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Add class UserAction to weapon

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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

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