Iron+Cross 0 Posted May 23, 2007 Hi all, Â ok so i get the rifle in game & i got a muzzle flash bug again (& i have it defined in cfg) but ill work on that later, the real problem is this error when i try to take the rifle from the crate, apart from that no other errors & the rifle works when i take the scope reference out of the config. Quote[/b] ]WARNING: preNLOD format in object scoped_rifle\w\scopetexture.paa this is what i get on the desktop it crashes every time i try to take it from crate. texture info.. 1024x1024 DXT5 i based it on Swissmod Leopold.paa any ideas? yours kindly mike. p.s i checked the wiki couldent find anything relating to it.. p.p.s a little of topic but could some one tell me what type=256 means? & what dose it affect? (just a shot in the dark & again cant see it in wiki) Quote[/b] ]class CfgMagazines { class Default; // External class reference class CA_Magazine : Default { scope = protected; value = 1; displayName = ""; picture = ""; modelSpecial = ""; useAction = false; useActionTitle = ""; reloadAction = "ManActReloadMagazine"; ammo = ""; count = 30; type = 256; initSpeed = 900; selectionFireAnim = "zasleh"; nameSound = ""; maxLeadSpeed = 23; // max estimated speed kph }; ---------------------------------------------------- UPDATE hehe its ok i figured it out it was a corrupt .Paa i was using, funny that i would have thought it would have given an 'cannot load' error message instead.. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 24, 2007 The type part determines what type of (in this case) magazine it is, or basically what inventory slots it will use (if any). 256 is a single primary item slot, like most primary weapon magazines. You can multiply it by X for it to take up X amount of those slots, ex: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">type = "4 * 256"; That would take up 4 of those slots. Share this post Link to post Share on other sites
Iron+Cross 0 Posted May 24, 2007 Ahhh thanks i remember seeing a page on wiki explaining that! but i couldent find a refernce for it when i looked this time! Thanks m8 Â also could you help with this? i cant get flash to animate. Quote[/b] ]#define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define private 0 #define protected 1 #define public 2 #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 ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define LockNo 0 #define LockCadet 1 #define LockYes 2 //config addon, units and weapons list class CfgPatches { class ConfederateArmory { units[] = {}; weapons[] = {"sg550sr"}; requiredVersion = 1.0000; }; }; //config addon with preload class CfgAddons { access = ReadOnly; class PreloadBanks {}; class PreloadAddons { class Confederate_arms { list[] = {"ConfederateArmory"}; }; }; }; class CfgTextureToMaterial //Material configuration part #1 texture -> material -> texture + nohq and smdi (normal map and gloss map) { class flashf3 { textures[]= { "sa-7sr\flashf3.paa" }; material = "#flashf3" }; class flashf { textures[]= { "sa-7sr\flashf.paa" }; material = "#flashf" }; class flashs { textures[]= { "sa-7sr\flashs.paa" }; material = "#flashs" }; }; class CfgMaterials { class flashf3 { 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"; }; class flashf { 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"; }; class flashs { 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 sg550sr:Weapon { sectionsInherit = "weapon"; sections[] = {"zasleh"}; }; }; class CfgAmmo { class Default; // External class reference class BulletCore; // External class reference class BulletBase : BulletCore { hit = 8; indirectHit = 0; indirectHitRange = 0; model = "\ca\Weapons\shell"; soundFly[] = {"\ca\Weapons\Data\Sound\bulletnoise1", db-19, 1.2}; soundHit1[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_01", db-40, 1}; soundHit2[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_02", db-30, 1}; soundHit3[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_03", db-40, 1}; soundHit4[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_04", 0.0316228, 1}; soundHit5[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_05", 0.01, 1}; soundHit6[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_06", 0.01, 1}; soundHit7[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_07", 0.01, 1}; soundHit8[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_08", 0.0316228, 1}; soundHit9[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_09", 0.0177828, 1}; soundHit10[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_10", 0.01, 1}; soundHit11[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_13", 0.0316228, 1}; soundHit12[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_16", 0.01, 1}; soundHitMan1[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_01", db-10, 1}; soundHitMan2[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_02", db-10, 1}; soundHitMan3[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_03", 0.316228, 1}; soundHitMan4[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_04", 0.316228, 1}; soundHitMan5[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_05", 0.316228, 1}; soundHitMan6[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_06", 0.316228, 1}; soundHitMan7[] = {"\ca\Weapons\Data\Sound\bullet_man_hit_07", 0.316228, 1}; soundHitArmor1[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_01", db-20, 1}; soundHitArmor2[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_02", db-20, 1}; soundHitArmor3[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_03", 0.1, 1}; soundHitArmor4[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_04", 0.1, 1}; soundHitArmor5[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_05", 0.1, 1}; soundHitArmor6[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_06", 0.1, 1}; soundHitArmor7[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_07", 0.1, 1}; soundHitArmor8[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_08", 0.1, 1}; soundHitArmor9[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_09", 0.1, 1}; soundHitArmor10[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_10", 0.1, 1}; soundHitArmor11[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_11", 0.1, 1}; soundHitArmor12[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_12", 0.1, 1}; soundHitArmor13[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_13", 0.1, 1}; soundHitArmor14[] = {"\ca\Weapons\Data\Sound\bullet_armor_hit_14", 0.1, 1}; soundHitBuilding1[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_02", db-35, 1}; soundHitBuilding2[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_04", db-35, 1}; soundHitBuilding3[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_10", 0.0177828, 1}; soundHitBuilding4[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_12", 0.0177828, 1}; soundHitBuilding5[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_13", 0.00562341, 1}; soundHitBuilding6[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_14", 0.0177828, 1}; soundHitBuilding7[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_15", 0.0177828, 1}; soundHitBuilding8[] = {"\ca\Weapons\Data\Sound\bullet_ricochet_16", 0.0177828, 1}; supersonicCrackNear[] = {"\ca\Weapons\Data\Sound\supersonic_crack_close.wss", 1, 1}; supersonicCrackFar[] = {"\ca\Weapons\Data\Sound\supersonic_crack_50meters.wss", 1, 1}; hitGround[] = {"soundHit1", 0.083, "soundHit2", 0.083, "soundHit3", 0.083, "soundHit4", 0.083, "soundHit5", 0.083, "soundHit6", 0.083, "soundHit7", 0.083, "soundHit8", 0.083, "soundHit9", 0.083, "soundHit10", 0.083, "soundHit11", 0.083, "soundHit12", 0.083}; hitMan[] = {"soundHitMan1", 0.143, "soundHitMan2", 0.143, "soundHitMan3", 0.143, "soundHitMan4", 0.143, "soundHitMan5", 0.143, "soundHitMan6", 0.143, "soundHitMan7", 0.143}; hitArmor[] = {"soundHitArmor1", 0.071, "soundHitArmor2", 0.071, "soundHitArmor3", 0.071, "soundHitArmor4", 0.071, "soundHitArmor5", 0.071, "soundHitArmor6", 0.071, "soundHitArmor7", 0.071, "soundHitArmor8", 0.071, "soundHitArmor9", 0.071, "soundHitArmor10", 0.071, "soundHitArmor11", 0.071, "soundHitArmor12", 0.071, "soundHitArmor13", 0.071, "soundHitArmor14", 0.071}; hitBuilding[] = {"soundHitBuilding1", 0.125, "soundHitBuilding2", 0.125, "soundHitBuilding3", 0.125, "soundHitBuilding4", 0.125, "soundHitBuilding5", 0.125, "soundHitBuilding6", 0.125, "soundHitBuilding7", 0.125, "soundHitBuilding8", 0.125}; cartridge = "FxCartridge"; cost = 0.7; deflecting = 10; tracerColor[] = {0, 0, 0, 0}; tracerColorR[] = {0, 0, 0, 0}; }; class 7_62x51mm : BulletBase { cartridge = "FxCartridge"; cost = 5; tracerColor[] = {0, 0, 0, 0}; tracerColorR[] = {0, 0, 0, 0}; typicalSpeed = 200; //edit was 100 class Library { libTextDesc = ""; }; }; }; class cfgRecoils { sg550srbase[] = {0.025000,0.015000,0.14500,0.325000,0,0}; }; //config magazine (use ammo) class CfgMagazines { class Default; // External class reference class CA_Magazine : Default { scope = protected; value = 1; displayName = ""; picture = ""; modelSpecial = ""; useAction = false; useActionTitle = ""; reloadAction = "ManActReloadMagazine"; ammo = ""; count = 30; type = 256; initSpeed = 900; selectionFireAnim = "zasleh"; nameSound = ""; maxLeadSpeed = 23; // max estimated speed kph }; class CSA7_62_20_rnd_Mag : CA_Magazine { scope = public; displayName = "CSA7.62(20)rnd Mag"; type = 16; modelSpecial = ""; picture = "\sa-7sr\pics\SA-7sr_20rnd_mag.pac"; ammo = "7_62x51mm"; count = 20; initSpeed = 500; //meters per second? or feet? was 421 class Library { libTextDesc = ""; }; }; }; //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 sg550sr : Rifle { scope = 2; model = "\sa-7sr\sg550_sniper.p3d"; modelOptics = "\sa-7sr\leopold.p3d"; opticsZoomMin = 0.035; //10x zoom opticsZoomMax = 0.035; //10x zoom distanceZoomMin = 300; distanceZoomMax = 300; opticsFlare = "true"; opticsDisablePeripherialVision = "true"; optics = 1; dexterity = 1.60; displayName = "SSG550sr"; picture = "\sa-7sr\pics\w_SA-7SR_ca.paa"; drySound[] = {"\ca\Weapons\Data\Sound\G36_dry_v1", db-90, 1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\AK47_fill_v3", db-85, 1}; magazines[] = {"CSA7_62_20_rnd_Mag"}; initSpeed = 905; modes[] = {"Single"}; class Single : Mode_SemiAuto { sound[] = {"sa-7sr\sound\SA-7_single.wav", db-10, 1}; reloadTime = 0.0857; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.0009; minRange = 2; minRangeProbab = 0.1; midRange = 300; //edit was 300 midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.05; }; class Library { libTextDesc = "The SSG550 SNIPER was developed from the standard SG550 rifle by fitting it with a heavy hammer-forged barrel and altering the mechanism for semi-automatic fire only."; }; }; //END OF FILE its the swiss SG550 sniper varient im using it for practice, Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 24, 2007 Your cfgModel class must match your model filename minus the .p3d extension, so: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class sg550_sniper: Weapon Share this post Link to post Share on other sites
Iron+Cross 0 Posted May 25, 2007 oh man if i werent piss poor excuse for an RC i'd call your a rock god! Share this post Link to post Share on other sites