rbeni12 0 Posted April 13, 2003 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??? Share this post Link to post Share on other sites
rbeni12 0 Posted April 13, 2003 I have to edit the config.cpp ? Maybe I change the soldier model but It has a lot of work with it.... heres a pic Share this post Link to post Share on other sites
rbeni12 0 Posted April 13, 2003 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{}; }; Share this post Link to post Share on other sites
Guest BratZ Posted April 13, 2003 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 Share this post Link to post Share on other sites
VXR 9 Posted April 13, 2003 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 Share this post Link to post Share on other sites
rbeni12 0 Posted April 14, 2003 </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 ...I see the M2 machine gun but I can't fire Share this post Link to post Share on other sites
rbeni12 0 Posted April 14, 2003 </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 .... Share this post Link to post Share on other sites
rbeni12 0 Posted April 16, 2003 </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{}; }; <span id='postcolor'> I got an error message: No Entry ConfigBin/CfgWeapons/DAVAGL.Single Share this post Link to post Share on other sites
king homer 1 Posted May 1, 2003 What u want to make? A pistol or a M2 mg? Share this post Link to post Share on other sites
rbeni12 0 Posted May 1, 2003 </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? <span id='postcolor'> MG (M2) Share this post Link to post Share on other sites