scousejedi 0 Posted January 3, 2004 OK, before I post the config MODEL is \scj_mosins\SCJmos.p3d All the data from the cfgAmmo / Weapons / nonAIVehicles is directly from a working config (upminders UP_WW2.pbo) I just want to see my rifle in game.... Searching here just points to 1. Add modelspecial=""; 2. } missing If someone could give me a 3rd option I would be really grateful. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // 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 scj_mosins { units[] = {SCJ_MOSINSG}; weapons[] = {SCJmos}; requiredVersion = 1.75; }; }; class CfgModels { class Default {}; class Weapon: Default{}; class SCJmos: Weapon{}; }; class CfgAmmo { class default {}; class BulletSingle :default{}; class SCJ_RAmmo :BulletSingle { hit=12; indirectHit=4; indirectHitRange=0.100000; visibleFire=16 audibleFire=16 visibleFireTime=3 tracerColor[]={0.700000,0.700000,0.500000,0.400000}; tracerColorR[]={0.700000,0.700000,0.500000,0.400000}; model="shell"; simulation="shotBullet"; simulationStep=0.050000; soundFly[]={"objects\bulletnoise",0.251189,0.700000}; explosive=0; minRange=10; minRangeProbab=0.100000; midRange=200; midRangeProbab=0.380000; maxRange=500; maxRangeProbab=0.040000; cartridge="FxCartridge"; cost=0.700000; initSpeed=2000; }; }; class CfgWeapons { class Default{}; class MGun:Default {}; class Riffle:MGun {}; class SCJmos:Riffle { displayName = "SCJ Mosin"; displayNameMagazine="SCJ Mosin Magazine"; shortNameMagazine="SCJ Mosin Mag"; modelSpecial=""; scopeWeapon = public; scopeMagazine = public; model="\scj_mosins\SCJmos.p3d"; optics = true; opticsZoomMin=0.35; opticsZoomMax=0.35; count=5; ammo="SCJ_RAmmo"; magazines[]={"SCJ_MOSINmag"}; modes[]={"Single"}; class Single { ammo="SCJ_RAmmo"; multiplier=1; burst=0; displayName="Mosin Single"; dispersion=0.000200; soundContinuous=0; reloadTime=1.6; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=300; useAction=0; useActionTitle=""; }; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierGB:Soldier{}; class SCJ_MOSINSG:SoldierGB { side=2; vehicleclass="scjpeople"; displayName="Mosin test"; weapons[]={"SCJmos","Binocular","Throw","Put"}; magazines[]={SCJ_MOSINMag,SCJ_MOSINMag,SCJ_MOSINMag,SCJ_MOSINMag,SCJ_MOSINMag,HandGrenade,HandGrenade} ; }; } class CfgNonAIVehicles { class ProxyWeapon {}; class ProxySCJmos:ProxyWeapon {}; }; }; Share this post Link to post Share on other sites
BraTTy 0 Posted January 3, 2004 I've gotten the modelspecial from cpp errors and this may be the cause? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierGB:Soldier{}; class SCJ_MOSINSG:SoldierGB { side=2; vehicleclass="scjpeople"; displayName="Mosin test"; weapons[]={"SCJmos","Binocular","Throw","Put"}; magazines[]={SCJ_MOSINMag,SCJ_MOSINMag,SCJ_MOSINMag,SCJ_MOSINMag,SCJ_MOSINMag,HandGrenade,HandGrenade} ; }; } <-------------------------------NEEDS to be }; Only thing I can see so far Share this post Link to post Share on other sites
scousejedi 0 Posted January 4, 2004 I replaced all this with brsseb's config for his tutorial weapon and got it in game. Ill keep cutting and pasting the config above until I find out what the problem is. Thanks for trying Bratty Share this post Link to post Share on other sites
jojimbo_No_1 0 Posted January 5, 2004 another cause for this can be the packer/unpacker tool. sometimes using PBOTool causes this to happen as sometimes it doesnt encrypt properly, try makepbo_11. Share this post Link to post Share on other sites
scousejedi 0 Posted January 5, 2004 Ill do that I was using PBOTool. Whatever the problem was it was when I was combining a new soldier model with a new gun and the problem was in cfgVehicles somewhere. I have now got them both ingame together in the same pbo but the config I used is basic beyond belief. Thanks JoJimbo Share this post Link to post Share on other sites