oyman 0 Posted January 20, 2004 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 ... 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; Â // constant rate of fire (AI doesn't ripple) aiRateOfFireDistance=50; Â // 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 { ..... Â Â Â Â }; class CfgNonAIVehicles { class ProxyWeapon {}; class Proxyoymanskylineprox: ProxyWeapon { model="\oyman_bomb\oymanskylineprox.p3d"; simulation="maverickweapon"; }; i hope someone shall find something wrong with this config Share this post Link to post Share on other sites
bn880 5 Posted January 20, 2004 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. Or wait, is public defined as 2, ahh damn it, then forget i said that. Share this post Link to post Share on other sites
oyman 0 Posted February 2, 2004 fixed it just needed to add one more }; at the end of cfg weapons Share this post Link to post Share on other sites