boom 0 Posted November 4, 2002 is this ok? // 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 #define DefaultManWeapons Throw,Put // 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 plasmarifle { units[] = {SoldierWSaboteurPlasma}; weapons[] = {plasmarifle}; requiredVersion = 1.20; }; }; class CfgAmmo { class default {}; class LAW : Default { }; class plasmaammo : LAW { hit=1520;indirectHit=1520;indirectHitRange=10; }; }; class CfgVehicles { class Man:Land{}; class Soldier:Man{}; classSoldierWB:Soldier class SoldierWSaboteur: SoldierWB class SoldierWSaboteurPipe: SoldierWSaboteur classSoldierWSaboteurplasma: SoldierWSaboteurPipe STR_DN_ADD_PLASMA_SOLDIER_Soldier (plasma) }: class CfgWeapons { class default {}; class LAWLauncher : Default {}; class plasmarifle : LAWLauncher { ammo=plasma; displayName = $STR_DN_ADD_plasma; displayNameMagazine = $STR_DN_ADD_PLASMA_AMMO_plasma; shortNameMagazine = $STR_DN_ADD_PLASMA_AMMO_SHORT_plasma; count=2; magazineReloadTime=1 reloadTime=0.5; initSpeed=500 aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero }; class plasma { weaponType = WeaponSlotPrimary; magazineType 6*WeaponSlotItem; displayName = $STR_DN_plasma model="\plasma\plasma.paa"; } }: class CfgNonAIVehicles { class ProxyWeapon{}; class Proxyplasma: ProxyWeapon {}; }; Share this post Link to post Share on other sites
soul_assassin 1723 Posted November 4, 2002 Owww...found alot of mistakes there...well here's waht you need: </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 //edited by SOul_Assassin #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 #define DefaultManWeapons Throw,Put // 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 plasmarifle { units[] = {SoldierWSaboteurPlasma}; weapons[] = {plasmarifle}; requiredVersion = 1.20; }; }; class CfgAmmo { class Default {}; class AT3 : Default {}; //This is important class LAW : AT3 {}; //as you have to keep hierarchy structure class plasmaammo : LAW { hit=1520; indirectHit=1520; indirectHitRange=10; }; }; class CfgWeapons { class Default {}; class LAWLauncher : Default {}; class plasmarifle : LAWLauncher { ammo = "plasmaammo"; // has to be the same as defined in the CfgAmmo displayName = "Plasma Rifle"; //dont bother with string tables yet displayNameMagazine = "Plasma mag"; shortNameMagazine = "plasmamag"; count=2; magazineReloadTime=1 reloadTime=0.5; initSpeed=500 aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero weaponType = WeaponSlotPrimary; magazineType=6*WeaponSlotItem; model="\plasma\plasma.p3d"; // why did u have .paa here?? model means it has }; // to be a p3d file }: class CfgVehicles { class All {}; // again keep the official hierarchy class AllVehicles : All {}; class Land : AllVehicles {}; class Man : Land {}; class Soldier : Man {}; class SoldierWB : Soldier {}; //dont forget the {}; every time you define a sub-class class SoldierWSaboteur : SoldierWB {}; class SoldierWSaboteurPipe : SoldierWSaboteur {}; class SoldierWSaboteurPlasma: SoldierWSaboteurPipe { displayName = "Saboteur (plasma)"; weapons[]={"plasmarifle","Throw","Binocular"}; magazines[]={"plasmarifle"}; }; }; class CfgNonAIVehicles { class ProxyWeapon{}; class Proxyplasma: ProxyWeapon {}; }; <span id='postcolor'> Hope that helps Share this post Link to post Share on other sites
soul_assassin 1723 Posted November 4, 2002 Please read more on coding configs at InternalEditing site And download game config.cpp files in InternalEditng download section Share this post Link to post Share on other sites
boom 0 Posted November 4, 2002 thx SA for the help and the webpage's Share this post Link to post Share on other sites
boom 0 Posted November 4, 2002 i've stuffed into a pbo and put in the addons folder in ofp but i cant find it ingame!! where would it be? Share this post Link to post Share on other sites
soul_assassin 1723 Posted November 4, 2002 havnt tried but should be under West>Man>Saboteur (plasma) Share this post Link to post Share on other sites
boom 0 Posted November 5, 2002 it isn't there. i cpoied the cpp that you did and put it in the plasma folder but i still cant find it in game is there a mistake in the cpp?? Share this post Link to post Share on other sites
soul_assassin 1723 Posted November 5, 2002 What did u name the pbo? Share this post Link to post Share on other sites