ricki 0 Posted September 1, 2007 hi there i'm wondering wether it is possible to add a user action to a weaponsmodel. the reason for that is that i need a weapon, that is backpackable. furthermore you need to put it down to have access to more actions. is this possible ? this is my config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class RCK_Addon //my Addon Name {  units[] = {"RCK_Test"};  weapons[] = {"RCK_wpn_icon"}; //my new definded as weapon 4 Launcher Slot  requiredVersion = 1.00;  requiredAddons[] = {"CAData","CACharacters","CAWeapons"}; }; }; //------------------------------------- class CfgNonAIVehicles {   class ProxyGunner;   // External class reference   class ProxyGoggles;   // External class reference   class ProxyLeftHand;   // External class reference   class ProxyWeapon {};   class ProxySecWeapon {};     class ProxyRCK_wpn : ProxyWeapon{}; }; //------------------------------------- class CfgWeapons {   class Default;     // External class reference   class Pistol;      // External class reference   class PistolCore;     // External class reference   class RifleCore;     // External class reference   class MGunCore;     // External class reference   class LauncherCore;   // External class reference   class GrenadeCore;   // External class reference   class CannonCore;     // External class reference   class ADDONLauncher: LauncherCore { cursorAim = "\ca\Weapons\Data\clear_empty"; cursor = "LawCursor"; autoAimEnabled = 0; opticsDisablePeripherialVision = 1; magazines = {}; value = 10; nameSound = "atlauncher"; magazineReloadTime = 12; reloadTime = 0; sound = {; initSpeed = 30; canLock = 0; reloadAction = "ManActReloadAT"; autoReload = 0; ffMagnitude = 0.100000; ffFrequency = 1; ffCount = 1; recoil = "LAWSingle"; aiRateOfFire = 10.000000; aiRateOfFireDistance = 500; optics = 1; primary = 0; opticsZoomMin = 0.220000; opticsZoomMax = 0.950000; opticsZoomInit = 0.420000; distanceZoomMin = 100; distanceZoomMax = 100; UiPicture = "\CA\weapons\data\Ico\i_at_CA.paa"; }; class RCK_wpn_icon: ADDONLauncher { scope = 2; displayName = "RCK BACKPACK"; model = "\RCK\pack.p3d"; //modelSpecial = "\ca\weapons\m136_launcher_loaded"; //modelOptics = "-"; magazines = {""}; //sound = {"\ca\Weapons\Data\Sound\Javelin_fire_v3_A", 10.000000, 1}; //drySound = {"\ca\Weapons\Data\Sound\Javelin_dry_v1", 0.000100, 1}; //reloadMagazineSound = {"\ca\Weapons\Data\Sound\flare_reload", 0.000316, 1}; //soundFly = {"\ca\Weapons\Data\Sound\rocket_fly1", 100.000000, 1.500000}; //picture = "\CA\weapons\data\equip\W_m136_launcher_CA.paa"; picture = "\RCK\data\Ico\rck_wpn.paa"; //UiPicture = "\CA\weapons\data\Ico\i_at_CA.paa"; //recoil = "launcherBase"; //aiRateOfFire = 5.000000; //aiRateOfFireDistance = 500; //USER ACTIONS class UserActions { class Deploy { displayName ="More Actions"; position = "pos r"; radius =3; onlyForplayer= false; condition = "(getpos this select 2) < 100"; statement = "_this exec ""\RCK\data\scripts\deploy.sqs"""; }; }; class Library { libTextDesc = "The magic pack"; }; }; }; class CfgVehicleClasses { class RCK {  displayName = "RCK Addon";  //Name in Editor }; }; class CfgVehicles { /*extern*/ class SoldierWB; class RCK_Soldier: SoldierWB { displayName="RCK Soldier";  vehicleClass="RCK";  model = "\ca\characters\us_soldier_medic.p3d"; // place the path to your model here  scope = 2;  picture = "\RCK\data\Ico\i_med_CA_RCK.paa"; // picture of the unit as it appears in the commandbar  weaponSlots = "1 + 4 + 8 * 256 + 2 * 4096 + 2 + 4* 16";  weapons[]={"M4","RCK_wpn_icon","Throw","Put"};  magazines[]={"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag"};  class Wounds // below change the paths to your textures  {   tex[] = {};   mat[] = {"ca\characters\data\us_rukavy_sab_hhl.rvmat", "ca\characters\data\us_rukavy_sab_hhl_wound1.rvmat", "ca\characters\data\us_rukavy_sab_hhl_wound2.rvmat", "ca\characters\data\us_soldier_sabot_body.rvmat", "ca\characters\data\us_soldier_sabot_body_wound1.rvmat", "ca\characters\data\us_soldier_sabot_body_wound2.rvmat"};  };  //class Eventhandlers  //{    // init = "_this execVM ""\RCKOP\data\script\init.sqf""";   //}; }; }; regards Share this post Link to post Share on other sites
RN Malboeuf 12 Posted September 7, 2007 Quote[/b] ]i'm wondering wether it is possible to add a user action to a weaponsmodel. no http://www.flashpoint1985.com/cgi-bin....1148414 Share this post Link to post Share on other sites