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alexboy

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Everything posted by alexboy

  1. man great work!!!, i have lived in a country where you hear gunfire daily, and this sounds just like it!!! i applaud you my friend, too real....
  2. alexboy

    Pilot Turret

    i suppose, just try that because i can't reall think that... but it it coupe possibly work just like an apache gunner
  3. great work man!, just please update the HUD's and then itll be perfect... im sorry to say i use these all the time to shoot down by my W.I.P phalanx's haha love the work on these
  4. alexboy

    [WIP] NBS Mantis C-RAM

    love the quality of the mantis!!!, hopefully my C-ram can keep up with it :P can't wait for the radar script to come out, looking forward to trying it out with the c-ram and hopefully i can get my script implemented by the time you do so there is some kind of competition hahaha, great job man, keep up the great work
  5. alexboy

    C-RAM AI aiming help

    i got it to work... was a distance problem in the amm/weapon... was only inheriting distance - far... not close,medium, and far another problem... my outeroptics for the camera is facing in the direction of the turret..... while the inneroptics for the camera is way off from where the turrets facing??? whats the problem with this... i have copy/pasted the memory points from my other turret.. which works perfectly... but for some reason this is off now ???? any help is appreciated if you could give me the memory point for inneroptics or something ?
  6. alexboy

    C-RAM for Arma 3!!!!

    i havent tried against ground... its scripted to just attack at certain rates... the scripting for artillery hasn't been applied yet.. its a W.I.P by Bakerman, who is kindly enough to help me.... i can test it to attack ground units too... ill try that... put it on top of a hill and see if it attacks units below will be a pretty sight hahaha.... but most likely it can... but more priority would be air
  7. alexboy

    C-RAM for Arma 3!!!!

    I am hoping it will be... been testing around the rotation speeds and seems like 2 and 2.2 are the most optimal, helping the phalanx to get on a target and stay on its target at a good rate, one phalanx right now can take out around 5 helicopters or 1-2 SU-35 within 10 seconds or so
  8. alexboy

    ArmA 2 C-130J and MV-22 Redux

    is this available to anyone, even if its not for the MV-22, but credit is given to them ???? pm me please
  9. i think the community or the developers should bring in friction of flying objects in cargo spaces, because realistically a player / AI units should be able to walk around the cargo space of lets say a C-130 or C-5 galaxy... possibly what you can do (i have done with before in Arma 2, dont need a static object...) can make a script that makes the c-130 a static object, where you set its properties to false, such as, in the script (forgot the actual coding) but you can force it to animate the ramp down (house animate ["doors1", 1] ) and once the ramp is fully animated downward you can just set a trigger to set the plane to be "static" if you want i can take a video of mine in game (arma 2) and release it on here ==============EDIT============================== http://www.flickr.com/photos/118054828@N03/12919765464/ dont mind the end of it... it was one of my trial videos... sorry about lag in advance, its on my old computer and it lags alot due to so many add ons, but hope this gives you an idea it works by having a non static made into a static will have another video with full working , including at the end of the ramp you can look over and once you jump out it changes you into halo jumping animation/phase
  10. alexboy

    C-RAM for Arma 3!!!!

    hahahaha, as you can see it can take down su-35 pretty fast just with one... i tried having two su-35 and one phalanx can take em out pretty fast... before they can do a pass-over... as for artillery that is still a W.I.P. my friend is helping me out with that type of intercept script, but have fingers crossed!!! its almost finished and as for textures waiting on another friend to finish them "depending on whether or not he is busy" but ya i am hoping it can protect its bases and also carriers!!! both the C-ram and the mantis will defenetly be OP says @dr_strangepete haha and i agree with him, these will definetly be game changers
  11. alexboy

    C-RAM for Arma 3!!!!

    right now am testing the fastest possible rotation for horizontal and vertical of the turret ... 10 is too fast for the gunner and it sways off target like crazy... seems as though i gotta use 2.1-2.3 which are most optimal of lowest sway... but fast to get on target... also may be another varient of the phalanx with missiles on the side soon to be shown in video @AngelWingGamingJacob honestly only need 2 haha 1 can take out around 10 helicopters pretty fast... hahaha
  12. alexboy

    [WIP] USAF Air Asset MOD

    fullerpj love the progress hit me up some time i got the UAV turret working perfectly and wouldnt mind giving you insight
  13. great job man! great use for large scale parachuting due to not being able to afford steerable chutes for all soldiers
  14. alexboy

    C-RAM for Arma 3!!!!

    ya I have seen that, its interesting and good resource to look at, thanks @Günter Severloh But I have a video for all of you of my progress... sorry for bad image... i was putting on lowest detail so i could test them with no glitches in image http://www.flickr.com/photos/118054828@N03/12893153553/ hope you like it... ill have another video up soon "phalanx vs. SU-35 Flanker" =====edit==== Would like to say alot of this wouldn't be possible wihtout the help of my friend @dr_strangepete http://www.flickr.com/photos/118054828@N03/12894381053/ http://www.flickr.com/photos/118054828@N03/12894330225/
  15. alexboy

    Pilot Turret

    it could be possible I guess.... probably make his memorypoint for view on the memory LOD to be like viewpilot... then make an animation for the up/down and the side/side for the turret and connect the animation source to the pilot view ? i dont know if this will work... but possibility
  16. alexboy

    C-RAM AI aiming help

    sorry for double post but new config... here is my config.cpp... dont mind the init its in note form so doesnt affect it... but for some reason.. this will not fire ?? it aims... sees and all but AI cannot fire it or will not fire for some reason... when i get in the C-ram I am able to fire and such...??? class LandVehicle; class StaticWeapon: LandVehicle { class NewTurret; class Sounds; class AnimationSources; class EventHandlers; }; class StaticCannon: StaticWeapon{ class ViewOptics; }; class at_phalanx_base: StaticCannon { displayName = "Mantis C-RAM"; model = "at_phalanx\at_phalanx"; memoryPointsGetInDriver="pos_driver_dir"; memoryPointsGetInDriverDir="pos_driver"; threat[] = {0.2,0.9,1}; hasDriver = 0; radarType = 4; gunnerCanSee = 23; type = 1; armor = 10000; //////////////////////////////////////////////// // BAKED //////////////////////////////////////////////// //class EventHandlers: EventHandlers //{ // init = "_this execVM ""\at_phalanx\start.sqf"";"; // }; class AnimationSources: AnimationSources { class recoil_source {source = "reload"; weapon = "at_phalanx_autocannon_35mm";}; class muzzle_rot_cannon {source = "reload"; weapon = "at_phalanx_autocannon_35mm";}; //class ManTurret { // source = "direct"; // animPeriod = 0.001; //}; //class ManGun { // source = "direct"; // animPeriod = 0.001; //}; }; class Sounds: Sounds { class Engine; class Movement; }; class Turrets { class MainTurret: NewTurret { gunnerName="Gunner"; primary=1; primaryGunner=1; startEngine = 0; initElev=0; minElev=-360; maxElev=+360; minTurn = -360; maxTurn =+360; maxHorizontalRotSpeed = 1.5; // 1 = 45°/sec maxVerticalRotSpeed = 1.5; weapons[]={"at_phalanx_autocannon_35mm"}; magazines[] = {"at_phalanx_35mag"}; memoryPointsGetInGunner = "pos_gunner_dir"; memoryPointsGetInGunnerDir = "pos_gunner"; memoryPointGunnerOptics="gunnerview";//gunnerview or usti hlavne memoryPointGun = "usti hlavne"; selectionFireAnim = "zasleh"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; turretInfoType = "RscWeaponRangeZeroing"; soundServo[]= {"A3\Sounds_F\vehicles\armor\noises\servo_best", db+3, 1.0,40}; outGunnerMayFire = 1; // Turn off to make player able to look around freely outside optics view. inGunnerMayFire = 1; gunnerForceOptics=1; showGunnerOptics=1; gunnerOutForceOptics = 1; forceHideGunner=1; stabilizedInAxes = "StabilizedInAxesBoth"; showAllTargets = 2; class OpticsIn { class Wide: ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.3; minFov=0.3; maxFov=0.3; visionMode[] = {"NV","Ti"}; thermalMode[] = {0,1}; //red hot chilli gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_w_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_m_F.p3d"; initFov=0.07; minFov=0.07; maxFov=0.07; }; class Narrow: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_n_F.p3d"; initFov=0.028; minFov=0.028; maxFov=0.028; }; }; }; }; }; class at_phalanx_35:at_phalanx_base { scope=2; side=3; hasDriver=0; hasGunner=1; }; class at_phalanx_35AI:at_phalanx_base { displayName="Mantis C-RAM AI"; scope=2; side=3; hasGunner=1; class Turrets: Turrets { class MainTurret: MainTurret { animationSourceBody="ManTurret"; animationSourceGun="ManGun"; body="ManTurret"; gun="ManGun"; //class OpticsIn }; }; }; };
  17. alexboy

    C-RAM AI aiming help

    even though i am trying to make it somewhat like a static cannon like an static mg ? because it wont be moving... or just look at the turret aspect ?
  18. well that could be in future versions... but I dont know how to script it to be able to follow targets yet if someone has this script already contact me and i can implement it... but other wise.. this is the Beta version and probably will be released in a mission in steam by my friend whos making the mission for me for all of you guys to test out and give me some input keep a look out for this forum and next should be a link to the mission for you to play on
  19. alexboy

    C-RAM for Arma 3!!!!

    Hey Guys... im now working with @Bakerman and also @dr_strangepete to get this working... there possibly be a release if Bakerman and I can get in contact soon and once my college test is over on thursday ill be able to focus more on this... but with bakerman and dr_strangepete i think there is a high possibility that this C-ram is fully possible now keep your fingers cross!!! also... for the C-ram I think there will be two versions for now... one that can be manned by yourself or one controlled automatically by a AI... just to let you guys have fun with the C-ram too... also possible future if this can work Sea-ram and possibly a C-ram with the 2nd model with a secondary weapon of missiles (missiles are on the upper radar part on the opposite side of the sensors) this is in testing in Real life... due to trying to maintain space on ships why not build a C-ram with a missile set rather than have 2 separate guns.... but right now only normal C-ram will be close to release since its the only one being able to be work properly.... also please look at my forum U.S.A.V. that is my addon that will be closest to beta release and my friend will make a steam scenario for it
  20. alexboy

    C-RAM for Arma 3!!!!

    I know!! its awesome It is why I want it in Arma 3... it is what would be used to keep them annoying Artillery rounds / aircraft away from important bases / artillery/ships I am working with someone right now to do this.. far away from complete... everything works except for aiming at artillery which is a pain... so am trying to get in contact with someone that already has a good looking script that used in videos... so that we can perfect them.. but no response yet... so still if anyone has input would be highly appreciated... im basing mine off of mando_turret
  21. @Voss.m as I said the 30mm round is just for testing... I already had the config for the 30mm ready while i was testing my U.A.V... it was so i could test the turret and see if it turns, and stays on possition and is able to fire multiple rounds without any erros... the real round will be like a 50 caliber round or a .467 round I havent chosen yet ones a sniper that can do 1 hit damage... the other will be a machine gun round that can give support also... the U.A.V can give support by it self... I havent fully tested this.. but when i put it inside the campaign, when it sees enemies it does fire down at them with the sniper round, which is pretty cool... might some how give the U.A.V operator a way of changing the rounds it uses from the ground... so it can give orders to the U.A.V... or just might let it be how it is and just have to be pilot and force it to change rounds and the U.a.V will fire on its own its pretty cool... can't wait to release
  22. alexboy

    C-RAM for Arma 3!!!!

    I dont know fully yet about the rounds... gonna test to see which one works properly with Arma 3 compared to what they really can destroy and so on... And I might do a laser later on... but first i gotta finish this script to make it work properly ?? if anyone has a script for C-ram that fires at Artillery rounds I would be open to working with you or using it with your permission because I am just stuck on that part...
  23. I have made a UAV, but the problem is, that the UAV doesnt move in the up and downward motion (like a helicopter or the rotor uav), and also like the rotor uav i would like to have 2 views, the "pilot view" where you control the UAV and the "turret view" where you only control the turret/scanner/laser designator Any help is appreciated This is my config file // 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 droid : Plane { _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 = 3; 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; LockDetectionSystem = 0; incomingMissileDetectionSystem = 0; irTarget = true; weapons[] = {}; magazines[] = {}; 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 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 = 1; class Turrets { class MainTurret { isCopilot = 0; minElev = -90; maxElev = 3; initElev = -3; minTurn = -360; maxTurn = 360; initTurn = 0; body = "turretx"; gun = "turrety"; animationSourceBody = "turretx"; animationSourceGun = "turrety"; 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"; 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 {}; 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 DestructionEffects { class Fire1 { simulation = "particles"; type = "ObjectDestructionFire1"; position = "destructionEffect1"; intensity = 0.03; interval = 1; lifeTime = 2; }; }; class Library { libTextDesc = "My UCSV"; }; }; 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.C.S.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"}; }; }; This is my model.cfg file class CfgSkeletons { class Plane; //Define base class. class Vehicle; class droid_skel : Plane { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "propeller1","", "propeller2","", "propeller3","", "turretx","", "turrety","turretx","", }; }; }; 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 = "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"; }; class turretx { type = "rotation"; source = "turretx"; selection = "turretx"; axis = "axis_turretx"; memory = 1; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "Rad -360"; angle1 = "Rad +360"; }; class turrety { type = "rotation"; source = "turrety"; selection = "turrety"; axis = "axis_turrety"; memory = 1; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "1"; }; }; }; };
  24. alexboy

    UAV Turret/weapon

    Any luck on the lasers being fixed yet? because mine have gotten closer... just not on the dot... also looking for someone to texture if anyone is up for it... also the ammo will most likely be a powerful round like a 50 cal rifle single... then possibly have an auto version
  25. Sorry for double post.. but @angelwinggamingjacob is now busy and cant do textures. Am again looking for someone to help texture my U.S.A.V so I can release it in a beta format for community input
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