Page 6 of 10 FirstFirst ... 2345678910 LastLast
Results 51 to 60 of 97

Thread: Pegasus Team 101 MULE WIP

  1. #51
    Staff Sergeant JSF 82nd Reaper's Avatar
    Join Date
    May 21 2011
    Location
    United States of America
    Posts
    203
    Author of the Thread
    I just finished the a UGV Controller for the MULE, I yet have to figure out how to get implement an action that when you enter UGV Mode (Remote Control the MULE,) that the unit pulls it out of his gear and puts it in his hands. And when the unit exit UGV Mode he stores the Controller back into his gear.

    Here's a picture of the UGV Controller:
    Last edited by JSF 82nd Reaper; Apr 9 2012 at 19:34.

  2. #52
    Staff Sergeant JSF 82nd Reaper's Avatar
    Join Date
    May 21 2011
    Location
    United States of America
    Posts
    203
    Author of the Thread
    Is there a way in which I can equip the UGV Controller other than using a weapons class? (To better understand what I'm asking I have added this to the config.cpp)

    PHP Code:
    class CfgWeaponsClasses
    {
        class 
    ACE_Javelin_CLU;
        class 
    pt101_muleACE_Javelin_CLU
        

                    
    displayName "UGV Controler";
                    
    WeaponClass "UGV";
                    
    model "P:\pt101_mule\pt101_ugvcontroller.p3d";
        };
    }; 
    This CfgWeaponclass that I put in the Config.cpp allows me to equip the controller like you would with the ACE_Javelin_CLU, but when I do this the unit holds it like he would binoculars. Also how would I get the screen on the UGV Controler to sync with what the Camera on the MULE is looking at? And do I need to create a whole new weapon class to get a better holding animation and still be able to pull it out when I switch to remote control?
    Last edited by JSF 82nd Reaper; Apr 10 2012 at 01:30.

  3. #53
    Staff Sergeant JSF 82nd Reaper's Avatar
    Join Date
    May 21 2011
    Location
    United States of America
    Posts
    203
    Author of the Thread
    I've done some major updates to the config.cpp file, but the MULE only shoots in one direction no mater which way I face the turret. How do I fix this? It's probably something to do with the config files but I just don't know.

    Config.cpp:
    PHP Code:
    class CfgPatches
    {
        class 
    CAWheeled
        
    {
            
    units[] = {"pt101_mule","pt101_ugvcontroller"};
            
    weapons[] = {};
            
    requiredVersion 0.1;
            
    requiredAddons[] = {"CAWheeled_E"};
        };
    };

    class 
    CfgWeaponClasses
    {
        class 
    UGV
        
    {
            
    displayName "UGV - UGV Controller";
        };
    };

    class 
    CfgWeapons
    {
        class 
    ACE_MX2A;
        class 
    pt101_ugvcontrollerACE_MX2A
        
    {
            
    displayName "UGV Controller";
            
    weaponClass "UGV";
            
    model "\pt101_mule\pt101_ugvcontroller.p3d";    
        };
    };

    class 
    CfgVehicleClasses
    {
        class 
    UGV
        
    {
            
    displayName "UGV - MULE";
        };
    };

    class 
    CfgVehicles 
    {
        class 
    M1129_MC_EP1;
        class 
    pt101_muleM1129_MC_EP1
        

            
    displayName "MULE";
            
    vehicleClass "UGV";
            
    model "P:\pt101_mule\pt101_mule.p3d";
            
    maxSpeed 60;
            
    animated true;
            
    scope 2;
            
    picture "\Ca\wheeled\data\ico\stryker_ICV_CA.paa";
            
    Icon "\Ca\wheeled\data\map_ico\icomap_Stryker_CA.paa";
            
    mapSize 10;
            
    nameSound "stryker";
            
    commanderCanSee 31;
            
    gunnerCanSee 31;
            
    driverOpticsModel "\ca\Wheeled\optika_stryker_driver";
            
    soundEngine[] = {cawheeledDataSoundStryker_ICV_engine,db-10,0.8};
            
    soundGear[] = {cawheeledDataSoundshifter_v3,db-65,1};
            
    SoundGetIn[] = {cawheeledDataSoundM151A1_door_v1,db-45,1};
            
    SoundGetOut[] = {cawheeledDataSoundM151A1_door_v1,db-50,1};
            
    memoryPointSupply "supply";
             
    selectionFireAnim "zasleh";
            
    enableGPS true;
            
    transportSoldier 0;
            
    side 1;
            
    crew "US_Soldier_Crew_EP1";
            
    fuelCapacity 246;
            
    armor 150;
            
    damageResistance 0.01199;
            
    crewVulnerable false;
            
    threat[] = {0.50.50.5};
            
    viewCargoShadow true;
            
    viewCargoShadowDiff 0.05;
            
    viewDriverShadowDiff 0.05;
            
    viewGunnerShadowDiff 0.05;
            
    hideProxyInCombat 1;
            
    weapons[] = {};
            
    magazines[] = {};
            
    hasGunner true;
            
    gunnerHasFlares true;
        };
    };

    class 
    Turrets
    {
        class 
    Turret;
        class 
    MainTurretTurret
        
    {
            
    body "mainTurret";
            
    gun "mainGun";
            
    scope 2;
            
    gunBeg "gun_muzzle";
            
    gunEnd "gun_chamber";
            
    minElev = -25
            
    maxElev = +60;
            
    initElev 0;
            
    minTurn = -90
            
    maxTurn = +90;
            
    initTurn 0;
            
    minTurnAI = -90;
            
    maxTurnAI = +90;
            
    outGunnerMayFire false;
            
    gunnerOpticsModel "\ca\Tracked\optika_stryker_gunner";
            
    gunnerOutOpticsModel "";
            
    gunnerForceOptics false;
            
    memoryPointGunnerOutOptics "";
            
    memoryPointGunnerOptics "gunnerview";
            
    memoryPointGun "machinegun";
            
    selectionFireAnim "zasleh";
        };
        
        class 
    Camera;
        class 
    CommanderOpticsCamera
        
    {
            
    body "camera";
            
    gun "comturret";
            
    scope 1;
            
    animationSourceBody "obsTurret";
            
    animationSourceGun "obsGun";
            
    gunBeg "";
            
    gunEnd "";
            
    minElev = -5;
            
    maxElev 20;
            
    initElev 0;
            
    minTurn = -360;
            
    maxTurn 360;
            
    initTurn 0;
            
    minTurnAI = -90;
            
    maxTurnAI = +90;
            
    outGunnerMayFire false;
            
    inGunnerMayFire true;
            
    gunnerOpticsModel "\ca\Tracked\optika_stryker_gunner";
            
    gunnerOutOpticsModel "";
            
    gunnerOutForceOptics 0;
            
    gunnerOutOpticsShowCursor 0;
            
    memoryPointGunnerOutOptics "";
            
    memoryPointGunnerOptics "commanderview";
            
    memoryPointGun "camera";
            
    selectionFireAnim "zasleh_1";
        };
    }; 
    Model.cfg
    PHP Code:
    class CfgSkeletons
    {
        class Default;
        class 
    pt101_mule: Default
        {
            
    isDiscrete=1;
            
    skeletonInherit="";
            
    skeletonName="pt101_mule";
            
    skeletonBones[]=
            {
                
    "turret","maingun",
                
    "minigun","turret",
                
    "turret","comturret",
                
    "camera","turret",
                
    "comturret","camera",
                
    "camera","comturret",
                
    "wheel1","",
                
    "wheel2","",
                
    "wheel3","",
                
    "wheel4","",
                
    "wheel5","",
                
    "wheel6",""
            
    };
        };
    };
    class 
    CfgModels
    {
        class Default
        {
            
    isDiscrete="true";
            
    skeletonInherit="";
            
    skeletonBones[]={};
        };
        class 
    pt101_mule: Default
        {
            
    skeletonName="pt101_mule";
            
    sectionsInherit="";
            
    sections[]=
            {
                
    "turret",
                
    "minigun",
                
    "camera",
                
    "wheel1",
                
    "wheel2",
                
    "wheel3",
                
    "wheel4",
                
    "wheel5",
                
    "wheel6"
            
    };
            class 
    Animations
            
    {
                class 
    FrontWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel1";
                    
    axis="wheel1_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    FrontWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel2";
                    
    axis="wheel2_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel3";
                    
    axis="wheel3_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel4";
                    
    axis="wheel4_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel5";
                    
    axis="wheel5_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel6";
                    
    axis="wheel6_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    Turret
                
    {
                    
    type="rotationY";
                    
    source="mainTurret";
                    
    selection="turret";
                    
    axis="turret_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad +360";
                };
                class 
    Minigun
                
    {
                    
    type="rotationZ";
                    
    source="revolving";
                    
    selection="minigun";
                    
    axis="minigun_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    Camera
                
    {
                    
    type="rotation";
                    
    source="obsTurret";
                    
    selection="camera";
                    
    axis="camera_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad +360";
                };
            };
        };
    }; 

    (BTW, I changed the screen of the UGV Controller to black, along with sizing it down a bit to make it look more realistic.)
    Last edited by JSF 82nd Reaper; Apr 16 2012 at 03:18.

  4. #54
    Staff Sergeant JSF 82nd Reaper's Avatar
    Join Date
    May 21 2011
    Location
    United States of America
    Posts
    203
    Author of the Thread
    I'm trying to get a proxy to load that I created when added to the MULE but have not had any luck. The proxy that I added is a railing that I created that goes all the way around the MULE (Where one would attach their ruck) and saved it to \ca\temp\proxies\pt101_mule_grate. It shows up in the Buldozer View but when I check the game it says something like cannot load object, or cannot load proxy. I don't know what I'm missing, and I still haven't fixed the turret problem, the AI still are crazy and I can't get the weapons to work properly.

    For the weapons all I want is for the selection of only the 8 missiles and the machine gun, but all I'm getting is the weaponry that the stryker class I'm using has and it's not synced to any of the animations/turret direction. I don't want the commander to be able to shoot anything, and I need the missiles to act like they would when used on an aircraft or helo, and the machine gun to sync when shooting.

    What am I missing and, or is missed up?

    ---------- Post added at 10:40 PM ---------- Previous post was at 10:33 PM ----------

    Quote Originally Posted by JSF 82nd Reaper View Post
    I'm trying to get a proxy to load that I created when added to the MULE but have not had any luck. The proxy that I added is a railing that I created that goes all the way around the MULE (Where one would attach their ruck) and saved it to \ca\temp\proxies\pt101_mule_grate. It shows up in the Buldozer View but when I check the game it says something like cannot load object, or cannot load proxy. I don't know what I'm missing, and I still haven't fixed the turret problem, the AI still are crazy and I can't get the weapons to work properly.
    I created the proxy because when I add the railing to the model itself, I get the "Too many Vertices" error, and I've simplified everything that I can already.
    Last edited by JSF 82nd Reaper; Apr 16 2012 at 03:37.

  5. #55
    Staff Sergeant JSF 82nd Reaper's Avatar
    Join Date
    May 21 2011
    Location
    United States of America
    Posts
    203
    Author of the Thread
    I have good news, I was able to fix the turret and camera so the AI doesn't spin in circles very fast and all the the time. But I still haven't figured out how to get the sights of the turret to work, and shoot in the direction of the turret. Also I haven't worked on the remote control script yet and still need help to fix the load-out of the MULE, and fire the mini-gun. I also need to get the missiles to fire. Both the mini-gun and the missile launcher are animated but not working, and I don't know what I need to do. I also need to texture the model still instead of using the paint option in Oxygen 2. I will provide the updated model.cfg and config.cpp bellow when I get on my desktop computer.

  6. #56
    Try some these parameters. Use your on variable name.

    gunBeg = "usti hlavne1";
    gunEnd = "konec hlavne1";
    memoryPointGun = "usti hlavne1";
    missileBeg = "spice rakety";
    missileEnd = "konec rakety";

    Failing that, send it to me and I'll have a look.

  7. #57
    Staff Sergeant JSF 82nd Reaper's Avatar
    Join Date
    May 21 2011
    Location
    United States of America
    Posts
    203
    Author of the Thread
    Thanks to much effort and hard work from Gnat the MULE has a better loadout and the many errors that were occurring now are gone. Now I can move on to playing around with texturing and creating the Remote Control script with Feint.

    Here's an update picture of the MULE with some armor texture I'm playing around with, without UV Mapping, but when I'm done it'll be UV Mapped.

    http://i1138.photobucket.com/albums/...e_update02.jpg (736 kB)
    Last edited by JSF 82nd Reaper; May 6 2012 at 04:25.

  8. #58
    Staff Sergeant JSF 82nd Reaper's Avatar
    Join Date
    May 21 2011
    Location
    United States of America
    Posts
    203
    Author of the Thread
    I'm having trouble with the UV Editor in Oxygen 2, I click it and it pops up on the task-bar but there's no window? So I'm unable to create the UV Mapping without it, I tried using 3ds Max 9 but I don't like the Unwrap UV editing it has.

    I've found that if I use "dofollow.sqf" script the MULE acts more like a UGV, and I still can pull up the Remote Control and control it. (It's still buggy though.)

  9. #59
    For a model that simple I'd start my texture maping the simple way.
    Select a face or 2, press A, drag a box over the general area, rightclick inside the box, load texture, press B to apply that texture against the face. Rightclick Unload texture.
    ..... if you didn't know already.

  10. #60
    Staff Sergeant JSF 82nd Reaper's Avatar
    Join Date
    May 21 2011
    Location
    United States of America
    Posts
    203
    Author of the Thread
    @Gnat thanks to your suggestion I'm able to add textures without the UV Mapping. I was also successful at getting the Rails to finally show in game with your suggestion of putting it in the same folder of the MULE.

    Here's a short video that I created with the 2nd Update of the MULE, which couldn't have been possible without Gnat's help. Thank you Gnat!


Page 6 of 10 FirstFirst ... 2345678910 LastLast

Similar Threads

  1. Pegasus Team 101 Sci Fi Units WIP
    By JSF 82nd Reaper in forum ARMA 2 & OA : ADDONS - Configs & Scripting
    Replies: 40
    Last Post: Dec 12 2012, 00:27
  2. Pegasus Team 101 MultiCam Units WIP
    By JSF 82nd Reaper in forum ARMA 2 & OA : ADDONS - Configs & Scripting
    Replies: 9
    Last Post: Jul 1 2012, 06:03
  3. Futuristic Military Forces Addon (WIP & TEAM REQUEST)
    By st3rv in forum ARMA 2 & OA - ADDONS & MODS: DISCUSSION
    Replies: 81
    Last Post: Aug 19 2010, 05:31
  4. Crate mule is out!
    By MiG2003 in forum ADDONS & MODS: COMPLETE
    Replies: 42
    Last Post: Feb 9 2004, 20:36
  5. Mule
    By SpeedyDonkey in forum ADDONS & MODS: DISCUSSION
    Replies: 6
    Last Post: Feb 2 2004, 23:40

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •