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Ice Man 3:16

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Using addon weapons in gear load out
« on: 22 May 2004, 05:50:32 »
hey all,

Ive been working on a few single player weapons that use addon weaopns i made.  In the description.ext where you list all the weapoins and magazines i added my addon weapons names.  The problem is all the magazines show up, my addon rocket launcher shows up, but none of my rifles show up.....

any ideas???

Ice Man 3:16

  • Guest
Re:Using addon weapons in gear load out
« Reply #1 on: 23 May 2004, 19:35:33 »
jeeze...no one knows...

Offline h-

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  • Formerly HateR_Kint
    • OFPEC
Re:Using addon weapons in gear load out
« Reply #2 on: 23 May 2004, 20:31:52 »
Well, judging from the fact that you get some weapons and magazines to show up, you have something wrong with your syntaxes...
So 'octa'-check (four times double-check ::) ) your weapon class names and how you have written them in your description.ext...

Or, you have something wrong in the config.cpp itself...


Code: [Select]
class Weapons
{
class weaponName {count=amount;};
};

class Magazines
{
class magazineName {count=amount;};
};
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TERA_Forrest

  • Guest
Re:Using addon weapons in gear load out
« Reply #3 on: 24 May 2004, 03:38:27 »
check to make sure u have the right name of the gun u want, if you don't know use this in a person with it and just shoot, name of gun and ammo will apear in the upper left corner.  Put this in the init field of the soldier:

this addeventhandler ["fired",{hint format ["Name of shot is: %1,%2", (_this select 2),(_this select 4)]}]


p.s.  The ammo info isn't always right, at least not for JAM2

Ice Man 3:16

  • Guest
Re:Using addon weapons in gear load out
« Reply #4 on: 26 May 2004, 00:09:15 »
hmmm.. .i think it may be something in the config..... the locket launcher addon i made uses a different config example than my rifles.... so i think i may be missing something....

Code: [Select]
//Config file written by OFPCW ofps.cncguild.net/configw
//M16a3 made by Ice Man 316
#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

#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 CfgPatches
{
        class M16a3
     {
         units[] = {};
         weapons[] = {M16a3};
         requiredVersion = 1.40;
     };
};
class CfgAmmo
{
        class Default {};
        class BulletSingle: Default{};
        class IMIM16a3Mag: BulletSingle
        {
                hit= 8;
                indirectHit= 1;
                indirectHitRange= 0.40000;
                minRange=0.5;
                minRangeProbab=0.800000;
                midRange=50;
                midRangeProbab=0.350000;
                maxRange=109;
                maxRangeProbab=0.080000;
                visibleFire= 16;
                audibleFire= 16;
                visibleFireTime= 10;
        };
};

class CfgWeapons
{
        class Default {};
        class MGun: Default {};
        class Riffle: Mgun {};
        class M16a3: Riffle
        {
                model="\M16a3\M16a3";
                modelOptics="\data3d\optika_m16.p3d";
                displayName="M16a3";
                magazines[]={"M16a3mag"};
                flash="gunfire";
                flashSize=5;
                initSpeed=938;
                opticsFlare= true;
                modes[]= {"Single","Burst"};
                class Single
               {
                      ammo="IMIM16a3Mag";
                      multiplier=1;
                      burst=1;
                      displayName="SINGLE FIRE";
                      dispersion=0.0002000;
                      sound[]={\M16a3\M16SEMI.wav,db-0,1};
                                      soundContinuous=0;
                      ffCount=1;
                      reloadTime=0.100000;
                      recoil="M16RE";
                      autofire=0;
                      aiRateOfFire=5.0000;
                      aiRateOfFireDistance = 200;
                      UseAction=0;
                      useActionTitle="";
               };
               class Burst
               {
                      ammo="IMIM16a3Mag";
                      multiplier= 1;
                      burst= 3;
                      displayName= "BURST";
                      dispersion=0.0008000;
                                                                     sound[]={\M16a3\M16BURST.wav,db-0,1};
                                      soundContinuous=0;
                      reloadTime= 0.100000;
                      ffCount= 3;
                      recoil= "M16RE";
                      autoFire= 0;
                      aiRateOfFire= 5.00000;
                      aiRateOfFireDistance= 200;
                      useAction = 0;
                      useActionTitle= "";
                };

       };
        class M16a3mag: M16a3
        {
               scopeWeapon=0;
               scopeMagazine=2;
               displayNameMagazine="M16a3Mag";
               shortNameMagazine="M16a3Mag";
        };
};
class CfgRecoils
{
       M16RE[]= {0.04, 0.015,0.030, 0.040,0,0};
};

class CfgNonAIVehicles
{
       class ProxyWeapon {};
       class ProxyM16a3: ProxyWeapon {};
};
        };

thats my standard rifle's config....  and all my config files are based off of it except my rocket launcer and two pistols.  

this is my description.ext for the mission

Code: [Select]
class Weapons
{
    class M16a3
    {
        count = 99;
    };
    class M16a3fl
    {
        count = 99;
    };
    class Akdrum
    {
        count = 99;
    };    
    class M4a1
    {
        count = 99;
    };
    class M4a1fl
    {
        count = 99;
    };
    class PRLS
    {
        count = 99;
    };
    class CXStorm
    {
        count = 99;
    };
    class USAS
    {
        count = 99;
    };
    class SUP90
    {
        count = 99;
    };
    class MP5Navy
    {
        count = 99;
    };
    class XM8
    {
        count = 99;
    };
    class M16SRT
    {
        count = 99;
    };
    class binocular
    {
        count = 99;
    };
};

class Magazines
{
    class M16a3mag
    {
        count = 99;
    };
    class M4a1mag
    {
        count = 99;
    };
    class AKDrumMag
    {
        count = 99;
    };
    class PRLSmag
    {
        count = 99;
    };
    class CxstormMag
    {
        count = 99;
    };
    class SUP90mag
    {
        count = 99;
    };
    class USASmag
    {
        count = 99;
    };
    class MP5Navymag
    {
        count = 99;
    };
    class XM8Mag
    {
        count = 99;
    };
    class M16Srtmag
    {
        count = 99;
    };
};

its wierd that the magazines show up.... i donno....

Ice Man 3:16

  • Guest
Re:Using addon weapons in gear load out
« Reply #5 on: 31 May 2004, 01:20:07 »
bump...