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DarkSyde

Help with hk mp5-sd config.cpp

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I finished adding jungle textures to a MP5, but there's something wrong with my config.cpp. I need someone to take a look at it...

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class DSHK

{

units[] = {};

weapons[] = {DSHK};

requiredVersion = 1.10;

};

{

class DSHKSoldier

{

units[] = {DSHKSoldier};

weapons[] = {};

requiredVersion = 1.10;

};

};

class CfgAmmo

{

class Default {};

class BulletSingle : Default{};

class DSHKammo : BulletSingle

{

hit=12;

indirectHit=2;

indirectHitRange=0.1;

};

};

class CfgWeapons

{

class default{};

class MGun: default {};

class Riffle: MGun {};

class DSHK: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="HK_MP5_SD6_proxy";

modelOptics="optika_HK";

displayName="DS HK MP5 Silenced";

displayNameMagazine="DS HK magazine";

shortNameMagazine="DS HK mag";

drySound[]={"weapons\m16dry",0.000316,1};

optics=1;

opticsZoomMin=0.300000;

opticsZoomMax=0.300000;

distanceZoomMin=150;

distanceZoomMax=150;

initSpeed=400;

modes[]={"Single","FullAuto"};

class Single

{

ammo="DSHKammo";

multiplier=1;

burst=1;

displayName="DS HK MP5 Semi Auto";

dispersion=0.002000;

sound[]={"Weapons\hk_singleshot",0.000316,1};

soundContinuous=0;

reloadTime=0.150000;

recoil="riffleSilenced";

ffCount=1;

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="DSHKammo";

multiplier=1;

burst=1;

displayName="DS HK MP5 Full Auto";

dispersion=0.004000;

sound[]={"Weapons\hk_fullauto",0.000316,1};

soundContinuous=1;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSilenced";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

}

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class DSHKSoldier:SoldierWB

{

side=TWest;

displayName="DSHK Soldier";

weapons[]={DSHK,Throw,Put};

magazines[]={DSHKammo,DSHKammo,DSHKammo,HandGrenade,HandGrenade};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyDSHK: ProxyWeapon {};

};

};

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You need to define where your model is. model="HK_MP5_SD6_proxy"; says that its in the data3d folder, its not!

model="\modelsfoldername\HK_MP5_SD6_proxy"; says that OFP whould look for a folder called "modelsfoldername".

Writte it like that but with your addons name instead of "modelsfoldername". smile.gif

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Your CfgPatches is also wrong. It should look like this:

class CfgPatches

{

class DSHK

{

units[] = {DSHKSoldier};

weapons[] = {DSHK};

requiredVersion = 1.10;

};

};

Not two entries. There's only one patch.

Also, any particular reason to make the bullet more powerful than normal bullets? The OFP HK has:

hit=8;

indirectHit=1;

indirectHitRange=0.100000;

It just seems like everyone cranks damage up.

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also all of your brackets are screwed up! and why have you defined an mp5 to be a rifle?

it should be:-

class CfgWeapons

{

class default {};

class MGun : default {};

class Riffle : MGun {};

class HK: Riffle {};

class DShk: HK

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i thought id be kind and do the whole thing for ya but MAN HAVE YOU GOTTA GET SOME PRACTISE! wink.gif

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class DSHK

{

units[] = {DSHKSoldier};

weapons[] = {DSHK};

requiredVersion = 1.10;

};

};

class CfgAmmo

{

class Default {};

class BulletSingle : Default{};

class DSHKammo : BulletSingle

{

hit=8;

indirectHit=2;

indirectHitRange=0.1;

};

};

class CfgWeapons

{

class default {};

class MGun : default {};

class Riffle : MGun {};

class HK: Riffle {};

class DShk: HK

{

scopeWeapon=2;

scopeMagazine=2;

model="HKM5_SD6_proxy";

modelOptics="optika_HK";

displayName="DSHK_MP5 Silenced";

displayNameMagazine="DSHK magazine";

shortNameMagazine="DSHK mag";

drySound[]={"weapons\m16dry",0.000316,1};

optics=1;

opticsZoomMin=0.300000;

opticsZoomMax=0.300000;

distanceZoomMin=150;

distanceZoomMax=150;

initSpeed=400;

modes[]={"Single","FullAuto"};

class Single

{

ammo="DSHKammo";

multiplier=1;

burst=1;

displayName="DSHK_MP5 Semi";

dispersion=0.002000;

sound[]={"Weapons\hk_singleshot",0.000316,1};

soundContinuous=0;

reloadTime=0.150000;

recoil="riffleSilenced";

ffCount=1;

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="DSHKammo";

multiplier=1;

burst=1;

displayName="DSHK_MP5 Auto";

dispersion=0.004000;

sound[]={"Weapons\hk_fullauto",0.000316,1};

soundContinuous=1;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSilenced";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class DShkw : hk

{

scopeWeapon=2;

scopeMagazine=0;

weaponType=1;

displayName="DShk";

model="\data3d\HKM5_SD6_proxy";

picture="\dtaext\equip\w\w_m21.paa";

muzzles[] = {"DShkMuzzle"};

class DShkMuzzle : DShk

{

magazines[] = {"hk"};

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class DSHKSoldier:SoldierWB

{

side=TWest;

displayName="DSHK Soldier";

weapons[]={DSHK,Throw,Put};

magazines[]={DSHKammo,DSHKammo,DSHKammo,HandGrenade,HandGrenade};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyDSHK: ProxyWeapon {};

};

};

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Hmm...it didn't work. I didn't change a thing.

U know, I DO need practice, but right now, I'm really desperate. So, can I send someone the .pbo and they can fix it for me? Please, I'll give you credit in my readme.

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send everything over to my emailaddress but not in pbo because its easier for me then!

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