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FragMASTER

Days of trouble

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Lets see, to start off with, the turret will not rotate on the axis i give it unless it has the class of a ship (which i do not want).

Second, i cant seem to get the addon working with custom weapons. gives me 2 errors:

1. no entry config.bin/cfgweapons.pac

2. no entry .'modelspecial'.

I just dont get it.

one other thing, how do i post pics without having to make my own webpage???

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forgot to post the config file

#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 private 0

#define protected 1

#define public 2

class CfgPatches

{

class PAC

{

units[] = {PAC};

weapons[] = {};

requiredVersion = 1.75;

};

};

class CfgModels

{

class Default {};

class vehicle: default {};

class PAC : vehicle

{

sectionsInherit="Vehicle";

sections[]={"vrtule staticka","vrtule blur"};

};

};

class CfgAmmo

{

class Default {};

class AT3 : Default{};

class Hellfire : AT3{};

class PAC : Hellfire

{

hit=5150;indirectHit=2000;indirectHitRange=6.5;

minRange=30;minRangeProbab=0.99;

midRange=2000;midRangeProbab=0.99;

maxRange=10000;maxRangeProbab=0.99;

soundHit[]={\LaserGuided\expl2,db50,1};

airLock = true;

irLock = true;

maxControlRange=10000;

maneuvrability=100.0;

maxSpeed=2000;

model = "\PAC\PAC_Missle";

thrustTime=5.5;

inittime=0;

thrust=2000;

simulation=shotmissile;

recoil=maingun;

sideAirFriction=0.002;

cost=10000;

visibleFire=12;

audibleFire=2;

visibleFireTime=5;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher : Default {};

class CarlGustavLauncher : LAWLauncher{};

class AT3Launcher : CarlGustavLauncher {};

class HellfireLauncher : AT3Launcher {};

class PAC_Launcher : HellfireLauncher

{

model="\PAC\PAC_Missile.p3d";

modelOptics="";

picture="";

muzzlePos="usti hlavne";

muzzleEnd="konec hlavne";

optics=1;

magazineReloadTime=90;

displayName="PAC";

displayNameMagazine="PAC_Missile";

shortNameMagazine="PAC_Missile";

drySound[]={,0.010000,1};

magazines[]={"PAC"};

ammo=PAC;

count=4;

reloadTime=10;

sound[]={"\PAC\missfly.wav",db+50,1};

reloadSound[]={Weapons\missload,db-50,1};

aiRateOfFire=5.00;

aiRateOfFireDistance=10000;

initSpeed=100;

maxLeadSpeed=3000;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Tank: LandVehicle {};

class APC: Tank {};

class M113: APC {};

class Vulcan: M113{};

class PAC : Vulcan

{

displayName="PAC";

accuracy=0.80;

fuelCapacity=500;

model="\PAC\PAC.p3d";

vehicleClass="Armored";

scope=public;

hasDriver=false;

hasGunner=true;

hasCommander=false;

driverIsCommander=true;

getInRadius=20;

weapons[]={"PAC_Launcher"};

magazines[]={"PAC"};

gunnerAction="ManActJeepCoDriver";

gunnerInAction="ManActJeepCoDriver";

cargoAction[]={"ManActShipCargo"};

irScanRange=4000;

irScanGround=1;

side=TWest;

type=VArmor;

crew="SoldierWCrew";

maxSpeed=0;

steerAheadSimul=2;

steerAheadPlan=2;

predictTurnSimul=3;

predictTurnPlan=3;

transportSoldier=0;

transportAmmo=10000;

class Reflectors

{

class Left

{

color[] = {0.9, 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.5;

brightness = 0.25;

};

};

cost=2000000;

armor=450;

armorStructural=2.000000;

class TurretBase

{

gunAxis="osa hlavne";

turretAxis="osa veze";

gunBeg="usti hlavne";

gunEnd="konec hlavne";

soundServo[]={"Vehicles\gun_elevate",0.001000,1.000000};

minElev=40;

maxElev=40;

body="OtocVez";

gun="OtocHlaven";

};

class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyRPG29: ProxyWeapon {};

};

};

};

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Guest BratZ

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#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 private 0

#define protected 1

#define public 2

class CfgPatches

{

class PAC

{

units[] = {PAC};

weapons[] = {};

requiredVersion = 1.75;

};

};

class CfgModels

{

class Default {};

class vehicle: default {};

class weapon:default {};

class PAC : vehicle

{

sectionsInherit="Vehicle";

sections[]={"vrtule staticka","vrtule blur"};

};

class Pac_Missile : weapon {};

};

class CfgAmmo

{

class Default {};

class AT3 : Default{};

class Hellfire : AT3{};

class PAC : Hellfire

{

hit=5150;indirectHit=2000;indirectHitRange=6.5;

minRange=30;minRangeProbab=0.99;

midRange=2000;midRangeProbab=0.99;

maxRange=10000;maxRangeProbab=0.99;

soundHit[]={\LaserGuided\expl2,db50,1};

airLock = true;

irLock = true;

maxControlRange=10000;

maneuvrability=100.0;

maxSpeed=2000;

model = "\PAC\PAC_Missle";

thrustTime=5.5;

inittime=0;

thrust=2000;

simulation=shotmissile;

recoil=maingun;

sideAirFriction=0.002;

cost=10000;

visibleFire=12;

audibleFire=2;

visibleFireTime=5;

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher : Default {};

class CarlGustavLauncher : LAWLauncher{};

class AT3Launcher : CarlGustavLauncher {};

class HellfireLauncher : AT3Launcher {};

class PAC_Launcher : HellfireLauncher

{

muzzlePos="usti hlavne";

muzzleEnd="konec hlavne";

optics=false;

magazineReloadTime=90;

displayName="PAC";

displayNameMagazine="PAC_Missile";

shortNameMagazine="PAC_Missile";

drySound[]={,0.010000,1};

magazines[]={"PAC"};

ammo=PAC;

count=4;

reloadTime=10;

sound[]={"\PAC\missfly.wav",db+50,1};

reloadSound[]={Weapons\missload,db-50,1};

aiRateOfFire=5.00;

aiRateOfFireDistance=10000;

initSpeed=100;

maxLeadSpeed=3000;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Tank: LandVehicle {};

class APC: Tank {};

class M113: APC {};

class Vulcan: M113{};

class PAC : Vulcan

{

displayName="PAC";

accuracy=0.80;

fuelCapacity=500;

model="\PAC\PAC.p3d";

vehicleClass="Armored";

scope=public;

hasDriver=false;

hasGunner=true;

hasCommander=false;

driverIsCommander=true;

getInRadius=20;

weapons[]={"PAC_Launcher"};

magazines[]={"PAC"};

gunnerAction="ManActJeepCoDriver";

gunnerInAction="ManActJeepCoDriver";

cargoAction[]={"ManActShipCargo"};

irScanRange=4000;

irScanGround=1;

side=TWest;

type=VArmor;

crew="SoldierWCrew";

maxSpeed=0;

steerAheadSimul=2;

steerAheadPlan=2;

predictTurnSimul=3;

predictTurnPlan=3;

transportSoldier=0;

transportAmmo=10000;

cost=2000000;

armor=450;

armorStructural=2.000000;

class Reflectors

{

class Left

{

color[] = {0.9, 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.5;

brightness = 0.25;

};

};

class TurretBase

{

gunAxis="osa hlavne";

turretAxis="osa veze";

gunBeg="usti hlavne";

gunEnd="konec hlavne";

soundServo[]={"Vehicles\gun_elevate",0.001000,1.000000};

minElev=40;

maxElev=40;

body="OtocVez";

gun="OtocHlaven";

};

};

}; (<-------Might need this,might not)

class CfgNonAIVehicles {

class ProxyWeapon {};

class ProxyPAC_Missile : ProxyWeapon {model = "\PAC\PAC_Missle"; simulation = "maverickweapon";}

};

};

};

<span id='postcolor'>

Fixed some but dunno, (no optics on the weapon?)

Get stumped just put the model somewheres and I can look at it and get it ingame for you, just hard to do without knowing your proxies and such, and would have to look at selection names in model for the turret

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In my Panther the osaVeze and osaHalavne are without spaces. Of course as Bratz says it depends on what you have done in Oxygen.

You could have called them anything as long as you have the same text as the selection in your config.

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theres only things wrong with the turret is that it wont rotate at the point of rotation i want it to rotate about, and also the sights wont rotate with the turret.

Bratz, i appreciate your willingness to help, but unfortunately, i still get the same error messages. I did go through it checking names and stuff.

Is there anyway i can paste an image on a post?? I dont want to make a website just so i can put images on posts.

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If you have your turret with wrong point or in an other selection in your p3d you have that bug, and the view it's the same, I m sure you have mistake in your p3d.

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I know for a fact that there is no problem with selection names for it works fine with it defined as a ship, but then it would bounce around and land upside down, also i dont want it being able to float.

And i have corrected any typos in the config file, but theres still that problem with the custom weapons. What im making is a patriot missle launcher, this one is gonna be a static version and im planning to make a mobile version in the future.

In the meantime, i'll be working on the patriot radar.

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Guest BratZ

Mr Frag,

I got the pbo in my email, I added a gunner proxy, checked somethings, added a gunner lod, and made some attepts at getting it ingame.But it still quits out.I was curious of your status ? I will give it another attempt tonight. Was thinking of starting the config over as you said it worked before you added weapons. Another thing , Nice work but just wanted to tell you that you cant have a rotating turret with missile proxies, just that you can leave it how you have it going and maybe model the missile tips and have them disappear when fired.But I am curious on your status

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I am not attempting to add missle proxies, and you have full permission to mess around with the config file since i dont know what im doing. I am only a modeler, not a config.cpp artist.

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