rjtwins 10 Posted August 21, 2009 (edited) hi all i,m making an ac130 gunship (see my other thread ac-130 targeting). but to make the weapons i need to copy an static weapon and adjust it for the ac130. does anyone know how to copy an existing weapon from arma 2 and make an addon from it ?? greetings rjtwins I fured out how to do it but it worked only one time ??? when i edited it it diden't work anymore ?? now idea wat i did wrong see code here class CfgPatches { class L60_Bofors_cannon { units[] = {"L60_Bofors_cannon"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWeapons"}; }; }; class CfgVehicles { class LandVehicle; // External class reference class StaticWeapon : LandVehicle { class Turrets; // External class reference }; class StaticCanon : StaticWeapon { class Turrets : Turrets { class MainTurret; // External class reference }; }; class L60_Bofors_cannon : StaticCanon { cargoAction[] = {"Hilux_cargo01"}; displayname = L60_Bofors_cannon(gusnship_version); model = "\ca\weapons\ZU23\zu23"; class Library { libTextDesc = $STR_LIB_ZU23; }; picture = "\ca\Weapons\data\ico\zu23_CA.paa"; icon = "\Ca\weapons\Data\map_ico\icomap_zu23_CA.paa"; transportSoldier = 1; class Turrets : Turrets { class MainTurret : MainTurret { minElev = -40; maxElev = 85; weapons[] = {L60_Bofors_cannon_gun}; magazines[] = {"5000Rnd_40x311mmR_HE_L60_Bofors"}; gunnerAction = "Hilux_cargo01"; gunnerOpticsModel = "\ca\weapons\2Dscope_RUAA5"; gunnerOpticsEffect[] = {"OpticsCHAbera1", "OpticsBlur2"}; gunnerForceOptics = 0; class ViewGunner { initAngleX = 5; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.093; minFov = 0.093; maxFov = 0.093; }; }; }; class AnimationSources { class fire_anim { source = "revolving"; weapon = 2A14; }; }; }; }; class CfgAmmo { class BulletCore; // External class reference class BulletBase : BulletCore { hit = 8; indirectHit = 0; indirectHitRange = 0; model = "\ca\Weapons\shell"; caliber = 1; soundFly[] = {"", 1e-008, 1}; soundDefault1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.316228, 1, 60}; soundDefault2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.316228, 1, 60}; soundDefault3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.316228, 1, 60}; soundDefault4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.316228, 1, 60}; soundDefault5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.316228, 1, 60}; soundDefault6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.316228, 1, 60}; soundDefault7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.316228, 1, 60}; soundDefault8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.316228, 1, 60}; soundGroundSoft1[] = {"ca\sounds\weapons\hits\hit_earth_01", 0.0562341, 1, 60}; soundGroundSoft2[] = {"ca\sounds\weapons\hits\hit_earth_02", 0.0562341, 1, 60}; soundGroundSoft3[] = {"ca\sounds\weapons\hits\hit_earth_03", 0.0562341, 1, 60}; soundGroundSoft4[] = {"ca\sounds\weapons\hits\hit_earth_04", 0.0562341, 1, 60}; soundGroundSoft5[] = {"ca\sounds\weapons\hits\rico_hit_earth_01", 0.0562341, 1, 60}; soundGroundSoft6[] = {"ca\sounds\weapons\hits\rico_hit_earth_02", 0.0562341, 1, 60}; soundGroundSoft7[] = {"ca\sounds\weapons\hits\rico_hit_earth_03", 0.0562341, 1, 60}; soundGroundSoft8[] = {"ca\sounds\weapons\hits\rico_hit_earth_04", 0.0562341, 1, 60}; soundGroundHard1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.125893, 1, 80}; soundGroundHard2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.125893, 1, 80}; soundGroundHard3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.125893, 1, 80}; soundGroundHard4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.125893, 1, 80}; soundGroundHard5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.125893, 1, 80}; soundGroundHard6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.125893, 1, 80}; soundGroundHard7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.125893, 1, 80}; soundGroundHard8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.125893, 1, 80}; soundMetal1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.316228, 1, 90}; soundMetal2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.316228, 1, 90}; soundMetal3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.316228, 1, 90}; soundMetal4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.316228, 1, 90}; soundMetal5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.316228, 1, 90}; soundMetal6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.316228, 1, 90}; soundMetal7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.316228, 1, 90}; soundMetal8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.316228, 1, 90}; soundMetal9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.316228, 1, 90}; soundMetal10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.316228, 1, 90}; soundMetal11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.316228, 1, 90}; soundMetal12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.316228, 1, 90}; soundGlass1[] = {"ca\sounds\weapons\hits\hit_glass_01", 0.177828, 1, 50}; soundGlass2[] = {"ca\sounds\weapons\hits\hit_glass_02", 0.177828, 1, 50}; soundGlass3[] = {"ca\sounds\weapons\hits\hit_glass_03", 0.177828, 1, 50}; soundGlass4[] = {"ca\sounds\weapons\hits\hit_glass_04", 0.177828, 1, 50}; soundGlass5[] = {"ca\sounds\weapons\hits\hit_glass_05", 0.177828, 1, 50}; soundGlass6[] = {"ca\sounds\weapons\hits\hit_glass_06", 0.177828, 1, 50}; soundGlass7[] = {"ca\sounds\weapons\hits\hit_glass_07", 0.177828, 1, 50}; soundGlass8[] = {"ca\sounds\weapons\hits\hit_glass_08", 0.177828, 1, 50}; soundGlass9[] = {"ca\sounds\weapons\hits\hit_glass_09", 0.177828, 1, 50}; soundGlass10[] = {"ca\sounds\weapons\hits\hit_glass_10", 0.177828, 1, 50}; soundIron1[] = {"ca\sounds\weapons\hits\hit_iron_01", 0.316228, 1, 90}; soundIron2[] = {"ca\sounds\weapons\hits\hit_iron_02", 0.316228, 1, 90}; soundIron3[] = {"ca\sounds\weapons\hits\hit_iron_03", 0.316228, 1, 90}; soundIron4[] = {"ca\sounds\weapons\hits\hit_iron_04", 0.316228, 1, 90}; soundIron5[] = {"ca\sounds\weapons\hits\hit_iron_05", 0.316228, 1, 90}; soundIron6[] = {"ca\sounds\weapons\hits\hit_iron_06", 0.316228, 1, 90}; soundIron7[] = {"ca\sounds\weapons\hits\hit_iron_07", 0.316228, 1, 90}; soundIron8[] = {"ca\sounds\weapons\hits\hit_iron_08", 0.316228, 1, 90}; soundIron9[] = {"ca\sounds\weapons\hits\rico_hit_iron_01", 0.316228, 1, 90}; soundIron10[] = {"ca\sounds\weapons\hits\rico_hit_iron_02", 0.316228, 1, 90}; soundIron11[] = {"ca\sounds\weapons\hits\rico_hit_iron_03", 0.316228, 1, 90}; soundIron12[] = {"ca\sounds\weapons\hits\rico_hit_iron_04", 0.316228, 1, 90}; soundGlassArmored1[] = {"ca\sounds\weapons\hits\hit_glass_armored_01", 0.177828, 1, 60}; soundGlassArmored2[] = {"ca\sounds\weapons\hits\hit_glass_armored_02", 0.177828, 1, 60}; soundGlassArmored3[] = {"ca\sounds\weapons\hits\hit_glass_armored_03", 0.177828, 1, 60}; soundGlassArmored4[] = {"ca\sounds\weapons\hits\hit_glass_armored_04", 0.177828, 1, 60}; soundGlassArmored5[] = {"ca\sounds\weapons\hits\hit_glass_armored_05", 0.177828, 1, 60}; soundGlassArmored6[] = {"ca\sounds\weapons\hits\hit_glass_armored_06", 0.177828, 1, 60}; soundGlassArmored7[] = {"ca\sounds\weapons\hits\hit_glass_armored_07", 0.177828, 1, 60}; soundGlassArmored8[] = {"ca\sounds\weapons\hits\hit_glass_armored_08", 0.177828, 1, 60}; soundVehiclePlate1[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_01", 0.562341, 1, 90}; soundVehiclePlate2[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_02", 0.562341, 1, 90}; soundVehiclePlate3[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_03", 0.562341, 1, 90}; soundVehiclePlate4[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_04", 0.562341, 1, 90}; soundVehiclePlate5[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_05", 0.562341, 1, 90}; soundVehiclePlate6[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_06", 0.562341, 1, 90}; soundVehiclePlate7[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_07", 0.562341, 1, 90}; soundVehiclePlate8[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_08", 0.562341, 1, 90}; soundVehiclePlate9[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_01", 0.562341, 1, 90}; soundVehiclePlate10[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_02", 0.562341, 1, 90}; soundVehiclePlate11[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_03", 0.562341, 1, 90}; soundVehiclePlate12[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_04", 0.562341, 1, 90}; soundWood1[] = {"ca\sounds\weapons\hits\hit_wood_01", 0.316228, 1, 60}; soundWood2[] = {"ca\sounds\weapons\hits\hit_wood_02", 0.316228, 1, 60}; soundWood3[] = {"ca\sounds\weapons\hits\hit_wood_03", 0.316228, 1, 60}; soundWood4[] = {"ca\sounds\weapons\hits\hit_wood_04", 0.316228, 1, 60}; soundWood5[] = {"ca\sounds\weapons\hits\hit_wood_05", 0.316228, 1, 60}; soundWood6[] = {"ca\sounds\weapons\hits\hit_wood_06", 0.316228, 1, 60}; soundWood7[] = {"ca\sounds\weapons\hits\hit_wood_07", 0.316228, 1, 60}; soundWood8[] = {"ca\sounds\weapons\hits\hit_wood_08", 0.316228, 1, 60}; soundWood9[] = {"ca\sounds\weapons\hits\rico_hit_wood_01", 0.316228, 1, 60}; soundWood10[] = {"ca\sounds\weapons\hits\rico_hit_wood_02", 0.316228, 1, 60}; soundWood11[] = {"ca\sounds\weapons\hits\rico_hit_wood_03", 0.316228, 1, 60}; soundWood12[] = {"ca\sounds\weapons\hits\rico_hit_wood_04", 0.316228, 1, 60}; soundHitBody1[] = {"ca\sounds\weapons\hits\hit_body_01", 0.0177828, 1, 50}; soundHitBody2[] = {"ca\sounds\weapons\hits\hit_body_02", 0.0177828, 1, 50}; soundHitBody3[] = {"ca\sounds\weapons\hits\hit_body_03", 0.0177828, 1, 50}; soundHitBody4[] = {"ca\sounds\weapons\hits\hit_body_04", 0.0177828, 1, 50}; soundHitBody5[] = {"ca\sounds\weapons\hits\hit_body_05", 0.0177828, 1, 50}; soundHitBody6[] = {"ca\sounds\weapons\hits\hit_body_06", 0.0177828, 1, 50}; soundHitBody7[] = {"ca\sounds\weapons\hits\hit_body_07", 0.0177828, 1, 50}; soundHitBody8[] = {"ca\sounds\weapons\hits\hit_body_08", 0.0177828, 1, 50}; soundHitBody9[] = {"ca\sounds\weapons\hits\hit_body_09", 0.0177828, 1, 50}; soundHitBody10[] = {"ca\sounds\weapons\hits\hit_body_10", 0.0177828, 1, 50}; soundHitBody11[] = {"ca\sounds\weapons\hits\hit_body_11", 0.0177828, 1, 50}; soundHitBody12[] = {"ca\sounds\weapons\hits\hit_body_12", 0.0177828, 1, 50}; soundHitBody13[] = {"ca\sounds\weapons\hits\hit_body_13", 0.0177828, 1, 50}; soundMetalPlate1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.562341, 1, 90}; soundMetalPlate2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.562341, 1, 90}; soundMetalPlate3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.562341, 1, 90}; soundMetalPlate4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.562341, 1, 90}; soundMetalPlate5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.562341, 1, 90}; soundMetalPlate6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.562341, 1, 90}; soundMetalPlate7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.562341, 1, 90}; soundMetalPlate8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.562341, 1, 90}; soundMetalPlate9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.562341, 1, 90}; soundMetalPlate10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.562341, 1, 90}; soundMetalPlate11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.562341, 1, 90}; soundMetalPlate12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.562341, 1, 90}; soundHitBuilding1[] = {"ca\sounds\weapons\hits\hit_wall_01", 0.251189, 1, 60}; soundHitBuilding2[] = {"ca\sounds\weapons\hits\hit_wall_02", 0.251189, 1, 60}; soundHitBuilding3[] = {"ca\sounds\weapons\hits\hit_wall_03", 0.251189, 1, 60}; soundHitBuilding4[] = {"ca\sounds\weapons\hits\hit_wall_04", 0.251189, 1, 60}; soundHitBuilding5[] = {"ca\sounds\weapons\hits\hit_wall_05", 0.251189, 1, 60}; soundHitBuilding6[] = {"ca\sounds\weapons\hits\rico_hit_wall_01", 0.251189, 1, 60}; soundHitBuilding7[] = {"ca\sounds\weapons\hits\rico_hit_wall_02", 0.251189, 1, 60}; soundHitBuilding8[] = {"ca\sounds\weapons\hits\rico_hit_wall_03", 0.251189, 1, 60}; soundHitBuilding9[] = {"ca\sounds\weapons\hits\rico_hit_wall_04", 0.251189, 1, 60}; soundHitBuilding10[] = {"ca\sounds\weapons\hits\rico_hit_wall_05", 0.251189, 1, 60}; soundHitFoliage1[] = {"ca\sounds\weapons\hits\hit_grass_01", 0.177828, 1, 50}; soundHitFoliage2[] = {"ca\sounds\weapons\hits\hit_grass_02", 0.177828, 1, 50}; soundHitFoliage3[] = {"ca\sounds\weapons\hits\hit_grass_03", 0.177828, 1, 50}; soundHitFoliage4[] = {"ca\sounds\weapons\hits\hit_grass_04", 0.177828, 1, 50}; soundPlastic1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.177828, 1, 50}; soundPlastic2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.177828, 1, 50}; soundConcrete1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.177828, 1, 70}; soundConcrete2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.177828, 1, 70}; soundConcrete3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.177828, 1, 70}; soundConcrete4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.177828, 1, 70}; soundConcrete5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.177828, 1, 70}; soundConcrete6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.177828, 1, 70}; soundConcrete7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.177828, 1, 70}; soundConcrete8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.177828, 1, 70}; soundRubber1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.316228, 1, 50}; soundRubber2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.316228, 1, 50}; soundRubber3[] = {"ca\sounds\weapons\hits\hit_Rubber_03", 0.316228, 1, 50}; soundRubber4[] = {"ca\sounds\weapons\hits\hit_Rubber_04", 0.316228, 1, 50}; soundRubber5[] = {"ca\sounds\weapons\hits\hit_Rubber_05", 0.316228, 1, 50}; hitGroundSoft[] = {"soundGroundSoft1", 0.2, "soundGroundSoft2", 0.2, "soundGroundSoft3", 0.1, "soundGroundSoft4", 0.1, "soundGroundSoft5", 0.1, "soundGroundSoft6", 0.1, "soundGroundSoft7", 0.1, "soundGroundSoft8", 0.1}; hitGroundHard[] = {"soundGroundHard1", 0.2, "soundGroundHard2", 0.2, "soundGroundHard3", 0.1, "soundGroundHard4", 0.1, "soundGroundHard5", 0.1, "soundGroundHard6", 0.1, "soundGroundHard7", 0.1, "soundGroundHard8", 0.1}; hitMan[] = {"soundHitBody1", 0.077, "soundHitBody2", 0.077, "soundHitBody3", 0.077, "soundHitBody4", 0.077, "soundHitBody5", 0.077, "soundHitBody6", 0.077, "soundHitBody7", 0.077, "soundHitBody8", 0.077, "soundHitBody9", 0.077, "soundHitBody10", 0.077, "soundHitBody11", 0.077, "soundHitBody12", 0.077, "soundHitBody13", 0.077}; hitArmor[] = {"soundVehiclePlate1", 0.1, "soundVehiclePlate2", 0.1, "soundVehiclePlate3", 0.05, "soundVehiclePlate4", 0.05, "soundVehiclePlate5", 0.1, "soundVehiclePlate6", 0.05, "soundVehiclePlate7", 0.1, "soundVehiclePlate8", 0.1, "soundVehiclePlate9", 0.05, "soundVehiclePlate10", 0.1, "soundVehiclePlate11", 0.1, "soundVehiclePlate12", 0.1}; hitIron[] = {"soundIron1", 0.1, "soundIron2", 0.1, "soundIron3", 0.1, "soundIron4", 0.1, "soundIron5", 0.1, "soundIron6", 0.1, "soundIron7", 0.05, "soundIron8", 0.05, "soundIron9", 0.1, "soundIron10", 0.1, "soundIron11", 0.05, "soundIron12", 0.05}; hitBuilding[] = {"soundHitBuilding1", 0.1, "soundHitBuilding2", 0.1, "soundHitBuilding3", 0.1, "soundHitBuilding4", 0.1, "soundHitBuilding5", 0.1, "soundHitBuilding6", 0.1, "soundHitBuilding7", 0.1, "soundHitBuilding8", 0.1, "soundHitBuilding9", 0.1, "soundHitBuilding10", 0.1}; hitFoliage[] = {"soundHitFoliage1", 0.25, "soundHitFoliage2", 0.25, "soundHitFoliage3", 0.25, "soundHitFoliage4", 0.25}; hitWood[] = {"soundWood1", 0.1, "soundWood2", 0.1, "soundWood3", 0.1, "soundWood4", 0.05, "soundWood5", 0.05, "soundWood6", 0.1, "soundWood7", 0.1, "soundWood8", 0.1, "soundWood9", 0.1, "soundWood10", 0.1, "soundWood11", 0.05, "soundWood12", 0.05}; hitGlass[] = {"soundGlass1", 0.1, "soundGlass2", 0.1, "soundGlass3", 0.1, "soundGlass4", 0.1, "soundGlass5", 0.1, "soundGlass6", 0.1, "soundGlass7", 0.1, "soundGlass8", 0.1, "soundGlass9", 0.1, "soundGlass10", 0.1}; hitGlassArmored[] = {"soundGlassArmored1", 0.125, "soundGlassArmored2", 0.125, "soundGlassArmored3", 0.125, "soundGlassArmored4", 0.125, "soundGlassArmored5", 0.125, "soundGlassArmored6", 0.125, "soundGlassArmored7", 0.125, "soundGlassArmored8", 0.125}; hitConcrete[] = {"soundConcrete1", 0.2, "soundConcrete2", 0.2, "soundConcrete3", 0.2, "soundConcrete4", 0.05, "soundConcrete5", 0.05, "soundConcrete6", 0.1, "soundConcrete7", 0.1, "soundConcrete8", 0.1}; hitRubber[] = {"soundRubber1", 0.2, "soundRubber2", 0.2, "soundRubber3", 0.2, "soundRubber4", 0.2, "soundRubber5", 0.2}; hitPlastic[] = {"soundPlastic1", 0.5, "soundPlastic2", 0.5}; hitDefault[] = {"soundDefault1", 0.2, "soundDefault2", 0.2, "soundDefault3", 0.1, "soundDefault4", 0.1, "soundDefault5", 0.1, "soundDefault6", 0.1, "soundDefault7", 0.1, "soundDefault8", 0.1}; hitMetal[] = {"soundMetal1", 0.1, "soundMetal2", 0.1, "soundMetal3", 0.1, "soundMetal4", 0.05, "soundMetal5", 0.1, "soundMetal6", 0.1, "soundMetal7", 0.05, "soundMetal8", 0.1, "soundMetal9", 0.05, "soundMetal10", 0.05, "soundMetal11", 0.1, "soundMetal12", 0.1}; hitMetalplate[] = {"soundMetalPlate1", 0.1, "soundMetalPlate2", 0.1, "soundMetalPlate3", 0.1, "soundMetalPlate4", 0.05, "soundMetalPlate5", 0.05, "soundMetalPlate6", 0.05, "soundMetalPlate7", 0.1, "soundMetalPlate8", 0.1, "soundMetalPlate9", 0.1, "soundMetalPlate10", 0.1, "soundMetalPlate11", 0.1, "soundMetalPlate12", 0.05}; bulletFly1[] = {"ca\sounds\weapons\hits\bullet_by1", 1.0, 1, 50}; bulletFly2[] = {"ca\sounds\weapons\hits\bullet_by2", 1.0, 1, 50}; bulletFly3[] = {"ca\sounds\weapons\hits\bullet_by3", 1.0, 1, 50}; bulletFly4[] = {"ca\sounds\weapons\hits\bullet_by4", 1.0, 1, 50}; bulletFly5[] = {"ca\sounds\weapons\hits\bullet_by5", 1.0, 1, 50}; bulletFly6[] = {"ca\sounds\weapons\hits\bullet_by6", 1.0, 1, 50}; bulletFly[] = {"bulletFly1", 0.166, "bulletFly2", 0.166, "bulletFly3", 0.166, "bulletFly4", 0.166, "bulletFly5", 0.166, "bulletFly6", 0.167}; supersonicCrackNear[] = {"Ca\sounds\Weapons\explosions\supersonic_crack_close", 1, 1, 150}; supersonicCrackFar[] = {"Ca\sounds\Weapons\explosions\supersonic_crack_50meters", 1, 1, 250}; cartridge = "FxCartridge"; cost = 0.7; timeToLive = 6; deflecting = 10; tracerStartTime = -1; class HitEffects { Hit_Foliage = "ImpactLeaves"; Hit_Glass = "ImpactGlass"; Hit_Glass_Thin = "ImpactGlassThin"; Hit_Wood = "ImpactWood"; Hit_Metal = "ImpactMetal"; Hit_Plaster = "ImpactPlaster"; Hit_Rubber = "ImpactRubber"; Hit_Concrete = "ImpactConcrete"; Hit_Blood = "ImpactBlood"; }; muzzleEffect = "BIS_Effects_Rifle"; }; class 40x311mmR_HE_L60_Bofors : BulletBase { hit = 100; indirectHit = 35; indirectHitRange = 5; visibleFire = 30; audibleFire = 30; visibleFireTime = 5; soundHit = {"Ca\sounds\Weapons\explosions\AZP85_explosion1",3.162278,1,1500 }; explosive = 1; airLock = 0; cost = 40; CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 2.2; tracerStartTime = 0.100000; tracerEndTime = 2; airFriction = -0.000950; muzzleEffect = "BIS_Effects_HeavyCaliber"; caliber = 3; }; }; class CfgMagazines { class Default; // External class reference class CA_Magazine : Default { scope = 1; value = 1; displayName = ""; model = "\ca\weapons\mag_univ.p3d"; picture = ""; modelSpecial = ""; useAction = 0; useActionTitle = ""; reloadAction = "ManActReloadMagazine"; ammo = ""; count = 30; type = 256; initSpeed = 900; selectionFireAnim = "zasleh"; nameSound = "magazine"; maxLeadSpeed = 23; }; class VehicleMagazine : CA_Magazine { type = 0; reloadAction = ""; maxLeadSpeed = 100; }; class 5000Rnd_40x311mmR_HE_L60_Bofors : VehicleMagazine { scope = 2; displayName = 5000Rnd_40x311mmR_HE_L60_Bofors; ammo = "40x311mmR_HE_L60_Bofors"; count = 5000; initSpeed = 980; maxLeadSpeed = 300; tracersEvery = 1; nameSound = "cannon"; }; }; class cfgWeapons { class CannonCore; // External class reference class L60_Bofors_cannon_gun : CannonCore { scope = 1; displayName = "L60_Bofors_cannon(gunship)"; nameSound = "cannon"; magazines = {"5000Rnd_40x311mmR_HE_L60_Bofors" }; magazineReloadTime = 1; multiplier = 1; reloadTime = 0.5; autoFire = 1; canLock = 0; soundContinuous = 0; dispersion = 0.001; cursorAim = "\ca\Weapons\Data\clear_empty"; cursor = "Vehicle_W_MG"; cursorSize = 1; sound = {"\Ca\sounds\Weapons\cannon\m197",10.000000,1,1200 } showToPlayer = 1; burst = 71; minRange = 50; minRangeProbab = 0.5; midRange = 12000; midRangeProbab = 0.5; maxRange = 19000; maxRangeProbab = 0.5; }; }; Edited August 21, 2009 by rjtwins adding the code Share this post Link to post Share on other sites