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Editing The world is a Script - write it!

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Alt 03.09.2006, 23:25   #1 (permalink)
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Standard Laser's Delta / US Army Rangers (2.0) für OST?

Hallöle zusammen,

ich suche einen weg, um dem Ost spieler ebenfalls die Laser's Delta / US Army Rangers (2.0) zur verfügung zu stellen.

Also ich spiele mit WEST, da kann man die ganzen Laser's Delta und US Army Rangers ja direkt auswählen, wenn der Gegner OST ist, kann man die ja aber nicht wählen...

Wie mache ich das jetzt also, das der OST Spieler auch die Laser's Delta und US Army Rangers hat?


Gibt's da was für die INIT?
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Alt 04.09.2006, 09:59   #2 (permalink)
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Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

Endpacke die LSR *.pbo und ändere die config... Ist dann dein eigenes kleines Addon.
Oder für arme: Erstelle eine Ost Einheit und deine LSR Einheit. Drücke F2 oder Gruppe, verbinde diese durch das drücken der linken Maustaste. Danach ist der LSR ein Ostman.
__________________
Es befinden sich auf dieser Welt 0,5 Milliarden Schusswaffen im Umlauf. Das bedeutet, jeder 12 hat eine Waffe. Was wiederum eine neue Frage aufbringt. Wie bewaffnet man die anderen 11.
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Alt 04.09.2006, 10:57   #3 (permalink)
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Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

Okay und was genau muss ich in der Config alles ändern?

Also so sieht die config aus, zumindest der Anfang:

// 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

#define WeaponNoSlot 0// dummy weapons
#define WeaponSlotPrimary 1// primary weapons
#define WeaponSlotSecondary 16// secondary weapons
#define WeaponSlotItem 256// items
#define WeaponSlotBinocular 4096// binocular
#define WeaponHardMounted 65536

class CfgPatches
{
class lsr_delta
{
units[] = {



Ich hab schon bei #define TEast 0 mit #define TEast 1 probiert, klappt aber net...
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Alt 04.09.2006, 11:18   #4 (permalink)
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Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

#define ... ist nur belegung einer variable.

poste mal ab:
Zitat:

class CfgPatches
{
class lsr_delta
{
units[] = {

da musst man die zugehörigkeit ändern.
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Alt 04.09.2006, 12:15   #5 (permalink)
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Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

So hier mal mehr...


class CfgPatches
{
class lsr_delta
{
units[] = {

LSR_delta_rifleman,
LSR_delta_desmarksman,
LSR_delta_rtop,
LSR_delta_smaw,
LSR_delta_at4,
LSR_delta_aa,
LSR_delta_leader,
LSR_delta_spotter,
LSR_delta_marksman,
LSR_delta_riflegrenadier,
LSR_delta_autorifleman,
LSR_delta_autorifleman_ai,
LSR_delta_mgunner,
LSR_delta_mgunner_ai,
LSR_delta_csar,
LSR_delta_shotgun,
LSR_delta_cqb1,
LSR_delta_cqb2,
LSR_delta_cqb3,
LSR_delta_rifleman_s,
LSR_delta_desmarksman_s,
LSR_delta_rtop_s,
LSR_delta_smaw_s,
LSR_delta_at4_s,
LSR_delta_aa_s,
LSR_delta_leader_s,
LSR_delta_spotter_s,
LSR_delta_marksman_s,
LSR_delta_riflegrenadier_s,
LSR_delta_autorifleman_s,
LSR_delta_autorifleman_ai_s,
LSR_delta_csar_s,
LSR_delta_rifleman_des,
LSR_delta_desmarksman_des,
LSR_delta_rtop_des,
LSR_delta_smaw_des,
LSR_delta_at4_des,
LSR_delta_aa_des,
LSR_delta_leader_des,
LSR_delta_spotter_des,
LSR_delta_marksman_des,
LSR_delta_riflegrenadier_des,
LSR_delta_autorifleman_des,
LSR_delta_autorifleman_ai_des,
LSR_delta_mgunner_des,
LSR_delta_mgunner_ai_des,
LSR_delta_csar_des,
LSR_delta_shotgun_des,
LSR_delta_rifleman_des_s,
LSR_delta_desmarksman_des_s,
LSR_delta_rtop_des_s,
LSR_delta_smaw_des_s,
LSR_delta_at4_des_s,
LSR_delta_aa_des_s,
LSR_delta_leader_des_s,
LSR_delta_spotter_des_s,
LSR_delta_marksman_des_s,
LSR_delta_riflegrenadier_des_s,
LSR_delta_autorifleman_des_s,
LSR_delta_autorifleman_ai_des_s,
LSR_delta_csar_des_s,
LSR_JAM_delta_rifleman,
LSR_JAM_delta_desmarksman,
LSR_JAM_delta_rtop,
LSR_JAM_delta_smaw,
LSR_JAM_delta_at4,
LSR_JAM_delta_aa,
LSR_JAM_delta_leader,
LSR_JAM_delta_spotter,
LSR_JAM_delta_marksman,
LSR_JAM_delta_riflegrenadier,
LSR_JAM_delta_autorifleman,
LSR_JAM_delta_mgunner,
LSR_JAM_delta_csar,
LSR_JAM_delta_shotgun,
LSR_JAM_delta_cqb1,
LSR_JAM_delta_cqb2,
LSR_JAM_delta_cqb3,
LSR_JAM_delta_rifleman_s,
LSR_JAM_delta_desmarksman_s,
LSR_JAM_delta_rtop_s,
LSR_JAM_delta_smaw_s,
LSR_JAM_delta_at4_s,
LSR_JAM_delta_aa_s,
LSR_JAM_delta_leader_s,
LSR_JAM_delta_spotter_s,
LSR_JAM_delta_marksman_s,
LSR_JAM_delta_riflegrenadier_s,
LSR_JAM_delta_autorifleman_s,
LSR_JAM_delta_csar_s,
LSR_JAM_delta_rifleman_des,
LSR_JAM_delta_desmarksman_des,
LSR_JAM_delta_rtop_des,
LSR_JAM_delta_smaw_des,
LSR_JAM_delta_at4_des,
LSR_JAM_delta_aa_des,
LSR_JAM_delta_leader_des,
LSR_JAM_delta_spotter_des,
LSR_JAM_delta_marksman_des,
LSR_JAM_delta_riflegrenadier_des,
LSR_JAM_delta_autorifleman_des,
LSR_JAM_delta_autorifleman_ai_des,
LSR_JAM_delta_mgunner_des,
LSR_JAM_delta_mgunner_ai_des,
LSR_JAM_delta_csar_des,
LSR_JAM_delta_shotgun_des,
LSR_JAM_delta_rifleman_des_s,
LSR_JAM_delta_desmarksman_des_s,
LSR_JAM_delta_rtop_des_s,
LSR_JAM_delta_smaw_des_s,
LSR_JAM_delta_at4_des_s,
LSR_JAM_delta_aa_des_s,
LSR_JAM_delta_leader_des_s,
LSR_JAM_delta_spotter_des_s,
LSR_JAM_delta_marksman_des_s,
LSR_JAM_delta_riflegrenadier_des_s,
LSR_JAM_delta_autorifleman_des_s,
LSR_JAM_delta_autorifleman_ai_des_s,
LSR_JAM_delta_csar_des_s
};

requiredAddons[] = {"BIS_Resistance","LSR_uswp","LSR_rang"};
weapons[] = {};
requiredVersion = 1.75;
};
};

class CfgFaces
{
class LSR_myface
{
name = "Laser";
texture = "\LSR_delta\faces\laser.paa";
east = false;
west = false;
};
};

class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
};

// some generic model requirements
class Head: Default
{
sections[] =
{
"osobnost",
"brejle"
};
};
class Man: Default
{
sections[] =
{
"head injury","body injury",
"l arm injury","r arm injury","p arm injury",
"l leg injury","r leg injury","p leg injury",
"medic",
"hlava",
"krk",
"zasleh"
};
sectionsInherit=Head;
};

class lsr_delta01: Man {
sections[] = { "head injury",
"body injury",
"l arm injury",
"r arm injury",
"p arm injury",
"l leg injury",
"r leg injury",
"p leg injury",
"hlava",
"krk",
"zasleh",
"radiogear",
"backpack",
"headset",
"headmic",
"camelbak",
"clansign",
"dewrag",
"cap",
"m14mags",
"m16mags",
"bullets",
"scissors",
"medic"
};
sectionsInherit=Head;
};
class lsr_delta02: lsr_delta01{}
class lsr_delta03: lsr_delta01{}
class lsr_delta04: lsr_delta01{}
class lsr_delta01s: lsr_delta01{}
class lsr_delta02s: lsr_delta01{}
class lsr_delta03s: lsr_delta01{}
class lsr_delta01d: lsr_delta01{}
class lsr_delta02d: lsr_delta01{}
class lsr_delta03d: lsr_delta01{}
class lsr_delta04d: lsr_delta01{}
class lsr_delta01ds: lsr_delta01{}
class lsr_delta02ds: lsr_delta01{}
class lsr_delta03ds: lsr_delta01{}

};

class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierWB:Soldier{};
class SoldierWG: SoldierWB{};
class SoldierWMG: SoldierWB{};
class SoldierWLAW: SoldierWB{};
class SoldierWAT: SoldierWLAW{};
class SoldierWAA: SoldierWLAW{};
class SoldierWMortar: SoldierWG{};
class OfficerWNight: SoldierWB{};
class SoldierWSniper: SoldierWB{};
class OfficerW: SoldierWB{};
class SoldierWMedic: SoldierWB{};

class LSR_delta_rifleman : SoldierWB
{
displayName="Delta Operator M4";
model="\LSR_delta\LSR_delta01.p3d";
vehicleClass="LSR US SpecOps - Men";
scope=2;
sensitivity=1.7;
accuracy=2.7;
nightVision=1;
camouflage=0.8;
canHideBodies=1;
armor=4.0;
armorStructural=1.6;
armorHead=0.8;
armorBody=3.5;
armorHands=0.5;
armorLegs=0.3;
hiddenSelections[] = {
"clansign",
"m14mags",
"radiogear"
};
weapons[]={"LSR_M4_acog","LSR_socom","NVGoggles","Throw","P ut"};
magazines[]={"LSR_M4Mag","LSR_M4Mag","LSR_M4Mag","LSR_M4Mag", "LSR_M4Mag","LSR_M4Mag","HandGrenade","HandGrenade ","HandGrenade","SmokeShell","LSR_socomMAG","LSR_s ocomMAG","LSR_socomMAG","LSR_socomMAG"};
wounds[]={"xicht_a.paa","xicht_a_zranen","xicht_b.paa","xi cht_a_zranen","xicht_c.paa","xicht_a_zranen","xich t_d.paa","xicht_a_zranen","xicht_e.paa","xicht_e_z ranen","xicht_f.paa","xicht_a_zranen","xicht_g.paa ","xicht_a_zranen","xicht_h.paa","xicht_a_zranen", "xicht_i.paa","xicht_a_zranen","xicht_j.paa","xich t_a_zranen","xicht_k.paa","xicht_a_zranen","xicht_ l.paa","xicht_a_zranen","xicht_m.paa","xicht_a_zra nen","xicht_n.paa","xicht_a_zranen","xicht_o.paa", "xicht_o_zranen","xicht_p.paa","xicht_a_zranen","x icht_q.paa","xicht_a_zranen","xicht_r.paa","xicht_ a_zranen","xicht_s.paa","xicht_a_zranen","xicht_t. paa","xicht_a_zranen","xicht_u.paa","xicht_a_zrane n","xicht_v.paa","xicht_v_zranen","xicht_w.paa","x icht_w_zranen","xicht_x.paa","xicht_a_zranen","xic ht_y.paa","xicht_a_zranen","xicht_z.paa","xicht_a_ zranen","xicht_2a.paa","xicht_a_zranen","xicht_2b. paa","xicht_w_zranen","xicht_2c.paa","xicht_a_zran en","xicht_2d.paa","xicht_v_zranen","xicht_2e.paa" ,"xicht_a_zranen","xicht_2f.paa","xicht_a_zranen", "xicht_2g.paa","xicht_w_zranen","xicht_2h.paa","xi cht_a_zranen","xicht_2i.paa","xicht_a_zranen","xic ht_2j.paa","xicht_a_zranen","xicht_2k.paa","xicht_ a_zranen","xicht_2l.paa","xicht_a_zranen","xicht_2 m.paa","xicht_a_zranen","xicht_2n.paa","xicht_a_zr anen","xicht_2o.paa","xicht_a_zranen","xicht_2p.pa a","xicht_2p_zranen","xicht_2q.paa","xicht_a_zrane n","xicht_2r.paa","xicht_e_zranen","xicht_2s.paa", "xicht_a_zranen","xicht_2t.paa","xicht_a_zranen"," xicht_2u.paa","xicht_a_zranen","xicht_2v.paa","xic ht_a_zranen","xicht_2w.paa","xicht_w_zranen","xich t_2x.paa","xicht_a_zranen","xicht_2y.paa","xicht_a _zranen","xicht_2z.paa","xicht_a_zranen","\lsr_ran g\leg_r.paa","\lsr_rang\leg_r_d.paa","\lsr_rang\le g_l.paa","\lsr_rang\leg_l_d.paa","\lsr_rang\arm_l. paa","\lsr_rang\arm_l_d.paa","\lsr_rang\arm_r.paa" ,"\lsr_rang\arm_r_d.paa","\lsr_rang\boonie.paa","\ lsr_rang\boonie_d.paa","\lsr_delta\newmich.paa","\ lsr_delta\newmich_d.paa","\lsr_delta\RAV_bk.paa"," \lsr_delta\RAV_bk_d.paa","\lsr_delta\RAV_fnt.paa", "\lsr_delta\RAV_fnt_d.paa"};

class SoundEnvironExt
{
normalExt[] = {{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},};
normal[] = {{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1}};
road[] = {{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1}};
rock[] = {{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1}};
water[] = {{"People\water_L",db-90,1},{"People\water_R",db-90,1}};
gravel[] = {{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1}};
sand[] = {{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1}};
drygrass[] = {{"People\drygrass_L",db-110,1},{"People\drygrass_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\forest_L",db-110,1},{"People\forest_R",db-110,1}};
// lnggrass[] = {{"People\lnggrass_L",db-120,1},{"People\lnggrass_R",db-120,1}};
grass[] = {{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\drygrass_L",db-110,1},{"People\drygrass_R",db-110,1}};
forest[] = {{"People\forest_L",db-110,1},{"People\forest_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1},{"People\mud_L",db-110,1},{"People\mud_R",db-110,1}};
mud[] = {{"People\mud_L",db-110,1},{"People\mud_R",db-110,1},{"People\mud_L",db-110,1},{"People\mud_R",db-110,1},{"People\water_L",db-90,1},{"People\water_R",db-90,1}};
wood[] = {{"People\wood_L",db-110,1},{"People\wood_R",db-110,1}};
metal[] = {{"People\metal_L",db-110,1},{"People\metal_R",db-110,1}};
fallbody[]={{"\LSR_rang\SOUND\fall",db-60,1}};
laydown[]={{"\LSR_rang\SOUND\prone.ogg",db-100,1}};
standup[]={{"\LSR_rang\SOUND\up.ogg",db-110,1}};
crawl[]={{"\LSR_rang\SOUND\crawl",db-115,1}};
};
animated=1;
class Animations
{
class goggles
{
type="rotation";
animPeriod=0.5;
selection="goggles";
axis="axis_goggles";
angle0=0;
angle1=-0.646;
};
};
class UserActions
{
class Lowervisor
{
displayName="Lower Goggles";
position="goggles";
radius=1.00000;
condition="this animationPhase ""goggles"" < 0.5";
statement="this animate [""goggles"", 1]";
};
class Raisevisor
{
displayName="Raise Goggles";
position="goggles";
radius=1.00000;
condition="this animationPhase ""goggles"" >= 0.5";
statement="this animate [""goggles"", 0]";
};
};

class eventhandlers
{
init = [_this,"LSR_m16a2","LSR_m16mag"] exec "\TACTEvents\onPlayerInit.sqs";
fired = if (TACTWeaponFXinit) then {_this call TACTfuncFiredEH};
};
};

class LSR_delta_desmarksman : SoldierWB
{
displayName="Delta Designated Marksman";
model="\LSR_delta\LSR_delta01.p3d";
vehicleClass="LSR US SpecOps - Men";
scope=2;
sensitivity=1.7;
accuracy=3.1;
nightVision=1;
camouflage=0.8;
canHideBodies=1;
armor=4.0;
armorStructural=1.6;
armorHead=0.8;
armorBody=3.5;
armorHands=0.5;
armorLegs=0.3;
hiddenSelections[] = {
"clansign",
"m16mags",
"radiogear"
};
weapons[]={"LSR_m14_dmr","LSR_socom","NVGoggles","Throw","P ut"};
magazines[]={"LSR_m14Mag","LSR_m14Mag","LSR_m14Mag","LSR_m14M ag","LSR_m14Mag","LSR_m14Mag","HandGrenade","HandG renade","HandGrenade","SmokeShell","LSR_socomMAG", "LSR_socomMAG","LSR_socomMAG","LSR_socomMAG"};
wounds[]={"xicht_a.paa","xicht_a_zranen","xicht_b.paa","xi cht_a_zranen","xicht_c.paa","xicht_a_zranen","xich t_d.paa","xicht_a_zranen","xicht_e.paa","xicht_e_z ranen","xicht_f.paa","xicht_a_zranen","xicht_g.paa ","xicht_a_zranen","xicht_h.paa","xicht_a_zranen", "xicht_i.paa","xicht_a_zranen","xicht_j.paa","xich t_a_zranen","xicht_k.paa","xicht_a_zranen","xicht_ l.paa","xicht_a_zranen","xicht_m.paa","xicht_a_zra nen","xicht_n.paa","xicht_a_zranen","xicht_o.paa", "xicht_o_zranen","xicht_p.paa","xicht_a_zranen","x icht_q.paa","xicht_a_zranen","xicht_r.paa","xicht_ a_zranen","xicht_s.paa","xicht_a_zranen","xicht_t. paa","xicht_a_zranen","xicht_u.paa","xicht_a_zrane n","xicht_v.paa","xicht_v_zranen","xicht_w.paa","x icht_w_zranen","xicht_x.paa","xicht_a_zranen","xic ht_y.paa","xicht_a_zranen","xicht_z.paa","xicht_a_ zranen","xicht_2a.paa","xicht_a_zranen","xicht_2b. paa","xicht_w_zranen","xicht_2c.paa","xicht_a_zran en","xicht_2d.paa","xicht_v_zranen","xicht_2e.paa" ,"xicht_a_zranen","xicht_2f.paa","xicht_a_zranen", "xicht_2g.paa","xicht_w_zranen","xicht_2h.paa","xi cht_a_zranen","xicht_2i.paa","xicht_a_zranen","xic ht_2j.paa","xicht_a_zranen","xicht_2k.paa","xicht_ a_zranen","xicht_2l.paa","xicht_a_zranen","xicht_2 m.paa","xicht_a_zranen","xicht_2n.paa","xicht_a_zr anen","xicht_2o.paa","xicht_a_zranen","xicht_2p.pa a","xicht_2p_zranen","xicht_2q.paa","xicht_a_zrane n","xicht_2r.paa","xicht_e_zranen","xicht_2s.paa", "xicht_a_zranen","xicht_2t.paa","xicht_a_zranen"," xicht_2u.paa","xicht_a_zranen","xicht_2v.paa","xic ht_a_zranen","xicht_2w.paa","xicht_w_zranen","xich t_2x.paa","xicht_a_zranen","xicht_2y.paa","xicht_a _zranen","xicht_2z.paa","xicht_a_zranen","\lsr_ran g\leg_r.paa","\lsr_rang\leg_r_d.paa","\lsr_rang\le g_l.paa","\lsr_rang\leg_l_d.paa","\lsr_rang\arm_l. paa","\lsr_rang\arm_l_d.paa","\lsr_rang\arm_r.paa" ,"\lsr_rang\arm_r_d.paa","\lsr_rang\boonie.paa","\ lsr_rang\boonie_d.paa","\lsr_delta\newmich.paa","\ lsr_delta\newmich_d.paa","\lsr_delta\RAV_bk.paa"," \lsr_delta\RAV_bk_d.paa","\lsr_delta\RAV_fnt.paa", "\lsr_delta\RAV_fnt_d.paa"};

class SoundEnvironExt
{
normalExt[] = {{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},};
normal[] = {{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1}};
road[] = {{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1}};
rock[] = {{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1}};
water[] = {{"People\water_L",db-90,1},{"People\water_R",db-90,1}};
gravel[] = {{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1}};
sand[] = {{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1}};
drygrass[] = {{"People\drygrass_L",db-110,1},{"People\drygrass_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\forest_L",db-110,1},{"People\forest_R",db-110,1}};
// lnggrass[] = {{"People\lnggrass_L",db-120,1},{"People\lnggrass_R",db-120,1}};
grass[] = {{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\drygrass_L",db-110,1},{"People\drygrass_R",db-110,1}};
forest[] = {{"People\forest_L",db-110,1},{"People\forest_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1},{"People\mud_L",db-110,1},{"People\mud_R",db-110,1}};
mud[] = {{"People\mud_L",db-110,1},{"People\mud_R",db-110,1},{"People\mud_L",db-110,1},{"People\mud_R",db-110,1},{"People\water_L",db-90,1},{"People\water_R",db-90,1}};
wood[] = {{"People\wood_L",db-110,1},{"People\wood_R",db-110,1}};
metal[] = {{"People\metal_L",db-110,1},{"People\metal_R",db-110,1}};
fallbody[]={{"\LSR_rang\SOUND\fall",db-60,1}};
laydown[]={{"\LSR_rang\SOUND\prone.ogg",db-100,1}};
standup[]={{"\LSR_rang\SOUND\up.ogg",db-110,1}};
crawl[]={{"\LSR_rang\SOUND\crawl",db-115,1}};
};
animated=1;
class Animations
{
class goggles
{
type="rotation";
animPeriod=0.5;
selection="goggles";
axis="axis_goggles";
angle0=0;
angle1=-0.646;
};
};
class UserActions
{
class Lowervisor
{
displayName="Lower Goggles";
position="goggles";
radius=1.00000;
condition="this animationPhase ""goggles"" < 0.5";
statement="this animate [""goggles"", 1]";
};
class Raisevisor
{
displayName="Raise Goggles";
position="goggles";
radius=1.00000;
condition="this animationPhase ""goggles"" >= 0.5";
statement="this animate [""goggles"", 0]";
};
};

class eventhandlers
{
init = [_this,"LSR_m16a2","LSR_m16mag"] exec "\TACTEvents\onPlayerInit.sqs";
fired = if (TACTWeaponFXinit) then {_this call TACTfuncFiredEH};
};
};

class LSR_delta_rtop : SoldierWB
{
displayName="Delta Radio Operator";
model="\LSR_delta\LSR_delta01.p3d";
vehicleClass="LSR US SpecOps - Men";
scope=2;
sensitivity=1.7;
accuracy=2.7;
nightVision=1;
camouflage=0.8;
canHideBodies=1;
armor=4.0;
armorStructural=1.6;
armorHead=0.8;
armorBody=3.5;
armorHands=0.5;
armorLegs=0.3;
hiddenSelections[] = {
"clansign",
"m14mags",
"headset",
"camelbak"
};
weapons[]={"LSR_M4_acog","LSR_prc117new","LSR_socom","NVGog gles","Throw","Put"};
magazines[]={"LSR_M4Mag","LSR_M4Mag","LSR_M4Mag","LSR_M4Mag", "LSR_M4Mag","LSR_M4Mag","HandGrenade","HandGrenade ","HandGrenade","SmokeShell","LSR_socomMAG","LSR_s ocomMAG","LSR_socomMAG","LSR_socomMAG"};
wounds[]={"xicht_a.paa","xicht_a_zranen","xicht_b.paa","xi cht_a_zranen","xicht_c.paa","xicht_a_zranen","xich t_d.paa","xicht_a_zranen","xicht_e.paa","xicht_e_z ranen","xicht_f.paa","xicht_a_zranen","xicht_g.paa ","xicht_a_zranen","xicht_h.paa","xicht_a_zranen", "xicht_i.paa","xicht_a_zranen","xicht_j.paa","xich t_a_zranen","xicht_k.paa","xicht_a_zranen","xicht_ l.paa","xicht_a_zranen","xicht_m.paa","xicht_a_zra nen","xicht_n.paa","xicht_a_zranen","xicht_o.paa", "xicht_o_zranen","xicht_p.paa","xicht_a_zranen","x icht_q.paa","xicht_a_zranen","xicht_r.paa","xicht_ a_zranen","xicht_s.paa","xicht_a_zranen","xicht_t. paa","xicht_a_zranen","xicht_u.paa","xicht_a_zrane n","xicht_v.paa","xicht_v_zranen","xicht_w.paa","x icht_w_zranen","xicht_x.paa","xicht_a_zranen","xic ht_y.paa","xicht_a_zranen","xicht_z.paa","xicht_a_ zranen","xicht_2a.paa","xicht_a_zranen","xicht_2b. paa","xicht_w_zranen","xicht_2c.paa","xicht_a_zran en","xicht_2d.paa","xicht_v_zranen","xicht_2e.paa" ,"xicht_a_zranen","xicht_2f.paa","xicht_a_zranen", "xicht_2g.paa","xicht_w_zranen","xicht_2h.paa","xi cht_a_zranen","xicht_2i.paa","xicht_a_zranen","xic ht_2j.paa","xicht_a_zranen","xicht_2k.paa","xicht_ a_zranen","xicht_2l.paa","xicht_a_zranen","xicht_2 m.paa","xicht_a_zranen","xicht_2n.paa","xicht_a_zr anen","xicht_2o.paa","xicht_a_zranen","xicht_2p.pa a","xicht_2p_zranen","xicht_2q.paa","xicht_a_zrane n","xicht_2r.paa","xicht_e_zranen","xicht_2s.paa", "xicht_a_zranen","xicht_2t.paa","xicht_a_zranen"," xicht_2u.paa","xicht_a_zranen","xicht_2v.paa","xic ht_a_zranen","xicht_2w.paa","xicht_w_zranen","xich t_2x.paa","xicht_a_zranen","xicht_2y.paa","xicht_a _zranen","xicht_2z.paa","xicht_a_zranen","\lsr_ran g\leg_r.paa","\lsr_rang\leg_r_d.paa","\lsr_rang\le g_l.paa","\lsr_rang\leg_l_d.paa","\lsr_rang\arm_l. paa","\lsr_rang\arm_l_d.paa","\lsr_rang\arm_r.paa" ,"\lsr_rang\arm_r_d.paa","\lsr_rang\boonie.paa","\ lsr_rang\boonie_d.paa","\lsr_delta\newmich.paa","\ lsr_delta\newmich_d.paa","\lsr_delta\RAV_bk.paa"," \lsr_delta\RAV_bk_d.paa","\lsr_delta\RAV_fnt.paa", "\lsr_delta\RAV_fnt_d.paa"};

class SoundEnvironExt
{
normalExt[] = {{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},};
normal[] = {{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1}};
road[] = {{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1}};
rock[] = {{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1}};
water[] = {{"People\water_L",db-90,1},{"People\water_R",db-90,1}};
gravel[] = {{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1}};
sand[] = {{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1}};
drygrass[] = {{"People\drygrass_L",db-110,1},{"People\drygrass_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\forest_L",db-110,1},{"People\forest_R",db-110,1}};
// lnggrass[] = {{"People\lnggrass_L",db-120,1},{"People\lnggrass_R",db-120,1}};
grass[] = {{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\drygrass_L",db-110,1},{"People\drygrass_R",db-110,1}};
forest[] = {{"People\forest_L",db-110,1},{"People\forest_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1},{"People\mud_L",db-110,1},{"People\mud_R",db-110,1}};
mud[] = {{"People\mud_L",db-110,1},{"People\mud_R",db-110,1},{"People\mud_L",db-110,1},{"People\mud_R",db-110,1},{"People\water_L",db-90,1},{"People\water_R",db-90,1}};
wood[] = {{"People\wood_L",db-110,1},{"People\wood_R",db-110,1}};
metal[] = {{"People\metal_L",db-110,1},{"People\metal_R",db-110,1}};
fallbody[]={{"\LSR_rang\SOUND\fall",db-60,1}};
laydown[]={{"\LSR_rang\SOUND\prone.ogg",db-100,1}};
standup[]={{"\LSR_rang\SOUND\up.ogg",db-110,1}};
crawl[]={{"\LSR_rang\SOUND\crawl",db-115,1}};
};
animated=1;
class Animations
SNKMAN ist offline   Mit Zitat antworten
Alt 04.09.2006, 13:02   #6 (permalink)
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Benutzerbild von pspsps91
 
Registriert seit: 22.12.2005
Beiträge: 323
Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

Ich würde dir empfehlen einen Ost Soldaten mit Wahrscheinlichkeit der Anwesenheit 0 zu erstellen und ihn dann zum Anführer der Rangers zu machen.
Wenn du das Addon veränderst brauchen alle die deine Mission zocken wollen auch dein Addon -> die normalen LRS Rangers gehen nicht mehr
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pspsps91 ist offline   Mit Zitat antworten
Alt 04.09.2006, 14:06   #7 (permalink)
50 Beiträge
 
Registriert seit: 21.08.2006
Ort: Baden Württemberg - Bodensee
Alter: 44
Beiträge: 80
Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

Ja das ist ja kein Problem, ich zocke sowieso immer nur mit einem Freund.

Aber kann man das net so machen, das OST und WEST die LSR Rangers zur verfügung hat?
SNKMAN ist offline   Mit Zitat antworten
Alt 04.09.2006, 19:16   #8 (permalink)
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Registriert seit: 22.12.2005
Beiträge: 323
Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

Ja, dann wäre das egal. Aber warum versuchst du es nicht mit der Möglichkeit mit der Gruppe, weil ich hab auch keine Ahnung was man da ändern muss
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Alt 04.09.2006, 19:16   #9 (permalink)
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Registriert seit: 22.12.2005
Beiträge: 323
Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

Ja, dann wäre das egal. Aber warum versuchst du es nicht mit der Möglichkeit mit der Gruppe, weil ich hab auch keine Ahnung was man da ändern muss

*edit keine Ahnung warum mein post zweimal da ist. Von mir aus kann jemand einen löschen
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pspsps91 ist offline   Mit Zitat antworten
Alt 04.09.2006, 19:31   #10 (permalink)
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Registriert seit: 21.08.2006
Ort: Baden Württemberg - Bodensee
Alter: 44
Beiträge: 80
Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

Ja das mit der Gruppe habe ich jetzt gemacht, hoffe nur , das der LSR Soldat, der eigendlich West ist, durch den Ost Truppenführer nicht beim WEST Respawn punkt wiedereintritt, sondern so wie gewollt beim OST respawnt...

Naja mal schaun.

Danke erstmal für Eure hilfe.
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Alt 05.09.2006, 17:45   #11 (permalink)
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Benutzerbild von Serclaes
 
Registriert seit: 01.02.2005
Beiträge: 701
Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

Nächstes mal bitte ein .txt Dokument hochladen in dem die Config drinnen ist. Die kann man dann unter "anhänge" (unten in eurem Post menu) an den Post Anhängen.
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Alt 05.09.2006, 18:55   #12 (permalink)
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Alex.Sworn eine Nachricht über ICQ schicken Alex.Sworn eine Nachricht über Skype™ schicken
Standard AW: Laser's Delta / US Army Rangers (2.0) für OST?

Oh oh was habe ich da nur ausgelöst. Da gab es doch mal ein Tool. Ich glaube bei ofp.info. Damit konnte man die Addons einsetzen. Für Ost und West.
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Es befinden sich auf dieser Welt 0,5 Milliarden Schusswaffen im Umlauf. Das bedeutet, jeder 12 hat eine Waffe. Was wiederum eine neue Frage aufbringt. Wie bewaffnet man die anderen 11.
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