alduric 10 Posted July 3, 2013 Like in title, i menage to make Grenade Launcher model, nice added it to my weapon but i have totaly no idea how to script it in mine config. Ofc my weapon working fine :) I be glad if any1 can help me with it. class CfgPatches{ class beryl2004_granatnik { units[] = {}; weapons[] = {}; requiredVersion = 0.1; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class WeaponSlotsInfo; class MuzzleSlot; class CowsSlot; class CfgWeapons { class Rifle_Base_F; class beryl2004_granatnik: Rifle_Base_F { displayName = "Beryl 2004 + Pallad"; scope = 2; optics = 0; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommax = 1.1; opticszoommin = 0.375; picture = "\arma-3-beryl-2004-granatnik\beryl2004_w.paa"; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6",1.58489,1,30}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7",1.58489,1,30}; recoil = "recoil_single_mx"; drySound[] = {"A3\sounds_f\weapons\Other\dry_1",0.562341,1,10}; reloadMagazineSound[] = {"arma-3-beryl\beryl_clipin.ogg",0.398107,1,30}; recoilProne = "recoil_single_prone_mx"; handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\mx\data\Anim\MX_gl.rtm"}; muzzles[] = {"this","GL_3GL_F"}; model = "arma-3-beryl-2004-granatnik\Beryl_2004.p3d"; magazines[] = {"556x45_30rnds_Beryl"}; modes[] = {"Single","FullAuto"}; class SlotInfo; class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_l"}; }; class CowsSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; displayName = "$STR_A3_CowsSlot0"; compatibleItems[] = {"beryl_holo","optic_Arco","optic_aco","optic_ACO_grn","optic_hamr","optic_Holosight"}; }; class PointerSlot{}; }; class Single: Mode_SemiAuto { begin1[] = {"arma-3-beryl\beryl.ogg",1.41254,1,1200}; begin2[] = {"arma-3-beryl\beryl.ogg",1.41254,1,1200}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6",1.58489,1,30}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7",1.58489,1,30}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.096; recoil = "recoil_single_mx"; recoilProne = "recoil_single_prone_mx"; dispersion = 0.00093; minRange = 2; minRangeProbab = 0.5; midRange = 225; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class FullAuto: Mode_FullAuto { begin1[] = {"arma-3-beryl\beryl.ogg",1.41254,1,1200}; begin2[] = {"arma-3-beryl\beryl.ogg",1.41254,1,1200}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6",1.58489,1,30}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7",1.58489,1,30}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.096; recoil = "recoil_auto_mx"; recoilProne = "recoil_auto_prone_mx"; dispersion = 0.00093; minRange = 0; minRangeProbab = 0.9; midRange = 15; midRangeProbab = 0.7; maxRange = 30; maxRangeProbab = 0.1; aiRateOfFire = 1e-006; }; }; }; Share this post Link to post Share on other sites
Whyte_Out 10 Posted July 3, 2013 Did you try opening some of the configs from Arma 3? Like taking the config info from their rifle that has a grenade launcher on it and figuring it out? Share this post Link to post Share on other sites
alduric 10 Posted July 3, 2013 @UP Yes ofc mate. I tried to imitate the MX_GL but did not give me any resoults so I decided to write a post. Share this post Link to post Share on other sites
j0nes 194 Posted July 7, 2013 here ya go! (click "show full" near the upper left of the cfg file, itll show you more stuff) http://browser.six-projects.net/cfg_weapons/UGL_F/config?version=70 Share this post Link to post Share on other sites
alduric 10 Posted July 8, 2013 Hell Yeah. Thank yuo! Share this post Link to post Share on other sites