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TOViper

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Problem with making new Smokeshells
« on: 28 Sep 2003, 13:07:55 »
Hi folks!

Got a problem here with making a small addon for my new special "mission":

In my new "mission" a huge amount of smoke is shown at the same time (about 18 smokeshells). Now only very high end computers would show these smokeshells in a framerate above 20. Thats too slow, because the timing of the mission gets a little bit "confused". I need perfect timings, the mission wonÂ't work without this perfect timing.
So i decided to make a small addon, TOV_1_Smokeshells.pbo. It should include the smoke-algorithm of FINMOD, because this algorithm is very "processor-friendly" :)

Here is the config.cpp of my new Smokeshells, I made a new CfgAmmo class for it, its called "TOVSmokeshellAmmo".

Also I made a new CfgWeaponsclass, its called "TOVSmokeShellWhite".

There should also be a new Man (its a new subclass of a civilian2), its called "TOVSmokemanWhite". He has to carry a M16 with 2 mags and 2 of these new smokeshells.

At the moment the addon is working with no errormessages (wow  ::) ), but
the new TOVSmokeshellWhite is not usable by a soldier. In the "GEAR" Screen on the map it is shown, but I canÂ't use it.

Please, help!  :-[

Here is the code:


#define TSound -1
#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 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 (Magazine)
#define WeaponSlotBinocular 4096    // binocular
#define WeaponHardMounted 65536

#define WeaponPrimary 0
#define WeaponSecondary 10

class CfgPatches
{
   class TOVSmokemanWhite
   {
      units[] = {TOVSmokemanWhite};
      weapons[] = {};
      requiredVersion = 1.20;
   };
};

class CfgAmmo
{
   class Default{};
   class Grenadelauncher:Default{};
   class Smokeshell:Grenadelauncher{};
   class TOVSmokeshellAmmo: Smokeshell
   {
      hit = 0;
      indirecthit = 0;
      indirecthitrange = 0;
      simulation = "";
      explosive = 0;
      visiblefire = 0;
      audiblefire = 0;
      visiblefiretime = 0;
      minrange = 0;
      minrangeprobab = 100;
      midrange = 15;
      midrangeprobab = 80;
      maxrange = 30;
      maxrangeprobab = 40;
      hitground[] = {};
      hitman[] = {};
      hitarmor[] = {};
      hitbuilding[] = {};
      cartrigde = {};
      tracercolor[] = {};
      tracercolorR[] = {};
      airlock = 0;
      manualcontrol = 0;
      maxControlRange = 0;
      inittime = 0;
      thrusttime = 0;
      thrust = 0;
      maneuvrability = 0;
      irlock = 0;
      laserlock = 0;
      proxyshape = "";
      lightcolor[] = {0.0,0.0,0.0,0.0};
      smokeColor[] = {1, 1, 1, 0};
      // VALUES FROM FINMOD
      // .
      // .
      // .
      // .
      class Smoke
      {
         interval = 0.13;
         cloudletDuration = 8.0;
         cloudletAnimPeriod = 1.0;
         cloudletSize = 0.95;
         cloudletAlpha = 1.0;
         cloudletGrowUp = 1.0;
         cloudletFadeIn = 0.0;
         cloudletFadeOut = 1.0;
         cloudletAccY = -0.3;
         cloudletMinYSpeed = 0;
         cloudletMaxYSpeed = 10;
         cloudletShape = "cl_basic";
         cloudletColor[] = {1, 1, 1, 0};
         initT = 1000;
         deltaT = -500;
         class Table
         {
            class T1 {maxT = 0; color[] = {0.7, 0.7, 0.7, 1};}
            class T2 {maxT = 1000; color[] = {0.4, 0.4, 0.4, 1};}
         };
         density = 1.5;
         size = 2.0;
         initYSpeed = 1.0;
         timeToLive = 1e20;
         in = 3.0;
         out = 0.0;
      };
   };
};

class CfgWeapons
{
   class Default{};
   class Grenadelauncher:Default{};
   class Smokeshell:Grenadelauncher{};
   class TOVSmokeShellWhite: Smokeshell
   {
//      valueMagazine = 2;
      scopeweapon = public;
      scopemagazine = public;
      magazinetype = WeaponSlotItem;
      candrop = 1;

      ammo = TOVSmokeShellAmmo;
      picture = "\dtaext\equip\m\m_smokeshell.paa"
      displayName = "TOV Smokeshell White";
      displayNameMagazine = "TOV Smokeshell White";
      shortNameMagazine = "TOVSmokeWhite_short";
      sound[] = {"\Sound\Weapons\missile.wss",0.000316,1};
   };
};

class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Civilian:Man{};
   class Civilian2:Civilian{};
   class TOVSmokeManWhite:Civilian2
   {
      displayName = "TOVSmokemanWhite";
      weapons[] = {M16};
      magazines[] = {M16, M16, TOVSmokeshellWhite, TOVSmokeshellWhite};
   };
};



Greez,
TOViper

Offline SelectThis

  • Former Staff
  • ****
  • .
Re:Problem with making new Smokeshells
« Reply #1 on: 01 Oct 2003, 17:53:55 »
You can't throw it because it's not in the magazine section of the "Throw" weapon. You need to define a custom throw that uses your smokes as a magazine

eg in the cfgweapons section,


class GrenadeLauncher: Default {};
class Throw: GrenadeLauncher {};
class TOVThrow: Throw
{
   scopeWeapon=1;
   scopeMagazine=0;
   weaponType=0;
   displayName="Throw (TOV)";
   magazines[]={"TOVSmokeShellWhite"};
   canDrop = false;
};

Note: Custom throws can have problems in MP, you might need to removeall weapons off MP units and readd them.

SelectThis
« Last Edit: 01 Oct 2003, 18:07:51 by SelectThis »