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rip31st

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Everything posted by rip31st

  1. Problem solved. Talked to Bravo6 and he suggested I possibly change the texture size in the visitor parameters to a different size. He swears by 1024x1024x 10m cell size with a texture size of 40. That's fine and dandy, but I'm in love with bigger maps. I was using 75 meters which was unstable. I ended up using 150m which made my gigantic map completey stable. Bulldozer now works throughout the map. So if you ever go as big as 2048x2048 with a 75m cell, use 150m for your textures in your base layer. Anything more gets ugly and anything less is unstable. *side note: Using excessive amounts of objects at 300m texture size won't even let bulldozer launch.
  2. BTW the map is 2048x 75m cell size...that's roughly 154km. Â or nearly 23,700 square km. It's odd that the lower left quadrant of it works so good for hours without error and the other parts crash so quickly with this odd error mentioned in the above post. Additionally when you edit the area beyond what would be the fine line divided by half of my map ie 76,800 meters, the bulldozer cursor tools(arrow) doesn't work. It won't adjust terrain or move objects. If you try bulldozer crashes. You have to adjust them in visitor and then run bulldozer to see desired effects. I ran into the same problem on a 2048 x 25 meter cell size map. Does this happen with all maps beyond the standard sahrani size of 2048 x 10? PS- I tweaked my island config and found that adjusting from dividing the total distance (153600) by alpha characters (ie 24) I came up with a 6400m grid cell zoom1 size. Â Zoom0 adjusted to 640 meters. Â Grid fits perfectly now. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> worldName = "\normandy\normandy.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.1; format="XY"; formatX="Aa"; formatY="00"; stepX=640; stepY=640; }; class Zoom1 { zoomMax=1.0; format="XY"; formatX="A-"; formatY="0-"; stepX=6400; stepY=6400; }; }
  3. rip31st

    best  sound mod?

    Fromz
  4. rip31st

    air attacking ground targets?

    IF you adjust the "ear" sensitivity of a pilot in your config for an aircraft you're building, does that mean they can target ground forces better? What are these values defining 0-1?
  5. I'm just curious. I've got a rather large map and when I use the mission editor I can zoom in all the way. Why is it then when ingame you can't zoom in on the map very far? Is there something that explains or defines the sections of the visitor config.cpp? Here's what I think effects the zoom level on the map in the config.cpp, but I'm not sure how it works, can anyone explain it? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.1; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom1 { zoomMax= 0.1; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; } I'm interested in knowing how to adjust the map zoom level and if there are any different styles of grid systems I can use. For example - real world lat/long system. Thanks in advance for the help!
  6. rip31st

    look MA! no roads!

    It's not a P51 lol. It's a Hurricane. Â Shhhhhhhh!!!! Â Don't tell anyone you noticed it!
  7. Ok this is bugging me to death. This is like the third try with the BIS sample models. I put roads in visitor and they don't show up ingame on the map! What gives?!? It's funny, if you put a dirt road it shows up just fine on the ingame map! Anyway the other issue is the roads look a lot darker then they are supposed to be:
  8. rip31st

    look MA! no roads!

    ok figured out I can use the asf roads via trial and error. I placed every bit of road on the map and found the ones I was using didn't work (asfalka or something like that).
  9. rip31st

    look MA! no roads!

    Welp after exporting/importing roads and reloading the game, that was not the answer.
  10. rip31st

    look MA! no roads!

    I just exported and imported it! Holy crap! The road is twice as long now! doh!
  11. rip31st

    look MA! no roads!

    Using the network road deal. I mean it works with dirt roads, but shouldn't one be able to do it with asphalt? I'm curious!
  12. Ok so I'm building this huge map that may not work. I might have to pair down the size of it. I've got a 2048x2048 75m reso. And I've gotten to the point where the selection tool (arrow in bulldozer) no longer appears on items that are east of a certain point on the map. In other words I can place the objects on the map in visitor but I can't manipulate them ( move, select, rotate them in bulldozer). Is there a reason why? Anyone else run into this?
  13. How is this done? Â I tried using the named selections and loaded it into arma after I placed them in visitor and the names of towns don't show up. Â Also my road I used doesn't show up - ON the map that is, what gives? The road type I used was "Silnice". Â Is that type bugged? thx
  14. at the same time? Just curious. I'm making a WWII aircraft and I would like to see all four leading edge machine guns fire when I pull the trigger and not just one. thanks for the help in advance!
  15. I just got done making this panzer: The problem I have with it is this: I can drive right through walls, buildings, trees, etc, etc. Â I can also use infantry and walk through it. Â I'm a total noob at addons...please help! Thx!
  16. yup thx, followed your advice and the wiki and everything worked out great!
  17. Ok thanks! I already had a geo LOD defined by mass but I never bothered to validate it. There are a lot of holes in my geo. I suspect thats why its not working properly.
  18. rip31st

    Shoot from moving vehicles

    Is there a way to mount/dismount vehicles? Because there is no addaction "get out/get in posx" or "eject"to the action menu since you aren't proxied into a position on the vehicle model.
  19. I'm currently making this WWII LMC(3) type landing craft: The first problem I'm having with it as you can see the .50 cal M2's once it's late evening display that they are constantly firing when they are not. Second problem: Can't get turrets to move...they fire, but won't move. Third problem:  Gunner's positions are both named "S" in action menu when you go to move from drivers, cargo or other gunner's position. Fourth problem:  I HAVE ABSOLUTELY NO CLUE WHAT I'M DOING...HELP!!!!  I took the config.cpp and model.cfg as a template and hacked it together somewhat using my p3d model to get it into the game...haha.  Ya I know what you're thinking...NOOB! right.  Anyway.  I've looked and looked around, searched tons of sites and I really haven't found anything out there that will help me in my quest, so I'm asking here.  I've seen some mutiple turret examples out there that just don't make sense to me.  So is there anybody out there that can help me tweak this config.cpp and model.cfg? Here's what I want to do: 1. Create my own class.  Right now if you plop this into the game it shows up under the "ship" class and replaces one of the RHIB's. I would like to call my class "rip31st".  I don't want any other vehicles in my class, just this one.  Right now there's four total as you will see in the config.cpp below. 2. Get both turrets to work and rotate.  I'm trying to figure this out and I've been racking my head on the wall   doing it.  I just don't see where stuff lines up in the config.cpp and model.cfg to make it all happen.  I'm probably missing some minor overlooked detail. 3. Get the gunner's names right.  As stated about they come out as "S" in game.  ie. "get into "S" " position.  You can clearly see in my config.cpp they are named left and right gunners. 4.  Fix the look of the M2's firing all the time.  This only happens when it's dawn, dusk or night.  Doesn't happen duing the day.  config.cpp ( or as I call it...headache.cpp   ): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class CAWater { units[] = { "Zodiac","RHIB","rip31st_lcm3","PBX" }; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {"CAData","CACharacters","CAWeapons","CA_Anims_Char"}; }; }; #define mag_xx(a,b) class _xx_##a {magazine = a; count = b;} #define weap_xx(a,b) class _xx_##a {weapon = a; count = b;} #define DefaultWestMagazines(x) \ class TransportMagazines \ { \ mag_xx(30Rnd_556x45_Stanag,30*x); \ mag_xx(200Rnd_556x45_M249,5*x); \ mag_xx(HandGrenadeTimed,10*x); \ mag_xx(5Rnd_762x51_M24,10*x); \ mag_xx(15rnd_9x19_M9,15*x); \ mag_xx(M136,3*x); \ mag_xx(1Rnd_HE_M203,3*x); \ }; #define DefaultEastMagazines(x) \ class TransportMagazines \ { \ mag_xx(30Rnd_545x39_AK,30*x); \ mag_xx(100Rnd_762x54_PK,5*x); \ mag_xx(8Rnd_9x18_Makarov,20*x); \ mag_xx(HandGrenade,10*x); \ mag_xx(10Rnd_762x54_SVD,10*x); \ mag_xx(PG7VR,3*x); \ mag_xx(1Rnd_HE_GP25,3*x); \ }; #define DefaultGuerMagazines(x) \ class TransportMagazines \ { \ mag_xx(30Rnd_556x45_Stanag,30*x); \ mag_xx(30Rnd_9x19_MP5,15*x); \ mag_xx(HandGrenade,10*x); \ mag_xx(100Rnd_762x51_M240,5*x); \ mag_xx(15rnd_9x19_M9,15*x); \ mag_xx(M136,3*x); \ mag_xx(1Rnd_HE_M203,3*x); \ }; #include "basicDefines.hpp" #include "CrewAnimations.hpp" class CfgVehicles { class AllVehicles; class Ship: AllVehicles { unitInfoType=UnitInfoCar; //By default no hud information class HitEngine {armor=1.2;material=60;name="motor";visual="motor";passThrough=1;} class NewTurret; class Turrets; nameSound = "boat"; enableGPS = false; class MarkerLights { class RedStill { name = "cerveny pozicni"; color[] = {1.0, 0.1, 0.1, 1}; ambient[] = {0.1, 0.01, 0.01, 1}; brightness = 0.01; blinking = false; }; class GreenStill { name = "zeleny pozicni"; color[] = {0.1, 1.0, 0.1, 1}; ambient[] = {0.01, 0.1, 0.01, 1}; brightness = 0.01; blinking = false; }; class WhiteStill { name = "bily pozicni"; color[] = {1.0, 1.0, 1.0, 1}; ambient[] = {0.1, 0.1, 0.1, 1}; brightness = 0.01; blinking = false; }; }; precision=10; }; class Boat: Ship { // boats are quite able to maneuver precisely and brake fast precision=6; brakeDistance=20; }; class RHIB: Boat { scope=2; displayName=$STR_DN_RHIB; accuracy=0.50; crew = SoldierWB; side=TWest; model="\ca\water\rhib"; picture="\ca\water\data\ico\rhib_CA.paa"; Icon="\Ca\water\Data\map_ico\icomap_RHIB_CA.paa"; mapSize = 8; unitInfoType=UnitInfoShip; soundEngine[] = {\ca\Water\Data\Sound\RHIB_1, db18, 0.8}; soundEnviron[] = {\ca\Water\Data\Sound\Water_v5, db-45, 1.0}; driverAction = RHIB_Driver; cargoAction[] = {RHIB_Cargo}; hasGunner = true; castDriverShadow=true; castCargoShadow=true; gunnerHasFlares = false; maxSpeed=60; enableGPS = true; transportSoldier = 10; typicalCargo[]={SoldierWB,SoldierWAT}; supplyRadius = 3; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = ""; }; }; DefaultWestMagazines(1) cost=10000; armor=30; class AnimationSources { class belt_rotation { source="reload"; weapon="M2"; }; }; class Turrets: Turrets { class MainTurret: NewTurret { class HitTurret {armor=0.8;material=60;name="vez";visual="vez";passThrough=1;}; class HitGun {armor=0.6;material=60;name="zbran";visual="zbran";passThrough=1;}; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; gunnerAction = RHIB_Gunner; ejectDeadGunner = true; outGunnerMayFire = 1; inGunnerMayFire = 0; minElev=-25; maxElev=+60; initElev=5; minTurn=-135; maxTurn=135; initTurn=0; soundServo[]={,db-40,1.0}; gunBeg = "usti hlavne"; //gunBeg = endpoint of the gun gunEnd = "konec hlavne"; //gunEnd = chamber of the gun weapons[]={M2}; magazines[]={100Rnd_127x99_M2,100Rnd_127x99_M2,100Rnd_127x99_M2}; gunnerName = $STR_POSITION_RIGHTGUNNER; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; startEngine = 0; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.42; minFov=0.22; maxFov=0.64; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.42; minFov=0.22; maxFov=0.95; }; }; }; class Library {  libTextDesc = $STR_LIB_RHIB; }; extCameraPosition[]={0,4.0,-14.0}; class Damage { tex[]={}; mat[]={ "ca\water\data\rhib.rvmat", "ca\water\data\rhib.rvmat", "ca\water\data\rhib_destruct.rvmat", "ca\water\data\rhib_dash.rvmat", "ca\water\data\rhib_dash.rvmat", "ca\water\data\rhib_dash_destruct.rvmat" }; }; }; class rip31st_lcm3: RHIB { displayName="WW2 LCM(3) Landing Craft"; model="\rip31st_lcm3\rip31st_lcm3"; transportSoldier = 62; class Turrets: Turrets { class MainTurret: MainTurret {}; class BackTurret: MainTurret { body = "Turret_2"; gun = "Gun_2"; animationSourceBody = "Turret_2"; animationSourceGun = "Gun_2"; animationSourceHatch = ""; selectionFireAnim = "zasleh_1"; proxyIndex = 2; gunnerName = $STR_POSITION_LEFTGUNNER; commanding = -2; gunnerOpticsModel = "\ca\weapons\optika_empty"; minElev=-50; maxElev=+25; initElev=-5; minTurn=120; maxTurn=240; initTurn=180; weapons[]={M2}; magazines[]={100Rnd_127x99_M2,100Rnd_127x99_M2,100Rnd_127x99_M2}; gunBeg = "usti hlavne_1"; //gunBeg = endpoint of the gun gunEnd = "konec hlavne_1"; //gunEnd = chamber of the gun primaryGunner = 0; primary = 0; memoryPointGun = "kulas_1"; memoryPointGunnerOptics= "gunnerview_1"; }; }; class Damage { tex[]={}; mat[]={ "ca\water\data\rhib.rvmat", "ca\water\data\rhib.rvmat", "ca\water\data\rhib_destruct.rvmat", "ca\water\data\rhib_dash.rvmat", "ca\water\data\rhib_dash.rvmat", "ca\water\data\rhib_dash_destruct.rvmat" }; }; }; class Zodiac: Boat { scope=2; side = 1; displayName=$STR_DN_ZODIAC; accuracy=0.50; crew = SoldierWB; model="\ca\water\zodiac"; picture="\ca\water\data\ico\zodiac_CA.paa"; Icon="\Ca\water\Data\map_ico\icomap_rubber_CA.paa"; mapSize = 6; soundEngine[] = {\ca\Water\Data\Sound\Zodiac_engine_v1, db10, 1.0}; soundEnviron[] = {\ca\Water\Data\Sound\Water_v5_best, db-45, 0.95}; driverAction = Zodiac_Driver; cargoAction[] = {Zodiac_Cargo01,Zodiac_Cargo02,Zodiac_Cargo03,Zodiac_Cargo04}; castDriverShadow=true; castCargoShadow=true; ejectDeadCargo = true; ejectDeadDriver = true; hasGunner = 0; class Turrets {}; maxSpeed=60; transportSoldier = 4; typicalCargo[]={SoldierWB,SoldierWAT}; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = ""; }; }; supplyRadius = 2; class DestructionEffects {}; DefaultWestMagazines(1) cost=10000; armor=20; class Library {  libTextDesc = $STR_LIB_ZODIAC; }; // quite small, no need to have camera very far extCameraPosition[]={0,1.5,-4.0}; class Damage { tex[]={}; mat[]={ "ca\water\data\zodiac_engine.rvmat", "ca\water\data\zodiac_engine.rvmat", "ca\water\data\zodiac_engine_destruct.rvmat", "ca\water\data\zodiac_guma.rvmat", "ca\water\data\zodiac_guma.rvmat", "ca\water\data\zodiac_guma_destruct.rvmat", "ca\water\data\zodiac_gumb.rvmat", "ca\water\data\zodiac_gumb.rvmat", "ca\water\data\zodiac_gumb_destruct.rvmat", "ca\water\data\zodiac_trup.rvmat", "ca\water\data\zodiac_trup.rvmat", "ca\water\data\zodiac_trup_destruct.rvmat" }; }; }; class Zodiac2: Zodiac { displayName=$STR_DN_ZODIAC_RACS; side = 2; crew = SoldierGB; typicalCargo[]={SoldierGB,SoldierGAT}; }; class PBX: Zodiac { displayName=$STR_DN_BOAT; model="\ca\water\PBX"; picture="\ca\water\data\ico\pbx_CA.paa"; Icon="\Ca\water\Data\map_ico\icomap_rubber_CA.paa"; mapSize = 6; scope=2; transportSoldier = 3; typicalCargo[]={SoldierEB,SoldierEAT}; driverAction = PBX_Driver; cargoAction[] = {PBX_Cargo01,PBX_Cargo02,PBX_Cargo03}; side=TEast; maxSpeed=65; crew = SoldierEB; DefaultEastMagazines(1) class Library {  libTextDesc = $STR_LIB_BOAT; }; extCameraPosition[]={0,4.0,-14.0}; class Damage { tex[]={}; mat[]={ "ca\water\data\pbx_engine.rvmat", "ca\water\data\pbx_engine.rvmat", "ca\water\data\pbx_engine_destruct.rvmat", "ca\water\data\pbx_01.rvmat", "ca\water\data\pbx_01.rvmat", "ca\water\data\pbx_01_destruct.rvmat", "ca\water\data\pbx_02.rvmat", "ca\water\data\pbx_02.rvmat", "ca\water\data\pbx_02_destruct.rvmat" }; }; }; }; class CfgNonAIVehicles { class ProxyFlag; class ProxyFlag_Auto: ProxyFlag {model = "\ca\water\flag_auto";} class ProxyFlag_Alone: ProxyFlag {model = "\ca\water\flag_alone";} class ProxyFlag_Alone_Big: ProxyFlag {model = "\ca\water\flag_alone_big";} }; and the model.cfg: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSkeletons { class Vehicle; class Ship: Vehicle { skeletonInherit="Vehicle"; skeletonBones[]= { "otocvez", "", "otochlaven", "otocvez", "volant", "", "radar", "" }; }; class Rhib: Ship { skeletonInherit="Ship"; skeletonBones[]= { "kompas", "", "fuel", "", "hodinova", "", "minutova", "", "mph", "", "rpm", "", "rpm2", "", "ammo_box", "OtocHlaven", "ammo_belt", "OtocHlaven" }; }; class rip31st_lcm3: Ship { skeletonInherit="Rhib"; skeletonBones[]= { "otocvez_1", "", "otochlaven_1", "otocvez_1" }; }; class Zodiac: Ship { skeletonInherit="Ship"; skeletonBones[]= { "vrtule", "volant" }; }; }; class Rotation; class CfgModels { class Default; class Ship: Default { sectionsInherit="Vehicle"; sections[]= { "zadni svetlo", "motor", "zbran", "vez" }; skeletonName="Ship"; class Animations { class Radar { type="rotation"; source="time"; selection="radar"; axis="osa radaru"; minValue=0; maxValue=12.500000; sourceAddress="loop"; angle0=0; angle1="rad 360"; }; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="volant"; begin="osaVolantZac"; end="osaVolantKon"; memory="false"; minValue=-1; maxValue=1; angle0=2; angle1=-2; }; }; }; class Zodiac: Ship { skeletonName="Zodiac"; class Animations { class vrtule: Rotation { type="rotation"; source="rotor"; selection="vrtule"; axis="osa vrtule"; sourceAddress="loop"; angle0=0.000000; angle1=62.831852; }; }; }; class PBX: Zodiac { }; class RHIB: Ship { skeletonName="rhib"; class Animations: Animations { class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="OsaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="OsaHlavne"; }; class IndicatorCompass: Rotation { source="direction"; selection="kompas"; axis="osa_kompas"; memory=0; minValue=-3.141590; maxValue=3.141590; angle0=-3.141593; angle1=3.141593; }; class fuel: Rotation { source="fuel"; selection="fuel"; axis="osa_fuel"; memory=0; angle0=2.007129; angle1=0.000000; }; class hodinova: Rotation { source="clockHour"; selection="hodinova"; axis="osa_time"; memory=0; angle0=0.000000; angle1=6.283185; }; class minutova: Rotation { source="clockMinute"; selection="minutova"; axis="osa_time"; memory=0; angle0=0.000000; angle1=6.283185; }; class mph: Rotation { source="speed"; selection="mph"; axis="osa_mph"; memory=0; angle0=0.000000; angle1=4.712389; }; class rpm: Rotation { source="rpm"; selection="rpm"; axis="osa_rpm"; memory=0; angle0=0.000000; angle1=4.712389; }; class rpm2: rpm { selection="rpm2"; axis="osa_rpm2"; memory=0; }; class DrivingWheel: DrivingWheel { angle0=-2.000147; angle1=2.000147; }; class ammo_belt_rotation { type="rotationZ"; source="belt_rotation"; selection="ammo_belt"; axis="ammo_belt_axis"; memory=1; sourceAddress="loop"; minValue=0.000000; maxValue=0.010000; angle0=0.000000; angle1=-0.209440; }; }; }; class rip31st_lcm3: RHIB { sectionsInherit="Ship"; sections[]= { "zasleh_1" }; skeletonName="Ship2Turrets"; class Animations: Animations { class Turret_2: MainTurret { source="Turret_2"; selection="OtocVez_1"; axis="OsaVeze_1"; }; class Gun_2: MainGun { source="Gun_2"; selection="OtocHlaven_1"; axis="OsaHlavne_1"; }; }; }; }; So fire away   I'm open for constructive critisism.  And as always I'm thankful for all the help I get from the code gurus  thx!
  20. rip31st

    I need config.cpp & model.cfg help

    Well to get it to work I had to make my boat a sub-class of it's own like the 2 turret RHIB is a sub-class that inherhits the bones of the plane jane RHIB with the single 50 cal on the front. Then the guns started moving although in first person view the left gun's barrel doesn't follow the weapons cursor. I think that's probably my error with the naming of the moving parts. Now I've got to figure out how to condense it all and make it my own class. Here's what I got: config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class CAWater { units[] = { "Zodiac","rip31st_lcm","rip31st_lcm3","PBX" }; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {"CAData","CACharacters","CAWeapons","CA_Anims_Char"}; }; }; #define mag_xx(a,b) class _xx_##a {magazine = a; count = b;} #define weap_xx(a,b) class _xx_##a {weapon = a; count = b;} #define DefaultWestMagazines(x) \ class TransportMagazines \ { \ mag_xx(30Rnd_556x45_Stanag,30*x); \ mag_xx(200Rnd_556x45_M249,5*x); \ mag_xx(HandGrenadeTimed,10*x); \ mag_xx(5Rnd_762x51_M24,10*x); \ mag_xx(15rnd_9x19_M9,15*x); \ mag_xx(M136,3*x); \ mag_xx(1Rnd_HE_M203,3*x); \ }; #define DefaultEastMagazines(x) \ class TransportMagazines \ { \ mag_xx(30Rnd_545x39_AK,30*x); \ mag_xx(100Rnd_762x54_PK,5*x); \ mag_xx(8Rnd_9x18_Makarov,20*x); \ mag_xx(HandGrenade,10*x); \ mag_xx(10Rnd_762x54_SVD,10*x); \ mag_xx(PG7VR,3*x); \ mag_xx(1Rnd_HE_GP25,3*x); \ }; #define DefaultGuerMagazines(x) \ class TransportMagazines \ { \ mag_xx(30Rnd_556x45_Stanag,30*x); \ mag_xx(30Rnd_9x19_MP5,15*x); \ mag_xx(HandGrenade,10*x); \ mag_xx(100Rnd_762x51_M240,5*x); \ mag_xx(15rnd_9x19_M9,15*x); \ mag_xx(M136,3*x); \ mag_xx(1Rnd_HE_M203,3*x); \ }; #include "basicDefines.hpp" #include "CrewAnimations.hpp" class CfgVehicles { class AllVehicles; class Ship: AllVehicles { unitInfoType=UnitInfoCar; //By default no hud information class HitEngine {armor=1.2;material=60;name="motor";visual="motor";passThrough=1;} class NewTurret; class Turrets; nameSound = "boat"; enableGPS = false; class MarkerLights { class RedStill { name = "cerveny pozicni"; color[] = {1.0, 0.1, 0.1, 1}; ambient[] = {0.1, 0.01, 0.01, 1}; brightness = 0.01; blinking = false; }; class GreenStill { name = "zeleny pozicni"; color[] = {0.1, 1.0, 0.1, 1}; ambient[] = {0.01, 0.1, 0.01, 1}; brightness = 0.01; blinking = false; }; class WhiteStill { name = "bily pozicni"; color[] = {1.0, 1.0, 1.0, 1}; ambient[] = {0.1, 0.1, 0.1, 1}; brightness = 0.01; blinking = false; }; }; precision=10; }; class Boat: Ship { // boats are quite able to maneuver precisely and brake fast precision=6; brakeDistance=20; }; class rip31st_lcm: Boat { scope=2; displayName=$STR_DN_rip31st_lcm; accuracy=0.50; crew = SoldierWB; side=TWest; model="\rip31st_lcm3\rip31st_lcm3"; mapSize = 8; unitInfoType=UnitInfoShip; soundEngine[] = {\ca\Water\Data\Sound\RHIB_1, db18, 0.8}; soundEnviron[] = {\ca\Water\Data\Sound\Water_v5, db-45, 1.0}; driverAction = RHIB_Driver; cargoAction[] = {RHIB_Cargo}; hasGunner = true; castDriverShadow=true; castCargoShadow=true; gunnerHasFlares = false; maxSpeed=60; enableGPS = true; transportSoldier = 62; typicalCargo[]={SoldierWB,SoldierWAT}; supplyRadius = 3; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = ""; }; }; DefaultWestMagazines(1) cost=10000; armor=30; class AnimationSources { class belt_rotation { source="reload"; weapon="M2"; }; }; class Turrets: Turrets { class MainTurret: NewTurret { class HitTurret {armor=0.8;material=60;name="vez";visual="vez";passThrough=1;}; class HitGun {armor=0.6;material=60;name="zbran";visual="zbran";passThrough=1;}; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; gunnerAction = RHIB_Gunner; ejectDeadGunner = true; outGunnerMayFire = 1; inGunnerMayFire = 0; minElev=-25; maxElev=+60; initElev=5; minTurn=-135; maxTurn=135; initTurn=0; soundServo[]={,db-40,1.0}; gunBeg = "usti hlavne"; //gunBeg = endpoint of the gun gunEnd = "konec hlavne"; //gunEnd = chamber of the gun weapons[]={M2}; magazines[]={100Rnd_127x99_M2,100Rnd_127x99_M2,100Rnd_127x99_M2}; gunnerName = RIGHT GUNNER; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; startEngine = 0; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.42; minFov=0.22; maxFov=0.64; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.42; minFov=0.22; maxFov=0.95; }; }; }; class Library { libTextDesc = $STR_LIB_RHIB; }; extCameraPosition[]={0,4.0,-14.0}; class Damage { tex[]={}; mat[]={ "ca\water\data\RHIB.rvmat", "ca\water\data\RHIB.rvmat", "ca\water\data\RHIB_destruct.rvmat", "ca\water\data\RHIB_dash.rvmat", "ca\water\data\RHIB_dash.rvmat", "ca\water\data\RHIB_dash_destruct.rvmat" }; }; }; class rip31st_lcm3: rip31st_lcm { displayName="WW2 LCM(3) Landing Craft"; model="\rip31st_lcm3\rip31st_lcm3"; maxspeed=60; transportSoldier = 62; class Turrets: Turrets { class MainTurret: MainTurret {}; class BackTurret: MainTurret { body = "Turret_2"; gun = "Gun_2"; animationSourceBody = "Turret_2"; animationSourceGun = "Gun_2"; animationSourceHatch = ""; selectionFireAnim = "zasleh_1"; proxyIndex = 2; gunnerName = LEFT GUNNER; commanding = -2; gunnerOpticsModel = "\ca\weapons\optika_empty"; minElev=-25; maxElev=+60; initElev=5; minTurn=-135; maxTurn=135; initTurn=0; weapons[]={M2}; magazines[]={100Rnd_127x99_M2,100Rnd_127x99_M2,100Rnd_127x99_M2}; gunBeg = "usti hlavne_1"; //gunBeg = endpoint of the gun gunEnd = "konec hlavne_1"; //gunEnd = chamber of the gun primaryGunner = 0; primary = 0; memoryPointGun = "kulas_1"; memoryPointGunnerOptics= "gunnerview_1"; }; }; class Damage { tex[]={}; mat[]={ "ca\water\data\RHIB.rvmat", "ca\water\data\RHIB.rvmat", "ca\water\data\RHIB_destruct.rvmat", "ca\water\data\RHIB_dash.rvmat", "ca\water\data\RHIB_dash.rvmat", "ca\water\data\RHIB_dash_destruct.rvmat" }; }; }; class Zodiac: Boat { scope=2; side = 1; displayName=$STR_DN_ZODIAC; accuracy=0.50; crew = SoldierWB; model="\ca\water\zodiac"; picture="\ca\water\data\ico\zodiac_CA.paa"; Icon="\Ca\water\Data\map_ico\icomap_rubber_CA.paa"; mapSize = 6; soundEngine[] = {\ca\Water\Data\Sound\Zodiac_engine_v1, db10, 1.0}; soundEnviron[] = {\ca\Water\Data\Sound\Water_v5_best, db-45, 0.95}; driverAction = Zodiac_Driver; cargoAction[] = {Zodiac_Cargo01,Zodiac_Cargo02,Zodiac_Cargo03,Zodiac_Cargo04}; castDriverShadow=true; castCargoShadow=true; ejectDeadCargo = true; ejectDeadDriver = true; hasGunner = 0; class Turrets {}; maxSpeed=60; transportSoldier = 4; typicalCargo[]={SoldierWB,SoldierWAT}; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = ""; }; }; supplyRadius = 2; class DestructionEffects {}; DefaultWestMagazines(1) cost=10000; armor=20; class Library { libTextDesc = $STR_LIB_ZODIAC; }; // quite small, no need to have camera very far extCameraPosition[]={0,1.5,-4.0}; class Damage { tex[]={}; mat[]={ "ca\water\data\zodiac_engine.rvmat", "ca\water\data\zodiac_engine.rvmat", "ca\water\data\zodiac_engine_destruct.rvmat", "ca\water\data\zodiac_guma.rvmat", "ca\water\data\zodiac_guma.rvmat", "ca\water\data\zodiac_guma_destruct.rvmat", "ca\water\data\zodiac_gumb.rvmat", "ca\water\data\zodiac_gumb.rvmat", "ca\water\data\zodiac_gumb_destruct.rvmat", "ca\water\data\zodiac_trup.rvmat", "ca\water\data\zodiac_trup.rvmat", "ca\water\data\zodiac_trup_destruct.rvmat" }; }; }; class Zodiac2: Zodiac { displayName=$STR_DN_ZODIAC_RACS; side = 2; crew = SoldierGB; typicalCargo[]={SoldierGB,SoldierGAT}; }; class PBX: Zodiac { displayName=$STR_DN_BOAT; model="\ca\water\PBX"; picture="\ca\water\data\ico\pbx_CA.paa"; Icon="\Ca\water\Data\map_ico\icomap_rubber_CA.paa"; mapSize = 6; scope=2; transportSoldier = 3; typicalCargo[]={SoldierEB,SoldierEAT}; driverAction = PBX_Driver; cargoAction[] = {PBX_Cargo01,PBX_Cargo02,PBX_Cargo03}; side=TEast; maxSpeed=65; crew = SoldierEB; DefaultEastMagazines(1) class Library { libTextDesc = $STR_LIB_BOAT; }; extCameraPosition[]={0,4.0,-14.0}; class Damage { tex[]={}; mat[]={ "ca\water\data\pbx_engine.rvmat", "ca\water\data\pbx_engine.rvmat", "ca\water\data\pbx_engine_destruct.rvmat", "ca\water\data\pbx_01.rvmat", "ca\water\data\pbx_01.rvmat", "ca\water\data\pbx_01_destruct.rvmat", "ca\water\data\pbx_02.rvmat", "ca\water\data\pbx_02.rvmat", "ca\water\data\pbx_02_destruct.rvmat" }; }; }; }; class CfgNonAIVehicles { class ProxyFlag; class ProxyFlag_Auto: ProxyFlag {model = "\ca\water\flag_auto";} class ProxyFlag_Alone: ProxyFlag {model = "\ca\water\flag_alone";} class ProxyFlag_Alone_Big: ProxyFlag {model = "\ca\water\flag_alone_big";} }; model.cfg
  21. rip31st

    I need config.cpp & model.cfg help

    Nope, no dice! I just want to pull my hair out! LOL Hey btw I saw you're active cargo deal. Â That's totally cool! Â I will be looking forward to using it on this ship! does something on my model have to be named gun_1 or gun_2? or turret_1 or turret_2?
  22. I tried it. The Beachhead battle is way too unrealistic. The terrain that is. Seems very video-gamish IMO.
  23. rip31st

    I need config.cpp & model.cfg help

    Yes they are named like that. They are different in both the 0.000 and memory LOD
  24. rip31st

    I need config.cpp & model.cfg help

    Let's see I've got this in the memory LOD: rightgunner: gunnerview(self explanatory) konec hlavne (beginning of barrel where the bullets start from) usti hlavne (end of barrel wher bullets travel out) ammo_belt_axis(self explanatory) nabojnicestart(I think where the spent shells exit the chamber) nabojniceend (I think where shells get ejected to) OsaHlavne( I think this is the left and right axis on the weapon that allow it to pivot up and down) osaveze( I think this is the top and bottom axis centered just below the weapon that allow it to pivot right and left) OtocHlaven( combination of gunnerview,usti hlavne,konec hlavne,nabojnicestart & nabojniceend ) - not sure what this does. OtocVez (combination of OtocHlaven and OsaHlavne) -not sure what this does Leftgunner: Just append a _1 to the end of all named selections. ei. gunnerview_1 etc... In the 0.000 LOD I've got Zasleh and Zasleh_1 for the gunflashes. BTW in my 0.000 LOD both guns have the same names for the named selections...Is that a problem? ei. both ammo boxes on both guns are named ammo_box
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