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xeno426

TGW Vehicle Fixes

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What's wrong with them?

How could you not tell what's wrong with them by his awesome description?

/sarcasm

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Guys, does TGW support the Mi-24D and P too ? I got a problem that i cannot control the AT-2 Swatter and Spiral rockets. But i can control the Spiral rockets on the Mi-24V. I am using "GDT mod helicopter weapons" and "gdtmod_anti_tank_guided_missiles" too. Tried to switch both mods off but i cannot understand why its happening.

ArmA 2 CO up to date, no ACE mod...

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Guys, does TGW support the Mi-24D and P too ? I got a problem that i cannot control the AT-2 Swatter and Spiral rockets. But i can control the Spiral rockets on the Mi-24V. I am using "GDT mod helicopter weapons" and "gdtmod_anti_tank_guided_missiles" too. Tried to switch both mods off but i cannot understand why its happening.

ArmA 2 CO up to date, no ACE mod...

There's nothing in my mod that changes the way those weapons work, so it must be an interaction issue. For completeness, here's the code for the Mi-24's in my mod.

class Mi24_Base : Helicopter {
	incommingmissliedetectionsystem = 16;
	lockDetectionSystem = 8 + 4;
};

class Mi24_Base_RU : Mi24_Base {};
class Mi24_Base_CDF : Mi24_Base {};

class Mi24_D : Mi24_Base_CDF {
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";

			class OpticsIn {
				class Wide {
					opticsDisplayName = "x1";
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.466;
					minFov = 0.466;
					maxFov = 0.466;
					visionMode[] = {"Normal"};
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
				};

				class Medium : Wide {
					opticsDisplayName = "x3";
					initFov = 0.083;
					minFov = 0.083;
					maxFov = 0.083;
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
				};

				class Narrow : Wide {
					opticsDisplayName = "x13";
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
					initFov = 0.0191;
					minFov = 0.0191;
					maxFov = 0.0191;
				};
			};

			class OpticsOut {
				class Monocular {
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 1.1;
					minFov = 0.133;
					maxFov = 1.1;
					visionMode[] = {"Normal", NVG};
					gunnerOpticsModel = "";
					gunnerOpticsEffect[] = {};
				};
			};
		};
	};
};

class Mi24_Base_TK_EP1 : Mi24_Base {
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";

			class OpticsIn {
				class Wide {
					opticsDisplayName = "x1";
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.466;
					minFov = 0.466;
					maxFov = 0.466;
					visionMode[] = {"Normal", NVG};
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
				};

				class Medium : Wide {
					opticsDisplayName = "x3";
					initFov = 0.083;
					minFov = 0.083;
					maxFov = 0.083;
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
				};

				class Narrow : Wide {
					opticsDisplayName = "x13";
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
					initFov = 0.0191;
					minFov = 0.0191;
					maxFov = 0.0191;
				};
			};

			class OpticsOut {
				class Monocular {
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 1.1;
					minFov = 0.133;
					maxFov = 1.1;
					visionMode[] = {"Normal", NVG};
					gunnerOpticsModel = "";
					gunnerOpticsEffect[] = {};
				};
			};
		};
	};
};

class Mi24_P : Mi24_Base_RU {
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";

			class OpticsIn {
				class Wide {
					opticsDisplayName = "x1";
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.466;
					minFov = 0.466;
					maxFov = 0.466;
					visionMode[] = {"Normal", NVG, "Ti"};
					thermalMode[] = {0, 1};
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
				};

				class Medium : Wide {
					opticsDisplayName = "x3";
					initFov = 0.083;
					minFov = 0.083;
					maxFov = 0.083;
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
				};

				class Narrow : Wide {
					opticsDisplayName = "x13";
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
					initFov = 0.0191;
					minFov = 0.0191;
					maxFov = 0.0191;
				};
			};

			class OpticsOut {
				class Monocular {
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 1.1;
					minFov = 0.133;
					maxFov = 1.1;
					visionMode[] = {"Normal", NVG};
					gunnerOpticsModel = "";
					gunnerOpticsEffect[] = {};
				};
			};
		};
	};
};

class Mi24_V : Mi24_Base_RU {
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";

			class OpticsIn {
				class Wide {
					opticsDisplayName = "x1";
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.466;
					minFov = 0.466;
					maxFov = 0.466;
					visionMode[] = {"Normal", NVG, "Ti"};
					thermalMode[] = {0, 1};
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
				};

				class Medium : Wide {
					opticsDisplayName = "x3";
					initFov = 0.083;
					minFov = 0.083;
					maxFov = 0.083;
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
				};

				class Narrow : Wide {
					opticsDisplayName = "x13";
					gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun";
					initFov = 0.0191;
					minFov = 0.0191;
					maxFov = 0.0191;
				};
			};

			class OpticsOut {
				class Monocular {
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 1.1;
					minFov = 0.133;
					maxFov = 1.1;
					visionMode[] = {"Normal", NVG};
					gunnerOpticsModel = "";
					gunnerOpticsEffect[] = {};
				};
			};
		};
	};
};

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I'm having a problem with the signature. The new TGW vehicles 2.0.bikey is installed but people are still getting kicked for using the new TGW 1.5

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/facepalm

That would be because I forgot to actually create a new bisign for the file. The .bisign in the folder is for the old version of the mod.

I've updated the file now to version 1.551, with the correct bisign file.

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Can you tell me if this is a pure clientside addon?

Or does it create addon dependancy and or any issues if a server or other clients aren't running it ?

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The only server-side effects would be the changes to non player-controlled AI behavior and vehicles. Clients that aren't running it will (obviously) not get the benefit of the added NVG, thermal systems, launch warning and other added stuff that have been added to vehicles. Otherwise there shouldn't be any dependency issues that I know of.

I'm not sure if clients that are not running the mod will be able to get the benefits of the added functionality of the edited vehicles if the server is running the mod, though I suspect not. Server-spawned M6 Linebackers should have the modified loadout, though.

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Thx for the fast reply, am adding this to our clientside pack and will also be running it on the server when not running ACE :-)

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Thx for the fast reply, am adding this to our clientside pack and will also be running it on the server when not running ACE :-)

Very good idea!

Xeno426's work is always loaded in my client. Makes the vanilla content much more enjoyable.

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Thx for the fast reply, am adding this to our clientside pack and will also be running it on the server when not running ACE :-)

Cool. Let me know if any issues crop up. I've tried to keep things relatively balanced, which has meant breaking realism at a few points (Mi-24P and Mi-24V don't actually have thermals and the Mi-24D has no NV IRL).

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Don't know if it's just me but the thermals don't seem to be working on the Tunguska. Might also be because I was playing warfare at the time don't know?

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Hmm, have you tried testing with no other mods active? Game mode should have no impact on that.

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Hmm, have you tried testing with no other mods active? Game mode should have no impact on that.

I think there's a scripting command that you can disableTI, so it's possible that it's being used, however I have doubts on that.

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So I've tested with just your mod running and my ArmA running in CO mode and I'm still not getting any thermals on the Tunguska?

Is there something I'm missing?

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That's really strange.

class 2S6M_Tunguska : Tank {
	class Turrets : Turrets {
		class MainTurret : MainTurret {
			turretInfoType = "RscWeaponRangeZeroing";
			discreteDistance[] = {200, 400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000};
			discreteDistanceInitIndex = 2;
			visionMode[] = {"Normal", NVG, "Ti"};
			thermalMode[] = {2, 3};
			class Turrets : Turrets {
				class CommanderOptics : CommanderOptics {
					turretInfoType = "RscWeaponRangeFinder";
					visionMode[] = {"Normal", NVG, "Ti"};
					thermalMode[] = {0, 1};
				};
			};
		};
	};
};

As you can see, the coding is there.

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