Jas0n 0 Posted October 24, 2008 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 Share this post Link to post Share on other sites
Jas0n 0 Posted October 24, 2008 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" }; Share this post Link to post Share on other sites
Jas0n 0 Posted October 24, 2008 Anyone know how you link the .cpp to a script file for the motion detection etc...? Thanks, Jase Share this post Link to post Share on other sites
.kju 3244 Posted October 24, 2008 http://www.ofpec.com/tags/ Share this post Link to post Share on other sites
Jas0n 0 Posted October 24, 2008 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 Share this post Link to post Share on other sites
Jas0n 0 Posted October 25, 2008 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"""; }; Share this post Link to post Share on other sites