Author Topic: ::: FA RV:::  (Read 5399 times)

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IllAssembly

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::: FA RV:::
« on: March 19, 2008, 05:41:10 am »
yo im trying to help these guys get these vehicles finished and some solutions have been solved with the terrain speeds and such but here are the problems:


Quote
so now what problems are left for you to configure?



Quote
Option to get into cargo 3, or gunner is not working.  Driver can turn manual fire on but can not shoot any bullets.

When in armed version players does not attach to gun when in passenger seat.

Thats our main setback currently the rest, are being worked out quickly.



if anyone could help that would be awesome ill post the finished one on the site, i know u guys are awesome with scripting.





ZOldDude

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Re: ::: FA RV:::
« Reply #1 on: March 19, 2008, 06:59:19 am »
Doolittle has made some mods....try asking him and see what he says.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

IllAssembly

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Re: ::: FA RV:::
« Reply #2 on: March 19, 2008, 07:27:44 am »
i hope he checks this out. he might have seen the FAVs already too.

Escobar_RN

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Re: ::: FA RV:::
« Reply #3 on: March 19, 2008, 05:58:39 pm »
having pulled apart the wheeled.pbo and had a look at the Humvee that has 2 cargo positions and 1 gunner it looks like u need something along the lines of

Quote
class CfgMovesBasic {
   class DefaultDie;   // External class reference
   
   class ManActions {
      HMMWV_Driver = "HMMWV_Driver";
      HMMWV_Gunner01 = "HMMWV_Gunner01";
      HMMWV_Gunner02 = "HMMWV_Gunner02";
      HMMWV_Gunner03 = "HMMWV_Gunner03";
      HMMWV_Cargo01 = "HMMWV_Cargo01";
   };
};

obviously these are meant for the hmmmv-mg hmmmv-mk17 and hmmmv-tow as detailed further down in the anims section for the same files

Quote
class HMMWV_Gunner01 : Crew {
         file = "\ca\wheeled\Data\Anim\hmmwv_M2gunnerOUT.rtm";
         interpolateTo[] = {"KIA_HMMWV_Gunner", 1};
      };
      
      class HMMWV_Gunner02 : Crew {
         file = "\ca\wheeled\Data\Anim\hmmwv_mk19gunnerOUT.rtm";
         interpolateTo[] = {"KIA_HMMWV_Gunner", 1};
      };
      
      class HMMWV_Gunner03 : Crew {
         file = "\ca\wheeled\Data\Anim\hmmwv_TOW_gunnerOUT.rtm";
         interpolateTo[] = {"KIA_HMMWV_Gunner", 1};
      };


now for the turrets -  these are taken from the hummer again so you would need to alter the amount of movement allowed since these have a full 360 of lateral movement since they are top mounted unlike the weapons shown on that model

Quote
class Turrets {
         class MainTurret : NewTurret {
            outGunnerMayFire = true;
            memoryPointGun = "machinegun";
            body = "";
            gun = "";
            gunnerAction = "ManActTestDriverOut";
            gunBeg = "usti hlavne";   // endpoint of the gun
            gunEnd = "konec hlavne";   // chamber of the gun
            soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-50, 1.0};
            minElev = -5;
            maxElev = 40;
            minTurn = -360;
            maxTurn = 360;
            gunnerOpticsModel = "\ca\weapons\optika_empty";
            hasGunner = false;
            gunnerForceOptics = false;
            startEngine = false;
            
            class HitTurret {
               armor = 0.8;
               material = 51;
               name = "vez";
               visual = "vez";
               passThrough = false;
            };
            
            class HitGun {
               armor = 0.4;
               material = 52;
               name = "zbran";
               visual = "zbran";
               passThrough = false;
            };
            castGunnerShadow = false;
            
            class ViewOptics {
               initAngleX = 0;
               minAngleX = -30;
               maxAngleX = 30;
               initAngleY = 0;
               minAngleY = -100;
               maxAngleY = 100;
               initFov = 0.42;
               minFov = 0.22;
               maxFov = 0.64;
            };
            
            class ViewGunner {
               initAngleX = 5;
               minAngleX = -30;
               maxAngleX = 30;
               initAngleY = 0;
               minAngleY = 0;
               maxAngleY = 0;
               initFov = 0.42;
               minFov = 0.22;
               maxFov = 0.95;
            };
         };
      };



I'm no scripting expert by any means, i tend to look for the info in something i know and then tweak it to work for what i want, but i think if you make the second 2 positions gunners not cargo, they should attach as normal.

I'll take a look at the manual fire issue shortly

ZOldDude

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Re: ::: FA RV:::
« Reply #4 on: March 19, 2008, 09:37:33 pm »
If you base the guns off a tank just make no model for the main cannon....and tell it that it has no ammo.
Now every gun should work correctly.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

Escobar_RN

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Re: ::: FA RV:::
« Reply #5 on: March 19, 2008, 10:24:51 pm »
yeah the reason i used the humvee was because it looks to me like the model has a 50cal MG and a MK17 grenade launcher.

the actual adjustment for the gunner movement is easy

just adjust these values

Quote
            minElev = -5;
            maxElev = 40;
            minTurn = -360;
            maxTurn = 360;

on a side note are these a reskin of john's buggys or a complete fresh set of work?

i'd be interested in the finished article, i'm trying to achieve a better EVO, so far i got airlift scripts, and am looking at new vehicles, i want a CH47 but the mapfact version is unfliable in its current form. have also toyed wth the F16 (horrible to fly), F18 E and F (quite nice but too powerfull), a german NN-90 Chopper (needs a reskin before i can use it for airlift).

so if u have anything else on the cards i'd be interested to see what u got

Doolittle

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Re: ::: FA RV:::
« Reply #6 on: March 20, 2008, 01:07:12 am »
Isn't this addon maker worried about being associated with a cheater?
This post dedicated to MP ArmA cheaters, you warthog faced buffoons. Why do you have to ruin my enjoyment of the game, pigs? You scare away players, you miserable, vomitus masses.

ZOldDude

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Re: ::: FA RV:::
« Reply #7 on: March 20, 2008, 01:29:37 am »
Isn't this addon maker worried about being associated with a cheater?
Why should they be?
It makes as much sence as dateing a girl and both expect her to make you feel happy your a man @ bedtime -and- still be a virgin.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

IllAssembly

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Re: ::: FA RV:::
« Reply #8 on: March 20, 2008, 04:19:57 am »
hey doolittle it doesnt matter i have a no post ban on BI forums cus my skin had the TKC logo on it. lol thats what u get for helping......but im staying in contact through PMs to help still. if you can help, here is the config so far:


Quote
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

class CfgPatches {
class JOHNS_BUGGYS {
units[] = {"buggy", "buggy1", "buggy2", "buggy3"};
weapons[] = {};
requiredVersion = 0.1;
};
};

class CfgVehicleClasses {
class JOHNS_BUGGYS {
displayName = "JOHNS_BUGGYS";
};
};

class CfgSkeletons {
class Car; // External class reference

class buggy1Bones : Car {
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {"pravy predni", "", "pravy zadni", "mainGun", "levy predni", "", "levy zadni", "", "ukaz_rpm", "", "ukaz_rychlo", "mainTurret", "volant", "", "lights", "obsTurret","","obsGun"};
  };

 
};

class CfgModels {
class Car; // External class reference

class buggy1 : Car {
sectionsInherit = "";
sections[] = {"brzdove svetlo", "damagehide", "pravy predni", "pravy zadni", "levy predni", "levy zadni", "L svetlo", "P svetlo", "volant", "zadni svetlo", "mainTurret", "mainGun", "obsTurret", "obsGun"};
skeletonName = "buggy1Bones";

class Animations {
class buggy1FrontWheelR {
type = "rotationX";
source = "wheel";
selection = "pravy predni";
axis = "";
memory = "true";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};

class buggy1FrontWheelL {
type = "rotationX";
source = "wheel";
selection = "levy predni";
axis = "";
memory = "true";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};

class buggy1RearWheelR {
type = "rotationX";
source = "wheel";
selection = "pravy zadni";
axis = "";
memory = "true";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};

class buggy1RearWheelL {
type = "rotationX";
source = "wheel";
selection = "levy zadni";
axis = "";
memory = "true";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};

class buggy1FrontWheelRTurn {
type = "rotationY";
source = "drivingWheel";
selection = "pravy predni";
axis = "";
memory = "true";
sourceAddress = "clamp";
minValue = -1;
maxValue = 1;
angle0 = "rad 35";
angle1 = "rad -35";
};

class buggy1FrontWheelLTurn {
type = "rotationY";
source = "drivingWheel";
selection = "levy predni";
axis = "";
memory = "true";
sourceAddress = "clamp";
minValue = -1;
maxValue = 1;
angle0 = "rad 35";
angle1 = "rad -35";
};

class buggy1IndicatorSpeed {
type = "rotation";
source = "speed";
memory = "false";
selection = "ukaz_rychlo";
axis = "osa_rychlo";
angle0 = 0;
angle1 = "rad -240";
minValue = 0;
maxValue = 30;
};

class buggy1IndicatorRPM {
type = "rotation";
source = "rpm";
memory = "false";
selection = "ukaz_rpm";
axis = "osa_rpm";
angle0 = 0;
angle1 = "rad -270";
minValue = 0;
maxValue = 1.1;
};

class buggy1DrivingWheel {
type = "rotation";
source = "drivingWheel";
selection = "volant";
axis = "osavolantkon";
memory = "false";
angle0 = "rad 180";
angle1 = "rad -180";
minValue = -1;
maxValue = 1;

};

class ammo_belt_rotation
{
type="rotationZ";
source="belt_rotation";
selection="ammo_belt";
axis="ammo_belt_axis";
memory=1;
sourceAddress="loop";
minValue=0.000000;
maxValue=0.010000;
angle0=0.000000;
angle1=-0.209440;
};
class MainTurret
{
type="rotationY";
source="mainTurret";
selection="OtocVez";
axis="OsaVeze";
animPeriod=0;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};

};
};

class DestructionEffects
{
class Light1
{
simulation = "light";
type = "ObjectDestructionLight";
position = "destructionEffect1";

intensity = 0.001;
interval = 1;
lifeTime = 3;
};
class Sound
{
simulation = "sound";
type = "Fire";
position = "destructionEffect1";

intensity = 1;
interval = 1;
lifeTime = 3;
};
class Fire1
{
 simulation = "particles";
 type = "BarelDestructionFire";
 position = "destructionEffect1";

 intensity = 0.15;
 interval = 1;
 lifeTime = 3;
};
class Smoke1
{
 simulation = "particles";
 type = "BarelDestructionSmoke";
 position = "destructionEffect1";

 intensity = 0.15;
 interval = 1;
 lifeTime = 3.2;
};
};

class buggy : buggy1 {};
};

class CfgVehicles {
class Land; // External class reference

class LandVehicle : Land {

class AnimationSources; // External class reference
};

class Car : LandVehicle {};



class Car_sedan : Car {};

class buggy : Car_sedan {
vehicleClass = "JOHNS_BUGGYS";
side = TCivilian;
displayName = "UnarmedUS";
model = "\JOHNS_buggy\buggy.p3d";
crew = "Civilian2";
soundEngine[] = {"\JOHNS_BUGGY\sound\buggy_engine.wav", "db+4", 1.8};
picture = "\JOHNS_BUGGY\icons\pic_ca.paa";
Icon = "\JOHNS_BUGGY\icons\icon_ca.paa";
transportSoldier = 2;
selectionBrakeLights = "brzdove svetlo";



class Reflectors {
class Left {
color[] = {0.9, 0.8, 0.8, 1};
ambient[] = {0.1, 0.1, 0.1, 1};
position = "L svetlo";
direction = "konec L svetla";
hitpoint = "L svetlo";
selection = "L svetlo";
size = 0.5;
brightness = 0.25;
};

class Right {
color[] = {0.9, 0.8, 0.8, 1};
ambient[] = {0.1, 0.1, 0.1, 1};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 0.5;
brightness = 0.25;
};
};
magazines[] = {};
acceleration = 2;
cargoIsCoDriver[] = {"true"};
cost = 10000000;
ejectDeadCargo = "true";
ejectDeadDriver = "true";
preferRoads = "false";
preferLand = "true";
maxSpeed = 1400; // max speed on level road, km/h
driverAction = "sedan_Driver";
typicalCargo[] = {"Civilian5"};
};

class buggy2 : Car_sedan {
vehicleClass = "JOHNS_BUGGYS";
side = TCivilian;
displayName = "US Armed";
model = "\johns_buggy\buggy1.p3d";
crew = "Civilian6";
soundEngine[] = {"\JOHNS_BUGGY\sound\buggy_engine.wav", "db+4", 1.8};
picture = "\JOHNS_BUGGY\icons\pic_ca.paa";
Icon = "\JOHNS_BUGGY\icons\icon_ca.paa";
transportSoldier = 1;
selectionBrakeLights = "brzdove svetlo";



class Reflectors {
class Left {
color[] = {0.9, 0.8, 0.8, 1};
ambient[] = {0.1, 0.1, 0.1, 1};
position = "L svetlo";
direction = "konec L svetla";
hitpoint = "L svetlo";
selection = "L svetlo";
size = 0.5;
brightness = 0.25;
};

class Right {
color[] = {0.9, 0.8, 0.8, 1};
ambient[] = {0.1, 0.1, 0.1, 1};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 0.5;
brightness = 0.25;
};
};
             class GPMGTurret2
  {
           body = "mainTurret";
           gun = "mainGun";
           gunBeg = "muzzle";
           gunEnd = "end";
           memoryPointGun = "weaponpoint";
           selectionFireAnim = "mainMuzzel";
           soundServo[] = {};
           hasGunner = 1;
           proxyIndex = 2;
           commanding = -2;
           primaryObserver = 1;
           weapons[] = {"M134_2"};
           magazines[] = {"2000Rnd_762x51_M134","4000Rnd_762x51_M134" };
           gunnerName = "Gunner";
           minElev = -20;
           maxElev = 40;
           minTurn = -45;
           maxTurn = 45;
           maxHorizontalRotSpeed = 6.000000;
           maxVerticalRotSpeed = 6.000000;
           gunnerAction = "Landrover_Cargo02";
           memoryPointGunnerOptics = "gunnerview";

           };

weapons[] = {};
magazines[] = {};
acceleration = 2;
cargoIsCoDriver[] = {"true"};
cost = 10000000;
ejectDeadCargo = "true";
ejectDeadDriver = "true";
               ejectDeadGunner = "true";
preferRoads = "true";
preferLand = "true";
maxSpeed = 1400; // max speed on level road, km/h
driverAction = "sedan_Driver";
               gunnerAction = "ManActJeepGunner";
typicalCargo[] = {"Civilian9"};
               armorBody = 1.7;
               armorStructural= 2;
               armorFuel = 1.4;
               armorGlass = 0.2;
               armorLights = 0.5;
               armorWheels = 0.9;
               camouflage = 1;
               gunnerName = "$STR_POSITION_CREWCHIEF";
               gunnerOutForceOptics = "true";
               secondaryExplosion = 1;
               outGunnerMayFire = true;
               inGunnerMayFire = false;
               hasGunner = true;
};

class buggy3 : Car_sedan {
vehicleClass = "JOHNS_BUGGYS";
side = TCivilian;
displayName = "ChineseUnarmed";
model = "\johns_buggy\buggy2.p3d";
crew = "Civilian6";
soundEngine[] = {"\JOHNS_BUGGY\sound\buggy_engine.wav", "db+4", 1.8};
picture = "\JOHNS_BUGGY\icons\pic_ca.paa";
Icon = "\JOHNS_BUGGY\icons\icon_ca.paa";
transportSoldier = 2;
selectionBrakeLights = "brzdove svetlo";



class Reflectors {
class Left {
color[] = {0.9, 0.8, 0.8, 1};
ambient[] = {0.1, 0.1, 0.1, 1};
position = "L svetlo";
direction = "konec L svetla";
hitpoint = "L svetlo";
selection = "L svetlo";
size = 0.5;
brightness = 0.25;
};

class Right {
color[] = {0.9, 0.8, 0.8, 1};
ambient[] = {0.1, 0.1, 0.1, 1};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 0.5;
brightness = 0.25;
};
};
weapons[] = {};
magazines[] = {};
acceleration = 2;
cargoIsCoDriver[] = {"true"};
cost = 10000000;
ejectDeadCargo = "true";
ejectDeadDriver = "true";
preferRoads = "true";
preferLand = "true";
maxSpeed = 700; // max speed on level road, km/h
driverAction = "sedan_Driver";
typicalCargo[] = {"Civilian9"};
};
};


ZOldDude

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Re: ::: FA RV:::
« Reply #9 on: March 20, 2008, 05:04:19 am »
Quote
i have a no post ban on BI forums cus my skin had the TKC logo on it.
Really?
Which mod ha his Nazi head up his ass?

How about a link.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

IllAssembly

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Re: ::: FA RV:::
« Reply #10 on: March 20, 2008, 05:06:09 am »
its that son of a bitch franze, but ive contacted placebo.   and yeah its JOHNS BUGGYS theres the config so far



http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=036fda77bf031661521c0941bea35f40;act=ST;f=69;t=72264;st=30
« Last Edit: March 20, 2008, 05:14:30 am by [TKC]MurdaFace »

ZOldDude

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Re: ::: FA RV:::
« Reply #11 on: March 20, 2008, 06:26:01 am »
its that son of a bitch franze, but ive contacted placebo.   and yeah its JOHNS BUGGYS theres the config so far



http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=036fda77bf031661521c0941bea35f40;act=ST;f=69;t=72264;st=30
Link only gives me main forum menu page and what I met was a link to the Mod you made that had TKC arm patchs...I wanted to read what was said.

Anyhow if franze plays the game just let me know what time of day he is on....the server IP and port number and if you have it his player ID/key hash.
I don't even need to install the game to fix him...just the info,browser and internet connection (in game name helpful)!

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

IllAssembly

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Re: ::: FA RV:::
« Reply #12 on: March 20, 2008, 09:26:01 am »
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=f8b16def02809c82cf88b9c38384f37e;act=ST;f=70;t=72188;st=255    that is my url bar  and if that doesnt direct you than its @ BIS forums/Armed Assault/ Mods & Addons Complete/ Agamoths "Resistance Units"  hes actually now removed the pics of the TKC guys i made

Easy_tiger

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Re: ::: FA RV:::
« Reply #13 on: March 20, 2008, 02:42:51 pm »
lmfao some of the posts in that thread are rediculous  :icon_laugh

heres some of my favourites:

Quote
Anyway, my opinion is you've aided them, and that makes you just as bad as they are. Regardless of your modding abilities, you're on the red side to me.

Quote
IronTiger, the picture you posted wasn't exactly against the rules, but it was pushing a very fine line. Image removed.

CURSOR, you went over the line. Being affiliated with a known cheat group is a very bad move. Consider yourself on ice until otherwise noted.


and finally...

Quote
So helping out a bunch of redneck-crackers
awesome im a nedneck!
Quote
that essentially tried to destroy ARMA, and in a peripherally influential way, BIS' rep in gaming, is completely ok because "someone asked you for help?"
Wrong answer. Poor choice. And I doubt doolittle "helps" them out. If he does, well...you get the idea.

What say yee doolittle? Dare yee endanger your public standing within the BIS 'community' by imparting your modding knowledge to what appears to be a very good mod? lol

IllAssembly

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Re: ::: FA RV:::
« Reply #14 on: March 20, 2008, 03:17:15 pm »
yeah i know right i hope theyre not right about the FBI coming to my house for my ARMA terrorist connections