Damage Inc
Member-
Content Count
3553 -
Joined
-
Last visited
Never -
Medals
Everything posted by Damage Inc
-
No. Edit:Post number 500! (Edited by Damage Inc at 4:59 pm on Nov. 23, 2001)
-
Type this in the init field: this removeweapon "ZuniLauncherOH".
-
Except that you can fire a 3 shot burst when you only have one shot left in your clip...I'll add one more piece of advice: when you can select your own gear in the campaign, ALWAYS take a LAW. The LAW soldier in your squad can't kill anything.
-
The M16 which you mainly use in the missions doesn't have an auto mode...
-
Preview: Civilian Pack - 20 New Vehicles
Damage Inc replied to Devil's topic in ADDONS & MODS: COMPLETE
Cool. When can I download this? -
Check your objective name in the briefing.html. Is it 1?
-
The easy way to do Escape from jail and meet old war buddies
Damage Inc replied to alswede's topic in OPF MISSIONS
I always take the helicopter, kill a few tanks and then move south. -
You can designate a target without a gunner.
-
There is a readme on the game disc.
-
Hellfire=HellFireLauncherApach TOW=HellFireLauncherCobra FFAR=ZuniLauncher38
-
You'll have to add your model. BTW, this weapon is pretty powerful.
-
Here it is: // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot0// dummy weapons #define WeaponSlotPrimary1// primary weapons #define WeaponSlotSecondary16// secondary weapons #define WeaponSlotItem256// items #define WeaponSlotBinocular4096// binocular #define WeaponHardMounted65536 class CfgPatches { class RPG90soldier { units[] = {RPG90soldier}; weapons[] = {}; requiredVersion = 1.30; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWLAW:SoldierWB{}; class SoldierWAT:SoldierWLAW{}; class RPG90soldier:SoldierWAT{ displayName="RPG90 Soldier"; weapons[]={RPG90Launcher,M16}; magazines[]={RPG90Launcher,M16,M16,M16}; }; }; class CfgAmmo { class default {}; class AT3: Default {}; class LAW: AT3 {}; class RPG : LAW {}; class RPG90ammo : RPG { hit=3000; indirectHit=1000; indirectHitRange=7; picture="\dtaext\equip\w\w_at4launcher.paa"; }; }; class CfgWeapons { class default {}; class LAWLauncher : default {}; class CarlGustavLauncher : LAWLauncher {}; class AT4Launcher : CarlGustavLauncher {}; class RPG90launcher : AT4Launcher { displayName = RPG90; displayNameMagazine = RPG90; shortNameMagazine = RPG90; modelOptics="optika_LAW"; scopeWeapon = public; scopeMagazine = public; picture="\dtaext\equip\w\w_at4launcher.paa"; optics = true; opticsZoomMin=0.35; //was 0.21 opticsZoomMax=0.35; ammo = RPG90ammo; count=1; initspeed=80; maxLeadSpeed=200; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyRPG90: ProxyWeapon {}; };
-
I always use the M113 and leave my squad in the back of a truck (to avoid them shouting "WHERE ARE YOU?" in the radio every 5 seconds), except I take one guy as the gunner.
-
It won't work with just that. I'll post a new config.cpp later without the single and full auto.
-
I removed the model part from the .cpp file. If you remove the full auto and single things and tweak it a bit, it will work.
-
It does work on MP games, obviously.
-
My squad stayed alive while I flew the Hind in that mission, because I commanded them to get in the back of a truck but didn't assign a driver...
-
// some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot0// dummy weapons #define WeaponSlotPrimary1// primary weapons #define WeaponSlotSecondary16// secondary weapons #define WeaponSlotItem256// items #define WeaponSlotBinocular4096// binocular #define WeaponHardMounted65536 class CfgPatches { class RPG90soldier { units[] = {RPG90soldier}; weapons[] = {}; requiredVersion = 1.30; }; }; class CfgAmmo { class default {}; class LAW : Default {}; class RPG : LAW {}; class RPG90ammo : RPG { hit=3000; indirectHit=1000; indirectHitRange=7; picture="\dtaext\equip\w\w_at4launcher.paa"; }; }; class CfgWeapons { class default {}; class LAWLauncher : default {}; class CarlGustavLauncher : LAWLauncher {}; class AT4Launcher : CarlGustavLauncher {}; class RPG90launcher : AT4Launcher { displayName = "RPG90"; displayNameMagazine = "RPG90"; shortNameMagazine = "RPG90"; initspeed=80; count = 3; maxLeadSpeed=200; scopeWeapon = public; scopeMagazine = public; picture="\dtaext\equip\w\w_at4launcher.paa"; optics = true; magazines[]={"RPG90launcher"}; opticsZoomMin=0.35; //was 0.21 opticsZoomMax=0.35; modes[]={"Single","FullAuto"}; class Single { displayName="RPG90"; ammo = "RPG90ammo"; count = 3; multiplier=1; burst=1; modelOptics="optika_Lawlauncher"; dispersion=0.005; soundContinuous=0; reloadTime=0.7; ffCount=1; recoil="sniperSingle"; recoilFixed=riffleAutoFixed; autoFire = 0; aiRateOfFire=0.1; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero sound[]={"Weapons\at_launch",0.010000,1}; useAction = 0; useActionTitle = ""; }; class FullAuto { ammo = "RPG90ammo"; displayName = "RPG90 Full Auto"; count = 3; multiplier=1; burst=1; dispersion=0.020; sound[]={"Weapons\at_launch",0.010000,1}; soundContinuous=0; reloadTime=0.09; ffCount=1; recoil=sniperSingle; recoilFixed=riffleAutoFixed; autoFire = true; aiRateOfFire=0.1; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction = false; useActionTitle = ""; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier: Man{}; class SoldierWB: Soldier{}; class SoldierWLAW: SoldierWB{}; class SoldierWAT: SoldierWLAW{}; class RPG90soldier: SoldierWAT { displayName="RPG90 soldier"; weapons[]={M16,RPG90launcher,"Throw","Put"}; magazines[]={RPG90ammo, RPG90ammo, RPG90ammo,M16, M16, M16 }; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyRPG90: ProxyWeapon {}; }; Here it is...the soldier doesn't work though, and when you add the weapon to a soldier, you see two empty weapons named RPG90 in the action menu (?).
-
I don't think that I can get this thing to work after all and I seriously doubt it that rocket launchers can be given multiple fire modes in OFP. I can post the config.cpp and see if someone else can get this to work.
-
I almost got it to work. Just a few more tweaks, and it's working.
-
There's oly one after the FullAuto class, because the next one "closes" the CfgWeapons class.
-
I think you need. I'm trying to get this thing to work, but I've only been able to get a new error: 'r' encountered instead of '{'.
-
I'm not sure but it looks like you have one }; too many after the CfgWeapons class, try taking one of them off.
-
Try deleting the }; after maxLeadSpeed.