Jump to content

J. Schmidt

Member
  • Content Count

    318
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by J. Schmidt

  1. Have you tried using the same position for 2 soldiers to move into? For example you have two soldiers "s1 and s2" (and the tank is named t1); s1 moveInGunner t1; s2 moveInGunner t1.
  2. J. Schmidt

    Pegasus Team 101 MULE WIP

    Great News, after the great help from Nordin, the remote control script works perfectly now, or at least it does with the different test that I think of. I will also be releasing v1.0 of my addon today. I hope you enjoy, and I will be updating it once I sort out some things, i.e. accessing the gear, improve textures, adding a laser designator, possibly missiles, and etc. all in due time. Also please post any bugs that you happen to come across, and I do what I can with the help of the community to fix it. I would like to thank [APS]Gnat, Nordin, Feint, and everyone else who helped me with this addon, for without their help it wouldn't have been possible. @Gnat, I'm still not able to access the gear, could you help me with that? Also is it possible to add a laser designator and missiles to the MULE? These would be excellent things to add to the MULE.
  3. J. Schmidt

    Remote Control Script

    Why can't I find the action to "Exit UGV Mode" when I'm in the vehicle? Is it something to do with objNull, or do I have to name the commander?
  4. J. Schmidt

    Remote Control Script

    Well I'm going to go and test this theory now, but I'm wondering if this will work to make the _cntr equip and switch their weapon to the "pt101_ugvcontroller"? _cntr addWeapon "pt101_ugvcontroller"; _cntr selectWeapon "pt101_ugvcontroller";
  5. J. Schmidt

    Pegasus Team 101 MULE WIP

    @Gnat The UGV Controller falls into the class of Binoculars, and shows up in the players inventory where the Binoculars and NV are. Would the selectWeapon command work? I'll do some more digging around. And is there a way to name the Commander of the MULE? (I figured out a way in which will only allow the player to "Exit UGV Mode" only when their in the commander's position, but I need to name the Commander.)
  6. J. Schmidt

    Remote Control Script

    I just thought of something, I've been giving the vehicle the action to "Exit Remote Control" and not the "Commander". That's why whenever you get near the vehicle or what ever position you are in, you get the "Exit Remote Control". But the script starts out by remotely controlling the commander, so it should end only by switching back to the commander and exiting. This will probably fix what I'm having trouble with, and still be able to control the other positions when I "Enter Remote Control" again. (This is just a theory based on my past experience with the basic script I use "whom remoteControl whom". And when I just used this I had to switch back to the commander for it to work properly.) remotecontrol.sqf private ["_cntr","_cmdr","_drv","_gun"]; _cntr = UGV_Operator; _cmdr = Commander UGV; _drv = Driver UGV; _gun = Gunner UGV; _cntr remoteControl _cmdr; _cmdr switchCamera "Internal"; //Make AI Controllable [_cmdr] join grpNull; selectPlayer _cmdr; setPlayable _drv; setPlayable _gun; exitremotecontrol.sqf private ["_cntr","_cmdr"]; _cntr = UGV_Operator; _cmdr = Commander UGV; objNull remoteControl _cmdr; _controller switchCamera "External"; selectPlayer _cntr; And to activate these scripts you need to have this: initremotecontrol.sqf private ["_cntr","_cmdr"]; _cntr = UGV_Operator; _cmdr = Commander UGV; _cntr addAction ["Enter UGV Mode", "\remotecontrol.sqf"]; _cmdr addAction ["Exit UGV Mode", "\exitremotecontrol.sqf"]; :p (I'm not sure if I still need to keep "[_cmdr] join grpNull;" after "selectPlayer _cntr;", I haven't tested it yet, for I just had a last minuet idea while laying in bed, and had to write it down before I could go to sleep.) :p
  7. J. Schmidt

    Remote Control Script

    Can someone tell me what this If Then statement that I came up with means in English? if (_this == _gun) then { _gun doMove _cmdrpos; }; sleep 5; if (_this == _driver) then { _driver doMove _cmdrpos; }; sleep 5;
  8. J. Schmidt

    Pegasus Team 101 MULE WIP

    How am I suppose to make the player pull out the UGV_Controller when they select the "Enter UGV Mode"?
  9. J. Schmidt

    Remote Control Script

    I think I need to create an if then statement, that says something like if gunner then moveTo commander, and another if then statement, that says if driver moveTo commander. But I'm unsure of how to do this. Can anyone give me a hand?
  10. J. Schmidt

    Remote Control Script

    :confused: Well I partially fixed it, now after so many enter and exits of the Remote Control Script it doesn't work. :confused:
  11. J. Schmidt

    Pegasus Team 101 MULE WIP

    @Gnat Sorry about filling your PM box.
  12. J. Schmidt

    Remote Control Script

    Great News I fixed the problem, but what can I use that'll make the AI not eject out of the vehicle and then enter it again? RemoteControl.sqf private ["_controller","_cmdr","_driver","_gun"]; _controller = UGV_Operator; _cmdr = Commander UGV; _driver = Driver UGV; _gun = Gunner UGV; _controller remoteControl _cmdr; _cmdr switchCamera "Internal"; //Make AI Controllable [_cmdr] join grpNull; selectPlayer _cmdr; setPlayable _driver; setPlayable _gun; EndRemoteControl.sqf private ["_controller","_cmdr","_driver","_gun","_cmdrpos"]; _controller = UGV_Operator; _cmdr = Commander UGV; _driver = Driver UGV; _gun = Gunner UGV; _cmdrpos = getPos Commander UGV; _driver setPos _cmdrpos; _gun setPos _cmdrpos; objNull remoteControl _cmdr; objNull remoteControl _driver; objNull remoteControl _gun; _controller switchCamera "External"; selectPlayer _controller; [_cmdr] join grpNull; ---------- Post added at 08:45 PM ---------- Previous post was at 06:48 PM ---------- I've edited the EndRemoteControl.sqf script so that now only one AI ejects out of the vehicle and then re-enters. But I'm still looking for a way in which none of the AI ejects, but are still able to switch positions. (I believe that I may have taken this script as far as it can go, but correct me if I'm wrong.) _driver setPos _cmdrpos; _gun moveTo _cmdrpos; instead of _driver setPos _cmdrpos; _gun setPos _cmdrpos;
  13. J. Schmidt

    Remote Control Script

    @Matt15 Correct if me if I'm wrong but what you've posted would work if the _controller actually entered the vehicle? But with what I've done the _controller doesn't ever move into the vehicle, he stays outside of it where ever he's at. But the beauty behind this script, is that I'm actually using the remoteControl command found here: http://community.bistudio.com/wiki/remoteControl but turned it into a more advanced remoteControl script that has countered the annoying camera defects that are used in this command. (As shown in the link "jeep1 switchCamera "internal";"). To further more my explanation, I need to figure out a way in which whatever position that the player is controlling; when they exit the Remote Control, the AI in which they're controlling (unless they're controlling the commander position) switches to the commanders seat allowing the EndRemoteControl.sqf script to finally finish its execution and giving the player their original character. ---------- Post added at 03:15 PM ---------- Previous post was at 02:48 PM ---------- I've changed up the RemoteControl.sqf script since there were some things that weren't needed, and some things to try. But I'm still having the same issue as was stated in the first post. RemoteControl.sqf private ["_controller","_cmdr","_driver","_gun"]; _controller = UGV_Operator; _cmdr = Commander UGV; _driver = Driver UGV; _gun = Gunner UGV; _controller remoteControl _cmdr; _cmdr switchCamera "Internal"; //Make AI Controllable [_cmdr] join grpNull; selectPlayer _cmdr; setPlayable _driver; setPlayable _gun;
  14. J. Schmidt

    UGV's

    @hpookie I've been working really hard on a remote control script and after playing around with it I was able to incorporate being able to change positions in the MULE, you will probably be able to use it for your UGV's once I get it working.
  15. J. Schmidt

    Pegasus Team 101 MULE WIP

    @Gnat No problem you've helped me a lot, and the variants work now!!! Thank you. (BTW do you know how to get the scripts that I'm using into the pbo file, so all the player has to do is place a unit and name it "UGV_Operator" then place one of the variants of the MULE and name it "UGV"? But then they have to equip the "pt101_ugvcontroller" to the "UGV_Operator" in order for the action to "Enter UGV Mode"? ---------- Post added at 02:14 PM ---------- Previous post was at 02:04 PM ---------- Ok, after playing around with the Remote Control Script I was able to incorporate being able to change positions in the MULE. But now I'm facing a new problem, whenever I go back into "UGV Mode" I'm stuck being the commander and can't switch positions. I believe that if a #loop is somehow incorporated in the script it may fix it, but I don't know how to do so. Also how do I put these scripts into the pbo file, so all the player has to do is place a unit and name it "UGV_Operator" then place one of the variants of the MULE and name it "UGV"? But then they have to equip the "pt101_ugvcontroller" to the "UGV_Operator" and switch to the controller in order for the action to "Enter UGV Mode" to show? Here are the Updated scripts: RemoteControl.sqf private ["_controller","_cmdr","_driver","_gun"]; _controller = UGV_Operator; _cmdr = Commander UGV; _driver = Driver UGV; _gun = Gunner UGV; _controller remoteControl _cmdr; _cmdr switchCamera "Gunner"; _cmdr action ["moveInDriver", UGV]; //Make AI Controllable [_cmdr] join grpNull; selectPlayer _driver; selectPlayer _gun; selectPlayer _cmdr; EndRemoteControl.sqf private ["_controller","_cmdr","_driver","_gun"]; _controller = UGV_Operator; _cmdr = Commander UGV; _driver = Driver UGV; _gun = Gunner UGV; objNull remoteControl _cmdr; objNull remoteControl _driver; objNull remoteControl _gun; _controller switchCamera "External"; selectPlayer _controller; [_cmdr] join grpNull; (I had to put three objNulls so no matter what position that the player exits, they'll have control of there original character.) Any help will be Greatly Appreciated.
  16. J. Schmidt

    Pegasus Team 101 MULE WIP

    Great news, I've successfully created an actual working Remote Control script!!! But I need some help to add one little thing to it. I can't switch positions from the driver to the commander and gunner seat. I realize that the commander, driver, and gunner are not in the same group, but if when I do put them in the same group the remote control script becomes glitchy again. Does anyone know a way in which can counter this without grouping them in the same group? Also how do I get the scripts inside the pbo file, and work to where you just place in the editor and not have to add scripts to the mission? Any help you can provide will be appreciated. RemoteControl.sqf private ["_controller","_cmdr","_driver","_group"]; _controller = UGV_Operator; _cmdr = Commander UGV; _driver = Driver UGV; _group = group _controller; _controller remoteControl _cmdr; _cmdr switchCamera "Gunner"; _cmdr action ["moveInDriver", UGV]; //Make AI Driver Controllable [_cmdr] join grpNull; selectPlayer _driver; EndRemoteControl.sqf private ["_controller","_cmdr"]; _controller = UGV_Operator; _cmdr = Commander UGV; objNull remoteControl _cmdr; _controller switchCamera "External"; selectPlayer _controller; [_cmdr] join grpNull;
  17. J. Schmidt

    RQ-11 Raven A

    Keep up the awesome work, can't wait for the update.
  18. J. Schmidt

    Pegasus Team 101 MULE WIP

    @Gnat You'll find the full Model.cfg and Config.cpp on page 7, thanks for all the help you've been offering me. I'm am trying to figure out how to add the "Enter UGV Mode" just to the UGV Controller I created, without the mission creators having to do all kinds of things just to get it to work in-game. So all they have to do is put the mule down in the editor and equip the UGV Controller and go on about their business. Any Suggestions? I don't know how to get it to that point and fixed up to it's not all glitchy. Enter.sqs UGV_Operator remoteControl Commander UGV; Commander UGV switchCamera "Gunner"; Exit.sqs objNull remoteControl Commander UGV; UGV_Operator switchCamera "External"; Right now the only way I can get this scripts to work is if I add a function module and put this in it: UGV_Operator addAction ["Enter UGV Mode", "scripts\enter.sqs"]; UGV addAction ["Exit UGV Mode", "scripts\exit.sqs"]; The player who gets the Action to "Enter UGV Mode" is named the "UGV_Operator", and the MULE is named the "UGV" so it can get the Action to "Exit UGV Mode". But just like what you posted; was that when you use this the Camera that the Remote Control switches to is bugged out. I have also found that if I don't switch back to commander before Exiting the script, I either can't go back into Remote Control, or if I'm able to I can't switch positions in the MULE. Another thing that happens is whenever I do exit the Remote control script, but then go back into it at a latter point in time I find that where ever I exited the remote control script at, the camera is back at the first known location of the mule and is still bugged out. So to counter this I have to switch to a different position in order to finally be where the MULE is at. Do you have any suggestions for this, or do you think you can come up with a script or something that'll work around this? J.W. The rails that go around the outside of the MULE are finally spawning in-game. I wanted to do this so players can go up to the MULE and attach their rucks to the rails. Do you know how I could get this to work, via action when near the MULE? :j: I am trying my best in trying to get this addon released within the month, but with how it's looking right now I may not be able to do that. I'm only a beginner and hardly know anything about scripting and 3d modeling. Any help that the community can offer will be Greatly Appreciated. :j:
  19. J. Schmidt

    Pegasus Team 101 MULE WIP

    @Gnat Here's the full Model.cfg and Config.cpp Config.cpp class CfgPatches { class CAWheeled { units[] = {"pt101_mule","pt101_ugvcontroller"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWheeled_E"}; }; }; class CfgVehicleClasses { class UGV { displayName = "UGV - MULE"; }; }; class CfgVehicles { class LAV25; class Mule_Step1 : LAV25 { scope = 1; class NewTurret; class Turrets; class MainTurret; class CommanderOptics; class viewpilot; class viewgunner; class AnimationSources; class HitPoints; }; class pt101_mule01: Mule_Step1 { faction = "BIS_US"; displayName = "MULE T"; vehicleClass = "UGV"; model = "\pt101_mule\pt101_mule.p3d"; maxSpeed = 60; animated = true; scope = 2; picture = "\Ca\wheeled\data\ico\stryker_ICV_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_Stryker_CA.paa"; mapSize = 10; nameSound = "stryker"; commanderCanSee = 31; gunnerCanSee = 31; driverOpticsModel = "\ca\Wheeled\optika_stryker_driver"; soundEngine[] = {\ca\wheeled\Data\Sound\Stryker_ICV_engine,db-10,0.8}; soundGear[] = {\ca\wheeled\Data\Sound\shifter_v3,db-65,1}; SoundGetIn[] = {\ca\wheeled\Data\Sound\M151A1_door_v1,db-45,1}; SoundGetOut[] = {\ca\wheeled\Data\Sound\M151A1_door_v1,db-50,1}; enableGPS = true; transportSoldier = 0; side = 1; crew = "US_Soldier_Crew_EP1"; fuelCapacity = 246; armor = 150; damageResistance = 0.01199; crewVulnerable = false; threat[] = {0.5, 0.5, 0.5}; viewCargoShadow = true; viewCargoShadowDiff = 0.05; viewDriverShadowDiff = 0.05; viewGunnerShadowDiff = 0.05; hideProxyInCombat = 1; gunnerHasFlares = true; //--------------------------- // Copy of LAV-25 Base View definitions //--------------------------- class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; }; class ViewPilot { initAngleX = 10; minAngleX = -65; maxAngleX = 85; initAngleY = 20; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.4; }; //--------------------------- // Copy of LAV-25 Base Turret definitions //--------------------------- class Turrets: Turrets { class MainTurret: MainTurret { weapons[] = {"M242","M240_veh"}; magazines[] = {"210Rnd_25mm_M242_APDS","210Rnd_25mm_M242_HEI","1200Rnd_762x51_M240"}; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate",0.0177828,1,15}; minElev = -4.5; maxElev = 74; minTurn = -360; maxTurn = 360; gunnerAction = "LAV25_Gunner_out"; gunnerInAction = "LAV25_Gunner"; forceHideGunner = 0; gunnerOpticsModel = "\ca\weapons\2Dscope_LAV_7"; gunnerOutOpticsModel = ""; memoryPointGun = "machinegun"; gunBeg = "muzzle_1"; gunEnd = "chamber_1"; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; gunnerForceOptics = 1; outGunnerMayFire = 0; startEngine = 1; primaryGunner = 4; class HitPoints: HitPoints { class HitTurret { armor = 0.8; material = -1; name = "vez"; visual = "vez"; passThrough = 1; }; }; selectionFireAnim = "zasleh_1"; class ViewGunner { initAngleX = 5; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"}; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.2; minFov = 0.05; maxFov = 0.2; }; class Turrets { class CommanderOptics: NewTurret { proxyType = "CPCommander"; proxyIndex = 1; gunnerName = "commander"; primaryGunner = 0; primaryObserver = 1; gunnerOpticsShowCursor = 0; body = "obsTurret"; gun = "obsGun"; animationSourceBody = "obsTurret"; animationSourceGun = "obsGun"; animationSourceHatch = "hatchCommander"; soundServo[] = {"",0.00316228,1}; startEngine = 0; gunBeg = ""; gunEnd = ""; minElev = -4; maxElev = 20; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; commanding = 2; viewGunnerInExternal = 0; gunnerOpticsModel = "\ca\weapons\2Dscope_com2"; gunnerOutOpticsModel = ""; gunnerOutOpticsColor[] = {0,0,0,1}; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; memoryPointGunnerOutOptics = "commander_weapon_view"; memoryPointGunnerOptics = "commanderview"; memoryPointsGetInGunner = "pos driver"; memoryPointsGetInGunnerDir = "pos driver dir"; class ViewGunner { initAngleX = 5; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"}; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.3; minFov = 0.025; maxFov = 0.3; }; gunnerInAction = "LAV25_Commander"; gunnerAction = "LAV25_Commander_Out"; outGunnerMayFire = 1; weapons[] = {"SmokeLauncher"}; magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"}; stabilizedInAxes = 0; }; }; }; }; }; class pt101_mule02: pt101_mule01 { displayName = "MULE DD"; hiddenSelections[] = {"Skin1"}; hiddenSelectionsTexture[] = {"\pt101_mule\data\mule_digital_desert_co.paa"}; }; class pt101_mule03: pt101_mule01 { displayName = "MULE MC"; hiddenSelections[] = {"Skin1"}; hiddenSelectionsTexture[] = {"\pt101_mule\data\mule_multicam_co.paa"}; }; class pt101_mule04: pt101_mule01 { displayName = "MULE WL"; hiddenSelections[] = {"Skin1"}; hiddenSelectionsTexture[] = {"\pt101_mule\data\mule_woodland_co.paa"}; }; }; Model.cfg class CfgSkeletons { class Default; class pt101_mule: Default { isDiscrete=1; skeletonInherit=""; skeletonName="pt101_mule"; skeletonBones[]= { "MainTurret",""; "MainGun","MainTurret", "canister","MainTurret", "comturret","MainTurret", "camera","MainTurret", "CameraUp","camera", "wheel1","", "wheel2","", "wheel3","", "wheel4","", "wheel5","", "wheel6","" }; }; }; class CfgModels { class Default { isDiscrete="true"; skeletonInherit=""; skeletonBones[]={}; }; class pt101_mule: Default { skeletonName="pt101_mule"; sectionsInherit=""; sections[]= { "MainTurret", "MainGun", "canister", "camera", "CameraUp", "wheel1", "wheel2", "wheel3", "wheel4", "wheel5", "wheel6", "Skin1" }; class Animations { class FrontWheelL { type="rotationX"; source="wheel"; selection="wheel1"; axis="wheel1_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class FrontWheelR { type="rotationX"; source="wheel"; selection="wheel2"; axis="wheel2_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class CenterWheelL { type="rotationX"; source="wheel"; selection="wheel3"; axis="wheel3_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class CenterWheelR { type="rotationX"; source="wheel"; selection="wheel4"; axis="wheel4_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class RearWheelL { type="rotationX"; source="wheel"; selection="wheel5"; axis="wheel5_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class RearWheelR { type="rotationX"; source="wheel"; selection="wheel6"; axis="wheel6_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=2; angle0="0"; angle1="rad -360"; }; class MainTurret { type="rotationY"; source="mainTurret"; selection="MainTurret"; axis="turret_axis"; memory="1"; sourceAddress="loop"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun { type="rotationX"; source="MainGun"; selection="MainGun"; axis="gun_axis"; memory="1"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MiniGun { type="rotationZ"; source="revolving"; selection="minigun"; axis="minigun_axis"; memory="1"; sourceAddress="loop"; minValue=0; maxValue=1; angle0="rad -360"; angle1="rad +360"; }; class Camera { type="rotationY"; source="obsTurret"; selection="camera"; axis="camera_axis"; memory="1"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class CameraUp { type="rotationX"; source="obsGun"; selection="cameraup"; axis="cameraup_axis"; memory="1"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class Canister { type="rotationX"; source="MainGun"; selection="canister"; axis="canister_axis"; memory="1"; angle0="rad 0"; angle1="rad +20"; }; }; }; };
  20. J. Schmidt

    Pegasus Team 101 MULE WIP

    @Gnat it's working but not working at the same time. I can place 5 variations of the MULE, but they all look the same and do not have the texture that is suppose to be on them. I believe they have the LAV texture, which is one of the classes that are being used in the config.cpp file for the optics, turret, and weaponry.
  21. J. Schmidt

    Pegasus Team 101 MULE WIP

    @Gnat There are 4 seperate textures on each vehicle. The camera, lights, and suspension on each vehicle are the same "mule_tan_co.paa". Also all the wheels on each vehicle share the same texture as well (I think it's called the "humvee_details_co.paa") Then the hull's and turret's on each vehicle is what changes; One vehicle has "mule_digital_desert_co.paa", another vehicle uses the "mule_desert_co.paa", then "mule_multicam_co.paa", "mule_woodland_co.paa", and lastly the first MULE that I textured "mule_tan_co.paa". So I can delete the other four Models, and only have to add a script in? If so I don't know where to put it in the config.cpp file, and the model.cfg. ---------- Post added at 02:17 PM ---------- Previous post was at 12:34 PM ---------- @Gnat I put the Config.cpp and Model.cfg back to their original state when you sent the edits back to me via email. I've also deleted the extra MULE models and am now back to just the one with its original name "pt101_mule". I looked into many discussions about hiddenSelections and hiddenSelectionsTextures, and only understand to put the following lines into the Class CfgVehicles of the Config.cpp: hiddenSelections[] = { "hull", "turret" }; hiddenSelectionsTexture[] = { "\pt101_mule\data\mule_desert_co.paa", "\pt101_mule\data\mule_digital_desert_co.paa", "\pt101_mule\data\mule_multicam_co.paa", "\pt101_mule\data\mule_woodland_co.paa" }; I also added the "hull" and "turret" to the "sections" area in the Model.cfg after creating the "hull" and "turret" to lod 1's named selections. So what is needed so when someone places the MULE in the editor of the game they're able to choose what variant of the MULE they want? Will I have to add the tan variant texture to the hiddenSelectionsTexture as well as keeping the "turret" and the "hull" of the MULE untextured?
  22. J. Schmidt

    RQ-11 Raven A

    I can hear the engine start-up and the beep that occurs after it hits the ground just fine, I don't know why anybody would have difficulties hearing it since it's pretty loud.
  23. J. Schmidt

    Pegasus Team 101 MULE WIP

    :eek: Unfortunately I got really carried away with texturing and now have created 5 variations of the MULE, and I don't know how to get them all included in the Config.cpp and Model.cfg files. I was able to get one of the Models to work, but now the Machine-gun's firing animation doesn't work anymore, but all the other animation do. :eek: Here's are pictures of the 5 different variations of the MULE: MULE Woodland http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2001%20MULE/MULE%20Variations/MULEWoodland.jpg (557 kB) MULE Tan http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2001%20MULE/MULE%20Variations/MULETan.jpg (576 kB) MULE Multicam http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2001%20MULE/MULE%20Variations/MULEMulticam.jpg (573 kB) MULE Digital Desert http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2001%20MULE/MULE%20Variations/MULEDigitalDesert.jpg (563 kB) MULE Desert http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2001%20MULE/MULE%20Variations/MULEDesert.jpg (541 kB)
  24. J. Schmidt

    Pegasus Team 101 MULE WIP

    @Gnat I'm still having no luck with getting the Gear action to show up when I'm behind the MULE. I'll post the Config.cpp so you can check what may be wrong. I was wondering because of the edit lod you put in, could it have messed up the cargo/supply memory point in the memory lod? Config.cpp class CfgPatches { class CAWheeled { units[] = {"pt101_mule","pt101_ugvcontroller"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWheeled_E"}; }; }; class CfgWeaponClasses { class UGV { displayName = "UGV - UGV Controller"; }; }; class CfgWeapons { class ACE_MX2A; class pt101_ugvcontroller: ACE_MX2A { displayName = "UGV Controller"; weaponClass = "UGV"; model = "\pt101_mule\pt101_ugvcontroller.p3d"; }; }; class CfgVehicleClasses { class UGV { displayName = "UGV - MULE"; }; }; class CfgVehicles { class LAV25; class Mule_Step1 : LAV25 { scope = 1; class NewTurret; class Turrets; class MainTurret; class CommanderOptics; class viewpilot; class viewgunner; class AnimationSources; class HitPoints; }; class pt101_mule: Mule_Step1 { faction = "BIS_US"; displayName = "MULE"; // vehicleClass = "UGV"; model = "\pt101_mule\pt101_mule.p3d"; maxSpeed = 60; animated = true; scope = 2; picture = "\Ca\wheeled\data\ico\stryker_ICV_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_Stryker_CA.paa"; mapSize = 10; nameSound = "stryker"; commanderCanSee = 31; gunnerCanSee = 31; driverOpticsModel = "\ca\Wheeled\optika_stryker_driver"; soundEngine[] = {\ca\wheeled\Data\Sound\Stryker_ICV_engine,db-10,0.8}; soundGear[] = {\ca\wheeled\Data\Sound\shifter_v3,db-65,1}; SoundGetIn[] = {\ca\wheeled\Data\Sound\M151A1_door_v1,db-45,1}; SoundGetOut[] = {\ca\wheeled\Data\Sound\M151A1_door_v1,db-50,1}; enableGPS = true; transportSoldier = 0; side = 1; crew = "US_Soldier_Crew_EP1"; fuelCapacity = 246; armor = 150; damageResistance = 0.01199; crewVulnerable = false; threat[] = {0.5, 0.5, 0.5}; viewCargoShadow = true; viewCargoShadowDiff = 0.05; viewDriverShadowDiff = 0.05; viewGunnerShadowDiff = 0.05; hideProxyInCombat = 1; transportMaxWeapons = 5000; transportMaxMagazines = 20000; transportMaxBackpacks = 25; supplyRadius = 1.4; gunnerHasFlares = true; //--------------------------- // Copy of LAV-25 Base View definitions //--------------------------- class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; }; class ViewPilot { initAngleX = 10; minAngleX = -65; maxAngleX = 85; initAngleY = 20; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.4; }; //--------------------------- // Copy of LAV-25 Base Turret definitions //--------------------------- class Turrets: Turrets { class MainTurret: MainTurret { weapons[] = {"M242","M240_veh"}; magazines[] = {"210Rnd_25mm_M242_APDS","210Rnd_25mm_M242_HEI","1200Rnd_762x51_M240"}; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate",0.0177828,1,15}; minElev = -4.5; maxElev = 74; minTurn = -360; maxTurn = 360; gunnerAction = "LAV25_Gunner_out"; gunnerInAction = "LAV25_Gunner"; forceHideGunner = 0; gunnerOpticsModel = "\ca\weapons\2Dscope_LAV_7"; gunnerOutOpticsModel = ""; memoryPointGun = "machinegun"; gunBeg = "muzzle_1"; gunEnd = "chamber_1"; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; gunnerForceOptics = 1; outGunnerMayFire = 0; startEngine = 1; primaryGunner = 4; class HitPoints: HitPoints { class HitTurret { armor = 0.8; material = -1; name = "vez"; visual = "vez"; passThrough = 1; }; }; selectionFireAnim = "zasleh_1"; class ViewGunner { initAngleX = 5; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"}; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.2; minFov = 0.05; maxFov = 0.2; }; class Turrets { class CommanderOptics: NewTurret { proxyType = "CPCommander"; proxyIndex = 1; gunnerName = "commander"; primaryGunner = 0; primaryObserver = 1; gunnerOpticsShowCursor = 0; body = "obsTurret"; gun = "obsGun"; animationSourceBody = "obsTurret"; animationSourceGun = "obsGun"; animationSourceHatch = "hatchCommander"; soundServo[] = {"",0.00316228,1}; startEngine = 0; gunBeg = ""; gunEnd = ""; minElev = -4; maxElev = 20; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; commanding = 2; viewGunnerInExternal = 0; gunnerOpticsModel = "\ca\weapons\2Dscope_com2"; gunnerOutOpticsModel = ""; gunnerOutOpticsColor[] = {0,0,0,1}; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; memoryPointGunnerOutOptics = "commander_weapon_view"; memoryPointGunnerOptics = "commanderview"; memoryPointsGetInGunner = "pos driver"; memoryPointsGetInGunnerDir = "pos driver dir"; class ViewGunner { initAngleX = 5; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"}; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.3; minFov = 0.025; maxFov = 0.3; }; gunnerInAction = "LAV25_Commander"; gunnerAction = "LAV25_Commander_Out"; outGunnerMayFire = 1; weapons[] = {"SmokeLauncher"}; magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"}; stabilizedInAxes = 0; }; }; }; }; }; }; ---------- Post added at 01:28 PM ---------- Previous post was at 01:27 PM ---------- Here an updated picture of the MULE being 100% textured. I'm pleased with it myself, but I know there can always be improvements, so I'm not going to stress it, since it it my first time texturing something, and due to not being able to create a UV Map for the UV editor isn't working anymore for some reason. http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Project%2001%20MULE/pt101_mule_textured.jpg (714 kB)
  25. J. Schmidt

    Pegasus Team 101 MULE WIP

    I finally finished the texturing and am quite pleased with the outcome. Now it's just the matter of adding any last things to the mule, creating a better Remote Control script, and fixing anything that may need to be fixed.
×