bmgarcangel 0 Posted April 25, 2004 Hey.. I have a few questions First...is there any bullets hitting buildings, etc.,etc. you custom sound effects for you guns and stuff................and possibly sound effects for buildings that I want to have a different sound played when hit with a bullet.... Second...how do I make my a machine gun that is destroyed not blow up ...or should I make it so that a machine gun doesn't destroy? ~Bmgarcangel Share this post Link to post Share on other sites
dharbert 0 Posted April 25, 2004 Yes, you can have custom sounds for impact, for weapons and for the building itself. As far as the machine gun goes, try using the following variable in the config.cpp destrType="DestructNo"; or destrType="DestructDefault"; Hope that helps. Share this post Link to post Share on other sites
ag_smith 0 Posted April 25, 2004 Doesn't this belong to  BREATHE >> Addon Config & Scripting forum???  Yo, people!!! There're other forum sections over here that're meant for that kind of questions!!! Stop spamming this one, please.  Quote[/b] ]USAGE OF THIS FORUM: This forum is for discussing addons, showing off work in progress and discussing ideas and suggestions for addons. For more technical discussions on how to make addons, use the forums in the O2 section. Share this post Link to post Share on other sites
vektorboson 8 Posted April 25, 2004 Here you go: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Â Â secondaryExplosion = 1; Â Â // value<0: calculate from fuel/ammo cargo + tanks and multiply with abs(value) Â Â // value>0: use value directly as hit in FuelExplosion Put the secondaryExplosion=1 to your Machine Gun-class, then it doesn't explode. Share this post Link to post Share on other sites
bmgarcangel 0 Posted April 26, 2004 I see.....ok now another question.... I'll show a picture later, but I have a problem with my bunkers. Problem being that I made some sandbags for it now to replace a fake sandbag wall that was all one piece, but now all the sandbags don't mold to the ground when the roof does...rofl... need a pic? Share this post Link to post Share on other sites
Bullz_eye_on_my_back 0 Posted April 28, 2004 depending on what ya want molded to the ground or not.... if you want the sandbags to mold to the ground too...then select the sand bags and press "shift+e" and the properties window will pop up.... then select the radio button "set height (fence)" if ya want the roof to stop doing that instead...just do the opposite ;) Share this post Link to post Share on other sites
bmgarcangel 0 Posted April 29, 2004 OK...I hope I remember that when Iget home today... Share this post Link to post Share on other sites
bmgarcangel 0 Posted April 29, 2004 One other question...what do I do to make it so that the god damned light on my .30 Caliber Machine guns is never on!!!?!?!?!? Share this post Link to post Share on other sites
Rastavovich 0 Posted April 29, 2004 class reflectors {}; should fix it Share this post Link to post Share on other sites
bmgarcangel 0 Posted April 30, 2004 LOL But...where do I put this? Share this post Link to post Share on other sites
Rastavovich 0 Posted April 30, 2004 into the cfgvehicle definition of your static weapon. ie class cfgvehicle { .... class yourweapon : ... { class reflectors{}; }; }; Share this post Link to post Share on other sites
bmgarcangel 0 Posted April 30, 2004 So.. right here or so... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierEB:Soldier{}; class SoldierWB:Soldier{}; class tfw_CSoldierPPSHA: SoldierEB { class reflectors{}; displayName="PPSHA-41"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"TFW_PPSH41","Throw","Put"}; accuracy=5; magazines[]={TFW_PPSH41Mag,TFW_PPSH41Mag,TFW_PPSH41Mag,TFW_PPSH41Mag,TFW_PPSH41Mag}; }; class tfw_CSoldiertype56: SoldierEB { displayName="SKS Rifle"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"TFW_SKS","Throw","Put"}; accuracy=5; magazines[]={TFW_SKSMag,TFW_SKSMag,TFW_SKSMag,TFW_SKSMag,TFW_SKSMag}; class tfw_UNSoldierM19a4: SoldierWB { displayName="M1919A4"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"tfw_30calA4","Throw","Put"}; accuracy=5; magazines[]={tfw_30cala4Mag,tfw_30cala4Mag,tfw_30cala4Mag,tfw_30cala4Mag,tfw_30cala4Mag}; }; class tfw_UNSoldierM19a6: SoldierWB { displayName="M1919A6 Bipod"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"tfw_30calA6","Throw","Put"}; accuracy=15; magazines[]={tfw_30calMag,tfw_30calMag,tfw_30calMag,tfw_30calMag,tfw_30calMag}; }; class LandVehicle: Land{}; class Tank: LandVehicle{}; class APC: Tank{}; class M113:APC{}; class M2StaticMG: M113{}; class M2StaticMGW: M2StaticMG{}; class tfw_UNarmorM19a4: M2StaticMGW { vehicleclass="TFW:CIK ( Armored )"; displayName="M1919A4 on Tripod"; picture="m2"; model="\TFW_Weapons\Machine Guns\TFW_bunk_30cala4.p3d"; cost=15000; weapons[]={"TFW_30calA4tri"}; magazines[]={"TFW_30calA4tri","TFW_30calA4tri","TFW_30calA4tri"}; side=1; getInAction="ManActLying"; getOutAction="ManActStand"; gunnerAction="ManActm19a4gunner"; gunnerInAction="ManActm19a4gunner"; camouflage=3; secondaryExplosion = 1; gunnerCanSee=31; threat[]={1,1,0.400000}; crew="SoldierWB"; armor=120; armorStructural=50.000000; icon="kulomet.paa"; class Turret { gunAxis = "osahlavne"; turretAxis = "osaveze"; soundServo[]={Vehicles\gun_elevate2,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; body = "OtocVez"; gun = "OtocHlaven"; minElev=-15; maxElev=+15; minTurn=-34; maxTurn=+34; }; }; class tfw_UNbunkerM19a4: M2StaticMGW { vehicleclass="TFW:CIK ( Armored )"; displayName="M1919A4 On Box"; picture="m2"; model="\TFW_Weapons\Machine Guns\TFW_bunkcala4.p3d"; cost=15000; weapons[]={"TFW_30calA4bunker"}; magazines[]={"TFW_30calA4bunker","TFW_30calA4bunker","TFW_30calA4bunker","TFW_30calA4bunker"}; side=1; getInAction="ManActStand"; getOutAction="ManActStand"; gunnerAction="ManActSandBagGunner"; gunnerInAction="ManActSandBagGunner"; camouflage=8; gunnerCanSee=31; secondaryExplosion = 1; threat[]={1,1,0.400000}; crew="SoldierWB"; armor=120; armorStructural=50.000000; icon="kulomet.paa"; class Turret { gunAxis = "osahlavne"; turretAxis = "osaveze"; soundServo[]={Vehicles\gun_elevate2,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; body = "OtocVez"; gun = "OtocHlaven"; minElev=-15; maxElev=+15; minTurn=-34; maxTurn=+34; }; }; }; Share this post Link to post Share on other sites
Rastavovich 0 Posted April 30, 2004 No, now you would disable the lights on the soldier tfw_CSoldierPPSHA which has no lights anyway, because he uses another simulation. you need it in the tfw_UNarmorM19a4 and the tfw_UNbunkerM19a4 class I guess. Share this post Link to post Share on other sites
bmgarcangel 0 Posted May 2, 2004 Ok now, next question. Â How do I config animations. Â I have a SKS rifle, and some safe/careless animations for it and danger/stealth animations for it now...how i get it all to work? Oh ya....how do I put smaller casings with the guns....I mean, most of them are pretty big for the size of the guns that i have... ~Bmgarcangel P.S...bas has shells coming ouf of there helos mg's...how do I do that with my static mgs? Share this post Link to post Share on other sites
bmgarcangel 0 Posted May 3, 2004 I really need help with wat I said above this post.... Share this post Link to post Share on other sites