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rjtwins

config scope problems

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Hello all,

I just wrote a config for some stuff I'm working on but I keep getting scope errors.

If somebody coult take a look at it and tell me whats wrong it would be mutch appriciated.

the config :

class CfgPatches
{
   class AGM_platform
   {
       scope=1;
       units[]={"AGM_platform"};
       weapons[]={};
       requiredVersion=1.02;
       requiredAddons[]={"CAWeapons"};
   };
};
class CfgVehicles
{
   class LandVehicle;

   class StaticWeapon:LandVehicle
   {
       class Turrets;
   };
   class StaticATWeapon:StaticWeapon
   {
       class Turrets:Turrets
       {
           class MainTurret;
       };
   };
   class AGM_platform:StaticATWeapon
   {
       scope = 1;
       displayname= AGM_platform;
       model="\ca\weapons\Metis_AT_13\metis.p3d";
       mapSize=1;
       artilleryScanner=1;
       ARTY_IsArtyVehicle=0;
       picture = "\ca\Weapons\data\ico\zu23_CA.paa";
       faction = "USMC";
       vehicleClass = "Static";
       crew = "USMC_Soldier_Pilot";
       icon = "\Ca\weapons\Data\map_ico\icomap_zu23_CA.paa";
       side = 1;
       typicalCargo[] = {"USMC_Soldier_Pilot"};

       class Library
       {
           libTextDesc="$STR_LIB_ZU23";
       };		       
       class Turrets:Turrets
       {
           class MainTurret:MainTurret
           {
               scope=1;
               weapons[]={"AGMlauncher"};
               magazines[]={"100Rnd_AGM"};
               gunnerAction="Metis_Gunner";
               gunnerOpticsModel="\ca\weapons\2Dscope_Metis";
               gunnerOpticsEffect[]={"OpticsCHAbera1","OpticsBlur2"};
               minTurn=-180;
               maxTurn=180;
               initTurn=5;
               minElev=-180;
               maxElev=180;
               initElev=0;
               gunnerForceOptics=0;
               class ViewGunner
               {
                   initAngleX=5;
                   minAngleX=-180;
                   maxAngleX=180;
                   initAngleY=0;
                   minAngleY=-180;
                   maxAngleY=180;
                   initFov=0.7;
                   minFov=0.25;
                   maxFov=1.1;
               };
               class ViewOptics
			{
                   initAngleX=5;
                   minAngleX=-180;
                   maxAngleX=180;
                   initAngleY=0;
                   minAngleY=-180;
                   maxAngleY=180;
                   initFov = 0.093;
                   minFov = 0.093;
                   maxFov = 0.093;
               };
           };
       };
   };

   class CfgAmmo {
       scope=1;
       class Default;	// External class reference
       class TimeBombCore;	// External class reference
       class MineCore;	// External class reference
       class BulletCore;	// External class reference
       class BombCore;	// External class reference
       class MissileCore
       {
           scope=1;
       };
       class MissileBase:MissileCore
       {
           scope=1;
           manualControl=0;
           maneuvrability=20;
           maxSpeed=500;
           simulationStep=0.01;
           sideAirFriction=0.2;
           maxControlRange=4000;
           soundHit[]={"Ca\sounds\Weapons\explosions\explosion_large1",19.95263,1,1800};
           soundFly[]={"Ca\sounds\Weapons\explosions\rocket_fly1",0.1,1.5,400};
           soundEngine[]={"Ca\sounds\Weapons\explosions\noise",0.003162278,1,50};
           supersonicCrackNear[]={"Ca\sounds\Weapons\explosions\supersonic_crack_close",1,1,100};
           supersonicCrackFar[]={"Ca\sounds\Weapons\explosions\supersonic_crack_50meters",1,1,250};
           CraterEffects="ATMissileCrater";
           explosionEffects="ATMissileExplosion";
           muzzleEffect="BIS_Effects_Rocket";
           effectsMissile="missile4";
           deflecting=0;
       };    

       class AGM_AG:MissileBase
       {
           scope=1;
           model="\ca\weapons\Hellfire";
           proxyShape="\ca\weapons\Hellfire_proxy";
           hit=900;
           indirectHit=50;
           indirectHitRange=5;
           cost=10000;
           maxSpeed=100;
           irLock=0;
           laserLock=0;
           maxControlRange=20000;
           trackOversteer=1;
           trackLead=1;
           maneuvrability=100;
           timeToLive=1000;
           simulationStep=0.01;
           sideAirFriction=0.001;
           initTime=0;
           thrustTime=10;
           thrust=70;
           fuseDistance=5;
           effectsMissile="missile2";
           whistleDist=4;
           manualControl=1;
       };
   };

   class cfgMagazines {

       class Default;	// External class reference

       class CA_Magazine : Default 
       {
           scope=2;
           value = 1;
           displayName = "";
           model = "\ca\weapons\mag_univ.p3d";
           picture = "";
           modelSpecial = "";
           useAction = 0;
           useActionTitle = "";
           reloadAction = "ManActReloadMagazine";
           ammo = "";
           count = 30;
           type = 256;
           initSpeed = 900;
           selectionFireAnim = "zasleh";
           nameSound = "magazine";
           maxLeadSpeed = 23;
       };

       class VehicleMagazine : CA_Magazine {
           scope=2;
           type = 0;
           reloadAction = "";
           maxLeadSpeed = 100;
       };

       class 100Rnd_AGM : VehicleMagazine {

           scope=1;
           displayName="$STR_MN_AT13";
           ammo="AGM_AG";
           initSpeed=55.1688;
           count=100;
           maxLeadSpeed=10;
           nameSound="missiles";            
       };

   };

   class cfgWeapons {

       class Default;	// External class reference
       class PistolCore;	// External class reference
       class RifleCore;	// External class reference
       class MGunCore;	// External class reference
       class LauncherCore;	// External class reference
       class GrenadeCore;	// External class reference
       class CannonCore;	// External class reference

       class MissileLauncher:LauncherCore
       {
           scope=1;
           type=65536;
           reloadTime=0.5;
           nameSound="MissileLauncher";
           cursorAim="\ca\Weapons\Data\clear_empty";
           cursor="Missile";
           cursorSize=1;
       };

       class AT5Launcher:MissileLauncher
       {
           scope=1;
           displayName="$STR_DN_AT5LAUNCHER";
           cursorAim="\ca\Weapons\Data\clear_empty";
           cursor="Rocket";
           cursorSize=1;
           minRange=75;
           minRangeProbab=0.6;
           midRange=1400;
           midRangeProbab=0.7;
           maxRange=4000;
           maxRangeProbab=0.001;
           sound[]={"\ca\Sounds\weapons\cannon\Javelin1",31.62278,1,1000};
           soundFly[]={"\ca\Sounds\weapons\cannon\rocket_fly1",25.11886,0.8,700};
           reloadTime=1;
           canLock=1;
           magazineReloadTime=30;
           magazines[]={"5Rnd_AT5_BRDM2"};
           aiRateOfFire=5;
           aiRateOfFireDistance=1400;
       };
       class AT5LauncherSingle:AT5Launcher
       {
           scope=1;
           magazines[]={"8Rnd_AT5_BMP2"};
           reloadTime=90;
       };


       class AGMlauncher:AT5Launcher {
           scope = 1;
           displayName = AGM;
           dexterity = 10; 
           cursor = "Air_E_MG";
           cursorAim = "\ca\Weapons\Data\clear_empty";
           cursorSize = 1;
           canLock = 2;
           autoAimEnabled=true;
           ballisticsComputer=true;
           magazines[] = {"100Rnd_AGM"};
           reloadTime = 25;
           ffCount = 1;
           burst = 1;
           dispersion = 0.001;
           minRange = 50;
           minRangeProbab = 0;
           midRange = 12000;
           midRangeProbab = 0;
           maxRange = 19000;
           maxRangeProbab = 0;
       };
   };
};

Ty in advance.

Rjtwins,

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My guess;

Scope doesn't belong here;

class CfgPatches
{
   class AGM_platform
   {
       scope=1;

And

   class CfgAmmo {
       scope=1;

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Ty :)

Got ik working looks like this now

class CfgPatches
{
   class AGM_platform
   {
       units[]={"AGM_platform"};
       weapons[]={};
       requiredVersion=1.02;
       requiredAddons[]={"CAWeapons"};
   };
};
class CfgVehicles
{
   class LandVehicle;

   class StaticWeapon:LandVehicle
   {
       class Turrets;
   };
   class StaticATWeapon:StaticWeapon
   {
       class Turrets:Turrets
       {
           class MainTurret;
       };
   };
   class AGM_platform:StaticATWeapon
   {
       scope=2;
       displayname= AGM_platform;
       model="\ca\weapons\Metis_AT_13\metis.p3d";
       mapSize=1;
       artilleryScanner=1;
       ARTY_IsArtyVehicle=0;
       picture = "\ca\Weapons\data\ico\zu23_CA.paa";
       faction = "USMC";
       vehicleClass = "Static";
       crew = "USMC_Soldier_Pilot";
       icon = "\Ca\weapons\Data\map_ico\icomap_zu23_CA.paa";
       side = 1;
       typicalCargo[] = {"USMC_Soldier_Pilot"};

       class Library
       {
           libTextDesc="$STR_LIB_ZU23";
       };		       
       class Turrets:Turrets
       {
           class MainTurret:MainTurret
           {                
               weapons[]={"AGMLauncher"};
               magazines[]={"100Rnd_AGM"};
               gunnerAction="Metis_Gunner";
               gunnerOpticsModel="\ca\weapons\2Dscope_Metis";
               gunnerOpticsEffect[]={"OpticsCHAbera1","OpticsBlur2"};
               minTurn=-180;
               maxTurn=180;
               initTurn=5;
               minElev=-180;
               maxElev=180;
               initElev=0;
               gunnerForceOptics=0;
               class ViewGunner
               {
                   initAngleX=5;
                   minAngleX=-180;
                   maxAngleX=180;
                   initAngleY=0;
                   minAngleY=-180;
                   maxAngleY=180;
                   initFov=0.7;
                   minFov=0.25;
                   maxFov=1.1;
               };
               class ViewOptics
			{
                   initAngleX=5;
                   minAngleX=-180;
                   maxAngleX=180;
                   initAngleY=0;
                   minAngleY=-180;
                   maxAngleY=180;
                   initFov = 0.093;
                   minFov = 0.093;
                   maxFov = 0.093;
               };
           };
       };
   };
};

class CfgAmmo
{
   class Default;
   class TimeBombCore;
   class MineCore;
   class BulletCore;
   class BombCore;
   class RocketCore;
   class MissileCore;
   	class MissileBase:MissileCore
{
	manualControl=0;
	maneuvrability=20;
	maxSpeed=500;
	simulationStep=0.01;
	sideAirFriction=0.2;
	maxControlRange=4000;
	soundHit[]={"Ca\sounds\Weapons\explosions\explosion_large1",19.95263,1,1800};
	soundFly[]={"Ca\sounds\Weapons\explosions\rocket_fly1",0.1,1.5,400};
	soundEngine[]={"Ca\sounds\Weapons\explosions\noise",0.003162278,1,50};
	supersonicCrackNear[]={"Ca\sounds\Weapons\explosions\supersonic_crack_close",1,1,100};
	supersonicCrackFar[]={"Ca\sounds\Weapons\explosions\supersonic_crack_50meters",1,1,250};
	CraterEffects="ATMissileCrater";
	explosionEffects="ATMissileExplosion";
	muzzleEffect="BIS_Effects_Rocket";
	effectsMissile="missile4";
	deflecting=0;
};

   	class M_Hellfire_AT:MissileBase
{
	model="\ca\weapons\Hellfire";
	proxyShape="\ca\weapons\Hellfire_proxy";
	hit=800;
	indirectHit=20;
	indirectHitRange=2;
	cost=10000;
	maxSpeed=425;
	irLock=1;
	laserLock=1;
	maxControlRange=8000;
	trackOversteer=1;
	trackLead=1;
	maneuvrability=9;
	timeToLive=20;
	simulationStep=0.01;
	sideAirFriction=0.2;
	initTime=0;
	thrustTime=3.25;
	thrust=130;
	fuseDistance=5;
	effectsMissile="missile2";
	whistleDist=4;
};

   class M_AGM:M_Hellfire_AT
{
	model="\ca\weapons\Hellfire";
	proxyShape="\ca\weapons\Hellfire_proxy";
	hit=950;
	indirectHit=75;
	indirectHitRange=5;
	cost=1;
	maxSpeed=100;
	irLock=1;
	laserLock=1;
	maxControlRange=10000;
	trackOversteer=1;
	trackLead=1;
	maneuvrability=15;
	timeToLive=120;
	simulationStep=0.01;
	sideAirFriction=0.9;
	initTime=0;
	thrustTime=119;
	thrust=250;
	fuseDistance=20;
	effectsMissile="missile2";
	whistleDist=4;
};

};

class CfgMagazines
{
class Default;

class CA_Magazine:Default
{
	scope=1;
	value=1;
	displayName="";
	model="\ca\weapons\mag_univ.p3d";
	picture="";
	modelSpecial="";
	useAction=0;
	useActionTitle="";
	reloadAction="ManActReloadMagazine";
	ammo="";
	count=30;
	type=256;
	initSpeed=900;
	selectionFireAnim="zasleh";
	nameSound="magazine";
	maxLeadSpeed=23;
};
class VehicleMagazine:CA_Magazine
{
	type=0;
	reloadAction="";
	maxLeadSpeed=100;
};

   	class 8Rnd_Hellfire:VehicleMagazine
{
	scope=2;
	displayName="$STR_DN_HELLFIRE";
	count=8;
	ammo="M_Hellfire_AT";
	initSpeed=0;
	maxLeadSpeed=200;
	sound[]={"\ca\Weapons\Data\Sound\TOW_2",3.162278,1,1400};
	reloadSound[]={"\ca\Weapons\Data\Sound\missload",0.0003162278,1,20};
	nameSound="missiles";
};
   	class 100Rnd_AGM:8Rnd_Hellfire
{
	scope=2;
	displayName="$STR_DN_HELLFIRE";
	count=100;
	ammo="M_AGM";
	initSpeed=0;
	maxLeadSpeed=200;
	sound[]={"\ca\Weapons\Data\Sound\TOW_2",3.162278,1,1400};
	reloadSound[]={"\ca\Weapons\Data\Sound\missload",0.0003162278,1,20};
	nameSound="missiles";
};
};

class cfgWeapons
{
class Default;
class PistolCore;
class RifleCore;
class MGunCore;
class LauncherCore;
class GrenadeCore;
class CannonCore;

   	class Launcher:LauncherCore
{
	cursorAim="\ca\Weapons\Data\clear_empty";
	cursor="Rocket";
	cursorSize=1;
	autoAimEnabled=0;
	opticsDisablePeripherialVision=1;
	magazines[]={};
	value=10;
	nameSound="atlauncher";
	magazineReloadTime=12;
	reloadTime=0;
	sound[]={"\ca\Weapons\Data\Sound\at7_RocketLauncher_Shot1",0.01,1,1400};
	initSpeed=30;
	canLock=0;
	reloadAction="ManActReloadAT";
	autoReload=0;
	ffMagnitude=0.1;
	ffFrequency=1;
	ffCount=1;
	recoil="LAWSingle";
	aiRateOfFire=10;
	aiRateOfFireDistance=500;
	optics=1;
	primary=0;
	opticsZoomMin=0.25;
	opticsZoomMax=1.1;
	opticsZoomInit=0.5;
	distanceZoomMin=100;
	distanceZoomMax=100;
	minRange=20;
	minRangeProbab=0.3;
	midRange=150;
	midRangeProbab=0.58;
	maxRange=500;
	maxRangeProbab=0.04;
	UiPicture="\CA\weapons\data\Ico\i_at_CA.paa";
};
   	class MissileLauncher:LauncherCore
{
	scope=1;
	type=65536;
	reloadTime=0.5;
	nameSound="MissileLauncher";
	cursorAim="\ca\Weapons\Data\clear_empty";
	cursor="Missile";
	cursorSize=1;
};

  	class HellfireLauncher:MissileLauncher
{
	displayName="$STR_DN_HELLFIRE";
	minRange=50;
	minRangeProbab=0.6;
	midRange=2000;
	midRangeProbab=0.9;
	maxRange=4000;
	maxRangeProbab=0.1;
	sound[]={"\ca\Sounds\weapons\cannon\RocketLauncher_Shot05",31.62278,1,1100};
	soundFly[]={"\ca\Sounds\weapons\cannon\rocket_fly1",100,0.8,800};
	reloadTime=1;
	magazines[]={"8Rnd_Hellfire"};
	aiRateOfFire=5;
	aiRateOfFireDistance=4000;
	cursorAim="\ca\Weapons\Data\clear_empty";
	cursor="Laser";
	cursorSize=1;
};

   	class AGMLauncher:HellfireLauncher
{
	displayName="$STR_DN_HELLFIRE";
	minRange=50;
	minRangeProbab=0.6;
	midRange=2000;
	midRangeProbab=0.9;
	maxRange=4000;
	maxRangeProbab=0.1;
	sound[]={"\ca\Sounds\weapons\cannon\RocketLauncher_Shot05",31.62278,1,1100};
	soundFly[]={"\ca\Sounds\weapons\cannon\rocket_fly1",100,0.8,800};
	reloadTime=1;
	magazines[]={"100Rnd_AGM"};
	aiRateOfFire=5;
	aiRateOfFireDistance=4000;
	cursorAim="\ca\Weapons\Data\clear_empty";
	cursor="Laser";
	cursorSize=1;
};
};

I have a question thought.

As you can see I'm trying to make a missle, I wan't it to fly real slow and be real agile.

The problem is it just falles to the ground afther I fire it... whats the problem ?

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Proper config would be:

class CfgPatches
{
class YourTAG_AGM_platform
{
	units[] = {"YourTAG_AGM_platform"};
	weapons[] = {"YourTAG_AGMLauncher"};
	requiredVersion = 1.02;
	requiredAddons[] = {"CAWeapons"};
};
};
class CfgAmmo
{
class M_Hellfire_AT;
class M_AGM_YourTAG: M_Hellfire_AT
{
	hit = 950;
	indirectHit = 75;
	indirectHitRange = 5;
	cost = 1;
	maxSpeed = 100;
	maxControlRange = 10000;
	maneuvrability = 15;
	timeToLive = 120;
	simulationStep = 0.01;
	sideAirFriction = 0.9;
	thrustTime = 119;
	thrust = 250;
	fuseDistance = 20;
};
};
class CfgMagazines
{
class 8Rnd_Hellfire;
class 100Rnd_AGM_YourTAG: 8Rnd_Hellfire
{
	count = 100;
	ammo = "M_AGM_YourTAG";
};
};
class cfgWeapons
{
class HellfireLauncher;
class YourTAG_AGMLauncher: HellfireLauncher
{
	magazines[] = {"100Rnd_AGM_YourTAG"};
};
};
class CfgVehicles
{
class LandVehicle;
class StaticWeapon: LandVehicle
{
	class Turrets;
};
class StaticATWeapon: StaticWeapon
{
	class Turrets: Turrets
	{
		class MainTurret;
	};
};
class YourTAG_AGM_platform: StaticATWeapon
{
	scope = 2;
	displayname = "AGM platform";
	model = "\ca\weapons\Metis_AT_13\metis.p3d";
	mapSize = 1;
	artilleryScanner = 1;
	ARTY_IsArtyVehicle = 0;
	picture = "\ca\Weapons\data\ico\zu23_CA.paa";
	faction = "USMC";
	vehicleClass = "Static";
	crew = "USMC_Soldier_Pilot";
	icon = "\Ca\weapons\Data\map_ico\icomap_zu23_CA.paa";
	side = 1;
	typicalCargo[] = {"USMC_Soldier_Pilot"};
	class Library
	{
		libTextDesc = "$STR_LIB_ZU23";
	};
	class Turrets: Turrets
	{
		class MainTurret: MainTurret
		{
			weapons[] = {"YourTAG_AGMLauncher"};
			magazines[] = {"100Rnd_AGM_YourTAG"};
			gunnerAction = "Metis_Gunner";
			gunnerOpticsModel = "\ca\weapons\2Dscope_Metis";
			gunnerOpticsEffect[] = {"OpticsCHAbera1","OpticsBlur2"};
			minTurn = -180;
			maxTurn = 180;
			initTurn = 5;
			minElev = -180;
			maxElev = 180;
			initElev = 0;
			gunnerForceOptics = 0;
			class ViewGunner
			{
				initAngleX = 5;
				minAngleX = -180;
				maxAngleX = 180;
				initAngleY = 0;
				minAngleY = -180;
				maxAngleY = 180;
				initFov = 0.7;
				minFov = 0.25;
				maxFov = 1.1;
			};
			class ViewOptics
			{
				initAngleX = 5;
				minAngleX = -180;
				maxAngleX = 180;
				initAngleY = 0;
				minAngleY = -180;
				maxAngleY = 180;
				initFov = 0.093;
				minFov = 0.093;
				maxFov = 0.093;
			};
		};
	};
};
};

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That what not what I ment... its was a problem with the right thrust.

Let me explain what I'm making.

I'm trying to create the AGM missle from COD 4.

The problem is that the missles from arma don't fly (around 3 sec) but fall to there target witch makes steering via camera control very very hard.

Another problem is that if you set the thrust very long or high the missle will go realy fast and that makes spotting the target before the missle hits it very hard.

Also I have another question on target spotting, when your in the A10 and look throught the HUD you see squares around units on the ground.

Is there a way to make that screenwide ?

I'm using the TV guided bomb script from (forgot who).

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