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oyman

Cfg weapons\cfg ammo

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ok i have this little attack plane i made.i add a config to it and start the game it flys good so i exit the game to add some weapons to it.i turn it into a pbo file start up game and its not there mad_o.gif ... So i wonder if there is something wrong with the Cfg weapons\Cfg ammo part of the config.this is the stuff i added to add weapons to the plane

*thinks to myself*hmmm thats alot of words to read

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches

{....

};

class CfgAmmo

{

class Default{};

class BulletSingle: Default{};

class ExplosiveBullet: BulletSingle {};

class Bullet30: ExplosiveBullet {};

class Bullet30W: Bullet30 {};

class oyman30Ammo: Bullet30W

{

hit=30;indirectHit=20;indirectHitRange=2;

minRange=20;minRangeProbab=0.20;

midRange=100;midRangeProbab=0.50;

maxRange=1000;maxRangeProbab=0.05;

cost=10;

};

class AT3: Default {};

class Hellfire: AT3 {};

class oymanskyline: Hellfire

{

hit=1200;indirectHit=700;indirectHitRange=2.5;

minRange=240;minRangeProbab=0.60;

midRange=550;midRangeProbab=0.90;

maxRange=2000;maxRangeProbab=0.80;

model="\oyman_bomb\oymanskyline.p3d";

proxyShape = "\oyman_bomb\oymanskylineprox.p3d";

};

class Zuni: Hellfire {};

class oymanffarammo: zuni

{

hit=700;indirectHit=300;indirectHitRange=3;

minRange=50;minRangeProbab=0.70;

midRange=270;midRangeProbab=0.80;

maxRange=450;maxRangeProbab=0.7;

maxSpeed=1000;

simulation=shotRocket;

simulationStep=0.05;

//soundHit[]={"\oyman_bomb\FFARhit.ogg",75,1};

cost=2000;

soundHit[]={Explosions\expl1,db40,1};

model = ZUNI;

irLock=false;

laserLock=false;

maneuvrability=0.0;

maxControlRange=0; // max range for manual control

initTime=0.05;

thrustTime=3.5;

thrust=500;

};

};

class CfgWeapons

{

class Default{}

class MGun: Default{};

class MachineGun7_6: MGun{};

class MachineGun30 : MachineGun7_6 {};

class MachineGun30A10: MachineGun30 {};

class MachineGun30A10Burst: MachineGun30A10 {};

class ZsuCannon: MachineGun30A10Burst {};

class oyman30: ZsuCannon

{

displayName="30mm";

displayNameMagazine="30mm";

shortNameMagazine="30mm";

ammo="oyman30Ammo";

nameSound="mgun";

count=420;

multiplier=1;

soundContinuous=false;

reloadTime=0.096;

sound[]={"\oyman_bomb\vulcan.wss",3.162278,1};

aiRateOfFire=0.3;

aiRateOfFireDistance=2000;

};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class ZuniLauncher38: AT3Launcher {};

class oymanzuni38: ZuniLauncher38

{

scopeWeapon = public;

scopeMagazine = public;

ammo="oymanffarammo";

displayName="FFAR";

displayNameMagazine="FFAR";

shortNameMagazine="FFAR";

count=38;

reloadTime=0.15;

aiRateOfFire=0.3;  // constant rate of fire (AI doesn't ripple)

aiRateOfFireDistance=50;  // set to min range for constant rate of fire

sound[]={"\oyman_bomb\Launch.wav",2,1};

reloadSound[]={Weapons\missload,db-70,1};

initSpeed=100;

autoFire = true;

};

class HellfireLauncher: AT3Launcher {};

class HellfireLauncherApach: HellfireLauncher {};

class oymanskylinelauncher: HellfireLauncherApach

{

scopeWeapon = public;

scopeMagazine = public;

ammo=oymanskyline;

displayName="Skyline-ATGM";

displayNameMagazine="Skyline-ATGM";

shortNameMagazine="Skyline-ATGM";

count=20;

reloadTime=0.5;

sound[]={\oyman_bomb\launch2.wav,db-5,1};

reloadSound[]={Weapons\missload,db-70,1};

initSpeed=0;

aiRateOfFire=13.0;

aiRateOfFireDistance=2500;

};

class CfgVehicles

{

.....

       };

class CfgNonAIVehicles

{

class ProxyWeapon {};

class Proxyoymanskylineprox: ProxyWeapon

{

model="\oyman_bomb\oymanskylineprox.p3d";

simulation="maverickweapon";

};

i hope someone shall find something wrong with this config

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yeah where did you get this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> scopeWeapon = public;

scopeMagazine = public; compare it to BIS's config. smile_o.gif

Or wait, is public defined as 2, ahh damn it, then forget i said that.

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fixed it just needed to add one more }; at the end of cfg weapons

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