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bmgarcangel

Cartridges ejecting from static Guns

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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

       {

           type="rotation";

           animPeriod=0.4;

        selection="bullet1";

           axis="osa bullet1";

           angle0=0;

           angle1=-1.57;

       };

class ani_bullet3

       {

           type="rotation";

           animPeriod=0.4;

      selection="bullet1";

           axis="osa bullet1";

           angle0=0;

           angle1=-1.57;

       };

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

       {

           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;

       };

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

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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 biggrin_o.gif ....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};

};

};

};

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You haven't closed CfgVehicles with a "};" (NonAIVehicles

must be outside CfgVehicles).

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