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FriZY_SK

cfgWeapons problem

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Hi,

i work on my first airplane (bf109). I am not sure how i get machine gun to my plane. I look to other addons and i found only defined 1 point in MEMORY LOD "kulomet" and ofcourse defined cfgWeapons. all i have done but it dont work!

Error message from arma.rpt <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Warning Message: No entry 'bin\config.bin/CfgVehicles/CfgWeapons.scope'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgVehicles/CfgWeapons.model'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgVehicles/CfgWeapons.simulation'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgVehicles/CfgWeapons.accuracy'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgVehicles/CfgWeapons.camouflage'.

etc.................

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

weapons[] = {"FFS_7_92mmGun"};

magazines[] = {"FFS_7_92mmMag"};

   

class Damage

{

tex[]={};

mat[]={

"ffs_bf109\1.rvmat",

"ffs_bf109\1.rvmat",

  "ffs_bf109\1_destruct.rvmat",

};

};

};

class CfgWeapons

{

class MGunCore;

class FFS_7_92mmGun: MGunCore

{

scope=public;

displayName="M17 7.92mm";

displayNameMagazine="M17";

shortNameMagazine="M17";

count=1470;

ammo="FFS_7_92mm";

multiplier=1;

magazines[] = {"FFS_7_92mmMag"};

burst=10;

sound[]={\ca\Weapons\Data\Sound\M197_5shots_rotation_end,db25,1};

soundContinuous=0;

reloadTime=0.009;

dispersion=0.01;

minRange = 30;

minRangeProbab = 0.6;

midRange = 300;

midRangeProbab = 0.7;

maxRange = 1200;

maxRangeProbab = 0.1;

};

};

class CfgMagazines

{

class VehicleMagazine;

class FFS_7_92mmMag: VehicleMagazine

{

displayName="M17 7.92mm";

displayNameMagazine="M17";

shortNameMagazine="M17";

count=1470;

ammo="FFS_7_92mm";

multiplier=1;

burst=10;

sound[]={\ca\Weapons\Data\Sound\M197_5shots_rotation_end,db25,1};

soundContinuous=0;

reloadTime=0.009;

dispersion=0.01;

};

};

class CfgAmmo

{

class BulletBase;

class FFS_7_92mm: BulletBase

{

soundHit1[]={"weapons\bulletricochet1",0.4,1};

soundHit2[]={"weapons\bulletricochet2",0.4,1};

soundHit3[]={"weapons\bulletricochet3",0.4,1};

soundHitMan1[]={"weapons\bullethitman1",0.3,1};

soundHitMan2[]={"weapons\bullethitman2",0.3,1};

soundHitArmor1[]={"weapons\small_impact1",0.5,1};

soundHitArmor2[]={"weapons\Big_Impact2",0.5,1};

soundHitBuilding1[]={"weapons\bulletricochet4",0.4,1};

soundHitBuilding2[]={"weapons\bulletricochet5",0.4,1};

hitGround[]={"soundHit1",0.33,"soundHit2",0.33,"soundHit3",0.33};

hitMan[]={"soundHitMan1",0.5,"soundHitMan2",0.5};

hitArmor[]={"soundHitArmor1",0.7,"soundHitArmor2",0.3};

hitBuilding[]={"soundHitBuilding1",0.5,"soundHitBuilding2",0.5};

hit=8;

indirectHit=1;

indirectHitRange=0.01;

explosive=0;

        tracerColor[]={0.2, 0.8, 0.1, 0.04};

tracerColorR[]={0.2, 0.8, 0.1, 0.04};

cost = 2;

minRange=10;

minRangeProbab=0.750000;

midRange=250;

midRangeProbab=0.550000;

maxRange=1000;

maxRangeProbab=0.025000;

};

};

1. How can i fix it???

2. Is possible shoting with 2 machine guns together???

3. How i get MG to my plane correctly???

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I fixed it. yay.gif

I had "class CfgWeapons" below "class CfgVehicles". Stupid mistake icon_rolleyes.gif

Now i can shoting from my one machine gun.But i have still problem beacose bf 109 has 2 machine guns above engine wich shoting at same time.

How i get work second machine gun???

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Only suggestion is using the trick used in the SDP Vehicles addon. i.e. the Multi-gun Shilka / Camel / AH6

Done using Fired Eventhandler and manual scripting of the slugs.

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@[APS]Gnat

Thx for reply. I downloaded this addon and tried to modify it for my plane but without success.   sad_o.gif

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