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Jas0n

Claymore

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Hi Guys,

I'm currently creating a Claymore and having a few problems with actually placing the Claymore on the ground. The Claymore appears fine in Ammo Crates and it appears fine when I drop the equipment on the ground.

Just need a hand with the 'Put' Code

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches {

class Claymore {

units[] = {};

weapons[] = {};

requiredVersion = 0.100000;

requiredAddons[] = {"CAweapons"};

};

};

class cfgAmmo {

/*extern*/ class TimeBombCore;

class Claymore_ : TimeBombCore {

hit = 1200;

indirectHit = 1100;

indirectHitRange = 4;

model = "\Claymore\Claymore.p3d";

soundHit[] = {"\ca\Weapons\Data\Sound\explosion_mega_08",56.234131,1 };

};

};

class CfgMagazines {

/*extern*/ class CA_Magazine;

class Claymore : CA_Magazine {

scope = 2;

displayName = "M18A1 Claymore";

picture = "\Claymore\m_Claymore.paa";

model = "\Claymore\Claymore.p3d";

useAction = 0;

useActionTitle = "$STR_ACTION_PUTBOMB";

type = "2 * 256";

value = 5;

ammo = "Claymore";

count = 1;

initSpeed = 0;

maxLeadSpeed = 0;

nameSoundWeapon = "satchelcharge";

sound[] = {"\ca\Weapons\Data\Sound\gravel_L",0.000316,1 };

class Library {

libTextDesc = "The Claymore fires shrapnel, in the form of steel balls, out to about 100 meters across a 60° arc in front of the device. It is used primarily in ambushes and as an anti-infiltration device against enemy infantry. It is also of some use against soft-skinned vehicles.";

};

};

};

class CfgWeapons {

/*extern*/ class Default;

class Put : Default {

scope = 1;

value = 0;

type = 0;

displayName = "$STR_DN_PUT";

canDrop = 0;

muzzles[] = {"ClaymoreMuzzle"};

class PutMuzzle : Default {

sound[] = {"",0.000316,1 };

reloadSound[] = {"",0.000316,1 };

enableAttack = 0;

optics = 0;

showEmpty = 0;

canLock = 0;

primary = 10;

minRange = 0;

minRangeProbab = 0.100000;

midRange = 3;

midRangeProbab = 0.900000;

maxRange = 15;

maxRangeProbab = 0.040000;

};

class ClaymoreMuzzle : PutMuzzle {

displayName = "M18A1 Claymore";

magazines[] = {"Claymore"};

enableAttack = 1;

};

};

class Claymore : Put {

scope = 0;

enableAttack = 1;

ammo = "Claymore";

displayName = "M18A1 Claymore";

model = "\Claymore\Claymore.p3d";

nameSound = "satchelcharge";

count = 1;

initSpeed = 0;

maxLeadSpeed = 0;

showEmpty = 0;

useAction = 1;

useActionTitle = "$STR_ACTION_PUTBOMB";

sound[] = {"\ca\Weapons\Data\Sound\gravel_L",0.000316,1 };

magazines[] = {"this" };

class Library {

libTextDesc = "$STR_LIB_PIPE_BOMB";

};

};

};

Thanks very much,

Jase

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I've removed this section of code and it works fine:

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

class Claymore : Put {

scope = 0;

enableAttack = 1;

ammo = "Claymore";

displayName = "M18A1 Claymore";

model = "\Claymore\Claymore.p3d";

nameSound = "satchelcharge";

count = 1;

initSpeed = 0;

maxLeadSpeed = 0;

showEmpty = 0;

useAction = 1;

useActionTitle = "$STR_ACTION_PUTBOMB";

sound[] = {"\ca\Weapons\Data\Sound\gravel_L",0.000316,1 };

magazines[] = {"this" };

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Anyone know how you link the .cpp to a script file for the motion detection etc...?

Thanks,

Jase

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I think you are suggesting that I should be using tags for my addons etc...? My addons are not actually going to be released as its for internal squad use only.

Thanks,

Jase

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Something like this...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers {

init = "[_this select 0] execVM ""\Claymore\scripts\init.sqf""";

};

confused_o.gif

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