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alexboy

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  1. alexboy

    UAV Turret/weapon

    I tried that and i took away the other weapon to first finish the first weapon to have different fire mode (single, burst, auto) and also to have the UAV turret to be able to zoom in / out when wanted, like the ah-99 gunner does. But i dont know if i did it right, because its not working ? config.cpp #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class droid { units[] = {"droid","B_droid","O_droid","I_droid","B_droid_backpack","B_droid_BLACK_backpack","O_droid_backpack","I_droid_backpack"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F_Gamma_UAV_01"}; }; }; class CfgMagazines { class VehicleMagazine; // External class reference class js_m_fa18_m61 : VehicleMagazine { scope = public; displayName = "20mm"; ammo = "B_20mm"; count = 1000; initSpeed = 1036; tracersEvery = 5; nameSound = "cannon"; }; class sniper_30 : VehicleMagazine { scope = public; displayName = "30mm"; ammo = "B_30mm_HE"; count = 1000; initSpeed = 1036; tracersEvery = 5; nameSound = "cannon"; }; }; class CfgWeapons { class CannonCore; // External class reference class MissileLauncher; // External class reference class RocketPods; // External class reference class H_PilotHelmetFighter_B; // External class reference class U_B_PilotCoveralls; // External class reference class ItemInfo; // External class reference class UniformItem; // External class reference class js_w_fa18_m61 : CannonCore { scope = public; displayName = "20mm"; displayNameMagazine = "20mm"; shortNameMagazine = "20mm"; nameSound = "cannon"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines[] = {"js_m_fa18_m50"}; canLock = LockYes; ballisticsComputer = 2; modes[] = {"manual", "close", "short", "medium", "far"}; class GunParticles { class Effect { effectName = "MachineGun1"; positionName = "nosegun"; directionName = "nosegun_dir"; }; }; class Mode_SemiAuto; //This is an external refense class manual : Mode_SemiAuto { displayName = "M61A2 20mm"; autoFire = 1; sound[] = {"A3\Sounds_F\weapons\gatling\gatling1v1", db0, 1, 1000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.02; dispersion = 0.0025; soundContinuous = 0; showToPlayer = true; burst = 1; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close : manual { //displayName = "close 20mm"; showToPlayer = false; burst = 15; aiRateOfFire = 0.25; // delay between shots at given distance aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.2; }; class short : close { //displayName = "short 20mm"; burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class medium : close { //displayName = "Medium 20mm"; burst = 7; aiRateOfFire = 1; // delay between shots at given distance aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.7; maxRange = 900; maxRangeProbab = 0.2; }; class far : close { //displayName = "Far 20mm"; burst = 4; aiRateOfFire = 1.5; // delay between shots at given distance aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; }; class CfgVehicles { ////////////////// // Base Classes // ////////////////// class Helicopter; class Helicopter_Base_F : Helicopter { class Turrets; }; class UAV_01_base_F : Helicopter_Base_F { class Turrets : Turrets { class MainTurret; }; }; class B_UAV_01_F : UAV_01_base_F { class Turrets : Turrets { class MainTurret; }; }; class droid_base : B_UAV_01_F { scope = private; displayName = "U.S.A.V."; model = "\droid\droid.p3d"; icon = "\droid\ucsv_top_ca.paa"; picture = "\droid\ucsv_side_ca.paa"; enableSweep = false; armor = 80; dustEffect="UAVDust"; waterEffect="UAVWater"; washDownDiameter="10.0f"; washDownStrength="0.25f"; fuelCapacity = 560; weapons[] = {"CMFlareLauncher"}; magazines[] = {"240Rnd_CMFlare_Chaff_Magazine"}; LockDetectionSystem = 1 + 8 + 4; incomingMissileDetectionSystem = 16; laserscanner = true; camouflage = 40; // how dificult to spot - bigger - better spotable accuracy = 0.6; // accuracy needed to recognize type of this target // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.1, 0.1, 0.1}; type = VAir; //wrecking fuelExplosionPower = 4.8; damageEffect = "AirDestructionEffects"; class Turrets : Turrets { class MainTurret : MainTurret { memoryPointGun="gunnerview"; memoryPointGunnerOptics="gunnerview"; weapons[] = {"Laserdesignator_mounted", "js_w_fa18_m61"}; magazines[] = {"Laserbatteries", "js_m_fa18_m61"}; class OpticsIn { class Wide { opticsDisplayName="W"; initAngleX=0; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=0.5; minFov=0.5; maxFov=0.5; opticsZoomMin = 0.0555; opticsZoomMax = 0.1300; opticsZoomInit= 0.1300; directionStabilized=1; visionMode[]={"Normal","NVG","Ti"}; thermalMode[]={0,1}; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; }; class Medium : Wide { opticsDisplayName="M"; initFov=0.1; minFov=0.1; maxFov=0.1; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d"; }; class Narrow : Wide { opticsDisplayName="N"; initFov=0.0286; minFov=0.0286; maxFov=0.0286; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d"; }; }; }; }; class WingVortices {}; class Damage { tex[] = {}; mat[] = {"droid\data\ucsv.rvmat", "droid\data\ucsv_damage.rvmat", "droid\data\ucsv_destruct.rvmat"}; }; class Exhausts { class l_exhaust { position = "l_exhaust_pos"; direction = "l_exhaust_dir"; effect = "ExhaustEffectHeli"; }; class r_exhaust { position = "r_exhaust_pos"; direction = "r_exhaust_dir"; effect = "ExhaustEffectHeli"; }; class b_exhaust { position = "b_exhaust_pos"; direction = "b_exhaust_dir"; effect = "ExhaustEffectHeli"; }; }; class DestructionEffects { class Fire1 { simulation = "particles"; type = "ObjectDestructionFire1"; position = "destructionEffect1"; intensity = 0.03; interval = 1; lifeTime = 2; }; class Fire2 { simulation = "particles"; type = "ObjectDestructionFire2"; position = "destructionEffect2"; intensity = 0.03; interval = 1; lifeTime = 2; }; }; }; ///////////////// // UAV Classes // ///////////////// class B_droid : droid_base { scope = public; side = TWest; faction = BLU_F; crew = B_UAV_AI; typicalCargo[] = {B_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_blue_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"B_droid_backpack"}; }; }; class B_droid_BLACK : B_droid { displayName = "U.S.A.V. (BLACK)"; hiddenSelectionsTextures[] = {"\droid\data\ucsv_black_co.paa"}; class assembleInfo : assembleInfo { dissasembleTo[] = {"B_droid_BLACK_backpack"}; }; }; class O_droid : droid_base { scope = public; side = TEast; faction = OPF_F; crew = O_UAV_AI; typicalCargo[] = {O_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"O_droid_backpack"}; }; }; class I_droid : droid_base { scope = public; side = TGuerrila; faction = IND_F; crew = I_UAV_AI; typicalCargo[] = {I_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_indp_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"I_droid_backpack"}; }; }; ////////////////////// // Backpack Classes // ////////////////////// class B_UAV_01_backpack_F; class O_UAV_01_backpack_F; class I_UAV_01_backpack_F; class B_droid_backpack : B_UAV_01_backpack_F { _generalMacro = "B_droid_backpack"; displayName = "U.S.A.V Bag"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "B_droid"; dissasembleTo[] = {}; }; }; class B_droid_BLACK_backpack : B_UAV_01_backpack_F { _generalMacro = "B_droid_BLACK_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V (BLACK)"; assembleTo = "B_droid_BLACK"; dissasembleTo[] = {}; }; }; class O_droid_backpack : O_UAV_01_backpack_F { _generalMacro = "O_droid_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "O_droid"; dissasembleTo[] = {}; }; }; class I_droid_backpack : I_UAV_01_backpack_F { _generalMacro = "I_droid_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "I_droid"; dissasembleTo[] = {}; }; }; };
  2. alexboy

    UAV Turret/weapon

    I have put the above code ^ into my weapon and it gives errors such as no multiplier or texturetype ? i dont understand these i am not good at weapon config
  3. alexboy

    UAV Turret/weapon

    @UNN I have tried that before... right now I have nothing in the turret config and the turret can move and everything.... but still wont focus on a certain point.... could you send me the memory lod of what you did ? I dont get why it isnt working :/? ===============EDIT==================== OMG........ the only reason why it wasnt working was cause of the stupid y_axis I am using for my turret.... I just remembered in the past axis's have a way of messing with the direction the animation happens... so i flipped my axis 180 degrees on the Z-axis and guess what it works.... all frustration of some stupid axis... wow ok New issues... (easy to fix just for some reason it wont work) I have 2 weapons #1 weapon(in config) I already have it set up.. and works perfectly... except for the modes doesnt work? it wont let me change the modes... #2 weapon (not in config) I want a sniper round or a high powered round, that can kill people from afar with one or 2 hits like a sniper... also so that it fires 1 round at a time. For turret I for some reason cant zoom in I have tried messing around with optics and all, but nothing seems to work.. in driver i can zoom a little... but for turret I can, but wanna be able to zoom in alot to shoot from far distance. config: #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class droid { units[] = {"droid","B_droid","O_droid","I_droid","B_droid_backpack","B_droid_BLACK_backpack","O_droid_backpack","I_droid_backpack"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F_Gamma_UAV_01"}; }; }; class CfgMagazines { class VehicleMagazine; // External class reference class js_m_fa18_m61 : VehicleMagazine { scope = public; displayName = "20mm"; ammo = "B_20mm"; count = 1000; initSpeed = 1036; tracersEvery = 5; nameSound = "cannon"; }; }; class CfgWeapons { class CannonCore; // External class reference class MissileLauncher; // External class reference class RocketPods; // External class reference class H_PilotHelmetFighter_B; // External class reference class U_B_PilotCoveralls; // External class reference class ItemInfo; // External class reference class UniformItem; // External class reference class js_w_fa18_m61 : CannonCore { scope = public; displayName = "20mm"; displayNameMagazine = "20mm"; shortNameMagazine = "20mm"; nameSound = "cannon"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines[] = {"js_m_fa18_m50"}; canLock = LockYes; ballisticsComputer = 2; modes[] = {"manual", "close", "short", "medium", "far"}; class GunParticles { class Effect { effectName = "MachineGun1"; positionName = "nosegun"; directionName = "nosegun_dir"; }; }; class manual : CannonCore { displayName = "M61A2 20mm"; autoFire = 1; sound[] = {"A3\Sounds_F\weapons\gatling\gatling1v1", db0, 1, 1000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.02; dispersion = 0.0025; soundContinuous = 0; showToPlayer = true; burst = 1; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close : manual { showToPlayer = false; burst = 15; aiRateOfFire = 0.25; // delay between shots at given distance aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.2; }; class short : close { burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class medium : close { burst = 7; aiRateOfFire = 1; // delay between shots at given distance aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.7; maxRange = 900; maxRangeProbab = 0.2; }; class far : close { burst = 4; aiRateOfFire = 1.5; // delay between shots at given distance aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; }; class CfgVehicles { ////////////////// // Base Classes // ////////////////// class Helicopter; class Helicopter_Base_F : Helicopter { class Turrets; }; class UAV_01_base_F : Helicopter_Base_F { class Turrets : Turrets { class MainTurret; }; }; class B_UAV_01_F : UAV_01_base_F { class Turrets : Turrets { class MainTurret; }; }; class droid_base : B_UAV_01_F { scope = private; displayName = "U.S.A.V."; model = "\droid\droid.p3d"; icon = "\droid\ucsv_top_ca.paa"; picture = "\droid\ucsv_side_ca.paa"; enableSweep = false; class Turrets : Turrets { class MainTurret : MainTurret { memoryPointGun="gunnerview"; memoryPointGunnerOptics="gunnerview"; weapons[] = {"Laserdesignator_mounted", "js_w_fa18_m61"}; magazines[] = {"Laserbatteries", "js_m_fa18_m61"}; }; }; }; ///////////////// // UAV Classes // ///////////////// class B_droid : droid_base { scope = public; side = TWest; faction = BLU_F; crew = B_UAV_AI; typicalCargo[] = {B_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_blue_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"B_droid_backpack"}; }; }; class B_droid_BLACK : B_droid { displayName = "U.S.A.V. (BLACK)"; hiddenSelectionsTextures[] = {"\droid\data\ucsv_black_co.paa"}; class assembleInfo : assembleInfo { dissasembleTo[] = {"B_droid_BLACK_backpack"}; }; }; class O_droid : droid_base { scope = public; side = TEast; faction = OPF_F; crew = O_UAV_AI; typicalCargo[] = {O_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"O_droid_backpack"}; }; }; class I_droid : droid_base { scope = public; side = TGuerrila; faction = IND_F; crew = I_UAV_AI; typicalCargo[] = {I_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_indp_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"I_droid_backpack"}; }; }; ////////////////////// // Backpack Classes // ////////////////////// class B_UAV_01_backpack_F; class O_UAV_01_backpack_F; class I_UAV_01_backpack_F; class B_droid_backpack : B_UAV_01_backpack_F { _generalMacro = "B_droid_backpack"; displayName = "U.S.A.V Bag"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "B_droid"; dissasembleTo[] = {}; }; }; class B_droid_BLACK_backpack : B_UAV_01_backpack_F { _generalMacro = "B_droid_BLACK_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V (BLACK)"; assembleTo = "B_droid_BLACK"; dissasembleTo[] = {}; }; }; class O_droid_backpack : O_UAV_01_backpack_F { _generalMacro = "O_droid_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "O_droid"; dissasembleTo[] = {}; }; }; class I_droid_backpack : I_UAV_01_backpack_F { _generalMacro = "I_droid_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "I_droid"; dissasembleTo[] = {}; }; }; };
  4. alexboy

    UAV Turret/weapon

    Thanks @UNN, the config worked!!!, but still the UAV turret doesnt stay aiming at the point its aiming at when the UAV moves... I need to find what the name of memoryPointGunnerOptics is because if i keep the mainturret blank everything works, but the camera of the turret doesnt move.. but the gun animates... but when i put my name in, same as the uav base memoryPointGunnerOptics="commanderview"; the uav turret camera moves with the gun.... I cant seem to find out how the UAV camera is forced to stay aimed at a point.. Also for some reason... while being in the UAV turret I cannot zoom in ?? config.cpp #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class droid { units[] = {"droid","B_droid","O_droid","I_droid","B_droid_backpack","B_droid_BLACK_backpack","O_droid_backpack","I_droid_backpack"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F_Gamma_UAV_01"}; }; }; class CfgMagazines { class VehicleMagazine; // External class reference class js_m_fa18_m61 : VehicleMagazine { scope = public; displayName = "20mm"; ammo = "B_20mm"; count = 1000; initSpeed = 1036; tracersEvery = 5; nameSound = "cannon"; }; }; class CfgWeapons { class CannonCore; // External class reference class MissileLauncher; // External class reference class RocketPods; // External class reference class H_PilotHelmetFighter_B; // External class reference class U_B_PilotCoveralls; // External class reference class ItemInfo; // External class reference class UniformItem; // External class reference class js_w_fa18_m61 : CannonCore { scope = public; displayName = "20mm"; displayNameMagazine = "20mm"; shortNameMagazine = "20mm"; nameSound = "cannon"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines[] = {"js_m_fa18_m50"}; canLock = LockYes; ballisticsComputer = 2; modes[] = {"manual", "close", "short", "medium", "far"}; class GunParticles { class Effect { effectName = "MachineGun1"; positionName = "nosegun"; directionName = "nosegun_dir"; }; }; class manual : CannonCore { displayName = "M61A2 20mm"; autoFire = true; sound[] = {"A3\Sounds_F\weapons\gatling\gatling1v1", db0, 1, 1000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.02; dispersion = 0.0025; soundContinuous = 0; showToPlayer = true; burst = 1; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close : manual { showToPlayer = false; burst = 15; aiRateOfFire = 0.25; // delay between shots at given distance aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.2; }; class short : close { burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class medium : close { burst = 7; aiRateOfFire = 1; // delay between shots at given distance aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.7; maxRange = 900; maxRangeProbab = 0.2; }; class far : close { burst = 4; aiRateOfFire = 1.5; // delay between shots at given distance aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; }; class CfgVehicles { ////////////////// // Base Classes // ////////////////// class Helicopter; class Helicopter_Base_F : Helicopter { class Turrets; }; class UAV_01_base_F : Helicopter_Base_F { class Turrets : Turrets { class MainTurret; }; }; class B_UAV_01_F : UAV_01_base_F { class Turrets : Turrets { class MainTurret; }; }; class droid_base : B_UAV_01_F { scope = private; displayName = "U.S.A.V."; model = "\droid\droid.p3d"; icon = "\droid\ucsv_top_ca.paa"; picture = "\droid\ucsv_side_ca.paa"; enableSweep = false; class Turrets : Turrets { class MainTurret : MainTurret { minElev = -90; maxElev = 270;//90 initElev = 0;//-3 minTurn = -360; maxTurn = 360; initTurn = 0; memoryPointGunnerOptics="commanderview"; stabilizedInAxes=4; weapons[] = {"Laserdesignator_mounted", "js_w_fa18_m61"}; magazines[] = {"Laserbatteries", "js_m_fa18_m61"}; class OpticsIn { class Wide { opticsDisplayName = "W"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.5; minFov = 0.5; maxFov = 0.5; directionStabilized = 1; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; }; class Medium : Wide { opticsDisplayName = "M"; initFov = 0.1; minFov = 0.1; maxFov = 0.1; gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d"; }; class Narrow : Wide { opticsDisplayName = "N"; initFov = 0.0286; minFov = 0.0286; maxFov = 0.0286; gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d"; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; }; ///////////////// // UAV Classes // ///////////////// class B_droid : droid_base { scope = public; side = TWest; faction = BLU_F; crew = B_UAV_AI; typicalCargo[] = {B_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_blue_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"B_droid_backpack"}; }; }; class B_droid_BLACK : B_droid { displayName = "U.S.A.V. (BLACK)"; hiddenSelectionsTextures[] = {"\droid\data\ucsv_black_co.paa"}; class assembleInfo : assembleInfo { dissasembleTo[] = {"B_droid_BLACK_backpack"}; }; }; class O_droid : droid_base { scope = public; side = TEast; faction = OPF_F; crew = O_UAV_AI; typicalCargo[] = {O_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"O_droid_backpack"}; }; }; class I_droid : droid_base { scope = public; side = TGuerrila; faction = IND_F; crew = I_UAV_AI; typicalCargo[] = {I_UAV_AI}; hiddenSelectionsTextures[] = {"\droid\data\ucsv_indp_co.paa"}; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"I_droid_backpack"}; }; }; ////////////////////// // Backpack Classes // ////////////////////// class B_UAV_01_backpack_F; class O_UAV_01_backpack_F; class I_UAV_01_backpack_F; class B_droid_backpack : B_UAV_01_backpack_F { _generalMacro = "B_droid_backpack"; displayName = "U.S.A.V Bag"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "B_droid"; dissasembleTo[] = {}; }; }; class B_droid_BLACK_backpack : B_UAV_01_backpack_F { _generalMacro = "B_droid_BLACK_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V (BLACK)"; assembleTo = "B_droid_BLACK"; dissasembleTo[] = {}; }; }; class O_droid_backpack : O_UAV_01_backpack_F { _generalMacro = "O_droid_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "O_droid"; dissasembleTo[] = {}; }; }; class I_droid_backpack : I_UAV_01_backpack_F { _generalMacro = "I_droid_backpack"; class assembleInfo { primary = 1; base = ""; displayName = "U.S.A.V"; assembleTo = "I_droid"; dissasembleTo[] = {}; }; }; };
  5. alexboy

    UAV Turret/weapon

    I get an error saying that there is no entry in b_droid of damagehalf[] ??? but after seeing that error i put it into b_droid , but it still comes up.... also still no luck with the turret being able to stay on target when the UAV moves around... Also I dont know if im missing anything else, because errors seem to keep coming up everytime i fix one error Another error (not error but doesnt work properly) my weapon js_w_fa18_m61_y doesnt work properly... when I change my turret to this weapon and fire... the bullets just drop from the bottom on the UAV and drop to the ground... but for the first weapon js_m_fa18_m61 works perfectly ??? it still works in game... but idk what to do now ive looked at it so many times Any help is highly appreciated Thank you in advance New config // config.bin - 16:11:26 01/19/14, generated in 0.03 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class droid { units[] = {droid}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgActions { class OpenBag { show = 0; hideOnUse = 1; shortcut = ""; textSimple = ""; }; }; class CfgMagazines { class VehicleMagazine; // External class reference class js_m_fa18_m61 : VehicleMagazine { scope = public; displayName = "20mm"; ammo = "B_20mm"; count = 1000; initSpeed = 1036; tracersEvery = 5; nameSound = "cannon"; }; class js_m_fa18_m61_y : VehicleMagazine { scope = public; displayName = "20mm Y Tracer"; ammo = "B_30mm_AP_Tracer_Yellow"; count = 1000; initSpeed = 1; tracersEvery = 1; nameSound = "cannon"; }; }; class CfgWeapons { class CannonCore; // External class reference class MissileLauncher; // External class reference class RocketPods; // External class reference class H_PilotHelmetFighter_B; // External class reference class U_B_PilotCoveralls; // External class reference class ItemInfo; // External class reference class UniformItem; // External class reference class js_w_fa18_m61 : CannonCore { scope = public; displayName = "20mm"; displayNameMagazine = "20mm"; shortNameMagazine = "20mm"; nameSound = "cannon"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines[] = {"js_m_fa18_m50"}; canLock = LockYes; ballisticsComputer = 2; modes[] = {"manual", "close", "short", "medium", "far"}; class GunParticles { class Effect { effectName = "MachineGun1"; positionName = "nosegun"; directionName = "nosegun_dir"; }; }; class manual : CannonCore { displayName = "M61A2 20mm"; autoFire = true; sound[] = {"A3\Sounds_F\weapons\gatling\gatling1v1", db0, 1, 1000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.02; dispersion = 0.0025; soundContinuous = 0; showToPlayer = true; burst = 1; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close : manual { showToPlayer = false; burst = 15; aiRateOfFire = 0.25; // delay between shots at given distance aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.2; }; class short : close { burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class medium : close { burst = 7; aiRateOfFire = 1; // delay between shots at given distance aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.7; maxRange = 900; maxRangeProbab = 0.2; }; class far : close { burst = 4; aiRateOfFire = 1.5; // delay between shots at given distance aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; class js_w_fa18_m61_y : CannonCore { scope = public; displayName = "20mm Y Tracer"; displayNameMagazine = "20mm Y Tracer"; shortNameMagazine = "20mm Y Tracer"; nameSound = "cannon"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines[] = {"js_m_fa18_m61_y"}; canLock = LockYes; ballisticsComputer = 2; modes[] = {"manual", "close", "short", "medium", "far"}; class GunParticles { class Effect { effectName = "MachineGun1"; positionName = "nosegun"; directionName = "nosegun_dir"; }; }; class manual : CannonCore { displayName = "M61A2 20mm"; autoFire = true; sound[] = {"A3\Sounds_F\weapons\gatling\gatling1v1", db0, 1, 1000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.02; dispersion = 0.0025; soundContinuous = 0; showToPlayer = true; burst = 1; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close : manual { showToPlayer = false; burst = 15; aiRateOfFire = 0.25; // delay between shots at given distance aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.2; }; class short : close { burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class medium : close { burst = 7; aiRateOfFire = 1; // delay between shots at given distance aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.7; maxRange = 900; maxRangeProbab = 0.2; }; class far : close { burst = 4; aiRateOfFire = 1.5; // delay between shots at given distance aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; }; class CfgVehicles { class Helicopter; class UAV : Helicopter { class NewTurret; // External class reference class ViewPilot; // External class reference class ViewOptics; // External class reference class AnimationSources; // External class reference }; class UAV_02_base_F : UAV { author="Bohemia Interactive"; _generalMacro="UAV_02_base_F"; displayName="MQ4A Greyhawk"; icon="\A3\Drones_F\Air_F_Gamma\UAV_02\Data\UI\Map_UAV_02_CA.paa"; picture="\A3\Drones_F\Air_F_Gamma\UAV_02\Data\UI\UAV_02_base_F.paa"; unitInfoType="RscOptics_AV_pilot"; attenuationEffectType="OpenHeliAttenuation"; soundGetIn[]={"",0.562341,1}; soundGetOut[]={"",0.562341,1,40}; soundDammage[]={"",0.562341,1}; soundEngineOnInt[]={"A3\Sounds_F\air\UAV_02\UAV_02_start_ext",0.707946,1}; soundEngineOnExt[]={"A3\Sounds_F\air\UAV_02\UAV_02_start_int",0.707946,1,400}; soundEngineOffInt[]={"A3\Sounds_F\air\UAV_02\UAV_02_stop_int",0.707946,1}; soundEngineOffExt[]={"A3\Sounds_F\air\UAV_02\UAV_02_stop_ext",0.707946,1,400}; class Sounds { class EngineLowOut { sound[]={"A3\Sounds_F\air\UAV_02\UAV_02_low_ext",0.707946,1,450}; frequency="1.0 min (rpm + 0.5)"; volume="camPos*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])"; }; class EngineHighOut { sound[]={"A3\Sounds_F\air\UAV_02\UAV_02_high_ext",1,1,650}; frequency="(rpm factor[0.5, 1.0])"; volume="camPos*(rpm factor[0.2, 1.0])"; }; class ForsageOut { sound[]={"A3\Sounds_F\air\UAV_02\UAV_02_forsage_ext",1.12202,1,900}; frequency="1"; volume="engineOn*camPos*(thrust factor[0.6, 1.0])"; cone[]={3.14,3.92,2,0.5}; }; class WindNoiseOut { sound[]={"A3\Sounds_F\air\UAV_02\noise",0.316228,1,150}; frequency="(0.3+(1.005*(speed factor[1, 50])))"; volume="camPos*(speed factor[1, 50])"; }; class EngineLowIn { sound[]={"A3\Sounds_F\air\UAV_02\UAV_02_low_int",1,1}; frequency="1.0 min (rpm + 0.5)"; volume="(1-camPos)*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])"; }; class EngineHighIn { sound[]={"A3\Sounds_F\air\UAV_02\UAV_02_high_int",1,1}; frequency="(rpm factor[0.5, 1.0])"; volume="(1-camPos)*(rpm factor[0.2, 1.0])"; }; class ForsageIn { sound[]={"A3\Sounds_F\air\UAV_02\UAV_02_forsage_int",0.630957,1}; frequency="1"; volume="engineOn*(1-camPos)*(thrust factor[0.6, 1.0])"; }; class WindNoiseIn { sound[]={"A3\Sounds_F\air\UAV_02\noise",0.251189,1}; frequency="(0.3+(1.005*(speed factor[1, 50])))"; volume="(1-camPos)*(speed factor[1, 50])"; }; }; formationX=30; formationZ=30; class Armory { description="The MQ-4A Greyhawk is a combat ready unmanned aerial vehicle. It´s based on a U.S. design proven by the MQ-9 with a turbo-propeller engine. It carries a modernized tracking and tracing equipment and improved camouflage. OPFOR engineers and manufacturers were able to perfect construction, but their engines are less fuel effective. The OPFOR drone is labeled K40 Ababil-3. Both sides arm the drone with air-to ground Scalpel missiles or laser guided bombs (CAS version)."; }; model="\A3\Drones_F\Air_F_Gamma\UAV_02\UAV_02_F.p3d"; driveOnComponent[]={"wheel_1_1","wheel_2_1","wheel_2_2"}; class TransportItems {}; uavCameraDriverPos="PiP0_pos"; uavCameraDriverDir="PiP0_dir"; uavCameraGunnerPos="laserstart"; uavCameraGunnerDir="commanderview"; memoryPointLDust="DustLeft"; memoryPointRDust="DustRight"; memoryPointDriverOptics="PiP0_pos"; driverOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Driver_F.p3d"; driverForceOptics=0; class WingVortices {}; class ViewPilot : ViewPilot { initFov=1; minFov=0.3; maxFov=1.2; initAngleX=0; minAngleX=-65; maxAngleX=85; initAngleY=0; minAngleY=-150; maxAngleY=150; }; class Viewoptics : ViewOptics { initAngleX=0; minAngleX=0; maxAngleX=0; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=1; minFov=0.3; maxFov=1.2; visionMode[]={"Normal","NVG","Ti"}; thermalMode[]={0,1}; }; class AnimationSources : AnimationSources { class Bombs { source="user"; animPeriod=1e-006; initPhase=0; }; class AT_missiles { source="user"; animPeriod=0.99; initPhase=1; }; }; maxSpeed=382; envelope[]={0,0.3,1.15,2.2,4.35,5.2,6,6.55,6.65,6.8,3.6,1.8,0}; landingSpeed=100; altFullForce=7000; altNoForce=14000; aileronSensitivity=0.8; elevatorSensitivity=0.25; driverCompartments="Compartment3"; cargoCompartments[]={"Compartment2"}; class Damage { tex[]={}; mat[]={"A3\Drones_F\Air_F_Gamma\UAV_02\Data\UAV_02.rvmat","A3\Drones_F\Air_F_Gamma\UAV_02\Data\UAV_02_damage.rvmat","A3\Drones_F\Air_F_Gamma\UAV_02\Data\UAV_02_destruct.rvmat"}; }; hiddenSelections[]={"camo1"}; hiddenSelectionsTextures[]={"A3\Drones_F\Air_F_Gamma\UAV_02\Data\UAV_02_CO.paa"}; weapons[]={"CMFlareLauncher","missiles_SCALPEL"}; magazines[]={"240Rnd_CMFlare_Chaff_Magazine","6Rnd_LG_scalpel"}; LockDetectionSystem="1 + 8 + 4"; incomingMissileDetectionSystem=16; laserscanner=1; class Turrets { class MainTurret : NewTurret { isCopilot=0; minElev=-85; maxElev=10; initElev=0; minTurn=-360; maxTurn=360; initTurn=0; outGunnerMayFire=1; inGunnerMayFire=1; commanding=-1; body="mainTurret"; gun="mainGun"; animationSourceBody="mainTurret"; animationSourceGun="mainGun"; memoryPointGun="laserstart"; memoryPointGunnerOptics="commanderview"; gunBeg="commanderview"; gunEnd="laserstart"; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; gunnerForceOptics=1; turretInfoType="RscOptics_UAV_gunner"; stabilizedInAxes=3; enableManualFire=0; weapons[]={"Laserdesignator_mounted"}; magazines[]={"Laserbatteries"}; GunnerCompartments="Compartment1"; gunnerInAction="Disabled"; gunnerAction="Disabled"; class OpticsIn { class Wide { opticsDisplayName="W"; initAngleX=0; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=0.5; minFov=0.5; maxFov=0.5; directionStabilized=1; visionMode[]={"Normal","NVG","Ti"}; thermalMode[]={0,1}; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; }; class Medium : Wide { opticsDisplayName="M"; initFov=0.1; minFov=0.1; maxFov=0.1; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d"; }; class Narrow : Wide { opticsDisplayName="N"; initFov=0.0286; minFov=0.0286; maxFov=0.0286; gunnerOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d"; }; }; class OpticsOut { class Monocular { initAngleX=0; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=1.1; minFov=0.133; maxFov=1.1; visionMode[]={"Normal","NVG"}; gunnerOpticsModel=""; gunnerOpticsEffect[]={}; }; }; }; }; }; class UAV_02_CAS_base_F : UAV_02_base_F { class Turrets; displayName="MQ4A Greyhawk (CAS)"; weapons[]={"CMFlareLauncher","GBU12BombLauncher"}; magazines[]={"240Rnd_CMFlare_Chaff_Magazine","2Rnd_GBU12_LGB"}; class AnimationSources : AnimationSources { class Bombs { source="user"; animPeriod=1e-006; initPhase=1; }; class AT_missiles { source="user"; animPeriod=0.99; initPhase=0; }; }; }; class B_UAV_02_CAS_F : UAV_02_CAS_base_F { author="Bohemia Interactive"; _generalMacro="B_UAV_02_F"; scope=2; side=1; faction="BLU_F"; crew="B_UAV_AI"; typicalCargo[]={"B_UAV_AI"}; accuracy=1; class Turrets : Turrets { class MainTurret; }; }; class droid : B_UAV_02_CAS_F{ selectionHRotorStill = "mainRotorStatic"; selectionHRotorMove = "mainRotorBlurred"; selectionVRotorStill = ""; selectionVRotorMove = ""; mainRotorSpeed = 1.0; // rotor animation parameters backRotorSpeed = 1.0; maxMainRotorDive=70; minMainRotorDive=-7; neutralMainRotorDive=0; minBackRotorDive = 0; maxBackRotorDive = 0; neutralBackRotorDive = 0; memoryPointLMissile = "Missile_1"; //zkusim otocit memoryPointRMissile = "Missile_2"; //zkusim otocit memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2"; mainbladecenter = ""; memorypointpilot = ""; //added damageHalf[]={}; damageFull[]={}; type = 2; //added _generalMacro = "U.S.A.V."; author = "alexboy"; driverOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Driver_F.p3d"; icon = "droid\ucsv_top_ca.paa"; picture = "droid\ucsv_side_ca.paa"; hiddenSelections[] = {"camo"}; //hiddenSelectionsTextures[] = {"j4p_ucsv\data\ucsv_co.paa"}; mapSize = 12; unitInfoType = "RscOptics_AV_pilot"; disableInventory = 1; selectionFireAnim = "muzzleflash"; simulation = "helicopterx"; lock = 1; scope = public; side = TWest; faction = BLU_F; typicalCargo[] = {B_UAV_AI}; driveOnComponent[] = {"ngear", "lgear", "rgear"}; model = "\droid\droid.p3d"; displayName = "U.S.A.V."; vehicleClass = "Autonomous"; armor = 22; damageResistance = 0.00085; damageEffect = "AirDestructionEffects"; armorStructured = 0; transportSoldier = 0; cost = 200000; vtol = true; // 1 or 0 airbrake = 0; audible = 0.1; // audible - bigger - better heard camouflage = 40; // how dificult to spot - bigger - better spotable accuracy = 0.6; // accuracy needed to recognize type of this target dustEffect="UAVDust"; waterEffect="UAVWater"; washDownDiameter="10.0f"; washDownStrength="0.25f"; precision=15; steerAheadSimul=0.5; steerAheadPlan=0.7; predictTurnPlan=2; predictTurnSimul=1.5; extCameraPosition[] = {0, 2.0, -12.0}; isUav = 1; startDuration = 1; maxSpeed = 370; // max speed on level road, km/h brakeDistance = 5; // vehicle movement precision fuelCapacity = 560; fuelExplosionPower = 4.8; flaps = 0; cabinOpening = 0; selectionRotorStill = "rotor_static"; selectionRotorMove = "rotor_blur"; soundEngineOnInt[] = {"A3\Sounds_F\air\UAV_02\UAV_02_start_ext", 0.707946, 1.0}; soundEngineOnExt[] = {"A3\Sounds_F\air\UAV_02\UAV_02_start_int", 0.707946, 1.0, 400}; soundEngineOffInt[] = {"A3\Sounds_F\air\UAV_02\UAV_02_stop_int", 0.707946, 1.0}; soundEngineOffExt[] = {"A3\Sounds_F\air\UAV_02\UAV_02_stop_ext", 0.707946, 1.0, 400}; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.1, 0.1, 0.1}; gearRetracting = false; irTarget = true; destrType = "DestructEngine"; // internal camera viewing limitations class ViewPilot { initFov = 1; minFov = 0.3; maxFov = 1.2; initAngleX = 0; minAngleX = -35; maxAngleX = 35; initAngleY = 0; minAngleY = -140; maxAngleY = 140; }; class Viewoptics { initAngleX = 0; minAngleX = 0; maxAngleX = 0; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 1; minFov = 0.3; maxFov = 1.8; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; }; class AnimationSources : AnimationSources { class Bombs { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class AT_missiles { source = "user"; animPeriod = 0.99; initPhase = 1; }; }; class ViewGunner { initFov = 1; minFov = 0.6; maxFov = 0.85; initAngleX = 0; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; visionMode[] = {"Normal", NVG}; }; class MFD {}; enableManualFire = 0; weapons[] = {"CMFlareLauncher"}; magazines[] = {"240Rnd_CMFlare_Chaff_Magazine"}; LockDetectionSystem = 1 + 8 + 4; incomingMissileDetectionSystem = 16; laserscanner = true; //class NewTurret; // External class reference class Turrets : Turrets { class MainTurret : MainTurret{ isCopilot = -1;//0 minElev = -90; maxElev = 270;//90 initElev = -3; minTurn = -360; maxTurn = 360; initTurn = 0; gunnerOutOpticsShowCursor = 1; //added //gunnerOpticsShowCursor = 1; stabilizedInAxes=3;//if messes up put make this not work selectionFireAnim = "zasleh"; //added //body = "turretx"; //gun = "turrety"; startEngine = 0; // added //animationSourceBody = "turretx"; //animationSourceGun = "turrety"; body = "mainTurret"; gun = "mainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; inGunnerMayFire = true; outGunnerMayFire = true; commanding = -1; primaryGunner = 1; memoryPointGun = "commanderview"; //"PIP0_dir" gunBeg = "laser_end"; // endpoint of the gun gunEnd = "laser_start"; // chamber of the gun memoryPointGunnerOptics = "gunnerview"; //pip0_dir gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; gunnerForceOptics = True; turretInfoType = "RscOptics_UAV_gunner"; weapons[] = {"Laserdesignator_mounted", "js_w_fa18_m61", "js_w_fa18_m61_y"}; //"m107"} magazines[] = {"Laserbatteries", "js_m_fa18_m61", "js_m_fa18_m61_y"}; //"droid_m61"} GunnerCompartments = "Compartment1"; enableManualFire = 0; //LODTurnedIn = 1100; //LODTurnedOut = 1100; gunnerInAction = "Disabled"; gunnerAction = "Disabled"; class OpticsIn { class Wide { opticsDisplayName = "W"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.5; minFov = 0.5; maxFov = 0.5; directionStabilized = 1; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; }; class Medium : Wide { opticsDisplayName = "M"; initFov = 0.1; minFov = 0.1; maxFov = 0.1; gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d"; }; class Narrow : Wide { opticsDisplayName = "N"; initFov = 0.0286; minFov = 0.0286; maxFov = 0.0286; gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d"; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; envelope[] = {0.0, 0.8, 1.2, 3.0, 5.1, 8.0, 8.5, 8.0, 7.0, 4.7, 2.6, 9, 0}; landingSpeed = 0; landingAoa = "rad 3"; altFullForce = 400; altNoForce = 2500; elevatorSensitivity = 0.23; // relative elevator sensitivity aileronSensitivity = 1; // relative aileron sensitivity wheelSteeringSensitivity = 0.1; acceleration = 5; attenuationEffectType = "OpenHeliAttenuation"; soundGetIn[] = {"", db-5, 1}; soundGetOut[] = {"", db-5, 1, 40}; soundDammage[] = {"", 0.562341, 1}; class TransportItems {}; uavCameraDriverPos = "PiP0_pos"; uavCameraDriverDir = "PiP0_dir"; uavCameraGunnerPos = "laser_start"; uavCameraGunnerDir = "commanderview"; memoryPointLDust = "l_dust"; memoryPointRDust = "r_dust"; memoryPointDriverOptics = "PiP0_pos"; class Sounds { class EngineLowOut { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_low_ext", db-3, 1.0, 450}; frequency = "1.0 min (rpm + 0.5)"; volume = "camPos*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])"; }; class EngineHighOut { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_high_ext", db0, 1.0, 650}; frequency = "(rpm factor[0.5, 1.0])"; volume = "camPos*(rpm factor[0.2, 1.0])"; }; class ForsageOut { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_forsage_ext", db1, 1.0, 900}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.6, 1.0])"; cone[] = {3.14, 3.92, 2.0, 0.5}; }; class WindNoiseOut { sound[] = {"A3\Sounds_F\air\UAV_02\noise", db-10, 1.0, 150}; frequency = "(0.3+(1.005*(speed factor[1, 50])))"; volume = "camPos*(speed factor[1, 50])"; }; class EngineLowIn { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_low_int", db0, 1.0}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])"; }; class EngineHighIn { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_high_int", db0, 1.0}; frequency = "(rpm factor[0.5, 1.0])"; volume = "(1-camPos)*(rpm factor[0.2, 1.0])"; }; class ForsageIn { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_forsage_int", db-4, 1.0}; frequency = "1"; volume = "engineOn*(1-camPos)*(thrust factor[0.6, 1.0])"; }; class WindNoiseIn { sound[] = {"A3\Sounds_F\air\UAV_02\noise", db-12, 1.0}; frequency = "(0.3+(1.005*(speed factor[1, 50])))"; volume = "(1-camPos)*(speed factor[1, 50])"; }; }; class WingVortices {}; class Damage { tex[] = {}; mat[] = {"droid\data\ucsv.rvmat", "droid\data\ucsv_damage.rvmat", "droid\data\ucsv_destruct.rvmat"}; }; class Exhausts { class l_exhaust { position = "l_exhaust_pos"; direction = "l_exhaust_dir"; effect = "ExhaustEffectHeli"; }; class r_exhaust { position = "r_exhaust_pos"; direction = "r_exhaust_dir"; effect = "ExhaustEffectHeli"; }; class b_exhaust { position = "b_exhaust_pos"; direction = "b_exhaust_dir"; effect = "ExhaustEffectHeli"; }; }; class DestructionEffects { class Fire1 { simulation = "particles"; type = "ObjectDestructionFire1"; position = "destructionEffect1"; intensity = 0.03; interval = 1; lifeTime = 2; }; class Fire2 { simulation = "particles"; type = "ObjectDestructionFire2"; position = "destructionEffect2"; intensity = 0.03; interval = 1; lifeTime = 2; }; }; class Library { libTextDesc = "My U.S.A.V."; }; }; class B_droid : droid { _generalMacro = B_droid; enableSweep=false; //ADDED scope = public; side = TWest; damageHalf[]={ }; damageFull[]={ }; faction = BLU_F; crew = B_UAV_AI; typicalCargo[] = {B_UAV_AI}; hiddenSelectionsTextures[] = {"droid\data\ucsv_blue_co.paa"}; }; class B_droid_BLACK : droid { _generalMacro = B_droid; enableSweep=false; //ADDED scope = public; side = TWest; faction = BLU_F; crew = B_UAV_AI; typicalCargo[] = {B_UAV_AI}; hiddenSelectionsTextures[] = {"droid\data\ucsv_black_co.paa"}; displayName = "U.S.A.V. (BLACK)"; }; class O_droid : droid { _generalMacro = O_droid; enableSweep=false; //ADDED scope = public; side = TEast; faction = OPF_F; crew = O_UAV_AI; typicalCargo[] = {O_UAV_AI}; hiddenSelectionsTextures[] = {"droid\data\ucsv_co.paa"}; }; class I_droid : droid { scope = public; enableSweep=false; //ADDED side = TGuerrila; faction = IND_F; crew = I_UAV_AI; typicalCargo[] = {I_UAV_AI}; hiddenSelectionsTextures[] = {"droid\data\ucsv_indp_co.paa"}; }; }; model.cfg class CfgSkeletons { class Helicopter; //Define base class. class Vehicle; class droid_skel : Helicopter { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "propeller1","", "propeller2","", "propeller3","", "mainturret","", "maingun","mainturret" }; }; }; class Rotation; // External class reference class CfgModels { class Helicopter; class Default; class Vehicle : Default { sectionsInherit = ""; sections[] = {}; }; class droid : Vehicle { skeletonName = "droid_skel"; sectionsInherit="Vehicle"; sections[] = { "cowlinga_t", "cowlingb_t", "fuse01_t", "fuse02_t", "tail_t", "wingl_t", "wingr_t", "mainRotorStatic", "mainRotorBlurred", "tailRotorStatic", "tailRotorBlurred", "muzzleflash", "trup", "motor", "elektronika", "munice", "sklo predni P", "sklo predni L", "mala vrtule", "velka vrtule", "clan", "clan_sign", "podsvit pristroju", "zbran", "vez" }; class Animations { class mainturret { type = "rotation"; source = "mainturret"; selection = "mainturret"; axis = "axis_turretx"; memory = 0; sourceAddress = "clamp"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0 = "Rad -360"; angle1 = "Rad +360"; }; class maingun { type = "rotation"; source = "maingun"; selection = "maingun"; axis = "axis_turrety"; memory = 0; sourceAddress = "clamp"; animPeriod=0; minValue="rad -90"; maxValue="rad +270"; angle0 = "Rad -90"; angle1 = "Rad +270"; }; class propeller1 { type = "rotation"; source = "rotorH"; selection = "propeller1"; axis = "axis_propeller1"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "180"; angle1 = "0"; }; class propeller2 { type = "rotation"; source = "rotorH"; selection = "propeller2"; axis = "axis_propeller2"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "180"; angle1 = "0"; }; class propeller3 { type = "rotation"; source = "rotorH"; selection = "propeller3"; axis = "axis_propeller3"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "180"; angle1 = "0"; }; }; }; };
  6. alexboy

    UAV Turret/weapon

    Yea haha, for some reason when i Pul the mainturret it doesnt work, but i guess I have to delete everything in my turret section and place one by one to see which one throws it off :/ finally my UAV has vertical lift off... had to change some model.cfg to make the propellers turn again, but they work now... just gotta do trial and error with the turret, On another note... Since I already got the turret to be able to turn in all directions and was bored... I got it to be able to fire actual bullets, like the 30mm, But I cannot find a way to make the UAV be able to fire sniper rounds... since the ammo of a sniper isnt part of vehicle config... is there some way of doing something like that ? making turret fire a sniper round ?
  7. alexboy

    UAV Turret/weapon

    I know everything you are saying... but its been a while... I forgot how to inherit a specific class such as B_UAV_02_CAS_F so that my UAV is basically the same as that? and as for the game config browser... I do not remember that at all :/? I use to go through pbos and pbos to find stuff i need... if theres an easier way that would help alot lol...
  8. message mladjaSRB for a config of his so you can compare his to yours and see what is different, I haven't worked on cars so I cant help fully sorry
  9. base classes are the same of Arma 2 or atleast in how far I have been able to get into it, I have used NewTurret more often because most of the time I dont know whats being inherited... but you can use MainTurret like UNN said my way class NewTurret; class Turrets { class MainTurret: NewTurret { magazines[] = {"40RND_30mm_W_HE_shells", "140Rnd_30mm_MP_shells_Tracer_Yellow"}; }; };
  10. are you getting errors with this and if you are what is it? or is it just not working ? also I dont rmember but you want to put like end; or force end or something like that because just basically keeps the script running forever after you run it (wont go back through it until w/e the effect has to happen to cause this script to start), but just slows down the game. Atleast for me it does... if its just how it looks... you got all your ";" at the end and i cant find any errors
  11. noooooooo Seperate them.... if what i remember I did this awhile back and gave errorss and i dont know for sure if that works but just seperate them... i think that works class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\path\file.sqf"""; init = "(_this select 0) execVM""\path\file_2.sqf"""; }; not for sure if the second one can have (_this select 0) may have to make it a 1 and redefine what 1 is but might work with 0 still
  12. Ya just need the simulation = carx... same thing happened when i was working on planes some times... its weird but ya hope it works
  13. alexboy

    UAV Turret/weapon

    For some Reason the UAV I made turret works... but when the UAV flies around the turret doesnt stay where its pointed it just movess like when the UAV turns the turret doesnt point to the same point where it was before it turned or when it flies straight it doesnt stay on target... I get what you mean and what the error was for after looking at it for awhile... but still stuck on why it doesnt work Might be another factor that affects how the turret stays on target ? On another note... how do I make my UAV fly like the rotor... no vtol=0 or 1 or 2 work.... possibly makes take off slower... but i dont want horizontal flight/take off .... I want vertical flight/take off like a helicopter or the rotor UAV
  14. alexboy

    UAV Turret/weapon

    In my Turret I have class Turrets { class MainTurret : NewTurret { stabilizedInAxes = 3; // have tried 0,1,2, and true im so confused on why none of the ones I have used havent worked yet?
  15. alexboy

    UAV Turret/weapon

    FIXED THE TURRET!!!!!!!!!!!!!! I honestly dont know how I fixed it i related my model.cfg to arma 2 model.cfg of the ah1z... added min and maxvalue.... and in the config I did so much I dont remember how i fixed that... ALSO how do i make the UAV fly like the Rotor UAV does (vertically without having the option of auto-hover) basically like a helicopter But my only problem now is I think there is a such thing a stabilization where the UAV turret will be pointing in a certain spot where the uav turret/laser is pointing at no matter how the uav turns.... How do i make this work or how do i add it to my config cause in enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; I dont know how to use these and it says error so im confused whats wrong ... is it just the comment it is saying cant be understood by the game or what? also if that code above is ok how do I add it to the config so that what i want happens?
  16. If I understand the code below... is inside a script class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\a3\characters_f_gamma\Rebels\scripts\randomize_equipment.sqf"""; }; First of all... @UNN is right.. there is no such Rebels folder in \a3\characters_f_gamma\ neither is it on yours.. . what you are saying is that the Rebels folder is inside E:\Arma tools\Projects (arma 3)\characters_f_gamma\a3\characters_f_gamma\Rebels\scripts So wouldnt your event hander be something like class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\Arma tools\Projects (arma 3)\characters_f_gamma\a3\characters_f_gamma\Rebels\scripts\randomize_equipment.sqf"""; }; Because if i read what you said properly... the above code should most likely work
  17. alexboy

    UAV Turret/weapon

    dr_strangepete - ill try the startengine = 0, and for the stabilation... what do you mean turn the stabilation on ? how would i turn it on, because i probably dont.. and by "x" and "c" I mean like twist side to side as in ( like the top rotor blades of a helicopter or twisting your body as you stand up)... Gnat -there is really no crew in the UAV basically its remote controlled... so if you are flying in pilot no one is in the gunner basically but (i dont know if it can lase if scripted to or if there is a target and such), on the other hand when you are in the gunner seat the UAV still flies and can go to waypoints, but the player controls the turret. so i think what you are saying is true there is only one... just like the "remote control" moves the uav or something like that
  18. alexboy

    UAV Turret/weapon

    Found an issue with turret... ok so when i am in the turret view and (sometimes the turret twists and sometimes it doesnt)... but when the uav is off and on the ground and i move my mouse it makes the uav turret move.. but when it moves it makes the engine turning on sound go on and when i stop.. the sound fades away... Then when I am in the driver view... and i press "x" or "c" to twist the uav side to side the turret it self twists till it reaches i guess its "limit angle" and stops but the uav can still twist and its the same for either way i "twist" the uav... Also when i go upside down or fly and turn slowly by angling the plane side to side... the turret moves again... What is making all this happen? any help is appreciated
  19. Just throwing this out here, since I cant see if there is other information in this script or in your game.... or something with the vehicle itself in the config of it might be messing it up? check spelling and caps... and when you say you use it before... do they look the same? like did you change anything between them that could effect it not to work
  20. First of all is this .sqf in that location where you are saying it... second, I am also having problems with finding "external files" when binarizing my addon, also when in game... could be some little error in typing or within the game itself... Third: If you are just running this as like a script inside the game you can change the location into you mission file, or if its in an addon... copy paste it into your addon and change the location of it and see if that works.. Fourth: If you are doing an addon, see if binarizing it or not binarizing it and just packing it would work
  21. alexboy

    Noob over here

    I have never made such things like a config that changes the texture of the weapon... but if possible cant you just unpbo one of the already made weapons of BI (and save the original) and change the value you want in that and binarize it again and put it into the game to see what it does... but make sure when you are done you put the original pbo back in so it doesnt mess up you game... Or you could make a lame like "stick" model or use your model.. and copy the config of another gun and just change that value you want? basically just taking all config of the other gun and changing that variable... There might be an easier way, as i have never modified anything in game, just make my own addons... but the above ways could give small annoying errors..... hope this helps
  22. alexboy

    UAV Turret/weapon

    Yea... still not working, I cant find out how to find the names of the selections of UAVS... Been working on the coding for 3 weeks... its really annoying now.. Thought it would be really cool to have a UAV marksman, to keep soldiers out of danger, and like a eagle in the sky can scout out and take out targets silently, without huge explosions, would be great for night high value target missions... Gnat, any way I could send you the unbin addon to you, and maybe you can look at it to see if you can see if anythings missing?
  23. alexboy

    UAV Turret/weapon

    OK I fixed everything but the fact that the "secondary" weapon doesnt work, when I am in the turret of the uav, i only get the option of the laser , I cannot change the weapon to another such as a weapon on the UAV, it should have like a sniper on the UAV too, but I cannot find out how to get the right ammo and weapon config in so the UAV thinks it has a sniper/rifle on the uav, and also so that i can shoot the weapon also.. on another note, I cannot move the turret up/down or side-to-side, it just points in the direction of the UAV, I dont know if i dont have the right model bone names in the animation or something like that, any help is appreciated... model.cfg and config.cpp is in above post
  24. alexboy

    Noob over here

    Please be more specific like whats your model and what type of action do you want it to do?
  25. alexboy

    UAV Turret/weapon

    changing my config.cpp enableManualFire = 1; try setting it to 0. didnt work, and yes thank you for that animation, i got the rotors to start working, but I did somehow fix the problem, so now there is an option for the turret... but when i do go into the turret I am unable to turn the turret camera... it is stuck in the facing of the UAV direction... I think im missing a name of some sort on the points of the uav camera or the user input or something that keeps me from moving the camera in turret view here is new- NEW config.cpp changed it // config.bin - 16:11:26 01/19/14, generated in 0.03 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class droid { units[] = {droid}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgMagazines { class VehicleMagazine; // External class reference class droid_m61 : VehicleMagazine { scope = public; displayName = "6.65mm"; ammo = "6_65mm"; count = 578; initSpeed = 1036; tracersEvery = 5; nameSound = "cannon"; }; }; class CfgActions { class OpenBag { show = 0; hideOnUse = 1; shortcut = ""; textSimple = ""; }; }; class CfgVehicles { class Plane; class UAV : Plane { class NewTurret; // External class reference class ViewPilot; // External class reference class ViewOptics; // External class reference class AnimationSources; // External class reference }; class droid : UAV { _generalMacro = J4P_UCSV; author = "mp5gosu"; driverOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Driver_F.p3d"; icon = "droid\ucsv_top_ca.paa"; picture = "droid\ucsv_side_ca.paa"; hiddenSelections[] = {"camo"}; //hiddenSelectionsTextures[] = {"j4p_ucsv\data\ucsv_co.paa"}; mapSize = 12; unitInfoType = "RscOptics_AV_pilot"; disableInventory = 1; selectionFireAnim = "muzzleflash"; simulation = "airplane"; lock = 1; scope = private; side = TWest; faction = BLU_F; typicalCargo[] = {B_UAV_AI}; driveOnComponent[] = {"ngear", "lgear", "rgear"}; model = "\droid\droid.p3d"; displayName = "U.S.A.V."; vehicleClass = "Autonomous"; armor = 22; damageResistance = 0.00085; damageEffect = "AirDestructionEffects"; armorStructured = 0; transportSoldier = 0; cost = 200000; vtol = 1; airbrake = 0; audible = 0.1; // audible - bigger - better heard camouflage = 40; // how dificult to spot - bigger - better spotable accuracy = 0.6; // accuracy needed to recognize type of this target waterEffect = "HeliWater"; dustEffect = "HeliDust"; extCameraPosition[] = {0, 2.0, -12.0}; isUav = 1; startDuration = 1; maxSpeed = 370; // max speed on level road, km/h brakeDistance = 5; // vehicle movement precision fuelCapacity = 560; fuelExplosionPower = 4.8; flaps = 0; cabinOpening = 0; selectionRotorStill = "rotor_static"; selectionRotorMove = "rotor_blur"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.1, 0.1, 0.1}; gearRetracting = false; irTarget = true; destrType = "DestructEngine"; // internal camera viewing limitations class ViewPilot { initFov = 1; minFov = 0.3; maxFov = 1.2; initAngleX = 0; minAngleX = -35; maxAngleX = 35; initAngleY = 0; minAngleY = -140; maxAngleY = 140; }; class Viewoptics { initAngleX = 0; minAngleX = 0; maxAngleX = 0; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 1; minFov = 0.3; maxFov = 1.8; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; }; class AnimationSources : AnimationSources { class Bombs { source = "user"; animPeriod = 1e-006; initPhase = 0; }; class AT_missiles { source = "user"; animPeriod = 0.99; initPhase = 1; }; }; class ViewGunner { initFov = 1; minFov = 0.6; maxFov = 0.85; initAngleX = 0; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; visionMode[] = {"Normal", NVG}; }; class MFD {}; enableManualFire = 0; weapons[] = {"CMFlareLauncher"}; magazines[] = {"240Rnd_CMFlare_Chaff_Magazine"}; LockDetectionSystem = 1 + 8 + 4; incomingMissileDetectionSystem = 16; laserscanner = true; class NewTurret; // External class reference class Turrets { class MainTurret : NewTurret { isCopilot = 0; minElev = -90; maxElev = 3; initElev = -3; minTurn = -360; maxTurn = 360; initTurn = 0; selectionFireAnim = ""; //body = "turretx"; //gun = "turrety"; //animationSourceBody = "turretx"; //animationSourceGun = "turrety"; body = "mainTurret"; gun = "mainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; inGunnerMayFire = true; outGunnerMayFire = true; commanding = -1; primaryGunner = 1; memoryPointGun = "PIP0_dir"; gunBeg = "laser_end"; // endpoint of the gun gunEnd = "laser_start"; // chamber of the gun memoryPointGunnerOptics = "gunnerview"; //pip0_dir gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; gunnerForceOptics = True; turretInfoType = "RscOptics_UAV_gunner"; stabilizedInAxes = 3; weapons[] = {"Laserdesignator_mounted","m107"}; magazines[] = {"Laserbatteries","10Rnd_127x99_m107"}; GunnerCompartments = "Compartment1"; enableManualFire = 0; LODTurnedIn = 1100; LODTurnedOut = 1100; gunnerInAction = "Disabled"; gunnerAction = "Disabled"; class OpticsIn { class Wide { opticsDisplayName = "W"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.5; minFov = 0.5; maxFov = 0.5; directionStabilized = 1; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; }; class Medium : Wide { opticsDisplayName = "M"; initFov = 0.1; minFov = 0.1; maxFov = 0.1; gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d"; }; class Narrow : Wide { opticsDisplayName = "N"; initFov = 0.0286; minFov = 0.0286; maxFov = 0.0286; gunnerOpticsModel = "A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d"; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; envelope[] = {0.0, 0.8, 1.2, 3.0, 5.1, 8.0, 8.5, 8.0, 7.0, 4.7, 2.6, 9, 0}; landingSpeed = 0; landingAoa = "rad 3"; altFullForce = 400; altNoForce = 2500; elevatorSensitivity = 0.23; // relative elevator sensitivity aileronSensitivity = 1; // relative aileron sensitivity wheelSteeringSensitivity = 0.1; acceleration = 5; attenuationEffectType = "OpenHeliAttenuation"; soundGetIn[] = {"", db-5, 1}; soundGetOut[] = {"", db-5, 1, 40}; soundDammage[] = {"", 0.562341, 1}; soundEngineOnInt[] = {"A3\Sounds_F\air\UAV_02\UAV_02_start_ext", 0.707946, 1.0}; soundEngineOnExt[] = {"A3\Sounds_F\air\UAV_02\UAV_02_start_int", 0.707946, 1.0, 400}; soundEngineOffInt[] = {"A3\Sounds_F\air\UAV_02\UAV_02_stop_int", 0.707946, 1.0}; soundEngineOffExt[] = {"A3\Sounds_F\air\UAV_02\UAV_02_stop_ext", 0.707946, 1.0, 400}; class TransportItems {}; uavCameraDriverPos = "PiP0_pos"; uavCameraDriverDir = "PiP0_dir"; uavCameraGunnerPos = "laser_start"; uavCameraGunnerDir = "commanderview"; memoryPointLDust = "l_dust"; memoryPointRDust = "r_dust"; memoryPointDriverOptics = "PiP0_pos"; class Sounds { class EngineLowOut { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_low_ext", db-3, 1.0, 450}; frequency = "1.0 min (rpm + 0.5)"; volume = "camPos*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])"; }; class EngineHighOut { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_high_ext", db0, 1.0, 650}; frequency = "(rpm factor[0.5, 1.0])"; volume = "camPos*(rpm factor[0.2, 1.0])"; }; class ForsageOut { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_forsage_ext", db1, 1.0, 900}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.6, 1.0])"; cone[] = {3.14, 3.92, 2.0, 0.5}; }; class WindNoiseOut { sound[] = {"A3\Sounds_F\air\UAV_02\noise", db-10, 1.0, 150}; frequency = "(0.3+(1.005*(speed factor[1, 50])))"; volume = "camPos*(speed factor[1, 50])"; }; class EngineLowIn { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_low_int", db0, 1.0}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])"; }; class EngineHighIn { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_high_int", db0, 1.0}; frequency = "(rpm factor[0.5, 1.0])"; volume = "(1-camPos)*(rpm factor[0.2, 1.0])"; }; class ForsageIn { sound[] = {"A3\Sounds_F\air\UAV_02\UAV_02_forsage_int", db-4, 1.0}; frequency = "1"; volume = "engineOn*(1-camPos)*(thrust factor[0.6, 1.0])"; }; class WindNoiseIn { sound[] = {"A3\Sounds_F\air\UAV_02\noise", db-12, 1.0}; frequency = "(0.3+(1.005*(speed factor[1, 50])))"; volume = "(1-camPos)*(speed factor[1, 50])"; }; }; class WingVortices {}; class Damage { tex[] = {}; mat[] = {"droid\data\ucsv.rvmat", "droid\data\ucsv_damage.rvmat", "droid\data\ucsv_destruct.rvmat"}; }; class Exhausts { class l_exhaust { position = "l_exhaust_pos"; direction = "l_exhaust_dir"; effect = "ExhaustEffectHeli"; }; class r_exhaust { position = "r_exhaust_pos"; direction = "r_exhaust_dir"; effect = "ExhaustEffectHeli"; }; class b_exhaust { position = "b_exhaust_pos"; direction = "b_exhaust_dir"; effect = "ExhaustEffectHeli"; }; }; class DestructionEffects { class Fire1 { simulation = "particles"; type = "ObjectDestructionFire1"; position = "destructionEffect1"; intensity = 0.03; interval = 1; lifeTime = 2; }; class Fire2 { simulation = "particles"; type = "ObjectDestructionFire2"; position = "destructionEffect2"; intensity = 0.03; interval = 1; lifeTime = 2; }; }; class Library { libTextDesc = "My U.S.A.V."; }; }; class B_droid : droid { _generalMacro = B_droid; scope = public; side = TWest; faction = BLU_F; crew = B_UAV_AI; typicalCargo[] = {B_UAV_AI}; hiddenSelectionsTextures[] = {"droid\data\ucsv_blue_co.paa"}; }; class B_droid_BLACK : droid { _generalMacro = B_droid; scope = public; side = TWest; faction = BLU_F; crew = B_UAV_AI; typicalCargo[] = {B_UAV_AI}; hiddenSelectionsTextures[] = {"droid\data\ucsv_black_co.paa"}; displayName = "U.S.A.V. (BLACK)"; }; class O_droid : droid { _generalMacro = O_droid; scope = public; side = TEast; faction = OPF_F; crew = O_UAV_AI; typicalCargo[] = {O_UAV_AI}; hiddenSelectionsTextures[] = {"droid\data\ucsv_co.paa"}; }; class I_droid : droid { scope = public; side = TGuerrila; faction = IND_F; crew = I_UAV_AI; typicalCargo[] = {I_UAV_AI}; hiddenSelectionsTextures[] = {"droid\data\ucsv_indp_co.paa"}; }; }; MODEL.cfg class CfgSkeletons { class Plane; //Define base class. class Vehicle; class droid_skel : Plane { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "propeller1","", "propeller2","", "propeller3","", "mainturret","", "maingun","mainturret","", }; }; }; class Rotation; // External class reference class CfgModels { class Plane; class Vehicle; class Default { sectionsInherit = ""; sections[] = {}; }; class droid : Default { skeletonName = "droid_skel"; sectionsInherit=""; sections[] = { "cowlinga_t", "cowlingb_t", "fuse01_t", "fuse02_t", "tail_t", "wingl_t", "wingr_t" }; class Animations { class propeller1 { type = "rotation"; source = "rotor"; selection = "propeller1"; axis = "axis_propeller1"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "180"; angle1 = "0"; }; class propeller2 { type = "rotation"; source = "rotor"; selection = "propeller2"; axis = "axis_propeller2"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "180"; angle1 = "0"; }; class propeller3 { type = "rotation"; source = "rotor"; selection = "propeller3"; axis = "axis_propeller3"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "180"; angle1 = "0"; }; class mainturret { type = "rotation"; source = "mainturret"; selection = "mainturret"; axis = "axis_turretx"; memory = 1; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "Rad -360"; angle1 = "Rad +360"; }; class maingun { type = "rotation"; source = "maingun"; selection = "maingun"; axis = "axis_turrety"; memory = 1; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "1"; }; }; }; };
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