Jump to content

OMAC

Member
  • Content Count

    2652
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by OMAC

  1. OMAC

    Scouting and side missions FAQ

    Here is a link to a post in another thread showing a map of quests from Camp Maxwell in Survive episode.
  2. Since motivation is understandably waning with regard to editing Sahrani, it seems to me the most important thing is to spend what limited time there is on editing a single version that will have all of the awesome SMD edits in there. I see the historical value of maintaining the old, "BI" Sahrani in CUP_Terrains, just leaving it as is, and maintaining the SMD Sahrani separately. Conversely, SMD devs could abandon the separate SMD Sahrani and merge all its edits into the CUP version, replacing the outdated version currently in CUP. Either way seems fine to me. But a hybrid version would be cool too...
  3. I sure wish there was a separate thread for PW6 issues. :rolleyes:
  4. I drove all over the place up there near Porto de Perolas in CUP Sahrani, and had no crashes, just awesomeness. In fact, I haven't had a single crash related to any CUP packs, period. And I have all of them loaded. Looking good.
  5. I get no in-game error messages with either Sahrani (CUP and SMD A3), and only one error for SMD Sahrani A3 in the rpt log. I haven't checked log for CUP Sahrani.
  6. ^ ^ I saw that, but key questions regarding differences between SMD Sahrani and the one included in CUP_Terrains were not answered. Since SMD Sahrani is such a glittering jewel, I'm sure many people would be interested in such answers. My bet is that the outdated BI Sahrani in CUP_Terrains will be replaced with SMD version at some point. One can always hope, anyway.
  7. Yep, communication from SMD devs has been scant, at best.
  8. No it is not, as far as I can tell. At least not yet. There are many differences. Compare SMD Sahrani A3, or even A2 version (which works in A3 with CUP_Terrains loaded, but with errors) with the old BI Sahrani currently included in CUP_Terrains. I wish the Sahrani devs would give detailed info on differences, to avoid all this confusion.
  9. There are many differences, some hard to spot. Shed doors are openable (doesn't work in A3 version), bugs fixed, buildings moved, etc. etc. Check SMD Sahrani thread (especially A2 version). Very obvious is the addition to SMD version of enterable buildings with openable doors and windows, such as one at NW corner of market square in Corazol (see image below). Also, the SMD version adds proper A3 underwater vegetation and textures. BI version included in CUP_Terrains has grass as underwater veg.
  10. Thanks for the info. The Sahrani currently in CUP_Terrains is the old BI Sahrani. After playing with SMD Sahrani, the old BI version is a letdown. Hopefully the full, awesome SMD Sahrani will replace the old BI version someday. The SMD Sahrani A3 v0.25 is good, but has some bugs.
  11. SMD Sahrani A3 v0.25 + CUP_Terrains 1.0 loaded: 1) Red shed doors won't open. Actions for both Close Doors and Open Doors are visible when doors are closed. 2) 13:04:06 Strange convex component30 in smd_sahrani_artif_obj\buildings\smd_dum_olez_istan2_maly_open.p3d:geometryFire (possibly related to 1) above). 3) Fuel stations will not refuel vehicles. Otherwise the island is a thing of beauty, and no crashes! Hopefully the SMD Sahrani will replace the BI Sahrani in CUP_Terrains someday.
  12. Ok, thanks. Downloading SMD Sahrani A3 now.
  13. I asked this earlier, perhaps you missed the post. Will the Sahrani in CUP_terrains be upgraded with all the great changes you made for A2 Sahrani 1.65? The A2 SMD Sahrani works great with A3 CUP_terrains loaded (all doors work perfectly, like garage doors and red shed doors, etc.), but there are errors associated with missing A2 units in the intros for the island, and a warning about possible crashes related to binarization. But then again, SMD Sahrani != BI Sahrani. ;)
  14. The ArmaHolic download is named Community-Upgrade-Project-Vehicles-Pack-version-1.2.rar, so the version number is wrong there as well. Note that mod.cpp in the vehicle pack for v1.1 shows current version as "1.0.1." name = "CUP Vehicle Pack 1.0.1"; tooltip = "Community Upgrade Project Vehicle 1.0.1"; tooltipOwned = "Community Upgrade Project Vehicle 1.0.1"; Also note that cup_vehicles readme.txt also lists wrong version and release date: CUP Vehicles Pack Version 1.0.1 (06|11|2015)
  15. Yep. Correct destination is: http://www.armaholic.com/page.php?id=29716 I downloaded v1.1 of the (awesome) vehicle pack yesterday, but today the download link on ArmaHolic points to v1.2? Has a new version just been released? :D B)
  16. Note that "cup_weapons readme.txt" included in 1.4 still lists old version: CUP Weapon Pack Version 1.3.1 (06|11|2015)
  17. Congrats on the release. Downloading now. Does the Sahrani in the pack contain the all the updates from the awesome SMD_Sahrani_A2 by cifordayzserver and M1lkm8n? Edit: I think the answer is no. Bummer. Garage doors and red doors of sheds won't open. Also, some doors of old OFP-style buildings won't close when you select that action.
  18. Done. http://bugs.cup-arma3.org/view.php?id=168
  19. Hi, Thanks for 1.4 pack! Nice X-mas present, to say the least. I'm getting this error when placing US Army Special Weapons crate: 16:05:12 Warning Message: No entry 'bin\config.bin/CfgWeapons/CUP_muzzle_snds_M14/ItemInfo/MagazineCoef.initSpeed'. Merry Christmas! Cheers, OMAC
  20. OMAC

    Sahrani Rearmed

    Not sure about coop version. I never played original, so I don't know if it was coop-compatible. I played all 3 AR2 campaigns in SP, and they were AWESOME. They will be even better in 1.4 version which has bugs fixed and original mercenaries in Queen's Gambit.
  21. ^ ^ I agree, but at least firing with gun at maximum elevation doesn't damage the blades while they're spinning.
  22. OMAC

    Sahrani Rearmed

    I strongly recommend using Arma Rearmed 2 (AR2) mod, which requires most of Sahrani Rearmed (SR), and includes special configs for compatibility with other Arma 1-derived content, like CAA1 mod, so that the 3 ported Arma 1 campaigns will work. https://forums.bistudio.com/topic/188569-arma-rearmed-2/ Using AR2 1.4.1, you can play with most SR units on Sahrani, Porto, and Rahmadi in the A2CO editor.
  23. I also don't recall encountering the issue before, but it's something I may have ignored if I had seen it. Did corepatch change the maxelev on the Shilka turret? I did a quick search of changelog, but found nothing about Shilka, so I thought that it hasn't been tweaked recently. If the maxelev was increased, then reverting the change or reducing it would most likely fix the problem. I reverted to OA 1.62, and the problem was still there. I couldn't find a way to revert A2, however. I selected "legacy" but nothing happened. Did CCP change the maxelev of the Shilka turret at some point? -- Edit: W0lle, who uses old non-Steam OA 1.62, said the problem was there also. He just fixed the problem with CWR2 Shilkas (derived from BI model) by restricting the gun movement to the point just before the view turns black. Edit2: Here is the fixed Shilka config from W0lle (he kindly gave permission for posting). Important line is 439 (maxElev = 57; //85). class CfgPatches { class cwr2_ZSU { ammo[] = {}; author = "CWR² Modification"; magazines[] = {}; mail = "cwrmod@gmail.com"; requiredAddons[] = {"cwr2","cwr2_weaponcfg","cwr2_soldiers_rus","catracked","catracked_e"}; requiredVersion = 1.62; units[] = {}; url = "http://cwr2.arma2.fr"; version = "23-12-2015"; weapons[] = {}; }; }; class CfgVehicles { class All; class AllVehicles : All { class AnimationSources; class HeadLimits; class NewTurret { class ViewGunner; class ViewOptics; }; class Sounds { class Engine; class Movement; }; class ViewOptics; class ViewPilot; }; class Land : AllVehicles {}; class LandVehicle : Land {}; class Tank : LandVehicle { class HitPoints { class HitEngine; class HitHull; class HitLTrack; class HitRTrack; }; class Sounds : Sounds { class Engine : Engine {}; class Movement : Movement {}; }; class CargoLight; class Eventhandlers; class SpeechVariants; class Turrets { class MainTurret : NewTurret { class Turrets { class CommanderOptics : NewTurret { class ViewOptics; class ViewGunner; }; }; class HitPoints { class HitTurret; class HitGun; }; }; }; }; class cwr2_ZSU : Tank { accuracy = 0.25; afMax = 200; armor = 160; armorCrash0[] = {"\ca\sounds\vehicles\crash\tank_vehicle_01",0.71,1,200}; armorCrash1[] = {"\ca\sounds\vehicles\crash\tank_vehicle_02",0.71,1,200}; armorCrash2[] = {"\ca\sounds\vehicles\crash\tank_vehicle_03",0.71,1,200}; armorCrash3[] = {"\ca\sounds\vehicles\crash\tank_vehicle_04",0.71,1,200}; armorStructural = 4; brakeDistance = 9.0; buildCrash0[] = {"\ca\sounds\vehicles\crash\tank_building_01",0.71,1,200}; buildCrash1[] = {"\ca\sounds\vehicles\crash\tank_building_02",0.71,1,200}; buildCrash2[] = {"\ca\sounds\vehicles\crash\tank_building_03",0.71,1,200}; buildCrash3[] = {"\ca\sounds\vehicles\crash\tank_building_04",0.71,1,200}; commanderCanSee = "1+2+4+16"; cost = 150000; crew = "cwr2_SoldierE_Crew"; damageResistance = 0.02711; displayname = "ZSU-23-4"; driverAction = "ManActTestDriver"; driverCanSee = "2+4+16"; driverForceOptics = 1; driverInAction = "ManActTestDriver"; driverOpticsModel = "\ca\tracked\optika_tank_driver_west.p3d"; faction = "cwr2_ru"; forceHideDriver = 1; fuelCapacity = 520; gunnerCanSee = "1+4+16"; hiddenSelections[] = {"camo1","camo2","camo3"}; hiddenSelectionsTextures[] = {"\cwr2\tanks\cwr2_zsu\data\zsu_01_co.paa","\cwr2\tanks\cwr2_zsu\data\zsu_02_co.paa","\cwr2\tanks\cwr2_zsu\data\zsu_03_co.paa"}; htMax = 1800; htMin = 60; icon = "\cwr2\general\cwr2\ui\icon_tank_zsu_ca.paa"; incommingMisslieDetectionSystem = 0; insideSoundCoef = 0.8; irScanGround = 0; irScanRangeMax = 10000; irScanRangeMin = 4000; irScanToEyeFactor = 5; lockDetectionSystem = 0; mapSize = 7; maxSpeed = 44; mFact = 1; mfMax = 100; model = "\cwr2\tanks\cwr2_zsu\cwr2_zsu.p3d"; nameSound = "veh_Tank"; picture = "\cwr2\general\cwr2\ui\picture_zsu_ca.paa"; radarType = 4; scope = 2; side = 0; soundArmorCrash[] = {"ArmorCrash0",0.25,"ArmorCrash1",0.25,"ArmorCrash2",0.25,"ArmorCrash3",0.25}; soundBuildingCrash[] = {"buildCrash0",0.25,"buildCrash1",0.25,"buildCrash2",0.25,"buildCrash3",0.25}; soundEngineOffExt[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_off",1,1,250}; soundEngineOffInt[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_off",1,1}; soundEngineOnExt[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_start",1,1,300}; soundEngineOnInt[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_start",1,1}; soundGear[] = {"",5.6234134e-005,1}; soundGetIn[] = {"ca\SOUNDS\Vehicles\Tracked\Other\int\int-tracked-getin-01",0.56234133,1}; soundGetOut[] = {"ca\SOUNDS\Vehicles\Tracked\Other\ext\ext-tracked-getout-01",0.56234133,1,50}; soundWoodCrash[] = {"woodCrash0",0.25,"woodCrash1",0.25,"woodCrash2",0.25,"woodCrash3",0.25}; tBody = 250; textPlural = "$STR_DN_Tanks"; textSingular = "$STR_DN_Tank"; threat[] = {1.0,0.5,1.0}; type = 1; typicalCargo[] = {}; vehicleClass = "cwr2_group_armor"; wheelCircumference = 2.249; woodCrash0[] = {"\ca\sounds\vehicles\crash\tank_wood_01",0.71,1,200}; woodCrash1[] = {"\ca\sounds\vehicles\crash\tank_wood_02",0.71,1,200}; woodCrash2[] = {"\ca\sounds\vehicles\crash\tank_wood_03",0.71,1,200}; woodCrash3[] = {"\ca\sounds\vehicles\crash\tank_wood_04",0.71,1,200}; weapons[] = {}; magazines[] = {}; class Damage { tex[] = {}; mat[] = { "cwr2\tanks\cwr2_zsu\data\rvmats\zsu_01.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_01_damage.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_01_destruct.rvmat", "cwr2\tanks\cwr2_zsu\data\rvmats\zsu_02.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_02_damage.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_02_destruct.rvmat", "cwr2\tanks\cwr2_zsu\data\rvmats\zsu_03.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_03_damage.rvmat","cwr2\tanks\cwr2_zsu\data\rvmats\zsu_03_destruct.rvmat" }; }; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = "ExhaustsEffectBig"; }; class Exhaust2 { position = "vyfuk start_2"; direction = "vyfuk konec_2"; effect = "ExhaustsEffectBig"; }; }; class HitPoints : HitPoints { class HitLTrack { armor = 0.3; material = -1; name = "pas_L"; passThrough = 0.3; visual = "pas_L"; }; class HitRTrack { armor = 0.3; material = -1; name = "pas_P"; passThrough = 0.3; visual = "pas_P"; }; class HitEngine { armor = 1; material = -1; name = "NEmotor"; passThrough = 0.2; visual = "motor"; }; class HitHull { armor = 0.6; material = -1; name = "telo"; passthrough = 0; visual = "telo"; }; }; class Library { libtextdesc = "The ZSU-23-4 Shilka is a combination of a proven radar system, the chassis of the PT-76 light tank, and four 23 mm cannons. The result of this amalgamation is a vehicle displaying the key assets of mobility, firepower and accuracy."; }; class Sounds { class Engine { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_low",1,1,500}; frequency = "(randomizer*0.05+0.8)*rpm"; volume = "engineOn*camPos*(rpm factor[0.2,1])"; cone[] = {1.75,2,1.5,1.25}; }; class EngineHighOut { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_high",1,1,800}; frequency = "(randomizer*0.15+1.05)*rpm"; volume = "engineOn*camPos*(thrust factor[0.5,1])"; }; class IdleOut { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_idle",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(rpm factor[0.6,0.15])"; }; class NoiseOut { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_noises",1,1,400}; frequency = "1"; volume = "camPos*(angVelocity max 0.04)*(speed factor[4,15])"; }; class ThreadsOutH0 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[0.3,0.6]) min (rpm factor[0.6,0.3]))"; }; class ThreadsOutH1 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[0.5,0.8]) min (rpm factor[0.8,0.5]))"; }; class ThreadsOutH2 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[0.65,0.9]) min (rpm factor[0.9,0.65]))"; }; class ThreadsOutH3 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[0.8,1.2]) min (rpm factor[1.2,0.8]))"; }; class ThreadsOutH4 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\hard",1,1,400}; frequency = "1"; volume = "engineOn*camPos*(1-grass)*((rpm factor[1,2]) min (rpm factor[2,1]))"; }; class ThreadsOutS0 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[0.3,0.6]) min (rpm factor[0.6,0.3]))"; }; class ThreadsOutS1 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[0.5,0.8]) min (rpm factor[0.8,0.5]))"; }; class ThreadsOutS2 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[0.65,0.9]) min (rpm factor[0.9,0.65]))"; }; class ThreadsOutS3 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[0.8,1.2]) min (rpm factor[1.2,0.8]))"; }; class ThreadsOutS4 { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\soft",1,1,400}; frequency = "1"; volume = "engineOn*camPos*grass*((rpm factor[1,2.0]) min (rpm factor[2.0,1]))"; }; class Movement { sound[] = {"",1,1}; frequency = "0"; volume = "0"; }; class EngineIn { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_high",1,1}; frequency = "0.40+(0.60*rpm)"; volume = "engineOn*(1-camPos)*(rpm factor[0.4,1])"; }; class IdleIn { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_idle",1,1}; frequency = "0.70+(0.40*rpm)"; volume = "engineOn*(1-camPos)*(rpm factor[0.6,0.15])"; }; class NoiseIn { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_noises",1,1}; frequency = "1"; volume = "(1-camPos)*(angVelocity max 0.04)*(speed factor[4,15])"; }; class ThreadsInH0 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_01",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[0.3,0.6]) min (rpm factor[0.6,0.3]))"; }; class ThreadsInH1 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_02",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[0.5,0.8]) min (rpm factor[0.8,0.5]))"; }; class ThreadsInH2 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_03",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[0.65,0.9]) min (rpm factor[0.9,0.65]))"; }; class ThreadsInH3 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_04",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[0.8,1.2]) min (rpm factor[1.2,0.8]))"; }; class ThreadsInH4 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_hard_05",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*(1-grass)*((rpm factor[1,2.0]) min (rpm factor[2.0,1]))"; }; class ThreadsInS0 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_01",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[0.3,0.6]) min (rpm factor[0.6,0.3]))"; }; class ThreadsInS1 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_02",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[0.5,0.8]) min (rpm factor[0.8,0.5]))"; }; class ThreadsInS2 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_03",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[0.65,0.9]) min (rpm factor[0.9,0.65]))"; }; class ThreadsInS3 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_04",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[0.8,1.2]) min (rpm factor[1.2,0.8]))"; }; class ThreadsInS4 { sound[] = {"ca\sounds\Vehicles\Tracked\Other\int\int_diesel_treads_soft_05",1,1}; frequency = "1"; volume = "engineOn*(1-camPos)*grass*((rpm factor[1,2.0]) min (rpm factor[2.0,1]))"; }; }; class SoundEvents { class AccelerationIn { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\int_acc",1,1}; limit = 0.15; expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))"; }; class AccelerationOut { sound[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\ext_acc",1,1,50}; limit = 0.15; expression = "engineOn*camPos*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))"; }; }; class SpeechVariants { class Default { speechSingular[] = {"veh_Tank"}; speechPlural[] = {"veh_Tanks"}; }; class EN: Default{}; class CZ { speechSingular[] = {"veh_Tank_CZ"}; speechPlural[] = {"veh_Tanks_CZ"}; }; class CZ_Akuzativ { speechSingular[] = {"veh_Tank_CZ4P"}; speechPlural[] = {"veh_Tanks_CZ4P"}; }; class RU { speechSingular[] = {"veh_Tank_RU"}; speechPlural[] = {"veh_Tanks_RU"}; }; }; class Turrets : Turrets { class MainTurret : MainTurret { discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000}; discreteDistanceInitIndex = 5; forceHideGunner = 0; gunnerAction = "ZSU_GunnerOut"; gunnerInAction = "ZSU_Gunner"; gunnerOpticsEffect[] = {"TankGunnerOptics1","OpticsBlur2","OpticsCHAbera2"}; gunnerOpticsModel = "\ca\weapons\2dscope_ruaa8"; gunnerOutOpticsModel = ""; maxElev = 57; //85 maxTurn = 360; memoryPointGun[] = {"chase01","chase02","chase03","chase04"}; minElev = -4.5; minTurn = -360; soundServo[] = {"\cwr2\general\cwr2_sounds\vehicles\zsu\turret",1,1,100}; turretInfoType = "RscWeaponRangeZeroing"; weapons[] = {"cwr2_AZP85"}; magazines[] = {"cwr2_2000Rnd_23mm_AA","2000Rnd_23mm_AZP85"}; class ViewOptics { initAngleX = 0; initAngleY = 0; initFov = 0.2; maxAngleX = 30; maxAngleY = 100; maxFov = 0.2; minAngleX = -30; minAngleY = -100; minFov = 0.058; visionMode[] = {"Normal","NVG"}; }; class Turrets : Turrets { class CommanderOptics : CommanderOptics { body = "ObsTurret"; gun = "ObsGun"; gunBeg = "gun_muzzle"; gunEnd = "gun_chamber"; gunnerAction = "ZSU_CommanderOut"; gunnerInAction = "ZSU_Commander"; gunnerOpticsEffect[] = {"TankCommanderOptics1"}; gunnerOpticsModel = "\ca\weapons\2dscope_com1"; gunnerOutOpticsModel = ""; initElev = 0; initTurn = 0; maxElev = 60; maxHorizontalRotSpeed = 2.0; maxTurn = 360; maxVerticalRotSpeed = 2.0; minElev = -10; minTurn = -360; outGunnerMayFire = 0; startEngine = 0; class ViewOptics : ViewOptics { initFov = 0.111; minFov = 0.111; maxFov = 0.111; visionMode[] = {"Normal","NVG"}; }; }; }; }; }; #include "\cwr2\_templates\transportmagazines_apc_east.h" }; }; class CfgNonAIVehicles { class ProxyCrew; class ProxyCommander; class ProxyDriver; class ProxyGunner; class ProxyCargo; class ProxyZSUCommander : ProxyCommander {}; class ProxyZSUDriver : ProxyDriver {}; class ProxyZSUGunner : ProxyGunner {}; class ProxyZSUCommanderOut : ProxyCommander {}; class ProxyZSUDriverOut : ProxyDriver {}; class ProxyZSUGunnerOut : ProxyGunner {}; };
  24. Note that A3 CUP Weapons Pack 1.3.1 has zeroing for the DMR (now called M14 DMR).
×