Le_DiSCiPLe
Dec 18 2003, 18:47
first problem :
i've configured dammage texture. they work when i put dammage = 1 in the editor but they don't work properly ingame when i shot at the mlrs. the tracks don't become black
second problem :
when i fire on the mlrs (with the bmp shell) it bounce and sometime fly (it lands two meters far) and when it's with a missile it's fly very far. i've set the mass in o2 : 6000.
Quote[/b] ]#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 CfgModels
{
class Default {};
class Vehicle: Default {};
class Tank: Vehicle {};
class itamlrs: Tank {};
};
class CfgPatches
{
class itamlrs
{
units[] = {itamlrs};
weapons[] = {m26};
requiredVersion = 1.85;
};
};
class CfgAmmo
{
class Default{};
class AT3: Default{};
class Hellfire: AT3{};
class m26 : Hellfire
{
hit=2000;indirectHit=700;indirectHitRange=100;
minRange=30;minRangeProbab=0.99;
midRange=200;midRangeProbab=0.99;
maxRange=1000;maxRangeProbab=0.99;
soundHit[]={\xxx.wav,db+250,1};
airLock = false;
irLock = true;
maxControlRange=10000;
maneuvrability=0;
maxSpeed=800;
model = "\ita_mlrs\m26";
thrustTime=10;
inittime=0.1;
thrust=300;
simulation=shotmissile;
recoil=maingun;
sideAirFriction=0.005;
cost=10000;
visibleFire=2000;
audibleFire=300;
visibleFireTime=300;
};
};
class CfgWeapons
{
class Default {};
class LAWLauncher: Default {};
class CarlGustavLauncher : LAWLauncher{};
class AT3Launcher: CarlGustavLauncher {};
class HellfireLauncher: AT3Launcher {};
class m26 : HellfireLauncher
{
model = "\ita_mlrs\m26";
modelOptics="";
picture="";
muzzlePos="usti hlavne";
muzzleEnd="konec hlavne";
optics=1;
magazineReloadTime=40;
displayName="m26 guided";
displayNameMagazine="m26";
shortNameMagazine="m26";
drySound[]={,0.010000,1};
magazines[]={"m26"};
ammo=m26;
count=12;
reloadTime=4;
sound[]={"\ita_mlrs\launch.ogg",db+250,1};
autoFire=1;
reloadSound[]={Weapons\missload,db-50,1};
aiRateOfFire=60.00;
aiRateOfFireDistance=20000;
initSpeed=0;
maxLeadSpeed=3000;
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Tank: LandVehicle {};
class itamlrs: Tank
{
side=1;
scope=2;
displayName="ITA MLRS";
outGunnerMayFire = false;
hascommander = true;
simulation=tank;
forcehidegunner = false;
forceHideDriver = false;
fuelCapacity=600;
maxSpeed=75;
cost=5000;
icon = antiAC.paa;
model="\ITA_MLRS\ITA_MLRS.p3d";
soundEnviron[]={"m1treads.ogg",1,1};
soundEngine[]={"\ita_mlrs\track.ogg",db+250,1};
soundCrash[]={"Vehicles\crash_small2",db+250.316228,1};
soundGear[]={"Vehicles\Gear_Trans1",db+250.003162,1};
soundDammage[]={"Objects\alarm_loop1",db+250.010000,1};
nameSound="Tank";
extCameraPosition[] = {0,2.7,-20};
driverOpticsModel="optika_tank_driver";
gunnerOpticsModel="optika_tank_gunner";
commanderOpticsModel="optika_tanke_auxiliary";
weapons[]={"m26"};
magazines[]={"m26"};
driverAction = ManActT72DriverOut;
gunnerAction = ManActT55GunnerOut;
commanderAction = ManActT72CommanderOut;
driverInAction = ManActT72Driver;
gunnerInAction = ManActT72Gunner;
commanderInAction = ManActT72Commander;
crew="SoldierWCrew";
armor=800;
armorStructural=2,000000;
class HitEngine { armor=0,800000; material=60; name="engine"; passThrough=1; };
class HitHull { armor=1; material=50; name="hull"; passThrough=1; };
class HitTurret { armor=0,800000; material=51; name="turet"; passThrough=1; };
class HitGun { armor=0,600000; material=52; name="gun"; passThrough=1; };
class HitLTrack { armor=0,600000; material=53; name="pasL"; passThrough=1; };
class HitRTrack { armor=0,600000; material=54; name="pasP"; passThrough=1; };
armorHull=1;
armorTurret=0,800000;
armorGun=0,600000;
armorEngine=0,800000;
armorLights=0,400000;
armorTracks=0,600000;
steerAheadSimul=0.300000;
steerAheadPlan=0.400000;
predictTurnSimul=1.600000;
predictTurnPlan=1.800000;
camouflage=3;
audible=6;
accuracy=0;
class eventhandlers
{
fired = [_this select 0] exec "\ita_mlrs\m26.sqs";
};
irScanRange = 90000;
irTarget = true;
irScanGround=true;
laserScanner=true;
preferRoads=false;
nightVision=true;
class Animations
{
class window
{
type = rotation;
animPeriod = 1;
selection = window;
axis = osa_window;
angle0 = 0;
angle1=-0.8;
};
class window2
{
type = rotation;
animPeriod = 1;
selection = window2;
axis = osa_window2;
angle0 = 0;
angle1=-0.8;
}; class window3
{
type = rotation;
animPeriod = 1;
selection = window3;
axis = osa_window3;
angle0 = 0;
angle1=-0.8;
}; class window4
{
type = rotation;
animPeriod = 1;
selection = window4;
axis = osa_window4;
angle0 = 0;
angle1=-0.8;
}; class window5
{
type = rotation;
animPeriod = 1;
selection = window5;
axis = osa_window5;
angle0 = 0;
angle1=-0.8;
}; class window6
{
type = rotation;
animPeriod = 1;
selection = window6;
axis = osa_window6;
angle0 = 0;
angle1=-0.8;
};
class window7
{
type = rotation;
animPeriod = 1;
selection = window7;
axis = osa_window7;
angle0 = 0;
angle1=-0.8;
}; class window8
{
type = rotation;
animPeriod = 1;
selection = window8;
axis = osa_window8;
angle0 = 0;
angle1=-0.8;
};
};
class UserActions
{
class OpenWindows
{
displayName = "Close Windows";
position = osa_window;
radius = 4;
condition="this animationPhase ""window"" < 0.5 ";
statement = "this animate [""window"", 1], [this, 0] exec ""\ita_mlrs\openwindows.sqs""";
};
class CloseWindows
{
displayName = "Open Windows";
position = osa_window;
radius = 4;
condition = "this animationPhase ""window"" >= 0.5";
statement = "this animate [""window"", 0], [this, 0] exec ""\ita_mlrs\closewindows.sqs""";
};
};
class Reflectors
{
class Left
{
color[] = {0.9, 0.8, 0.8, 1.0};
ambient[] = {0.1, 0.1, 0.1, 1.0};
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, 1.0};
ambient[] = {0.1, 0.1, 0.1, 1.0};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 0.5;
brightness = 0.25;
};
};
class Turret
{
gunAxis="OsaHlavne";
turretAxis="OsaVeze";
body="OtocVez";
gun="OtocHlaven";
gunBeg="usti hlavne";
gunEnd="konec hlavne";
minElev=0;
maxElev=30;
minTurn=-360;
maxTurn=360;
soundServo[]={"Vehicles\gun_elevate",0.010000,0.500000};
};
class ComTurret
{
turretAxis="OsaVelitele";
gunAxis="OsaHlavneVelitele";
gunBeg="usti hlavne";
gunEnd="konec hlavne";
minElev=0;
maxElev=30;
minTurn=-360;
maxTurn=360;
body="OtocVelitele";
gun="OtocHlavenVelitele";
soundServo[]={"Vehicles\gun_elevate",0.010000,0.500000};
};
class HatchCommander
{
selection="poklop_commander";
axis="osa_poklop_commander";
angle=-150;
};
class HatchDriver
{
selection="poklop_driver";
axis="osa_poklop_driver";
angle=-60;
};
class HatchGunner
{
selection="poklop_gunner";
axis="osa_poklop_gunner";
angle=100;
};
};
};
http://ofp.gamezone.cz/G8/images/mlrs.jpg
Thanks for help
i've configured dammage texture. they work when i put dammage = 1 in the editor but they don't work properly ingame when i shot at the mlrs. the tracks don't become black
second problem :
when i fire on the mlrs (with the bmp shell) it bounce and sometime fly (it lands two meters far) and when it's with a missile it's fly very far. i've set the mass in o2 : 6000.
Quote[/b] ]#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 CfgModels
{
class Default {};
class Vehicle: Default {};
class Tank: Vehicle {};
class itamlrs: Tank {};
};
class CfgPatches
{
class itamlrs
{
units[] = {itamlrs};
weapons[] = {m26};
requiredVersion = 1.85;
};
};
class CfgAmmo
{
class Default{};
class AT3: Default{};
class Hellfire: AT3{};
class m26 : Hellfire
{
hit=2000;indirectHit=700;indirectHitRange=100;
minRange=30;minRangeProbab=0.99;
midRange=200;midRangeProbab=0.99;
maxRange=1000;maxRangeProbab=0.99;
soundHit[]={\xxx.wav,db+250,1};
airLock = false;
irLock = true;
maxControlRange=10000;
maneuvrability=0;
maxSpeed=800;
model = "\ita_mlrs\m26";
thrustTime=10;
inittime=0.1;
thrust=300;
simulation=shotmissile;
recoil=maingun;
sideAirFriction=0.005;
cost=10000;
visibleFire=2000;
audibleFire=300;
visibleFireTime=300;
};
};
class CfgWeapons
{
class Default {};
class LAWLauncher: Default {};
class CarlGustavLauncher : LAWLauncher{};
class AT3Launcher: CarlGustavLauncher {};
class HellfireLauncher: AT3Launcher {};
class m26 : HellfireLauncher
{
model = "\ita_mlrs\m26";
modelOptics="";
picture="";
muzzlePos="usti hlavne";
muzzleEnd="konec hlavne";
optics=1;
magazineReloadTime=40;
displayName="m26 guided";
displayNameMagazine="m26";
shortNameMagazine="m26";
drySound[]={,0.010000,1};
magazines[]={"m26"};
ammo=m26;
count=12;
reloadTime=4;
sound[]={"\ita_mlrs\launch.ogg",db+250,1};
autoFire=1;
reloadSound[]={Weapons\missload,db-50,1};
aiRateOfFire=60.00;
aiRateOfFireDistance=20000;
initSpeed=0;
maxLeadSpeed=3000;
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Tank: LandVehicle {};
class itamlrs: Tank
{
side=1;
scope=2;
displayName="ITA MLRS";
outGunnerMayFire = false;
hascommander = true;
simulation=tank;
forcehidegunner = false;
forceHideDriver = false;
fuelCapacity=600;
maxSpeed=75;
cost=5000;
icon = antiAC.paa;
model="\ITA_MLRS\ITA_MLRS.p3d";
soundEnviron[]={"m1treads.ogg",1,1};
soundEngine[]={"\ita_mlrs\track.ogg",db+250,1};
soundCrash[]={"Vehicles\crash_small2",db+250.316228,1};
soundGear[]={"Vehicles\Gear_Trans1",db+250.003162,1};
soundDammage[]={"Objects\alarm_loop1",db+250.010000,1};
nameSound="Tank";
extCameraPosition[] = {0,2.7,-20};
driverOpticsModel="optika_tank_driver";
gunnerOpticsModel="optika_tank_gunner";
commanderOpticsModel="optika_tanke_auxiliary";
weapons[]={"m26"};
magazines[]={"m26"};
driverAction = ManActT72DriverOut;
gunnerAction = ManActT55GunnerOut;
commanderAction = ManActT72CommanderOut;
driverInAction = ManActT72Driver;
gunnerInAction = ManActT72Gunner;
commanderInAction = ManActT72Commander;
crew="SoldierWCrew";
armor=800;
armorStructural=2,000000;
class HitEngine { armor=0,800000; material=60; name="engine"; passThrough=1; };
class HitHull { armor=1; material=50; name="hull"; passThrough=1; };
class HitTurret { armor=0,800000; material=51; name="turet"; passThrough=1; };
class HitGun { armor=0,600000; material=52; name="gun"; passThrough=1; };
class HitLTrack { armor=0,600000; material=53; name="pasL"; passThrough=1; };
class HitRTrack { armor=0,600000; material=54; name="pasP"; passThrough=1; };
armorHull=1;
armorTurret=0,800000;
armorGun=0,600000;
armorEngine=0,800000;
armorLights=0,400000;
armorTracks=0,600000;
steerAheadSimul=0.300000;
steerAheadPlan=0.400000;
predictTurnSimul=1.600000;
predictTurnPlan=1.800000;
camouflage=3;
audible=6;
accuracy=0;
class eventhandlers
{
fired = [_this select 0] exec "\ita_mlrs\m26.sqs";
};
irScanRange = 90000;
irTarget = true;
irScanGround=true;
laserScanner=true;
preferRoads=false;
nightVision=true;
class Animations
{
class window
{
type = rotation;
animPeriod = 1;
selection = window;
axis = osa_window;
angle0 = 0;
angle1=-0.8;
};
class window2
{
type = rotation;
animPeriod = 1;
selection = window2;
axis = osa_window2;
angle0 = 0;
angle1=-0.8;
}; class window3
{
type = rotation;
animPeriod = 1;
selection = window3;
axis = osa_window3;
angle0 = 0;
angle1=-0.8;
}; class window4
{
type = rotation;
animPeriod = 1;
selection = window4;
axis = osa_window4;
angle0 = 0;
angle1=-0.8;
}; class window5
{
type = rotation;
animPeriod = 1;
selection = window5;
axis = osa_window5;
angle0 = 0;
angle1=-0.8;
}; class window6
{
type = rotation;
animPeriod = 1;
selection = window6;
axis = osa_window6;
angle0 = 0;
angle1=-0.8;
};
class window7
{
type = rotation;
animPeriod = 1;
selection = window7;
axis = osa_window7;
angle0 = 0;
angle1=-0.8;
}; class window8
{
type = rotation;
animPeriod = 1;
selection = window8;
axis = osa_window8;
angle0 = 0;
angle1=-0.8;
};
};
class UserActions
{
class OpenWindows
{
displayName = "Close Windows";
position = osa_window;
radius = 4;
condition="this animationPhase ""window"" < 0.5 ";
statement = "this animate [""window"", 1], [this, 0] exec ""\ita_mlrs\openwindows.sqs""";
};
class CloseWindows
{
displayName = "Open Windows";
position = osa_window;
radius = 4;
condition = "this animationPhase ""window"" >= 0.5";
statement = "this animate [""window"", 0], [this, 0] exec ""\ita_mlrs\closewindows.sqs""";
};
};
class Reflectors
{
class Left
{
color[] = {0.9, 0.8, 0.8, 1.0};
ambient[] = {0.1, 0.1, 0.1, 1.0};
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, 1.0};
ambient[] = {0.1, 0.1, 0.1, 1.0};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 0.5;
brightness = 0.25;
};
};
class Turret
{
gunAxis="OsaHlavne";
turretAxis="OsaVeze";
body="OtocVez";
gun="OtocHlaven";
gunBeg="usti hlavne";
gunEnd="konec hlavne";
minElev=0;
maxElev=30;
minTurn=-360;
maxTurn=360;
soundServo[]={"Vehicles\gun_elevate",0.010000,0.500000};
};
class ComTurret
{
turretAxis="OsaVelitele";
gunAxis="OsaHlavneVelitele";
gunBeg="usti hlavne";
gunEnd="konec hlavne";
minElev=0;
maxElev=30;
minTurn=-360;
maxTurn=360;
body="OtocVelitele";
gun="OtocHlavenVelitele";
soundServo[]={"Vehicles\gun_elevate",0.010000,0.500000};
};
class HatchCommander
{
selection="poklop_commander";
axis="osa_poklop_commander";
angle=-150;
};
class HatchDriver
{
selection="poklop_driver";
axis="osa_poklop_driver";
angle=-60;
};
class HatchGunner
{
selection="poklop_gunner";
axis="osa_poklop_gunner";
angle=100;
};
};
};
http://ofp.gamezone.cz/G8/images/mlrs.jpg
Thanks for help