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> AV8B CAS, BIS AV8B reworked into CAS AV8B
bulkington80
post May 26 2009, 08:29
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Tried to make a CAS version of the standart BIS AV8B:
I wanted it to be 100% identical to the standart addon but with new weapons:
- 2 custom Mavericks;
- 28 FFARS (used the model parts from the BIS A10 addon);
BUT
here's what I get:
http://img29.imageshack.us/img29/1723/bugsm.jpg

look at the pic
(nothing seems to work properly, even the Mavericks don't show up)

also, I always get the following message:
No entry "bin\config.bin/CfgVehicles/MFD.scope".
that MFD class is the first external class reference in the config file.

It's all new to me, so your suggestions are more than welcomed wink.gif
Here's the config file (hope it's not too long)
--------------------------------------------------------------------------------
CODE

#define true    1
#define false    0

#define private        0
#define protected        1
#define public        2

#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 VSoft        0
#define VArmor        1
#define VAir        2

#define ReadAndWrite    0
#define ReadAndCreate    1
#define ReadOnly        2
#define ReadOnlyVerified    3

class CfgPatches
{
    class HAssMk2
  {
      units[] = {HAssMk2};
        requiredVersion = 1.0;
        requiredAddons[] = {"CAAir"};
    };
};

    #include <cfgmagazine.h>
    #include <cfgWeapons.h>

class CfgVehicles
{
    class MFD; // External class reference
    class HUD;  // External class reference
    class Pos10Vector;  // External class reference
    class bones;  // External class reference
    class AGLMove1;    // External class reference
    class AGLMove2;    // External class reference
    class ASLMove1;    // External class reference
    class ASLMove2;    // External class reference
    class VertSpeed;    // External class reference
    class SpdMove2;    // External class reference
    class ILS;    // External class reference
    class WeaponAim;    // External class reference
    class Target;    // External class reference
    class TargetDistanceMissile;    // External class reference
    class TargetDistanceMGun;    // External class reference
    class PlaneW;    // External class reference
    /*extern*/ class Draw;
    class Altitude;    // External class reference
    class AltitudeBase;    // External class reference
    class Speed;    // External class reference
    class SpeedNumber;    // External class reference
    class LineHL;    // External class reference
    class Velocity;    // External class reference
    class Circle;    // External class reference
    class Level0;    // External class reference
    class LevelP5;    // External class reference
    class LevelM5;    // External class reference
    class LevelP10;    // External class reference
    class LevelM10;    // External class reference
    class LevelP15;    // External class reference
    class LevelM15;    // External class reference
    class AOABracket;    // External class reference
    class DimmedBase; // External class reference
    class MGun; // External class reference
    class Missile; // External class reference
    class Horizont; // External class reference
    class Dimmed; // External class reference
    class Glideslope; // External class reference
    class All {};
    class AllVehicles : All {};
    class Air : AllVehicles {};
    class Plane : Air {};
    class HassMk2 : Plane
    {
        scope = public;
        crew = "SoldierWPilot";
        model = "\Hassmk2\Hassmk2";
        picture = "\ca\air\data\ico\av8b_CA.paa";
        Icon = "\ca\air\data\map_ico\icomap_AV8B_CA.paa";
        mapSize = 10;
        nameSound = "aircraft";
        vehicleClass = "Air";
        side = TWest;
        displayName = AV8B (CAS);
        accuracy = 0.3;    // accuracy needed to recognize type of this target
        typicalCargo[] = {"SoldierWPilot"};
        irScanRangeMin = 3500;
        driverAction = "AV8B_Pilot";
        laserScanner = true;
        dammageHalf[] = {"\Ca\air\data\ah1z_monitor_glass_ca.paa", "\Ca\air\data\ah1z_monitor_glass_destr_co.paass"};
        dammageFull[] = {"\Ca\air\data\ah1z_monitor_glass_ca.paa", "\Ca\air\data\ah1z_monitor_glass_destr_co.paa"};
        
        class Damage {
            tex[] = {};
            mat[] = {"ca\air\data\av8b_int.rvmat", "ca\air\data\av8b_int.rvmat", "ca\air\data\av8b_int_destruct.rvmat", "ca\air\data\av8b_ext.rvmat", "ca\air\data\av8b_ext.rvmat", "ca\air\data\av8b_ext_destruct.rvmat"};
        };
        dustEffect = "HeliDust";
        waterEffect = "HeliWater";
        
        class Reflectors {
            class Left {
                color[] = {0.8, 0.8, 1.0, 1.0};
                ambient[] = {0.07, 0.07, 0.07, 1.0};
                position = "light_1_pos";
                direction = "light_1_dir";
                hitpoint = "L svetlo";
                selection = "L svetlo";
                size = 1;
                brightness = 1.0;
            };
        };
        
        class MFD : MFD {
            class HUD : HUD {
                borderLeft = 0.04;
                borderRight = 0.06;
                borderTop = 0.1;
                borderBottom = 0.0;
                
                class Pos10Vector : pos10vector {
                    pos10[] = {0.5+0.68, 0.27+0.815};
                };
                
                class Bones : bones {
                    class AGLMove1 : AGLMove1 {};
                    
                    class AGLMove2 : AGLMove2 {};
                    
                    class ASLMove1 : ASLMove1 {};
                    
                    class ASLMove2 : ASLMove2 {};
                    
                    class VertSpeed : VertSpeed {};
                    
                    class SpdMove2 : SpdMove2 {};
                    
                    class ILS : ILS {};
                    
                    class WeaponAim : Pos10Vector {
                        source = "weapon";
                    };
                    
                    class Target : Pos10Vector {
                        source = "target";
                    };
                    
                    class TargetDistanceMissile : TargetDistanceMissile {};
                    
                    class TargetDistanceMGun : TargetDistanceMGun {};
                    
                    class Level0 : Pos10Vector {
                        type = "horizon";
                        pos10[] = {0.5+0.815, 0.27+0.815};
                        angle = 0;
                    };
                    
                    class LevelP5 : Level0 {
                        angle = 5;
                    };
                    
                    class LevelM5 : Level0 {
                        angle = -5;
                    };
                    
                    class LevelP10 : Level0 {
                        angle = 10;
                    };
                    
                    class LevelM10 : Level0 {
                        angle = -10;
                    };
                    
                    class LevelP15 : Level0 {
                        angle = 15;
                    };
                    
                    class LevelM15 : Level0 {
                        angle = -15;
                    };
                    
                    class Velocity : Pos10Vector {
                        type = "vector";
                        source = "velocity";
                    };
                    
                    class PlaneW : PlaneW {};
                };
                
                class Draw : Draw {
                    class Altitude : Altitude {};
                    
                    class DimmedBase : DimmedBase {
                        class AltitudeBase : AltitudeBase {};
                    };
                    
                    class Speed : Speed {};
                    
                    class SpeedNumber : SpeedNumber {
                        type = "text";
                        align = "left";
                        scale = 1;
                        source = "speed";
                        sourceScale = 1.943;
                        pos[] = {"SpdMove2", {-0.05, -0.03}, 1};
                        right[] = {"SpdMove2", {0.01, -0.03}, 1};
                        down[] = {"SpdMove2", {-0.05, 0.03}, 1};
                    };
                    
                    class PlaneW : PlaneW {
                        class LineHL : LineHL {};
                        
                        class Velocity : Velocity {};
                    };
                    
                    class MGun : MGun {
                        class Circle : Circle {};
                    };
                    
                    class Missile : Missile {
                        class Circle : Circle {};
                        
                        class Target : Target {};
                    };
                    
                    class Horizont : Horizont {
                        class Dimmed : Dimmed {
                            class Level0 : Level0 {};
                        };
                        
                        class LevelP5 : LevelP5 {};
                        
                        class LevelM5 : LevelM5 {};
                        
                        class LevelP10 : LevelP10 {};
                        
                        class LevelM10 : LevelM10 {};
                        
                        class LevelP15 : LevelP15 {};
                        
                        class LevelM15 : LevelM15 {};
                    };
                    
                    class ILS : ILS {
                        class Glideslope : Glideslope {
                            class ILS : ILS {};
                        };
                        
                        class AOABracket : AOABracket {};
                    };
                };
            };
        };
        maxSpeed = 1041;    // max speed on level road, km/h
        landingSpeed = 200;
        vtol = 1;
        aileronSensitivity = 0.8;    // relative aileron sensitivity
        elevatorSensitivity = 0.6;    // relative elevator sensitivity
        envelope[] = {0.0, 0.2, 1.2, 3.0, 5.1, 7.0, 7.3, 6.7, 5.0, 2.7, 1.6, 0.8, 0};
        armor = 40;
        damageResistance = 0.01246;
        cost = 20000000;
        weapons[] = {"GAU12","FFARLauncher","Hassmk2_Maverick_Launcher"};
        magazines[] = {"300Rnd_25mm_GAU12","14Rnd_FFAR","14Rnd_FFAR","Hassmk2_Maverickx2"};
        soundGetIn[] = {"\ca\air\Data\Sound\heli_door1", 0.1, 1};
        soundGetOut[] = {"\ca\air\Data\Sound\heli_door1", 0.1, 1};
        soundEngine[] = {"\ca\Air\Data\Sound\av8b_engine3.wss", 31.6228, 1};
        insideSoundCoef = 0.2;
        fov = 0.5;
        gunAimDown = 0.07;
        type = VAir;
        
        // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
        threat[] = {1, 1, 0.7};

        
        class AnimationSources {
            class VTOL {
                source = "user";
                animPeriod = 2.5;
            };
        };
        
        class Library {
            libTextDesc = $STR_LIB_AV8B;
        };
        
        class EventHandlers {};
    };

};


This post has been edited by bulkington80: May 26 2009, 13:38


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D@V£
post May 26 2009, 10:28
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Looks like you've got an open bracket after class MFD that isn't closed? Might solve the problem.

Also, you should use code tags (same as quote, but "code" instead) and indent your config, to make it easier to read.


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bulkington80
post May 26 2009, 13:40
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Yes, the problem is that everything works fine when I use the path to the original BIS model but nothing seems to work with the edited model smile.gif
Very strange.
Thank you very much for your info!


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D@V£
post May 26 2009, 14:06
Post #4


Gee, I wish we had one of them doomsday machines.
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Have you got a model.cfg file? I notice you don't have any animation stuff in your config. If you've based your model on the unbinarized harrier model from the sample model pack, you'll need a model.cfg file for the animations to work.


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one.
 
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bulkington80
post May 26 2009, 17:17
Post #5


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"Looks like you've got an open bracket after class MFD that isn't closed? Might solve the problem" - no, it didn't help - what a puzzle!
Concerning that model.cfg file - can it be a part of the main config or it must be a separate file?
And once again, many, many thanks for your help, I appreciate it a lot!


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D@V£
post May 26 2009, 17:58
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Gee, I wish we had one of them doomsday machines.
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Hmm... I'm not entirely familiar with the MFD bit of configs, so that might not have been the case... sorry unsure.gif

model.cfg can be put in your config, but it's a lot better practice to have it as a separate file, especially if you're binarizing the addon.


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one.
 
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bulkington80
post May 27 2009, 09:45
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That's it! I give up - I can't figure it out on my own. If someone wants to take a look, here's the addon folder
http://rapidshare.com/files/237716855/Hassmk2.zip.html
The plane is in ArmA, but for some reason nothing is animated, and missiles don't show up on the model, plus that error message mentioned above.


This post has been edited by bulkington80: May 27 2009, 09:46


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modEmMaik
post May 27 2009, 16:28
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I have uploaded an improved model.cfg to pastebin.com.

Check it out. The HUD shows some errors, but I am sure, you will find the fix wink.gif

BR,
mike
 
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bulkington80
post May 30 2009, 14:47
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This may not be the best place to discuss this issue, but I suppose it would be a bad idea to create a new topic just to ask a few simple questions wink.gif
Has anyone ever tried to make AC-130 as a helicopter that stays in the air (or more likely forced to stay) at 400+ ArmA meters and fires at ground target as any other helicopter? It would be a player\AI contorlled "stationary" or slow moving air unit that looks like AC-130 but behaves like a chopper.
It may not be realistic, but it's better than nada smile.gif
I see no reason why it can't be done but like i wrote before - it's all new to me that's why I am asking you.
It would be good to know if there will be any problems BEFORE that thing is in game wink.gif
The model won't be very pretty, that's for sure, but it won't be too ugly either and we won't see it well from half a mile away.

This post has been edited by bulkington80: May 30 2009, 14:50


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UKGBlazero
post May 30 2009, 18:34
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i hope its ok with ya but i had to have a go with this av8 you did i used the new config by mike and it works nice with it but you have one bug you cant see the Mavericks on the out side of the av8 and i wos just thinking why not add two am9 to it as well just take two FFARS off and add two am9 just a idea just id like to see more loadouts for it more fun lol


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bulkington80
post May 31 2009, 09:00
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It is okay with me wink.gif
Do reliz it as your own addon, no credits needed.


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modEmMaik
post May 31 2009, 10:42
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QUOTE(UKGBlazero @ May 30 2009, 19:34) *
i hope its ok with ya but i had to have a go with this av8 you did i used the new config by mike and it works nice with it but you have one bug you cant see the Mavericks on the out side of the av8 and i wos just thinking why not add two am9 to it as well just take two FFARS off and add two am9 just a idea just id like to see more loadouts for it more fun lol


Just one hint: ArmA 1 can handle 1 maveric proxy only. So you have to decide, weather the maverics are launched from the proxy's position, or the sidewinders. One of them are launched from those memory LOD points:
QUOTE
memoryPointLMissile="L strela";
memoryPointRMissile="P strela";
memoryPointLRocket="L raketa";
memoryPointRRocket="P raketa";

the other from the \ca\air\agm114hellfire proxies, which are replaced with the maveric's proxies when the rocket is launched.

May be Sakura chan's mo'guns may offer an alternative workaround to enable more rocket proxies.
 
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bulkington80
post May 31 2009, 15:43
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When searching for something, one can find something else
Something "much more less" expected wink.gif
http://img188.imageshack.us/img188/9083/ah64a.jpg
Hey, it's a CAS unit too, so what the heck, it can be shown in the WIP section.
Althought I prefer the D version, which is hard to find smile.gif
Edited: never mind about the AC-130 - can't get permission for that model sad.gif

UKGBlazero - what can you do as an addonmaker? You know something about configs? PM, plz smile.gif

This post has been edited by bulkington80: Jun 1 2009, 13:10


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UKGBlazero
post Jun 1 2009, 20:51
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am like you i know just a bit when it comes to configs for arma but i have got it working with 4 mav.s and i put a new skin on it aswell U.S.A. Harrier Reskin by Boss am hopeing to pm him and see if ok to use it if its ok with him as for the addon iv still have it named the same that you gived it but id ld like to add some jdam.s to it as well how i do that i dut know lol and as to what i can do as a addonmaker iv dun some A10.s and i did the some ships from BSG just to let addonmakers know how big of a addon arma will run but most of the stuff iv dun is just Reskins of stuff i still have my mig and some vipers to finish and a reskin of the F35 and a mig29 and some more that need to be finished some links to the work am doing

http://i7.photobucket.com/albums/y258/blaz...21-12-57-04.png two of the AV8 cas

http://i7.photobucket.com/albums/y258/blaz...21-14-41-60.png

http://i7.photobucket.com/albums/y258/blaz...23-41-15-51.png F35 marpat camo

http://i7.photobucket.com/albums/y258/blazer01/MIG31-1.png my mig 31 firefox

http://i7.photobucket.com/albums/y258/blaz...00-22-44-20.png a mk2 viper

http://i7.photobucket.com/albums/y258/blaz...18-48-38-28.png and one of the ships from BSG

http://i7.photobucket.com/albums/y258/blazer01/dgA10a2.jpg and one of the A10.s i did

This post has been edited by UKGBlazero: Jun 1 2009, 21:18


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'The most beautiful thing we can experience is the mysterious.'
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bulkington80
post Jun 2 2009, 07:18
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Alright! Looks very cool! AV8 cas all set & ready to go.
Is eveyrhting working fine now (like damaged textures & flaps)?

This post has been edited by bulkington80: Jun 2 2009, 07:20


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UKGBlazero
post Jun 2 2009, 16:44
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ya all working AOK just give me some time and ill bring it out for you lot to have fun with it


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bulkington80
post Jun 4 2009, 12:35
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Sooner or later your plane will be shot down & you'll need a good FAV to pick you up & carry back to base. DELTA & USMC style.
I already have a not so bad model + skin, so.. anyone knows any good addons of cars armed with 2 m.guns that I could use as a config base for this addon?
It would be great if the model in that addon is unbinarized so that I could look at the selections & how they work. Thanks!
Already have CZ landrovers pack but they are too complex for my little brain - anything simpler & with fewer selections?

This post has been edited by bulkington80: Jun 4 2009, 12:38


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D@V£
post Jun 4 2009, 14:46
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Gee, I wish we had one of them doomsday machines.
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Just inherit from the Humvee? BIS has released all the ArmA models in MLOD format so you base the selections and model.cfg on it too.

Links MLOD models


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one.
 
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bulkington80
post Jun 4 2009, 15:03
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I know, thanks. I am looking for a config (& unbin.model, if possible) & model.cfg \ skeleton of a car with 2 "turrets". I've done all the selections (uzing those CZ landrovers as a "tutorial") & lods but i always get a CTD & still can't figure out what I did wrong. It's just not logical Malajn.gif

This post has been edited by bulkington80: Jun 4 2009, 15:05


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modEmMaik
post Jun 4 2009, 19:41
Post #20


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Group: Addon Maker
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QUOTE(bulkington80 @ Jun 4 2009, 16:03) *
I know, thanks. I am looking for a config (& unbin.model, if possible) & model.cfg \ skeleton of a car with 2 "turrets"...


Check the "2 turret RHIB" boat in the BI weapon samples?

BR,
mike
 
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