Jump to content

Spectre-63

Member
  • Content Count

    117
  • Joined

  • Last visited

  • Medals

Everything posted by Spectre-63

  1. Hi all - many seem to have missed my original Beta release and I've just made an update to include two M16 variants that were missed originally. Here's the details on the mod: Mod: @S63_GrenadierPack Maker: Mike 'Spectre-63' McMahon Release 0.96 Beta Date 13 Oct 2007 This modification makes a number of changes to the M-203 grenade launcher to add different ammo types and increase the maximum loadout to bring it in-line with US Army and US Marines loadouts.  Here's what it changes: *) adds new ammo type - HEDP increased damage to simulate the anti-armor round for the M-203.  The round has been balanced to destroy UAZ's with a single round (killing the occupants), disable BRDMs with a single round, and disable BMPs with multiple rounds. *) adds new ammo type - 40mm Smoke gives the ability to provide covering smoke or mark your target at a greater distance.  Rounds come in white, yellow, and red smoke. *) adds new ammo capacity: 5 round 'magazines' this is what allows the increase in maximum loadout to the standard 40 grenades carried by US Army and US Marines grenadiers.  The magazines each hold 5 rounds but have a 3 second reload time to keep things within the realm of reality. *) modifies the grenadier soldier types to increase their default loadout each grenadier will carry the following load: 20 rounds HE (4 5 round 'magazines' 10 rounds HEDP (2 5 round 'magazines' 5 rounds 40mm Smoke (white) 5 rounds 40mm Smoke (red)  the grenadiers will also be listed in the mission builders as 'Hi-Cap' Grenadiers (or in the case of  SF, 'Hi-Cap SF Assault'  When starting play, the M-203 will come loaded with HE and you can switch ammo types by entering the action menu. The package now also includes the 'tagged' version which creates copies of the existing soldiers and modifies their loadouts.  If for some reason you do not wish to modify the existing soldiers, delete the 'untagged' PBO from the @S63_GrenadierPack\Addons folder. NOTE: The default crate loadout has not changed (although I could and may change that as well later on).  In order to add the grenades to the crates, in the 'init script' add the following text: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addMagazineCargo ["<round name>, <round quantity>"] where <round name> is the name of the round you want to add and <round quantity> is the number of that magazine you want to add. Round names for my package are: S63_5Rnd_HE_M203 S63_5Rnd_HEDP_M203 S63_5Rnd_Smoke_M203 S63_5Rnd_SmokeRed_M203 S63_5Rnd_SmokeYellow_M203 S63_1Rnd_Smoke_M203 So if you wanted to add 10 'magazines' of HEDP to the ammobox, you would select it and in the 'init script' you would add the line: this addMagazineCargo ["S63_5Rnd_HEDP_M203",10] *NOTE*: If you use the 'untagged' PBO, you could remove the "S63_" from each ammotype name (i.e. 5Rnd_HEDP_M203 versus S63_5Rnd_HEDP_M203) Future plans: * addition of image files to differentiate between the standard single rounds and the multi-round 'magazines' * depending upon availability of information, addition of similar capabilities for the SLA weaponry. Credits: Todd - for the inspiration to try my first ArmA mod SnakeMan (PMC) - for being the first one to respond to my numerous n00bish questions [ASA]ODEN and Planck for timely assistance with getting the new soldier types working Download location (mirrors gladly accepted - please let me know if you mirror so I can update the first post! HERE Mirrors: ArmaHolic.com - Thanks Big! Combat-Prison.net  Thanks Stavanger! ArmedAssault.info - Thanks Old Bear! I'm anxious for feedback beyond my original testing group.  Please let me know what you think!
  2. Spectre-63

    Custom SPR Marksman Rifle

    Not only that, but the complete lack of respect shown by some posters makes me wonder why people bother contributing. I couldn't think of a more effective way to get a new modder to stop modding than to refer to the product of his work the way some posters have here. Sad, really.
  3. Spectre-63

    GrenadierPack - Open Beta!

    LOL...he said "client side script"! Frederf, I appreciate your confidence in my scripting abilities but I fear you've over-estimated them! I had a hard enough time getting the weapons functional!
  4. Spectre-63

    GrenadierPack - Open Beta!

    Frederf - yes, it could. The downside to doing so would be the mod being characterized as a 'cheat'; which I want to avoid at all costs.
  5. Spectre-63

    GrenadierPack - Open Beta!

    DaSquade - the 'untagged' version of my mod will run 'Client side'...the only issue is the ammunition. Because the ammoboxes need to be modified by whoever created the mission, you'll run out of the multi-round magazines and won't be able to get reloads. Sorry!
  6. Spectre-63

    GrenadierPack - Open Beta!

    Thanks, Frederf...I'll try some of those when I get home.
  7. Spectre-63

    GrenadierPack - Open Beta!

    Frederf - I guess that's the part that's got me confused: how do I inherit the stock M203 Muzzles? They're not a separate class unto themselves, they're defined under each M16's class. I tried doing this: class M203Muzzle : M16A2 but that wound up giving me a weapon that had no optics and used the reloadMagazineSound for the standard M16Muzzle. I also tried: class M203Muzzle : M16A2\GrenadeLauncher but got an error. If there's a way to script this to inherit the M203 Muzzle from the existing weapons, please show me!
  8. Spectre-63

    GrenadierPack - Open Beta!

    Frederf - did you get my PM? Any chance of more help with the icons??
  9. Spectre-63

    GrenadierPack - Open Beta!

    Oh I can make the 203's ladder sight work. My point was that, the way the M-203 muzzle's are coded, I can't configure it to use whatever sight is currently being used for the stock M-203. From what I can see, I must code in some sight or you get no sight whatsoever. Mabes - at this point, I don't have any plans to include HeinBloed's sight, so no worries.
  10. Thanks Rocko/Ricki That helps alot!
  11. I'm having a somewhat similar problem adding images to my GrenadierPack mod. Here's the setup: Inside the .pbo I have the config.cpp, and a folder named "Images" that contains the .paa files for the images. In my config.cpp, how do I reference the image files? Just by name? I tried referencing them by \S63_GrenadierPack\Images\image.paa but I got an error when attempting to view the image inside the ammobox. Should the first part of the path be the proper name of the mod (i.e. the Classname that is in the config.cpp) or the actual name of the PBO file (which, in my case, is S63_GrenadierPack_Cfg)??? Suggestions???
  12. Spectre-63

    GrenadierPack - Open Beta!

    snoops - unfortunately, in order to make my mod not default back to the BIS sights, I'd have to include HeinBlood's mod as a pre-requisite. It's an unfortunate byproduct of the way the M203 Muzzles are coded and I haven't found a way around it. If I don't include the BIS sight, you get no sight whatsoever for the M203 which, obviously, would make aiming a bit challenging.
  13. I need to go back and do more testing but I've run into an oddity that I just can't explain and I'm hoping some of the more experienced modders might have some hints: I've created two versions of the same .cpp file - one 'tagged' with my prefix, one that is 'untagged' to make it easier to integrate into existing missions. If you enter the Armory with my mod loaded (both the 'tagged' and 'untagged' versions), you should see two M16A4 ACOG GL entries. The top one is the 'untagged' version and the bottom is the 'tagged' version. For some reason, the GL will work for the 'tagged' but not the 'untagged' and the configs are identical for both. At first I thought it might've been an issue with the M16A4_ACG_GL entry in the Weapons3.pbo but if you unload my mod, the original functions properly. When you look at the soldier inside the Armory, he spawns without grenades, which is clearly the problem. The question is: why does it work for one and not the other? I thought it might've been ArmA objecting to the files being overriden, but the M16A4GL WITHOUT the ACOG works just fine. config.cpp for the 'untagged' version of my mod below: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class GrenadierPack { units[] = {"SoldierWG", "SoldierWSaboteurAssault", "SoldierGG"}; weapons[] = {"M16A2GL", "M16A4_GL", "M16A4_ACG_GL", "M4GL","M4A1GL"}; requiredVersion = 1.000000; requiredAddons[] = {"CACharacters", "CAWeapons", "CAWeapons3"}; }; }; class CfgAmmo { /*extern*/ class Default; /*extern*/ class GrenadeCore; /*extern*/ class GrenadeBase; /*extern*/ class SmokeShell; class G_40mm_HEDP : GrenadeBase { model = "\ca\Weapons\granat"; hit = 175; indirectHit = 10; indirectHitRange = 7; visibleFire = 16; audibleFire = 18; visibleFireTime = 3; explosive = 1; cost = 10; deflecting = 10; }; class G_40mm_Smoke : SmokeShell { model = "\ca\Weapons\granat"; smokeColor[] = {1,1,1,0}; visibleFire = 16; audibleFire = 18; visibleFireTime = 3; deflecting = 15; }; class G_40mm_RedSmoke : G_40mm_Smoke { smokeColor[] = {1, 0.13, 0.13, 0}; }; class G_40mm_YellowSmoke : G_40mm_Smoke { smokeColor[] = {1, 1, 0, 0}; }; }; class CfgMagazines { /*extern*/ class Default; /*extern*/ class CA_Magazine; class 5Rnd_HE_M203 : CA_Magazine { scope = 2; type = 16; displayName = "M203 HE 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_40mmHP_CA.paa"; ammo = "G_40mm_HE"; initSpeed = 80; count = 5; }; class 5Rnd_HEDP_M203 : CA_Magazine { scope = 2; type = 16; displayName = "M203 HEDP 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_40mmHP_CA.paa"; ammo = "G_40mm_HEDP"; initSpeed = 80; count = 5; }; class 5Rnd_Smoke_M203 : CA_Magazine { scope = 2; type = 16; displayName = "M203 Smoke 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_FlareGreen_CA.paa"; ammo = "G_40mm_Smoke"; initSpeed = 80; count = 5; }; class 5Rnd_SmokeRed_M203 : 5Rnd_Smoke_M203 { displayName = "M203 Smoke (Red) 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_FlareGreen_CA.paa"; ammo = "G_40mm_RedSmoke"; initSpeed = 80; count = 5; }; class 5Rnd_SmokeYellow_M203 : 5Rnd_Smoke_M203 { displayName = "M203 Smoke (Yellow) 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_FlareGreen_CA.paa"; ammo = "G_40mm_YellowSmoke"; initSpeed = 80; count = 5; }; class 1Rnd_Smoke_M203 : CA_Magazine { scope = 2; type = 16; displayName = "M203 Smoke round"; picture = "\Ca\weapons\Data\Equip\m_FlareGreen_CA.paa"; ammo = "G_40mm_Smoke"; initSpeed = 80; count = 1; }; }; class CfgWeapons { /*extern*/ class Default; /*extern*/ class Rifle; /*extern*/ class GrenadeLauncher; /*extern*/ class M16A2; /*extern*/ class M16A4; /*extern*/ class M4; class M16A2GL : M16A2 { displayName = "$STR_DN_M16A2GL"; model = "\ca\Weapons\m16_granatomet_proxy.p3d"; picture = "\CA\weapons\data\equip\w_m16m203_ca.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; dexterity = 1.460000; muzzles[] = {"M16Muzzle", "M203Muzzle"}; class M16Muzzle : M16A2 { }; class M203Muzzle : GrenadeLauncher { displayName = "$STR_DN_M203"; magazines[] = {"1Rnd_HE_M203","5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203","5Rnd_SmokeYellow_M203","1Rnd_Smoke_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}; sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch1_A",0.100000,1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316,1}; magazineReloadTime = 3; reloadTime = 3.100000; optics = 1; modelOptics = "-"; cameraDir = "GL look"; memoryPointCamera = "GL eye"; opticsZoomMin = 0.220000; opticsZoomMax = 0.950000; opticsZoomInit = 0.420000; }; }; class M16A4_GL : M16A4 { displayName = "$STR_DN_m16a4_gl"; model = "\ca\weapons3\m16a4_gl\m16a4_gl"; picture = "\CA\weapons3\data\W_m16a4_gl_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; dexterity = 1.410000; muzzles[] = {"M16Muzzle", "M203Muzzle"}; class M16Muzzle : M16A4 { }; class M203Muzzle : GrenadeLauncher { displayName = "$STR_DN_M203"; magazines[] = {"1Rnd_HE_M203","5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203","5Rnd_SmokeYellow_M203","1Rnd_Smoke_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}; sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch1_A",0.100000,1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316,1}; magazineReloadTime = 3; reloadTime = 3.100000; optics = 1; modelOptics = "-"; cameraDir = "GL look"; memoryPointCamera = "GL eye"; opticsZoomMin = 0.220000; opticsZoomMax = 0.950000; opticsZoomInit = 0.420000; }; }; class M16A4_ACG_GL: M16A4_GL { displayName = "$STR_DN_m16a4_acg_gl"; picture = "\CA\weapons3\data\W_m16a4_acg_gl_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; model = "\ca\weapons3\m16a4_acg_gl\m16a4_acg_gl"; dexterity = 1.410000; muzzles[] = {"M16Muzzle", "M203Muzzle"}; class M16Muzzle: M16A4_GL { modelOptics = "\ca\weapons\optika_acog"; opticsZoomMin = 0.062500; opticsZoomMax = 0.062500; distanceZoomMin = 100; distanceZoomMax = 100; opticsFlare = "true"; opticsDisablePeripherialVision = "true"; class M203Muzzle : GrenadeLauncher { displayName = "$STR_DN_M203"; magazines[] = {"1Rnd_HE_M203","5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203","5Rnd_SmokeYellow_M203","1Rnd_Smoke_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}; sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch1_A",0.100000,1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316,1}; magazineReloadTime = 3; reloadTime = 3.100000; optics = 1; modelOptics = "-"; cameraDir = "GL look"; memoryPointCamera = "GL eye"; opticsZoomMin = 0.220000; opticsZoomMax = 0.950000; opticsZoomInit = 0.420000; }; }; class M4GL : M4 { displayName = "$STR_DN_M4_GL"; model = "\ca\Weapons\M4_GL_ACOG"; picture = "\CA\weapons\data\equip\w_m4gl_acog_ca.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; dexterity = 1.590000; muzzles[] = {"M4Muzzle", "M203Muzzle"}; class M4Muzzle : M4 { modelOptics = "\ca\Weapons\optika_ACOG"; opticsZoomMin = 0.062500; opticsZoomMax = 0.062500; distanceZoomMin = 100; distanceZoomMax = 100; }; class M203Muzzle : GrenadeLauncher { displayName = "$STR_DN_M203"; magazines[] = {"1Rnd_HE_M203","5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203","5Rnd_SmokeYellow_M203","1Rnd_Smoke_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316,1}; sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch1_A",0.100000,1}; reloadTime = 3.100000; magazineReloadTime = 3; optics = 1; modelOptics = "-"; cameraDir = "GL look"; memoryPointCamera = "GL eye"; opticsZoomMin = 0.220000; opticsZoomMax = 0.950000; opticsZoomInit = 0.420000; }; class Library { libTextDesc = "$STR_LIB_M4"; }; }; class M4A1GL : M4GL { displayName = "$STR_DN_M4A1_GL"; modes = {"Single","FullAuto"}; class Library { libTextDesc = "$STR_LIB_M4A1"; }; }; }; class CfgVehicleClasses { class GrenadierClass { displayName = "Grenadiers"; }; }; class cfgVehicles { /*extern*/ class All; /*extern*/ class AllVehicles; /*extern*/ class Land; /*extern*/ class Man; /*extern*/ class CAManBase; /*extern*/ class SoldierWB; /*extern*/ class SoldierWSaboteur; /*extern*/ class SoldierWSaboteurPipe; /*extern*/ class SoldierGB; class SoldierWG: SoldierWB { displayName = "Hi-Cap Grenadier"; vehicleClass = "GrenadierClass"; weapons[] = {"M4GL", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; respawnWeapons[] = {"M4GL", "Throw", "Put"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; class SoldierWSaboteurAssault: SoldierWSaboteurPipe { displayName = "SF Hi-Cap Assault"; vehicleClass = "GrenadierClass"; weapons[] = {"M4A1GL", "NVGoggles", "Throw", "Put", "M9SD"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; respawnWeapons[] = {"M4A1GL", "Throw", "Put"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; class SoldierGG: SoldierGB { displayName = "Independent Hi-Cap Grenadier"; vehicleClass = "GrenadierClass"; weapons[] = {"M16A2GL", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; respawnWeapons[] = {"M16A2GL", "Throw", "Put"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; }; Any assistance would be greatly appreciated! Between this strangeness and the inability to get the soldiers with the modified loadouts to appear, I'm about ready to pull all my already prematurely-grey hair out!
  14. Spectre-63

    Wierdness has infected my mod!

    I actually found the error last night: the M16A4_ACG_GL had an extra "};" in it and that caused the issue with the GL not getting the info on the Muzzle...hence no 'bang-bang'.
  15. Spectre-63

    GrenadierPack - Open Beta!

    It isn't compatible? Uh-oh, that changes things a bit for me. If it's possible please make it so. One more thing, does this work with HeinBlood's GDTModGrenadier? I'd really love to have this with HeinBlood's sight modification. If you haven't done so, you should chat with him about combining the to addons/mods. They are both excellent! I haven't used HeinBlood's mod. I'll take a look but, to be honest, I'm new enough to this that the chances of making my mod compatible with others is slim. That said, now that things are working properly, I'm going to work on trimming out the unnecessary code. That may resolve the incompatibilities with the NWD_ScopeFix.
  16. Spectre-63

    GrenadierPack - Open Beta!

    what issues are you experiencing with the two combined? I've got both installed, so I'll play with it tonight.
  17. Spectre-63

    GrenadierPack - Open Beta!

    I tried TexView, but it crashed every time I opened a new folder or opened a file in Vista. AlterTexView seems to have worked alright tho'.
  18. Spectre-63

    GrenadierPack - Open Beta!

    WOW! Thanx Frederf! I'll take a look at 'em, provided I can find an image viewer that supports .paa. Appreciate the help!
  19. Spectre-63

    GrenadierPack - Open Beta!

    **NEW VERSION POSTED** I believe I've gotten the issues with the M16A4_ACG_GL resolved and all revisions of the M16/M203 should function properly. If you encounter any further issues, please post here or contact me via PM!
  20. Spectre-63

    Wierdness has infected my mod!

    243 views and no ideas?
  21. Spectre-63

    Wierdness has infected my mod!

    ofp2 - thanks for the response...I was just ready to 'bump' it after 92 views with no responses. I should clarify that the configs are not truly identical. The 'tagged' version puts S63_ before all the modified class names. i.e. 5Rnd_HEDP_M203 becomes S63_5Rnd_HEDP_M203 in the alternate file. The part I find most confusing is that the issue with ammunition appears to affect only one object: the M16A4_ACG_GL. The M16A4_GL works just fine, as do the rest of the weapons. If I didn't know better, I'd think that the .pbo for the M16A4_ACG_GL had some additional override protection that the other objects do not. I'm at work at the moment but will grab the config for the 'tagged' version once I get home.
  22. I need to go back and do more testing but I've run into an oddity that I just can't explain and I'm hoping some of the more experienced modders might have some hints: I've created two versions of the same .cpp file - one 'tagged' with my prefix, one that is 'untagged' to make it easier to integrate into existing missions. If you enter the Armory with my mod loaded (both the 'tagged' and 'untagged' versions), you should see two M16A4 ACOG GL entries. The top one is the 'untagged' version and the bottom is the 'tagged' version. For some reason, the GL will work for the 'tagged' but not the 'untagged' and the configs are identical for both. At first I thought it might've been an issue with the M16A4_ACG_GL entry in the Weapons3.pbo but if you unload my mod, the original functions properly. When you look at the soldier inside the Armory, he spawns without grenades, which is clearly the problem. The question is: why does it work for one and not the other? I thought it might've been ArmA objecting to the files being overriden, but the M16A4GL WITHOUT the ACOG works just fine. config.cpp for the 'untagged' version of my mod below: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class GrenadierPack { units[] = {"SoldierWG", "SoldierWSaboteurAssault", "SoldierGG"}; weapons[] = {"M16A2GL", "M16A4_GL", "M16A4_ACG_GL", "M4GL","M4A1GL"}; requiredVersion = 1.000000; requiredAddons[] = {"CACharacters", "CAWeapons", "CAWeapons3"}; }; }; class CfgAmmo { /*extern*/ class Default; /*extern*/ class GrenadeCore; /*extern*/ class GrenadeBase; /*extern*/ class SmokeShell; class G_40mm_HEDP : GrenadeBase { model = "\ca\Weapons\granat"; hit = 175; indirectHit = 10; indirectHitRange = 7; visibleFire = 16; audibleFire = 18; visibleFireTime = 3; explosive = 1; cost = 10; deflecting = 10; }; class G_40mm_Smoke : SmokeShell { model = "\ca\Weapons\granat"; smokeColor[] = {1,1,1,0}; visibleFire = 16; audibleFire = 18; visibleFireTime = 3; deflecting = 15; }; class G_40mm_RedSmoke : G_40mm_Smoke { smokeColor[] = {1, 0.13, 0.13, 0}; }; class G_40mm_YellowSmoke : G_40mm_Smoke { smokeColor[] = {1, 1, 0, 0}; }; }; class CfgMagazines { /*extern*/ class Default; /*extern*/ class CA_Magazine; class 5Rnd_HE_M203 : CA_Magazine { scope = 2; type = 16; displayName = "M203 HE 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_40mmHP_CA.paa"; ammo = "G_40mm_HE"; initSpeed = 80; count = 5; }; class 5Rnd_HEDP_M203 : CA_Magazine { scope = 2; type = 16; displayName = "M203 HEDP 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_40mmHP_CA.paa"; ammo = "G_40mm_HEDP"; initSpeed = 80; count = 5; }; class 5Rnd_Smoke_M203 : CA_Magazine { scope = 2; type = 16; displayName = "M203 Smoke 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_FlareGreen_CA.paa"; ammo = "G_40mm_Smoke"; initSpeed = 80; count = 5; }; class 5Rnd_SmokeRed_M203 : 5Rnd_Smoke_M203 { displayName = "M203 Smoke (Red) 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_FlareGreen_CA.paa"; ammo = "G_40mm_RedSmoke"; initSpeed = 80; count = 5; }; class 5Rnd_SmokeYellow_M203 : 5Rnd_Smoke_M203 { displayName = "M203 Smoke (Yellow) 5rnd magazine"; picture = "\Ca\weapons\Data\Equip\m_FlareGreen_CA.paa"; ammo = "G_40mm_YellowSmoke"; initSpeed = 80; count = 5; }; class 1Rnd_Smoke_M203 : CA_Magazine { scope = 2; type = 16; displayName = "M203 Smoke round"; picture = "\Ca\weapons\Data\Equip\m_FlareGreen_CA.paa"; ammo = "G_40mm_Smoke"; initSpeed = 80; count = 1; }; }; class CfgWeapons { /*extern*/ class Default; /*extern*/ class Rifle; /*extern*/ class GrenadeLauncher; /*extern*/ class M16A2; /*extern*/ class M16A4; /*extern*/ class M4; class M16A2GL : M16A2 { displayName = "$STR_DN_M16A2GL"; model = "\ca\Weapons\m16_granatomet_proxy.p3d"; picture = "\CA\weapons\data\equip\w_m16m203_ca.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; dexterity = 1.460000; muzzles[] = {"M16Muzzle", "M203Muzzle"}; class M16Muzzle : M16A2 { }; class M203Muzzle : GrenadeLauncher { displayName = "$STR_DN_M203"; magazines[] = {"1Rnd_HE_M203","5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203","5Rnd_SmokeYellow_M203","1Rnd_Smoke_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}; sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch1_A",0.100000,1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316,1}; magazineReloadTime = 3; reloadTime = 3.100000; optics = 1; modelOptics = "-"; cameraDir = "GL look"; memoryPointCamera = "GL eye"; opticsZoomMin = 0.220000; opticsZoomMax = 0.950000; opticsZoomInit = 0.420000; }; }; class M16A4_GL : M16A4 { displayName = "$STR_DN_m16a4_gl"; model = "\ca\weapons3\m16a4_gl\m16a4_gl"; picture = "\CA\weapons3\data\W_m16a4_gl_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; dexterity = 1.410000; muzzles[] = {"M16Muzzle", "M203Muzzle"}; class M16Muzzle : M16A4 { }; class M203Muzzle : GrenadeLauncher { displayName = "$STR_DN_M203"; magazines[] = {"1Rnd_HE_M203","5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203","5Rnd_SmokeYellow_M203","1Rnd_Smoke_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}; sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch1_A",0.100000,1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316,1}; magazineReloadTime = 3; reloadTime = 3.100000; optics = 1; modelOptics = "-"; cameraDir = "GL look"; memoryPointCamera = "GL eye"; opticsZoomMin = 0.220000; opticsZoomMax = 0.950000; opticsZoomInit = 0.420000; }; }; class M16A4_ACG_GL: M16A4_GL { displayName = "$STR_DN_m16a4_acg_gl"; picture = "\CA\weapons3\data\W_m16a4_acg_gl_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; model = "\ca\weapons3\m16a4_acg_gl\m16a4_acg_gl"; dexterity = 1.410000; muzzles[] = {"M16Muzzle", "M203Muzzle"}; class M16Muzzle: M16A4_GL { modelOptics = "\ca\weapons\optika_acog"; opticsZoomMin = 0.062500; opticsZoomMax = 0.062500; distanceZoomMin = 100; distanceZoomMax = 100; opticsFlare = "true"; opticsDisablePeripherialVision = "true"; class M203Muzzle : GrenadeLauncher { displayName = "$STR_DN_M203"; magazines[] = {"1Rnd_HE_M203","5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203","5Rnd_SmokeYellow_M203","1Rnd_Smoke_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}; sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch1_A",0.100000,1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316,1}; magazineReloadTime = 3; reloadTime = 3.100000; optics = 1; modelOptics = "-"; cameraDir = "GL look"; memoryPointCamera = "GL eye"; opticsZoomMin = 0.220000; opticsZoomMax = 0.950000; opticsZoomInit = 0.420000; }; }; class M4GL : M4 { displayName = "$STR_DN_M4_GL"; model = "\ca\Weapons\M4_GL_ACOG"; picture = "\CA\weapons\data\equip\w_m4gl_acog_ca.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; dexterity = 1.590000; muzzles[] = {"M4Muzzle", "M203Muzzle"}; class M4Muzzle : M4 { modelOptics = "\ca\Weapons\optika_ACOG"; opticsZoomMin = 0.062500; opticsZoomMax = 0.062500; distanceZoomMin = 100; distanceZoomMax = 100; }; class M203Muzzle : GrenadeLauncher { displayName = "$STR_DN_M203"; magazines[] = {"1Rnd_HE_M203","5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203","5Rnd_SmokeYellow_M203","1Rnd_Smoke_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316,1}; sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch1_A",0.100000,1}; reloadTime = 3.100000; magazineReloadTime = 3; optics = 1; modelOptics = "-"; cameraDir = "GL look"; memoryPointCamera = "GL eye"; opticsZoomMin = 0.220000; opticsZoomMax = 0.950000; opticsZoomInit = 0.420000; }; class Library { libTextDesc = "$STR_LIB_M4"; }; }; class M4A1GL : M4GL { displayName = "$STR_DN_M4A1_GL"; modes = {"Single","FullAuto"}; class Library { libTextDesc = "$STR_LIB_M4A1"; }; }; }; class CfgVehicleClasses { class GrenadierClass { displayName = "Grenadiers"; }; }; class cfgVehicles { /*extern*/ class All; /*extern*/ class AllVehicles; /*extern*/ class Land; /*extern*/ class Man; /*extern*/ class CAManBase; /*extern*/ class SoldierWB; /*extern*/ class SoldierWSaboteur; /*extern*/ class SoldierWSaboteurPipe; /*extern*/ class SoldierGB; class SoldierWG: SoldierWB { displayName = "Hi-Cap Grenadier"; vehicleClass = "GrenadierClass"; weapons[] = {"M4GL", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; respawnWeapons[] = {"M4GL", "Throw", "Put"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; class SoldierWSaboteurAssault: SoldierWSaboteurPipe { displayName = "SF Hi-Cap Assault"; vehicleClass = "GrenadierClass"; weapons[] = {"M4A1GL", "NVGoggles", "Throw", "Put", "M9SD"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; respawnWeapons[] = {"M4A1GL", "Throw", "Put"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; class SoldierGG: SoldierGB { displayName = "Independent Hi-Cap Grenadier"; vehicleClass = "GrenadierClass"; weapons[] = {"M16A2GL", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; respawnWeapons[] = {"M16A2GL", "Throw", "Put"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; }; Any assistance would be greatly appreciated! Between this strangeness and the inability to get the soldiers with the modified loadouts to appear, I'm about ready to pull all my already prematurely-grey hair out!
  23. Spectre-63

    GrenadierPack - Open Beta!

    I need to go back and do more testing but I've run into an oddity that I just can't explain and I'm hoping some of the more experienced modders might have some hints: If you enter the Armory with my mod loaded (both the 'tagged' and 'untagged' versions), you should see two M16A4 ACOG GL entries. The top one is the 'untagged' version and the bottom is the 'tagged' version. For some reason, the GL will work for the 'tagged' but not the 'untagged' and the configs are identical for both. At first I thought it might've been an issue with the M16A4_ACG_GL entry in the Weapons3.pbo but if you unload my mod, the original functions properly. When you look at the soldier inside the Armory, he spawns without grenades, which is clearly the problem. The question is: why does it work for one and not the other?
  24. Spectre-63

    GrenadierPack - Open Beta!

    'Bunny - can't speak as to whether the smoke can act as a target or LZ for AI aircraft. I mostly designed this around playing MP. Obviously it's not a problem for you to have players land or attack a particular color of smoke.
  25. Spectre-63

    GrenadierPack - Open Beta!

    Thanks for the feedback, folks! Mabes - I'll look at setting up a similar addition for smoke for the SLA forces. Shouldn't be terribly difficult, mostly a matter of finding all the proper entries. At this point, I'm about to give up on the "untagged" version of the mod. From what I can see, modifying the soldiers that Bohemia included just isn't possible. I can't find anything wrong with the scripting - no errors - just no change in the loadouts from the Mission Editor.
×