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Victor_S.

Model below ground level

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I have two problems.  I am making an explosive like a satchel charge but both of my models are partially submerged in the ground in game. I tried moving them up in O2 but they are always at the same height. I have a geometry lod and 3 veiw lods for each, do I need any thing else to put them at ground level.  My second problem is that even though I set the names of the two units in my config they just appear as "Soldier" in the editor. 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 custom_ied

{

units[]={Insurgent_pipebomb,Insurgent_tvbomb};

weapons[]={pipe_bomb, tvbomb};

requiredVersion=1.05;

};

};

enum

{

DestructNo,

DestructBuilding,

DestructEngine,

DestructTree,

DestructTent,

DestructMan,

DestructDefault,

};

class CfgAmmo

{

class Default {};

class TimeBomb: Default{};

class PipeBomb: TimeBomb{};

class pipe_bomb: PipeBomb

{

hit=200; indirectHit=50; IndirectHitRange=3;

model="\custom_ied\pipe_bomb.p3d";

simulation="shotPipeBomb";

soundHit[]={"\custom_ied\pipe_boom.wav",db+30,1};

hitGround[]={soundHit};

hitMan[]={soundHit};

hitArmor[]={soundHit};

hitBuilding[]={soundHit};

picture="\custom_ied\pipebomb.jpg";

};

class tvbomb: pipe_bomb

{

hit=500; indirectHit=125; IndirectHitRange=6;

model="\custom_ied\tv.p3d";

simulation="shotPipeBomb";

soundHit[]={"\custom_ied\tv_boom.wav",db+30,1};

hitGround[]={soundHit};

hitMan[]={soundHit};

hitArmor[]={soundHit};

hitBuilding[]={soundHit};

picture="\custom_ied\pipebomb.jpg";

};

};

class CfgWeapons

{

class Default{};

class GrenadeLauncher: Default {};

class Throw: GrenadeLauncher {};

class Put: Default {};

class PipeBomb: Put {};

             class pipe_bomber: PipeBomb

{

                       scopeWeapon = private;

scopeMagazine = public;

ammo=pipe_bomb;

                           enableAttack=1;

displayName="PipeBomb";

displayNameMagazine="pipe_bomb";

shortNameMagazine="pipe_bomb";

initSpeed=0;

                           magazineType=1;

                           showEmpty=0;

maxLeadSpeed=0;

                           useAction=1;

useActionTitle="Put  %s (%d left)";

                           reloadTime=3;            

count=1;

sound[]={"\custom_ied\set.wav",db-60,1};

picture="\custom_ied\pipebomb.jpg";

};

class tv_bomber: PipeBomb

{

                       scopeWeapon = private;

scopeMagazine = public;

ammo=tvbomb;

                           enableAttack=1;

displayName="Tv bomb";

displayNameMagazine="tvbomb";

shortNameMagazine="tvbomb";

initSpeed=0;

                           magazineType=1;

                           showEmpty=0;

maxLeadSpeed=0;

                           useAction=1;

useActionTitle="Put  %s (%d left)";

                           reloadTime=3;            

count=1;

sound[]={"\custom_ied\set.wav",db-60,1};

picture="\custom_ied\tvbomb.jpg";

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Man: Land {};

class Soldier:Man{};

class SoldierGB:Soldier{};

class Insurgent_pipebomb: SoldierGB

{

access=2

dispalyName="Insurgent (pipebomb)";

vehicleClass="Insurgent Carbombers";

weapons[]={"AK47","pipe_bomber","Put"};

magazines[]={"AK47","AK47","AK47","pipe_bomber"};

};

class Insurgent_tvbomb: SoldierGB

{

dispalyName="Insurgent (Tv bomb)";

vehicleClass="Insurgent Carbombers";

weapons[]={"AK47","tv_bomber","Put"};

magazines[]={"AK47","AK47","AK47","tv_bomber"};

};

};

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Never mind found both answers. Maybe I posted too soon wink_o.gif

Im not quite sure how I got them at ground level tounge_o.gif and in my config instead of displayName I put dispalyName wink_o.gif .

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