Dr. Madlove
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Posts posted by Dr. Madlove
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Thank you Myke, I feel like giving you some gold or sweetmeats or something! Even if you don't find a solution I should be fine with the gunner having the missiles. Something else- you might have noticed my gunner doesn't show up where he should, the game seems to think he is part of â€cargo", because the cargo LOD is used when playing as the gunner. Do you have a solution? Thanks for everything you're doing for me!
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Oops, sorry. Give ten minutes to upload
---------- Post added at 04:55 PM ---------- Previous post was at 04:33 PM ----------
Senduit.com tells me their having technical difficulties, anywhere else I can upload my .rar file to? Thank you for all the effort you're going through too help a fool!
---------- Post added at 05:12 PM ---------- Previous post was at 04:55 PM ----------
Ok, it's on http://www.filedropper.com/slgvociferator now, have a look please. Thank you ever so much:bounce3:
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Ok, the files should be under http://h1.ripway.com/Bistromath/ , I hope I got this file hoster thing under hand, see if you can download them. Thanks for all your help!
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Thanks Myke, I'll have uploaded within half an hour. O yes, it's a helicopter based vehicle, does that make a difference?
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Thanks Myke, I'll take a look.
---------- Post added at 02:17 PM ---------- Previous post was at 01:44 PM ----------
No go, the GLT missiles also don't show before firing, so I guess it's model related. Can anyone supply a list of requirements for proxies in O2? Thanks
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I replaced my proxies and also replaced all instances of my custom missiles with your sidewinder .p3d(to eliminate my missile as the problem) but they still simply spawn from the proxy positions, they don't show beforehand. Is there an error in my config?
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Hi all
I'm trying to implement proxy weapons in my model, but I seem to be fighting a losing battle. At first my proxy weapon simply spawned in the centre of my vehicle. After a bit of twiddling I got them to show on the wing, but they still spawned from the centre of the vehicle. After more modifications I got them to fire from the correct positions on the wings, but then they fail to show before firing-they simply spawn out of thin air. I must be making some silly mistake, but I can't get it fixed. Anyone's help will be appreciated. Here are the relevant bits from my config:
class CfgPatches
{
class SLG_Vociferator
{
units[] = {"SLG_Vociferator"};
weapons[] = {};
requiredAddons[] = {"CAAir_E","CACharacters","CACharacters2","CAWeapons","CA_Anims_Char"};
};
};
class CfgWeapons
{
class LauncherCore;
{
class MaverickLauncher;
class SLGBombLauncher: MaverickLauncher
{
displayName = "$STR_DN_SLGLAUNCHER";
magazines[] = {"SLG_AGM65_mag"};
};
};
class CfgMagazines
{
class 2Rnd_Maverick_A10;
class SLG_AGM65_mag: 2Rnd_Maverick_A10
{
scope = 2;
displayName = "$STR_MN_Missiles";
ammo = "Bo_SLG_AGM65";
count = 2;
maxSpeed = 35;
initTime = 1.5;
thrustTime = 10;
maneuvrability = 90;
thrust = 141;
nameSound = "missiles";
};
};
class CfgAmmo
{
class Default; // External class reference
class TimeBombCore; // External class reference
class MineCore; // External class reference
class BulletCore; // External class reference
class BombCore; // External class reference
class M_Maverick_AT;
class Bo_SLG_AGM65: M_Maverick_AT
{
model = "\SLG_Vociferator\SLG_AGM65";
maxSpeed = 35;
initTime = 1.5;
maneuvrability = 90;
thrustTime = 10;
thrust = 141;
proxyShape = "\SLG_Vociferator\SLG_AGM65";
};
};
(under cfg vehicles
weapons[]={"SLGBombLauncher"};
magazines[]={"SLG_AGM65_mag"};
)
class CfgNonAIVehicles
{
class ProxyWeapon;
class ProxyAGM65: ProxyWeapon
{
model = "\Ca\Air_E\AGM65";
simulation = "maverickweapon";
};
};
I have my two "AGM65" proxies in every single LOD by now and "autocenter=0" in all LODS as well. If someone doesn't help me soon I fear I might go mad.
Thank you
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Hi
I'm having some trouble with a user animation and the rotor dive anims. The user animation is a screen that the pilot can flip up and down inside the cockpit. The ActionMenu pop-up doesn't appear while seated inside the vehicle, though it does work when I'm standing outside of the vehicle next to my userAction memoryPoint. As for my "rotors", they tilt fine inside O2 but do nothing in-game. Am I using the wrong 'source' or something? Here are my configs:
// Config written by 'konyo'// 15:52 22/09/
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
class SLG_Vociferator
{
units[] = {"SLG_Vociferator"};
weapons[] = {};
requiredAddons[] = {};
};
};
class CfgFactionClasses
{
class US
{
displayName = "US";
priority = 0;
side = 1;
};
};
class cfgVehicles
{
class Helicopter;
class SLG_Vociferator : Helicopter
{
scope = public;
model = "\SLG_Vociferator\SLG_Vociferator.p3d";
displayName = "Vociferator";
faction = "US";
vehicleClass = "Air";
side = 1;
crew = "US_Pilot_EP1";
DriverAction = "AH1Z_Gunner";
maxSpeed = 500; // max speed on level road, km/h
nameSound = "gunship";
armor = 1000;
maxMainRotorDive ="rad 60";
minMainRotorDive ="rad -60";
transportSoldier = 0;
gearRetracting = false;
cost = 500000;
class AnimationSources
{
class user_pilot_screen
{
source = "user";
animPeriod = 4;
initPhase=0;
};
};
class UserActions
{
class Retract_Screen
{
displayName="Retract Screen";
position="pilot_screen_action";
onlyforplayer=0;
radius=4;
condition="(this animationPhase ""screen_pilot_retract"" == 0)";
statement="this animate [""screen_pilot_retract"",1];";
};
class Enable_Screen
{
displayName="Enable Screen";
position="pilot_screen_action";
onlyforplayer=0;
radius=4;
condition="(this animationPhase ""screen_pilot_retract"" == 1)";
statement="this animate [""screen_pilot_retract"",0];";
};
};
class ViewPilot
{
initFov = 1;
minFov = 0.3;
maxFov = 1.2;
initAngleX = 25;
minAngleX = -65;
maxAngleX = 80;
initAngleY = 0;
minAngleY = -155;
maxAngleY = 155;
};
class Library
{
libTextDesc = "A large gunship with transport capabilities";
};
};
};
And the Model.cfg:
class CfgSkeletons{
class Vehicle;
class Helicopter: Vehicle
{
skeletonInherit="Vehicle";
skeletonBones[]={};
};
class SLG_VociferatorSkeleton: Helicopter
{
isDiscrete=0;
skeletonInherit="Helicopter";
skeletonBones[]=
{
"engine_left_back","",
"engine_left_front","",
"engine_right_front","",
"engine_right_back","",
"wheel_left_1","",
"wheel_left_2","",
"wheel_right_3","",
"wheel_right_4","",
"wheel_front","",
"Cannon_Base_y","",
"Cannon_x","Cannon_Base_y",
"screen_pilot",""
};
};
};
class Rotation;
class CfgModels
{
class Vehicle;
class Helicopter: Vehicle
{
sectionsInherit="Vehicle";
sections[]={};
skeletonName="Helicopter";
class Animations
{
};
};
class SLG_Vociferator: Helicopter
{
sections[]=
{
};
skeletonName="SLG_VociferatorSkeleton";
class Animations
{
class screen_pilot_retract : Rotation {
type="rotation";
source="user_pilot_screen";
sourceAddress = "clamp";
selection="screen_pilot";
axis="screen_pilot_axis";
memory=1;
angle0="rad 0";
angle1="rad 75";
minValue="0.000";
maxValue="1.000";
};
class engine_left_back_pitch : Rotation {
type="rotationX";
source="rotorHdive";
selection="engine_left_back";
axis="engine_left_back_axis";
memory = 1;
minValue="rad -60";
maxValue="rad 60";
angle0="rad -60";
angle1="rad 60";
};
class engine_right_back_pitch : Rotation {
type="rotationX";
source="rotorHdive";
selection="engine_right_back";
axis="engine_right_back_axis";
memory = 1;
minValue="rad -60";
maxValue="rad 60";
angle0="rad -60";
angle1="rad 60";
};
class engine_right_front_pitch : Rotation {
type="rotationX";
source="rotorHdive";
selection="engine_right_front";
axis="engine_right_front_axis";
memory = 1;
minValue="rad -60";
maxValue="rad 60";
angle0="rad -60";
angle1="rad 60";
};
class engine_left_front_pitch : Rotation {
type="rotationX";
source="rotorHdive";
selection="engine_left_front";
axis="engine_left_front_axis";
memory = 1;
minValue="rad -60";
maxValue="rad 60";
angle0="rad -60";
angle1="rad 60";
};
class wheel_left_1_turn : Rotation {
type="rotationX";
source="wheel";
selection="wheel_left_1";
axis="";
memory = 1;
sourceAddress="loop";
angle0=0;
angle1="rad -360";
};
class wheel_left_2_turn : Rotation {
type="rotationX";
source="wheel";
selection="wheel_left_2";
axis="";
memory = 1;
sourceAddress="loop";
angle0=0;
angle1="rad -360";
};
class wheel_right_3_turn : Rotation {
type="rotationX";
source="wheel";
selection="wheel_right_3";
axis="";
memory = 1;
sourceAddress="loop";
angle0=0;
angle1="rad -360";
};
class wheel_right_4_turn : Rotation {
type="rotationX";
source="wheel";
selection="wheel_right_4";
axis="";
memory = 1;
sourceAddress="loop";
angle0=0;
angle1="rad -360";
};
class wheel_front : Rotation {
type="rotationX";
source="wheel";
selection="wheel_front";
axis="";
memory = 1;
sourceAddress="loop";
angle0=0;
angle1="rad -360";
};
class mainGun {
type="rotationX";
source="mainTurret";
selection="Cannon";
animPeriod = 0;
axis="Cannon_axis";
memory=1;
minValue="rad -15";
maxValue="rad +90";
angle0="rad -15";
angle1="rad +90";
};
class mainTurret {
type="rotationY";
source="mainGun";
selection="Cannon_Base";
axis="Cannon_Base_axis";
memory=1;
animPeriod = 0;
minValue="rad -150";
maxValue="rad +150";
angle0="rad -150";
angle1="rad +150";
};
class Cannon_base_y : mainTurret {
selection = "Cannon_base_y";
axis = "cannon_base_axis";
};
class Cannon_x : Maingun {
selection = "Cannon_x";
axis = "cannon_axis";
};
};
};
};
Any help will be most appreciated
Thank you
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I managed to get it working! Here is my basic config.cpp for helicopters:
// Config written by 'konyo'// 15:52 22/09/
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
class YourAddon
{
units[] = {"YourUnit"};
weapons[] = {};
requiredAddons[] = {};
};
};
class CfgFactionClasses
{
class UNSC
{
displayName = "UNSC";
priority = 0;
side = 1;
};
};
class cfgVehicles
{
class Helicopter;
class YourAddon : Helicopter
{
scope = public;
model = "\YourModel'sDirectory\YourModel.p3d";
displayName = "YourUnit'sDisplayName";
faction = "UNSC";
vehicleClass = "Air";
side = 1;
crew = "SoldierWPilot";
DriverAction = "AH1Z_Gunner";
maxSpeed = 500; // max speed on level road, km/h
nameSound = "ingame 'target sighted' Description of your unit";
armor = 1000;
transportSoldier = 0;
gearRetracting = false;
cost = 500000;
class ViewPilot
{
initFov = 1;
minFov = 0.3;
maxFov = 1.2;
initAngleX = 25;
minAngleX = -65;
maxAngleX = 80;
initAngleY = 0;
minAngleY = -155;
maxAngleY = 155;
};
class Library
{
libTextDesc = "Describe your unit";
};
};
};
You might also notice that the config was written by someone(or some program?) named "konyo". I have no idea who he/she is but I'm very grateful that their config.cpp was available to steal use.
Thanks to all who helped!
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Thanks for the help, I should be able to figure it out now:)
---------- Post added at 05:40 PM ---------- Previous post was at 03:42 PM ----------
I'm afraid the config-everything link that pufu posted is a bit daunting at the moment, can anyone post a simple config.cpp for helicopter x? I've put all that effort into my model and don't want to abandon it because of the config.cpp!
Any help will be met with flowers and sweetmeats
Thanks
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Hi
I'm trying to make a gunship addon for OA, and all was going well until I reached the config.cpp.
Now, I understand the basic principal of inheriting properties from existing classes and configuring
the parametres for your own addon, but I can't seem to get it working. I have no idea where I should
be inheriting from, and my config.cpp's usually result in a "bad vehicle type" error. Is there a basic
"helicopter" to inherit from, and what would that config.cpp look like? I'd appreciate an example
config for a standard helicopter with a turret and some missiles, and how to place the gunner and pilot.
I will be eternally gratefull to anyone who can help me.
Thank you
P.S. I only have Operation Arrowhead
Proxy Weapon problem
in ARMA 2 & OA : MODELLING - (O2)
Posted
Thanks for everything, I've bothered you enough for today. Cheers!