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LordHorusNL

Addon dissapearing?

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He guys im working on an addon and i have a problem, when i pbo the addon and put in in my addons folder it doenst show up in my OPF editor?? so im thinking its a .cpp error!

who can help me out! rock.gif

#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

class CfgPatches

{

    class ATST

    {

        units[] = {ATST};

        weapons[] = {ATST_Lasergun};

        requiredVersion = 1.40;

    };

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class CarlGustav: AT3 {};

class AA : CarlGustav {};

class ATST_Lasershot : AA

{

hit=80;indirectHit=40;indirectHitRange=3;

minRange=10;minRangeProbab=0.20;

midRange=50000;midRangeProbab=0.20;

maxRange=100000;maxRangeProbab=0.05;

maxSpeed=9000;

model="\ATST\atstlaser.p3d";

proxyShape="\ATST\atstlaser.p3d";

cost=2000;

soundHit[]={\,db80,1};

irLock=0;

lightColor[] = {1, 1, 1, 0};

laserLock=0;

maneuvrability=0.0;

explosive=0;

maxControlRange=0; // max range for manual control

initTime=1000;

thrustTime=100;

thrust=5000;

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class MGun: Default {};

class ATST_Lasergun: MaverickLauncher

{

//--

scopeWeapon = public;

scopeMagazine = public;

ammo="ATST_Lasershot";

displayName="Proton Blasters";

displayNameMagazine="Power Cell";

shortNameMagazine="Power Cell";

count=10000;

reloadTime=0.20;

model = "\ATST\atstlaser.p3d";

aiRateOfFire=0.4; // delay between shots at given distance

aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero

sound[]={"\\\.wav",db+60,1};

initSpeed=350;

magazine=4;

magazineReloadTime=0.3;

autoFire = true;

};

};

class CfgVehicles

{

    class All {};

    class AllVehicles: All {};

    class Land: AllVehicles {};

    class LandVehicle: Land {};

    class Tank: LandVehicle {};

    class T80 : Tank {};

    class ATST: T80

{

  crew="SoldierECrew";

  side=0;

  displayName="ATSTWalker";

  maxSpeed = 25;

  armor=1200;

  unitInfoType="UnitInfoShip";

  driverCanSee="31";

  weapons[]={ATST_Lasergun};

  magazines[]={"ATST_Lasershot"};

  model="\ATST\atst1.p3d";

  animated=1

                class Turret

                {

                gunAxis = "OsaHlavne";

                turretAxis = "OsaVeze";

                soundServo[]={"\\SOUND\.wav",db20,1};

                gunBeg = "usti hlavne";

                gunEnd = "konec hlavne";

                minElev=-30; maxElev=+30;

      minTurn=-60; maxTurn=+60;

      body = "OtocVez";

      gun = "OtocHlaven";  

    };

class Animations

{

class LBPoot

{

type="rotation";

animPeriod=1;

selection="LBPoot";

axis="osa_LB";

angle0=0;

angle1=0.523597;

};

class RBPoot

{

type="rotation";

animPeriod=1;

selection="RBPoot";

axis="osa_RB";

angle0=0;

angle1=0.523597;

};

class eventhandlers

{

init = "[_this select 0] exec ""\ATST\poot1.sqs""";

                       gear = "if (_this Select 1) then {[_this Select 0] exec ""\ATST\gearUp.sqs""} else {[_this Select 0] exec ""\ATST\geardown.sqs""}";

                       incomingMissile = "if ((_this select 0)==(_this select 0)) then {(_this select 0) Animate [""warnAnim"", 1]; (_this select 0) vehicleRadio ""AAWarn""} else {(_this Select 0) Animate [""warnAnim"", 0]}";

};

dont mind the eventhandlers that will be sorted out!

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Put something like this in your cfgvehicles:

vehicleClass = "Men";

Then look under the Men class and see if your soldier is there

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Nope still nothing, when i make a simple cpp with a "Car" as base it does show up in the editor.

are these weapons even compatible with a tank!

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Make sure that all your brackets are closed and that nothing overwrites any BIS classes.

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