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xceptionZERO

Problem using custom grenades in underslung grenade launcher

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I am using the existing MX rifle GL model etc for an addon.

I want a grenade shell that fires like a shotgun.

So i created a new grenade launcher weapon (which is referenced as a muzzle in my main rifle cpp). then in a seperate cpp i created the grenade launcher weapon, a magazine and ammo.

However when loaded up the rifle works fine and the grenade launcher does work but only with existing grenades. So i am not sure what i missed.

heres the config:

class CfgPatches {

	class tw_gl_launcher {
	requiredaddons[] = {};
	requiredversion = 0.1;
	units[] = {};
	weapons[] = {tw_gl_launcher};
	magazines[] = {1Rnd_BB_Shell};
};	
};


class CfgWeapons {
/*extern*/ class GrenadeLauncher;

class tw_gl_launcher: GrenadeLauncher {
	cameradir = "UGL look";
	displayname = "EGLM";
	drysound[] = {"A3\sounds_f\Weapons\other\sfx5", 1, 1, 400};
	magazinereloadtime = 0;
	magazines[] = {"1Rnd_BB_Shell"};
	memorypointcamera = "UGL eye";
	modeloptics = "-";
	optics = 1;
	opticszoominit = 0.75;
	opticszoommax = 1.1;
	opticszoommin = 0.375;
	reloadmagazinesound[] = {"A3\sounds_f\Weapons\grenades\ugl_reload", 0.1, 1, 20};
	reloadtime = 0.1;
	sound[] = {"A3\sounds_f\Weapons\grenades\ugl_shot_1", 1, 1, 400};
};
};

class CfgMagazines {
/*extern*/ class CA_Magazine;

class 1Rnd_BB_Shell: CA_Magazine {
	ammo = "Tw_6mm_bb_shower";	
	count = 1;
	descriptionshort = "Type: High Explosive Grenade Round<br />Caliber: 40 mm<br />Rounds: 1<br />Used in: EGLM, 3GL";
	displayname = "6mm BB Grenade Round";
	displaynameshort = "BB Grenade";
	initspeed = 80;
	mass = 3;
	namesound = "grenadelauncher";
	picture = "\A3\Weapons_f\Data\ui\gear_UGL_slug_CA.paa";
	reloadaction = "GestureReloadTrgUGL";
	scope = 2;
	type = 16;
};
};

class CfgAmmo {
/*extern*/ class BulletBase;

class tw_6mm_bb_shower: BulletBase {
	airfriction = -0.001425;
	caliber = 0.800000;
	cartridge = "FxCartridge_65_caseless";
	cost = 1;
	hit = 10;
	model = "\A3\Weapons_f\Data\bullettracer\tracer_white";
	nvgonly = 0;
	craterEffects = "bb_impact_Null";
	simulation = "shotSpread";
	simulationstep = 0.05;
	timetolive = 0.15;
	tracerendtime = 1;
	tracerscale = 1.00000;
	tracerstarttime = 0.0000500;
	typicalspeed = 396;
};
};

below for reference is the main weapon:

class CfgPatches {

	class tw_rifle_mxf_g {
	requiredaddons[] = {};
	requiredversion = 0.1;
	units[] = {};
	weapons[] = {tw_rifle_mxf_g};
	magazines[] = {"Tw_130rnd_6mm_bb"};
};	
};
/*external*/ class Mode_SemiAuto;
/*external*/ class Mode_Burst;
/*external*/ class Mode_FullAuto;

class CfgWeapons {
/*extern*/ class Rifle;

class Rifle_Base_F: Rifle {
	/*extern*/ class WeaponSlotsInfo;
};
/*extern*/ class GunParticles;
/*extern*/ class ItemCore;
/*extern*/ class InventoryMuzzleItem_Base_F;

class Airsoft_Adapter: ItemCore {
	scope = 2;
	displayName = "Airsoft Adapter";
	picture = "\tw_airsoft_effects\Data\UI\Airsoft_Adapter_CA.paa";
	model = "";

	class ItemInfo: InventoryMuzzleItem_Base_F {
		mass = 1;

		class MagazineCoef {
			initSpeed = 0.000000;
		};

		class AmmoCoef {
			hit = 0.000000;
			visibleFire = 0.000000;
			audibleFire = 0.000000;
			visibleFireTime = 0.000000;
			audibleFireTime = 0.000000;
			cost = 1.000000;
			typicalSpeed = 0.600000;
			airFriction = 1.000000;
		};
		muzzleEnd = "";
		alternativeFire = "Zasleh2";
		modes[] = {"Single", "FullAuto", "Burst", "DummyMode1", "DummyMode2", "DummyMode3", "DummyMode4", "DummyMode5"};

		class Single: Mode_SemiAuto {
			begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300};
			begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300};
			begin3[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300};
			recoil = "testrecoild";
			recoilprone = "testrecoild";
			soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000};
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 1.000000, 1, 200};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 1.000000, 1, 200};
			soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000};
		};

		class FullAuto: Mode_FullAuto {
			begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300};
			begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300};
			begin3[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300};
			recoil = "testrecoild";
			recoilprone = "testrecoild";
			soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000};
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 1.000000, 1, 200};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 1.000000, 1, 200};
			soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000};
		};

		class Burst: Mode_Burst {
			begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300};
			begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300};
			begin3[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300};
			recoil = "testrecoild";
			recoilprone = "testrecoild";
			soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000};
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 1.000000, 1, 200};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 1.000000, 1, 200};
			soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000};
		};

		class DummyMode1: Single {
		};

		class DummyMode2: Single {
		};

		class DummyMode3: Single {
		};

		class DummyMode4: Single {
		};

		class DummyMode5: Single {
		};
	};
};
/*extern*/ class arifle_MX_GL_F;

class tw_rifle_mxf_g: arifle_MX_GL_F {
	begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.778280, 1, 700};
	begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.778280, 1, 700};
	begin3[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.778280, 1, 700};
	closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav", 1, 1, 300};
	closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav", 1, 1.100000, 300};
	descriptionshort = "Handgun<br />Caliber: 6 mm";
	dexterity = 2;
	dispersion = 0.0090;
	displayname = "rifle 6mm";
	drysound[] = {"A3\sounds_f\weapons\other\dry1.wav", 0.010000, 1, 20};
	cratereffects = "";
	fireLightIntensity = 0.000;
	initspeed = 100;
	magazines[] = {"Tw_130rnd_6mm_bb"};
	model = "\A3\Weapons_F\Rifles\MX\MX_GL_F.p3d";
	muzzles[] = {"this", "tw_gl_launcher"};
	maxrange = 50;
	maxrangeprobab = 0.2;
	midrange = 25;
	midrangeprobab = 0.7;
	minrange = 1;
	minrangeprobab = 0.5;
	picture = "\A3\weapons_F\Rifles\MX\data\UI\gear_mx_rifle_gl_X_CA.paa";
	recoil = "testrecoild";
	recoilprone = "testrecoild";
	reloadaction = "GestureReloadPistol";
	reloadmagazinesound[] = {"tw_rifle_mxf_g\sound\HicappaReload3.wav", 1, 1, 30};
	reloadtime = 0.130000;
	scope = 2;
	hitarmor[] = {"soundVehiclePlate1", 0.125, "soundVehiclePlate2", 0.125, "soundVehiclePlate3", 0.125, "soundVehiclePlate4", 0.125};
	hitbuilding[] = {"soundHitBuilding1", 0.2, "soundHitBuilding2", 0.2, "soundHitBuilding3", 0.1, "soundHitBuilding4", 0.1};
	hitconcrete[] = {"soundConcrete1", 0.125, "soundConcrete2", 0.125, "soundConcrete3", 0.125, "soundConcrete4", 0.125};
	hitdefault[] = {"soundDefault1", 0.2, "soundDefault2", 0.2, "soundDefault3", 0.1, "soundDefault4", 0.1};
	hitfoliage[] = {"soundHitFoliage1", 0.125, "soundHitFoliage2", 0.125, "soundHitFoliage3", 0.125, "soundHitFoliage4", 0.125};
	hitglass[] = {"soundGlass1", 0.125, "soundGlass2", 0.125, "soundGlass3", 0.125, "soundGlass4", 0.125};
	hitglassarmored[] = {"soundGlassArmored1", 0.125, "soundGlassArmored2", 0.125, "soundGlassArmored3", 0.125, "soundGlassArmored4", 0.125};
	hitgroundhard[] = {"soundGroundHard1", 0.2, "soundGroundHard2", 0.2, "soundGroundHard3", 0.1, "soundGroundHard4", 0.1};
	hitgroundsoft[] = {"soundGroundSoft1", 0.2, "soundGroundSoft2", 0.2, "soundGroundSoft3", 0.1, "soundGroundSoft4", 0.1};
	hitman[] = {"soundHitBody1", 0.125, "soundHitBody2", 0.125, "soundHitBody3", 0.125, "soundHitBody4", 0.125};
	hitmetal[] = {"soundMetal1", 0.125, "soundMetal2", 0.125, "soundMetal3", 0.125, "soundMetal4", 0.125};
	hitmetalplate[] = {"soundVehiclePlate1", 0.125, "soundVehiclePlate2", 0.125, "soundVehiclePlate3", 0.125, "soundVehiclePlate4", 0.125};
	hitplastic[] = {"soundPlastic1", 0.125, "soundPlastic2", 0.125, "soundPlastic3", 0.125, "soundPlastic4", 0.125};
	hitrubber[] = {"soundRubber1", 0.125, "soundRubber2", 0.125, "soundRubber3", 0.125, "soundRubber4", 0.125};
	hitwater[] = {"soundWater1", 0.125, "soundWater2", 0.125, "soundWater3", 0.125, "soundWater4", 0.125};
	hitwood[] = {"soundWood1", 0.125, "soundWood2", 0.125, "soundWood3", 0.125, "soundWood4", 0.125};
	soundconcrete1[] = {"tw_rifle_mxf_g\sound\concrete_1.wav", 0.177828, 1, 35};
	soundconcrete2[] = {"tw_rifle_mxf_g\sound\concrete_2.wav", 0.177828, 1, 35};
	soundconcrete3[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.177828, 1, 35};
	soundconcrete4[] = {"tw_rifle_mxf_g\sound\concrete_4.wav", 0.177828, 1, 35};
	sounddefault1[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.316228, 1, 30};
	sounddefault2[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.316228, 1, 30};
	sounddefault3[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.316228, 1, 30};
	sounddefault4[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.316228, 1, 30};
	soundglass1[] = {"tw_rifle_mxf_g\sound\glass_3.wav", 0.177828, 1, 25};
	soundglass2[] = {"tw_rifle_mxf_g\sound\glass_3.wav", 0.177828, 1, 25};
	soundglass3[] = {"tw_rifle_mxf_g\sound\glass_4.wav", 0.177828, 1, 25};
	soundglass4[] = {"tw_rifle_mxf_g\sound\glass_4.wav", 0.177828, 1, 25};
	soundglassarmored1[] = {"tw_rifle_mxf_g\sound\glass_arm_1.wav", 0.177828, 1, 40};
	soundglassarmored2[] = {"tw_rifle_mxf_g\sound\glass_arm_2.wav", 0.177828, 1, 40};
	soundglassarmored3[] = {"tw_rifle_mxf_g\sound\glass_arm_3.wav", 0.177828, 1, 40};
	soundglassarmored4[] = {"tw_rifle_mxf_g\sound\glass_arm_4.wav", 0.177828, 1, 40};
	soundgroundhard1[] = {"tw_rifle_mxf_g\sound\hard_ground_1.wav", 0.125893, 1, 40};
	soundgroundhard2[] = {"tw_rifle_mxf_g\sound\hard_ground_1.wav", 0.125893, 1, 40};
	soundgroundhard3[] = {"tw_rifle_mxf_g\sound\hard_ground_3.wav", 0.125893, 1, 40};
	soundgroundhard4[] = {"tw_rifle_mxf_g\sound\hard_ground_3.wav", 0.125893, 1, 40};
	soundgroundsoft1[] = {"tw_rifle_mxf_g\sound\soft_ground_3.wav", 0.0562341, 1, 30};
	soundgroundsoft2[] = {"tw_rifle_mxf_g\sound\soft_ground_3.wav", 0.0562341, 1, 30};
	soundgroundsoft3[] = {"tw_rifle_mxf_g\sound\soft_ground_3.wav", 0.0562341, 1, 30};
	soundgroundsoft4[] = {"tw_rifle_mxf_g\sound\soft_ground_3.wav", 0.0562341, 1, 30};
	soundhitbody1[] = {"tw_rifle_mxf_g\sound\body_2.wav", 0.0177828, 1, 25};
	soundhitbody2[] = {"tw_rifle_mxf_g\sound\body_2.wav", 0.0177828, 1, 25};
	soundhitbody3[] = {"tw_rifle_mxf_g\sound\body_2.wav", 0.0177828, 1, 25};
	soundhitbody4[] = {"tw_rifle_mxf_g\sound\body_2.wav", 0.0177828, 1, 25};
	soundhitbuilding1[] = {"tw_rifle_mxf_g\sound\building_3.wav", 0.251189, 1, 30};
	soundhitbuilding2[] = {"tw_rifle_mxf_g\sound\building_3.wav", 0.251189, 1, 30};
	soundhitbuilding3[] = {"tw_rifle_mxf_g\sound\building_3.wav", 0.251189, 1, 30};
	soundhitbuilding4[] = {"tw_rifle_mxf_g\sound\building_3.wav", 0.251189, 1, 30};
	soundhitfoliage1[] = {"tw_rifle_mxf_g\sound\foliage_1.wav", 0.177828, 1, 25};
	soundhitfoliage2[] = {"tw_rifle_mxf_g\sound\foliage_2.wav", 0.177828, 1, 25};
	soundhitfoliage3[] = {"tw_rifle_mxf_g\sound\foliage_1.wav", 0.177828, 1, 25};
	soundhitfoliage4[] = {"tw_rifle_mxf_g\sound\foliage_4.wav", 0.177828, 1, 25};
	soundmetal1[] = {"tw_rifle_mxf_g\sound\metal_3.wav", 0.316228, 1, 45};
	soundmetal2[] = {"tw_rifle_mxf_g\sound\metal_3.wav", 0.316228, 1, 45};
	soundmetal3[] = {"tw_rifle_mxf_g\sound\metal_3.wav", 0.316228, 1, 45};
	soundmetal4[] = {"tw_rifle_mxf_g\sound\metal_3.wav", 0.316228, 1, 45};
	soundplastic1[] = {"tw_rifle_mxf_g\sound\plastic_1.wav", 0.177828, 1, 25};
	soundplastic2[] = {"tw_rifle_mxf_g\sound\plastic_2.wav", 0.177828, 1, 25};
	soundplastic3[] = {"tw_rifle_mxf_g\sound\plastic_3.wav", 0.177828, 1, 25};
	soundplastic4[] = {"tw_rifle_mxf_g\sound\plastic_4.wav", 0.177828, 1, 25};
	soundrubber1[] = {"tw_rifle_mxf_g\sound\tyre_1.wav", 0.316228, 1, 25};
	soundrubber2[] = {"tw_rifle_mxf_g\sound\tyre_1.wav", 0.316228, 1, 25};
	soundrubber3[] = {"tw_rifle_mxf_g\sound\tyre_1.wav", 0.316228, 1, 25};
	soundrubber4[] = {"tw_rifle_mxf_g\sound\tyre_1.wav", 0.316228, 1, 25};
	soundvehicleplate1[] = {"tw_rifle_mxf_g\sound\metal_plate_1.wav", 0.562341, 1, 45};
	soundvehicleplate2[] = {"tw_rifle_mxf_g\sound\metal_plate_4.wav", 0.562341, 1, 45};
	soundvehicleplate3[] = {"tw_rifle_mxf_g\sound\metal_plate_1.wav", 0.562341, 1, 45};
	soundvehicleplate4[] = {"tw_rifle_mxf_g\sound\metal_plate_4.wav", 0.562341, 1, 45};
	soundwater1[] = {"tw_rifle_mxf_g\sound\water_01.wav", 0.316228, 1, 25};
	soundwater2[] = {"tw_rifle_mxf_g\sound\water_02.wav", 0.316228, 1, 25};
	soundwater3[] = {"tw_rifle_mxf_g\sound\water_03.wav", 0.316228, 1, 25};
	soundwater4[] = {"tw_rifle_mxf_g\sound\water_04.wav", 0.316228, 1, 25};
	soundwood1[] = {"tw_rifle_mxf_g\sound\wood_1.wav", 0.316228, 1, 30};
	soundwood2[] = {"tw_rifle_mxf_g\sound\wood_5.wav", 0.316228, 1, 30};
	soundwood3[] = {"tw_rifle_mxf_g\sound\wood_1.wav", 0.316228, 1, 30};
	soundwood4[] = {"tw_rifle_mxf_g\sound\wood_5.wav", 0.316228, 1, 30};
	soundbegin[] = {"begin1", 0.330000, "begin2", 0.330000, "begin3", 0.340000};
	soundclosure[] = {"closure1", 0.500000, "closure2", 0.500000};
	uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
	weaponsoundeffect = "DefaultRifle";

	class Library {
		libtextdesc = "an aeg.";
	};
	class GunParticles: GunParticles {

		class SecondEffect {
			positionName = "Nabojnicestart";
			directionName = "Nabojniceend";
			effectName = "";
		};
	};
	class WeaponSlotsInfo {
		mass = 40;

		class MuzzleSlot {
			compatibleitems[] = {"Airsoft_Adapter"};
			linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
			fireLightIntensity = 0.000;
		};
		class CowsSlot {
		};
		class PointerSlot {
		};
	};

	class Single: Mode_SemiAuto {
		airateoffire = 2;
		airateoffiredistance = 20;
		begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1, 1, 1200};
		begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1, 1, 1200};
		closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav", 3.16228, 1, 300};
		closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7.wav", 3.16228, 1, 300};
		dispersion = 0.00100;
		maxrange = 20;
		maxrangeprobab = 0.2;
		midrange = 15;
		midrangeprobab = 0.7;
		minrange = 5;
		minrangeprobab = 0.5;
		recoil = "testrecoild";
		recoilprone = "testrecoild";
		reloadtime = 0.096;
		soundbegin[] = {"begin1", 0.5, "begin2", 0.5};
		soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
		weaponsoundeffect = "DefaultRifle";
	};

	class FullAuto: Mode_FullAuto {
		airateoffire = 0.2;
		airateoffiredistance = 5;
		begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1, 1, 1200};
		begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1, 1, 1200};
		closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav", 3.16228, 1, 300};
		closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7.wav", 3.16228, 1, 300};
		dispersion = 0.05000;
		maxrange = 10;
		maxrangeprobab = 0.1;
		midrange = 10;
		midrangeprobab = 0.7;
		minrange = 5;
		minrangeprobab = 0.9;
		recoil = "testrecoild";
		recoilprone = "testrecoild";
		reloadtime = 0.096;
		soundbegin[] = {"begin1", 0.5, "begin2", 0.5};
		soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
		weaponsoundeffect = "DefaultRifle";
	};
	class single_medium_optics1: Single {
		airateoffire = 6;
		airateoffiredistance = 600;
		maxrange = 50;
		maxrangeprobab = 0.1;
		midrange = 25;
		midrangeprobab = 0.7;
		minrange = 5;
		minrangeprobab = 0.2;
		requiredoptictype = 1;
		showtoplayer = 0;
	};
	class single_far_optics2: single_medium_optics1 {
		requiredoptictype = 2;
	};
	class fullauto_medium: FullAuto {
		airateoffire = 2;
		burst = 3;
		maxrange = 200;
		maxrangeprobab = 0.05;
		midrange = 125;
		midrangeprobab = 0.7;
		minrange = 5;
		minrangeprobab = 0.5;
		showtoplayer = 0;
	};
};
};

class CfgMagazines {
/*extern*/ class CA_Magazine;

class Tw_130rnd_6mm_bb: CA_Magazine {
	ammo = "Tw_6mm_bb";
	count = 120;
	descriptionshort = "Caliber: 6mm<br />Rounds: 30<br />Used in: ";
	displayname = "13rnd 6mm mag";
	initspeed = 500;
	lastroundstracer = 0;
	mass = 5;
	picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa";
	model = "\A3\weapons_F\ammo\mag_univ.p3d";
	scope = 2;
	tracersevery = 1;
};
};

class CfgAmmo {
/*extern*/ class BulletBase;

class tw_6mm_bb: BulletBase {
	airfriction = -0.001425;
	caliber = 0.800000;
	cartridge = "FxCartridge_65_caseless";
	cost = 1;
	hit = 10;
	model = "\A3\Weapons_f\Data\bullettracer\tracer_white";
	nvgonly = 0;
	craterEffects = "bb_impact_Null";
	timetolive = 0.15;
	tracerendtime = 1;
	tracerscale = 1.00000;
	tracerstarttime = 0.0000500;
	typicalspeed = 500;
};
};

class GunFire {
access = 0;
cloudletaccy = 0;
cloudletalpha = 1;
cloudletanimperiod = 1;
cloudletcolor[] = {1, 1, 1, 0};
cloudletdensitycoef = -1;
cloudletduration = 0.2;
cloudletfadein = 0.01;
cloudletfadeout = 0.5;
cloudletgrowup = 0.2;
cloudletmaxyspeed = 100;
cloudletminyspeed = -100;
cloudletshape = "cloudletFire";
cloudletsize = 0;
deltat = -3000;
initt = 4500;
interval = -0.01;
size = 0;
sourcesize = 0.5;
timetolive = 0;

};

Edited by xceptionZERO

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This is 100% untested and I'm just basing it off what the cfg has, however... add the following into your weapon cfg and it should work.


	class tw_gl_launcher: UGL_F
	{
		displayName = "$STR_A3_cfgweapons_3gl0";
		descriptionShort = "$STR_A3_cfgweapons_3gl1";
		useModelOptics = 0;
		useExternalOptic = 0;
		magazines[] = {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","3Rnd_HE_Grenade_shell","3Rnd_UGL_FlareWhite_F","3Rnd_UGL_FlareGreen_F","3Rnd_UGL_FlareRed_F","3Rnd_UGL_FlareYellow_F","3Rnd_UGL_FlareCIR_F","3Rnd_Smoke_Grenade_shell","3Rnd_SmokeRed_Grenade_shell","3Rnd_SmokeGreen_Grenade_shell","3Rnd_SmokeYellow_Grenade_shell","3Rnd_SmokePurple_Grenade_shell","3Rnd_SmokeBlue_Grenade_shell","3Rnd_SmokeOrange_Grenade_shell"};
		cameraDir = "OP_look";
		discreteDistance[] = {100,200,300,400};
		discreteDistanceCameraPoint[] = {"OP_eye","OP_eye2","OP_eye3","OP_eye4"};
		discreteDistanceInitIndex = 1;
	};

Don't forget to add your magazine/ammo to the list!

That is added in your weapon class near the bottom, where you defined the fire rates.

EXAMPLE

		
class single_medium_optics1: Single {	Lines of code etc };
class single_far_optics2: single_medium_optics1 { Lines of code etc };
class fullauto_medium: FullAuto { Lines of code etc };
class tw_gl_launcher: UGL_F {obviously more code here};

Hopefully that is of some help to you.

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