Home   Help Search Login Register  

Author Topic: Help with adding weapons  (Read 739 times)

0 Members and 1 Guest are viewing this topic.

AnotherAZguy

  • Guest
Help with adding weapons
« on: 03 Aug 2003, 08:43:16 »
Hi, I am trying to add an M4/M203 with Aimpoint and ACOG into inquisitors weapons pack and the models appear fine in game, just that the sights don't work properly, first I always get the Iron Sights when firing the M4, and for the M203 I get the leaf sight everything else is green, what am I doing wrong? ANy and all help is greatly appreciated. Also the INQ_M4AIM(point) I added works perfectly in game, here are the snippets from the CONFIG.CPP:

class M4: Riffle {};
   class INQ_M4: M4
   {
      scopeWeapon=2;
      scopeMagazine=0;
      picture="\INQ_WeaponPack\Pics\w_m4.paa";
      model="\INQ_WeaponPack\M4\INQ_M4";
      modelOptics="\INQ_WeaponPack\optics\inq_optika_m16";
      reloadMagazineSound[]={"\INQ_WeaponPack\Sounds\INQ_M16reload.wav",0.05,1};
      drySound[]={"\INQ_WeaponPack\Sounds\INQ_M16dry.wav",0.010000,1};
      displayName="M4A1";
      displayNameMagazine="$STR_MN_INQ_M4";
      shortNameMagazine="$STR_MN_INQ_M4";
      uiPicture="ivojak";
      magazines[]={"INQ_M4Mag","M4"};
      modes[]={"Single","FullAuto"};
      class Single
      {
         ammo="INQ_BulletSingleAR";
         multiplier=1;
         burst=1;
         displayName="M4A1";
         dispersion=0.000600;
         sound[]={"\INQ_WeaponPack\Sounds\INQ_M4.wav",1.000000,1};
         soundContinuous=0;
         reloadTime=0.070000;
         ffCount=1;
         recoil="INQSMG";
         autoFire=0;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
      class FullAuto
      {
         ammo="INQ_BulletAutoAR";
         multiplier=1;
         burst=1;
         displayName="$STR_DN_INQ_M4_AUTO";
         dispersion=0.000800;
         sound[]={"\INQ_WeaponPack\Sounds\INQ_M4.wav",1.000000,1};
         soundContinuous=0;
         reloadTime=0.080000;
         ffCount=30;
         recoil="INQSMGAuto";
         autoFire=1;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
   };
   class INQ_M4Mag: INQ_M4
   {
      picture="\INQ_WeaponPack\Pics\m_m4.paa";
      scopeWeapon=0;
           scopeMagazine=2;
   };
   class INQ_M4GrenadeLauncher
   {
      scopeWeapon=2;
      scopeMagazine=2;
      weaponType=1;
      valueWeapon=2;
      valueMagazine=2;
      displayName="M4A1 w/M203";
      model="\INQ_WeaponPack\M4\INQ_M4Grenadelauncher";
      picture="\INQ_WeaponPack\Pics\w_m4grenadelauncher.paa";
      uiPicture="\INQ_WeaponPack\Pics\igrenadier";
      muzzles[]={"INQ_M4Muzzle","INQ_M203Muzzle"};
      class INQ_M4Muzzle: INQ_M4
      {
         magazines[]={"INQ_M4Mag","M4"};
      };
      class INQ_M203Muzzle: GrenadeLauncher
      {
         displayName="$STR_DN_INQ_M203";
         modelOptics="\INQ_WeaponPack\optics\inq_optika_m203";
         magazines[]={"INQ_GrenadeW","GrenadeLauncher","Flare","FlareGreen","FlareRed","FlareYellow"};
         reloadMagazineSound[]={"\INQ_WeaponPack\Sounds\INQ_GrenadereloadW.wav",0.05,1};
      };
      canDrop=1;
   };
   class INQ_M4GlAim: INQ_M4
   {
      model="\INQ_WeaponPack\M4\INQ_M4GlAim";
      modelOpitics="\INQ_WeaponPack\optics\inq_optika_m14aimpoint";
      cursor ="\INQ_WeaponPack\optics\empty.paa";
      cursorAim ="\INQ_WeaponPack\optics\lrdot.paa";
      optics=1;
      opticsZoomMin=0.21;
      opticsZoomMax=0.21;
      displayName="M4/M203 AIM";
      muzzles[]={"INQ_M4Muzzle","INQ_M203Muzzle"};
      class INQ_M4Muzzle: INQ_M4
      {
         magazines[]={"INQ_M4Mag","M4"};
      };
      class INQ_M203Muzzle: GrenadeLauncher
      {
         displayName="$STR_DN_INQ_M203";
         modelOptics="\INQ_WeaponPack\optics\inq_optika_m203";
         magazines[]={"INQ_GrenadeW","GrenadeLauncher","Flare","FlareGreen","FlareRed","FlareYellow"};
         reloadMagazineSound[]={"\INQ_WeaponPack\Sounds\INQ_GrenadereloadW.wav",0.05,1};
      };
      canDrop=1;
   };
   class INQ_M4GlACOG: INQ_M4GrenadeLauncher
   {   
      model="\INQ_WeaponPack\M4\INQ_M4GlACOG";
      modelOpitics="\INQ_WeaponPack\optics\inq_optika_acog";
      cursor ="\INQ_WeaponPack\optics\empty.paa";
      cursorAim ="\INQ_WeaponPack\optics\lrdot.paa";
      optics=1;
      opticsZoomMin=0.175;
      opticsZoomMax=0.175;
      displayName="M4/M203 ACOG";
   };
   class INQ_M4AIM: INQ_M4
   {
      model="\INQ_WeaponPack\M4\INQ_M4AIM";
      modelOptics="\INQ_WeaponPack\optics\inq_optika_m14aimpoint";
      picture="\INQ_WeaponPack\Pics\w_m4scope.paa";
      opticsZoomMin=0.21;
      opticsZoomMax=0.21;
      displayName="M4A1 Aimpoint";

AnotherAZguy

  • Guest
Re:Help with adding weapons
« Reply #1 on: 04 Aug 2003, 02:09:31 »
Ok, I figured out the problem, I was adding the modelOptics in the wrong place. Now to figure out how to make an M203 Grenade take up 3 slots in the weapons selection screen but it being 24 grenades to simulate a grenade vest.

George