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bmgarcangel

Some basic questions

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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

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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.

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Doesn't this belong to  BREATHE >> Addon Config & Scripting forum???  crazy_o.gif

Yo, people!!! There're other forum sections over here that're meant for that kind of questions!!! Stop spamming this one, please.  mad_o.gif

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.

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Here you go:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

   secondaryExplosion = 1;

   // value<0: calculate from fuel/ammo cargo + tanks and multiply with abs(value)

   // value>0: use value directly as hit in FuelExplosion

Put the secondaryExplosion=1 to your Machine Gun-class, then it doesn't explode.

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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?

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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 ;)

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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!!!?!?!?!?

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into the cfgvehicle definition of your static weapon.

ie

class cfgvehicle

{

....

class yourweapon : ...

{

class reflectors{};

};

};

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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;

};

};

};

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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.

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Ok now, next question.  How do I config animations.  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?

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