Home   Help Search Login Register  

Author Topic: IM:UC infantry teaser pack  (Read 1032 times)

0 Members and 1 Guest are viewing this topic.

RTR_Commander

  • Guest
IM:UC infantry teaser pack
« on: 31 Jan 2004, 18:39:12 »
It has been decided to release a teaser pack for the public so you can get a taster of what to expect. This is not the final version still is only Beta 0.4. Whats included in this pack is regular desert officer, soldier and machine gunner. Have put in the AKMS too for you to try out. Please e-mail comments, bugs etc on our forum or by e-mail. Hope you guys enjoy!



http://www.dborella.freeserve.co.uk/Flashpoint/Downloads/Addons/IMUC_infteaser.rar

Offline Kuro

  • Former Staff
  • ****
  • 2./FschJgBtl 251 Green Devils
    • VBS2 Mission Download Site
Re:IM:UC infantry teaser pack
« Reply #1 on: 01 Feb 2004, 03:59:17 »
Download ok,
units look good, sorry for the stupid question, what is UC ?
Greetings Kuro

Offline Kuro

  • Former Staff
  • ****
  • 2./FschJgBtl 251 Green Devils
    • VBS2 Mission Download Site
Re:IM:UC infantry teaser pack
« Reply #2 on: 01 Feb 2004, 04:22:13 »
Hello Tested them,

first they are great, i like the Machine Gunner ! Keep up the good work.

No Improvement Points:
a) Begin the action menu items (like "lower scarf") with a Capital letter.  All BIS action menu items begin with a Captial letter
b) there are no blood textures for Body and Head. (Ok. it is Beta)
c) The head camo looks a little strange. But maybe it is limited by OFP.
d) Make the AddOn ECP compatible:
     To do this change your config as attached.
     (if you do not have ECP nothing will change, but if you have ECP you have all the cool effect on your unit).
     I posted the whole cpp.  So it is very easy, just copy paste.

// IM:UC Infantry Teaser 0.4 Beta

#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

#define WeaponNoSlot      0   // dummy weapons
#define WeaponSlotPrimary   1   // primary weapons
#define WeaponSlotSecondary   16   // secondary weapons
#define WeaponSlotHandGun   2   // HandGun
#define WeaponSlotHandGunItem   32 // HandGun magazines
#define WeaponSlotItem      256   // items
#define WeaponSlotBinocular   4096   // binocular
#define WeaponHardMounted   65536

#define CanSeeRadar 1
#define CanSeeEye 2
#define CanSeeOptics 4
#define CanSeeEar 8
#define CanSeeCompass 16
#define CanSeeRadarC CanSeeRadar+CanSeeCompass
#define CanSeeAll 31


#define hm_des_iraqi_WOUNDS    wounds[] = {"\hm_iraqi\des\arm_a", "\hm_iraqi\des\arm_a_D","\hm_iraqi\des\hosev","\hm_iraqi\des\hosev_d", "\hm_iraqi\des\hoseh","\hm_iraqi\des\hose_h_D", "\hm_iraqi\des\shirt_v", "\hm_iraqi\des\shirt_v_D", "\hm_iraqi\des\shirt_h", "\hm_iraqi\des\shirt_h_d", "\hm_iraqi\des\kapsy", "\hm_iraqi\des\kapsy_D", "shirt_l1","shirt_l1_d", "hose_l1", "kose_l1_D"};
#define hm_des_iraqi_mg_WOUNDS wounds[] = {"\hm_iraqi\des\arm_a", "\hm_iraqi\des\arm_a_D","\hm_iraqi\des\hosev","\hm_iraqi\des\hosev_d", "\hm_iraqi\des\hoseh","\hm_iraqi\des\hose_h_D", "\hm_iraqi\des\shirtvmg", "\hm_iraqi\des\shirtvmg_D", "\hm_iraqi\des\shirthmg", "\hm_iraqi\des\shirthmd_d", "sht_l1mg","sht_l1mg_d", "hose_l1", "kose_l1_D"};

class CfgPatches
{
   class IMUC_infteaser
   {
      units[] = {                            
                           IMUC_Desert_Officer,
                           IMUC_Desert_Soldier,
                           IMUC_Desert_SoldierMG,
                           IMUC_Desert_Officer2,
                           IMUC_Desert_Soldier2,
                           IMUC_Desert_SoldierMG2,
                           IMUC_AKMS,
                           IMUC_AKMSmag
                          };
      weapons[] = {};
      requiredVersion = 1.91;      
   };
};

class CfgModels
{
   class Default {};
   class Man: Default {};

   class IMUC_Sol: Man
        {
                        sectionsInherit=Head;
         sections[] = { "head injury",
                   "body injury",
                   "l arm injury",
                   "r arm injury",
                   "p arm injury",
                   "l leg injury",
                   "r leg injury",
                   "p leg injury",
                                       "pouch_front",
                   "hlava",
                   "krk",
                   "tasche",
                   "holster",
                        "zier",
                   "handgr",
                   "kapsy",
                   "goggles",
                   "goggles1",
                   "goggles2",
                   "goggles_sel",
                   "mag_bag",
                                       "mg_gurt",
                   "sc1",            
                   "sc2",
                   "sc3",   
                   "sc4",            
                 };
    };
                 
    class Weapon: Default{};
         class IMUC_AKMS: Weapon {};
};

class CfgAmmo
{
   class default {};
   class BulletSingle : default{};
   class BulletSingleE: BulletSingle {};   
   class IMUC_7_62mm_Bullet : BulletSingleE
   {
      hit=9;
      indirectHit=1;
      indirectHitRange=0.100000;      
   };
};

class CfgWeapons
{
   class Default {};
   class MGun: Default {};
   class Riffle: MGun {};
   class AK74: Riffle {};
   class IMUC_AKMS: AK74
   {   
      scopeWeapon=2;
      scopeMagazine=0;
      displayName="AKMS";
      displayNameMagazine="AKMS mag";
      shortNameMagazine="AKMS mag";
      model="\IMUC_infteaser\IMUC_AKMS";
      modelOptics="optika_ak47";
      optics=true;
      opticsZoomMin=0.35;
      opticsZoomMax=0.35;
      initSpeed=710;
      picture="\IMUC_infteaser\gear\IMUC_akms_1.paa"
      drySound[]={"weapons\AK74Dry",db-40,1};
      magazines[]={IMUC_AKMSmag};
      modes[]={"Single","FullAuto"};

                class Single
      {
         ammo=IMUC_7_62mm_Bullet;
         multiplier=1;
         burst=0;
                        magazineReloadTime=2.2
         displayName="Single";
         dispersion=0.000110;
         sound[]={"Weapons\AK74Single",db0,1};
         soundContinuous=0;
         reloadTime=0.100000;
         ffCount=1;
                        count=8;
         recoil="riffleSingle";
         autoFire=0;
         aiRateOfFire=6.000000;
         aiRateOfFireDistance=200;
         useAction=0;
         useActionTitle="";
      };

                class FullAuto
      {
         ammo=IMUC_7_62mm_Bullet;
         multiplier=1;
         burst=1;
         displayName="Full Auto";
         dispersion=0.001800;
         sound[]={"Weapons\AK74Single",db0,1};
         soundContinuous=0;
         reloadTime=0.0667;
         ffCount=30;
         recoil=riffleBurst3;
         autoFire=1;
         aiRateOfFire=9.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };

   };

        class IMUC_AKMSmag: IMUC_AKMS
        {      
      picture="\IMUC_infteaser\gear\IMUC_akms_2.paa";      
      scopeWeapon=0;
      scopeMagazine=2;
   };
   
   
};

// for ECP Kuro 1.2.2004
class ECP_EventHandlers {};

class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierEB:Soldier{};

   class IMUC_Desert_Soldier: SoldierEB
   {
      moves="CfgMovesMC";
      scope=public;
      side=0;
      vehicleClass ="IM:UC Iraqi Infantry";
      nightVision=1;   
      namesound="soldier";   
      displayname = "Desert Soldier";
      model="\IMUC_infteaser\IMUC_Sol";
      hiddenselections[]={mg_gurt,zier,tasche,holster,goggles2};
      hm_des_iraqi_WOUNDS
      weapons[]={ak47,throw,put};
      magazines[]={ak47,ak47,ak47,ak47,ak47,ak47,handgrenade,handgrenade,handgrenade};
      
                class animations
          {
         class goggles
            {
            type="rotation";
            animPeriod=0.5;
            selection="goggles";
            axis="goggles_axis";
            angle0=0.65;
            angle1=0.000;
            };
   
         class scarf1
            {
            type="rotation";
            animPeriod="0.5";
            selection="sc1";
            axis="sc1_axis";
            angle0=0.000;
            angle1=-0.6;
            };

         class scarf2
            {
            type="rotation";
            animPeriod="0.5";
            selection="sc2";
            axis="sc1_axis";
            angle0=0.000;
            angle1=-0.55;
            };

         class scarf3
            {
            type="rotation";
            animPeriod="0.5";
            selection="sc3";
            axis="sc1_axis";
            angle0=0.000 ;
            angle1=-0.42;
            };

   
         class scarf4
            {
            type="rotation";
            animPeriod="0.5";
            selection="sc4";
            axis="sc1_axis";
            angle0=0.000;
            angle1=-0.35;
            };

         };
         
      class UserActions
         {
         class Lowervisor
            {
            displayName="put goggles on";
            position="Brain";
            radius=1.00000;
            condition="(this animationPhase ""goggles"" < 0.5) && (this animationPhase ""HelmetState"" == 0)";
            statement="this animate [""goggles"", 1]";
            };
         class Raisevisor
            {
            displayName="take goggles off";
            position="Brain";
            radius=1.00000;
            condition="this animationPhase ""goggles"" >= 0.5";
            statement="this animate [""goggles"", 0]";
      
            };
         class LowerScarf
            {
            displayname="lower scarf";
            position="Brain"
            radius=1.00000;
            condition="(this animationphase ""scarf1"" < 0.5)";
            statement="this animate [""scarf1"",1]; this animate [""scarf2"",1]; this animate [""scarf3"",1];  this animate [""scarf4"",1]";

            };
         class RaiseScarf
            {
            displayname="raise scarf";
            radius=1.00000;
            position="Brain"
            condition="(this animationphase ""scarf1"" > 0.5)";
            statement="this animate [""scarf1"",0]; this animate [""scarf2"",0]; this animate [""scarf3"",0]; this animate [""scarf4"",0]";

            };

         };
      // for ECP Kuro 1.2.2004
      class EventHandlers : ECP_EventHandlers
      // class EventHandlers
      {
      // for ECP Kuro 1.2.2004
            Init=" if (format[{%1},count ECP_addUnitsArray] == {scalar}) then {ECP_addUnitsArray = []}; ECP_addUnitsArray = ECP_addUnitsArray + [_this select 0]; _this call ECP_EH_handler_init; [_this select 0] exec ""\IMUC_infteaser\script\init_soldier.sqs"";";
       //   Init="[_this select 0] exec ""\IMUC_infteaser\script\init_soldier.sqs"";";
      };
   
   };
      class IMUC_Desert_Soldier2: IMUC_Desert_Soldier
      {
            displayname="Desert Soldier (Camo Helmet)";
            hiddenselections[]={mg_gurt,goggles2,handgr,holster};
            hm_des_iraqi_WOUNDS
            weapons[]={ak47,cz75,Throw,Put};
            magazines[]={binocular,ak47,ak47,ak47,ak47,cz75mag,cz75mag,cz75mag,cz75mag,HandGrenade,HandGrenade,smokeshell,smokeshell};
            namesound="officer";
      };

      class IMUC_Desert_Officer: IMUC_Desert_Soldier
      {
            displayname="Desert Officer";
            hiddenselections[]={mg_gurt,zier,goggles2,handgr};
            hm_des_iraqi_WOUNDS
            weapons[]={IMUC_AKMS,cz75,Throw,Put};
            magazines[]={binocular,IMUC_AKMSmag,IMUC_AKMSmag,IMUC_AKMSmag,IMUC_AKMSmag,cz75mag,cz75mag,cz75mag,cz75mag,
                                   HandGrenade,HandGrenade,smokeshell,smokeshell};
            namesound="officer";
      };

                class IMUC_Desert_Officer2: IMUC_Desert_Soldier
      {
            displayname="Desert Officer (Camo Helmet)";
            hiddenselections[]={mg_gurt,goggles2,handgr};
            hm_des_iraqi_WOUNDS
            weapons[]={IMUC_AKMS,cz75,Throw,Put};
            magazines[]={binocular,IMUC_AKMSmag,IMUC_AKMSmag,IMUC_AKMSmag,IMUC_AKMSmag,cz75mag,cz75mag,cz75mag,cz75mag,
                                   HandGrenade,HandGrenade,smokeshell,smokeshell};
            namesound="officer";
      };
      
      class IMUC_Desert_SoldierMG : IMUC_Desert_Soldier
      {
            displayname="Desert Machine Gunner (Camo Helmet)";
            hiddenselections[]={goggles2,pouch_front,holster};
            weapons[]={pk,cz75,Throw,Put};
            magazines[]={pk,pk,pk,pk,cz75mag,cz75mag,cz75mag,cz75mag,HandGrenade,HandGrenade};
            namesound="machinegunner";
            picture=ismg;
            threat[]={1,0.1,0.8};
            wounds[]={\IMUC_data\arm_a,\IMUC_data\arm_a_D,\IMUC_data\hosev,\IMUC_data\hosev_d,
                                \IMUC_data\hoseh,\IMUC_data\hose_h_D,\IMUC_data\shirtvmg,
                                \IMUC_data\shirtvmg_D,\IMUC_data\shirthmg,                                                                                                                   \IMUC_data\shirthmg_d,sht_l1mg,sht_l1mg_d,hose_l1,kose_l1_D};
                };

                class IMUC_Desert_SoldierMG2 : IMUC_Desert_Soldier
      {
            displayname="Desert Machine Gunner";
            hiddenselections[]={goggles2,zier,pouch_front,holster};
            weapons[]={pk,cz75,Throw,Put};
            magazines[]={pk,pk,pk,pk,cz75mag,cz75mag,cz75mag,cz75mag,HandGrenade,HandGrenade};
            namesound="machinegunner";
            picture=ismg;
            threat[]={1,0.1,0.8};
            wounds[]={\IMUC_data\arm_a,\IMUC_data\arm_a_D,\IMUC_data\hosev,\IMUC_data\hosev_d,
                                \IMUC_data\hoseh,\IMUC_data\hose_h_D,\IMUC_data\shirtvmg,
                                \IMUC_data\shirtvmg_D,\IMUC_data\shirthmg,                                                                                                                   \IMUC_data\shirthmg_d,sht_l1mg,sht_l1mg_d,hose_l1,kose_l1_D};
                };
};

class CfgFaces
{
   
   class imuc_iraqi1
   {
      name = "IMUC face 1";
      texture = \IMUC_infteaser\faces\iraqi1.paa;
      east = true;
      west = false;
   };
   class imuc_iraqi2
   {
      name = "IMUC face 2";
      texture = \IMUC_infteaser\faces\iraqi2.paa;
      east = true;
      west = false;
   };
   class imuc_iraqi3
   {
      name = "IMUC face 3";
      texture = \IMUC_infteaser\faces\iraqi3.paa;
      east = true;
      west = false;
   };
};

class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxyIMUC_AKMS: ProxyWeapon {};
};

RTR_Commander

  • Guest
Re:IM:UC infantry teaser pack
« Reply #3 on: 01 Feb 2004, 17:16:28 »
Hello Tested them,

first they are great, i like the Machine Gunner ! Keep up the good work.

No Improvement Points:
a) Begin the action menu items (like "lower scarf") with a Capital letter.  All BIS action menu items begin with a Captial letter
b) there are no blood textures for Body and Head. (Ok. it is Beta)
c) The head camo looks a little strange. But maybe it is limited by OFP.
d) Make the AddOn ECP compatible:
     To do this change your config as attached.
     (if you do not have ECP nothing will change, but if you have ECP you have all the cool effect on your unit).
     I posted the whole cpp.  So it is very easy, just copy paste.

a) Yeah i just missed that out was meant to have it in capitals as it looks better.
b) Will get our modeller who did that to make some face and head blood textures.
c) The head camo went funny when i binarized the .p3d (not sure how to get around this)
d) Will change the config so it is ECP compatible.

Also the UC stands for unforeseen circumstances - its part of our mod campaign which aims to show that civilians etc all get caught up in the war situation.