UK_SPAWN
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Everything posted by UK_SPAWN
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Innovation Studios WIP - Buildings
UK_SPAWN replied to J. Schmidt's topic in ARMA 2 & OA : MODELLING - (O2)
good work, looks nice and neat :) -
Innovation Studios WIP - Buildings
UK_SPAWN replied to J. Schmidt's topic in ARMA 2 & OA : MODELLING - (O2)
looks cool :) -
Playing sounds and displaying radio msg in Multiplayer.
UK_SPAWN posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi again all, im onto the next step of my scripting adventure and heres what im stuck with, I have sounds that i have added, with radio messages too, but only i can hear them, i have tried all variations of Say Say3d, PlaySound, etc etc, but no matter what my friend can never hear the sound, nor see the message but i do on my screen/speakers. I descoverd that i must "run this on all clients". but i dont understand how to do that, can anyone change this so people in multiplayer can hear it/see the txt, i can then adopt it to my other Scripts. i dont mind how, but as closer to the script below the better. if i need to add stuff to mission thats fine. Thanks. this code is in a script.sqf and restores the squads health (but not there state of injury/recovery/fatigue whatever, i cant find anything) ------------- Cooldown2 = 1; T1 setdamage 0; T2 setdamage 0; T3 setdamage 0; T4 setdamage 0; T5 setdamage 0; HINT "Squad Health Restored (100%) \n(300s Cooldown)"; Player groupChat "HEALTH RESTORED'"; PlaySound "SOUND"; Sleep 300; Cooldown2 = 0; -
Playing sounds and displaying radio msg in Multiplayer.
UK_SPAWN replied to UK_SPAWN's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks a lot buddy, testing now. ---------- Post added at 19:35 ---------- Previous post was at 19:28 ---------- can i use rSideChat to use the radio instead of a hint? ---------- Post added at 19:44 ---------- Previous post was at 19:35 ---------- rHint works, rSideChat dont :(. i want to keep the hint to the person that uses the action, but the radio msg to say "iv just done this/about to do this" ---------- Post added at 20:07 ---------- Previous post was at 19:44 ---------- [LEADERNAME,nil,rSideChat,"Squad Health Restored"] call RE; - That works fine to a degree :) can i replace the unit name with something like "THIS" so any unit that performs the action will have them say it instead of one unit announcing everyone's actions -
Warhammer 40,000 Arma 3 Conversion Mod
UK_SPAWN replied to zephyrsouza's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
anyone doing wh40k for a2/3 then? Fenneck can you help me, im doing a simalar project. but probably not such a huge ambitious scale as this team had :) -
Again, one last time. Can someone help me finish my sound mod?? Need help with cfg.
UK_SPAWN replied to chammy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
what script are you having problems with, Im not very good but ill have a look -
Restore "out of breath" state to "Normal"
UK_SPAWN posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
SetFatigue 0; does not work, thats for arma3. any ideas. I also want to stop sprinting, has anyone sussed that out yet? or, just limit the time the player is allowed to sprint. Thanks if anyone reply's :P -
Again, one last time. Can someone help me finish my sound mod?? Need help with cfg.
UK_SPAWN replied to chammy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
iv noticed blood and stone come to mind with these forums :P -
A flash of Light and a Puff of smoke... how?
UK_SPAWN posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
i have a teleport script set up, and would like to add an effect to this when you dissapear/reappear. Something like a lightning strike sound, or the bullet cracking sound... along with some kind of quick flash... or some smoke... Thanks -
Almost got my mod working. few questions.
UK_SPAWN replied to UK_SPAWN's topic in ARMA 2 & OA : MODELLING - (O2)
Okay iv fixed this now the head shows and hands show. But my head is all mixed up. the face is all stretched out and it looks like the eyeballs are behind me... however, underneath this there is a normal looking face, its like the face dosent have a selection, like if you forget to "name selection" the thing sticks to the floor. but the head is a proxy? any ideas anyone? is it because i have 1 error with an RVMAT? -
STALKERGB's Weighting overview
UK_SPAWN replied to STALKERGB's topic in ARMA 2 & OA : MODELLING - (O2)
Alright, thats all okay now and i can weight the parts so they work correctly, thanks for the help Fennek and Maczer. -
Where to Find Character with this Config.CPP
UK_SPAWN posted a topic in ARMA 2 & OA : MODELLING - (O2)
I don't seem to be able to find my Character to test in the editor? (a2:oa). Can anyone help me define it so that it shows under "US>MY NEW UNITS>UNIT NAME" or some other none confusing and impossible to find category please, then when i make all my characters they will all show in one List instead of all over the place. the config im using is from a tutorial. ---------------------------------------------------------------------------------------------------------------------------------------------------------- class CfgPatches { class BISoldier { units[]={"BISoldier"}; weapons[]={}; requiredVersion = 1.05; requiredAddons[]={}; }; }; class CfgVehicleClasses { class BISoldier { displayName="BISoldier"; }; }; class CfgSkeletons { class Default; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] ={"neck","","neck1","neck","head","neck1","lBrow","head","mBrow","head","rBrow","head","lMouth","head","mMouth","head","rMouth","head","eyelids","head","LLip","head"}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = "Head"; skeletonBones[] = {"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","", "LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","", "LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","", "RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","", "RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","", "RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","", "RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""}; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = {"stozar","","vlajka",""}; }; }; class CfgMovesMaleSdr; class BI_PeopleMoves : CfgMovesMaleSdr { skeletonName = "OFP2_ManSkeleton"; collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"}; collisionGeomCompPattern[] = {1, 3, 6}; }; class CfgModels { class Default; class flag_vojak : Default { sections[] = {"latka"}; }; class Head: Default { skeletonName = "Head"; sections[] = {"swap_hhl","hide_eyewear"}; sectionsInherit=""; }; class BISoldier: Default { skeletonName = "OFP2_ManSkeleton"; sectionsInherit="Head"; sections[] = {"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","", "LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","", "LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","", "RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","", "RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","", "RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","", "RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""}; }; class OFP2_ManSkeleton: BISoldier{}; }; class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class CAManBase; class SoldierWB; class BISoldier: USMC_Soldier_Base { model="\BISoldier\BIsoldier.p3d"; moves="BI_PeopleMoves"; accuracy=5; displayName= "BI Demo Soldier"; nameSound = "specNas"; picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {M107,"Throw","Put","Binocular",}; magazines[] = {"10Rnd_127x99_M107", "10Rnd_127x99_M107", "10Rnd_127x99_M107","10Rnd_127x99_M107", "10Rnd_127x99_M107", "10Rnd_127x99_M107","10Rnd_127x99_M107","HandGrenade","HandGrenade","SmokeShellRed","SmokeShellGreen",}; camouflage=0.5; vehicleClass = "BISoldier"; threat[] = {1, 0.1, 0.1}; class Wounds{ tex[]={}; mat[] = {"bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bisoldier\data\us_soldier_body.rvmat", "bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat","bisoldier\data\us_soldier_equip.rvmat","bisoldier\data\us_hhl.rvmat"}; }; }; }; -
Cant Pick RTM file - Option Greyd out?
UK_SPAWN replied to UK_SPAWN's topic in ARMA 2 & OA : MODELLING - (O2)
Okay so the viewer has to be running to get that option. if anyone else was wondering. -
this is probably somthing daft, but im following a guys tutorial and he goes to load an RTM file.. so i copy and the option is unavailable? what have i got to do to enable me to load rtm files?
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STALKERGB's Weighting overview
UK_SPAWN replied to STALKERGB's topic in ARMA 2 & OA : MODELLING - (O2)
Excellent, starting to understand the process, appreciate the help a lot, the idea you say is what i thought about. but i was thinking 0 weight would make it "stay still" but i understand what you mean, i will just have to test it. when i have this down, im going to create the "ultimate noob guide to making a character from start to finish" so people like me can get into this easier. -
STALKERGB's Weighting overview
UK_SPAWN replied to STALKERGB's topic in ARMA 2 & OA : MODELLING - (O2)
okay that is nice of you, i do have blender so ill have to look at it. I have the example models from BI and was already building my 'robot' around the mesh of the 001 LOD, trying to keep the knee joints, elbows etc in the same position as before.. so after that i attach all the 'parts' of the model together, and then add a skin modifier right? once iv done with the skin mod, i can import it to O2 and then?... or i can just do weighting in o2.. either way that's my next step after making the actual model. oh, does every single vert in the mesh HAVE-TO have weight, or can some have 0 weight, or would you weight it all at MIN and then just weight the joints more? also lol, do i have to/how do i attach my mesh to the skeleton? Thanks for your help so far. :) -
ArmaVersity - Est. 2013 - Are you ready to go "Back to School"
UK_SPAWN replied to cifordayzserver's topic in ARMA 2 & OA : MODELLING - (O2)
this still going off? i want in please :) -
STALKERGB's Weighting overview
UK_SPAWN replied to STALKERGB's topic in ARMA 2 & OA : MODELLING - (O2)
okay thats cool, i dont want my joints to be different position, just slightly less organic, so for example how the ARM rolls down the fore-arm id like only the wrist and elbows to rotate (unrealistic i know, but for a robot its not). Can you do the animation directly in O2? or maybe even max i am more familiar with? i have the 3ds max arma2 toolbox and can get working guns,buildings and vehicles in game however i dont know where to start with character as all iv seen so far is the fireman thing where you put your model on top of the skeleton, which already is quite apparent wont work properly for the robotic model i have in mind. is anyone working on tuts for making characters? Cheers Maczer -
STALKERGB's Weighting overview
UK_SPAWN replied to STALKERGB's topic in ARMA 2 & OA : MODELLING - (O2)
Hi all, say you were doing a terminator/robot/power armour etc, could you have a very tight set of red weighted verts at the extremes of the knees and elbows, but have 0 weight on surrounding verts like the solid metal parts, so they do not bend or deform atall? also is there any more information about how to fully do your own character from scratch with own animations? cheers, -
Config.CPP help - Undefined base class.
UK_SPAWN posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi again guys, after you lot fixed my last problem im back with another small one. Heres what im trying to do.(as you can see) 1: Define Weapon "SBolter" and get working in game with a standard magazine: DONE! 2: Define my own custom magazine with more "bullets" and the name of "S_Bolt_Mag": Not working! - i get an error saying "line 14: /CfgMagazines/CA_Magazine.10Rnd_B_765x17_Ball: Undefined base class 'CA_Magazine' Config : some input after EndOfFile." In red is where i though i defined it.." CAMagazine" is part of "default", "10rnd..." is part of "CAMagazine", "S_Bolt_Mag" is a variation of "10rnd..." but with 60 specified as ammount. Can anyone help me clear up how i define properly me classes please, in a very simple way. Im starting to understand it, but not yet to the point where i can figure out what errors iv made. i just realise things like "{" is open "};" is close... please help me learn this. Thanks as allways, more response here than BI forums :) --------------------------------------------------------------------------------------------------------------------- class CfgPatches { class SBolter { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAweapons"}; }; }; class CfgMagazines { /*extern*/ class Default; /*extern*/ class CA_Magazine { class 10Rnd_B_765x17_Ball: CA_Magazine; class S_Bolt_Mag: 10Rnd_B_765x17_Ball { ammo = "B_765x17_Ball"; count = 60; descriptionshort = "Storm Bolter Rounds"; displayname = "Storm Bolter Mag"; intspeed = 550; picture = "\Ca\weapons_e\Data\Icons\m_sa61_CA.paa"; scope = 2; type = 16; }; } class Mode_SemiAuto { displayName = $STR_DN_MODE_SEMIAUTO; }; class Mode_FullAuto: Mode_SemiAuto { displayName = $STR_DN_MODE_FULLAUTO; }; class cfgWeapons { class Sa61_EP1; class SBolter: Sa61_EP1 { model="\SBolter\SBolter"; //The directory of the model for the weapon displayname="Storm Bolter"; //The display name ingame autofire = 1; descriptionshort = "Space Marine Terminator Storm Bolter"; drysound[] = {"\ca\Weapons\Data\Sound\T33_dry_v1", 1, 1, 15}; magazines[] = {"10Rnd_B_765x17_Ball","20Rnd_B_765x17_Ball","S_Bolt_Mag"}; picture = "\ca\weapons_E\Data\icons\sa61_CA.paa"; reloadmagazinesound[] = {"Ca\Sounds_E\Weapons_E\SA61\SA61_reload_1", 1, 1, 30}; scope = 2; }; class Single: Mode_SemiAuto { begin1[] = {"Ca\Sounds_E\Weapons_E\SA61\SA61_single_1", 1.41254, 1, 1000}; dispersion = 0.018; maxrange = 50; maxrangeprobab = 0.04; midrange = 30; midrangeprobab = 0.3; minrange = 0; minrangeprobab = 0.05; recoil = "recoil_single_pistol_2outof3"; recoilprone = "recoil_single_pistol_prone_2outof3"; reloadtime = 0.075; soundbegin[] = {"begin1", 1}; }; class FullAuto: Mode_FullAuto { begin1[] = {"Ca\Sounds_E\Weapons_E\SA61\SA61_single_1", 1.41254, 1, 1000}; dispersion = 0.018; maxrange = 50; maxrangeprobab = 0.02; midrange = 30; midrangeprobab = 0.3; minrange = 0; minrangeprobab = 0.1; recoil = "recoil_single_pistol_3outof3"; recoilprone = "recoil_single_pistol_prone_3outof3"; reloadtime = 0.075; soundbegin[] = {"begin1", 1}; soundburst = 0; }; }; }; -------------------------------------------------------------------------------------------------------------------------------- PS if you cant be bothered to explain, just paste a fixed script and ill try and work out what and why. thanks ---------- Post added at 02:13 ---------- Previous post was at 01:25 ---------- oh i fixed it on my own! YAY way to go me, i was overcomplicating the whole thing and just needed "class NAME YOU WANT MAGAZINE: CAMagazine {" and then instead of using the default, it takes the settings from your cpp. Thanks me, Your welcome. -
MOD direction, workflow advice and general help.
UK_SPAWN posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello all, First off I'd just like to say thank you to everyone here on the forum that takes there time to help people like me who want to learn something new and have no idea where to start. The help and support I've received here, Armaholic and other relevant sites has really sparked my motivation and released me from the "bogged down" slow progress and now I've been able to get further with my mods than ever before. I'm currently using Arma2/OA/BAF/PMC and plan to purchase Arma3 within the next month or so, so i decided to get back into learning all my modding/3ds max etc all over again. The purpose of my post here is just to make myself known and to get a little general help with the workflow of my mod (without giving away too many details) before i get going with all the "technical" questions. Current Knowledge: Can use 3ds max well enough to generate models without errors, that work in-game. Can use O2 well enough to import a 3ds project, create LODs etc and generally get a Building/Weapon in game. Texture using a basic JPG converted and then applied to selected faces in O2 (no baking or maps/reflection/dirt or anything except a picture). Can use Photoshop in a basic way, resizing, drawing etc. need to learn more about texturing in general. Script the Config.CPP file in a basic way, to get a gun or building in game. Create Mod folder and get the PBO into arma2/3. Where I'd like to be: Be able to model a Human/char in 3ds. Learn to texture it properly (UVW unwrap?) Id just like to know what people think i should be doing next in terms of what i can do so far. Im getting side tracked with one thing, and having to nip off and watch a video for this, then find another for that, post a topic and wait a day to resolve an error, i know its quite normal and ill have to stick at it. Iv had a look around for a complete tutorial on character modeling/creating textures/texturing/config file/getting in game, from start to finish but i don't seem to be able to locate one as i think that's a lot to ask from one person. Ill leave the first post there, but ill add more as things come to mind. Thanks everyone, SPAWN -
Hi im following the tutorial and iv got the the UV Map part, i got the whole model selected as in the first step, go into uv editor "planar map"... then i immediately delite it? right? then go back to O2, and in the top view do what? select the top of the door? can anyone explain what im selecting as i cant interpret this information correctly. when i selected the whole model and "CTRL + Left Click" to "send to UV" - and planar mapped, it gave a view of the side.. so the next step is to select the other side? is that what it means? or select the sides, top etc, but not the sides we allready "sent to UV"? Heres the TXT of what im getting lost with. In particular the RED parts. Thanks all, ========================================================================= "Now load a texture to the UV-Editor. To do so, click on „Filter“ -> „Browse new texture...“. Select your „TUT_Wall1_CO.paa“. The screen should be filled with blue color. To change the zoom, use your mouse-wheel. Back to O2: Select the whole model, single-click with the "Ctrl"-key and your LMB into the "Front"-View. Back to the UV-Editor. Click on the following symbol: (http://img40.imageshack.us/img40/5067/planarmapping.jpg). That's how it should look: http://armtac.ar.funpic.de/O2Tut_EN/Planarmap1.jpg Planar mapping does the trick. And now remove the newly created selection in the UV-Editor by hitting your "Delete"-key. And yes, this is mandatory. :) Switch back to O2, again... select using the „Vertice-Selection tool“ in your „Top“-view the upper side of the whole Doorframe (Excluding the door!). Now switch to the „Touch Faces modus“ (http://img18.imageshack.us/img18/204/touchfaces.jpg). Select the other side of your wallsegment (You've already selected the back of it, now the front has to be selected) while holding the "Ctrl"-key in the "3D"-View. If everything went well, it shoud look in the "Top"-view like this: http://img63.imageshack.us/img63/6220/topviewr.jpg Would you select the front of your wall by using the "Vertice-Selector", everything would be selected. And that is not wanted. (because iv already done the front when i selected all the model?) Only the horizontal lines are red! Click together with the "Ctrl"-Key into your "Front"-View and head back to the UV-Editor. Hit the Planar Mapping button. It seems there is no difference to the last time when you did this. But that is simply not true. (because its just the other side and looks identical anyway but only in this particular case as its a simple door?) http://armtac.ar.funpic.de/O2Tut_EN/Planarmap1.jpg Yep, it's the same picture from last time, but it simply DOES look like this, again. Now hit the „Simple Unwrap“-Button (http://img63.imageshack.us/img63/2643/simpleunwrap.jpg) and it'll look like this: (this button wasnt available to click so i know o done something wrong!) http://armtac.ar.funpic.de/O2Tut_EN/Unwrapped.jpg "When a problem comes along, You must wrap it Before the cream sits out too long, You must wrap it When somethings going wrong, You must wrap it" (no idea) Single click into the blue to deselect everything. Now your model is unwrapped. Bt some faces are inside of others, and usually not wanted." ETC ETC.... ---------- Post added at 20:25 ---------- Previous post was at 19:57 ---------- im guessing thats the same thing but in max?
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MOD direction, workflow advice and general help.
UK_SPAWN replied to UK_SPAWN's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am following that general work flow, but i feel like im missing some stuff, and im getting confused. should i texture in 3ds or o2 .. what is least work? its just simple things that, untill you figure out.. seem very hard. -
Convert arma2 Glasses but BUG,,,, i need hint
UK_SPAWN replied to teriyaki's topic in ARMA 3 - MODELLING - (O2)
:) well done, i cant wait to get my things working :) -
can you help correct this script, im going mad!
UK_SPAWN posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi all, iv made a weapon and got it in game, i can hold it etc, but i cant figure out how to add ammo to the weapon iv created? Basically i want to make the weapon an AK-47, with ak47 magazine and ak47 ammo (or any gun really). However i cant for the life of me work out what classes to define and all the rest. here is an example of the script im ATTEMPTING to get to work. Bear in mind i have 0 programming experience and probably will make you laugh how iv put it together. It works if i dont have any Magazine and bullet information (but then i cant have any bullets for my gun i made). I would be eternally grateful if anyone could show me how my script should look or tell me why (in easy terms) why its not working. As always, thanks for looking. Cheers, *******THIS CONFIG GIVES ERRORS. DO NOT BLINDLY COPY PASTE THIS (as i have been doing to try and learn)******** //Basic Definitions #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define private 0 #define protected 1 #define public 2 #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 ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define DefaultManWeapons Throw,Put class CfgPatches { class ownweapon //RENAME TO GUN NAME { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAweapons"}; }; }; class cfgMagazines //TRYING TO SET UP MAG { class Default; class CA_Magazine : Default Class ownweapon : CA_Magazine { scope = protected; value = 1; //Magazine With Small Value Will Faster Disepear On The Ground displayName = ""; //Displayed In Action Menu model="\ca\weapons\mag_univ.p3d"; //Model Of Magazine On Ground picture="";//"\ca\Weapons\Data\m_m16"; //Picture In Gear? modelSpecial = ""; //Model Of Special Magazine Like A Mortar useAction = false; useActionTitle = ""; //Displayed In Action Menu reloadAction = ManActReloadMagazine; //Animation Of Magazine Reloading ammo = ""; //Name Of Ammo From CFGAmmo count = 30; //Count Of Bullets In One Magazine type = WeaponSlotItem; //How Many Slots Magazine Takes (In Gear) initSpeed = 900; //Initional speed of bullet selectionFireAnim = "zasleh"; //ToDo: wrong place? nameSound="magazine"; //Sound In Radio (Commander in tank) maxLeadSpeed = 23; //ToDo: wrong place? }; class 30Rnd_545x39_AK: CA_Magazine // { scope = public; displayName = $STR_DN_30RND_AK; ammo = B_545x39_Ball; count = 30; initSpeed = 900; picture="\CA\weapons\ak\data\equip\m_ak74_ca.paa"; tracersEvery = 0; // disable tracers descriptionShort = $STR_DSS_30RND_AK; }; class CfgAmmo // trying to config bullets { class B_545x39_Ball: BulletBase { hit=8;indirectHit=0;indirectHitRange=0; cost = 1; airFriction = -0.001412; caliber = 0.5; model=\ca\Weapons\Data\bullettracer\tracer_green; tracerScale=1; tracerStartTime = 0.05; // seconds tracerEndTime = 1; // seconds nvgOnly = true; }; class Mode_SemiAuto //THIS BIT WORKS FINE selecting semi/full etc. { displayName = $STR_DN_MODE_SEMIAUTO; }; class Mode_Burst: Mode_SemiAuto { displayName = $STR_DN_MODE_BURST; }; class Mode_FullAuto: Mode_SemiAuto { displayName = $STR_DN_MODE_FULLAUTO; }; class cfgWeapons // THINK THIS BIT WORKS { class AK_74; class OWN_weapon: AK_74 { model="\OwnWeapon\ownweapon"; //The directory of the model for the weapon displayname="OWN_WEAPON"; //The display name ingame class Single: Mode_SemiAuto //The semiautomatic firemode class { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; //The firing sound soundBegin[] = {"begin1",1}; //As above, this is a coding relic, to when weapons made different sounds for semi or auto fire back in OFP reloadTime = 0.1; //How fast the weapon fires recoil = "recoil_single_primary_4outof10"; //The recoil, as defined in cfgrecoils, you'll usually just want to use one of the predefined values for this recoilProne = "recoil_single_primary_prone_4outof10"; //As above, but for prone-firing dispersion = 0.00125; //The dispersion minRange = 2;minRangeProbab = 0.3; //For AI, the minimum engagement range with this weapon midRange = 300;midRangeProbab = 0.7; //For AI, the medium engagement range with this weapon maxRange = 600;maxRangeProbab = 0.04; //For AI, the maximum engagement range with this weapon }; class Burst: Mode_Burst { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; soundBegin[] = {"begin1",1}; soundBurst = 0; reloadTime = 0.1; ffCount = 3; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; dispersion = 0.00125; minRange = 50;minRangeProbab = 0.3; midRange = 200;midRangeProbab = 0.7; maxRange = 500;maxRangeProbab = 0.05; }; class FullAuto: Mode_FullAuto { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; soundBegin[] = {"begin1",1}; reloadTime = 0.1; ffCount = 30; recoil = "recoil_auto_primary_4outof10"; recoilProne = "recoil_auto_primary_prone_4outof10"; dispersion = 0.00125; minRange = 0;minRangeProbab = 0.1; midRange = 150;midRangeProbab = 0.7; maxRange = 300;maxRangeProbab = 0.05; }; }; }; ---------- Post added at 14:52 ---------- Previous post was at 14:48 ---------- File p:\bolter\config.cpp, line 48: /cfgMagazines/CfgAmmo.B_545x39_Ball: Undefined base class 'BulletBase' (bolter is the name of the weapon, model etc) im getting all sorts of errors like this, and also ones that sound like "Expected "{" found ":" ---or--- found "=".. etc.. please help me get my bolter in game :D ---------- Post added at 14:56 ---------- Previous post was at 14:52 ---------- ultimately i would like to be able to use the command "addmagazinecargo" in the editor, to add magazines called "bolter" that work with my gun :)