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rbeni12

>>>help plz<<<

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I made a unit of a 1.46 unit I added a pistol to it but I can't see it (I see it on 1.75 addons) ....

Can you help me how to make it 1.85. compatible??? crazy.gif

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I have to edit the config.cpp confused.gif? sad.gif

Maybe I change the soldier model but It has a lot of work with it....

heres a picpics2.jpg

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CAn you help me with config.cpp too?

Here's it I can't shoot with the M2 I made

What's the problem???

// 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 DAVAGL

{

units[] = {};

weapons[] = {DAVAGL};

requiredVersion = 1.27;

};

class DAVMK19MOD3

{

units[] = {DAVMK19MOD3};

weapons[] = {};

requiredVersion = 1.27;

};

};

class CfgAmmo

{

class default {};

class BulletSingle : default{};

class BulletSingleW: BulletSingle {};

class DAVGrenAGL : BulletSingleW

{

hit=20;

cost=60;

indirectHit=0.5;

indirectHitRange=0.400000;

minRange=0.5;

minRangeProbab=0.800000;

midRange=300;

midRangeProbab=0.350000;

maxRange=1000;

maxRangeProbab=0.080000;

soundHit1[]={"weapons\bulletricochet1",0.031623,1};

soundHit2[]={"weapons\bulletricochet2",0.031623,1};

soundHit3[]={"weapons\bulletricochet3",0.031623,1};

soundHitMan1[]={"weapons\bullethitman1",0.012589,1};

soundHitMan2[]={"weapons\bullethitman2",0.012589,1};

soundHitArmor1[]={"weapons\small_impact1",0.031623,1};

soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1};

soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1};

soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1};

hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330

000};

hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000};

hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000};

hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000};

tracerColor[]={0.800000,0.000000,0.000000,1.000000};

};

};

class CfgWeapons

{

class Default{};

class MGun: Default{};

class MachineGun7_6: MGun{};

class MachineGun12_7: MachineGun7_6{};

class Browning: MachineGun12_7{};

class DAVAGL: Browning

{

ammo="DAVGrenAGL";

soundContinuous=false;

displayName="M2";

displayNameMagazine="Magazine Box";

shortNameMagazine="MK19AGL";

reloadMagazineSound[]={"\C8X_M16A2\Sounds\reload.wav",db-40,1};

count=100;

initSpeed=1000;

reloadTime=1.580000;

maxLeadSpeed=853.4;

modes[]= {"Single","FullAuto"};

};

class Single

{

ammo="DAVGrenAGL";

aiRateOfFire=5.0; // delay between shots at given distance

aiRateOfFireDistance=2287; // at shorter distance delay goes lineary to zero

sound[]={"\C8X_M16A2\Sounds\cal.50.wav",db0,1};

soundContinuous=0;

dispersion=0.002000;

displayName="Single Fire";

};

class FullAuto

{

ammo="DAVGrenAGL";

multiplier=1;

burst=1;

displayName="Auto Fire";

sound[]={"\C8X_M16A2\Sounds\cal.50.wav",db0,1};

autoFire=1;

aiRateOfFire=5.0;

aiRateOfFireDistance=2287;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land: AllVehicles{};

class LandVehicle: Land{};

class Tank: LandVehicle{};

class APC: Tank{};

class M113:APC{};

class M2StaticMG: M113{};

class DAVMK19MOD3: M2StaticMG

{

displayName="M2";

cost=13000;

weapons[]={"DAVAGL"};

magazines[]={"DAVAGL","DAVAGL","DAVAGL"};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon{};

class ProxyDAVAGL: ProxyWeapon{};

}; sad.gif

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Guest BratZ

Your making a pistol ? Will version 1.46 use pistols? I dont think so?

You also have it defined as a M2?

But I'm sorta confused...did you say you took a 1.46 soldier? If so you will have to add a pistol proxy to it.

class DAVAGL

{

units[] = {};

weapons[] = {DAVAGL};

requiredVersion = 1.27;

this should have requiredVersion = 1.75;

So old versions don't use it.

You also don't need a cfgvehicles for a weapon, but I am not exactly sure what you are trying to do

Sorry I can't help much

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i dont think a pistol will work in 1.46, the pistols came with 1.75 and the animations are not yet in 1.46

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ April 13 2003,22:45)</td></tr><tr><td id="QUOTE">i dont think a pistol will work in 1.46, the pistols came with 1.75 and the animations are not yet in 1.46<span id='postcolor'>

I know....I'm trying it with 1.90 tounge.gif

...I see the M2 machine gun but I can't fire sad.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ April 13 2003,22:45)</td></tr><tr><td id="QUOTE">i dont think a pistol will work in 1.46, the pistols came with 1.75 and the animations are not yet in 1.46<span id='postcolor'>

OK I make my soldier 1.75 ....

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (rbeni12 @ April 13 2003,12:48)</td></tr><tr><td id="QUOTE">CAn you help me with config.cpp too?

Here's it I can't shoot with the M2 I made

What's the problem???

// 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 DAVAGL

{

units[] = {};

weapons[] = {DAVAGL};

requiredVersion = 1.27;

};

class DAVMK19MOD3

{

units[] = {DAVMK19MOD3};

weapons[] = {};

requiredVersion = 1.27;

};

};

class CfgAmmo

{

class default {};

class BulletSingle : default{};

class BulletSingleW: BulletSingle {};

class DAVGrenAGL : BulletSingleW

{

hit=20;

               cost=60;

indirectHit=0.5;

indirectHitRange=0.400000;

               minRange=0.5;

minRangeProbab=0.800000;

midRange=300;

midRangeProbab=0.350000;

maxRange=1000;

maxRangeProbab=0.080000;

               soundHit1[]={"weapons\bulletricochet1",0.031623,1};

               soundHit2[]={"weapons\bulletricochet2",0.031623,1};

               soundHit3[]={"weapons\bulletricochet3",0.031623,1};

               soundHitMan1[]={"weapons\bullethitman1",0.012589,1};

               soundHitMan2[]={"weapons\bullethitman2",0.012589,1};

               soundHitArmor1[]={"weapons\small_impact1",0.031623,1};

               soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1};

               soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1};

               soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1};

               hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330

000};

               hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000};

               hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000};

               hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000};

tracerColor[]={0.800000,0.000000,0.000000,1.000000};

};

};

class CfgWeapons

{

class Default{};

class MGun: Default{};

class MachineGun7_6: MGun{};

class MachineGun12_7: MachineGun7_6{};

class Browning: MachineGun12_7{};

class DAVAGL: Browning

{

  ammo="DAVGrenAGL";

                  soundContinuous=false;

  displayName="M2";

  displayNameMagazine="Magazine Box";

  shortNameMagazine="MK19AGL";

                  reloadMagazineSound[]={"\C8X_M16A2\Sounds\reload.wav",db-40,1};

  count=100;

  initSpeed=1000;

  reloadTime=1.580000;

  maxLeadSpeed=853.4;

  modes[]= {"Single","FullAuto"};

                  };

                  class Single

  {

          ammo="DAVGrenAGL";

                          aiRateOfFire=5.0; // delay between shots at given distance

          aiRateOfFireDistance=2287; // at shorter distance delay goes lineary to zero

          sound[]={"\C8X_M16A2\Sounds\cal.50.wav",db0,1};

                          soundContinuous=0;

  dispersion=0.002000;

  displayName="Single Fire";

 };    

 class FullAuto

 {

  ammo="DAVGrenAGL";

  multiplier=1;

  burst=1;

  displayName="Auto Fire";

          sound[]={"\C8X_M16A2\Sounds\cal.50.wav",db0,1};

  autoFire=1;

                          aiRateOfFire=5.0;

          aiRateOfFireDistance=2287;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land: AllVehicles{};

class LandVehicle: Land{};

class Tank: LandVehicle{};  

class APC: Tank{};

class M113:APC{};

class M2StaticMG: M113{};

class DAVMK19MOD3: M2StaticMG

{

  displayName="M2";

  cost=13000;

  weapons[]={"DAVAGL"};

  magazines[]={"DAVAGL","DAVAGL","DAVAGL"};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon{};

class ProxyDAVAGL: ProxyWeapon{};

}; sad.gif<span id='postcolor'>

I got an error message:

No Entry ConfigBin/CfgWeapons/DAVAGL.Single

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (King Homer @ 01 May 2003,10:24)</td></tr><tr><td id="QUOTE">What u want to make? A pistol or a M2 mg? wink.gif<span id='postcolor'>

smile.gif MG (M2)

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