Victor_S. 0 Posted March 27, 2005 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"}; }; }; Share this post Link to post Share on other sites
Victor_S. 0 Posted March 27, 2005 Never mind found both answers. Maybe I posted too soon Im not quite sure how I got them at ground level and in my config instead of displayName I put dispalyName . Share this post Link to post Share on other sites