OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: exigent on 24 Aug 2004, 20:06:02
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Ok i have a few questions lol:
1. In the config file is there a version of the Blackhawk that has the doors opened?
2. Do you have to open the doors on the Blackhawk manually?
3. Is fast roping possable in 1.46? If so how can i make it possable in 1.46?
4. Same as above but with the ladders.
Thank you in advance for helping :) .
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O by the way the reason i need to know is because what i did is took a blackhawk addon and changed its model to the BAS blackhawk, and i really need help with the questions :) .
Here is one the addons i moddifed (switched the models) and here is the config for it:
/* Those addon is from upcoming mod BlackHawk Down Based on real missions from operation Restore Hope if you see that text are you addon maker if you making maps contact to me and i send you map of mogadishu mail jaca09@interia.pl */
// some basic defines
#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
// type scope
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
   class BHD_Air
   {
      units[] = {BlackHawk};
      weapons[] = {};
      requiredVersion = 1.30;
   };
};
class CfgWeapons
   {
   class Default{};
   class MGun: Default{};  ÂÂ
   class MachineGun7_6: MGun{};
   class MachineGun12_7: MachineGun7_6{};
   class minigun:MachineGun12_7
   {
      count=1000;
      reloadTime=0.05;
      sound[]={"BHD\UH60\m2-50-loop",db10,1};
   };
};
  ÂÂ
class CfgVehicles
{
   class All {};
   class AllVehicles: All {};
   class Land: AllVehicles {};
   class Air: AllVehicles {};
   class Helicopter: Air {};
   class UH60: Helicopter{};  ÂÂ
   class UH60MG: UH60{};
   class blackhawk: UH60MG
   {
      displayName="MH-60K";
      nameSound="blackhawk";
      picture=\BHD\UH60\iuh60;
      accuracy=1000;
      model="\bas_mah60\bas_mh60k";
      transportSoldier=9;
      enableSweep=0;
      armor=250;
      gunnerAction="ManActUH60Gunner";
      gunnerOpticsModel="optika_empty";
      weapons[]={"BAS_60M134"};
      magazines[]={"BAS_60M134","BAS_60M134","BAS_60M134"};
      class TurretBase
      {
         gunAxis = "OsaHlavne";
         turretAxis = "OsaVeze";
         gunBeg = "usti hlavne";
         gunEnd = "konec hlavne";
         soundServo[]={};        ÂÂ
        ÂÂ
         minElev=-20; maxElev=+20;
         minTurn=-45; maxTurn=+45;
         body = "OtocVez";
         gun = "OtocHlaven";
      };
      class Turret: TurretBase
      {
         minElev=-42; maxElev=+5;
         minTurn=30; maxTurn=150;
         soundServo[]={"",0.010000,1.000000};
      };
   };
  ÂÂ
};
Where/How would i input this script (this script is to open and close the doors got it from the BAS Blackhawk config file)
class UserActions
      {
         class OpenLeftDoor
         {
            displayName="Open Door";
            position="posdoorl";
            radius=2;
            condition=" (driver this != player || BAS_60doors) && (getdammage this)<0.9 && this animationPhase {sidedoorl} ==1";
            statement="this animate [{sidedoorl}, 0]";
         };
         class CloseLeftDoor
         {
            displayName="Close Door";
            position="posdoorl";
            radius=2;
            condition=" (driver this != player || BAS_60doors) && count ((crew this)-[driver this,gunner this])<=6 && (getdammage this)<0.9 && this animationPhase {sidedoorl}==0";
            statement="this animate [{sidedoorl},1]";
         };
         class OpenRightDoor
         {
            displayName="Open Door";
            position="posdoorr";
            radius=2;
            condition=" (driver this != player || BAS_60doors) && (getdammage this)<0.9 && this animationPhase {sidedoorr} ==1";
            statement="this animate [{sidedoorr},0]";
         };
         class CloseRightDoor
         {
            displayName="Close Door";
            position="posdoorr";
            radius=2;
            condition=" (driver this != player || BAS_60doors) && count ((crew this)-[driver this,gunner this])<=6 && (getdammage this)<0.9 && this animationPhase {sidedoorr} ==0";
            statement="this animate [""sidedoorr"", 1]";
         };
         class OpenDoors1
         {
            displayName="Open Doors";
            position="axisswitch1";
            radius=4;
            condition=" (driver this != player || BAS_60doors) && (player in this)&& (this animationPhase {sidedoorl}==1 || this animationphase {sidedoorr} ==1)";
            statement="this animate [{sidedoorl}, 0];this animate [{sidedoorr},0]";
         };
         class CloseDoors2
         {
            displayName="Close Doors";
            position="axisswitch1";
            radius=4;
            condition=" (driver this != player || BAS_60doors) && (player in this)&& (this animationPhase {sidedoorl}==0 || this animationphase {sidedoorr} ==0)";
            statement="this animate [""sidedoorr"", 1];this animate [{sidedoorl},1]";
         };
         class OpenPilotDoors1
         {
            displayName="Open Pilots Door";
            position="pos driver";
            radius=5;
            condition="player == driver this && !(isengineon this) && this animationPhase {pilotdoorr} == 0";
            statement="this animate [{pilotdoorr}, 1];this exec {\BAS_MAH60\FX\BAS_Pdoors.sqs}";
         };
         class ClosePilotDoors1
         {
            displayName="Close Pilots Door";
            position="pos driver";
            radius=5;
            condition="player == driver this && !(isengineon this) && this animationPhase {pilotdoorr} == 1";
            statement="this animate [{pilotdoorr}, 0]";
         };
         class ClosePilotDoors2
         {
            displayName="Close Pilots Door";
            position="pos driver";
            radius=1.6;
            condition="isnull (driver this) && !(isengineon this) && this animationPhase {pilotdoorr} ==1";
            statement="this animate [{pilotdoorr}, 0]";
         };
         class OpenPilotDoors2
         {
            displayName="Open Pilots Door";
            position="pos driver";
            radius=1.6;
            condition="isnull (driver this) && !(isengineon this) && this animationPhase {pilotdoorr} == 0";
            statement="this animate [{pilotdoorr}, 1]";
         };
         class OpenGunnerDoors1
         {
            displayName="Open Gunners Door";
            position="pos gunner";
            radius=5;
            condition="player == gunner this && !(isengineon this) && this animationPhase {pilotdoorl} == 0";
            statement="this animate [{pilotdoorl}, 1];this exec {\BAS_MAH60\FX\BAS_Gdoors.sqs}";
         };
         class OpenGunnerDoors2        ÂÂ
         {
            displayName="Open Gunners Door";
            position="pos gunner";
            radius=1.8;
            condition="isnull (gunner this) && !(isengineon this) && this animationPhase {pilotdoorl} == 0";
            statement="this animate [{pilotdoorl}, 1]";
         };
         class CloseGunnerDoors        ÂÂ
         {
            displayName="Close Gunners Door";
            position="pos gunner";
            radius=5;
            condition="player == gunner this && !(isengineon this) && this animationPhase {pilotdoorl} == 1";
            statement="this animate [{pilotdoorl}, 0]";
         };
         class CloseGunnerDoors2        ÂÂ
         {
            displayName="Close Gunners Door";
            position="pos gunner";
            radius=1.8;
            condition="isnull (gunner this) && !(isengineon this) && this animationPhase {pilotdoorl} == 1";
            statement="this animate [{pilotdoorl}, 0]";
         };
         class 60FastLANDER
         {
            displayName="ORDER: Land AH-60L DAP";
            position="axisswitch1";
            radius=9999999;
            condition="(getpos this select 2)>5 && isengineon this && (player == leader this) && !(player == driver this) && this animationPhase {switch1DAPCAS} == 0 && local this";
            statement="commandstop this; this land {land}";
         };
         class 60CabinLightON
         {
            displayName="Cabin Light ON";
            position="axisswitch1";
            radius=5;
            condition="(daytime <=6 ||daytime >=18) && (player in this) && this animationPhase {switch4CLight} == 0 && this animationPhase {switch3LLight} == 0";
            statement="this exec {\BAS_MAH60\FX\Cabin.sqs};this animate [{switch4Clight},1]";
         };
         class 60CabinLightOFF
         {
            displayName="Cabin Light OFF";
            position="axisswitch1";
            radius=5;
            condition="player in this && this animationPhase {switch4CLight} == 1";
            statement="this animate [{switch4CLight},0]";
         };
         class 60LandingLightON
         {
            displayName="Landing Light ON";
            position="axisswitch1";
            radius=5;
            condition="(daytime <=6 ||daytime >=18) && (player in this)&& this animationPhase {switch3LLight} == 0 && (getpos this select 2)<40 && (speed this)<150";
            statement="this exec {\BAS_MAH60\FX\Landing.sqs};this animate [{switch3LLight},1]";
         };
         class 60LandingLightOFF
         {
            displayName="Landing Light OFF";
            position="axisswitch1";
            radius=5;
            condition="player in this && this animationPhase {switch3LLight} == 1";
            statement="this animate [{switch3LLight},0];this action [{light off}]";
         };
         class 60DAPSupport
         {
            displayName="RADIO: Close Air Support";
            position="";
            radius=9999999;
            condition="!(player in this) && (({_x hasweapon {bas_satcom}} count units group player)>=1)&& (group this != group player)&& (count units group this)==2 && !isengineon this && !(isnull driver this) && !(isnull gunner this) && this animationphase {switch1DAPCAS}==0 && !(BAS_CAScalled)&& (player == (leader group player))";
            statement="[this,player] exec {\bas_mah60\fx\BAS_CAS.sqs}";
         };
      };
      class EventHandlers
      {
      init = "_this select 0 exec {\BAS_MAH60\FX\BAS_60init.sqs}; _this select 0 exec {\BAS_MAH60\FX\BAS_CASinit.sqs};_this select 0 animate [""sidedoorr"", 1]; _this select 0 animate [""sidedoorl"", 1]";
      engine ="if (_this select 1) then {[_this select 0] exec {\bas_mah60\scripts\BAS_global.sqs}}";
      fired = "if (_this select 1=={BAS_60M134}) then {_this exec {\bas_mah60\FX\brasspos.sqs}}; [_this select 0, _this select 1, _this select 3] exec {\bas_mah60\FX\BAS_dapflash.sqs};[_this select 0, _this select 1]exec {\bas_mah60\FX\BAS_hellsmoke.sqs};[_this select 0, _this select 1]exec {\bas_mah60\FX\BAS_FFARsmoke.sqs} ";
      incomingMissile = "if ((_this select 0)==(_this select 0)) then {[_this] exec {\BAS_MAH60\ECM\EastCM.sqs},[_this] exec ""\BAS_MAH60\ECM\WestCM.sqs"",[_this select 0] exec {\BAS_MAH60\ECM\flares.sqs}}";
      hit = "if ((""ZSU"" countType [(_this select 1)]) == 1 ) then {[_this select 0,_this select 1] exec {\BAS_MAH60\ECM\Jammer.sqs}}";
      killed = "_this exec {\BAS_MAH60\FX\fire.sqs}";
      getin = "_this exec {\BAS_MAH60\FX\openDoors.sqs}";
      };
It also has some other user actions, but if someone would be kinda enough to show me where i would this script in the other config file would be great :). Also is there any other files i need to put in the folder when i pbo it back? :)
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it wont work with 1.46 unless you remove all the scripts and actions
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Hummmmmmmm but is there a way i an do on 1.46?
Is it because in 1.46 doesn't allow you to open doors?
Hummmmm is there a way i can add the Fast Roping and Laddering? Or just one of them? :-\
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Easiest solution is to pay the £10 or there abouts for the res upgrade :-\
Sorting through which scripts would work with OFP 1.46 and which wont is an unenviable task ::)
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Ya i know i'm still looking. I found GOTY at eb games. But whats the diffrence between that and normal RES? Like can all the other RES addons work with GOTY? :-\
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I do believe that the GOTY edition has CWC, RedHammer and Resistance all rolled up in one neat package.
Planck
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Ya i know but i heard on the ofp.info foumrs that GOTY was only patcged up to 1.85? Would that mean i can't play the 1.91+ addons? ???
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I'm sure ther are patches to patch the GOTY edition up to 1.96 available from BIS.
EDIT: Look here:
http://www.flashpoint1985.com/index2.html
Planck
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Ah ok thanks for the info :D .
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I also believe there is the 1.91 patch on the last CD of the GOTY pack....you just have to have an explore of it ::)
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Anyone know what i have to enter in the INT field to have the cargo doors open?
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Iv'e got GOTY and I was able to patch up to 1.96. :)
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Lol now there is no point for me of getting RES lol i converted all the addons i want/need to 1.46 :P. Except for the fast roping and laddering, but thats it i have the blackhawks ;D.
So anyone know? :D
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Fastrope and ladders wont work on 1.46 you need for those at least version 1.85.
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Ya i know lol really sucks, but im wondering what you have to put in the INT field in game so the cargo doors are opened? ;D
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I think you need to put:
"I really really need to get Resistance" ;D
Seriously though, I don't think you can without Resistance.
Planck
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Lol. Man screw 1.46, i want RES :'(.