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Maurekk

a littel conifg problem

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Hello,

I ve made a Config and the pbo File is called: "US-Airborne_Maurekk". Ofp starts no error messages are shown, but i cant see my vehicle class in the Mission Editor under "West" -> "US 82nd Airborne" its just not there. but when ic create a unit with a trigger it works the soldier is there without any problems.

PLz help me THANKS.

// 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

#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

// Wood wounds

#define BASWood_WOUNDS_m wounds[] = {"xicht_a.paa","xicht_a_zranen","xicht_b.paa","xicht_a_

zranen","xicht_c.paa","xicht_a_zranen","xicht_d.paa",&q

uot;xicht_a_zranen","xicht_e.paa","xicht_e_zranen","xicht_f.

paa","xicht_a_zranen","xicht_g.paa","xicht_a_zranen",&q

uot;xicht_h.paa","xicht_a_zranen","xicht_i.paa","xicht_a_zra

nen","xicht_j.paa","xicht_a_zranen","xicht_k.paa",&quot

;xicht_a_zranen","xicht_l.paa","xicht_a_zranen","xicht_m.paa

","xicht_a_zranen","xicht_n.paa","xicht_a_zranen",&quot

;xicht_o.paa","xicht_o_zranen","xicht_p.paa","xicht_a_zranen

","xicht_q.paa","xicht_a_zranen","xicht_r.paa","xi

cht_a_zranen","xicht_s.paa","xicht_a_zranen","xicht_t.paa&qu

ot;,"xicht_a_zranen","xicht_u.paa","xicht_a_zranen","xi

cht_v.paa","xicht_v_zranen","xicht_w.paa","xicht_w_zranen&qu

ot;,"xicht_x.paa","xicht_a_zranen","xicht_y.paa","xicht

_a_zranen","xicht_z.paa","xicht_a_zranen","xicht_2a.paa&quot

;,"xicht_a_zranen","xicht_2b.paa","xicht_w_zranen","xic

ht_2c.paa","xicht_a_zranen","xicht_2d.paa","xicht_v_zranen&q

uot;,"xicht_2e.paa","xicht_a_zranen","xicht_2f.paa","xi

cht_a_zranen","xicht_2g.paa","xicht_w_zranen","xicht_2h.paa&

quot;,"xicht_a_zranen","xicht_2i.paa","xicht_a_zranen",&quot

;xicht_2j.paa","xicht_a_zranen","xicht_2k.paa","xicht_a_zran

en","xicht_2l.paa","xicht_a_zranen","xicht_2m.paa",&quo

t;xicht_a_zranen","xicht_2n.paa","xicht_a_zranen","xicht_2o.

paa","xicht_a_zranen","xicht_2p.paa","xicht_2p_zranen",

"xicht_2q.paa","xicht_a_zranen","xicht_2r.paa","xicht_e

_zranen","xicht_2s.paa","xicht_a_zranen","xicht_2t.paa"

,"xicht_a_zranen","xicht_2u.paa","xicht_a_zranen","xich

t_2v.paa","xicht_a_zranen","xicht_2w.paa","xicht_w_zranen&qu

ot;,"xicht_2x.paa","xicht_a_zranen","xicht_2y.paa","xic

ht_a_zranen","xicht_2z.paa","xicht_a_zranen","\BAS_deraw\wood\a_front","\BAS_deraw\wood_d\a_front_d","\BAS_deraw\wood\BODY1","\BAS_deraw\wood_d\BODY1d","\BAS_deraw\wood\cepice_side","\BAS_deraw\wood_d\cepice_side_d","\BAS_deraw\wood\cepice_up","\BAS_deraw\wood_d\cepice_up_d","\BAS_deraw\wood\leftarm","\BAS_deraw\wood_d\leftarmd","\BAS_deraw\wood\leftleg","\BAS_deraw\wood_d\leftlegd","\BAS_deraw\wood\mich0b","\BAS_deraw\wood_d\mich0b_d","\BAS_deraw\wood\mich04","\BAS_deraw\wood_d\mich04_d","\BAS_deraw\wood\rightarm","\BAS_deraw\wood_d\rightarmd","\BAS_deraw\wood\rightleg","\BAS_deraw\wood_d\rightlegd"};

class CfgPatches

{

class US_Airborne_Maurekk

{

units[] =

{

m_82leader,

m_82rifleman,

m_82rifleman2,

m_82grenade,

m_82medic,

m_82radio,

m_82mg,

m_82at4,

m_82jav,

m_82aa,

m_82sniper,

m_82spr,

m_82scope

};

requiredAddons[] = {"BIS_Resistance","BAS_Weap","BIS_WeaponPack"};

weapons[] = {};

requiredVersion = 1.96;

};

};

class CfgModels

{

class Default {};

class Man: Default {};

class BAS_RangerFloppy: man

{

sections[] =

{

"head injury","body injury",

"l arm injury","r arm injury","p arm injury",

"l leg injury","r leg injury","p leg injury",

"medic",

"hlava",

"krk",

"zasleh",

"BASpatch",

"basm9"

};

sectionsInherit = Head;

};

class BAS_RangerHelmet: BAS_RangerFloppy {};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class SoldierWG: SoldierWB{};

class SoldierWMG: SoldierWB{};

class SoldierWLAW: SoldierWB{};

class SoldierWAT: SoldierWLAW{};

class SoldierWAA: SoldierWLAW{};

class SoldierWMortar: SoldierWG{};

class OfficerWNight: SoldierWB{};

class SoldierWSniper: SoldierWB{};

class OfficerW: SoldierWB{};

class SoldierWMedic: SoldierWB{};

//-----------------------------------------------------------------------------------------W O O D L A N D-----------------------------------------------------------------------------------------

--

class m_82leader : SoldierWB

{

displayName = "US 82nd Squad Leader";

model = "\BAS_deraw\BAS_RangerHelmet.p3d";

vehicleClass = "US 82nd Airborne";

scope = 1;

cost = 100000

sensitivity = 1.25;

accuracy = 2.500000;

nightVision = 1;

camouflage = 0.750000;

armor = 15;

armorStructural = 2.0;

armorHead = 0.7;

armorBody = 5.5;

armorHands = 0.5;

armorLegs = 0.5;

weapons[] = {"m_m4sopmod","inq_mk23","Binocular","NVGoggles",&

quot;inq_Throw","inq_Put"};

magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q

uot;jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&quot

;inq_HandGrenade","inq_HandGrenade","inq_HandGrenade","inq_h

andgrenade","inq_mk23Mag","inq_mk23Mag","inq_mk23Mag"};

BASWood_WOUNDS_m

animated = 1;

class Animations

{

class goggles

{

type = "rotation";

animPeriod = 0.5;

selection = "goggles";

axis = "axisgoggles";

angle0 = 0;

angle1 = 0.75;

};

};

class UserActions

{

class Lowervisor

{

displayName = "Lower Goggles";

position = "axisgoggles";

radius = 1.00000;

condition = "this animationPhase {goggles} < 0.5 && this == player";

statement = "this animate [{goggles}, 1]";

};

class Raisevisor

{

displayName = "Raise Goggles";

position = "axisgoggles";

radius = 1.00000;

condition = "this animationPhase {goggles} >= 0.5 && this == player";

statement = "this animate [{goggles}, 0]";

};

};

};

class m_82rifleman: m_82leader

{

displayName = "82nd Rifleman M4";

hiddenSelections[] = {"basm9","medic"};

weapons[] = {"m_m4","NVGoggles","inq_Throw","inq_Put"};

magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q

uot;jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&quot

;inq_HandGrenade","inq_HandGrenade","inq_HandGrenade","inq_h

andgrenade"};

};

class m_82rifleman2: m_82rifleman

{

displayName = "82nd Rifleman M4 Reflex";

weapons[] = {"m_m4reflex","NVGoggles","inq_Throw","inq_Put"};

};

class m_82grenade : m_82rifleman

{

displayName = "82nd Grenadier";

weapons[] = {"m_m4_m203","NVGoggles","inq_Throw","inq_Put"};

magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q

uot;jam_w556_30hdmag","jam_w556_30hdmag","c8xm203vest"};

};

class m_82medic : m_82rifleman

{

displayName = "82nd Medic";

weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32";

weapons[] = {"m_M4","NVGoggles","inq_Throw","inq_Put"};

magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q

uot;jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag"};

hiddenSelections[] = {"basm9"};

};

class m_82radio : m_82rifleman

{

displayName = "82nd Radioman";

weapons[] = {"m_m4","BAS_Satcom","NVGoggles","inq_Throw",&quot

;inq_Put"};

};

class m_82mg : m_82rifleman

{

displayName = "82nd Auto Rifleman";

weapons[] = {"m_m249_para","NVGoggles","inq_Throw","inq_Put"};

magazines[] = {"jam_w556m_200hdmag","jam_w556m_200hdmag","jam_w556m_200hdmag&qu

ot;,"jam_w556m_200hdmag","inq_handgrenade","inq_handgrenade"

};

};

class m_82at4 : m_82rifleman

{

displayName = "82nd AT4";

weapons[] = {"m_m4reflex","jam_at4launcher","NVGoggles","inq_Throw&

quot;,"inq_Put"};

magazines[]={"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q

uot;jam_w556_30hdmag","jam_at4rocket","jam_at4rocket","jam_a

t4rocket"};

};

class m_82jav : m_82rifleman

{

displayName = "82nd Javelin";

weapons[] = {"m_m4reflex","SUCHJavelinLauncher","NVGoggles","inq_Th

row","inq_Put"};

magazines[]={"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q

uot;jam_w556_30hdmag","SUCHJavelinMag"};

};

class m_82aa : m_82rifleman

{

displayName = "82nd Anti Air";

weapons[] = {"m_m4reflex","AALauncher","NVGoggles","inq_Throw"

,"inq_Put"};

magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q

uot;jam_w556_30hdmag","AALauncher"};

};

class m_82sniper : SoldierWSniper

{

displayName = "82nd Heavy Sniper";

model = "\BAS_deraw\BAS_RangerFloppy.p3d";

vehicleClass = "US 82nd Airborne";

scope = 1;

cost = 110000

sensitivity = 1.25;

accuracy = 2.500000;

nightVision = 1;

camouflage = 0.750000;

armor = 15;

armorStructural = 2.0;

armorHead = 0.7;

armorBody = 5.5;

armorHands = 0.5;

armorLegs = 0.5;

weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32";

weapons[]={"HEP_M82","binocular","nvgoggles","inq_Throw",&qu

ot;inq_Put","inq_mk23sd"};

magazines[]={"HEP_M82Mag","HEP_M82Mag","HEP_M82Mag","HEP_M82Mag&quo

t;,"HEP_M82Mag","HEP_M82apMag","HEP_M82apMag","HEP_M82a

pMag","inq_Mk23sdmag","inq_Mk23sdmag","inq_Mk23sdmag"};

BASWood_WOUNDS_m

};

class m_82spr : m_82sniper

{

displayname = "82nd Spotter";

weapons[]={"HEP_SR25S","binocular","nvgoggles","inq_Throw",&

quot;inq_Put","inq_mk23sd"};

magazines[]={"HEP_SR25SMag","HEP_SR25SMag","HEP_SR25SMag","HEP_SR25

SMag","HEP_SR25SMag","HEP_SR25SMag","HEP_SR25SMag",&quo

t;HEP_SR25SMag","inq_Mk23sdmag","inq_Mk23sdmag","inq_Mk23sdm

ag"};

}

class m_82scope : m_82sniper

{

displayname = "82nd Designated Marksman";

weapons[]={"m_m4scope","binocular","nvgoggles","inq_Throw",&

quot;inq_Put","inq_mk23"};

magazines[]={"jam_w556_30mag","jam_w556_30mag","jam_w556_30mag","ja

m_w556_30mag","jam_w556_30mag","jam_w556_30mag","jam_w556_30

mag","jam_w556_30mag","inq_handgrenade","inq_handgrenade&quo

t;,"inq_Mk23mag","inq_Mk23mag","inq_Mk23mag"};

}

};

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You need to change their scope from 1 to 2.

Also, remove all BAS references (excpet for the required addons) as these will cause problems if you use these at the same time as the Delta/Ranger pack.

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lol @ Deadmeat thx

the problem was the scope thing, but what is this for ?

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Scope defines whether or not a unit is shown in the editor.

Scope of 0 or 1 will be hidden in the editor, but still available in-game, and scope 2 will be visible in the editor.

BTW - this should really be in the Breathe - Config board. wink_o.gif

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