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TriggeI2

M4 with mortars wont reload mortar

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I cant get the mortars to reload. Does anyone have any answers ??

class CfgPatches

{

class TBAM4A5

{

units[] = {SoldierM4A5};

weapons[] = {"TBAM4A5"};

requiredVersion = 1.91;

};

};

class CfgModels

{

class Default{};

class Weapon: Default{};

class M4a5: Weapon{};

class M4a5Mortar: Weapon{};

};

class CfgWeapons

{

class Default{};

class MGun: Default{};

class Riffle: MGun{};

class TBAM4A5Base: Riffle

{

scopeWeapon=2

scopeMagazine=2

model="\TBA_M4a5\M4a5";

modelOptics="optika_m16";

picture="\TBA_M4a5\w_m4a5.paa";

optics=1

opticsZoomMin=0.350000;

opticsZoomMax=0.350000;

displayName="M4A5";

displayNameMagazine="M4A5 Mag";

shortNameMagazine="M4A5 Mag";

count=30;

magazines[]={TBAM4A5Mag,TBAM4a5Mortar};

reloadMagazineSound[]={"\TBA_M4a5\M4Reload.wav",db-40,1};

drySound[]={"weapons\M16dry",db-40,1};

modes[]={"Single","Burst","FullAuto"};

class Single

{

ammo="BulletSingleW";

multiplier=1;

burst=1;

displayName="M4A5 Semi";

dispersion=0.002000;

sound[]={"\TBA_M4a5\Singleshot.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo ="BulletBurstW";

multiplier=1;

burst=3;

displayName="M4A5 Burst";

dispersion=0.0004;

sound[]={"\TBA_M4a5\Burstshot.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.1;

ffCount=3;

recoil=riffleBurst3;

autoFire =0;

aiRateOfFire=5.0;

aiRateOfFireDistance=500;

useAction = false;

useActionTitle = "";

};

class FullAuto

{

ammo="BulletFullAutoW";

multiplier=1;

burst=1;

displayName="M4A5 Auto";

dispersion=0.004000;

sound[]={"\TBA_M4a5\Singleshot.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.0600000;

ffCount=1;

recoil="riffleBurst3";

recoilFixed="riffleSingleFixed";

autoFire=1;

aiRateOfFire=0.500000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class TBAM4A5Mag: TBAM4A5Base

{

scopeMagazine=2

picture="\TBA_M4a5\m_M4a5.paa";

};

class GrenadeLauncher: Default{};

class Mortar: GrenadeLauncher{};

class TBAM4A5Mortar: Mortar

{

scopeWeapon=0;

scopeMagazine=2;

modelSpecial="\TBA_M4a5\M4a5Mortar";

picture="\TBA_M4a5\m_mortar.paa";

cursor="t_select.paa";

count=1;

modelOptics=0;

magazineType="1 * 256";

autoReload=0;

valueMagazine=5;

ammo="MortarShell";

displayName="Mortar";

displayNameMagazine="Mortar";

shortNameMagazine="Mortar";

initSpeed=70;

reloadAction="ManActReloadMortar";

modes[]={"this","this"};

};

class TBAM4A5

{

scopeWeapon=2;

scopeMagazine=0;

weaponType=1;

displayName="M4A5";

model="\TBA_M4a5\M4a5";

picture="\TBA_M4a5\w_m4a5.paa";

modelOptics="optika_m16";

optics=1;

opticsZoomMin=0.350000;

opticsZoomMax=0.350000;

muzzles[]={M4A5Muzzle};

class M4A5Muzzle: TBAM4a5Base

{

magazines[] = {TBAM4A5Mag,TBAM4A5Mortar};

};

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class SoldierM4A5: SoldierWB

{

model="mc vojakw2.p3d";

displayName="Soldier (M4A5)";

weapons[]={"TBAM4A5","glock","Throw","Put"};

magazines[]={TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mortar,TBAM4A5Mo

rtar,TBAM4A5Mortar,TBAM4A5Mortar,glockmag,glockmag,glockmag,glockmag};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyTBAM4A5: ProxyWeapon {};

};

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How I miss this message..A quick scan of your config I notice:

#define true 1

#define false 0

so you need : autoreload = 1;

On the mortar ammo

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I tried that but no good. Heres the config, did i get it right ?

// 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 TBAM4A5

{

units[] = {SoldierM4A5};

weapons[] = {TBAM4A5,TBAM4a5Mortar};

requiredVersion = 1.91;

};

};

class CfgModels

{

class Default{};

class Weapon: Default{};

class M4a5: Weapon{};

class M4a5Mortar: Weapon{};

};

class CfgWeapons

{

class Default{};

class MGun: Default{};

class Riffle: MGun{};

class TBAM4A5Base: Riffle

{

scopeWeapon=2

scopeMagazine=2

model="\TBA_M4a5\M4a5";

modelOptics="optika_m16";

picture="\TBA_M4a5\w_m4a5.paa";

optics=1

opticsZoomMin=0.350000;

opticsZoomMax=0.350000;

displayName="M4A5";

displayNameMagazine="M4A5 Mag";

shortNameMagazine="M4A5 Mag";

count=30;

magazines[]={TBAM4A5Mag,TBAM4a5Mortar};

reloadMagazineSound[]={"\TBA_M4a5\M4Reload.wav",db-40,1};

drySound[]={"weapons\M16dry",db-40,1};

modes[]={"Single","Burst","FullAuto"};

class Single

{

ammo="BulletSingleW";

multiplier=1;

burst=1;

displayName="M4A5 Semi";

dispersion=0.002000;

sound[]={"\TBA_M4a5\Singleshot.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo ="BulletBurstW";

multiplier=1;

burst=3;

displayName="M4A5 Burst";

dispersion=0.0004;

sound[]={"\TBA_M4a5\Burstshot.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.1;

ffCount=3;

recoil=riffleBurst3;

autoFire =0;

aiRateOfFire=5.0;

aiRateOfFireDistance=500;

useAction = false;

useActionTitle = "";

};

class FullAuto

{

ammo="BulletFullAutoW";

multiplier=1;

burst=1;

displayName="M4A5 Auto";

dispersion=0.004000;

sound[]={"\TBA_M4a5\Singleshot.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.0600000;

ffCount=1;

recoil="riffleBurst3";

recoilFixed="riffleSingleFixed";

autoFire=1;

aiRateOfFire=0.500000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class TBAM4A5Mag: TBAM4A5Base

{

scopeMagazine=2

picture="\TBA_M4a5\m_M4a5.paa";

};

class GrenadeLauncher: Default{};

class Mortar: GrenadeLauncher{};

class TBAM4A5Mortar: Mortar

{

scopeWeapon=0;

scopeMagazine=2;

modelSpecial="\TBA_M4a5\M4a5Mortar";

picture="\TBA_M4a5\m_mortar.paa";

count=1;

modelOptics=0;

magazineType="1 * 256";

ammo=MortarShell;

autoreload = 1;

displayName="Mortar";

displayNameMagazine="Mortar";

shortNameMagazine="Mortar";

initSpeed=70;

reloadAction="ManActReloadMortar";

modes[]={this,this};

canDrop = true;

};

class TBAM4A5

{

scopeWeapon=2;

scopeMagazine=0;

weaponType=1;

displayName="M4A5";

model="\TBA_M4a5\M4a5";

picture="\TBA_M4a5\w_m4a5.paa";

modelOptics="optika_m16";

optics=1;

opticsZoomMin=0.350000;

opticsZoomMax=0.350000;

muzzles[]={M4A5Muzzle};

class M4A5Muzzle: TBAM4a5Base

{

magazines[] = {TBAM4A5Mag,TBAM4A5Mortar};

};

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class SoldierM4A5: SoldierWB

{

model="mc vojakw2.p3d";

displayName="Soldier (M4A5)";

weapons[]={"TBAM4A5","glock","Throw","Put"};

magazines[]={TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mortar,TBAM4A5Mo

rtar,TBAM4A5Mortar,TBAM4A5Mortar,glockmag,glockmag,glockmag,glockmag};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyTBAM4A5: ProxyWeapon {};

};

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