miss_cleo 0 Posted January 30, 2004 this is proably a stupid question... i made a pistol addon w/ a unit.. but when i go to play w/ the unit the pistol is invisible.. if another unit which has a working pistol , such as the frenchpoint pilot kills my unit, he can pick up the pistol and it will be visible.. any ideas? Share this post Link to post Share on other sites
Rastavovich 0 Posted January 30, 2004 could you c&p the config of it? Sounds kinda your unit doesn't have a place to store the pistol. Share this post Link to post Share on other sites
miss_cleo 0 Posted January 30, 2004 i was using the config from samsons stechkin addon to make a semi/full auto version of berlin 1945's mauser broomhandle. heres the config: // some basic 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 // type scope #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 SamAPS { units[]={"FEDC96","AfricanC96","CivilianC96"}; weapons[]={"C96Base","C96","C96Mag"}; requiredVersion=1.750000; }; }; class CfgModels { class default {}; class Weapon: default {}; class C96: Weapon {}; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class HandGunBase: Riffle {}; class C96Base: HandGunBase { access=2; scopeWeapon=0; scopeMagazine=0; aiRateOfFire=0.500000; aiRateOfFireDistance=50 model="\Be45gec96\C96.p3d"; modelOptics="\Be45gec96\opt\optic.p3d"; picture="\Be45gec96\pictures\C96.paa"; displayName="C96"; displayNameMagazine="C96 Mag."; shortNameMagazine="C96"; count=20; weaponType=2; magazineType=32; reloadTime=0.17000; magazineReloadTime=2; autoReload=0; soundContinuous=0; sound[]={"\APS\fire.wav",1.000000,1}; drySound[]={"weapons\M16dry",0.003162,1}; magazines[]={"C96Mag"}; modes[]={"Single","FullAuto"}; recoil="riffleSingle"; backgroundReload=0; burst=1 multiplier=1 autoFire=0 initSpeed=450; dispersion=0.002000; class Single { ammo="CZ75"; multiplier=1; burst=1; displayName="C96 Single"; dispersion=0.000110; sound[]={"\Be45gec96\sounds\P38.wav",0.5,0.8}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=50; useAction=0; useActionTitle=""; }; class FullAuto { ammo="CZ75"; multiplier=1; burst=1; displayName="C96 Auto"; dispersion=0.000200; sound[]={"\Be45gec96\sounds\P38.wav",1.000000,1.00}; soundContinuous=0; reloadTime=0.130000; ffCount=30; recoil="rifflesingle"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=50; useAction=0; useActionTitle=""; }; }; class C96: C96Base { picture="\Be45gec96\pictures\C96.paa"; scopeWeapon=2; scopeMagazine=0; }; class C96Mag: C96Base { scopeWeapon=0; scopeMagazine=2; picture="\APS\gear2.paa"; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Soldier:Man{}; class SoldiergB:Soldier{}; class Officerg:SoldiergB{}; class FEDC96: OfficerG { accuracy=1000; model="\uce_kuffiya\uce_kuffiya"; displayName="Fedayeen C96"; weapons[]={"Binocular","Throw","Put","C96"}; magazines[]={"C96Mag","C96Mag","C96Mag","C96Mag","HandGre nade","HandGrenade","HandGrenade","HandGrenade"}; }; } Share this post Link to post Share on other sites
Rastavovich 0 Posted January 30, 2004 hmm, can't see any error in it at the moment... what do you mean with invisible? is the model invisible or is the whole gun not there (cannot fire nor does it show up in gear screen)? Share this post Link to post Share on other sites
miss_cleo 0 Posted January 30, 2004 the model is invisible. the gun is there.. the unit holds it and can fire it.. Share this post Link to post Share on other sites
Rastavovich 0 Posted January 30, 2004 Sounds more like a model issue to me then.. Share this post Link to post Share on other sites
miss_cleo 0 Posted January 31, 2004 hmmm.... are certain models capable of having pistols and others not? the model i am using is UCE's middle east resistance.. its quite old, pre oxygen and pre resistance.. Share this post Link to post Share on other sites
BraTTy 0 Posted January 31, 2004 Try adding: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgNonAIVehicles { class ProxyWeapon {}; class c96 : ProxyWeapon {}; }; To the end Share this post Link to post Share on other sites
BraTTy 0 Posted February 2, 2004 hmmm.... are certain models capable of having pistols and others not? the model i am using is UCE's middle east resistance.. its quite old, pre oxygen and pre resistance.. yes true the model needs to have a handgun proxy on it and the named selections Share this post Link to post Share on other sites
ravendk 25 Posted February 4, 2004 did you rember to add the righe proxis to the model? Share this post Link to post Share on other sites
Trenchfeet 0 Posted February 13, 2004 Quote[/b] ]did you rember to add the righe proxis to the model? yes check that you have the proxy in the unit model, i had a similar problem with a pilot addon im remaking where i deleted that proxy amongst other things (why oh why didn't i just leave it alone ) Share this post Link to post Share on other sites