sussmori 0 Posted July 12, 2003 Is there a way to code the LAW so that a soldier it will shoot at soldiers? Share this post Link to post Share on other sites
rouge1 0 Posted July 12, 2003 Ok sussmori put this in the AmmoCfg simulation="shotmissile"; simulationStep=0.50000; cost=5000; soundHit[]={}; soundFly[]={}; soundEngine[]={}; irLock=0; airlock=1; CloudletsMissile=1; cloudletColor[]={0.5,0.5,0.5,0.5}; manualControl=1; maxControlRange=5; initTime=0.1; maneuvrability=1; thrustTime=0.500000; thrust=680; maxSpeed=300; hit=340; indirectHit=150; indirectHitRange=3.100000; Then add this for Weapon Cfg model="law_proxy"; magazineType="2 * 256"; sound[]={}; drySound[]={}; modelOptics="optika_LAW"; ammo=""; displayName=""; displayNameMagazine=""; shortNameMagazine=""; count=1; magazineReloadTime=12; reloadTime=0.500000; reloadMagazineSound[]={"Weapons\at_load",0.000316,1}; initSpeed=55; canLock=1; dispersion=0.02; reloadAction="ManActReloadAT"; autoReload=0; ffMagnitude=100.100000; ffFrequency=10; ffCount=1; recoil="LAWSingle"; aiRateOfFire=10.000000; aiRateOfFireDistance=500; optics=1; primary=0; opticsZoomMin=0.180000; opticsZoomMax=0.180000; distanceZoomMin=100; distanceZoomMax=100; Any probs just say and i will send you one with the changes to it. Share this post Link to post Share on other sites
sussmori 0 Posted July 13, 2003 Thanks mate. Works good. Which part makes him shoot at soldiers? Ie. what bit is diff from standard LAW? Share this post Link to post Share on other sites
sussmori 0 Posted July 13, 2003 Seems this line: irLock=0; is the important one Share this post Link to post Share on other sites
rouge1 0 Posted July 13, 2003 Yeah sorry about not responding sussmori glad i can help Share this post Link to post Share on other sites