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Author Topic: Universal Armour Code!!!!!! NEED HELP  (Read 878 times)

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p00_p00

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Universal Armour Code!!!!!! NEED HELP
« on: 30 Jun 2003, 05:21:42 »
Well I have a few WWII addons and a lot of the are incosistent with the original BIS units and each other. For EG, a T-55 should be able to rape a Sherman, a Panzer IV and a PanzerV:Tiger Tank (well it should). However one PanzerIV I DL could kill Sig's T-90 in 2 shots!!!! Which has a 75mm cannon which looks quite short to have any special muzzle abbilities.

So my question is how can I change the stats of these with the UAC?
I DL the UAC pack and I have nfi what to do. It says UAC was designed for MOD makers, which im not, but I really want to attempt to adjust the inconsitincys.

Also is it possible to change shell loading times with the UAC? Cause I have a TIger Tank (dont know who's, but its a bit bland, but will do for now) which takes forever to load. A Sherman gets 2 shots every time I get only 1 shot. Also I was expecting my 88mm gun to shread the Sherman's armour in 1 shot - it took 3-4!!!!!!!! Now this is just ridiculous!!!!!!

Any help will be appreciated

Offline Kuro

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Re:Universal Armour Code!!!!!! NEED HELP
« Reply #1 on: 30 Jun 2003, 09:36:20 »
Hello,

sorry i am not so deep in this topic, but it is quite a concern for OFP. As far as i understand you can set the damage and the armour value free in the cpp. Therefore if the AddOn maker A thinks a Sherman needs two shots to kill a Tiger from behind, he sets the armor of the A_Tiger to 100 and the A_Sherman damage to 50.
Now another Addon Maker B makes a Tiger and a Sherman, too. Reads the same historical documents and therefore sets the B_Tiger armor to 50 and the B_Sherman damage to 25.

Now the player mixes the two Addons and what happens B_Sherman needs 4 hits to destroy the A_Tiger. Sh*t !

Thats what the Universal Armor Code is for, it gives the AddOn Makers a formula to calculate the damage vs. Armor. I am sorry i am not sure if it includes modern Armor, because today there are special material mixes common, so you can not messure it with pure thickness.

To change the values you must dePBO the AddOn change the cpp and RePBO it.  The same applies for the loading time: realism versus gameplay.

My best proposal is write the AddOn maker a very friendly mail. Describe the "bugs" you found, work yourself in the UAC and make proposals for the new correct setting. Maybe supply some historical documents to support your thesis. I think it is some work but remember the OFPEC "From the community for the community".

Greetings
Kuro

p00_p00

  • Guest
Re:Universal Armour Code!!!!!! NEED HELP
« Reply #2 on: 30 Jun 2003, 10:40:23 »
Hey thx for the reply


Just wonderiNg is it possible to do them myself? Cause I dont want to DL a rereleased version of an addon. I remember vaguley about something to do with DePBO stuff and then changing the config file or something?


Offline Kuro

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Re:Universal Armour Code!!!!!! NEED HELP
« Reply #3 on: 01 Jul 2003, 05:03:10 »
Hello,

basically it is rather easy. You need a UnPBO Tool (if you do not have one, i can give some recommandations, because some are quite ugly to work with while others are very easy point and click).

Then you have to locate the addon and find the config.bin.

For Example i have done it with the BMP2.  The values are quite self explaining. I marked the important ones BOLD. When you have finished it just PBO it again

class CfgPatches
{
   class BMP2
   {
      units[]= {"BMP2"};
      weapons[]= {};
      requiredVersion=1.300000;
   };
};
class CfgAmmo
{
   class Default
   {
   };
   class BulletSingle: Default
   {
   };
   class ExplosiveBullet: BulletSingle
   {
   };
   class Cannon30HE: ExplosiveBullet
   {
      hit=20;
      indirectHit=15;
      indirectHitRange=3;
      minRange=20;
      minRangeProbab=0.800000;
      midRange=500;
      midRangeProbab=0.950000;
      maxRange=3000;
      maxRangeProbab=0.050000;
      soundHit[]= {"\bmp2\bmp2_expl.wss",31.622780,1};
      cost=40;
   };
   class Cannon30AP: BulletSingle
   {
      hit=70;
      indirectHit=5;
      indirectHitRange=1;
      minRange=20;
      minRangeProbab=0.800000;
      midRange=500;
      midRangeProbab=0.950000;
      maxRange=3000;
      maxRangeProbab=0.050000;
      soundHit[]={"weapons\Big_Impact2",0.031623,1};
      cost=80;
   };
};  

class CfgWeapons
{
   class Default
   {
   };
   class LAWLauncher: Default
   {
   };
   class CarlGustavLauncher: LAWLauncher
   {
   };
   class AT3Launcher: CarlGustavLauncher
   {
   };
   class HellfireLauncherBMP2: AT3Launcher
   {
      count=8;
      reloadTime=30;
      displayName="$STR_DN_ADD_BMP2_AT";
      displayNameMagazine="$STR_DN_ADD_BMP2_AT";
      shortNameMagazine="$STR_DN_ADD_BMP2_AT";
   };
   class Cannon30HE: Default
   {
      scopeWeapon=0;
      scopeMagazine=2;
      primary=0;
      autoFire=1;
      shotFromTurret=1;
      displayName="$STR_DN_ADD_BMP2_HE";
      displayNameMagazine="$STR_DN_ADD_BMP2_HE";
      shortNameMagazine="$STR_DN_ADD_BMP2_HE";
      nameSound="shell";
      ammo="Cannon30HE";
      count=250;
      multiplier=2;
      reloadTime=0.180000;
      initSpeed=1000;
      sound[]= {"\bmp2\bmp2_cannon",3.162278,1};
      flashSize=1.100000;
      maxLeadSpeed=450;
      optics=1;
      ffCount=1;
   };
   class Cannon30AP: Cannon30HE
   {
      shotFromTurret=1;
      ammo="Cannon30AP";
      displayName="$STR_DN_ADD_BMP2_AP";
      displayNameMagazine="$STR_DN_ADD_BMP2_AP";
      shortNameMagazine="$STR_DN_ADD_BMP2_AP";
      nameSound="heat";
   };
   class Cannon30: Default
   {
      BMP2=0.000000;
      scopeMagazine=0;
      shotFromTurret=1;
      displayName="$STR_DN_GUN";
      sound[]={"\bmp2\bmp2_cannon",3.162278,1};
      reloadSound[]= {"Weapons\reload",0.000316,1};
      backgroundReload=1;
      ffMagnitude=1;
      ffFrequency=5;
      magazines[]= {"Cannon30AP","Cannon30HE"};
   };
};
class WeaponCloudsGun
{
};
class WeaponCloudsMGun: WeaponCloudsGun
{
};
class CfgVehicles
{
   class All
   {
   };
   class AllVehicles: All
   {
   };
   class Land: AllVehicles
   {
   };
   class LandVehicle: Land
   {
   };
   class Tank: LandVehicle
   {
   };
   class APC: Tank
   {
   };
   class BMP: APC
   {
   };
   class BMP2: BMP
   {
      displayName="$STR_DN_BMP2";
      model="\bmp2\bmp2";
       armor=250;
      weapons[]={"Cannon30","MachineGun7_6","HellfireLauncherBMP2"};
      magazines[]={"Cannon30HE","Cannon30AP","MachineGun7_6","HellfireLauncherBMP2"};
      class GunClouds: WeaponCloudsMGun
      {
      };
      class Turret
      {
         gunAxis="OsaHlavne";
         turretAxis="OsaVeze";
         soundServo[]= {"Vehicles\gun_elevate",0.031623,1.000000};
         gunBeg="usti hlavne";
         gunEnd="konec hlavne";
         body="OtocVez";
         gun="OtocHlaven";
         minElev=-4.500000;
         maxElev=74;
         minTurn=-360;
         maxTurn=360;
      };
      class IndicatorSpeed
      {
         selection="ukaz_rychlo";
         axis="osa_rychlo";
         angle=-320;
         min=0;
         max=35;
      };
      threat[]= {0.500000,0.500000,1};
      transportSoldier=6;
   };
};