TriggeI2
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M4 with mortars wont reload mortar
TriggeI2 replied to TriggeI2's topic in OFP : CONFIGS & SCRIPTING
I tried that but no good. Heres the config, did i get it right ? // 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 WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class TBAM4A5 { units[] = {SoldierM4A5}; weapons[] = {TBAM4A5,TBAM4a5Mortar}; requiredVersion = 1.91; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class M4a5: Weapon{}; class M4a5Mortar: Weapon{}; }; class CfgWeapons { class Default{}; class MGun: Default{}; class Riffle: MGun{}; class TBAM4A5Base: Riffle { scopeWeapon=2 scopeMagazine=2 model="\TBA_M4a5\M4a5"; modelOptics="optika_m16"; picture="\TBA_M4a5\w_m4a5.paa"; optics=1 opticsZoomMin=0.350000; opticsZoomMax=0.350000; displayName="M4A5"; displayNameMagazine="M4A5 Mag"; shortNameMagazine="M4A5 Mag"; count=30; magazines[]={TBAM4A5Mag,TBAM4a5Mortar}; reloadMagazineSound[]={"\TBA_M4a5\M4Reload.wav",db-40,1}; drySound[]={"weapons\M16dry",db-40,1}; modes[]={"Single","Burst","FullAuto"}; class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="M4A5 Semi"; dispersion=0.002000; sound[]={"\TBA_M4a5\Singleshot.wav",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class Burst { ammo ="BulletBurstW"; multiplier=1; burst=3; displayName="M4A5 Burst"; dispersion=0.0004; sound[]={"\TBA_M4a5\Burstshot.wav",1.000000,1}; soundContinuous=0; reloadTime=0.1; ffCount=3; recoil=riffleBurst3; autoFire =0; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="M4A5 Auto"; dispersion=0.004000; sound[]={"\TBA_M4a5\Singleshot.wav",1.000000,1}; soundContinuous=0; reloadTime=0.0600000; ffCount=1; recoil="riffleBurst3"; recoilFixed="riffleSingleFixed"; autoFire=1; aiRateOfFire=0.500000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class TBAM4A5Mag: TBAM4A5Base { scopeMagazine=2 picture="\TBA_M4a5\m_M4a5.paa"; }; class GrenadeLauncher: Default{}; class Mortar: GrenadeLauncher{}; class TBAM4A5Mortar: Mortar { scopeWeapon=0; scopeMagazine=2; modelSpecial="\TBA_M4a5\M4a5Mortar"; picture="\TBA_M4a5\m_mortar.paa"; count=1; modelOptics=0; magazineType="1 * 256"; ammo=MortarShell; autoreload = 1; displayName="Mortar"; displayNameMagazine="Mortar"; shortNameMagazine="Mortar"; initSpeed=70; reloadAction="ManActReloadMortar"; modes[]={this,this}; canDrop = true; }; class TBAM4A5 { scopeWeapon=2; scopeMagazine=0; weaponType=1; displayName="M4A5"; model="\TBA_M4a5\M4a5"; picture="\TBA_M4a5\w_m4a5.paa"; modelOptics="optika_m16"; optics=1; opticsZoomMin=0.350000; opticsZoomMax=0.350000; muzzles[]={M4A5Muzzle}; class M4A5Muzzle: TBAM4a5Base { magazines[] = {TBAM4A5Mag,TBAM4A5Mortar}; }; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierM4A5: SoldierWB { model="mc vojakw2.p3d"; displayName="Soldier (M4A5)"; weapons[]={"TBAM4A5","glock","Throw","Put"}; magazines[]={TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mortar,TBAM4A5Mo rtar,TBAM4A5Mortar,TBAM4A5Mortar,glockmag,glockmag,glockmag,glockmag}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyTBAM4A5: ProxyWeapon {}; }; -
I cant get the mortars to reload. Does anyone have any answers ?? class CfgPatches { class TBAM4A5 { units[] = {SoldierM4A5}; weapons[] = {"TBAM4A5"}; requiredVersion = 1.91; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class M4a5: Weapon{}; class M4a5Mortar: Weapon{}; }; class CfgWeapons { class Default{}; class MGun: Default{}; class Riffle: MGun{}; class TBAM4A5Base: Riffle { scopeWeapon=2 scopeMagazine=2 model="\TBA_M4a5\M4a5"; modelOptics="optika_m16"; picture="\TBA_M4a5\w_m4a5.paa"; optics=1 opticsZoomMin=0.350000; opticsZoomMax=0.350000; displayName="M4A5"; displayNameMagazine="M4A5 Mag"; shortNameMagazine="M4A5 Mag"; count=30; magazines[]={TBAM4A5Mag,TBAM4a5Mortar}; reloadMagazineSound[]={"\TBA_M4a5\M4Reload.wav",db-40,1}; drySound[]={"weapons\M16dry",db-40,1}; modes[]={"Single","Burst","FullAuto"}; class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="M4A5 Semi"; dispersion=0.002000; sound[]={"\TBA_M4a5\Singleshot.wav",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class Burst { ammo ="BulletBurstW"; multiplier=1; burst=3; displayName="M4A5 Burst"; dispersion=0.0004; sound[]={"\TBA_M4a5\Burstshot.wav",1.000000,1}; soundContinuous=0; reloadTime=0.1; ffCount=3; recoil=riffleBurst3; autoFire =0; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="M4A5 Auto"; dispersion=0.004000; sound[]={"\TBA_M4a5\Singleshot.wav",1.000000,1}; soundContinuous=0; reloadTime=0.0600000; ffCount=1; recoil="riffleBurst3"; recoilFixed="riffleSingleFixed"; autoFire=1; aiRateOfFire=0.500000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class TBAM4A5Mag: TBAM4A5Base { scopeMagazine=2 picture="\TBA_M4a5\m_M4a5.paa"; }; class GrenadeLauncher: Default{}; class Mortar: GrenadeLauncher{}; class TBAM4A5Mortar: Mortar { scopeWeapon=0; scopeMagazine=2; modelSpecial="\TBA_M4a5\M4a5Mortar"; picture="\TBA_M4a5\m_mortar.paa"; cursor="t_select.paa"; count=1; modelOptics=0; magazineType="1 * 256"; autoReload=0; valueMagazine=5; ammo="MortarShell"; displayName="Mortar"; displayNameMagazine="Mortar"; shortNameMagazine="Mortar"; initSpeed=70; reloadAction="ManActReloadMortar"; modes[]={"this","this"}; }; class TBAM4A5 { scopeWeapon=2; scopeMagazine=0; weaponType=1; displayName="M4A5"; model="\TBA_M4a5\M4a5"; picture="\TBA_M4a5\w_m4a5.paa"; modelOptics="optika_m16"; optics=1; opticsZoomMin=0.350000; opticsZoomMax=0.350000; muzzles[]={M4A5Muzzle}; class M4A5Muzzle: TBAM4a5Base { magazines[] = {TBAM4A5Mag,TBAM4A5Mortar}; }; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierM4A5: SoldierWB { model="mc vojakw2.p3d"; displayName="Soldier (M4A5)"; weapons[]={"TBAM4A5","glock","Throw","Put"}; magazines[]={TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mag,TBAM4A5Mortar,TBAM4A5Mo rtar,TBAM4A5Mortar,TBAM4A5Mortar,glockmag,glockmag,glockmag,glockmag}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyTBAM4A5: ProxyWeapon {}; };