TheRedBaron 0 Posted July 7, 2004 ok I have finnally gotten my custom rpg into the game but when i select it on the action menu it just say that it is selected but nothing happens and the is no ammo indicator. the guy does not reach for the rpg and it is in the wrong position on his pack. Here is a screenshot of what it looks like: here is a copy of my config, do i have to reposition it in O2 or do I have to make an animation? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//custom rpg // Basic def. #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 cstm_rpg { units[]={civilianRPG}; weapons[]={"cstm_rpg","cstm_rocket"}; requiredVersion=1.75; }; }; class CfgModels { class Default{}; class weapon: default {}; class cstm_rpg: weapon {}; }; class CfgAmmo { class default {}; class AT3: default {}; class LAW: AT3 {}; class RPG: LAW {}; class cstm_rocket: RPG { model = "\cstm_rpg\cstm_rocket.p3d"; proxyshape="\cstm_rpg\cstm_rocket.p3d"; minRange=100;minRangeProbab=0.8; midRange=500;midRangeProbab=1.0; MaxRange=2000;maxRangeProbab=1.0; initTime=0.1; ThrustTime=.200000; thrust=500; maxspeed=300; soundHit[]={"\cstm_rpg\boom.wav",31.622778,1.0}; soundFly[]={"\objects\noise",0.023100,2}; hit=80; indirectHit=60; indirectHitRange=5; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {} class cstm_rpg: LAWLauncher { modelOptics="\cstm_rpg\APILAS_optics.p3d"; Â Â OpticsColor[]={0.30000,0.300000,0.00000,1}; picture="\cstm_rpg\gear1.paa"; model="\cstm_rpg\cstm_rpg"; displayName="cstm_rpg"; displayNameMagazine="cstm_rpg"; magazines[]={"cstm_rpg"}; ammo="cstm_rpg"; sound[]={"\cstm_rpg\launch.wav",0.2500000,1}; reloadMagazineSound[]={"\cstm_rpg\reload.wav",0.2300000,1}; }; class cstm_rocket: cstm_rpg { picture="\cstm_rpg\gear2.paa"; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class soldierGB:Soldier{}; class soldierGLAW: SoldierGB{}; class CivilianRPG: soldierGLAW { access=2 displayName="CivilianRPG"; weapons[]={"ak47","Throw","Put","cstm_rpg"}; magazines[]={"ak47","ak47","ak47","cstm_rpg","cstm_rpg","cstm_rpg"}; }; }; Share this post Link to post Share on other sites
Gecko 0 Posted July 11, 2004 I'm not sure if it helps, but try adding this <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 ProxySoldierCSTM_RPG : ProxyWeapon {}; }; (at the end) to your config.cpp Share this post Link to post Share on other sites
<>Crippler<> 0 Posted July 17, 2004 In your CfgWeapons, you say - ammo="cstm_rpg"; but I think it should be ammo="cstm_rocket"; -so you're using the classname of the ammo Also I dont think you need the 'magazine' value in the cfgweapons either. Share this post Link to post Share on other sites