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walks like a fairy

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if tryed to edit a addon for personal use but i can't make the units stop walking like women

how do i fix this?

original addon can be found here download

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Sounds like a config problem

it seems your addon is inheriting the default moves of a female

changing class may help

post the config you are using and i am sure someone in the know will have a look for you and maybe offer some more help .

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where in the config should this be defined.

i took a look in the p3d of the units and the unit that doesn't walk like a woman has ad different stand in ogygen aswell.

// Imperial Guardsmen in Blue Urban Camo, no Grenades, only armed with Lasgun

// This is an Operation-SciFi Mod Centre creation

// Created by ArchAngel

// This is a Beta Test Version only, not to be redistributed by any

// means without the expressed permission of ArchAngel

// Please Find any Bugs and Let me know

// Custom Sounds are on the way!

// Most importantly, enjoy biggrin_o.gif

#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

{

//Weapons

class BWeapons

{

units[] = {};

weapons[] = {"lasgunmk2","lasgunmk1","Las_Round","Bolt_Pistol"

,"Autogunmk2","Autogunmk1","AutogunMag","AutogunSmk2&qu

ot;,"AutogunSmk1","AutogunSMag","CLasgunmk2","CLasgunmk

1","Hellgunmk2","Hellgunmk1","HellgunMag","Triplex

mk2","Triplexmk1","TriplexMag","Longlasmk2","Longl

asmk1","LonglasMag","IG_GrenLauncher"};

requiredVersion = 1.75;

};

};

class CfgModels

{

class Default{};

class Weapon: Default{};

class Mars_Lasgun: Weapon{};

class Man: Default {};

class Cadian_Guardsmen: Man

{

sectionsInherit="Man";

sections[]=

{

"Fuel_Tanks"

};

};

class Bolt_Pistol: Weapon {};

class Autogun: Weapon {};

class AutogunS: Weapon {};

class CLasgun: Weapon {};

class Lasgun: Weapon {};

class Hellgun: Weapon {};

class Triplex: Weapon {};

class CLonglas: Weapon {};

class Longlas: Weapon {};

class GrenadeLauncher: Weapon {};

class CGrenadeLauncher: Weapon {};

class CFlamer: Weapon {};

class Flamer: Weapon {};

};

class CfgSounds

{

access = ReadAndCreate;

sounds[] = {FlamerFlames2, FuelTankFire};

class FlamerFlames2

{

name = "FlamerFlames2";

sound[] = {\Cadian_Soldier\Sounds\Ignite.wav, db+10, 1.0};

titles[] = {};

};

class FuelTankFire

{

name = "FuelTankFire";

sound[] = {\Cadian_Soldier\Sounds\LargeFire.wav, db+50, 1.0};

titles[] = {};

};

};

class CfgAmmo

{

class default {};

class BulletSingle : Default {};

class BulletSingleW: BulletSingle {};

class Grenade: Default {};

class StrokeFistHit: Default {};

class StrokeGunHit: StrokeFistHit {};

class LasGun_Strike: StrokeGunHit

{

hit=8;indirectHit=8;indirectHitRange=0.65;

explosive=0;

minRange=0;

minRangeProbab=0.500000;

midRange=1;

midRangeProbab=0.800000;

maxRange=2;

maxRangeProbab=0.800000;

};

class BoltPistol_Strike: StrokeFistHit

{

hit=8;indirectHit=8;indirectHitRange=0.65;

explosive=0;

minRange=0;

minRangeProbab=0.500000;

midRange=1;

midRangeProbab=0.800000;

maxRange=2;

maxRangeProbab=0.800000;

};

class FlamerProjectile: Grenade

{

hit=0;

indirectHit=0;

indirectHitRange=0;

minRange=0;

minRangeProbab=0.500000;

midRange=10;

midRangeProbab=0.800000;

maxRange=20;

maxRangeProbab=0.200000;

model="empty";

soundHit[]={};

soundFly[]={};

soundEngine[]={,db-80,4};

explosive=0;

visibleFire=0; // how much is visible when this weapon is fired

audibleFire=0.0;

visibleFireTime=0; // how long is it visible

};

class Shell: Default {};

class Shell73: Shell {};

class Heat: Shell {};

class Heat73: Heat {};

class FlamerDamage: Shell73

{

hit=0.55;indirectHit=0.5;indirectHitRange=3;

cost=1;

soundHit[]={};

soundFly[]={};

soundEngine[]={,db-80,4};

visibleFire=0;

audibleFire=0.0;

visibleFireTime=0; // how long is it visible

explosive=0;

};

class Las_Ammo: BulletSingleW

{

hit=20;

indirectHit=5;

indirectHitRange=0.1;

visibleFire=1.000;

audibleFire=0.035000;

visibleFireTime=30;

tracerColor[]={0.94,0.76,0.5,10.10000};

tracerColorR[]={0.94,0.76,0.5,10.10000};

minRange=5;

minRangeProbab=0.500000;

midRange=30;

midRangeProbab=0.800000;

maxRange=50;

maxRangeProbab=0.200000;

};

class CLas_Ammo: Las_Ammo

{

tracerColor[]={0.2,0.2,1,10.10000};

tracerColorR[]={0.2,0.2,1,10.10000};

};

class TLas_Ammo: Las_Ammo

{

tracerColor[]={1,0.3,0.3,10.10000};

tracerColorR[]={1,0.3,0.3,10.10000};

};

class LLas_Ammo: Las_Ammo

{

tracerColor[]={1,0.15,0.15,10.10000};

tracerColorR[]={1,0.15,0.15,10.10000};

};

class SLas_Ammo: Las_Ammo

{

tracerColor[]={0.2,0.8,1,10.10000};

tracerColorR[]={0.2,0.8,1,10.10000};

};

class AutogunBullet : BulletSingleW

{

hit=11;

indirectHit=2;

indirectHitRange=0.100000;

tracerColor[]={0.800000,0.200000,0.000000,0.3500000};

};

class AutogunSBullet : BulletSingleW

{

hit=18;

indirectHit=2;

indirectHitRange=0.100000;

tracerColor[]={0.800000,0.200000,0.000000,0.3500000};

soundFly[]={"\AutogunS\Sounds\bulletwhip.wav",1,1};

};

class HellgunBullet : BulletSingleW

{

hit=25;

indirectHit=2;

indirectHitRange=0.150000;

tracerColor[]={0.800000,0.200000,0.000000,0.3500000};

soundFly[]={"\TLasgun\Sounds\bulletwhip.wav",1,1};

};

class Bolt_Pistol_Ammo: BulletSingleW

{

hit=10;

indirectHit=8;

indirectHitRange=0.4;

initspeed="50";

visibleFire=1.000;

audibleFire=0.035000;

visibleFireTime=30;

tracerColor[]={0.8,0.8,0.8,10.10000};

tracerColorR[]={0.8,0.8,0.8,10.10000};

minRange=0;

minRangeProbab=0.500000;

midRange=300;

midRangeProbab=0.800000;

maxRange=900;

maxRangeProbab=0.200000;

};

class IG_Grenade: Grenade

{

hit=15;indirectHit=8;indirectHitRange=5;

};

class GrenadeLauncher : Default {};

class HandGrenade : GrenadeLauncher {};

class SmokeShell : HandGrenade {};

class FlamerFlames: Smokeshell

{

model="empty";

minRange=2;

minRangeProbab=0.900000;

midRange=10;

midRangeProbab=0.950000;

maxRange=15;

maxRangeProbab=0.3000000;

hit=200;

indirectHit=200;

indirectHitRange=5.0000;

count=100;

cost=10;

simulation="shotsmoke";

dispersion=0.0003;

aiDispersionCoefX=1.000000;

aiDispersionCoefY=1.000000;

class Smoke

{

interval=0.005000;

cloudletDuration=0.600000;

cloudletAnimPeriod=1;

cloudletSize=0.2500000;

cloudletAlpha=0.080000;

cloudletGrowUp=0.1;

cloudletFadeIn=0.2;

cloudletFadeOut=0.10000000;

cloudletAccY=0;

cloudletMinYSpeed=0;

cloudletMaxYSpeed=0;

cloudletMinxSpeed=80;

cloudletMaxXSpeed=100.000;

cloudletShape="cl_fire";

cl_basic=0;

cloudletColor[]={1,1,1,0};

initT=1000;

deltaT=-175;

class Table

{

class T1

{

maxT=0;

color[]={0,0,0,1};

};

class T2

{

maxT=.5;

color[]={1,0.50000,0.200000,1};

};

class T3

{

maxT=1;

color[]={1,0.500000,0,0.5000};

};

};

density=0.3000000;

size=0.00500000;

in=0;

out=0;

initYSpeed=0.00000;

initXSpeed=80.00000;

timetolive=0.3000000;

};

class Light

{

Shape="kouleSvetlo";

color[] = {0.5000, 0.200, 0.0, 0.0};

ambient[] = {0.30000, 0.15000, 0.0000, 0.0};

position = "light";

size = 1.7;

brightness = 1.500;

};

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

//*************************** Lasgun *******************************

class Lasgun: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\Cadian_Soldier\Lasgun.p3d";

optics=1;

opticsZoomMin=0.150;

opticsZoomMax=0.950;

opticsFlare = false;

modelOptics="\Cadian_Soldier\Las_Scope.p3d";

displayName="Mars Pattern Lasgun";

displayNameMagazine="Lasgun Mag.";

shortNameMagazine="Lasgun";

drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};

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

dispersion=0.035;

initSpeed=300;

picture="\Cadian_Soldier\Las_Pic.paa";

class Single

{

ammo = "Las_Ammo";

multiplier=1;

burst=1;

displayName="Lasgun";

dispersion=0.035;

sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=650;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo="Las_Ammo";

multiplier=1;

burst=3;

displayName="Lasgun Burst";

dispersion=0.04;

sound[]={\Cadian_Soldier\CLburst.wav,db0,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=5;

recoil="riffleBurst3";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo = "Las_Ammo";

multiplier=1;

burst=1;

displayName = "Lasgun Auto";

dispersion=0.05;

sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};

soundContinuous=false;

reloadTime=0.1;

ffCount=50;

recoil=riffleBurst3;

autoFire = true;

aiRateOfFire=5.0; // delay between shots at given distance

aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero

useAction =0;

useActionTitle ="";

};

};

class Lasgunmk1: Lasgun {};

class Lasgunmk2: Lasgunmk1

{

scopeWeapon=2;

scopeMagazine=0;

};

class LasgunMag: Lasgunmk1

{

scopeWeapon=0;

scopeMagazine=2;

};

//*************************** Cadian Lasgun *******************************

class CLasgunmk1: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\Cadian_Soldier\CLasgun.p3d";

optics=true;

modelOptics="\Cadian_Soldier\CLas_Scope.p3d";

opticsZoomMin=0.350;

opticsZoomMax=0.550;

opticsFlare = false;

displayName="Cadia Pattern Lasgun";

displayNameMagazine="Lasgun Mag.";

shortNameMagazine="Lasgun";

sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};

drySound[]={\Sound\weapons\M16dry.wss,0.010000,1};

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

magazines[]={"CLasgunMag"};

initSpeed=240;

picture="\Cadian_Soldier\CLas_Pic.pac";

class Single

{

ammo="CLas_Ammo";

multiplier=1;

burst=1;

displayName="Lasgun";

dispersion=0.0400;

sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};

soundContinuous=1;

reloadTime=0.04;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=600;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo="CLas_Ammo";

multiplier=1;

burst=2;

displayName="Lasgun Burst";

dispersion=0.045;

sound[]={\Cadian_Soldier\CLburst.wav,db0,1};

soundContinuous=true;

reloadTime=0.05;

ffCount=2;

recoil="riffleBurst3";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=550;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo = "CLas_Ammo";

multiplier=1;

burst=1;

displayName = "Lasgun Auto";

dispersion=0.05;

sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};

soundContinuous=0;

reloadTime=0.1;

ffCount=30;

recoil=riffleBurst3;

autoFire = true;

aiRateOfFire=5.0; // delay between shots at given distance

aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero

useAction =0;

useActionTitle ="";

};

class Strike: Single

{

ammo = "LasGun_Strike";

displayName = "Lasgun Strike";

scopeWeapon = protected; // do not show in briefing

scopeMagazine = protected; // enable weapon selection

weaponType = WeaponNoSlot;

magazineType = WeaponNoSlot;

sound[]={Weapons\grenade_launch,db-50,1};

reloadSound[]={,db-70,1};

aiDispersionCoefX=2.0;

aiDispersionCoefY=2.0;

autoFire = true;

aiRateOfFire=10.000000;

aiRateOfFireDistance=3;

enableAttack=false;

primary = 100; // very high priority

showEmpty = false;

autoReload = true;

burst=0; // do not waste any ammo

multiplier=0; // do not show any ammo

reloadTime=0;

initSpeed=0;

canLock=LockNo;

ffMagnitude=0.1;

ffFrequency=1;

ffCount=1;

recoil=Empty;

dispersion=0.015;

maxLeadSpeed = 15;

optics = false;

muzzlePos="";

muzzleEnd="";

count=100;

canDrop = false;

};

};

class CLasgunmk2: CLasgunmk1

{

scopeWeapon=2;

scopeMagazine=0;

};

class CLasgunMag: CLasgunmk1

{

scopeWeapon=0;

scopeMagazine=2;

};

//*************************** Long-Lasgun *******************************

class SniperRiffle : Riffle {};

class Longlasmk1: SniperRiffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\Cadian_Soldier\Longlas.p3d";

modelOptics = "optika_snpierw";

opticsZoomMin=0.04;

opticsZoomMax=0.12;

distanceZoomMin=400;

distanceZoomMax=80;

opticsFlare = false;

displayName="Long-Las Sniper Rifle";

displayNameMagazine="Lasgun Mag.";

shortNameMagazine="Lasgun";

drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};

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

magazines[]={"LonglasMag"};

initSpeed=900;

picture="\Cadian_Soldier\LongLas_Pic.pac";

class Single

{

ammo="LLas_Ammo";

multiplier=1;

burst=1;

displayName="Long-Las Single";

dispersion=0.004;

sound[]={"\Cadian_Soldier\Sounds\hotshot.wav",db0,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=600;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo = "LLas_Ammo";

multiplier=1;

burst=1;

displayName = "Long-Las Auto";

dispersion=0.005;

sound[]={"\Cadian_Soldier\Sounds\hotshot.wav",db0,1};

soundContinuous=false;

reloadTime=0.1;

ffCount=30;

recoil=riffleBurst3;

autoFire = true;

aiRateOfFire=5.0; // delay between shots at given distance

aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero

useAction =0;

useActionTitle ="";

};

};

class CLonglasmk1: Longlasmk1

{

model="\Cadian_Soldier\CLonglas.p3d";

picture="\Cadian_Soldier\CLongLas_Pic.pac";

};

class Longlasmk2: Longlasmk1

{

scopeWeapon=2;

scopeMagazine=0;

};

class LonglasMag: Longlasmk1

{

scopeWeapon=0;

scopeMagazine=2;

};

//*************************** Triplex Lasgun *******************************

class Triplexmk1: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\Cadian_Soldier\Triplex.p3d";

modelOptics="";

optics=1;

opticsZoomMin=0.150;

opticsZoomMax=0.950;

opticsFlare = false;

displayName="Triplex Pattern Lasgun";

displayNameMagazine="Triplex Mag.";

shortNameMagazine="Triplex";

drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};

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

magazines[]={"TriplexMag"};

initSpeed=600;

picture="\Cadian_Soldier\Triplex_Pic.pac";

class Single

{

ammo="TLas_Ammo";

multiplier=1;

burst=1;

displayName="Triplex Lasgun";

dispersion=0.01;

sound[]={"\Cadian_Soldier\Sounds\LTsingle.ogg",db+10,1};

soundContinuous=0;

reloadTime=0.025;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo = "TLas_Ammo";

multiplier=1;

burst=1;

displayName = "Triplex Lasgun Auto";

dispersion=0.015;

sound[]={"\Cadian_Soldier\Sounds\LTsingle.ogg",db+15,1};

soundContinuous=false;

reloadTime=0.1;

ffCount=50;

recoil=riffleBurst3;

autoFire = true;

aiRateOfFire=5.0; // delay between shots at given distance

aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero

useAction =0;

useActionTitle ="";

};

};

class Triplexmk2: Triplexmk1 {

scopeWeapon=2;

scopeMagazine=0;

};

class TriplexMag: Triplexmk1 {

scopeWeapon=0;

scopeMagazine=2;

};

//*************************** AutoGun *******************************

class Autogunmk1: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\Cadian_Soldier\Autogun.p3d";

modelOptics="\Cadian_Soldier\optic_m16.p3d";

count=40;

optics=1;

opticsZoomMin=0.350;

opticsZoomMax=0.350;

opticsFlare = false;

displayName="Autogun";

displayNameMagazine="Autogun Mag.";

shortNameMagazine="Autogun";

drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};

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

magazines[]={"AutogunMag"};

initSpeed=300;

picture="\Cadian_Soldier\Autogun_Pic.pac";

class FullAuto

{

ammo = "AutogunBullet";

multiplier=1;

burst=1;

displayName = "Autogun";

dispersion=0.04;

sound[]={"\Cadian_Soldier\Sounds\AGsingle.ogg",db0,1};

soundContinuous=false;

reloadTime=0.1;

ffCount=40;

recoil=riffleBurst3;

autoFire = true;

aiRateOfFire=5.0; // delay between shots at given distance

aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero

useAction =0;

useActionTitle ="";

};

class Burst

{

ammo="AutogunBullet";

multiplier=1;

burst=5;

displayName="Autogun Burst";

dispersion=0.05;

sound[]={"\Cadian_Soldier\Sounds\AGburst.ogg",db0,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=5;

recoil="riffleBurst3";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class Autogunmk2: Autogunmk1

{

scopeWeapon=2;

scopeMagazine=0;

};

class AutogunMag: Autogunmk1

{

scopeWeapon=0;

scopeMagazine=2;

};

//*************************** AutoGun - Sniper *******************************

class AutogunSmk1: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\Cadian_Soldier\AutogunS.p3d";

count=40;

optics=1;

opticsZoomMin=0.350;

opticsZoomMax=0.950;

opticsFlare = false;

displayName="Autogun Sniper";

displayNameMagazine="AutogunS Mag.";

shortNameMagazine="AutogunS";

drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};

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

magazines[]={"AutogunSMag"};

initSpeed=700;

picture="\Cadian_Soldier\AutogunS_Pic.pac";

class Single

{

ammo="AutogunSBullet";

multiplier=1;

burst=1;

displayName="Autogun Semi";

dispersion=0.025;

sound[]={"\Cadian_Soldier\Sounds\AGSsingle.ogg",db0,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=700;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo="AutogunSBullet";

multiplier=1;

burst=5;

displayName="Autogun Burst";

dispersion=0.03;

sound[]={"\Cadian_Soldier\Sounds\AGSburst.ogg",db0,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=5;

recoil="riffleBurst3";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=450;

useAction=0;

useActionTitle="";

};

};

class AutogunSmk2: AutogunSmk1

{

scopeWeapon=2;

scopeMagazine=0;

};

class AutogunSMag: AutogunSmk1

{

scopeWeapon=0;

scopeMagazine=2;

};

//*************************** BOLT PISTOL *******************************

class HandGunBase: Riffle {};

class Bolt_Pistol: HandGunBase

{

access=2;

scopeWeapon=0;

scopeMagazine=0;

weaponType=2;

magazineType=32;

initSpeed=250;

model="\Cadian_Soldier\Bolt_Pistol";

ammo="Bolt_Pistol_Ammo";

multiplier=1;

burst=1;

dispersion=0.05;

soundContinuous=0;

muzzlePos="usti hlavne";

muzzleEnd="konec hlavne";

picture="\Cadian_Soldier\BoltPistol_Pic.pac";

sound[]={\Cadian_Soldier\Bolt_Pistol.wav,db+10,1};

reloadMagazineSound[]={\Cadian_Soldier\Reload.wav,db0,1};

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=0.500000;

aiRateOfFireDistance=50;

useAction=0;

useActionTitle="";

optics=1;

opticsZoommin=0.350000;

opticsZoomMax=0.350000;

distanceZoomMin=300;

distanceZoomMax=300;

displayName="Bolt Pistol";

displayNameMagazine="Bolt Pistol - Clip";

shortNameMagazine="Bolt";

count=15;

reloadTime=0.25000;

magazineReloadTime=1;

drySound[]={"weapons\M16dry",0.003162,1};

magazines[]={"Bolt_Pistol"};

canDrop = false;

};

//*************************** HellGun *******************************

class Hellgunmk1: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\Cadian_Soldier\hellgun.p3d";

optics=1;

opticsZoomMin=0.550;

opticsZoomMax=0.550;

opticsFlare = false;

displayName="Hellgun";

displayNameMagazine="Hellgun Mag.";

shortNameMagazine="Hellgun";

sound[]={\Cadian_Soldier\Hsingle.wav,db-25,1};

drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};

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

magazines[]={"HellgunMag"};

initSpeed=400;

picture="\Cadian_Soldier\HellGun_Pic.pac";

class Single

{

ammo="HellgunBullet";

multiplier=1;

burst=1;

displayName="Hellgun";

dispersion=0.04;

sound[]={\Cadian_Soldier\Hsingle.wav,db0,1};

soundContinuous=1;

reloadTime=0.010000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=650;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo="HellgunBullet";

multiplier=1;

burst=3;

displayName="Hellgun Burst";

dispersion=0.05;

sound[]={\Cadian_Soldier\Hburst.wav,db0,1};

soundContinuous=0;

reloadTime=0.4;

ffCount=3;

recoil="riffleBurst3";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo = "HellgunBullet";

multiplier=1;

burst=1;

displayName = "Hellgun Auto";

dispersion=0.06;

sound[]={\Cadian_Soldier\Hsingle.wav,db0,1};

soundContinuous=0;

reloadTime=0.1;

ffCount=30;

recoil=riffleBurst3;

autoFire = true;

aiRateOfFire=5.0; // delay between shots at given distance

aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero

useAction =0;

useActionTitle ="";

};

};

class Hellgunmk2: Hellgunmk1

{

scopeWeapon=2;

scopeMagazine=0;

};

class HellgunMag: Hellgunmk1

{

scopeWeapon=0;

scopeMagazine=2;

};

//*************************** Grenade Launcher *******************************

class GrenadeLauncher: Default {};

class IG_GrenLauncher : GrenadeLauncher

{

ammo="IG_Grenade";

model="\cadian_soldier\grenadelauncher.p3d";

modelSpecial="";

muzzlePos="usti hlavne";

muzzleEnd="konec hlavne";

scopeWeapon=2;

scopeMagazine=2;

reloadtime=2.5;

magazineReloadTime=5;

autofire=1;

autoreload=1;

weaponType = WeaponSlotPrimary;

count=8;

picture="\Cadian_Soldier\GrenLauncher_Pic.pac";

};

class C_IG_GrenLauncher : IG_GrenLauncher

{

model="\cadian_soldier\CGrenadeLauncher.p3d";

picture="\Cadian_Soldier\CGrenLauncher_Pic.pac";

};

//*************************** Las_Round *******************************

class Las_Round: Lasgun

{

scopeWeapon=0;

scopeMagazine=2;

shortNameMagazine="Las Round";

displayNameMagazine="Lasgun Round";

picture="\Cadian_Soldier\LasClip.jpg";

};

//*************************** cLas_Round *******************************

class cLas_Round: CLasgunmk1

{

scopeWeapon=0;

scopeMagazine=2;

shortNameMagazine="CLas Round";

displayNameMagazine="CLasgun Round";

picture="\Cadian_Soldier\LasClip.jpg";

};

//*************************** Flamer *******************************

class HandGrenade : GrenadeLauncher {};

class SmokeShell : HandGrenade {};

class Flamer: GrenadeLauncher

{

model="\cadian_soldier\Flamer.p3d";

modelSpecial="";

muzzlePos="usti hlavne";

muzzleEnd="konec hlavne";

ammo="FlamerProjectile";

autofire=1;

autoreload=1;

showempty=0;

scopeMagazine=0;

scopeWeapon=2;

weapontype=1;

reloadtime=0.2;

initspeed=40;

count=100;

sound[]={\Cadian_Soldier\FlamerD.wav,db+20,1 };

soundContinuous=1;

reloadSound[]={,1,1};

reloadMagazineSound[]={\Cadian_Soldier\Reload.wav,db0,1};

displayName="Flamer";

displayNameMagazine="Flamer Fuel";

shortNameMagazine="Flamer Fuel";

magazines[]={"Flamer"};

useAction=0;

useActionTitle="";

picture="\Cadian_Soldier\Flamer_Pic.pac";

};

class CFlamer: Flamer

{

model="\cadian_soldier\CFlamer.p3d";

picture="\Cadian_Soldier\CFlamer_Pic.pac";

};

};

class CfgVehicles

{

class All{};

class AllVehicles : All{};

class Land : AllVehicles{};

class Man : Land{};

class Soldier : Man{};

class SoldierWB : Soldier{};

class OfficerW : SoldierWB{};

//******************************************************************************************

***

//********************************* Soldier Configuration *************************************

//******************************************************************************************

***

//********************************* Imperial Guardsmen ******************************************

class ImpGuardsmen : SoldierWB

{

VehicleClass="Imperial Guard";

displayName="Imperial Guardsmen";

model="\Cadian_Soldier\Imperial_Guardsmen.p3d";

weapons[]={"Lasgun","Throw","Put"};

magazines[]={"Lasgun","Lasgun","Lasgun","Lasgun","Lasgun&

quot;};

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

class SoundEnvironExt

{

normalExt[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1}};

normal[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1}};

road[] = {{"\Cadian_Soldier\ENV\Road1.wav",db-68,1},{"\Cadian_Soldier\ENV\Road2.wav",db-68,1}};

rock[] = {{"\Cadian_Soldier\ENV\Rock1.wav",db-68,1},{"\Cadian_Soldier\ENV\Rock2.wav",db-68,1}};

water[] = {{"\Cadian_Soldier\ENV\Wat1.wav",db-68,1},{"\Cadian_Soldier\ENV\Wat2.wav",db-68,1}};

gravel[] = {{"\Cadian_Soldier\ENV\Grav1.wav",db-68,1},{"\Cadian_Soldier\ENV\Grav2.wav",db-68,1}};

sand[] = {{"\Cadian_Soldier\ENV\Sand1.wav",db-68,1},{"\Cadian_Soldier\ENV\Sand2.wav",db-68,1}};

drygrass[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1}};

lnggrass[] = {{"\Cadian_Soldier\ENV\Bush1.wav",db-68,1},{"\Cadian_Soldier\ENV\Bush2.wav",db-68,1}};

grass[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1}};

forest[] = {{"\Cadian_Soldier\ENV\Bush1.wav",db-68,1},{"\Cadian_Soldier\ENV\Bush2.wav",db-68,1}};

mud[] = {{"\Cadian_Soldier\ENV\Mud1.wav",db-68,1},{"\Cadian_Soldier\ENV\Mud2.wav",db-68,1}};

wood[] = {{"\Cadian_Soldier\ENV\Wood1.wav",db-68,1},{"\Cadian_Soldier\ENV\Wood2.wav",db-68,1}};

metal[] = {{"\Cadian_Soldier\ENV\Metal1.wav",db-68,1},{"\Cadian_Soldier\ENV\Metal2.wav",db-68,1}};

fallbody[]={{"\Cadian_Soldier\ENV\Fall.wav",db-68,1}};

laydown[]={{"\Cadian_Soldier\ENV\Lay.wav",db-68,1}};

standup[]={{"People\up",db-110,1}};

crawl[]={{"People\crawl",db-115,1}};

};

hitSound1[]={\Cadian_Soldier\Ouch\Pain1.ogg,db-0,1};

hitSound2[]={\Cadian_Soldier\Ouch\Pain2.ogg,db-0,1};

hitSound3[]={\Cadian_Soldier\Ouch\Pain3.ogg,db-0,1};

hitSound4[]={\Cadian_Soldier\Ouch\Pain4.ogg,db-0,1};

hitSound5[]={\Cadian_Soldier\Ouch\Pain5.ogg,db-0,1};

hitSound6[]={\Cadian_Soldier\Ouch\Pain6.ogg,db-0,1};

hitSound7[]={\Cadian_Soldier\Ouch\Pain7.ogg,db-0,1};

hitSound8[]={\Cadian_Soldier\Ouch\Pain8.ogg,db-0,1};

hitSound9[]={\Cadian_Soldier\Ouch\Pain9.ogg,db-0,1};

hitSound10[]={\Cadian_Soldier\Ouch\Pain10.ogg,db-0,1};

hitSound11[]={\Cadian_Soldier\Ouch\Pain11.ogg,db-0,1};

hitSound12[]={\Cadian_Soldier\Ouch\Pain12.ogg,db-0,1};

hitSound13[]={\Cadian_Soldier\Ouch\Pain13.ogg,db-0,1};

hitSound14[]={\Cadian_Soldier\Ouch\Pain14.ogg,db-0,1};

hitSound15[]={\Cadian_Soldier\Ouch\Pain15.ogg,db-0,1};

hitSound16[]={\Cadian_Soldier\Ouch\Pain16.ogg,db-0,1};

hitSound17[]={\Cadian_Soldier\Ouch\Pain17.ogg,db-0,1};

hitSound18[]={\Cadian_Soldier\Ouch\Pain18.ogg,db-0,1};

hitSound19[]={\Cadian_Soldier\Ouch\Pain19.ogg,db-0,1};

hitSound20[]={\Cadian_Soldier\Ouch\Pain20.ogg,db-0,1};

hitSound21[]={\Cadian_Soldier\Ouch\Medic2.ogg,db-0,1};

hitSounds[]={hitSound1,0.04,hitSound2,0.04,hitSound3,0.04,hitSound4,0.04,

hitSound5,0.04,hitSound6,0.04,hitSound7,0.04,hitSound8,0.04,

hitSound9,0.04,hitSound10,0.04,hitSound11,0.04,hitSound12,0.04,

hitSound13,0.04,hitSound14,0.04,hitSound15,0.04,hitSound16,0.04,

hitSound17,0.04,hitSound18,0.04,hitSound19,0.04,hitSound20,0.04,

hitSound21,0.04};

};

class Imperial_Sergent : ImpGuardsmen

{

VehicleClass="Imperial Guard";

displayName="Imperial Sergent";

model="\Cadian_Soldier\Imperial_Guardsmen.p3d";

weapons[]={"Bolt_Pistol","Throw","Put"};

magazines[]={"Bolt_Pistol","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol

","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol"};

picture=\misc\frcky.paa;

nameSound="officer";

accuracy=2.0;

cost=500000;

moves="CfgMoves_CadianO";

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

};

class Imperial_Flamer : ImpGuardsmen

{

VehicleClass="Imperial Guard";

cost=15000;

displayName="Imperial Guardsmen - Flamer";

model="\Cadian_Soldier\Imperial_Guardsmen.p3d";

accuracy=1.400000;

threat[]={1,0.900000,0.500000};

weaponSlots="1+2*4096+10*256";

weapons[]={"Flamer","Throw","Put"};

magazines[]={"Flamer","Flamer","Flamer"};

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\FTBurn.sqs"

};

};

class Imperial_Marksmen : ImpGuardsmen

{

VehicleClass="Imperial Guard";

displayName="Imperial Marksmen";

model="\Cadian_Soldier\Imperial_Guardsmen.p3d";

weapons[]={"Triplexmk1","Throw","Put"};

magazines[]={"TriplexMag","TriplexMag","TriplexMag","TriplexMag&quo

t;,"TriplexMag"};

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

};

class Imperial_GrenLauncher : ImpGuardsmen

{

VehicleClass="Imperial Guard";

displayName="Imperial Guardsmen - Grenade Launcher";

model="\Cadian_Soldier\Imperial_Guardsmen.p3d";

weapons[]={"IG_GrenLauncher","Throw","Put"};

magazines[]={"IG_GrenLauncher","IG_GrenLauncher","IG_GrenLauncher",&quot

;IG_GrenLauncher","IG_GrenLauncher"};

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

};

class Imperial_Sniper : ImpGuardsmen

{

VehicleClass="Imperial Guard";

displayName="Imperial Sniper";

model="\Cadian_Soldier\Imperial_Sniper.p3d";

weapons[]={"Longlasmk1","Throw","Put"};

magazines[]={LonglasMag,LonglasMag,LonglasMag,LonglasMag,LonglasMag};

camouflage=0.4;

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

};

//********************************* Cadian Guardsmen ******************************************

class Cadian_Sergent : ImpGuardsmen

{

VehicleClass="Imperial Guard";

displayName="Cadian Sergent";

model="\Cadian_Soldier\Cadian_Serg.p3d";

weapons[]={"Bolt_Pistol","Throw","Put"};

magazines[]={"Bolt_Pistol","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol

","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol"};

picture=\misc\frcky.paa;

nameSound="officer";

accuracy=2.0;

cost=500000;

moves="CfgMoves_CadianO";

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

};

class Cadian_Soldier : ImpGuardsmen

{

VehicleClass="Imperial Guard";

displayName="Cadian Guardsmen";

model="\Cadian_Soldier\Cadian_Guardsmen.p3d";

weapons[]={"CLasgunmk1","Throw","Put"};

magazines[]={CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag};

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

};

class Cadian_Marksmen : ImpGuardsmen

{

VehicleClass="Imperial Guard";

displayName="Cadian Marksmen";

model="\Cadian_Soldier\Cadian_Guardsmen.p3d";

weapons[]={"Triplexmk1","Throw","Put"};

magazines[]={"TriplexMag","TriplexMag","TriplexMag","TriplexMag&quo

t;,"TriplexMag"};

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

};

class Cadian_Flamer : ImpGuardsmen

{

VehicleClass="Imperial Guard";

cost=15000;

displayName="Cadian Guardsmen - Flamer";

model="\Cadian_Soldier\Cadian_Flamer.p3d";

hiddenSelections[] = {"Fuel_Tanks"};

weapons[]={"CFlamer","Throw","Put"};

accuracy=1.400000;

magazines[]={"Flamer","Flamer","Flamer"};

threat[]={1,0.900000,0.500000};

weaponSlots="1+2*4096+10*256";

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0,_this select 1] exec "\Cadian_Soldier\FTBurn.sqs"

};

};

class Cadian_GrenLauncher : ImpGuardsmen

{

VehicleClass="Imperial Guard";

displayName="Cadian Guardsmen - Grenade Launcher";

model="\Cadian_Soldier\Cadian_Guardsmen.p3d";

weapons[]={"C_IG_GrenLauncher","Throw","Put"};

magazines[]={"C_IG_GrenLauncher","C_IG_GrenLauncher","C_IG_GrenLauncher"

,"C_IG_GrenLauncher","C_IG_GrenLauncher"};

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

};

class Cadian_Sniper : ImpGuardsmen

{

VehicleClass="Imperial Guard";

displayName="Cadian Sniper";

model="\Cadian_Soldier\Cadian_Sniper.p3d";

weapons[]={"CLonglasmk1","Throw","Put"};

magazines[]={LonglasMag,LonglasMag,LonglasMag,LonglasMag,LonglasMag};

camouflage=0.4;

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

};

};

//*************************** Kasrkin Storm Troopers *******************************

class Kasrkin_Sergent : ImpGuardsmen

{

armor=6;

VehicleClass="Imperial Guard";

displayName="Kasrkin Sergent";

model="\Cadian_Soldier\ST_Serg.p3d";

weapons[]={"Autogunmk1" ,"Bolt_Pistol" , "Throw","Put"};

magazines[]={"AutogunMag","AutogunMag","AutogunMag","AutogunMag&quo

t;,"AutogunMag","Bolt_Pistol","Bolt_Pistol","Bolt_Pisto

l"};

class eventhandlers

{

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

};

};

class Kasrkin_StormTrooper : ImpGuardsmen

{

armor=6;

VehicleClass="Imperial Guard";

displayName="Kasrkin StormTrooper";

model="\Cadian_Soldier\ST.p3d";

weapons[]={"Hellgunmk1","Throw","Put"};

magazines[]={HellgunMag,HellgunMag,HellgunMag,HellgunMag,HellgunMag,HellgunMag};

class eventhandlers

{

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

};

};

class Kasrkin_StormTrooperAG : ImpGuardsmen

{

armor=6;

VehicleClass="Imperial Guard";

displayName="Kasrkin StormTrooper - Autogun";

model="\Cadian_Soldier\ST.p3d";

weapons[]={"Autogunmk1","Throw","Put"};

magazines[]={AutogunMag,AutogunMag,AutogunMag,AutogunMag,AutogunMag,AutogunMag};

class eventhandlers

{

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

};

};

class Kasrkin_StormTrooperSAG : ImpGuardsmen

{

armor=6;

VehicleClass="Imperial Guard";

displayName="Kasrkin StormTrooper - Autogun Sniper";

model="\Cadian_Soldier\ST.p3d";

weapons[]={"AutogunSmk1","Throw","Put"};

magazines[]={AutogunSMag,AutogunSMag,AutogunSMag,AutogunSMag,AutogunSMag,AutogunSMag};

class eventhandlers

{

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

};

};

class Kasrkin_StormTrooperLL : ImpGuardsmen

{

armor=6;

VehicleClass="Imperial Guard";

displayName="Kasrkin StormTrooper - LongLas Sniper";

model="\Cadian_Soldier\ST.p3d";

weapons[]={"Longlasmk1","Throw","Put"};

magazines[]={LonglasMag,LonglasMag,LonglasMag,LonglasMag,LonglasMag};

class eventhandlers

{

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

};

};

class Kasrkin_StormTrooperGL : ImpGuardsmen

{

armor=6;

VehicleClass="Imperial Guard";

displayName="Kasrkin StormTrooper - Grenade Launcher";

model="\Cadian_Soldier\ST.p3d";

weapons[]={"IG_GrenLauncher","Throw","Put"};

magazines[]={"IG_GrenLauncher","IG_GrenLauncher","IG_GrenLauncher",&quot

;IG_GrenLauncher","IG_GrenLauncher"};

class eventhandlers

{

Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

};

};

class Kasrkin_Flamer : ImpGuardsmen

{

armor=6;

VehicleClass="Imperial Guard";

displayName="Kasrkin StormTrooper - Flamer";

model="\Cadian_Soldier\ST.p3d";

weapons[]={"Flamer","Throw","Put"};

magazines[]={"Flamer","Flamer","Flamer"};

class eventhandlers

{

Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"

Dammaged = [_this select 0] exec "\Cadian_Soldier\FTBurn.sqs"

};

};

class Static:All{};

class Building:Static{};

class Strategic:Building{};

class Target : Strategic {};

class FlamerFire: Target

{

scope=public;

sound="Fire";

simulation="fire";

model="empty";

displayName="Flamer Fire";

timetToLive = 6.0;

class Smoke

{

interval=0.060000;

cloudletDuration=3.000000;

cloudletAnimPeriod=3.0000;

cloudletSize=0.30000;

cloudletAlpha=1.00000;

cloudletGrowUp=0.300000;

cloudletFadeIn=0.100000;

cloudletFadeOut=0.500000;

cloudletAccY=0.200000;

cloudletMinYSpeed=0;

cloudletMaxYSpeed=10;

cloudletShape="cl_fire";

cloudletColor[]={1,1,1,1};

initT=1000;

deltaT=-500;

class Table

{

class T1

{

maxT=0;

color[]={0.000000,0.000000,0.100000,1};

};

class T2

{

maxT=300;

color[]={0.600000,0.200000,0.000000,1};

};

class T3

{

maxT=1000;

color[]={0.700000,0.700000,0.000000,1};

};

};

density=0.70000;

size=0.30000;

initYSpeed=2.000000;

timeToLive=6.00000;

in=0.000000;

out=0.000000;

};

class Light

{

Shape="koulesvetlo";

color[] = {0.3000, 0.150, 0.0, 0.0};

ambient[] = {0.30000, 0.150, 0.0000, 0.0};

position = "light";

size = 0.001;

brightness = 0.01000;

timetolive=6.00000;

};

};

class FlamerFlames: Target

{

scope=public;

sound="Fire";

simulation="fire";

model="empty";

displayName="Flamer Fire";

timetToLive = 3.0;

class Smoke

{

interval=0.060000;

cloudletDuration=0.600000;

cloudletAnimPeriod=1.0000;

cloudletSize=0.60000;

cloudletAlpha=1.00000;

cloudletGrowUp=0.1;

cloudletFadeIn=0.2;

cloudletFadeOut=0.1;

cloudletAccY=0;

cloudletMinYSpeed=0;

cloudletMaxYSpeed=10;

cloudletShape="cl_fire";

cloudletColor[]={1,1,1,1};

initT=1000;

deltaT=-500;

class Table

{

class T1

{

maxT=0;

color[]={0.000000,0.000000,0.100000,1};

};

class T2

{

maxT=300;

color[]={0.600000,0.200000,0.000000,1};

};

class T3

{

maxT=1000;

color[]={0.700000,0.700000,0.000000,1};

};

};

density=0.90000;

size=0.60000;

initYSpeed=0.000000;

timeToLive=3.00000;

in=0.000000;

out=0.000000;

};

class Light

{

Shape="koulesvetlo";

color[] = {0.3000, 0.150, 0.0, 0.0};

ambient[] = {0.30000, 0.150, 0.0000, 0.0};

position = "light";

size = 0.005;

brightness = 1.00000;

timetolive=6.00000;

};

};

class FlamerFlames2: FlamerFlames

{

scope=public;

sound="FlamerFlames2";

simulation="fire";

model="empty";

displayName="RDFire";

timetToLive = 1.5;

class Smoke

{

interval=0.060000;

cloudletDuration=0.600000;

cloudletAnimPeriod=1.0000;

cloudletSize=0.500000;

cloudletAlpha=1.00000;

cloudletGrowUp=0.0;

cloudletFadeIn=0.0;

cloudletFadeOut=0.0;

cloudletAccY=0;

cloudletMinYSpeed=0;

cloudletMaxYSpeed=2;

cloudletShape="cl_fire";

cloudletColor[]={1,1,1,1};

initT=1000;

deltaT=-500;

class Table

{

class T1

{

maxT=0;

color[]={0.000000,0.000000,0.100000,1};

};

class T2

{

maxT=300;

color[]={0.600000,0.200000,0.000000,1};

};

class T3

{

maxT=1000;

color[]={0.700000,0.700000,0.000000,1};

};

};

density=0.50000;

size=0.50000;

initYSpeed=0.000000;

timeToLive=1.5;

in=0.000000;

out=0.000000;

};

class Light

{

Shape="koulesvetlo";

color[] = {0.3000, 0.150, 0.0, 0.0};

ambient[] = {0.30000, 0.150, 0.0000, 0.0};

position = "light";

size = 0.015;

brightness = 1.00000;

timetolive=2.00000;

};

};

class FuelTankFire: Target

{

scope=public;

sound="FuelTankFire";

simulation="fire";

model="empty";

displayName="RDFire";

timetToLive = 5.0;

class Smoke

{

interval=0.060000;

cloudletDuration=0.600000;

cloudletAnimPeriod=1.0000;

cloudletSize=2.50000;

cloudletAlpha=1.00000;

cloudletGrowUp=0.3;

cloudletFadeIn=0.2;

cloudletFadeOut=0.1;

cloudletAccY=0;

cloudletMinYSpeed=0;

cloudletMaxYSpeed=10;

cloudletShape="cl_fire";

cloudletColor[]={1,1,1,1};

initT=1000;

deltaT=-500;

class Table

{

class T1

{

maxT=0;

color[]={0.000000,0.000000,0.100000,1};

};

class T2

{

maxT=300;

color[]={0.600000,0.200000,0.000000,1};

};

class T3

{

maxT=1000;

color[]={0.700000,0.700000,0.000000,1};

};

};

density=1.00000;

size=2.50000;

initYSpeed=0.000000;

timeToLive=3.0;

in=0.000000;

out=0.000000;

};

class Light

{

Shape="koulesvetlo";

color[] = {0.3000, 0.150, 0.0, 0.0};

ambient[] = {0.30000, 0.150, 0.0000, 0.0};

position = "light";

size = 0.015;

brightness = 2.00000;

timetolive=3.00000;

};

};

class FlamerSmoke: Target

{

scope=public;

sound="Fire"

simulation="fire";

model="Empty";

displayName="Flamer Smoke";

timetolive=20.0;

class Smoke

{

interval=0.050000;

cloudletDuration=4.000000;

cloudletAnimPeriod=3.0000;

cloudletSize=0.30000;

cloudletAlpha=1.00000;

cloudletGrowUp=1.000000;

cloudletFadeIn=0.000000;

cloudletFadeOut=0.500000;

cloudletAccY=0.200000;

cloudletMinYSpeed=0;

cloudletMaxYSpeed=10;

cloudletShape="cl_basic";

cloudletColor[]={1,1,1,1};

initT=1000;

deltaT=-500;

class Table

{

class T1

{

maxT=0;

color[]={0.300000,0.300000,0.300000,1};

};

class T3

{

maxT=1000;

color[]={0.000000,0.000000,0.000000,1};

};

};

density=0.70000;

size=0.30000;

initYSpeed=2.000000;

timeToLive=20.00000;

in=0.000000;

out=0.000000;

};

class Light

{

Shape="koulesvetlo";

color[] = {0.3000, 0.150, 0.0, 0.0};

ambient[] = {0.30000, 0.150, 0.0000, 0.0};

position = "light";

size = 0.001;

brightness = 0.00000;

timetolive=10.00000;

};

};

};

class CfgManActions{};

class CfgMovesMC{};

class CfgMoves_CadianO: CfgMovesMC

{

class Default // default state

{

access = ReadOnlyVerified;

actions = StandActions;

file=""; // default - no file

looped=true;

speed=5.5;

disableWeapons=false;

enableOptics=true; // note: this is tested only when disableWeapons is false

disableWeaponsLong=false;

showWeaponAim=true;

enableMissile = false;

enableBinocular = false;

showItemInHand = false;

showItemInRightHand = false;

showHandGun = false;

onLandBeg=false;

onLandEnd=false;

onLadder=false;

duty=-0.5;

visibleSize = 1;

aimPrecision = 1;

recoilSuffix = "";

relSpeedMin=1.0;

relSpeedMax=1.0;

soundEnabled=true;

soundOverride=""; // default - no override

soundEdge1=0.5;soundEdge2=1; // in what relative positions sound should start

terminal = false; // all movement stops here

limitGunMovement=1;

variantsPlayer[]={}; // variants for player

variantsAI[]={""}; // variants for AI - default is to use players variants

equivalentTo=""; // whioch move is this variant of

connectAs=""; // connection same as some other state

variantAfter[]={5,10,20}; // min, mid, max: time after which variant should be run

connectFrom[]={}; // after which state may be this one played

connectTo[]={}; // which state may be played after this one

interpolateWith[]={}; // which states may we interpolate with

interpolateTo[]={}; // which states may we interpolate with

interpolateFrom[]={}; // which states may we interpolate with

aiming = aimingDefault;

legs = legsDefault;

head = headDefault;

interpolationSpeed=6; // inverse of interpolation time

interpolationRestart=false;

// only some animations need to be resident

preload = false;

};

class StatesExt

{

class Weapon: Default

{

actions="WeaponActions";

file="atstat.rtm";

speed=10000000000.000000;

looped=1;

soundEnabled=0;

enableMissile=1;

duty=-1;

visibleSize=0.600000;

aimPrecision=0.500000;

recoilSuffix="halffixed";

};

class WeaponWalkF: Weapon

{

file="at0l.rtm";

speed=-0.800000;

looped=1;

duty=-0.500000;

};

class HandGunStandWalkF: WeaponWalkF

{

actions = HandGunStandActions;

file="\Cadian_Soldier\Animations\NewPistolWalk0.rtm";

looped=true;

enableMissile = true;

duty=RunDuty;

visibleSize = 0.6;

aimPrecision = 0.5;

recoilSuffix = "halffixed";

showWeaponAim=true;

showHandGun = true;

disableWeapons=false;

enableOptics=true;

};

class HandGunStandWalkLF: HandGunStandWalkF

{

actions = HandGunStandActions;

file="\Cadian_Soldier\Animations\NewPistolWalk-45.rtm";

};

class HandGunStandWalkRF: HandGunStandWalkF

{

actions = HandGunStandActions;

file="\Cadian_Soldier\Animations\NewPistolWalk45.rtm";

};

class HandGunStandWalkL: HandGunStandWalkF

{

actions = HandGunStandActions;

file="\Cadian_Soldier\Animations\NewPistolWalk-90.rtm";

};

class HandGunStandWalkR: HandGunStandWalkF

{

actions = HandGunStandActions;

file="\Cadian_Soldier\Animations\NewPistolWalk90.rtm";

};

class HandGunStandWalkLB: HandGunStandWalkF

{

actions = HandGunStandActions;

file="\Cadian_Soldier\Animations\NewPistolWalk-135.rtm";

};

class HandGunStandWalkRB: HandGunStandWalkF

{

actions = HandGunStandActions;

file="\Cadian_Soldier\Animations\NewPistolWalk135.rtm";

};

class HandGunStandWalkB: HandGunStandWalkF

{

actions = HandGunStandActions;

file="\Cadian_Soldier\Animations\NewPistolWalk180.rtm";

};

};

};

//Proxy The Weapons

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyLasgun:ProxyWeapon {};

class ProxyBolt_Pistol:ProxyWeapon {model = "\Cadian_Soldier\Bolt_Pistol";}

its for personal use

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I would suggest that you go the next step and inherit from the class soldier

Change this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Man: Default {};

class Cadian_Guardsmen: Man

to:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Man: Default {};

class Soldier : Man{};

class SoldierWB : Soldier{};

class Cadian_Guardsmen: SoldierWB

You may have to modify some other entries that are pertinent to your Canadian class guy.

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didn't work

on of the three unit type's does walk like a man (Imperial Guardsmen)

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Trie it like this.

Make one simple man class with ur custom name and ur CFGMOVESMC_XY

With simple config u will easy find an error.If ur config is to big error searching is harder.

class CfgPatches

{

class URSELF

{

units[] = {ANIMTEST};

weapons[] = {};

requiredVersion = 1.0;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class ANIMTEST:SoldierWB

{

picture="ismg";

vehicleClass="Men";

scope=2;

model = "huh.gif";

displayName="ANIMATIONTESTMAN";

moves="CfgMovesMC_XY";

weapons[]={"Steyr"};

magazines[]={"SteyrMag"};

};

};

class CfgMovesMC

{WHATEVER U WILL PUT HERE};

class CfgMovesMC_XY:CfgMovesMC

{

class StatesExt

{AND UR CHANGES};

};

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