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Author Topic: ThingEffect commands.  (Read 1190 times)

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Fegerdeger

  • Guest
ThingEffect commands.
« on: 15 Oct 2003, 07:02:47 »
Hello, I've searched and cannot find where or how to implement this into my config.
You see I want to use a custom 5.45 soviet cartridge model for an AK-74 I have been making.
So could anyone out there tell me these things:

Where it goes in config
How to use it
What all needs to be added
And any other info that pertains to that subject...

All help will be recieved with gratitude.
  Thanks,
FegerDeger, Evil Minister of defense for Novistrana republic.

Komuna

  • Guest
Re:ThingEffect commands.
« Reply #1 on: 15 Oct 2003, 14:33:08 »
Excuse me if I'm wrong: You need to know how to configure the config.cpp, right?

Then, go to the official OPFlashpoint Site / Breathe Section and download the Config1.91.

Note: Look for JAM!!! It is an ambicious project for general ammunition and magazine compatibility: download the information here or the addon itself here. This way, other JAM comp. addons will be able to share mags with your AK! ;)
« Last Edit: 15 Oct 2003, 14:39:43 by Komuna »

Fegerdeger

  • Guest
Re:ThingEffect commands.
« Reply #2 on: 15 Oct 2003, 17:50:14 »
Sorry, that is not what I need. Thanks for the help but I am looking for the command ThingEffect to implement my custom shells. I have no Idea how to use it, so unless i do, I'm stuck with standard 7.62 shells in my AK-74..(I'm picky about details :P)

So, anyway thanks for your trying to help, but sadly it is not what I am looking for.

Does anyone know how to use ThingEffect in the config?

About the JAM, thanks I completely forgot about using that. It will be compatible.


Thanks,
FegerDeger, Evil minister of defense for Novistrana republic.
« Last Edit: 15 Oct 2003, 17:51:37 by Fegerdeger »

KyleSarnik

  • Guest
Re:ThingEffect commands.
« Reply #3 on: 15 Oct 2003, 21:27:11 »
I think it's defined under CfgAmmo... but I can't remember exaclty how...

Fegerdeger

  • Guest
Re:ThingEffect commands.
« Reply #4 on: 16 Oct 2003, 05:11:36 »
Now wait a sec... I de-pbo'd that AK47cs import that had custom shell casings,
Two entities I believe are associated with this.
NOTE: This is NOT MY CONFIG!


// some basic defines
#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 true 1
#define false 0

// type scope
#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
#define WeaponSlotBinocular   4096// binocular
#define WeaponHardMounted      65536

class CfgModels
{
   class Default{};
   class Weapon: Default{};
   class ak47cs: Weapon{};
};

class CfgPatches
{
   class ak47cs
   {
      units[] = {ak47cs};
      weapons[] = {ak47cs};
      requiredVersion = 1.75;
   };
};

class CfgAmmo
{
   class default {};
   class BulletSingle : default{};
   class AK47 : BulletSingle
   {
      hit=9;
      indirectHit=1;
      indirectHitRange=0.100000;
                cartridge="AK47SM";      
   };
   
};

class CfgWeapons

{
   class Default   {};
   class MGun: Default {};
   class Riffle: MGun {};
   class AK47CS: Riffle
   {
           scopeWeapon=2;
      scopeMagazine=2;
      valueWeapon=0;
      valueMagazine=1;
      model="\ak47cs\ak47cs.p3d";
      modelOptics="\ak47cs\optika_ak47cs.p3d";
                picture="\AK47CS\pic\w_ak47cs.paa";
      optics=1;
      opticsZoomMin=0.350000;
      opticsZoomMax=0.350000;
      displayName = AK47;
      displayNameMagazine = AK47 Mag;
      shortNameMagazine = AK47;
      drySound[]={"weapons\AK47Dry",0.010000,1};
      modes[]={"Single","Burst","FullAuto"};
                magazines[]={"AK47CSMag"};
      class Single
      {
         ammo="AK47";
         multiplier=1;
         burst=1;
         displayName="AK47";
         dispersion=0.000200;
         sound[]={"\AK47CS\AK47b.wav",1.000000,1.00};
         soundContinuous=0;
         reloadTime=0.100000;
         ffCount=1;
         recoil="riffleSingle";
         autoFire=0;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
      class Burst
      {
         ammo="AK47";
         multiplier=1;
         burst=3;
         displayName="AK47 Burst";
         dispersion=0.000400;
         sound[]={"\AK47CS\AK47a.wav",1.000000,1.00};
         soundContinuous=0;
         reloadTime=0.100000;
         ffCount=3;
         recoil="riffleBurst3";
         autoFire=0;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
      class FullAuto
      {
         ammo="AK47";
         multiplier=1;
         burst=1;
         displayName="AK47 Auto";
         dispersion=0.000800;
         sound[]={"\AK47CS\AK47b.wav",1.000000,1.00};
         soundContinuous=0;
         reloadTime=0.100000;
         ffCount=30;
         recoil="riffleBurst3";
         autoFire=1;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
};
                 class AK47CSMag: AK47CS
   {
       scopeWeapon=0;
       scopeMagazine=2;
                 picture="\AK47CS\pic\m_ak47cs.paa";
        };

};
class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierEB:Soldier{};
   class AK47CS: SoldierEB
   {
   displayName="Soldier (AK47)";
   weapons[]={"AK47CS","Binocular","NVGoggles","Throw","Put"};
   magazines[]={AK47CSMag,AK47CSMag,AK47CSMag,AK47CSMag,AK47CSMag,AK47CSMag,HandGrenade,HandGrenade,HandGrenade,HandGrenade};
   };
        class Thing: All {};
   class ThingEffect: Thing {};
   class AK47SM: ThingEffect
   {
      displayName="AK47 Shell";
                model="\ak47cs\ak47nb.p3d";
   };

};


class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxyAK47CS: ProxyWeapon {};
};






I am assuming that this is how it is done, can anyone tell me if it is right (Obviously it is... I just need assurance.)

Thanks..
« Last Edit: 16 Oct 2003, 05:20:59 by Fegerdeger »

TMan10K

  • Guest
Re:ThingEffect commands.
« Reply #5 on: 16 Oct 2003, 18:28:30 »
Yes, this is correct, I tried to post a reply two days ago, but it kept coming up with "This page cannot be displayed".

I have made a custom cartridge in one of my addons, and the code above is correct. There is also some more code to put in the CfgVehicles section.

(The following is taken from one of my configs)

Code: [Select]
submerged=0;
submergeSpeed=0;
timeToLive=120;
disappearAtContact=0;

This makes the cartridges stay when they hit the floor, which is a really cool effect, which I have yet to see in any other addons.
If you want to have a tiny bit more CPU power, and/or make them disappear as soon as they hit the floor, then change:-

Code: [Select]
timeToLive=120;
disappearAtContact=0;

to

Code: [Select]
timeToLive=5;
disappearAtContact=1;

I hope this helps you.

Fegerdeger

  • Guest
Re:ThingEffect commands.
« Reply #6 on: 17 Oct 2003, 00:15:21 »
Thanks. I also noticed in that ak-47 addon that when setAccTime was set to .2 the shells stayed on ground and dissapeared after a few seconds. In normal speed thay spun wildly into the air  ;D

But thanks, this was exacly what I was looking for!


Edit: Ok I tried, the shells work perfect, but they don't stay on ground, occasionally one of the shells will bounce off the ground and spin about 50 meters into the air after contact with ground...

Heres my code:




};
        class Thing: All {};
   class ThingEffect: Thing {};
   class 74shell: ThingEffect
   {
      displayName="5.45 Shell";
                model="\FDGR_Ak-74\5.45.p3d";
                submerged=0;
                submergeSpeed=0;
                timeToLive=120;
                disappearAtContact=0;  
   };  
};


Please help genius of addon making!!  ;)

Thanks,
   FegerDeger
« Last Edit: 17 Oct 2003, 00:31:50 by Fegerdeger »