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Author Topic: Jeep w/MG config example  (Read 2082 times)

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BlinkDog

  • Guest
Jeep w/MG config example
« on: 22 Jan 2003, 15:47:46 »
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.

Pandoz

  • Guest
Re:Jeep w/MG config example
« Reply #1 on: 22 Jan 2003, 23:22:02 »
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

BlinkDog

  • Guest
Re:Jeep w/MG config example
« Reply #2 on: 23 Jan 2003, 01:04:39 »
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.

registered_fugitiv

  • Guest
Re:Jeep w/MG config example
« Reply #3 on: 23 Jan 2003, 01:56:41 »
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;







BlinkDog

  • Guest
Re:Jeep w/MG config example
« Reply #4 on: 23 Jan 2003, 03:20:09 »
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.
« Last Edit: 23 Jan 2003, 03:37:03 by BlinkDog »

registered_fugitiv

  • Guest
Re:Jeep w/MG config example
« Reply #5 on: 23 Jan 2003, 07:28:20 »
thats funky  :afro: