Damage Inc 0 Posted November 20, 2001 I'm not sure but it looks like you have one }; too many after the CfgWeapons class, try taking one of them off. Share this post Link to post Share on other sites
Rob 1 Posted November 20, 2001 aaaahhhh it wants me to input something at the end of the file... but WOT?? Share this post Link to post Share on other sites
hollywood 0 Posted November 20, 2001 D you need a semi-colon after the line below? picture="\dtaext\equip\w\w_at4launcher.paa" I haven't done any OFP scripting but as a C++/Java developer that line looks wrong. Share this post Link to post Share on other sites
Damage Inc 0 Posted November 20, 2001 I think you need. I'm trying to get this thing to work, but I've only been able to get a new error: 'r' encountered instead of '{'. Share this post Link to post Share on other sites
hollywood 0 Posted November 20, 2001 Also, as of the source you posted, you appear to have two spare right braces after the FullAuto class. I'm still checking the rest BTW Share this post Link to post Share on other sites
hollywood 0 Posted November 20, 2001 Plus 2 spare after CfgVehicles and 1 after CfgNonAIVehicles...if the syntax obeys normal rules then that should certainly be closer to correct. Share this post Link to post Share on other sites
Rob 1 Posted November 20, 2001 can u plz then copy the thing out and post it so i can copy it..... all help appreciated. Share this post Link to post Share on other sites
Damage Inc 0 Posted November 20, 2001 There's oly one after the FullAuto class, because the next one "closes" the CfgWeapons class. Share this post Link to post Share on other sites
Rob 1 Posted November 20, 2001 like i said can u plz copy it and let me copy it becuz im getting confused with both of u saying do this do that, no do that do this... Share this post Link to post Share on other sites
Damage Inc 0 Posted November 20, 2001 I almost got it to work. Just a few more tweaks, and it's working. Share this post Link to post Share on other sites
Rob 1 Posted November 20, 2001 cool.. hurry hurry hurry Share this post Link to post Share on other sites
Damage Inc 0 Posted November 20, 2001 I don't think that I can get this thing to work after all and I seriously doubt it that rocket launchers can be given multiple fire modes in OFP. I can post the config.cpp and see if someone else can get this to work. Share this post Link to post Share on other sites
Rob 1 Posted November 20, 2001 well the automatic launcher was just a thought... go ahead and post it anyway. if not then i will just use the original. Share this post Link to post Share on other sites
Damage Inc 0 Posted November 20, 2001 // 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 WeaponNoSlot0// dummy weapons #define WeaponSlotPrimary1// primary weapons #define WeaponSlotSecondary16// secondary weapons #define WeaponSlotItem256// items #define WeaponSlotBinocular4096// binocular #define WeaponHardMounted65536 class CfgPatches { class RPG90soldier { units[] = {RPG90soldier}; weapons[] = {}; requiredVersion = 1.30; }; }; class CfgAmmo { class default {}; class LAW : Default {}; class RPG : LAW {}; class RPG90ammo : RPG { hit=3000; indirectHit=1000; indirectHitRange=7; picture="\dtaext\equip\w\w_at4launcher.paa"; }; }; class CfgWeapons { class default {}; class LAWLauncher : default {}; class CarlGustavLauncher : LAWLauncher {}; class AT4Launcher : CarlGustavLauncher {}; class RPG90launcher : AT4Launcher { displayName = "RPG90"; displayNameMagazine = "RPG90"; shortNameMagazine = "RPG90"; initspeed=80; count = 3; maxLeadSpeed=200; scopeWeapon = public; scopeMagazine = public; picture="\dtaext\equip\w\w_at4launcher.paa"; optics = true; magazines[]={"RPG90launcher"}; opticsZoomMin=0.35; //was 0.21 opticsZoomMax=0.35; modes[]={"Single","FullAuto"}; class Single { displayName="RPG90"; ammo = "RPG90ammo"; count = 3; multiplier=1; burst=1; modelOptics="optika_Lawlauncher"; dispersion=0.005; soundContinuous=0; reloadTime=0.7; ffCount=1; recoil="sniperSingle"; recoilFixed=riffleAutoFixed; autoFire = 0; aiRateOfFire=0.1; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero sound[]={"Weapons\at_launch",0.010000,1}; useAction = 0; useActionTitle = ""; }; class FullAuto { ammo = "RPG90ammo"; displayName = "RPG90 Full Auto"; count = 3; multiplier=1; burst=1; dispersion=0.020; sound[]={"Weapons\at_launch",0.010000,1}; soundContinuous=0; reloadTime=0.09; ffCount=1; recoil=sniperSingle; recoilFixed=riffleAutoFixed; autoFire = true; aiRateOfFire=0.1; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction = false; useActionTitle = ""; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier: Man{}; class SoldierWB: Soldier{}; class SoldierWLAW: SoldierWB{}; class SoldierWAT: SoldierWLAW{}; class RPG90soldier: SoldierWAT { displayName="RPG90 soldier"; weapons[]={M16,RPG90launcher,"Throw","Put"}; magazines[]={RPG90ammo, RPG90ammo, RPG90ammo,M16, M16, M16 }; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyRPG90: ProxyWeapon {}; }; Here it is...the soldier doesn't work though, and when you add the weapon to a soldier, you see two empty weapons named RPG90 in the action menu (?). Share this post Link to post Share on other sites
Rob 1 Posted November 20, 2001 well then if i wanted to simply use the launcher without the single and double then would i only have to remove these parts and they would work? o and btw maybe the reason y u didn't see anything was cuz u dont have my paa file or my p3d. Share this post Link to post Share on other sites
Damage Inc 0 Posted November 21, 2001 I removed the model part from the .cpp file. If you remove the full auto and single things and tweak it a bit, it will work. Share this post Link to post Share on other sites
Rob 1 Posted November 21, 2001 so if i just used <span style='color:red'>class CfgWeapons { class default {}; class LAWLauncher : default {}; class CarlGustavLauncher : LAWLauncher {}; class AT4Launcher : CarlGustavLauncher {}; class RPG90launcher : AT4Launcher { displayName = "RPG90"; displayNameMagazine = "RPG90"; shortNameMagazine = "RPG90"; initspeed=80; count = 3; maxLeadSpeed=200; scopeWeapon = public; scopeMagazine = public; picture="\dtaext\equip\w\w_at4launcher.paa"; optics = true; magazines[]={"RPG90launcher"}; opticsZoomMin=0.35; //was 0.21 opticsZoomMax=0.35; }; };</span> it should work? Share this post Link to post Share on other sites
Damage Inc 0 Posted November 21, 2001 It won't work with just that. I'll post a new config.cpp later without the single and full auto. Share this post Link to post Share on other sites
Damage Inc 0 Posted November 21, 2001 Here it is: // 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 WeaponNoSlot0// dummy weapons #define WeaponSlotPrimary1// primary weapons #define WeaponSlotSecondary16// secondary weapons #define WeaponSlotItem256// items #define WeaponSlotBinocular4096// binocular #define WeaponHardMounted65536 class CfgPatches { class RPG90soldier { units[] = {RPG90soldier}; weapons[] = {}; requiredVersion = 1.30; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWLAW:SoldierWB{}; class SoldierWAT:SoldierWLAW{}; class RPG90soldier:SoldierWAT{ displayName="RPG90 Soldier"; weapons[]={RPG90Launcher,M16}; magazines[]={RPG90Launcher,M16,M16,M16}; }; }; class CfgAmmo { class default {}; class AT3: Default {}; class LAW: AT3 {}; class RPG : LAW {}; class RPG90ammo : RPG { hit=3000; indirectHit=1000; indirectHitRange=7; picture="\dtaext\equip\w\w_at4launcher.paa"; }; }; class CfgWeapons { class default {}; class LAWLauncher : default {}; class CarlGustavLauncher : LAWLauncher {}; class AT4Launcher : CarlGustavLauncher {}; class RPG90launcher : AT4Launcher { displayName = RPG90; displayNameMagazine = RPG90; shortNameMagazine = RPG90; modelOptics="optika_LAW"; scopeWeapon = public; scopeMagazine = public; picture="\dtaext\equip\w\w_at4launcher.paa"; optics = true; opticsZoomMin=0.35; //was 0.21 opticsZoomMax=0.35; ammo = RPG90ammo; count=1; initspeed=80; maxLeadSpeed=200; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyRPG90: ProxyWeapon {}; }; Share this post Link to post Share on other sites
Damage Inc 0 Posted November 21, 2001 You'll have to add your model. BTW, this weapon is pretty powerful. Share this post Link to post Share on other sites
Rob 1 Posted November 21, 2001 thx alot mate ur a genius..... one more thing... how come the game wont let u have more than one rpg? it crashes. is it because the original one only lets u use 1? Share this post Link to post Share on other sites