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PicVert

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Posts posted by PicVert


  1. Beacause you talk about my work, I've decided to post some words wink.gif

    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 crazy.gifbiggrin.gif

    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. smile.gif


  2. 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.


  3. 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 confused.gif

    Some one could help me plz :.(


  4. 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 ?!


  5. </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.


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

    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};

    };

    };

    };

    };

    };


  7. 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.


  8. </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.

    confused.gif?? wink.gif

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