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Viking_NFS

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Everything posted by Viking_NFS

  1. Ladies and Gentlemen, It's finally done.:) I present to you two years of work in the form of Norwegian Military Forces for ArmA2: OA and CO. This pack is V1.0, and contains the units listed below. There will be future updates with more vehicles and variations of existing vehicles. Hopefully also some more Norwegian-looking soldiers, but the stock ArmA2 soldiers will do for the moment. Also I have left out missions for this release, as I don't currently have the time to make them. Any Feedback or Questions welcome, but please check the Readme.txt first! Til Valhall, And Enjoy!;) UPDATE: VERSION 1.1 NOW OUT ------------------------------ Changes in version 1.1: ------------------------------ - Changed sound of Leopard 2 and CV90 to that of the T72 - Added server key and signed each .pbo - Added Close Protection Officer (MP-7) under "Police" DOWNLOAD LINKS BELOW, NOTE REQUIRED ADDONS (WHICH IN TURN REQUIRE OA or CO) This pack requires: (Operation Arrowhead/Combined Operations needed for some of these) RobertHammer SMG Pack RobertHammer HK 416/417 Pack RobertHammer Pistol Pack M4A3 with Acog & IR Laser AND M4A3 with ironsights by Max255[PL], Jelliz and McNools V2 Special Thanks to + Freddern for soldier uniform textures + DK for Wolf, CV90 and M113 textures + RavenDK for MB290 Armed model + Pedagne MOD for Iveco LMV variants, models and textures + Swedish Forces Pack for Leopard 2 model + DDAM for CV90 model (originally by Swedish Forces Pack) + Vilas for AG-3F2 and MG-3 models and textures + RobertHammer for amazing weapons packs + [APS]Gnat and mankyle of the BIS forums for outstanding assistance + Dan for hosting + Tom at Patch.no for his huge armpatch collection + BIS for an amazing game + The past and present serving members of the Norwegian Armed Forces for inspiration DOWNLOAD LINK: VERSION 1.1 FULL: NORFOR_ARMA2_V1.1.rar DOWNLOAD LINK: PATCH VERSION 1.0 to 1.1: NORFOR_ARMA2_PATCH_V1.1.rar DOWNLOAD LINK: WOODLAND UNIFORM TEXTURE PATCH (OPTIONAL): NORFOR_WOODLAND_PATCH_1.rar OR Unrar into "Your game directory\@Norfor\AddOns\" and replace any files when prompted. Required Addons : DOWNLOAD - Norwegian Military Forces Project DOWNLOAD LINK: WOODLAND HOME GUARD SOLDIERS PATCH (NEW UNIFORM COLORS FROM PATCH 1 ONLY): NORFOR_WOODLAND_PATCH_1.1.rar
  2. Norfor returns, just in time for Christmas! Over the last few months I have been working on a norwegian addon pack for ArmA2. It started off as purely special forces (similar to the one made by freddern, and using some of his textures), to regular infantry units. In the last two weeks I have also added a Bell 412 SP (based on the BIS UH-1Y for the time being) and have just yesterday imported the infamous Mercedes 290GD originally created for OFP. I don't know what more I can add with the models presently available from/for the community, since I can't model anything worth a rat's tail. Some screens and descriptions: (please excuse my crappy resolution and texture settings in ArmA2, I run on a laptop) These are the regular soldiers. For the time being they have been grouped as Telemark Batallion, Border Company and Coastal Ranger Command. All are based off ArmA2 standard US infantry, and all use the absolutely amazing RobertHammer's Pistol and HK416 packs. The jeep in the background is the "Wolf" in standard Norwegian vehicle camouflage. These are the Special Forces (NORSOF). The Royal Norwegian Air Force 720 Squadron Bell 412 SP with pilot/crew/door gunner. The helo is as stated based off the standard UH-1Y Venom, and hence still has rocket pods (not found on the real thing). Special Forces operators are from the Army Ranger Command (FSK/HJK) and/or Naval Ranger Command (MJK). Again, RobertHammer's weapon packs. They are grouped under the same category in the editor (Special Forces), as the difference between the two is minimal in terms of appearance. At this time, I have not planned winter or desert versions of the units. So unless you want to make them yourself, don't ask! ;) Next on the list of things that may or may not be done before I release these is a repaint of one of the Leopard 2's that are out there. I am also waiting for FFAA mod to finish their Iveco LMV light armoured vehicle. Variations of the "Wolf" (armed, ambulance, MP, etc.) are also planned. If anyone is interested in giving me a hand with modelling or texturing, drop me a PM! Merry Xmas,
  3. Viking_NFS

    Norwegian Forces Pack

    It's been on my mind, but at the moment I don't have time to do it. It would not be possible to merge it per se, but someone could take a winter camo mod and re-code the units to make them "Norwegian" (they would not have a Norwegian flag or other correct textures). I'll probably get around to it at some point. That's all I can tell you, I'm afraid.
  4. I appreciate the offer! At the moment, I do not have the time (or indeed the willpower) to start a project like that. What would be involved: - record all the different radio and speech commands in ArmA2 into Norwegian (including editing and converting every single sound file) - translating ever single bit of english radio and speech text into Norwegian - we would need more than two different voices, meaning more people would have to record it all Without a properly organised Norfor group of people who are each then given a set of commands to read into Norwegian, and someone who would be willing to translate ever text command, I don't think it is feasible. I would be more than willing to help out with my own set of recordings and the translation if someone would like to take the lead and organise this one...
  5. Yes I have noticed this myself, but I am not sure how to solve it. If anyone has any suggestions, please let me know!
  6. Thanks freddern and thanks Armaholic!:)
  7. WOODLAND SOLDIERS UPDATED TO INCLUDE HOME GUARD SOLDIERS Included are - Soldier (Home Guard) - helmet - Soldier (Home Guard, AG-3F2) - helmet - Soldier (Home Guard, MP-5) - boonie All unit models have Home Guard (HV) arm patch. NB! This update uses ONLY the recently added, desaturated uniforms. There will be no update using the old uniform colours. SEE FIRST POST OF THIS THREAD FOR DOWNLOAD LINK
  8. Cheers mate!:) Have added your link to release post!
  9. NEW OPTIONAL WOODLAND UNIFORM PATCH RELEASED I was looking through the addons in the editor today, and found that I was unhappy with the color of the woodland uniforms. They seemed too new-looking, and almost cartoonish when compared to other addons and original game units. Moreover, I felt they did not blend in with the overall "gray" theme of the game. Therefore, I desaturated all woodland uniform textures to make them more subdued. I think they came out rather nicely. I unfortunately have no before and after photos with the soldiers side by side, so you will have to compare the above photo with the ones from this thread. If you want to see the difference before and after in-game, just install ONE of the .pbo files from the patch (for example nom_norsof.pbo - the special forces soldiers) and compare it to the other soldiers from the original release (in this case the regular soldiers). There is quite a difference. (SEE BOTTOM OF FIRST POST OF THIS THREAD FOR THE DOWNLOAD LINK)
  10. Viking_NFS

    Norwegian Forces Pack

    I do know what you mean:) It's a great suggestion, but at the moment I am going to focus on actual Norwegian Military equipment and units. Other "imaginary" units may come later. Thanks for the continued interest!
  11. Thank you!:) Yes, I am the only remaining member of Norfor at this time. All of it would not be possible had it not been for the help I have received from other mods. On a different note, I would love it if someone took the initiative for a Norwegian Sound Mod to have Norwegian-spoken communication for the soldiers. This was started back with Norwegian MOD for Operation Flashpoint, but never completed.
  12. Cheers guys! While I am working to fix the issues that have been mentioned, I am also taking requests as to what people would like to see in future updates of the pack. If you have any requests, please post them in this thread. Thanks for all the support!
  13. VERSION 1.1 NOW AVAILABLE AS PATCH, SEE FIRST POST ---------- Post added at 06:04 PM ---------- Previous post was at 05:12 PM ---------- [/color] Thanks!:)
  14. UPDATE: VERSION 1.1 IS NOW UP FOR DOWNLOAD (SAME LINK AS BEFORE). ------------------------------ Changes in version 1.1: ------------------------------ - Changed sound of Leopard 2 and CV90 to that of the T72 - Added server key and signed each .pbo - Added Close Protection Officer (MP-7) under "Police" You might be sorry you said that:) Thanks for the offer!
  15. The NORSOF operators use OA backpacks. The only other "backpacks" are the normal infantry medics, which have the backpacks physically attached to the model (original ArmA2 medic model). ---------- Post added at 11:23 PM ---------- Previous post was at 11:22 PM ---------- Cheers man, appreciate it!:)
  16. Thanks a million Armaholic for linking! And cheers to the rest of you guys, really appreciate it!:) ---------- Post added at 08:08 PM ---------- Previous post was at 07:59 PM ---------- Hey Gustaffa and thanks a ton for the feedback! It's really helpful for me, so don't worry about letting me know what the bugs are! Now to your points 1) Could you let me know what soldiers are giving you the errors and I could find out what might be causing it? 2) I can change that around no problem, I really just added backpacks to random soldiers for the sake of making them look a little more varied. I'll look into it and see what I think. Added to my to-do list. 3) I'll run through the "Turn out" options on the vehicles. The vehicles can be freely edited by me so this should be solved soon. Shadows will be looked into too. Could you please specify what vehicles have what problems? Added to list. 4) I'll check out the T72 sound and see what I think. I didn't really give the sound much thought in the heat of things, but sure that's just as important as anything! (EDIT: FIXED, THE T72 SOUNDS ARE INDEED MUCH BETTER!) ANY FURTHER COMMENTS ON THINGS THAT NEED TO BE CHANGED PLEASE USE THE FOLLOWING THREAD AS THIS IS A RELEASE THREAD: http://forums.bistudio.com/showthread.php?t=92375&page=8
  17. Ah, I knew something was missing. Sorry about that guys. Old (OFP) habits die hard:) I'll sort it out as soon as I get back to the computer I have my work on, which is in a few days.
  18. Viking_NFS

    Norwegian Forces Pack

    Well folks, thanks for waiting.... Release time has come! :)
  19. Viking_NFS

    Norwegian Forces Pack

    Well, yes and no. Norway uses the CV90 and Leopard 2, which are also used by Sweden. So in that respect yes. Apart from that, no.:) The rest of the material is different, not to mention all pain schemes on uniforms and vehicles. Desert and woodland only so far, since there isn't really good a winter map for ArmA2. And I don't really have the time to make another set of everything in winter camo.
  20. Viking_NFS

    Norwegian Forces Pack

    Don't worry, it's almost done. I even have the Readme written out and everything! I am just completing some last-stage "experiments" and trying to make some basic missions, and then it is complete. All addons are done at this stage.
  21. Viking_NFS

    Norwegian Forces Pack

    (For those of you not familiar with Norwegian, the photo depicts a bodyguard from the Norwegian Police Security Service, PST.) Also I have updated the "To do" list above. Getting there.
  22. Viking_NFS

    Norwegian Forces Pack

    Alright guys sorry for the wait. Norfor for Operation Arrowhead is now more or less officially complete. Yet-to-do-list: - Add AG3 and MG3 variations for historic/nostalgic purposes DONE - Add urban uniforms for NORSOF operators DONE - Add Special Boat Operators DONE - Add MB290 Armed and Iveco LMV in OD green paint scheme DONE - Add weaponcargo to vehicles Here are some screenshots for you all. Complete list of all units below. I have emphasized desert units since that is where OA is set, but most/all units have a woodland counterpart. (Please excuse my ghastly graphics settings - running off a laptop) Unit list: + Norwegian Army Infantry in Woodland and Desert uniforms - Telemark Batallion - 2nd Batallion - Armoured Batallion - His Majesty The King's Guard, Engineer Batallion, Intelligence Batallion, Ranger Company, Border Company + Norwegian Naval Infantry in Woodland and Desert uniforms - Coastal Ranger Command + Norwegian Special Operations Forces (NORSOF) operators in Woodland, Desert and Urban uniforms - Recon elements - Assault elements - Sniper Team - Air Force Bell 412SP w/crew - Special Boat Operators (RHIB, Zodiac CRRC) + Norwegian Army Vehicles in woodland and desert variations - Mercedes 290 light jeep - Mercedes 290 armed "Multi" - Iveco LMV armoured vehicle - Hägglunds CV9030N - KMW/MaK Leopard 2A4 - NM113 variants + Royal Norwegian Air Force - C-130J-30 Hercules Await completion shortly.
  23. Viking_NFS

    Norwegian Forces Pack

    Status update, see above
  24. Hi all, I'm working on a conversion of the PedagneMOD Lince/LMV model for the Norwegian Force modification. Arremba over at PedagneMOD was decent enough to lend me the MLOD of the jeep to ease the process. I have run into abit of difficulty regarding the animation of the vehicle. I can't seem to get ANY moving parts working on the jeep. No wheels turning. The turret won't rotate or elevate, and it won't even fire. The only thing that seems to have worked is that the muzzle flash is gone. At the moment, I am using the following model.cfg: class CfgSkeletons { class NOM_Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class NOM_Vehicle: NOM_Default { isDiscrete=1; skeletonInherit="NOM_Default"; skeletonBones[]= { "ukaz_rpm", "damageHide", "ukaz_rychlo", "", "DriveWheel", "", }; }; class NOM_CarSkeleton: NOM_Vehicle { skeletonInherit="NOM_Vehicle"; skeletonBones[]= { "DriveWheel", "", "levy predni tlumic", "", "pravy predni tlumic", "", "levy dalsi tlumic", "", "pravy dalsi tlumic", "", "levy predni zatoc", "levy predni tlumic", "pravy predni zatoc", "pravy predni tlumic", "levy dalsi zatoc", "levy dalsi tlumic", "pravy dalsi zatoc", "pravy dalsi tlumic", "levy prostredni tlumic", "", "pravy prostredni tlumic", "", "levy zadni tlumic", "", "pravy zadni tlumic", "", "levy predni", "levy predni zatoc", "pravy predni", "pravy predni zatoc", "levy dalsi", "levy dalsi zatoc", "pravy dalsi", "pravy dalsi zatoc", "levy prostredni", "levy prostredni tlumic", "pravy prostredni", "pravy prostredni tlumic", "levy zadni", "levy zadni tlumic", "pravy zadni", "pravy zadni tlumic", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "OtocVez", "", "OtocHlaven", "OtocVez", "fuel_01", "", "fuel_1", "", "prop_01", "", "prop_02", "", "prop_2", "", "prop_1", "", "damageHide", "", "damageVez", "OtocVez", "damageHlaven", "OtocHlaven" }; }; class NOM_MB290Skeleton: NOM_CarSkeleton { isDiscrete=1; skeletonInherit="NOM_CarSkeleton"; skeletonBones[]= { }; }; class NOM_IVECO_M2Skeleton: NOM_CarSkeleton { isDiscrete=1; skeletonInherit="NOM_CarSkeleton"; SkeletonBones[]= { }; }; class default; class Flag: default { }; class FlagCarrier: default { skeletonInherit="Default"; skeletonBones[]= { "stozar", "", "vlajka", "" }; }; }; class Rotation { type="rotation"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=1; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class NOM_Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class flag_vojak: Default { sections[]= { "latka" }; }; class NOM_Vehicle: NOM_Default { sectionsInherit="NOM_Default"; sections[]= { "velka vrtule", "mala vrtule", "velka vrtule staticka", "mala vrtule staticka", "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; skeletonName="NOM_Vehicle"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; }; }; class NOM_Car: NOM_Vehicle { sectionsInherit="NOM_Vehicle"; sections[]= { "ammo", "sklo predni p", "sklo predni l", "zadni svetlo", "brzdove svetlo", "spz", "karoserie", "motor", "zbran", "vez", "zbytek", "levy predni", "levy prostredni", "levy zadni", "pravy predni", "pravy prostredni", "pravy zadni", "clan", "clan_sign", "zasleh", "P svetlo", "L svetlo", "palivo" }; skeletonName="NOM_CarSkeleton"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class IndicatorSpeed { animPeriod=0; type="rotation"; source="speed"; selection="ukaz_rychlo"; axis="osa_rychlo"; memory=0; minValue=0.000000; maxValue=16.670000; angle0=0.000000; angle1=2.879793; }; class IndicatorSpeed2 { type="rotation"; source="speed"; selection="ukaz_rychlo2"; axis="osa_rychlo2"; memory="false"; animPeriod=0; minValue=0; maxValue=16.670000; angle0=0; angle1="rad -240"; }; class IndicatorRPM { animPeriod=0; type="rotation"; source="rpm"; selection="ukaz_rpm"; axis="osa_rpm"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=2.967060; }; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=8; angle1=-8; }; class TurnFrontWheelR { type="rotationY"; source="drivingWheel"; selection="pravy predni zatoc"; axis="pravy predni"; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFrontWheelL: TurnFrontWheelR { selection="levy predni zatoc"; axis="levy predni"; }; class TurnFrontWheelR2: TurnFrontWheelR { selection="pravy dalsi zatoc "; axis="pravy dalsi"; }; class TurnFrontWheelL2: TurnFrontWheelR { selection="levy dalsi zatoc "; axis="levy dalsi"; }; class FrontWheelR { type="rotationX"; source="wheel"; selection="pravy predni"; axis=""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class FrontWheel2R: FrontWheelR { selection="pravy dalsi"; }; class BackWheelR: FrontWheelR { selection="pravy zadni"; }; class BackWheel2R: FrontWheelR { selection="pravy prostredni"; }; class FrontWheelL: FrontWheelR { selection="levy predni"; }; class FrontWheel2L: FrontWheelR { selection="levy dalsi"; }; class BackWheelL: FrontWheelR { selection="levy zadni"; }; class BackWheel2L: FrontWheelR { selection="levy prostredni"; }; class FrontWheelDamperR { type="translationY"; source="damper"; selection="pravy predni tlumic"; axis=""; animPeriod=0; minValue=-1000; maxValue=1000; }; class FrontWheelDamper2R: FrontWheelDamperR { selection="pravy dalsi tlumic"; }; class BackWheelDamperR: FrontWheelDamperR { selection="pravy zadni tlumic"; }; class BackWheelDamper2R: FrontWheelDamperR { selection="pravy prostredni tlumic"; }; class FrontWheelDamperL: FrontWheelDamperR { selection="levy predni tlumic"; }; class FrontWheelDamper2L: FrontWheelDamperR { selection="levy dalsi tlumic"; }; class BackWheelDamperL: FrontWheelDamperR { selection="levy zadni tlumic"; }; class BackWheelDamper2L: FrontWheelDamperR { selection="levy prostredni tlumic"; }; class damageVez: damageHide { selection="damageVez"; }; class damageHlaven: damageHide { selection="damageHlaven"; }; }; }; class NOM_MB290: NOM_Car { skeletonName="NOM_MB290Skeleton"; class Animations: Animations { class IndicatorSpeed: IndicatorSpeed { maxValue=16.670000; angle0=-0.174533; angle1=3.141593; }; class IndicatorRPM: IndicatorRPM { angle0=0.000000; angle1=1.483530; }; class fuel { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_01"; axis="prop_01_axis"; memory=0; minValue=0.000000; maxValue=0.360000; angle0=1.396263; angle1=0.000000; }; class prop_02 { type="rotation"; source="rpm"; selection="prop_02"; axis="prop_02_axis"; memory=0; minValue=0.000000; maxValue=0.640000; angle0=0.349066; angle1=-0.349066; }; class ABSwitch { type = "rotation"; source = "ABSwitch"; sourceAddress = "clamp"; minValue = 0; maxValue = 1; animperiod = 1; selection = "ABSwitch"; axis = "axis_ABSwitch"; angle0 = "0"; angle1 = "0.00017"; }; }; }; class NOM_IVECO_M2:NOM_Car { skeletonName="NOM_IVECO_M2Skeleton"; class Animations { class MainTurret { type="rotationY"; source="mainTurret"; memory = 1;//by default animPeriod = 0;//Unknown selection="otocvez"; axis="OsaVeze";//"otocvez_axis";//possibly minValue = -6.2831855;//rad -359.99997 maxValue = 6.2831855;//rad 359.99997 minPhase = -6.2831855;//rad -359.99997 maxPhase = 6.2831855;//rad 359.99997 angle0 = -6.2831855;//rad -359.99997; angle1 = 6.2831855;//rad 359.99997; // AxisPos[] = {-6.2831855,6.2831855,1.4013e-045/*#DEN*/}; // AxisDir[] = {1.8056909e+028,1.0144e-038/*#DEN*/,1.8056947e+028}; // angle = 1.0144e-038/*#DEN*/; // axisOffset = -6.2831855 }; class MainGun { type="rotationX"; source="mainGun"; memory = 1;//by default animPeriod = 0;//Unknown selection="otochlaven"; axis="OsaHlavne";//"otochlaven_axis";//possibly minValue = -6.2831855;//rad -359.99997 maxValue = 6.2831855;//rad 359.99997 minPhase = -6.2831855;//rad -359.99997 maxPhase = 6.2831855;//rad 359.99997 angle0 = -6.2831855;//rad -359.99997; angle1 = 6.2831855;//rad 359.99997; // AxisPos[] = {-6.2831855,6.2831855,0.0}; // AxisDir[] = {4.5080154e+021,1.8977538e+028,1.05056e-038/*#DEN*/}; // angle = 4.5080244e+021; // axisOffset = 1.8977538e+028 }; class HatchGunner { type="rotation"; source="hatchGunner"; memory = 1;//by default animPeriod = 0;//Unknown selection="poklop_gunner"; axis="osa_poklop_gunner";//"poklop_gunner_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.295773 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 57.295773 angle0 = 0.0;//rad 0.0; angle1 = -2.0943952;//rad -119.99999; // AxisPos[] = {0.0,-2.0943952,2.24208e-044/*#DEN*/}; // AxisDir[] = {7.00649e-044/*#DEN*/,1.4013e-045/*#DEN*/,1.54143e-044/*#DEN*/}; // angle = 1.4013e-045/*#DEN*/; // axisOffset = 2.8026e-045/*#DEN*/ }; };//Animations };//modelclass };//CfgModels Now, the MB290 in the same model.cfg has no problems whatsoever with any parts (all wheels, steering wheel and indicators work fine). I am also using the following config.cpp entry for the vehicle class NOM_IVECO_M2: NOM_MB290 { crew = "NOM_TMBNLead"; vehicleClass = "NOM_Veh"; model = "\NOM_Veh\NOM_IVECO_M2"; picture = "\NOM_Veh\icons\VTMLcc_ico_ca.paa"; icon = "\NOM_Veh\icons\VTMLm2_simbolo_ca.paa"; mapSize = 8; displayName = "IVECO LMV M2"; magazines[] = {}; armor = 80; damageResistance = 0.00562; enableGPS = 1; type = 1; cost = 100000; armorGlass = 1; armorWheels = 0.5; typicalCargo[] = {"SoldierWB","SoldierWB","SoldierWAT","SoldierWBOfficer"}; transportSoldier = 3; hasGunner = 1; castDriverShadow = 0; driverIsCommander = 1; animationSourceHatch = "hatchGunner"; cargoAction[] = {"Landrover_Cargo01","UAZ_Cargo01","UAZ_Cargo01"}; canLock = "LockNo"; unitInfoType = "UnitInfoShip"; threat[] = {1,0.1,0.4}; class AnimationSources { class belt_rotation { source = "reload"; weapon = "M2"; }; }; class Turrets { class MainTurret: NewTurret { body = "OtocVez"; gun = "OtocHlaven"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; animationSourceHatch = "HatchGunner"; selectionFireAnim = "zasleh"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; memoryPointGunnerOptics = "gunnerview"; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerAction = "Landrover_Gunner"; hasGunner = 1; weapons[] = {"M2"}; magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; soundServo[] = {"\NON_Veh\sound\servo3",0.000177828,0.9}; minElev = -25; maxElev = 60; viewGunnerInExternal = 1; castGunnerShadow = 1; }; }; class HitLFWheel { armor = 0.38; material = -1; name = "Levy predni tlumic"; visual = "Levy predni"; passThrough = 0; }; class HitRFWheel { armor = 0.38; material = -1; name = "Pravy predni tlumic"; visual = "Pravy predni"; passThrough = 0; }; class HitLBWheel { armor = 0.38; material = -1; name = "Levy zadni tlumic"; visual = "Levy zadni"; passThrough = 0; }; class HitRBWheel { armor = 0.38; material = -1; name = "Pravy zadni tlumic"; visual = "Pravy zadni"; passThrough = 0; }; dammageHalf[] = {"\NOM_Veh\i\cristalado_ca.paa","\NOM_Veh\i\cristalado_roto1_ca.paa","\NOM_Veh\i\cristalado_ca.paa","\NOM_Veh\i\cristalado_roto1_ca.paa","\NOM_Veh\i\cristalfrente_ca.paa","\NOM_Veh\i\cristalfrente_roto1_ca.paa","\NOM_Veh\i\cristalfrente_ca.paa","\NOM_Veh\i\cristalfrente_roto1_ca.paa"}; dammageFull[] = {"\NOM_Veh\i\cristalado_ca.paa","\NOM_Veh\i\cristalado_roto2_ca.paa","\NOM_Veh\i\cristalado_ca.paa","\NOM_Veh\i\cristalado_roto2_ca.paa","\NOM_Veh\i\cristalfrente_ca.paa","\NOM_Veh\i\cristalfrente_roto2_ca.paa","\NOM_Veh\i\cristalfrente_ca.paa","\NOM_Veh\i\cristalfrente_roto2_ca.paa"}; class Damage { tex[] = {}; mat[] = {"\NOM_Veh\i\Targhe.rvmat","\NOM_Veh\i\Targhe.rvmat","\NOM_Veh\i\Targhe_destruct.rvmat","\NOM_Veh\i\Land_Opaco.rvmat","\NOM_Veh\i\Land_Opaco.rvmat","\NOM_Veh\i\Land_Opaco_destruct.rvmat","\NOM_Veh\i\asz_vtml.rvmat","\NOM_Veh\i\asz_vtml.rvmat","\NOM_Veh\i\asz_vtml_destruido.rvmat","NOM_Veh\i\asz_vtml_in.rvmat","NOM_Veh\i\asz_vtml_in.rvmat","NOM_Veh\i\asz_vtml_in_destruido.rvmat","NOM_Veh\i\asz_vtml_in2.rvmat","NOM_Veh\i\asz_vtml_in2.rvmat","NOM_Veh\i\asz_vtml_in2_destruido.rvmat","NOM_Veh\i\m1abrams_mg_mount.rvmat","NOM_Veh\i\m1abrams_mg_mount.rvmat","NOM_Veh\i\m1abrams_mg_mount_destruct.rvmat","NOM_Veh\i\m2.rvmat","NOM_Veh\i\m2.rvmat","NOM_Veh\i\m2_destruct.rvmat","NOM_Veh\i\cargo.rvmat","NOM_Veh\i\cargo.rvmat","NOM_Veh\i\cargo_destruct.rvmat","NOM_Veh\i\hmmwv_hood.rvmat","NOM_Veh\i\hmmwv_hood.rvmat","NOM_Veh\i\hmmwv_hood_destruct.rvmat"}; }; class Library { libTextDesc = "IVECO Light Multirole Vehicle armed with M2"; }; }; }; (The turrets are defined above CfgVehicles as they should be). And before you ask, the p3d model has the same name as it does under cfgmodels in the model.cfg. And I've gone over the model together with the model.cfg about three times and all the selections correspond. Anyone have any idea what could be causing this? I'm assuming it's something really basic that, once fixed, will sort out the whole shebang. Thanks
  25. Viking_NFS

    Jeep with turret

    Thanks, will do!
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