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ante185

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Everything posted by ante185

  1. Can't it be done using waypoints?
  2. ante185

    Custom Unit Backpack

    I think he has made a ADDON with a new factions. here's an example, you basically make a new backpack with items in it. class CfgVehicles { class B_AssaultPack_rgr; //what backpack to use class RPG10_AMMO_B : B_AssaultPack_rgr { //making a 'new' backpack. scope = 2; displayName = RPG10 ammo pack; class TransportMagazines { class _xx_RPG10_F { magazine = "RPG10_F"; count = 1; }; class _xx_RPG10_HE_F { magazine = "RPG10_HE_F"; count = 1; }; class _xx_1Rnd_120mm_HE_shells { magazine = "1Rnd_120mm_HE_shells"; count = 2; }; }; }; };
  3. would 2 & 3 be these orange thermal right? one of the special scopes has it.
  4. That would be nice, I've tried doing that but I have been unsuccessful so I've given up.
  5. Wait what!? there are tools to make addons? Oh darnit....
  6. I think making it activate a script can be done in the editor and you can also use another script (or integrate them) if you want it to have unlimited ammo, and to make it fire I would recommend (Based on my little knowledge) something like this, but I doubt this will work straight out of the gate but it is somewhere to start right? class CfgAmmo { class B_556x45_Ball; //External class class Nohit_ammo : B_556x45_Ball { hit = 0; indirectHit = 0; indirectHitRange = 0; cost = 0; typicalSpeed = 0; airFriction = 0; caliber = 0; deflecting = 0; model = "\A3\Weapons_f\Data\bullettracer\tracer_yellow"; tracerScale = 0; tracerStartTime = 0; tracerEndTime = 0; visibleFire = 0; // how much is visible when this weapon is fired audibleFire = 0; }; }; class CfgMagazines { class 30Rnd_556x45_Stanag; class speedgun_magazine : 30Rnd_556x45_Stanag { scope = public; displayName = Speedgun batteri; picture = "\A3\weapons_F\data\UI\m_30stanag_CA.paa"; ammo = "Nohit_ammo"; count = 30; initSpeed = 0; tracersEvery = 0; lastRoundsTracer = 0; descriptionShort = Good for thirty uses.; }; };
  7. ante185

    Config help

    Do you have any programmer friendly text editor, like notepad++ as it will allow you to minimize mostly everything ( class your_class { code to be minimised } ) and that would be useful when hunting errors like end of file!
  8. ante185

    Config help

    As far as I am aware cameraDir and memoryPointCamera are only found in the 'sub' class OpticsModes, look at the RPG42 and the Titan launchers (They are the only weapons with fixed optics)
  9. Would still be cool for non-helicopter uses!
  10. ante185

    C-RAM AI aiming help

    Maybe have a look at the tracked AA APC's?
  11. ante185

    Pilot Turret

    That would be cool!
  12. Hello again everybody! I have this class for a launcher However I can't find what line that makes the scope be angled downwards, it doesn't matter that it is angled for the two first missiles (RPG10_F and RPGT10_HE_F) but it makes it rather ackward to shoot the recoilless round as it is going much faster then the other two!
  13. Ahh shit, I think I need to get better at my English. I didn't mean I couldn't find memoryPointCamera = "eye"; // Where the camera is positioned at cameraDir = "look"; // What that camera is looking at what I can't find is where "eye" and "look" is defined, as one pointing straight ahead would probably be found there or I could make my own one based on that.
  14. True that, unfortunately I don't know where to find an entry for that, at all and I wouldn't recon anyone would know what entry to use on the RPG42 model.
  15. No, it wasn't meant to sound like that, I just want to permanently adjust the sights so the third round is useable at all!
  16. Seriously no one knows anything about weapons configs!?
  17. ante185

    UAV Turret/weapon

    I've noticed two things, which are the only things I can see that are possibly wrong first of all, I don't know if it matters but put class Mode_SemiAuto; //This is an external refense amongst your other external references maybe you could use an existing 20mm cannon as a parent for your cannon instead of CannonCore, hell you could use the regular MX rifle as a parent for it. And I guess you haven't added your sniper weapon to it.
  18. ante185

    UAV Turret/weapon

    No no no! :P that was just an example on how to set up firing modes! this is the class for your weapon right? class CfgWeapons { class CannonCore; // External class reference class MissileLauncher; // External class reference class RocketPods; // External class reference class H_PilotHelmetFighter_B; // External class reference class U_B_PilotCoveralls; // External class reference class ItemInfo; // External class reference class UniformItem; // External class reference class js_w_fa18_m61 : CannonCore { scope = public; displayName = "20mm"; displayNameMagazine = "20mm"; shortNameMagazine = "20mm"; nameSound = "cannon"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines[] = {"js_m_fa18_m50"}; canLock = LockYes; ballisticsComputer = 2; modes[] = {"manual", "close", "short", "medium", "far"}; class GunParticles { class Effect { effectName = "MachineGun1"; positionName = "nosegun"; directionName = "nosegun_dir"; }; }; class manual : [u]CannonCore[/u] { displayName = "M61A2 20mm"; autoFire = true; sound[] = {"A3\Sounds_F\weapons\gatling\gatling1v1", db0, 1, 1000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.02; dispersion = 0.0025; soundContinuous = 0; showToPlayer = true; burst = 1; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close : manual { showToPlayer = false; burst = 15; aiRateOfFire = 0.25; // delay between shots at given distance aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.2; }; class short : close { burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class medium : close { burst = 7; aiRateOfFire = 1; // delay between shots at given distance aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.7; maxRange = 900; maxRangeProbab = 0.2; }; class far : close { burst = 4; aiRateOfFire = 1.5; // delay between shots at given distance aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; class js_w_fa18_m61_y : CannonCore { scope = public; displayName = "20mm Y Tracer"; displayNameMagazine = "20mm Y Tracer"; shortNameMagazine = "20mm Y Tracer"; nameSound = "cannon"; cursor = "EmptyCursor"; cursorAim = "mg"; magazines[] = {"js_m_fa18_m61_y"}; canLock = LockYes; ballisticsComputer = 2; modes[] = {"manual", "close", "short", "medium", "far"}; class GunParticles { class Effect { effectName = "MachineGun1"; positionName = "nosegun"; directionName = "nosegun_dir"; }; }; class manual : [u]CannonCore[/u] { displayName = "M61A2 20mm"; autoFire = true; sound[] = {"A3\Sounds_F\weapons\gatling\gatling1v1", db0, 1, 1000}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.02; dispersion = 0.0025; soundContinuous = 0; showToPlayer = true; burst = 1; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 1; minRangeProbab = 0.01; midRange = 2; midRangeProbab = 0.01; maxRange = 3; maxRangeProbab = 0.01; textureType = "fullAuto"; }; class close : manual { showToPlayer = false; burst = 15; aiRateOfFire = 0.25; // delay between shots at given distance aiRateOfFireDistance = 400; minRange = 0; minRangeProbab = 0.05; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.2; }; class short : close { burst = 10; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 500; minRange = 300; minRangeProbab = 0.2; midRange = 400; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.2; }; class medium : close { burst = 7; aiRateOfFire = 1; // delay between shots at given distance aiRateOfFireDistance = 900; minRange = 400; minRangeProbab = 0.2; midRange = 700; midRangeProbab = 0.7; maxRange = 900; maxRangeProbab = 0.2; }; class far : close { burst = 4; aiRateOfFire = 1.5; // delay between shots at given distance aiRateOfFireDistance = 1500; minRange = 800; minRangeProbab = 0.2; midRange = 1000; midRangeProbab = 0.4; maxRange = 1500; maxRangeProbab = 0.01; }; }; }; You see that underlined line? change that to the regular 'entry' the weapons use, namely Mode_SemiAuto. and insert class Mode_SemiAuto; //This is an external refense above class CfgWeapons so you externaly refence it. Also i think cannoncore might be what you use when making ammo not firing modes :[) also if you want to add other weapons to your turret I think you just do it like you've already done class Turrets : Turrets { class MainTurret : MainTurret { memoryPointGun="gunnerview"; memoryPointGunnerOptics="gunnerview"; weapons[] = {"Laserdesignator_mounted", "js_w_fa18_m61", "WEAPON_CLASS"}; <--- magazines[] = {"Laserbatteries", "js_m_fa18_m61", "MAGAZINE_CLASS"}; <--- You can just expand these with more weapons }; }; };
  19. ante185

    UAV Turret/weapon

    To get the turret a .50 cal then you should simply add the OPFOR .50 cal with magazines to the turret. also try setting up your modes like this instead: You'll have to modify them so they fit.
  20. I can't help you, all I can tell you to do is to add it as an action to a backpack which I got no clue as to how to do it.
  21. ante185

    Subclasses to factions

    You will have to make your own vehicle class that's called HJK. class CfgVehicleClasses { class MenArmy { displayName = "$STR_DN_MenArmy"; }; }; and change vehicleClass = "Men"; in your parent class to what ever you call the vehicle class.
  22. ante185

    Retexture help boonie hat

    In the main config, inside the character pbo, I opened it and went all the way down to the bottom.
  23. ante185

    Retexture help boonie hat

    Is this what you might be looking for? class H_Booniehat_khk : H_HelmetB { displayName = "$STR_A3_H_Booniehat_ocamo0"; picture = "\A3\characters_f\Data\UI\icon_H_booniehat_desert_ca.paa"; model = "\A3\Characters_F\Common\booniehat"; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\booniehat_desert_co.paa"}; class ItemInfo : ItemInfo { mass = 10; allowedSlots[] = {801, 901, 701, 605}; uniformModel = "\A3\Characters_F\Common\booniehat"; modelSides[] = {6}; armor = 0; passThrough = true; }; }; class H_Booniehat_indp : H_Booniehat_khk { displayName = "$STR_A3_H_Booniehat_khk0"; picture = "\A3\characters_f\Data\UI\icon_H_booniehat_indp_ca.paa"; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\booniehat_indp_co.paa"}; }; my guess is that the hiddeb sekection is what decides the texture, you'll have to make a .paa file. I don't know at all if this is what you're looking for or even if it will help you at all.
  24. ante185

    Retexture help boonie hat

    All I can tell you is that hats and other head gear is usually in the pbo's for characters
  25. OK, I know there are lots of scripts for this that you can use for missions and such but I am making a small unit addon and those I've found have I been unsuccessful at modify for my needs... I've managed to get the script that gives civvies random hats (randomize_civ1) to give my units random uniforms, vest and headgear randomize_equipment /* File: randomize_equipment.sqf [u][i]don't ask why but I changed this...[/i][/u] Author: pettka, modified for a different purpose by "ante" Description: Randomizes a headgear form _headgear array and puts it to civilian's headgear slot upon startup of mission. _rnd1 is used to have some civilians without any headgear _rnd2 is used to determine particular headgear from array Parameter(s): None Returns: Nothing */ _uniform = ["U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_worn", "U_BG_Guerilla1_1", "U_BG_Guerilla2_1", "U_BG_Guerilla2_2", "U_BG_Guerilla3_1", "U_BG_leader", "U_I_CombatUniform_shortsleeve", "U_I_CombatUniform_tshirt", "U_I_OfficerUniform"]; _headgear = ["H_MilCap_dgtl", "H_Shemag_khk", "H_Beret_blk", "H_Booniehat_dgtl", "H_Booniehat_mcamo", "H_HelmetB", "H_HelmetB_paint", "H_HelmetIA", "H_HelmetIA_net", "H_HelmetSpecB_paint2", "H_HelmetCrew_I"]; _vest = ["V_TacVestCamo_khk", "V_TacVestIR_blk", "V_TacVestIR_blk", "V_Rangemaster_belt", "V_BandollierB_blk", "V_BandollierB_oli", "V_BandollierB_rgr", "V_Chestrig_blk", "V_HarnessO_brn", "V_Rangemaster_belt", "V_TacVest_blk"]; _headCount = count _uniform; if (isServer) then { BIS_randomSeed1 = []; BIS_randomSeed2 = []; _rnd1 = floor random 3; _this setVariable ["BIS_randomSeed1", _rnd1, TRUE]; _rnd2 = floor random _headCount; _this setVariable ["BIS_randomSeed2", _rnd2, TRUE]; }; waitUntil {!(isNil {_this getVariable "BIS_randomSeed1"})}; waitUntil {!(isNil {_this getVariable "BIS_randomSeed2"})}; _randomSeed1 = _this getVariable "BIS_randomSeed1"; _randomSeed2 = _this getVariable "BIS_randomSeed2"; _magazines = magazines _this; _items = items _this; // Medkits, ToolKits etc. _assitems = assignedItems _this; // NVG's, GPS etc. if (_randomSeed1 < 6) then { Removeuniform _this; Removeheadgear _this; Removevest _this; _this adduniform (_uniform select _randomSeed2); _this addheadgear (_headgear select _randomSeed2); _this addvest (_vest select _randomSeed2); }; {_this addItem _x} forEach _items; {_this addMagazine _x} forEach _magazines; {_this addItem _x} forEach _assitems; {_this assignItem _x} forEach _assitems; This works fine but every attempt I've made to make it hand out weapons have failed Also a bit of topic but class pmc_F : pmcs { faceType = "Man_A3"; faction = pmc_blue; vehicleClass = "Men"; scope = public; displayName = EISP pmc (Unarmed); portrait = "\A3\characters_f\data\ui\portrait_comBarHead_civ_man_ca.paa"; modelSides[] = {3}; nakedUniform = "U_NikosBody"; weapons[] = {"Throw", "Put"}; respawnWeapons[] = {"Throw", "Put"}; magazines[] = {"HandGrenade", "HandGrenade"}; respawnMagazines[] = {"HandGrenade", "HandGrenade"}; linkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; [u]class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\characters_a_pmc\randomize_equipment.sqf"""; }; [/u] }; How do I add ANOTHER script to that? Because having everything in the same sqf is a bit unwieldy(?) and not as usefull as if it was split up. I would be really thankful for any help!
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