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imemyself

  • Guest
Floating
« on: 01 Oct 2002, 00:50:46 »
I'm editing a config for a Bradley and am going to try to get it to float.  What and where do I need to put in?

CrunchyFrog

  • Guest
Re:Floating
« Reply #1 on: 01 Oct 2002, 19:16:32 »
In the CfgVehicle part:

        canFloat=1;

imemyself

  • Guest
Re:Floating
« Reply #2 on: 02 Oct 2002, 03:02:41 »
THanks.  Another question: why is this edited config.bin not working.  Keep in mind that I know very little about editing configs.

Code: [Select]
class CfgPatches
{
   class Bradley
   {
      units[]= {"Bradley"};
      requiredVersion=1.300000;
   };
};
class CfgAmmo
{
   class Default
   {
   };
   class BulletSingle: Default
   {
   };
   class ExplosiveBullet: BulletSingle
   {
   };
   class Cannon25HE: ExplosiveBullet
   {
      hit=30;
      indirectHit=15;
      indirectHitRange=3;
      minRange=20;
      minRangeProbab=0.800000;
      midRange=500;
      midRangeProbab=0.950000;
      maxRange=3000;
      maxRangeProbab=0.050000;
      cost=200;
      soundHit[]= {"\m2a2\double_expl.wss",31.622780,1};
   };
};
class CfgWeapons
{
   class Default
   {
   };
   class LAWLauncher: Default
   {
   };
   class CarlGustavLauncher: LAWLauncher
   {
   };
   class AT3Launcher: CarlGustavLauncher
   {
   };
   class HellfireLauncherM2A2: AT3Launcher
   {
      count=2;
      reloadTime=0.500000;
      displayName="$STR_DN_TOW";
      displayNameMagazine="$STR_DN_TOW";
      shortNameMagazine="$STR_DN_TOW";
      cost=20000;
   };
   class Cannon25HE: Default
   {
      scopeWeapon=2;
      scopeMagazine=2;
      shotFromTurret=1;
      autoFire=1;
      magazineReloadTime=1.500000;
      displayName="$STR_DN_ADD_M2A2_25";
      displayNameMagazine="$STR_DN_ADD_M2A2_25";
      shortNameMagazine="$STR_DN_ADD_M2A2_25";
      ammo="Cannon25HE";
      count=300;
      reloadTime=0.140000;
      initSpeed=1000;
      sound[]= {"\m2a2\cannon.wss",3.162278,1};
      flashSize=1.100000;
      maxLeadSpeed=450;
      optics=1;
      ffCount=1;
      multiplier=2;
   };
};
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 M113: APC
   {
   };
   class Bradley: M113
   {
      displayName="M2A2 Amphibious";
      picture="\m2a2\im2a2.paa";
      model="\m2a2\m2a2";
      canFloat=1;
      armor=200;
      nameSound="apc";
      weapons[]= {"Cannon25HE","MachineGun7_6","HellfireLauncherM2A2"};
      magazines[]= {"Cannon25HE","MachineGun7_6","HellfireLauncherM2A2","HellfireLauncherM2A2","HellfireLauncherM2A2","HellfireLauncherM2A2"};
      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;
      };
      threat[]= {0.500000,0.500000,1};
      gunnerOpticsModel="optika_tank_gunner";
      gunnerAction="ManActM2A2GunnerOut";
      gunnerInAction="ManActM2A2Gunner";
      driverAction="ManActM2A2Driver";
      driverInAction="ManActM2A2Driver";
      commanderAction="ManActM2A2CommanderOut";
      commanderInAction="ManActM2A2Commander";
      hasCommander=1;
      outGunnerMayFire=0;
      forceHideGunner=0;
      viewGunnerInExternal=0;
      commanderUsesPilotView=1;
      transportSoldier=6;
      class IndicatorSpeed
      {
         selection="ukaz_rychlo";
         axis="osa_rychlo";
         angle=-270;
         min=0;
         max=37;
      };
   };
};
class CfgNonAIVehicles
{
   class ProxyCrew
   {
   };
   class ProxyDriver: ProxyCrew
   {
   };
   class ProxyCommander: ProxyCrew
   {
   };
   class ProxyGunner: ProxyCrew
   {
   };
   class ProxyM2A2Driver: ProxyDriver
   {
   };
   class ProxyM2A2Gunner: ProxyGunner
   {
   };
   class ProxyM2A2GunnerOutStat: ProxyGunner
   {
   };
   class ProxyM2A2Commander: ProxyCommander
   {
   };
   class ProxyM2A2CommanderOutStat: ProxyCommander
   {
   };
};
class CfgVehicleActions
{
   M2A2Driver="M2A2Driver";
   M2A2Commander="M2A2Commander";
   M2A2CommanderOut="M2A2CommanderOut";
   M2A2Gunner="M2A2Gunner";
   M2A2GunnerOut="M2A2GunnerOut";
};
class CfgMovesMC
{
   class Default
   {
   };
   class DefaultDie: Default
   {
   };
   class States
   {
      class Driver: Default
      {
      };
      class M2A2Driver: Driver
      {
         file="\m2a2\m2a2driverstat.rtm";
         speed=10000000000.000000;
         looped=1;
         variantsAI[]= {"M2A2DriverV1",0.700000,"M2A2Driver"};
         interpolateWith[]= {"M2A2DriverV1",0.500000};
         equivalentTo="M2A2Driver";
         interpolationSpeed=1;
      };
      class M2A2DriverV1: M2A2Driver
      {
         file="\m2a2\m2a2driver.rtm";
         speed="- 4";
         looped=1;
      };
      class M2A2Gunner: Driver
      {
         file="\m2a2\m2a2gunnerstat.rtm";
         speed=10000000000.000000;
         looped=1;
         variantsAI[]={"M2A2GunnerV1",0.700000,"M2A2Gunner"};
         interpolateWith[]={"M2A2GunnerV1",0.500000};
         equivalentTo="M2A2Gunner";
         interpolationSpeed=1;
      };
      class M2A2GunnerV1: M2A2Gunner
      {
         file="\m2a2\m2a2gunner.rtm";
         speed="- 4";
         looped=1;
      };
      class M2A2GunnerOut: Driver
      {
         file="\m2a2\m2a2gunneroutstat.rtm";
         speed=10000000000.000000;
         looped=1;
         variantsAI[]={"M2A2GunnerOutV1",0.700000,"M2A2GunnerOut"};
         interpolateWith[]={"M2A2GunnerOutV1",0.500000};
         equivalentTo="M2A2GunnerOut";
         interpolationSpeed=1;
         connectTo[]= {"M2A2GunnerOutDying",1};
      };
      class M2A2GunnerOutV1: M2A2GunnerOut
      {
         file="\m2a2\m2a2gunnerout.rtm";
         speed="- 4";
         looped=1;
      };
      class M2A2GunnerOutDying: DefaultDie
      {
         actions="NoActions";
         file="\m2a2\m2a2gunneroutsmrt.rtm";
         speed="- 1";
         looped=0;
         soundEnabled=0;
         connectFrom[]= {"M2A2GunnerOut",1};
      };
      class M2A2GunnerOutDead: M2A2GunnerOutDying
      {
         actions="DeadActions";
         file="\m2a2\m2a2gunneroutsmrt2.rtm";
         speed=10000000000.000000;
         terminal=1;
         connectFrom[]={"M2A2GunnerOutDying",1};
         connectTo[]={"DeadState",1};
      };
      class M2A2Commander: Driver
      {
         file="\m2a2\m2a2commanderstat.rtm";
         speed=10000000000.000000;
         looped=1;
         variantsAI[]={"M2A2CommanderV1",0.700000,"M2A2Commander"};
         interpolateWith[]={"M2A2CommanderV1",0.500000};
         equivalentTo="M2A2Commander";
         interpolationSpeed=1;
      };
      class M2A2CommanderV1: M2A2Commander
      {
         file="\m2a2\m2a2commander.rtm";
         speed="- 4";
         looped=1;
      };
      class M2A2CommanderOut: Driver
      {
         file="\m2a2\m2a2commanderoutstat.rtm";
         speed=10000000000.000000;
         looped=1;
         variantsAI[]={"M2A2CommanderOutV1",0.700000,"M2A2CommanderOut"};
         interpolateWith[]={"M2A2CommanderOutV1",0.500000};
         equivalentTo="M2A2CommanderOut";
         interpolationSpeed=1;
         connectTo[]={"M2A2CommanderOutDying",1};
      };
      class M2A2CommanderOutV1: M2A2CommanderOut
      {
         file="\m2a2\m2a2commanderout.rtm";
         speed="- 4";
         looped=1;
      };
      class M2A2CommanderOutDying: DefaultDie
      {
         actions="NoActions";
         file="\m2a2\m2a2commanderoutsmrt.rtm";
         speed="- 1";
         looped=0;
         soundEnabled=0;
         connectFrom[]={"M2A2CommanderOut",1};
      };
      class M2A2CommanderOutDead: M2A2CommanderOutDying
      {
         actions="DeadActions";
         file="\m2a2\m2a2commanderoutsmrt2.rtm";
         speed=10000000000.000000;
         terminal=1;
         connectFrom[]={"M2A2CommanderOutDying",1};
         connectTo[]={"DeadState",1};
      };
   };
};
thanks in advance

CrunchyFrog

  • Guest
Re:Floating
« Reply #3 on: 02 Oct 2002, 13:25:08 »
What does it say in the error message that pops up?

imemyself

  • Guest
Re:Floating
« Reply #4 on: 03 Oct 2002, 04:47:41 »
Theres no error message or anything it just doesn't show up in the editor.

BraTTy

  • Guest
Re:Floating
« Reply #5 on: 06 Oct 2002, 23:08:24 »
Shouldn't it be named config.cpp?

imemyself

  • Guest
Re:Floating
« Reply #6 on: 07 Oct 2002, 02:27:46 »
I don't know.  The one in the M2A2 pbo is config.bin so I just kept it .bin.  Should I change it to config.cpp?

bioxx

  • Guest
Re:Floating
« Reply #7 on: 07 Oct 2002, 03:15:30 »
Yes rename it to config.cpp

I am really not sure what the .bin is for but probably all modders use .cpp , if i were you i would make it .cpp to be on the safe side.

War's To Come Mod Project Leader

imemyself

  • Guest
Re:Floating
« Reply #8 on: 07 Oct 2002, 03:50:48 »
Thanks a bunch!  If you want to d/l it click here.  THe only thing different is that it can float.
« Last Edit: 07 Oct 2002, 03:54:43 by imemyself »