!!configuracion de torreta!!

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!!configuracion de torreta!!

Notapor geo » 22 Sep 2012 00:20

Hola a todos
actualmente estoy haciendo un modelo con una torreta, (bastante sencilla, lleva una m2 tan solo) pero estoy liadisimo con el config a ver si me podeis ayudar:

class CfgPatches {
class gkn {
units[] = {"SIMBA_M2"};
weapons[] = {};
requiredVersion = 1.0;
};
};

class CfgWeapons {
class Default; // External class reference
class CarHorn; // External class reference
class SportCarHorn; // External class reference

class simba : SportCarHorn {
scope = 2;
displayName = "Horn";
drySound[] = {"\jeep\Sounds\jeephorn.wav", 0.1, 1}; //Horn Sound
};
};

class CfgVehicleClasses {
class gkn {
displayName = "SIMBA_M2"; //Name it will appear under in the editor (empty >)
};
};

class CfgVehicles {
class All {};

class AllVehicles : All {};

class Land : AllVehicles {};

class LandVehicle : Land {};

class Car : LandVehicle {};

class Car_sedan : Car {
selectionBrakeLights = "brzdove svetlo";
selectionBackLights = "zadni svetlo";


class Reflectors {
class Left {
color[] = {0.9, 0.8, 0.8, 1.0};
ambient[] = {0.1, 0.1, 0.1, 1.0};
position = "HDlightstart1";
direction = "HDlightdir1";
hitpoint = "HDlightstart1";
selection = "HDlightstart1";
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 = "HDlightstart2";
direction = "HDlightdir2";
hitpoint = "HDlightstart2";
selection = "HDlightstart2";
size = 0.5;
brightness = 0.5;
};
};
};


class SIMBA_M2 : Car_sedan {
nameSound = "car";
accuracy = 0.9;
canlock = 1;
scope = 2; //Scope = 2; means the vehicle will be displayed and is "Public"
side = 3; //Side in game it appears under
type = 1;
typicalCargo[] = {};
cargoIsCoDriver[] = {1, 0};
weapons[] = {"jeephorn","M2"}; //Weapons or Sounds
magazines[] = {}; //Ammo the car will have in gear when it spawns
unloadInCombat = 1;

class TransportWeapons {}; //Weapons the car will spawn with in the gear
transportSoldier = 8; //Maximum soldiers the vehicle can transport minus the driver
transportMaxMagazines = 1000; //Maximum ammo the vehicle can have in the gear
transportMaxWeapons = 50; //Maximum weapons the vehicle can have in the gear
viewCargoShadow = 1;
maxSpeed = 100; //Maximum Speed in KM/H
turnCoef = 1.95; // % of speed the vehicle can turn at
terrainCoef = 1.0; // % of speed the vehicle can have off road
brakeDistance = 20.0; // Distance it takes to stop the vehicle
cost = 1000; // Cost in Armory
fuelCapacity = 250; // Maximum Fuel
armorWheels = 0.14;
armor = 500; //Maximum damage the vehicle can take.
armorStructural = 8.0;
armorEngine = 2.2;
SoundGetIn[] = {"\ca\sounds\vehicles\wheeled\offroad\ext\ext-offroad-getout-1", 0.251189, 1};
SoundGetOut[] = {"\ca\sounds\vehicles\wheeled\offroad\ext\ext-offroad-getout-1", 0.251189, 1, 30};
soundEngineOnInt[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-start-1", 0.316228, 1.0};
soundEngineOnExt[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-start-1", 0.316228, 1.0, 200};
soundEngineOffInt[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-stop-1", 0.316228, 1.0};
soundEngineOffExt[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-stop-1", 0.316228, 1.0, 200};
buildCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_building_01", 0.707946, 1, 200};
buildCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_building_02", 0.707946, 1, 200};
buildCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_building_03", 0.707946, 1, 200};
buildCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_building_04", 0.707946, 1, 200};
soundBuildingCrash[] = {"buildCrash0", 0.25, "buildCrash1", 0.25, "buildCrash2", 0.25, "buildCrash3", 0.25};
WoodCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_01", 0.707946, 1, 200};
WoodCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_02", 0.707946, 1, 200};
WoodCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_03", 0.707946, 1, 200};
WoodCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_04", 0.707946, 1, 200};
WoodCrash4[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_05", 0.707946, 1, 200};
WoodCrash5[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_06", 0.707946, 1, 200};
soundWoodCrash[] = {"woodCrash0", 0.166, "woodCrash1", 0.166, "woodCrash2", 0.166, "woodCrash3", 0.166, "woodCrash4", 0.166, "woodCrash5", 0.166};
ArmorCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_01", 0.707946, 1, 200};
ArmorCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_02", 0.707946, 1, 200};
ArmorCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_03", 0.707946, 1, 200};
ArmorCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_04", 0.707946, 1, 200};
soundArmorCrash[] = {"ArmorCrash0", 0.25, "ArmorCrash1", 0.25, "ArmorCrash2", 0.25, "ArmorCrash3", 0.25};
displayName = "1989 Jeep Wrangler"; //Vehicles name in the editor
model = "\simba_m2\simba_m2.p3d"; //path to the vehicles .p3d

class Turrets {
};
castDriverShadow = 0;
driverIsCommander = 1;
driverAction = "UAZ_Driver";
cargoAction = {"HMMWV_Cargo01", "HMMWV_Cargo01", "UAZ_Cargo01"};
canLock = 0;
unitInfoType = "UnitInfoSoldier";



class Library {
libTextDesc = "fs100 simba"; //Discription in Armory
};

class SoundEvents {
class AccelerationIn {
sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-acce-1", 0.316228, 1.0};
limit = 0.7;
expression = "(engineOn*(1-camPos))*gmeterZ*(speed factor[2.5, 4])";
};

class AccelerationOut {
sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-acce-1", 0.316228, 1.0, 250};
limit = 0.7;
expression = "(engineOn*camPos)*gmeterZ*(speed factor[2.5, 4])";
};
};

class Sounds {
class Engine {
sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-low-1", 0.398107, 1.0, 300};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "camPos*engineOn*((rpm factor[0.21, 0.5]) min (rpm factor[0.7, 0.3]))";
};

class EngineHighOut {
sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-high-2", 0.398107, 1.0, 400};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "camPos*engineOn*(rpm factor[0.5, 0.85])";
};

class IdleOut {
sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-idle-5", 0.223872, 1.0, 200};
frequency = "1";
volume = "camPos*engineOn*(rpm factor[0.4, 0])";
};

class TiresRockOut {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-rock2", 0.316228, 1.0, 30};
frequency = "1";
volume = "camPos*rock*(speed factor[2, 20])";
};

class TiresSandOut {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-sand2", 0.316228, 1.0, 30};
frequency = "1";
volume = "camPos*sand*(speed factor[2, 20])";
};

class TiresGrassOut {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-grass3", 0.316228, 1.0, 30};
frequency = "1";
volume = "camPos*grass*(speed factor[2, 20])";
};

class TiresMudOut {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-mud2", 0.316228, 1.0, 30};
frequency = "1";
volume = "camPos*mud*(speed factor[2, 20])";
};

class TiresGravelOut {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-gravel2", 0.316228, 1.0, 30};
frequency = "1";
volume = "camPos*gravel*(speed factor[2, 20])";
};

class TiresAsphaltOut {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-asphalt3", 0.316228, 1.0, 30};
frequency = "1";
volume = "camPos*asphalt*(speed factor[2, 20])";
};

class NoiseOut {
sound[] = {"ca\sounds\Vehicles\Wheeled\UAZ\ext\ext-noise", 0.316228, 1.0, 30};
frequency = "1";
volume = "camPos*(damper0 max 0.02)*(speed factor[0, 8])";
};

class EngineLowIn {
sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-low-1", 0.562341, 1.0};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "(1-camPos)*engineOn*((rpm factor[0.2, 0.4]) min (rpm factor[0.7, 0.3]))";
};

class EngineHighIn {
sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-high-2", 0.562341, 1.0};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "(1-camPos)*engineOn*(rpm factor[0.56, 0.8])";
};

class IdleIn {
sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-idle-5", 0.398107, 1.0};
frequency = "1";
volume = "(1-camPos)*engineOn*(rpm factor[0.4, 0])";
};

class TiresRockIn {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-rock2", 0.316228, 1.0};
frequency = "1";
volume = "(1-camPos)*rock*(speed factor[2, 20])";
};

class TiresSandIn {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-sand2", 0.316228, 1.0};
frequency = "1";
volume = "(1-camPos)*sand*(speed factor[2, 20])";
};

class TiresGrassIn {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-grass3", 0.316228, 1.0};
frequency = "1";
volume = "(1-camPos)*grass*(speed factor[2, 20])";
};

class TiresMudIn {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-mud2", 0.316228, 1.0};
frequency = "1";
volume = "(1-camPos)*mud*(speed factor[2, 20])";
};

class TiresGravelIn {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-gravel2", 0.316228, 1.0};
frequency = "1";
volume = "(1-camPos)*gravel*(speed factor[2, 20])";
};

class TiresAsphaltIn {
sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-asphalt3", 0.316228, 1.0};
frequency = "1";
volume = "(1-camPos)*asphalt*(speed factor[2, 20])";
};

class NoiseIn {
sound[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-noise-1", 0.316228, 1.0};
frequency = "1";
volume = "(damper0 max 0.03)*(speed factor[0, 8])*(1-camPos)";
};

class Movement {
sound = "soundEnviron";
frequency = "1";
volume = "0";
};
};
};
};


el config esta sacado de un learner de ahi las explicaciones, por desgracia el vehiculo del config no dispone de torreta y yo no consigo definir ninguna sin que me aparezca un error al iniciar el juego
¿que me falta por poner en cfgvehicles? ¿y en class turrets? ¿como puedo hacer una buena definicion de torreta? !!ayuda por favor!!

MUCHAS gracias
geo
 
Mensajes: 20
Registrado: 11 Mar 2009 23:43

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