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AceTalker

config help needed

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I have this assault rifle called "imi-gali-sar" and i'd like to hand it to east soldier. It's fully done in o2 and now i need to get it to ingame. I don't have config file so i need to have one. So i'm asking: any tutorials or anything with i could have some basic understanding of weapons config. Any help will be appreciated.

AceTalker out

wod: Turo's hevi gee

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i m new in config, but i guess u can unpbo the official addons in addon dir, like weapons.pbo then unbin those config.bin, i am using those as references. and there is so many unofficial addons in here also, it is easy to understand.

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How ye doin Acetalker,Cristoll?

Don't be surprised if this topic gets moved to configs n scripting.

Anyway,I suggest you should look at an unofficial addon as Cristoll says,

rather than the BIS configs.Especially if you're new to the whole thing.

For the simple reason that you only need a small config.cpp,

if you're adding only one weapon.I'd be happy to help out,if you

haven't solved it yourself in the meantime.Writing a config for

a single weapon would be pretty quick.

Also check out this link:

http://ofp.info/brsseb/

For some well written tutorials on modelling

and how to config them.

Macser smile_o.gif

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Now as you mention it Macser... wink_o.gif

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How can I unbin those configs?

AceTalker out.

wod: roflcopter

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Try Unpbo V1.3,not V1.5

Works for me.

I think it might be hard to find though.

I'll have a look around,see if I can find a link.

If ye can't locate it,I can E-mail it to ya.

It's only 380KB.

And from what Ive heard,it's more reliable than

most other Bin to cpp utilities.

Macser smile_o.gif

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I found that unpbo. Thanks! now the last thing to do. What to write and where to write it tounge2.gif Any help?

AceTalker out

wod:roflcopter

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Try this out,It's based on an AK47,but don't forget to rename the lines with "yourAddon" or "YourModelName":

<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 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 // 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 ImiGalilSar: Weapon{};

};

class CfgPatches

{

class ImiGalilSar

{

units[]={SoldierIGS};

weapons[]={"ImiGalilSar"};

requiredVersion=1.96;

};

};

class CfgAmmo

{

class Default {};

class BulletSingle: Default {};

class BulletFullAuto: Default{};

class 556mm: BulletSingle

{

visibleFireTime=30;

hit=14;

indirectHit=1;

indirectHitRange=0.100000;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class ImiGalilSar: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\Igs\ImiGalilSar.p3d";

modelOptics="optika_ak47";

picture="";

optics=1;

opticsZoomMin=0.280000;

opticsZoomMax=0.280000;

distanceZoomMin=200;

distanceZoomMax=200;

displayName="Imi Gali Sar";

displayNameMagazine="5.56mm Clip";

shortNameMagazine="5.56mm Clip";

drySound[]={"weapons\AK74Dry",1.000000,1};

magazines[]={"556mmMag"};

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

class Single

{

ammo="556mm";

multiplier=1;

burst=1;

displayName="Imi Galil Sar";

dispersion=0.000200;

sound[]={"Weapons\AK74Single",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class fullauto

{

ammo="556mm";

multiplier=1;

burst=1;

displayName="Imi Galil Sar auto";

dispersion=0.001000;

sound[]={"Weapons\AK74Single",1.000000,1};

soundContinuous=0;

reloadTime=0.080000;

ffCount=1;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=1.000000;

aiRateOfFireDistance=400;

useAction=0;

useActionTitle="";

};

};

class 556mmMag: ImiGalilSar

{

scopeWeapon = 0;

scopeMagazine = 2;

displayNameMagazine = "5.56mm Mag";

shortNameMagazine = "5.56mmMag";

picture = "";

canDrop = 1;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Man: Land {};

class Soldier: Man {};

class SoldierEB: Soldier {};

class SoldierIGS: SoldierEB

{

displayName="Soldier East IGS";

picture="ivojak";

vehicleClass="Men";

scope=2;

model="MC vojakE2";

hiddenSelections[]={"medic"};

moves="CfgMovesMC";

cost=40000;

accuracy=0.700000;

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

magazines[]={"556mmMag","556mmMag","556mmMag","556mmMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyImiGaliSar: ProxyWeapon {};

};

};

Good luck with it.

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Everything should be fine, but: when i try open ofp an error message will show up. it reads: " imi-galil-sar\config.cpp/Cfgmodels/:'-' encountered instead of '{' ". Any idea where the problem is? changed the "YourModelNameHere" parts and such.

AceTalker out.

wod:roflcopter

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I don't think you can have those symbols "-" in your model name.

Try renaming it to ImiGalilSar,Without the "-".See what happens.

I'm talking about the actual p3d name.Ok?

And remember,you don't put the ".P3d" part in the cfgModels section.Just the name.

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ok, now i can open ofp, but when i try to play w my unit, it says no entry: modelspecial. Any help?

AceTalker out.

wod: roflcopter

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check this line in the config:

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

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

That's your weapon for the soldier.

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changed that. but it says when ofp goes on: "no entry: config.cpp/Cfgweapons." and i can't use my unit

AceTalker out.

wod: roflcopter

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This is my imi galil sar 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 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 // 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 imigalilsar: Weapon{};

};

class CfgPatches

{

class ImiGaliSar

{

units[]={SoldierIGS};

weapons[]={"ImiGaliSar","throw","put"};

requiredVersion=1.96;

};

};

class CfgAmmo

{

class Default {};

    class BulletSingle: Default {};

    class BulletFullAuto: Default{};

class 556mm: BulletSingle

    {

          visibleFireTime=30

          hit=14

indirectHit=1

indirectHitRange=0.100000;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class ImiGaliSar: Riffle

    {

scopeWeapon=2

scopeMagazine=2

model="\igs\imi-galil-sar.p3d";

modelOptics="optika_ak47";

picture="";

optics=1

opticsZoomMin=0.280000;

opticsZoomMax=0.280000;

distanceZoomMin=200

distanceZoomMax=200

displayName="ImiGaliSar";

displayNameMagazine="5.56mm Clip";

shortNameMagazine="5.56mm Clip";

drySound[]={"weapons\AK74Dry",1.000000,1};

magazines[]={"556Mag"};

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

class Single

{

ammo="556mm";

multiplier=1

burst=1

displayName="Imi Gali Sar";

dispersion=0.000200;

sound[]={"Weapons\AK74Single",1.000000,1};

soundContinuous=0

reloadTime=0.100000;

ffCount=1

recoil="riffleSingle";

autoFire=0

aiRateOfFire=1.000000;

aiRateOfFireDistance=500

useAction=0

useActionTitle="";

};

class fullauto

{

ammo="556mm";

multiplier=1

burst=1

displayName="Imi Gali Sar auto";

dispersion=0.001000;

sound[]={"Weapons\AK74Single",1.000000,1};

soundContinuous=0

reloadTime=0.080000;

ffCount=1

recoil="riffleBurst3";

autoFire=1

aiRateOfFire=1.000000;

aiRateOfFireDistance=400

useAction=0

useActionTitle="";

      };

};

   class 556Mag: ImiGaliSar

{

      scopeWeapon = 0;

      scopeMagazine = 2;

      displayNameMagazine = "5.56mm Mag";

      shortNameMagazine = "5.56mmMag";

      picture = "";

      canDrop = 1;

      };

 

};        

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Man: Land {};

class Soldier: Man {};

class SoldierEB: Soldier {};  

    class SoldierIGS: SoldierEB

{

displayName="Soldier East IGS";

picture="ivojak";

vehicleClass="Men";

scope=2

model="MC vojakE2";

hiddenSelections[]={"medic"};

moves="CfgMovesMC";

side=0

cost=40000

accuracy=0.700000;

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

magazines[]={"5.56mmMag","5.56mmMag","5.56mmMag","5.56mmMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};

};

};

class CfgNonAIVehicles

  {

  class ProxyWeapon {};

  class ProxyImiGaliSar: ProxyWeapon {};

  };

};

If that is what you mean.

AceTalker out.

wod: roflcopter

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Ok Ace,I see the problems, and I've corrected them.

I know it works because I've already tried it with one

of my own models.

So just copy and paste again.Let me know what happens.

<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 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 // 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 ImiGalilSar: Weapon{};

};

class CfgPatches

{

class ImiGalilSar

{

units[]={SoldierIGS};

weapons[]={"ImiGalilSar"};

requiredVersion=1.96;

};

};

class CfgAmmo

{

class Default {};

class BulletSingle: Default {};

class BulletFullAuto: Default{};

class 556mm: BulletSingle

{

visibleFireTime=30;

hit=14;

indirectHit=1;

indirectHitRange=0.100000;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class ImiGalilSar: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\Igs\ImiGalilSar.p3d";

modelOptics="optika_ak47";

optics=1;

opticsZoomMin=0.280000;

opticsZoomMax=0.280000;

distanceZoomMin=200;

distanceZoomMax=200;

displayName="Imi Galil Sar";

displayNameMagazine="5.56mm Clip";

shortNameMagazine="5.56mm Clip";

drySound[]={"weapons\AK74Dry",1.000000,1};

magazines[]={"556mmMag"};

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

class Single

{

ammo="556mm";

multiplier=1;

burst=1;

displayName="Imi Galil Sar";

dispersion=0.000200;

sound[]={"Weapons\AK74Single",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=1.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class fullauto

{

ammo="556mm";

multiplier=1;

burst=1;

displayName="Imi Galil Sar auto";

dispersion=0.001000;

sound[]={"Weapons\AK74Single",1.000000,1};

soundContinuous=0;

reloadTime=0.080000;

ffCount=1;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=1.000000;

aiRateOfFireDistance=400;

useAction=0;

useActionTitle="";

};

};

class 556mmMag: ImiGalilSar

{

scopeWeapon = 0;

scopeMagazine = 2;

displayNameMagazine = "5.56mm Mag";

shortNameMagazine = "5.56mmMag";

picture = "";

canDrop = 1;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Man: Land {};

class Soldier: Man {};

class SoldierEB: Soldier {};

class SoldierIGS: SoldierEB

{

displayName="Soldier East IGS";

picture="ivojak";

vehicleClass="Men";

scope=2;

model="MC vojakE2";

hiddenSelections[]={"medic"};

moves="CfgMovesMC";

cost=40000;

accuracy=0.700000;

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

magazines[]={"556mmMag","556mmMag","556mmMag","556mmMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyImiGalilSar: ProxyWeapon {};

};

};

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when i try to use my unit, it says: "cannot open object: igs/imigalilsar.p3d"

AceTalker out

wod: roflcopter

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Did you rename your p3d file?

You have to rename the P3d as well as

the changes in the config.

trust me,I tried the config myself.

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no. biggrin_o.gif

should it be called: ImiGalilSar.p3d

AceTalker out.

wod: roflcopter

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Ok,Ace.Don't get frustrated.It's probably somethin simple. biggrin_o.gif

Check your config against the one above.Then rePBO the files

again.I'm using the exact same config right now in Ofp.

Which means I'm an East soldier called "soldier East Igs".

The weapon is called "Imi Galil Sar".

Here's the proof:

imi.jpg

The only difference is,I'm just using one of my own models.

But otherwise everything works as it should.

You didn't say if you got any errors this time.

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well, now i have everything ok only some little scaling down rofl.gif (jeez it's bigger than an airplane! )  and i need that muzzle flash not to be there all the time.

I don't know how to thank you.

notworthy.gif  notworthy.gif  notworthy.gif  notworthy.gif  notworthy.gif

AceTalker out.

wod:roflcopter

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No problem,Happy to help.

Knew you'd get there eventually.

Check CfgModels to make sure you don't have

.p3d at the end of class ImiGalilSar.

It should look like this:

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

class ImiGalilSar:weapon{};

Not this:

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

class ImiGalilSar.p3d:weapon{};

Then check for any spelling mistakes.

It's usually something simple.

After that it's down to the model itself.

Oh,and one more thing,make sure that the muzzleflash

is named "zasleh",in all your "resolution" lods and in "view pilot" lod.

Any questions on the model,you should ask

about in O2 modelling.Good luck.

Macser smile_o.gif

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Hi

found my old topic so did'nt make a new one

So, I have a whole bunch of models (weapons, cars, buses, planes, etc). and now I wish for someone to write me some config(s). I'm gonna make a list for all models i wished to get in-game.

in the name reads more info and the side i want it on

* V-35 landspeeder (designed as a car, civilian)

* Shotgun (civilian)

* Farscar (Assault rifle, West soldier)<-- in this i need only to know where i put edited optics and how i make it in the config

* Blockade runner (designed as a chopper, civilian)

* Waterballoon (blue) (designed as a greanade East soldier)

* Waterballoon (green) (designed as a greanade West soldier)

Thanks for any kind of help

AceTalker out.

wod:nomore

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