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custom satchel (class pipeBomb) doesn't work in MP

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I made a custom pipeBomb. It works in SP games.

But in MP game, when the player select the "Put - satchel (# remaining)" action, the player crouches down, but nothing is placed.

There is no satchel on the ground, and the # of remaining satchels is the same as before.

Did anybody made his own pipeBomb (not scripted) which works in MP ??

Here is what i have done:

1. added a cfgWeapon class "MORS_Put" which is derived from original class "Put", except:

magazines[]={"MORS_StickyBombM"};

2. added a cfgWeapon class "MORS_StickyBombM" which is derived from original class "PipeBomb" except the following:

picture="\MORS_StickyBomb\m_MORS_StickyBomb.paa";

ammo="MORS_StickyBombA";

magazines[]={"this"};

3. added a cfgAmmo class "MORS_StickyBombA" which is derived from original class "PipeBomb", except the following:

explosive=0;

hit=0;

indirectHit=0;

indirectHitRange=0;

soundHit[]={"",0,1};

THAT IS ALL, then i give the "MORS_Put" weapon to my soldier, give him the required magazines, and when i try to put it in MP, nothing is put down on the ground, and i have still the same count of these satchels as before. But the animation of putting the bomb is executed.

I have also tried to make my own specop-like soldier which initially have the "MORS_Put" weapon and the "MORS_StickyBombM" magazines (because i thought there is problem with the "MORS_Put" weapon added in script), but it was still the same.

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hm you could try to have a look at the wargames explosives (mon / breaching / ide etc).

sorry to be not that helpful confused_o.gif

wargames beta 5 download

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DanAK47: i tired to remove the "explosive=0", and i set the Hit, IndirectHit, and IndirectHitRange, nad it's still the same.

...i have also tried the orginal satchels (just to be sure), but they worked.

I tried even to make the satchel according to how the WGL satchels are made - but it still doesn't work.

I have not any other idea why it doesn't work sad_o.gif((

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If they work properly in Single Player then what you may have to do in MP is to unequip all weapons and mags, then re-add them at the start of the mission.

STT

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Custom put weapons don't seem work properly, not even in SP...

Don't know why...

They work when testing in the editor but when testing as exported sp mission you get missing addon (or something like that) errors, usually..

You could try to 'update' the original Put weapon by adding your satchel in the existing weapon list, at least that works when doing it in the main config (total conversion mod)..

Or you can do what SelectThis says..

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If they work properly in Single Player then what you may have to do in MP is to unequip all weapons and mags, then re-add them at the start of the mission.

STT

i tried this too sad_o.gif

i cannot change the main config only because one little bomb - but i will try it to see if it works

EDIT: i tried it to kill my squad mate who had the bomb, but then i cannot take it from his body - he didn't have the bomb.

It's like the addon is missing on the server, but the server is not complaining about it - and the adon IS on the server too (actually, the Server is the same computer as the client, with the same data)

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Quote[/b] ]i cannot change the main config only because one little bomb - but i will try it to see if it works

You don't need to edit the main config...

My point was that I have not tested 're-defining' the put weapon anywhere else...

You could try to 're-define' the Put weapon in your own satchel config just by copy/pasting the original Put weapon class (keeping the classname as class Put..) and just adding your own satchel to the magazine list instead of using the MORS_Put..

Like this:

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

{

scopeWeapon=1;

scopeMagazine=0;

weaponType=0;

displayName="$STR_DN_PUT";

sound[]={"",0.0003162,1};

reloadSound[]={"",0.0003162,1};

canLock=0;

enableAttack=0;

optics=0;

primary=0;

showEmpty=0;

magazines[]={"TimeBomb","PipeBomb","Mine","MineE","MORS_StickyBombM"};

};

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Thanks HateR_Kint, i'll try that.

I think this could help, because according to my last tests, the thing is behaving in MP exactly like when your soldier does not have the "Put" weapon

- in SP i have tried to use the standard BIS SpecOp soldier to which i gave the MORS satchel magazines, but not the "MORS_Put" weapon, and the result was that the action to put the MORS satchels was available, but nothing was put on the ground - exactly like it is behaving in MP.

I am going to test it...

EDIT: i have tried it, but it is still the same! sad_o.gif

This is totally obscure. I am completely out of ideas.

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This works fine for me in MP:

Quote[/b] ]

cfgAmmo class:

class DanM112: Pipebomb

{

hit=185;indirectHit=185;indirectHitRange=2;

model="\DanSF\DanM112.p3d";

cost=1000;

simulation=shotPipeBomb;

simulationStep=0.1;

soundHit[]={Explosions\expl4,db20,1};

soundFly[]={,0,1};

soundEngine[]={,0,1};

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

audibleFire=0;

visibleFireTime=0; // how long is it visible

};

cfgWeapons:

class Timebomb: Default{};

class Pipebomb: Timebomb{};

class Put: Default{};

class DanM85: Put

{

scopeWeapon = public;

scopeMagazine = private;

weaponType = 4096;

displayName="M85 Demolition Kit";

displayNameMagazine="M85 Demolition Kit";

shortNameMagazine="M85 Demo Kit";

picture="\DanSF\w_demokit.paa";

model=satchel.p3d;

magazines[]={DanM112};

canDrop=true;

};

class DanM112: Put

{

//--

scopeWeapon = private;

scopeMagazine = public;

enableAttack = true;

magazineType = 256;

ammo=DanM112;

displayName="2 M112 Blocks";

displayNameMagazine="2 M112 Blocks";

shortNameMagazine="2 M112";

picture="\DanSF\m_M112.paa";

count=2;

initSpeed=0;

maxLeadSpeed=0;

showEmpty = false;

useAction = true;

useActionTitle = "Place M112 block";

sound[]={People\gravel_L,db-70,1};

magazines[] = {this};

};

Only trouble is, when you "deactivate bomb" you get a regular pipebomb back.

Notice the difference in the "magazines" areas between our classes.

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WOW! Thanks DanAK47, i am going try it immediately.

The "getting back the standard pipebomb" doesn't trouble me, because in my case, the bomb needs to be moved with the vehicle, which results in the satchel to be relocated -26.73 meters bellow the ground level, so nobody is able to reach it anyway.

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Notice the difference in the "magazines" areas between our classes.

hmmm, i don't get it, was i supposed to change mine "magazines" to the name of my bomb? or to the keyword "this" ?

...i tried both, but it is still the same.

Could you please, post the whole config, so i can experiment with it?

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Misread your config, there is no difference between the magazines aside from quotes (try removing them).

That is the whole config relevant to the bomb.

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Misread your config, there is no difference between the magazines aside from quotes (try removing them).

That is the whole config relevant to the bomb.

Thank you very much - although i am not sure what was wrong, i used your config and made this:

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

class cfgAmmo {

class Default {};

class TimeBomb:Default {};

class PipeBomb:TimeBomb {};

class MORS_SBomb: Pipebomb {

explosive=0; hit=0; indirectHit=0; indirectHitRange=0;

model="empty";

soundHit[]={"",db20,1};

};

};

class cfgWeapons {

class Default{};

class Timebomb: Default{};

class Pipebomb: Timebomb{};

class Put: Default{};

class MORS_SBomb: Put {

weaponType = 4096;

displayName="$STR_DN_MORS_STICKY";

displayNameMagazine="$STR_MN_MORS_STICKY";

shortNameMagazine="$STR_SN_MORS_STICKY";

picture="\MORS_SBomb\m_MORS_SBomb.paa";

model=satchel.p3d;

canDrop=true;

scopeWeapon = public;

scopeMagazine = public;

enableAttack = true;

magazineType = 256;

ammo=MORS_SBomb;

count=1;

initSpeed=0;

maxLeadSpeed=0;

showEmpty = false;

sound[]={People\gravel_L,db-70,1};

magazines[] = {this};

useAction = true;

useActionTitle="$STR_ACTION_MORSPUT";

};

};

...and it works.

Thanks a lot, again.

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No prob. I made that a while ago and think that I had the same problem with it that you had. Don't remember specifically what it boiled down to.

Dan

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