Punkrocker 0 Posted April 17, 2006 Hi there! Tried to convert Vit`s random numbers-script to be used on my Pauk-addon (for testing only)!! But i don`t know how to do it correctly!! Can anyone please tell me how to fix my problem!?! This is the Pauk config: Quote[/b] ]//Fast Attack Boat "Pauk-Class"// some basic defines #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 class CfgPatches { class FABoat { units[] = {FABoat}; weapons[] = {}; requiredVersion = 1.30; }; }; class CfgAmmo { class Default {}; class BulletSingle : Default {}; class ExplosiveBullet: BulletSingle {}; class Shell: Default{}; class 30mmHE: ExplosiveBullet { hit=40; indirectHit=15; indirectHitRange=1; airLock=true; minRange=20; minRangeProbab=0.80; midRange=500; midRangeProbab=0.95; maxRange=3000; maxRangeProbab=0.05; soundHit[]={"\FastAttackBoat\30mmexpl.wav",31.622778,1}; cost=40; tracerColor[]={0.2,0.8,0.1,1}; }; class 76mmHE: ExplosiveBullet { hit=100; indirectHit=55; indirectHitRange=15; minRange=20; minRangeProbab=0.900000; midRange=150; midRangeProbab=0.950000; maxRange=600; maxRangeProbab=0.400000; model="granat"; soundHit[]={weapons\Big_Impact2,db-30,1}; cost=250; tracerColor[]={0.2,0.8,0.1,1}; }; }; class CfgWeapons { class Default {}; class Shell73: Default{}; class Shell105: Shell73{}; class Pauk76mm : Shell105 { scopeWeapon = private; scopeMagazine = public; primary = false; shotFromTurret = true; sound[]={"\FastAttackBoat\gunshot.wav",3.162278,1}; soundContinuous=0; displayName ="76mm/60 DP"; displayNameMagazine ="76mm HE"; shortNameMagazine ="76mm HE"; airLock=true; nameSound="shell"; ammo=76mmHE; count=350; burst=0; multiplier=1; reloadTime=0.65; autoFire = true; initSpeed=750; aiRateOfFire=0.3; aiRateOfFireDistance=3000; aiDispersionCoefX=5; dispersion=0.005; ffMagnitude=0.500000; ffFrequency=11; ffCount=0; flashSize=1.2; maxLeadSpeed=900; optics = 1; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class Tank: LandVehicle{}; class APC: Tank{}; class M113:APC{}; class M2StaticMG: M113{}; class Ship: AllVehicles{}; class BigShip: Ship{}; class BoatE: BigShip{}; class FABoat: BoatE { scope=public; side=TEast; displayName="Corvette Molniya-2 `Pauk-Class'"; model="\FastAttackBoat\FABoat" picture="\FastAttackBoat\pauk.pac"; vehicleClass="Armored"; crew="SoldierEB"; soundEngine[]={"Vehicles\BigShip",0.001778,1}; // soundEngine[]={"\FastAttackBoat\FAsound.wav",db+5,1}; unitInfoType="UnitInfoShip"; icon="ship"; cost=10000000; type=VArmor; armor=10000; armorHull=1; armorTurret=0.800000; armorGun=0.600000; armorEngine=0.800000; armorLights=0.400000; armorTracks=0.600000; hasDriver=1; hasGunner=1; hasCommander=1; driverIsCommander=0; commanderCanSee=31; gunnerCanSee="1+16 +4+8"; driverCanSee="1+16 +4+8"; driverAction="ManActHRLDriver"; gunnerAction="ManActHRLGunner"; // getInRadius=40; hiddenSelections[] = {"n1","n2",}; hideUnitInfo=0; accuracy=1.00; maxSpeed=33; fuelCapacity=900; steerAheadSimul=45; //2,15,25,35 steerAheadPlan=2; //2 predictTurnSimul=3; //3 predictTurnPlan=3; //3 // spotableNightLightsOff=0.050000; // spotableNightLightsOn=4; // visibleNightLightsOff=0.100000; // visibleNightLightsOn=0.200000; transportSoldier=20; cargoAction[]={"ManActShipCargo"}; getInAction="ManActGetOutCar"; getOutAction="ManActGetOutCar"; transportAmmo=0; transportMaxMagazines=500; transportMaxWeapons=100; transportFuel=0; transportRepair=0; attendant=0; hideWeaponsDriver=1; hideWeaponsGunner=1; hideWeaponsCommander=1; hideWeaponsCargo=0; transportVehiclesCount=0; transportVehiclesMass=0; class TransportWeapons { class _xx_AK74 { weapon="AK74"; count="3*1"; }; class _xx_PK { weapon="PK"; count="1*1"; }; }; class TransportMagazines { class _xx_AK74 { magazine="AK74"; count="30*1"; }; class _xx_PK { magazine="PK"; count="5*1"; }; }; irTarget=1; irScanRangeMin=200; irScanRangeMax=4000; irScanToEyeFactor=1; irScanGround=1; laserTarget=0; laserScanner=0; extCameraPosition[]={0,5.5,-30};//5.5,-40 weapons[]={Pauk76mm}; magazines[]={Pauk76mm}; threat[]={0.7,1.0,0.3}; class Turret { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; soundServo[]={}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; body="OtocVez"; gun="OtocHlaven"; minElev=-2.5; maxElev=64; minTurn=-150; maxTurn=150; }; class Reflectors { class Left { color[]={0.900000,0.800000,0.800000,1.000000}; ambient[]={0.100000,0.100000,0.100000,1.000000}; position="L svetlo"; direction="konec L svetla"; hitpoint="L svetlo"; selection="L svetlo"; size=0.500000; brightness=0.250000; }; class Right { color[]={0.900000,0.800000,0.800000,1.000000}; ambient[]={0.100000,0.100000,0.100000,1.000000}; position="P svetlo"; direction="konec P svetla"; hitpoint="P svetlo"; selection="P svetlo"; size=0.500000; brightness=0.250000; }; }; class EventHandlers { Init=_this exec "\FastAttackBoat\script\numbers.sqs"; }; }; }; and i think that this is the part of Vit`s config that`s missing to make the script work Quote[/b] ]class CfgModels{ class Default {}; class Air: Default {}; class Helicopter: Air {}; class Vit_AH1W: Helicopter { sectionsInherit="Vehicle"; sections[]= { "n1", "n2", "n3", "n4", "n5", "n6", "podsvit pristroju", "sklo predni p", "sklo predni l", "velka vrtule staticka", "velka vrtule blur", "mala vrtule staticka", "mala vrtule blur" }; but i don`t know how to rewrite the cfgmodels to match my config!! Please help!!! Share this post Link to post Share on other sites
AfrographX 0 Posted April 17, 2006 As far as I can see you don't have a cfgmodels section yet that's why you have to add something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgModels { class All{}; class AllVehicles:All{}; class Ship: AllVehicles{}; class BigShip: Ship{}; class BoatE: BigShip{}; class FABoat: BoatE { sectionsInherit="Vehicle"; sections[]= { "n1", "n2", "n3", "n4", "n5", "n6", }; And make sure you've edited the numbers-script to suit your ship. Share this post Link to post Share on other sites
Punkrocker 0 Posted April 17, 2006 thanks! I´ll try it right now!! Share this post Link to post Share on other sites