 7525; midRangeProbab = 1; maxRange = 18620; maxRangeProbab = 0.1; reloadTime = 2; magazineReloadTime = 7.5; maxLeadSpeed = 100; artilleryCharge = 1; artilleryDispersion = 0.200000; autoReload = true; }; class Single1; class Burst1; class PRACS_M101 : CannonCore { scope = 2; magazines[] = {"30Rnd_105mmHE_M119", "30Rnd_105mmWP_M119", "30Rnd_105mmSADARM_M119", "30Rnd_105mmLASER_M119", "30Rnd_105mmSMOKE_M119", "30Rnd_105mmILLUM_M119", "ARTY_30Rnd_105mmHE_M119", "ARTY_30Rnd_105mmWP_M119", "ARTY_30Rnd_105mmSADARM_M119", "ARTY_30Rnd_105mmLASER_M119", "ARTY_30Rnd_105mmSMOKE_M119", "ARTY_30Rnd_105mmILLUM_M119"}; modes[] = {"modeSingle1", "modeSingle2", "modeSingle3", "modeBurst1", "modeBurst2", "modeBurst3"}; class modeSingle1: Single1 { displayName = "Semi (close)"; sound[] = {"\ca\Sounds\weapons\cannon\gun120", 316.227753, 1, 1500}; reloadSound[] = {"\ca\Sounds\weapons\cannon\gun120reload", 1.000000, 1, 20}; reloadTime = 8; multiplier = 0; minRange = 0; midRange = 0; maxRange = 0; artilleryDispersion = 0.200000; artilleryCharge = 0.670000; }; class modeSingle2: modeSingle1 { displayName = "Semi (medium)"; artilleryCharge = 0.810000; }; class modeSingle3: modeSingle1 { displayName = "Semi (far)"; artilleryCharge = 1; }; class modeBurst1: Burst1 { showToPlayer = 0; displayName = "Burst (close)"; burst = 6; sound[] = {"\ca\Sounds\weapons\cannon\gun120", 316.227753, 1, 1500}; reloadSound[] = {"\ca\Sounds\weapons\cannon\gun120reload", 1.000000, 1, 20}; soundBurst = 0; reloadTime = 6; minRange = 200; minRangeProbab = 0.500000; midRange = 3225; midRangeProbab = 0.700000; maxRange = 8312; maxRangeProbab = 0.500000; artilleryDispersion = 0.300000; artilleryCharge = 0.670000; }; class modeBurst2: modeBurst1 { showToPlayer = 0; displayName = "Burst (medium)"; minRange = 4543; minRangeProbab = 0.400000; midRange = 7525; midRangeProbab = 0.600000; maxRange = 12170; maxRangeProbab = 0.400000; artilleryCharge = 0.810000; }; class modeBurst3: modeBurst1 { showToPlayer = 0; displayName = "Burst (far)"; minRange = 6930; minRangeProbab = 0.300000; midRange = 11500; midRangeProbab = 0.400000; maxRange = 18620; maxRangeProbab = 0.300000; artilleryCharge = 1; }; };
ive tried changing various things but nothing has worked thus far. any ideas?
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hmm ive had similar problems on a aircraft ive been working on too
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all i will say is alot of things are being updated/upgraded + so called hidden easter eggs being thrown in
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any possibility of altering a version to be turned into the mig17? think aesthetiocally they look almost identical
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anyone want the alexander arms .50 beowulf? if theres much of a demand i could release the one me and some of my mates have been using for a while
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i think if you did a hawker hunter you would win alot of people over
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it wont be able to carry much considering the deck size, 2 landrover sized vehicles and maybe 1 lav or 2 m113s im not too sure what we can fit on it, definately no tank will fit on it but thats why we have the LCH
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The LCM-8 Landing Craft is essentially complete with just a few small things needed to be completed
i think ballistic will get some shots of the lcm-8 later on
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cheers fixed
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any solutions to this somewhat annoying bug with the glass im getting?
thought it was alpha problem at first
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can give you our seasparrow if you want. it probably needs some new rvmats but its working on the frigates
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or send all your f18 requests pms personally to darkhorse. what sort of air defense you considering putting on the nimitz?
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you will probably get a a4 for xmas
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im open to bribery. will give you the f18f in a weeks time if your keen Jdog
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whats left to do on them buddy?
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that a boy eddie you had me quite concerned
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will be in nam next month if you guys want me to pass on hd photos of certain pieces of equipment and buildings that are untouched. not sure if i can get good qual m60 sounds to pass on for reference
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good job so far. you got it able to target mortars, rockets and shells yet?
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what happens when your opfor and a f111 is airboune with 2 2000lb bombs
si9YFiLVfuM&feature=channel
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will try update before im off to se asia for 2-3 weeks, f18 is top priority followed closely by the bushmaster
Anzac Mod Wip
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Just a quick little wip no screenshots unless Ballistic gets his hands on a few things. F18F Super Hornet is relitively close to completion and the SRPV has undergone a facelift as well as the mod being made completely standalone now meaning less downloads and little fixes on major and minor things.