OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: BlinkDog on 22 Jan 2003, 15:47:46
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Hello I'm wondering is there is an example of a jeep with HMG config file out there. I have been trying to write a file for over a day now and keep screwing up somewhere.
I have been able to put the model in game using a plain jeep config, but the gun obviously does not work.
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the easiest thing to do is either download an addon like what u want...or just Unpbo an already made one and merge it with another to make what u want...i dont have any at this time but ill look and if i get one ill post it
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Cool thanx.
Since the attachments don't seem to work I'll post the peacemeal config here.
// 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 JeepResMG
{
units[] = {JeepResMG};
weapons[] = {};
requiredVersion = 1.75;
};
};
class CfgModels
{
class default {};
class Vehicle: default {};
class Car: Vehicle {};
class JeepResMG: Car {};
};
class CfgAmmo
{
class Default {};
class BulletSingle : Default {};
class Bullet7_6: BulletSingle {};
class Bullet12_7: Bullet7_6 {};
class VIKHeavyBullet12_7: Bullet12_7
{
explosive=0;
hit=30;indirectHit=20;indirectHitRange=0.20;
minRange=4;
minRangeProbab=0.900000;
midRange=200;
midRangeProbab=0.500000;
maxRange=1000;
maxRangeProbab=0.050000;
soundHit1[]={"weapons\bulletricochet1",0.031623,1};
soundHit2[]={"weapons\bulletricochet2",0.031623,1};
soundHit3[]={"weapons\bulletricochet3",0.031623,1};
soundHitMan1[]={"weapons\bullethitman1",0.012589,1};
soundHitMan2[]={"weapons\bullethitman2",0.012589,1};
soundHitArmor1[]={"weapons\small_impact1",0.031623,1};
soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1};
soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1};
soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1};
hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330000};
hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000};
hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000};
hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000};
cost=1;
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class MachineGun7_6: MGun {};
class MachineGun30: MachineGun7_6 {};
class VIKHeavyM113Cannon: MachineGun30
{
ammo=VIKHeavyBullet12_7;
// sound[]={"Weapons\m2-50-loop",31.622778,1};
count=500;
initSpeed=900;
flashSize=1.1;
sound[]={\VIKheavyM2\cal.50.wav,db0,1};
soundContinuous=false;
reloadTime=0.150000;
displayName = "M2";
displayNameMagazine = "M2";
shortNameMagazine = "M2";
dispersion=0.0070;
maxLeadSpeed=350; // max estimated speed km/h
aiRateOfFire=0.5; // delay between shots at given distance
aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Car: LandVehicle {};
class Jeep: Car {};
class jeepMG: jeep {};
class JeepResMG: jeepMG
{
displayName= "LR";
model=\JeepResMG\JeepResistance.p3d;
camouflage=5;
armor = 40;
side = 1;
type=VArmor
cost=100000
weapons[]={"M2"}; // change to "LRmgun" as you haven't listed "LRmgun50" in "cfgweapon"
magazines[]={"M2"}; // change to "LRmgun"
dammageHalf[]={}; //as posted before
armorGlass=0.6;
armorWheels=0.2;
soundEngine[]={Vehicles\uazloop,db-30,1.25};
maxSpeed=120; // Max speed
transportSoldier=7; // Right now just driver, no cargo
unitInfoType="UnitInfoCar";
class TurretBase
{
gunAxis = "OsaHlavne";
turretAxis = "OsaVeze";
soundServo[]={"",1.0};
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
minElev=-10;
maxElev=+20;
minTurn=-360;
maxTurn=+360;
body = "OtocVez";
gun = "OtocHlaven";
};
driverAction="ManActJeepDriver";
gunnerAction="ManActJeepGunner";
hasCommander=0;
};
};
};
it crashes to desktop when in mission editor and going into preview mode.
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here just modify this one to ur likeings
// 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 M1025_HMMWV
{
units[] = {M1025_HMMWV};
weapons[] = {};
requiredVersion = 1.70;
};
};
class CfgModels
{
class Default {};
class Vehicle: Default {};
class Car: Vehicle {};
class M1025_HMMWV : Car {};
};
class CfgWeapons
{
class default {};
class MGun: Default {};
class MachineGun12_7: MGun {};
class M1025_M2: MachineGun12_7
{
ammo="M1025_M2";
displayName="M2 .50 Cal";
displayNameMagazine="M2";
shortNameMagazine="M2";
sound[]={"Weapons\m2-50-loop",31.622778,1};
soundContinuous=1;
count=500;
initTime=3,60000;
};
};
class CfgAmmo
{
class default {};
class MGun: Default {};
class MachineGun12_7: MGun {};
class M1025_M2: MachineGun12_7
{
hit=13
scopeWeapon=2
scopeMagazine=2
ammo="Bullet12_7";
count=500
reloadTime=0.100000;
reloadSound[]={"",1,1};
initSpeed=1000
flash="gunfire";
flashSize=0.900000;
dispersion=0.007000;
maxLeadSpeed=300
aiDispersionCoefX=5
ffMagnitude=0.500000;
simulation="shotbullet";
aiRateOfFire=0.500000;
aiRateOfFireDistance=1000
autoFire=1
optics=1
explosive=0
};
};
class CfgVehicles
{
class All {};
class AllVehicles : All {};
class Land : AllVehicles {};
class LandVehicle : Land {};
class Car : LandVehicle {};
class Jeep : Car {};
class jeepMG: jeep {};
class M1025_HMMWV: jeepmg
{
displayName= "M1025 HMMWV";
model=\M1025_HMMWV\M1025_HMMWV.p3d;
camouflage=5;
picture=\M1025_HMMWV\ihmmwv.paa;
maxSpeed=180;
armor = 80;
side = 1;
type=VArmor
cost=100000;
transportSoldier = 3;
getInRadius = 3.5;
weapons[]={"M1025_M2"};
magazines[]={"M1025_M2"};
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_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
};
armorGlass=0.6;
armorWheels=0.6;
soundEngine[]={\humr\HMMWVengine,db-25,1.25};
typicalCargo[]={Soldier, Soldier, SoldierLAW, Officer};
class TurretBase
{
gunAxis = "OsaHlavne";
turretAxis = "OsaVeze";
soundServo[]={"",1.0};
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
minElev=-10;
maxElev=+20;
minTurn=-360;
maxTurn=+360;
body = "OtocVez";
gun = "OtocHlaven";
};
driverAction="ManActJeepDriver";
gunnerAction="ManActJeepGunner";
hasCommander=0;
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Hey it works, thanks. I didn't modify your file too much. Now I have the .p3d file probs to work out ;D . But at least I have it functioning on some level in game. I'll post some pics as soon as I can.
http://www.forummatch.com/forum/attachment.php?s=&postid=184967 Thats a pic when it was a civvie vehicle. The new cpp has the gunner position, with a few bugs but it basicly works.
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thats funky :afro: