Jump to content

nzdfcrash

Member
  • Content Count

    552
  • Joined

  • Last visited

  • Medals

Posts posted by nzdfcrash


  1. 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.


  2. hey all got a small issue on the f18 where the weapons i assigned dont show up on the pilons until they are fired.

    ArmA2OA2010-10-2412-44-36-68.jpg

    I've set the model weapon proxies up as myke suggests with the aim9x.

    Untitled-19.jpg

    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


  3. 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?

×