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_ugvcontroller: ACE_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_mule: M1129_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[] = {0.5, 0.5, 0.5};
viewCargoShadow = true;
viewCargoShadowDiff = 0.05;
viewDriverShadowDiff = 0.05;
viewGunnerShadowDiff = 0.05;
hideProxyInCombat = 1;
weapons[] = {};
magazines[] = {};
hasGunner = true;
gunnerHasFlares = true;
};
};
class Turrets
{
class Turret;
class MainTurret: Turret
{
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 CommanderOptics: Camera
{
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.)