help with cofig

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kheiro
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Posts: 12
Joined: 2009-11-03 08:32:51
Gaming Interests: ArmA 2 (Armed Assault 2)
Editing Interests: Missions
Location: algeria

help with cofig

Post by kheiro » 2010-03-08 16:53:19

how to replace config vilas i try but any succé

config by vilas
class p85_btr70 : p85_aCar {
vehicleClass = "p85_SOV_armored_vehicles";
faction = "P85_SOV_Army";
scope = 2;
side = 0;
crew = "p85_ussr_crew";
displayName = $STR_P85_VEH_CAR_BTR;
model = "\p85_v\p85_btr70";
picture = "\Ca\wheeled\data\ico\brdm2_CA.paa";
Icon = "\p85_v\BTRicon_map.paa";
mapSize = 9;
armor = 150;
type = "VArmor";
damageResistance = 0.0125;
cost = 10000;
canFloat = 1;
hasGunner = 1;
hasCommander = 0;
accuracy = 0.5;
nameSound = "apc";
transportSoldier = 7;
transportAmmo = 0;
transportMaxMagazines = 50;
transportMaxWeapons = 5;
weapons[] = {};
magazines[] = {};
maxSpeed = 100;
driverAction = "HMMWV_Driver";
cargoAction[] = {"HMMWV_Cargo01"};
cargoIsCoDriver[] = {1, 0};
driverOpticsModel = "\ca\Tracked\optika_tank_driver";
driverForceOptics = 1;
viewCargoShadow = 1;
commanderCanSee = 30;
gunnerCanSee = 30;
soundEngine[] = {"\ca\wheeled\Data\Sound\Brdm_engine_3", 2.51189, 0.8};
SoundGetIn[] = {"\ca\wheeled\Data\Sound\Ural_OpenClose", 0.00562341, 1};
SoundGetOut[] = {"\ca\wheeled\Data\Sound\Ural_OpenClose", 0.00316228, 1};
SoundGear[] = {"\ca\wheeled\Data\Sound\shifter_v4", 0.0001, 1};
SoundCrash[] = {"\ca\wheeled\Data\Sound\Brdm_crash", 0.562341, 1};
SoundEnviron[] = {"\ca\wheeled\Data\Sound\noise", 0.00316228, 0.25};
memoryPointTrackFLL = "stopa PLL";
memoryPointTrackFLR = "stopa PLP";
memoryPointTrackBLL = "stopa ZLL";
memoryPointTrackBLR = "stopa ZLP";
memoryPointTrackFRL = "stopa PPL";
memoryPointTrackFRR = "stopa PPP";
memoryPointTrackBRL = "stopa ZPL";
memoryPointTrackBRR = "stopa ZPP";
selectionBrakeLights = "light_brake";
selectionBackLights = "cerveny pozicni";

class ViewPilot {
initAngleX = 10;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.7;
minFov = 0.42;
maxFov = 0.85;
};
threat[] = {0.5, 0.5, 0.1};
hideProxyInCombat = 0;
wheelCircumference = 4;
turnCoef = 3;
steerAheadSimul = 0.5;
steerAheadPlan = 0.38;
terrainCoef = 1.5;
preferRoads = false;

class HitLFWheel {
armor = 0.2;
material = 0;
name = "Levy predni tlumic";
visual = "Levy predni";
passThrough = 1;
};

class HitRFWheel {
armor = 0.2;
material = 0;
name = "Pravy predni tlumic";
visual = "Pravy predni";
passThrough = 1;
};

class HitLBWheel {
armor = 0.2;
material = 0;
name = "Levy zadni tlumic";
visual = "Levy zadni";
passThrough = 1;
};

class HitRBWheel {
armor = 0.2;
material = 0;
name = "Pravy zadni tlumic";
visual = "Pravy zadni";
passThrough = 1;
};
gunnerHasFlares = 1;

class Turrets : Turrets {
class MainTurret : MainTurret {
body = "mainturret";
gun = "maingun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
hasGunner = 1;
weapons[] = {"p85_KPVT_gun", "pkt"};
soundServo[] = {"\ca\wheeled\Data\Sound\servo4", 0.00251189, 1};
magazines[] = {"p85_500Rnd_KPVT", "2000Rnd_762x54_PKT"};
minElev = -6;
maxElev = 35;
minTurn = -360;
maxTurn = 360;

class ViewOptics {
initAngleX = 5;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = 0.4;
minFov = 0.4;
maxFov = 0.4;
};
gunnerAction = "BRDM2_Gunner";
gunnerOpticsModel = "\p85_v\opticrt\brdm_gunner";
gunnerForceOptics = 1;
};
};
armorGlass = 0.5;
armorWheels = 0.2;
damperSize = 0.2;
armorBody = 0.4;
armorFuel = 1.4;
armorLights = 0.4;
typicalCargo[] = {"SoldierEB", "SoldierEB"};
driverIsCommander = 0;
canLock = "LockNo";

class Exhausts {
class Exhaust1 {
position = "vyfuk start";
direction = "vyfuk konec";
effect = "ExhaustsEffect";
};

class Exhaust2 : Exhaust1 {
position = "vyfuk start 2";
direction = "vyfuk konec 2";
};
};
unitInfoType = "UnitInfoSoldier";

class Library {
libTextDesc = "BTR-70 APC takes 7 passengers inside";
};

class Damage {
tex[] = {};
mat[] = {"p85_v\70\btr.rvmat", "p85_v\70\btr.rvmat", "p85_v\70\btr_de.rvmat"};
};
};


my config
#define true 1
#define false 0

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

#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 VSoft 0
#define VArmor 1
#define VAir 2

#define LockNo 0
#define LockCadet 1
#define LockYes 2

#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3

class CfgPatches
{
class Mech_BTR70M
{
units[] = {Mech_BTR70M};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {};
};
};
#include <cfgammo.h>
#include <cfgmagazine.h>
#include <cfgWeapons.h>
#include <CfgSkeletons.h>

class Damage
{


tex[] = {};


mat[] = {"Mech_BTR70M\t\veh_btr_camo.rvmat", "Mech_BTR70M\t\veh_btr_camo.rvmat", "Mech_BTR70M\t\veh_btr_camo_destruct.rvmat"};


};




class CfgVehicleClasses
{
class Mecharm
{
displayName = "MS - Armored";
};
};


class CfgVehicles
{
class Land; // External class reference
class LandVehicle : Land
{
class NewTurret; // External class reference
class AnimationSources; // thanks to RockofSL
};
class Car : LandVehicle {
class HitEngine {
armor = 1.2;
material = 60;
name = "motor";
visual = "motor";
passThrough = false;
};

class HitRGlass {
armor = 0.5;
material = -1;
name = "sklo predni P";
passThrough = false;
};

class HitLGlass {
armor = 0.5;
material = -1;
name = "sklo predni L";
passThrough = false;
};

class HitBody
{
armor = 0.4;
material = 51;
name = "karoserie";
visual = "karoserie";
passThrough = false;
};

class HitFuel {
armor = 1.4;
material = 51;
name = "palivo";
passThrough = false;
};

class HitLFWheel {
armor = 0.05;
material = -1;
name = "Levy predni tlumic";
visual = "Levy predni";
passThrough = false;
};

class HitRFWheel {
armor = 0.05;
material = -1;
name = "Pravy predni tlumic";
visual = "Pravy predni";
passThrough = false;
};

class HitLF2Wheel {
armor = 0.05;
material = -1;
name = "Levy dalsi tlumic";
visual = "Levy dalsi";
passThrough = false;
};

class HitRF2Wheel {
armor = 0.05;
material = -1;
name = "Pravy dalsi tlumic";
visual = "Pravy dalsi";
passThrough = false;
};

class HitLMWheel {
armor = 0.05;
material = -1;
name = "Levy prostredni tlumic";
visual = "Levy prostredni";
passThrough = false;
};

class HitRMWheel {
armor = 0.05;
material = -1;
name = "Pravy prostredni tlumic";
visual = "Pravy prostredni";
passThrough = false;
};

class HitLBWheel {
armor = 0.05;
material = -1;
name = "Levy zadni tlumic";
visual = "Levy zadni";
passThrough = false;
};

class HitRBWheel {
armor = 0.05;
material = -1;
name = "Pravy zadni tlumic";
visual = "Pravy zadni";
passThrough = false;
};
dammageHalf[] = {"\ca\wheeled\data\jepp4x4_glass.paa", "\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa", "\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa", "\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa", "\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa", "\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa", "\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa", "\ca\wheeled\data\scud_sklo4B.paa"};
dammageFull[] = {"\ca\wheeled\data\jepp4x4_glass.paa", "\ca\wheeled\data\jepp4x4_glassB.paa", "\ca\wheeled\data\jeep_kab_sklo1.paa", "\ca\wheeled\data\jeep_kab_sklo1B.paa", "\ca\wheeled\data\jeep_kab_sklo2.paa", "\ca\wheeled\data\jeep_kab_sklo2B.paa", "\ca\wheeled\data\scud_sklo.paa", "\ca\wheeled\data\scud_skloB.paa", "\ca\wheeled\data\scud_sklo2.paa", "\ca\wheeled\data\scud_sklo2B.paa", "\ca\wheeled\data\scud_sklo3.paa", "\ca\wheeled\data\scud_sklo3B.paa", "\ca\wheeled\data\scud_sklo4.paa", "\ca\wheeled\data\scud_sklo4B.paa"};
getInAction = "GetInMedium";
getOutAction = "GetOutMedium";
weapons[] = {"CarHorn"};
hasGunner = false;


class Turrets
{
class MainTurret : NewTurret
{
outGunnerMayFire = true;
memoryPointGun = "machinegun";
body = "";
gun = "";
gunnerAction = "ManActTestDriverOut";
gunBeg = "usti hlavne"; // endpoint of the gun
gunEnd = "konec hlavne"; // chamber of the gun
soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-50, 1.0};
minElev = -5;
maxElev = 70;
minTurn = -360;
maxTurn = 360;
maxVerticalRotSpeed=1.200000;
primarygunner=1;
primaryObserver=1;
gunnerOpticsModel = "\ca\weapons\optika_empty";
hasGunner = false;
gunnerForceOptics = true;
startEngine = false;

class HitTurret {
armor = 0.8;
material = 51;
name = "vez";
visual = "vez";
passThrough = false;
};

class HitGun {
armor = 0.4;
material = 52;
name = "zbran";
visual = "zbran";
passThrough = false;
};
castGunnerShadow = false;

class ViewOptics {
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.50;
minFov = 0.50;
maxFov = 0.50;
};

class ViewGunner {
initAngleX = 5;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = 0.7;
minFov = 0.7;
maxFov = 0.7;
};
};
};
soundEngine[] = {"\ca\wheeled\Data\Sound\mediumcar", db-60, 2.0};
soundEnviron[] = {"\ca\wheeled\Data\Sound\noise", db-65, 0.25};
soundCrash[] = {"\ca\wheeled\Data\Sound\crash2", db-10, 1};
soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", db-75, 1};
supplyRadius = 1.2;
driverAction = "ManActTestDriver";
cargoAction[] = {"ManActTestDriver"};
hideUnitInfo = false;
class Exhausts; // External class reference
castDriverShadow = false;
castCargoShadow = true;
};
class BtrBase : Car {};
class Mech_BTR70M : BtrBase
{
scope = public;
model = "\Mech_BTR70M\Mech_BTR70M.p3d";
Picture = "\Mech_BTR70M\BTRIcon.paa";
Icon = "\Mech_BTR70M\BTRIcon_MAP.paa";
mapSize = 8;
side=0;
terrainCoef = 1.5;
displayName = "BTR-70 (BPPU)";
canfloat = true;
ejectDeadCargo = true;
maxspeed = 80;
damperSize = 0.15; // max. damper amplitude
damperForce = 2.5; // larger number more stiffness dampers
//damperDamping = 40;
turnCoef = 2.5;
steerAheadSimul = 0.5;
steerAheadPlan = 0.4;
crew = "RU_Soldier_Crew";
nameSound = "APC";
weapons[] = {};
magazines[] = {};
armor = 130;
vehicleClass = "Mecharm";
fuelCapacity = 410;
forceHideGunner = true;
forceHideDriver = true;
driverOpticsModel = "\ca\Tracked\optika_tank_driver_east";
soundEngine[] = {"\ca\wheeled\Data\Sound\Brdm_engine_1.wss", db10, 1};
hiddenSelections[]={"n1","n2","n3","n4","n5","n6","pruh"};
memoryPointTrackFLL = "Stopa PLL";
memoryPointTrackFLR = "Stopa PLP";
memoryPointTrackBLL = "Stopa ZLL";
memoryPointTrackBLR = "Stopa ZLP";
memoryPointTrackFRL = "Stopa PPL";
memoryPointTrackFRR = "Stopa PPP";
memoryPointTrackBRL = "Stopa ZPL";
memoryPointTrackBRR = "Stopa ZPP";
memoryPointsGetInDriver = "pos driver";
memoryPointsGetInDriverDir = "zamerny";
memoryPointsGetInCommander = "pos cargo";
memoryPointsGetInCommanderDir = "pos cargo";
memoryPointsGetInCargo = "pos cargo";
memoryPointsGetInCargoDir = "zamerny";
memoryPointsGetInCoDriver = "pos cargo";
memoryPointsGetInCoDriverDir = "zamerny";
selectionBrakeLights = "light_brake";
selectionBackLights = "none";
type = VArmor;
cost = 100000;
class Exhausts
{
class Exhaust1
{
position = "vyfuk start";
direction = "vyfuk konec";
effect = "BombExplosion";
};

class Exhaust2 : Exhaust1
{
position = "vyfuk start 2";
direction = "vyfuk konec 2";
};
};

class Library
{
libTextDesc = "This BTR-70 has been modified with a new BPPU turret modulse using 2A72 30mm cannon and 7.62mm PKT machine gun.";
};

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 = 0.5;
};

class Right
{
color[] = {0.9, 0.8, 0.8, 1.0};
ambient[] = {0.1, 0.1, 0.1, 1.0};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 0.5;
brightness = 0.5;
};
};
typicalCargo[] = {};
transportSoldier = 9;
castDriverShadow = false;
driverAction = "HMMWV_Driver";
cargoAction[] = {"HMMWV_Cargo01", "MH6_Cargo03", "MH6_Cargo03", "MH6_Cargo03", "MH6_Cargo03", "HMMWV_Cargo01"};
canLock = LockNo;
unitInfoType = "UnitInfoSoldier";

class AnimationSources: AnimationSources
{
class Dvere1 // Should be the same as your selection name.
{
source = "user"; //The controller is defined as a user animation.
animPeriod = 1; //The animation period used for this controller.
initPhase=0; //Initial phase when object is created. 0 = CLOSED
};
};
class Turrets : Turrets
{
class MainTurret : MainTurret
{
body = "mainTurret";
gun = "mainGun";
hasGunner = true;
gunBeg = "usti hlavne"; // endpoint of the gun
gunEnd = "konec hlavne"; // chamber of the gun
weapons[] = {2A42, PKT, SD_SmokeLauncher};
soundServo[] = {"\ca\wheeled\Data\Sound\servo4", db-1, 1.0};
magazines[] = {"250Rnd_30mmAP_2A42", "250Rnd_30mmHE_2A42", "2000Rnd_762x54_PKT", "SD_SmokeLauncherDummy"};
gunnerAction = "BRDM2_Gunner";
gunnerOpticsModel = "\ca\tracked\optika_T72_gunner";
gunnerForceOptics = true;

class ViewOptics
{
initAngleX = 5;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = 0.28;
minFov = 0.28;
maxFov = 0.28;
};
};


};
class EventHandlers
{
fired ="_this exec ""\Mech_BTR70M\script\fired.sqs""";
};
class UserActions
{
class LaunchSmoke
{
displayName="Fire Smoke Launchers";
position="osa_dvere1";
radius=3.500000;
onlyForPlayer= false;
condition="(PLAYER == driver this) OR (PLAYER == gunner this)";
statement="this exec ""\Mech_BTR70M\script\smoke.sqs""";
};
class NightVision
{
displayName="Nightvision ON";
position="osa_dvere1";
radius=3.500000;
onlyForPlayer= true;
condition="NOT(SD_HaveNvg) AND (PLAYER == gunner this)";
statement="this exec ""\Mech_BTR70M\script\nightvision.sqs""";
};
class NightVisionOff
{
displayName="Nightvision Off";
position="osa_dvere1";
radius=3.500000;
onlyForPlayer= true;
condition="SD_HaveNvg AND (PLAYER == gunner this)";
statement="SD_HaveNvg = false";
};
};
// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
threat[] = {0.5, 0.2, 0.5};
};
};

T_Rex
FreeFalcon
Posts: 848
Joined: 2001-03-04 23:01:01
Location: here

Re: help with cofig

Post by T_Rex » 2010-03-08 17:05:04

What parts do you want to change?
Sic Semper tyrannosauro.

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