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Help_ Rifles not listed in the editor

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Hi everyone,

I have some weapons that are not being listed in the editor. What am I doing wrong?

 

Thank you

Spoiler

#include "BIS_AddonInfo.hpp"
	// BRAF_WEAPONS //
	
	class CfgPatches
	{
		class BRAF_Weapons
		{
			units[] = {};
			weapons[] = {};
			requiredVersion = 0.1;
			requiredAddons[] = {"A3_weapons_f", "A3_weapons_f_beta","A3_weapons_f_epb","A3_weapons_f_gamma","A3_weapons_f_epa"};
		};
	};
	//*extern*//
	class Default;
	class Pistol_Base_F;
	class BulletCore: Default {};
	class BulletBase: BulletCore {};
	class B_556x45_Ball: BulletBase{};
	class CA_Magazine;
	class RifleCore: Default{};
	class Rifle: RifleCore{};
    class Rifle_Base_F: Rifle{};
    class Rifle_Long_Base_F: Rifle_Base_F{};
    class Mode_SemiAuto;
    class Mode_FullAuto;
    class CowsSlot;
    class WeaponSlotsInfo;
	class RocketBase;
	class MissileBase;
	class CA_LauncherMagazine;
    class Launcher;
	class LauncherCore;
    class Launcher_Base_F;
	class UGL_F;
	class PointerSlot;
	class UnderBarrelSlot;
	class SlotInfo;
	
	//MUNIÇÕES//
	class CfgAmmo
	{
		class B_556x45_Dim_T: B_556x45_Ball{
		nvgOnly = true;
		};
		class 84mm_HEAT_AT4: RocketBase 
		{
			airfriction = -0.075;
			airlock = 0;
			allowagainstinfantry = 0;
			cost = 200;
			cratereffects = "ATMissileCrater";
			effectsmissile = "missile2";
			effectsmissileinit = "";
			explosioneffects = "ATMissileExplosion";
			fusedistance = 10;
			hit = 420;
			indirecthit = 25;
			indirecthitrange = 3;
			inittime = 0;
			irlock = 1;
			maneuvrability = 0;
			maxspeed = 170;
			model = "BRAF_Weapons\Launchers\AT4\M136_Rocket.p3d";
			sideairfriction = 0.3;
			thrust = 1;
			thrusttime = 0.01;
			timetolive = 10;
			whistledist = 2;
		};
		class M_9M342_Igla_S: MissileBase {
			airlock = 1;
			cmimmunity = 0.9;
			cost = 10000;
			cratereffects = "AAMissileCrater";
			effectsmissile = "missile3";
			explosioneffects = "AAMissileExplosion";
			fusedistance = 120;
			hit = 70;
			indirecthit = 50;
			indirecthitrange = 8;
			inittime = 0.25;
			irlock = 1;
			maneuvrability = 14;
			maxspeed = 800;
			model = "BRAF_Weapons\Launchers\Igla_S\Rocket_9M342.p3d";
			simulationstep = 0.002;
			thrust = 840;
			thrusttime = 1.5;
			timetolive = 15;
			tracklead = 0;
			trackoversteer = 0.85;
			weaponlocksystem = "2 + 16";
			whistledist = 16;
		};
	};
	
	//PENTES//
	class CfgMagazines
	{	
		class 9Rnd_9mm_M973: CA_Magazine {
			ammo = "B_9x21_Ball";
			count = 9;
			descriptionshort = "Caliber: 9x21 mm<br />Rounds: 30<br />Used in: M973";
			displayname = "9mm 9Rnd Mag";
			initspeed = 390;
			mass = 10;
			picture = "\BRAF_Weapons\pistols\M973\data\UI\m_M973_ca.paa";
			scope = 2;
			tracersevery = 0;
		};
		class 200Rnd_556x45_Minimi: CA_Magazine{
            ammo = "B_556x45_Dim_T";
            count = 200;
            descriptionshort = "Caliber: 5.56x45 mm NATO <br/>Rounds: 200  <br/>Used in: FN Minimi";
            displayname = "200Rnd. FN Minimi Belt";
            initspeed = 915;
            lastroundstracer = 4;
            namesound = "mgun";
			mass = 40;
            picture = "\BRAF_Weapons\rifles\FN_MINIMI\Data\UI\m_m249_ca.paa";
            scope = 2;
            reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_M200", 0.446684, 1, 20};
            sound[] = {"BRAF_Weapons\rifles\FN_Minimi\Data\Sound\M249_1_SS", 17.7828, 1, 1300};
            tracersevery = 4;
            type = "2*      256";
        };
		class 1Rnd_84mm_HEAT_AT4: CA_LauncherMagazine 
		{
			ammo = "84mm_HEAT_AT4";
			descriptionshort = "Type: AT4 missile<br />Rounds: 1<br />Used in: AT4";
			displayname = "AT4 Missile";
			displaynameshort = "AT";
			initspeed = 285;
			mass = 20.15;
			model = "\AT4\M136_ammo.p3d";
			modelspecial = "BRAF_Weapons\Launchers\AT4\m136_launcher_loaded.p3d";
			picture = "\BRAF_Weapons\Launchers\AT4\data\ui\m_m136_ca.paa";
			scope = 2;
			type = "6* 256";
		};
        class 1Rnd_9M342_Igla_S: CA_LauncherMagazine {
			ammo = "M_9M342_Igla_S";
			descriptionshort = "Range: 6000 m <br/>Type: ground-air <br/>Used in: 9K338 Igla-S";
			displayname = "9M342";
			displaynameshort = "AA";
			initspeed = 40;
			mass = 100;
			maxleadspeed = 320;
			model = "BRAF_Weapons\Launchers\Igla_S\igla_proxy.p3d";
			modelspecial = "BRAF_Weapons\Launchers\Igla_S\igla_loaded.p3d";
			picture = "\BRAF_Weapons\Launchers\Igla_S\data\UI\m_strela_ca.paa";
			scope = 2;
			type = "6 * 		256";
		};
	};
	
	//ARMAS//
	class CfgWeapons
	{
		
		///========================================RIFLES===================================================///
		
		class IA2_base_F: Rifle_Base_F {
			picture = "\braf_weapons\rifles\IA2\data\UI\gear_imbel_566_x_ca.paa";
			aidispersioncoefx = 4;
			aidispersioncoefy = 6;
			bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.398107, 1, 15};
			bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.281838, 1, 15};
			bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.281838, 1, 15};
			bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.281838, 1, 15};
			bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.398107, 1, 15};
			bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.398107, 1, 15};
			bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.398107, 1, 15};
			bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.281838, 1, 15};
			bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.281838, 1, 15};
			bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.281838, 1, 15};
			bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.281838, 1, 15};
			bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.281838, 1, 15};
			descriptionshort = "Assault rifle  <br/>Caliber: 5.56x45 mm NATO";
			distancezoommax = 300;
			distancezoommin = 300;
			drysound[] = {"A3\sounds_f\weapons\Other\dry3", 0.316228, 1, 10};
			handAnim[] = {"OFP2_ManSkeleton", "BRAF_Weapons\rifles\IA2\data\Anim\Handanim_IA2_556_Carbine.rtm"};
			magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow"};
			modes[] = {"Single", "FullAuto", "fullauto_medium", "single_medium_optics1", "single_far_optics2"};
			opticszoominit = 0.75;
			opticszoommax = 1.1;
			opticszoommin = 0.375;
			reloadAction = "GestureReloadKatiba";
			reloadmagazinesound[] = {"A3\sounds_f\weapons\mk20\mk20_relaod_final", 0.316228, 1, 20};
			scope = 0;
			soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
			class Library {
				libtextdesc = "The IA2 assault rifle, designed and built in Brazil by IMBEL, is designed to replace the FAL, M16A2 and HK33 currently in service with the Brazilian Armed Forces.";
			};
			class WeaponSlotsInfo: WeaponSlotsInfo {
				class MuzzleSlot: SlotInfo {
					compatibleitems[] = {"muzzle_snds_M"};
					linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
					iconPosition[] = {0.0, 0.45}; /// position of the slot icon inside of the weapon icon, relative to top-left corner in {right, down} format
					iconScale = 0.2; /// scale of icon described in iconPicture
					iconPicture = "\A3\Weapons_F\Data\UI\attachment_muzzle.paa"; /// icon for selected slot
					iconPinpoint = "Center"; /// top, bottom, left, right, center alignment of the icon on snap point
				};
				class CowsSlot: CowsSlot {
					iconPosition[] = {0.5, 0.35};
                   iconScale = 0.2;
				};
				class PointerSlot: PointerSlot {
				};
				class UnderBarrelSlot: UnderBarrelSlot /// using test bipod
			{
					iconPosition[] = {0.20, 0.45};
					iconScale = 0.25;
				compatibleItems[] = {"bipod_01_F_blk"};		
			};			
			};
			
			class Single: Mode_SemiAuto /// Pew
		{
			sounds[] = {		/// the new parameter to distinguish muzzle accessories type
				StandardSound, // default zvuk
				SilencedSound // silenced zvuk
			};

			class BaseSoundModeType
			{

				weaponSoundEffect  = "DefaultRifle"; /// custom made sounds

				closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10}; /// custom made sounds
				closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_7", db3, 1,10}; /// custom made sounds
				soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
			};

			class StandardSound: BaseSoundModeType
			{
				begin1[] = {"A3\sounds_f\weapons\MX\mx-st-full-1", db3, 1,1200}; /// custom made sounds
				begin2[] = {"A3\sounds_f\weapons\MX\mx-st-full-2", db3, 1,1200}; /// custom made sounds
				soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
			};

			class SilencedSound: BaseSoundModeType
			{
				begin1[]={"A3\sounds_f\weapons\silenced\silent-18", db-2, 1,100};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-19", db-2, 1,100};
				begin3[]={"A3\sounds_f\weapons\silenced\silent-11", db-2, 1,100};
				soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333};
			};
			
			reloadTime = 0.096; /// means some 625 rounds per minute
			dispersion = 0.0011; /// A bit less than 3 MOA
			
			recoil = "recoil_single_mk20"; /// defined in cfgRecoils "recoil_single_Test_rifle_01"
			recoilProne = "recoil_single_prone_mk20"; /// defined in cfgRecoils "recoil_single_prone_Test_rifle_01"
			
			minRange = 2; minRangeProbab = 0.5; 	/// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
			midRange = 150; midRangeProbab = 0.7; 	/// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
			maxRange = 300; maxRangeProbab = 0.2; 	/// probability of the weapon, does some calculation and compares it with calculated probability of other weapons
		};
			
			
		class FullAuto: Mode_FullAuto /// Pew-pew-pew-pew-pew
		{
			sounds[] = {		/// the new parameter to distinguish muzzle accessories type
				StandardSound, // default zvuk
				SilencedSound // silenced zvuk
			};

			class BaseSoundModeType
			{

				weaponSoundEffect  = "DefaultRifle"; /// custom made sounds

				closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10}; /// custom made sounds
				closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_7", db3, 1,10}; /// custom made sounds
				soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
			};

			class StandardSound: BaseSoundModeType
			{
				begin1[] = {"A3\sounds_f\weapons\MX\mx-st-full-1", db3, 1,1200}; /// custom made sounds
				begin2[] = {"A3\sounds_f\weapons\MX\mx-st-full-2", db3, 1,1200}; /// custom made sounds
				soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
			};

			class SilencedSound: BaseSoundModeType
			{
				begin1[]={"A3\sounds_f\weapons\silenced\silent-18", db-2, 1,100};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-19", db-2, 1,100};
				begin3[]={"A3\sounds_f\weapons\silenced\silent-11", db-2, 1,100};
				soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333};
			};

			reloadTime = 0.07;
			dispersion =  0.0011;
			
			recoil = "recoil_auto_mk20"; /// defined in cfgRecoils "recoil_auto_Test_rifle_01"
			recoilProne = "recoil_auto_prone_mk20"; /// defined in cfgRecoils "recoil_auto_prone_Test_rifle_01"
			
			minRange = 0; minRangeProbab = 0.9;
			midRange = 15; midRangeProbab = 0.7;
			maxRange = 30; maxRangeProbab = 0.1; 
			
			aiRateOfFire = 0.000001;
		};
		
		class fullauto_medium: FullAuto /// Pew, pew, pew only for AI
		{
			showToPlayer = 0;
			burst = 3;
			
			minRange = 2; minRangeProbab = 0.5;
			midRange = 75; midRangeProbab = 0.7;
			maxRange = 100; maxRangeProbab = 0.05; 
			
			aiRateOfFire = 2.0;
			aiRateOfFireDistance = 200;
		};
				
		
		class single_medium_optics1: Single /// Pew for AI with collimator sights
		{
			requiredOpticType = 1;
			showToPlayer = 0;
			
			minRange = 5; minRangeProbab = 0.2; 
			midRange = 350; midRangeProbab = 0.7; 
			maxRange = 500; maxRangeProbab = 0.3;
	
			aiRateOfFire = 5;
			aiRateOfFireDistance = 500;
		};
		
		class single_far_optics2: single_medium_optics1	/// Pew for AI with better sights
		{
			requiredOpticType = 2;
			showToPlayer = 0;
			
			minRange = 100; minRangeProbab = 0.2; 
			midRange = 550; midRangeProbab = 0.7; 
			maxRange = 700; maxRangeProbab = 0.05; 
			
			aiRateOfFire = 7;
			aiRateOfFireDistance = 700;
		};
				
			class EGLM: UGL_F {
				cameradir = "OP_look";
				discretedistance[] = {100, 200, 300, 400};
				discretedistancecamerapoint[] = {"OP_eye", "OP_eye2", "OP_eye3", "OP_eye4"};
				discretedistanceinitindex = 1;
				useexternaloptic = 0;
				usemodeloptics = 0;
			};
		};
		class BRAF_Imbel_IA2_556_Carbine: IA2_base_F {
			model= "BRAF_Weapons\rifles\IA2\IA2_C_556.p3d";
			displayname = "IA2 C 5.56mm";
			scope = 2;
		};
		class Imbel_IA2_R_GL_556: IA2_base_F {
			model= "BRAF_Weapons\rifles\IA2\IA2_R_GL_556.p3d";
			displayname = "IA2 R GL 5.56mm";
			scope = 2;
			dexterity = 1.41;
			handanim[] = {"OFP2_ManSkeleton", "BRAF_Weapons\rifles\IA2\data\anim\handanim_IA2_GL.rtm"};
			muzzles[] = {"this", "EGLM"};
			uipicture = "\A3\Weapons_F\data\UI\icon_gl_CA.paa";
			weaponinfotype = "RscWeaponZeroing";
			class WeaponSlotsInfo: WeaponSlotsInfo {
				mass = 50;
			};	
		};
		
		class Imbel_IA2_R_762: IA2_base_F {
			model= "BRAF_Weapons\rifles\IA2\IA2_R_762.p3d";
			displayname = "IA2 R 7.62mm";
			scope = 2;
			magazines[] = {"20Rnd_762x51_Mag"};
		};
		///========================================LANÇADORES===================================================///
		
		class AT4: Launcher{
		
			afmax = 0;
			airateoffire = 10;
			airateoffiredistance = 250;
			descriptionshort = "Anti-tank missile launcher <br/>Unguided";
			displayname = "AT-4";
			drysound[] = {"A3\sounds_f\weapons\other\dry6", 0.0316228, 1, 10};
			handanim[] = {"OFP2_ManSkeleton", "BRAF_Weapons\launchers\AT4\data\anim\m136.rtm"};
			lockacquire = 0;
			magazines[] = {"1Rnd_84mm_HEAT_AT4"};
			htmax = 420;
			htmin = 1;
			maxrange = 300;
			mfact = 1;
			mfmax = 0;
			midrange = 200;
			minrange = 10;
			model = "BRAF_Weapons\launchers\AT4\m136_launcher.p3d";
			picture = "\BRAF_Weapons\launchers\AT4\data\ui\w_m136_launcher_ca.paa";
			recoil = "recoil_single_law";
			reloadaction = "ReloadRPG";
			reloadmagazinesound[] = {"A3\sounds_f\weapons\rockets\titan_reload_final", 0.562341, 1, 50};
			scope = 2;
			sound[] = {"A3\Sounds_F\weapons\Launcher\rpg32", 1.99526, 1, 800};
			soundfly[] = {"A3\sounds_f\weapons\rockets\rocket_fly_1", 0.316228, 1.5, 700};
			weaponsoundeffect = "DefaultRifle";
			memorypointcamera = "eye";
			optics = 0;
			modeloptics = "-";
			tbody = 100;
			//weaponinfotype = "RscWeaponZeroing";			//desligado//
			//discretedistance[] = {100, 150, 200, 250, 300, 350, 400, 450, 500}; //desligado//
			//discretedistanceinitindex = 3; //desligado//
			
			class GunParticles 
			{
				class effect1 
				{
					directionname = "usti hlavne";
					effectname = "RocketBackEffectsRPGNT";
					positionname = "konec hlavne";
				};
			};
			
			class WeaponSlotsInfo
			{
				allowedslots[] = {901};
				mass = 100;
			};
			
			class Library {
				libtextdesc = "The AT-4 is the successor of the M72 LAW in US Army service. The M136 is a recoilless weapon used primarily by infantry to defeat light armor. The 84mm High Explosive Anti-Tank (HEAT) warhead provides high penetration capability and lethal after-armor effects.";
			};
		};
		class Igla_S: Launcher_Base_F{
			afmax = 0;
			airateoffire = 5;
			airateoffiredistance = 3100;
			canlock = 2;
			cmimmunity = 0.9;
			cursor = "Missile";
			cursoraim = "EmptyCursor";
			cursorsize = 1;
			lockacquire = 0;
			reloadaction = "ReloadRPG";
			lockedtargetsound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.316228, 2.5};
			lockingtargetsound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.316228, 1};
			descriptionshort = "Surface-to-air missile launcher <br/>Guided";
			displayname = "9K338 Igla-S";
			drysound[] = {"A3\sounds_f\weapons\other\dry6", 0.158489, 1, 18};
			handanim[] = {"OFP2_ManSkeleton", "BRAF_Weapons\launchers\Igla_S\data\Anim\Igla.rtm"};
			htmax = 480;
			htmin = 1;
			magazines[] = {"1Rnd_9M342_Igla_S"};
			maxrange = 6000;
			maxrangeprobab = 0.1;
			mfact = 1;
			mfmax = 0;
			midrange = 3100;
			midrangeprobab = 0.9;
			minrange = 10;
			minrangeprobab = 0.4;
			maxleadspeed = 320;
			model = "braf_weapons\launchers\Igla_S\Igla.p3d";
			modeloptics = "-";
			namesound = "aalauncher";
			picture = "\BRAF_Weapons\launchers\Igla_s\Data\UI\W_IGLA_CA.paa";
			recoil = "recoil_single_titan";
			reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\missile_reload", 0.316228, 1, 20};
			scope = 2;
			sound[] = {"A3\sounds_f\weapons\launcher\nlaw_final_2", 3.16228, 1, 1400};
			soundfly[] = {"A3\sounds_f\weapons\rockets\rocket_fly_1", 0.630957, 1.5, 300};
			tbody = 100;
			uipicture = "\BRAF_Weapons\launchers\Igla_S\data\ui\i_aa_CA.paa";
			value = 20;
			weaponlockdelay = 3;
			weaponlocksystem = 1;
			class Library {
				libtextdesc = "The Igla (in English: Needle) is a Russian, man-portable infrared homing surface-to-air missile weapon. This weapon is designated as 'SA-18' in the US and its NATO reporting name is 'Grouse.' <br/>The Igla uses 9M39 missiles. This weapon is highly valued for its resistance to countermeasures. Because of its easy availability on the black market it has often been used in terrorist attacks on civilian aircraft over last 30 years, mostly in Africa.";
			};
		};
		
		///========================================METRALHADORAS===================================================///
		
		class FN_Minimi: Rifle_Long_Base_F{
            afmax = 0;
            aidispersioncoefx = 14;
            aidispersioncoefy = 14;
            bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.501187, 1, 15};
            bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.251189, 1, 15};
            bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.251189, 1, 15};
            bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.251189, 1, 15};
            bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.501187, 1, 15};
            bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.501187, 1, 15};
            bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.501187, 1, 15};
            bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.398107, 1, 15};
            bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.398107, 1, 15};
            bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.398107, 1, 15};
            bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.398107, 1, 15};
            bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.251189, 1, 15};
            descriptionshort = "Light machine gun <br/>Caliber: 5.56x45mm NATO";
            cursor = "mg";
            cursoraim = "EmptyCursor";
            namesound = "Mgun";
            dexterity = 1.21;
            handanim[] = {"OFP2_ManSkeleton","BRAF_Weapons\rifles\FN_MINIMI\Data\Anim\FN_Minimi.rtm"};
            displayname = "FN Minimi";
            drysound[] = {"A3\sounds_f\weapons\Other\dry_1", 0.446684, 1, 10};
            htmax = 600;
            htmin = 1;
            magazines[] = {"200Rnd_556x45_Minimi"};
            mfact = 1;
            mfmax = 0;
            model = "BRAF_Weapons\rifles\FN_Minimi\FN_Minimi.p3d";
            soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
            modes[] = {"FullAuto", "close", "short", "medium"};
            picture = "\BRAF_Weapons\rifles\FN_Minimi\data\UI\gear_minimi_x_ca.paa";
            reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_M200", 0.446684, 1, 20};
            scope = 2;
            reloadaction = "GestureReloadM200";
            tbody = 100;
            uipicture = "\A3\weapons_f\data\UI\icon_mg_CA.paa";
			deployedPivot    = "bipod";       /// what point should be used to be on surface while unfolded
			hasBipod         = true;          /// a weapon with bipod obviously has a bipod
			soundBipodDown[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_down",db-3, 1, 20}; /// sound of unfolding the bipod
			soundBipodUp[]   = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_up",db-3, 1, 20}; /// sound of folding the bipod
			
            class ItemInfo {
                priority = 1;
            };
            class WeaponSlotsInfo: WeaponSlotsInfo {
                mass = 120;
                class CowsSlot {
                    access = 1;
                    compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr","optic_NVS","optic_Holosight","optic_MRCO","optic_tws_mg"};
                    displayname = "Optics Slot";
                    linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
                    scope = 0;
                };
            };
			
			
			class FullAuto: Mode_FullAuto {
				displayname = "";
                maxrange = 10;
                maxrangeprobab = 0.04;
				aiRateOfFire = 0.000001;
                midrange = 5;
                midrangeprobab = 0.58;
                minrange = 0;
                minrangeprobab = 0.3;
				showtoplayer = 1;
				soundbegin[] = {"begin1", 0.5, "begin2", 0.5};
				soundburst = 0;
				soundcontinuous = 0;
				weaponsoundeffect = "DefaultRifle";
				reloadtime = 0.07;
				dispersion = 0.0015;
				recoil = "recoil_auto_mk200";
				recoilProne = "recoil_auto_prone_mk200";
				sounds[] = {"StandardSound"};

			class BaseSoundModeType {
				closure1[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Closure_zafir_01", 0.562341, 1, 10};
				closure2[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Closure_zafir_02", 0.562341, 1, 10};
				soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000};
			};

			class StandardSound: BaseSoundModeType {
				begin1[] = {"braf_weapons\rifles\FN_MINIMI\Data\Sound\M249_single1", 1.77828, 1, 1000};
                begin2[] = {"braf_weapons\rifles\FN_MINIMI\Data\Sound\M249_single2", 1.77828, 1, 1000};
				soundbegin[] = {"begin1", 0.5, "begin2", 0.5};

				class SoundTails {

					class TailTrees {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_trees", 1.000000, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};

					class TailForest {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_forest", 1.000000, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};

					class TailMeadows {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_meadows", 1.000000, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};

					class TailHouses {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_houses", 1.000000, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};

					class TailInterior {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_interior", 1.995262, 1, 1200};
						frequency = 1;
						volume = "interior";
					};
				};
			};
		};
			
      
            class close: FullAuto {
                airateoffire = 0.5;
                airateoffiredistance = 50;
                burst = 10;
                maxrange = 50;
                maxrangeprobab = 0.04;
                midrange = 20;
                midrangeprobab = 0.58;
                minrange = 10;
                minrangeprobab = 0.05;
                showtoplayer = 0;
            };
            class short: close {
                airateoffire = 1.5;
                airateoffiredistance = 300;
                burst = 8;
                maxrange = 300;
                maxrangeprobab = 0.04;
                midrange = 150;
                midrangeprobab = 0.58;
                minrange = 50;
                minrangeprobab = 0.05;
            };
            class medium: close {
                airateoffire = 2.5;
                airateoffiredistance = 600;
                burst = 12;
                maxrange = 600;
                maxrangeprobab = 0.04;
                midrange = 400;
                midrangeprobab = 0.58;
                minrange = 200;
                minrangeprobab = 0.05;
            };
			
			class far_optic1: close {
			requiredOpticType = 1;
			showToPlayer = 0;
			burst = 3;
			aiRateOfFire = 9;
			aiRateOfFireDistance = 900;
			minRange = 350;
			minRangeProbab = 0.040000;
			midRange = 550;
			midRangeProbab = 0.500000;
			maxRange = 700;
			maxRangeProbab = 0.010000;
		};

		class far_optic2: far_optic1 {
			requiredOpticType = 2;
			autoFire = 0;
			burst = 1;
			minRange = 400;
			minRangeProbab = 0.050000;
			midRange = 800;
			midRangeProbab = 0.500000;
			maxRange = 1000;
			maxRangeProbab = 0.010000;
		};
			
            class Library {
                libtextdesc = "The FN Minimi is a fully-automatic, gas-operated, magazine or belt-fed individual weapon.<br/>It is the standard US Army light machine gun based on the Belgian FN Minimi, featuring a 200 round plastic magazine box. The bipod can be collapsed and the weapon can be fired from the hands.<br/>The M249 SAW provides the squad with the accurate and sustained fire required to suppress and destroy enemy targets.";
            };
        };
		
		///========================================PISTOLAS===================================================///
		
		class M973: Pistol_Base_F {
		scope = 2;
		model = "BRAF_Weapons\pistols\M973\M973.p3d";
		picture = "\BRAF_Weapons\pistols\M973\data\UI\W_M973_CA.paa";
		uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
		magazines[] = {"9Rnd_9mm_M973"};
		reloadAction = "GestureReloadPistol";
		recoil = "recoil_pistol_p07";
		displayname = "M973";
		drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\dry_P07", 0.398107, 1, 20};
		reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\reload_P07", 1.000000, 1, 10};
		modes[] = {"Single"};

		class Single: Mode_SemiAuto {
			sounds[] = {"StandardSound", "SilencedSound"};

			class BaseSoundModeType {
				closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Closure_P07_01", 0.223872, 1, 10};
				closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Closure_P07_02", 0.223872, 1.200000, 10};
				soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000};
			};

			class StandardSound: BaseSoundModeType {
				begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_01", 3.981072, 1, 1200};
				begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_02", 3.981072, 1, 1200};
				begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_03", 3.981072, 1, 1200};
				soundBegin[] = {"begin1", 0.330000, "begin2", 0.330000, "begin1", 0.340000};

				class SoundTails {

					class TailInterior {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_interior", 1.000000, 1, 1200};
						frequency = 1;
						volume = "interior";
					};

					class TailTrees {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_trees", 1.000000, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};

					class TailForest {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_forest", 1.000000, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};

					class TailMeadows {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_meadows", 1.000000, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};

					class TailHouses {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_houses", 1.000000, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};
				};
			};

			class SilencedSound: BaseSoundModeType {
				begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_01", 0.562341, 1, 400};
				begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_02", 0.562341, 1, 400};
				begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_03", 0.562341, 1, 400};
				soundBegin[] = {"begin1", 0.330000, "begin2", 0.330000, "begin1", 0.340000};

				class SoundTails {

					class TailInterior {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_interior", 1.000000, 1, 400};
						frequency = 1;
						volume = "interior";
					};

					class TailTrees {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_trees", 1.000000, 1, 400};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};

					class TailForest {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_forest", 1.000000, 1, 400};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};

					class TailMeadows {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_meadows", 1.000000, 1, 400};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};

					class TailHouses {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_houses", 1.000000, 1, 400};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};
				};
			};
			recoil = "recoil_pistol_light";
			recoilProne = "recoil_prone_pistol_light";
			reloadtime = 0.13;
			dispersion = 0.003;
			minrange = 0;
			minrangeprobab = 0.1;
			midrange = 30;
			midrangeprobab = 0.3;
			maxRange = 50;
			maxrangeprobab = 0.04;
			aiRateOfFire = 0.5;
			airateoffiredistance = 50;
		};
		bullet1[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15};
		bullet2[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15};
		bullet3[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15};
		bullet4[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_04", 0.501187, 1, 15};
		bullet5[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_01", 0.398107, 1, 15};
		bullet6[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_02", 0.398107, 1, 15};
		bullet7[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_03", 0.398107, 1, 15};
		bullet8[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_04", 0.398107, 1, 15};
		bullet9[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_01", 0.223872, 1, 15};
		bullet10[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_02", 0.223872, 1, 15};
		bullet11[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_03", 0.223872, 1, 15};
		bullet12[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_04", 0.223872, 1, 15};
		soundBullet[] = {"bullet1", 0.083000, "bullet2", 0.083000, "bullet3", 0.083000, "bullet4", 0.083000, "bullet5", 0.083000, "bullet6", 0.083000, "bullet7", 0.083000, "bullet8", 0.083000, "bullet9", 0.083000, "bullet10", 0.083000, "bullet11", 0.083000, "bullet12", 0.083000};
		sounds[] = {"StandardSound", "SilencedSound"};
				
		afmax = 0;
		descriptionshort = "Semi-automatic pistol <br/>Caliber: 9x19mm";
		distancezoommax = 50;
		distancezoommin = 50;
		ffcount = 1;
		htmax = 300;
		htmin = 1;
		mfact = 1;
		mfmax = 0;
		minrange = 0;
		modeloptics = "-";
		optics = 1;
		weaponsoundeffect = "DefaultRifle";tbody = 100;
			
			class WeaponSlotsInfo: WeaponSlotsInfo {
				mass = 30;
			};
			class ItemInfo {
				priority = 2;
			};
			class Library {
				libtextdesc = "Based on the 92FS and adopted by US Military as the M9 pistol, this is the standard US Army handgun. In 1985 the M9 replaced the older .45 Colt 1911 which had been in service since World War I. This gun features a 15 round magazine and standard NATO 9mm ammunition. Some soldiers however, still prefer the .45 Colt due to its greater stopping power.";
			};
		};
	};

 

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Oww my I guess no one knows what it could be. Thank you anyways!

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On 5/16/2019 at 2:22 AM, odyseus said:

What am I doing wrong?

 

On 5/16/2019 at 2:22 AM, odyseus said:

weapons[] = {};

You say in your config that you don't have any weapons in your mod.

 

5 hours ago, odyseus said:

Oww my I guess no one knows what it could be. Thank you anyways!

Patience. Not everyone checks the forums every day.

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Which of those weapons aren't showing up? Is it all of them or just select ones? The more specific you are with your problem then the more help we can be. Also, complaining about a lack of reply is a sure way to get no help what-so-ever...

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Thank you! 

@Dedmen I try that already. Did not work. But I will give it another try.

 

@Jackal326 None of the weapons are showing in the 3d editor. I will post an image. BTW I was not complaining, maybe you have confused my comment as passive aggressive. For yall information I was surprise  that maybe no one had experience this kind of problem before,  such a "simple" yet pain in the @$$ problem. Anyways I apologize if I came across as passive aggressive. 

 

Anyways so let me try to explain it better. I have this "weapons mod" prior the 3d editor. So naturally it never worked. Now I m trying to have it display under its "class"  for example assault rifle, or lauchers and etc... https://steamcommunity.com/sharedfiles/filedetails/?id=1743395307

 

Thank you again. 

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