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Sudden Death
Jun 21 2007, 12:11
http://sdp.ba-rometer.de/content/images/sdp_vehicles_rc1_th.jpg

This addon brings you working twin mguns (scripted) to the AH6 chopper and a working 4times AA-Gun to the ZSU "Shilka".

The models and textures are all BIS original stuff, only added 2 new sounds and the scripts.

Watch a short demo movie at youtoube.com (http://www.youtube.com/v/jjMRq6Fy-tg)!

Features:

AH6:
- working 2nd M134-MG
- new Sounds for M134 gatling gun (removed in RC2)

AH6 (RACS):
- working 2nd M134-MG
- new Sounds for M134 gatling gun (removed in RC2)

ZSU "Shilka":
- fully working AA-Gun


Installation:

save the "SDP_vehicles.pbo" to your addon folder.

units:

replaces the original AH6, AH6 (RACS) and Shilka.


knowing bugs:

- MP not tested

In fact that the addon isn´t tested in MP, this version is called "Release Candidate" !

UPDATE 25.12.2007 !
With best wishes and thanks to ColonelSandersLite and zGuba.

Changelog:

Release Candidate 2:
- replacement config by zGuba
- safe mg scripts for AH-6 and ZSU Shilka. Now bullets wont be created, only position is modified.
- Kills in MP should count correctly now.
- Costum Sounds removed
- Shilka´s MG offset improved (some problems reported in RC1 if you aim very high)

Download it here (scroll down) (http://www.armamdb.de/phpkit/include.php?path=content/content.php&contentid=950) !

Mirrors:
Armaholic (http://www.armaholic.com/page.php?id=1500)
Combat-Prison.net (http://prison.tibet225.server4you.de/ww2pn/combat/index.php?mod=dl_release&subid=7&release_id=67)

Kind regards

S.D.

CJ
Jun 21 2007, 12:42
I really like this actually!

The AH6 doesn't feel too different, I think you should use the ammo from the Cobra's cannon for the AH6's miniguns, then you'd get the same affect as they used in Blackhawk Down on the AH6's with the explosive rounds.

Just an idea http://forums.bistudio.com/oldsmileys/smile_o.gif

CameronMcDonald
Jun 21 2007, 12:43
I'm in! Give us a lookie... I've always wanted a Shilka with 4 guns.

CJ
Jun 21 2007, 12:43
Crap, nevermind http://forums.bistudio.com/oldsmileys/crazy_o.gif

wolfbite
Jun 21 2007, 12:46
hoots man.... doonloded

Rellikki
Jun 21 2007, 13:12
Found a bug:
When you're flying with a certain angle (seen on the picture) with the chopper and shoot, the chopper starts hitting itself and getting dammaged.

http://img160.imageshack.us/img160/2203/hgjuy0.th.jpg (http://img160.imageshack.us/my.php?image=hgjuy0.jpg)

CameronMcDonald
Jun 21 2007, 13:12
Confirmed. Also happens when upside down. I also get a few array errors using the RACS AH6 - better check your config and whack a few []s in there.

Sudden Death
Jun 21 2007, 13:26
Found a bug:
When you're flying with a certain angle (seen on the picture) with the chopper and shoot, the chopper starts hitting itself and getting dammaged.
thats what i meant with

Quote[/b] ]- there´s a bug with fire-geometry of the AH6 chopper that leads to problems in specific flight attitude.
I can set the shells creating point 2 meters in front of AH6 and it still happens.

@<hidden>
I´ve got this erros in beta-testing too and added []s, finally no errors in RC1. Have you repacked the pbo? Can you please post the error messages, which arrays fault.

Thanx

S.D.

CameronMcDonald
Jun 21 2007, 13:32
You&#39;ve missed the RACS AH6. Here&#39;s the config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Damage {
tex = {};
mat = {&#34;ca&#92;air&#92;data&#92;materialy&#92;mh6_console.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;mh6_console.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;mh6_console_destruct.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;mh6_body.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;mh6_body.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;mh6_body_destruct.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;ah6_zbrane.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;ah6_zbrane.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;ah6_zbrane_destruct.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;mh6_interier.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;mh6_interier.rvmat&#34;, &#34;ca&#92;air&#92;data&#92;materialy&#92;mh6_interier_destruct.rvmat&#34;};
};
};
};[/QUOTE]

Sudden Death
Jun 21 2007, 13:34
right, found it in the same second. Update´s near.

CameronMcDonald
Jun 21 2007, 13:38
Don&#39;t forget...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">typicalCargo [/QUOTE]

...too&#33;

Sudden Death
Jun 21 2007, 13:42
yeah got it.

Just a quick update (http://sdp.ba-rometer.de/content/download/sdp_vehicles.zip).

Thanx

Foxhound
Jun 21 2007, 15:25
Didnt have the chance to try this yet (at work), but this is looking very good from the video.
Nice work Sudden Death  http://forums.bistudio.com/oldsmileys/thumbs-up.gif


[edit]
Fixed typo

RN Malboeuf
Jun 21 2007, 15:34
good work :up:
though i guess you should remove burst mode from shilka cause it&#39;s firing all the guns now.
[edited]
There&#39;s a bug with shilka. If you aim high - addiional bullets are created not at the barrels but further in front of the model. can&#39;t get good screeny though - tracers is not seen http://forums.bistudio.com/oldsmileys/sad_o.gif

Scrub
Jun 21 2007, 18:41
Love your work&#33; Looks awesome.

I know this is going deeper than necessary, but could you also have two turreted m134&#39;s and fix them forward? (or limit the access to them) and then use a more simple internal script to cause them to fire or better yet, use "manual fire"? Not sure how that works.. http://forums.bistudio.com/oldsmileys/confused_o.gif

Hoot1988
Jun 21 2007, 19:29
nice work someone asked for this some time ago on the forums and the BI response was game limitation, clearly not.

Sudden Death
Jun 22 2007, 07:21
@<hidden>:
the "game limitation" is right. I´m only using scripts to create new bullets.

In fact of this:
- in MP Kills with scripted bullets didn´t count
- creating point is sometimes missplaced (maybe concerning to a lag of "modeltoworld") if fast changing positions or specific pitch and bank degree of chopper.

@<hidden>:
will check this, thanks for info

@<hidden>:
didn´t exactly understanding, what you mean.
AH6 has two m134 turrets pointing forward and fireing with "manual fire".Can you please explain your idea a little bit more, maybe via pm.

RN Malboeuf
Jun 30 2007, 10:53
@<hidden> Death

Quote[/b] ]Found a bug:
When you&#39;re flying with a certain angle (seen on the picture) with the chopper and shoot, the chopper starts hitting itself and getting dammaged.

Confirmed. Also happens when upside down. I also get a few array errors using the RACS AH6 - better check your config and whack a few []s in there
+1 I tried your script with another plane (add second nose mg). When rolling bullets often fly backwards killing the plane http://forums.bistudio.com/oldsmileys/sad_o.gif There&#39;re some errors in the math i guess

ColonelSandersLite
Jun 30 2007, 19:20
Wouldn&#39;t it be better to up the firing rate on the guns, use the fired event handler to move the rounds to a new starting point (the other guns relative position), then fake a muzzle flash?

RN Malboeuf
Jun 30 2007, 19:30
Wouldn&#39;t it be better to up the firing rate on the guns, use the fired event handler to move the rounds to a new starting point (the other guns relative position), then fake a muzzle flash?
interesting... i&#39;ll try http://forums.bistudio.com/oldsmileys/smile_o.gif but the only advantage it has is kill count and maybe better ai response

Maddmatt
Jun 30 2007, 19:48
Wouldn&#39;t it be better to up the firing rate on the guns, use the fired event handler to move the rounds to a new starting point (the other guns relative position), then fake a muzzle flash?
interesting... i&#39;ll try http://forums.bistudio.com/oldsmileys/smile_o.gif but the only advantage it has is kill count and maybe better ai response
It should also prevent the bug where your own bullets sometimes hit you on the AH6, since you own bullets should pass through you.

RN Malboeuf
Jun 30 2007, 20:24
Quote[/b] ]It should also prevent the bug where your own bullets sometimes hit you
can&#39;t agree. After setpos you have to setvel bullets so they can go properly. and that&#39;s where the problem is.

RN Malboeuf
Jun 30 2007, 20:48
@<hidden>
just tried. very simple code. but works a way better.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_u = _this select 0;
_ammo=_u ammo &#40;_this select 1&#41;;
_b = nearestObject &#91;_u, _this select 4&#93;;
_vel = velocity _b
_vecUp = vectorUp _b
_vecDir = vectorDir _b
?&#40;_ammo mod 2&#41;&#62;0&#58;exit //every second shot setposed

_offset1 = &#91;0.24,7,1.8&#93;; //specify your own _offset
_wpos1 = _u modelToWorld _offset1;

_b setpos _wpos1;
_b setVectorUp _vecUp
_b setVectorDir _vecDir
_b setvelocity _vel[/QUOTE]
though there&#39;re issues with toe-in (?) bullets with this code

Maddmatt
Jun 30 2007, 21:00
can&#39;t agree. After setpos you have to setvel bullets so they can go properly. and that&#39;s where the problem is.
What problem? According to the post of yours after that it works fine http://forums.bistudio.com/oldsmileys/smile_o.gif
I have yet to test it myself though.

RN Malboeuf
Jun 30 2007, 22:00
Quote[/b] ]that it works fine
it&#39;s working cause it&#39;s simle. i can create bullets too with the same manner. But there&#39;re problems with toe-in (?) of bullets. Check yourself if you want to see what i mean

ColonelSandersLite
Jul 1 2007, 02:14
I&#39;ll look in a min, but I&#39;m guessing you mean that the bullets converge? That&#39;s actually realistic and correct, well, maybe not for the shilka, but for the ah6 it should be be like that really.

Ohh, if you upped the fireing rate to account for multiple guns firing, be sure and check the ammo count. If arma only had the ammo for 1 gun listed, and you doubled the firing rate, the vehicle effectivly has half the ammo that it should, if you know what I mean.

Miles Teg
Jul 1 2007, 03:57
I really like this actually&#33;

The AH6 doesn&#39;t feel too different, I think you should use the ammo from the Cobra&#39;s cannon for the AH6&#39;s miniguns, then you&#39;d get the same affect as they used in Blackhawk Down on the AH6&#39;s with the explosive rounds.

Just an idea http://forums.bistudio.com/oldsmileys/smile_o.gif
Uh, the AH-6 miniguns, if I&#39;m not mistaken, use 7.62mm ammunition which do not use HE warheads. They are just normal bullets. They are entirely different types of ammunition compared to the 20mm HE rounds used in the Cobra&#39;s cannon. So explosive ammo would be extremely unrealistic on an AH-6.

Chris G.
aka-Miles Teg<GD>

ColonelSandersLite
Jul 1 2007, 04:31
Quote[/b] ]that it works fine
it&#39;s working cause it&#39;s simle. i can create bullets too with the same manner. But there&#39;re problems with toe-in (?) of bullets. Check yourself if you want to see what i mean
I just tried this with this code in mg.sqf instead of the original:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
if &#40;&#40;_this select 1&#41; == &#40;&#34;FFARLauncher&#34;&#41;&#41; then {exit};

_u = _this select 0;
_ammo = _u ammo &#40;_this select 1&#41;;
_b = nearestObject &#91;_u, _this select 4&#93;;
if &#40;&#40;_ammo mod 2&#41; &#62; 0&#41; then {exit};

_offset1 = &#91;1,1.9,-1.2&#93;;
_wpos1 = _u modelToWorld _offset1;
_b setpos _wpos1;

exit;
[/QUOTE]

The offset position is about right, but not perfect, although any closer and you may have problems with the rounds striking the heli.

The problem with self destructing helis when firing at some attitudes is solved. All rounds now credit with kills.

I was trying to reproduce what you describe as toe-in. I&#39;ve guessing you mean how the bullet streams seem to converge. They don&#39;t. It&#39;s simply an optical illusion. If you zoom in with high graphics settings and watch carefully where the rounds land, there is still 2 distinct tracks of rounds hitting at even 200 meters. At 300 or so, the weapons are too inacurate to really notice that and you end up with an elipsical kill zone.

There is still a problem or 2 that I can see. It seems that the game doesn&#39;t update ammo count as frequently as you would like using the solution above to decide which gun the round comes out of. On normal game speed, there is slightly more rounds coming out of the left barrel than the right (you have to look very closely to even notice it at all). On 2X game speed, there is a noticible difference. On 4X game speed, practically all the rounds come out of the left barrel. I&#39;m thinking on a solution to that right now. I&#39;ll get back to it in a little while.

RN Malboeuf
Jul 1 2007, 06:18
Quote[/b] ] I&#39;ve guessing you mean how the bullet streams seem to converge.
vice versa http://forums.bistudio.com/oldsmileys/wink_o.gif they don&#39;t, but i&#39;d like them to. cause two nose guns in reality have to converge in 50-50 (better be adjustable like in il2 http://forums.bistudio.com/oldsmileys/smile_o.gif)
i&#39;m also a bitsurprised that there&#39;s no need to setvel setposed bullets... http://forums.bistudio.com/oldsmileys/smile_o.gif

ColonelSandersLite
Jul 1 2007, 08:13
Quote[/b] ] I&#39;ve guessing you mean how the bullet streams seem to converge.
vice versa http://forums.bistudio.com/oldsmileys/wink_o.gif they don&#39;t, but i&#39;d like them to. cause two nose guns in reality have to converge in 50-50 (better be adjustable like in il2 http://forums.bistudio.com/oldsmileys/smile_o.gif)
i&#39;m also a bitsurprised that there&#39;s no need to setvel setposed bullets... http://forums.bistudio.com/oldsmileys/smile_o.gif
Ah, I see. Honestly, since we&#39;re talking about a weapon system designed to attack infantry and soft targets on the ground, I would be tempted to leave it as it is. The way it is increases kill probability quite dramatically in that situation. Well, with the dispersion on the weapons, which is probably way too high to be honesty, that&#39;s the case anyways. If you&#39;re going to see about modding in proper weapon convergence, the dispersion needs to be corrected first in all honesty. The question is, do you want to do that at all?

Something that would be nice is the two missing loadouts that belong to the AH-6M (the littlebird is incorrectly designated).


Aircraft Loadouts
Loadout Stores
M134 7.62mm Minigun 1500 to 2000 RPG 7.62mm M134 Minigun
HYDRA 70mm Rockets 1500 to 2000 RPG 7.62mm M134 Minigun 14x HYDRA 70mm Rocket
AGM-114k Hellfire 1500 to 2000 RPG 7.62mm M134 Minigun 2x AGM-114K Hellfire II
Ferry 1x Cargo (No Drop)


We&#39;ve got the ferry and HYDRA loadouts, but no plain minigun or hellfire loadouts.

RN Malboeuf
Jul 1 2007, 08:55
Quote[/b] ]If you&#39;re going to see about modding in proper weapon convergence
it&#39;s ok about dispersion. But it looks a bit wierd when one bulets stream (real one) tends to converge. but the fly straight. I&#39;ll try to move kulomet points in the model. I guess convergence is not hardcoded in the engine - just point misplaced a bit http://forums.bistudio.com/oldsmileys/smile_o.gif

ColonelSandersLite
Jul 1 2007, 11:12
Just noticed something interesting about the bis littlebird. At both 2000 rpm and 4000 rpm, it burns 4000 rounds in 45 seconds. Thi is in v1.08. It&#39;s likely to be present in these vehicles too, but I&#39;m not sure yet.

Also, the blackhawk m134s have the same problem.

ColonelSandersLite
Jul 2 2007, 05:50
Found out what the above mentioned bug is. Going from 2000 rpm to 4000 rpm, there is definatly a decreased reloadtime in the configs, problem is that it&#39;s already in the range below where the game caps it&#39;s firing rate. IE, it&#39;s impossible to lower the firing time any more.

I&#39;m looking around for a solution to that now too. Out of curiosity, anyone know if multiplier actually simulates multiple rounds or just decrements the ammo counter multiple times per shot?

Maddmatt
Jul 2 2007, 09:16
...Out of curiosity, anyone know if multiplier actually simulates multiple rounds or just decrements the ammo counter multiple times per shot?
Seems to just decrease the ammo count multiple times per shot. I did a test in the blackhawk, I just tapped the firing button and fired into the ground. A single bullet was fired, but the counter went down by 3.

Similar thing with other weapons, like the KA-50s gun in &#39;high&#39; mode, and the A10 cannon.

ColonelSandersLite
Jul 2 2007, 15:15
...Out of curiosity, anyone know if multiplier actually simulates multiple rounds or just decrements the ammo counter multiple times per shot?
Seems to just decrease the ammo count multiple times per shot. I did a test in the blackhawk, I just tapped the firing button and fired into the ground. A single bullet was fired, but the counter went down by 3.

Similar thing with other weapons, like the KA-50s gun in &#39;high&#39; mode, and the A10 cannon.
So in other words, any weapon that uses the multiplier command screws the player... That&#39;s great.

Well, it should be tested if multiplier actually does something else too I guess. Maybe 1 hit counts for 5 hits as well when using a value of 5? Probably not though...

Maddmatt
Jul 2 2007, 15:40
So in other words, any weapon that uses the multiplier command screws the player... That&#39;s great.

Well, it should be tested if multiplier actually does something else too I guess. Maybe 1 hit counts for 5 hits as well when using a value of 5? Probably not though...
I guess it&#39;s just to make the ammo count look realistic. Hopefully the damage the bullets do is increased too though.

Kasrkin85th
Jul 3 2007, 06:57
hi,
great addon m8.

i had another question:
Is ist possible to retract/extend the gear on the Ka-50 manually?
i often crash in to trees or the ground because that damn gear comes out automaticly

zGuba
Dec 18 2007, 23:58
I&#39;ve recently made config enabling SDP Vehicles RC1 features for vanilla ArmA vehicles. It comes as an independent addon with the same filename, so new pack won&#39;t be affected with old one ingame.

I want to give a credit to the Author of base addon, who did not respond to email http://forums.bistudio.com/oldsmileys/sad_o.gif

Main changes:
- Rewritten config, fixed base class overriding
- Added dispersion to additional AZP-85 barrel shots
- Balanced 23mm bullet firepower for quad fire
- Second M134 script by ColonelSandersLite

Known bugs:
- not fully MP tested (but it seems to me to be fair enough when playing online, there aren&#39;t dangerous side effects)
- AI does not engage tanks with AZP-85 (need some cfgAmmo tweaking, any ideas? cost = 1 does not help)
- hits with Shilka&#39;s added barrel munition do not score in MP

Download (http://www.ofp.pl/zguba/arma/SDP_Vehicles_Replacement.zip)

I&#39;ve signed this addon so server admins can allow players playing with my upgrade online:
My bikey file (http://www.ofp.pl/zguba/arma/zGuba.bikey)

Kroky
Dec 19 2007, 00:34
Downloaded your addon zGuba.

Are the Shilkas not engaging the armoured vehicles with this addon or they just don&#39;t engage armoured vehicles at all?

zGuba
Dec 19 2007, 00:50
I don&#39;t know. At least M113 and BMP-2 should be engaged...

Just updated - disabled custom Gatling sound, as I&#39;ve implemented it incorrectly in my config  http://forums.bistudio.com/oldsmileys/crazy_o.gif

EDIT:

I&#39;ve replaced original mg.sqf by Sudden Death with ColonelSandersLite&#39;s one and removed the whole cfgWeapons section from config.

EDIT 2:

cfgWeapons came back. I&#39;ve made short bursts to make AI more efficient using twin pod advantage http://forums.bistudio.com/oldsmileys/smile_o.gif

Try the whole thing now&#33;

Sudden Death
Dec 20 2007, 11:20
Thanks zGuba for the great job. I´ll test it also in the next days.

Kind regards

S.D.


Quote[/b] ]...who did not respond to email
If you are "alexfevery", i´ve send you an email on 7th Dec. If not, sorry i didn´t get your mail. Please use the messenger from this board.

frattonstation
Dec 20 2007, 12:22
So what download do I use after all this, to add this addon?
The one in ZGuba&#39;s post?

NoRailgunner
Dec 20 2007, 14:54
fratton_station scared about the choice? http://forums.bistudio.com/oldsmileys/wink_o.gif
Add on your map BIS Shilka, Sudden Deaths vehicle and this reworked vehicle from ZGuba. Place some Bluefor air units and watch how the Shilkas dealing with them. (Hopefully Santa is not in their range.) Take all, one or two vehicles of your choice. Tunguska and Pantsyr are new(modern) and better but not in progress for ArmA yet.

zGuba
Dec 20 2007, 21:02
Thanks zGuba for the great job. I´ll test it also in the next days.

Kind regards

S.D.


Quote[/b] ]...who did not respond to email
If you are "alexfevery", i´ve send you an email on 7th Dec. If not, sorry i didn´t get your mail. Please use the messenger from this board.
Sorry for my "axelfevery" :P maybe my mail client made me an bad joke and marked Your mail as a spam...

There is one more thing to think about now - convergency of Littlebird&#39;s M134&#39;s. The setposed bullet should have modified speed after all... maybe we could improve bullet "catching" http://forums.bistudio.com/oldsmileys/wink_o.gif

Sudden Death
Dec 21 2007, 09:37
There was also a problem reported with the shilka gun fire in some positions of the turret, have you fixed them too?

S.

PS: Sorry, but there´s no ArmA on my office pc to check myself.

zGuba
Dec 21 2007, 18:14
No, there is Your original script. I&#39;ve only decreased B_23mm_AA&#39;s hit, indirectHit, indirectHitRange and cost.

Sudden Death
Dec 25 2007, 12:49
Here comes a little xmas update to "Release Candidate 2"

Thanks to ColonelSandersLite for safe MG script and zGuba for replacement config and kickin´ my ass to do something.

Changelog:

Release Candidate 2:
- replacement config by zGuba
- safe mg scripts for AH-6 and ZSU Shilka. Now bullets wont be created, only position is modified.
- Kills in MP should count correctly now.
- Costum Sounds removed
- Shilka´s MG offset improved (some problems reported in RC1 if you aim very high)

Download it here (scroll down) (http://www.armamdb.de/phpkit/include.php?path=content/content.php&contentid=950) &#33;

Theres wasn´t enough time to test all possibilities, so please report problems.

LBpilot1
Dec 25 2007, 13:59
is there any other mirror I can&#39;t seem to get to that one.

zGuba
Dec 25 2007, 16:27
Yep, with this version B_23mm_AA changes seem to be obsolete...

You should delete the whole CFGAmmo section now, and all&#39;ll be OK http://forums.bistudio.com/oldsmileys/smile_o.gif

Also TwinM134 class burst may be shortened to 2, not 8 - it&#39;ll work naturally now http://forums.bistudio.com/oldsmileys/smile_o.gif

My config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class CfgPatches {
class SDP_Vehicles {
units&#91;&#93; = {};
weapons&#91;&#93; = {};
requiredAddons&#91;&#93; = {&#34;CAWeapons&#34;, &#34;CATracked&#34;, &#34;CAAir&#34;};
requiredVersion = 0.1;
};
};

class cfgWeapons {
class M134 {
class LowROF; // External class reference
class HighROF; // External class reference
};

class TwinM134 &#58; M134 {
class LowROF &#58; LowROF {
burst = 2;
reloadTime = 0.015;
minRange = 1;
minRangeProbab = 0.1;
midRange = 800;
midRangeProbab = 0.58;
maxRange = 1000;
maxRangeProbab = 0.04;
};

class HighROF &#58; HighROF {
burst = 2;
reloadTime = 0.007;
};
};
};

class CfgVehicles {
class Tank; // External class reference

class ZSU &#58; Tank {
class EventHandlers {
fired = &#34;_this exec &#34;&#34;&#92;SDP_Vehicles&#92;shilka.sqf&#34;&#34;&#34;;
};
};
class Helicopter; // External class reference

class AH6 &#58; Helicopter {
class EventHandlers {
fired = &#34;_this exec &#34;&#34;&#92;SDP_Vehicles&#92;mg.sqf&#34;&#34;&#34;;
};
};

class AH6_RACS &#58; AH6 {
class EventHandlers {
fired = &#34;_this exec &#34;&#34;&#92;SDP_Vehicles&#92;mg.sqf&#34;&#34;&#34;;
};
};
};[/QUOTE]

Have a nice Christmas then http://forums.bistudio.com/oldsmileys/smile_o.gif

HGuderian
Dec 25 2007, 17:00
Hi...but .sqf files don&#39;t required execVM command?

class ZSU : Tank {
class EventHandlers {
fired = "_this execVM ""&#92;SDP_Vehicles&#92;shilka.sqf""";
};
};
class Helicopter; // External class reference

class AH6 : Helicopter {
class EventHandlers {
fired = "_this execVM ""&#92;SDP_Vehicles&#92;mg.sqf""";
};
};

class AH6_RACS : AH6 {
class EventHandlers {
fired = "_this execVM ""&#92;SDP_Vehicles&#92;mg.sqf""";

However for me don&#39;t work with AH6.

Merry Christmas

Sudden Death
Dec 25 2007, 17:40
is there any other mirror I can&#39;t seem to get to that one.

try this (http://sdp.ba-rometer.de/include.php?path=content/download.php&contentid=15) one or rapidshare:

http://rapidshare.com/files/79013351/sdp_vehicles.zip

@<hidden>
you´re right. But maybe there comes some changes to the "Final". For burst=2 we need new sounds or cut the soundfile too.

@<hidden>
will try execVM, but for me it works with exec.

S.D.

LBpilot1
Dec 25 2007, 18:10
Thats a shame, it does not work with SIX Tracers

zGuba
Dec 25 2007, 20:27
so maybe create your own tracers then.  http://forums.bistudio.com/oldsmileys/rofl.gif

Well let&#39;s check why it does not work.

LBpilot1
Dec 25 2007, 20:29
Not bashing the mod, I think its great im just saying it would be nice if it was compatible with the tracer mod I got going.

zGuba
Dec 25 2007, 20:31
Sorry for that, I&#39;m not native English speaker http://forums.bistudio.com/oldsmileys/huh.gif

Jocko Flocko
Dec 26 2007, 01:29
Anyone know if there is an init line you can put in the addon vehicle to get SIX tracers working with this?

Big
Dec 26 2007, 05:51
Armaholic.com link updated:

SDP Vehicles with multiple guns (http://www.armaholic.com/page.php?id=1500)

Dwarden
Dec 26 2007, 09:57
aww this &#39;must&#39; work with 6thS tracers ... pretty please

Sudden Death
Dec 26 2007, 10:22
aww this &#39;must&#39; work with 6thS tracers ... pretty please
work in progress, try this:
- remove sdp_vehicles.pbo from addon folder
- dl SDP_scripts.rar (http://rapidshare.com/files/79156683/SDP_scripts.rar)
- add the scripts to your mission folder
- add init line for AH6:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler &#91;&#34;fired&#34;, {_this exec &#34;mg.sqf&#34;}&#93;[/QUOTE]
- or add init line for Shilka:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler &#91;&#34;fired&#34;, {_this exec &#34;shilka.sqf&#34;}&#93;[/QUOTE]

I´ll contact sickboy for more....

S.D.

Jocko Flocko
Dec 26 2007, 16:00
Works AWESOME&#33; Cheers dude&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Dwarden
Dec 26 2007, 16:02
rapidshare is no workie for me atm ...
anyway i would prefer also addon version

yet nice to hear you on track http://forums.bistudio.com/oldsmileys/smile_o.gif

Sudden Death
Jan 5 2008, 21:04
Final Release:
http://www.flashpoint1985.com/cgi-bin....1;&#top (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=70946;r=1;&#top)

raedor
Jan 5 2008, 21:06
Closing.