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		<title><![CDATA[Bohemia Interactive Forums - ARMA 2 & OA : ADDONS - Configs & Scripting]]></title>
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		<description><![CDATA[Discussion on editing CPPs and getting your work from O2 to ARMA 2 & the standalone expansion Operation Arrowhead]]></description>
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		<lastBuildDate>Sat, 25 May 2013 06:21:55 GMT</lastBuildDate>
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			<title><![CDATA[Bohemia Interactive Forums - ARMA 2 & OA : ADDONS - Configs & Scripting]]></title>
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		<item>
			<title>Would like someone to give me a hand with learning texturing and vehicles</title>
			<link>http://forums.bistudio.com/showthread.php?155476-Would-like-someone-to-give-me-a-hand-with-learning-texturing-and-vehicles&amp;goto=newpost</link>
			<pubDate>Fri, 24 May 2013 06:51:25 GMT</pubDate>
			<description>Hi there,so as the title says i want to learn the basics of texturing and adding custom vehicles, i did look at a tutorial but i think i need help to...</description>
			<content:encoded><![CDATA[<div>Hi there,so as the title says i want to learn the basics of texturing and adding custom vehicles, i did look at a tutorial but i think i need help to understand some parts</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>jordanskar</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?155476-Would-like-someone-to-give-me-a-hand-with-learning-texturing-and-vehicles</guid>
		</item>
		<item>
			<title><![CDATA[[VTE] Renfort d'une escouade à l'infini]]></title>
			<link>http://forums.bistudio.com/showthread.php?155246-VTE-Renfort-d-une-escouade-à-l-infini&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 22:22:08 GMT</pubDate>
			<description><![CDATA[Bonjour à tous ! 
Voila l'action que j'aimerais réaliser en boucle: 
Créer un hélico et une escouade sur une zone, faire embarquer l'escouade,...]]></description>
			<content:encoded><![CDATA[<div>Bonjour à tous !<br />
Voila l'action que j'aimerais réaliser en boucle:<br />
Créer un hélico et une escouade sur une zone, faire embarquer l'escouade, faire venir l'hélico sur la zone de combat, décharger l'escouade sur la zone de combat et lui faire défendre cette zone, faire repartir l'hélico.<br />
Pour cela voici le code que je propose et que j'ai écrit dans un déclencheur, mais il ne marche pas encore: <br />
<br />
<br />
<br />
hueyslick1 = &quot;VTE_uh1&quot; createVehicle (getMarkerPos &quot;helicospawn&quot;);<br />
pilotsquad = createGroup west;<br />
pilot = pilotsquad createUnit [&quot;VTE_acpilot&quot;, getMarkerPos &quot;squadspawn&quot;, [], 0, &quot;FORM&quot;] ;<br />
pilot moveInDriver hueyslick1;<br />
<br />
<br />
<br />
squad= createGroup west;<br />
&quot;VTE_acofficer&quot; createUnit [getMarkerPos &quot;squadspawn&quot;, squad, &quot;chef = this&quot;];<br />
chef = leader squad;<br />
<br />
<br />
&quot;VTE_acofficern&quot; creatUnit [getMarkerPos &quot;squadspawn&quot;, squad, &quot;unit1 = this&quot;];<br />
&quot;VTE_acsoldiermedic&quot; creatUnit [getMarkerPos &quot;squadspawn&quot;, squad, &quot;unit2 = this&quot;];<br />
&quot;VTE_acsoldiermg&quot; creatUnit [getMarkerPos &quot;squadspawn&quot;, squad, &quot;unit3 = this&quot;];<br />
&quot;VTE_acofficer&quot; creatUnit [getMarkerPos &quot;squadspawn&quot;, squad, &quot;unit4 = this&quot;];<br />
&quot;VTE_acsoldierlaw&quot; creatUnit [getMarkerPos &quot;squadspawn&quot;, squad, &quot;unit5 = this&quot;];<br />
&quot;VTE_acsoldier&quot; creatUnit [getMarkerPos &quot;squadspawn&quot;, squad, &quot;unit6 = this&quot;];<br />
&quot;VTE_acsoldierrto&quot; creatUnit [getMarkerPos &quot;squadspawn&quot;, squad, &quot;unit7 = this&quot;];<br />
&quot;VTE_acsoldierm79&quot; creatUnit [getMarkerPos &quot;squadspawn&quot;, squad, &quot;unit8 = this&quot;];<br />
<br />
<br />
<br />
  [squad, 0] setWaypointPosition [getPos hueyslick1, 0];<br />
  [squad, 0] setWaypointType &quot;GETIN&quot;;<br />
  [pilotsquad, 0] setWaypointPosition [getMarkerPos &quot;disembarkwpt&quot;, 0];<br />
  [pilotsquad, 0] setWaypointType &quot;UNLOAD&quot;;<br />
  [squad, 1] setWaypointPosition [getMarkerPos &quot;disembarkwpt&quot;, 1];<br />
  [squad, 1] setWaypointType &quot;GUARD&quot;;<br />
<br />
<br />
<br />
Pour ne pas encombrer la partie d'hélico, ils sont censé exploser quand ils sortent d'un certain périmètre avec setDammage 1.<br />
<br />
Merci d'avance pour votre aide.</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>SierraNevada</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?155246-VTE-Renfort-d-une-escouade-à-l-infini</guid>
		</item>
		<item>
			<title>New Unit Config Issue</title>
			<link>http://forums.bistudio.com/showthread.php?155145-New-Unit-Config-Issue&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 00:01:04 GMT</pubDate>
			<description><![CDATA[Hello ladies and gentlemen: 
 
I'm working on some very simple reskins of BI Units for some private releases for training.  I've got the config all...]]></description>
			<content:encoded><![CDATA[<div>Hello ladies and gentlemen:<br />
<br />
I'm working on some very simple reskins of BI Units for some private releases for training.  I've got the config all dandy and working, and there are no errors.  The issue however is that there is a custom texture but it is not being applied to the unit.<br />
<br />
Steps for making this that have not yet worked:<br />
<br />
<ul><li style="">I took the default US_Officer_EP1 model and placed it into my P Drive in a new folder</li><li style="">I then took the corresponding texture and put that in a &quot;Data&quot; Folder in that folder.</li><li style="">I then put the custom textures in the folder.</li><li style="">I put a hidden select texture line in the folder.</li></ul><br />
<br />
When I load the the character, it continues to load the default BI skin.  I cannot figure out how to change the thing!<br />
<br />
Thanks in Advance..<br />
<br />
CONFIG.CPP<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">PHP Code:</div>
	<hr /><code class="bbcode_code"><code><span style="color: #000000">
<span style="color: #0000BB"></span><span style="color: #FF8000">//&nbsp;retexture&nbsp;mod&nbsp;for&nbsp;standard&nbsp;US&nbsp;Forces&nbsp;adding&nbsp;many&nbsp;different&nbsp;variants&nbsp;by&nbsp;Dammond.<br /><br />#define&nbsp;private&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0<br />#define&nbsp;protected&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br />#define&nbsp;public&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2<br /><br />#define&nbsp;true&nbsp;&nbsp;&nbsp;&nbsp;1<br />#define&nbsp;false&nbsp;&nbsp;&nbsp;&nbsp;0<br /><br />#define&nbsp;TEast&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;0<br />#define&nbsp;TWest&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1<br />#define&nbsp;TGuerrila&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;2<br />#define&nbsp;TCivilian&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;3<br />#define&nbsp;TSideUnknown&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;4<br />#define&nbsp;TEnemy&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5<br />#define&nbsp;TFriendly&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6<br />#define&nbsp;TLogic&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7<br /><br /></span><span style="color: #007700">class&nbsp;</span><span style="color: #0000BB">CfgPatches&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">dar_us_acu&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">units</span><span style="color: #007700">&#91;&#93;&nbsp;=&nbsp;{};<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">weapons</span><span style="color: #007700">&#91;&#93;&nbsp;=&nbsp;{};<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">requiredVersion&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">1.02</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">requiredAddons</span><span style="color: #007700">&#91;&#93;&nbsp;=&nbsp;{</span><span style="color: #DD0000">"CACharacters"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">CA_E</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"CACharacters_E_Head"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"CACharacters2"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"CACharacters_E"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"CAWeapons_E"</span><span style="color: #007700">};<br />&nbsp;&nbsp;&nbsp;&nbsp;};<br />};<br /><br />class&nbsp;</span><span style="color: #0000BB">CfgVehicleClasses&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">dar_us_acu&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">displayName&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"7th&nbsp;Cavalry&nbsp;RGT."</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;};<br />};<br /><br />class&nbsp;</span><span style="color: #0000BB">CfgVehicles&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">Man</span><span style="color: #007700">;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;External&nbsp;class&nbsp;references<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">class&nbsp;</span><span style="color: #0000BB">SoldierWB</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">US_Soldier_Base_EP1</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">US_Soldier_Officer_EP1</span><span style="color: #007700">;&nbsp;&nbsp;&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">US_Soldier_Officer_EP1_Richards&nbsp;</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">US_Soldier_Officer_EP1&nbsp;</span><span style="color: #007700">{&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;Custom&nbsp;Character&nbsp;model&nbsp;of&nbsp;SFC.Richards.D,&nbsp;Armour&nbsp;School&nbsp;Instructor<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">vehicleClass&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"dar_us_acu"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">displayName&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"SFC.Richards.D"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">side&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">TWest</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">faction&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">BIS_US<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;identityTypes</span><span style="color: #007700">&#91;&#93;&nbsp;=&nbsp;{</span><span style="color: #DD0000">""</span><span style="color: #007700">};<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">model&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"\dar_USCav\us_officer.p3d"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">hiddenSelectionsTextures</span><span style="color: #007700">&#91;&#93;&nbsp;=&nbsp;{</span><span style="color: #DD0000">"\dar_USCav\tex4_co.paa"</span><span style="color: #007700">};<br />&nbsp;&nbsp;&nbsp;&nbsp;};<br />};&nbsp;<br /></span><span style="color: #0000BB"></span>
</span>
</code></code><hr />
</div>Folder Name: dar_USCav</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>RichardsD</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?155145-New-Unit-Config-Issue</guid>
		</item>
		<item>
			<title>ai on seperate PC question</title>
			<link>http://forums.bistudio.com/showthread.php?155015-ai-on-seperate-PC-question&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 15:46:43 GMT</pubDate>
			<description><![CDATA[Hi, 
 
I'm thinking about a way to increase CPU power available for AI (I'm using ASR AI). From what I understand, the AI is always working on the...]]></description>
			<content:encoded><![CDATA[<div>Hi,<br />
<br />
I'm thinking about a way to increase CPU power available for AI (I'm using ASR AI). From what I understand, the AI is always working on the machine of the controlling player. That means if I create a player controlled platoon and connect a dummy PC (preferably with the addon &quot;show blanck screen only&quot;.pbo) as platoon leader, then I should have plenty of CPU on an extra PC for that platoon. <br />
<br />
1. How about that?<br />
<br />
2. Any ideas on an &quot;disablegraphics&quot; addon out there? Couldn't find any. <br />
<br />
3. Any ideas on &quot;autoconnect&quot; and &quot;autojoin&quot; by a client?</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>mech</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?155015-ai-on-seperate-PC-question</guid>
		</item>
		<item>
			<title>Template config.ccp</title>
			<link>http://forums.bistudio.com/showthread.php?155005-Template-config-ccp&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 11:39:02 GMT</pubDate>
			<description>Hi guys, im pretty new to modding for Arma 2, im wondering if anyone has a set of template config.ccp files that they use when they start a model or...</description>
			<content:encoded><![CDATA[<div>Hi guys, im pretty new to modding for Arma 2, im wondering if anyone has a set of template config.ccp files that they use when they start a model or know of any good tutorials? im especially looking for a one for a boat and a car<br />
<br />
Thanks <br />
<br />
MPX</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>MikePhoeniX</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?155005-Template-config-ccp</guid>
		</item>
		<item>
			<title>Question about strings and arrays</title>
			<link>http://forums.bistudio.com/showthread.php?154902-Question-about-strings-and-arrays&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 06:36:55 GMT</pubDate>
			<description><![CDATA[I need some help with the below code: 
 
Code: 
--------- 
_classname = _this; 
_count = ??? 
_Var = format ["%1_%2", _classname, _count];...]]></description>
			<content:encoded><![CDATA[<div>I need some help with the below code:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">_classname = _this;<br />
_count = ???<br />
_Var = format [&quot;%1_%2&quot;, _classname, _count];<br />
ServerVcls = ServerVcls + [_Var];</code><hr />
</div>Result:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">ServerVcls = [&quot;Atv_1&quot;, &quot;Truck&quot;, &quot;Atv_2&quot;, &quot;Car&quot;];</code><hr />
</div>I think I can get the number by counting the number of times &quot;Atv&quot; appears in the array, but I don't know of any functions to do this.<br />
<br />
something like this: <a href="http://stackoverflow.com/questions/15506521/actionscript-3-count-number-of-times-a-string-appears-in-an-array" target="_blank">http://stackoverflow.com/questions/1...rs-in-an-array</a></div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>eagledude4</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154902-Question-about-strings-and-arrays</guid>
		</item>
		<item>
			<title>How to bind Identity with new Unit Class?</title>
			<link>http://forums.bistudio.com/showthread.php?154807-How-to-bind-Identity-with-new-Unit-Class&amp;goto=newpost</link>
			<pubDate>Sat, 11 May 2013 07:14:42 GMT</pubDate>
			<description><![CDATA[Hi, 
 
I'm working on a small unit mod for my mission. I want to create new soldier units and I want them to have defined the identity. Exatcly the...]]></description>
			<content:encoded><![CDATA[<div>Hi,<br />
<br />
I'm working on a small unit mod for my mission. I want to create new soldier units and I want them to have defined the identity. Exatcly the same way like the Razor Team in the editor, my code looks like this:<br />
<br />
CfgIdentities.hpp<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">PHP Code:</div>
	<hr /><code class="bbcode_code"><code><span style="color: #000000">
<span style="color: #0000BB"></span><span style="color: #007700">class&nbsp;</span><span style="color: #0000BB">CfgIdentities<br /></span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">S01_JohnBarnesID<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">name&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"John&nbsp;Barnes"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">face&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"BB_Beardface_4"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">glasses&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"cap_black_2"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">speaker&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"Male04EN"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">pitch&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">0.9</span><span style="color: #007700">;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;};&nbsp;<br /></span><span style="color: #0000BB"></span>
</span>
</code></code><hr />
</div>CfgVehicles.hpp <br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">PHP Code:</div>
	<hr /><code class="bbcode_code"><code><span style="color: #000000">
<span style="color: #0000BB"></span><span style="color: #007700">class&nbsp;</span><span style="color: #0000BB">CfgVehicles&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">Graves_Light</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">S01_JohnBarnes</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">Graves_Light&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">scope&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">2</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">accuracy&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">2</span><span style="color: #007700">;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;accuracy&nbsp;needed&nbsp;to&nbsp;recognize&nbsp;type&nbsp;of&nbsp;this&nbsp;target<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">camouflage&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">;&nbsp;</span><span style="color: #FF8000">//&nbsp;man<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">cost&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">4</span><span style="color: #007700">;&nbsp;</span><span style="color: #FF8000">//&nbsp;an&nbsp;officer<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">displayName&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"SEAL#01&nbsp;John&nbsp;Barnes"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">faceType&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"Man"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">backpack&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">""</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">identityTypes</span><span style="color: #007700">&#91;&#93;&nbsp;=&nbsp;{</span><span style="color: #DD0000">"S01_JohnBarnesID"</span><span style="color: #007700">};<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">faction&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">SealTeam10</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">nightVision&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">canHideBodies&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">canDeactivateMines</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">;&nbsp;</span><span style="color: #FF8000">//SoldierEngineer&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">portrait&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"\Team10\portraits\p01_JohnBarnes.paa"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">picture&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"\Ca\characters\data\Ico\i_null_CA.paa"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">init&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"&#91;(_this&nbsp;select&nbsp;0)&#93;&nbsp;exec&nbsp;""\Team10\identities\s01_ID.sqf"""</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;<br />};&nbsp;<br /></span><span style="color: #0000BB"></span>
</span>
</code></code><hr />
</div>I know I can use the faceType but it's not enough. I want to add voice pitch, glasses and name. I use the eventHandler Init with this code, but it's not working.<br />
<br />
s01_ID.sqf<br />
<div class="bbcode_container">
	<div class="bbcode_description">PHP Code:</div>
	<hr /><code class="bbcode_code"><code><span style="color: #000000">
<span style="color: #0000BB">_this&nbsp;setIdentity&nbsp;</span><span style="color: #DD0000">"S01_JohnBarnesID"</span><span style="color: #007700">;&nbsp;<br /></span><span style="color: #0000BB"></span>
</span>
</code></code><hr />
</div>How can I add a unit like Cooper, Miles, Ohara, Sykes into the editor. This is really crucial for me.<br />
<br />
Thanks in advance,</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>Lato1982</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154807-How-to-bind-Identity-with-new-Unit-Class</guid>
		</item>
		<item>
			<title>Request for a simple music addon</title>
			<link>http://forums.bistudio.com/showthread.php?154748-Request-for-a-simple-music-addon&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 18:34:05 GMT</pubDate>
			<description><![CDATA[I just want to slap this song (http://www.youtube.com/watch?v=WDCNlqMgnvo) into my @STALKER folder, because I use it as a radio tune, and it's more...]]></description>
			<content:encoded><![CDATA[<div>I just want to slap <a href="http://www.youtube.com/watch?v=WDCNlqMgnvo" target="_blank">this song</a> into my @STALKER folder, because I use it as a radio tune, and it's more convenient to download the song as part of the mod pack instead of being infused with the mission file because the file is so large.<br />
<br />
I'd do it myself but I don't even know what to put in the config file, nor do I know how to turn it into a bin file. Plus I don't know how bisign files work. Or keys.<br />
<br />
Can anyone lend me a quick hand?<br />
<br />
In fact, here's the song file, already in .ogg format and everything. <a href="http://www.mediafire.com/?bgvqrodbnzhno9a" target="_blank">http://www.mediafire.com/?bgvqrodbnzhno9a</a></div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>Spades_Neil</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154748-Request-for-a-simple-music-addon</guid>
		</item>
		<item>
			<title>Bike with a machine gun?</title>
			<link>http://forums.bistudio.com/showthread.php?154679-Bike-with-a-machine-gun&amp;goto=newpost</link>
			<pubDate>Wed, 08 May 2013 13:54:41 GMT</pubDate>
			<description><![CDATA[Me again with more trouble with my bike. Im trying to arm it with a driver operated machine gun, but can't get it to fire.  
 
Got the gun, got ammo,...]]></description>
			<content:encoded><![CDATA[<div>Me again with more trouble with my bike. Im trying to arm it with a driver operated machine gun, but can't get it to fire. <br />
<br />
Got the gun, got ammo, got buttload of memorypoints for it, but it wont fire. Carhorn works though. Might it be that motorcycle class just doesn't have this function?<br />
<br />
<br />
So far searching the forum gave me nothing but vague remarks to older post that I could not find so help would be appreciated.<br />
<br />
--Update<br />
<br />
I added an assault rifle as a weapon to the bike and got some results. The gun sort of fires, but it fires only empty &quot;click click&quot;. I browsed through all topics on addons - C&amp;S and recall somewhere reading that the carhorn sound is actually the empty sound too and drivers can only fire empty? <br />
<br />
If this indeed correct, Im going to have to script a new action for the weaponfire.<br />
<br />
--Update2<br />
<br />
I added a &quot;turret&quot; to the bike and moved the guns into it and they can now be shot from the gunners seat or by adding a gunner and commanding him, this gave me an idea for a AI gunner unit that would be tied into the bike and could not disembark it (with a script of somesort possibly).and firekey (mousebutton or whatever) would the be scripted to make the AI fire the weapon.<br />
<br />
With my current knowledge this is the only viable solution I can come up with but any suggestions are welcome.</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>HorribleGoat</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154679-Bike-with-a-machine-gun</guid>
		</item>
		<item>
			<title>Bike trouble. strange tilting</title>
			<link>http://forums.bistudio.com/showthread.php?154648-Bike-trouble-strange-tilting&amp;goto=newpost</link>
			<pubDate>Wed, 08 May 2013 00:45:18 GMT</pubDate>
			<description><![CDATA[I've got a combat bike addon under work now and its coming together quite as I've planned, except one thing I can't figure out. 
 
In game the bikes...]]></description>
			<content:encoded><![CDATA[<div>I've got a combat bike addon under work now and its coming together quite as I've planned, except one thing I can't figure out.<br />
<br />
In game the bikes body tilts ~20degrees to left and while steering right it turns upright and when steering left it tilts more, so it acts correctly.<br />
<br />
When spawing in it I noticed that it spawns straight up and then tilts to the side. :I Got only really simple geometry lod build up for testing so maybe its somewhere in there.<br />
<br />
<br />
Thought to ask anyway if someone has any ideas what causes this, for I've been at it for hours and can't get anywhere.<br />
<br />
--&gt;<br />
<br />
It's the simplest things.. I had left some old pieces in edit LOD and that caused my problem. :D Remember to clear your edit LODs.</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>HorribleGoat</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154648-Bike-trouble-strange-tilting</guid>
		</item>
		<item>
			<title>Problems binarizing chernarus.pbo</title>
			<link>http://forums.bistudio.com/showthread.php?154525-Problems-binarizing-chernarus-pbo&amp;goto=newpost</link>
			<pubDate>Mon, 06 May 2013 01:45:36 GMT</pubDate>
			<description><![CDATA[I am trying to make a stratis arma 3 mission work for chernarus in arma 3, I am getting some errors involving "mapSize param not being defined", in...]]></description>
			<content:encoded><![CDATA[<div>I am trying to make a stratis arma 3 mission work for chernarus in arma 3, I am getting some errors involving &quot;mapSize param not being defined&quot;, in stratis this is defined in the config.cpp, so I am trying to edit the chernarus config.cpp to add that and regenerate the pbo.<br />
<br />
Using BinPBO, if I uncheck &quot;binarize&quot; the pbo gets created without errors but when I replace the original with this new one the mission wont show up in arma. If I leave &quot;binarize&quot; checked I get these errors:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			No entry 'C:\Program Files\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgSurfaceCharacters.SparseWeedsClutter'.<br />
No entry '.probability'.<br />
Size: '/' not an array<br />
Default clutter names TypeX used for /<br />
&lt;world = &quot;p:\ca\chernarus\chernarus.wrp&quot;&gt;<br />
Cannot open object ca\plants2\clutter\c_grasstall.p3d
			
		<hr />
	</div>
</div>I only understand the last line which is quite obvious, after doing some research I see that everyone having that error is because of either missing files or wrong path, but I have the plants pbos unpacked and in the correct path, check this image:<br />
<br />
<img src="http://i.imgur.com/4HyT1YT.jpg" border="0" alt="" /><br />
<br />
You can see that the path is P:/ca/plants2/clutter/ as it says it should be here <a href="http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial" target="_blank">http://community.bistudio.com/wiki/A...rrain_Tutorial</a><br />
<br />
<b>So what could be causing the problem?</b></div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>wok</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154525-Problems-binarizing-chernarus-pbo</guid>
		</item>
		<item>
			<title>APC Config Help</title>
			<link>http://forums.bistudio.com/showthread.php?154520-APC-Config-Help&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 23:32:19 GMT</pubDate>
			<description>Im currently trying an APC ive been working on, its based on vilas MLOD BMP1, the model hasnt changed much. But as much as it loads in game, turret...</description>
			<content:encoded><![CDATA[<div>Im currently trying an APC ive been working on, its based on vilas MLOD BMP1, the model hasnt changed much. But as much as it loads in game, turret or tracks will not move. I don't have much experience with getting armoured vehicles in game. Could some one point me in the right direction in what im doing wrong.<br />
<br />
Here is the APCs cfg and cpp files:<br />
<br />
cfg:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">class CfgSkeletons<br />
{<br />
class default;<br />
<br />
class Tank;<br />
class astr_mgcBones: Tank<br />
{<br />
isDiscrete = 1;<br />
skeletonInherit = &quot;&quot;;<br />
skeletonBones[] = {&quot;otocvez&quot;,&quot;&quot;,&quot;otochlaven&quot;,&quot;otocvez&quot;,&quot;otocvez_2&quot;,&quot;&quot;,&quot;otochlaven_2&quot;,&quot;otocvez_2&quot;,<br />
&quot;recoil&quot;,&quot;otochlaven&quot;,<br />
&quot;kolL1&quot;, &quot;&quot;,<br />
&quot;kolL2&quot;, &quot;&quot;,<br />
&quot;kolL3&quot;, &quot;&quot;,<br />
&quot;kolL4&quot;, &quot;&quot;,<br />
&quot;kolL5&quot;, &quot;&quot;,<br />
&quot;kolL6&quot;, &quot;&quot;,<br />
&quot;kolL7&quot;, &quot;&quot;,<br />
&quot;kolL8&quot;, &quot;&quot;,<br />
&quot;kolP1&quot;, &quot;&quot;,<br />
&quot;kolP2&quot;, &quot;&quot;,<br />
&quot;kolP3&quot;, &quot;&quot;,<br />
&quot;kolP4&quot;, &quot;&quot;,<br />
&quot;kolP5&quot;, &quot;&quot;,<br />
&quot;kolP6&quot;, &quot;&quot;,<br />
&quot;kolP7&quot;, &quot;&quot;,<br />
&quot;kolP8&quot;, &quot;&quot;,<br />
&quot;podkolol1&quot;, &quot;&quot;,<br />
&quot;podkolol2&quot;, &quot;&quot;,<br />
&quot;podkolol3&quot;, &quot;&quot;,<br />
&quot;podkolol4&quot;, &quot;&quot;,<br />
&quot;podkolol5&quot;, &quot;&quot;,<br />
&quot;podkolol6&quot;, &quot;&quot;,<br />
&quot;podkolol7&quot;, &quot;&quot;,<br />
&quot;podkolol8&quot;, &quot;&quot;,<br />
&quot;podkolop1&quot;, &quot;&quot;,<br />
&quot;podkolop2&quot;, &quot;&quot;,<br />
&quot;podkolop3&quot;, &quot;&quot;,<br />
&quot;podkolop4&quot;, &quot;&quot;,<br />
&quot;podkolop5&quot;, &quot;&quot;,<br />
&quot;podkolop6&quot;, &quot;&quot;,<br />
&quot;podkolop7&quot;, &quot;&quot;,<br />
&quot;podkolop8&quot;, &quot;&quot;,<br />
&quot;kolol1&quot;, &quot;podkolol1&quot;,<br />
&quot;kolol2&quot;, &quot;podkolol2&quot;,<br />
&quot;kolol3&quot;, &quot;podkolol3&quot;,<br />
&quot;kolol4&quot;, &quot;podkolol4&quot;,<br />
&quot;kolol5&quot;, &quot;podkolol5&quot;,<br />
&quot;kolol6&quot;, &quot;podkolol6&quot;,<br />
&quot;kolol7&quot;, &quot;podkolol7&quot;,<br />
&quot;kolol8&quot;, &quot;podkolol8&quot;,<br />
&quot;kolop1&quot;, &quot;podkolop1&quot;,<br />
&quot;kolop2&quot;, &quot;podkolop2&quot;,<br />
&quot;kolop3&quot;, &quot;podkolop3&quot;,<br />
&quot;kolop4&quot;, &quot;podkolop4&quot;,<br />
&quot;kolop5&quot;, &quot;podkolop5&quot;,<br />
&quot;kolop6&quot;, &quot;podkolop6&quot;,<br />
&quot;kolop7&quot;, &quot;podkolop7&quot;,<br />
&quot;kolop8&quot;, &quot;podkolop8&quot;,<br />
&quot;damageHide&quot;,&quot;&quot;,&quot;damageVez&quot;,&quot;OtocVez&quot;,&quot;damageHlaven&quot;,&quot;OtocHlaven&quot;,&quot;damageVez_2&quot;,&quot;OtocVez_2&quot;,&quot;damageHlaven_2&quot;,&quot;OtocHlaven_2&quot;,&quot;poklop_driver&quot;,&quot;&quot;,&quot;poklop_commander&quot;,&quot;otocvez_2&quot;,&quot;poklop_gunner&quot;,&quot;OtocVez&quot;, &quot;plachta&quot;,&quot;OtocVez&quot;, &quot;skirt&quot;,&quot;&quot;};<br />
};<br />
<br />
class CfgModels<br />
{<br />
<br />
class astr_mgc: Tank<br />
{<br />
sectionsInherit = &quot;&quot;;<br />
sections[] = {&quot;telo&quot;,&quot;pas_P&quot;,&quot;koll1&quot;,&quot;koll2&quot;,&quot;kolp1&quot;,&quot;kolp2&quot;,&quot;kolol1&quot;,&quot;kolol2&quot;,&quot;kolol3&quot;,&quot;kolol4&quot;,&quot;kolol5&quot;,&quot;kolol6&quot;,&quot;kolP1&quot;,&quot;kolop1&quot;,&quot;kolop2&quot;,&quot;kolop3&quot;,&quot;kolop4&quot;,&quot;kolop5&quot;,&quot;kolop6&quot;,&quot;pravy zadni&quot;,&quot;pasoffsetL&quot;,&quot;pasoffsetP&quot;,&quot;levy zadni&quot;,&quot;L svetlo&quot;,&quot;P svetlo&quot;,&quot;otocvez&quot;,&quot;otochlaven&quot;,&quot;otocvez_2&quot;,&quot;otochlaven_2&quot;,&quot;zadni svetlo&quot;,&quot;brzdove svetlo&quot;,&quot;zasleh&quot;, &quot;plachta&quot;, &quot;camo01&quot;,<br />
&quot;camo02&quot;,<br />
&quot;camo03&quot;,<br />
&quot;camo04&quot;};<br />
skeletonName = &quot;astr_mgcBones&quot;;<br />
class Animations<br />
{<br />
class otocvez<br />
{<br />
type = &quot;rotationY&quot;;<br />
source = &quot;mainTurret&quot;;<br />
selection = &quot;otocvez&quot;;<br />
axis = &quot;OsaVeze&quot;;<br />
memory = 1;<br />
sourceAddress = &quot;loop&quot;;<br />
minValue = &quot;rad -360&quot;;<br />
maxValue = &quot;rad +360&quot;;<br />
angle0 = &quot;rad -360&quot;;<br />
angle1 = &quot;rad 360&quot;;<br />
};<br />
class otochlaven<br />
{<br />
type = &quot;rotationX&quot;;<br />
source = &quot;mainGun&quot;;<br />
selection = &quot;OtocHlaven&quot;;<br />
axis = &quot;OsaHlavne&quot;;<br />
memory = 1;<br />
sourceAddress = &quot;clamp&quot;;<br />
minValue = &quot;rad -8.5&quot;;<br />
maxValue = &quot;rad 50&quot;;<br />
angle0 = &quot;rad -8.5&quot;;<br />
angle1 = &quot;rad 50&quot;;<br />
};<br />
class otocvez_2<br />
{<br />
type = &quot;rotationY&quot;;<br />
source = &quot;Turret_2&quot;;<br />
selection = &quot;otocvez_2&quot;;<br />
axis = &quot;OsaVeze_2&quot;;<br />
memory = 1;<br />
sourceAddress = &quot;loop&quot;;<br />
minValue = &quot;rad -360&quot;;<br />
maxValue = &quot;rad +360&quot;;<br />
angle0 = &quot;rad -360&quot;;<br />
angle1 = &quot;rad 360&quot;;<br />
};<br />
class otochlaven_2<br />
{<br />
type = &quot;rotationX&quot;;<br />
source = &quot;Gun_2&quot;;<br />
selection = &quot;OtocHlaven_2&quot;;<br />
axis = &quot;OsaHlavne_2&quot;;<br />
memory = 1;<br />
sourceAddress = &quot;clamp&quot;;<br />
minValue = &quot;rad -8.5&quot;;<br />
maxValue = &quot;rad 50&quot;;<br />
angle0 = &quot;rad -8.5&quot;;<br />
angle1 = &quot;rad 50&quot;;<br />
};<br />
class Wheel_kolL1 { type=&quot;rotationX&quot;; source=&quot;wheelL&quot;; selection=&quot;kolL1&quot;; axis=&quot;&quot;; memory=&quot;false&quot;; <br />
animPeriod=0; angle0=0; angle1=&quot;rad -360&quot;; sourceAddress=&quot;loop&quot;; };<br />
class Wheel_kolol1: Wheel_kolL1 { selection=&quot;kolol1&quot;; };<br />
class Wheel_podkolol1 { type=&quot;translationY&quot;; source=&quot;damper&quot;; selection=&quot;podkolol1&quot;;<br />
axis=&quot;&quot;; memory=&quot;false&quot;; animPeriod=0; minValue=-0.2; maxValue=0.2; };<br />
class Wheel_kolP1: Wheel_kolL1 { source=&quot;wheelR&quot;; selection=&quot;kolP1&quot;; };<br />
class Wheel_kolop1: Wheel_kolol1 { source=&quot;wheelR&quot;; selection=&quot;kolop1&quot;; };<br />
class Wheel_podkolop1: Wheel_podkolol1 { selection=&quot;podkolop1&quot;; };<br />
class Wheel_kolL2: Wheel_kolL1 { selection=&quot;kolL2&quot;; };<br />
class Wheel_kolL3: Wheel_kolL1 { selection=&quot;kolL3&quot;; };<br />
class Wheel_kolL4: Wheel_kolL1 { selection=&quot;kolL4&quot;; };<br />
class Wheel_kolL5: Wheel_kolL1 { selection=&quot;kolL5&quot;; };<br />
class Wheel_kolL6: Wheel_kolL1 { selection=&quot;kolL6&quot;; };<br />
class Wheel_kolL7: Wheel_kolL1 { selection=&quot;kolL7&quot;; };<br />
class Wheel_kolL8: Wheel_kolL1 { selection=&quot;kolL8&quot;; };<br />
class Wheel_kolP2: Wheel_kolP1 { selection=&quot;kolP2&quot;; };<br />
class Wheel_kolP3: Wheel_kolP1 { selection=&quot;kolP3&quot;; };<br />
class Wheel_kolP4: Wheel_kolP1 { selection=&quot;kolP4&quot;; };<br />
class Wheel_kolP5: Wheel_kolP1 { selection=&quot;kolP5&quot;; };<br />
class Wheel_kolP6: Wheel_kolP1 { selection=&quot;kolP6&quot;; };<br />
class Wheel_kolP7: Wheel_kolP1 { selection=&quot;kolP7&quot;; };<br />
class Wheel_kolP8: Wheel_kolP1 { selection=&quot;kolP8&quot;; };<br />
class Wheel_kolol2: Wheel_kolol1 { selection=&quot;kolol2&quot;; };<br />
class Wheel_kolol3: Wheel_kolol1 { selection=&quot;kolol3&quot;; };<br />
class Wheel_kolol4: Wheel_kolol1 { selection=&quot;kolol4&quot;; };<br />
class Wheel_kolol5: Wheel_kolol1 { selection=&quot;kolol5&quot;; };<br />
class Wheel_kolol6: Wheel_kolol1 { selection=&quot;kolol6&quot;; };<br />
class Wheel_kolol7: Wheel_kolol1 { selection=&quot;kolol7&quot;; };<br />
class Wheel_kolol8: Wheel_kolol1 { selection=&quot;kolol8&quot;; };<br />
class Wheel_kolop2: Wheel_kolop1 { selection=&quot;kolop2&quot;; };<br />
class Wheel_kolop3: Wheel_kolop1 { selection=&quot;kolop3&quot;; };<br />
class Wheel_kolop4: Wheel_kolop1 { selection=&quot;kolop4&quot;; };<br />
class Wheel_kolop5: Wheel_kolop1 { selection=&quot;kolop5&quot;; };<br />
class Wheel_kolop6: Wheel_kolop1 { selection=&quot;kolop6&quot;; };<br />
class Wheel_kolop7: Wheel_kolop1 { selection=&quot;kolop7&quot;; };<br />
class Wheel_kolop8: Wheel_kolop1 { selection=&quot;kolop8&quot;; };<br />
class Wheel_podkolol2: Wheel_podkolol1 { selection=&quot;podkolol2&quot;; };<br />
class Wheel_podkolol3: Wheel_podkolol1 { selection=&quot;podkolol3&quot;; };<br />
class Wheel_podkolol4: Wheel_podkolol1 { selection=&quot;podkolol4&quot;; };<br />
class Wheel_podkolol5: Wheel_podkolol1 { selection=&quot;podkolol5&quot;; };<br />
class Wheel_podkolol6: Wheel_podkolol1 { selection=&quot;podkolol6&quot;; };<br />
class Wheel_podkolol7: Wheel_podkolol1 { selection=&quot;podkolol7&quot;; };<br />
class Wheel_podkolol8: Wheel_podkolol1 { selection=&quot;podkolol8&quot;; };<br />
class Wheel_podkolop2: Wheel_podkolop1 { selection=&quot;podkolop2&quot;; };<br />
class Wheel_podkolop3: Wheel_podkolop1 { selection=&quot;podkolop3&quot;; };<br />
class Wheel_podkolop4: Wheel_podkolop1 { selection=&quot;podkolop4&quot;; };<br />
class Wheel_podkolop5: Wheel_podkolop1 { selection=&quot;podkolop5&quot;; };<br />
class Wheel_podkolop6: Wheel_podkolop1 { selection=&quot;podkolop6&quot;; };<br />
class Wheel_podkolop7: Wheel_podkolop1 { selection=&quot;podkolop7&quot;; };<br />
class Wheel_podkolop8: Wheel_podkolop1 { selection=&quot;podkolop8&quot;; };<br />
class p85_mgcley_DrivingWheel<br />
{<br />
type = &quot;rotationZ&quot;;<br />
source = &quot;drivingWheel&quot;;<br />
selection = &quot;volant&quot;;<br />
axis = &quot;osavolantkon&quot;;<br />
memory = 1;<br />
sourceAddress = &quot;mirror&quot;;<br />
minValue = -1;<br />
maxValue = 1;<br />
angle0 = &quot;rad -35&quot;;<br />
angle1 = &quot;rad 35&quot;;<br />
};<br />
class damageHide<br />
{<br />
type = &quot;hide&quot;;<br />
source = &quot;damage&quot;;<br />
selection = &quot;damageHide&quot;;<br />
};<br />
class damageVez: damageHide<br />
{<br />
selection = &quot;damageVez&quot;;<br />
};<br />
class damageHlaven: damageHide<br />
{<br />
selection = &quot;damageHlaven&quot;;<br />
};<br />
class damageVez_2: damageVez<br />
{<br />
selection = &quot;damageVez_2&quot;;<br />
};<br />
class damageHlaven_2: damageHide<br />
{<br />
selection = &quot;damageHlaven_2&quot;;<br />
};<br />
class HatchDriver<br />
{<br />
source = &quot;hatchDriver&quot;;<br />
selection = &quot;poklop_driver&quot;;<br />
type = &quot;rotation&quot;;<br />
axis = &quot;osa_poklop_driver&quot;;<br />
memory = 1;<br />
minValue = 0;<br />
maxValue = 1;<br />
animPeriod = 0;<br />
angle0 = 0;<br />
angle1 = &quot;rad 90&quot;;<br />
};<br />
class HatchCommander<br />
{<br />
source = &quot;hatchCommander&quot;;<br />
selection = &quot;poklop_commander&quot;;<br />
axis = &quot;osa_poklop_commander&quot;;<br />
type = &quot;rotation&quot;;<br />
memory = 1;<br />
minValue = 0;<br />
maxValue = 1;<br />
animPeriod = 0;<br />
angle0 = 0;<br />
angle1 = &quot;rad 90&quot;;<br />
};<br />
class HatchGunner<br />
{<br />
type = &quot;rotation&quot;;<br />
source = &quot;hatchGunner&quot;;<br />
selection = &quot;poklop_gunner&quot;;<br />
axis = &quot;osa_poklop_gunner&quot;;<br />
memory = 1;<br />
minValue = 0;<br />
maxValue = 1;<br />
animPeriod = 0;<br />
angle0 = 0;<br />
angle1 = &quot;rad 90&quot;;<br />
};<br />
};<br />
};<br />
;</code><hr />
</div>cpp:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">#define private&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0<br />
#define protected&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1<br />
#define public&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2<br />
<br />
#define 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0<br />
#define TWest&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1<br />
#define TGuerrila&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2<br />
#define TCivilian&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3<br />
#define TSideUnknown&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 4<br />
#define TEnemy&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5<br />
#define TFriendly&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 6<br />
#define TLogic&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 7<br />
<br />
class CfgPatches {<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; class astr_mgc {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; units[] = {&quot;astr_mgc&quot;};<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; weapons[] = {};<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; requiredVersion = 1.5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; requiredAddons[] = {&quot;CAWheeled&quot;, &quot;CAData&quot;, &quot;CACharacters2&quot;, &quot;CAWeapons&quot;, &quot;CAWeapons2&quot;, &quot;CASounds&quot;, &quot;CA_Anims_Char&quot;, &quot;CAAir&quot;};<br />
&nbsp; &nbsp; &nbsp; &nbsp; };<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
};<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
class CfgFactionClasses <br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; class ASTR<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; displayName = &quot;ASTR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; priority = 5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; side = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; };<br />
};<br />
<br />
class CfgVehicles<br />
&nbsp;{<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; class BMP2_Base;&nbsp; &nbsp; &nbsp; &nbsp; // External class reference<br />
&nbsp; &nbsp; &nbsp; &nbsp; class BMP2_Ambul_Base;&nbsp; &nbsp; &nbsp; &nbsp; // External class reference<br />
&nbsp; &nbsp; &nbsp; &nbsp; class BMP2_HQ_Base;&nbsp; &nbsp; &nbsp; &nbsp; // External class reference<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
class ASTR_MGC1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; scope=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; side=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; displayName = &quot;APC&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction=&quot;ASTR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; model=&quot;astr_mgc\astr_mgc&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; accuracy=0.3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; vehicleClass=&quot;Armored&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; crew=&quot;CZ_Soldier_Crew_Wdl_ACR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; typicalCargo[]={&quot;CZ_Soldier_Crew_Wdl_ACR&quot;,&quot;CZ_Soldier_Crew_Wdl_ACR&quot;};<br />
};<br />
<br />
class ASTR_MGC2 : ASTR_MGC1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; scope=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; side=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; displayName = &quot;MGC-2&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction=&quot;ASTR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; model=&quot;astr_mgc\astr_mgc2&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; accuracy=0.3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; vehicleClass=&quot;Armored&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; crew=&quot;CZ_Soldier_Crew_Wdl_ACR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; typicalCargo[]={&quot;CZ_Soldier_Crew_Wdl_ACR&quot;,&quot;CZ_Soldier_Crew_Wdl_ACR&quot;};<br />
};<br />
<br />
class ASTR_MGC_AA : ASTR_MGC1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; scope=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; side=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; displayName = &quot;MGC-AA&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction=&quot;ASTR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; model=&quot;astr_mgc\astr_mgc_aa&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; accuracy=0.3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; vehicleClass=&quot;Armored&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; crew=&quot;CZ_Soldier_Crew_Wdl_ACR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; typicalCargo[]={&quot;CZ_Soldier_Crew_Wdl_ACR&quot;,&quot;CZ_Soldier_Crew_Wdl_ACR&quot;};<br />
};<br />
<br />
class ASTR_MGC_ENG : ASTR_MGC1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; scope=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; side=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; displayName = &quot;MGC-Repair&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction=&quot;ASTR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; model=&quot;astr_mgc\astr_mgc_eng&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; accuracy=0.3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; vehicleClass=&quot;Armored&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; crew=&quot;CZ_Soldier_Crew_Wdl_ACR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; typicalCargo[]={&quot;CZ_Soldier_Crew_Wdl_ACR&quot;,&quot;CZ_Soldier_Crew_Wdl_ACR&quot;};<br />
};<br />
<br />
class ASTR_MGC_ROSO : ASTR_MGC1<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; scope=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; side=2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; displayName = &quot;MGC-3&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; faction=&quot;ASTR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; model=&quot;astr_mgc\astr_mgc_roso&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; accuracy=0.3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; vehicleClass=&quot;Armored&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; crew=&quot;CZ_Soldier_Crew_Wdl_ACR&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; typicalCargo[]={&quot;CZ_Soldier_Crew_Wdl_ACR&quot;,&quot;CZ_Soldier_Crew_Wdl_ACR&quot;};<br />
};<br />
<br />
};</code><hr />
</div>If anyone could help, it would be most appreciated.</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>R0adki11</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154520-APC-Config-Help</guid>
		</item>
		<item>
			<title>Stock BIS Flares? Can i change/edit there varibles?</title>
			<link>http://forums.bistudio.com/showthread.php?154484-Stock-BIS-Flares-Can-i-change-edit-there-varibles&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 12:15:51 GMT</pubDate>
			<description>Is it possible that I can change the varibles of the stock BIS Operation Arrowhead Aircraft Flares? 
For example the direction i define the flares to...</description>
			<content:encoded><![CDATA[<div>Is it possible that I can change the varibles of the stock BIS Operation Arrowhead Aircraft Flares?<br />
For example the direction i define the flares to shoot out in the model.p3d is changed massively in game by the speed I'm flying at? I've got them pointing 90 degress left &amp; right of the aircraft but they shoot out in a forwards way in say a 30 degress angle? Is there anyway i can change that so they come out dead center at a 90 degress angle regardless of the speed im traveling? :D</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>konyo</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154484-Stock-BIS-Flares-Can-i-change-edit-there-varibles</guid>
		</item>
		<item>
			<title>missile turret Cfg help</title>
			<link>http://forums.bistudio.com/showthread.php?154479-missile-turret-Cfg-help&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 09:31:05 GMT</pubDate>
			<description>Im building an addon and Ive nearly finished it. However, Ive been able to get the turret to work fine with guns, but the moment I change it to fire...</description>
			<content:encoded><![CDATA[<div>Im building an addon and Ive nearly finished it. However, Ive been able to get the turret to work fine with guns, but the moment I change it to fire a missile it does not work. how do I define the memory points for a missile?<br />
<br />
heres my turret cfg:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">PHP Code:</div>
	<hr /><code class="bbcode_code"><code><span style="color: #000000">
<span style="color: #0000BB"></span><span style="color: #007700">class&nbsp;</span><span style="color: #0000BB">Turrets</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">Turrets<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;class&nbsp;</span><span style="color: #0000BB">MainTurret</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">NewTurret<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">gunnername&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"P-FCO"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">memorypointsgetingunner&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"pos&nbsp;gunner"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">memorypointsgetingunnerdir&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"pos&nbsp;gunner&nbsp;dir"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">weapons</span><span style="color: #007700">&#91;&#93;&nbsp;=&nbsp;{</span><span style="color: #DD0000">"AMC25"</span><span style="color: #007700">};<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">magazines</span><span style="color: #007700">&#91;&#93;&nbsp;=&nbsp;{</span><span style="color: #DD0000">"3000Rnd_25_API"</span><span style="color: #007700">};<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">soundServo</span><span style="color: #007700">&#91;&#93;&nbsp;=&nbsp;{</span><span style="color: #DD0000">"\ac_130X\sounds\turret"</span><span style="color: #007700">,</span><span style="color: #0000BB">1</span><span style="color: #007700">,</span><span style="color: #0000BB">0.9</span><span style="color: #007700">};<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">minElev&nbsp;</span><span style="color: #007700">=&nbsp;-</span><span style="color: #0000BB">30</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">maxElev&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">10</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">minturn&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">60</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">maxturn&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">120</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">initturn&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">90</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">gunnerOpticsModel&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"\ac_130X\optics\105_optics"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">memorypointgun&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"cannon"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">memorypointgunneroptics&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"gunnerview_1"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">animationsourcebody&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"mainturret"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">animationsourcegun&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"maingun"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">gun&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"105_vertical"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">body&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"105_horizontal"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">gunend&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"gun_chamber"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">gunbeg&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"gun_muzzle"</span><span style="color: #007700">;&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">ingunnermayfire&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">outgunnermayfire&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">primarygunner&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">proxytype&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #DD0000">"CPGunner"</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">proxyindex&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">showgunneroptics&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">startengine&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;};<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;};&nbsp;<br /></span><span style="color: #0000BB"></span>
</span>
</code></code><hr />
</div></div>

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			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>J0nes</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154479-missile-turret-Cfg-help</guid>
		</item>
		<item>
			<title><![CDATA[rh_weapons in my clan's packs]]></title>
			<link>http://forums.bistudio.com/showthread.php?154452-rh_weapons-in-my-clan-s-packs&amp;goto=newpost</link>
			<pubDate>Sat, 04 May 2013 20:56:16 GMT</pubDate>
			<description>Last night I joined my clan in playing this new mission, we had to install the addon pack in our mods folder but some gun p3d files were missing. I...</description>
			<content:encoded><![CDATA[<div>Last night I joined my clan in playing this new mission, we had to install the addon pack in our mods folder but some gun p3d files were missing. I can't see or use the M249, M9, or several other guns missing in the mission and the editor. They're delta_93 units that are supposed to be using stock Arma 2 guns. I'm verified the game's cache and re-installed the clan's addon pack several times.<br />
<br />
I've posted one of the errors.......<br />
<br />
Cannot open object rh_de\rh_m9sd.p3d<br />
<br />
Last night I joined the game as an auto rifleman, there was no game in my hand and I could not fire, in the editor I can fire but there is no gun.<br />
<br />
If I deactivate the mods folder the guns come back on all stock units in the game.<br />
<br />
My clan is telling me that the guns they're using are stock to Arma 2 so there is no reason I do not have them, they're right but something is removing them when I use the Delta 93 units for out Black Hawk Down missions.<font color="Silver"><br />
<br />
<font size="1">---------- Post added at 04:56 PM ---------- Previous post was at 04:10 PM ----------</font><br />
<br />
</font>Nevermind, one of my clanmates eventually got it to work.</div>

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			<category domain="http://forums.bistudio.com/forumdisplay.php?95-ARMA-2-amp-OA-ADDONS-Configs-amp-Scripting"><![CDATA[ARMA 2 & OA : ADDONS - Configs & Scripting]]></category>
			<dc:creator>Pantylines</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?154452-rh_weapons-in-my-clan-s-packs</guid>
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