Guest Posted December 13, 2003 ok i have a problem im building Mg   M72b1 and i want to use it whit 2 models.One is model closed bipod and one is model whit open bipod. its working now, but i cant see gun and insted of m71b1 in hands is greade and i dont see gun at all sqs file _unit = _this select 1; _id = _this select 2; ? _id == M72B1legs : goto "M72B1l"; ? _id == M72B1 : goto "M72"; hint "Error, no id!"; exit; #M72B1l _unit removeAction M72B1legs; _unit playmove "CombatReloadMagazine"; ~1 _unit removeWeapon "M72B1"; _unit removeWeapon "handgrenade"; _unit AddWeapon "M72B1legs"; _unit AddWeapon "handgrenade"; M72B1 = _unit addAction ["Nogice","\m72b1\scripts\Nogice.sqs"]; exit; #M72 _unit removeAction M72B1; _unit playmove "CombatReloadMagazine"; ~1 _unit removeWeapon "M72B1legs"; _unit removeWeapon "handgrenade"; _unit AddWeapon "M72B1"; _unit AddWeapon "handgrenade"; M72B1legs = _unit addAction ["Zlozi nogice","\m72b1\scripts\Nogice.sqs"]; exit; cpp file // M72B1 -------P3D----- McHide [sV] // poizkusni cpp // 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 M72B1 { units[] = {}; weapons[] = { M72B1, M72B1legs }; requiredVersion = 1.91; requiredAddons[]={"BIS_Resistance","BIS_WeaponPack"}; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class M72B1: Weapon{}; class M72B1legs: Weapon{}; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class M72B1: MGun { displayName = M72B1; displayNameMagazine="M72B1 Magazine"; shortNameMagazine="M72B1 Magazine"; scopeWeapon = public; scopeMagazine = public; model="\M72B1\M72B1.p3d"; modelOptics="\M72B1\M72B1optika.p3d"; picture="\dtaext\equip\w\w_ak47.paa" optics = true; opticsZoomMin=0.4; opticsZoomMax=0.4; modes[]={"Single","FullAuto"}; class Single { ammo="BulletSingleG"; multiplier=1; burst=1; displayName="M72B1 Semi"; dispersion=0.00350; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="M72B1single"; autoFire=0; aiRateOfFire=05; aiRateOfFireDistance=1000; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoG"; multiplier=1; burst=1; displayName="M72B1 Auto"; tracerColor[]={0.800000,0.800000,0.600000,0.50000}; tracerColorR[]={0.800000,0.800000,0.600000,0.50000}; dispersion=0.00950; sound[]={"Weapons\AK74Full",1.000000,1}; soundContinuous=1; reloadTime=0.100000; ffCount=30; recoil="M72B1auto"; autoFire=30; aiRateOfFire=0.25; aiRateOfFireDistance=600; useAction=0; useActionTitle=""; }; class M72B1legs: MGun { displayName = M72B1legs; displayNameMagazine="M72B1 Magazine"; shortNameMagazine="M72B1 Magazine"; scopeWeapon = public; scopeMagazine = public; model="\M72B1\M72B1legs.p3d"; modelOptics="\data3d\optika_ak47.p3d"; picture="\dtaext\equip\w\w_ak47.paa" optics = true; opticsZoomMin=0.4; opticsZoomMax=0.4; modes[]={"Single","FullAuto"}; class Single { ammo="BulletSingleG"; multiplier=1; burst=1; displayName="M72B1 Semi"; dispersion=0.00350; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="M72B1single"; autoFire=0; aiRateOfFire=05; aiRateOfFireDistance=1200; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoG"; multiplier=1; burst=1; displayName="M72B1 Auto"; tracerColor[]={0.800000,0.800000,0.600000,0.50000}; tracerColorR[]={0.800000,0.800000,0.600000,0.50000}; dispersion=0.00950; sound[]={"Weapons\AK74Full",1.000000,1}; soundContinuous=1; reloadTime=0.100000; ffCount=30; recoil="M72B1auto"; autoFire=30; aiRateOfFire=0.25; aiRateOfFireDistance=1000; useAction=0; useActionTitle=""; }; }; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class OfficerGNight:Soldier{}; class M72B1Soldier:OfficerGNight { picture="ismg"; vehicleClass="Men"; scope=2; cost=60000; accuracy=2.500000; displayName="[sV]M72B1 soldier"; weaponSlots="1 + 16 + 4*256 + 2 + 4*32 + 4 + 2*4096"; weapons[]={"M72B1","Binocular","Throw","Put"}; magazines[]={"M72B1","M72B1","M72B1","M72B1","M72B1" ,"M72B1","handgrenade","handgrenade"}; threat[]={1,0.500000,1}; class EventHandlers { init = "M72B1legs = (_this select 0) addAction [""Nogice"",""\m72b1\scripts\Nogice.sqs""]"; }; }; }; class CfgRecoils { M72B1single[]= { 0.020,-0.065,0.030, 0.060,-0.030,0.010, 0.000,0.000,0.000 }; M72B1auto[]= { 0.020,-0.065,0.030, 0.060,-0.030,0.010, 0.000,0.000,0.000 }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyM72B1: ProxyWeapon {}; }; i edited the post someone plis help Share this post Link to post Share on other sites
BraTTy 0 Posted December 14, 2003 First of all..not very descriptive about exactly where the problem is But for starters you have this in your script wrong: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> nog.sqs _unit = _this select 1; _id = _this select 2; ? _id == m72b1legs : goto "m72b1legs"; ? _id == m72b1 : goto "m72"; hint "Error, no id!"; exit; Should be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> nog.sqs _unit = _this select 1; _id = _this select 2; ? _id == "m72b1legs" : goto "m72b1legs"; ? _id == "m72b1" : goto "m72"; hint "Error, no id!"; exit; Share this post Link to post Share on other sites
Guest Posted December 14, 2003 ok im waiting for too long now, will someone help me or not Share this post Link to post Share on other sites