CTFRaven 47 Posted January 7, 2011 hey, i realy dont know how to get these threads out to ppl so ill just try and type the details of my problem. i have this vehicle all set up and stuff but the actual weapon systems when shot crash the game. basicly Ticonderoga class Criuser only Forward launcher is working launches arma default: AIM9L and AGM114 the only Cfg required(so far): class Mode_FullAuto;class CfgWeapons { class CannonCore; class 45mmcannon: CannonCore { scope = protected; displayName = "45mmcannon"; sound[]={\ca\Weapons\Data\Sound\gun120,db42,1}; reloadSound[]={\ca\Weapons\Data\Sound\gun120reload,db0,1}; magazines[] = {20Rnd_45mmSABOT,20Rnd_45mmHE}; minRange=1;minRangeProbab=0.10; midRange=800;midRangeProbab=0.7; maxRange=1400;maxRangeProbab=0.1; reloadTime = 0.3; magazineReloadTime = 8; maxLeadSpeed = 100; autoReload = 1; }; class MissileLauncher; class SSMLauncher: MissileLauncher { scope = protected; displayName = "Missiles"; minRange=1200;minRangeProbab=0.10; midRange=4000;midRangeProbab=0.7; maxRange=8000;maxRangeProbab=0.001; sound[]={}; soundFly[]={}; magazines[]={8Rnd_Hellfire,8Rnd_Sidewinder_AH64}; reloadTime = 1; aiRateOfFire=10.0; magazineReloadTime = 8; aiRateOfFireDistance=2500; autoReload = 1; }; }; this is realy cunfuzzleing my brainz. some1 plz help here Hero, like 12 days modding so far Share this post Link to post Share on other sites
mankyle 389 Posted January 7, 2011 mmm Maybe you are lacking the ammo cfg part of the config or something At first glance the code you posted looks good. Try some of these variations I did for the ANZAC class frigate from ANZAC mod. You have a harpoon, an ESSM, a 127 mm gun, and RBOCs decoy launchers. You can use the code as you wish class CfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class VehicleMagazine : CA_Magazine {}; class 30Rnd_105mmHE_M119; // External class reference class 2100Rnd_20mm_M168; // External class reference class 60Rnd_CMFlare_Chaff_Magazine; // External class reference class 8Rnd_Harpoon_ANZAC : VehicleMagazine { scope = public; displayName = "Harpoon SSM"; count = 8; ammo = "M_Harpoon_ANZAC"; initSpeed = 0; maxLeadSpeed = 120; // max estimated speed km/h sound[] = {"\ca\Weapons\Data\Sound\TOW_2", db10, 1, 1400}; reloadSound[] = {"\ca\Weapons\Data\Sound\missload", 0.000316228, 1, 20}; nameSound = "missiles"; }; class 32Rnd_ESSM_ANZAC : VehicleMagazine { scope = public; displayName = "Evolved Seasparrow"; ammo = M_ESSM_ANZAC; count = 32; initSpeed = 40; sound[] = {"\ca\Weapons\Data\Sound\TOW_2", db10, 1, 1600}; soundHit[] = {"\ca\Weapons\Data\Sound\explosion_large1", db24, 1, 2000}; reloadSound[] = {"\ca\Weapons\Data\Sound\missload", 0.000316228, 1, 20}; nameSound = "missiles"; maxLeadSpeed = 820; // max estimated speed km/h }; class 20Rnd_127mmHE_Mk45 : 30Rnd_105mmHE_M119 { scope = public; displayName = "Mk45"; ammo = "Mk45_127mm"; count = 30; }; class 1550Rnd_20mm_Phalanx : 2100Rnd_20mm_M168 { ammo = "B_20mm_ANZAC"; count = 1550; initSpeed = 1036; maxLeadSpeed = 600; // max estimated speed km/h }; class 240Rnd_CMRBOC_Magazine : 60Rnd_CMFlare_Chaff_Magazine { count = 240; ammo = "CMRBOC_ammo"; }; }; class CfgAmmo { class MissileCore; // External class reference class MissileBase : MissileCore {}; class Sh_105_HE; // External class reference class B_25mm_HE; // External class reference class CMflare_Chaff_Ammo; // External class reference class M_ESSM_ANZAC : MissileBase { model = "\anzac_sea\ESSM.p3d"; proxyShape = "\ca\weapons\empty"; hit = 250; indirectHit = 50; indirectHitRange = 10; maneuvrability = 55; simulationStep = 0.002; trackOversteer = 5.0; trackLead = 1; thrust = 250; thrustTime = 90; canlock = LockYes; airLock = 2; irLock = true; cost = 1000; maxSpeed = 500; // max speed on level road, km/h maxControlRange = 24500; // max range for manual control, 0 = no control (passive weapon) manualControl = true; typicalSpeed = 10; sideAirFriction = 0.9; initTime = 0.01; CraterEffects = "AAMissileCrater"; explosionEffects = "AAMissileExplosion"; effectsMissile = "missile3"; whistleDist = 16; weaponLockSystem = 16 + 2; cmImmunity = 0.8; }; class M_Harpoon_ANZAC : MissileBase { model = "\ca\weapons\Hellfire"; proxyShape = "\ca\weapons\empty"; hit = 3500; indirectHit = 2500; indirectHitRange = 15; cost = 10000; maxSpeed = 425; // max speed on level road, km/h irLock = true; laserLock = true; maxControlRange = 8000; // max range for manual control, 0 = no control (passive weapon) trackOversteer = 1; trackLead = 1; maneuvrability = 9; timeToLive = 80; simulationStep = 0.01; sideAirFriction = 0.2; initTime = 0.0; thrustTime = 3.25; thrust = 130; fuseDistance = 5; effectsMissile = "missile3"; whistleDist = 4; }; class Mk45_127mm : Sh_105_HE { hit = 355; indirectHit = 45; indirectHitRange = 7.5; model = "\ca\Weapons\shell"; airFriction = -0.00038; whistleDist = 60; muzzleEffect = "BIS_Effects_Cannon"; }; class B_20mm_ANZAC : B_25mm_HE { hit = 57; indirectHit = 20; indirectHitRange = 0.4; }; class CMRBOC_ammo : CMflare_Chaff_Ammo { effectsSmoke = "CounterMeasureChaff"; weaponLockSystem = 2 + 4 + 8; }; }; class cfgWeapons { class Default; // External class reference class LauncherCore; // External class reference class MissileLauncher; // External class reference class M119; // External class reference class GAU12; // External class reference class CMFlareLauncher; // External class reference class ESSMLauncher_ANZAC : MissileLauncher { displayName = "ESSM Launcher"; minRange = 1000; minRangeProbab = 0.2; midRange = 4500; midRangeProbab = 0.96; maxRange = 16000; maxRangeProbab = 0.96; aiRateOfFireDistance = 12000; aiRateOfFire = 5.0; // delay between shots at given distance sound[] = {"\ca\Sounds\weapons\cannon\Javelin1", db30, 1, 1000}; soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly1", db28, 0.8, 700}; reloadTime = 5; magazineReloadTime = 60; magazines[] = {"32Rnd_ESSM_ANZAC"}; cursorAim = "\ca\Weapons\Data\clear_empty"; cursor = "Laser"; cursorSize = 1; }; class Harpoonlauncher_ANZAC : MissileLauncher { displayName = "Harpoon Launcher"; minRange = 1000; minRangeProbab = 0.2; midRange = 4500; midRangeProbab = 0.96; maxRange = 16000; maxRangeProbab = 0.96; aiRateOfFireDistance = 12000; sound[] = {"\ca\Sounds\weapons\cannon\RocketLauncher_Shot05", db30, 1, 1100}; soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly1", db40, 0.8, 800}; reloadTime = 6; magazineReloadTime = 60; magazines[] = {"8Rnd_Harpoon_ANZAC"}; aiRateOfFire = 5.0; // delay between shots at given distance cursorAim = "\ca\Weapons\Data\clear_empty"; cursor = "Laser"; cursorSize = 1; }; class Mk45_ANZAC : M119 { scope = protected; displayName = "Mk 45 127mm"; magazines[] = {"20Rnd_127mmHE_Mk45"}; minRange = 230; minRangeProbab = 0.3; midRange = 11500; midRangeProbab = 0.4; maxRange = 55620; maxRangeProbab = 0.3; artilleryCharge = 1; reloadTime = 3; magazineReloadTime = 20; }; class Phalanx_ANZAC : GAU12 { magazines[] = {"1550Rnd_20mm_Phalanx"}; }; class cmRBOC_launcher : CMFlareLauncher { magazines[] = {"240Rnd_CMRBOC_Magazine"}; }; }; If you need help rigging of configging the cruiser I have done a couple of ships and I have a very automatic'ed process for it. Should take very short time. Share this post Link to post Share on other sites
CTFRaven 47 Posted January 7, 2011 (edited) nope. still not working. but here is the entire script if anyone can correct it. class CfgPatches{ class USMC { units[] = {Triconderoga}; weapons[] = {}; requiredVersion = 1.08; requiredAddons[] = {}; }; }; class CfgVehicles { class AllVehicles; class Ship: AllVehicles { unitInfoType=UnitInfoCar; //By default no hud information class HitEngine {armor=1.2;material=60;name="motor";visual="motor";passThrough=1;} nameSound = "boat"; enableGPS = false; precision=10; }; class Destroyer: Ship { precision=6; brakeDistance=20; }; class Triconderoga: Destroyer { scope=2; displayName="USS Triconderoga"; accuracy=0.95; crew=USMC_LHD_Crew_White; side=1; model="Triconderoga\Triconderoga" picture="\ca\water\data\ico\rhib_CA.paa"; Icon="\Ca\water\Data\map_ico\icomap_RHIB_CA.paa"; mapSize = 8; unitInfoType=UnitInfoShip; soundEnviron[] = {\ca\Water\Data\Sound\Water_v5, db-45, 1.0}; driverAction = RHIB_Driver; hasGunner=false; gunnerHasFlares = false; class TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-7; maxElev=+25; minTurn=-360; maxTurn=+360; body = "OtocVez"; gun = "OtocHlaven"; }; class Turret: TurretBase {}; maxSpeed=65; enableGPS = true; supplyRadius=3; armour=4500; class AnimationSources { class UserActions; }; weapons[]={SSMLauncher,45mmcannon}; magazines[]={8Rnd_Hellfire,8Rnd_Sidewinder_AH64,20Rnd_45mmSABOT,20Rnd_45mmHE}; class library { libTextDec = "Triconderoga class"; }; extCameraPosition[]={0,4.0,-214.0}; }; }; class Mode_FullAuto; class CfgWeapons { class CannonCore; class 45mmcannon: CannonCore { scope = protected; displayName = "45mmcannon"; sound[]={\ca\Weapons\Data\Sound\gun120,db42,1}; reloadSound[]={\ca\Weapons\Data\Sound\gun120reload,db0,1}; magazines[] = {20Rnd_45mmSABOT,20Rnd_45mmHE}; minRange=1;minRangeProbab=0.10; midRange=800;midRangeProbab=0.7; maxRange=1400;maxRangeProbab=0.1; reloadTime = 0.3; magazineReloadTime = 8; maxLeadSpeed = 100; autoReload = 1; }; class MissileLauncher; class 8Rnd_Sidewinder_AH64; class 8Rnd_Hellfire; class SSMLauncher: MissileLauncher { scope = protected; displayName = "Missiles"; minRange=1200;minRangeProbab=0.10; midRange=4000;midRangeProbab=0.7; maxRange=8000;maxRangeProbab=0.001; sound[]={}; soundFly[]={}; magazines[]={8Rnd_Hellfire,8Rnd_Sidewinder_AH64,28Rnd_SSMcutter}; reloadTime = 1; aiRateOfFire=10.0; magazineReloadTime = 8; aiRateOfFireDistance=2500; autoReload = 1; }; }; class CfgMagazines { class VehicleMagazine; class SSMc; class 28Rnd_SSMcutter: VehicleMagazine { scope = 1; displayName = "cutter"; count=28; ammo=SSMc; initSpeed=0; sound[]={\ca\Weapons\Data\Sound\TOW_2,db10,1}; reloadSound[]={\ca\Weapons\Data\Sound\missload,db0,1}; }; class 200Rnd_45mmHE: VehicleMagazine { scope = public; displayName = "Anti Aircraft"; ammo=Sh_120_HE; count=200; initSpeed = 2100; maxLeadSpeed=100; }; class 200Rnd_45mmSABOT: VehicleMagazine { scope = public; displayName = "Anti Armour"; ammo=Sh_120_SABOT; count=200; initSpeed = 2176; maxLeadSpeed=100; }; }; class CfgAmmo { class MissileBase; class SSMc: MissileBase { model= "\Triconderoga\SSMcutter"; proxyShape = "\Triconderoga\SSMcutter"; hit=800;indirectHit=200;indirectHitRange=20; cost=10000; maxSpeed=60003; irLock=true; maxControlRange=27000; initTime=0.15; thrustTime=16.5; thrust=350; trackOversteer = 1; trackLead = 1; maneuvrability=25; }; }; ----------------------------------------------------------------- there is also another problem i cant figure out and i think the answer is in this script: all meshed and objects in place but still walktroughable/flythroughable help with that if possible Edited January 7, 2011 by CTF_hero additional problem (not too important) Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 7, 2011 (edited) Welcome to the community Hero Basic Standard Config Header (For posting CODE - Use the Forums PHP tag) #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 scope = protected scope = 1 Means they can't be used in game. Class Ship and class Destroyer are default classes by BIS, ie, already set. You should not be trying to define your own parameters into these definitions. Instead you should be making your class like this; class CfgVehicles { class Destroyer; class Triconderoga: Destroyer { scope=2; displayName="USS Triconderoga"; accuracy=0.95; .... .... But Destroyer is a STATIC thing, with no crew, probably not what you want to inherit from. So you probably really want; class CfgVehicles { class Ship; class Triconderoga: Ship { scope=2; displayName="USS Triconderoga"; accuracy=0.95; .... .... This is wrong usage; class AnimationSources { class UserActions; }; Not sure what you were trying to do. General rule, if you are inheriting from an existing BIS addon, don't try definiting stuff you have no use for. If your trying to make a moving, armed ship, maybe you should be inheriting from CLASS RHIB as a start. See inside SPOILER. This at least acts as a guide of what your Config should look like. class RHIB: Boat { scope = 2; displayName = "RHIB"; vehicleClass = "Ship"; accuracy = 0.5; crew = "USMC_Soldier"; faction = "USMC"; side = 1; model = "\ca\water\rhib"; picture = "\ca\water\data\ico\rhib_CA.paa"; Icon = "\Ca\water\Data\map_ico\icomap_RHIB_CA.paa"; mapSize = 8; unitInfoType = "UnitInfoShip"; soundEnviron[] = {"",0.0562341,0.9}; class SoundEvents { }; insideSoundCoef = 1; soundEngineOnInt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-start-01",0.1,1}; soundEngineOnExt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-start-01",1,1,150}; soundEngineOffInt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-stop-01",0.1,1}; soundEngineOffExt[] = {"ca\sounds\vehicles\water\rhib\ext-boat-stop-01",1,1,150}; class Sounds { class Engine { sound[] = {"ca\sounds\vehicles\water\rhib\ext-boat-engine-low-01",1,0.9,300}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "engineOn*(rpm factor[0.5, 0.1])"; }; class EngineHighOut { sound[] = {"ca\sounds\vehicles\water\rhib\ext-boat-engine-high-01",1,0.8,300}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "engineOn*(rpm factor[0.4, 1.3])"; }; class IdleOut { sound[] = {"ca\sounds\vehicles\water\rhib\ext-boat-engine-idle-03",0.562341,1,150}; frequency = "1"; volume = "engineOn*(rpm factor[0.3, 0])"; }; class WaternoiseOutW0 { sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-water-noise-nospeed",0.398107,1,100}; frequency = "1"; volume = "(speed factor[7, 0])"; }; class WaternoiseOutW1 { sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-lospd-noise-02",0.398107,1,100}; frequency = "1"; volume = "((speed factor[2, 12]) min (speed factor[12, 2]))"; }; class WaternoiseOutW2 { sound[] = {"ca\sounds\vehicles\water\water_sfx\ext-boat-hispd-noise-02",0.398107,1,100}; frequency = "1"; volume = "(speed factor[9, 18.7])"; }; }; driverAction = "RHIB_Driver"; cargoAction[] = {"RHIB_Cargo"}; getInAction = "GetInMedium"; getOutAction = "GetOutMedium"; cargoGetInAction[] = {"GetInMedium"}; cargoGetOutAction[] = {"GetOutMedium"}; castDriverShadow = 1; castCargoShadow = 1; gunnerHasFlares = 0; maxSpeed = 60; enableGPS = 1; transportSoldier = 10; typicalCargo[] = {"USMC_Soldier","USMC_Soldier_AT"}; supplyRadius = 3; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = ""; }; }; class TransportMagazines { class _xx_30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = "30*1"; }; class _xx_200Rnd_556x45_M249 { magazine = "200Rnd_556x45_M249"; count = "5*1"; }; class _xx_HandGrenade_west { magazine = "HandGrenade_west"; count = "10*1"; }; class _xx_5Rnd_762x51_M24 { magazine = "5Rnd_762x51_M24"; count = "10*1"; }; class _xx_15rnd_9x19_M9 { magazine = "15rnd_9x19_M9"; count = "15*1"; }; class _xx_M136 { magazine = "M136"; count = "3*1"; }; class _xx_1Rnd_HE_M203 { magazine = "1Rnd_HE_M203"; count = "3*1"; }; }; cost = 10000; armor = 30; class AnimationSources { class ReloadAnim { source = "reload"; weapon = "M2"; }; class ReloadMagazine { source = "reloadmagazine"; weapon = "M2"; }; class Revolving { source = "revolving"; weapon = "M2"; }; }; class Turrets: Turrets { class MainTurret: NewTurret { class HitPoints { class HitTurret { armor = 0.8; material = 60; name = "vez"; visual = "vez"; passThrough = 1; }; class HitGun { armor = 0.6; material = 60; name = "zbran"; visual = "zbran"; passThrough = 1; }; }; stabilizedInAxes = 0; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; gunnerAction = "RHIB_Gunner"; gunnerGetInAction = "GetInMedium"; gunnerGetOutAction = "GetOutMedium"; ejectDeadGunner = 1; outGunnerMayFire = 1; inGunnerMayFire = 0; minElev = -25; maxElev = 60; initElev = 5; minTurn = -135; maxTurn = 135; initTurn = 0; soundServo[] = {"\ca\sounds\vehicles\servos\turret-1",0.00562341,1}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; weapons[] = {"M2"}; magazines[] = {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}; gunnerName = "front gunner"; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; startEngine = 0; commanding = 2; primaryGunner = 0; primaryObserver = 1; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; class ViewGunner { initAngleX = 5; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; }; }; class Library { libTextDesc = "The Naval Special Warfare Rigid Hull Inflatable Boat is a fast, high-buoyancy all weather boat designed to transport a fully equipped team of eight-men and three crew members. It is also fully transportable by C-130 Hercules."; }; extCameraPosition[] = {0,4,-14}; class Damage { tex[] = {}; mat[] = {"ca\water\data\rhib.rvmat","ca\water\data\rhib.rvmat","ca\water\data\rhib_destruct.rvmat","ca\water\data\rhib_dash.rvmat","ca\water\data\rhib_dash.rvmat","ca\water\data\rhib_dash_destruct.rvmat"}; }; }; Edited January 7, 2011 by [APS]Gnat Share this post Link to post Share on other sites
CTFRaven 47 Posted January 7, 2011 basicly all ar fixed ans such but keeps crashing=is there a certin steap i need to launch deack fired missiles? Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 7, 2011 Huh? Exactly which missiles are cause a crash on launch? Which missiles DONT cause a crash on launch? (test others too) How are you launching these missiles? Share this post Link to post Share on other sites
CTFRaven 47 Posted January 8, 2011 Gnat;1829366']Huh?Exactly which missiles are cause a crash on launch? Which missiles DONT cause a crash on launch? (test others too) How are you launching these missiles? basicly the missile are being launched from the deack of the BattleCruiser but none of the below missile work at all: Aim9L AGM114 AGM65 AGM86 (harpoon from anzec mod) The custum missile i made which are Surface-to-Surface missiles. proxies i dont know how to use properly apperently. barrels i dont know how to use properly apperently. its launching directly from the ship upwards crashes on every one of them. if somthing else may be at blame pleas hilight it- ill put a new script up here that i have also tried. class CfgPatches { class USMC { units[] = {Triconderoga}; weapons[] = {}; requiredVersion = 1.08; requiredAddons[] = {}; }; }; #include "basicDefines.hpp" class CfgVehicles { class Ship; class Triconderoga: Ship { scope=2; displayName="USS Triconderoga"; faction = "USMC"; accuracy=0.95; crew=USMC_LHD_Crew_White; side=1; model="Triconderoga\Triconderoga" picture="\ca\water\data\ico\rhib_CA.paa"; Icon="\Ca\water\Data\map_ico\icomap_RHIB_CA.paa"; mapSize = 8; unitInfoType=UnitInfoShip; soundEnviron[] = {\ca\Water\Data\Sound\Water_v5, db-45, 1.0}; driverAction = RHIB_Driver; hasGunner=true; gunnerHasFlares = false; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; maxSpeed=75; enableGPS = true; supplyRadius=3; armour=4500; weapons[]={SSMLauncher}; magazines[]={28Rnd_SSMcutter}; class Turrets; class Turret: Turrets { class NewTurret; class MainTurret: NewTurret { body = "MainTurret"; gun = "MainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; gunnerAction = RHIB_Gunner; ejectDeadGunner = true; outGunnerMayFire = 1; inGunnerMayFire = 0; minElev=-2; maxElev=+60; initElev=5; minTurn=-135; maxTurn=135; initTurn=0; soundServo[]={,db-40,1.0}; gunBeg = "45mmS"; //gunBeg = endpoint of the gun gunEnd = "45mmE"; //gunEnd = chamber of the gun weapons[]={45mmcannon}; magazines[]={20Rnd_45mmSABOT,20Rnd_45mmHE,20Rnd_45mmSABOT,20Rnd_45mmHE}; gunnerName = $STR_POSITION_FRONTGUNNER; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; startEngine = 0; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.42; minFov=0.22; maxFov=0.64; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.42; minFov=0.22; maxFov=0.95; }; }; }; class library { libTextDec = "Triconderoga class"; }; extCameraPosition[]={0,4.0,-214.0}; class Damage { tex[]={}; mat[]= { "Triconderoga\Tex\Steel" }; }; }; }; class Mode_FullAuto; class CfgWeapons { class CannonCore; class 45mmcannon: CannonCore { displayName = "45mmcannon"; sound[]={\ca\Weapons\Data\Sound\gun120,db42,1}; reloadSound[]={\ca\Weapons\Data\Sound\gun120reload,db0,1}; magazines[] = {20Rnd_45mmSABOT,20Rnd_45mmHE}; minRange=1;minRangeProbab=0.10; midRange=800;midRangeProbab=0.7; maxRange=1400;maxRangeProbab=0.1; reloadTime = 0.3; magazineReloadTime = 400; maxLeadSpeed = 100; autoReload = 1; }; class 8Rnd_Sidewinder_AH64; class 8Rnd_Hellfire; class MissileLauncher; class SSMLauncher: MissileLauncher { displayName = "Missiles"; minRange=1200;minRangeProbab=0.10; midRange=4000;midRangeProbab=0.7; maxRange=8000;maxRangeProbab=0.001; sound[]={}; soundFly[]={}; magazines[]={8Rnd_Hellfire,8Rnd_Sidewinder_AH64,28Rnd_SSMcutter}; reloadTime = 1; aiRateOfFire=10.0; magazineReloadTime = 8; aiRateOfFireDistance=2500; autoReload = 1; cursorAim = "\ca\Weapons\Data\clear_empty"; cursor = "Laser"; cursorSize = 1; }; }; class CfgMagazines { class VehicleMagazine; class SSMc; class 28Rnd_SSMcutter: VehicleMagazine { scope = 1; displayName = "cutter"; count=28; ammo=SSMc; initSpeed=0; sound[]={\ca\Weapons\Data\Sound\TOW_2,db10,1}; reloadSound[]={\ca\Weapons\Data\Sound\missload,db0,1}; }; class 200Rnd_45mmHE: VehicleMagazine { scope = public; displayName = "Anti Aircraft"; ammo=Sh_120_HE; count=200; initSpeed = 2100; maxLeadSpeed=100; }; class 200Rnd_45mmSABOT: VehicleMagazine { scope = public; displayName = "Anti Armour"; ammo=Sh_120_SABOT; count=200; initSpeed = 2176; maxLeadSpeed=100; }; }; class CfgAmmo { class MissileBase; class SSMc: MissileBase { model= "\Triconderoga\SSMcutter"; proxyShape = "\Triconderoga\SSMcutter"; hit=800;indirectHit=200;indirectHitRange=20; cost=10000; maxSpeed=60003; irLock=true; maxControlRange=27000; initTime=0.15; thrustTime=16.5; thrust=350; trackOversteer = 1; trackLead = 1; maneuvrability=25; }; }; and the "CfgModels\vehicle.skeletonInherit" error may also be playing a certin role Model.cfg: class CfgSkeletons { class Vehicle; class Ship: Vehicle { skeletonInherit="Vehicle"; skeletonBones[]={}; }; class USCriuser: Ship { skeletonInherit="Ship"; skeletonBones[]= { "volant", "", "OtocVez", "", "OtecHlaven", "OtocVez" }; }; }; class Rotation; class CfgModels { class Vehicle; class Ship: Vehicle { sectionsInherit="Vehicle"; sections[]={}; skeletonName="Ship"; class Animations { }; }; class Triconderoga: Ship { sections[]={}; skeletonName="USCriuser"; class Animations { class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="osaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="OtecHlaven"; axis="osaHlavne"; }; }; }; }; Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 8, 2011 Your missile shouldnt be defined in the "root" definition of the ship; ie. weapons[]={SSMLauncher}; magazines[]={28Rnd_SSMcutter}; Try adding those weapons and ammo to your Turret. Share this post Link to post Share on other sites