Guest Posted June 5, 2003 OK IM WHIT STUPID HELP ME PLEASE SOMETHING IS WRONG WHIT GRENADE(MORTAIR) IN MY CPP // M70AB2 -------P3D----- McHide [sV]  --www.Natosoldier.com  // some basic defines #define TEast 1 #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 M70AB2 { units[] = {}; weapons[] = {M70AB2}; requiredVersion = 1.91; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class M70AB2: Riffle { displayName = M70AB2; displayNameMagazine="M70AB2 Magazine"; shortNameMagazine="M70AB2 Magazine"; scopeWeapon = public; scopeMagazine = public; model="\M70AB2\M70AB2.p3d"; modelOptics="\data3d\optika_ak47.p3d"; picture="\dtaext\equip\w\w_ak47.paa" optics = true; opticsZoomMin=0.35; opticsZoomMax=0.35; modes[]={"Single","FullAuto"}; class Single { ammo="BulletSingleG"; multiplier=1; burst=1; displayName="M70AB2 Semi"; dispersion=0.000200; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="M70AB2single"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoG"; multiplier=1; burst=1; displayName="M70AB2 Auto"; dispersion=0.000800; sound[]={"Weapons\AK74Full",1.000000,1}; soundContinuous=1; reloadTime=0.100000; ffCount=30; recoil="M70AB2auto"; autoFire=6; aiRateOfFire=5.000000; aiRateOfFireDistance=300; useAction=0; useActionTitle=""; }; }; }; class MortarShell : Grenade // mortar soldier { hit=50;indirectHit=40;indirectHitRange=10; minRange=45;minRangeProbab=0.50; midRange=240;midRangeProbab=0.55; maxRange=450;maxRangeProbab=0.00; model=mortarShell; //soundHit[]={Explosions\hellfire,db40,1}; soundHit[]={Explosions\expl4,db20,1}; cost=120; }; class Mortar : GrenadeLauncher { //-- scopeWeapon = private; scopeMagazine = public; modelSpecial="M70AB2A2tromblon"; valueMagazine = 5; // weaponType = WeaponSlotSecondary; magazineType = 2 * WeaponSlotItem; ammo=MortarShell; displayName = $STR_DN_MORTAR_W; displayNameMagazine = $STR_MN_MORTAR_W; shortNameMagazine = $STR_SN_MORTAR_W; count=1; initSpeed=70; reloadAction = ManActReloadMortar; modes[] = {this, this}; // autoReload = false; // primary=false; } class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierGB:Soldier{}; class M70AB2Soldier:SoldierGB { picture="ismg"; vehicleClass="Men"; scope=2; cost=60000; accuracy=2.500000; displayName="[sV]M70AB2 soldier"; weaponSlots="1 + 16 + 4*256 + 2 + 4*32 + 4 + 2*4096"; weapons[]={"M70AB2","Binocular","Throw","Put"}; magazines[]={"M70AB2","M70AB2","M70AB2"}; threat[]={1,0.100000,1}; }; }; class CfgRecoils {   M70AB2single[]=   {   0.010,-0.027,0.090,   0.060,-0.021,0.080,   0.100,0.000,0.000 };   M70AB2auto[]=   {  0.020,-0.037,0.065,  0.050,-0.022,0.065,   0.100,0.000,0.000 }; };   class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyM70AB2: ProxyWeapon {}; Share this post Link to post Share on other sites
Guest Posted June 15, 2003 well will somebody help me please Share this post Link to post Share on other sites
Skaircro 0 Posted June 15, 2003 You have a mortarshell config mixed in with your cfgWeapons. You need to make a cfgAmmo. <edit> Also your mortar weapon is outside your cfgWeapons. You have you cfgWeapons closing after your fullauto setup, effectively leaving the mortar out completely. Share this post Link to post Share on other sites
Guest Posted June 15, 2003 yup i knew but i dont know how, sory for bad english my m70 gun works in game good whitout mortar cpp. PLEASE HELP Share this post Link to post Share on other sites
Skaircro 0 Posted June 16, 2003 Try this out. Not sure if it will work or not. http://home.iprimus.com.au/dwright1/config.cpp Share this post Link to post Share on other sites
Guest Posted June 17, 2003 lol i put in game ,but... there are mortairs in my slots of arnament but there is no action for put mortair on gun // M70AB2 -------P3D----- McHide [sV] --www.Natosoldier.com // some basic defines #define TEast 1 #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 M70AB2 { units[] = {M70AB2Soldier}; weapons[] = {M70AB2, M70AB2Mortar}; requiredVersion = 1.91}; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class M70AB2: Weapon{}; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class M70AB2: Riffle { displayName="M70AB2"; displayNameMagazine="M70AB2 Magazine"; shortNameMagazine="M70AB2 Magazine"; scopeWeapon = public; scopeMagazine = public; model="\M70AB2\M70AB2.p3d"; modelOptics="\data3d\optika_ak47.p3d"; picture="\dtaext\equip\w\w_ak47.paa"; optics=true; opticsZoomMin=0.35; opticsZoomMax=0.35; modes[]={"Single","FullAuto"}; class Single { ammo="BulletSingleG"; multiplier=1; burst=1; displayName="M70AB2 Semi"; dispersion=0.000200; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="M70AB2single"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoG"; multiplier=1; burst=1; displayName="M70AB2 Auto"; dispersion=0.000800; sound[]={"Weapons\AK74Full",1.000000,1}; soundContinuous=1; reloadTime=0.100000; ffCount=30; recoil="M70AB2auto"; autoFire=6; aiRateOfFire=5.000000; aiRateOfFireDistance=300; useAction=0; useActionTitle=""; }; }; class GrenadeLauncher: Default {}; class Mortar: GrenadeLauncher {}; class M70AB2Mortar: Mortar { modelSpecial="M70AB2A2tromblon" }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierGB:Soldier{}; class M70AB2Soldier: SoldierGB { picture="ismg"; vehicleClass="Men"; scope=2; cost=60000; accuracy=4.500000; displayName="[sV]M70AB2 soldier"; weaponSlots="1 + 16 + 4*256 + 2 + 4*32 + 4 + 2*4096"; weapons[]={"M70AB2","Binocular","Throw","Put"}; magazines[]={"M70AB2","M70AB2","M70AB2",Mortar,Mortar,Mortar}; threat[]={1,0.100000,1}; }; }; class CfgRecoils { M70AB2single[]= { 0.010,-0.027,0.090, 0.060,-0.021,0.080, 0.100,0.000,0.000 }; M70AB2auto[]= { 0.020,-0.037,0.065, 0.050,-0.022,0.065, 0.100,0.000,0.000 }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyM70AB2: ProxyWeapon {}; }; Share this post Link to post Share on other sites
Skaircro 0 Posted June 17, 2003 hehe, ok, I 'think' this might work. class M70AB2: Riffle { displayName="M70AB2"; displayNameMagazine="M70AB2 Magazine"; shortNameMagazine="M70AB2 Magazine"; scopeWeapon = public; scopeMagazine = public; model="\M70AB2\M70AB2.p3d"; modelOptics="\data3d\optika_ak47.p3d"; picture="\dtaext\equip\w\w_ak47.paa"; optics=true; opticsZoomMin=0.35; opticsZoomMax=0.35; modes[]={"Single","FullAuto"}; magazines[] = {M70AB2, M70AB2Mortar}; <- Add this line ...... Share this post Link to post Share on other sites
Guest Posted June 17, 2003 no if i add this nothing hapens all is the same Share this post Link to post Share on other sites
Guest Posted June 17, 2003 ok i found one cpp from my friend plis look to this one and find me solution PLEASE // M70AB2 -------P3D----- McHide [sV] --www.Natosoldier.com // some basic defines #define TEast 1 #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 M70AB2 { units[] = {M70AB2Soldier}; weapons[] = {M70AB2, SV_M70mortar}; requiredVersion = 1.91}; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class M70AB2: Weapon{}; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class M70AB2: Riffle { displayName="M70AB2"; displayNameMagazine="M70AB2 Magazine"; shortNameMagazine="M70AB2 Magazine"; scopeWeapon = public; scopeMagazine = public; model="\M70AB2\M70AB2.p3d"; modelOptics="\data3d\optika_ak47.p3d"; picture="\dtaext\equip\w\w_ak47.paa"; optics=true; opticsZoomMin=0.35; opticsZoomMax=0.35; modes[]={"Single","FullAuto"}; magazines[] = {M70AB2, SV_M70mortar}; class Single { ammo="BulletSingleG"; multiplier=1; burst=1; displayName="M70AB2 Semi"; dispersion=0.000200; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="M70AB2single"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoG"; multiplier=1; burst=1; displayName="M70AB2 Auto"; dispersion=0.000800; sound[]={"Weapons\AK74Full",1.000000,1}; soundContinuous=1; reloadTime=0.100000; ffCount=30; recoil="M70AB2auto"; autoFire=6; aiRateOfFire=5.000000; aiRateOfFireDistance=300; useAction=0; useActionTitle=""; }; }; class GrenadeLauncher : Default{}; class SV_M70Mortar : GrenadeLauncher //weapon { scopeWeapon=0; scopeMagazine=2; modelSpecial="M70AB2A2tromblon"; valueMagazine=5; magazineType="2 * 256"; ammo="SV_M70mortar"; displayName="SV_M70mortar"; displayNameMagazine="SV_M70mortar"; shortNameMagazine="SV_M70mortar"; count=1; initSpeed=70; reloadAction=manactreloadmortar; modes[]={"this","this"}; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierGB:Soldier{}; class M70AB2Soldier: SoldierGB { picture="ismg"; vehicleClass="Men"; scope=2; cost=60000; accuracy=4.500000; displayName="[sV]M70AB2 soldier"; weaponSlots="1 + 16 + 4*256 + 2 + 4*32 + 4 + 2*4096"; weapons[]={"M70AB2","Binocular","Throw","Put"}; magazines[]={"M70AB2","M70AB2","M70AB2","SV_M70mortar","S V_M70mortar","SV_M70mortar"}; threat[]={1,0.100000,1}; }; }; class CfgRecoils { M70AB2single[]= { 0.010,-0.027,0.090, 0.060,-0.021,0.080, 0.100,0.000,0.000 }; M70AB2auto[]= { 0.020,-0.037,0.065, 0.050,-0.022,0.065, 0.100,0.000,0.000 }; }; class CfgAmmo { class Grenade : Default{}; class SV_MortarShell : Grenade //ammo { hit=45; indirectHit=30; indirectHitRange=8; minRange=45; minRangeProbab=0.500000; midRange=240;midRangeProbab=0.550000; maxRange=450;maxRangeProbab=0.000000; model="mortarShell"; soundHit[]={"Explosions\expl4",10.000000,1}; cost=120; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyM70AB2: ProxyWeapon {}; /* manactreloadmortar class Default{}; class GrenadeLauncher : Default{}; class Mortar : GrenadeLauncher //weapon { scopeWeapon=0; scopeMagazine=2; modelSpecial="m16_mortar_proxy"; valueMagazine=5; magazineType="2 * 256"; ammo="MortarShell"; displayName="$STR_DN_MORTAR_W"; displayNameMagazine="$STR_MN_MORTAR_W"; shortNameMagazine="$STR_SN_MORTAR_W"; count=1; initSpeed=70; reloadAction=manactreloadmortar; modes[]={"this","this"}; }; class Default{}; class Grenade : Default{}; class MortarShell : Grenade //ammo { hit=50; indirectHit=40; indirectHitRange=10; minRange=45; minRangeProbab=0.500000; midRange=240; midRangeProbab=0.550000; maxRange=450; maxRangeProbab=0.000000; model="mortarShell"; soundHit[]={"Explosions\expl4",10.000000,1}; cost=120; }; }; Share this post Link to post Share on other sites
Skaircro 0 Posted June 18, 2003 Ummm, not sure, I've run out of ideas! Share this post Link to post Share on other sites
Guest Posted June 18, 2003 anyway i think u trie to help me the only one from the big ..................... comunity of OPF so i say is there anyone else smarter than us two??? Share this post Link to post Share on other sites