Rhamka
Member-
Content Count
75 -
Joined
-
Last visited
-
Medals
Everything posted by Rhamka
-
ok, thanks for the link and the class array
-
I must say that my laptop is not for playing (I bought it in a hurry) and I'm saving money for a real PC for playing Arma3, so I still play Arma1 as it's the one I can play with no lagging. There is no much time I bought the ACR mod just because there was no light version of it and it really improved my video settings with new video options so I could run the game better than before, this is the only reason I decided to try buying the BAF mod, and guess what, I can run it better, I don't know if it is the map or video (no new video options) but units are much more detailed and the game laggs much less than before in my laptop. So, if you have problems running the game 'cuz ur computer try to buy the mods. I'm really going to by the PMC mod once I have some money. For example, even playing Proving grounds map I had some lagg near trees, now trees' texture is much better and no lagg at all, because of low video settings I had some problems identifing prone infantry between bushes, now it's much easier. I bought the game some minutes ago, so I haven't tested other maps I really avoid because of lot of trees like Utes and specially Chernarus, but as far as I can tell I can play it better with the DLC in my almost basic laptop (it has a video chip, not even a video card).
-
There is so much time I did an ammobox addon that worked fine, but I can't remember how to do it again. I've searched a lot and I can't find a code working for me. My first questions is if the config of an ammobox works the same in arma1 (as I still play it) as for arma2 (neither of those I can make the ammobox work)? The problem is that I did some weapons, so I can call the default weapons and it works, but I can't call my own weapons to be in the ammobox. I know I can use the my stuff because I can call them in the init of the player. Pls do not tell me to use an script, I want to have the addon in the editor not to add the SQF to each mission, sometimes I only enter the editor not to make missions but to random gameplay. The only config I've found is from arma1 in here: http://forum.armedassault.info/index.php?showtopic=4619 but I does not solve my problem, the one im using is the following config: class CfgPatches { class My_AmmoBox { units[] = {}; weapons[] = {}; requiredAddons[] = {"MyWeapons"}; }; }; class CfgVehicles { class All; class AllVehicles; class ThingEffect; class Land; class Man; class CAManBase; class AmmoBoxWest; class SoldierWB; class MyAmmobox: AmmoBoxWest { model = "\ca\Weapons\hromada_beden.p3d"; displayName = "myAmmoBox"; class TransportMagazines { class _xx_30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = 200; }; }; class TransportWeapons { class _xx_myAssaultRifle { weapon = "Weapon name"; count = 10; }; }; }; }; Consider that I have two PBOs, one for the weapons that is called in the required addons ("MyWeapons") and other PBO for the ammobox. The ammobox appears on the editor with the default weaps and magazines that are written in the config, so in the same way I add my own stuff, but it's not working in Arma1 nor in arma2.
-
Thanks for reply, I'll check ur codes and post again with what worked for me.
-
Will Bohemia finally improve ARMA's PVP to attract New Players?
Rhamka replied to LockDOwn's topic in ARMA 3 - GENERAL
All COD BF3 style gaming (I mean small maps, fast action) can be done even better in Arma (in a realistic and tactical way), another example is Red Orchestra OstFront (not RO2, I still play RO1) where gaming is realistic and faster than in Arma. But this is done by players creating such a missions. I do it fast with some friends, you have the Wizard to choose several options and objectives, where you don't need to play in the WHOLE map, just 1km<sup>2</sup>. But in orther to do this you need some good friends to do it too, so every body respect respawn and there is no some one taking down ppl at the very moment of respawn. I'm more concerned about the CQB , as it has allways been a problem in Arma, and I feel this why it's probably not so popular between PvPers, as most games offer a good option for CQB. -
How to set NVG to all units since the beggining of a mission?
Rhamka replied to Rhamka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll give it a try later and tell you how it went, ty guys -
I know this is very simple, but I can't remember how to do it. I've looked here and internet and I don't find the solution (it's not even in Murray's manual). I know I can set in the init line of each unit this addWeapon "NVGoggles" but, I don't want to do it each by each, I remember (if Im not wrong) there is way thru description.ext (or some other file?) to set NVG for all units. How can I do it? I've tried it: ShowNVgoggles =1; nightvision = 1; and so but nothing works. ---------- Post added at 01:30 AM ---------- Previous post was at 01:28 AM ---------- I tried it in Arma 1 and Arma2, Arma2:OA, but I can't make it work.
-
How to set NVG to all units since the beggining of a mission?
Rhamka replied to Rhamka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yes you're right, but the thing is I dont want to write this addWeapon "NVGoggles" for each unit, I remember there is a way to add a command in description.ext or similar file that creates an NVG for all units, including those that do not have NVG by default. ---------- Post added at 04:08 AM ---------- Previous post was at 02:12 AM ---------- the problem of adding this addWeapon "NVgoggles" is that units which originally didn't have NVG, respawn without NVG even if I added in the init line. I appreaciate any solution to this matter. -
How to set NVG to all units since the beggining of a mission?
Rhamka replied to Rhamka's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think this works for each group, which is a better option than the one I tried before, but I wonder if it can be done to all units since the beggining of the mission. Thanks Kylania, I'll try it anyway ---------- Post added at 01:50 AM ---------- Previous post was at 01:46 AM ---------- Mmm I've just tested it, and it make the unit which already has an NVG to start with it on, otherwise it has the NVG but not on and you only see darkness. But it is not working for units that do not have NVG. Thanks anyway. -
Is there a way to add goggles in OA on pasgt helmets?
Rhamka replied to bigstone's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
if im not wrong try this code in the init line of each soldier: this addWeapon "NVgoggles" -
Hi, I decided to take the hilux sample and add more cargo positions than just the actual 2 it has (the driver and 1 passenger), the first step worked for me (to have the hilux as woking in-game), then I added 2 new cargos in the rear side so they seem they are sat and it worked for me with no problems so I have a hilux with 1 driver and 1 passenger in the front part of the vehicle and 2 passengers behind, at this point config and P3D model are ok. So what do I do next? I add 2 proxies more in all the LODs needed of the P3D model and I add the new cargos to the config file so I have this in: class MyAddon:MyCar //(which already inherits the base class "car" and so on) { transportSoldier = ; cargoAction[] = {"Hilux_cargo01", "MH6_cargo02", "MH6_Cargo03", "MH6_Cargo04", "MH6_Cargo05"}; }; so that cargo 1 is front passenger, cargo 02 and 03 are the passengers in the rear side that work well and cargo 04 and 05 in the rear side that are flying, I should say that this 2 last soldiers are not in the animated possition they should be as they are almost kneed (not usin the MH6 animation). Any ideas? I tried putting the proxies in a longer distances from each other but it is not working, I also changed the altitud in the 3d model (as that was my problem with the first 2 soldiers added), so I have no more ideas. Please help!
-
proxy probem, units in cargo are flying!
Rhamka replied to Rhamka's topic in ARMA - ADDONS & MODS: DISCUSSION
wondering if someone can help -
ArmA 2 Game Launcher
Rhamka replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Im sad to say that this launcher ERASES your addonfolders... I thouhgt to erase all settings including addon folder links to make it work, but it erased addon folders not just the links of this launcher to the addon folder (which is what I wanted)... well seems Im downloading again those 40 addons again... This has become annoying... Not blaming addon makers for filling a gap, but BIS does need to realease an *official* launcher -
ArmA 2 Game Launcher
Rhamka replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
this addon launcher is not working completely for me. I had to write each addon folder in the path! Same thing happens each time I add a new addon. It is not very problematic cuz I only run a group of addons. But this only works with either Arma2 o Arma2:AO/CO, if I add the path for arma2 the path is set for AO, and viceversa. So I use another launcher for Arma2 and this one for OA/CO. The problem is that sometimes when addin a new addon or I don't by which reason the path is erased for the mod folders. To make it clear: clicking on each addon folder in the addon group does not add the given addon folder to the path automatically, as I've seen in this video ( ).I've seen some ppl saying in fact they have the same problem (once I looked for arma tutorial videos and some guys installed this launcher and you can see they had problems making it work). So, I suspect that this launcher works for some PCs but not others (what it be the reason). So, I cannot find another launcher for CO (yes there are for OA but not CO), seems it is the only one, or is there another? Or is there a solution for my problem? I hadn't this problem in my old computer, now I have a new computer (6 months old) I run windows 7 and i have Steam I expect BIS makes an official arma3 launcher as since arma2 part of the community has issues on this matter. -
+Weapon resting +Improved commanding interface: for example, if I fly an heli should be able to tell the gunner to target only vehicles or infantry (a key should be used to change between both), cuz if there are 2 cars and 33 soldiers it is a mess to find the cars on the list. Same thing when we are as infantry or tanks commanders.
-
I had to upgrade when ARMA2, so I definitely need it, that is why I still play arma combat operations from time to time
-
Coverture System. I was playing Arma2 some minutes ago and I realized of something, we need a coverture system. I was in a post or barracks, however you call it, and my AI soldiers were killed, I took cover with the wooden wall, but I had 5 Ai enemy soldiers shooting at my position, they were very near like 30 meters because it was in the forest, but as soon as I stood up they began to shoot me. The coverture system would help to show only the weapon, otherwise we are forced to show part of the body. Improve editors simple commands. It is sometimes very problematic in ARMA2, not so much in Arma1, simple task, for example. In the editor I make some soldiers to enter a car of other group (or the same) and sometimes the car just go to the next waypoint without waiting for the one soldier with the order to mount that car (and sometimes the entire group).
-
ASC - Customizable Weapon Addon
Rhamka replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I tried several times really. I read what you say about the CBA files, but for some reason it didnt work with only 1 CBA but both. Though I'm not sure, but I think I run CBA always at the end, so that could be my mistake, I never thought it could make a difference. About the @, I really didn't try several times, I just remembered that I read so for the Arma1 mod folder and changed in the last try (i've been using this in arma2 too), that is why I thought is was necessary. I'll test as you say to clear any doubt. Thanks for your help. -
ASC - Customizable Weapon Addon
Rhamka replied to Lester's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This addon is great! I had some problems to put this addon to work, not only cuz intall instructions are not very clear and partially cuz I bought the games in Steam. I've seen some ppl asking how to do it. Considering that KarmaPolice's reply help me (and so can help you), here is my reply for those with the steam version. 1.- You need the CBA addons: @CBA and @CBA_OA, if you have only 1 of those, the addon won't work. 2.- If you extract the files, the folder will be ASC, but you have to rename it as "@ASC", mod folders always need the @, or it won't work. 3.- The userconfig must be outside to the @ASC folder at the same level, so that the paths are as follow: C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\@ASC C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\@CBA C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\@CBA_OA C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\userconfig 4.- Now go to the steam LIBRARY, right click on Arma 2: AO, choose PROPERTIES, a new window appears, in the GENERAL part choose SET LAUNCH OPTIONS, another window appears and enter -nosplash -mod=@ASC;@CBA;@CBA_OA accept, and that is all. You are ready to play the addon. -
I'm really happy with the fact that now it'll be a futuristic game, I've tried to create some futuristic addons in the past and I'd say it can be even more challenging. Futurisctic Arma can be a very realistic game, I mean, a playe won't have to take 200 shoot in the head to die as in most futuristic games. Actually I consider it as a sci-fi atmosphere. With the new features I see in the next Arma 3 I think that I'll be able to finish those sci-fi addons i couldn't in the past. I think some ppl say that sci-fi or futuristic games are not realism, but consider old ways as realistic (like napoleonic), well I just say it is the same, just different environment. If you use a old napoleonic bolt rifle or an WW2 rifle or a contemporary rifle or a futuristic rifle, it is the same if the result is realistic: 1 or 2 shoots and you are dead... the gameplay is still the same.
-
wish list: 1.- add knife system 2.- the possibilty to dig trenches, simple trenches, 3.- add new firing positions 4.- add burning fire 5.- add jump system to save obstacles Why? Well.... (1) Knife system would allow to add crossbows (that are used for stealth operations), the knife COD4 style is not necessary, but like the Red Orchestra series. This way knifes can be attached to rifles. In my opinion there are some guys interested in modding napoleonic warfare type (me included), it could be very interesting, also a type of medieval units. I dont say add melee combat system, just a kind of perforant hit which can be useful for any kind of blade. I remember a video and a think some ppl is really interested, here is the link: (2) Trench system is a must, not to build over the surface but to dig in. I think this can be done in open terreain not over pavement. It does not need to be a fortification just a hole in the terrain. (3) New firing positions are really necesassary as map are more urban type and the character must try to fit what availabe is, but sometimes it is very difficult. (4) Add burning fire. Well if there is water there must be fire able to dammage the character (I do not say to create fire in his clothes, just the dammage). (5) Jump system or climb system. I mean that players must be able to climb walls not only fences half their height. I think on the posibility of a techniche (sorry i couldnt find a photo), a guy carries a shooter, the guy carrying the shooter supports his back in the wall, while the shooter climb the guy to be able to see over the wall and shoot. I was able to say: clothing system and weapon customization system, but you already read my mind, guys. THANK YOU!
-
Im new to config, I have several 3d models but none of them I've finished, so I decided to finish at least one, the thing is that config is not easy to understand, so I downloaded a some sample models released by BI to understand config files. Now, its not been easy so I went to original config files of original addons I took what I thought was related. I took an M2 machine gun sample to work with. So what I have a carpet named "myweap", within there the files: config.cpp, MyWeapon_mg.p3d and MyWeapon_static.p3d; I just renamed original models (m2_mg.p3d and m2_static.p3d). I think config works fine, it appears no error message but as you can see it has lot of information that probably just reduplicates information with no necessity. The weapon appears in the library and can be accessed, can shoot and eve appears with the same texture as the orignal m2 (I didn't altered textures path) but can't mouve the barrel to different directions, it always points at the same place which is useless. I post the config file it helps someone, problably the mistake is not in the config file but in finishing the 3d model, but I have no idea. If you can tell me what things of the config file are just repating, please tell, it's too long file! (My questions are in the config file...) #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 #define private 0 #define protected 1 #define public 2 class CfgMovesBasic { class DefaultDie; //Extended class ManActions { MyWeapon_Gunner = "MyWeapon_Gunner"; }; }; class CfgMovesMaleSdr : CfgMovesBasic { class States { class Static_Dead : DefaultDie { actions = "DeadActions"; file = "\ca\Anims\characters\data\anim\sdr\Mov\Sit\stp\non\non\AmovPsitMstpSnonWnonDnon_basic.rtm"; speed = 10000000000.000000; terminal = 1; soundEnabled = 0; }; class Crew; //Extended class M2_Gunner : Crew { file = "\ca\weapons\Data\Anim\M2_Gunner.rtm"; connectTo[] = {"Static_Dead",1 }; }; }; }; class cfgRecoils { machinegunBase[] = {0,0,0,0.080000,0.010000,0.040000,0.050000,-0.003000,-0.010000,0.200000,0,0 }; }; class CfgAmmo { class Default; //Extended class BulletCore; //Extended class BulletBase : BulletCore { hit = 8; indirectHit = 0; indirectHitRange = 0; model = "\ca\Weapons\shell"; //do I have to put all these bullet base? I removed but "class B_127x99_Ball : BulletBase" ask for this soundFly[] = {"\ca\Weapons\Data\Sound\bulletnoise1",0.112202,1.200000 }; soundHit1[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_01",0.010000,1 }; soundHit2[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_02",0.031623,1 }; soundHit3[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_03",0.010000,1 }; soundHit4[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_04",0.031623,1 }; soundHit5[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_05",0.010000,1 }; soundHit6[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_06",0.010000,1 }; soundHit7[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_07",0.010000,1 }; soundHit8[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_08",0.031623,1 }; soundHit9[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_09",0.017783,1 }; soundHit10[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_10",0.010000,1 }; soundHit11[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_13",0.031623,1 }; soundHit12[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_16",0.010000,1 }; soundHitMan1[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_01",0.316228,1 }; soundHitMan2[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_02",0.316228,1 }; soundHitMan3[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_03",0.316228,1 }; soundHitMan4[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_04",0.316228,1 }; soundHitMan5[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_05",0.316228,1 }; soundHitMan6[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_06",0.316228,1 }; soundHitMan7[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_07",0.316228,1 }; soundHitArmor1[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_01",0.100000,1 }; soundHitArmor2[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_02",0.100000,1 }; soundHitArmor3[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_03",0.100000,1 }; soundHitArmor4[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_04",0.100000,1 }; soundHitArmor5[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_05",0.100000,1 }; soundHitArmor6[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_06",0.100000,1 }; soundHitArmor7[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_07",0.100000,1 }; soundHitArmor8[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_08",0.100000,1 }; soundHitArmor9[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_09",0.100000,1 }; soundHitArmor10[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_10",0.100000,1 }; soundHitArmor11[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_11",0.100000,1 }; soundHitArmor12[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_12",0.100000,1 }; soundHitArmor13[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_13",0.100000,1 }; soundHitArmor14[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_14",0.100000,1 }; soundHitBuilding1[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_02",0.017783,1 }; soundHitBuilding2[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_04",0.017783,1 }; soundHitBuilding3[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_10",0.017783,1 }; soundHitBuilding4[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_12",0.017783,1 }; soundHitBuilding5[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_13",0.005623,1 }; soundHitBuilding6[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_14",0.017783,1 }; soundHitBuilding7[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_15",0.017783,1 }; soundHitBuilding8[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_16",0.017783,1 }; supersonicCrackNear[] = {"\ca\Weapons\Data\Sound\supersonic_crack_close.wss",1,1 }; supersonicCrackFar[] = {"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss",1,1 }; hitGround[] = {"soundHit1",0.083000,"soundHit2",0.083000,"soundHit3",0.083000,"soundHit4",0.083000,"soundHit5",0.083000,"soundHit6",0.083000,"soundHit7",0.083000,"soundHit8",0.083000,"soundHit9",0.083000,"soundHit10",0.083000,"soundHit11",0.083000,"soundHit12",0.083000 }; hitMan[] = {"soundHitMan1",0.143000,"soundHitMan2",0.143000,"soundHitMan3",0.143000,"soundHitMan4",0.143000,"soundHitMan5",0.143000,"soundHitMan6",0.143000,"soundHitMan7",0.143000 }; hitArmor[] = {"soundHitArmor1",0.071000,"soundHitArmor2",0.071000,"soundHitArmor3",0.071000,"soundHitArmor4",0.071000,"soundHitArmor5",0.071000,"soundHitArmor6",0.071000,"soundHitArmor7",0.071000,"soundHitArmor8",0.071000,"soundHitArmor9",0.071000,"soundHitArmor10",0.071000,"soundHitArmor11",0.071000,"soundHitArmor12",0.071000,"soundHitArmor13",0.071000,"soundHitArmor14",0.071000 }; hitBuilding[] = {"soundHitBuilding1",0.125000,"soundHitBuilding2",0.125000,"soundHitBuilding3",0.125000,"soundHitBuilding4",0.125000,"soundHitBuilding5",0.125000,"soundHitBuilding6",0.125000,"soundHitBuilding7",0.125000,"soundHitBuilding8",0.125000 }; cartridge = "FxCartridge"; cost = 0.700000; deflecting = 10; tracerColor[] = {0,0,0,0 }; tracerColorR[] = {0,0,0,0 }; }; class FlareCore; //Extended class FlareBase : FlareCore { }; class B_127x99_Ball : BulletBase { hit = 26; indirectHit = 3; indirectHitRange = 0.010000; visibleFire = 22; audibleFire = 22; visibleFireTime = 3; cost = 20; airLock = 1; tracerColor[] = {0.800000,0.100000,0.100000,0.040000 }; tracerColorR[] = {0.800000,0.100000,0.100000,0.040000 }; }; }; class CfgVehicles { class All; //Extended class Strategic; //Extended class Land; //Extended class LandVehicle : Land { class ViewPilot; //Extended class NewTurret; //Extended }; class StaticWeapon : LandVehicle { vehicleClass = "Static"; driverOpticsModel = "\ca\weapons\optika_empty"; selectionClan = "clan"; selectionDashboard = "podsvit pristroju"; selectionShowDamage = "poskozeni"; selectionBackLights = "light_back"; bounding = "usti hlavne"; alphaTracks = 0.700000; textureTrackWheel = 0; selectionLeftOffset = ""; selectionRightOffset = ""; memoryPointTrack1L = ""; memoryPointTrack1R = ""; memoryPointTrack2L = ""; memoryPointTrack2R = ""; selectionFireAnim = "zasleh"; fireDustEffect = "FDustEffects"; class DestructionEffects { }; memoryPointMissile[] = {"spice rakety","usti hlavne" }; memoryPointMissileDir[] = {"konec rakety","konec hlavne" }; memoryPointCargoLight = "cargo light"; gunnerCanSee = "2+8+32"; gunnerHasFlares = 0; class Turrets { class MainTurret : NewTurret { memoryPointsGetInGunner = "pos_gunner"; memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointGunnerOptics = "gunnerview"; memoryPointGun = "usti hlavne"; outGunnerMayFire = 1; gunnerOpticsModel = "\ca\Weapons\optika_empty"; minTurn = -180; maxTurn = 180; initTurn = 0; minElev = -7; maxElev = 70; initElev = 0; castGunnerShadow = 1; ejectDeadGunner = 1; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.420000; minFov = 0.220000; maxFov = 0.640000; }; }; }; damperSize = 1.400000; damperForce = 0.800000; gearBox[] = {-1,0,1 }; soundEnviron[] = {"",1.000000,0.700000 }; soundEngine[] = {"",10.000000,1 }; soundCrash[] = {"",0.562341,1 }; soundGear[] = {"",0.000316,1 }; soundDammage[] = {"",0.010000,1 }; getInAction = "GetInMedium"; getOutAction = "GetOutMedium"; class Wounds { tex[] = {}; mat[] = {}; }; icon = "iconTank"; mapSize = 5; displayName = "$STR_DN_TANK"; nameSound = "tank"; accuracy = 0.120000; getInRadius = 3.500000; fuelCapacity = 0; irScanRangeMin = 500; irScanRangeMax = 4000; irScanToEyeFactor = 1; armor = 20; armorStructural = 2.000000; class HitEngine { armor = 0.800000; material = 60; name = "motor"; passThrough = 1; }; class HitHull { armor = 1; material = 50; name = "telo"; passThrough = 1; }; class HitTurret { armor = 0.800000; material = 51; name = "vez"; passThrough = 1; }; class HitGun { armor = 0.600000; material = 52; name = "zbran"; passThrough = 1; }; class HitLTrack { armor = 0.600000; material = 53; name = "pas_L"; passThrough = 1; }; class HitRTrack { armor = 0.600000; material = 54; name = "pas_P"; passThrough = 1; }; extCameraPosition[] = {0,1.500000,-9 }; class ViewPilot : ViewPilot { initAngleX = 7; minAngleX = -15; maxAngleX = 25; initAngleY = 0; minAngleY = -90; maxAngleY = 90; }; cost = 1000000; steerAheadSimul = 0.400000; steerAheadPlan = 0.600000; predictTurnSimul = 1.200000; predictTurnPlan = 1.800000; hasGunner = 1; hasCommander = 0; ejectDeadDriver = 1; ejectDeadCargo = 1; hasDriver = 0; nightVision = 0; driverAction = "ManActCargo"; driverInAction = "ManActCargo"; simulation = "tank"; occludeSoundsWhenIn = 1.000000; obstructSoundsWhenIn = 1.000000; formationX = 10; formationZ = 10; precision = 1; brakeDistance = 0; maxSpeed = 0; canFloat = 0; weapons[] = {"FakeWeapon" }; magazines[] = {"FakeWeapon" }; type = 1; threat[] = {0.700000,1,0.300000 }; camouflage = 1; audible = 1; hideProxyInCombat = 0; driverOpticsColor[] = {0,0,0,1 }; class CargoLight { color[] = {0,0,0,0 }; ambient[] = {0.600000,0,0.150000,1 }; brightness = 0.007000; }; transportMaxMagazines = 0; transportMaxWeapons = 0; class Reflectors { }; secondaryExplosion = 0; }; class MyWeaponStaticMG : StaticWeapon { //orginally was M2StaticWeapon, so I don't know if it is right scope = 2; side = 1; crew = "SoldierWB"; model = "\myweap\myweapon_mg"; //this is where the model is located, picture = "\ca\Weapons\data\ico\m2_mg_CA.paa"; //I didn't change this path so textures appear applied icon = "\Ca\weapons\Data\map_ico\icomap_M2_CA.paa"; //same here, so same icon mapSize = 4; sound[] = {"\ca\Weapons\Data\Sound\MachineGuns_M2HB_SS_v5",100.000000,1 }; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\m2gun_inout",0.031623,1 }; displayName = "$STR_DN_MyWeapon_MG"; nameSound = "mgun"; typicalCargo[] = {"SoldierWB" }; class Turrets : Turrets { class MainTurret : MainTurret { minElev = -10; minTurn = -70; maxTurn = 70; initTurn = 0; weapons[] = {"MyWeapon" }; //is this right? magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2" }; gunnerAction = "MyWeapon_Gunner"; //same doubt here? originally it was "M2_Gunner" }; }; class AnimationSources { class belt_rotation { source = "reload"; weapon = "MyWeapon"; }; }; soundGetOut[] = {"\ca\Weapons\Data\Sound\m2gun_inout",0.001000,1 }; soundGetIn[] = {"\ca\Weapons\Data\Sound\m2gun_inout",0.000316,1 }; armorStructural = 10.000000; class Library { libTextDesc = "$STR_LIB_MyWeapon_MG"; }; }; }; class CfgNonAIVehicles { class ProxyGunner; //Extended class ProxyM2Gunner : ProxyGunner { }; class ProxyWeapon { }; class ProxySecWeapon { }; class ProxyM2_Static : ProxyWeapon { model = "\ca\Weapons\MyWeapon_Static"; simulation = "alwaysshow"; }; }; class CfgMagazines { class Default; //Extended class CA_Magazine : Default { scope = 1; value = 1; displayName = ""; model = "\ca\weapons\mag_univ.p3d"; picture = ""; modelSpecial = ""; useAction = 0; useActionTitle = ""; reloadAction = "ManActReloadMagazine"; ammo = ""; count = 30; type = 256; initSpeed = 900; selectionFireAnim = "zasleh"; nameSound = ""; maxLeadSpeed = 23; }; class VehicleMagazine : CA_Magazine { type = 0; reloadAction = ""; maxLeadSpeed = 100; }; class 100Rnd_127x99_M2 : VehicleMagazine { scope = 2; displayName = "$STR_DN_MyWeapon_MG"; ammo = "B_127x99_Ball"; count = 100; initSpeed = 930; maxLeadSpeed = 200; }; }; class CfgPatches { class CAWeapons { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAData","CA_Anims_Char" }; }; }; class cfgWeapons { class Default; //Extended class MGunCore; //Extended class MGun : MGunCore { type = 65536; cursor = "\ca\Weapons\Data\w_weapon_mg"; cursoraim = "\ca\Weapons\Data\w_weapon_mg"; displayName = "$STR_DN_MGUN"; nameSound = "mgun"; reloadTime = 0.250000; autoFire = 1; reloadAction = "ManActReloadMagazine"; sound[] = {"\ca\Weapons\Data\Sound\M60_SS",1.000000,1 }; soundContinuous = 0; reloadSound[] = {"",1,1 }; initSpeed = 900; flash = "gunfire"; flashSize = 0.500000; optics = 0; }; class MyWeapon : MGun { scope = 1; displayName = "$STR_DN_MyWeapon_MG"; //does it display weapon name in-game or in the editor? autoFire = 1; magazines[] = {"100Rnd_127x99_M2" }; sound[] = {"\ca\Weapons\Data\Sound\MachineGuns_M2HB_SS_v2",3.162278,1 }; soundServo[] = {"",0.000100,1.000000 }; reloadTime = 0.110000; magazineReloadTime = 10; dispersion = 0.002000; canLock = 0; minRange = 1; minRangeProbab = 0.100000; midRange = 400; midRangeProbab = 0.700000; maxRange = 1200; maxRangeProbab = 0.040000; aiDispersionCoefY = 7.000000; aiDispersionCoefX = 7.000000; maxLeadSpeed = 600; }; }; //ends config I lighter problem is that the name of this addon appears as "*", I mean, no real name but Im not really worried about it. So this is about three main questions: 1)how to make my turret point to different directions? is it the config? 2)how to simplify the config file? 3)how to display a proper name in-game?
-
I know this is a very easy thing but can't get to make it work. I have a single soldier, I want a car with its waypoint allocated (only one) to move once the soldier (player) enters it. In accordance to MrMurray guide it says: Maybe you have a vehicle on the map which already has its waypoints allocated and only should start to move when a special unit has entered, for example the player. It doesn't matter which kind of vehicle is used; it works for cars, trucks, ships and also helicopters. To make it work, just enter following syntax in the condition field of a trigger, or a waypoint: Name in VehicleName or Vehicle Name == VehicleName The thing is that the car ignores everything a goes directly to the waypoint, so my soldier has never the opportunity to enter that car. Is it a bug or something is missing? THe sintax is: Rhamka in Trans Trans is the car name.
-
How the hell do I call the helicopter in Tutorial ?
Rhamka replied to Duxa's topic in ARMA - OFFICIAL MISSIONS
I think you are talking about the "03:leader course" mission. You should see the radio and the text on its screen, just clic on the text. -
Car is not waiting for player, help.
Rhamka replied to Rhamka's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for the answer, it works! It even works if the waypoint say "LOAD" and not "GET IN". The only problem I see is that as soon as you reach the waypoint the car moves, so you have to be very fast to enter as it doesn't wait for you. I tested it several times, so after some tries the car moves the waypoint taking less time to find the way so it becomes much harder to enter the car. For several units it would be more problematic. Im guessing if there is an easier way, probably a script or something? I think that in this way, the systems understands that the unit reach the waypoint (LOAD or GET IN) and then the car moves, as it happens, even if the unit does not enter the car goes to the waypoint. Anyway, I think I can use this one meanwhile, thanks for the answer.