Volhv
-
Content Count
5 -
Joined
-
Last visited
-
Medals
Posts posted by Volhv
-
-
Working config.ccp
Great thnaks to mel from flashpoint.ru who helped me out!
class CfgPatches {
class rusoldier {
units[] = {};
weapons[] = {};
requiredVersion = 0.100000;
requiredAddons[] = {};
};
};
class CfgVehicles {
/*extern*/ class RU_Soldier;
class RU_Soldier_C1: RU_Soldier
{
displayName = "Rifleman [AKM]";
weapons[] = {"AK_47_M", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"HandGrenade_East",
"HandGrenade_East",
"HandGrenade_East",
"HandGrenade_East"};
respawnWeapons[] = {"30Rnd_762x39_AK47", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnMagazines[] = {
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"HandGrenade_East",
"HandGrenade_East"};
};
};
Pack into folder "rusoldier" and convert to PBO. Add this PBO to addons & play!
Adds a russian rifleman with AKM. :bounce3:
-
Good point, i checked the .rpt report but my "work" is not mentioned there. Will wait for an infantry release and see how it is done.
-
Thx
these 4 brackets after unit class was a test.. the error console in ArmA II seems not to respond: In ArmA I would have got a warning "unbalanced brackets" during start. But nothing happens.
Thx for the links, will try them out. But they are for ArmA I, and there seems a kind of definition missing. I only have to wait for the first infantry releases.
All brackets seem to be in place, but the config still don't working.
class CfgPatches {
class InfExp
{
units[] = {RU_Soldier_C1};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"CACharacters", "CAWeapons", "Characters2"; "CAWeapons_Colt1911", "CAWeapons_AK", "CAWeapons_M1014", "CAWeapons_bizon", "CAWeapons_VSS_vintorez", "CAWeapons_Saiga12K", "CAweapons_ksvk", "CAweapons_m107"};
};
};
// class CfgVehicleClasses {};
class CfgVehicles {
class RU_Soldier_Base; // External class reference
class RU_Soldier_C1 : RU_Soldier_Base {
displayName = "Rifleman [AKM]";
weapons[] = {"AK_47_M", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"HandGrenade_East",
"HandGrenade_East",
"HandGrenade_East",
"HandGrenade_East"};
respawnWeapons[] = {"30Rnd_762x39_AK47", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnMagazines[] = {
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"30Rnd_762x39_AK47",
"HandGrenade_East",
"HandGrenade_East"};
};
};
-
I't trying to make my first small addon for ArmA II
- a russian soldier with AK-74(M), AKM, Speznaz with AKM and so on - for personal use.. and fun.
but I can't get this unit displayed in the editor! There are also no errors shown during game start. Have the feeling they are disabled. I also use a mod folder (the same as for the cool VOP sounds).
As spoiler my first config is included. Then I am making the PBO file with this config like in ArmA 1 with Kegetys PBO tool.
My biggest wish is to make the OPFOR Tshedaki guys with soviet KLMK or KZM instead of snow camo (snow camo looks stupid :) ) - and a couple of resistance guys with cheap west weapons. But until then this is a first step.
Here is my config! Pls help me out...
/************************************************** **/
class CfgPatches {
class InfExp
{
units[] = {RU_Soldier_C1};
weapons[] = {};
requiredVersion = 0.5;
requiredAddons[] = {"CACharacters", "CAWeapons", "Characters2"; "CAWeapons_Colt1911", "CAWeapons_AK", "CAWeapons_M1014", "CAWeapons_bizon", "CAWeapons_VSS_vintorez", "CAWeapons_Saiga12K", "CAweapons_ksvk", "CAweapons_m107"};
};
};
// class CfgVehicleClasses {};
class CfgVehicles
{
class Man;
class SoldierEB;
class RU_Soldier_Base;
class RU_Soldier_C1 : RU_Soldier_Base
{
displayName = "Rifleman [AKM]";
weapons[] = {"AK_47_M", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_East", "HandGrenade_East", "HandGrenade_East", "HandGrenade_East"};
respawnWeapons[] = {"30Rnd_762x39_AK47", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_East", "HandGrenade_East"};
};
};
/************************************************** **/
EDIT1
My pbo file has also the name "InfExp" - InfantryExpanded - but there are no "Rifleman [AKM]" in the game editor. I must have done something wrong. Or just post an example if you have some inf. unit working. I will search for my error alone then.
What does ARMA 2 have that Operation Flashpoint 2 doesn't?
in ARMA 2 & OA - GENERAL
Posted · Edited by Volhv
Looks very good.
But all thise functions only for Javelin Launcher are a problem for the developers:
The game will explode if you implement every function avlible for every single weapon. And the game will look poor if you program to less features& functions.
The M16A2:
- I wannt a option to change the sights (Aimpoit, steel, 4X Optics)
- sight adjustment
- the M16 bajonet and some cool hitting moves :cool:
- Ability to camuflage weapon
- Ability to change the magzine types
- A laserpoint and other attachments (like a flashlight)
And that for all of 35? ArmA 2 weapons? The BIs would make only guns for years. And vehicles? Jeeps & Tanks have a lot of extra functions and content.
Codemasters are in defencive position for now - they have to make their game significantly better than ArmA 2.
If they release bug-free they won for the 50% of the ArmA 2 angry people.