Jump to content

Miroslaw Kowalski

Member
  • Content Count

    237
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by Miroslaw Kowalski


  1. Hey guys,

    I want to port the Dingo from the Sample Models to ArmA 3 for a Dingo Mod and ran into some problems.

    I think I have 4 problems:

    1. Some parts are invisible

    2. The carbody is too high I think :D

    3. The car is accelerating automatically and

    4. There is a gunner slot but this is not wanted

    Here's a small video showing the car and the problems (at the end I'm not pressing any buttons):

    http://www.youtube.com/watch?v=y0idWff38tw&feature=youtu.be

    Here are the project files:

    http://www.file-upload.net/download-8374162/Dingo.rar.html

    Would be really nice if you can help me :)

    Thanks in advance

    EDIT: The files are published with an Arma Public License


  2. Thank you for showing me this thread :) Now I got it working like this: http://www.youtube.com/watch?v=7RnIFPtcVsQ&feature=youtu.be&hd=1 So the ship is sinking but I can accelerate in the water...but as soon as I accelerate it flips over and my character drowns. What am I doing wrong?

    Here are my project files if you need them: http://www.file-upload.net/download-8323542/patrolboat.rar.html

    Thanks for your help


  3. Hey Guys,

    I'm trying to convert my ship which was running with "simulation = "ship"" to "simulation = "shipx"". So I made a Geometry Phys LOD in the new version of Oxygen 2 and changed "ship" to "shipx" but after importing this (http://www.youtube.com/watch?v=1LVIpI2zi2g&feature=youtu.be) happens and i can't move...Also the icon of the ship isn't appearing anymore.

    Here is the config:

    #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
    #define private 0
    #define protected 1
    #define public 2
    
    
    class CfgPatches 
    {
    class Ares_Patrolboat_F
    {
    	units[] = {"patrolboat"};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"A3_Boat_F_Boat_Armed_01"};
    };
    };
    
    class DefaultEventhandlers;
    class RCWSOptics;
    class Turrets;
    class Newturret;
    
    class CfgVehicles
    {
    class Ship;
    
    class patrolboat : Ship
    {
    	mapsize = 75;
    
    	displayName = "Ares Patrolboat";
    	vehicleClass = "ship";
    
    	driverCanSee = 31;
    	commanderCanSee = 31;
    	gunnerCanSee = 31;
    	radarType = 7;
    	LockDetectionSystem = 8 + 4;
    	IncomingMissileDetectionSystem = 16;
    
    	irScanRangeMin = 500;
    	irScanRangeMax = 200000;
    	irScanToEyeFactor = 18;
    
    	scope = 2;
    
    	crew = "B_soldier_F";
    	faction = ares;
    	side = TWest;
    	typicalCargo[] = {"B_Soldier_F", "B_Soldier_F"};
    
    	class TransportItems
    	{
    		class _xx_FirstAidKit
    		{
    			name = "FirstAidKit";
    			count = 10;
    		};
    
    		class _xx_medikit
    		{
    			name = "medikit";
    			count = 1;
    		};
    	};
    
    	armor = 2000;
    	armorStructural = 40.0;
    
    	accuracy = 0.5;
    	model = "\patrolboat\patrolboat.p3d";
    	Icon = "\patrolboat\data\UI\map_patrolboat.paa";
    	unitInfoType = "UnitInfoShip";
    	insideSoundCoef = 0;
    	soundEngineOnInt[] = {"a3\Sounds_F\vehicles\boat\Boat_Armed_01\Boat_Armed_01-ext-start-02", 1.0, 1.0};
    	soundEngineOnExt[] = {"a3\Sounds_F\vehicles\boat\Boat_Armed_01\Boat_Armed_01-ext-start-02", 1.0, 1.0, 200};
    	soundEngineOffInt[] = {"a3\Sounds_F\vehicles\boat\Boat_Armed_01\Boat_Armed_01-ext-stop-02", 1.0, 1.0};
    	soundEngineOffExt[] = {"a3\Sounds_F\vehicles\boat\Boat_Armed_01\Boat_Armed_01-ext-stop-02", 1.0, 1.0, 200};
    
    	class Sounds
    	{
    		class IdleOut
    		{
    			sound[] = {"A3\Sounds_F\vehicles\boat\Boat_Armed_01\Boat_Armed_01-idle-2", db5, 1.0, 300};
    			frequency = "0.95	+	((rpm/	1200) factor[(100/	1200),(300/	1200)])*0.15";
    			volume = "engineOn*(((rpm/	1200) factor[(0/	1200),(30/	1200)])	*	((rpm/	1200) factor[(500/	1200),(300/	1200)]))";
    		};
    
    		class Engine
    		{
    			sound[] = {"A3\Sounds_F\vehicles\boat\Boat_Armed_01\Boat_Armed_01-low-2", db10, 1.0, 450};
    			frequency = "0.95	+	((rpm/	1200) factor[(300/	1200),(600/	1200)])*0.2";
    			volume = "engineOn*(((rpm/	1200) factor[(150/	1200),(250/	1200)])	*	((rpm/	1200) factor[(600/	1200),(400/	1200)]))";
    		};
    
    		class EngineMidOut
    		{
    			sound[] = {"A3\Sounds_F\vehicles\boat\Boat_Armed_01\Boat_Armed_01-mid-2", db10, 1.0, 500};
    			frequency = "0.95	+		((rpm/	1200) factor[(600/	1200),(900/	1200)])*0.2";
    			volume = "engineOn*(((rpm/	1200) factor[(350/	1200),(500/	1200)])	*	((rpm/	1200) factor[(1000/	1200),(700/	1200)]))";
    		};
    
    		class EngineMaxOut
    		{
    			sound[] = {"A3\Sounds_F\vehicles\boat\Boat_Armed_01\Boat_Armed_01-high-2", 5.62341, 1.0, 600};
    			frequency = "0.95	+	((rpm/	1200) factor[(700/	1200),(1000/	1200)])*0.2";
    			volume = "engineOn*((rpm/	1200) factor[(800/	1200),(1200/	1200)])";
    		};
    
    		class WaternoiseOutW0
    		{
    			sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-0-speed1", db-10, 1.0, 250};
    			frequency = "1";
    			volume = "(speed factor[4, 1])";
    		};
    
    		class WaternoiseOutW1
    		{
    			sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-20-speed", db-10, 1.0, 250};
    			frequency = "1";
    			volume = "((speed factor[2, 6]) min (speed factor[6, 4]))";
    		};
    
    		class WaternoiseOutW2
    		{
    			sound[] = {"A3\Sounds_F\vehicles\boat\SFX\voda-o-bok-lodi-50-speed", db-10, 1.0, 250};
    			frequency = "1";
    			volume = "(speed factor[3, 9])";
    		};
    	};
    
    	class HitPoints
    	{
    		class HitBody
    		{
    			armor = 0.7;
    			material = 50;
    			name = "karoserie";
    			visual = "zbytek";
    			passThrough = true;
    		};
    
    		class HitEngine
    		{
    			armor = 0.12;
    			material = -1;
    			name = "Engine";
    			visual = "";
    			passThrough = true;
    		};
    
    		class HitTurret
    		{
    			armor = 0.7;
    			material = -1;
    			name = "otochlaven";
    			visual = "otochlaven";
    			passThrough = true;
    		};
    	};
    
    	hasDriver=true;
    	hasGunner=false;
    	hasCommander=false;
    	driverLeftHandAnimName = "drivewheel";
    	driverRightHandAnimName = "drivewheel";
    	driverAction = "driver_boat01";
    	getInAction = "GetInMedium";
    	getOutAction = "GetOutMedium";
    	cargoAction[] = {"passenger_generic01_foldhands", "passenger_generic01_leanleft", "passenger_generic01_leanright", "passenger_generic01_foldhands", "passenger_generic01_leanleft", "passenger_generic01_leanright", "passenger_generic01_foldhands", "passenger_generic01_leanleft", "passenger_generic01_leanright", "passenger_generic01_foldhands", "passenger_generic01_leanleft", "passenger_generic01_leanright"};
    	cargoGetInAction[] = {"GetInMedium"};
    	cargoGetOutAction[] = {"GetOutMedium"};
    	castDriverShadow = true;
    	castCargoShadow = true;
    	driverhasflares = true;
    	gunnerHasFlares = false;
    	gunneriscommander= true;
    	enableGPS = 1;
    	transportSoldier = 12;
    	cost = 10000;
    
    	supplyRadius = 3;
    	precision = 15;
    	steerAheadSimul = 0.5;
    	steerAheadPlan = 0.35;
    	predictTurnPlan = 0.8;
    	predictTurnSimul = 0.6;
    	brakeDistance = 60.0;	// vehicle movement precision
    	acceleration = 15;
    	turnCoef = 0.45;
    	maxSpeed = 60;	// max speed on level road, km/h
    	simulation = "shipx";
    	thrustDelay = 2;
    	overSpeedBrakeCoef = 0.2;
    	enginePower = 66200;
    	engineShiftY = -10.100;
    	waterLeakiness = 200;
    	waterLinearDampingCoefY = 10;
    	waterLinearDampingCoefX = 2.0;
    	waterAngularDampingCoef = 30;
    	waterResistanceCoef = 0.0015;
    	rudderForceCoef = 14;
    	rudderForceCoefAtMaxSpeed = 18;
    	idleRpm = 200;
    	redRpm = 1200;
    
    	class complexGearbox
    	{
    		GearboxRatios[] = {"R1", -0.782, "N", 0, "D1", 2};
    		TransmissionRatios[] = {"High", 1.0};
    		gearBoxMode = "auto";
    		moveOffGear = 1;
    		driveString = "D";
    		neutralString = "N";
    		reverseString = "R";
    	};
    
    	enableManualFire = 0;
    	smokeLauncherGrenadeCount = 20;
    	smokeLauncherVelocity = 14;
    	smokeLauncherOnTurret = 0;
    	smokeLauncherAngle = 180;
    	magazines[] = {"60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine","60Rnd_CMFlare_Chaff_Magazine"};
    	weapons[] = {"CMFlareLauncher"};
    
    	/*class Exhausts
    	{
    		class Exhaust1
    		{
    			position = "Exhaust1";
    			direction = "Exhaust1_dir";
    			effect = "DamageSmokePlane";
    		};
    	};*/
    
    	memoryPointsLeftWaterEffect = "waterEffectL";
    	memoryPointsRightWaterEffect = "waterEffectR";
    	leftFastWaterEffect = "LFastWaterEffects";
    	rightFastWaterEffect = "RFastWaterEffects";
    	waterEffectSpeed = 5;
    	engineEffectSpeed = 5;
    	waterFastEffectSpeed = 18;
    
    	class Turrets : Turrets
    	{
    
    	};
    
    	extCameraPosition[] = {0, 30, -70.0};
    
    	class Reflectors
    	{
    		class Left
    		{
    			color[] = {1.0, 1.0, 1.0, 1.0};
    			ambient[] = {0.2, 0.2, 0.2, 1.0};
    			position = "light_left";
    			direction = "light_left_dir";
    			hitpoint = "light_left";
    			selection = "light_left";
    			size = 0.5;
    			brightness = 0.6;
    		};
    	};
    
    	aggregateReflectors[] = {{"Left"}};
    
    	//hiddenSelections[] = {"Camo", "Camo2", "Camo3"};
    };
    };
    

    Thanks for your help :)

    PS: If you need the model and the other things: http://www.file-upload.net/download-8317223/patrolboat.rar.html

×