edc 0 Posted October 9, 2002 OK, I've edited two weapons the LAW, and RPG, so that they would only take up one space in the Gear tab thingy, and so that it would take forever to reaload them, since IRL they cannot be.  The units are in the editor and when I have them in a mission it says " No entry '.modelSpecial'. ".  I didn't edit the models and there is just this config.cpp in the pbo: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class RealLaunchers { units[]={RealLAW,RealRPG}; weapons[]={RLAW,RRPG}; requiredVersion=1.75; }; }; class CfgAmmo { class default {}; class AT3: default {}; class LAW: AT3 {}; class RLAW: LAW { picture="\dtaext\equip\w\w_lawlauncher.paa"; }; class RPG : LAW {}; class RRPG : RPG { picture="\dtaext\equip\w\w_rpglauncher.paa"; }; }; class CfgWeapons { class default {}; class LAWLauncher : default {}; class RLAW : LAWLauncher {   picture="\dtaext\equip\m\m_lawlauncher.paa";  magazineType="6 * 256"; displayname="LAW"; displayNameMagazine="LAW"; shortNameMagazine="LAW";   magazineReloadTime=999;   ammo="RLAW";  }; class RPGLauncher : LAWLauncher  {}; class RRPG : RPGLauncher {   picture="\dtaext\equip\m\m_rpgLauncher.paa"; magazineType="6 * 256"; displayname="RPG"; displayNameMagazine="RPG"; shortNameMagazine="RPG";   magazineReloadTime=999;   ammo="RRPG"; }; }; class CfgVehicles { class All {}; class AllVehicles : All {}; class Land : AllVehicles {}; class Man : Land {}; class Soldier : Man {}; class SoldierWB : Soldier {}; class SoldierWLAW : SoldierWB {}; class RealLAW : SoldierWLAW { displayName="Realistic LAW" armor=3;  armorStructural=2.000000;  armorHead=0.700000;  armorBody=0.900000;  armorHands=0.500000;  armorLegs=0.500000; weapons[]={"M16","RLAW","Beretta"};    magazines[]={"M16","M16","BerettaMag","BerettaMag","BerettaMag","BerettaMag","M16","RLAW"}; }; class SoldierEB : Soldier {}; class SoldierELAW : SoldierEB {}; class RealRPG : SoldierELAW { displayName="Realistic RPG" armor=3;  armorStructural=2.000000;  armorHead=0.700000;  armorBody=0.900000;  armorHands=0.500000;  armorLegs=0.500000; weapons[]={"AK74","RRPG","Tokarev"};  magazines[]={"AK74","AK74","TokarevMag","TokarevMag","TokarevMag","TokarevMag","AK74","RRPG"}; }; }; <span id='postcolor'> Oh yeh, I also want it to make it tougher to kill you by shooting you in the chest-kinda like body armor. Share this post Link to post Share on other sites
Major Fubar 0 Posted October 9, 2002 Eh, dude, while you are right about the LAW not being reloadable, the RPG most certainly is... Share this post Link to post Share on other sites
edc 0 Posted October 9, 2002 OK, so I'll change the RPG back, but it won't matter unless the modelSpecial thing doesn't come up. Share this post Link to post Share on other sites
Maraudeur 0 Posted October 9, 2002 I think it's correct, neither LAW or RPG can be reloaded, that's a nice and usefull job you're on ! ( It's an RPG 22 type rocket launcher modelled in OFP, the RPG-7 is reloadable - like Kegety's-, not this one ) What about making 40mm grenades just one place also, rifle grenades and allow many rifles to use them ? Share this post Link to post Share on other sites
edc 0 Posted October 9, 2002 I've made a cpp so the MM1 and 6G30 can carry a lot more ammo, but now the MM1 one CTD when I preview it and it did not do that the day before yesterday. The east Heavy grenadier does work though. Â Could it be an addon I've installed that causes this to happen? Â Could someone else try them on their computer to see if its just me? Â They're all pretty small files Heavy grenadiers w/ more ammo(requires 1.75)- http://members.cox.net/olrbengax/OFPStuff/UGL.zip Realistic RPG/LAW Â (requires 1.75)http://members.cox.net/olrbengax/OFPStuff/RLAUNCH.PBO You can also d/l my M2 amphibious here*(requires atleast 1.30)http://members.cox.net/olrbengax/OFPStuff/M2Amphib.PBO *this works fine Share this post Link to post Share on other sites
Maraudeur 0 Posted October 9, 2002 yes i downloaded your grenade launchers last day they works fine too late, sorry, you saw it argh. Those modifications are higly usefull, keep that way ! thanks ! --BTW, are you sure the Bradley is amphibious ? I'm not sure but i have a big doubt -- Share this post Link to post Share on other sites
edc 0 Posted October 10, 2002 I think the Bradley is 'amphibious w/ preparation'. IRL I think theres floats or something that go around it. Share this post Link to post Share on other sites
edc 0 Posted October 10, 2002 OK, I've gotten them to work now. Â I also posted this on OFPEC and someone told me there that the stuff in the cfgpatches has to be the same as the weapons/vehicles classes. Â Now my promblem is this:First the pictures of the LAW launcher and missile don't show up, and second it doesn't take more time than normal to reload-which I want it to since the LAW is not reloadable in real life. Â I just updated the cpp I posted at the begininng to what it looks like now. You can d/l my more realistic MM1 and 6G30 and the more realistic LAW/RPG in one zip here:http://members.cox.net/olrbengax/OFPStuff/RealPack.zip Share this post Link to post Share on other sites