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bloodxgusher

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Posts posted by bloodxgusher


  1. Well, a kludgy way of doing it is simply teleport (guy moveInDriver bus) the poor guy back into the driver spot if he leaves it, via a !(guy in bus) trigger. Set him and the bus to allowDamage false and while he'll stop and jump out when there's gunfire a split second later he'll be back in the bus and driving away.

    Lol I just tried this...AI's are stuborn bastards. He gets out...does a circle and then stops looks for about 20 secs then gets back in...

    Would setting behavior dictate at all how AI react to gun fire. Also would the unit type matter. The Unit i am currently using is a Civilian Pilot.

    Now I got this bit of code from the website you sent me. Any suggestions on how to rework this into making my driver who's name is BusDriverBill the only one who can drive the bus?

    _vehicleType = _this select 0;  // "Helicopter" / "Tank"
    _crewType = _this select 1;  // "US_Soldier_Pilot_EP1"
    
    //hint format["%1 - %2",_crewType, _vehicleType];
     if (typeof player != _crewType) then {
       private "_v";
       while {alive player} do {
         waituntil {vehicle player != player};
         _v = vehicle player;
         if (_v iskindof _vehicleType && !(_v iskindof "ParachuteBase")) then {
           if (driver _v == player) then {
             player action ["eject",_v];
             waituntil {vehicle player == player};
             hint "We shall leave the piloting to those with the appropriate training.";
           };
         };
       };
     };

    Thanks all.


  2. There are other methods for unlimited fuel as well. :)

    Hey Kylania. I checked out your link and it works great. Thanks for posting. I was wondering if you all could help me farther with the locking of the driver position after a certain amount of time.

    In my Chernarus1 Bus Init box I have the following to

    nul = this spawn { while {alive _this} do { waituntil lockedDriver false; sleep 2; _this lockDriver Chernarus1; } };
    
    

    I borrowed the same format from the infinite fuel script. Anyone know another way to go about this?


  3. Chernarus1 lockDriver true;

    if (Chernarus1 fuel < 0.5) then {Chernarus1 setfuel 1}; 

    :)

    Lol I are noooob...Thanks for the info.

    Question. does the { } brackets change how the game reads code from the ( ) brackets?

    By the way. When I place your correcting of my previous code if (Chernarus1 fuel < 0.5) then {Chernarus1 setfuel 1}; in the init line of Chernarus1 I get the following error "Missing )" Am I missing a symbol?


  4. I am currently working on a mission where im giving a AI driver way points in bus. My AI unit is named Bill and in his Init line I have

    BusDriverBill assignasdriver Chernarus1; [busDriverBill] ordergetin true;

    The name of the bus is Chernarus1.

    What I want to do is lock the driver seat once Bill has entered the bus. I have in the bus's init line

    Chernarus1 lockDriver lock;

    also i tried

    Chernarus1 sleep 5 then do lockDriver lock;

    I'm pretty sure im declaring or starting the script wrong.

    This does not seem to lock the driver position because when ever any type of shooting happens the driver briefly gets out and goes prone making the driver slot open for me to enter. The driver will then renter the bus as the driver.

    Is there a way to have the driver stay in the vehicle while shooting is going on around him or to actually lock in the driver seat?

    Also I wanted to make the fuel infinite or constantly refuel on its own.

    I have tried placing

    Chernarus1 setfuel -1
    
    

    That actually empties all fuel.

    I have also tried

    if (Chernarus1 fuel<0.50) then do (Chernarus1 setfuel 1);

    I have had no luck with that either.

    Anyone have any suggestions? Thanks in advance and thanks for reading.


  5. Jman;1652613']-name=MyServer -config=MyServer\Server.cfg -cfg=MyServer\Arma2.cfg -profiles=MyServer

    Where Myserver is a sub directory in your ArmA2 install directory.

    So for example

    If I want to call myserver "SpongeBob" I would create a folder in my Arma 2 main directory called @SpongeBob then put the Server.cfg and Arma2.cfg in that folder then so my target line would look like this now

    ]-name=Spongebob -config=spongebob\Server.cfg -cfg=spongebob\Arma2.cfg -profiles=spongebob

    Lol I know im off on something. Thanks again.


  6. Hello everyone.

    I have been looking around BIS Wiki and other random site on how to script in multiplayer for addon use, you know like trying to get things to sync and show up over network play so all players see what is going ingame. This includes opening doors, lights and such things. A lot of this information can be overwhelming.

    If there is anyone out there who can explain some general tips or tutorials on how to make things work over network that would be great.

    One example I would really like help with is Lights. Some addons have features that are only client sided and lights tend to be to be that problem. From what I have been reading this seems pretty simple by just adding a # or a _ but I have not been able to get this to work.

    Again all references and help would be appreciated. Thanks


  7. Hey, I found some fantastic looking knives with great prices and free shipping. The website is www.liangdianup.com and these LDU Company people have bayonet knives, folders, switchblades, out the front knives, butterfly knives, and a bunch more. The web address for all of the knives is http://www.liangdianup.com/knives_1.htm

    I like the all black Extrema Ratio bayonet knife the best but I also like the throwing stars.

    Looooooooooool I should have know. a Chinese website where they not only sell knives but Transformer watches as well !!!!

    Those darn Chinese they did it again !!!

    And yes throwing knives would be amazing

    There is a mod that lets you melee with a knife.


  8. ...wall of code...[b][color="Red"],[/color][/b]
    ["dhi_cvpi_p71",["Fahrzeug", "car"],["dhi_cvpi_p71", "Crown Victoria P71 Wht"],[20000, 11000], [1, "car", "sobr_training"], [150, [1,0,0,3]], "NewCar" call ISSE_Cfg_Vehicle_GetName, "NewCar" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 10],["ebauteile", 1],["glas", 2],["plastik", 2],["erdoel", 5]] ]
    ];
    

    _vehicleshop1   = [
    ...some cars and stuff...[b][color="Red"],[/color][/b] dhi_cvpi_p71
    ];
    

    requiredAddons and the item array use different class.

    requiredAddons takes the CfgPatches class while the items need the CfgVehicles one.

    Perfect. Just wanted to conform this. :)


  9. It is the name of the cfgVehicles class entry.

    Just place the vehicle in the editor and put this in its initialization line:

    hint (typeOf this);

    You'll get a hint with its class name.

    DISREGARD THIS LOL I JUST FIGURED IT OUT. I HAVE IT WORKING THANKS FOR THE INFO

    Brilliant help.

    Hey I just want to be clear on the process. I have been failing again.

    So in the config file of the Addon I am using Im taking excatly what info. Here is the config

    #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
    
    // type scope
    #define private 0
    #define protected 1
    #define public 2
    
    #define WeaponNoSlot				0// dummy weapons
    #define WeaponSlotPrimary		1// primary weapons
    #define WeaponSlotSecondary	16// secondary weapons
    #define WeaponSlotItem			256// items
    #define WeaponSlotBinocular	4096// binocular
    #define WeaponHardMounted		65536
    
    
    class CfgPatches
    {
    class dhi_FordCV  <-- (I used that in the for the forced addons)
           {
             units[] = {dhi_cvpi_p71,dhi_cvpi_p71_b,dhi_cvpi_p71_t,dhi_cvpi_p71_gpd_patrol,dhi_cvpi_p71_gpd_slicktop,dhi_cvpi_p71_gpd_stealth,dhi_cvpi_p71_lapd_patrol,dhi_cvpi_p71_gpd_unmarked_w,dhi_cvpi_p71_gpd_unmarked_b};
             weapons[] = {};
             requiredVersion = 1.00;
           };
    };
    
    class cfgsounds
    {
    class fordcvstart
    {
    	sound[]={"\DHI_FordCV\sounds\FordCvstart.wav",.10,1};
    	name="Crown Victoria Start";
    	titles[]={};
    };
    class fordcvdooropen
    {
    	sound[]={"\DHI_FordCV\sounds\fordcvdooropen.wav",.10,1};
    	name="Crown Victoria Door O";
    	titles[]={};
    };
    class fordcvdoorclose
    {
    	sound[]={"\DHI_FordCV\sounds\fordcvdoorclose.wav",.10,1};
    	name="Crown Victoria Door C";
    	titles[]={};
    };
    class whelensiren1
    {
    	sound[]={"\DHI_FordCV\sounds\whelensiren1.wav",.10,1};
    	name="Whelen Siren";
    	titles[]={};
    };
    class whelensiren2
    {
    	sound[]={"\DHI_FordCV\sounds\whelensiren2.wav",.10,1};
    	name="Whelen Siren 2";
    	titles[]={};
    };
    class whelensiren3
    {
    	sound[]={"\DHI_FordCV\sounds\whelensiren3.wav",.10,1};
    	name="Whelen Siren 3";
    	titles[]={};
    };
    class motorolaradiobeep
    {
    	sound[]={"\DHI_FordCV\sounds\motorolaradiobeep.wav",.10,1};
    	name="motorolaradiobeep";
    	titles[]={};
    };
    class policeradiochatter
    {
    	sound[]={"\DHI_FordCV\sounds\policeradiochatter.wav",.10,1};
    	name="Police Radio Chatter";
    	titles[]={};
    };
    class takedown
    {
    	sound[]={"\DHI_FordCV\sounds\takedown.wav",.10,1};
    	name="Takedown";
    	titles[]={};
    };
    //	class fordcvchime
    //	{
    //		sound[]={"\DHI_FordCV\sounds\fordcvchime.wav",.10,1};
    //		name="Crown Victoria Chime";
    //		titles[]={};
    //	};
    };
    
    class CfgWeapons
    { 
    class Default;
    class CarHorn;
    class SportCarHorn;
    class DHI_FordCV_horn1: SportCarHorn
    {
    	scope = 2;
    	displayName = "Ford Crown Victoria Horn";
    	drySound[] = {"\DHI_FordCV\Sounds\DHI_FordCV_horn1.wav",.1,1};
    };
    class DHI_FordCV_horn2: SportCarHorn
    {
    	scope = 2;
    	displayName = "Whelen Airhorn";
    	drySound[] = {"\DHI_FordCV\Sounds\DHI_FordCV_horn2.wav",.1,1};
    };
    };
    
    class CfgVehicleClasses
    {
    class Americas_Vehicles
    {
    	displayName = "America's Vehicles";
    };
    };
    
    class CfgVehicles
    {
    class All{};
    class AllVehicles: All{};
    class Land: AllVehicles{};
    class LandVehicle: Land{};
    class Car : LandVehicle
    {
    	class Exhausts;
    	class AnimationSources;
    };
    class Car_sedan  : Car {};
    class dhi_cvpi_p71: Car_sedan
    {
    
    	scope=public;
    
    	vehicleClass="Americas_vehicles";
    	displayName="Ford Crown Victoria P71 Wht";
    	picture="\DHI_FordCV\icons\P71W.pac";
    	icon="\DHI_FordCV\icons\fordcv.pac";
    	model="\DHI_FordCV\dhi_cvpi_p71";
    	nameSound="car";
    	autocenter=false;
    	accuracy=.90;
    	canlock = true;
    
    	crew="Civilian11";
    	side=3;
    	type=1;
    	typicalCargo[]={};
    	cargoIsCoDriver[] = {1,0 };
    	weapons[]={"DHI_FordCV_horn1"};
    	magazines[] = {};
    	unloadInCombat = false;
    	class TransportWeapons{};
    	transportSoldier=3;
    	transportMaxMagazines=0;
    	transportMaxWeapons=0;
    	viewCargoShadow = true;
    
    	maxSpeed=209;
    	turnCoef=1.9500000;
      		terrainCoef=3.550000;
                   brakeDistance=20.00;
    	cost=30000;
    	fuelCapacity=35;
    
    	armorWheels=0.07;
    	armor=18; // total armor
    	armorStructural=8.0; // very low structural damage
    	armorEngine=2.2;
    
                   soundEngine[]={"\DHI_FordCV\sounds\engine.wav",.10,1};  
                   soundGetIn[]={"\DHI_FordCV\sounds\getin.wav",.10,1};
    	soundGetOut[]={"\DHI_FordCV\sounds\getout.wav",.10,1};
                   soundGear[]={"\DHI_FordCV\sounds\gear.wav",.10,1}; 
    	soundCrash[]={"\DHI_FordCV\sounds\crash.wav",.10,1};
    	soundLandCrash[]={"\DHI_FordCV\sounds\crash.wav",.10,1};
    
    	selectionBrakeLights="brzdove svetlo";
    	selectionBackLights="zadni svetlo";
    	hiddenSelections[] = {"Backuplight","door1light","door3light","hubcaps","windowtint"};
    	class Exhausts
    	{
    		class exhaust1
    		{
    			position = "vyfuk start";
    			direction = "vyfuk konec";
    			effect ="ExhaustsEffect";
    
    		};
    		class exhaust2:exhaust1
    		{
    			position = "exhaust2start";
    			direction = "exhaust2end";
    
    		};
    	};
    	dammageHalf[]=
    	{
    
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\body_w.pac","\DHI_FordCV\body_w_B.pac"
    
    	};
    	dammageFull[]=
    	{
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\body_w.pac","\DHI_FordCV\body_w_B.pac"
    	};
    	class Library {libTextDesc = "Ford Crown Victoria P71 Police Interceptor.  Ford Motor Company has made police work grad vehicles for polices departments for a long time.";};
    	class Reflectors
    	{
    		class Left
    		{
    			color[]={0.900000,0.800000,0.800000,1.000000};
    			ambient[]={0.100000,0.100000,0.100000,1.000000};
    			position="HDlightstart1";
    			direction="HDlightdir1";
    			hitpoint="HDlightstart1";
    			selection="HDlightstart1";
    			size=0.500000;
    			brightness=0.500000;
    		};
    		class Right
    		{
    			color[]={0.900000,0.800000,0.800000,1.000000};
    			ambient[]={0.100000,0.100000,0.100000,1.000000};
    			position="HDlightstart2";
    			direction="HDlightdir2";
    			hitpoint="HDlightstart2";
    			selection="HDlightstart2";
    			size=0.500000;
    			brightness=0.500000;
    		};
    	};
    	class MarkerLights  
    	{
    
    		class taillightL  
    		{
    			name = "taillightL";
    			color[] = {1.000000,0.100000,0.100000,1 };
    			ambient[] = {0.100000,0.010000,0.010000,1 };
    			brightness = 0.004000;
    			blinking = "false";
    		};
    		class taillightr  
    		{
    			name = "taillightr";
    			color[] = {1.000000,0.100000,0.100000,1 };
    			ambient[] = {0.100000,0.010000,0.010000,1 };
    			brightness = 0.004000;
    			blinking = "false";
    		};
    //			class headlightL  
    //			{
    //				name = "hdlightstart1";
    //				color[] = {0.100000,0.100000,0.100000,1 };
    //				ambient[] = {0.100000,0.010000,0.010000,1 };
    //				brightness = 0.004000;
    //				blinking = "false";
    //			};
    //			class headlightr  
    //			{
    //				name = "hdlightstart2";
    //				color[] = {0.000000,0.000000,0.000000,1 };
    //				ambient[] = {0.100000,0.010000,0.010000,1 };
    //				brightness = 0.004000;
    //				blinking = "false";
    //			};
    	};
    
    	class HitEngine  {armor = 0.4;material = 60;name = "motor";visual = "motor";passThrough = 1;};
     		class HitBody    {armor = 1;material = 51;name = "karoserie";visual = "karoserie";passThrough = 1;};
     		class HitFuel    {armor = 0.3;material = 51;name = "palivo";passThrough = 1;};
    	class HitLFWheel {armor=0.38;material=-1;name="wheel_1_damper";visual="wheel_1";passThrough=0;};
    	class HitRFWheel {armor=0.38;material=-1;name="wheel_2_damper";visual="wheel_2";passThrough=0;};
    	class HitLBWheel {armor=0.38;material=-1;name="wheel_3_damper";visual="wheel_3";passThrough=0;};
    	class HitRBWheel {armor=0.38;material=-1;name="wheel_4_damper";visual="wheel_4";passThrough=0;};
    
    	class Damage
    	{
    		tex[] = {};
    		mat[] = 
    		{
    			"DHI_FordCV\effects\bottom.rvmat",
    			"DHI_FordCV\effects\bottom.rvmat",
    			"DHI_FordCV\effects\bottom_destruct.rvmat",
    			"DHI_FordCV\effects\body.rvmat",
    			"DHI_FordCV\effects\body.rvmat",
    			"DHI_FordCV\effects\body_destruct.rvmat",
    			"DHI_FordCV\effects\interior.rvmat",
    			"DHI_FordCV\effects\interior.rvmat",
    			"DHI_FordCV\effects\interior_destruct.rvmat",
    			"DHI_FordCV\effects\dash.rvmat",
    			"DHI_FordCV\effects\dash.rvmat",
    			"DHI_FordCV\effects\dash_destruct.rvmat"
    		};
    	};
    
    	class AnimationSources: AnimationSources
    	{
    		class  Zeroanimation
    		{
    			source = "user";
    			animPeriod = 0;
    			initPhase=0;
    		};
    		class  OneSecondAnim
    		{
    			source = "user";
    			animPeriod = 1;
    			initPhase=0;
    		};
    		class  FiveSecondAnim
    		{
    			source = "user";
    			animPeriod = 5;
    			initPhase=0;
    		};
    	};
    
    	class UserActions
    	{
    		class Opendoor1
    		{
    			displayName ="Open Driver Door";
    			position = "pos_door1";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door1""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door1"", 1], this setobjecttexture [1,""\DHI_FordCV\cvlights_ca.paa""], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor1
    		{
    			displayName="Close Driver Door";
    			position="pos_door1";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door1""==1";
    			statement="this animate [""ani_door1"", 0], this setobjecttexture [1,""""], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor2
    		{
    			displayName ="Open Rear Door";
    			position = "pos_door2";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door2""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door2"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor2
    		{
    			displayName="Close Rear Door";
    			position="pos_door2";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door2""==1";
    			statement="this animate [""ani_door2"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor3
    		{
    			displayName ="Open Front Door";
    			position = "pos_door3";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door3""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door3"", 1], this setobjecttexture [2,""\DHI_FordCV\cvlights_ca.paa""], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor3
    		{
    			displayName="Close Front Door";
    			position="pos_door3";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door3""==1";
    			statement="this animate [""ani_door3"", 0], this setobjecttexture [2,""""], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor4
    		{
    			displayName ="Open Rear Door";
    			position = "pos_door4";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door4""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door4"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor4
    		{
    			displayName="Close Rear Door";
    			position="pos_door4";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door4""==1";
    			statement="this animate [""ani_door4"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class opentrunk
    		{
    			displayName="Open Trunk";
    			position="pos_trunk";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_trunk""<0.5";
    			statement="this animate [""ani_trunk"", 1]";
    		};
    		class closetrunk
    		{
    			displayName="Close Trunk";
    			position="pos_trunk";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_trunk""==1";
    			statement="this animate [""ani_trunk"", 0], this say ""fordcvdoorclose""";
    		};
    	};
    	class eventhandlers  
    	{
    		init = "_this exec ""\DHI_FordCV\scripts\set.sqs"";";
    		engine = "_this exec ""\DHI_FordCV\scripts\backuplight.sqs"", _this exec ""\DHI_FordCV\scripts\checkenginelight.sqs"",_this exec ""\DHI_FordCV\scripts\fuellight.sqs"",_this exec ""\DHI_FordCV\scripts\gauges.sqs"";";
    	};
    };
    class dhi_cvpi_p71_b: dhi_cvpi_p71
    {
    	displayName="Ford Crown Victoria P71 Blk";
    	picture="\DHI_FordCV\icons\P71B.pac";
    	icon="\DHI_FordCV\icons\fordcv.pac";
    	model="\DHI_FordCV\dhi_cvpi_p71_b";
    	dammageHalf[]=
    	{
    
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\body_b.pac","\DHI_FordCV\body_b_b.pac"
    
    	};
    	dammageFull[]=
    	{
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\body_b.pac","\DHI_FordCV\body_b_b.pac"
    	};
    };
    class dhi_cvpi_p71_t: dhi_cvpi_p71
    {
    	displayName="Taxi Cab";
    	picture="\DHI_FordCV\icons\P71t.pac";
    	icon="\DHI_FordCV\icons\fordcv.pac";
    	model="\DHI_FordCV\dhi_cvpi_p71_T";
    	dammageHalf[]=
    	{
    
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\body_t.pac","\DHI_FordCV\body_t_b.pac"
    
    	};
    	dammageFull[]=
    	{
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\body_t.pac","\DHI_FordCV\body_t_b.pac"
    	};
    };
    class dhi_cvpi_p71_gpd_patrol: Car_sedan
    {
    
    	scope=public;
    
    	vehicleClass="Americas_vehicles";
    	displayName="GPD P71 Patrol";
    	picture="\DHI_FordCV\icons\P71gpd1.pac";
    	icon="\DHI_FordCV\icons\fordcv.pac";
    	model="\DHI_FordCV\dhi_cvpi_p71_gpd_patrol";
    	accuracy=6.90;
    
    	crew="dhi_gpd_officer";
    	side=1;
    	type=1;
    	typicalCargo[]={};
    	cargoIsCoDriver[] = {1,0 };
    	weapons[]={"DHI_FordCV_horn2","DHI_FordCV_horn1"};
    	magazines[] = {};
    	unloadInCombat = true;
    	class TransportWeapons{};
    	transportSoldier=3;
    	transportMaxMagazines=0;
    	transportMaxWeapons=0;
    	viewCargoShadow = true;
    
    	maxSpeed=209;
    	turnCoef=1.9500000;
      		terrainCoef=3.550000;
                   brakeDistance=20.00;
    	cost=30000;
    	fuelCapacity=35;
    
    	armorWheels=0.07;
    	armor=18; // total armor
    	armorStructural=8.0; // very low structural damage
    	armorEngine=2.2;
    
                   soundEngine[]={"\DHI_FordCV\sounds\engine.wav",.10,1};  
                   soundGetIn[]={"\DHI_FordCV\sounds\getin.wav",.10,1};
    	soundGetOut[]={"\DHI_FordCV\sounds\getout.wav",.10,1};
                   soundGear[]={"\DHI_FordCV\sounds\gear.wav",.10,1}; 
    	soundCrash[]={"\DHI_FordCV\sounds\crash.wav",.10,1};
    	soundLandCrash[]={"\DHI_FordCV\sounds\crash.wav",.10,1};
    
    	selectionBrakeLights="brzdove svetlo";
    	selectionBackLights="zadni svetlo";
    //		
    //		HIDDEN SELECTION
    //		Inherient to all police vehicles
    //		Includes extra slots for extra parts
    //		NOTE:  No door lights since these would have been disable with installation of police package.
    	hiddenSelections[] = 
    	{
    		"Backuplight",
    
    //......................  1     2     3     4     5     6     7     8
    		"LB1","LB2","LB3","LB4","LB5","LB6","LB7","LB8",
    
    //......................  9     10    11    12   13     14    15    16
    		"DA1","DA2","DA3","DA4","DA5","DA6","DA7","DA8",
    
    //......................  17    18   19     20    21    22    NOTE DL5 and DL6 are for slicktop
    		"DL1","DL2","DL3","DL4","DL5","DL6",
    
    //......................   23       24       25
    		"MDTPG1","MDTPG2","MDTPG3",
    
    //......................  26     27     28     29     30     31     32     33     34
    		"SPD1","SPD2","SPD3","SPD4","SPD5","SPD6","SPD7","SPD8","SPD9",
    
    //...................... 35     36       37         38          39
    		"k9","METRO","hubcaps","","decklights","pushbumperguards","mdtlights"
    	};
    
    	class Exhausts
    	{
    		class exhaust1
    		{
    			position = "vyfuk start";
    			direction = "vyfuk konec";
    			effect ="ExhaustsEffect";
    
    		};
    		class exhaust2:exhaust1
    		{
    			position = "exhaust2start";
    			direction = "exhaust2end";
    
    		};
    	};
    
    	dammageHalf[]=
    	{
    
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\body_gpd.pac","\DHI_FordCV\body_gpd_B.pac"
    
    	};
    	dammageFull[]=
    	{
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\body_gpd.pac","\DHI_FordCV\body_gpd_B.pac"
    	};
    
    	class Library {libTextDesc = "Ford Crown Victoria P71 Police Interceptor with third party installation of police gear, including radio console and MDT, speed radar, digital video camera, partition cage, K9 kettle, light bar, directional arrow, deck and dash lights, push bumper.  This car to be used as base.";};
    
    	class Reflectors
    	{
    		class Left
    		{
    			color[]={0.900000,0.800000,0.800000,1.000000};
    			ambient[]={0.100000,0.100000,0.100000,1.000000};
    			position="HDlightstart1";
    			direction="HDlightdir1";
    			hitpoint="HDlightstart1";
    			selection="HDlightstart1";
    			size=0.500000;
    			brightness=0.500000;
    		};
    		class Right
    		{
    			color[]={0.900000,0.800000,0.800000,1.000000};
    			ambient[]={0.100000,0.100000,0.100000,1.000000};
    			position="HDlightstart2";
    			direction="HDlightdir2";
    			hitpoint="HDlightstart2";
    			selection="HDlightstart2";
    			size=0.500000;
    			brightness=0.500000;
    		};
    	};
    	class MarkerLights  
    	{
    
    		class taillightL  
    		{
    			name = "taillightL";
    			color[] = {1.000000,0.100000,0.100000,1 };
    			ambient[] = {0.100000,0.010000,0.010000,1 };
    			brightness = 0.004000;
    			blinking = "false";
    		};
    		class taillightr  
    		{
    			name = "taillightr";
    			color[] = {1.000000,0.100000,0.100000,1 };
    			ambient[] = {0.100000,0.010000,0.010000,1 };
    			brightness = 0.004000;
    			blinking = "false";
    		};
    //			class headlightL  
    //			{
    //				name = "hdlightstart1";
    //				color[] = {0.100000,0.100000,0.100000,1 };
    //				ambient[] = {0.100000,0.010000,0.010000,1 };
    //				brightness = 0.004000;
    //				blinking = "false";
    //			};
    //			class headlightr  
    //			{
    //				name = "hdlightstart2";
    //				color[] = {0.000000,0.000000,0.000000,1 };
    //				ambient[] = {0.100000,0.010000,0.010000,1 };
    //				brightness = 0.004000;
    //				blinking = "false";
    //			};
    	};
    
    	class Damage
    	{
    		tex[] = {};
    		mat[] = 
    		{
    
    			"DHI_FordCV\effects\bottom.rvmat",
    			"DHI_FordCV\effects\bottom.rvmat",
    			"DHI_FordCV\effects\bottom_destruct.rvmat",
    			"DHI_FordCV\effects\bodynt.rvmat",
    			"DHI_FordCV\effects\bodynt.rvmat",
    			"DHI_FordCV\effects\bodynt_destruct.rvmat",
    			"DHI_FordCV\effects\interior.rvmat",
    			"DHI_FordCV\effects\interior.rvmat",
    			"DHI_FordCV\effects\interior_destruct.rvmat",
    			"DHI_FordCV\effects\poeq2.rvmat",
    			"DHI_FordCV\effects\poeq2.rvmat",
    			"DHI_FordCV\effects\poeq2_destruct.rvmat",
    			"DHI_FordCV\effects\poeq1.rvmat",
    			"DHI_FordCV\effects\poeq1.rvmat",
    			"DHI_FordCV\effects\poeq1_destruct.rvmat",
    			"DHI_FordCV\effects\lightbars.rvmat",
    			"DHI_FordCV\effects\lightbars.rvmat",
    			"DHI_FordCV\effects\lightbars_destruct.rvmat"
    		};
    	};
    	class AnimationSources: AnimationSources
    	{
    		class  Zeroanimation
    		{
    			source = "user";
    			animPeriod = 0;
    			initPhase=0;
    		};
    		class  OneSecondAnim
    		{
    			source = "user";
    			animPeriod = 1;
    			initPhase=0;
    		};
    		class  FiveSecondAnim
    		{
    			source = "user";
    			animPeriod = 5;
    			initPhase=0;
    		};
    	};
    
    	class UserActions
    	{
    //			NOTE: DOORLIGHTS DISABLED FOR POLICE INTERCEPTOR PACKAGE
    		class Opendoor1
    		{
    			displayName ="Open Driver Door";
    			position = "pos_door1";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door1""<0.5 && speed this < 10";
    			statement = "this  animate [""ani_door1"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor1
    		{
    			displayName="Close Driver Door";
    			position="pos_door1";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door1""==1";
    			statement="this animate [""ani_door1"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor2
    		{
    			displayName ="Open Rear Door";
    			position = "pos_door2";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door2""<0.5 && speed this < 10";
    			statement = "this  animate [""ani_door2"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor2
    		{
    			displayName="Close Rear Door";
    			position="pos_door2";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door2""==1";
    			statement="this animate [""ani_door2"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor3
    		{
    			displayName ="Open Front Door";
    			position = "pos_door3";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door3""<0.5 && speed this < 10";
    			statement = "this  animate [""ani_door3"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor3
    		{
    			displayName="Close Front Door";
    			position="pos_door3";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door3""==1";
    			statement="this animate [""ani_door3"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor4
    		{
    			displayName ="Open Rear Door";
    			position = "pos_door4";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door4""<0.5 && speed this < 10";
    			statement = "this  animate [""ani_door4"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor4
    		{
    			displayName="Close Rear Door";
    			position="pos_door4";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door4""==1";
    			statement="this animate [""ani_door4"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class opentrunk
    		{
    			displayName="Open Trunk";
    			position="pos_trunk";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_trunk""<0.5";
    			statement="this animate [""ani_trunk"", 1]";
    		};
    		class closetrunk
    		{
    			displayName="Close Trunk";
    			position="pos_trunk";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_trunk""==1";
    			statement="this animate [""ani_trunk"", 0], this say ""fordcvdoorclose""";
    		};
    //			START POLICE ACTION OPTIONS
    //			TO DISABLE LATER???????
    		class sirenon
    		{
    			displayName="Siren on";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""<0.5";
    			statement="this animate [""ani_siren"", 1], this exec ""\DHI_FordCV\scripts\whelenlightbar.sqs"", this exec ""\DHI_FordCV\scripts\whelensiren.sqs"", this exec ""\DHI_FordCV\scripts\decklightsaux.sqs"", this exec ""\DHI_FordCV\scripts\decklights.sqs""";
    		};
    		class sirenoff
    		{
    			displayName="Siren off";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren"">.8";
    			statement="this animate [""ani_siren"", 0.5]";
    		};
    		class sirentoggleon
    		{
    			displayName="Toggle Siren";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""==1";
    			statement="this animate [""ani_siren"", 0.9], this exec ""\dhi_fordcv\scripts\whelensirentoggle.sqs""";
    		};
    		class sirentoggleoff
    		{
    			displayName="Toggle Siren";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""==0.9";
    			statement="this animate [""ani_siren"", 1],this exec ""\dhi_fordcv\scripts\whelensiren.sqs""";
    		};
    		class flashersoff
    		{
    			displayName="Lightbar off";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""==0.5";
    			statement="this animate [""ani_siren"", 0]";
    		};
    		class flasherson
    		{
    			displayName="Lightbar on / Take Down";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""<0.4";
    			statement="this animate [""ani_siren"", 0.5], this say ""takedown"", this exec ""\DHI_FordCV\scripts\whelenlightbar.sqs""";
    		};
    		class directright
    		{
    			displayName="Directional Right";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_direct""<0.4";
    			statement="this animate [""ani_direct"", 0.5], this exec ""\DHI_FordCV\scripts\directionalarrow.sqs""";
    		};
    		class directleft
    		{
    			displayName="Directional Left";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_direct""<0.4";
    			statement="this animate [""ani_direct"", 1], this exec ""\DHI_FordCV\scripts\directionalarrow.sqs""";
    		};
    		class Directoff
    		{
    			displayName="Directional off";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_direct"">0.3";
    			statement="this animate [""ani_direct"", 0]";
    		};
    		class swivelmdtright
    		{
    			displayName="Swivel MDT Right";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_mdt""<0.5";
    			statement="this animate [""ani_mdt"", 1]";
    		};
    		class swivelmdtleft
    		{
    			displayName="Swivel MDT Left";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_mdt""==1";
    			statement="this animate [""ani_mdt"", 0]";
    		};
    	};
    	class eventhandlers  
    	{
    		init = "_this exec ""\DHI_FordCV\scripts\set.sqs"";";
    		engine = "_this exec ""\DHI_FordCV\scripts\backuplight.sqs"", _this exec ""\DHI_FordCV\scripts\checkenginelight.sqs"",_this exec ""\DHI_FordCV\scripts\fuellight.sqs"",_this exec ""\DHI_FordCV\scripts\gauges.sqs"";";
    	};
    };
    class dhi_cvpi_p71_gpd_slicktop: dhi_cvpi_p71_gpd_patrol
    {
    
    	scope=public;
    
    	vehicleClass="Americas_vehicles";
    	displayName="GPD P71 Slicktop";
    	picture="\DHI_FordCV\icons\P71gpd2.pac";
    	icon="\DHI_FordCV\icons\fordcv.pac";
    	model="\DHI_FordCV\dhi_cvpi_p71_gpd_patrol";
    	accuracy=6.90;
    
    	crew="dhi_gpd_sergeant";
    	side=1;
    	type=1;
    	typicalCargo[]={};
    	cargoIsCoDriver[] = {1,0 };
    	weapons[]={"DHI_FordCV_horn2"};
    	magazines[] = {};
    	unloadInCombat = true;
    	class TransportWeapons{};
    	transportSoldier=3;
    	transportMaxMagazines=0;
    	transportMaxWeapons=0;
    	viewCargoShadow = true;
    
    
    //		
    //		HIDDEN SELECTION
    //		Inherient to all police vehicles
    //		Includes extra slots for extra parts
    //		NOTE:  No door lights since these would have been disable with installation of police package.
    	hiddenSelections[] = 
    	{
    		"Backuplight",
    
    //......................  1     2     3     4     5     6     7     8
    		"LB1","LB2","LB3","LB4","LB5","LB6","LB7","LB8",
    
    //......................  9     10    11    12   13     14    15    16
    		"DA1","DA2","DA3","DA4","DA5","DA6","DA7","DA8",
    
    //......................  17    18   19     20    21    22    NOTE DL5 and DL6 are for slicktop
    		"DL1","DL2","DL3","DL4","DL5","DL6",
    
    //......................   23       24       25
    		"MDTPG1","MDTPG2","MDTPG3",
    
    //......................  26     27     28     29     30     31     32     33     34
    		"SPD1","SPD2","SPD3","SPD4","SPD5","SPD6","SPD7","SPD8","SPD9",
    
    //...................... 35     36       37         38          39
    		"k9","METRO","hubcaps","","lightbar","pushbumperguards"
    	};
    
    
    	class Library {libTextDesc = "Ford Crown Victoria P71 Police Interceptor with third party installation of police gear, including radio console and MDT, speed radar, digital video camera, partition cage, K9 kettle, light bar, directional arrow, deck and dash lights, push bumper.  This car to be used as base.";};
    
    
    
    	class UserActions
    	{
    //			NOTE: DOORLIGHTS DISABLED FOR POLICE INTERCEPTOR PACKAGE
    		class Opendoor1
    		{
    			displayName ="Open Driver Door";
    			position = "pos_door1";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door1""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door1"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor1
    		{
    			displayName="Close Driver Door";
    			position="pos_door1";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door1""==1";
    			statement="this animate [""ani_door1"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor2
    		{
    			displayName ="Open Rear Door";
    			position = "pos_door2";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door2""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door2"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor2
    		{
    			displayName="Close Rear Door";
    			position="pos_door2";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door2""==1";
    			statement="this animate [""ani_door2"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor3
    		{
    			displayName ="Open Front Door";
    			position = "pos_door3";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door3""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door3"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor3
    		{
    			displayName="Close Front Door";
    			position="pos_door3";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door3""==1";
    			statement="this animate [""ani_door3"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor4
    		{
    			displayName ="Open Rear Door";
    			position = "pos_door4";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door4""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door4"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor4
    		{
    			displayName="Close Rear Door";
    			position="pos_door4";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door4""==1";
    			statement="this animate [""ani_door4"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class opentrunk
    		{
    			displayName="Open Trunk";
    			position="pos_trunk";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_trunk""<0.5";
    			statement="this animate [""ani_trunk"", 1]";
    		};
    		class closetrunk
    		{
    			displayName="Close Trunk";
    			position="pos_trunk";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_trunk""==1";
    			statement="this animate [""ani_trunk"", 0], this say ""fordcvdoorclose""";
    		};
    //			START POLICE ACTION OPTIONS
    //			TO DISABLE LATER???????
    		class sirenon
    		{
    			displayName="Siren on";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""<0.5";
    			statement="this animate [""ani_siren"", 1], this exec ""\DHI_FordCV\scripts\whelensiren.sqs"", this exec ""\DHI_FordCV\scripts\decklightsaux.sqs"", this exec ""\DHI_FordCV\scripts\decklightsaux2.sqs"", this exec ""\DHI_FordCV\scripts\decklights.sqs""";
    		};
    		class sirenoff
    		{
    			displayName="Siren off";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren"">.8";
    			statement="this animate [""ani_siren"", 0.5]";
    		};
    		class sirentoggleon
    		{
    			displayName="Toggle Siren";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""==1";
    			statement="this animate [""ani_siren"", 0.9], this exec ""\dhi_fordcv\scripts\whelensirentoggle.sqs""";
    		};
    		class sirentoggleoff
    		{
    			displayName="Toggle Siren";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""==0.9";
    			statement="this animate [""ani_siren"", 1],this exec ""\dhi_fordcv\scripts\whelensiren.sqs""";
    		};
    		class flasherson
    		{
    			displayName="Lightbar on";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""<0.4";
    			statement="this animate [""ani_siren"", 0.5], this say ""takedown"", this exec ""\DHI_FordCV\scripts\decklights.sqs"", this exec ""\DHI_FordCV\scripts\decklightsaux.sqs"", this exec ""\DHI_FordCV\scripts\decklightsaux2.sqs""";
    		};
    		class flashersoff
    		{
    			displayName="Lightbar off";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""==0.5";
    			statement="this animate [""ani_siren"", 0]";
    		};
    		class directright
    		{
    			displayName="Directional Right";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_direct""<0.4";
    			statement="this animate [""ani_direct"", 0.5], this exec ""\DHI_FordCV\scripts\directionalarrow.sqs""";
    		};
    		class directleft
    		{
    			displayName="Directional Left";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_direct""<0.4";
    			statement="this animate [""ani_direct"", 1], this exec ""\DHI_FordCV\scripts\directionalarrow.sqs""";
    		};
    		class Directoff
    		{
    			displayName="Directional off";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_direct"">0.3";
    			statement="this animate [""ani_direct"", 0]";
    		};
    		class swivelmdtright
    		{
    			displayName="Swivel MDT Right";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_mdt""<0.5";
    			statement="this animate [""ani_mdt"", 1]";
    		};
    		class swivelmdtleft
    		{
    			displayName="Swivel MDT Left";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_mdt""==1";
    			statement="this animate [""ani_mdt"", 0]";
    		};
    	};
    };
    class dhi_cvpi_p71_gpd_stealth: dhi_cvpi_p71_gpd_patrol
    {
    
    	scope=public;
    
    	vehicleClass="Americas_vehicles";
    	displayName="GPD P71 Stealth TEC";
    	picture="\DHI_FordCV\icons\P71w.pac";
    	icon="\DHI_FordCV\icons\fordcv.pac";
    	model="\DHI_FordCV\dhi_cvpi_p71_gpd_stealth";
    	accuracy=6.90;
    
    //		HIDDEN SELECTION
    //		Inherient to all police vehicles
    //		Includes extra slots for extra parts
    //		NOTE:  No door lights since these would have been disable with installation of police package.
    	hiddenSelections[] = 
    	{
    		"Backuplight",
    
    //......................  1     2     3     4     5     6     7     8
    		"LB1","LB2","LB3","LB4","LB5","LB6","LB7","LB8",
    
    //......................  9     10    11    12   13     14    15    16
    		"DA1","DA2","DA3","DA4","DA5","DA6","DA7","DA8",
    
    //......................  17    18   19     20    21    22    NOTE DL5 and DL6 are for slicktop
    		"DL1","DL2","DL3","DL4","DL5","DL6",
    
    //......................   23       24       25
    		"MDTPG1","MDTPG2","MDTPG3",
    
    //......................  26     27     28     29     30     31     32     33     34
    		"SPD1","SPD2","SPD3","SPD4","SPD5","SPD6","SPD7","SPD8","SPD9",
    
    //...................... 35     36       37         38          39
    		"k9","METRO","hubcaps","","lightbar","pushbumperguards"
    	};
    
    
    	class Library {libTextDesc = "Ford Crown Victoria P71 Police Interceptor with third party installation of police gear, including radio console and MDT, speed radar, digital video camera, partition cage, K9 kettle, light bar, directional arrow, deck and dash lights, push bumper.  This car to be used as base.";};
    
    
    
    	class UserActions
    	{
    //			NOTE: DOORLIGHTS DISABLED FOR POLICE INTERCEPTOR PACKAGE
    		class Opendoor1
    		{
    			displayName ="Open Driver Door";
    			position = "pos_door1";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door1""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door1"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor1
    		{
    			displayName="Close Driver Door";
    			position="pos_door1";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door1""==1";
    			statement="this animate [""ani_door1"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor2
    		{
    			displayName ="Open Rear Door";
    			position = "pos_door2";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door2""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door2"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor2
    		{
    			displayName="Close Rear Door";
    			position="pos_door2";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door2""==1";
    			statement="this animate [""ani_door2"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor3
    		{
    			displayName ="Open Front Door";
    			position = "pos_door3";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door3""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door3"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor3
    		{
    			displayName="Close Front Door";
    			position="pos_door3";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door3""==1";
    			statement="this animate [""ani_door3"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class Opendoor4
    		{
    			displayName ="Open Rear Door";
    			position = "pos_door4";
    			radius =1;
    			onlyForplayer= false;
    			condition = "this animationPhase ""ani_door4""<0.5 && speed this < 5";
    			statement = "this  animate [""ani_door4"", 1], this say ""fordcvdooropen"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class closedoor4
    		{
    			displayName="Close Rear Door";
    			position="pos_door4";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_door4""==1";
    			statement="this animate [""ani_door4"", 0], this say ""fordcvdoorclose"", this exec ""\DHI_FordCV\scripts\doorind.sqs""";
    		};
    		class opentrunk
    		{
    			displayName="Open Trunk";
    			position="pos_trunk";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_trunk""<0.5";
    			statement="this animate [""ani_trunk"", 1]";
    		};
    		class closetrunk
    		{
    			displayName="Close Trunk";
    			position="pos_trunk";
    			radius=2;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_trunk""==1";
    			statement="this animate [""ani_trunk"", 0], this say ""fordcvdoorclose""";
    		};
    //			START POLICE ACTION OPTIONS
    //			TO DISABLE LATER???????
    		class sirenon
    		{
    			displayName="Siren on";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""<0.5";
    			statement="this animate [""ani_siren"", 1], this exec ""\DHI_FordCV\scripts\whelensiren.sqs"", this exec ""\DHI_FordCV\scripts\decklightsaux.sqs"", this exec ""\DHI_FordCV\scripts\decklightsaux2.sqs"", this exec ""\DHI_FordCV\scripts\decklights.sqs""";
    		};
    		class sirenoff
    		{
    			displayName="Siren off";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren"">.8";
    			statement="this animate [""ani_siren"", 0.5]";
    		};
    		class sirentoggleon
    		{
    			displayName="Toggle Siren";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""==1";
    			statement="this animate [""ani_siren"", 0.9], this exec ""\dhi_fordcv\scripts\whelensirentoggle.sqs""";
    		};
    		class sirentoggleoff
    		{
    			displayName="Toggle Siren";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""==0.9";
    			statement="this animate [""ani_siren"", 1],this exec ""\dhi_fordcv\scripts\whelensiren.sqs""";
    		};
    		class flasherson
    		{
    			displayName="Lightbar on";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""<0.4";
    			statement="this animate [""ani_siren"", 0.5], this say ""takedown"", this exec ""\DHI_FordCV\scripts\decklights.sqs"", this exec ""\DHI_FordCV\scripts\decklightsaux.sqs"", this exec ""\DHI_FordCV\scripts\decklightsaux2.sqs""";
    		};
    		class flashersoff
    		{
    			displayName="Lightbar off";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_siren""==0.5";
    			statement="this animate [""ani_siren"", 0]";
    		};
    		class directright
    		{
    			displayName="Directional Right";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_direct""<0.4";
    			statement="this animate [""ani_direct"", 0.5], this exec ""\DHI_FordCV\scripts\directionalarrow.sqs""";
    		};
    		class directleft
    		{
    			displayName="Directional Left";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_direct""<0.4";
    			statement="this animate [""ani_direct"", 1], this exec ""\DHI_FordCV\scripts\directionalarrow.sqs""";
    		};
    		class Directoff
    		{
    			displayName="Directional off";
    			position="pos_switches";
    			radius=1;
    			onlyForplayer= false;
    			condition="this animationPhase ""ani_direct"">0.3";
    			statement="this animate [""ani_direct"", 0]";
    		};
    	};
    };
    class dhi_cvpi_p71_LAPD_patrol: Car_sedan
    {
    
    	scope=public;
    
    	vehicleClass="SG_police";
    	displayName="LAPD Patrol";
    	picture="\DHI_FordCV\icons\P71gpd1.pac";
    	icon="\DHI_FordCV\icons\fordcv.pac";
    	model="\DHI_FordCV\dhi_cvpi_p71_LAPD_patrol";
    	accuracy=6.90;
    
    	crew="SG_Police_3";
    	side=1;
    	type=1;
    	typicalCargo[]={};
    	cargoIsCoDriver[] = {1,0 };
    	weapons[]={"DHI_FordCV_horn2"};
    	magazines[] = {};
    	unloadInCombat = true;
    	class TransportWeapons{};
    	transportSoldier=3;
    	transportMaxMagazines=0;
    	transportMaxWeapons=0;
    	viewCargoShadow = true;
    
    	maxSpeed=209;
    	turnCoef=1.9500000;
      		terrainCoef=3.550000;
                   brakeDistance=20.00;
    	cost=30000;
    	fuelCapacity=35;
    
    	armorWheels=0.07;
    	armor=18; // total armor
    	armorStructural=8.0; // very low structural damage
    	armorEngine=2.2;
    
                   soundEngine[]={"\DHI_FordCV\sounds\engine.wav",.10,1};  
                   soundGetIn[]={"\DHI_FordCV\sounds\getin.wav",.10,1};
    	soundGetOut[]={"\DHI_FordCV\sounds\getout.wav",.10,1};
                   soundGear[]={"\DHI_FordCV\sounds\gear.wav",.10,1}; 
    	soundCrash[]={"\DHI_FordCV\sounds\crash.wav",.10,1};
    	soundLandCrash[]={"\DHI_FordCV\sounds\crash.wav",.10,1};
    
    	selectionBrakeLights="brzdove svetlo";
    	selectionBackLights="zadni svetlo";
    //		
    //		HIDDEN SELECTION
    //		Inherient to all police vehicles
    //		Includes extra slots for extra parts
    //		NOTE:  No door lights since these would have been disable with installation of police package.
    	hiddenSelections[] = 
    	{
    		"Backuplight",
    
    //......................  1     2     3     4     5     6     7     8
    		"LB1","LB2","LB3","LB4","LB5","LB6","LB7","LB8",
    
    //......................  9     10    11    12   13     14    15    16
    		"DA1","DA2","DA3","DA4","DA5","DA6","DA7","DA8",
    
    //......................  17    18   19     20    21    22    NOTE DL5 and DL6 are for slicktop
    		"DL1","DL2","DL3","DL4","DL5","DL6",
    
    //......................   23       24       25
    		"MDTPG1","MDTPG2","MDTPG3",
    
    //......................  26     27     28     29     30     31     32     33     34
    		"SPD1","SPD2","SPD3","SPD4","SPD5","SPD6","SPD7","SPD8","SPD9",
    
    //...................... 35     36       37         38          39
    		"k9","METRO","hubcaps"
    	};
    
    	class Exhausts
    	{
    		class exhaust1
    		{
    			position = "vyfuk start";
    			direction = "vyfuk konec";
    			effect ="ExhaustsEffect";
    
    		};
    		class exhaust2:exhaust1
    		{
    			position = "exhaust2start";
    			direction = "exhaust2end";
    
    		};
    	};
    
    	dammageHalf[]=
    	{
    
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsB_ca.paa",
    		"\DHI_FordCv\body_lapd.pac","\DHI_FordCV\body_lapd_B.pac"
    
    	};
    	dammageFull[]=
    	{
    		"\DHI_FordCv\windows1_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\windows_ca.paa","\DHI_FordCv\windowsC_ca.paa",
    		"\DHI_FordCv\body_lapd.pac","\DHI_FordCV\body_lapd_B.pac"
    	};
    
    	class Library {libTextDesc = "Ford Crown Victoria P71 Police Interceptor with third party installation of police gear, including radio console and MDT, speed radar, digital video camera, partition cage, K9 kettle, light bar, directional arrow, deck and dash lights, push bumper.  This car to be used as base.";};
    
    	class Reflectors
    	{
    		class Left
    		{
    			color[]={0.900000,0.800000,0.800000,1.000000};
    			ambient[]={0.100000,0.100000,0.100000,1.000000};
    			position="HDlightstart1";
    			direction="HDlightdir1";
    			hitpoint="HDlightstart1";
    			selection="HDlightstart1";
    			size=0.500000;
    			brightness=0.500000;
    		};
    		class Right
    		{
    			color[]={0.900000,0.800000,0.800000,1.000000};
    			ambient[]={0.100000,0.100000,0.100000,1.000000};
    			position="HDlightstart2";
    			direction="HDlightdir2";
    			hitpoint="HDlightstart2";
    			selection="HDlightstart2";
    			size=0.500000;
    			brightness=0.500000;
    		};
    	};
    	class MarkerLights  
    	{
    
    		class taillightL  
    		{
    			name = "taillightL";
    			color[] = {1.000000,0.100000,0.100000,1 };
    			ambient[] = {0.100000,0.010000,0.010000,1 };
    			brightness = 0.004000;
    			blinking = "false";
    		};
    		class taillightr  
    		{
    			name = "taillightr";
    			color[] = {1.000000,0.100000,0.100000,1 };
    			ambient[] = {0.100000,0.010000,0.010000,1 };
    			brightness = 0.004000;
    			blinking = "false";
    		};
    //			class headlightL  
    //			{
    //				name = "hdlightstart1";
    //				color[] = {0.100000,0.100000,0.100000,1 };
    //				ambient[] = {0.100000,0.010000,0.010000,1 };
    //				brightness = 0.004000;
    //				blinking = "false";
    //			};
    //			class headlightr  
    //			{
    //				name = "hdlightstart2";
    //				color[] = {0.000000,0.000000,0.000000,1 };
    //				ambient[] = {0.100000,0.010000,0.010000,1 };
    //				brightness = 0.004000;
    //				blinking = "false";
    //			};
    	};
    
    	class Damage
    	{
    		tex[] = {};
    		mat[] = 
    		{
    
    
    

    How do I know what to put down to get a specific vehicle to show up in the shop?


  10. I know it way too well. That goods array gave me many sleepless dreams back in the days :D

    INV_AlleFahrzeugeArray = [
    ["HMMWV",["Fahrzeug", "car"],["HMMWV", "HMMWV"], [45000, 22500], [2, "car", "sobr_training", 800], [350, [1,0,0,1] ], "HMMWV" call ISSE_Cfg_Vehicle_GetName, "HMMWV" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 10],["ebauteile", 1],["glas", 2],["plastik", 2],["erdoel", 5]] ],
    
    ["V3S_Civ",["Fahrzeug", "truck"],["Praha V3S", "Praha V3S"],[25000, 12500], [2, "truck", "patrol_training", 1500], [500,[1,0,0,13]], "Truck5t" call ISSE_Cfg_Vehicle_GetName, "Truck5t" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 17],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 6]] ],
    
    ["Ural_CDF",["Fahrzeug", "truck"],["Ural_CDF", "Ural CDF"],[35000, 17500], [2, "truck", "patrol_training", 1500], [500,[1,0,0,13]], "Truck5t" call ISSE_Cfg_Vehicle_GetName, "Truck5t" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 17],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 6]] ],
    
    ["UralOpen_CDF", ["Fahrzeug", "truck"],["UralOpen", "Ural Open"], [35000, 17500],[2, "truck", "patrol_training", 1500], [500, [1,0,0,13] ], "Truck5tOpen" call ISSE_Cfg_Vehicle_GetName, "Truck5tOpen" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 17],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 6]] ],
    
    ["Ikarus", ["Fahrzeug", "truck"],["Ikarus", "Bus"],[40000, 20000],[2, "truck", "response_training", 1000], [500, [1,0,0,12] ], "Bus_city" call ISSE_Cfg_Vehicle_GetName,"Bus_city" call ISSE_Cfg_Vehicle_GetDesc,[["stahl", 14],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 5]] ],
    
    ["UralCivil", ["Fahrzeug", "truck"],["UralCivil", "Civil Ural #1"],[35000, 17500],[2, "truck", "response_training", 1500], [500, [1,0,0,14] ], "UralCivil" call ISSE_Cfg_Vehicle_GetName,"UralCivil" call ISSE_Cfg_Vehicle_GetDesc,[["stahl", 17],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 6]] ],
    
    ["[color="Sienna"]NewCar[/color]",["Fahrzeug", "car"],["[color="Red"]NewCar[/color]", "[color="DarkOrchid"]The new Car[/color]"],[[color="Orange"]20000[/color], [color="SeaGreen"]11000[/color]], [1, "car", "[color="DeepSkyBlue"]sobr_training[/color]"], [150, [1,0,0,3]], "[color="Red"]NewCar[/color]" call ISSE_Cfg_Vehicle_GetName, "[color="Red"]NewCar[/color]" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 10],["ebauteile", 1],["glas", 2],["plastik", 2],["erdoel", 5]] ]
    ];
    

    Next you have to add the item to the shop sell array. It's called shopDefine.sqf with the old SL:R version I have.

    _vehicleshop1   = [
    "Skoda", "SkodaBlue", "SkodaRed", "SkodaGreen", "Car_hatchback", "Car_Sedan", "Tractor", "[color="Sienna"]NewCar[/color]"
    ];
    

    Legend:

    Brown - item name, best to keep the same as the vehicle classname

    Red - vehicle classname

    Violet - display name in the shop

    Orange - buy price

    Green - sell price

    Blue - license required for cops to buy

    WOW I am stupid...I never went down the entire strip of code where I was suppose to add the class name... I can't wait to get off work and try this. This makes things much clearer now. Thanks for this.

    Im still curious on one thing though. The class name for the vehicle...is that the same class name I use from the cfgPatches to force the addon? The Vehicle is player created. So would all I have to do is open the vehicle pbo with like note pad or PBOview to the class name?


  11. Yes, these are just mission-specific items. You don't need to add anything there unless you want to add another shop item.

    Ok i know im somewhat in the right track. Here is my problem still. The addon that I am using is only bought through shops. For example, The addon im using is a police car. I want police to spawn at the police-base then able to buy the car from the cop car shop in the police base.

    Im not sure if your familiar with the CLR mission files but I know if one wants to get a new car to spawn, they would have to edit the mission array and shops.sqf and say how many are available to buy or to make infinite and which shop the car spawns in. Basically just adding a new car. So I guess my question is do you know how to go about correctly doing this because I've tried about 10 different times and FAILED horribly each time lol.

    To show you what I have tried look at the snippet of the master array I posted.

    I know so far that on one of those lines...lets say the UralCivil for example. One of those dictate what the car shows up as in the shop and game and one is like a class name or the "Master Name" (I can't think of the correct term) The other parts are telling you that it is a truck of course and how mush it will cost. I think What I am messing up on is the class name or the "master name"

    ["UralCivil", ["Fahrzeug", "truck"],["UralCivil", "Civil Ural #1"],[35000, 17500],[2, "truck", "response_training", 1500], [500, [1,0,0,14] ], "UralCivil" call ISSE_Cfg_Vehicle_GetName,"UralCivil" call ISSE_Cfg_Vehicle_GetDesc,[["stahl", 17],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 6]] ], 

    Lol any clue. Thanks for your help so far.


  12. Sorry, what arrays?

    For example in the CLR revolution mission. There is a master array sqf that i guess tells the game what vehicles to call to be used. I believe it is most of the vehicles and items that come default with the game here is a snippet.

    ["HMMWV",["Fahrzeug", "car"],["HMMWV", "HMMWV"], [45000, 22500], [2, "car", "sobr_training", 800], [350, [1,0,0,1] ], "HMMWV" call ISSE_Cfg_Vehicle_GetName, "HMMWV" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 10],["ebauteile", 1],["glas", 2],["plastik", 2],["erdoel", 5]] ],
    
    ["V3S_Civ",["Fahrzeug", "truck"],["Praha V3S", "Praha V3S"],[25000, 12500], [2, "truck", "patrol_training", 1500], [500,[1,0,0,13]], "Truck5t" call ISSE_Cfg_Vehicle_GetName, "Truck5t" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 17],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 6]] ],
    
    ["Ural_CDF",["Fahrzeug", "truck"],["Ural_CDF", "Ural CDF"],[35000, 17500], [2, "truck", "patrol_training", 1500], [500,[1,0,0,13]], "Truck5t" call ISSE_Cfg_Vehicle_GetName, "Truck5t" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 17],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 6]] ],
    
    ["UralOpen_CDF", ["Fahrzeug", "truck"],["UralOpen", "Ural Open"], [35000, 17500],[2, "truck", "patrol_training", 1500], [500, [1,0,0,13] ], "Truck5tOpen" call ISSE_Cfg_Vehicle_GetName, "Truck5tOpen" call ISSE_Cfg_Vehicle_GetDesc, [["stahl", 17],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 6]] ],
    
    ["Ikarus", ["Fahrzeug", "truck"],["Ikarus", "Bus"],[40000, 20000],[2, "truck", "response_training", 1000], [500, [1,0,0,12] ], "Bus_city" call ISSE_Cfg_Vehicle_GetName,"Bus_city" call ISSE_Cfg_Vehicle_GetDesc,[["stahl", 14],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 5]] ],
    
    ["UralCivil", ["Fahrzeug", "truck"],["UralCivil", "Civil Ural #1"],[35000, 17500],[2, "truck", "response_training", 1500], [500, [1,0,0,14] ], "UralCivil" call ISSE_Cfg_Vehicle_GetName,"UralCivil" call ISSE_Cfg_Vehicle_GetDesc,[["stahl", 17],["ebauteile", 2],["glas", 2],["plastik", 3],["erdoel", 6]] ],

    This is where you can name a vehicle another name other than the default given by Bohemia...also change the pricing they are sold at...Now that im writting this i'm realising this may be specially written for this mission. Just trying to give you something to further help me on.


  13. To force an addon open the mission's file (mission.sqm) and add the addon's cfgPatches class name to the addOns[] array.

    Such as:

    addOns[]=
    {
    "cacharacters2",
    "chernarus",
    "CAWheeled2_LADA",
    "CAWheeled"[color="Red"],
    "YourAddon"[/color]
    };
    

    As for allowing you need to add the addon's server key (bikey) to the keys directory in ARMA 2's root.

    cool. Thanks for this. I was messing with this actually but thought I get some advice from someone who knows for sure. thanks for the help agian.

    Now would I still of course have to mess with the master arrays or?


  14. Hey everyone.

    Im looking for some help with a mission I plan on hosting soon. I want to host CLR or Chernarus Revolution but with a specific addon. I've been looking for other post on this but have not found any yet so I figured I make one asking just in case.

    So yes basically I want to know how I go about adding a addon into the mission that people would have to download. I know for far I would have to get information from the master arrays and of course edit the server config i believe.

    If anyone knows a post that can help me pls direct me or tell me here. Thanks for reading.


  15. Jman;1316562']Try the following and replace MyServer with the folder path that you want the server cfg files to sit in

    "C:\Program Files\Bohemia Interactive\ArmA\arma2_server.exe" -port=2302 -name=MyServer -config=MyServer\Server.cfg -cfg=MyServer\Arma2.cfg -profiles=MyServer

    The 'server.cfg' should contain something like the following:

    
    // password = "";  // password to protect server access
    passwordAdmin = ""; // password to protect admin access
    hostname="MyServer Name";  // This is the server name that will appear in gamespy
    
    motd[]=
    {
    "This is a welcome message",
           "This is a welcome message",
    
    }; // Welcome message
    
    motdInterval=50;  // period between motd rotation 
    
    
    voteThreshold=1.5;  
    maxPlayers=80;
    reportingIP="arma2.master.gamespy.com";
    voteMissionPlayers=1; // start voting when 1 players connect
    logfile = "MyServer.log";
    
    class Missions
    {
    };
    
    kickduplicate=1; // do not allow duplicate id
    equalModRequired=0; // require equal mod
    disableVoN=1;  
    vonCodecQuality=7;
    VonID=1;
    
    timeStampFormat=full;
    
    NetStats=1;
    DeathMessages=1;
    persistent=0;
    BattlEye=0;
    regularcheck="{}";
    
    verifySignatures=1;
    
    

    The 'Arma2.cfg' should contain something like the following:

    language="English";
    adapter=-1;
    3D_Performance=8021.000000;
    Resolution_W=160;
    Resolution_H=120;
    Resolution_Bpp=32;
    viewDistance=10000;
    terrainGrid=10.000000;
    MinBandwidth = 15000000;
    MaxBandwidth = 100000000;
    MaxMsgSend = 1024;
    MaxSizeGuaranteed = 1024;
    MaxSizeNonguaranteed = 64;
    MinErrorToSend = 0.0025;
    MaxCustomFileSize=0;
    
    
    //-----------BIS Suggestions------------
    
    //MinBandwidth = 320000;
    //* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
    
    //MaxBandwidth = 10000000000;
    //*Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.
    
    //MaxMsgSend = 256;
    //* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
    
    //MaxSizeGuaranteed = 1024;
    //*Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
    
    //MaxSizeNonguaranteed = 64;
    //*Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256
    
    //MinErrorToSend = 0.005;
    //*Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01
    
    //MaxCustomFileSize = 0;
    //*Users with custom face or custom sound larger than this size are kicked when trying to connect.

    Hey thanks for posting this.

    Im looking to start hosting my own server soon. In the mean time, if I wanted to test this out on my home pc, how would I go about doing this? Would these Config and cfg files go in the directory?


  16. Hey everyone.

    So I recently upgraded to Windows 7 32bit.

    Working with a Dell Inspiron 530, 430 Watt PSU, 9800GTS Nvidia, Core Duo @2.20ghz. 3Gig Ram.

    So since upgrading, I am able to play the game flawlessly until patch 1.05. When I start up the game, it immediately crashes when I get to the menu screen.

    I get "Arma 2 has stopped wroking...Windows is working to resolve the problem..."

    I hear this may have a lot to do with resolution. My native Res is 1360x768. I was able to play the game after some messing around with resolutions but once I shut down the game, im back to the same problem with crashing. I am unable to just start the game and simply play.

    Does anyone have any suggestions or solutions? Your input would be great.


  17. Hey everyone.

    Im in the process of editing a PBO mission that I might want to run on a server later. I was wondering if it was possible to compile or compact a addon into a PBO and successfully run the mission.

    Depending on what the mission consist of, I know I would have to edit some sqf files os Arma 2 knows how to call the addon. Does anyone have any knowlede of this?

    Thanks.


  18. Hey everyone.

    So me and a couple people are trying to update cherno life for a change just to bring a little variety and we are having problems with adding in a Humvee.

    anyone have any suggestions?

    We have the humvee in the cop base but we are having nothing short of failure with it. When the game is launched. We can not open shops or spawn with guns.

    We are guessing that the Shops.sqs is altered wrong. So if someone has a rubric of how a vehicle is added with the Masterarray and Shops.sqf that would help a lot.

    Thanks.


  19. Put the file "server.cfg" in program files ArmA2 directory.

    For the file "ArmA2.cfg", you can find it (by default) in :

    C:\Users\username\Documents\ArmA 2 (vista or seven)

    or

    C:\Documents and Settings\username\Documents\ArmA 2 (XP)

    The file is created the first time you launch arma 2.

    Ok so I put the Server.Cfg file in the Arma2 directory. Now where do I put the Arma2.Cfg file?

    When I start up Arma 2, should I also start up the Arma 2 Server Console?

    Also. Where do I get the game type I want to host? For example. I have played Cherno Life many times now. Isn't that file saved somewhere on my computer and do I need that file at all to alter the game at all?

    Thanks again.


  20. Hi,

    I use my own home server, under windows for the moment.

    You need to know your upload capacity, count around 10 ko/s per player.

    You should find official informations here.

    Copy Arma2 directory in the server; put the armaserver.exe. Then you have to create file server.cfg, i give you my own as example.

    You also need to create in "My Documents/ Arma 2/" the file ArmA2.cfg. I give you my own as example for 7-8 players.

    Create a shortcut to armaserver.exe and put the extension "-mod=yourmods -config=server.cfg -cpuCount=numberofcores -port=2302".

    Forward UDP ports 2302 to 2305 to the net.

    Thats all ! (i hope, i don't forget something)

    I was using a single core AMD 4000 + / 2 Go ram for arma 1. It was enough for small coop missions. Now (with the help of my team), i use an intel quadcore Q9650 / 4 Go ram for bigger missions. I think a dualcore is enough for a server, my quad has enough power for ArmA III. ;)

    I hope this could help you.

    Hey Groslezard...this helped at lot. I still have some questions. ok so the ArmaServer.exe that goes into the Arma2 directory. Where do I put the config file. Does that go in the directory as well? When I load up the Server.exe all I get are two lines of code. 8:38:11 Dedicated host created.

    8:38:12 Host identity created.

    I also found out my ISP(Verizon) only offers up to 50mbps down and I believe the same up. This is FIOS.

    Thanks again for the help. All info is welcomed.


  21. Hey everyone. I have been playin ARMA 2 for a while now online that is.

    I am looking to start up my own server to play Cherno Life and other types as well. People are telling me I am crazy from trying to host from home and never give me any info on doing so.

    I have never hosted before but I figure it can not be that hard. I have the money to do so I just need the knowledge. If I find it too difficult to host from home I will just rent from a data center that has prop capabilities. Until then, if someone could point me into the right direction of how to host games?

    I have been looking for tutorials but could not find any that were too helpful. Im a total noob when it comes to this so I need to now everything from the begining. All I know so far is...There are host files or the game files. I need to have dedicated equipment, Lots of bandwidth and of course players.

    What I really need info on is the entire setup and maintinance of the server. Any info anyone can offer will be great.

    Thanks for reading.

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