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Messiah

Ammo woes

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been trying to make my own ammunition (only done it on vehicles so far) for a sniper rifle of ours... now it was initially based on the Jam 7.62x51 5 round magazine for the west, and calibrated to that effect, hence i sniffed around in Jam to get the same values etc... we just wanted our own sound to work for the weapon firing... im not sure where i'm going wrong, but i get the error:

no configbin: UKF_L96A1Mag

or something to that effect - i've double checked my spelling, and cant find anything obvious... but most of this ammo thing is beyond me

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

// AI L96A1 made by Tim for Project: UK Forces

#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

#define WeaponSlotPrimary 1

#define WeaponSlotSecondary 16

#define WeaponSlotItem 256

#define WeaponSlotBinocular 4096

#define WeaponHardMounted 65536

class CfgPatches

{

class UKF_L96A1pack

{

units[] = {UKF_L96A1Marksman,UKF_L96A1Sniper};

weapons[] = {"UKF_L96A1", "UKF_L96A1Camo", "UKF_L96A1Black", "UKF_L96A1Desert"};

requiredVersion = 1.91;

};

};

class CfgModels

{

class Default{};

class Weapon: Default{};

class L96A1: Weapon {};

class L96A1camo: Weapon {};

class L96A1Black: Weapon {};

class L96A1Desert: Weapon {};

};

class CfgRecoils

{

UKF_L96A1[]={0.012000,0,0,0.060000,0.014000,0.005000,0.050000,0.006000,0.060000,0.100000,0,0};

};

class CfgAmmo

{

class default {};

class M21: default {};

class UKF_L96A1Mag: M21

{

tracercolor[]= {0,0,0,0};

hit=8;indirectHit=0.5;indirectHitRange=0.5;

minRange=0;minRangeProbab=100;

midRange=1000;midRangeProbab=0.90;

maxRange=2500;maxRangeProbab=0.1;

cost=30;

cartridge="FxCartridgeSmall";

scopeWeapon=0;

scopeMagazine=2;

displayNameMagazine = "10x 7.62x51 Round";

shortNameMagazine = "10x 7.62x51 Round";

picture="";

initspeed=792;

maxLeadSpeed=50;

drySound[]={"\JAM_Sounds\sounds\Dry.wss",0.010316,1};

count=10;

modes[]= {"Single"};

class Single

{

ammo=UKF_L96A1Mag;

multiplier=1;

burst=1;

displayName="7.62x51";

soundContinuous= 0;

sound[]={"\UKF_L96A1\L96A1_single.wav",db0,1};

ffCount=1;

dispersion=0.00004275;

reloadTime=2.300000;

autofire=0;

aiRateOfFire=5.0000;

aiRateOfFireDistance = 500;

UseAction=0;

useActionTitle="";

recoil=UKF_L96A1;

};

canDrop = true;

};

};

class CfgWeapons

{

class Default {};

class MGun : Default {};

class Riffle: MGun {};

class SniperRiffle: Riffle {};

class UKF_L96A1Camo : SniperRiffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=WeaponSlotPrimary;

modelOptics="\UKF_L96A1\L96A1_optic.p3d";

model="\UKF_L96A1\L96A1camo.p3d";

picture="\UKF_L96A1\L96A1_texture.paa";

displayName="L96A1 (Camo)";

cursor="w_weapon";

cursorAim="w_lock";

modes[] = {Single};

count=5;

magazines[]={UKF_L96A1Mag};

recoil=UKF_L96A1;

reloadTime=3.0;

reloadMagazineSound[]={"\UKF_L96A1\L96A1_reload.wav",0.05,1};

opticsZoomMin=0.025;

opticsZoomMax=0.025;

};

class UKF_L96A1 : SniperRiffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=WeaponSlotPrimary;

modelOptics="\UKF_L96A1\L96A1_optic.p3d";

model="\UKF_L96A1\L96A1.p3d";

picture="\UKF_L96A1\L96A1_texture.paa";

displayName="L96A1";

cursor="w_weapon";

cursorAim="w_lock";

modes[] = {Single};

count=5;

magazines[]={UKF_L96A1Mag};

recoil=UKF_L96A1;

reloadTime=3.0;

reloadMagazineSound[]={"\UKF_L96A1\L96A1_reload.wav",0.05,1};

opticsZoomMin=0.025;

opticsZoomMax=0.025;

};

class UKF_L96A1Black : SniperRiffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=WeaponSlotPrimary;

modelOptics="\UKF_L96A1\L96A1_optic.p3d";

model="\UKF_L96A1\L96A1black.p3d";

picture="\UKF_L96A1\L96A1_texture.paa";

displayName="L96A1 (Black & Green)";

cursor="w_weapon";

cursorAim="w_lock";

modes[] = {Single};

count=5;

magazines[]={UKF_L96A1Mag};

recoil=UKF_L96A1;

reloadTime=3.0;

reloadMagazineSound[]={"\UKF_L96A1\L96A1_reload.wav",0.05,1};

opticsZoomMin=0.025;

opticsZoomMax=0.025;

};

class UKF_L96A1Desert : SniperRiffle

{

scopeWeapon=2;

scopeMagazine=2;

weaponType=WeaponSlotPrimary;

modelOptics="\UKF_L96A1\L96A1_optic.p3d";

model="\UKF_L96A1\L96A1Desert.p3d";

picture="\UKF_L96A1\L96A1_texture.paa";

displayName="L96A1 (Desert)";

cursor="w_weapon";

cursorAim="w_lock";

modes[] = {Single};

count=5;

magazines[]={UKF_L96A1Mag};

recoil=UKF_L96A1;

reloadTime=3.0;

reloadMagazineSound[]={"\UKF_L96A1\L96A1_reload.wav",0.05,1};

opticsZoomMin=0.025;

opticsZoomMax=0.025;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class UKF_L96A1Marksman:SoldierWB

{

side=1;

displayName="Marksman (L96A1)";

weapons[]={UKF_L96A1,binocular,GlockS};

nightVision=1;

canHideBodies=1;

magazines[]={JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W

762_5mag,JAM_W762_5mag,Glocksmag,Glocksmag,Glocksmag};

};

class SoldierWSniper:SoldierWB{};

class UKF_L96A1Sniper:SoldierWSniper

{

side=1;

displayName="Sniper (L96A1 Camo)";

weapons[]={UKF_L96A1Camo,binocular,GlockS};

nightVision=1;

canHideBodies=1;

magazines[]={JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W

762_5mag,JAM_W762_5mag,Glocksmag,Glocksmag,Glocksmag};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyUKF_L96A1: ProxyWeapon {};

};

hope that all makes sense to you... the jam magazine worked nicely, but the sound was pants with what we needed - i was hoping i could do a copy and paste job of the ammo it used intially, but the config of jam is somewhat confusing - all over the place etc... i'm also asuming i need to add some sounds in the config for where it hits a bloke, soil, etc

cheers

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I don't think this is the problem, but the sniper soldiers you

use should have 'UKF_L96A1Mag' in their magazines, rather

than 'JAM_W762_5mag', non?

The hit sounds are defined at the same place as the drySound

IIRC. Check the commented configs.

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i'll replace the ammo in the units once i get this thing sorted... never got hold of the commented configs... must find them tounge_o.gif

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hmmmm... still confusing the fook out of me... will try and learn more from these configs, but they'res still rather cryptic

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Magazines go in cfgWeapons, not cfgAmmo. cfgAmmo is for BulletSingle and etc.

Edit: You seem to have combined the ammo class and the magazine class.

should be like this.

class cfgAmmo

{

class gunBullet {};

};

class cfgWeapons

{

class gun

{

magazines[]={gunmag};

};

class gunmag: gun

{

ammo=gunbullet;

};

};

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i'm not completely sure what you mean... so i put the bullet single stuff in cfgammo and then the other stuff in cfgweapons?

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in cfgammo u define the bullet.

in cfgweapons u define weapon and mag.

right now u have the magazine defined in cfgammo when it should be in cfgweapons.

it should be like.

--------------------------------------

cfgammo

{

class thebullet

 {

  your settings for the bullet=damage speed explosive or not.

 };

};

----------------------------------------

cfgweapons

{

class theweapon

  {

  magazines []={themagazine}

  };

class themagazine

  {

  ammo="thebullet"

  count= "30" = amount of thebullet in themagazine.

  };

};

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aaah.... ok... i see now - a bullet is defined in the ammo bit... then you make a magazine of that bullet in the weapons bit

simple smile_o.gif

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