AV8B CAS, BIS AV8B reworked into CAS AV8B |
AV8B CAS, BIS AV8B reworked into CAS AV8B |
May 26 2009, 08:29
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#1
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
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 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 -------------------- Good guys play ArmA-1
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May 26 2009, 10:28
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#2
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
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. -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". 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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May 26 2009, 13:40
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#3
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
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
Very strange. Thank you very much for your info! -------------------- Good guys play ArmA-1
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May 26 2009, 14:06
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#4
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
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.
-------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". 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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May 26 2009, 17:17
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#5
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
"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! -------------------- Good guys play ArmA-1
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May 26 2009, 17:58
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#6
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Hmm... I'm not entirely familiar with the MFD bit of configs, so that might not have been the case... sorry
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. -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". 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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May 27 2009, 09:45
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#7
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
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 -------------------- Good guys play ArmA-1
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May 27 2009, 16:28
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#8
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Member Group: Addon Maker Posts: 75 Joined: 13-August 08 Member No.: 3,904 |
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 BR, mike |
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May 30 2009, 14:47
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#9
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
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
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 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 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 -------------------- Good guys play ArmA-1
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May 30 2009, 18:34
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#10
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Member Group: Members Posts: 172 Joined: 24-July 07 From: UK Member No.: 1,007 |
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
-------------------- 'The most beautiful thing we can experience is the mysterious.' - Albert Einstein |
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May 31 2009, 09:00
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#11
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
It is okay with me
Do reliz it as your own addon, no credits needed. -------------------- Good guys play ArmA-1
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May 31 2009, 10:42
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#12
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Member Group: Addon Maker Posts: 75 Joined: 13-August 08 Member No.: 3,904 |
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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May 31 2009, 15:43
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#13
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
When searching for something, one can find something else
Something "much more less" expected 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 Edited: never mind about the AC-130 - can't get permission for that model UKGBlazero - what can you do as an addonmaker? You know something about configs? PM, plz This post has been edited by bulkington80: Jun 1 2009, 13:10 -------------------- Good guys play ArmA-1
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Jun 1 2009, 20:51
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#14
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Member Group: Members Posts: 172 Joined: 24-July 07 From: UK Member No.: 1,007 |
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 -------------------- 'The most beautiful thing we can experience is the mysterious.' - Albert Einstein |
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Jun 2 2009, 07:18
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#15
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
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 -------------------- Good guys play ArmA-1
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Jun 2 2009, 16:44
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#16
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Member Group: Members Posts: 172 Joined: 24-July 07 From: UK Member No.: 1,007 |
ya all working AOK just give me some time and ill bring it out for you lot to have fun with it
-------------------- 'The most beautiful thing we can experience is the mysterious.' - Albert Einstein |
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Jun 4 2009, 12:35
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#17
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
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 -------------------- Good guys play ArmA-1
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Jun 4 2009, 14:46
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#18
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
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 -------------------- The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". 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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Jun 4 2009, 15:03
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#19
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Member Group: Members Posts: 135 Joined: 3-April 09 From: The Sea Member No.: 5,468 |
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
This post has been edited by bulkington80: Jun 4 2009, 15:05 -------------------- Good guys play ArmA-1
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Jun 4 2009, 19:41
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#20
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Member Group: Addon Maker Posts: 75 Joined: 13-August 08 Member No.: 3,904 |
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