Post by messiah on May 29, 2005 9:58:00 GMT -5
ok guys, i know this question has probally come up alot but its been bugging me considerably for the last week, so i've finally bitten the bullet to ask for help...
i've been reading through the tutotial on how to setup Mcar (the in addon editing thing) and got a little stuck...
i've got to the line that reads:
'TransportSoldier represents the total number of cargo proxies defined. As you add or remove either regular cargo proxies or MCAR’s Game Logic cargo proxies you have to update this value for the system to work correctly'
and now im just plain lost with Mcar... i've set up the two cargo proxies aligned with my weapon, etc... i've made my 13 missile p3d's etc but now im just getting totally confised with the configs, the scripts etc
PSY_MCAR_RAN_RELOAD_SHOT_TOW;
what is the purpous of this line in the config? i've changed it to:
UKF_MCAR_RAN_RELOAD_SHOT_MILAN;
but only because it used your tag and used tow etc... i didnt know what it was used for... then i got to the gamelogic part of the tutorial, and i wasn't sure where i should be inserting this line:
in my config... lets say my config knowledge goes as far as making things work ingame... Mcar is certainly beyond my grasp at points...
finally... the scripts... will i have to update them all to work with my weapon, or can i execute them with certain values etc that are specific to my vehicle?
my vehicle being a Landrover WMIK (Weapons Mount Instalation Kit) with MILAN - 1 cargo position, 2 mcar cargos positions:
my config so far:
hope you understand my problem... im just getting a little stuck implementing everything together
i've been reading through the tutotial on how to setup Mcar (the in addon editing thing) and got a little stuck...
i've got to the line that reads:
'TransportSoldier represents the total number of cargo proxies defined. As you add or remove either regular cargo proxies or MCAR’s Game Logic cargo proxies you have to update this value for the system to work correctly'
and now im just plain lost with Mcar... i've set up the two cargo proxies aligned with my weapon, etc... i've made my 13 missile p3d's etc but now im just getting totally confised with the configs, the scripts etc
PSY_MCAR_RAN_RELOAD_SHOT_TOW;
what is the purpous of this line in the config? i've changed it to:
UKF_MCAR_RAN_RELOAD_SHOT_MILAN;
but only because it used your tag and used tow etc... i didnt know what it was used for... then i got to the gamelogic part of the tutorial, and i wasn't sure where i should be inserting this line:
class psy_mcar_logic: Logic
{
scope=0;
side=7;
cost=1;
};
in my config... lets say my config knowledge goes as far as making things work ingame... Mcar is certainly beyond my grasp at points...
finally... the scripts... will i have to update them all to work with my weapon, or can i execute them with certain values etc that are specific to my vehicle?
my vehicle being a Landrover WMIK (Weapons Mount Instalation Kit) with MILAN - 1 cargo position, 2 mcar cargos positions:
my config so far:
//WMIK Landrover(c) 2004 for PUKF (http://www.project-ukf.com/)
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2
class CfgModels
{
class default {};
class Vehicle: default {};
class Car: Vehicle {};
class Jeep: Car {};
class JeepMG: Jeep {};
class UKF_WMIKM: JeepMG
{
sectionsInherit="vehicle";
sections[]={"Number1","Number2","Number3","Number4", "Camo1", "Camo2", "Camo3", "Camo4", "Camo5", "Camo6",
"reverse", "antennaL", "antennaR", "flagL", "flagR", "snorkel", "enginevents", "belt1", "belt2", "sand1", "sand2", "sand3",
"sand4", "IFF", "chevron", "arab", "brzdove svetlo","zadni svetlo"};
};
};
class CfgPatches
{
class UKF_WMIKM
{
units[] = {"UKF_WMIKM"};
weapons[] = {};
requiredVersion = 1.91;
requiredAddons[]={"BIS_Resistance","BIS_WeaponPack", "JAM_Magazines", "UKFLR_90GS", "UKFLR110GPMG", "ukf_infantry",
"ukf_ukweps", "ukf_slmg", "ukf_swc", "UKF_WMIK"};
};
};
class CfgAmmo
{
class default {};
class Bullet12_7E: default {};
class ukf_mcar_dummymilan: Bullet12_7
{
airLock=1;
hit=1500;
indirectHit=100;
indirectHitRange=.5;
minRange=100;
minRangeProbab=.7;
midRange=1500;
midRangeProbab=0.9;
maxRange=3500;
maxRangeProbab=0.8;
soundHit[]={"",0,1};
soundHitMan[]={"",0,1};
soundHitArmor[]={"",0,1};
soundHitBuilding[]={"",0,1};
soundFly[]={"",0.010000,2};
soundEngine[]={"",0.001000,1};
explosive=0;
initTime=-1.000000;
cost=1000;
tracerColor[]={0,0,0,0.001};
visibleFire=32
audibleFire=32
visibleFireTime=20
};
};
class CfgWeapons
{
class Default{};
class MGun: Default{};
class MachineGun7_6: MGun{};
class MachineGun12_7: MachineGun7_6{};
class Browning: MachineGun12_7{};
class ukf_mcar_milanLauncher: MachineGun12_7
{
ammo="ukf_mcar_dummymilan";
displayName="MILAN";
magazine="MILAN";
displayNameMagazine="MILAN";
shortNameMagazine="MILAN";
count=4;
soundContinuous=0;
dispersion=0.00;
maxLeadSpeed=1250;
ffCount=1;
autoFire=1;
multiplier=1;
burst=0;
aiRateOfFire=37.5;
aiRateOfFireDistance=3750;
autoReload=1;
canlock =2;
initSpeed=15000;
flash="gunfire";
flashSize=1.000000;
magazines[]={"ukf_mcar_milanLauncher","ukf_mcar_milanLauncher"};
sound[]={"\UKF_Weapons\sounds\Rocket.wss",db+20,0};
reloadSound[]={};
UKF_MCAR_RAN_RELOAD_SHOT_MILAN;
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Car: LandVehicle {};
class Jeep: Car {};
class JeepMG: Jeep {};
class UKF_WMIKM: JeepMG
{
displayName="Landrover WMIK (MILAN)"; // Displayname in editor
nameSound="truck";
model= \UKF_WMIKM\UKF_WMIKM.p3d; // our p3d model path
gunnerOpticsModel ="";
gunnerOpticsColor[]={};
side=1;
vehicleClass ="UKF Vehicles";
picture= \UKF_WMIK\desMicon.paa
crew="SoldierWB";
maxSpeed=150; // Max speed
transportSoldier=3;
castGunnerShadow=true;
ejectDeadGunner=false;
castDriverShadow=true;
castCargoShadow=true;
// gunnerhasoptics=1;
// gunnerHasOptics=true;
animated=1;
// gunnerOpticsModel = "optika_empty";
class Turret
{
gunAxis = "OsaHlavne";
turretAxis = "OsaVeze";
soundServo[]={};
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
minElev=-15; maxElev=+40;
minTurn=-360; maxTurn=+360;
body = "OtocVez";
gun = "OtocHlaven";
};
class ViewGunner
{
initAngleX=5; minAngleX=-30; maxAngleX=+30;
initAngleY=0; minAngleY=0; maxAngleY=0;
initFov=0.7; minFov=0.42; maxFov=0.85;
};
class ViewOpticsBase{};
class ViewOptics
{
initAngleX=0; minAngleX=-0; maxAngleX=+0;
initAngleY=0; minAngleY=-0; maxAngleY=+0;
initFov=0.20; minFov=0.20; maxFov=0.20;
};
soundEngine[]={\UKFLR110GS\DieselLoop2.wav,db+3,1.5};
// unitInfoType="UnitInfoShip";
fuelCapacity=75;
armour = 65;
armorWheels = 0.15;
hiddenSelections[]={"Number1","Number2","Number3","Number4", "Camo1", "Camo2", "Camo3", "Camo4", "Camo5",
"Camo6", "reverse", "antennaL", "antennaR", "flagL", "flagR", "snorkel", "enginevents", "belt1", "belt2", "sand1", "sand2",
"sand3", "sand4", "IFF", "chevron", "arab"};
dammageHalf[]=
{
jeep4x4_glass.paa,jeep4x4_glassB.paa,
jeep_kab_sklo1.paa,jeep_kab_sklo1B.paa,
jeep_kab_sklo2.paa,jeep_kab_sklo2B.paa,
scud_sklo.paa,scud_skloB.paa,
scud_sklo2.paa,scud_sklo2B.paa,
scud_sklo3.paa,scud_sklo3B.paa,
scud_sklo4.paa,scud_sklo4B.paa
};
dammageFull[]=
{
jeep4x4_glass.paa,jeep4x4_glassC.paa,
jeep_kab_sklo1.paa,jeep_kab_sklo1C.paa,
jeep_kab_sklo2.paa,jeep_kab_sklo2C.paa,
scud_sklo.paa,scud_skloC.paa,
scud_sklo2.paa,scud_sklo2C.paa,
scud_sklo3.paa,scud_sklo3C.paa,
scud_sklo4.paa,scud_sklo4C.paa
};
cargoAction[] = {"ManActUKF_WMIK_Front"}; // Front Gimpy
gunnerAction = "ManActUKF_WMIK_HMG_Gunner"; // HMG GUNNER
driverAction = "ManActUKF_DriverAll";
weapons[]={"ukf_mcar_milanLauncher"};
magazines[]={"ukf_mcar_milanLauncher","ukf_mcar_milanLauncher","ukf_mcar_milanLauncher","ukf_mcar_milanLauncher"};
class IndicatorSpeed
{
selection = "ukaz_rychlo";
axis = "osa_rychlo";
angle = -180;
min = 0;
max = 40;
};
class Animations
{
class Tailgate
{
type="rotation";
animPeriod=1;
selection="Tailgate";
axis="osa Tailgate";
angle0=0;
angle1=1.570790;
};
class Fuel
{
type = "rotation";
animperiod = 5;
selection ="Fuel";
axis = "osa Fuel";
angle0=0;
angle1= -1.169366;
};
// class Brakes
// {
// animperiod = 0.001;
// type = "rotation";
// axis = "osa Tilt2";
// selection = "Brakes"
// angle0=0;
// angle1=-0.069813;
// };
};
class UserActions
{
// class BrakesOff
// {
// displayName="Brake Lights Off";
// position="Sunvisor area";
// radius=1
// condition="this animationPhase""Brakes""<0.5 and player in this";
// statement="this animate [""Brakes"",1]";
// };
// class BrakesOn
// {
// displayName="Brake Lights On";
// position="Sunvisor area";
// radius=1
// condition="this animationPhase""Brakes"">=0.5 and player in this";
// statement="this animate [""Brakes"",0]";
// };
}; // UserActions
class EventHandlers
{
init = "[(_this Select 0)] exec {\UKFLRGPMG\numbers.sqs}; [(_this select 0)] exec
{\UKFLRGPMG\gasgauge.sqs}; [(_this select 0)] exec {\UKF_WMIK\init.sqs};(_this select 0) addeventhandler [{engine},{(_this
select 0) exec {\UKFLR_90GS\Driver.sqs}}];"
Engine = "[(_this select 0)] exec {\UKF_WMIK\reverse.sqs}";
fired = "[_this select 0] exec ""\UKF_WMIK\UKF_Jiggle.sqs""";
};
};
};
hope you understand my problem... im just getting a little stuck implementing everything together