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    Mounting infantry on tanks (desant)

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    KurtTank
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    Mounting infantry on tanks (desant)

    Post by KurtTank on Mon Dec 12, 2016 7:49 pm



    I would like to learn how to put infantry riding on tanks as shown here:



    Current Version Update Link: Expanded Units 1.8
    Expanded Units 1.9 coming soon!


    Expanded Units MOD order:



    Current Work:




    Last edited by KurtTank on Thu May 04, 2017 6:59 pm; edited 8 times in total
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    lockie
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    Re: Mounting infantry on tanks (desant)

    Post by lockie on Tue Dec 13, 2016 11:06 am

    There are two main things, which must be understand.
    1. Mounted infantry(deant) separated on two groups:
    - tank crew, which bail out only if tank damaged
    - desant, bail out under fire or user order (icon "desant off")
    2. The quantity of the places for desant must be on ONE place more than quantity of the soldiers

    1. Let's start OE, double click:
    ...Steel Fury - Kharkov 1942\0_edit_object.bat
    2. Open file:
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\go\techn\tanks\t34_85d.go
    3. press Ctr+Shift+H and select all dummies for the desant places: s_pass0...s_pass5

    As u may see there are SIX places for desant.
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    KurtTank
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Tue Dec 13, 2016 10:12 pm

    Okay, got it so far.
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    lockie
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    Re: Mounting infantry on tanks (desant)

    Post by lockie on Sat Dec 17, 2016 7:33 pm

    The next step is making a copy of the dummies and transfer them to the Pz.IV/F2.
    4. Close poped-up window with selected dummies of the desant places.
    5. Click tab Edit and select Copy. Thus we copied all necessary dummies.

    Pay attention, which model part attached the "children" dummies. In our case it is db_hull.

    6. Open model Pz.IV
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\go\techn\tanks\pz4.go

    7. Click tab Edit and select Insert. Then press Save.

    Thus we placed all dummies on the Pz.IV hull. The "daddy" part where the "children" dummies attached to - is exactly db_hull.
    If the name of the "daddy" part is different then simply make a copy of T-34/85 and rename it properly. Then transfer dummies.
    8. Do the same procedure with dummies: s_pass0_exit - s_pass5_exit

    These dummies are the points of desant out in case of emergence or user's command "desant off".

    So, we've updated the model Pz.IV with a dummies for the desant.
    Now, let's make a config file for Pz.IV with a desant.
    9. Open in Notepad++ the next file :
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\levels\LEVELS\tech_cfg\pz4.engcfg
    Find the entry: pz4f2()
    Copy it with a content between {}, then paste.
    10. Rename the next parameters
    - pz4f2() on pz4f2_d() (It is a new name for the tank+desant)
    - name=txt_tn_pz4f2 on name=txt_tn_pz4f2_d (It is text name of the new unit)
    - #include "misc\pz4_places.engcfg" on #include "misc\pz4d_places.engcfg" (It is the name of config file. where the places of desant is described)
    This is a sample of the Pz.IV with desant. See spoiler.
    config:

    pz4f2_d()//desant
    {
    //тип объекта
    type = %OT_TANK%;
    //имя сетки
    mesh = pz4;
    //количество лод уровней
    mesh_lods= 3;
    //масса, кг
    mass = 22300;
    //высота сброса, м
    drop_h = 2.0;
    //моменты (масса умноженная на расстояние от центра тяжести)
    jx = 25000;
    jy = 25000;
    jz = 10000;
    //эффективность
    effect = 20;
    //название
    name = txt_tn_pz4f2;//desant

    //момент инерции двигателя, кг*м
    engine_m = 350.0;
    //мощность двигателя, л.с.
    engine_pow = 265;
    //время раскрутки двигателя
    eng_tau = 0.5;

    //коэфф. сцепления максимальный
    eng_friction = 1000;
    //обороты/мин
    min_w = 600.0;
    max_w = 2900.0;

    //коэффициент передачи
    gear_k = -2.6, 0, 3.45, 1.8, 1.07, 0.70, 0.50, 0.34;
    //transfer efficiency
    gear_kpd = 1.0, 1.0, 1.0, 0.5, 0.4, 0.3, 0.2, 0.1;
    //список команд
    snd_list = levels\levels\common\snd_list_ger.engcfg;

    //опорная частота звука гусениц, Гц
    sndp_base_freq = 22000;
    //масштабирующий коэфф. частоты гусеницы
    sndp_base_freq_k= 0.5;

    //опорная частота звука двигателя, Гц
    snde_base_freq = 34000;
    //масштабирующий коэфф. частоты двигателя
    snde_base_freq_k= 4.0;

    //расход топлива, л/100 км
    fuel_rash = 250;
    //емкость баков, л
    fuel_tank = 400;
    //емкость аккумулятора А/ч
    acc_capacity = 200;
    //ток запуска двигателя, А
    eng_start_cur = 500;
    //расход энергии бортовыми системами, А
    suo_cur = 10;
    //расход энергии на двигатель, А (для дизеля - 0)
    eng_cur = 0;
    //мощность генератора, КВт
    gen_power = 3;

    //декодирование мест
    wp_decode = wp_driver, wp_gunner, wp_commander, wp_loader, wp_mgunner;

    //звук лязга гусениц
    snd_pillars = pillar_0;
    //звук двигателя
    snd_engine = diesel_4;
    //звук перекл. передач
    snd_gear = gear;
    snd_starter = starter_4;

    //размер техники при проверке пересечения, м
    bb_round = 6.0;

    //конфигурация интерфейса
    interf_cfg = interf\interf.engcfg;

    //толщина брони, мм (при уровне 100)
    armor_thick = 50;
    //броня для ИИ
    arm_fwd = 50;
    arm_side = 30;
    arm_back = 20;
    arm_up = 10;

    //видимость
    vis_factor = 2;

    //карта бронирования
    armor_map = armor_maps\pz4_armor.tga;
    //качество бронирования
    armor_qual = 0.9;
    //хрупкость брони
    armor_frail = 0.5;
    //коэффициэнт снарядостойкости
    armor_str = 2010;

    //чанки выхлопа
    smk_gen = s_smoke;

    //описание кокпита
    cocpit = cocpits\coc_pz4.engcfg;//F2

    //чанк воздухозаборника
    water_line = s_water_line;

    //чанк прицепа
    pricep =;

    //чанки ручек для перекатывания
    move_hands =;

    //колеса
    wheels()
    {
    //имя чанка, ниж. коэф. демпф, верхн. коэф. демпф., жесткость пружин,  масса,  коэффициент тяги, рулевое колесо,
    //индивидуальное направление смещения, вектор смещения, максим смещение вверх м, -//- вниз м,  рулевой коэфф.,
    //момент инерции, максимальное тормозное усилие КН, трение покоя, модификатор радиуса, модификатор коэфф спицления,
    //модификатор сопротивления повороту
    d_wheel_00,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, -0.09, 1.0, 1.0;
    d_wheel_01,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_02,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_03,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_04,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_05,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_06,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_07,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_08,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_09,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_13,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_12,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_11,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_10,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;

    d_wheel_14,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, -0.09, 1.0, 1.0;
    d_wheel_15,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_16,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_17,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_18,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_19,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_20,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_21,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_22,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.3, 0.1,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_23,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_27,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_26,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_25,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_24,  pz4dn_d, pz4up_d, pz4spr_t,    40, 0, false,  true, 0, -1, 0,   0.0, 0.0,  0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;

    }


    //гусеницы
    cpillars()
    {

    //тип гусеницы, масса, реакция на левый рычаг, реакция на правый рычаг, тип привода, трение покоя,
    //максимальная сила сцепления фрикциона, весовой коэффициент тяги, шаг разбиения для геометрии,
    //модификатор коэфф спицления, модификатор сопр повороту, колич. колес, список колес, порядок натяжения гусеницы
    pz4_400, 1, 1, 0,  0, 0.004,  1000, 1.0, 0.1, 1.0, 1.0,   14,  0,  1,  2,  3,  4,  5,  6,  7,  8,  9, 10, 11, 12, 13,   0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13;
    pz4_400, 1, 0, 1,  0, 0.004,  1000, 1.0, 0.1, 1.0, 1.0,   14, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27,   0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13;
    }

    //каретки
    carets()
    { //чанк, чанк левого, чанк правого колеса
    //левые
    d_caret_00, d_wheel_01, d_wheel_02;
    d_caret_01, d_wheel_03, d_wheel_04;
    d_caret_02, d_wheel_05, d_wheel_06;
    d_caret_03, d_wheel_07, d_wheel_08;
    //правые
    d_caret_04, d_wheel_15, d_wheel_16;
    d_caret_05, d_wheel_17, d_wheel_18;
    d_caret_06, d_wheel_19, d_wheel_20;
    d_caret_07, d_wheel_21, d_wheel_22;

    }

    //следы
    traces()
    {
    //тип, чанк
    traces0, s_trace0;
    traces0, s_trace1;
    }


    //точки удара об землю
    col_pts()
    {
    //чанк, колич. точек, тройки знаков
    db_hull,  4,   1, 0, 1,   1, 0, -1,  -1, 0, 1,  -1, 0, -1;
    db_head,  4,   1, 1, 1,   1, 1, -1,  -1, 1, 1,  -1, 1, -1;

    }

    //чанки коллизий
    col_bounds()
    {
    //имя, точность дробления
    db_hull, 1.5;
    db_head, 1.5;
    db_gun, 1.5;
    }

    //оружие
    weapons()
    {
    //название, чанк вылета, чанк отката, башня из которой стреляют, рабочее место заряжающего
    KWK40, s_gun, db_gun, head1, wp_loader, s_klin, 0.1, 0, 1, 0;
    MG34, s_mgun, , head1, wp_loader, , , -1, -1, 0;
    MG34, s_mgun1, , head2, wp_mgunner;
    }

    //боекомплект 87
    shells()//F2
    {
    //87/3150
    //имя снаряда, количество
    PZGR39_75, 35, 0, 0;
    PZGR40_75, 2, 0, 0;
    SPRGR38_75, 46, 0, 1;
    GR38HLB_75, 2, 0, 2;

    BUL_792T, 3150;
    }

    //башни
    heads()
    {
    //название, чанк башни, чанк пушки
    //угол поворота влево - вправо, угол поворота вверх - вниз,
    //скорость поворота по горизонтали - вертикали, -//- для электро привода (град/сек)
    head1, db_head, d_mask, 180, 180,  20,   8, 30, 5, 10, 0;
    head2, d_maingun_01, s_bow_rot, 12, 12,  6,   6, 30, 10, 30, 10;
    }

    //рабочие места
    work_places()
    {
    #include "misc\pz4d_places.engcfg"//desant
    }

    //прицелы
    sights()
    {
    //название прицела, камера, описание прицела, болтание головой, группа, вращение

    sig_gunner, s_camera_gunner, tzf5fn3, 0.0, sig_gunner, ;
    // sig_gunner, s_camera_gunner, tzf5fn, 0.0, sig_gunner, ;
    pz4_gunner_cap, s_camera_gunner_01, pz4_sight, 0.0, sig_gunner, ;
    sig_gunner, s_camera_gunner_02, pz4_sight_hole, 0.0, sig_gunner, ;
    sig_gunner, s_camera_gunner_03, pz4_sight_hole, 0.0, sig_gunner, ;

    pz4_drv_cap, s_camera_driver, pz4_drv_cap, 0.0, sig_driver, ;
    sig_driver, s_camera_driver_01, pz4_sight, 0.0, sig_driver, ;
    sig_driver, s_camera_driver_02, pz4_sight_hole, 0.0, sig_driver, ;

    sig_mgunner, s_camera_mgun, pz4mgun, 0.0, sig_mgunner, ;
    sig_mgunner, s_camera_mgun_01, pz4_sight_hole, 0.0, sig_mgunner, ;

    pz4_com_01, s_camera_commander_01, pz4_sight, 0.0, sig_commander, ;
    pz4_com_03, s_camera_commander_03, pz4_sight, 0.0, sig_commander, ;
    pz4_com_05, s_camera_commander_05, pz4_sight, 0.0, sig_commander, ;
    pz4_com_04, s_camera_commander_04, pz4_sight, 0.0, sig_commander, ;
    pz4_com_02, s_camera_commander_02, pz4_sight, 0.0, sig_commander, ;

    pz4_loader_cap, s_camera_loader, pz4_sight, 0.0, sig_loader, ;
    sig_loader, s_camera_loader_01, pz4_sight_hole, 0.0, sig_loader, ;
    sig_loader, s_camera_loader_02, pz4_sight_hole, 0.0, sig_loader, ;
    }


    //чанки которые могут не появится
    random()
    {
    //имя, вероятность появления
    db_gun_01, 0.0;
    d_ant_buster, 0.0;
    d_mask_01, 0.0;
    d_maingun_02, 0.0;
    }

    //люки
    hatchs()
    {

    //группа, имя чанка, угол открывания, количество положений, текущее положение, источник света,
    //смещение
    driver, d_hatch_02, 170, 1, 0, 0;
    mgunner, d_hatch_03, 170, 1, 0, 0;
    commander, d_hatch_08, 170, 1, 0, 1;
    commander, d_hatch_09, -170, 1, 0, -1;
    gunner, d_hatch_05, 140, 1, 0, 1;
    gunner, d_hatch_04, -140, 1, 0, -1;
    loader, d_hatch_06, 140, 1, 0, 1;
    loader, d_hatch_07, -140, 1, 0, -1;

    pz4_drv_cap, d_drv_cap, -35, 1, 0;
    pz4_loader_cap, d_hatch_10, -45, 1, 0;
    pz4_gunner_cap, d_hatch_11, -45, 1, 0;

    pz4_com_01, d_com_cap_01, 15, 1, 0;
    pz4_com_01, d_com_cap_01a, -15, 1, 0;
    pz4_com_02, d_com_cap_02, -15, 1, 0;
    pz4_com_02, d_com_cap_02a, 15, 1, 0;
    pz4_com_03, d_com_cap_03, 15, 1, 0;
    pz4_com_03, d_com_cap_03a, -15, 1, 0;
    pz4_com_04, d_com_cap_04, -15, 1, 0;
    pz4_com_04, d_com_cap_04a, 15, 1, 0;
    pz4_com_05, d_com_cap_05, 15, 1, 0;
    pz4_com_05, d_com_cap_05a, -15, 1, 0;
    }


    flames()
    {
    //чанк, люки, группа
    s_fire_04, , 1;
    s_fire_01, driver, 0;
    s_fire_02, mgunner, 0;
    s_fire_03, commander, 0;
    s_fire_05, gunner, 0;
    s_fire_06, loader, 0;
    }


    //нетрассируемые чанки
    notrace()
    {
    //d_mask;
    d_hole_00;
    d_hole_01;
    d_hole_02;
    d_hole_03;
    d_hole_04;
    d_hole_05;
    d_hole_06;
    d_hole_10;
    d_hole_11;
    }


    //фары
    lights()
    {
    //название группы, название чанка, подфарник, дальность, радиус, цвет
    lights, s_light_01, false, 100.0, 80.0,  0xfffffff0;
    lights, s_light_02, false, 100.0, 80.0,  0xfffffff0, true;
    lights, s_light_01, true, 0.0, 0.4,  0xffffcf50;
    lights, s_light_02, true, 0.0, 0.4,  0xffffcf50;
    lights, s_lightr_03, true, 0.0, 0.4,  0xffff5020;
    lights, s_lightr_04, true, 0.0, 0.4,  0xffff5020;
    }

    //надписи
    marks()
    {
    //Fragment, Marking, Size, Rotation, Displacement
    s_cross_r, cross, 1.1, 0, 0.01;
    s_cross_l, cross, 1.1, 0, 0.01;
    s_cross_b, cross, 1.0, 0, 0.01;
    }

    #include "misc\damages.engcfg"

    mslots()
    {
    //Slot, Fragment1, Fragment2, Size, Rotation, Shift, Additional
    num, s_num_lp, s_num_l, 0.8, 0, 0.005;
    num, s_num_rp, s_num_r, 0.8, 0, 0.005;
    num, s_num_bp, s_num_b, 0.9, 0, 0.005;
    mark_lturr, s_mark_lturr, , 0.7, 0, 0.005;
    mark_rturr, s_mark_rturr, , 0.7, 0, 0.005;
    mark_fhull_l, s_mark_fhull_l, , 0.5, 0, 0.005;
    mark_rhull_f, s_mark_rhull_f, , 0.5, 0, 0.005;
    mark_rhull_m, s_mark_rhull_m, , 0.5, 0, 0.005;
    mark_lhull_f, s_mark_lhull_f, , 0.5, 0, 0.005;
    mark_lhull_m, s_mark_lhull_m, , 0.5, 0, 0.005;
    mark_bhull_r, s_mark_bhull_r, , 0.6, 0, 0.005;
    mark_bhull_m, s_mark_bhull_m, , 0.6, 0, 0.005;
    mark_rfend_f, s_mark_rfend_f, , 0.6, 0, 0.005;
    mark_lfend_b, s_mark_lfend_b, , 0.6, 0, 0.005;
    mark, s_mark_lturr, , 0.7, 0, 0.005;
    mark, s_mark_rturr, , 0.7, 0, 0.005;
    mark, s_mark_fhull_l, , 0.5, 0, 0.005;
    }

    sh_paths() { #include "misc\sh_paths\shpaths_pz4.engcfg" }

    }
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Mon Dec 19, 2016 10:27 pm



    Okay, good so far.





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    Re: Mounting infantry on tanks (desant)

    Post by lockie on Mon Dec 26, 2016 9:47 pm

    The next sage is creating the file: pz4d_places.engcfg
    Let's note some explanations abt. parameters.
    Code:
    wp_gunner, 0x58,   0.05, gunner, head1, gunner, sig_gunner, gunner, s_gunner, s_gunner_out,  p_gunner, p_gunner_out, s_gunner_exit, pz4_gunner, %ROLE_GUNNER%;
    where
    wp_gunner - working place of gunner (defined in the main PzIV config)
    0x58 - flags defines an activity of the tanker
    0.05 - importance of the place (driver place is always 0.10). The higher number the more importance
    gunner - controls (shoot or drive)
    head1 - the name of turret (defined in the main PzIV config)
    gunner - interface (what user see on the monitor: compass, icons, gas, inidicators etc.)
    sig_gunner - group of sights (defined in the main PzIV config)
    gunner - group of hatches
    s_gunner - dummy of the gunner position inside the tank (buttoned)
    s_gunner_out - dummy of the gunner position out of tank (unbuttoned)
    p_gunner - relative object of the tanker inside the tank (square  box)
    p_gunner_out - relative object of the tanker out of tank (unbottoned position)
    s_gunner_exit - dummy where gunner bail out
    pz4_gunner - kit of animations (defined in anims.engcfg)
    %ROLE_GUNNER% - role of gunner

    The main and more interesting part of this entry it is flags.
    Depends on what the flags u've added - the behaver of tanker will be changed correspondingly.
    Let's have a look on them:
    //WPF_VISIBLE = 0x00000001, //tanker is visible (crew in APS, passengers, desant)
    //WPF_COLL = 0x00000002, //tanker may take collision (crew of the gun)
    //WPF_LIVE = 0x00000004, //tanker walking (crew of the gun)
    //WPF_SETSIDE = 0x00000008, //tanker define the side
    //WPF_USER = 0x00000010,16 //user may occupy the working place
    //WPF_INOUTCTRLS = 0x00000020,32 //don't block the controls in the unbuttoned position
    //WPF_AIGUNBLOCK = 0x00000040,64 //block AI controls of the gunner at this place
    //WPF_BLOCK = 0x00000080,128 //don't show the small arms on the tanker
    where
    WPF_USER - abbreviation of the flag
    0x00000010 - represent the number in hexadecimal system
    16 - represent the number in decadic system.
    CPU understands only binary system (0 or 1). In our case it is hexadecimal (0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F).
    Let's say we want to create the working place of the loader. He has to be:
    - invisible
    - define the side
    - user may take this place
    According to the decadic system, we have:
    8+16=24(decadic). In hexadecimal it'll be 0x18
    For the desant we need:
    - visible
    - may take collision
    1+2=3(decadic). In hexadecimal it'll be 0x3

    And finally we've the next content of the pz4d_places.engcfg
    pz4d_places.engcfg:

    //working place, flags, importance, controls, turret,
    //interface, sight group, hatches group,
    //dummy place, dummy out of tank, position buttoned, position unbuttoned, dummy exit,
    //annimations

    //WPF_VISIBLE = 0x00000001, //tanker is visible (crew in APS, passengers, desant)
    //WPF_COLL = 0x00000002, //tanker may take collision (crew of the gun)
    //WPF_LIVE = 0x00000004, //tanker walking (crew of the gun)
    //WPF_SETSIDE = 0x00000008, //tanker define the side
    //WPF_USER = 0x00000010,16 //user may occupy the working place
    //WPF_INOUTCTRLS = 0x00000020,32 //don't block the controls in the unbuttoned position
    //WPF_AIGUNBLOCK = 0x00000040,64 //block AI controls of the gunner at this place
    //WPF_BLOCK = 0x00000080,128 //don't show the small arms on the tanker

                             //controls   //interface           //hatch
    wp_driver, 0x38, 0.10, driver, , driver, sig_driver, driver, s_driver, s_driver_out,  p_driver, p_driver_out, s_driver_exit, pz4_driver, %ROLE_DRIVER%;
    wp_gunner, 0x58, 0.05, gunner, head1, gunner, sig_gunner, gunner, s_gunner, s_gunner_out,  p_gunner, p_gunner_out, s_gunner_exit, pz4_gunner, %ROLE_GUNNER%;
    wp_loader, 0x18, 0.04, gunner, head4, loader, sig_loader, loader, s_loader, s_loader_out,  p_loader, p_loader_out, s_loader_exit, pz4_commander, %ROLE_LOADER%;
    wp_commander, 0x18, 0.03, commander, head3, commander, sig_commander, commander, s_commander, s_commander_out,  p_commander, p_commander_out, s_commander_exit, pz4_commander, %ROLE_COMMANDER%;
    wp_mgunner, 0x18, 0.01, gunner, head2, mgunner, sig_mgunner, mgunner, s_mgunner, s_mgunner_out,  p_mgunner, p_mgunner_out, s_mgunner_exit, pz4_driver, %ROLE_MGRADIST%;

    //desant        
    wp_pass0, 0x03, 0.01, pass, , , , pass, s_pass0,   ,p_pass0, p_pass0_out, s_pass0_exit, grant_pass1, %ROLE_PASSENGER%;
    wp_pass1, 0x03, 0.01, pass, , , , pass, s_pass1,   ,p_pass1, p_pass1_out, s_pass1_exit, grant_pass2, %ROLE_PASSENGER%;
    wp_pass2, 0x03, 0.01, pass,       , , , pass, s_pass2, ,p_pass2, p_pass2_out, s_pass2_exit, pak38_gunner, %ROLE_PASSENGER%;
    wp_pass3, 0x03, 0.01, pass,       ,       , , pass, s_pass3, ,p_pass3, p_pass3_out, s_pass3_exit, pak38_gunner, %ROLE_PASSENGER%;
    wp_pass4, 0x03, 0.01, pass,       , , , pass, s_pass4, ,p_pass4, p_pass4_out, s_pass4_exit, sdkfz_pass, %ROLE_PASSENGER%;
    wp_pass5, 0x03, 0.01, pass,       , , , pass, s_pass5, ,p_pass5, p_pass5_out, s_pass5_exit, sdkfz_pass, %ROLE_PASSENGER%;
    wp_pass6, 0x03, 0.01, pass,       , , , pass, s_pass6, ,p_pass6, p_pass6_out, s_pass5_exit, sdkfz_pass, %ROLE_PASSENGER%;//dummy


    Last edited by lockie on Tue Dec 27, 2016 6:04 am; edited 2 times in total
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Tue Dec 27, 2016 2:28 am

    lockie wrote:The next sage is creating the file: pz4d_places.engcfg
    Let's note some explanations abt. parameters.
    Okay, done, not that I understand it... tongue
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    Re: Mounting infantry on tanks (desant)

    Post by lockie on Mon Jan 02, 2017 7:47 am

    KurtTank wrote:Okay, done, not that I understand it... tongue
    Yes, it is complicated. I've presented detailed explanation to clear out some moments with AI behavior in the tank. Anyway, all combinations of flags already presented. U just need to pick up what is necessary.

    Let's go to the pre-final stage of the infantry mounting!
    U need to write down the new unit into the file:
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\levels\LEVELS\common\common_units.engcfg
    1. First we need to define the crew members in the cockpit for the tank with a desant, where crewmembers must have a specific names.
    Open file with notepad++, block units() and put the next entries in:

    http://Pz.IV crewmembers for desant
    weru_tleuten_a,i_human,hum_cfg\ger.engcfg,tleuten,%SIDE_GERMAN%,0,0,wp_commander,1.25;
    weru_tankman_c,i_human,hum_cfg\ger.engcfg,tankman,%SIDE_GERMAN%,0,0,wp_gunner,;
    weru_tankman_d,i_human,hum_cfg\ger.engcfg,tankman,%SIDE_GERMAN%,0,0,wp_driver,;
    weru_tankman_e,i_human,hum_cfg\ger.engcfg,tankman,%SIDE_GERMAN%,0,0,wp_loader,;
    weru_tankman_f,i_human,hum_cfg\ger.engcfg,tankman,%SIDE_GERMAN%,0,0,wp_mgunner,;
    2. Specify the tank unit:
    weru_pz4_dsnt,i_techn,tech_cfg\pz4.engcfg,pz4f2_d,,5,7,,;//desant units

    3. Go to the block group()
    Find the entry //Pz.IV F2 group and place under it the next entries:

    //crew
    wer_crew_dsnt_pz4,300,0.5,weru_tleuten_a,1,weru_tankman_c,1,weru_tankman_d,1,weru_tankman_e,1,weru_tankman_f,1;
    //desant 5x infantrymen
    wer_jager_dsnt,150,1,weru_rifleman,2,weru_mgunner,1,weru_sergant,1,weru_autogunner,1,,,,;
    //1x Pz.IV + crew
    wer_pz4_dsnt,800,1,weru_pz4_dsnt,1,wer_crew_dsnt_pz4,1,,,,,,;
    //1x Pz.IV + desant
    wer_platoon_pz4_dsnt01,1,1,wer_pz4_dsnt,1,wer_jager_dsnt,1,,,,,,;
    //2x Pz.IV + desant
    wer_platoon_pz4_dsnt02,1,1,wer_pz4_dsnt,2,,,,,,,,;
    //3x Pz.IV + desant
    wer_platoon_pz4_dsnt03,1,1,wer_pz4_dsnt,3,,,,,,,,;
    EDITED 01.09.2017

    4. Go to block random() and write down the entry:
    wer_pz4_dsnt,wer_pz4_dsnt,,,,;//desant random
    It does there won't be random appearing. There will be only Pz.IV/F2 + desant

    5. Go to the block editor() and place the entries:

    // Pz.IV editor desant
    wer_platoon_pz4_dsnt01,txt_med_platoon1_pz4_wer,%SIDE_GERMAN%,txt_med_gr_htanks_wer,0,1,AAA,0x1f,tankh,smg_inf;
    wer_platoon_pz4_dsnt02,txt_med_platoon2_pz4_wer,%SIDE_GERMAN%,txt_med_gr_htanks_wer,0,1,AAA,0x1f,tankh,smg_inf;
    wer_platoon_pz4_dsnt03,txt_med_platoon3_pz4_wer,%SIDE_GERMAN%,txt_med_gr_htanks_wer,0,1,AAA,0x1f,tankh,smg_inf;

    6.
    Define the text variables in the STA_units_text
    txt_med_platoon1_pz4_wer() {1x Pz.IV/F2 + desant;}
    txt_med_platoon2_pz4_wer() {2x Pz.IV/F2 + desant;}
    txt_med_platoon3_pz4_wer() {3x Pz.IV/F2 + desant;}


    The last step is adjust desant position on the tank popcorn


    Last edited by lockie on Mon Jan 09, 2017 10:10 am; edited 1 time in total
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Mon Jan 09, 2017 4:42 am

    In Group block there is an error?:

    //1x Pz.IV + desant
    wer_platoon_pz4_dsnt01,1,1,wer_pz4_dsnt,1,wer_jager_dsnt,1,,,,,,;
    //2x Pz.IV + desant
    wer_platoon_panthera_dsnt02,1,1,wer_pz4_dsnt,2,,,,,,,,;
    //3x Pz.IV + desant
    wer_platoon_panthera_dsnt03,1,1,wer_pz4_dsnt,3,,,,,,,,;

    Should both be pz4 like the first entry?

    Otherwise, thanks!


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    Re: Mounting infantry on tanks (desant)

    Post by lockie on Mon Jan 09, 2017 10:07 am

    Yes, u're right pardon  I've taken Panther with desant as example and forgot to rename the entry properly. Fixed!

    BTW
    AAA this hierarchy is a very important for the scripting, especially in case "effectiveness object/unit decreased".

    A couple words how to adjust the dummy position.
    It is a very easy operation, BUT u must always make a backup of the model before editing. That's a rule. Or be prepared to surprise Smile I'm sure u met them many times during mission creating.


    Let's say we want to up the dummy s_pass0.
    1. Select an appropriate dummy in the tab Fragments
    2. Check "Center"
    3. Type in the value to up. In our case it is 0.1
    4. Press "Set"
    5. Save the model
    That's all. As u can see there are Rx, Ry, Rz(Rotate). It is for dummy rotating. Or u may increase/decrease the part of the model, like gun. It is Sx, Sy, Sz (Scale).
    To reset all values to 0, press "Get".

    PS
    I may send to u my files with a Panther+desant.
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Mon Jan 09, 2017 4:45 pm



    lockie wrote:Yes, u're right pardon  I've taken Panther with desant as example and forgot to rename the entry properly. Fixed!

    Understandable, you're a busy man!


    lockie wrote:PS
    I may send to u my files with a Panther+desant.

    That would be great, so I don't 're-invent the wheel'! Embarassed I will also be busy doing desant tanks for nearly all the units, once I master the technique. cheers


    lockie wrote:I'm sure u met them many times during mission creating.

    Thanks, I've forgotten things many times! I have learned to copy, copy, copy, as I have lost a lot of work to sometimes simple mistakes that I can't find. I recently took Rends Kursk 08 Battle of Prokhorovka and completely changed it, including the names of the contours, etc. In copying things, I forgot that if you change the name of the player unit, there are several steps to take so the mission doesn't crash at 1-5%, i.e. also changing the unit name in the Trigger... albino



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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Tue Jan 10, 2017 5:11 am



    I'm almost there, but am getting error at 57%, so I added this to the STA_units:

    txt_tn_panther_a2() { Pz. V Ausf. A "Panther"; }

    That isn't working.....


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    Re: Mounting infantry on tanks (desant)

    Post by lockie on Tue Jan 10, 2017 6:38 am

    "Error 57%" does that unit name in the config file:
    name=txt_tn_panthera;
    doesn't correspond to the text name in the STA_units.text
    It should look like:
    txt_tn_panthera() {Pz.V ausf.A "Panther";}

    For any case create the new user profile.
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Thu Jan 12, 2017 12:54 am



    lockie wrote:"Error 57%" does that unit name in the config file:
    name=txt_tn_panthera;
    doesn't correspond to the text name in the STA_units.text
    It should look like:
    txt_tn_panthera() {Pz.V ausf.A "Panther";}

    For any case create the new user profile.

    Is there a txt_tn name for the Panther A desant? I see that there is a unique one for the Pz IV desant, T-34/85 desant, but not for the KV-2 desant. I'm confused drunken


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    Re: Mounting infantry on tanks (desant)

    Post by lockie on Thu Jan 12, 2017 9:03 am

    Yes. The entries are located in the STA_units:
    txt_med_platoon1_panthera_wer() {1x Pz.V "Panther" A + desant 6xGebirgsjager;}
    txt_med_platoon2_panthera_wer() {2x Pz.V "Panther" A + desant 12xGebirgsjager;}
    txt_med_platoon3_panthera_wer() {3x Pz.V "Panther" A + desant 18xGebirgsjager;}
    txt_med_platoon4_panthera_wer() {4x Pz.V "Panther" A + desant 24xGebirgsjager;}
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Sun Jan 22, 2017 5:23 am



    Okay, so I finally finished the Pz IV desant:


    And dismounted:


    I would like to add more mounted troops to the tank, and I'm assuming I add to the files somewhere? Also changing the stance of the trooper, sitting, kneeling, etc., or are these fixed in the units file?


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    Re: Mounting infantry on tanks (desant)

    Post by plug_nickel on Sun Jan 22, 2017 10:36 am

    KurtTank wrote:

    Okay, so I finally finished the Pz IV desant:


    And dismounted:


    I would like to add more mounted troops to the tank, and I'm assuming I add to the files somewhere? Also changing the stance of the trooper, sitting, kneeling, etc., or are these fixed in the units file?
    SUPERB WORK!
    Can you add 10 men on the tank?
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Sun Jan 22, 2017 8:25 pm

    plug_nickel wrote:
    KurtTank wrote:

    I would like to add more mounted troops to the tank, and I'm assuming I add to the files somewhere? Also changing the stance of the trooper, sitting, kneeling, etc., or are these fixed in the units file?
    SUPERB WORK!
    Can you add 10 men on the tank?

    Thanks, I'm assuming I can add 10 men to the tank, just need some guidance from Master Lockie!
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Sun Jan 22, 2017 11:14 pm



    cheers Finally got the Panther A with mounted troops to work right, thanks to Lockie!




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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Mon Jan 23, 2017 12:56 am



    And Tiger II with desant:



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    lockie
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    Re: Mounting infantry on tanks (desant)

    Post by lockie on Mon Jan 23, 2017 7:40 am

    CONGRATS!  flag music happy

    PS
    It is a short explanation how to add another dummy.
    1. select dummy, ie s_pass6. Press Ctr+Shift+H
    Find and select s_pass6
    2. press tab Edit->Copy
    3. Press tab Edit->Insert
    4. Find new dummy and rename it as s_pass7
    5. Select new dummy and move it somewhere, ie "0.5" on the axis X
    6. Put the new dummy in the file "places"
    wp_pass7,       0x03,   0.01, pass,   ,   ,, pass, s_pass7,                                ,p_pass7,       p_pass7_out,    s_pass5_exit, sdkfz_pass, %ROLE_PASSENGER%;
    7. correct entry in the common_units:
    weru_panthera_dsnt,i_techn,tech_cfg\panther.engcfg,panthera_dsnt,,5,8,,;//desant
    units
    8. Increase the number of desant on one man:
    wer_jager_dsnt,170,1,weru_scout1_hfg42,3,weru_scout2_hmg,1,weru_scout4_smg,2,weru_scout3_hsergant,1,,,,;




    To pick up the new poses for desant:
    1. start OE then select:
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\go\anims\anims.go
    2. pick up any


    Last edited by lockie on Mon Jan 23, 2017 4:22 pm; edited 2 times in total
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Mon Jan 23, 2017 4:09 pm

    lockie wrote:
    It is a short explanation how to add another dummy.

    Thanks! bounce I've had fun with it. Now to increase the number of units with desant, and increase the number of troops on the tank.
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Mon Jan 23, 2017 8:11 pm



    Is there a way to view the infantry (not just the little white cube) to adjust on the tank in the object editor? I have to save it and view in the mission editor.


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    Re: Mounting infantry on tanks (desant)

    Post by lockie on Mon Jan 23, 2017 9:16 pm

    KurtTank wrote:
    Is there a way to view the infantry (not just the little white cube) to adjust on the tank in the object editor? I have to save it and view in the mission editor.
    Unfortunately, u can't seat down desant on the tank in OE. Each time after dummy adjusting, u've to start the game and see how it looks.

    little white cube it is dummies or chanks Smile It is not a physical object. It is an virtual point, which has a space coordinates: x,y,z.
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    Re: Mounting infantry on tanks (desant)

    Post by KurtTank on Mon Jan 23, 2017 9:36 pm



    lockie wrote:
    KurtTank wrote:
    Is there a way to view the infantry (not just the little white cube) to adjust on the tank in the object editor? I have to save it and view in the mission editor.
    Unfortunately, u can't seat down desant on the tank in OE. Each time after dummy adjusting, u've to start the game and see how it looks.

    little white cube it is dummies or chanks Smile It is not a physical object. It is an virtual point, which has a space coordinates: x,y,z.

    Okay, got it. It just takes time!

    New Pz IV F2 w/9 mounted troops:




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    Re: Mounting infantry on tanks (desant)

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