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Damage Inc

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Everything posted by Damage Inc

  1. Damage Inc

    MP mission Desert Ambush

    Here.
  2. Damage Inc

    Can you use your own voice?

    No. Edit:Post number 500! (Edited by Damage Inc at 4:59 pm on Nov. 23, 2001)
  3. Damage Inc

    need a little help

    Type this in the init field: this removeweapon "ZuniLauncherOH".
  4. Damage Inc

    FallenPaladin`s Rookie help

    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.
  5. Damage Inc

    FallenPaladin`s Rookie help

    The M16 which you mainly use in the missions doesn't have an auto mode...
  6. Cool. When can I download this?
  7. Damage Inc

    Green tick!!

    Check your objective name in the briefing.html. Is it 1?
  8. I always take the helicopter, kill a few tanks and then move south.
  9. Damage Inc

    OH-58 Kiowa

    You can designate a target without a gunner.
  10. Damage Inc

    Mission Editor Help

    There is a readme on the game disc.
  11. Damage Inc

    WEAPONS NAMES

    Hellfire=HellFireLauncherApach TOW=HellFireLauncherCobra FFAR=ZuniLauncher38
  12. Damage Inc

    Making an addon

    You'll have to add your model. BTW, this weapon is pretty powerful.
  13. Damage Inc

    Making an addon

    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 {}; };
  14. Damage Inc

    Hooray finally made it

    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.
  15. Damage Inc

    Making an addon

    It won't work with just that. I'll post a new config.cpp later without the single and full auto.
  16. Damage Inc

    Making an addon

    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.
  17. Damage Inc

    A cool addon

    It does work on MP games, obviously.
  18. Damage Inc

    Hooray finally made it

    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...
  19. Damage Inc

    Making an addon

    // 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 (?).
  20. Damage Inc

    Making an addon

    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.
  21. Damage Inc

    Making an addon

    I almost got it to work. Just a few more tweaks, and it's working.
  22. Damage Inc

    Making an addon

    There's oly one after the FullAuto class, because the next one "closes" the CfgWeapons class.
  23. Damage Inc

    Making an addon

    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 '{'.
  24. Damage Inc

    Making an addon

    I'm not sure but it looks like you have one }; too many after the CfgWeapons class, try taking one of them off.
  25. Damage Inc

    Making an addon

    Try deleting the }; after maxLeadSpeed.
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