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Thread: Pegasus Team 101 MULE WIP

  1. #61
    Staff Sergeant JSF 82nd Reaper's Avatar
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    I finally finished the texturing and am quite pleased with the outcome. Now it's just the matter of adding any last things to the mule, creating a better Remote Control script, and fixing anything that may need to be fixed.

  2. #62
    Nice job Reaper .... lookin good.

  3. #63
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Gnat I'm still having no luck with getting the Gear action to show up when I'm behind the MULE. I'll post the Config.cpp so you can check what may be wrong. I was wondering because of the edit lod you put in, could it have messed up the cargo/supply memory point in the memory lod?

    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 
    LAV25;
        class 
    Mule_Step1 LAV25
        
    {
            
    scope 1;
            class 
    NewTurret;
            class 
    Turrets;
            class 
    MainTurret;
            class 
    CommanderOptics;
            class 
    viewpilot;
            class 
    viewgunner;
            class 
    AnimationSources;
            class 
    HitPoints;
        };
        class 
    pt101_muleMule_Step1
        


            
    faction "BIS_US";
        
            
    displayName "MULE";

    //        vehicleClass = "UGV";

            
    model "\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};

            
    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;
            
    transportMaxWeapons 5000
            
    transportMaxMagazines 20000
            
    transportMaxBackpacks 25
            
    supplyRadius 1.4;

            
    gunnerHasFlares true;

    //---------------------------        
    // Copy of LAV-25 Base View definitions
    //---------------------------
            
            
    class ViewOptics
            
    {
                
    initAngleX 0;
                
    minAngleX = -30;
                
    maxAngleX 30;
                
    initAngleY 0;
                
    minAngleY = -100;
                
    maxAngleY 100;
                
    initFov 0.466;
                
    minFov 0.466;
                
    maxFov 0.466;
            };
            class 
    ViewPilot
            
    {
                
    initAngleX 10;
                
    minAngleX = -65;
                
    maxAngleX 85;
                
    initAngleY 20;
                
    minAngleY = -150;
                
    maxAngleY 150;
                
    initFov 0.7;
                
    minFov 0.25;
                
    maxFov 1.4;
            };
    //---------------------------        
    // Copy of LAV-25 Base Turret definitions
    //---------------------------
            
    class TurretsTurrets
            
    {
                class 
    MainTurretMainTurret
                
    {
                    
    weapons[] = {"M242","M240_veh"};
                    
    magazines[] = {"210Rnd_25mm_M242_APDS","210Rnd_25mm_M242_HEI","1200Rnd_762x51_M240"};
                    
    soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate",0.0177828,1,15};
                    
    minElev = -4.5;
                    
    maxElev 74;
                    
    minTurn = -360;
                    
    maxTurn 360;
                    
    gunnerAction "LAV25_Gunner_out";
                    
    gunnerInAction "LAV25_Gunner";
                    
    forceHideGunner 0;
                    
    gunnerOpticsModel "\ca\weapons\2Dscope_LAV_7";
                    
    gunnerOutOpticsModel "";
                    
    memoryPointGun "machinegun";
                    
    gunBeg "muzzle_1";
                    
    gunEnd "chamber_1";
                    
    body "MainTurret";
                    
    gun "MainGun";
                    
    animationSourceBody "MainTurret";
                    
    animationSourceGun "MainGun";
                    
    gunnerForceOptics 1;
                    
    outGunnerMayFire 0;
                    
    startEngine 1;
                    
    primaryGunner 4;
                    class 
    HitPointsHitPoints
                    
    {
                        class 
    HitTurret
                        
    {
                            
    armor 0.8;
                            
    material = -1;
                            
    name "vez";
                            
    visual "vez";
                            
    passThrough 1;
                        };
                    };
                    
    selectionFireAnim "zasleh_1";
                    class 
    ViewGunner
                    
    {
                        
    initAngleX 5;
                        
    minAngleX = -65;
                        
    maxAngleX 85;
                        
    initAngleY 0;
                        
    minAngleY = -150;
                        
    maxAngleY 150;
                        
    initFov 0.7;
                        
    minFov 0.25;
                        
    maxFov 1.1;
                    };
                    
    gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"};
                    class 
    ViewOptics
                    
    {
                        
    initAngleX 0;
                        
    minAngleX = -30;
                        
    maxAngleX 30;
                        
    initAngleY 0;
                        
    minAngleY = -100;
                        
    maxAngleY 100;
                        
    initFov 0.2;
                        
    minFov 0.05;
                        
    maxFov 0.2;
                    };
                    class 
    Turrets
                    
    {
                        class 
    CommanderOpticsNewTurret
                        
    {
                            
    proxyType "CPCommander";
                            
    proxyIndex 1;
                            
    gunnerName "commander";
                            
    primaryGunner 0;
                            
    primaryObserver 1;
                            
    gunnerOpticsShowCursor 0;
                            
    body "obsTurret";
                            
    gun "obsGun";
                            
    animationSourceBody "obsTurret";
                            
    animationSourceGun "obsGun";
                            
    animationSourceHatch "hatchCommander";
                            
    soundServo[] = {"",0.00316228,1};
                            
    startEngine 0;
                            
    gunBeg "";
                            
    gunEnd "";
                            
    minElev = -4;
                            
    maxElev 20;
                            
    initElev 0;
                            
    minTurn = -360;
                            
    maxTurn 360;
                            
    initTurn 0;
                            
    commanding 2;
                            
    viewGunnerInExternal 0;
                            
    gunnerOpticsModel "\ca\weapons\2Dscope_com2";
                            
    gunnerOutOpticsModel "";
                            
    gunnerOutOpticsColor[] = {0,0,0,1};
                            
    gunnerOutForceOptics 0;
                            
    gunnerOutOpticsShowCursor 0;
                            
    memoryPointGunnerOutOptics "commander_weapon_view";
                            
    memoryPointGunnerOptics "commanderview";
                            
    memoryPointsGetInGunner "pos driver";
                            
    memoryPointsGetInGunnerDir "pos driver dir";
                            class 
    ViewGunner
                            
    {
                                
    initAngleX 5;
                                
    minAngleX = -65;
                                
    maxAngleX 85;
                                
    initAngleY 0;
                                
    minAngleY = -150;
                                
    maxAngleY 150;
                                
    initFov 0.7;
                                
    minFov 0.25;
                                
    maxFov 1.1;
                            };
                            
    gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"};
                            class 
    ViewOptics
                            
    {
                                
    initAngleX 0;
                                
    minAngleX = -30;
                                
    maxAngleX 30;
                                
    initAngleY 0;
                                
    minAngleY = -100;
                                
    maxAngleY 100;
                                
    initFov 0.3;
                                
    minFov 0.025;
                                
    maxFov 0.3;
                            };
                            
    gunnerInAction "LAV25_Commander";
                            
    gunnerAction "LAV25_Commander_Out";
                            
    outGunnerMayFire 1;
                            
    weapons[] = {"SmokeLauncher"};
                            
    magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"};
                            
    stabilizedInAxes 0;
                        };
                    };
                };
            };
        };
    }; 


    ---------- Post added at 01:28 PM ---------- Previous post was at 01:27 PM ----------

    Here an updated picture of the MULE being 100% textured. I'm pleased with it myself, but I know there can always be improvements, so I'm not going to stress it, since it it my first time texturing something, and due to not being able to create a UV Map for the UV editor isn't working anymore for some reason.

    http://i1138.photobucket.com/albums/...e_textured.jpg (714 kB)
    Last edited by JSF 82nd Reaper; May 7 2012 at 17:43.

  4. #64
    Staff Sergeant JSF 82nd Reaper's Avatar
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    Unfortunately I got really carried away with texturing and now have created 5 variations of the MULE, and I don't know how to get them all included in the Config.cpp and Model.cfg files. I was able to get one of the Models to work, but now the Machine-gun's firing animation doesn't work anymore, but all the other animation do.

    Here's are pictures of the 5 different variations of the MULE:

    MULE Woodland
    http://i1138.photobucket.com/albums/...LEWoodland.jpg (557 kB)

    MULE Tan
    http://i1138.photobucket.com/albums/...ns/MULETan.jpg (576 kB)

    MULE Multicam
    http://i1138.photobucket.com/albums/...LEMulticam.jpg (573 kB)

    MULE Digital Desert
    http://i1138.photobucket.com/albums/...italDesert.jpg (563 kB)

    MULE Desert
    http://i1138.photobucket.com/albums/...MULEDesert.jpg (541 kB)

  5. #65
    Odd about the Gear
    Try changing
    transportSoldier = 1;

    As for multiple textures, you don't need multiple models, you can use these parameters;
    hiddenSelections[]={"skin","wingleft","wingright"};
    hiddenSelectionsTextures[] = {"\csj_p38\data\p38_skinA.paa","\csj_p38\data\p38_ skinB.paa","\csj_p38\data\p38_skinB.paa","",""};

    in each vehicle class definition.
    How many textures are you using for each vehicle, just 1?
    Whats their file names?

  6. #66
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Gnat There are 4 seperate textures on each vehicle. The camera, lights, and suspension on each vehicle are the same "mule_tan_co.paa". Also all the wheels on each vehicle share the same texture as well (I think it's called the "humvee_details_co.paa") Then the hull's and turret's on each vehicle is what changes; One vehicle has "mule_digital_desert_co.paa", another vehicle uses the "mule_desert_co.paa", then "mule_multicam_co.paa", "mule_woodland_co.paa", and lastly the first MULE that I textured "mule_tan_co.paa".

    So I can delete the other four Models, and only have to add a script in? If so I don't know where to put it in the config.cpp file, and the model.cfg.

    ---------- Post added at 02:17 PM ---------- Previous post was at 12:34 PM ----------

    @Gnat I put the Config.cpp and Model.cfg back to their original state when you sent the edits back to me via email. I've also deleted the extra MULE models and am now back to just the one with its original name "pt101_mule".

    I looked into many discussions about hiddenSelections and hiddenSelectionsTextures, and only understand to put the following lines into the Class CfgVehicles of the Config.cpp:

    PHP Code:
            hiddenSelections[] = 
            {
                
    "hull",
                
    "turret"
            
    };
            
    hiddenSelectionsTexture[] = 
            {
                
    "\pt101_mule\data\mule_desert_co.paa",
                
    "\pt101_mule\data\mule_digital_desert_co.paa",
                
    "\pt101_mule\data\mule_multicam_co.paa",
                
    "\pt101_mule\data\mule_woodland_co.paa"
            
    }; 
    I also added the "hull" and "turret" to the "sections" area in the Model.cfg after creating the "hull" and "turret" to lod 1's named selections. So what is needed so when someone places the MULE in the editor of the game they're able to choose what variant of the MULE they want?

    Will I have to add the tan variant texture to the hiddenSelectionsTexture as well as keeping the "turret" and the "hull" of the MULE untextured?
    Last edited by JSF 82nd Reaper; May 8 2012 at 19:23.

  7. #67
    Wrong usage of those parameters.

    - Ignore the textures that are the same on all vehicles.
    - In O2, in the List of Textures window, CONTROL DOUBLE-CLICK the texture that is 'changing' (mule_desert_co.paa ? )
    - This will highlight all faces with that texture.
    - With these faces selected, in the Named Properties window, RIGHT-CLICK->NEW, call it "Skin1"
    - Do this naming in every LOD where that texture is in use.
    - Save the model
    - In the MODEL.CFG, add "Skin1" to the sections[]= list.

    Now in CONFIG.CPP between the last }; and the second last }; add;
    PHP Code:
        class pt101_mule02pt101_mule01
        
    {
            
    displayName "MULE DD";
            
    hiddenSelections[] = {"Skin1"}; 
            
    hiddenSelectionsTexture[] = {"\pt101_mule\data\mule_digital_desert_co.paa"};
        };
        class 
    pt101_mule03pt101_mule01
        
    {
            
    displayName "MULE MC";
            
    hiddenSelections[] = {"Skin1"}; 
            
    hiddenSelectionsTexture[] = {"\pt101_mule\data\mule_multicam_co.paa"};
        };
        class 
    pt101_mule04pt101_mule01
        
    {
            
    displayName "MULE WL";
            
    hiddenSelections[] = {"Skin1"}; 
            
    hiddenSelectionsTexture[] = {"\pt101_mule\data\mule_woodland_co.paa"};
        }; 

  8. #68
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Gnat it's working but not working at the same time. I can place 5 variations of the MULE, but they all look the same and do not have the texture that is suppose to be on them. I believe they have the LAV texture, which is one of the classes that are being used in the config.cpp file for the optics, turret, and weaponry.

  9. #69
    Should work.
    Post full copy of model.cfg and config.cpp

  10. #70
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Gnat Here's the full Model.cfg and Config.cpp

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

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

    class 
    CfgVehicles 
    {
        class 
    LAV25;
        class 
    Mule_Step1 LAV25
        
    {
            
    scope 1;
            class 
    NewTurret;
            class 
    Turrets;
            class 
    MainTurret;
            class 
    CommanderOptics;
            class 
    viewpilot;
            class 
    viewgunner;
            class 
    AnimationSources;
            class 
    HitPoints;
        };
        
        class 
    pt101_mule01Mule_Step1
        


            
    faction "BIS_US";
        
            
    displayName "MULE T";
            
    vehicleClass "UGV";
            
    model "\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};

            
    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;

            
    gunnerHasFlares true;

    //---------------------------        
    // Copy of LAV-25 Base View definitions
    //---------------------------
            
            
    class ViewOptics
            
    {
                
    initAngleX 0;
                
    minAngleX = -30;
                
    maxAngleX 30;
                
    initAngleY 0;
                
    minAngleY = -100;
                
    maxAngleY 100;
                
    initFov 0.466;
                
    minFov 0.466;
                
    maxFov 0.466;
            };
            class 
    ViewPilot
            
    {
                
    initAngleX 10;
                
    minAngleX = -65;
                
    maxAngleX 85;
                
    initAngleY 20;
                
    minAngleY = -150;
                
    maxAngleY 150;
                
    initFov 0.7;
                
    minFov 0.25;
                
    maxFov 1.4;
            };
    //---------------------------        
    // Copy of LAV-25 Base Turret definitions
    //---------------------------
            
    class TurretsTurrets
            
    {
                class 
    MainTurretMainTurret
                
    {
                    
    weapons[] = {"M242","M240_veh"};
                    
    magazines[] = {"210Rnd_25mm_M242_APDS","210Rnd_25mm_M242_HEI","1200Rnd_762x51_M240"};
                    
    soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate",0.0177828,1,15};
                    
    minElev = -4.5;
                    
    maxElev 74;
                    
    minTurn = -360;
                    
    maxTurn 360;
                    
    gunnerAction "LAV25_Gunner_out";
                    
    gunnerInAction "LAV25_Gunner";
                    
    forceHideGunner 0;
                    
    gunnerOpticsModel "\ca\weapons\2Dscope_LAV_7";
                    
    gunnerOutOpticsModel "";
                    
    memoryPointGun "machinegun";
                    
    gunBeg "muzzle_1";
                    
    gunEnd "chamber_1";
                    
    body "MainTurret";
                    
    gun "MainGun";
                    
    animationSourceBody "MainTurret";
                    
    animationSourceGun "MainGun";
                    
    gunnerForceOptics 1;
                    
    outGunnerMayFire 0;
                    
    startEngine 1;
                    
    primaryGunner 4;
                    class 
    HitPointsHitPoints
                    
    {
                        class 
    HitTurret
                        
    {
                            
    armor 0.8;
                            
    material = -1;
                            
    name "vez";
                            
    visual "vez";
                            
    passThrough 1;
                        };
                    };
                    
    selectionFireAnim "zasleh_1";
                    class 
    ViewGunner
                    
    {
                        
    initAngleX 5;
                        
    minAngleX = -65;
                        
    maxAngleX 85;
                        
    initAngleY 0;
                        
    minAngleY = -150;
                        
    maxAngleY 150;
                        
    initFov 0.7;
                        
    minFov 0.25;
                        
    maxFov 1.1;
                    };
                    
    gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"};
                    class 
    ViewOptics
                    
    {
                        
    initAngleX 0;
                        
    minAngleX = -30;
                        
    maxAngleX 30;
                        
    initAngleY 0;
                        
    minAngleY = -100;
                        
    maxAngleY 100;
                        
    initFov 0.2;
                        
    minFov 0.05;
                        
    maxFov 0.2;
                    };
                    class 
    Turrets
                    
    {
                        class 
    CommanderOpticsNewTurret
                        
    {
                            
    proxyType "CPCommander";
                            
    proxyIndex 1;
                            
    gunnerName "commander";
                            
    primaryGunner 0;
                            
    primaryObserver 1;
                            
    gunnerOpticsShowCursor 0;
                            
    body "obsTurret";
                            
    gun "obsGun";
                            
    animationSourceBody "obsTurret";
                            
    animationSourceGun "obsGun";
                            
    animationSourceHatch "hatchCommander";
                            
    soundServo[] = {"",0.00316228,1};
                            
    startEngine 0;
                            
    gunBeg "";
                            
    gunEnd "";
                            
    minElev = -4;
                            
    maxElev 20;
                            
    initElev 0;
                            
    minTurn = -360;
                            
    maxTurn 360;
                            
    initTurn 0;
                            
    commanding 2;
                            
    viewGunnerInExternal 0;
                            
    gunnerOpticsModel "\ca\weapons\2Dscope_com2";
                            
    gunnerOutOpticsModel "";
                            
    gunnerOutOpticsColor[] = {0,0,0,1};
                            
    gunnerOutForceOptics 0;
                            
    gunnerOutOpticsShowCursor 0;
                            
    memoryPointGunnerOutOptics "commander_weapon_view";
                            
    memoryPointGunnerOptics "commanderview";
                            
    memoryPointsGetInGunner "pos driver";
                            
    memoryPointsGetInGunnerDir "pos driver dir";
                            class 
    ViewGunner
                            
    {
                                
    initAngleX 5;
                                
    minAngleX = -65;
                                
    maxAngleX 85;
                                
    initAngleY 0;
                                
    minAngleY = -150;
                                
    maxAngleY 150;
                                
    initFov 0.7;
                                
    minFov 0.25;
                                
    maxFov 1.1;
                            };
                            
    gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"};
                            class 
    ViewOptics
                            
    {
                                
    initAngleX 0;
                                
    minAngleX = -30;
                                
    maxAngleX 30;
                                
    initAngleY 0;
                                
    minAngleY = -100;
                                
    maxAngleY 100;
                                
    initFov 0.3;
                                
    minFov 0.025;
                                
    maxFov 0.3;
                            };
                            
    gunnerInAction "LAV25_Commander";
                            
    gunnerAction "LAV25_Commander_Out";
                            
    outGunnerMayFire 1;
                            
    weapons[] = {"SmokeLauncher"};
                            
    magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"};
                            
    stabilizedInAxes 0;
                        };
                    };
                };
            };
        };
            class 
    pt101_mule02pt101_mule01 
        

            
    displayName "MULE DD"
            
    hiddenSelections[] = {"Skin1"};  
            
    hiddenSelectionsTexture[] = {"\pt101_mule\data\mule_digital_desert_co.paa"}; 
        }; 
        class 
    pt101_mule03pt101_mule01 
        

            
    displayName "MULE MC"
            
    hiddenSelections[] = {"Skin1"};  
            
    hiddenSelectionsTexture[] = {"\pt101_mule\data\mule_multicam_co.paa"}; 
        }; 
        class 
    pt101_mule04pt101_mule01 
        

            
    displayName "MULE WL"
            
    hiddenSelections[] = {"Skin1"};  
            
    hiddenSelectionsTexture[] = {"\pt101_mule\data\mule_woodland_co.paa"}; 
        }; 
    }; 
    Model.cfg
    PHP Code:
    class CfgSkeletons
    {
        class Default;
        class 
    pt101_mule: Default
        {
            
    isDiscrete=1;
            
    skeletonInherit="";
            
    skeletonName="pt101_mule";
            
    skeletonBones[]=
            {
                
    "MainTurret","";
                
    "MainGun","MainTurret",
                
    "canister","MainTurret",
                
    "comturret","MainTurret",
                
    "camera","MainTurret",
                
    "CameraUp","camera",
                
    "wheel1","",
                
    "wheel2","",
                
    "wheel3","",
                
    "wheel4","",
                
    "wheel5","",
                
    "wheel6",""
            
    };
        };
    };
    class 
    CfgModels
    {
        class Default
        {
            
    isDiscrete="true";
            
    skeletonInherit="";
            
    skeletonBones[]={};
        };
        class 
    pt101_mule: Default
        {
            
    skeletonName="pt101_mule";
            
    sectionsInherit="";
            
    sections[]=
            {
                
    "MainTurret",
                
    "MainGun",
                
    "canister",
                
    "camera",
                
    "CameraUp",
                
    "wheel1",
                
    "wheel2",
                
    "wheel3",
                
    "wheel4",
                
    "wheel5",
                
    "wheel6",
                
    "Skin1"
            
    };
            class 
    Animations
            
    {
                class 
    FrontWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel1";
                    
    axis="wheel1_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    FrontWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel2";
                    
    axis="wheel2_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel3";
                    
    axis="wheel3_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel4";
                    
    axis="wheel4_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel5";
                    
    axis="wheel5_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel6";
                    
    axis="wheel6_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=2;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    MainTurret
                
    {
                    
    type="rotationY";
                    
    source="mainTurret";
                    
    selection="MainTurret";
                    
    axis="turret_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue="rad -360";
                    
    maxValue="rad +360";
                    
    angle0="rad -360";
                    
    angle1="rad +360";
                };
                class 
    MainGun
                
    {
                    
    type="rotationX";
                    
    source="MainGun";
                    
    selection="MainGun";
                    
    axis="gun_axis";
                    
    memory="1";
                    
    minValue="rad -360";
                    
    maxValue="rad +360";
                    
    angle0="rad -360";
                    
    angle1="rad +360";
                };
                class 
    MiniGun
                
    {
                    
    type="rotationZ";
                    
    source="revolving";
                    
    selection="minigun";
                    
    axis="minigun_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="rad -360";
                    
    angle1="rad +360";
                };
                class 
    Camera
                
    {
                    
    type="rotationY";
                    
    source="obsTurret";
                    
    selection="camera";
                    
    axis="camera_axis";
                    
    memory="1";
                    
    minValue="rad -360";
                    
    maxValue="rad +360";
                    
    angle0="rad -360";
                    
    angle1="rad +360";
                };
                class 
    CameraUp
                
    {
                    
    type="rotationX";
                    
    source="obsGun";
                    
    selection="cameraup";
                    
    axis="cameraup_axis";
                    
    memory="1";
                    
    minValue="rad -360";
                    
    maxValue="rad +360";
                    
    angle0="rad -360";
                    
    angle1="rad +360";
                };
                class 
    Canister
                
    {
                    
    type="rotationX";
                    
    source="MainGun";
                    
    selection="canister";
                    
    axis="canister_axis";
                    
    memory="1";
                    
    angle0="rad 0";
                    
    angle1="rad +20";
                };
            };
        };
    }; 

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