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About Merkava in PR v0.9

Posted: 2010-02-12 06:37
by striker105
I would like to ask is idf_tnk_merkava_bf2 ready to put into SP Maps?
Since I cannot find anyway Merkava in asad_khal (the only map that IDF exist..)
and I just find it in object_server and Object_client
Thanks~

Re: About Merkava in PR v0.9

Posted: 2010-02-12 07:00
by Jigsaw
I don't believe it is ready yet, no. It has some issues.

Re: About Merkava in PR v0.9

Posted: 2010-02-12 07:33
by striker105
Because I just intergrade it to my self mod (For fun only, not release to public, I know copyright issue)
And when I press the "Join Game" button is crash without significant error, even I use debugger to trace it...
So I just wanna to identify is it my mod's problem or othr thing
Thanks anyway

Re: About Merkava in PR v0.9

Posted: 2010-02-12 09:07
by Lan
asad_khal is not the only map that israel are in.

Re: About Merkava in PR v0.9

Posted: 2010-02-12 10:44
by striker105
Lan wrote:asad_khal is not the only map that israel are in.
I mean Cooperative mode

Re: About Merkava in PR v0.9

Posted: 2010-02-12 13:47
by Hans Martin Slayer
It's in the works.

Re: About Merkava in PR v0.9

Posted: 2010-02-12 14:38
by striker105
[R-DEV]Hans Martin Slayer wrote:It's in the works.
I see I see~
Thanks for your answer~

Re: About Merkava in PR v0.9

Posted: 2010-02-13 14:10
by hobbnob
I have been wondering this for a while, but with the challenger 2 and other mbt's, they simply dont' get sued in prsp, yet they are used in mp, which i cannot use due to servers kicking me for not having a certain punkbuster file( that i do have). Anyways, why is it that the c2 and other mbt's aren't in prsp?

Re: About Merkava in PR v0.9

Posted: 2010-02-13 15:38
by SGT_Griggs
The C2 and various other bits of brit armour were released in the desert rats map for v0.87SP over crimbo/new year and the bots used them relatively fine if thats what you were concerned about...

Re: About Merkava in PR v0.9

Posted: 2010-02-13 16:48
by hobbnob
Yeah that helps, now i can start adding the c2 to maps without being concerned whether i'll ctd, thanks.

Re: About Merkava in PR v0.9

Posted: 2010-02-13 17:00
by 3===SPECTER===3
I put the Merkava in my minimod, and I didn't crash. Yeah it isn't ready yet, the turrent is depressed into the actual body of the tank. But the bots used it and i didn't crash. So I'm not saying the Merkava isn't causing the crash, but i'm just letting you know what happened with me.

Re: About Merkava in PR v0.9

Posted: 2010-02-14 09:12
by striker105
3===SPECTER===3 wrote:I put the Merkava in my minimod, and I didn't crash. Yeah it isn't ready yet, the turrent is depressed into the actual body of the tank. But the bots used it and i didn't crash. So I'm not saying the Merkava isn't causing the crash, but i'm just letting you know what happened with me.
Have you ever modified anything in tweak file when you put into your mod?
I mean such as AI or other objects
Or is it possible to send your tweak file (tweak file only) to me?
Thanks

Re: About Merkava in PR v0.9

Posted: 2010-02-14 10:13
by striker105
Ar...finally I find that I missed the .con file
So there is no problem now except the turrent
Anyway We need to wait the work of PRSP now
Thanks~

Re: About Merkava in PR v0.9

Posted: 2010-02-14 15:10
by Sniper77shot
Im going to make a modified Kashan Desert IDF vs MEC , using code only for personnal use of course.

Re: About Merkava in PR v0.9

Posted: 2010-02-14 17:10
by 3===SPECTER===3
Okay I just fixed the turret issue.. Its in the correct spot but its still not ready to use. Whenever you try to shoot the main gun it just makes the sound like your switching ammo... If anybody is working on this please post like a fix for it, so those of us who still mod can get it working for ourselves.

In order to get the turret in the correct position just go to the .con and find this
ObjectTemplate.addTemplate idf_tnk_merkava_bf2_turret

change the ObjectTemplate.setPosition 0/0.0823/-0.0035 to ObjectTemplate.setPosition -0.0087/0.6629/-0.4220

But again that will only fix the turret to the correct location... it is still not complete yet

also it doesn't have a hud.... but that might be just me since I imported the combined Arms huds so I can have FLIR... If anybody puts this in tell me if you have a hud or not so I can fix that on my end.

Re: About Merkava in PR v0.9

Posted: 2010-02-15 01:46
by striker105
3===SPECTER===3 wrote:Okay I just fixed the turret issue.. Its in the correct spot but its still not ready to use. Whenever you try to shoot the main gun it just makes the sound like your switching ammo... If anybody is working on this please post like a fix for it, so those of us who still mod can get it working for ourselves.

In order to get the turret in the correct position just go to the .con and find this
ObjectTemplate.addTemplate idf_tnk_merkava_bf2_turret

change the ObjectTemplate.setPosition 0/0.0823/-0.0035 to ObjectTemplate.setPosition -0.0087/0.6629/-0.4220

But again that will only fix the turret to the correct location... it is still not complete yet

also it doesn't have a hud.... but that might be just me since I imported the combined Arms huds so I can have FLIR... If anybody puts this in tell me if you have a hud or not so I can fix that on my end.

Thanks~
Well is it only idf_tnk_merkava_bf2.con should be changed or not?
And for HUD,I think you may just use the Merkava scope for MP?
And I wounder Combined Arms have a capable version for v0.9 currently.(As I know that it only provides version for v0.87)

Re: About Merkava in PR v0.9

Posted: 2010-02-15 01:49
by Hunt3r
striker105 wrote:Thanks~
Well is it only idf_tnk_merkava_bf2.con should be changed or not?
And for HUD,I think you may just use the Merkava scope for MP?
And I wounder Combined Arms have a capable version for v0.9 currently.(As I know that it only provides version for v0.87)
Combined Arms is in the process of updating to PR .9.

Re: About Merkava in PR v0.9

Posted: 2010-02-15 08:08
by striker105
3===SPECTER===3 wrote:Okay I just fixed the turret issue.. Its in the correct spot but its still not ready to use. Whenever you try to shoot the main gun it just makes the sound like your switching ammo... If anybody is working on this please post like a fix for it, so those of us who still mod can get it working for ourselves.

In order to get the turret in the correct position just go to the .con and find this
ObjectTemplate.addTemplate idf_tnk_merkava_bf2_turret

change the ObjectTemplate.setPosition 0/0.0823/-0.0035 to ObjectTemplate.setPosition -0.0087/0.6629/-0.4220

But again that will only fix the turret to the correct location... it is still not complete yet

also it doesn't have a hud.... but that might be just me since I imported the combined Arms huds so I can have FLIR... If anybody puts this in tell me if you have a hud or not so I can fix that on my end.
Well I fixed the problem of sound effect, please check the private message
However there are several critical problem such as automatically switching different ammo when firing rounds and no crewman kit can be viewed when you use 3rd camera in MG gunner position
Hope that someone can fix it out

Re: About Merkava in PR v0.9

Posted: 2010-02-15 08:21
by ballard_44
It is fixed for .91

Won't be introduced until we have a map ready for it and [R-CON]Outlawz is making that happen.

Re: About Merkava in PR v0.9

Posted: 2010-02-15 09:23
by bluehawk112
striker105 wrote:I mean Cooperative mode
Did you download the official release version of PR09? I mean without any necessary access keys for the day of official release?
I do have the latest version of PR09 and I can put the merkava in any singleplayer-map without problems.
My problem is the kiowa: If I try to put the kiowa into a singleplayer-map, the map crashes to desktop once I chose my squad and selected to join the game (cooperative/single player). It simply won´t work, although it works fine with the neew chinook. Can somebody help?