Victor_S. 0 Posted December 1, 2004 I have made 2 m4's but im having trouble with the config. My M4a1 model works but my M4a1sds(with a scope) model does not. Im getting a model special with the m4sd every time. Ive tried every thing i can think of so my configs a bit messed up. Oh and i have another question about diffrent ammo types. I searched on how to have the same gun with two ammo types and all that i found was to make two ammos in the ammocfg and put the two ammo types like: magazine[]={"ammoa","ammob"}; which i did but it would not work in the game so i had to make two diffrent guns with the same model. What im asking is did i do it right or is there an easier way because it will not let me switch back and forth between ammo. It keeps the ammo count of the first mag and will not let me switch back in the editor. Well that was a lot so ill tell you again what im askin- 1. why am i getting the model special error 2. what is the correct way to config two diff mags of ammo for 1 gun. here is my config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class CTunits { units[]={CTunitM4, CTunitM4he, CTsniper}; weapons[]={M4a1, M4a1he, M4a1sds}; requiredVersion=1.00000; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class M4a1 : Weapon{}; class M4a1he: M4a1{}; class M4a1sds: M4a1he{}; }; class CfgRecoils { M4a1Recoil[]={0.01,0.01,0.05,0.05,0,0}; M4sdRecoil[]={0.01,0.01,0.03,0.03,0,0}; }; class CfgAmmo { class default {}; class BulletSingle: default {}; class M4a1: BulletSingle { tracercolor[]= {0,1,0,1}; hit=8;indirectHit=1;  indirectHitRange=0.050000; minRange=1;  minRangeProbab=0.100000;midRange=50; midRangeProbab=0.900000;  maxRangeProbab=0.050000; cartridge="FxCartridgeSmall"; }; class M4a1he: BulletSingle { tracercolor[]= {1,0,0,1}; hit=20; indirectHit= 4;  indirectHitRange= 5; minRange= 1;  minRangeProbab= 0.1;  midRange= 50; midRangeProbab= 0.9;  maxRange= 500;  maxRangeProbab= 0.05; soundHit[]={"\M4a1\Explosion.wav",db+30,1}; hitGround[]={soundHit,1}; hitMan[]={soundHit,1}; hitArmor[]={soundHit,1}; hitBuilding[]={soundHit,1}; explosive= true; airLock= true; }; class M4a1sd: BulletSingle { tracercolor[]={0,1,0,0.5}; hit= 6;  indirectHit= 1;  indirectHitRange= 0.05; visibleFire=0.035; audibleFire=0.035; visibleFireTime=2; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class M16 : Riffle {}; class M4a1: M16 { access=2; autoReload=0; model="\M4a1\M4a1.p3d"; modelOptics="optika_m16"; displayName="M4a1"; displayNameMagazine="M4a1mag"; magazines[]={"M4a1","M4a1he"}; dexterity=2; flash=gunfire; flashSize=3; shortNameMagazine="M4mag"; MagazineType=32; count=34; initSpeed=450; magazineReloadTime=12; picture="\MP5dc2\mp5k.pac"; drySound[]={"\M4a1\DryFire.wav",0.000316,1}; modes[]={"Single","FullAuto"}; reloadMagazineSound[]={"\M4a1\M4a1Reload.wav",0.000316,1}; class Single { ammo=M4a1; multiplier=1; burst=1; displayName="M4a1 Single"; dispersion=.000800; sound[]={"\M4a1\M4a1outside.wav",db+45,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil=M4a1Recoil; autoFire=0; aiRateOfFire=0.700000; aiRateOfFireDistance=250; }; class FullAuto      {       ammo=M4a1;       multiplier=1;       burst=1;       displayName="M4a1 Full Auto";       dispersion=0.008000;       sound[]={"\M4a1\M4a1outside.wav",db+45,1};       soundContinuous=0;       reloadTime=0.08000;       ffCount=1;       recoil=M4a1Recoil;       autoFire=true;       aiRateOfFire=1.000000;       aiRateOfFireDistance=250;      }; }; class M4a1he: M4a1 { access=2; autoReload=0; model="\M4a1\M4a1.p3d"; modelOptics="optika_m16"; displayName="M4a1he"; displayNameMagazine="M4a1hemag"; magazines[]={"M4a1","M4a1he"}; dexterity=2; flash=gunfire; flashSize=10; shortNameMagazine="M4hemag"; MagazineType=32; count=10; initSpeed=300; magazineReloadTime=12; picture="\MP5dc2\mp5k.pac"; drySound[]={"\M4a1\DryFire.wav",0.000316,1}; modes[]={"Single"}; reloadMagazineSound[]={"\M4a1\M4a1Reload.wav",0.000316,1}; class Single { ammo=M4a1he; multiplier=1; burst=1; displayName="M4a1 HE Single"; dispersion=.000800; sound[]={"\M4a1\M4a1outside.wav",db+45,1}; soundContinuous=0; reloadTime=1; ffCount=1; recoil=M4a1Recoil; autoFire=0; aiRateOfFire=0.700000; aiRateOfFireDistance=250; }; }; class SniperRiffle : Riffle {}; class M21 : SniperRiffle{}; class M4a1sds: M21 { model="\M4a1\M4a1sds.p3d"; displayName="M4a1sds"; displayNameMagazine="M4a1sdsmag"; magazines[]={"M4a1","M4a1he","M4a1sd"}; shortNameMagazine="M4sdmag"; initSpeed=600; opticsZoomMin=0.04; opticsZoomMax=0.12; distanceZoomMin=400; distanceZoomMax=80; modes[]={"Single","FullAuto"}; class Single { ammo=M4a1sd; multiplier=1; burst=1; displayName="M4a1sd Single"; dispersion=.000500; sound[]={"\M4a1\M4a1sd.wav",db+45,1}; soundContinuous=0; reloadTime=1; ffCount=1; recoil=M4sdRecoil; autoFire=0; aiRateOfFire=0.700000; aiRateOfFireDistance=250; }; class FullAuto      {       ammo=M4a1sd;       multiplier=1;       burst=1;       displayName="M4a1sd Full Auto";       dispersion=0.005000;       sound[]={"\M4a1\M4a1sd.wav",db+45,1};       soundContinuous=0;       reloadTime=0.08000;       ffCount=1;       recoil=M4sdRecoil;       autoFire=true;       aiRateOfFire=1.000000;       aiRateOfFireDistance=250;      }; }; }; class CfgVehicles { class All {}; class Static: All{}; class Building: Static{}; class NonStrategic: Building{}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Civilian: Man {}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierEB:Soldier{}; class OfficerE:SoldierEB{}; class SoldierGB:Soldier{}; class OfficerW:SoldierWB{}; class CTunitM4: OfficerW { access=2 displayName="CTunitM4"; weapons[]={"Throw","Put","M4a1","nade"}; magazines[]={"M4a1","M4a1","M4a1","M4a1","nade","nade"}; }; class CTunitM4he: OfficerW { access=2 displayName="CTunit HE"; weapons[]={"Throw","Put","M4a1he","nade"}; magazines[]={"M4a1he","M4a1he","M4a1he","M4a1he","nade","nade"}; }; class CTsniper: OfficerW { access=2 displayName="CTsniper"; weapons[]={"Throw","Put","M4a1sds"}; magazines[]={"M4a1sd","M4a1sd","M4a1sd","M4a1sd"}; }; }; Share this post Link to post Share on other sites
philcommando 0 Posted December 3, 2004 1. model special means u gave something extra to the weapon that is not within the authorised standard config. You would have to check the config over thoroughly against the original config190 standard and see anything special u have added. 2. So far that i know, only 1 type of ammo per weapon is allowed in config. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted December 3, 2004 2. So far that i know, only 1 type of ammo per weapon is allowed in config. Sorry Phil' that wrong. Â I did it easily with my L115 - .338 Lapua and Incendiary. Victor - download my L96A1 and L115A1 Beta and look at the L115 config - basically once you are in game all you need to do is reload with the new ammo but make sure you either put the ammon in the unit inventory or in an ammo box you can get at. As for the model special - try removing the .p3d from the model= line - its not needed. if that doesnt work let me know and i'll have a proper look at the config for you later. Cheers Rock Share this post Link to post Share on other sites
DanAK47 1 Posted December 3, 2004 maybe this is your problem? class CTsniper: OfficerW { access=2 displayName="CTsniper"; weapons[]={"Throw","Put","M4a1sds"}; magazines[]={"M4a1sd","M4a1sd","M4a1sd","M4a1sd"}; }; }; "M4A1SD" is not defined as a weapon, only as ammo. Share this post Link to post Share on other sites
Victor_S. 0 Posted December 3, 2004 @DanAK47 ty that was the problem I just changed the ammo to M4a1sds and the mag to that and now I dont have the model special error, but now in the editor it does not show that I have any magazines which im sure wont be too hard to figure out. @RockofSL yea ill take a look at ur config it will probably help me get some things sorted out. @philcommando I got two types of mags to work sort of. I have a regular clip of ammo and a clip of exploding ammo In his inventory. I can reload my exploding ammo fine and shoot it but if I try to go back to the regular ammo It keeps the ammo count for the exploding ammo witch is bad because my he ammo only has 10 in a clip. I was trying to figure out how they did it with something like the riffle mortar were u can switch back and forth but I think its just coded like a grenade launch. well anyways thanks for replies I sort it out from here. Share this post Link to post Share on other sites