cympatheey 0 Posted January 30, 2004 Hey I get this error that I am missing something to do with the ammo of my weapon and I also get an eror telling me that there is no single bullet sound or something stupid like that here take a look at my config for a g3 I am making and can someoneplease tell me whatsup and fix my config so it doesnt get errors. Thanks to anyone who helps. /CymPatheeY <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //Config file written by OFPCW ofps.cncguild.net/configw //g3 made by CMP #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 #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 g3 { units[] = {}; weapons[] = {g3}; requiredVersion = 1.05; }; }; class CfgAmmo { class Default {}; class BulletSingle: Default{}; class CMPG3mag: BulletSingle { hit= 8; indirectHit= 1; indirectHitRange= 0.40000; minRange=0.5; minRangeProbab=0.800000; midRange=50; midRangeProbab=0.350000; maxRange=109; maxRangeProbab=0.080000; visibleFire= 16; audibleFire= 16; visibleFireTime= 10; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: Mgun {}; class g3: Riffle { model="\g3\g3"; modelOptics=""; displayName="g3"; magazines[]={"g3mag"}; flash="gunfire"; flashSize=5; initSpeed=938; opticsFlare= true; modes[]= {"Single","Burst"}; class Single { ammo="CMPG3mag"; multiplier=1; burst=1; displayName="SINGLE FIRE"; dispersion=0.0002000; ffCount=1; reloadTime=0.100000; recoil="g3RE"; autofire=0; aiRateOfFire=5.0000; aiRateOfFireDistance = 200; UseAction=0; useActionTitle=""; }; class Burst { ammo="CMPG3mag"; multiplier=1; burst=3; displayName= "BURST FIRE"; dispersion= 0.0004000; reloadtime=0.10000; ffCount=3; recoil= "g3RE"; autoFire=0; aiRateofFire= 5.0000; aiRateOfFireDistance= 200; useAction= 0; useActionTitle= ""; }; }; class g3mag: g3 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine="G3mag"; shortNameMagazine="G3mag"; }; }; class CfgRecoils { g3RE[]= {0.04, 0.015,0.030, 0.040,0,0}; }; class CfgNonAIVehicles { class ProxyWeapon {}; class Proxyg3: ProxyWeapon {}; }; }; Share this post Link to post Share on other sites
Milkman 1 Posted January 30, 2004 This should be in the config section, but I will try to help anyways. You need sounds for your weapons like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class JAM_M16A1: M16 { scopeWeapon = 2; scopemagazine = 0; reloadMagazineSound[]={"\JAM_Sounds\sounds\M4Reload.wss",0.010316,1}; picture="\JAM_Magazines\pics\JAM_m16a1.paa"; displayName = "M16A1"; model = "\JAM_Magazines\JAM_m16a1.p3d" modes[]={"Single","Auto"}; magazines[]={"JAM_W556_20mag","JAM_W556_20HDmag"}; Share this post Link to post Share on other sites
cympatheey 0 Posted January 30, 2004 so if I didnt have the jam Addons How would I work that into my config or does anyone have a config for a rifle like the m16 or something that uses the sounds that are already in game because I just wanna get my gun in game. /CympatheeY Share this post Link to post Share on other sites
vade_101 0 Posted January 30, 2004 if have the gun inherit from the M16 rather than Riffle. class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: Mgun {}; Class m16: Riffle class g3: m16 {That should give it some sounds (the m16s) Share this post Link to post Share on other sites
Milkman 1 Posted January 30, 2004 so if I didnt have the jam Addons How would I work that into my config or does anyone have a config for a rifle like the m16 or something that uses the sounds that are already in game because I just wanna get my gun in game./CympatheeY Its only an example, you should be smart enough to fill in you own sounds or do what Vade said. Share this post Link to post Share on other sites
ag_smith 0 Posted January 30, 2004 You're missing OFPEC TAG SYSTEM compatibile class name too. Better fix it if you're thiniking about releasing this addon to public Share this post Link to post Share on other sites
cympatheey 0 Posted January 31, 2004 Alright Cool I dont know much about configs so thats why I just wanted one and another thing since when is some one smart only when they can make a config? Ohh and Im not realleasing it to the public Im making it for a mod. /CymPatheeY Share this post Link to post Share on other sites
cympatheey 0 Posted January 31, 2004 Okay I changed the config a little bit to be this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //Config file written by OFPCW ofps.cncguild.net/configw //g3 made by CMP #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 #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 g3 { units[] = {}; weapons[] = {g3}; requiredVersion = 1.05; }; }; class CfgAmmo { class Default {}; class BulletSingle: Default{}; class CMPG3mag: BulletSingle { hit= 8; indirectHit= 1; indirectHitRange= 0.40000; minRange=0.5; minRangeProbab=0.800000; midRange=50; midRangeProbab=0.350000; maxRange=109; maxRangeProbab=0.080000; visibleFire= 16; audibleFire= 16; visibleFireTime= 10; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: Mgun {}; Class m16: Riffle {}; class g3: m16 { model="\g3\g3"; modelOptics=""; displayName="g3"; magazines[]={"g3mag"}; flash="gunfire"; flashSize=5; initSpeed=938; opticsFlare= true; modes[]= {"Single","Burst"}; class Single { ammo="CMPG3mag"; multiplier=1; burst=1; displayName="Semi-Auto"; dispersion=0.0002000; ffCount=1; reloadTime=0.100000; recoil="g3RE"; autofire=0; aiRateOfFire=5.0000; aiRateOfFireDistance = 200; UseAction=0; useActionTitle=""; }; class Burst { ammo="CMPG3mag"; multiplier=1; burst=3; displayName= "Burst Fire"; dispersion= 0.0004000; reloadtime=0.10000; ffCount=3; recoil= "g3RE"; autoFire=0; aiRateofFire= 5.0000; aiRateOfFireDistance= 200; useAction= 0; useActionTitle= ""; }; }; class g3mag: g3 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine="G3mag"; shortNameMagazine="G3mag"; }; }; class CfgRecoils { g3RE[]= {0.04, 0.015,0.030, 0.040,0,0}; }; class CfgNonAIVehicles { class ProxyWeapon {}; class Proxyg3: ProxyWeapon {}; }; }; and now I get this error message everytime I try to start up OFP <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "g3\config.cpp::CfgWeapons.Class:"m" encountered instead of "=" Share this post Link to post Share on other sites
Pathy 0 Posted January 31, 2004 If your making it for a mod, its gonna be released to the public......use a mod tag for it. Share this post Link to post Share on other sites