john_arma 10 Posted February 24, 2014 Hey guys, I know for a fact that in this mod if you have a kobra scope and an ak you can get yourself a ak kobra (right click in inventory → "craft ak kobra"). I want to know how to do that in the config, so i opened the config.cpp and found out the code that made it work (class ItemActions ). I tried doing this on a new mod and it did not work. The code works like this : Is this a "server side code". How can make it work on the editor with the mod enabled ? Is there a code that remove the weapon in hand + remove the spare attachment in gear and add the new weapon with attachment ? class M4A1_CCO_SD_FL_DZAM: M4A1_SD_DZAM { model = "DIRECTORY"; displayName = "M4A1 CCO SD FL DZAM"; picture = "DIECT"; UiPicture = "DIRECTORY"; magazines = {"StanagMagSD_DZAM"}; reloadMagazineSound = {"DIRECTORY", 0.056234, 1, 10}; class Single: Mode_SemiAuto { begin1 = {"DIRECTORY", 1.778279, 1, 1000}; soundBegin = {"begin1", 1}; reloadtime = 0.010000; recoil = "RH_AKS74URecoil"; recoilProne = "RH_BizonRecoil"; }; class FullAuto: Mode_FullAuto { begin1 = {"DIRECTORY", 1.778279, 1, 1000}; soundBegin = {"begin1", 1}; recoil = "RH_AKS74URecoil"; recoilProne = "RH_BizonRecoil"; }; class FlashLight { color = {0.900000, 0.900000, 0.700000, 0.900000}; ambient = {0.100000, 0.100000, 0.100000, 1.000000}; position = "fl_start"; direction = "fl_dir"; angle = 30; scale = {1, 1, 0.500000}; brightness = 0.100000; }; [color="#FF0000"]class ItemActions[/color] { [b]class CraftCCO[/b] { text = "Remove CCO Scope"; script = "spawn player_weaponatt_cco;"; woutput = "M4A1_SD_FL_DZAM"; input = {{"IRONSIGHT_DZAM", 1}}; ioutput = {{"CCOAIM_DZAM", 1}}; }; [b]class CraftACOG[/b] { text = "Add ACOG Scope"; script = "spawn player_weaponatt_acog;"; woutput = "M4A1_ACOG_SD_FL_DZAM"; input = {{"ACOG_DZAM", 1}}; ioutput = {{"CCOAIM_DZAM", 1}}; }; [b]class CraftSilencer[/b] { text = "Remove Silencer"; script = "spawn player_weaponatt_silencer;"; woutput = "M4A1_CCO_FL_DZAM"; input = {}; ioutput = {{"556mmSilencer_DZAM", 1}}; }; [b]class CraftFlashlight[/b] { text = "Remove Flashlight"; script = "spawn player_weaponatt_flashlight;"; woutput = "M4A1_CCO_SD_DZAM"; input = {}; ioutput = {{"GUNFLASHLIGHT_DZAM", 1}}; }; }; }; Thank you for reading, john-arma Share this post Link to post Share on other sites
john_arma 10 Posted February 27, 2014 EDIT :Hey guys, help me please, i really need to have this working ! I would like to be able to add a scope to the m16 by right-clicking the scope attachment. The scope and the gun will then be removed from the gear, the m16 scoped will then spawn in gear... How do i do that , is that complex ? Share this post Link to post Share on other sites
Green- 10 Posted March 1, 2014 I think animalmother made a mission "Hind in sight" that featured silencers going on and off the gun, might be worth checking out! (Requires ACE/ACEX/CBA I belive) Share this post Link to post Share on other sites
john_arma 10 Posted March 3, 2014 Well i just checked them, but found nothing out of the files. There must be someone who knows how it works. I figured some things out myself. I need your help ! class ItemActions { class CraftCCO { text = "Remove CCO Scope"; //What is showing up in the gear when right click on Weapon script = "spawn player_weaponatt_cco;"; //Don't know, maybe it spawns the attachment woutput = "M4A1_SD_FL_DZAM"; //What is spawning after the action is done input = {{"IRONSIGHT_DZAM", 1}}; // ??? ioutput = {{"CCOAIM_DZAM", 1}}; // ??? }; }; Share this post Link to post Share on other sites
Green- 10 Posted March 5, 2014 This might be a bit stupid but are you sure your a "Player"? and not "PlayAble"? Also are you just using the editior or actually testing it as a mission beacuse some stuff dont work in the editor... Share this post Link to post Share on other sites
john_arma 10 Posted March 10, 2014 I tried playing it on the editor and on multiplayer but it doesn't work ! Share this post Link to post Share on other sites