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Posts posted by PicVert
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Beacause you talk about my work, I've decided to post some words

The leo is Bug fix now, (special model and other stuff) just the sounds hurts. fix it later.
The version 2 of all addons is in progress. Normally in some week we init on site.
And yes we have four official differant languages, but not every men speak all languages LOL


The German language in Switzerland change in some region inside Switzerland, we use for writing the Real German languages, it's not for writing just for talking, damn.
Thanks for your congratulation all.

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It's working now some mistek of my part..


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look here :
you can fine some script working well, and customizable.
It's script called "reloadGuy", it work fine and in MP too, the little problem is not reload ammo when soldier is respawned, but if you make it at "instant" you could take ammo on dead soldier

hope it solve your problems.
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I found that I wanted.
solutions is to set name of pilots ex: P1 and P2, next name chopper ex: H1, then make a way point Get-in near your chopper, and put that lines on "Initialization"
(for Pilot P1) = P2 AssignAsDriver H1
(for Gunner P2) = P2 AssignAsGunner H1
Voila..
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When the chopper is empty or all other vehicle, you can't make a get-in direcly with way point, I would try to explaine better,
My pilots come from the WP 1, when they are in WP 2, I would they take the empty chopper, and go to WP 3.
But I can't do that directly with Waypoint in editor, after Getin, no more waypoint can be added.
Have you a solution ? Thx.
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I have a chopper empty and I would to make a way point for two pilot (Get-in) but after that I could'nt make any other way point ?
Some have a solution for making that.
It's surely a init setting or something like but..
Thx for all post.
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Yes that was a great idea, if some one has an exemple of his CfgModel for both vehicle and plane, and put it in post, he his a real KING.
Regards
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Why I have now the texture BIS_klan on my vehicle in single player game ?
On other vehicle by BIS they have not, just in MP you have the pic of Clans on side or on top.
Do I make some other stuff on selection Clan ?
sry I'm nyb.
thx.
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The class is closed you don't need to close two times LOL
C++
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ok thanks, but it's not very that I'm looking for.
I explain.
In MP games when you enter in all vehicle, and when you have defined in Player sub menu in game your Clan, You have the picture of it on all vehicle.
My question is where or how can I make it in my addon

Some one could help me plz :.(
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Vixer could you help me?
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That appears they have no selections nemed Clan or Clan_sign in demo models.
Oh other question have I to texture the planes or leave it empty ?
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Tanks Scorpio
I have send to you your sugar


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I'm not sure of the named selection for the Teams Flags in multiplayer game I think it's grupa.
Some one can help me.
Thx I give a sugar for the winner


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Hi
tanks I would try your solution, that was coherent. I try it now.
thx.
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Try that on your CfgVehicles :
driveriscommander=1;
hasgunner=0;
if you don't want two man on your Red Baron but I not sure if I have all anderstand your post.
Hope that help you.
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If you have the old demo models of Soldiers, make one medic and other model (save one models for one soldier), like that you can make your own evry soldier like medic, spec ops etc..
in your CPP you have to define it like that :
class CfgModels
{
class Default{};
class Head: Default{};
class Man: Default{};
class hlavaw: Head{};
class YourP3d: Man{};
class YourP3d2: Man{};
class YourP3d3: Man{};
}
class CfgPatches
{
class YourClass
{
units[] = {YourClass};
weapons[] = {};
requiredVersion = 1.75;
};
class YourClass2
{
units[] = {YourClass2};
weapons[] = {};
requiredVersion = 1.75;
};
class YourClass3
{
units[] = {YourClass3};
weapons[] = {};
requiredVersion = 1.75;
};
}
class CfgVehicles
{
class All{};
class AllVehicles: All{};
class Land: AllVehicles{};
class Man: Land{};
class Soldier: Man{};
class SoldierWB: Soldier{};
class SoldierWG:SoldierWB{};
class SoldierWLAW: SoldierWB{}
class SoldierWAA: SoldierWLAW{};
class OfficerW: SoldierWB{};
class SoldierWMedic: SoldierWB{};
class SoldierWSniper: SoldierWB{};
class SoldierWSaboteur : SoldierWB {};
class SoldierWSaboteurPipe: SoldierWSaboteur{};
class Your Medic: SoldierWMedic
{
displayName="Name in Editor";
model="\Path to your p3d\"; // ex : "\YourMedic\medic.p3d"
side = 1;
modelspecial = "";
canHideBodies=1;
attendant = 1;
sensitivity=1.50;
accuracy=2.500000;
nightVision=1;
camouflage=0.950000;
weaponSlots="1 + 16 + 2 * 4096 + 10 * 256";
weapons[]={"M16","Binocular","NVGoggles","Throw","Put&q
uot;};
magazines[]={"M16","M16","M16","M16"};
};
Sure you can make modif in that Class. Make one Class for one Soldier.
That's all.
I hope that is what you need ?!
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I think you don't have see any, the cfgModel is closed.
sry
THX.
I have added that Rastavovich say befor, and I think the problem is solved.
I do more test with some guys and I see if it's work but for me it's solved.
THX
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Blind guess, add the following line to your Sw_cann definition:
modelspecial = "";
<span id='postcolor'>
Ok I test it
THX. Rastavovich
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">hmm...yes...you could also use the SEARCH function of this Forum. I rememer a while back that there was another post about this. <span id='postcolor'>
Yes I remember and I've seen but no response for my pb.
THX.
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Try this lines : in your cpp (requiered 1.90)
flapsFrictionCoef=2;
aileronSensitivity = 0.4;
elevatorSensitivity = 0.5;
noseDownCoef=0.04000;
move some values to see how it's work

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If some one could help me I give to him a sugar.

what's wrong ?!
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
#define WeaponNoSlot 0
#define WeaponSlotPrimary 1
#define WeaponSlotSecondary 16
#define WeaponSlotItem 256
#define WeaponSlotBinocular 4096
#define WeaponHardMounted 65536
class CfgModels
{
class Default {};
class Vehicle: Default {};
class Tank: Vehicle {};
class panzerLeo2A4: Tank {};
}
class CfgPatches
{
class sw_panzer
{
units[] = {sw_panzer};
weapons[] = {};
requiredVersion = 1.75;
};
};
class CfgAmmo
{
class Default{};
class BulletSingle : Default{};
class 5_6mmAASw: BulletSingle
{
airLock=1;
irLock=0;
hit=13;
cost=2;
indirectHit=2;
indirectHitRange=0.100000;
visibleFire=8;
audibleFire=8;
visibleFireTime=1;
model="shell";
simulation="shotBullet";
minRange=5;
minRangeProbab=0.100000;
midRange=500;
midRangeProbab=0.950000;
maxRange=3000;
maxRangeProbab=0.050000;
}
class 120mmSw: Default
{
hit=950;
indirectHit=300;
indirectHitRange=10;
tracerColor[]={0.700000,0.700000,0.500000,1.00000};
tracerColorR[]={0.700000,0.700000,0.500000,1.00000};
model="shell";
simulation="shotShell";
simulationStep=0.050000;
cost=1000;
soundHit[]={"\panzerLeoII\sons\Hit.wav",100.000008,1};
soundFly[]={"\panzerLeoII\sons\Flg.wav",0.031623,4};
minRange=20;
minRangeProbab=0.750000;
midRange=500;
midRangeProbab=0.950000;
maxRange=3000;
maxRangeProbab=0.400000;
visibleFire=16;
audibleFire=12;
visibleFireTime=8;
acces=3;
};
class 105mmHEAT: 120mmSw
{
hit=580;
indirectHit=350;
indirectHitRange=1.5;
soundFly[]={"\panzerLeoII\sons\Flg.wav",10.000000,1};
soundHit4[]={"\panzerLeoII\sons\Heatit.wav",10.000000,1};
hitArmor[]={soundHit4,1};
soundHit5[]={"\panzerLeoII\sons\Expl.wav",10.000000,1};
hitGround[]={soundHit5,1};
soundHit6[]={"\panzerLeoII\sons\Expl.wav",10.000000,1};
hitBuilding[]={soundHit6,1};
acces=3;
};
};
class CfgWeapons
{
class Default{};
class MGun: Default{};
class MachineGun7_6: MGun{};
class 5_6mmSw: MachineGun7_6
{
ammo="5_6mmAASw";
displayName="MG AA 5.6mm";
displayNameMagazine="MG AA 5.6mm";
shortNameMagazine="MGAA5.6mm";
sound[]={"\panzerLeoII\sons\shoot.wav",4.633333,1};
soundContinuous=0;
reloadTime=0.06000;
backgroundReload=1;
dispersion=0.001500;
initspeed=1000;
maxLeadSpeed=900;
count=4800;
acces=3;
aiRateOfFire=0.00000;
aiRateOfFireDistance=2000;
};
class Sw_cann:Default
{
scopeWeapon=2;
scopeMagazine=0;
backgroundReload=1;
opticsFlare=0;
ffMagnitude=1;
ffFrequency=5;
sound[]={"\panzerLeoII\sons\fire.wav",10.000000,1};
reloadSound[]={"Weapons\missload",0.000316,1};
magazines[]={"Sw_120mmA","105mmH"};
acces=3;
};
class Sw_120mmA:Sw_cann
{
scopeWeapon=0;
scopeMagazine=2;
displayName="120mm APDS";
displayNameMagazine="120mm APDS";
shortNameMagazine="120mmAPDS";
nameSound="shell";
ammo="120mmSw";
count=42;
initSpeed=1000;
reloadTime=5.500000;
sound[]={"\panzerLeoII\sons\fire.wav",10.000000,1};
soundFly[]={"\panzerLeoII\sons\Flg.wav",10.000000,1};
soundHit1[]={"\panzerLeoII\sons\Hit.wav",10.000000,1};
hitArmor[]={soundHit1,1};
soundHit2[]={"\panzerLeoII\sons\Expl.wav",10.000000,1};
hitGround[]={soundHit2,1};
soundHit3[]={"\panzerLeoII\sons\Expl.wav",10.000000,1};
hitBuilding[]={soundHit3,1};
ffCount=1;
acces=3;
};
class 105mmH:Sw_120mmA
{
displayName="105mm HEAT";
displayNameMagazine="105mm HEAT";
shortNameMagazine="105mmHEAT";
nameSound="heat";
ammo="105mmHEAT";
count=12;
initSpeed=800;
soundFly[]={"\panzerLeoII\sons\Flg.wav",10.000000,1};
soundHit4[]={"\panzerLeoII\sons\Heatit.wav",10.000000,1};
hitArmor[]={soundHit4,1};
soundHit5[]={"\panzerLeoII\sons\Expl.wav",10.000000,1};
hitGround[]={soundHit5,1};
soundHit6[]={"\panzerLeoII\sons\Expl.wav",10.000000,1};
hitBuilding[]={soundHit6,1};
acces=3;
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Tank: LandVehicle {};
class M1Abrams: Tank {};
class sw_panzer: M1Abrams
{
displayName="Swiss Leopard 2A4(Pz87)";
model="\panzerLeoII\panzerLeo2A4";
soundEngine[]={\panzerLeoII\sons\engine.wav,db+20,1};
nameSound="tank";
picture="\panzerLeoII\Leo2A4.paa";
maxSpeed=82;
armor=750;
irScanRange=3000;
irScanGround=3000;
crew="swiss_dr";
side=2;
forceHideGunner=0;
hasCommander=1;
hasdriver=1;
hasgunner=1;
unloadInCombat=1;
vehicleClass="Armored";
gunnerOpticsModel="\PanzerLeoII\opt\Gunopt";
commanderOpticsModel="\PanzerLeoII\opt\comopt";
weapons[]={Sw_cann, 5_6mmSw};
magazines[]={Sw_120mmA, 105mmH, 5_6mmSw};
dammageHalf[]=
{
"\panzerLeoII\tex\top1.pac", "\panzerLeoII\tex\top1.pac,"
};
dammageFull[]=
{
"\panzerLeoII\tex\top1.pac", "\panzerLeoII\tex\top1.pac,"
};
class ViewGunnerBase
{
initAngleX=5;
minAngleX=-30;
maxAngleX=30;
initAngleY=0;
minAngleY=-100;
maxAngleY=100;
initFov=0.550000;
minFov=0.320000;
maxFov=0.850000;
};
class TurretBase
{
gunAxis = "OsaHlavne";
turretAxis = "OsaVeze";
soundServo[]={"\panzerLeoII\sons\Ele.wav",db+20,1};
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
minElev=-5; maxElev=20;
minTurn=-360; maxTurn=360;
body = "OtocVez";
gun = "OtocHlaven";
};
class HatchDriver
{
selection="poklop_driver";
axis="osa_poklop_driver";
angle=-130;
};
class HatchCommander
{
selection="poklop_commander";
axis="osa_poklop_commander";
angle=190;
};
class HatchGunner
{
selection="poklop_gunner";
axis="osa_poklop_gunner";
angle=-180;
};
class Reflectors
{
class Left
{
color[]={0.900000,0.800000,0.800000,1.000000};
ambient[]= {0.100000,0.100000,0.100000,1.000000};
position="svetlo PL";
direction="konec L svetla";
hitpoint="svetlo PL";
selection="svetlo PL";
size=0.400000;
brightness=0.200000;
};
class Right
{
color[]={0.900000,0.800000,0.800000,1.000000};
ambient[]={0.100000,0.100000,0.100000,1.000000};
position="svetlo PP";
direction="konec P svetla";
hitpoint="svetlo PP";
selection="svetlo PP";
size=0.400000;
brightness=0.200000;
};
};
};
};
class CfgNonAIVehicles
{
};
class CfgGroups
{
class Resistance
{
name="SwissMOD";
class Armored
{
name="Swiss Leopard 2A4(Pz87)";
class LeoII_Platoon
{
name="Tank Platoon";
class Unit0
{
side=2;
vehicle="sw_panzer";
rank="CAPTAIN";
position[]={0,5,0};
};
class Unit1
{
side=2;
vehicle="sw_panzer";
rank="Lieutnant";
position[]={0,0,0};
};
class Unit2
{
side=2;
vehicle="sw_panzer";
rank="Lieutnant";
position[]={-10,0,0};
};
class Unit3
{
side=2;
vehicle="sw_panzer";
rank="Corporal";
position[]={10,0,0};
};
};
};
};
};
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put your cpp on forum..
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Have you added that line :
threat[]={0.9, 1.0, 1.0};
I think is how the model engage ennemy (Inf;Tank;Air) I'm not sure for the Inf;tank;Air maybe Tank;Inf;Air
Take me informed if it does't solve your pb.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PSC @ Jan. 03 2003,20:29)</td></tr><tr><td id="QUOTE">The nose Down Coefficient was there since 1.0. If I'm not totally wrong it means how much the nose of a plane goes down during a turn...
PSC<span id='postcolor'>
I think you have right, but after I have added those line, my plane take off and befor it does't.
?? 

Leopard 2a4
in ADDONS & MODS: COMPLETE
Posted
The armor is not too heavy, I dont remember the mass armor of the last on site but when the version 2 is published, the armor is under an M1A1.