17.06.2009, 19:52 | #22 (permalink) |
Registriert seit: 26.03.2008
Beiträge: 2.822
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Soooo .... jetzt ist es endlich so weit
V1.1 ist draußen! Download: Rapidshare.com
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17.06.2009, 20:43 | #23 (permalink) |
Registriert seit: 12.06.2006
Beiträge: 1.252
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Sauber danke. Gleich ma testen. :P
Edit: Macht fun. Der Heli mehr Kraft für den Rotor geben geht nicht oda? Mit FFAR hat man keine Zielkreuz und mit der MG nur sehr klein? Oder sind das meine "Tweaks" (aka Bugs ). Bitte Config fixen: Code:
class CfgPatches { class LittleBirdsConfig { units[] = { "AH6", "AH6_RACS", "MH6", "MH6_RACS" }; Die Optic ist natürlich auch hammer. Hier n Screen: Gespielt auf der Vehicle DM. Leider derzeit nur auf einem DS funktionfähig. DL Geändert von .kju (17.06.2009 um 21:39 Uhr). |
17.06.2009, 20:51 | #24 (permalink) |
Registriert seit: 09.01.2008
Beiträge: 1.599
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Myke hat's ja beim F-16 schon gepostet: Footmunch's F-16 in A2
Die LB's sind ebenso reskin-fähig: Der AH6 hat 3 Texturen (ah6_1_co.paa, mh6_2_co.paa, ah6_zbrane_co.paa), der MH6 zwei Texturen (mh6_1_co.paa, mh6_2_co.paa), die via setObjectTexture auch in der mission.sqm init-Zeile zugewiesen werden können. Somit kann man z.B. Winterskins in eine Mission zupacken und muss nicht mit auffällig grüngestrichenen Hubschraubern abdüsen. Nochmal: Gleiches gilt für jedes BI-Vehikel, das in A2 drin ist |
17.06.2009, 21:37 | #25 (permalink) |
Registriert seit: 02.08.2008
Ort: /b/
Beiträge: 26
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DL-> RapidShare: Easy Filehosting Updates WERDEN kommen.
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System: Intel Core 2 Quad Q9300 @3,2GhZ
Nvidia 280 GTX 4GB GeiL 1066MhZ RAM 600W OCZ Stealth X Stream Windows 7 Ultimate X64 |
18.06.2009, 17:50 | #29 (permalink) |
Registriert seit: 09.01.2008
Beiträge: 1.599
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Jepp, wird wohl immer noch so wie in A1 sein. Cursor wird durch die Waffe vorgegeben, in dem Vehikel kannst Du nur noch sagen, ob Du Cursor hast / welche Farbe (gunnerOpticsShowCursor). Im Tiger hab' ich noch eine Visieransicht reingepapped, weil das Ding eigentlich 'ne "Brille" für den Piloten hat. Im LB haben die, meines Wissens, nur ein Heftpflaster auf die Scheibe gepapped ... würde in A2 aber nix nützen: Einmal runtergeschaut, stimmt das Pflaster nicht mehr |
18.06.2009, 21:57 | #31 (permalink) |
Registriert seit: 26.03.2008
Beiträge: 2.822
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Naja kommt darauf an, ob das Visier direkt im Model drinnen ist oder nicht. Wenns direkt im Model drinnen ist, dann kannst es vergessen Kann nicht moddeln.
Außerdem isses unrealistisch ^^ Aber geil wäre es trotzdem irgendwie Finde nur nicht die blöde UH-1Y Config <.<
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Geändert von Cyborg11 (18.06.2009 um 22:37 Uhr). |
18.06.2009, 23:38 | #33 (permalink) |
Registriert seit: 29.05.2009
Beiträge: 24
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air2.pbo
ausschnitt aus der config Code:
enum { compartment1 = 1, compartment2 = 2, compartment3 = 4, compartment4 = 0 }; class CfgPatches { class CAAir2_UH1Y { units[] = {"UH1Y" }; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAAir2","CAWeapons","CACharacters2" }; }; }; class CfgVehicles { AllVehicles; //Extended class Air : AllVehicles { Sounds; //Extended }; class Helicopter : Air { class Turrets { MainTurret; //Extended }; NewTurret; //Extended ViewPilot; //Extended AnimationSources; //Extended class Sounds : Sounds { Engine; //Extended Movement; //Extended }; }; class UH1Y : Helicopter { destrType = "DestructWreck"; scope = 2; side = 1; faction = "USMC"; model = "\ca\air2\UH1Y\UH1Y.p3d"; picture = "\ca\air2\data\UI\picture_UH1Y_CA.paa"; icon = "\ca\air2\data\UI\icon_UH1Y_CA.paa"; mapSize = 15; displayName = "$STR_DN_UH1Y"; vehicleClass = "Air"; class Library { libTextDesc = "$STR_LIB_UH1Y"; }; maxSpeed = 293; mainRotorSpeed = 1.200000; backRotorSpeed = 6.100000; armor = 30; damageResistance = 0.002440; weapons[] = {"FFARLauncher_14" }; magazines[] = {"14Rnd_FFAR" }; irScanRangeMin = 0; irScanRangeMax = 1000; nightVision = 1; memoryPointsGetInCargo[] = {"pos codriver","pos cargo" }; memoryPointsGetInCargoDir[] = {"pos codriver dir","pos cargo dir" }; driverAction = "UH1Y_Pilot"; driverInAction = "UH1Y_Pilot"; cargoAction[] = {"UH1Y_Cargo02","UH1Y_Cargo03","UH1Y_Cargo03","UH1Y_Cargo02","UH1Y_Cargo01","UH1Y_Cargo01","UH1Y_Cargo01" }; cargoIsCoDriver[] = {0,0 }; driverCanSee = 31; gunnerCanSee = 31; gunnerUsesPilotView = 1; gunnerOpticsModel = ""; transportSoldier = 7; crew = "USMC_Soldier_Pilot"; transportAmmo = 0; transportMaxMagazines = 150; transportMaxWeapons = 30; initCargoAngleY = 10; minCargoAngleY = -60; maxCargoAngleY = 120; minFireTime = 30; threat[] = {1,0.050000,0.050000 }; driverCompartments = "Compartment1"; cargoCompartments[] = {"Compartment2" }; class ViewPilot : ViewPilot { initFov = 1; minFov = 0.300000; maxFov = 1.200000; initAngleX = 0; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; }; class Turrets : Turrets { class MainTurret : MainTurret { body = "mainTurret"; gun = "mainGun"; minElev = -60; maxElev = 30; initElev = 0; minTurn = 0; maxTurn = 180; initTurn = 0; soundServo[] = {"",0.010000,1.000000 }; animationSourceHatch = ""; stabilizedInAxes = "StabilizedInAxesNone"; gunBeg = "muzzle_1"; gunEnd = "chamber_1"; weapons[] = {"M134" }; magazines[] = {"2000Rnd_762x51_M134" }; gunnerName = "$STR_POSITION_CREWCHIEF"; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerOutOpticsShowCursor = 1; gunnerOpticsShowCursor = 1; gunnerAction = "UH1Y_Gunner"; gunnerInAction = "UH1Y_Gunner"; commanding = -2; primaryGunner = 1; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.700000; minFov = 0.250000; maxFov = 1.100000; }; gunnerCompartments = "Compartment2"; }; class RightDoorGun : MainTurret { body = "Turret2"; gun = "Gun_2"; animationSourceBody = "Turret_2"; animationSourceGun = "Gun_2"; stabilizedInAxes = "StabilizedInAxesNone"; selectionFireAnim = "zasleh_1"; proxyIndex = 2; gunnerName = "$STR_POSITION_DOORGUNNER"; commanding = -3; minTurn = -180; maxTurn = 0; initTurn = 0; weapons[] = {"M134_2" }; gunBeg = "muzzle_2"; gunEnd = "chamber_2"; primaryGunner = 0; memoryPointGun = "machinegun_2"; memoryPointGunnerOptics = "gunnerview_2"; }; class CoPilotObs : MainTurret { stabilizedInAxes = "StabilizedInAxesBoth"; proxyIndex = 3; gunnerName = "$STR_GN_UH1Y_CoPilotObs"; gunnerAction = "UH1Y_Gunner02"; gunnerInAction = "UH1Y_Gunner02"; body = "ObsTurret"; gun = "ObsGun"; animationSourceBody = "ObsTurret"; animationSourceGun = "ObsGun"; outGunnerMayFire = 1; gunBeg = "gun_end"; gunEnd = "gun_begin"; memoryPointGun = "gun_end"; commanding = -1; weapons[] = {"Laserdesignator_mounted" }; magazines[] = {"Laserbatteries" }; primaryGunner = 0; minElev = -80; maxElev = 25; initElev = 0; minTurn = -180; maxTurn = 180; initTurn = 0; gunnerOpticsModel = "\ca\weapons\optika_SOFLAM"; memoryPointGunnerOptics = "commanderview"; gunnerForceOptics = 0; gunnerOpticsShowCursor = 0; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.800000; minFov = 0.008300; maxFov = 0.800000; }; gunnerCompartments = "Compartment2"; startEngine = 0; soundServo[] = {"",0.010000,1.000000 }; memoryPointsGetInGunner = "pos codriver"; memoryPointsGetInGunnerDir = "pos codriver dir"; selectionFireAnim = ""; castGunnerShadow = 1; viewGunnerShadow = 1; }; }; class AnimationSources : AnimationSources { class Gatling_1 { source = "revolving"; weapon = "M134"; }; class Gatling_2 { source = "revolving"; weapon = "M134_2"; }; class HUDAction { source = "user"; animPeriod = 2; initPhase = 1; }; class HUDAction_1 { source = "user"; animPeriod = 0.100000; initPhase = 1; }; class mainRotor_folded { source = "user"; animPeriod = 0.001000; initPhase = 1; }; class mainRotor_unfolded : mainRotor_folded { initPhase = 0; }; }; class UserActions { class HUDoff { displayName = "$STR_AM_HUDON"; displayNameDefault = "HUD on"; position = "zamerny"; radius = 1; onlyForPlayer = 1; condition = "(player==driver this)and(this animationphase "HUDAction" !=1)"; statement = "this animate ["HUDAction",1];this animate ["HUDAction_1",1]"; }; class HUDon { displayName = "$STR_AM_HUDOFF"; displayNameDefault = "HUD off"; position = "zamerny"; radius = 1; onlyForPlayer = 1; condition = "(player==driver this)and(this animationphase "HUDAction" !=0)"; statement = "this animate ["HUDAction",0];this animate ["HUDAction_1",0]"; }; }; class Reflectors { class Middle { color[] = {0.800000,0.800000,1.000000,1.000000 }; ambient[] = {0.070000,0.070000,0.070000,1.000000 }; position = "svetlo"; direction = "svetlo konec"; hitpoint = "svetlo"; selection = "svetlo"; size = 1; brightness = 1.000000; }; }; dammageHalf[] = {}; dammageFull[] = {}; class Damage { tex[] = {}; mat[] = {"ca\air2\uh1y\data\uh1y_sklo.rvmat","ca\air2\uh1y\data\uh1y_sklo_damage.rvmat","ca\air2\uh1y\data\uh1y_sklo_damage.rvmat","ca\air2\uh1y\data\uh1y_sklo_in.rvmat","ca\air2\uh1y\data\uh1y_sklo_in_damage.rvmat","ca\air2\uh1y\data\uh1y_sklo_in_damage.rvmat","ca\air2\uh1y\data\uh1y_ext.rvmat","ca\air2\uh1y\data\uh1y_ext_damage.rvmat","ca\air2\uh1y\data\uh1y_ext_destruct.rvmat","ca\air2\uh1y\data\uh1y_int.rvmat","ca\air2\uh1y\data\uh1y_int_damage.rvmat","ca\air2\uh1y\data\uh1y_int_destruct.rvmat","ca\air2\uh1y\data\launcher.rvmat","ca\air2\uh1y\data\launcher.rvmat","ca\air2\uh1y\data\launcher_destruct.rvmat","ca\air2\uh1y\data\uh1y_cockpit.rvmat","ca\air2\uh1y\data\uh1y_cockpit_damage.rvmat","ca\air2\uh1y\data\uh1y_cockpit_destruct.rvmat" }; }; soundGetIn[] = {"\ca\Sound\Air\Noises\heli_door_01",0.316228,1 }; soundGetOut[] = {"\ca\Sound\Air\Noises\heli_door_01",0.316228,1,40 }; soundEnviron[] = {"",0.031623,1.000000 }; soundDammage[] = {"Ca\sounds\Air\Noises\alarm_loop1",0.316228,1 }; soundEngineOnInt[] = {"ca\sounds\Air\UH1Y\int\int-start-final",0.446684,1.000000 }; soundEngineOnExt[] = {"ca\sounds\Air\UH1Y\ext\ext-motor-start",0.446684,1.000000,700 }; soundEngineOffInt[] = {"ca\sounds\Air\UH1Y\int\int-stop-final",0.446684,1.000000 }; soundEngineOffExt[] = {"ca\sounds\Air\UH1Y\ext\ext-motor-stop",0.446684,1.000000,700 }; class Sounds : Sounds { class Engine : Engine { sound[] = {"ca\sounds\air\uh1y\ext\ext-fly-mode2",2.511886,1.000000,800 }; frequency = "rotorSpeed"; volume = "camPos*((rotorSpeed-0.72)*4)"; }; class RotorLowOut { sound[] = {"ca\sounds\air\uh1y\int\int-rotor-single5b",2.511886,1.000000,1400 }; frequency = "rotorSpeed"; volume = "camPos*(0 max (rotorSpeed-0.1))"; cone[] = {1.600000,3.140000,2.000000,0.500000 }; }; class RotorHighOut { sound[] = {"ca\sounds\air\uh1y\int\int-rotor-single5a",2.511886,1.000000,1600 }; frequency = "rotorSpeed"; volume = "camPos*10*(0 max (rotorThrust-0.9))"; cone[] = {1.600000,3.140000,2.000000,0.500000 }; }; class EngineIn { sound[] = {"ca\sounds\air\uh1y\int\int-fly-mode7",1.000000,1.000000 }; frequency = "rotorSpeed"; volume = "(1-camPos)*((rotorSpeed-0.75)*4)"; }; class RotorLowIn { sound[] = {"ca\sounds\air\uh1y\int\int-rotor-single5b",1.000000,1.000000 }; frequency = "rotorSpeed"; volume = "2*(1-camPos)*((rotorSpeed factor[0.3, 1.1]) min (rotorSpeed factor[1.1, 0.3]))"; }; class RotorHighIn { sound[] = {"ca\sounds\air\uh1y\int\int-rotor-single5a",1.000000,1.000000 }; frequency = "rotorSpeed"; volume = "(1-camPos)*3*(rotorThrust-0.9)"; }; }; }; LandVehicle; //Extended class StaticWeapon : LandVehicle { class Turrets { MainTurret; //Extended }; }; class UH1Wreck : StaticWeapon { scope = 2; model = "\ca\air2\UH1Y\UH1Y_Crashed.p3d"; icon = "\ca\air2\data\UI\icon_UH1Y_CA.paa"; mapSize = 15; displayName = "$STR_DN_UH1WRECK"; vehicleClass = "Wrecks"; class Turrets : Turrets { class MainTurret : MainTurret { body = "MainTurret"; gun = "MainGun"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; selectionFireAnim = "zasleh_1"; proxyIndex = 2; gunnerName = "$STR_POSITION_DOORGUNNER"; minTurn = -180; maxTurn = 0; initTurn = 0; weapons[] = {"M134" }; gunBeg = "muzzle_2"; gunEnd = "chamber_2"; memoryPointGun = "machinegun_2"; memoryPointGunnerOptics = "gunnerview_2"; minElev = -60; maxElev = 30; initElev = 0; soundServo[] = {"",0.010000,1.000000 }; animationSourceHatch = ""; magazines[] = {"2000Rnd_762x51_M134" }; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerOutOpticsShowCursor = 1; gunnerOpticsShowCursor = 1; gunnerAction = "UH1Y_Gunner"; gunnerInAction = "UH1Y_Gunner"; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.800000; minFov = 0.008300; maxFov = 0.800000; }; }; }; class AnimationSources { class Gatling { source = "revolving"; weapon = "M134"; }; }; }; class UH1Y_cutscene : UH1Y { scope = 1; model = "\ca\air2\UH1Y\UH1Y02.p3d"; cargoAction[] = {"UH1Y_CUT_H01","UH1Y_CUT_H02","UH1Y_CUT_H03","UH1Y_CUT_H04","UH1Y_CUT_H05","UH1Y_Cargo01","UH1Y_Cargo01" }; }; }; /* Parse total: Classes 45 Ext Classes 10 Arrays 44 Records 349 time 0.000 sec --EOF-- */ |
19.06.2009, 07:40 | #35 (permalink) |
Registriert seit: 12.06.2006
Beiträge: 1.252
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mike
Code:
class AnimationSources : AnimationSources { class HUDAction { source = "user"; animPeriod = 2; initPhase = 1; }; class HUDAction_1 { source = "user"; animPeriod = 0.100000; initPhase = 1; }; }; class UserActions { class HUDoff { displayName = "$STR_AM_HUDON"; displayNameDefault = "HUD on"; position = "zamerny"; radius = 1; onlyForPlayer = 1; condition = "(player==driver this)and(this animationphase "HUDAction" !=1)"; statement = "this animate ["HUDAction",1];this animate ["HUDAction_1",1]"; }; class HUDon { displayName = "$STR_AM_HUDOFF"; displayNameDefault = "HUD off"; position = "zamerny"; radius = 1; onlyForPlayer = 1; condition = "(player==driver this)and(this animationphase "HUDAction" !=0)"; statement = "this animate ["HUDAction",0];this animate ["HUDAction_1",0]"; }; }; |
20.06.2009, 18:25 | #37 (permalink) |
Registriert seit: 31.05.2009
Beiträge: 32
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Erstmal ein riesen "Respekt!!" für die Modder des Vogels. Macht echt Laune den Little Bird zu fliegen
Mein kleines bißchen Kritik: Der Rotoren-Sound ist meines Erachtens zu leise. Könnte der nicht ein wenig lauter gemacht werden? Zum Thema Fadenkreuz: Gibts nicht im AH-6. Mehr wie Edding-Stift Markierung am Glas oder besagte Pflaster haben auch die echten Hubschrauber dieses Typs nicht. |
30.06.2009, 14:29 | #38 (permalink) |
Registriert seit: 30.06.2009
Beiträge: 1
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Hallo Leute.
Wollte heute zum ersten Mal einen Mod in Arma2 einfügen, und habe mir gedacht, versuchste halt die netten Little Birds So, nun habe ich den "@LittleBirds" Ordner in den Arma2 Hauptordner getan und versucht in meiner Desktopverknüpfung (hab mir die per "Senden an -> Desktop" erstellt) bei "Ziel" die Mods einzufügen. Sah dann so aus: "C:\Program files\Bohemia Interactive\ArmA 2\arma2.exe -mod=@LittleBirds" Nur funktioniert das eben nicht. Angezeigt wird dann: Der im Feld "Ziel" angegebene Name ist ungültig. Stellen Sie sicher, dass ... " Woran liegt das ? mfg und danke für die Antworten eXo |
30.06.2009, 15:44 | #39 (permalink) |
Registriert seit: 02.04.2003
Ort: San Francisco
Beiträge: 1.919
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Anfürhungszeichen am Ende des Pfades entfernen und hinter .exe setzen, also "C:\Program files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@LittleBirds Außerdem den Addons-Ordner im @LittleBirds-Ordner nicht vergessen, da gehören die pbo-Dateien rein. |
30.07.2009, 02:17 | #40 (permalink) |
User gesperrt
Registriert seit: 14.07.2009
Beiträge: 39
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Zwischen "C:\Program files\Bohemia Interactive\ArmA 2\arma2.exe"
und "C:\Program files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@LittleBirds muss ein LEERZEICHEN sein.
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