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Flat!!!

Models work sounds don't

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I got permission in getting skavens M60 and m249 into my addon but when I finished the config work (which I ain't very good at) I tested it ingame and it can't find the picture for the m60 magazine but the recoils work etc (recoils + sounds in diffrent pbo than weapons) I am sure the path to the magazine is correct. But now to the main. I have 2 folders 1 is called BOS_JAM another called BOS_weap and when I shoot there sure come bullets but not a single click from the m60/m249 until the clip is empty thhen it clicks like if it had no ammo. Also when I start it says: Ska_Racs_Wp requires Ska_JAM and if I remove my addons it works good without any errors. ( I have skavens RACS).

Here is my config for BOS_JAM:

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

class CfgPatches

{

class BOS_JAM

{

units[] = {};

weapons[] = {};

requiredVersion = 1.0;

requiredAddons[] = {"CAWeapons"};

};};

//////////////////////////////////////////////////////////CONFIG RECOILS/////////////////////////////////////////////////////////

class CfgRecoils

{

BOS_RiffleRecoil[]= {0,0,0, 0.060000,0.01000,0.01, 0.10,0,-0.020000, 0.100000,-0.010000,0.010000, 0.050000,0,0};

BOS_RiffleprRecoil[]= {0,0,0, 0.060000,0.00800,0.0080, 0.10,0, -0.02000, 0.080000,-0.010000, 0.010000, 0.050000, 0, 0};

BOS_M60Recoil[]= {0, 0, 0, 0.080000, 0.010000, 0.050000, 0.050000, -0.003000, -0.008000, 0.200000, 0, 0};

BOS_M60prRecoil[]= {0, 0, 0, 0.100000, 0.003000, 0.005000, 0.050000, -0.003000, -0.010000, 0.050000, 0, 0};

};

//////////////////////////////////////////////////////////CONFIG AMMO/////////////////////////////////////////////////////////

class CfgAmmo

{

class Default;

class TimeBombCore;

class MineCore;

class BulletCore;

class BulletBase;

class GrenadeCore;

class GrenadeBase;

class BOS_Bullet: BulletCore

{

soundHit1[]={"\BOS_JAM\hit\hit_gr1.wss",0.031623,1};soundHit2[]={"\BOS_JAM\hit\hit_gr2.wss",0.031623,1};

soundHit3[]={"\BOS_JAM\hit\hit_gr3.wss",0.031623,1};soundHit4[]={"\BOS_JAM\hit\hit_gr4.wss",0.031623,1};

soundHit5[]={"\BOS_JAM\hit\hit_gr5.wss",0.031623,1};soundHit6[]={"\BOS_JAM\hit\hit_gr6.wss",0.031623,1};

soundHit7[]={"\BOS_JAM\hit\hit_gr7.wss",0.031623,1};soundHit8[]={"\BOS_JAM\hit\hit_gr8.wss",0.031623,1};

soundHitMan1[]={"\BOS_JAM\hit\hit_man1.wss",0.012589,1};soundHitMan2[]={"\BOS_JAM\hit\hit_man2.wss",0.012589,1};

soundHitMan3[]={"\BOS_JAM\hit\hit_man4.wss",0.012589,1};soundHitMan4[]={"\BOS_JAM\hit\hit_man5.wss",0.012589,1};

soundHitMan5[]={"\BOS_JAM\hit\hit_man6.wss",0.012589,1};soundHitMan6[]={"\BOS_JAM\hit\hit_man7.wss",0.012589,1};

soundHitArmor1[]={"\BOS_JAM\hit\hit_metal1.wss",0.031623,1};soundHitArmor2[]={"\BOS_JAM\hit\hit_metal2.wss",0.031623,1};

soundHitArmor3[]={"\BOS_JAM\hit\hit_metal3.wss",0.031623,1};soundHitArmor4[]={"\BOS_JAM\hit\hit_metal4.wss",0.031623,1};

soundHitArmor5[]={"\BOS_JAM\hit\hit_metal5.wss",0.031623,1};soundHitArmor6[]={"\BOS_JAM\hit\hit_metal6.wss",0.031623,1};

soundHitArmor7[]={"\BOS_JAM\hit\hit_metal7.wss",0.031623,1};soundHitArmor8[]={"\BOS_JAM\hit\hit_metal8.wss",0.031623,1};

soundHitBuilding1[]={"\BOS_JAM\hit\ric1.wss",0.031623,1};soundHitBuilding2[]={"\BOS_JAM\hit\ric2.wss",0.031623,1};

soundHitBuilding3[]={"\BOS_JAM\hit\ric3.wss",0.031623,1};soundHitBuilding4[]={"\BOS_JAM\hit\ric4.wss",0.031623,1};

soundHitBuilding5[]={"\BOS_JAM\hit\ric5.wss",0.031623,1};soundHitBuilding6[]={"\BOS_JAM\hit\ric6.wss",0.031623,1};

soundHitBuilding7[]={"\BOS_JAM\hit\ric7.wss",0.031623,1};soundHitBuilding8[]={"\BOS_JAM\hit\ric8.wss",0.031623,1};

soundHitBuilding9[]={"\BOS_JAM\hit\ric9.wss",0.031623,1};soundHitBuilding10[]={"\BOS_JAM\hit\ric10.wss",0.031623,1};

soundHitBuilding11[]={"\BOS_JAM\hit\ric11.wss",0.031623,1};soundHitBuilding12[]={"\BOS_JAM\hit\ric12.wss",0.031623,1};

soundHitBuilding13[]={"\BOS_JAM\hit\ric13.wss",0.031623,1};

soundfly1[]={"\BOS_JAM\hit\fly1.wss",0.031623,1};soundfly2[]={"\BOS_JAM\hit\fly2.wss",0.031623,1};

soundfly3[]={"\BOS_JAM\hit\fly3.wss",0.031623,1};soundfly4[]={"\BOS_JAM\hit\fly4.wss",0.031623,1};

soundfly5[]={"\BOS_JAM\hit\fly4.wss",0.031623,1};

soundfly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"soundfly4",0.2,"soundfly5",0.2};

hitGround[]={"soundHit1",0.125,"soundHit2",0.125,"soundHit3",0.125,"soundHit4",0.125,"soundHit5",0.125,"soundHit6",0.125,"soundHit7",0.125,"soundHit8",0.125};

hitMan[]={"soundHitMan1",0.166667,"soundHitMan2",0.166667,"soundHitMan3",0.166667,"soundHitMan4",0.166667,"soundHitMan5",0.166667,"soundHitMan6",0.166667};

hitArmor[]={"soundHitArmor1",0.125,"soundHitArmor2",0.125,"soundHitArmor3",0.125,"soundHitArmor4",0.125,"soundHitArmor5",0.125,"soundHitArmor6",0.125,"soundHitArmor7",0.125,"soundHitArmor8",0.125};

hitBuilding[]={"soundHitBuilding1",0.076,"soundHitBuilding2",0.076,"soundHitBuilding3",0.076,"soundHitBuilding4",0.076,"soundHitBuilding5",0.076,"soundHitBuilding6",0.076,"soundHitBuilding7",0.076,"soundHitBuilding8",0.076,"soundHitBuilding10",0.076,"soundHitBuilding11",0.076,"soundHitBuilding12",0.076,"soundHitBuilding13",0.076};

cartridge = "FxCartridge";

cost = 0.700000;

deflecting = 10;

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

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

};

//////////////////////////////////////////////////////////NORMAL AMMO/////////////////////////////////////////////////////////

//5.56x45 bullet

class BOS_556x45_Bullet : BOS_Bullet

{

hit=8;indirectHit=0;indirectHitRange=0;

tracerColor[] = {0.80000, 0.20000, 0.00000, 0.90000};

tracerColorR[] = {0.70000, 0.10000, 0.00000, 0.50000};

visibleFire=18;audibleFire=18;visibleFireTime=3;

};

//7.62x51 bullet

class BOS_762x51_Bullet : BOS_Bullet

{

hit=10;indirectHit=0;indirectHitRange=0;

tracerColor[] = {0.80000, 0.20000, 0.00000, 0.90000};

tracerColorR[] = {0.70000, 0.10000, 0.00000, 0.50000};

visibleFire=18;audibleFire=18;visibleFireTime=3;

};

//7.62x51 bullet

class BOS_762x51MG_Bullet : BOS_Bullet

{

hit=10;indirectHit=0;indirectHitRange=0;

tracerColor[] = {0.80000, 0.20000, 0.00000, 0.90000};

tracerColorR[] = {0.70000, 0.10000, 0.00000, 0.50000};

visibleFire=20;audibleFire=18;visibleFireTime=3;

};

};

//////////////////////////////////////////////////////////NORMAL MAGAZINES/////////////////////////////////////////////////////////

class CfgMagazines

{

class Default;

class CA_Magazine;

class BOS_M60mag : CA_Magazine

{

scope = 2;value = 1;useAction = 0;useActionTitle = "";

displayName = "M60mag";

picture = "\BOS_JAM\Editor\M60mag.paa";

ammo = "BOS_762x51MG_Bullet";

initSpeed = 853;

count = 200;

type = "2* 256";

selectionFireAnim = "zasleh";

class Library {

libTextDesc = "The M60 box.";

};

};

class BOS_M249mag : CA_Magazine

{

scope = 2;value = 1;useAction = 0;useActionTitle = "";

displayName = "M249mag";

picture = "\CA\weapons\data\equip\m_m249_ca.paa";

ammo = "BOS_556x45_Bullet";

initSpeed = 915;

count = 200;

type = "2* 256";

selectionFireAnim = "zasleh";

class Library {

libTextDesc = "The M249 box.";

};

};

};

And this one is for my BOS_weap:

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

{

class BOS_nsweapdes

{

Units[]= { "BOS_WepBox_1"};

weapons[]= {"BOS_M4aimpdes","BOS_M4GLacog", BOS_M4aimsddes, "BOS_M60", "BOS_M249"};

requiredVersion = 1.0;

requiredAddons[] = {"BOS_JAM"};

};

};

//////////////////////////////////////////////////////////CONFIG TEXTURES TO MATERIAL////////////////////////////////////////////////

class CfgTextureToMaterial

{

class BOS_MuzzleFlash{

textures[] = {"BOS_weap\cu\Tx\mff1.01.paa","BOS_weap\cu\Tx\mff_m16.01.paa","BOS_weap\cu\Tx\mfs1.01.paa",

"BOS_weap\cu\Tx\mfs_m16.01.paa","BOS_weap\cu\Tx\mff2.01.paa","BOS_weap\cu\Tx\mfs2.01.paa"};

material = "#BOS_MuzzleFlash";};

class m60{

textures[] = {"BOS_weap\cu\Tx\m60.paa"};material = "#m60";};

class M249_a{

textures[] = {"BOS_weap\cu\Tx\M249_a.paa"};material = "#M249_a";};

class M249_b{

textures[] = {"BOS_weap\cu\Tx\M249_b.paa"};material = "#M249_b";};

};

//////////////////////////////////////////////////////////CONFIG MATERIALS////////////////////////////////////////////////////////

class CfgMaterials

{

class BOS_MuzzleFlash{

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 M60{

ambient[] = {1.000000, 1.000000, 1.000000, 1.000000};diffuse[] = {1.000000, 1.000000, 1.000000, 1.000000};forcedDiffuse[] = {0.000000, 0.000000, 0.000000, 0.000000};

emmisive[] = {0.000000, 0.000000, 0.000000, 1.000000};specular[] = {0.746000, 0.746000, 0.746000, 1.000000};specularPower = 50.0;

PixelShaderID = "NormalMapSpecularDIMap";VertexShaderID = "NormalMap";

class Stage1{

texture = "BOS_weap\cu\NMap\M60_nohq.paa";uvSource = "tex";

class uvTransform{

aside[] = {1.000000, 0.000000, 0.000000};up[] = {0.000000, 1.000000, 0.000000};dir[] = {0.000000, 0.000000, 0.000000};pos[] = {0.000000, 0.000000, 0.000000};

};};

class Stage2{

texture = "BOS_weap\cu\NMap\M60_smdi.paa";uvSource = "tex";

class uvTransform{

aside[] = {1.000000, 0.000000, 0.000000};up[] = {0.000000, 1.000000, 0.000000};dir[] = {0.000000, 0.000000, 0.000000};

pos[] = {0.000000, 0.000000, 0.000000};

};};};

class M249_a{

ambient[] = {1.000000, 1.000000, 1.000000, 1.000000};diffuse[] = {1.000000, 1.000000, 1.000000, 1.000000};forcedDiffuse[] = {0.000000, 0.000000, 0.000000, 0.000000};

emmisive[] = {0.000000, 0.000000, 0.000000, 1.000000};specular[] = {0.746000, 0.746000, 0.746000, 1.000000};specularPower = 50.0;

PixelShaderID = "NormalMapSpecularDIMap";VertexShaderID = "NormalMap";

class Stage1{

texture = "BOS_weap\cu\NMap\M249_a_nohq.paa";uvSource = "tex";

class uvTransform{

aside[] = {1.000000, 0.000000, 0.000000};up[] = {0.000000, 1.000000, 0.000000};dir[] = {0.000000, 0.000000, 0.000000};pos[] = {0.000000, 0.000000, 0.000000};

};};

class Stage2{

texture = "BOS_weap\cu\NMap\M249_a_smdi.paa";uvSource = "tex";

class uvTransform{

aside[] = {1.000000, 0.000000, 0.000000};up[] = {0.000000, 1.000000, 0.000000};dir[] = {0.000000, 0.000000, 0.000000};

pos[] = {0.000000, 0.000000, 0.000000};

};};};

class M249_b{

ambient[] = {1.000000, 1.000000, 1.000000, 1.000000};diffuse[] = {1.000000, 1.000000, 1.000000, 1.000000};forcedDiffuse[] = {0.000000, 0.000000, 0.000000, 0.000000};

emmisive[] = {0.000000, 0.000000, 0.000000, 1.000000};specular[] = {0.746000, 0.746000, 0.746000, 1.000000};specularPower = 50.0;

PixelShaderID = "NormalMapSpecularDIMap";VertexShaderID = "NormalMap";

class Stage1{

texture = "BOS_weap\cu\NMap\M249_b_nohq.paa";uvSource = "tex";

class uvTransform{

aside[] = {1.000000, 0.000000, 0.000000};up[] = {0.000000, 1.000000, 0.000000};dir[] = {0.000000, 0.000000, 0.000000};pos[] = {0.000000, 0.000000, 0.000000};

};};

class Stage2{

texture = "BOS_weap\cu\NMap\M249_b_smdi.paa";uvSource = "tex";

class uvTransform{

aside[] = {1.000000, 0.000000, 0.000000};up[] = {0.000000, 1.000000, 0.000000};dir[] = {0.000000, 0.000000, 0.000000};

pos[] = {0.000000, 0.000000, 0.000000};

};};};

};

//////////////////////////////////////////////////////////CONFIG SKELETONS////////////////////////////////////////////////////////

class CfgSkeletons

{

class BOS_M60 {isDiscrete=0;skeletonInherit="";skeletonBones[]={"magazine", "","belt_rotation","","trigger",

"","hide_bullets","","end_of_belt","","end_of_belt_hide",""};};

class BOS_M249 {isDiscrete=0;skeletonInherit="";skeletonBones[]={"magazine", "","belt_rotation","","trigger",

"","hide_bullets","","end_of_belt","","end_of_belt_hide",""};};

};

//////////////////////////////////////////////////////////CONFIG MODELS/////////////////////////////////////////////////////////

class CfgModels

{

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

class Weapon: default {};

class BOS_M60:Weapon {skeletonName="BOS_M60";class Animations{

class reload_magazine { type="hide"; source="reloadMagazine"; selection="magazine"; hidevalue=0.2; };

class trigger{type="rotationZ";source="reload";selection="trigger";axis="trigger_axis";minValue=0;

maxValue="3";angle0="0";angle1="-3";};

class belt_rotation {type="rotationx";source="reload";selection="belt_rotation";axis="belt_rotation_axis";minValue=0;

maxValue="5";angle0="0";angle1="1";};

class hide_bullets { type="hide"; source="reloadMagazine"; selection="belt_rotation"; hidevalue="0.01"; };

class end_of_belt { type="rotation"; source="isempty"; selection="belt_rotation"; begin="bullets_begin";

end="bullets_end"; minValue=0; maxValue="1"; angle0="0"; angle1="rad 30"; };

class end_of_belt_hide { type="hide"; source="isempty"; selection="belt_rotation"; hidevalue="0.2"; };};

sections[]={"zasleh"};sectionsInherit="";};

class BOS_M249:Weapon {skeletonName="BOS_M249";class Animations{

class reload_magazine { type="hide"; source="reloadMagazine"; selection="magazine"; hidevalue=0.2; };

class trigger{type="rotationZ";source="reload";selection="trigger";axis="trigger_axis";minValue=0;

maxValue="3";angle0="0";angle1="-3";};

class belt_rotation {type="rotationx";source="reload";selection="belt_rotation";axis="belt_rotation_axis";minValue=0;

maxValue="5";angle0="0";angle1="1";};

class hide_bullets { type="hide"; source="reloadMagazine"; selection="belt_rotation"; hidevalue="0.01"; };

class end_of_belt { type="rotation"; source="isempty"; selection="belt_rotation"; begin="bullets_begin";

end="bullets_end"; minValue=0; maxValue="1"; angle0="0"; angle1="rad 30"; };

class end_of_belt_hide { type="hide"; source="isempty"; selection="belt_rotation"; hidevalue="0.2"; };};

sections[]={"zasleh"};sectionsInherit="";};

};

class CfgWeapons

{

/*extern*/ class Default;

/*extern*/ class PistolCore;

/*extern*/ class Pistol;

/*extern*/ class Rifle;

/*extern*/ class RifleCore;

/*extern*/ class MGun;

/*extern*/ class MGunCore;

/*extern*/ class Grenadelauncher;

/*extern*/ class GrenadeCore;

/*extern*/ class LauncherCore;

/*extern*/ class CannonCore;

//////////////////////////////////////////////////////////M60 WEAPONS////////////////////////////////////////////////////////////

class BOS_M60: Rifle

{

scope = 2;

model = "\BOS_weap\BOS_M60";

modelOptics = "-";

optics = 1;

dexterity = 0.570000;

displayName = "M60";

picture = "\BOS_weap\cu\Editor\M60pic.paa";

reloadMagazineSound[] = {"\BOS_JAM\Sounds\M60Reload.ogg", 0.001000, 1};

UiPicture = "\CA\weapons\data\Ico\i_mg_CA.paa";

magazines[] = {"BOS_M60mag"};

modes[] = {"BOS_FullAuto_M60"};

class BOS_FullAuto_M60

{

sound[] = {"\BOS_JAM\Sounds\M60s.ogg", 10.0, 1};

soundBurst = 1;

soundContinuous = 0;

displayName = "$STR_DN_MODE_FULLAUTO";

multiplier = 1;

burst = 1;

dispersion = 0.003800;

reloadTime = 0.109090909;

recoil = "BOS_M60Recoil";

recoilProne = "BOS_M60prRecoil";

ffCount = 1;

ffMagnitude = 0.5;

ffFrequency = 11;

autofire = 2;

flash = "gunfire";

flashSize = 0.1;

useAction = 0;

useActionTitle = "";

showToPlayer = 1;

aiRateOfFire=0.50000;

aiRateOfFireDistance=1000;

minRange = 2;

minRangeProbab = 0.1;

midRange = 300;

midRangeProbab = 0.7;

maxRange = 600;

maxRangeProbab = 0.05;

};

class Library {

libTextDesc = "The M60 is a gas-operated, belt-fed, automatic weapon. It features interchangeable barrel, integral folding bipod and provisions to be mounted on tripods and vehicle mounts.";

};

};

//////////////////////////////////////////////////////////M249 WEAPONS////////////////////////////////////////////////////////////

class BOS_M249: Rifle

{

scope = 2;

model = "\BOS_weap\BOS_M249";

modelOptics = "-";

optics = 1;

dexterity = 1.210000;

displayName = "M249";

picture = "\BOS_weap\cu\Editor\M249pic.paa";

reloadMagazineSound[] = {"\BOS_JAM\Sounds\M249Reload.ogg", 0.001000, 1};

UiPicture = "\CA\weapons\data\Ico\i_mg_CA.paa";

magazines[] = {"BOS_M249mag"};

modes[] = {"BOS_FullAuto_M249"};

class BOS_FullAuto_M249

{

sound[] = {"\BOS_JAM\Sounds\M249s.ogg", 10.0, 1};

soundBurst = 1;

soundContinuous = 0;

displayName = "$STR_DN_MODE_FULLAUTO";

multiplier = 1;

burst = 1;

dispersion = 0.003000;

reloadTime = 0.070000;

recoil = "M249Recoil";

recoilProne = "M249RecoilProne";

ffCount = 1;

ffMagnitude = 0.5;

ffFrequency = 11;

autofire = 2;

flash = "gunfire";

flashSize = 0.1;

useAction = 0;

useActionTitle = "";

showToPlayer = 1;

aiRateOfFire=0.50000;

aiRateOfFireDistance=1000;

minRange = 2;

minRangeProbab = 0.1;

midRange = 300;

midRangeProbab = 0.7;

maxRange = 600;

maxRangeProbab = 0.05;

};

class Library {

libTextDesc = "M249 SAW is an air cooled, gas operated, belt fed, automatic weapon. The Minimi is operated using conventional gas action with the gas piston located below the barrel, and the barrel is locked using the traditional rotary bolt. The barrel is quick-detachable, and has a carrying handle attached to it, to help for quick replacement procedure. The M249 has an alternative feed system, which allows to use disintegrating metallic belts as a primary feed option, or M16-type box magazines as a back-up feed option. The belt is feed using the top feed unit, the magazines are inserted through the magazine port, located at the left side of the receiver and angled down.";

};

};

/*extern*/ class M4GL;

class BOS_M4GLacog : M4GL

{

displayName = "M4A1 M203 ACOG (Desert)";

model = "\BOS_nsweap\M4_GL_Acog";

};

/*extern*/ class M4AIM;

class BOS_M4aimpdes : M4AIM

{

displayName = "M4 Aimpoint (Desert)";

model = "\BOS_nsweap\M4_Aimpoint";

};

/*extern*/ class M4A1SD;

class BOS_M4aimsddes : M4A1SD

{

displayName = "M4 SD Aimpoint (Desert)";

model = "\BOS_nsweap\M4_SD_Aimpoint";

};

};

(config continues.............)

I hope sombody can tell me why it wont work....

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i think you shouldnt do it that way. the reason why skaven did it with a extra weapon and jam file is that other addonmakers can use them for there own units without needing skavens units.

all you have to do is to add skavens weapons and jam to the needed addons list and then give your units the weapons and magazines in the units config.

if someone like your units and skavnes units he would have 2 weapons addons with same content and 2 jam addons with the same content. if skaven update his weapons and jam, and you like the new stuff you would have to update your files aswell. hope you get my point.

btw, cant see an error in your config, but im no pro at that.

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