Cloughy 0 Posted April 13, 2008 I have made some neew mags for the t72, with no damage ammo, for a opening scene on my mission, i want the effects but no damage. The ammo works great when i createVehicle, it explodes, not hurting owt near it. But i create some mags for the T72 so the ai would attack my armoured convoy, but not hurt it, i dont get a error message but the ammo wont load, is there a config setting of the t72, which says what ammo it takes?, same for ak74s? Cheers GC Share this post Link to post Share on other sites
Gargantua 0 Posted April 13, 2008 there's magazines value for each weapon (or mode can't remember). define new weapon with new mags Share this post Link to post Share on other sites
fasad 1 Posted April 13, 2008 Might it be easier to use a Fired event handler and one of the nearObject commands to find and delete the tank's rounds immediately after each shot? Share this post Link to post Share on other sites
nuxil 2 Posted April 18, 2008 Yes using Fired event handler Might be easyer. depends on what you exectly want to do. why you do not want to use it is because. 1.st. createVehicle is something you also want to avoid if nessesary. 2. nd. catching the object is better than deleting it. 3rd. make ammo to sute exactly the way you want them. example in you case you could set hit=0; indirectHit=0; in your cfgAmmo.hpp file. 4.th creating a new vehicle makes alot of headic if you want to add score to MP missions. "who fired the weapon, who created the shell, shell killed someone, what typeOf did the shell kill. etc etc" 5.th thats automaticly done by the Game engine if you add a new weapon class in your "vehicle" Version 0.2 of TGM "TV guided missile" Version 0.3 of TVG (M\B) "TV Guided Missile and Bomb System. Share this post Link to post Share on other sites
sfc.itzhak 0 Posted April 18, 2008 can you post the new mags config so we can look and help.. Share this post Link to post Share on other sites
Cloughy 0 Posted April 19, 2008 I have sorted it now, I have had to make new no damage ammo, then mags, then guns, then tank and uaz. All config, fairly easy really. This is simply for effect, i want the convoy to get attacked withut taking damage in one part of the mission. Cheers GC Share this post Link to post Share on other sites
Cloughy 0 Posted April 19, 2008 Actually not sorted, here is my config, it keeps saying (When the game starts.) no entry 'bin\config.bin/CfgVehicles/Turrets.scope' And when i try to insert the unit in the editor, it says something about a fireanim not bing defined. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> /*############################################### # GC Bombs with no damage # # For effects # # # # # # # # # ###############################################*/ #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define VSoft 0 #define VArmor 1 #define VAir 2 #define LockNo 0 #define LockCadet 1 #define LockYes 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 class CfgPatches{ class Garycorp{ units[] = {"UAZMG_ND", "T72_ND"}; requiredAddons[] = {}; requiredVersion = 1.08; }; }; class CfgVehicleClasses { class Garycorp{displayName = "Garycorp";}; }; class CfgAmmo { class Sh_105_HE; // External class reference class Sh_120_HE; // External class reference class Sh_120_SABOT; // External class reference class Sh_122_HE; // External class reference class Sh_125_HE; // External class reference class Sh_125_SABOT; // External class reference class Bo_GBU12_LGB; // External class reference class GrenadeHand; // External class reference class GrenadeHandTimed; // External class reference class B_127x107_Ball; // External class reference class B_762x54_Ball; // External class reference class B_545x39_Ball; // External class reference class Sh_105_HE_ND : Sh_105_HE { hit = 0; indirectHit = 0; }; class Sh_120_HE_ND : Sh_120_HE { hit = 0; indirectHit = 0; }; class Sh_120_SABOT_ND : Sh_120_SABOT { hit = 0; }; class Sh_122_HE_ND : Sh_122_HE { hit = 0; indirectHit = 0; }; class Sh_125_HE_ND : Sh_125_HE { hit = 0; indirectHit = 0; }; class Sh_125_SABOT_ND : Sh_125_SABOT { hit = 0; indirectHit = 0; }; class Bo_GBU12_LGB_ND : Bo_GBU12_LGB { hit = 0; indirectHit = 0; }; class GrenadeHand_ND : GrenadeHand { hit = 0; indirectHit = 0; }; class GrenadeHandTimed_ND : GrenadeHandTimed { hit = 0; indirectHit = 0; }; class B_127x107_Ball_ND : B_127x107_Ball { hit = 0; indirectHit = 0; indirectHitRange = 0.01; }; class B_762x54_Ball_ND : B_762x54_Ball { hit = 0; indirectHit = 0; indirectHitRange = 0; }; //ak74 bullet class B_545x39_Ball_ND : B_545x39_Ball { hit = 0; indirectHit = 0; indirectHitRange = 0; }; };//End of CfgAmmo class CfgMagazines { class 1500Rnd_762x54_PKT; // External class reference class 50Rnd_127x107_DSHKM; // External class reference class 23Rnd_125mmSABOT_T72; // External class reference class 100Rnd_762x54_PK; // External class reference class 30Rnd_545x39_AK; // External class reference class 2000Rnd_762x54_PKT_ND : 1500Rnd_762x54_PKT { count = 2000; ammo = "B_762x54_Ball_ND"; }; class 50Rnd_127x107_DSHKM_ND : 50Rnd_127x107_DSHKM { ammo = "B_127x107_Ball_ND"; }; class 23Rnd_125mmSABOT_T72_ND : 23Rnd_125mmSABOT_T72 { ammo = "Sh_125_SABOT_ND"; }; class 100Rnd_762x54_PK_ND : 100Rnd_762x54_PK { ammo = "B_762x54_Ball_ND"; }; class 30Rnd_545x39_AK_ND : 30Rnd_545x39_AK { ammo = "B_545x39_Ball_ND"; }; }; class cfgWeapons { class AK74; // External class reference class PKT; // External class reference class DSHKM; // External class reference class D81; // External class reference class AK74_ND : AK74 { displayName = "AK74_ND"; magazines[] = {"30Rnd_545x39_AK_ND"}; class Library { libTextDesc = $STR_LIB_AK74; }; }; class PKT_ND : PKT { magazines[] = {"1500Rnd_762x54_PKT_ND", "2000Rnd_762x54_PKT_ND"}; }; class DSHKM_ND : DSHKM { displayName = "DSHKM_ND"; magazines[] = {"50Rnd_127x107_DSHKM_ND"}; }; class D81_ND : D81 { displayName = "D81_ND"; magazines[] = {"23Rnd_125mmSABOT_T72_ND", "22Rnd_125mmHE_T72_ND"}; }; }; class CfgVehicles { class UAZMG; // External class reference class T72; // External class reference class Turrets; // External class reference class MainTurret; // External class reference class CommanderOptics; // External class reference class UAZMG_ND : UAZMG { displayName = "UAZ_ND"; vehicleClass = "Garycorp"; class Turrets : Turrets { class MainTurret : MainTurret { body = "mainTurret"; gun = "mainGun"; outGunnerMayFire = true; forceHideGunner = true; castGunnerShadow = true; viewGunnerInExternal = true; gunnerOpticsModel = "\ca\Weapons\optika_empty"; gunnerForceOptics = false; hasGunner = true; weapons[] = {"DShKM_ND"}; magazines[] = {"50Rnd_127x107_DSHKM_ND", "50Rnd_127x107_DSHKM_ND", "50Rnd_127x107_DSHKM_ND", "50Rnd_127x107_DSHKM_ND", "50Rnd_127x107_DSHKM_ND", "50Rnd_127x107_DSHKM_ND"}; soundServo[] = {"\ca\wheeled\Data\Sound\servo3", 0.0177828, 1.0}; gunnerAction = "UAZ_Gunner01"; gunnerInAction = "UAZ_Gunner01"; ejectDeadGunner = true; minElev = -25; maxElev = 60; }; }; }; class T72_ND : T72{ displayName = "T72_ND"; vehicleClass = "Garycorp"; class Turrets : Turrets { class MainTurret : MainTurret { gunnerAction = "T72_GunnerOut"; gunnerInAction = "T72_Gunner"; weapons[] = {D81_ND, PKT_ND}; magazines[] = {"23Rnd_125mmSABOT_T72_ND", "22Rnd_125mmHE_T72_ND", "2000Rnd_762x54_PKT_ND"}; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2", 0.001, 1.0}; gunnerOpticsModel = "\ca\Tracked\optika_T72_gunner"; gunnerOutOpticsModel = "\ca\weapons\optika_empty"; minElev = -6; maxElev = 14; initElev = 0; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.166; minFov = 0.025; maxFov = 0.333; }; class Turrets : Turrets { class CommanderOptics : CommanderOptics { weapons[] = {DSHKM_ND}; magazines[] = {"50Rnd_127x107_DSHKM_ND", "50Rnd_127x107_DSHKM_ND", "50Rnd_127x107_DSHKM_ND", "50Rnd_127x107_DSHKM_ND"}; gunBeg = "gun_muzzle"; // endpoint of the gun gunEnd = "gun_chamber"; // chamber of the gun body = "ObsTurret"; gun = "ObsGun"; gunnerAction = "T72_CommanderOut"; gunnerInAction = "T72_Commander"; minElev = -25; maxElev = 60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; gunnerOpticsModel = "\ca\Tracked\optika_T72_commander"; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2", db-70, 1.0}; outGunnerMayFire = true; inGunnerMayFire = true; }; }; }; }; }; }; Let me know if i need to be more specific with the 2nd error, if you have never come accross it before. Cheers GC Share this post Link to post Share on other sites
armored_sheep 56 Posted April 22, 2008 AI knows the hit value of the ammo, so he will not fire it because he knows that it does no damage. Workaround was made in configs for laser "weapon" which can fire and makes no damage. Share this post Link to post Share on other sites
Cloughy 0 Posted April 22, 2008 So i should make the tank fire these lasers? Or do i need to change my config to allow tank to fire lasers? Cheers GC Share this post Link to post Share on other sites
JCW 0 Posted April 29, 2008 I want to code my vehicle model for Arma engine, so is there any tutorial available? Share this post Link to post Share on other sites