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Quel

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About Quel

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  1. Quel

    Need help with config

    Thx guys. So now I should create a new model which can fire rockets. And this model should I include in the ship per script. And this script I have to do define in the config, right? How I have to define the script in the config, or what could I write in the script? (sry but I am a config and script noob)
  2. Hello, I have a problem with the config of my ship. The problem is that i cant fire my rockets in game and i cant see the models/proxy of my rockets. The .pbo file is called "myship", the rocket .p3d "RSM52" and the ship .p3d "ship1". The Proxy is "proxy:\myship\RSM52.p3d.01", in the Brsseb-tutorial they said that i should write "proxy:RSM52.01", but i made that and i got an error massage. The Config is a mix of the Brsseb-tutoial about gunboats and the tutorial about armed airplanes. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TEast 1 #define TWest 0 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class Ship1 { units[] = {Ship1}; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgModels { class default{}; class Ship : default{}; class Ship1: Ship{}; class Weapon: default {}; class RSM52: Weapon {}; }; class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; class RSM52 : CarlGustav { minRange=100;minRangeProbab=0.8; midRange=500;midRangeProbab=1.0; maxRange=2000;maxRangeProbab=1.0; airLock=1; irLock=0; initTime=0.5; ThrustTime=100; thrust=1000; maxspeed=1300; hit=100;indirectHit=80;indirectHitRange=3; model = "\myship\RSM52.p3d"; proxyShape="\myship\RSM52.p3d"; manualControl=0; maxControlRange=2000; maneuvrability=100.0; }; }; class CfgWeapons { class Default{}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class RSM52_Launcher: MaverickLauncher { ammo=RSM52; displayName="AIM-9L Sidewinder"; displayNameMagazine="SidewinderA"; shortNameMagazine="RSM52"; magazine="RSM52"; count=6; initspeed=15; model = "\myship\RSM52.p3d"; proxyShape ="\myship\RSM52.p3d"; canLock=2; sound[]={Weapons\Missile,db+18,1}; aiRateOfFire=8; aiRateOfFireDistance=3500; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land : AllVehicles {}; class Ship: AllVehicles{}; class BigShip: Ship{}; class Ship1: BigShip { displayName="Ship1"; accuracy=0.80; fuelCapacity=500; model="\myship\Ship1.p3d"; weapons[]= {RSM52_Launcher}; magazines[]= {RSM52_Launcher}; vehicleClass="Armored"; scope=public; hasDriver=true; hasGunner=true; hasCommander=false; driverIsCommander=true; getInRadius=40; driverAction="ManActJeepDriver"; driverInAction="ManActJeepDriver"; gunnerAction="ManActJeepCoDriver"; gunnerInAction="ManActJeepCoDriver"; gunnerOpticsModel="optika_zsu_gunner"; cargoAction[]={"ManActShipCargo"}; irScanRange=4000; irScanGround=1; side=TEast; type=VArmor; crew="SoldierECrew"; maxSpeed=70; steerAheadSimul=2; steerAheadPlan=2; predictTurnSimul=3; predictTurnPlan=3; transportSoldier=4; transportAmmo=10000; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyRSM52: ProxyWeapon { model="\myship\RSM52.p3d"; simulation="maverickweapon"; }; }; I tried so much, but it doesnt work. Â
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