Ironsight 1 Posted July 5, 2005 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? 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Messiah 2 Posted July 5, 2005 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 Share this post Link to post Share on other sites
Ironsight 1 Posted July 5, 2005 Thanks Messiah, will try that out right now Share this post Link to post Share on other sites
Ironsight 1 Posted July 5, 2005 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 OK now a noob question: in the action menu I have only "reload _" and not "reload HK21" or "reload HKG3" what's causing this? Share this post Link to post Share on other sites
Ironsight 1 Posted July 5, 2005 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? Share this post Link to post Share on other sites
Messiah 2 Posted July 5, 2005 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 Share this post Link to post Share on other sites
SWIFT88 0 Posted July 5, 2005 <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; Â Â Â Â 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 Share this post Link to post Share on other sites
Maximus-Sniper 0 Posted July 6, 2005 Hi <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 Share this post Link to post Share on other sites
Ironsight 1 Posted July 6, 2005 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 Thanks for your help guys Share this post Link to post Share on other sites
Messiah 2 Posted July 6, 2005 lol.. always the case Share this post Link to post Share on other sites