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black150

Need help .cpp

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I have a problem with my new soldier I'm making, the problem is that when I start OFP the unit doesn't appear in the editor  banghead.gif  I've changed this config numerous times, used tutorials, examples, scoured the net for hours on end, and still I get the gun and put it to my head. You all will guess what I'm making through what the config says and here it is <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

#define private 0

#define protected 1

#define public 2

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class masterchief

       {

               units[] = {masterchief};

               weapons[] = {};

               requiredaddons[] = {};

               requiredVersion = 1.85;

       };

};

class CfgModels

{

   class Default {};

   class Man: Default {};

   class masterchief: Man

   {

sectionsInherit="Vehicle";

sections[]={"helmet"};

};

class CfgVehicles

{

       class All {};

       class AllVehicles:All {};

       class Land:AllVehicles {};

       class Man:Land {};

       class Soldier:Man {};

class SoldierWB:Soldier {};

class masterchief:SoldierWB

{

model="\masterchief\masterchief";

        displayName="MasterChief";

        VehicleClass="Halo Humans";

Side=1;

sensitivity=2.25;

accuracy=2.500000;

nightVision=0

camouflage=0.750000;

canHideBodies=1;

attendant=1;

armor=30;

armorStructual=3.0;

armorHead=8;

armourBody=15;

armourHands=4;

armourLegs=3;

        Scope=2;

       

        Weapons="assaultrifle";

        Magazines[]= {"assaultrifle","assaultrifle","assaultrifle","assaultrifle"};

};

};

thanks for help given, as it will help me for my other plans as well

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Also, my assault rifle. The AI are refusing to fire it Config:

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

// some basic defines

#define TEast 1

#define TWest 0

#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 WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgModels

{

class Default{};

class Weapon: Default{};

class assaultrifle: Weapon{};

};

class CfgPatches

{

       class assaultrifle

       {

               units[] = {};

               weapons[] = {assaultrifle};

               requiredVersion = 1.91;

       };

};

class CfgAmmo

{

       class default {};

       class BulletSingle : default{};

       class assaultrifle : BulletSingle

       {

               hit=15;indirectHit=2;indirectHitRange=0.1;

       };

};

class CfgRecoils

{

       nikonovs[]={0.03,0.02,0.02,0.03,0.03,0.03,0,0};

       nikonovp[]={0.02,0.01,0.01,0.02,0.02,0.02,0,0};

       nikonovb[]={0.03,0.02,0,0};

};

class CfgWeapons

{

       class Default        {};

       class MGun: Default {};

       class Riffle: MGun {};

       class HK : Riffle {};

       class assaultrifle: HK

       {

               displayName = AssaultRifle;

               displayNameMagazine = assaultriflemag;

               shortNameMagazine = assaultrifle;

               count = 60;

               scopeWeapon = public;

               scopeMagazine = public;

               model="\assaultrifle\assaultrifle.p3d";

               picture="\assaultrifle\Symbol.jpg"

               optics = true;

               opticsZoomMin=0.35; //was 0.21

               opticsZoomMax=0.35;

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

cursor = "\assaultrifle\riflecursor.paa";

       class Single

       {

               ammo = assaultrifle;

               count = 60;

               initSpeed=900;

               multiplier=1;

               burst=1;

               dispersion=0.0002;

               sound[]={\assaultrifle\shot.wav,db,1};

               reloadMagazineSound[]={\assaultrifle\reload.ogg,db-20,1};

               displayName = Assault Rifle - Semi;

               soundContinuous=false;

               reloadTime=0.1;

               ffCount=1;

               recoil=nikonovs;

               recoilFixed=nikonovp;

               autoFire = false;

               aiRateOfFire=0.1; // delay between shots at given distance

               aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero

               useAction = false;

               useActionTitle = "";

               };

       class FullAuto

       {

               ammo = assaultrifle;

               count = 60;

               initSpeed=900;

               multiplier=1;

               burst=1;

               dispersion=0.0005;

               sound[]={\assaultrifle\shot.wav,db,1};

               reloadMagazineSound[]={\assaultrifle\reload.ogg,db-20,1};

               displayName = Assault Rifle - Auto;

               soundContinuous=false;

               reloadTime=0.08;

               ffCount=1;

               recoil=nikonovs;

               recoilFixed=nikonovp;

               autoFire = true;

               aiRateOfFire=0.08; // delay between shots at given distance

               aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero

               useAction = false;

               useActionTitle = "";

       };

};

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try to change the image format from jpg to tga or even better to paa, or pac. wink_o.gif

picture="\assaultrifle\Symbol.jpg" <---.tga or jpg

(btw tga 32bit)

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yep, the model now plays in game, gun don't show up and the arms are messed up but I'm thinking thats to do with the model

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