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Iron+Cross

PreNLOD error????

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Hi all,  welcome.gif

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 crazy_o.gif 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..

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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.

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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  thumbs-up.gif

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,

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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

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notworthy.gif

notworthy.gifnotworthy.gif

oh man if i werent piss poor excuse for an RC i'd call your a rock god!

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