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Ironsight

Config problem

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Ok I have a .pbo with two weapons: HKG3 and HK21. I copied the config straight from Lost Brothers HK pack. The G3 works fine ingame but the when I start with a unit with the HK21, flahpoint crashes to desktop.

Here's the config:

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

// type scope

#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 WeaponSlotHandGun 2 // HandGun

#define WeaponSlotHandGunItem 32 // HandGun magazines

#define WeaponSlotItem 256 // items

#define WeaponSlotBinocular 4096 // binocular

#define WeaponHardMounted 65536

#define CanSeeRadar 1

#define CanSeeEye 2

#define CanSeeOptics 4

#define CanSeeEar 8

#define CanSeeCompass 16

#define CanSeeRadarC CanSeeRadar+CanSeeCompass

#define CanSeeAll 31

class CfgPatches

{

class IR_EDFweap

{

units[] = { "EDF_HKG3","EDF_HK21"};

weapons[] = {};

requiredVersion = 1.91;

requiredaddons[] = {BIS_Resistance};

};

};

class CfgModels

{

class default {};

class Weapon: default {};

class EDF_HKG3: Weapon {};

class EDF_HK21: Weapon {};

};

class CfgAmmo

{

class Default {};

class BulletSingle: Default {};

class BulletBurst: BulletSingle {};

class BulletFullAuto: BulletBurst {};

class BulletSingleW: BulletSingle {};

class BulletBurstW: BulletBurst {};

class BulletFullAutoW: BulletFullAuto {};

class Grenade: Default {};

class GrenadeHand: Grenade {};

class SmokeShell: GrenadeHand {};

class ExplosiveBullet: BulletSingle {};

class BulletSniper: BulletSingle {};

class G36a: BulletSingle {};

class HK762mmSingle: default

{

hit=11

indirectHit=4

indirectHitRange=0.100000;

model="shell";

simulation="shotBullet";

simulationStep=0.050000;

soundFly[]={"objects\bulletnoise",0.251189,0.700000};

explosive=0

visibleFire=16

audibleFire=17

visibleFireTime=3

minRange=10

minRangeProbab=0.100000;

midRange=300

midRangeProbab=0.380000;

maxRange=800

maxRangeProbab=0.040000;

soundHit1[]={"weapons\bulletricochet1",0.031623,1};

soundHit2[]={"weapons\bulletricochet2",0.031623,1};

soundHit3[]={"weapons\bulletricochet3",0.031623,1};

soundHitMan1[]={"weapons\bullethitman1",0.012589,1};

soundHitMan2[]={"weapons\bullethitman2",0.012589,1};

soundHitArmor1[]={"weapons\small_impact1",0.031623,1};

soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1};

soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1};

soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1};

hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330000};

hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000};

hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000};

hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000};

cartridge="HK762mm";

cost=0.600000;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class EDF_HK21E: Riffle

{

scopeWeapon=2

scopeMagazine=2

magazineType="2*256";

model="\IR_EDFweap\HK21E";

modelOptics="\O\Guns\optika_HKG3A4";

picture="\IR_EDFweap\inventory\w_hk21.paa";

displayName="HK21";

displayNameMagazine="$STR_MN_HK21";

shortNameMagazine="HK21";

drySound[]={"\IR_EDFweap\sounds\HKG3A4dry.wav",0.010000,1};

reloadMagazineSound[]={"\IR_EDFweap\sounds\HKG3A4reload.wav",0.200000,1};

optics=1

opticsZoomMin=0.280000;

opticsZoomMax=0.280000;

distanceZoomMin=300

distanceZoomMax=300

count=100

maxLeadSpeed=15

initSpeed=800

magazines[]={"EDF_HK21Emag"};

modes[]={"Single","Burst","FullAuto"};

class Single

{

ammo="HK762mmSingle";

multiplier=1

burst=1

displayName="HK21E";

dispersion=0.000800;

sound[]={"\IR_EDFweap\sounds\HKG3A4.wav",1,1};

soundContinuous=0

reloadTime=0.150000;

recoil="sniperSingle";

ffCount=1

autoFire=0

aiRateOfFire=5.000000;

aiRateOfFireDistance=500

useAction=0

useActionTitle="";

};

class Burst

{

ammo="HK762mmSingle";

multiplier=1

burst=3

displayName="$STR_DN_ADD_HK21E_BURST";

dispersion=0.001800;

sound[]={"\IR_EDFweap\sounds\HKG3A4burst.wav",1.000000,1};

soundContinuous=0

reloadTime=0.080000;

ffCount=3

recoil="riffleBurst3";

autoFire=0

aiRateOfFire=0.500000;

aiRateOfFireDistance=500

useAction=0

useActionTitle="";

};

class FullAuto

{

ammo="HK762mmSingle";

multiplier=1

burst=1

displayName="$STR_DN_ADD_HK21E_AUTO";

dispersion=0.001800;

sound[]={"\IR_EDFweap\sounds\HKG3A4.wav",1,1};

soundContinuous=0

reloadTime=0.080000;

ffCount=1

recoil="riffleBurst3";

autoFire=1

aiRateOfFire=5.000000;

aiRateOfFireDistance=500

useAction=0

useActionTitle="";

};

};

class EDF_HK21Emag: EDF_HK21E

{

scopeWeapon=0

scopeMagazine=2

displayNameMagazine="$STR_MN_HK21";

shortNameMagazine="HK21";

picture="\dtaext\equip\m\m_pk.paa";

};

class EDF_HKG3: Riffle

{

scopeWeapon=2

scopeMagazine=0

model="\IR_EDFweap\HKG3A4";

modelOptics="\O\Guns\optika_HKG3A4";

picture="\IR_EDFweap\inventory\w_g3.paa";

displayName="HK G3";

displayNameMagazine="$STR_MN_HKG3";

shortNameMagazine="G3";

drySound[]={"\IR_EDFweap\sounds\HKG3A4dry.wav",0.010000,1};

reloadMagazineSound[]={"\IR_EDFweap\sounds\HKG3A4reload.wav",0.200000,1};

optics=1

opticsZoomMin=0.280000;

opticsZoomMax=0.280000;

distanceZoomMin=300

distanceZoomMax=300

count=20

maxLeadSpeed=25

initSpeed=800

magazines[]={"EDF_HKG3mag"};

modes[]={"Single","FullAuto"};

class Single

{

ammo="HK762mmSingle";

multiplier=1

burst=1

displayName="HK G3";

dispersion=0.000400;

sound[]={"\IR_EDFweap\sounds\psg1.wav",1,1};

soundContinuous=0

reloadTime=0.150000;

recoil="sniperSingle";

ffCount=1

autoFire=0

aiRateOfFire=5.000000;

aiRateOfFireDistance=500

useAction=0

useActionTitle="";

};

class FullAuto

{

ammo="BulletFullAuto";

multiplier=1

burst=1

displayName="$STR_DN_HKG3_AUTO";

dispersion=0.003000;

sound[]={"\IR_EDFweap\sounds\psg1.wav",1,1};

soundContinuous=0

reloadTime=0.100000;

ffCount=1

recoil="riffleBurst3";

autoFire=1

aiRateOfFire=5.000000;

aiRateOfFireDistance=500

useAction=0

useActionTitle="";

};

};

class EDF_HKG3mag: EDF_HKG3

{

scopeWeapon=0

scopeMagazine=2

displayNameMagazine="$STR_MN_HKG3";

shortNameMagazine="G3";

picture="\IR_EDFweap\inventory\m_g3.paa";

};

};

};

Is the config the problem? help.gif

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one way to check if its the config is the following:

place a soldier out of view (so behind your player) with the problem weapon... if it starts fine, and when you rotate to view him it crashes, then its not a config problem, it will be a problem with your model/memory points

Similiar Thread

I had the same problem with my landrover, and solved it by re making the memory points AND copying and pasting each LOD into a new one... im not sure why it works, but it does.

hope that helps

smile_o.gif

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Thanks Messiah, will try that out right now smile_o.gif

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Tried it out and it seems that I have the same problem as you had. Finding a way to solve it now. Thanks a lot smile_o.gif

OK now a noob question: in the action menu I have only "reload _" and not "reload HK21" or "reload HKG3" what's causing this?

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OK I changed the model like Messiah did but I am keeping the problem. I used another working model as placeholder and I still have the same problem. So it has to be a config problem. Any ideas? huh.gif

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hmmm... i only had the model problem, sorry my solution didnt help, but at least it's one thing out of the equation.

I dont have much experience with weapons, so im gonna have to bow out on looking over the config... sorry confused_o.gif

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

#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

// type scope

#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 WeaponSlotHandGun 2 // HandGun

#define WeaponSlotHandGunItem 32 // HandGun magazines

#define WeaponSlotItem 256 // items

#define WeaponSlotBinocular 4096 // binocular

#define WeaponHardMounted 65536

#define CanSeeRadar 1

#define CanSeeEye 2

#define CanSeeOptics 4

#define CanSeeEar 8

#define CanSeeCompass 16

#define CanSeeRadarC CanSeeRadar+CanSeeCompass

#define CanSeeAll 31

class CfgPatches

{

class IR_EDFweap

{

units[] = { "EDF_HKG3","EDF_HK21"};

weapons[] = {};

requiredVersion = 1.91;

       requiredaddons[] = {BIS_Resistance};

};

};

class CfgModels

{

class default {};

class Weapon: default {};

class EDF_HKG3: Weapon {};

class EDF_HK21: Weapon {};

};

class CfgAmmo

{

class Default {};

class HK762mmSingle: default

{

hit=11

indirectHit=4

indirectHitRange=0.100000;

model="shell";

simulation="shotBullet";

simulationStep=0.050000;

soundFly[]={"objects\bulletnoise",0.251189,0.700000};

explosive=0

visibleFire=16

audibleFire=17

visibleFireTime=3

minRange=10

minRangeProbab=0.100000;

midRange=300

midRangeProbab=0.380000;

maxRange=800

maxRangeProbab=0.040000;

soundHit1[]={"weapons\bulletricochet1",0.031623,1};

soundHit2[]={"weapons\bulletricochet2",0.031623,1};

soundHit3[]={"weapons\bulletricochet3",0.031623,1};

soundHitMan1[]={"weapons\bullethitman1",0.012589,1};

soundHitMan2[]={"weapons\bullethitman2",0.012589,1};

soundHitArmor1[]={"weapons\small_impact1",0.031623,1};

soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1};

soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1};

soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1};

hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330

000};

hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000};

hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000};

hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000};

cartridge="HK762mm";

cost=0.600000;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class EDF_HK21E: Riffle

{

scopeWeapon=2

scopeMagazine=2

magazineType="2*256";

model="\IR_EDFweap\HK21E";

modelOptics="\O\Guns\optika_HKG3A4";

picture="\IR_EDFweap\inventory\w_hk21.paa";

displayName="HK21";

displayNameMagazine="$STR_MN_HK21";

shortNameMagazine="HK21";

drySound[]={"\IR_EDFweap\sounds\HKG3A4dry.wav",0.010000,1};

reloadMagazineSound[]={"\IR_EDFweap\sounds\HKG3A4reload.wav",0.200000,1};

optics=1

opticsZoomMin=0.280000;

opticsZoomMax=0.280000;

distanceZoomMin=300

distanceZoomMax=300

count=100

maxLeadSpeed=15

initSpeed=800

magazines[]={"EDF_HKG3mag"};

modes[]={"Single","Burst","FullAuto"};

class Single

{

ammo="HK762mmSingle";

multiplier=1

burst=1

displayName="HK21E";

dispersion=0.000800;

sound[]={"\IR_EDFweap\sounds\HKG3A4.wav",1,1};

soundContinuous=0

reloadTime=0.150000;

recoil="sniperSingle";

ffCount=1

autoFire=0

aiRateOfFire=5.000000;

aiRateOfFireDistance=500

useAction=0

useActionTitle="";

};

class Burst

{

ammo="EDF_HKG3mag";

multiplier=1

burst=3

displayName="$STR_DN_ADD_HK21E_BURST";

dispersion=0.001800;

sound[]={"\IR_EDFweap\sounds\HKG3A4burst.wav",1.000000,1};

soundContinuous=0

reloadTime=0.080000;

ffCount=3

recoil="riffleBurst3";

autoFire=0

aiRateOfFire=0.500000;

aiRateOfFireDistance=500

useAction=0

useActionTitle="";

};

class FullAuto

{

ammo="HK762mmSingle";

multiplier=1

burst=1

displayName="$STR_DN_ADD_HK21E_AUTO";

dispersion=0.001800;

sound[]={"\IR_EDFweap\sounds\HKG3A4.wav",1,1};

soundContinuous=0

reloadTime=0.080000;

ffCount=1

recoil="riffleBurst3";

autoFire=1

aiRateOfFire=5.000000;

aiRateOfFireDistance=500

useAction=0

useActionTitle="";

};

};

class EDF_HK21Emag: EDF_HK21E

{

scopeWeapon=0

scopeMagazine=2

displayNameMagazine="$STR_MN_HK21";

shortNameMagazine="HK21";

picture="\dtaext\equip\m\m_pk.paa";

};

class EDF_HKG3: EDF_HK21E

{

scopeWeapon=2

scopeMagazine=0

model="\IR_EDFweap\HKG3A4";

modelOptics="\O\Guns\optika_HKG3A4";

picture="\IR_EDFweap\inventory\w_g3.paa";

displayName="HK G3";

displayNameMagazine="$STR_MN_HKG3";

shortNameMagazine="G3";

drySound[]={"\IR_EDFweap\sounds\HKG3A4dry.wav",0.010000,1};

reloadMagazineSound[]={"\IR_EDFweap\sounds\HKG3A4reload.wav",0.200000,1};

optics=1

opticsZoomMin=0.280000;

opticsZoomMax=0.280000;

distanceZoomMin=300

distanceZoomMax=300

count=20

maxLeadSpeed=25

initSpeed=800

magazines[]={"EDF_HKG3mag"};

modes[]={"Single","FullAuto"};

};

class EDF_HKG3mag: EDF_HKG3

{

scopeWeapon=0

scopeMagazine=2

displayNameMagazine="$STR_MN_HKG3";

shortNameMagazine="G3";

picture="\IR_EDFweap\inventory\m_g3.paa";

};

};

};

Give that a go

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Hi smile_o.gif

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

#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

// type scope

#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 WeaponSlotHandGun 2 // HandGun

#define WeaponSlotHandGunItem 32 // HandGun magazines

#define WeaponSlotItem 256 // items

#define WeaponSlotBinocular 4096 // binocular

#define WeaponHardMounted 65536

#define CanSeeRadar 1

#define CanSeeEye 2

#define CanSeeOptics 4

#define CanSeeEar 8

#define CanSeeCompass 16

#define CanSeeRadarC CanSeeRadar+CanSeeCompass

#define CanSeeAll 31

class CfgPatches

{

class IR_EDFweap

{

units[]={};

weapons[]={EDF_HKG3,EDF_HK21};

requiredVersion=1.91;

requiredaddons[]={BIS_Resistance};

};

};

class CfgModels

{

class default

{

sections[]={};

sectionsInherit="";

};

class Weapon: default

{

sections[]={"zasleh"};

};

class HK21E: Weapon {};

class HKG3A4: Weapon {};

};

class CfgAmmo

{

class Default {};

class BulletSingle: Default {};

class HK762mmSingle: BulletSingle

{

hit=11;

indirectHit=4;

indirectHitRange=0.100000;

model="shell";

simulation="shotBullet";

simulationStep=0.050000;

soundFly[]={"objects\bulletnoise",0.251189,0.700000};

explosive=0;

visibleFire=16;

audibleFire=17;

visibleFireTime=3;

minRange=10;

minRangeProbab=0.100000;

midRange=300;

midRangeProbab=0.380000;

maxRange=800;

maxRangeProbab=0.040000;

soundHit1[]={"weapons\bulletricochet1",0.031623,1};

soundHit2[]={"weapons\bulletricochet2",0.031623,1};

soundHit3[]={"weapons\bulletricochet3",0.031623,1};

soundHitMan1[]={"weapons\bullethitman1",0.012589,1};

soundHitMan2[]={"weapons\bullethitman2",0.012589,1};

soundHitArmor1[]={"weapons\small_impact1",0.031623,1};

soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1};

soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1};

soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1};

hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330000};

hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000};

hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000};

hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000};

cartridge="HK762mm";

cost=0.600000;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class EDF_HK21E: Riffle

{

scopeWeapon=2;

scopeMagazine=0;

magazineType="2*256";

model="\IR_EDFweap\HK21E";

modelOptics="\O\Guns\optika_HKG3A4";

picture="\IR_EDFweap\inventory\w_hk21.paa";

displayName="HK21";

displayNameMagazine="$STR_MN_HK21";

shortNameMagazine="HK21";

drySound[]={"\IR_EDFweap\sounds\HKG3A4dry.wav",0.010000,1};

reloadMagazineSound[]={"\IR_EDFweap\sounds\HKG3A4reload.wav",0.200000,1};

optics=1;

opticsZoomMin=0.280000;

opticsZoomMax=0.280000;

distanceZoomMin=300;

distanceZoomMax=300;

count=100;

maxLeadSpeed=15;

initSpeed=800;

magazines[]={"EDF_HK21Emag"};

modes[]={"Single","Burst","FullAuto"};

class Single

{

ammo="HK762mmSingle";

multiplier=1;

burst=1;

displayName="HK21E";

dispersion=0.000800;

sound[]={"\IR_EDFweap\sounds\HKG3A4.wav",1,1};

soundContinuous=0;

reloadTime=0.150000;

recoil="sniperSingle";

ffCount=1;

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo="HK762mmSingle";

multiplier=1;

burst=3;

displayName="$STR_DN_ADD_HK21E_BURST";

dispersion=0.001800;

sound[]={"\IR_EDFweap\sounds\HKG3A4burst.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.080000;

ffCount=3;

recoil="riffleBurst3";

autoFire=0;

aiRateOfFire=0.500000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="HK762mmSingle";

multiplier=1;

burst=1;

displayName="$STR_DN_ADD_HK21E_AUTO";

dispersion=0.001800;

sound[]={"\IR_EDFweap\sounds\HKG3A4.wav",1,1};

soundContinuous=0;

reloadTime=0.080000;

ffCount=1;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class EDF_HK21Emag: EDF_HK21E

{

scopeWeapon=0;

scopeMagazine=2;

displayName="HK21 Mag";

displayNameMagazine="$STR_MN_HK21";

shortNameMagazine="HK21";

picture="\dtaext\equip\m\m_pk.paa";

};

class EDF_HKG3: EDF_HK21E

{

scopeWeapon=2;

scopeMagazine=0;

model="\IR_EDFweap\HKG3A4";

modelOptics="\O\Guns\optika_HKG3A4";

picture="\IR_EDFweap\inventory\w_g3.paa";

displayName="HK G3";

displayNameMagazine="$STR_MN_HKG3";

shortNameMagazine="G3";

drySound[]={"\IR_EDFweap\sounds\HKG3A4dry.wav",0.010000,1};

reloadMagazineSound[]={"\IR_EDFweap\sounds\HKG3A4reload.wav",0.200000,1};

optics=1;

opticsZoomMin=0.280000;

opticsZoomMax=0.280000;

distanceZoomMin=300;

distanceZoomMax=300;

count=20;

maxLeadSpeed=25;

initSpeed=800;

magazines[]={"EDF_HKG3mag"};

modes[]={"Single","FullAuto"};

};

class EDF_HKG3mag: EDF_HKG3

{

scopeWeapon=0;

scopeMagazine=2;

displayName="G3 Mag";

displayNameMagazine="$STR_MN_HKG3";

shortNameMagazine="G3";

picture="\IR_EDFweap\inventory\m_g3.paa";

};

};

};

Try this one smile_o.gif

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OK. I think I found the problem now. It was a small mistake in the soldier config who carried the HK21 and PBOpatcher which seems to have screwed up some of my models huh.gif

Thanks for your help guys smile_o.gif

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