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slatts

Ammo not firing from magazine

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So trying to make these Rifle Grenade's has been quite a journey. From crashing the game to now not firing the new ammo type I made. If I put the 203 ammo in the magazine it fires. But my one doesn't and I can't see why in the code.

class CfgPatches
{
class SLTS_FN_Mortar
{
	units[] = {"TK_Soldier_RM"};
	weapons[]= {"SLTS_FN_mortar"};
	requiredVersion = 0.1;
	requiredAddons[]= {"CAWeapons", "CAWeapons_E", "CAWeapons_baf"};
};
}; 
class CfgAmmos
{
class GrenadeBase;
class FN_mortar_ammo_HE: GrenadeBase 
{
	hit = 50;
	indirecthit = 40;
	indirecthitrange = 15;
	model = "\slts_fn_mortar\fal_mortar";
};
class FN_mortar_ammo_AP: FN_mortar_ammo_HE
{
	hit = 200;
	indirecthit = 5;
	indirecthitrange = 5;
};
};
class CfgMagazines
{
class 1Rnd_HE_M203;
class FN_mortar_HE: 1Rnd_HE_M203
{
	ammo = "FN_mortar_ammo_HE";
	count = 1;
	descriptionshort = "Rifle Mortar<br/>Used in: FN FAL";
	displayname = "Rifle Mortar HE";
	modelspecial = "\slts_fn_mortar\vil_falpara_mortar";
};
class FN_mortar_AP: FN_mortar_HE
{
	ammo = "FN_mortar_ammo_AP";
	count = 1;
	descriptionshort = "Rifle Mortar<br/>Used in: FN FAL";
	displayname = "Rifle Mortar AP";
	modelspecial = "\slts_fn_mortar\vil_falpara_mortar_AP";
};
};	
class CfgWeapons
{
class M203Muzzle;
class RGMuzzle;
class FN_FAL;
class SLTS_FN_Mortar: FN_FAL
{
	displayName = "FN FAL";
	model = "\slts_fn_mortar\vil_falpara";
	magazines[] = {"20Rnd_762x51_FNFAL"};
	muzzles[] = {"this", "RGMuzzle"};
	class RGMuzzle: M203Muzzle
	{
		displayName = "Rifle Grenade";
		modeloptics = "-";
		optics = 1;
		cameradir = "GL look";
		magazines[] = {"FN_mortar_HE", "FN_mortar_AP"};
	};
};
};

class cfgVehicles
{
class TK_Soldier_GL_EP1;
class ReammoBox;
class SLTS_fal_box: ReammoBox
{
	scope = 2;
	accuracy = 1000;
	displayName = "FAL Box";
	model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d";
	class TransportMagazines
	{
		class FN_mortar_HE
		{
			magazine = "FN_mortar_HE";
			count = 500;
		};
		class FN_mortar_AP
		{
			magazine = "FN_mortar_AP";
			count = 500;
		};
		class 20Rnd_762x51_FNFAL
		{
			magazine = "20Rnd_762x51_FNFAL";
			count = 100;
		};
	};
	class TransportWeapons
	{
		class SLTS_FN_Mortar
		{
			weapon = "SLTS_FN_Mortar";
			count = 100;
		};
	};
};
};

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I used this for my FAL version.

Works like a charm.

class CfgAmmo
{
class G_40mm_HE;
class DIH_Stg58GG_shell: G_40mm_HE
{
	hit=30;
	indirectHit=6;
	indirectHitRange=10;
	minRange=20;
	minRangeProbab=0.300000;
	midRange=105;
	midRangeProbab=0.550000;
	maxRange=210;
	maxRangeProbab=0.050000;
	cost=5;
	CraterEffects="GrenadeCrater";
	explosionEffects="GrenadeExplosion";
	muzzleEffect="BIS_Effects_Rifle";
	model="\ca\Weapons\granat";
};
};
class CfgMagazines
{
class CA_Magazine;
class DIH_Stg58GG: CA_Magazine
{
	scope=2;
	type=16;
	model="\ca\Weapons\granat";
	//modelSpecial="\ca\Weapons\granat";
	displayName="Gewehrgranate";
	ammo="DIH_Stg58GG_shell";
	initSpeed="67 + (random 2)";
	fuseDistance=4;
	count=1;
	class Library
	{
		libTextDesc="Gewehrgranate";
	};
};
};
class Mode_SemiAuto;
class Mode_FullAuto;
class CfgWeapons
{
class GrenadeLauncher;
class p85_FAL58;
class DIH_StG58: p85_FAL58
{
	muzzles[]=
	{
		"DIH_StG58Muzzle",
		"DIH_StG58_GG_Muzzle"
	};
	class DIH_StG58Muzzle: p85_FAL58
	{
		class ai_Single: Mode_SemiAuto
		{
			begin1[]=
			{
				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1",
				1.778280,
				1,
				1500
			};
			begin2[]=
			{
				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2",
				1.778280,
				1,
				1500
			};
			soundBegin[]=
			{
				"begin1",
				0.500000,
				"begin2",
				0.500000
			};
			reloadTime=0.085000;
			recoil="p85_762natoRecoil";
			recoilProne="p85_762natoRecoilProne";
			dispersion=0.003700;
			minRange=2;
			minRangeProbab=0.100000;
			midRange=200;
			aiRateOfFire=2;
			midRangeProbab=0.750000;
			maxRange=400;
			maxRangeProbab=0.050000;
			showtoplayer=0;
		};
		class Single: Mode_SemiAuto
		{
			begin1[]=
			{
				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1",
				1.778280,
				1,
				1500
			};
			begin2[]=
			{
				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2",
				1.778280,
				1,
				1500
			};
			soundBegin[]=
			{
				"begin1",
				0.500000,
				"begin2",
				0.500000
			};
			reloadTime=0.085000;
			recoil="p85_762natoRecoil";
			recoilProne="p85_762natoRecoilProne";
			dispersion=0.002250;
			minRange=2;
			minRangeProbab=0.100000;
			midRange=20;
			aiRateOfFire=2;
			midRangeProbab=0.750000;
			maxRange=40;
			maxRangeProbab=0.050000;
		};
		class AUTO: Mode_FullAuto
		{
			begin1[]=
			{
				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1",
				1.778280,
				1,
				1500
			};
			begin2[]=
			{
				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2",
				1.778280,
				1,
				1500
			};
			soundBegin[]=
			{
				"begin1",
				0.500000,
				"begin2",
				0.500000
			};
			reloadTime=0.085000;
			recoil="p85_762natoRecoil";
			recoilProne="p85_762natoRecoilProne";
			dispersion=0.005000;
			aiRateOfFire=12;
		};
	};
	class DIH_StG58_GG_Muzzle: GrenadeLauncher
	{
		displayName="Gewehrgranate";
		magazines[]=
		{
			"DIH_Stg58GG"
		};
		scopeWeapon=2;
		modelOptics="-";
		muzzlePos="usti hlavne";
		muzzleEnd="konec hlavne";
		cartridgePos="nabojnicestart";
		cartridgeVel="nabojniceend";
		cameraDir="gl look";
		memoryPointCamera="gl eye";
		opticsZoomMin=0.350000;
		opticsZoomMax=0.950000;
		opticsZoomInit=0.400000;
		reloadTime=3.500000;
		recoil="MortarRecoil";
		backgroundReload="false";
		dispersion=0.025000;
		initSpeed=60;
	};
};
};

Cheers,

D.

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