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Assassinator

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About Assassinator

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  1. I´ve modelled a tank (for those who want to know: T-60). I made all Lods, using BIS models and other custom-models to look how to do it. I left some things out (like speedometer and so on, since I don´t need them yet), but everytime I place the T-60 in the editor, and start it, the screen turns shortly black and then I´m back on the desktop. Does anyone have the same problem, or suggestions, what it could be? Would be very helpful since I have three other tanks lying around, which I can´t bring online, and I don´t know, where I have the error. Is it maybe in Memory-Lod?
  2. Assassinator

    Damage calculation

    I´m the Coder of the GA-Mod, and I have a big problem. I have coded a tank, which has, because of it´s low real-life armor an armor value of 40. The value vor armorStructural is 2.0. I attacked this tank with an cannon, which does a dammage of 20 (hit=20. But the tank only gets 0.037xxx dammage. Now my question: how is the dammage, done by any weapon in the game, calculated? I only get some diffenrences in the dammage, when I´m changing the armor or armorStructural of the tank or by changing the damage, done by the weapon. I had one calculation, which fitted, when attacking the M1A1 with an Carl-Gustav: hit/armor*armorStructural = damage e.g. 800/900*2 = 0.44 But I think, it was just a lucky thing...
  3. Assassinator

    [question]mg should take pri. and sec. weaponslot

    Stupid me. Please kick me, beat me, but just don´t kill me. I just tested the MG with an civilian unit. The problem is, that civilian just have one weapon slot, so there´s no secondary, so the MG, which want weaponsslots 1 and 2 is "to heavy" for the civilian an so he can´t use it. When I test the MG with soldiers, it works.
  4. Assassinator

    [question]mg should take pri. and sec. weaponslot

    Please, has nobody an idea, what could cause the problem and/or how to fix it?
  5. Assassinator

    O2newbie needs help!(import in ofp)

    Hi, little noob How you can get it ingame? Ask the super-god-coder of your mod-team (yes, you´re right) that´s me, and then I will write you a little nice config.cpp, make a pbo with it, and voilá... by the way, this weapon is ingame now
  6. I´m writing a completely new config.cpp for a mod (GA-Mod). So I wrote a new Machinegun-Class which refers to the new default-class. As long, as I don´t change weapontype and magazinetype, everything works fine, I can use the machinegun(s) ingame. But as soon, as I´m trying to make the MG (and his ammunition) use both weapon slots / ammo slots, the weapon isn´t displayed ingame and in the upper left corner the name of the weapon isn´t displayed. I tried the following combinations for magazinetype and weapontype: weapontype=17; weapontype=1+16; weapontype="1+16"; and magazinetype=2*256; magazinetype="2*256"; magazinetype=512; None of them works. The default-class and the MG-class look like follows: class GA_default { access=3; scopeWeapon=0; scopeMagazine=0; valueWeapon=0; valueMagazine=0; picture=""; uipicture="ivojak"; ammo=""; cursor="w_weapon"; cursorAim="w_lock"; weaponType=65536; magazineType=0; displayname=""; displayNameMagazine=""; shortNameMagazine=""; nameSound="weapon"; count=0; multiplier=1; burst=1; magazineReloadTime=0; reloadTime=1.000000; sound[]={"",1,1}; soundContinuous=0; drySound[]={"",1,1}; reloadSound[]={"",1,1}; reloadMagazineSound[]={"",1,1}; initSpeed=0; maxLeadSpeed=50; flash=""; flashSize=0; dispersion=0.002000; aiDispersionCoefX=1.000000; aiDispersionCoefY=1.000000; canLock=2; enableAttack=1 ffMagnitude=0; ffFrequency=1; ffCount=1; recoil="Empty"; model=""; modelSpecial=""; modelMagazine="\misc\mag_univ.p3d"; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; cartridgePos="nabojnicestart"; cartridgeVel="nabojniceend"; modelOptics=""; opticsFlare=1; optics=1; forceOptics=0; opticsZoomMin=0.350000; opticsZoomMax=0.350000; distanceZoomMin=400; distanceZoomMax=400; primary=10; showEmpty=1; autoFire=0; autoReload=1; aiRateOfFire=5.000000; aiRateOfFireDistance=500; backgroundReload=0; reloadAction="ManActReloadMagazine"; muzzles[]={"this"}; magazines[]={"this"}; modes[]={"this"}; useAction=0; useActionTitle=""; canDrop=1; }; class GA_MG: GA_default { scopeWeapon=2; scopeMagazine=2; weaponType="1+16"; magazineType="2*256"; valueWeapon=1; valueMagazine=1; ammo="GA_Single"; model="M60_MG_proxy"; modelOptics="optika_M60_MG"; displayName="Maschinengewehr"; displayNameMagazine="Maschinengewehr"; shortNameMagazine="Maschinengewehr"; nameSound="mgun"; count=100; canLock=0; reloadAction="ManActReloadMagazine"; reloadTime=0.250000; reloadSound[]={"",1,1}; reloadMagazineSound[]={"weapons\m16load",0.000316,1}; autoReload=0; sound[]={"weapons\M60mgun",3.162278,1}; soundContinuous=1; initSpeed=1000; flash="gunfire"; flashSize=0.900000; dispersion=0.007000; maxLeadSpeed=300; aiDispersionCoefX=5; ddMagnitude=0.500000; ffFrequency=11; ffCount=6; recoil="mgunBurst3"; aiRateOfFire=0.500000; aiRateOfFireDistance=1000 autoFire=1; optics=1; opticsFlare=0; opticsZoomMin=0.350000; opticsZoomMax=0.350000; uiPicture="ismg"; }; It would be great, if anyone could help me, since I didn´t get any help till now. P.S.: In this config.cpp I´m using the M60 from OFP, since our modellers have no models ready for use. With the sound it´s the same.
  7. Assassinator

    Weapon problem

    I want a new unit to use it´s HEAT against infantry and not it´s MG. Is there any parameter or something like in the config.cpp where one can define which weapon should be prefered?
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