HunterKiller 0 Posted January 25, 2004 this is the config for my rapier it uses col klinks proxies and scripts but it doesn't work is there a way to add a custom missile to a vehilce? Quote[/b] ]//config by swift88//Edited by CFASI //Edited by HunterKiller //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 #define private 0 #define protected 1 #define public 2 //CfgPatches//////////////////////////////////////////////////////////////////////////////// class CfgPatches { class TRRapier { units[] = {TRRapier}; weapons[] = {}; requiredVersion = 1.90; }; }; //CfgModels///////////////////////////////////////////////////////////////////////////////// class CfgModels { class Default {}; class Vehicle: Default {}; class Tank: Vehicle {}; class TRRapier: Tank {}; } sections[]={"Missile1L","Missile2L","Missile3L","Missile4L",& quot;Missile1R","Missile2R","Missile3R","Missile4R"}; }; Class Weapon : Default class RapierMissile: Weapon {}; }; }; // CfgAmmo////////////////////////////////////////////////////////////////////////////////// class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; class RapierMissile : CarlGustav { minRange=50;minRangeProbab=1.0; midRange=250;midRangeProbab=1.0; maxRange=5000;maxRangeProbab=1.0; airLock=1; irLock=0; initTime=0.7; ThrustTime=100; thrust=1000; maxspeed=1300; hit=100;indirectHit=80;indirectHitRange=3; model = "\TRRapier\RapierMissile.p3d"; proxyShape="\TRRapier\RapierMissile.p3d"; manualControl=0; maxControlRange=2000; maneuvrability=100.0; }; }; // CgfWeapons/////////////////////////////////////////////////////////////////////////////// class CfgWeapons { class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class MissileLauncher: HellfireLauncher { ammo=RapierMissile; displayName="RapierAA"; displayNameMagazine="RapierAAreload"; shortNameMagazine="RAARL"; magazine="RapierMissile"; count=8; initspeed=15; model = "\TRRapier\RapierMissile.p3d"; proxyShape ="\TRRapier\RapierMIssile.p3d"; canLock=2; sound[]={Weapons\Missile,db+18,1}; aiRateOfFire=8; aiRateOfFireDistance=3500; }; }; }; //CfgVehicles/////////////////////////////////////////////////////////////////////////////// class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle {}; class M1abrams: Tank {}; class TRRapier: M1abrams { hiddenselections[]="Missile1L","Missile2L","Missile3L","Missile4L",&q uot;Missile1R","Missile2R","Missile3R","Missile4R" displayName="Tracked Rapier"; model="\TRRapier\Rapier"; cost=15000; armor=450; maxSpeed=61; irScanRange=6000; picture=""; side= 1; nameSound="Tank" sensitivity=3; irScanGround=3000; weapons[]={MissileLauncher}; magazines[]={MissileLauncher}; gunnerOpticsModel=1; canFloat=true; class Turretbase {}; class Turret:TurretBase { gunAxis="OsaHlavne"; turretAxis="OsaVez"; soundServo[]={"Vehicles\gun_elevate.ogg",0.031623,1.000000}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; body="OtocVez"; gun="OtocHlaven"; minElev=0; maxElev=35; minTurn=-360; maxTurn=360; }; forceHideGunner=1; viewGunnerInExternal=1; gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar; threat[]={1, 1, 0.8}; class HitEngine { armor=0.800000; material=60; name="engine"; passThrough=1; }; class HitHull { armor=1; material=50; name="hull"; passThrough=1; }; class HitTurret { armor=0.800000; material=51; name="turet"; passThrough=1; }; class HitGun { armor=0.700000; material=52; name="gun"; passThrough=1; }; class HitLTrack { armor=0.600000; material=53; name="pasL"; passThrough=1; }; class HitRTrack { armor=0.600000; material=54; name="pasP"; passThrough=1; }; armorHull=1; armorTurret=0,8; armorGun=0,7; armorEngine=0,6 armorLights=0,2; armorTracks=0,6; fuelCapacity=600; }; }; //eventhandlers///////////////////////////////////////////////////////////////////////////////////////////// class eventhandlers { init = [_this select 0] exec "\TRRapier\setmissiles.sqs"; fired = [_this select 0, _this select 1] exec "\TRRapier\missilefired.sqs"; }; }; //CfgNonAIvehicles////////////////////////////////////////////////////////////////////////////////////////// class CfgNonAIVehicles { class ProxyCrew {}; class ProxyDriver: ProxyCrew {}; class ProxyCommander: ProxyCrew {}; class ProxyGunner: ProxyCrew {}; class ProxyM113Driver: ProxyDriver {}; class ProxyT72Gunner: ProxyGunner {}; class ProxyT72GunnerOutStat: ProxyGunner {}; class ProxyT72Commander: ProxyCommander {}; }; }; }; Share this post Link to post Share on other sites
Footmunch 0 Posted January 26, 2004 HK: How is it not working? Not firing the missiles? CTD? Missiles not disappearing? Your CfgModels looks a bit broken. Try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels {     class Default {};     class Vehicle: Default {};     class Tank: Vehicle {};     class Rapier: Tank     {        sections[]={"Missile1L","Missile2L","Missile3L","Missile4L","Missile1R","Missile2R","Missile3R","Missile4R"};     };     class Weapon : Default{};     class RapierMissile: Weapon {}; }; The class you create is the p3d file name, _not_ the addon name. You may want to call the p3d file TR_Rapier_Mesh in order to avoid confusion. If you change it, remember to change the model= line if CfgVehicles as well Share this post Link to post Share on other sites
HunterKiller 0 Posted January 26, 2004 it doesn't load fp it say Quote[/b] ]trrapier\config: some input at endoffile Share this post Link to post Share on other sites
Rastavovich 0 Posted January 26, 2004 it doesn't load fp it say Quote[/b] ]trrapier\config: some input at endoffile then you have or more "};" to much in config. check carefully and look which } belongs to what {. Share this post Link to post Share on other sites