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UNN

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Everything posted by UNN

  1. UNN

    AI Runways

    Hi, I've been experimenting with AI aircraft for a while, trying to get them to land and take off from a variety of different runways. I managed to get what I was after, some time back, but it still required a load of scripting to use them in a mission. So I put together this system, it does not live up to it's title of Air Traffic Control as yet. But it does form the bare bones, and if it's useful to others? I will refine\develop it further. There are tons of things that could be added, and plenty of stuff that could be improved. Right till the very end, OFP still threw up a few surprises. But I reckon I have a good idea now, of what’s required for the finished version. I hope to develop a system that can launch or land any compatible AI aircraft in a straight line, without it veering left or right halfway through a takeoff or landing. Unfortunately this can be at odds with how OFP controls the AI, so in some cases, it does not stand up to close scrutiny. As a rule I try and work with OFP's AI to get what I want (Aligned Runways), but sometimes I had to use brute force to override it. You can download the entire ATC Pack Here: ATC Pack (Updated 12/07/05) You will need all the supported third party addons if you install the entire pack. If not, just delete the ATC addons where you dont have the originals. But please read on for further details on each of the different addons. For the best results, use Islands without taxi ways. Preferable ones with ILS positions defined, that best suit as many runways as possible. As an example I've included a modified version of Nogova to make best use of both runways. You can compare this version of Nogova with the default OFP version, by running these two test missions: ATC Modified Nogova Island ATC Traffic (Modified Nogova) Mission ATC Traffic (Default Nogova) Mission Most of the aircraft addons I've included are companion addons, with the exception of the Cessna,A10 & Su25 By BIS. UPDATE: You will need the authors original addons to use the ATC versions. OFP will certainly object at startup and perhaps even CTD when running some of the example missions. At the moment, this is a very crude version of my system. I have not been able to spend as much time refining the settings for each of the addons, as they deserve. But I have made the system flexible enough to fix most problems within a mission using system parameters and functions. So please let me know if something does not work. Aircraft are listed under ATC Aircraft: Runways are listed under ATC Runways: http://homepages.gotadsl.co.uk/~gssoft/RunwayAddons.jpg Island runways are listed under each Islands name: Islands: The ATC addons for the standard OFP Island: ATC Modified Nogova (2 Runways) ATC Nogova (2 Runways) ATC Desert Island ATC Everon (1 Runway) ATC Malden (1 Runway) ATC OFP Island addons A modified version of Nogova for the ATC system, with an updated ILS position: ATC Modified Nogova A few more addons supporting some of the, third party user made Islands I had kicking about (You will also need the authors original Islands): ATC Gaia (8 Runways) ATC Nogova 2004 by Ironsight (3 Runways) AEC Island by Snake Man (2 Runways) ATC Gaia ATC AEC ATC Nogova 2004 Scripts: You need ATC_Scripts.pbo and ATC_Runways.pbo to run these addons: ATC Scripts ATC Editor Runways ATC USS Nimitz (Requires authors original addon) Original Nimitz can be downloaded here: http://members.iinet.net.au/~nrspence/hwk_uss_nimitz_05.rar If you dont want to download any of the following third party addons, this is everything you need to try it out with the standard OFP Aircraft and Islands: ATC Scripts ATC Editor Runways ATC BIS Aircaft Basic BIS Desert Island Missions ATC OFP Island addons Aircraft: I currently, support the following third party aircraft addons. I will update more URL's to point the original addons, ASAP. But any that are missing can be found at http://ofp.gamepark.cz/: Cessna,A10 & Su25 By BIS Messerschmitt Me-109 by Trenchfeet P-51D Mustang by Trenchfeet, Hrschmit Spitfire by Trenchfeet & Footmunch Storch by Trenchfeet AmboStorch by Trenchfeet Antonov-124 v1.2 (Konyak & Vit) (Update 08/04/05) Sopwith F.1 Camel by BIS Yak9 by Phoenix C130 addon v2 By Capt Moore Cessna Float by Capt Moore De Havilland Canada, DHC-4 Caribou addon by CSJ North American F100 Super Sabre by CSJ Pilatus Porter By CSJ (Updated 12/07/05) AiA LA-5FN by Samu Hawker Typhoon Mk 1A and Mk 1B by CSJ A4-F Skyhawk by Colonel Klink Falklands War Mod A-10A Thunderbolt II by Diesel Beriev Be-32K By HJ & FW200 Yak-130 by Ghost USCG C130 v1.0 by HAWK & USCG C130 v1.0 by HAWK & Vit C5A Galaxy by Hawk Corsair F4U Fighter/Bomber by BraTTy JASDF MITUBISHI F-1 by Rezin JASDF MITUBISHI F-2 by Rezin JMG Stuka by Scanger for Desert War 1942 Mod Junkers JU-52 by Trenchfeet Junkers JU-52 (Float Plane) by Trenchfeet LIBERATION 1941-45 MOD La5 (168 & 159) by Strinder Mp_PiperCub by The WWII Team McDONNELL DOUGLAS C-47 SKYTRAIN by Trenchfeet DC-3a by Martin FRENCH ARMY FORCES Air pack by OFrP FA/18C Hornet By Hudson and PennyWise An-72 Coaler by Footmunch (Updated 12/07/05) A-6E Intruder by Footmunch Il-28 Beagle by Footmunch McDonnell Douglas F-4E Phantom II by Footmunch F-5A Tiger by Footmunch F-15C by Footmunch Lockheed Martin F-16C Falcon by Footmunch F-86A Sabre by Footmunch MiG-17 by Footmunch Mikoyan Gureyvich MiG-23 Flogger by Footmunch MiG-27 By Footmunch UK Phantom by Footmunch Hawker Sea Fury by Footmunch Skyraider by Digital Centurion and Footmunch SU-27 By Footmunch F-14 Tomcat by Footmunch F-14 Tomcat by Footmunch & TomiID (Updated 12/07/05) P38 Lightning addon by CSJ Su-27 Pack By SPETSNAZ MOD Sturmovik by Footmunch SU-39 by TomiID SU-17 by TomiID (Update 28/03/05) F117 by TomiID (Update 28/03/05) S-37 Berkut by Naoyuki SU 22M4 by TomiD (Not sure this is the latest version) C130 model by HAWK & Vit MiG-25 by Vit MiG-29 by Vit F-15 Usa Falcon by Vit F-16C Usaf by Vit OFPL AirPack version 1.0 (Update 28/03/05) F22 by Gachopin (Update 28/03/05) The Finish Defence Forces Mod (Updated 03/05/05) The Swiss Mod (Updated 12/07/05) CSLA II (Updated 12/07/05) Liberation 1941 - 1945 (Updated 12/07/05) Mig 31 by Timamas (Updated 12/07/05) You can download all the ATC Aircaft addons, here: ATC Aircaft (Updated 12/07/05) Remember, you will need the authors original addon along with the ATC version. If you dont have the originals, ofp will object at startup. The ATC class names are the same at the original aircraft, but with ATC_ added to the start. So Footmunch's RKT_F16 will be ATC_Rkt_F16. Mission Editor Runways: USS Nimitz By Hawk Desert Runway (OPGWC Runway Textures) By Leone Resistence Runway BIS OFP Runway BIS Water Runways Invisible Runways With the exception of Hawks Nimitz, you dont need any other third party addons for the Editor runways. ATC Editor Runways I need more textures for runways. So if you know of any, then please let me know. There are versions using runway lights. Not the best examples, but they will do, to demonstrate the point. Example Missions: There are a few basic example & utility missions, most of them use the default BIS aircraft for convenience. Although they dont have any working undercarriage, like the others: Basic BIS Nogova Missions Basic BIS Everon Missions Basic BIS Malden Missions Basic BIS Desert Island Missions Utility Missions for setting up the Aircraft parameters ATC Utility Missions A couple of mission using Runway Lights and ATC Events for Nogova Basic BIS Nogova Events & Lights Very basic examples using Hawks USS Nimitz: At the moment I just treat the Nimitz as a single runway. I do plan on getting it, working properly. Basic Nimitz Missions A couple of missions using Nogova 2004 and Gaia (Multiple Takeoff and Escort Missions): Nogova 2004 Escort Missions You will need the following aircraft: Antonov 124 "Ruslan" v2.1 by Konyak MiG-27 By Footmunch C130 v1.0 by HAWK & Vit Lockheed Martin F-16C Falcon by Footmunch Gaia Island Multiple Launch Mission McDonnell Douglas F-4E Phantom II by Footmunch More complex missions with five runways and seven aircraft flying pre-planned routes on the default BIS Nogova & ATC Modified Nogova islands: ATC Traffic (Modified Nogova) Mission ATC Traffic (Default Nogova) Mission You will need the following aircraft & ATC addons: Beriev Be-32K By HiJacker & FW200 C130 v1.0 by HAWK & Vit F-14 Tomcat by Footmunch Cessna Float by Capt Moore USS Nimitz By Hawk ATC Modified Nogova ATC Nogova There are a few functions and features to help with mission design, the main ones are: ATC Functions Some more functions are demonstrated in the example missions, the others I will try and document later. I'm unable to test this in Multiplayer. But I doubt it will work without modification. If anyone is interested in testing any of the aircraft settings or adding support for new Islands and aircraft, let me know and I will add the updates. I've just go back online after a six week wait, so I've yet to include any new addons since released. If there are any others you want supporting, let me know. To do for now: The Nimitz version is basic, but I do plan on adding support for launching aircraft from it's four catapults and simulating an arrestor wire e.t.c Plus I will be adding support for other carrier addons. I will try adding my own Taxi paths, although they will only really work for aircraft that sit parallel with the horizon. Slow aircraft like the Cessna and Sopwith don’t work to well at the moment, so I'm going to try and improve this. Thanks to all the addon makers for a nice selection of aircraft. If any of the credits to the authors are wrong, let me know and I will correct them. Cheers
  2. Look at it another way, if these so called "offending" groups have devised their rules to deter obstructive and uncooperative players. Then congratulations to them, it appears as though they are doing an excellent job.
  3. As a 21 year old man, perhaps you should not complain so much, about what 15 old year kids do on the the servers they pay for? Unless you're just trolling them, in which case that's acceptable adult behaviour.
  4. UNN

    Config help

    I was looking at the default Arma3 class for UGL_F, which is defined under cfgWeapons: class UGL_F : GrenadeLauncher { displayName="EGLM"; magazines[]={"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell"}; sound[]={"A3\sounds_f\Weapons\grenades\ugl_shot_4",1.12202,1,200}; reloadMagazineSound[]={"A3\sounds_f\Weapons\grenades\ugl_reload",0.501187,1,20}; drySound[]={"A3\sounds_f\Weapons\other\sfx5",1,1,30}; magazineReloadTime=0; reloadTime=0.1; optics=1; modelOptics="-"; cameraDir="UGL look"; memoryPointCamera="UGL eye"; opticsZoomMin=0.375; opticsZoomMax=1.1; opticsZoomInit=0.75; weaponInfoType="RscWeaponZeroing"; }; The above has both cameraDir and memoryPointCamera defined there, which makes sense as the grenade launcher still need its own memory points. But I also noticed that class UGL_F is then used as a sub class in the same way as the fire modes (see the SMG_02_base_F class I posted further up). So I assume from that, in theory you could keep adding different weapon types, all under the class name of a single rifle? But I guess that depends on whether or not the engine would allow it.
  5. UNN

    Config help

    You're missing a closing }; from class XM25. Weapon configs aren't really my thing, but looking at the SMG_02_base_F class, the UGL_F is used the same way you would the other modes: class FullAuto : Mode_FullAuto { begin1[]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b",1,1,500}; begin2[]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b",1,1,500}; begin3[]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b",1,1,500}; soundBegin[]={"begin1",0.33,"begin2",0.33,"begin3",0.34}; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2",1.12202,1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3",1.12202,1,10}; soundClosure[]={"closure1",0.5,"closure2",0.5}; weaponSoundEffect="DefaultRifle"; reloadTime=0.0545; dispersion=0.0011; recoil="recoil_auto_smg_02"; recoilProne="recoil_auto_prone_smg_02"; minRange=0; minRangeProbab=0.9; midRange=15; midRangeProbab=0.7; maxRange=30; maxRangeProbab=0.1; aiRateOfFire=1e-006; aiRateOfFireDistance=50; }; class UGL_F : UGL_F {}; class UGL_F is defined like any other weapon class such as Rifle, so I think the way you are inheriting it is ok: class UGL_F : GrenadeLauncher { displayName="EGLM"; magazines[]={"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell"}; sound[]={"A3\sounds_f\Weapons\grenades\ugl_shot_4",1.12202,1,200}; reloadMagazineSound[]={"A3\sounds_f\Weapons\grenades\ugl_reload",0.501187,1,20}; drySound[]={"A3\sounds_f\Weapons\other\sfx5",1,1,30}; magazineReloadTime=0; reloadTime=0.1; optics=1; modelOptics="-"; cameraDir="UGL look"; memoryPointCamera="UGL eye"; opticsZoomMin=0.375; opticsZoomMax=1.1; opticsZoomInit=0.75; weaponInfoType="RscWeaponZeroing"; }; Also that class uses different memory points to, just in case you weren't aware cameraDir="UGL look"; memoryPointCamera="UGL eye"; But perhaps the above doesn't apply for dedicated grenade launchers?
  6. As you provided the class name, I used the file allConfig.txt that I posted under Config Extractor. To search through for the class and see what has been entered under class Animationsources.
  7. These are all the animation sources defined in the config: Ground_holder_hide Pole_Left_Hide Pole_Right_Hide Pole_Top_Hide Pole_Bottom_Hide Left_Rotate Right_Rotate Top_Rotate Bottom_Rotate Pole_Rotate Target_Left_Rotate Target_Right_Rotate Target_Top_Rotate Target_Bottom_Rotate Target_Pole_Rotate
  8. Ok, no worries. They are found in the Memory LOD of the weapons p3d. Try setting the following to an empty string in your config: cameraDir = ""; // What that camera is looking at That might make the optic point straight ahead.
  9. He is defining those values himself in the include file #define GUI_GRID_X (0) #define GUI_GRID_Y (0) #define GUI_GRID_W (0.025) #define GUI_GRID_H (0.04) #define GUI_GRID_WAbs (1) #define GUI_GRID_HAbs (1) While the naming convention is a little confusing, there isn't anything too controversial there. You only need to worry about safeZones etc when you want to position your controls relative to the edges of the screen. In this case fihmany's dialog is centred in the middle of the screen so he can just use the standard 0 to 1 layout. Did you #include his defines? #include "Dialog\defines.hpp"
  10. Both properties are in the config you posted in the opening thread. While you're using the rpg32_F.p3d model with the Titan base class for some reason, that won't change the optics orientation because the model doesn't have angled optics.
  11. @fihmany All seems to work fine for me, after cutting pasting what you posted. You didn't resize your display prior to testing did you? Sometimes that can hide the hint. You also have to reload your test mission every time you make changes to your dialog. @cobra4v320 You can define your controls either way, as an array or an entire class structure.
  12. Then Sniperwolf572 provided your answer. As well as a genuine lol from his sig, with "walking while running".
  13. UNN

    Config help

    You're missing the [] from your modes array, at least that's how far I got before I managed to raise the error. It should be: modes[] = {"Single", "FullAuto", "single_medium_optics1", "single_medium_optics2", "fullauto_medium"}; Looks like all your arrays are missing the []. But do yourself a favour and don't try to do everything in one go, add a bit at a time. For example you could have quickly narrowed down the error to the above if you just started with: class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class SlotInfo; class CfgWeapons { class Rifle; class Rifle_Base_F : Rifle { class WeaponSlotsInfo; }; class xm29_base : Rifle_Base_F { class WeaponSlotsInfo { class MuzzleSlot: SlotInfo {}; }; }; }; Packed it, then added: modes[] = {"Single", "FullAuto", "single_medium_optics1", "single_medium_optics2", "fullauto_medium"}; class Single : Mode_SemiAuto {}; class FullAuto : Mode_FullAuto {}; class fullauto_medium: FullAuto {}; class single_medium_optics1: Single {}; class single_medium_optics2: single_medium_optics1 {}; Then commented out the each line of the above until the error disappears. As a rule, I make sure I inherit the basic structure correctly, by getting it in game with no changes. Then I start to add the unique properties.
  14. It sounds like you want the optics to automatically adjust depending on the round. Which isn't a standard feature of the engine as far as I know? If so then you may have to hack it.
  15. Yeah, I was going to report this bug when I got the chance, same applies to the in game UAV so I don't think it's anything you have done. I didn't test the Darter, but the laser designator on other vehicle classes work ok, like the mini sub.
  16. UNN

    Camera script

    If you know how to use: cam setVectorUP [0,0,0]; In a script then there is no reason why you can't use instead: [cam,0,45] call BIS_fnc_setPitchBank; It even takes values as degrees.
  17. UNN

    Camera script

    Script works fine, here's the test mission: camera_bank.Stratis.zip You will see the camera view tilted to 45 degrees after you run it.
  18. As you're passing all three of the required values, you only need the following in your script: reverbToggle = _this select 0; blinkingToggle = _this select 1; meleeToggle = _this select 2;
  19. UNN

    Camera script

    Something like this should do what you want. //Define a position at the players location 4 meters above the ground _pos = getPos player; _pos set [2,4]; //Create the camera at that position _camera = "camera" camCreate _pos; _camera camPrepareFocus [-1,-1]; _camera cameraEffect ["internal", "BACK"]; _camera camCommit 0; //Point the camera 90 degrees to the right _camera setDir 90; //Bank the camer 45 degrees to the right [_camera,0,45] call BIS_fnc_setPitchBank; BIS_fnc_setPitchBank handles the pitch and bank, the direction is just set as normal.
  20. You can't inherit a base class like that and still use the same name, you have to redefine the entire class RscMapControl.
  21. If you can't zoom in as the gunner with the default config I posted, then it must be something in your model because that works the same as the Darter. You could try posting the following into your class mainTurret: class OpticsIn { class Wide { opticsDisplayName="W"; initAngleX=0; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=0.5; minFov=0.5; maxFov=0.5; directionStabilized=1; visionMode[]={"Normal","NVG","Ti"}; thermalMode[]={0,1}; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; }; class Medium : Wide { opticsDisplayName="M"; initFov=0.1; minFov=0.1; maxFov=0.1; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d"; }; class Narrow : Wide { opticsDisplayName="N"; initFov=0.0286; minFov=0.0286; maxFov=0.0286; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d"; }; }; You can then just modify initFov, minFov & maxFov. Not familiar with weapon configs, so I can't really help there.
  22. The base class I posted locks its aiming point while moving, so its probably something you changed, sounds like your turret isn't setup like the Arma 3 turrets? This works just like the Arma3 UAVs, turret stays fixed: class droid_base : B_UAV_01_F { scope = private; displayName = "U.S.A.V."; model = "\droid\Test_Tank_01.p3d"; enableSweep = false; class Turrets : Turrets { class MainTurret : MainTurret { memoryPointGun="gunnerview"; memoryPointGunnerOptics="gunnerview"; }; }; }; I just copied over the Test Tank p3d's including the wreck and the model.cfg. You have to change the above two properties to "gunnerview" to match the p3d's selection name. After that it works like the Darter. class droid_base uses: memoryPointGun="PIP0_dir"; memoryPointGunnerOptics="PIP0_pos"; They are defined in class UAV_01_base_F.
  23. That is odd, because its only defined once in the entire config under class car. I noticed you are inheriting your model.cfg from class vehicle, dunno if that might cause it? I think you are trying to do too much in one go. You are certainly adding more than you need in your configs. Ideally you should try and inherit as much as possible, only adding what you need to your config. Seen as you want a UAV that is closer to the Darter than the Greyhawk, you should be inheriting that config. So the very basic config with backpacks would look like this: #define private 0 #define protected 1 #define public 2 #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 class CfgPatches { class droid { units[] = {"droid","B_droid","O_droid","I_droid","B_droid_backpack","B_droid_BLACK_backpack","O_droid_backpack","I_droid_backpack"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F_Gamma_UAV_01"}; }; }; class CfgVehicles { ////////////////// // Base Classes // ////////////////// class Helicopter; class Helicopter_Base_F : Helicopter { class Turrets; }; class UAV_01_base_F : Helicopter_Base_F { class Turrets : Turrets { class MainTurret; }; }; class B_UAV_01_F : UAV_01_base_F { class Turrets : Turrets { class MainTurret; }; }; class droid_base : B_UAV_01_F { scope = private; displayName = "U.S.A.V."; model = "\droid\droid.p3d"; icon = "\droid\ucsv_top_ca.paa"; picture = "\droid\ucsv_side_ca.paa"; enableSweep = false; class Turrets : Turrets { class MainTurret : MainTurret { }; }; }; ///////////////// // UAV Classes // ///////////////// class B_droid : droid_base { scope = public; side = TWest; faction = BLU_F; crew = B_UAV_AI; typicalCargo[] = {B_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_blue_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"B_droid_backpack"}; }; }; class B_droid_BLACK : B_droid { displayName = "U.S.A.V. (BLACK)"; hiddenSelectionsTextures[] = {"\droid\data\ucsv_black_co.paa"}; class assembleInfo : assembleInfo { dissasembleTo[] = {"B_droid_BLACK_backpack"}; }; }; class O_droid : droid_base { scope = public; side = TEast; faction = OPF_F; crew = O_UAV_AI; typicalCargo[] = {O_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"O_droid_backpack"}; }; }; class I_droid : droid_base { scope = public; side = TGuerrila; faction = IND_F; crew = I_UAV_AI; typicalCargo[] = {I_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_indp_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"I_droid_backpack"}; }; }; ////////////////////// // Backpack Classes // ////////////////////// class B_UAV_01_backpack_F; class O_UAV_01_backpack_F; class I_UAV_01_backpack_F; class B_droid_backpack : B_UAV_01_backpack_F { _generalMacro = "B_droid_backpack"; displayName = "U.S.A.V Bag"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "B_droid"; dissasembleTo[] = {}; }; }; class B_droid_BLACK_backpack : B_UAV_01_backpack_F { _generalMacro = "B_droid_BLACK_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V (BLACK)"; assembleTo = "B_droid_BLACK"; dissasembleTo[] = {}; }; }; class O_droid_backpack : O_UAV_01_backpack_F { _generalMacro = "O_droid_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "O_droid"; dissasembleTo[] = {}; }; }; class I_droid_backpack : I_UAV_01_backpack_F { _generalMacro = "I_droid_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "I_droid"; dissasembleTo[] = {}; }; }; }; As for your model.cfg, I'm not really the best person in that respect. But unless you are using selection names other than the default Arma names, you may be able to get away with using: class CfgModels { class UAV_01_F; class droid : UAV_01_F {}; }; Not sure if the above will work at all, never mind with your model, but you should get the idea? Once you have your UAV working in game with the default weapons, take a look at how other Helicopter weapons are configured. You should be using those as the basis of anything new you add.
  24. UNN

    Config Extractor

    Thanks Kazesim, Some very useful functionality there. I wondered if you would consider an addition? I wrote a similar script to extract the entire Arma1 config as one file for general browsing, searching and tracing the inheritance. As you did a better job of formatting and exporting the config, I wondered if you would be willing to add that feature to your script? For what I want it for my script works fine, but I'm sure it would be helpful for others. I've attached the output from my version below. I format mine in a slightly different way from you, but this isn't an issue as it's easy to modify your script to suit each persons preference. allConfig.txt If you can't no worries, it's still worth posting the file here, for anyone else who might find it useful. Edit: I'm not sure how that stupid emoticon ended up in the title, please ignore it.
  25. I had it wrong myself, but I've since confirmed this works ok: class CfgVehicles { class UAV_02_base_F; class UAV_02_CAS_base_F : UAV_02_base_F { class Turrets; }; class B_UAV_02_CAS_F : UAV_02_CAS_base_F { class Turrets : Turrets { class MainTurret; }; }; class test_uav : B_UAV_02_CAS_F { displayName = "Test UAV"; class Turrets : Turrets { class MainTurret : MainTurret { }; }; }; }; With the above the turret will stay focused on a ground position, but if you inherited straight from newTurret it won't. I haven't worked out what the actual config property is, so if do let us know. I think it was around in Arma1 as a mission, but it's been added to the the UI now. In the editor it's the cog shaped icon (CTRL + G). Or ther is abutton for it in the debug console thats shown when you hit escape during a mission preview. But in this case, as you might want to create a new turret class from scratch for your heli type UAV, see Config-Extractor If you call that script for example, using the following: [configFile/'CfgVehicles'/'B_UAV_02_CAS_F', true] execVM "Scripts\cfgGet.sqf"; You can paste all the config entries for the class B_UAV_02_CAS_F to a text editor. Which in theory means you could just paste the turret class into your own addon if you wanted. I also use my own script for extracting and formatting the entire config, despite its size it makes construing things like the above turret inheritance a bit easier. The link below is the entire config from current Arma3 release in one file: allConfig.txt Edit: I just noticed the Darter does have a turret.
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