icewindo 29 Posted September 30, 2009 Hi, I'm having some trouble creating a proper config adding a new throwing object based on the throwing stone which was included in ArmA2. I looked into the ArmA 2 config files and how it was there, so I copied the stuff and altered it. Ingame the new object will appear in the inventory, but it won't be throwable, can't switch to it when selecting the firemodes. I'm moving in circles here, changing things and comparing with the original config files, but it still wouldn't work. If sb. could take a look at my config file, that would be cool :bounce3: . (to limit errors I just added a 1 to all the new classnames, e.g. "handgrenade_stone1" for cfgmagazines) lass CfgPatches { class throwing { units[]={}; weapons[]={"handgrenade_stone1"}; requiredVersion = 1.00; requiredAddons[]={}; }; }; class CfgAmmo { class Default ; class Grenade ; class GrenadeHand; class Mine ; class BulletCore ; class BulletBase ; class GrenadeHand_stone1 : GrenadeHand { scope = 2; hit = 0.5; indirectHit = 0.2; indirectHitRange = 1; model = "\ca\Weapons\sutr_grenade"; CraterEffects = "NoCrater"; explosionEffects = "NoExplosion"; explosive = 0; soundHit[] = {}; cost = 1; whistleDist = 0; }; }; class CfgMagazines { class Default ; class CA_Magazine ; class HandGrenade_Stone1 : default { scope = 2; displayName = "Throwing Knife"; value = 0.1; ammo = "GrenadeHand_stone1"; model = "\throw\knife.p3d"; picture = "\CA\weapons\data\equip\m_RGD5_ca.paa"; type = 256; count = 1; initSpeed = 22; nameSound = "handgrenade"; maxLeadSpeed = 7; sound[] = {}; descriptionShort = "Handgranate"; }; }; class Mode_SemiAuto ; class Mode_Burst ; class Mode_FullAuto ; class CfgWeapons { class Default ; class PistolCore ; class Pistol ; class Rifle ; class RifleCore ; class MGun ; class MGunCore ; class Grenadelauncher ; class ThrowMuzzle; class GrenadeCore ; class LauncherCore ; class CannonCore ; class Throw : Grenadelauncher { scope = 2; autoAimEnabled = 0; cursor = "\ca\Weapons\Data\clear_empty"; cursoraim = "Vehicle_Grenade_W"; cursorSize = 1; value = 0; type = 0; displayName = "Werfen"; canDrop = 0; muzzles[] = { "HandGrenade_Stone", "HandGrenadeMuzzle", "SmokeShellMuzzle", "HandGrenade_Stone1" }; }; class HandGrenade_Stone1 : ThrowMuzzle { magazines[] = { "HandGrenade_Stone1" }; displayName = "Throwing Knife"; scope = 2; cursor = "Air_Dot"; cursoraim = "Vehicle_Grenade_W"; cursorSize = 1; sound[] = {}; reloadSound[] = {}; aiDispersionCoefX = 6; aiDispersionCoefY = 6; reloadTime = 0; magazineReloadTime = 0; enableAttack = 0; showEmpty = 0; autoReload = 1; modelOptics = ""; minRange = 5; minRangeProbab = 0.01; midRange = 45; midRangeProbab = 0.1; maxRange = 80; maxRangeProbab = 0.01; }; }; Share this post Link to post Share on other sites
TeRp 1 Posted October 3, 2009 You have to modify the 'throw weapon' (class Throw) in ArmA and add your handgrenade type to the list of muzzles / magazines. Share this post Link to post Share on other sites