Scud 0 Posted July 20, 2004 It's just a basic cut'n'paste err In the cpp you sent <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ani_bullet2 Â Â Â Â { Â Â Â Â Â Â type="rotation"; Â Â Â Â Â Â animPeriod=0.4; Â Â Â Â selection="bullet1"; Â Â Â Â Â Â axis="osa bullet1"; Â Â Â Â Â Â angle0=0; Â Â Â Â Â Â angle1=-1.57; Â Â Â Â }; class ani_bullet3 Â Â Â Â { Â Â Â Â Â Â type="rotation"; Â Â Â Â Â Â animPeriod=0.4; Â Â Â selection="bullet1"; Â Â Â Â Â Â axis="osa bullet1"; Â Â Â Â Â Â angle0=0; Â Â Â Â Â Â angle1=-1.57; Â Â Â Â }; In the selection and axis of ani_bullet2 and 3 you have Bullet1 and osa Bullet1. Change them to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ani_bullet2 Â Â Â Â { Â Â Â Â Â Â type="rotation"; Â Â Â Â Â Â animPeriod=0.4; Â Â Â Â Â Â selection="bullet2"; Â Â Â Â Â Â axis="osa bullet2"; Â Â Â Â Â Â angle0=0; Â Â Â Â Â Â angle1=-1.57; Â Â Â Â }; class ani_bullet3 Â Â Â Â { Â Â Â Â Â Â type="rotation"; Â Â Â Â Â Â animPeriod=0.4; Â Â Â Â Â Â selection="bullet3"; Â Â Â Â Â Â axis="osa bullet3"; Â Â Â Â Â Â angle0=0; Â Â Â Â Â Â angle1=-1.57; Â Â Â Â }; Once you have done that it will work, I have tested it. I had to use the sqs I posted coz you didn't send me the 1 you used but if it is the same it will work. Now because your gun is much higher the shells stay in the air longer. So in your "ShellEJecT.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #ejectBullets ~.25 change this to atleast ~0.4 Share this post Link to post Share on other sites
bmgarcangel 0 Posted July 28, 2004 Hey Now i just got one more question for all you other then ScUd because scud ain't sure....in my mind i'm not sure bout wat he says at times either ....but anyhow i got this problem, this error keeps coming up that says: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No Entry 'config.bin/cfgvehicles/cfgnonaivehicles.scope'. and i can't figure out why its comin up like this...anyhow, heres the config.... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// 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 #define CanSeeRadar 1 #define CanSeeRye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeAll 31 class CfgPatches { class BGPKmg { units[] = {BGPKmg,BGM2mg}; requiredVersion = 1.91; }; }; class CfgModels { class Default {}; class Weapon: default {}; class m60m: Weapon { sectionsInherit="Vehicle"; sections[]={"0","bullet1","bullet2","bullet3"}; }; class pkmg: Weapon { sectionsInherit="Vehicle"; sections[]={"0","bullet1","bullet2","bullet3"}; }; class m2p: Weapon { sectionsInherit="Vehicle"; sections[]={"0","bullet1","bullet2","bullet3"}; }; }; class CfgAmmo { class Default {}; class BulletSingle : Default {}; class m60mAmmo: BulletSingle { hit=10;indirectHit=0.1;indirectHitRange=0.1; minRange=0.4;minRangeProbab=0.80; midRange=500;midRangeProbab=0.95; maxRange=3000;maxRangeProbab=0.05; cost=30; }; class mpkAmmo: BulletSingle { hit=21;indirectHit=0.08;indirectHitRange=0.1; minRange=0.4; minRangeProbab=0.80; midRange=500; midRangeProbab=0.95; maxRange=3000; maxRangeProbab=0.05; cost=200; }; }; class CfgWeapons { class Default{}; class MGun: Default{}; class MachineGun7_6: MGun{}; class MachineGun12_7: MachineGun7_6{}; class Browning: MachineGun12_7{}; class mpk: Browning { ammo=mpkAmmo; displayName="PK"; displayNameMagazine="PK"; shortNameMagazine="PK"; visibleFire=14; audibleFire=24; visibleFireTime=2; cartridge="FxCartridge"; count=650; sound[]={"\vis_mg\PKFire.ogg",db10,1}; soundContinuous=0; initSpeed=1000; aiRateOfFire=0.001; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero }; class m60m: Browning { ammo=m60mAmmo; displayName="M60"; displayNameMagazine="M60"; shortNameMagazine="M60"; count=100; sound[]={"\vis_mg\M60Fire.ogg",db10,1}; reloadSound[]={"\Weapons2\M60full",db10,1}; MagazineReloadTime=6; soundContinuous=0; maxLeadSpeed=865; aiRateOfFire=0.001; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class Tank: LandVehicle{}; class APC: Tank{}; class M113:APC{}; class M2StaticMG: M113{}; class M2StaticMGE: M2StaticMG{}; class bgPKmg: M2StaticMGE { class reflectors {}; displayName="PK machine gun (Standing)"; picture="m2"; model="\Vis_mg\pkmg.p3d"; cost=15000; weapons[]={"mpk"}; magazines[]={"mpk"}; side=0; camouflage=3; gunnerCanSee=31; threat[]={1,0.900000,0.100000}; crew="SoldierEB"; armor=60; armorStructural=20.000000; icon="kulomet.paa"; hiddenSelections[]={"0","bullet1","bullet2","bullet3"}; animated=1; class Animations { class ani_bullet1 { type="rotation"; animPeriod=0.4; selection="bullet1"; axis="osa bullet1"; angle0=0; angle1=-1.57; }; class ani_bullet2 { type="rotation"; animPeriod=0.4; selection="bullet2"; axis="osa bullet2"; angle0=0; angle1=-1.57; }; class ani_bullet3 { type="rotation"; animPeriod=0.4; selection="bullet3"; axis="osa bullet3"; angle0=0; angle1=-1.57; }; }; class EventHandlers { fired = "[_this select 0] exec ""\vis_mg\ShellEJecT.sqs"" "; }; }; class m2p: M2StaticMG { displayName="M2 (Gunner Prone)"; picture="im113"; model="\Vis_mg\m2p.p3d"; cost=15000; class reflectors {}; weapons[]={"Browning"}; magazines[]={"Browning","Browning","Browning"}; side=1; crew="HYK_USsolGLWL85"; armor=60; armorStructural=20.000000; icon="kulomet.paa"; gunnerAction="ManActm2pGunner"; gunnerInAction="ManActm2pGunner"; 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=-30; maxElev=+20; minTurn=-45; maxTurn=+45; }; hiddenSelections[]={"0","bullet1","bullet2","bullet3"}; animated=1; class Animations { class ani_bullet1 { type="rotation"; animPeriod=0.4; selection="bullet1"; axis="osa bullet1"; angle0=0; angle1=-1.57; }; class ani_bullet2 { type="rotation"; animPeriod=0.4; selection="bullet2"; axis="osa bullet2"; angle0=0; angle1=-1.57; }; class ani_bullet3 { type="rotation"; animPeriod=0.4; selection="bullet3"; axis="osa bullet3"; angle0=0; angle1=-1.57; }; }; class EventHandlers { fired = "[_this select 0] exec ""\vis_mg\ShellEJecT.sqs"" "; }; }; class m60m: M2StaticMG { displayName="M60 Machine Gun (Prone)"; picture="im113"; model="\vis_mg\m60m.p3d"; cost=15000; class reflectors {}; weapons[]={"m60m"}; magazines[]={"m60m","m60m","m60m","m60m"}; side=1; crew="HYK_USsolGLWL85"; armor=60; armorStructural=20.000000; icon="kulomet.paa"; gunnerAction="ManActm60mGunner"; gunnerInAction="ManActm60mGunner"; modelOptics="optika_M60_MG"; 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=-30; maxElev=+30; minTurn=-60; maxTurn=+60; }; hiddenSelections[]={"0","bullet1","bullet2","bullet3"}; animated=1; class Animations { class ani_bullet1 { type="rotation"; animPeriod=0.4; selection="bullet1"; axis="osa bullet1"; angle0=0; angle1=-1.57; }; class ani_bullet2 { type="rotation"; animPeriod=0.4; selection="bullet2"; axis="osa bullet2"; angle0=0; angle1=-1.57; }; class ani_bullet3 { type="rotation"; animPeriod=0.4; selection="bullet3"; axis="osa bullet3"; angle0=0; angle1=-1.57; }; }; class EventHandlers { fired = "[_this select 0] exec ""\vis_mg\ShellEJecT.sqs"" "; }; }; class CfgNonAIVehicles { class ProxyWeapon{}; class Proxytpillbox: ProxyWeapon{}; class Proxym60m: ProxyWeapon{}; }; class CfgVehicleActions { bgPKmgGunner="ManActM2Gunner"; m2pGunner="m2p_anim"; m60mGunner="m60_anim"; }; class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class States { class DeadState: Default {}; class Driver: Default {}; class m2p_anim: Driver { file="\vis_mg\m2p_anim.rtm"; speed=10000000000.000000; looped=1; variantsAI[]={"m2p_animV1",0.700000,"m2p_anim"}; interpolateWith[]={"m2p_anim",0.500000}; equivalentTo="m2p_anim"; interpolationSpeed=1; connectTo[]={"m2p_animDying",1}; }; class m2p_animV1: m2p_anim { file="\vis_mg\m2p_anim.rtm"; speed=-4; looped=1; }; class m2p_animDying: DefaultDie { actions="NoActions"; file="plazenismrt.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={"m2p_anim",1}; }; class m2p_animDead: m2p_animDying { actions="DeadActions"; file="plazenismrt2.rtm"; speed=10000000000.000000; terminal=1; connectFrom[]={"m2p_animDying",1}; connectTo[]={"DeadState",1}; }; class m60_anim: Driver { file="\vis_mg\m60_anim.rtm"; speed=SPEED_STATIC; looped=1; variantsAI[]={"m60_animV1",0.700000,"m60_anim"}; interpolateWith[]={"m60_animV1",0.500000}; equivalentTo="m60_anim"; interpolationSpeed=1; connectTo[]={"m60_animDying",1}; }; class m60_animV1: m60_anim { file="\vis_mg\m60_anim.rtm"; speed=-4; looped=1; }; class m60_animDying: DefaultDie { actions="NoActions"; file="plazenismrt.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={"m60_anim",1}; }; class m60_animDead: m60_animDying { actions="DeadActions"; file="plazenismrt2.rtm"; speed=10000000000.000000; terminal=1; connectFrom[]={"m60_animDying",1}; connectTo[]={"DeadState",1}; }; }; }; Share this post Link to post Share on other sites
Footmunch 0 Posted July 28, 2004 You haven't closed CfgVehicles with a "};" (NonAIVehicles must be outside CfgVehicles). Share this post Link to post Share on other sites