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Zasleh config arma

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Uhm Hi  crazy_o.gif  

well its in relation to this thread Vilas thread

Basicly i got the thing working (Experimenting for private use only no intention of releaseing 2n/3rd party goods)

but only prob is i cant get the damn muzzle flash (zasleh) working properly.

Here is what i have working so far. (im just experimenting remember)

Quote[/b] ]

//config addon, units and weapons list

class CfgPatches {

class SWM_SwissArms {

units[] = {};

weapons[] = {"Glock_17"};

requiredVersion = 1.0000;

};

};

//config addon with preload

class CfgAddons {

access = ReadOnly;

class PreloadBanks {};

class PreloadAddons {

class SWM_SwissArms_Added {

list[] = {"SWM_SwissArms"};

};

};

};

//Material configuration part #1 texture -> material -> texture + nohq and smdi (normal map and gloss map)

class CfgTextureToMaterial

{

class zasleh { textures[]= { "sa-1\zasleh.paa" }; material = "#zasleh" };

};

//material configuration part #2

class CfgMaterials

{

class zasleh {

ambient[] = {0.0, 0.0, 0.0, 5.0};

diffuse[] = {0.0, 0.0, 0.0, 1.0};

forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};

emmisive[] = {0.5, 0.5, 0.5, 1.0};

specular[] = {0.0, 0.0, 0.0, 0.0};

specularPower = 0.0;

renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};

PixelShaderID = "Normal";

VertexShaderID = "Basic";

};

};

// Config models, with section list (for the muzzleflash anim : zasleh)

class CfgModels {

class Default { sections[] = {}; sectionsInherit=""; };

class Weapon: default {};

class Glock_17:Weapon { sectionsInherit="weapon"; sections[]= { "zasleh" }; };

};

//config curseur de visée

class CfgWeaponCursors {

class RifleCursorCore; // External class reference

class MGCursorCore; // External class reference

class LawCursorCore; // External class reference

class LaserPistolCursor : RifleCursorCore {

texture = "";

};

class LaserRifleCursor : RifleCursorCore {

texture = "";

};

};

//config ammo

class CfgAmmo {

class Default; // External class reference

class TimeBombCore; // External class reference

class MineCore; // External class reference

class BulletCore; // External class reference

class BulletBase; // External class reference

class RocketCore; //External class reference

class B_9x19_LUGER_Ball : BulletBase {

cartridge = "FxCartridge_Small";

cost = 5;

tracerColor[] = {0, 0, 0, 0};

tracerColorR[] = {0, 0, 0, 0};

typicalSpeed = 100; //edit was 360

};

};

//config magazine (use ammo)

class CfgMagazines {

   class Default; // External class reference

class CA_Magazine;

class 20Rnd_556x45_Stanag;

class 15Rnd_9x19_M9;

class 30Rnd_9x19_MP5;

class CA_LauncherMagazine; // External class reference

class 9Rnd_9x19_LUGER : 15Rnd_9x19_M9 {

displayName = "9mm x19 LUGER 9 Rounds Magazine";

type = 16;

picture = "\sa-1\pics\w_p226_ca.pac";

ammo = "B_9x19_LUGER_Ball";

count = 9;

initSpeed = 360;

class Library {

libTextDesc = "The 9 mm Parabellum pistol cartridge (9 x 19 mm Luger, 9 x 19 mm NATO) was introduced in 1902 by the German weapons manufacturer Deutsche Waffen und Munitionsfabriken (DWM) for their Pistole Parabellum.";

};

};

};

//fire mode import external class

class Mode_SemiAuto; // External class reference

class Mode_FullAuto; // External class reference

class Mode_Burst; // External class reference

//weapon configuration start

class CfgWeapons {

class MGunCore;  //External class reference

class MGun;  //External class reference

class Rifle;  //External class reference

class Pistol;  //External class reference

class Grenadelauncher; //External class reference

class Launcher; //External class reference

class Glock_17 : Pistol {

scope = 2;

model = "\sa-1\glock.p3d";

modelOptics = "-";

picture = "\sa-1\pics\w_p226_ca.pac";

minRange = 2;

minRangeProbab = 0.1;

midRange = 30;

midRangeProbab = 0.8;

maxRange = 50;

maxRangeProbab = 0.04;

optics = true;

distanceZoomMin = 50;

distanceZoomMax = 50;

displayName = "SIG P220";

sound[] = {"\sa-1\sound\p226.wav", db-30, 1};

drySound[] = {"\ca\Weapons\Data\Sound\T33_dry_v1", db-90, 1};

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\pistol_reload", db-90, 1};

magazines[] = {"9Rnd_9x19_LUGER"};

Dexterity = 2;

initSpeed = 360;

dispersion = 0.008;

ffCount = 1;

recoil = "pistolBase";

aiRateOfFire = 0.45; // delay between shots at given distance

aiRateOfFireDistance = 50;

class Library {

libTextDesc = "The SIG P220 was developed for the Swiss Army as a replacement for the SIG P210, which had been developed during World War II; in service it is known as Pistolet 75 (P75) and is chambered in 9mm Luger. The P220 operates by the locked breech short-recoil method pioneered by John Browning.";

};

};

};

//config vehicle class for the ammo/weapon box

class CfgVehicleClasses {

class SwissArmory

{

displayName = "SWM Armory";

};

};

//config vehicle, create the ammo and weapon box and fill it with our weapons and ammo

class CfgVehicles {

class Strategic; // External class reference

class FlagCarrierWest; //External class reference

class ReammoBox : Strategic {};

class WeaponHolder : ReammoBox {};

class AmmoBoxWest : ReammoBox {};

class AmmoBoxEast : ReammoBox {};

class AmmoBoxGuer : ReammoBox {};

class SwissAmmoBox : ammoBoxwest {

vehicleClass = "SwissArmory";

scope = 2;

accuracy = 1000;

model = "\ca\Weapons\hromada_beden.p3d";

displayName = "SWM Armory Box";

class TransportMagazines {

class _xx_9Rnd_9x19_LUGER {

magazine = "9Rnd_9x19_LUGER";

count = 100;

};

};

class TransportWeapons {

class _xx_Glock_17 {

weapon = "Glock_17";

count = 10;

};

};

};

//END OF FILE

Right it all works textures & sound to proper sights & recoil but the damnd thing wont make the muzzle flash work & i tried, changing the PAA/PAC files.. but they are cool, but im not sure is it still, a Config prob or is it a P3d conflict, or maybe even a file structure mistake on my part of the PBO???

this would helpme alot & others to I asume.

here is another config  i tried, but the Muzzle still dident work obviously.(no mention of Zasleh)

Quote[/b] ]// Stalker by BCS

// Basic def.

#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 BRSSEB_Stalker

{

units[]={StalkerHunter};

weapons[]={Stalker};

requiredVersion=1.00000;

};

};

class CfgModels

{

class Default{};

class Weapon: Default{};

class Stalker : Weapon{};

};

class CfgAmmo

{

class default {};

class BulletSingle: default {};

class BulletSniper: BulletSingle {};

class StalkerAmmo: BulletSniper {};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class SniperRiffle : Riffle {};

class M21 : SniperRiffle{};

class Stalker: M21

{

model="\stalker\stalker";

displayName="Stalker Sniper Rifle";

displayNameMagazine="Stalker Mag";

magazines[]={"Stalker"};

ammo=BulletSniper;

picture="\stalker\gunphoto.pac";

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{}

class Civilian:Soldier{};

class StalkerHunter: Civilian

{

access=2

displayName="Stalker Hunter";

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

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

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyStalkerHunter : ProxyWeapon {};

};

So any advice or examples of how to fix this would be cool CFG's not my strong point...  thumbs-up.gif

PS. if you think its file structure just ask for more details, but all textures + Zasleh & showing up ok with no errors.

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Uhm Hi  crazy_o.gif  

well its in relation to this thread Vilas thread

Basicly i got the thing working (Experimenting for private use only no intention of releaseing 2n/3rd party goods)

but only prob is i cant get the damn muzzle flash (zasleh) working properly.

Here is what i have working so far. (im just experimenting remember)

Quote[/b] ]

//config addon, units and weapons list

class CfgPatches {

class SWM_SwissArms {

units[] = {};

weapons[] = {"Glock_17"};

requiredVersion = 1.0000;

};

};

//config addon with preload

class CfgAddons {

access = ReadOnly;

class PreloadBanks {};

class PreloadAddons {

class SWM_SwissArms_Added {

list[] = {"SWM_SwissArms"};

};

};

};

//Material configuration part #1 texture -> material -> texture + nohq and smdi (normal map and gloss map)

class CfgTextureToMaterial

{

class zasleh { textures[]= { "sa-1\zasleh.paa" }; material = "#zasleh" };

};

//material configuration part #2

class CfgMaterials

{

class zasleh {

ambient[] = {0.0, 0.0, 0.0, 5.0};

diffuse[] = {0.0, 0.0, 0.0, 1.0};

forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};

emmisive[] = {0.5, 0.5, 0.5, 1.0};

specular[] = {0.0, 0.0, 0.0, 0.0};

specularPower = 0.0;

renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};

PixelShaderID = "Normal";

VertexShaderID = "Basic";

};

};

// Config models, with section list (for the muzzleflash anim : zasleh)

class CfgModels {

class Default;

class Weapon;

class Glock_17:Weapon { sectionsInherit="weapon"; sections[]= { "zasleh" }; }; THIS SHOULD BE THE MODEL NAME MINUS THE .P3D EXTENSION = This is why the zasleh is on continuously!

};

//config curseur de visée

class CfgWeaponCursors {

class RifleCursorCore; // External class reference

class MGCursorCore; // External class reference

class LawCursorCore; // External class reference

class LaserPistolCursor : RifleCursorCore {

texture = "";

};

class LaserRifleCursor : RifleCursorCore {

texture = "";

};

};

//config ammo

class CfgAmmo {

class Default; // External class reference

class TimeBombCore; // External class reference

class MineCore; // External class reference

class BulletCore; // External class reference

class BulletBase; // External class reference

class RocketCore; //External class reference

class B_9x19_LUGER_Ball : BulletBase {

cartridge = "FxCartridge_Small";

cost = 5;

tracerColor[] = {0, 0, 0, 0};

tracerColorR[] = {0, 0, 0, 0};

typicalSpeed = 100; //edit was 360

};

};

//config magazine (use ammo)

class CfgMagazines {

   class Default; // External class reference

class CA_Magazine;

class 20Rnd_556x45_Stanag;

class 15Rnd_9x19_M9;

class 30Rnd_9x19_MP5;

class CA_LauncherMagazine; // External class reference

class 9Rnd_9x19_LUGER : 15Rnd_9x19_M9 {

displayName = "9mm x19 LUGER 9 Rounds Magazine";

type = 16;

picture = "\sa-1\pics\w_p226_ca.pac";

ammo = "B_9x19_LUGER_Ball";

count = 9;

initSpeed = 360;

class Library {

libTextDesc = "The 9 mm Parabellum pistol cartridge (9 x 19 mm Luger, 9 x 19 mm NATO) was introduced in 1902 by the German weapons manufacturer Deutsche Waffen und Munitionsfabriken (DWM) for their Pistole Parabellum.";

};

};

};

//fire mode import external class

class Mode_SemiAuto; // External class reference

class Mode_FullAuto; // External class reference

class Mode_Burst; // External class reference

//weapon configuration start

class CfgWeapons {

class MGunCore;  //External class reference

class MGun;  //External class reference

class Rifle;  //External class reference

class Pistol;  //External class reference

class Grenadelauncher; //External class reference

class Launcher; //External class reference

class Glock_17 : Pistol {

scope = 2;

model = "\sa-1\glock.p3d";

modelOptics = "-";

picture = "\sa-1\pics\w_p226_ca.pac";

minRange = 2;

minRangeProbab = 0.1;

midRange = 30;

midRangeProbab = 0.8;

maxRange = 50;

maxRangeProbab = 0.04;

optics = true;

distanceZoomMin = 50;

distanceZoomMax = 50;

displayName = "SIG P220";

sound[] = {"\sa-1\sound\p226.wav", db-30, 1};

drySound[] = {"\ca\Weapons\Data\Sound\T33_dry_v1", db-90, 1};

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\pistol_reload", db-90, 1};

magazines[] = {"9Rnd_9x19_LUGER"};

Dexterity = 2;

initSpeed = 360;

dispersion = 0.008;

ffCount = 1;

recoil = "pistolBase";

aiRateOfFire = 0.45; // delay between shots at given distance

aiRateOfFireDistance = 50;

class Library {

libTextDesc = "The SIG P220 was developed for the Swiss Army as a replacement for the SIG P210, which had been developed during World War II; in service it is known as Pistolet 75 (P75) and is chambered in 9mm Luger. The P220 operates by the locked breech short-recoil method pioneered by John Browning.";

};

};

};

//config vehicle class for the ammo/weapon box

class CfgVehicleClasses {

class SwissArmory

{

displayName = "SWM Armory";

};

};

//config vehicle, create the ammo and weapon box and fill it with our weapons and ammo

class CfgVehicles {

class Strategic; // External class reference

class FlagCarrierWest; //External class reference

class ReammoBox : Strategic {};

class WeaponHolder : ReammoBox {};

class AmmoBoxWest : ReammoBox {};

class AmmoBoxEast : ReammoBox {};

class AmmoBoxGuer : ReammoBox {};

class SwissAmmoBox : ammoBoxwest {

vehicleClass = "SwissArmory";

scope = 2;

accuracy = 1000;

model = "\ca\Weapons\hromada_beden.p3d";

displayName = "SWM Armory Box";

class TransportMagazines {

class _xx_9Rnd_9x19_LUGER {

magazine = "9Rnd_9x19_LUGER";

count = 100;

};

};

class TransportWeapons {

class _xx_Glock_17 {

weapon = "Glock_17";

count = 10;

};

};

};

//END OF FILE

Right it all works textures & sound to proper sights & recoil but the damnd thing wont make the muzzle flash work & i tried, changing the PAA/PAC files.. but they are cool, but im not sure is it still, a Config prob or is it a P3d conflict, or maybe even a file structure mistake on my part of the PBO???

this would helpme alot & others to I asume.

here is another config  i tried, but the Muzzle still dident work obviously.(no mention of Zasleh)

Quote[/b] ]// Stalker by BCS

// Basic def.

#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 BRSSEB_Stalker

{

units[]={StalkerHunter};

weapons[]={Stalker};

requiredVersion=1.00000;

};

};

class CfgModels

{

class Default;

class Weapon;

class Stalker :Weapon { sectionsInherit="weapon"; sections[]= { "zasleh" };

};

class CfgAmmo

{

class default {};

class BulletSingle: default {};

class BulletSniper: BulletSingle {};

class StalkerAmmo: BulletSniper {};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class SniperRiffle : Riffle {};

class M21 : SniperRiffle{};

class Stalker: M21

{

model="\stalker\stalker";

displayName="Stalker Sniper Rifle";

displayNameMagazine="Stalker Mag";

magazines[]={"Stalker"};

ammo=BulletSniper;

picture="\stalker\gunphoto.pac";

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{}

class Civilian:Soldier{};

class StalkerHunter: Civilian

{

access=2

displayName="Stalker Hunter";

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

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

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyStalkerHunter : ProxyWeapon {};

};

So any advice or examples of how to fix this would be cool CFG's not my strong point...  thumbs-up.gif

PS. if you think its file structure just ask for more details, but all textures + Zasleh & showing up ok with no errors.

The above should fix it

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

      notworthy.gifTHANKS notworthy.gif

             

Now err well i tried it & it dident work but i figuerd out what i was doing wrong based on what you said so i edited a few things to be like you sais (glock.p3d=glock in class)

so.. thats one place i was getting mxed up  but here it is now. (i still cant thank you enough!wink_o.gif

Quote[/b] ]

//config addon, units and weapons list

class CfgPatches {

class SWM_SwissArms {

units[] = {};

weapons[] = {"glock"};

requiredVersion = 1.0000;

};

};

//config addon with preload

class CfgAddons {

access = ReadOnly;

class PreloadBanks {};

class PreloadAddons {

class SWM_SwissArms_Added {

list[] = {"SWM_SwissArms"};

};

};

};

//Material configuration part #1 texture -> material -> texture + nohq and smdi (normal map and gloss map)

class CfgTextureToMaterial

{

class zasleh { textures[]= { "sa-1\zasleh.paa" }; material = "#zasleh" };

};

//material configuration part #2

class CfgMaterials

{

class zasleh {

ambient[] = {0.0, 0.0, 0.0, 5.0};

diffuse[] = {0.0, 0.0, 0.0, 1.0};

forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};

emmisive[] = {0.5, 0.5, 0.5, 1.0};

specular[] = {0.0, 0.0, 0.0, 0.0};

specularPower = 0.0;

renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};

PixelShaderID = "Normal";

VertexShaderID = "Basic";

};

};

// Config models, with section list (for the muzzleflash anim : zasleh)

class CfgModels {

class Default;

class Weapon;

class glock:Weapon { sectionsInherit="weapon"; sections[]= { "zasleh" }; }; //THIS SHOULD BE THE MODEL NAME MINUS THE .P3D EXTENSION = This is why the zasleh is on continuously!

};

//config curseur de visée

class CfgWeaponCursors {

class RifleCursorCore; // External class reference

class MGCursorCore; // External class reference

class LawCursorCore; // External class reference

class LaserPistolCursor : RifleCursorCore {

texture = "";

};

class LaserRifleCursor : RifleCursorCore {

texture = "";

};

};

//config ammo

class CfgAmmo {

class Default; // External class reference

class TimeBombCore; // External class reference

class MineCore; // External class reference

class BulletCore; // External class reference

class BulletBase; // External class reference

class RocketCore; //External class reference

class B_9x19_LUGER_Ball : BulletBase {

cartridge = "FxCartridge_Small";

cost = 5;

tracerColor[] = {0, 0, 0, 0};

tracerColorR[] = {0, 0, 0, 0};

typicalSpeed = 100; //edit was 360

};

};

//config magazine (use ammo)

class CfgMagazines {

  class Default; // External class reference

class CA_Magazine;

class 20Rnd_556x45_Stanag;

class 15Rnd_9x19_M9;

class 30Rnd_9x19_MP5;

class CA_LauncherMagazine; // External class reference

class 9Rnd_9x19_LUGER : 15Rnd_9x19_M9 {

displayName = "9mm x19 LUGER 9 Rounds Magazine";

type = 16;

picture = "\sa-1\pics\w_p226_ca.pac";

ammo = "B_9x19_LUGER_Ball";

count = 9;

initSpeed = 360;

class Library {

libTextDesc = "The 9 mm Parabellum pistol cartridge (9 x 19 mm Luger, 9 x 19 mm NATO) was introduced in 1902 by the German weapons manufacturer Deutsche Waffen und Munitionsfabriken (DWM) for their Pistole Parabellum.";

};

};

};

//fire mode import external class

class Mode_SemiAuto; // External class reference

class Mode_FullAuto; // External class reference

class Mode_Burst; // External class reference

//weapon configuration start

class CfgWeapons {

class MGunCore;  //External class reference

class MGun;  //External class reference

class Rifle;  //External class reference

class Pistol;  //External class reference

class Grenadelauncher; //External class reference

class Launcher; //External class reference

class glock : Pistol {

scope = 2;

model = "\sa-1\glock.p3d";

modelOptics = "-";

picture = "\sa-1\pics\w_p226_ca.pac";

minRange = 2;

minRangeProbab = 0.1;

midRange = 30;

midRangeProbab = 0.8;

maxRange = 50;

maxRangeProbab = 0.04;

optics = true;

distanceZoomMin = 50;

distanceZoomMax = 50;

displayName = "glock";

sound[] = {"\sa-1\sound\p226.wav", db-30, 1};

drySound[] = {"\ca\Weapons\Data\Sound\T33_dry_v1", db-90, 1};

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\pistol_reload", db-90, 1};

magazines[] = {"9Rnd_9x19_LUGER"};

Dexterity = 2;

initSpeed = 360;

dispersion = 0.008;

ffCount = 1;

recoil = "pistolBase";

aiRateOfFire = 0.45; // delay between shots at given distance

aiRateOfFireDistance = 50;

class Library {

libTextDesc = "The SIG P220 was developed for the Swiss Army as a replacement for the SIG P210, which had been developed during World War II; in service it is known as Pistolet 75 (P75) and is chambered in 9mm Luger. The P220 operates by the locked breech short-recoil method pioneered by John Browning.";

};

};

};

//config vehicle class for the ammo/weapon box

class CfgVehicleClasses {

class SwissArmory

{

displayName = "SWM Armory";

};

};

//config vehicle, create the ammo and weapon box and fill it with our weapons and ammo

class CfgVehicles {

class Strategic; // External class reference

class FlagCarrierWest; //External class reference

class ReammoBox : Strategic {};

class WeaponHolder : ReammoBox {};

class AmmoBoxWest : ReammoBox {};

class AmmoBoxEast : ReammoBox {};

class AmmoBoxGuer : ReammoBox {};

class SwissAmmoBox : ammoBoxwest {

vehicleClass = "SwissArmory";

scope = 2;

accuracy = 1000;

model = "\ca\Weapons\hromada_beden.p3d";

displayName = "SWM Armory Box";

class TransportMagazines {

class _xx_9Rnd_9x19_LUGER {

magazine = "9Rnd_9x19_LUGER";

count = 100;

};

};

class TransportWeapons {

class _xx_glock {

weapon = "glock";

count = 10;

};

};

};

//END OF FILE

It works like a charm Exactly how i want it although the code is verry mish mash hehe...  

which i think causes this odd bug can you help again?  huh.gif

Quote[/b] ]no entry 'bin\config.bin/cfgmodels/weapon.sections.'
 in game now i looked at the place in the cfg i think its pointing to but its got
Quote[/b] ]class CfgWeapons {

& when i look at the origonal CFG file from the swiss guys its the same so where am i going wrong???

(although it might not help the fact i dont know how a ARMA basic gun config is structured, aint there an app that generates these things based on a model? so all id have to do is tweak things?)

but it works perfect apart from this & i understand a little more about the Class structure thanks to you now!

I just wish some one would remake brsseb's tutorials for dummys like me    sad_o.gif  brassebs turtorials

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First off, you're welcome. Whats the point in having knowledge if you don't empart it to those who could better use it wink_o.gif

Secondly,

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">no entry 'bin\config.bin/cfgmodels/weapon.sections.'

is pointing to the cfgmodels section, not cfgweapons, so the issue is here:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Config models, with section list (for the muzzleflash anim : zasleh)

class CfgModels {

class Default;

class Weapon;

class glock:Weapon { sectionsInherit="weapon"; sections[]= { "zasleh" }; }; //THIS SHOULD BE THE MODEL NAME MINUS THE .P3D EXTENSION = This is why the zasleh is on continuously!

};

Maybe try changing it to 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 Default;

          class Weapon: Default

          {

                     sections[] = {"zasleh"};

          };

          class Glock: Weapon {};

};

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haha i already saw this code somewhere wink_o.gif

use this code for you glock and i will works fine (if you defined the zasleh selection in your model of course...)

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

class CfgModels {

class Default { sections[] = {}; sectionsInherit=""; };

class Weapon: default {};

class glock:Weapon { sectionsInherit="weapon"; sections[]= { "zasleh" }; };

};

I added a sectioninherit part.. because some people had a bug with a message during game about sectioninherit not found bla bla bla.. that's works fine with this code.

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Indeed, thats my bad for missing that out DarkGiver, well spotted wink_o.gif

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class CfgModels

{

class Default{};

class VIL_Weapon

{

sectionsInherit="";

sections[]={zasleh};

selectionFireAnim = "zasleh";

};

class abakan : VIL_Weapon{};

class abakan_gl : VIL_Weapon{};

class akm_gl : VIL_Weapon{};

class ak74m_gl : VIL_Weapon{};

etc. etc. etc.

of course replace "VIL" by other TAG !

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yay.gif  it works (nothing wrong now! THANKS so much..! we have some nice cops n robers scenario's this weekend! thanks to you chaps,

& yeh its SWISS mod CFG i used i couldent figure out, Vilas Code, sorry it got me confused, very complex for a retard like myself.

& i used Vilas Cool Glock17 now all i need is Vilas to agree to let me use it this weekend!

So we will now Sacrafice 3 cans of Cider;

one to Jackal

one to Vilas

& one to the Swiss guys!

i cant belive im actuly getting help from THE guys...  notworthy.gif

so just one last question you dont need to tell me what it is (as i could use some sort of learning curve aposed to a precipice) but if you think its a bit to advanced for me please feal free to advise me on how to cut it down to a minimum.

notworthy.gif            notworthy.gif             notworthy.gif

Quote[/b] ]//config addon, units and weapons list

class CfgPatches {

class SWM_SwissArms {

units[] = {};

weapons[] = {"glock"};

requiredVersion = 1.0000;

};

};

//config addon with preload

class CfgAddons {

access = ReadOnly;

class PreloadBanks {};

class PreloadAddons {

class SWM_SwissArms_Added {

list[] = {"SWM_SwissArms"};

};

};

};

//Material configuration part #1 texture -> material -> texture + nohq and smdi (normal map and gloss map)

class CfgTextureToMaterial

{

class zasleh { textures[]= { "sa-1\zasleh.paa" }; material = "#zasleh" };

};

//material configuration part #2

class CfgMaterials

{

class zasleh {

ambient[] = {0.0, 0.0, 0.0, 5.0};

diffuse[] = {0.0, 0.0, 0.0, 1.0};

forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};

emmisive[] = {0.5, 0.5, 0.5, 1.0};

specular[] = {0.0, 0.0, 0.0, 0.0};

specularPower = 0.0;

renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};

PixelShaderID = "Normal";

VertexShaderID = "Basic";

};

};

// Config models, with section list (for the muzzleflash anim : zasleh)

class CfgModels {

class Default { sections[] = {}; sectionsInherit=""; };

class Weapon: default {};

class glock:Weapon { sectionsInherit="weapon"; sections[]= { "zasleh" }; };

};

//config curseur de visée

class CfgWeaponCursors {

class RifleCursorCore; // External class reference

class MGCursorCore; // External class reference

class LawCursorCore; // External class reference

class LaserPistolCursor : RifleCursorCore {

texture = "";

};

class LaserRifleCursor : RifleCursorCore {

texture = "";

};

};

//config ammo

class CfgAmmo {

class Default; // External class reference

class TimeBombCore; // External class reference

class MineCore; // External class reference

class BulletCore; // External class reference

class BulletBase; // External class reference

class RocketCore; //External class reference

class B_9x19_LUGER_Ball : BulletBase {

cartridge = "FxCartridge_Small";

cost = 5;

tracerColor[] = {0, 0, 0, 0};

tracerColorR[] = {0, 0, 0, 0};

typicalSpeed = 100; //edit was 360

};

};

//config magazine (use ammo)

class CfgMagazines {

  class Default; // External class reference

class CA_Magazine;

class 20Rnd_556x45_Stanag;

class 15Rnd_9x19_M9;

class 30Rnd_9x19_MP5;

class CA_LauncherMagazine; // External class reference

class 9Rnd_9x19_LUGER : 15Rnd_9x19_M9 {

displayName = "9mm x19 LUGER 9 Rounds Magazine";

type = 16;

picture = "\sa-1\pics\w_p226_ca.pac";

ammo = "B_9x19_LUGER_Ball";

count = 9;

initSpeed = 360;

class Library {

libTextDesc = "The 9 mm Parabellum pistol cartridge (9 x 19 mm Luger, 9 x 19 mm NATO) was introduced in 1902 by the German weapons manufacturer Deutsche Waffen und Munitionsfabriken (DWM) for their Pistole Parabellum.";

};

};

};

//fire mode import external class

class Mode_SemiAuto; // External class reference

class Mode_FullAuto; // External class reference

class Mode_Burst; // External class reference

//weapon configuration start

class CfgWeapons {

class MGunCore;  //External class reference

class MGun;  //External class reference

class Rifle;  //External class reference

class Pistol;  //External class reference

class Grenadelauncher; //External class reference

class Launcher; //External class reference

class glock : Pistol {

scope = 2;

model = "\sa-1\glock.p3d";

modelOptics = "-";

picture = "\sa-1\pics\w_p226_ca.pac";

minRange = 2;

minRangeProbab = 0.1;

midRange = 30;

midRangeProbab = 0.8;

maxRange = 50;

maxRangeProbab = 0.04;

optics = true;

distanceZoomMin = 50;

distanceZoomMax = 50;

displayName = "glock";

sound[] = {"\sa-1\sound\p226.wav", db-30, 1};

drySound[] = {"\ca\Weapons\Data\Sound\T33_dry_v1", db-90, 1};

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\pistol_reload", db-90, 1};

magazines[] = {"9Rnd_9x19_LUGER"};

Dexterity = 2;

initSpeed = 360;

dispersion = 0.008;

ffCount = 1;

recoil = "pistolBase";

aiRateOfFire = 0.45; // delay between shots at given distance

aiRateOfFireDistance = 50;

class Library {

libTextDesc = "The SIG P220 was developed for the Swiss Army as a replacement for the SIG P210, which had been developed during World War II; in service it is known as Pistolet 75 (P75) and is chambered in 9mm Luger. The P220 operates by the locked breech short-recoil method pioneered by John Browning.";

};

};

};

//config vehicle class for the ammo/weapon box

class CfgVehicleClasses {

class SwissArmory

{

displayName = "SWM Armory";

};

};

//config vehicle, create the ammo and weapon box and fill it with our weapons and ammo

class CfgVehicles {

class Strategic; // External class reference

class FlagCarrierWest; //External class reference

class ReammoBox : Strategic {};

class WeaponHolder : ReammoBox {};

class AmmoBoxWest : ReammoBox {};

class AmmoBoxEast : ReammoBox {};

class AmmoBoxGuer : ReammoBox {};

class SwissAmmoBox : ammoBoxwest {

vehicleClass = "SwissArmory";

scope = 2;

accuracy = 1000;

model = "\ca\Weapons\hromada_beden.p3d";

displayName = "SWM Armory Box";

class TransportMagazines {

class _xx_9Rnd_9x19_LUGER {

magazine = "9Rnd_9x19_LUGER";

count = 100;

};

};

class TransportWeapons {

class _xx_glock {

weapon = "glock";

count = 10;

};

};

};

//END OF FILE

Got a couple more questions to though in the pot..

these NOHQ.pac textures when it says in the ARMA wiki "normal map high quality"  

What the hell dose that mean? is it to make textures sharper?

& whatever it is how do you make it is it with "neon render" in photoshop? (as ive seen no examples any where or detaild explination) althought i saw the SWISS guys using em.

Same go's for SMDI.pac?huh.gif whats this is it what makes Shiny metal bits?

no one has to rush with an answer for these sections now as im happy with Vilas glock & Swiss/Jackal326 Config for now..  hehe thanks again im so happy (was close suicide)  crazy_o.gif

THANK YOU!

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ok nm this bit it as it was another question but it deserves its own thread..

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Hi all zasleh gurus

Could someone post an example of a working vehicle mg zasleh?

EDIT: Seems that I have to define sections inherit to make it work.

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