br_ac_army1
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Weapon doesn't want to fire at bigger distances
br_ac_army1 replied to br_ac_army1's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I added the discreteDistance and discreteDistanceInitIndex variables. It helped me to solve a problem with ASP-1 Kir (I made a 127x108mm variant of it, but it couldn't fire further than 1400m). However, I had put these strings to my ADR-97, but nothing changed. I have a theory that the problem is in the ammo, because I have .338 variant of ADR-97 TR where I wrote maxzeroing = 1600, and it works nice for all ranges. I suppose that bullets can tune to some range automatically and shells can't. I ran out of ideas- 3 replies
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Weapon doesn't want to fire at bigger distances
br_ac_army1 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I am trying to create a weapon based on ADR-97 TR and using 25 mm HE shells (inherited from 40 mm HE). Everything is okay but when I try to put a bigger distance (500m, 1000m, 2000m for example), the weapon just fires without changes. However, it worked for everything else. What should I do? My config.cpp: https://www.dropbox.com/s/ho5aw314uqv6d7s/config.cpp?dl=0 CfgAmmo: class G_40mm_HEDPUC: G_40mm_HE { hit = 630; indirectHit = 30; indirectHitRange = 10; warheadName = "HEDPUC"; explosive = 0.8; caliber = 5; }; class G_25mm_HEDPUC_special: G_40mm_HEDPUC { hit = 720; indirectHit = 25; indirectHitRange = 7; warheadName = "HEDPUC"; explosive = 0.3; caliber = 4; typicalSpeed = 750; maxSpeed = 1000; thrust = 35; thrustTime = 15; tracerScale = 3.0; tracerStartTime = 0.05; tracerEndTime = 12; timeToLive = 60; }; CfgMagazines: class 12Rnd_25mm_SMG_03: 50Rnd_570x28_SMG_03 { displayName = "50rnd 25 mm ADR-97 Magazine (U)"; ammo = "G_25mm_HEDPUC_special"; count = 15; mass = 20; initSpeed = 750; }; CfgWeapons: class SMG_03_TR_cheat: SMG_03_TR_khaki { baseWeapon = "SMG_03_TR_cheat"; displayName = "ADR-97 TR 5.7 mm (Upgraded)"; magazines[] = {"75Rnd_570x28_SMG_03","50Rnd_570x28_SMG_03"}; muzzles[] = {"this"}; modes[] = {"SingleB","FullAutoB"}; recoil = "recoil_empty_c"; class Single; class FullAuto; class SingleB: Single { reloadTime = 0.05; dispersion = 0.00007; }; class FullAutoB: FullAuto { reloadTime = 0.05; dispersion = 0.00007; }; class WeaponSlotsInfo { class CowsSlot: CowsSlot_Rail_Boost { iconPosition[] = {0.4,0.3}; iconScale = 0.2; }; class PointerSlot: PointerSlot_Rail { iconPosition[] = {0.33,0.37}; iconScale = 0.25; }; class MuzzleSlot: MuzzleSlot_57 { iconPosition[] = {0.0,0.5}; iconScale = 0.25; }; mass = 52; allowedSlots[] = {901,801,701}; }; }; class SMG_03_TR_cheat_25mm: SMG_03_TR_cheat { baseWeapon = "SMG_03_TR_cheat_25mm"; displayName = "ADR-97 GL 25 mm (Upgraded)"; magazines[] = {"12Rnd_25mm_SMG_03"}; muzzles[] = {"this"}; modes[] = {"SingleB"}; recoil = "recoil_empty_c"; initSpeed = -0.5; maxZeroing = 2400; class SingleB: SingleB { reloadTime = 0.25; dispersion = 0.00004; }; class WeaponSlotsInfo { class CowsSlot: CowsSlot_Rail_Boost { iconPosition[] = {0.4,0.3}; iconScale = 0.2; }; class PointerSlot: PointerSlot_Rail { iconPosition[] = {0.33,0.37}; iconScale = 0.25; }; class MuzzleSlot{}; mass = 55; allowedSlots[] = {901,801,701}; }; };- 3 replies
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I have already solved a problem. I've just removed recoils from modes (I mean from Single/Burst/FullAuto) or replaced them with an array.
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But although recoil works, Arma says, that the recoil "is not an array". How to solve it?
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Thanks a lot! It worked!
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I am trying to add a recoil to my weapons, but Arma 3 always says: "Cannot update non class from class mod_uw\config.cpp/cfgRecoils/recoil_empty/". What do I do wrong? Part of my code: class cfgRecoils { recoil_empty_list[] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; class Default; class recoil_empty: Default { muzzleOuter[] = {0.08,0.3,0.1,0.09}; muzzleInner[] = {0,0,0.03,0.03}; kickBack[] = {0.01,0.02}; permanent = 0.01; temporary = 0.01; }; }; File: https://www.dropbox.com/s/ho5aw314uqv6d7s/config.cpp?dl=0
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Class inheriting problem
br_ac_army1 replied to br_ac_army1's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for your help! Actually I've already found a solution for my problem. I decided to add class WeaponSlotsInfo to my code and inherit other classes in modified weapons. So, I have something like: class WeaponSlotsInfo; class srifle_DMR_02_cheat_F: srifle_DMR_02_F { // Some code modes[] = {"SingleB","single_close_optics1","single_medium_optics1","single_far_optics1"}; // replacing Single to SingleB class Single; class SingleB: Single { // My code }; class single_close_optics1: SingleB { // Copying from original }; class single_medium_optics1: single_close_optics1 { // Copying from original }; class single_far_optics1: single_medium_optics1 { // Copying from original }; class WeaponSlotsInfo: WeaponSlotsInfo{ // Copying from original with minor changes }; }; -
Class inheriting problem
br_ac_army1 replied to br_ac_army1's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
More detailed: -
I have some problem creating copies of some weapons in Arma III. I created a new file and called classes to inherit from them. However, if I just use class hgun_ACPC2_F, it says that my new weapon has undefined class "Single". If I use class hgun_ACPC2_F { class Single; class WeaponSlotsInfo; }, my weapon starts working wrong (infinite ammo, no sound, puts away when pressing F). What should I do? Link: https://www.dropbox.com/s/od2v2at9wvthh2j/upgradedweapons.zip?dl=0
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A script trouble
br_ac_army1 replied to br_ac_army1's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Heh, my mistake was really stupid. I used "#" instead of "//" to comment. I guess the problem is closed -
Hi everyone! I've finished working on my little mod, but when I'm trying to launch it, Arma III says: "Preprocessor failed with error - Invalid file name(empty filename)". And after launching my mod doesn't work. What did I do wrong? My mod contains only mod.cpp and Addons folder with pbo file. The file has only one file - config.cpp.
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Hi everyone! I have a problem that I can't pass checkpoints when I wear a gendarme uniform, for example. The guards shout me to get lost and then fire me. However, when I wear a common clothes, there are no problems. I use full outfit and I wear a stealth balaclava, so I have a green question mark. I really don't know what's the problem. Why does it happen?