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Cloughy

New Mags for T72

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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

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there's magazines value for each weapon (or mode can't remember). define new weapon with new mags

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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?

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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.

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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

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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

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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.

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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

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I want to code my vehicle model for Arma engine, so is there any tutorial available?

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