Rod
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« Reply #20 on: April 11, 2012, 02:25:15 PM » |
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Okay will do it tonight. Hmm maybe I did get these out BEFORE I added the latest BETA patches. This is what happens when you do this stuff into the night BLECH it's da little things. Software is like hahaha ammo-it's the tolerances.
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« Last Edit: April 11, 2012, 02:28:20 PM by Rod »
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Rod
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« Reply #21 on: April 11, 2012, 02:55:28 PM » |
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Kyth
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« Reply #22 on: April 12, 2012, 03:28:55 AM » |
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Don't install your game in 'Program Files',
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"What am I, chopped liver..?"
"Yes."
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Rod
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« Reply #23 on: April 12, 2012, 03:48:42 AM » |
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Even with XP? Curious- why would it make a difference?
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« Last Edit: April 12, 2012, 03:50:45 AM by Rod »
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Kyth
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« Reply #24 on: April 12, 2012, 03:57:36 AM » |
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Even with XP? Curious- why would it make a difference? It's okay in XP, I suppose. For anything later than that, there are some well-documented "features" that tend to crop up: http://graviteam.com/forum/index.php?topic=10219.0
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"What am I, chopped liver..?"
"Yes."
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Flashburn
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« Reply #25 on: April 12, 2012, 03:59:32 AM » |
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Its been a MEGA issue with allowing updates of Graviteam games. But as far as I know its mainly a win7 64bit issue? If you where able to install updates to directory you *should* be fine. If funky things happen..........well its probably this. LOL Ya what he said.
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Yabba dabba do
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Rod
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« Reply #26 on: April 12, 2012, 04:06:54 AM » |
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Thanks both for a prompt reply. I'll reinstall in C Drive-Not C\Program.
It crashed again even though I followed your edit and substitution Flashburn and did see differences per the ammo comments you made in the flles when comparing.
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« Last Edit: April 12, 2012, 04:10:02 AM by Rod »
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Flashburn
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« Reply #27 on: April 12, 2012, 05:12:18 AM » |
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Somewhere its referencing ammo types that are no longer correct..... Royal pain in the arse but if mission starts for a bit then crashes. This is almost always what it is.
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Yabba dabba do
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Rod
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« Reply #28 on: April 12, 2012, 06:19:32 AM » |
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I played with for about an hour and gave it a rest-just playing the game for now. Taking a break from trying to mod. For me-and speaking for myself only-the Game is fun the tweaking is not.
There are 2 tabs.flatdata files in the game -I tried modifying the sa_hum_base.loc_def.engcfg2 in both-still crashes.
And mind you-I did reinstall in my C Drive and it's patched up to the latest beta. I test it in a Quick Battle.
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« Last Edit: April 12, 2012, 06:25:56 AM by Rod »
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Flashburn
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« Reply #29 on: April 12, 2012, 06:48:04 AM » |
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You can post your cfg file again and I should be able to fix it.
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Yabba dabba do
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Rod
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« Reply #30 on: April 12, 2012, 07:21:08 AM » |
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2 flavors-both crash with Error 001 after about a minute -the only difference I could see was the ammo as you pointed out. Game is on XP loaded in my C drive-NOT Programs One infantry man has in unpatched and patched code R_SHOVEL, shovel, false;
listed under addins[ssb](). Does he need it? I don't recall seeing this in the IRAQI soldier file. I appreciate your offer-but your going through the Stations of the Cross from what I read at SimHQ so don't spend too much time. Unpatched game//Cfgp2Pd auto converter
sa_tank_crew=() { type[*] = INF; mesh[s] = sa_tankman; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { AKM, 0; RGD5, 0;
} //endof weapons
shells[su]() { 762_AP, 60; RGD5, 2;
} //endof shells
addins[ssb]() { SA_THELMET, head2, false; HAMMER, 2hands_shell, true;
} //endof addins
} //endof sa_tank_crew
sa_inf_officer=() { type[*] = COM; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 5; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; hum_params[v] = 1.5, 0, 0, 0; voices[u] = 8; radio[b] = true;
weapons[su]() { AKM, 0; RGD5, 0;
} //endof weapons
shells[su]() { 762_AP, 120; RGD5, 1;
} //endof shells
addins[ssb]() { SA_CAP, head2, false;
} //endof addins
} //endof sa_inf_officer
sa_inf_agunner=() { type[*] = INF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { AKM, 0; RGD5, 0;
} //endof weapons
shells[su]() { 762_AP, 120; RGD5, 1;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_SHOVEL, shovel, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_agunner
sa_inf_mgunner=() { type[*] = HINF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 5; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 4, 7, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { RPK, 0; RGD5, 0;
} //endof weapons
shells[su]() { 762_AP, 160; RGD5, 1;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_mgunner
sa_inf_rpg=() { type[*] = ATR; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 7; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_rpg; command[f] = 10; speeds[v] = 4, 7, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { RPG7, 0;
} //endof weapons
shells[su]() { PG7, 6;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_rpg
sa_inf_sniper=() { type[*] = HINF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 3; vis_factor[f] = 0.25; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8; hum_params[v] = 1.3, 0, 0, 0.4; radio[b] = true;
weapons[su]() { SVD, 0;
} //endof weapons
shells[su]() { 762_APP, 30;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false;
} //endof addins
} //endof sa_inf_sniper
sa_pilot1=() { type[*] = INF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { TT33, 0;
} //endof weapons
shells[su]() { 762_AP, 14;
} //endof shells
addins[ssb]() { SAR_THELMET, head2, false; R_PGLASS, glasses, false;
} //endof addins
} //endof sa_pilot1
Patched game//Cfgp2Pd auto converter
sa_tank_crew=() { type[*] = INF; mesh[s] = sa_tankman; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { AKM, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 60; RGD5, 2;
} //endof shells
addins[ssb]() { SA_THELMET, head2, false; HAMMER, 2hands_shell, true;
} //endof addins
} //endof sa_tank_crew
sa_inf_officer=() { type[*] = COM; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 5; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; hum_params[v] = 1.5, 0, 0, 0; voices[u] = 8; radio[b] = true;
weapons[su]() { AKM, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 120; RGD5, 1; RKG3, 1;
} //endof shells
addins[ssb]() { SA_CAP, head2, false;
} //endof addins
} //endof sa_inf_officer
sa_inf_agunner=() { type[*] = INF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { AKM, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 120; RGD5, 1;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_SHOVEL, shovel, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_agunner
sa_inf_mgunner=() { type[*] = HINF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 5; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 4, 7, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8; carry_mass[f] = 1.15;
weapons[su]() { RPK, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 160; RGD5, 1;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_mgunner
sa_inf_rpg=() { type[*] = ATR; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 7; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_rpg; command[f] = 10; speeds[v] = 4, 7, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8; carry_mass[f] = 1.3;
weapons[su]() { RPG7, 0;
} //endof weapons
shells[su]() { PG7, 6;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_rpg
sa_inf_sniper=() { type[*] = HINF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 3; vis_factor[f] = 0.25; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8; hum_params[v] = 1.3, 0, 0, 0.4; radio[b] = true; carry_mass[f] = 0.75;
weapons[su]() { SVD, 0;
} //endof weapons
shells[su]() { 762_AP, 30;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false;
} //endof addins
} //endof sa_inf_sniper
sa_pilot1=() { type[*] = INF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { TT33, 0;
} //endof weapons
shells[su]() { 762_TT, 14;
} //endof shells
addins[ssb]() { SAR_THELMET, head2, false; R_PGLASS, glasses, false;
} //endof addins
} //endof sa_pilot1
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« Last Edit: April 12, 2012, 07:27:23 AM by Rod »
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Flashburn
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« Reply #31 on: April 12, 2012, 07:51:36 AM » |
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dont see anything wrong with that. I did just for the heck of it added in helmets to my copy of march beta 2 patch. //Cfgp2Pd auto converter
sa_tank_crew=() { type[*] = INF; mesh[s] = sa_tankman; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { AKM, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 60; RGD5, 2;
} //endof shells
addins[ssb]() { SA_THELMET, head2, false; HAMMER, 2hands_shell, true;
} //endof addins
} //endof sa_tank_crew
sa_inf_officer=() { type[*] = COM; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 5; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; hum_params[v] = 1.5, 0, 0, 0; voices[u] = 8; radio[b] = true;
weapons[su]() { AKM, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 120; RGD5, 1; RKG3, 1;
} //endof shells
addins[ssb]() { SA_CAP, head2, false;
} //endof addins
} //endof sa_inf_officer
sa_inf_agunner=() { type[*] = INF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { AKM, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 120; RGD5, 1;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_SHOVEL, shovel, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_agunner
sa_inf_mgunner=() { type[*] = HINF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 5; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 4, 7, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8; carry_mass[f] = 1.15;
weapons[su]() { RPK, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 160; RGD5, 1;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_mgunner
sa_inf_rpg=() { type[*] = ATR; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 7; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_rpg; command[f] = 10; speeds[v] = 4, 7, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8; carry_mass[f] = 1.3;
weapons[su]() { RPG7, 0;
} //endof weapons
shells[su]() { PG7, 6;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_rpg
sa_inf_sniper=() { type[*] = HINF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 3; vis_factor[f] = 0.25; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8; hum_params[v] = 1.3, 0, 0, 0.4; radio[b] = true; carry_mass[f] = 0.75;
weapons[su]() { SVD, 0;
} //endof weapons
shells[su]() { 762_AP, 30;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false;
} //endof addins
} //endof sa_inf_sniper
sa_pilot1=() { type[*] = INF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; voices[u] = 8;
weapons[su]() { TT33, 0;
} //endof weapons
shells[su]() { 762_TT, 14;
} //endof shells
addins[ssb]() { SAR_THELMET, head2, false; R_PGLASS, glasses, false;
} //endof addins
} //endof sa_pilot1 So if its not that, what PATH of folders for addons is it going into?
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Yabba dabba do
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Flashburn
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« Reply #32 on: April 12, 2012, 07:56:01 AM » |
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Ok, so for your addon files (with addpack deal) the folder path should go folders....
addon name (your helmet mod)>>>shared (your addpack file goes next to shared folder)>>>packed data>>>Your changed flatdata file.
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Yabba dabba do
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Rod
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« Reply #33 on: April 12, 2012, 09:05:18 AM » |
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Did it work in your game? It didn't crash?
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Flashburn
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« Reply #34 on: April 12, 2012, 09:19:13 AM » |
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No, didnt pack it up. I certainly could but been working on a little G-3 project.
Ok yes, tested and works. I might addwithout their head sticking thru helmet which is what happens when you stick default on Angola head. Ask me how I know that........and how to fix it.
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« Last Edit: April 12, 2012, 09:53:34 AM by Flashburn »
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Yabba dabba do
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Rod
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« Reply #35 on: April 12, 2012, 04:00:20 PM » |
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Well I'm not doing this mod for now. I even packed it into a FLATDATA file for the last patch. Result no Helmets-just soft caps and more frustration. I'll wait till the modding experience matures for Steel Armor-or better mod tools/process shows up. Why unpacking is so simple and repacking has to be ....
I've modded a few games. Right now it's just too difficult in this game. There I said it. I'll just play the game. Thanks.
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whukid
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« Reply #36 on: April 12, 2012, 05:58:15 PM » |
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Well I'm not doing this mod for now. I even packed it into a FLATDATA file for the last patch. Result no Helmets-just soft caps and more frustration. I'll wait till the modding experience matures for Steel Armor-or better mod tools/process shows up. Why unpacking is so simple and repacking has to be ....
I've modded a few games. Right now it's just too difficult in this game. There I said it. I'll just play the game. Thanks.
mod the updated files and create your own desc.addpack
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Flashburn
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« Reply #37 on: April 13, 2012, 12:26:48 AM » |
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File structure under for add pack is more than likly wrong. POst a pic of your file structure. the ONLY thing you need is a right path and SA_human (whatever its called) in packed up in flat data file. Your file itself looks right. The only other thing that can be wrong is that.
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Rod
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« Reply #38 on: April 14, 2012, 09:25:59 AM » |
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Well 10 minutes into a QuickBattle and no crash and I suspect (fingers crossed) it won't. I edited the helmets on the infantry only NOT the sniper (and tankers and officers)-and here's the weird part I exchanged Irag soldier bodies for the one I put Iraqi helmets on. I made it FLAT -but the weird part is when I UNFLATTENED the file to check-there was no reference to Iragi or Soviet Bodies on ANY of the ostov_type in the file. And the original helmet mod I saw was in December-no telling what was altered in the patches causing a crash. I really hope this is the end of this helmet mod. Now I'm off to put the GAZ66 in the Iraqi Encyclopedia-I know they have them-I wasted some in the campaign. Baby steps. That should be simple :^/ So to recap I altered helmets and bodies-but the game gave me the helmets but altered the file. ORIGINAL CODE LINE-EVERYONEostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*; MY EDIT OF CODE -ONLY WITH IRAQI HELMETSostov_type[s] = tabs\bodys_mtc80.cfgpack, iqhum_body*; Mod code that got altered in game-EVERYONEostov_type[s] = tabs\bodys_mtc80.cfgpack; Code that worked was this //Cfgp2Pd auto converter
sa_tank_crew=() { type[*] = INF; mesh[s] = sa_tankman; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack; voices[u] = 8;
weapons[su]() { AKM, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 60; RGD5, 2;
} //endof shells
addins[ssb]() { SA_THELMET, head2, false; HAMMER, 2hands_shell, true;
} //endof addins
} //endof sa_tank_crew
sa_inf_officer=() { type[*] = COM; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 5; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack; hum_params[v] = 1.5, 0, 0, 0; voices[u] = 8; radio[b] = true;
weapons[su]() { AKM, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 120; RGD5, 1; RKG3, 1;
} //endof shells
addins[ssb]() { SA_CAP, head2, false;
} //endof addins
} //endof sa_inf_officer
sa_inf_agunner=() { type[*] = INF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack; voices[u] = 8;
weapons[su]() { AKM, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 120; RGD5, 1;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_SHOVEL, shovel, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_agunner
sa_inf_mgunner=() { type[*] = HINF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 5; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 4, 7, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack; voices[u] = 8; carry_mass[f] = 1.15;
weapons[su]() { RPK, 0; GREN_TR, 0;
} //endof weapons
shells[su]() { 762_39, 160; RGD5, 1;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_mgunner
sa_inf_rpg=() { type[*] = ATR; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 7; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_rpg; command[f] = 10; speeds[v] = 4, 7, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack; voices[u] = 8; carry_mass[f] = 1.3;
weapons[su]() { RPG7, 0;
} //endof weapons
shells[su]() { PG7, 6;
} //endof shells
addins[ssb]() { IQ_HELMET, head2, false; R_FLASK, flask, false;
} //endof addins
} //endof sa_inf_rpg
sa_inf_sniper=() { type[*] = HINF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 3; vis_factor[f] = 0.25; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack; voices[u] = 8; hum_params[v] = 1.3, 0, 0, 0.4; radio[b] = true; carry_mass[f] = 0.75;
weapons[su]() { SVD, 0;
} //endof weapons
shells[su]() { 762_AP, 30;
} //endof shells
addins[ssb]() { SA_CAP, head2, false;
} //endof addins
} //endof sa_inf_sniper
sa_pilot1=() { type[*] = INF; mesh[s] = sa_soldier; mass[f] = 80; effect[f] = 1; vis_factor[f] = 0.5; anim_table[s] = soldier; speech[s] = speech_rus_af; links[s] = links_regular; command[f] = 10; speeds[v] = 5, 12, 0, 0; ostov_type[s] = tabs\bodys_mtc80.cfgpack; voices[u] = 8;
weapons[su]() { TT33, 0;
} //endof weapons
shells[su]() { 762_TT, 14;
} //endof shells
addins[ssb]() { SAR_THELMET, head2, false; R_PGLASS, glasses, false;
} //endof addins
} //endof sa_pilot1
I'm happy
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« Last Edit: April 14, 2012, 09:46:13 AM by Rod »
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Logged
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Flashburn
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« Reply #39 on: April 14, 2012, 02:14:43 PM » |
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Well they do if you where playing crescent moon.........
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Logged
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Yabba dabba do
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