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marcus3

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Config for small boat
« on: 17 Dec 2005, 06:38:35 »
so, i have a model, now, i need to config it as a smallboat, and i have no idea where to start, so, if someone would make one/show me how
thanks ;D

Offline Planck

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Re:Config for small boat
« Reply #1 on: 17 Dec 2005, 15:26:39 »
You should try getting the Commented Configs from the Breathe site.

That should give you a good reference to work from.   8)


Planck
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marcus3

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Re:Config for small boat
« Reply #2 on: 17 Dec 2005, 20:14:13 »
well, i took a look at that, and i could not make head's or tails of it  :P
so, i guess now i am recurting, can some one write a config for me?  ;D

Offline Gnat

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Re:Config for small boat
« Reply #3 on: 18 Dec 2005, 02:01:53 »
Going to need a bit more info than that .........

Below is a variation of the config taken from the Hurrican Zodiac. If it hasnt got an MG, you'll have to delete those bit.
The bits that reference .p3d or .paa (files) you'll have to change to yours

Quote
#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
#define private 0
#define protected 1
#define public 2

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


class CfgPatches
{
   class boat
   {
   units[] = {MyBoat};
   weapons[] = {};
   requiredVersion = 1.75;
   };

   
};

class CfgModels
{
   class Default{};
   class Ship : Default{};
   class MyBoat : ship{};
};


class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land : AllVehicles {};
   class Ship: AllVehicles{};
   class SmallShip: Ship{};
   class MyBoat: SmallShip
   {
      displayName="My Boat";
      accuracy=0.80;
      fuelCapacity=100;
      model="\SHIPPBOFILENAME\boat.p3d";
      picture=\SHIPPBOFILENAME\icon.paa;
      icon ="\SHIPPBOFILENAME\icon.paa";
      weapons[]= {MachineGun12_7};
      magazines[]= {MachineGun12_7,MachineGun12_7};   
      vehicleClass="Armored";
      scope=public;
      hasDriver=true;
      hasGunner=true;
      hasCommander=false;
      driverIsCommander=true;
      commanderCanSee = CanSeeRadar+CanSeeCompass;
         getInAction="ManActGetOutCar";
      getInRadius=10;      
      driverAction="ManActPBRDRIVER";
      gunnerAction="ManActm2gunner";
      gunnerInAction="ManActm2gunner";
      gunnerOpticsModel="optika_zsu_gunner";
           cargoAction[]={"ManActCargo"};
      soundEngine[]={\SHIPPBOFILENAME\motor.wav,db-25,1};

      ejectDeadDriver=1;
      ejectDeadGunner=1;
      ejectDeadCargo=1;

         nameSound="ship";
         simulation="ship";
         audible=2;
      side=TWest;
      type=VSoft;
      crew="SoldierWCrew";
      maxSpeed=165;
        brakeDistance=5;
      steerAheadSimul=2;
      steerAheadPlan=2;
      predictTurnSimul=3;
      predictTurnPlan=3;
      transportSoldier=12;
      transportAmmo=70;
      
      class Reflectors
      {
         class Left
         {
            color[] = {0.9, 0.8, 0.8, 1.0};
            ambient[] = {0.1, 0.1, 0.1, 1.0};
            position = "L svetlo";
            direction = "konec L svetla";
            hitpoint = "L svetlo";
            selection = "L svetlo";
            size = 0.5;
            brightness = 0.25;
         };
      };
      
      cost=2000000;
      armor=30;
      armorStructural=2.000000;
   
      class TurretBase
      {
         gunAxis="osa hlavne";
         turretAxis="osa veze";
         gunBeg="usti hlavne";
         gunEnd="konec hlavne";
         soundServo[]={"Vehicles\gun_elevate",0.001000,1.000000};
         minElev=-20;
         maxElev=60;
         minTurn=-155;
         maxTurn=155;
         body="OtocVez";
         gun="OtocHlaven";
      };

      class Turret: TurretBase {};

      class ViewPilotBase
      {
         initFov=0.9; minFov=0.2; maxFov=1;
         initAngleX=8; minAngleX=-45; maxAngleX=+25;
         initAngleY=0; minAngleY=-150; maxAngleY=+150;
      };
      class ViewPilot: ViewPilotBase{};

   };

};

marcus3

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Re:Config for small boat
« Reply #4 on: 18 Dec 2005, 21:37:43 »
well, i dont relely know how to edit that...very well...so i have this model (i know it sucks but hey) and, if someone would config it for me...i would be very gratefull :)


 ;D
thanks
« Last Edit: 19 Dec 2005, 05:39:49 by Big Boss Marcus »

marcus3

  • Guest
Re:Config for small boat
« Reply #5 on: 19 Dec 2005, 18:30:40 »
:( ok, so i looked at a tut or 2 and then i came out with this config
Code: [Select]
#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
#define private 0
#define protected 1
#define public 2

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


class CfgPatches
{
   class boat
   {
   units[] = {Marcus_raft};
   weapons[] = {};
   requiredVersion = 1.75;
   };

   
};

class CfgModels
{
   class Default{};
   class Ship : Default{};
   class Marcus_raftt : ship{};
};


class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land : AllVehicles {};
   class Ship: AllVehicles{};
   class SmallShip: Ship{};
   class Marcus_raft: SmallShip
   {
      displayName="Marcus-Raft";
      accuracy=0.80;
      fuelCapacity=100;
      model="\Marcus_raft\raft.p3d";
      picture=\SHIPPBOFILENAME\icon.paa;
      icon ="\SHIPPBOFILENAME\icon.paa";
      weapons[]= {MachineGun12_7};
      magazines[]= {MachineGun12_7,MachineGun12_7};  
      vehicleClass="Armored";
      scope=public;
      hasDriver=true;
      hasGunner=false;
      hasCommander=false;
      driverIsCommander=true;
      commanderCanSee = CanSeeRadar+CanSeeCompass;
      getInAction="ManActGetOutCar";
      getInRadius=10;      
      driverAction="ManActPBRDRIVER";
      gunnerAction="ManActm2gunner";
      gunnerInAction="ManActm2gunner";
      gunnerOpticsModel="optika_zsu_gunner";
      cargoAction[]={"ManActCargo"};
      soundEngine[]={\Marcus_raft\motor.wav,db-25,1};

      ejectDeadDriver=1;
      ejectDeadGunner=1;
      ejectDeadCargo=1;

        nameSound="ship";
        simulation="ship";
        audible=2;
      side=TWest;
      type=VSoft;
      crew="SoldierWCrew";
      maxSpeed=165;
        brakeDistance=5;
      steerAheadSimul=2;
      steerAheadPlan=2;
      predictTurnSimul=3;
      predictTurnPlan=3;
      transportSoldier=12;
      transportAmmo=70;
     
      cost=2000000;
      armor=30;
      armorStructural=2.000000;

};


but, it makes ofp crash :(
what did I do wrong? i know i have no icon things, but, will that make a differnce?
« Last Edit: 19 Dec 2005, 18:37:51 by Big Boss Marcus »

Offline remcen

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Re:Config for small boat
« Reply #6 on: 19 Dec 2005, 23:02:00 »
you still have some dubious lines in your config... dunno if it's that what makes ofp crash, but i would try removing them.
1. cfgpatches always refers to your pbo file. thus boat is rubbish; it should read marcus-raft, cos your pbo file obviously is marcus-raft.pbo, right?
2. if your boat has no gunner and obviously no weapons, better remove everything refering to that. i.e. magazines []= etc.; gunneraction=xyz; etc.
same thing for cargo. set cargo to 0 and remove everything that has to do with cargoaction
3. delete class land: allvehicles {}; - makes no sense here as you don't need this class.

judging from experience wrong icon and picture paths should not break ofp...

ok, if this all doesn't help check your model; mainly for convex faces and twisted proxies.
maybe code your boat as simple static object, and put in in ofp. if that crashes the game it's most likely the model. if not, then it's the config  ::)
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marcus3

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Re:Config for small boat
« Reply #7 on: 20 Dec 2005, 01:28:35 »
thx mate, will try right away

marcus3

  • Guest
Re:Config for small boat
« Reply #8 on: 21 Dec 2005, 04:40:06 »
mmmmmm..did not work, same thing it crashed  >:(, i alos config it as a object, it works fine, maybe i am missing a lod or something?
here is my config:
#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
#define private 0
#define protected 1
#define public 2

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


class CfgPatches
{
  class Marcus_raft
  {
  units[] = {Marcus_raft};
  weapons[] = {};
  requiredVersion = 1.75;
  };

 
};

class CfgModels
{
  class Default{};
  class Ship : Default{};
  class Marcus_raftt : ship{};
};


class CfgVehicles
{
  class All{};
  class AllVehicles:All{};
  class Land : AllVehicles {};
  class Ship: AllVehicles{};
  class SmallShip: Ship{};
  class Marcus_raft: SmallShip
  {
      displayName="Marcus-Raft";
      accuracy=0.80;
      fuelCapacity=100;
      model="\Marcus_raft\raft.p3d";
      picture=\SHIPPBOFILENAME\icon.paa;
      icon ="\SHIPPBOFILENAME\icon.paa";
      vehicleClass="Armored";
      scope=public;
      hasDriver=true;
      hasGunner=false;
      hasCommander=false;
      driverIsCommander=true;
      getInAction="ManActGetOutCar";
      getInRadius=10;      
      driverAction="ManActPBR";
      cargoAction[]={"ManActCargo"};
      soundEngine[]={\Marcus_raft\motor.wav,db-25,1};

      ejectDeadDriver=1;
      ejectDeadGunner=1;
      ejectDeadCargo=1;

      nameSound="ship";
      simulation="ship";
      audible=2;
      side=TWest;
      type=VSoft;
      crew="SoldierWCrew";
      maxSpeed=15;
      brakeDistance=5;
      steerAheadSimul=2;
      steerAheadPlan=2;
      predictTurnSimul=3;
      predictTurnPlan=3;
      cost=2000000;
      armor=30;
      armorStructural=2.000000;

};

thanks all

Offline Planck

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Re:Config for small boat
« Reply #9 on: 21 Dec 2005, 13:38:57 »
Hmmm, let me see......hmmm.

Just a quick look, but...........

CfgModels should be:

Code: [Select]
class CfgModels
{
  class Default{};
  class Ship : Default{};
  class raft : ship{};
};


If you don't have a picture or icon in cfgVehicles, I would leave them out.
Unless you really do have a PBO called SHIPPBOFILENAME, which has icon.paa in it.


cfgVehicles is missing a final '};'


Planck
« Last Edit: 21 Dec 2005, 13:40:49 by Planck »
I know a little about a lot, and a lot about a little.

marcus3

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Re:Config for small boat
« Reply #10 on: 21 Dec 2005, 16:49:08 »
yeah! it ingame, but, i am a dude standing up with a mgun, i dont need the mgun on it.....what do i do?

///edit

it is also sinking in the water  :'(
« Last Edit: 21 Dec 2005, 17:04:12 by Big Boss Marcus »

Offline Gnat

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Re:Config for small boat
« Reply #11 on: 23 Dec 2005, 16:06:01 »
Do you have a LANDCONTACT LOD ?
In that you just need to place some points (4) at each corner of the raft level with the waterline

Whats the weight of ALL points within your GEOMETRY LOD?
Should be no more than say .... 1000 .... thats 1000 kgs