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HunterKiller

Config help

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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 {};

};

};

};

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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 wink_o.gif

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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 {.

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