Anykey 1 Posted August 1, 2009 Hello everybody , i have made a weapon to try if i still know how to make one. And i have a big problem , the weapon doesnt shoot even with a magazine (i mean im not stupid , i havent forgotten to give a magazine to the unit lol) , i'd like to know if the memory lod of weapons have changed for ArmA 2 because i have used konec hlavne , usti hlavne , kojnicestart , kojniceend and eyes , it should be enough but i can't open fire with my weapon ! :butbut: Share this post Link to post Share on other sites
gms 0 Posted August 1, 2009 All names of memory axis defined in the config. i think what trouble in the config or in a error names of points. Share this post Link to post Share on other sites
Anykey 1 Posted August 1, 2009 lol ... i know that it's a trouble of points or of config (it's in the title ...) , but id like to know where is the trouble and how to fix it ! Share this post Link to post Share on other sites
gms 0 Posted August 1, 2009 I had no this trouble... I'd like see the config and screenshot of the memory lod from o2, then maybe i'll can help... Share this post Link to post Share on other sites
Anykey 1 Posted August 1, 2009 The config class CfgPatches { class TLWFAA_Weapons { units[] = {}; weapons[] = {"TLWFAA_kls"}; }; }; class CfgVehicleClasses { class TLWFAA_Weapons { displayName = "TLWFAA_Weapons"; }; }; class cfgRecoils { TLWFAA_klsRecoil[] = {0,0.005,0.005, 0.005,0.01,0.011, 0.09,0.005,-0.0004, 0.13,0,0}; }; class CfgMagazines { class Default; // External class reference class CA_Magazine; // External class reference class CA_LauncherMagazine; // External class reference class 30Rnd_556x45_Stanag; // External class reference class 30Rnd_kls: 30Rnd_556x45_Stanag { displayName = 7.62 iranian; ammo = "B_556x45_AR7090_Ball"; count = 30; initSpeed = 938; picture = "\ca\weapons\data\equip\m_30stanag_CA.paa"; }; }; class Mode_SemiAuto {}; class Mode_Burst: Mode_SemiAuto {}; class Mode_FullAuto: Mode_SemiAuto {}; class cfgWeapons { class Default; // External class reference class PistolCore; // External class reference class Pistol; // External class reference class RifleCore; // External class reference class MGunCore; // External class reference class LauncherCore; // External class reference class GrenadeCore; // External class reference class CannonCore; // External class reference class Launcher; // External class reference class GrenadeLauncher : Default {}; class RocketPods : LauncherCore {}; class MissileLauncher : LauncherCore {}; class MGun : MGunCore {}; class Rifle : riflecore{}; class M4A1 : Rifle{}; class MP5A5 : Rifle{}; class MP5SD : Rifle{}; class M4SPR : M4A1 {}; class M16A2 : Rifle {}; class M203Muzzle: GrenadeLauncher{}; class TLWFAA_kls: M4A1 { scope = 2; value = 0; model = "\TLWFAAweapons\kls"; displayName = KLS 7.62; initSpeed=938; opticsZoomMin = 0.3; opticsZoomMax = 0.42; optics = 1; drySound[] = {"\TLWFAAweapons\sound\scsdry.wav",0.000316,1}; reloadMagazineSound[] = {"\TLWFAAweapons\sound\scs90Reload.wav",0.010000,1}; magazines[] = {"30Rnd_kls"}; class Single: Mode_SemiAuto { sound[] = {"\TLWFAAweapons\sound\scs90Single.wav",7.943283,1}; reloadTime = 0.1; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.001; minRange = 2; minRangeProbab = 0.1; midRange = 250; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.05; }; class Burst: Mode_Burst { sound[] = {"\TLWFAAweapons\sound\scs90Burst2.wav",10.000000,1}; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.002500; }; class FullAuto: Mode_FullAuto { sound[] = {"\TLWFAAweapons\sound\scs90Burst.wav",5.623414,1}; reloadTime = 0.08; ffCount = 30; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.0035; minRange = 2; minRangeProbab = 0.1; midRange = 50; midRangeProbab = 0.7; maxRange = 60; maxRangeProbab = 0.05; }; class Library {libTextDesc = "Iranian copy of the AK-74 rifle";}; }; }; the memory lod screenshot http://www.noelshack.com/up/aaa/screenshotklsbug061956.JPG Share this post Link to post Share on other sites
gms 0 Posted August 1, 2009 Anykey, rearrange the usti hlavne and konec hlavne. Share this post Link to post Share on other sites
Anykey 1 Posted August 1, 2009 i thank you for trying to help me , but i dont know what you mean ... Share this post Link to post Share on other sites
Obmar 0 Posted August 2, 2009 (edited) You had a very small config mistake that prevented your weapon from fireing, also in the external class references quote only the absolute neccessary inherit references needed for your addon/s. You also forgot to include your last closing }; (statement). Your ammo and magazine selection was wrong for the 7.62 x 39mm AK round. Here is your new config class CfgPatches { class TLWFAA_Weapons { units[] = {}; weapons[] = {"TLWFAA_kls"}; requiredVersion = 0.1; requiredAddons[] = {"CAweapons"}; }; }; class CfgVehicleClasses { class TLWFAA_Weapons { displayName = "TLWFAA_Weapons"; }; }; class cfgRecoils { TLWFAA_klsRecoil[] = {0,0.005,0.005, 0.005,0.01,0.011, 0.09,0.005,-0.0004,0.13,0,0}; }; class CfgMagazines { class Default; // External class reference class CA_Magazine; // External class reference class 30Rnd_kls: CA_Magazine { scope = 2; displayName = 7.62 iranian; ammo = "B_762x39_Ball"; count = 30; initSpeed = 780; picture = "\CA\weapons\AK\data\equip\M_AK47_CA.paa"; }; }; class Mode_SemiAuto {}; class Mode_Burst: Mode_SemiAuto {}; class Mode_FullAuto: Mode_SemiAuto {}; class cfgWeapons { class Default; // External class reference class RifleCore; // External class reference class Rifle ; // External class reference class M4A1; class TLWFAA_kls: M4A1 { scope = 2; value = 0; model = "\TLWFAAweapons\kls"; displayName = "KLS 7.62"; opticsZoomMin = 0.3; opticsZoomMax = 0.42; optics = 1; drySound[] = {"\TLWFAAweapons\sound\scsdry.wav",0.000316,1}; reloadMagazineSound[] = {"\TLWFAAweapons\sound\scs90Reload.wav",0.010000,1}; magazines[] = {"30Rnd_kls"}; class Single: Mode_SemiAuto { sound[] = {"\TLWFAAweapons\sound\scs90Single.wav",7.943283,1}; reloadTime = 0.1; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.001; minRange = 2; minRangeProbab = 0.1; midRange = 250; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.05; }; class Burst: Mode_Burst { sound[] = {"\TLWFAAweapons\sound\scs90Burst2.wav",10.000000,1}; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.002500; }; class FullAuto: Mode_FullAuto { sound[] = {"\TLWFAAweapons\sound\scs90Burst.wav",5.623414,1}; reloadTime = 0.08; ffCount = 30; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.0035; minRange = 2; minRangeProbab = 0.1; midRange = 50; midRangeProbab = 0.7; maxRange = 60; maxRangeProbab = 0.05; }; class Library { libTextDesc = "Iranian copy of the AK-74 rifle"; }; }; }; Hope this has helped you Edited August 2, 2009 by Obmar Share this post Link to post Share on other sites
Anykey 1 Posted August 2, 2009 Thank you Obmar , it works good now ! =D Share this post Link to post Share on other sites
gms 0 Posted August 2, 2009 Anykey it is meaning what your Ak shoots in a rear... Share this post Link to post Share on other sites
Anykey 1 Posted August 2, 2009 Anykey it is meaning what your Ak shoots in a rear... The AK didnt shoot at all at the begining .... Share this post Link to post Share on other sites