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rjtwins

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Posts posted by rjtwins


  1. hello all

    I heart all your complains.

    AS SAD IN THE READMEE THERE ARE NO MODELS !!

    I,M AM NOT SKILLED ENOUGH TO MAKE THOSE MODELS MYSELF.

    All the guns are based on the ZU23.

    But the models are removed be the command witch is put in the ini line of the object.

    The mod CANNOT be used in the 2D editor (woking on that now).

    As for the links it was an free account on rapit share and can ony be used 10 times.

    I was hoping someone could host them for a longer period.

    Also please forgive the bad readmy I,M DUCH AND DESLECTIC.

    The use of the attachto command (in 3d editor)

    this attachto [the opject you want to attach to,[corodonates on the opject]]; deleteCollection this

  2. For everyone still interestid i have finished the addon

    here is a link :

    http://rapidshare.com/files/270667220/AC-130_spooky_II_gunship.rar.html

    and here the test mission :

    http://rapidshare.com/files/270672751/AC-130U_spooky_II_gunship_test_mission.rar.html

    it is an rapid share free link and is only active for 90 days an 10 downloads.

    if anybody can mirror it pleas do so.

    PS the readme is not completely acurat it is not pissible (the way i created the weapons) to make an ac130 gunship in the 2d editor

    greatins rjtwins


  3. hi all

    i,m making an ac130 gunship (see my other thread ac-130 targeting).

    but to make the weapons i need to copy an static weapon and adjust it for the ac130.

    does anyone know how to copy an existing weapon from arma 2 and make an addon from it ??

    greetings rjtwins

    I fured out how to do it but it worked only one time ??? when i edited it it diden't work anymore ?? now idea wat i did wrong see code here

    class CfgPatches {

    class L60_Bofors_cannon {

    units[] = {"L60_Bofors_cannon"};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {"CAWeapons"};

    };

    };

    class CfgVehicles {

    class LandVehicle; // External class reference

    class StaticWeapon : LandVehicle {

    class Turrets; // External class reference

    };

    class StaticCanon : StaticWeapon {

    class Turrets : Turrets {

    class MainTurret; // External class reference

    };

    };

    class L60_Bofors_cannon : StaticCanon {

    cargoAction[] = {"Hilux_cargo01"};

    displayname = L60_Bofors_cannon(gusnship_version);

    model = "\ca\weapons\ZU23\zu23";

    class Library {

    libTextDesc = $STR_LIB_ZU23;

    };

    picture = "\ca\Weapons\data\ico\zu23_CA.paa";

    icon = "\Ca\weapons\Data\map_ico\icomap_zu23_CA.paa";

    transportSoldier = 1;

    class Turrets : Turrets {

    class MainTurret : MainTurret {

    minElev = -40;

    maxElev = 85;

    weapons[] = {L60_Bofors_cannon_gun};

    magazines[] = {"5000Rnd_40x311mmR_HE_L60_Bofors"};

    gunnerAction = "Hilux_cargo01";

    gunnerOpticsModel = "\ca\weapons\2Dscope_RUAA5";

    gunnerOpticsEffect[] = {"OpticsCHAbera1", "OpticsBlur2"};

    gunnerForceOptics = 0;

    class ViewGunner {

    initAngleX = 5;

    minAngleX = -30;

    maxAngleX = 30;

    initAngleY = 0;

    minAngleY = -100;

    maxAngleY = 100;

    initFov = 0.7;

    minFov = 0.25;

    maxFov = 1.1;

    };

    class ViewOptics {

    initAngleX = 0;

    minAngleX = -30;

    maxAngleX = 30;

    initAngleY = 0;

    minAngleY = -100;

    maxAngleY = 100;

    initFov = 0.093;

    minFov = 0.093;

    maxFov = 0.093;

    };

    };

    };

    class AnimationSources {

    class fire_anim {

    source = "revolving";

    weapon = 2A14;

    };

    };

    };

    };

    class CfgAmmo {

    class BulletCore; // External class reference

    class BulletBase : BulletCore {

    hit = 8;

    indirectHit = 0;

    indirectHitRange = 0;

    model = "\ca\Weapons\shell";

    caliber = 1;

    soundFly[] = {"", 1e-008, 1};

    soundDefault1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.316228, 1, 60};

    soundDefault2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.316228, 1, 60};

    soundDefault3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.316228, 1, 60};

    soundDefault4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.316228, 1, 60};

    soundDefault5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.316228, 1, 60};

    soundDefault6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.316228, 1, 60};

    soundDefault7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.316228, 1, 60};

    soundDefault8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.316228, 1, 60};

    soundGroundSoft1[] = {"ca\sounds\weapons\hits\hit_earth_01", 0.0562341, 1, 60};

    soundGroundSoft2[] = {"ca\sounds\weapons\hits\hit_earth_02", 0.0562341, 1, 60};

    soundGroundSoft3[] = {"ca\sounds\weapons\hits\hit_earth_03", 0.0562341, 1, 60};

    soundGroundSoft4[] = {"ca\sounds\weapons\hits\hit_earth_04", 0.0562341, 1, 60};

    soundGroundSoft5[] = {"ca\sounds\weapons\hits\rico_hit_earth_01", 0.0562341, 1, 60};

    soundGroundSoft6[] = {"ca\sounds\weapons\hits\rico_hit_earth_02", 0.0562341, 1, 60};

    soundGroundSoft7[] = {"ca\sounds\weapons\hits\rico_hit_earth_03", 0.0562341, 1, 60};

    soundGroundSoft8[] = {"ca\sounds\weapons\hits\rico_hit_earth_04", 0.0562341, 1, 60};

    soundGroundHard1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.125893, 1, 80};

    soundGroundHard2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.125893, 1, 80};

    soundGroundHard3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.125893, 1, 80};

    soundGroundHard4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.125893, 1, 80};

    soundGroundHard5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.125893, 1, 80};

    soundGroundHard6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.125893, 1, 80};

    soundGroundHard7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.125893, 1, 80};

    soundGroundHard8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.125893, 1, 80};

    soundMetal1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.316228, 1, 90};

    soundMetal2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.316228, 1, 90};

    soundMetal3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.316228, 1, 90};

    soundMetal4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.316228, 1, 90};

    soundMetal5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.316228, 1, 90};

    soundMetal6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.316228, 1, 90};

    soundMetal7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.316228, 1, 90};

    soundMetal8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.316228, 1, 90};

    soundMetal9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.316228, 1, 90};

    soundMetal10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.316228, 1, 90};

    soundMetal11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.316228, 1, 90};

    soundMetal12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.316228, 1, 90};

    soundGlass1[] = {"ca\sounds\weapons\hits\hit_glass_01", 0.177828, 1, 50};

    soundGlass2[] = {"ca\sounds\weapons\hits\hit_glass_02", 0.177828, 1, 50};

    soundGlass3[] = {"ca\sounds\weapons\hits\hit_glass_03", 0.177828, 1, 50};

    soundGlass4[] = {"ca\sounds\weapons\hits\hit_glass_04", 0.177828, 1, 50};

    soundGlass5[] = {"ca\sounds\weapons\hits\hit_glass_05", 0.177828, 1, 50};

    soundGlass6[] = {"ca\sounds\weapons\hits\hit_glass_06", 0.177828, 1, 50};

    soundGlass7[] = {"ca\sounds\weapons\hits\hit_glass_07", 0.177828, 1, 50};

    soundGlass8[] = {"ca\sounds\weapons\hits\hit_glass_08", 0.177828, 1, 50};

    soundGlass9[] = {"ca\sounds\weapons\hits\hit_glass_09", 0.177828, 1, 50};

    soundGlass10[] = {"ca\sounds\weapons\hits\hit_glass_10", 0.177828, 1, 50};

    soundIron1[] = {"ca\sounds\weapons\hits\hit_iron_01", 0.316228, 1, 90};

    soundIron2[] = {"ca\sounds\weapons\hits\hit_iron_02", 0.316228, 1, 90};

    soundIron3[] = {"ca\sounds\weapons\hits\hit_iron_03", 0.316228, 1, 90};

    soundIron4[] = {"ca\sounds\weapons\hits\hit_iron_04", 0.316228, 1, 90};

    soundIron5[] = {"ca\sounds\weapons\hits\hit_iron_05", 0.316228, 1, 90};

    soundIron6[] = {"ca\sounds\weapons\hits\hit_iron_06", 0.316228, 1, 90};

    soundIron7[] = {"ca\sounds\weapons\hits\hit_iron_07", 0.316228, 1, 90};

    soundIron8[] = {"ca\sounds\weapons\hits\hit_iron_08", 0.316228, 1, 90};

    soundIron9[] = {"ca\sounds\weapons\hits\rico_hit_iron_01", 0.316228, 1, 90};

    soundIron10[] = {"ca\sounds\weapons\hits\rico_hit_iron_02", 0.316228, 1, 90};

    soundIron11[] = {"ca\sounds\weapons\hits\rico_hit_iron_03", 0.316228, 1, 90};

    soundIron12[] = {"ca\sounds\weapons\hits\rico_hit_iron_04", 0.316228, 1, 90};

    soundGlassArmored1[] = {"ca\sounds\weapons\hits\hit_glass_armored_01", 0.177828, 1, 60};

    soundGlassArmored2[] = {"ca\sounds\weapons\hits\hit_glass_armored_02", 0.177828, 1, 60};

    soundGlassArmored3[] = {"ca\sounds\weapons\hits\hit_glass_armored_03", 0.177828, 1, 60};

    soundGlassArmored4[] = {"ca\sounds\weapons\hits\hit_glass_armored_04", 0.177828, 1, 60};

    soundGlassArmored5[] = {"ca\sounds\weapons\hits\hit_glass_armored_05", 0.177828, 1, 60};

    soundGlassArmored6[] = {"ca\sounds\weapons\hits\hit_glass_armored_06", 0.177828, 1, 60};

    soundGlassArmored7[] = {"ca\sounds\weapons\hits\hit_glass_armored_07", 0.177828, 1, 60};

    soundGlassArmored8[] = {"ca\sounds\weapons\hits\hit_glass_armored_08", 0.177828, 1, 60};

    soundVehiclePlate1[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_01", 0.562341, 1, 90};

    soundVehiclePlate2[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_02", 0.562341, 1, 90};

    soundVehiclePlate3[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_03", 0.562341, 1, 90};

    soundVehiclePlate4[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_04", 0.562341, 1, 90};

    soundVehiclePlate5[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_05", 0.562341, 1, 90};

    soundVehiclePlate6[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_06", 0.562341, 1, 90};

    soundVehiclePlate7[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_07", 0.562341, 1, 90};

    soundVehiclePlate8[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_08", 0.562341, 1, 90};

    soundVehiclePlate9[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_01", 0.562341, 1, 90};

    soundVehiclePlate10[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_02", 0.562341, 1, 90};

    soundVehiclePlate11[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_03", 0.562341, 1, 90};

    soundVehiclePlate12[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_04", 0.562341, 1, 90};

    soundWood1[] = {"ca\sounds\weapons\hits\hit_wood_01", 0.316228, 1, 60};

    soundWood2[] = {"ca\sounds\weapons\hits\hit_wood_02", 0.316228, 1, 60};

    soundWood3[] = {"ca\sounds\weapons\hits\hit_wood_03", 0.316228, 1, 60};

    soundWood4[] = {"ca\sounds\weapons\hits\hit_wood_04", 0.316228, 1, 60};

    soundWood5[] = {"ca\sounds\weapons\hits\hit_wood_05", 0.316228, 1, 60};

    soundWood6[] = {"ca\sounds\weapons\hits\hit_wood_06", 0.316228, 1, 60};

    soundWood7[] = {"ca\sounds\weapons\hits\hit_wood_07", 0.316228, 1, 60};

    soundWood8[] = {"ca\sounds\weapons\hits\hit_wood_08", 0.316228, 1, 60};

    soundWood9[] = {"ca\sounds\weapons\hits\rico_hit_wood_01", 0.316228, 1, 60};

    soundWood10[] = {"ca\sounds\weapons\hits\rico_hit_wood_02", 0.316228, 1, 60};

    soundWood11[] = {"ca\sounds\weapons\hits\rico_hit_wood_03", 0.316228, 1, 60};

    soundWood12[] = {"ca\sounds\weapons\hits\rico_hit_wood_04", 0.316228, 1, 60};

    soundHitBody1[] = {"ca\sounds\weapons\hits\hit_body_01", 0.0177828, 1, 50};

    soundHitBody2[] = {"ca\sounds\weapons\hits\hit_body_02", 0.0177828, 1, 50};

    soundHitBody3[] = {"ca\sounds\weapons\hits\hit_body_03", 0.0177828, 1, 50};

    soundHitBody4[] = {"ca\sounds\weapons\hits\hit_body_04", 0.0177828, 1, 50};

    soundHitBody5[] = {"ca\sounds\weapons\hits\hit_body_05", 0.0177828, 1, 50};

    soundHitBody6[] = {"ca\sounds\weapons\hits\hit_body_06", 0.0177828, 1, 50};

    soundHitBody7[] = {"ca\sounds\weapons\hits\hit_body_07", 0.0177828, 1, 50};

    soundHitBody8[] = {"ca\sounds\weapons\hits\hit_body_08", 0.0177828, 1, 50};

    soundHitBody9[] = {"ca\sounds\weapons\hits\hit_body_09", 0.0177828, 1, 50};

    soundHitBody10[] = {"ca\sounds\weapons\hits\hit_body_10", 0.0177828, 1, 50};

    soundHitBody11[] = {"ca\sounds\weapons\hits\hit_body_11", 0.0177828, 1, 50};

    soundHitBody12[] = {"ca\sounds\weapons\hits\hit_body_12", 0.0177828, 1, 50};

    soundHitBody13[] = {"ca\sounds\weapons\hits\hit_body_13", 0.0177828, 1, 50};

    soundMetalPlate1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.562341, 1, 90};

    soundMetalPlate2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.562341, 1, 90};

    soundMetalPlate3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.562341, 1, 90};

    soundMetalPlate4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.562341, 1, 90};

    soundMetalPlate5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.562341, 1, 90};

    soundMetalPlate6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.562341, 1, 90};

    soundMetalPlate7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.562341, 1, 90};

    soundMetalPlate8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.562341, 1, 90};

    soundMetalPlate9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.562341, 1, 90};

    soundMetalPlate10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.562341, 1, 90};

    soundMetalPlate11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.562341, 1, 90};

    soundMetalPlate12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.562341, 1, 90};

    soundHitBuilding1[] = {"ca\sounds\weapons\hits\hit_wall_01", 0.251189, 1, 60};

    soundHitBuilding2[] = {"ca\sounds\weapons\hits\hit_wall_02", 0.251189, 1, 60};

    soundHitBuilding3[] = {"ca\sounds\weapons\hits\hit_wall_03", 0.251189, 1, 60};

    soundHitBuilding4[] = {"ca\sounds\weapons\hits\hit_wall_04", 0.251189, 1, 60};

    soundHitBuilding5[] = {"ca\sounds\weapons\hits\hit_wall_05", 0.251189, 1, 60};

    soundHitBuilding6[] = {"ca\sounds\weapons\hits\rico_hit_wall_01", 0.251189, 1, 60};

    soundHitBuilding7[] = {"ca\sounds\weapons\hits\rico_hit_wall_02", 0.251189, 1, 60};

    soundHitBuilding8[] = {"ca\sounds\weapons\hits\rico_hit_wall_03", 0.251189, 1, 60};

    soundHitBuilding9[] = {"ca\sounds\weapons\hits\rico_hit_wall_04", 0.251189, 1, 60};

    soundHitBuilding10[] = {"ca\sounds\weapons\hits\rico_hit_wall_05", 0.251189, 1, 60};

    soundHitFoliage1[] = {"ca\sounds\weapons\hits\hit_grass_01", 0.177828, 1, 50};

    soundHitFoliage2[] = {"ca\sounds\weapons\hits\hit_grass_02", 0.177828, 1, 50};

    soundHitFoliage3[] = {"ca\sounds\weapons\hits\hit_grass_03", 0.177828, 1, 50};

    soundHitFoliage4[] = {"ca\sounds\weapons\hits\hit_grass_04", 0.177828, 1, 50};

    soundPlastic1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.177828, 1, 50};

    soundPlastic2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.177828, 1, 50};

    soundConcrete1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.177828, 1, 70};

    soundConcrete2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.177828, 1, 70};

    soundConcrete3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.177828, 1, 70};

    soundConcrete4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.177828, 1, 70};

    soundConcrete5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.177828, 1, 70};

    soundConcrete6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.177828, 1, 70};

    soundConcrete7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.177828, 1, 70};

    soundConcrete8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.177828, 1, 70};

    soundRubber1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.316228, 1, 50};

    soundRubber2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.316228, 1, 50};

    soundRubber3[] = {"ca\sounds\weapons\hits\hit_Rubber_03", 0.316228, 1, 50};

    soundRubber4[] = {"ca\sounds\weapons\hits\hit_Rubber_04", 0.316228, 1, 50};

    soundRubber5[] = {"ca\sounds\weapons\hits\hit_Rubber_05", 0.316228, 1, 50};

    hitGroundSoft[] = {"soundGroundSoft1", 0.2, "soundGroundSoft2", 0.2, "soundGroundSoft3", 0.1, "soundGroundSoft4", 0.1, "soundGroundSoft5", 0.1, "soundGroundSoft6", 0.1, "soundGroundSoft7", 0.1, "soundGroundSoft8", 0.1};

    hitGroundHard[] = {"soundGroundHard1", 0.2, "soundGroundHard2", 0.2, "soundGroundHard3", 0.1, "soundGroundHard4", 0.1, "soundGroundHard5", 0.1, "soundGroundHard6", 0.1, "soundGroundHard7", 0.1, "soundGroundHard8", 0.1};

    hitMan[] = {"soundHitBody1", 0.077, "soundHitBody2", 0.077, "soundHitBody3", 0.077, "soundHitBody4", 0.077, "soundHitBody5", 0.077, "soundHitBody6", 0.077, "soundHitBody7", 0.077, "soundHitBody8", 0.077, "soundHitBody9", 0.077, "soundHitBody10", 0.077, "soundHitBody11", 0.077, "soundHitBody12", 0.077, "soundHitBody13", 0.077};

    hitArmor[] = {"soundVehiclePlate1", 0.1, "soundVehiclePlate2", 0.1, "soundVehiclePlate3", 0.05, "soundVehiclePlate4", 0.05, "soundVehiclePlate5", 0.1, "soundVehiclePlate6", 0.05, "soundVehiclePlate7", 0.1, "soundVehiclePlate8", 0.1, "soundVehiclePlate9", 0.05, "soundVehiclePlate10", 0.1, "soundVehiclePlate11", 0.1, "soundVehiclePlate12", 0.1};

    hitIron[] = {"soundIron1", 0.1, "soundIron2", 0.1, "soundIron3", 0.1, "soundIron4", 0.1, "soundIron5", 0.1, "soundIron6", 0.1, "soundIron7", 0.05, "soundIron8", 0.05, "soundIron9", 0.1, "soundIron10", 0.1, "soundIron11", 0.05, "soundIron12", 0.05};

    hitBuilding[] = {"soundHitBuilding1", 0.1, "soundHitBuilding2", 0.1, "soundHitBuilding3", 0.1, "soundHitBuilding4", 0.1, "soundHitBuilding5", 0.1, "soundHitBuilding6", 0.1, "soundHitBuilding7", 0.1, "soundHitBuilding8", 0.1, "soundHitBuilding9", 0.1, "soundHitBuilding10", 0.1};

    hitFoliage[] = {"soundHitFoliage1", 0.25, "soundHitFoliage2", 0.25, "soundHitFoliage3", 0.25, "soundHitFoliage4", 0.25};

    hitWood[] = {"soundWood1", 0.1, "soundWood2", 0.1, "soundWood3", 0.1, "soundWood4", 0.05, "soundWood5", 0.05, "soundWood6", 0.1, "soundWood7", 0.1, "soundWood8", 0.1, "soundWood9", 0.1, "soundWood10", 0.1, "soundWood11", 0.05, "soundWood12", 0.05};

    hitGlass[] = {"soundGlass1", 0.1, "soundGlass2", 0.1, "soundGlass3", 0.1, "soundGlass4", 0.1, "soundGlass5", 0.1, "soundGlass6", 0.1, "soundGlass7", 0.1, "soundGlass8", 0.1, "soundGlass9", 0.1, "soundGlass10", 0.1};

    hitGlassArmored[] = {"soundGlassArmored1", 0.125, "soundGlassArmored2", 0.125, "soundGlassArmored3", 0.125, "soundGlassArmored4", 0.125, "soundGlassArmored5", 0.125, "soundGlassArmored6", 0.125, "soundGlassArmored7", 0.125, "soundGlassArmored8", 0.125};

    hitConcrete[] = {"soundConcrete1", 0.2, "soundConcrete2", 0.2, "soundConcrete3", 0.2, "soundConcrete4", 0.05, "soundConcrete5", 0.05, "soundConcrete6", 0.1, "soundConcrete7", 0.1, "soundConcrete8", 0.1};

    hitRubber[] = {"soundRubber1", 0.2, "soundRubber2", 0.2, "soundRubber3", 0.2, "soundRubber4", 0.2, "soundRubber5", 0.2};

    hitPlastic[] = {"soundPlastic1", 0.5, "soundPlastic2", 0.5};

    hitDefault[] = {"soundDefault1", 0.2, "soundDefault2", 0.2, "soundDefault3", 0.1, "soundDefault4", 0.1, "soundDefault5", 0.1, "soundDefault6", 0.1, "soundDefault7", 0.1, "soundDefault8", 0.1};

    hitMetal[] = {"soundMetal1", 0.1, "soundMetal2", 0.1, "soundMetal3", 0.1, "soundMetal4", 0.05, "soundMetal5", 0.1, "soundMetal6", 0.1, "soundMetal7", 0.05, "soundMetal8", 0.1, "soundMetal9", 0.05, "soundMetal10", 0.05, "soundMetal11", 0.1, "soundMetal12", 0.1};

    hitMetalplate[] = {"soundMetalPlate1", 0.1, "soundMetalPlate2", 0.1, "soundMetalPlate3", 0.1, "soundMetalPlate4", 0.05, "soundMetalPlate5", 0.05, "soundMetalPlate6", 0.05, "soundMetalPlate7", 0.1, "soundMetalPlate8", 0.1, "soundMetalPlate9", 0.1, "soundMetalPlate10", 0.1, "soundMetalPlate11", 0.1, "soundMetalPlate12", 0.05};

    bulletFly1[] = {"ca\sounds\weapons\hits\bullet_by1", 1.0, 1, 50};

    bulletFly2[] = {"ca\sounds\weapons\hits\bullet_by2", 1.0, 1, 50};

    bulletFly3[] = {"ca\sounds\weapons\hits\bullet_by3", 1.0, 1, 50};

    bulletFly4[] = {"ca\sounds\weapons\hits\bullet_by4", 1.0, 1, 50};

    bulletFly5[] = {"ca\sounds\weapons\hits\bullet_by5", 1.0, 1, 50};

    bulletFly6[] = {"ca\sounds\weapons\hits\bullet_by6", 1.0, 1, 50};

    bulletFly[] = {"bulletFly1", 0.166, "bulletFly2", 0.166, "bulletFly3", 0.166, "bulletFly4", 0.166, "bulletFly5", 0.166, "bulletFly6", 0.167};

    supersonicCrackNear[] = {"Ca\sounds\Weapons\explosions\supersonic_crack_close", 1, 1, 150};

    supersonicCrackFar[] = {"Ca\sounds\Weapons\explosions\supersonic_crack_50meters", 1, 1, 250};

    cartridge = "FxCartridge";

    cost = 0.7;

    timeToLive = 6;

    deflecting = 10;

    tracerStartTime = -1;

    class HitEffects {

    Hit_Foliage = "ImpactLeaves";

    Hit_Glass = "ImpactGlass";

    Hit_Glass_Thin = "ImpactGlassThin";

    Hit_Wood = "ImpactWood";

    Hit_Metal = "ImpactMetal";

    Hit_Plaster = "ImpactPlaster";

    Hit_Rubber = "ImpactRubber";

    Hit_Concrete = "ImpactConcrete";

    Hit_Blood = "ImpactBlood";

    };

    muzzleEffect = "BIS_Effects_Rifle";

    };

    class 40x311mmR_HE_L60_Bofors : BulletBase {

    hit = 100;

    indirectHit = 35;

    indirectHitRange = 5;

    visibleFire = 30;

    audibleFire = 30;

    visibleFireTime = 5;

    soundHit = {"Ca\sounds\Weapons\explosions\AZP85_explosion1",3.162278,1,1500 };

    explosive = 1;

    airLock = 0;

    cost = 40;

    CraterEffects = "ExploAmmoCrater";

    explosionEffects = "ExploAmmoExplosion";

    model = "\ca\Weapons\Data\bullettracer\tracer_red";

    tracerScale = 2.2;

    tracerStartTime = 0.100000;

    tracerEndTime = 2;

    airFriction = -0.000950;

    muzzleEffect = "BIS_Effects_HeavyCaliber";

    caliber = 3;

    };

    };

    class CfgMagazines {

    class Default; // External class reference

    class CA_Magazine : Default {

    scope = 1;

    value = 1;

    displayName = "";

    model = "\ca\weapons\mag_univ.p3d";

    picture = "";

    modelSpecial = "";

    useAction = 0;

    useActionTitle = "";

    reloadAction = "ManActReloadMagazine";

    ammo = "";

    count = 30;

    type = 256;

    initSpeed = 900;

    selectionFireAnim = "zasleh";

    nameSound = "magazine";

    maxLeadSpeed = 23;

    };

    class VehicleMagazine : CA_Magazine {

    type = 0;

    reloadAction = "";

    maxLeadSpeed = 100;

    };

    class 5000Rnd_40x311mmR_HE_L60_Bofors : VehicleMagazine {

    scope = 2;

    displayName = 5000Rnd_40x311mmR_HE_L60_Bofors;

    ammo = "40x311mmR_HE_L60_Bofors";

    count = 5000;

    initSpeed = 980;

    maxLeadSpeed = 300;

    tracersEvery = 1;

    nameSound = "cannon";

    };

    };

    class cfgWeapons {

    class CannonCore; // External class reference

    class L60_Bofors_cannon_gun : CannonCore {

    scope = 1;

    displayName = "L60_Bofors_cannon(gunship)";

    nameSound = "cannon";

    magazines = {"5000Rnd_40x311mmR_HE_L60_Bofors" };

    magazineReloadTime = 1;

    multiplier = 1;

    reloadTime = 0.5;

    autoFire = 1;

    canLock = 0;

    soundContinuous = 0;

    dispersion = 0.001;

    cursorAim = "\ca\Weapons\Data\clear_empty";

    cursor = "Vehicle_W_MG";

    cursorSize = 1;

    sound = {"\Ca\sounds\Weapons\cannon\m197",10.000000,1,1200 }

    showToPlayer = 1;

    burst = 71;

    minRange = 50;

    minRangeProbab = 0.5;

    midRange = 12000;

    midRangeProbab = 0.5;

    maxRange = 19000;

    maxRangeProbab = 0.5;

    };

    };


  4. I woud realy like to release somethink but in fack i have just started the mission, i,m not even done tweeking the weapon config.

    For example whem the 40 mm fires it sometime hits the wing of the aircraft.

    first : and i need some help on how to copy weapons from the weapons.pbo (already extracted ajsuted repacked) and :confused:make a new one :confused:so i don't have to post the whole weapons.bpo (wich is a bit messed up because i ajust everything the hole time :D:D).

    second : does enyone have experience withe the join/ join and lead command, and i do not just mean wat you can find on the wike.

    i have created a spotter but he has to be killed when a trigger is completed, at that same trigger another spotter must be added to the groep of witch to ac130 is a member and new waypoints must be added at the same time.

    if this is posible please explain cafuly i,m not that gived scripter.

    about the mission :

    i plan to use it for an array of deferend mission, now woking on an all out assault on an russian occupied chenauruss.

    i needed tha ac just to create some firework and totaly mess up some armored units.


  5. this is what is the end result :

    code:

    AC-130J gunship

    1st from back : m119 40mm (copied and then modiefied so it fires in burst of 10)

    this attachto [gunship,[0,-3,-7]]; this setdir 90; deleteCollection this

    2nd from back : m119 40mm (copied and then modiefied so it fires in burst of 10)

    this attachto [gunship,[0,0,-7]]; this setdir 90; deleteCollection this

    2nd from front : m119

    this attachto [gunship,[0,3,-7]]; this setdir 90; deleteCollection this

    1st from front : Su 23 (ajusted by myself so it realy shoots ad these hight and so it fires burst of 25)

    this attachto [gunship,[0,7,-7]]; this setdir 90; deleteCollection this

    i used a AI player as spotter withe a join trigger

    to make the AI teamember to be ingnored "invisible" by other enemy AI

    code:

    deletecollection this; this setcaptive true; removeallweapons this

    :Dtanks to all who have posted on thes thread.:D


  6. Hello arma modders

    i,m a bit new to modding and made a ac-130 gunship using the atach to

    see :

    AC-130J gunship
    
    1st from back : m119
    
    this attachto [gunship,[3,-5,-5]]; this setdir 90; deleteCollection this
    
    2nd from back : spg 9
    
    this attachto [gunship,[3,-3,-5]]; this setdir 90; deleteCollection this
    
    2nd from front : spg9
    
    this attachto [gunship,[3,-1,-5]]; this setdir 90; deleteCollection this
    
    1st from front : Su 23 (ajusted by myself so it realy shoots ad these hight,)
    
    this attachto [gunship,[4,3,-5]]; this setdir 9

    all the guns fire at all kinds of targets.

    for the su 23 ajustment, i chanced the range and burst amount a bit so the AI fires.

    i incountered only one problem i cannot solve, the ac-130 fly's at 700m and can't see it's targets so it won't fire at anything.

    it will only fire when a team member on the ground spots the targets, how to solve this ??

    i want to use it in a costum mission so the ac can be called for support.

    greating rjtwins

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