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Author Topic: Vehicle config walkthrough/Tutorial  (Read 9094 times)
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Donken
Generalmajor
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Posts: 460


« on: May 23, 2014, 10:36:32 AM »

Its long time overdue but here is a start of an walkthrough/tutorial of how vehicles configs work in Steel Fury.
First i want to say that a few things are quite quirky and weird when playing around with the settings.
And also that when translated from cyrillic to russian and then to english there are lots of errors. So its not really grammatical
errors by me, I blame google translator Cheesy
And this is gonna be an ongoing project with updates when i got time.

Discussion here: http://graviteam.com/forum/index.php?topic=11600.0

Later on when i got an almost complete walkthrough of the configs i will try to make a step by step tutorial with a simple tracked vehicle.

So start model now ppl Cheesy Help is coming to get your creations in the game!

Feel free to ask lots of questions and point me to errors i made!


Let me start with the Panther G config. Here is the first entrys:

pantherg()
{
   //object/vehicle type
   type    =   %OT_TANK%;
   //mesh (*.go) filename
   mesh   =   pantherg;
   //number of LODs, 3 Lods is the most wanted. Works with fewer but more lods is better!
   mesh_lods=   1;
   //weight in kilograms
   mass   =   44800;
   //height. depends on where the center of the vehicle is located. Usually, 2m.
   drop_h   =   2.0;
   //points (of mass * distance from center of gravity) To calculate check this post: what does a "center mass"?
   jx   =   50000;
   jy   =   50000;
   jz   =   30000;
   //Battle efficiency. How many soldiers cost the unit. In our case Panther corresponds to 17 soldiers.
   effect   =   17;
   //name (for localization files) This is for the name that shows up in the editor and in the game. Found here: Steel Fury - Kharkov 1942\data\k42\loc_rus\text
   name   =   txt_tn_pantherg;

   //engine torque in kg*m
   engine_m   =   1000.0;
   //engine power in HP
   engine_pow   =   700;
   //define the inertia of the engine
   eng_tau      =   0.5;

   //engine friction coefficient ?
   eng_friction   =   2000;
   //engine RPM
   min_w      =   600.0;
   max_w      =   3200.0;

   //gear ratios
   gear_k      =   -2.6, 0, 3.45, 2.0, 1.8, 1.5, 1.0, 0.7, 0.46;
   //Efficiency of gear in %
        //gear_kpd   =   1.0, 1.0, 1.0, 0.8, 0.6, 0.5, 0.4, 0.3, 0.2;
   gear_kpd   =   1.0, 1.0, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1, 0.08;
   
   //sound list (for voice commands)
   snd_list   =   levels\levels\common\snd_list_ger.engcfg;

   //fuel consumption for 100km
   fuel_rash   =   300;
   //fuel tank capacity in litres
   fuel_tank   =   730;
   //battery capacity in Ampere/h
   acc_capacity   =   300;
   //battery consumption for engine start, in Amperes
   eng_start_cur   =   600;
   //onboard systems consumption in Amperes
   suo_cur      =   20;
   //engine electric consumption, in Amperes (0 for diesel engines)
   eng_cur      =   10;
   //Electric current generated by the engine, KW
   gen_power   =   3;

   //list of crew members defined in common_units and places.cfg
   wp_decode   =   wp_driver, wp_gunner, wp_commander, wp_loader, wp_mgunner;   
      
   //tank tracks sound
   snd_pillars   =   track_panther;
   //engine sound
   snd_engine   =   diesel_5;
   //gearbox sound
   snd_gear   =   gear;
   snd_starter   =   starter_panther;

   //sound frequency, Hz
   sndp_base_freq   =   22000;
   //change the frequency of the current sound
   sndp_base_freq_k =   0.5;

   //base frequency of the engine sound, Hz
   snde_base_freq   =   22000;
   //scaling coefficient for engine sound frequency
   snde_base_freq_k =   3.0;

   //defines the width of a ford that can be crossed and enable to avoid bumping with other units. Higher value is better for bumping, but bad for the ford crossing.
        If value "10"  then it has 100% probability it will drown in the river. Mostly it's length of the vehicle
   bb_round   =   5.0;

   //configuration of the interface
   interf_cfg   =   interf\interf.engcfg;
   
   //deformation
   deform         =    true;
   
   //armor thickness, mm
   armor_thick   =   100;
   //áðîíÿ äëÿ ÈÈ
   arm_fwd      =   80;
   arm_side   =   60;
   arm_back   =   40;
   arm_up      =   17;

   //Visibility (high/low profile)
   vis_factor   =   2.5;

   //armor map
   armor_map   =   armor_maps\pantherg_armor.tga;
   //armor quality
   armor_qual   =   1.0;
   //armor fragility
   armor_frail   =   0.3;
   //armor strength! empiric coefficient to define the hardness of the armor. Usually it has value "2000". In case of hardened surface armor (i.e. BT-5), then coefficient should
        be 2100. Let's say each "100" will add ~30mm additional armor.
   armor_str   =   2100;

   //rotate by hands. For AA guns, i.e. Flak 36 or mortar
   manual_rot      =   false;
   //stationary unit. For AA guns, i.e. Flak 36 or pillboxes
   immobile      =    true;

   //exhaust smoke fragment name
   smk_gen   =   s_smoke_01, s_smoke_02;

   //cockpit config file, interior model file is explained in this file
   cocpit      =   cocpits\coc_pantherg.engcfg;

   //air inlet. height fragment (for water crossing)
   water_line   =   s_waterline;

   //trailer dummy, hookpoint or hitch. not implemented. this parameter is unuseful.
   pricep      =;

   //moved by hands. for guns
   move_hands   =;

        //no shadows, used for example on the planes
   no_shadows   =   true;



And now the entrys like wheels and sights:
Most entries are taken from the panther but there are others as well!

How these lists work.

First is the name of which entry in your tech.cfg file it is. The tech files are located here: Steel Fury - Kharkov 1942\data\k42\loc_rus\levels\LEVELS\tech_cfg, in this example we partly are using pantherg.engcfg as an example
Second is a number on which parameter it is on that entry and an explanation on what that entry does.
Third, an example of an entry with the numbers above.

In your tech.cfg

1. cpillars()

2.    1      Name of the track in your common_res
      2      Weight
      3      Left lever, braking when turning left
      4      Right lever, braking when turning right
      5      Drive type
      6      Friction
      7      Maximum adherence when clutching gear, clutch slip, higher number stronger clutch
      8      Traction weight
      9      Step for splitting geometry. Lower number more steps on the tracks, 0.1 is good enough and recomended.
      10      Coefficient modifier
      11      Traction sideways, higher number more traction. Good setting for making bigger tanks turning slower and feel more "heavy"
      12      Number of wheels, count the wheels on your model and in your tech.cfg file
      13      List of wheels, check your tech.cfg
      14      The path of where the tracks are attached on/by the wheels

3.     1          2  3  4   5  6          7      8    9     10   11     12  13                                                        14
        jtiger_r, 1, 1, 0,  1, 0.002,  1000, 1.0, 0.1, 1.0, 1.3,   11,  0,  1,  2,  3,  4,  5,  6,  7,  8,  9,  10,        0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2;
        jtiger_l, 1, 0, 1,  1, 0.002,  1000, 1.0, 0.1, 1.0, 1.3,   11, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20,  21,   0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2;




And now the entries:

wheels()

1   Name of the wheel in your mesh/go file
2   Lower damping
3   Upper damping
4   spring rate
5   Mass/weight
6   Powered wheel for cars/trucks, For tanks it is the drive sprockets
7   Steering wheel, ruler wheel
8   ?
9      Suspension travel Y Axis, left/right               \
10     Suspension travel z Axis, up/down                } should be 0 (zero) for drivesprockets and idler wheels
11     Suspension travel x Axis, forward/backward   /   
12   Maximum upper displacement
13   Maximum lower displacement
14   Steering ratio
15   Moment on intertia on wheels, on tracked wheels no difference.
16   Braking power, must use on wheels that have contact with ground
17   Friction when staying still
18   Radius modifier (track placement against the wheel, higher number closer to the wheel, used on for example the drive sprockets)
19   Adhesion, stuck on ground, clutch steering
20   Resistance to turn

1                 2           3            4              5   6  7        8      9  10 11  12   13    14   15    16     17      18     19   20
d_wheel_01,  kv1dn_d, kv1up_d, kv1spr_t,   40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.05, 1.0, 1.0;
d_wheel_02,  kv1dn_d, kv1up_d, kv1spr_t,   40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.2, 30.0, 90.0, 0.001, 0.0,  1.0, 1.0;
d_wheel_03,  kv1dn_d, kv1up_d, kv1spr_t,   40, 0, false,  true, 0, -1, 0,   0.2, 0.1,  0.2, 30.0, 90.0, 0.001, 0.0,  1.0, 1.0;
d_wheel_04,  kv1dn_d, kv1up_d, kv1spr_t,   40, 0, false,  true, 0, -1, 0,   0.2, 0.1,  0.2, 30.0, 90.0, 0.001, 0.0,  1.0, 1.0;
d_wheel_05,  kv1dn_d, kv1up_d, kv1spr_t,   40, 0, false,  true, 0, -1, 0,   0.1, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0,  1.0, 1.0;


cpillars()

1   Name of the track in your common_res
2   Weight
3   Left lever, braking when turning left
4   Right lever, braking when turning right
5   Drive type
6   Friction
7   Maximum adherence when clutching gear, clutch slip, higher number stronger clutch
8   Traction weight
9   Step for splitting geometry. Lower number more steps on the tracks, 0.1 is good enough and recomended.
10   Coefficient modifier
11   Traction sideways, higher number more traction. Good setting for making bigger tanks turning slower and feel more "heavy"
12   Number of wheels, count the wheels on your model and in your tech.cfg file
13   List of wheels, check your tech.cfg
14   The path of where the tracks are attached on/by the wheels

1          2  3  4   5  6         7       8    9    10   11     12   13                                                       14
jtiger_r, 1, 1, 0,  1, 0.002,  1000, 1.0, 0.1, 1.0, 1.3,   11,  0,  1,  2,  3,  4,  5,  6,  7,  8,  9,  10,        0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2;
jtiger_l, 1, 0, 1,  1, 0.002,  1000, 1.0, 0.1, 1.0, 1.3,   11, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20,  21,   0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2;


carets()

1.  name of fragment on your model
2.  name of wheel connected infront of suspension arm
3.  name of wheel connected behind of suspension arm

1                2                 3
//left
d_caret_00,  d_wheel_01 ,               ;
d_caret_01,  d_wheel_02 ,               ;
//right
d_caret_02,                  ,d_wheel_03;
d_caret_03,                  ,d_wheel_03;

A few notes about carets, or suspension. game engine makes a difference between left and right side, so depending on which side
the arms is gonna be you need to change if suspensions attachment to the hull is infront or behind the wheel!


heads()

1.   Turret name for weapons() entry and your workplaces.cfg
2.   Traverse fragment, the turret for example
3.   Elevation fragment, a gunmantle for example
4.   Traverse - left in degrees
5.   Traverse - right in degrees
6.   Elevation up in degrees, for the gunmantle
7.   Elevation down in degrees, for the gunmantle
8.   Traverse speed deg/sec
9.   Elevation speed deg/sec
10.   Electrical traverse speed deg/sec
11.   Electrical elevation speed deg/sec

1            2                3                4       5      6     7      8    9   10  11
head1,     db_head,     d_gunmask,  180,  180,  18,   8,     20, 10, 30, 0;
head2,     d_mgun_02, d_mgball,       14,    14,   7,   7,     30, 10,   0, 0;

weapons()

1.   Name of weapon, must be same as the weapon entry in common_res
2.   Dummy from where the shot is fired
3.   Recoil fragment
4.   Turret on which the gun is mounted
5.   Loaders workplace. The crew member that is loading this weapon. Use workplaces tech file
6.  Dummy for gun breech, used for interiors, so not necessary if no interior exist!
7.  distance of the gun breech
8.  the position of the shell/case
9.  ?
10. ?

1         2                   3          4        5               6         7      8   9  10
KWK42, s_gun,           db_gun, head1, wp_loader,  s_klin,   0.1,   0, 1, 0;
MG34,   s_mgun_01,             , head1, wp_loader;
MG34,   s_mgun_02,             , head2, wp_mgunner;


shells()

1.   Name of ammunition, must be same as in common_res
2.   Amount/quantity of ammo
3.   ?
4.   the number on the keyboard when changing ammo. 0 corresponds key 1

1               2      3  4
PZGR39_42, 37  , 0, 0;         
PZGR40_42, 5    , 0, 0;
SPRGR_42,  40   , 0, 1;

BUL_792, 4800;


sights()

1.   Sight name for the vehicle
2.   Camera dummy, same name as the camera on your 3d model
3.   This is the reticle name, taken from your common_res file
4.   Gunsight shaking
5.   Group of sights, what crewmember is using it
6.     modelled part of rotating sights, for example the drivers sight on the panther g

1                      2                                 3                     4        5
sig_gunner,        s_camera_gunner,           tzf5fn,              0.0,    sig_gunner, ;
sig_driver,          s_camera_driver,             pz4_sight,         0.0,   sig_driver, ;
sig_mgunner,      s_camera_mgunner,        pz4mgun,          0.0,   sig_mgunner, ;
sig_mgunner,      s_camera_mgunner2,        pz4_sight_hole,  0.0,   sig_mgunner, ;
sig_commander,  s_camera_commander_01,  pz4_sight,         0.0,  sig_commander, ;


hatchs()

1.   What crewmember is using the hatch
2.   Name of the hatch on your 3d model
3.   How many degrees its opening
4.   How many snaps of the hatch untill fully opened
5.   Opening "snap" when starting the game

1                      2                       3     4  5  6
commander,        d_hatch_01,       115, 1, 0, 1;


random()

1.  Fragment name, part on your 3d model
2.  Number in percents chance. How randomly the fragment is gonna be used when loading game. 0 is never, 1 is always

1                    2
d_schurzen_01, 0.0;
d_schurzen_02, 0.0;


Now its time for crew places config. This file you find here: Steel Fury - Kharkov 1942\data\k42\loc_rus\levels\LEVELS\tech_cfg\misc

And the entries:

1 Name of the crewmember, use: list of crewmembers in the tech.cfg and also work_places() in the tech.cfg
2 Flags, see the list below! This is mostly ai behavior, what can it do and what cant it do.
3 Importance of the place, which will be occupied in first turn, if crew-member dead
4 What is the crewmembers controls, guns etc, other words what work does he have!
5 Add turrets name ie: head1, head2 etc, find these in your tech.cfg file.
6 User interface for the crewmember
7 What sights and optics is it using, check sights() in the tech.cfg Group of sights, should be in your tech.cfg
8 What crewmember is responsible for that hatch. This crewmember opens that hatch mentioned in your tech.cfg
9 Dummy name in your mesh/go file for that crewmember. Dummy of the working place inside tank. Where gunner will take place s_gunner, where commander will take place s_commander etc
10 Dummy name in your mesh/go file for that crewmember when unbuttoned
11 Mesh hitbox for that crewmember
12 Mesh hitbox for that crewmember when unbuttoned
13 Dummy name in your mesh/go file for that crewmember when bailing out
14 Name of the crewmembers mesh/go file, it is also for the animations. Check anims.engcfg
15 Name of animations, check \levels\levels\common and file anims.engcfg

1             2       3      4        5          6         7            8       9           10                 11        12                13                14             15
wp_driver, 0x38, 0.10, driver,  head1 , driver, sig_driver, driver, s_driver, s_driver_out,  p_driver, p_driver_out, s_driver_exit, pz4_driver, %ROLE_DRIVER%;


flags:
//WPF_VISIBLE  = 0x00000001,        //crewmember can see
//WPF_COLL   = 0x00000002,        //crewmember may collision/bump into
//WPF_LIVE   = 0x00000004,        //crewmember walks himself
//WPF_SETSIDE  = 0x00000008,        //the player takes over position
//WPF_USER   = 0x00000010,16       //player controlled
//WPF_INOUTCTRLS = 0x00000020,32    //disables the controls when unbuttoned
//WPF_AIGUNBLOCK = 0x00000040,64    //turns off the AI controls, AI cant use gun
//0x18/24=16+8     -                  //player controlled, the player takes over position
//0x19/25=16+8+1   -                  //player controlled, the player takes over position, the crewmember can see
//0x38/56=32+16+8  -                  //disables controls when unbuttoned, player controlled, the player takes over
//0x49/73=64+8+1 -                  //turns off the AI controls, AI cant use gun, the player takes over, crewmember can see
//0х58/88=64+16+8  -                  //turns off the AI controls, AI cant use gun, player controlled, the player takes over
//0x1b/27=16+8+2+1 -                  //player controlled, the player takes over, crewmember confligt of?, crewmember can see
//0x9b/
//0x99/ -                                            //hand weapons invisible


A few notes on the configs:

Its not necessary to delete something you change or if you make a new line for experiment. Just comment it out with a double forward slash like this: //
It makes the game not to read that line, also good to add comments if you need.
Also, each entry starts with { and ends with } Its easy to forget them and/or accidently remove them!

An example of the two new notes:

   hatchs()
        {

      //group, fragment name, angle of opening, quantity of positions, current position
                commander,        d_hatch_01,                115, 1, 0, 1;
//             commander,        d_hatch_02,                100, 1, 0, 1;
                driver,                d_hatch_03,                -90, 1, 0, 1;
        }
« Last Edit: June 05, 2014, 06:24:07 AM by Donken » Logged

The real heroes are those that never came back.
Donken
Generalmajor
*
Posts: 460


« Reply #1 on: May 23, 2014, 10:36:44 AM »

In your common_res, found here: Steel Fury - Kharkov 1942\data\k42\loc_rus\levels\LEVELS\common


shells()

1 Name, used in your tech.cfg file
2 Flags
3 Type
4 Name of the gun the shells is used with
5 Muzzle velocity, m / s
6 Length of the barrel, also called caliber
7 ArmorPiercing action
8 Normal at which ricochet
9 Kummulutiv action (for piercing the core dimeter)
10 Explosive action
11 Fragmentation
12 Incendiary
13 Projectile weight kg
14 Weight of explosives, kg
15 Air resistance k1
16 The influence of gravity m / s ^ 2
17 CWE in x
18 CWE on a
19 The tendency to fracture
20 Length of engine (gas generator)
21 The effect of wind
22 Air resistance k2
23 Air resistance k3
24 Sound of contact with the ground
25 The sound of falling armor
26 Sound when hitting a building
27 The sound of falling in water
28 Sound of contact with human
29 Sound of projectile
30 Type the goals of AI
31 Effective range, in meters
32 Penalty for shot AI
33 Name of the shells in your .text file
34 The pattern of explosion
35 Pattern rebound
36 The pattern of fragments
37 Modes of the projectile (0 - no gap, 0x1 - to strike, 0x2 - slow, 0x4 - Enter the distance)
38 Time of detonation, ms
39 The minimum delay time, ms
40 The maximum delay time, ms
41 Number of steps
42 Color tracer
43 Time of burning tracer
44 The reliability of operation of the projectile
45 Number of rounds for the sprite interface
46 Shell name of the mesh/model file in your .go folder
47 Cartridge name of the mesh/model file in your .go folder

1              2     3                  4        5    6  7     8    9  10 11 12 13     14   15  16  17   18   19   20 21  22 23
SPRGR_44, 0x10,%SHELL_HE%,PAK44,750,55,0.35,0.1,0, 1 , 1 , 0 ,25.6, 3.6  ,0.1,8 , 0.5 ,0.5, 0.1, 0 , 1 , 1 , 1
 24             25               26              27              28                29   30 31    32  33
,expl_gndm*,expl_techm*,expl_buildm*,expl_water*,expl_human*,fly1, 0 ,1500, 1 , txt_shell_sprgr_44,
34               35         36           37    38  39  40  41  42               43  44  45  46                   47
he_expl_pat, rico_pat, piece_pat,0x3 , 1  ,2 ,100 , 3 , 0x80000000 , 0 , 1 , 17, SHELL_SPRGR34, SHELLC_PZ4F2;


weapons()

1 Name, used in your tech.cfg file
2 Flags
3 Type of weapon, list can be found in weap_defs.engcfg
4 Length of the barrel, measured in caliber
5 Caliber, mm
6 Coefficient. impact
7 Undo, m
8 Time rollback from
9 Time overrun with
10 Number of charges in the cassette/magasine
11 Recharge time a projectile with
12 Time change of the cassette with
13 Depending on experience charging
14 How much smoke when fired
15 How much dust raise up when firing
16 Sound of the shot
17 Sound when loading
18 Sound of cassette/magasine change
19 Sound of gun breech when loading
20 Number of shots in the queue for AI
21 Name of the gun in your .text file
22 shot pattern
23 The geometry of the arms (for portable)
24 Name of the gun that is used for the shells

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PAK44,  ,%WEAP_RBARRET%,55, 128, 1, 0.5, 0.1, 1, 1 , 0 ,17 ,1 ,1 ,1 ,shot_flak44,reload1,   ,drop1,1 ,txt_gun_flak36,gun_shot_pat,   ,PAK44;


tracks()

1   Track name, must be same as the trackname in the tech.cfg file
2   Texture material, found in: texture/tracks
3   Razor/teeth height
4   Width
5   Track height (thickness)
6   The beginning of the texture of the track on the texture along the horizontal axis, measured in pixels
7   The end of the texture of the track on the texture along horizontal axis, measured in pixels
8   The beginning of the sidewall texture of the tracks on the texture along horizontal axis, measured in pixels
9   The end of the sidewall texture of the tracks on the texture along horizontal axis, measured in pixels
10   The beginning of razors/tooth texture  along horizontal axis, measured in pixels
11   The end of razors/tooth texture  along horizontal axis, measured in pixels
12   The length of entire tracks texture in pixels on the vertical line
13   The placement of tracks relative to axis of tank is left-right, in meters
14   "clap" on the vertical line, sidewall/track texture on the sides up or down from center of track along vertical
15   The placement of razors/tooth relative to center of the tracks along horizontal, in meters, 0 (zero) is in the middle of the tracks, higher number is to the outside.
16   The value of loosening the tracks. Higher number is looser tracks, gives the hang effect seen on the KV or Pz4 between the idler wheels.

1          2            3     4     5        6       7     8     9     10    11   12      13      14    15  16
kv1_l,   TRACKS1, 0.1,  0.7, 0.065, 142,   348, 358, 380, 376, 412, 4608, -0.08,  0.75, 0,  0.03;
kv1_r,   TRACKS1, 0.1,  0.7, 0.065, 142,   348, 358, 380, 376, 412, 4608, 0.08,   0.75, 0,  0.03;


sights ()

1 Name of the sight, used in tech.cfg
2 Fixed part
3 Moving vertical part
4 Moving horizontally part
5 Rotating part
6 cursor for pointing gun
7 Type of outline, 0 for no outline, 1 for square, 2 for a circle)
8 Angle of view, in degrees
9 The the original magnification
10 The final magnification, must be the same as parameter 9
11 Scale of the field of vision in magnification, multiplikation of parameter 9.
12 Step increase, aiming range (0.0 - smooth)
13 The initial position of illumination, 0 is off and 1 is on
14 The final position of illumination,  0 is off and 1 is on
15 Discrete illumination, false for no illumination
16 color off. illumination
17 color on. illumination
18 Color "quality" Optics
19 The scale of the gunsight, lower number is smaller
20 Pivot of the sight, if parented to gun = true, connected somewhere else false (common problem if the sight doesnt follow up/down when aiming)
21 The accuracy of targeting by the AI
22 Range scales in the range (min.)
23 Range scales in the range (max.)
24 The range of the scale of lateral amendments (min)
25 The range of the scale of lateral amendments (max)
26 Chunk of sight angle, degrees
27 The quality of sight, range in km where ai starts to shoot
28 The sight can be damaged
29 The sight have a cap/visor
30 The angle of rotation of the horizontal crosshair (min), deg
31 The angle of rotation of the horizontal crosshair (max), deg
32 The scale of the rotation angle

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tzf5fn,tzf5fa,tzf5fb,  ,tzf5fnc,cross , 2 , 18 , 2.5 , 2.5 , 2  ,0  ,0  ,1  ,true, 0xc0202020, 0x60402020, 0x20e0d080, 3  ,true, 3  ,-0.12,0  ,0  ,0  ,0  ,1.5,true,false, 0  ,0  ,-38;
« Last Edit: May 23, 2014, 10:38:40 AM by Donken » Logged

The real heroes are those that never came back.
Donken
Generalmajor
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Posts: 460


« Reply #2 on: May 23, 2014, 10:36:56 AM »

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The real heroes are those that never came back.
Donken
Generalmajor
*
Posts: 460


« Reply #3 on: May 23, 2014, 10:37:12 AM »

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The real heroes are those that never came back.
Donken
Generalmajor
*
Posts: 460


« Reply #4 on: May 23, 2014, 10:41:33 AM »

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The real heroes are those that never came back.
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