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US-Marine

  • Guest
config for G36
« on: 28 Dec 2004, 17:20:38 »
I need a config file for 4 sorts of G36

two with 40mm grenade launcher but different 3d models


one with turned down riflebutt (i think its the same like a normal)


and one normal G36
« Last Edit: 28 Dec 2004, 17:21:24 by US-Marine »

US-Marine

  • Guest
Re:config for G36
« Reply #1 on: 31 Dec 2004, 10:51:03 »
i try it myself but i dosn't work  :-\ :-\

Quote
// 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

CfgPatches
{
   class g36    //G36c
   {
   units[] = {""};
   weapons[] = {"g36gran", "g36kurz", "g36kurzgran", "g36c"};   
   ammo[] = {"g36einzel","g36burst","g36auto","g36granate"};   
   requiredversion = 1.91     

   };
};

class CfgModels
{
   class default {};
   class weapon: default {};

   class g36gran: weapon {g36gren};
   class g36kurz: weapon {g36};
        class g36kurzgran: weapon {g36cgren};
        class g36c: weapon {g36c}      
};

CfgAmmo
{
class default {};
class Bulletsingle: default {};      
class g36einzel: Bulletsingle   /

   {
      hit=9;indirectHit=2;indirectHitRange=0.1;  

      model=shell;
      simulation=shotBullet;
      simulationStep=0.05;

      soundFly[]={objects\bulletnoise,db-12,0.7};

      explosive=false;

      visibleFire=16; // how much is visible when this weapon is fired
      audibleFire=16;
      visibleFireTime=3; // how long is it visible

      minRange=10;minRangeProbab=0.10;
      midRange=50;midRangeProbab=0.38;
      maxRange=200;maxRangeProbab=0.04;


      soundHit1[]={weapons\bulletricochet1,db-30,1};
      soundHit2[]={weapons\bulletricochet2,db-30,1};
      soundHit3[]={weapons\bulletricochet3,db-30,1};
      soundHitMan1[]={weapons\bullethitman1,db-38,1};
      soundHitMan2[]={weapons\bullethitman2,db-38,1};
      soundHitArmor1[]={weapons\small_impact1,db-30,1};
      soundHitArmor2[]={weapons\Big_Impact2,db-30,1};
      soundHitBuilding1[]={weapons\bulletricochet4,db-30,1};
      soundHitBuilding2[]={weapons\bulletricochet5,db-30,1};
      hitGround[]={soundHit1,0.33,soundHit2,0.33,soundHit3,0.33};
      hitMan[]={soundHitMan1,0.5,soundHitMan2,0.5};
      hitArmor[]={soundHitArmor1,0.7, soundHitArmor2, 0.3};
      hitBuilding[]={soundHitBuilding1,0.5,soundHitBuilding2,0.5};


      cartridge="FxCartridge";

      cost = 0.7;   

      class g36burst: g36einzel   /

         {
         minRange=0.5;minRangeProbab=0.25;
         midRange=70;midRangeProbab=0.50;
         maxRange=250;maxRangeProbab=0.08;
         visibleFire=25; // how much is visible when this weapon is fired
         audibleFire=25;
         visibleFireTime=5; // how long is it visible
   
         cost = 2.1;
         };

      class g36auto: g36burst
         {
         cost = 2.5;   /

         };
   };

   class grenade: default {};
   class g36granate: grenade  Â Â Â /

      {
      hit=20;indirectHit=18;indirectHitRange=7;
      minRange=15;minRangeProbab=0.30;
      midRange=80;midRangeProbab=0.55;
      maxRange=150;maxRangeProbab=0.00;
      model=granat;
      cost=40;
      simulation=shotShell;
      simulationStep=0.05;

      soundHit[]={Explosions\expl3,db20,1};
      soundFly[]={objects\noise,db-90,1};
      soundEngine[]={,db-80,4};
   
      visibleFire=2;
      audibleFire=0.25;
      visibleFireTime=0;
      };

};

class CfgWeapons
{
class default {};
class MGun:Default {};
class Riffle:MGun {};
class g36kurz      
   {
      scopeWeapon = public;  Â Â Â Â Â Â 
      scopeMagazine = public;      

      model="/g36bw/g36";   
      modelOptics="g36_optics";
                picture="\G36BW\w_g36.paa";   

      displayName = G36kurz;
      displayNameMagazine = $STR_MN_HK;
      shortNameMagazine = $STR_SN_HK;
      drySound[]={"weapons\m16dry",db-70,1};   // empty magazine
      optics = true;
      opticsZoomMin=0.3; //better zoom than M16 because it is a spec ops weapon
      opticsZoomMax=0.3;
      distanceZoomMin=150;
      distanceZoomMax=150;

      valueWeapon = NEVER_DESTROY;
      valueMagazine = NEVER_DESTROY;
   
      magazines[] = {g36cmag};
   
      class g36mag:
         {
         scopeWeapon=0;
              scopeMagazine=2;
         picture="";       //pfad für das bild des magazins.
         displayNAmeMagazine="G36 Magazin";
         };   
      
      
      modes[] = {Single, Burst, FullAuto};
      class Single
      {
         ammo = g36einzel;       
         multiplier = 1;
         burst=1;
         displayName = G36;   
         dispersion=0.0002;
         sound[]={"G36BW\G36fire",db0,1};
         soundContinuous=true;
         reloadTime=0.10;
         ffCount=1;
         recoil=riffleSingle;
         autoFire = false;
         aiRateOfFire=0.5; // delay between shots at given distance
         aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero

         useAction = false;
         useActionTitle = "";
      };
      class Burst
      {
         ammo = g36burst;      
         multiplier=1;
         burst=3;
         displayName=G36BURST;
         dispersion=0.0004;
         sound[]={"G36BW\G36fire",db0,1};
         //sound[]={"",db0,1};
         soundContinuous=true;
         reloadTime=0.1;
         ffCount=3;
         recoil=riffleBurst3;
         autoFire = false;
         aiRateOfFire=0.5; // delay between shots at given distance
         aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero

         useAction = false;
         useActionTitle = "";
      };
      class FullAuto
      {
         ammo = g36auto;   //wie in der cfgammo abtielung
         multiplier=1;
         burst=1;
         displayName=G36AUTO;
         dispersion=0.0008;
         sound[]={"G36BW\G36fire",db0,1};
         soundContinuous=true;
         reloadTime=0.1;
         ffCount=30;
         recoil=riffleBurst3;
         autoFire = true;
         aiRateOfFire=0.5; // delay between shots at given distance
         aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero

         useAction = false;
         useActionTitle = "";
      };
   };

class g36   
   {
      scopeWeapon = public;  Â Â Â Â Â Â 
      scopeMagazine = public;      

      model="/g36bw/g36c";   
      modelOptics="g36_optics";
                picture="\G36BW\w_g36.paa";   

      displayName = G36c;
      displayNameMagazine = $STR_MN_HK;
      shortNameMagazine = $STR_SN_HK;
      drySound[]={"weapons\m16dry",db-70,1};   // empty magazine
      optics = true;
      opticsZoomMin=0.3; //better zoom than M16 because it is a spec ops weapon
      opticsZoomMax=0.3;
      distanceZoomMin=150;
      distanceZoomMax=150;

      valueWeapon = NEVER_DESTROY;
      valueMagazine = NEVER_DESTROY;
   
      magazines[] = {g36cmag};
   
      class g36mag:
         {
         scopeWeapon=0;
              scopeMagazine=2;
         picture="";       //pfad für das bild des magazins.
         displayNAmeMagazine="G36 Magazin";
         };   
      
      
      modes[] = {Single, Burst, FullAuto};
      class Single
      {
         ammo = g36einzel;       //wie in der cfgammo abtielung
         multiplier = 1;
         burst=1;
         displayName = $STR_DN_AK74;   //sounds und displaynames sind alle noch von der AK, bitte ändern.
         dispersion=0.0002;
         sound[]={"G36BW\G36fire",db0,1};
         soundContinuous=true;
         reloadTime=0.10;
         ffCount=1;
         recoil=riffleSingle;
         autoFire = false;
         aiRateOfFire=0.5; // delay between shots at given distance
         aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero

         useAction = false;
         useActionTitle = "";
      };
      class Burst
      {
         ammo = g36burst;      //wie in der cfgammo abtielung
         multiplier=1;
         burst=3;
         displayName=$STR_DN_AK74_BURST;
         dispersion=0.0004;
         sound[]={"G36BW\G36fire",db0,1};
         //sound[]={"",db0,1};
         soundContinuous=true;
         reloadTime=0.1;
         ffCount=3;
         recoil=riffleBurst3;
         autoFire = false;
         aiRateOfFire=0.5; // delay between shots at given distance
         aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero

         useAction = false;
         useActionTitle = "";
      };
      class FullAuto
      {
         ammo = g36auto;   //wie in der cfgammo abtielung
         multiplier=1;
         burst=1;
         displayName=$STR_DN_AK74_AUTO;
         dispersion=0.0008;
         sound[]={"G36BW\G36fire",db0,1};
         soundContinuous=true;
         reloadTime=0.1;
         ffCount=30;
         recoil=riffleBurst3;
         autoFire = true;
         aiRateOfFire=0.5; // delay between shots at given distance
         aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero

         useAction = false;
         useActionTitle = "";
      };
   };

   class GrenadeLauncher: Default {};
   class usm_granatwerfer_base: grenadelauncher
   {
      cursor = "t_select.paa";
      
      scopeMagazine = public;

      valueWeapon = 3;
      valueMagazine = 2;

      weaponType = WeaponNoSlot;
      magazineType = 2 * WeaponSlotItem;
      ammo=Grenade;
      displayName = $STR_DN_GRENADE;
      displayNameMagazine = $STR_MN_GRENADE;
      shortNameMagazine = $STR_SN_GRENADE;
      count=1;
      reloadTime=1.0;
      reloadTime=0;
      sound[]={Weapons\grenade_launch,db-70,1};
      reloadSound[]={Weapons\M16load,db-70,1};
      initSpeed=60;
      canLock=LockNo;

      autoReload = false;

      ffMagnitude=0.1;
      ffFrequency=1;
      ffCount=1;
      recoil=Empty;

      dispersion=0.015;
      aiDispersionCoefY=2.0; // dispersion used to simulate distance est. error
      
      maxLeadSpeed = 15;
      optics = false;

      muzzlePos="usti granatometu";
      muzzleEnd="konec granatometu";

      uiPicture = igrenadier;
   };
   
class g36gran:  usm_grenadelauncher_base
      {

      scopeWeapon = public;
      scopeMagazine = private;

      weaponType = WeaponSlotPrimary;

      valueWeapon = 2;
      valueMagazine = 2;

      displayName = "G36gran";      
      model="/G36BW/G36gren";
      picture="";
      uiPicture = igrenadier;
      
      muzzles[] = {g36Muzzle, granatMuzzle};   

      class g36Muzzle :
      {
         magazines[] = {g36};
      };
      class usm_granatMuzzle : GrenadeLauncher
      {
         displayName=$STR_DN_M203;
         sound[]={weapons\M16GrenadeLaunch, db-70,1};
         magazines[] = {granatwerfer, granatwerfer, granatwerfer};
         //optics = true;

         //opticsZoomMin=0.40;
         //opticsZoomMax=0.40;

         //modelOptics="optika_m16_granatomet";
      }

      canDrop = true;
   };

};

class g36kurzgran:  usm_grenadelauncher_base
      {

      scopeWeapon = public;
      scopeMagazine = private;

      weaponType = WeaponSlotPrimary;

      valueWeapon = 2;
      valueMagazine = 2;

      displayName = "G36gran";      
      model="/G36BW/G36cgren";
      picture="";
      uiPicture = igrenadier;
      
      muzzles[] = {g36Muzzle, granatMuzzle};   

      class g36Muzzle :
      {
         magazines[] = {g36};
      };
      class usm_granatMuzzle : GrenadeLauncher
      {
         displayName=$STR_DN_M203;
         sound[]={weapons\M16GrenadeLaunch, db-70,1};
         magazines[] = {granatwerfer, granatwerfer, granatwerfer};
         //optics = true;

         //opticsZoomMin=0.40;
         //opticsZoomMax=0.40;

         //modelOptics="optika_m16_granatomet";
      }

      canDrop = true;
   };

};

class CfgNonAIVehicles   
« Last Edit: 31 Dec 2004, 10:55:52 by US-Marine »

Lean Bear

  • Guest
Re:config for G36
« Reply #2 on: 31 Dec 2004, 11:40:22 »
I hope you realise that you don't actually have to write out the entire config.

There is already a G36 on OFP, so if you use inhertience to link to that it will use all its properties, just change the ones you need (like the models etc.)

US-Marine

  • Guest
Re:config for G36
« Reply #3 on: 31 Dec 2004, 11:46:51 »
i don't think that it gives an G36 with grenade launcher allready ^^
« Last Edit: 31 Dec 2004, 11:48:24 by US-Marine »

Lean Bear

  • Guest
Re:config for G36
« Reply #4 on: 31 Dec 2004, 11:48:43 »
True :)

Then you might want to pick another weapon that does eg. AK74 w/ Grenades etc.

And then change the relevant names to "G36...." and the models etc.
« Last Edit: 31 Dec 2004, 11:49:27 by Lean Bear »

US-Marine

  • Guest
Re:config for G36
« Reply #5 on: 31 Dec 2004, 11:53:38 »
could try it but then i have4 more pbo files :-/

Lean Bear

  • Guest
Re:config for G36
« Reply #6 on: 31 Dec 2004, 11:55:34 »
Why do you have four more ,pbo files?

US-Marine

  • Guest
Re:config for G36
« Reply #7 on: 31 Dec 2004, 12:01:38 »
i try to make 4 sorts of G36

Lean Bear

  • Guest
Re:config for G36
« Reply #8 on: 31 Dec 2004, 12:02:53 »
OK, so what's the problem?

Its all in one config and it'll be much shorter than what you have in your first post.

US-Marine

  • Guest
Re:config for G36
« Reply #9 on: 31 Dec 2004, 12:06:19 »
i need one config then i have only one pbo file

Lean Bear

  • Guest
Re:config for G36
« Reply #10 on: 31 Dec 2004, 12:07:38 »
Yeah, what's wrong with that?

US-Marine

  • Guest
Re:config for G36
« Reply #11 on: 31 Dec 2004, 12:08:20 »
the problem is i never make a config befor so i don't have any skills in it

Lean Bear

  • Guest
Re:config for G36
« Reply #12 on: 31 Dec 2004, 12:10:08 »
Oh, ok.

Well, I can help you out there ;)

If you tell me the names of your models, the folders they are in etc. then I'll make it for you.

US-Marine

  • Guest
Re:config for G36
« Reply #13 on: 31 Dec 2004, 12:19:43 »
well that would be cool

i have as names "g36" , "g36short" ,"g36gren" and "g36shortgren"
gren = with grenadelauncher

they shoul in folder "G36BW"

Lean Bear

  • Guest
Re:config for G36
« Reply #14 on: 02 Jan 2005, 15:50:52 »
OK, have a look.

You might need to chnage some of the model names and display names to suit your preferences.

Code: [Select]
// BW's G36 Range
// config by
// Lean Bear

// version 0.1 BETA

// Here's your config.cpp
// Feel free to edit it etc.

// There are probably some errors/ bugs so send me a PM
// telling me what they are and I'll fix 'em for you ^_^

// There are 4 units under the West side under "BW Men"
// You can change this to whatever you want though.



// here's yer basic defines etc.
#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          
#define WeaponSlotPrimary      
#define WeaponSlotSecondary  
#define WeaponSlotItem        
#define WeaponSlotBinocular  
#define WeaponHardMounted    

class CfgPatches
{

   class g36BWAddon
   {
      units[]={"g36Man","g36shortMan","g36grenMan","g36shortgrenMan"};
      weapons[]={"g36","g36short","g36gren","g36shortgren"};
      requiredVersion=1.85;
   };
};

class CfgAmmo
{

   class default {};
   class BulletSingle: default {};
   class G36a: BulletSingle {};
   class g36: G36A
   {
      hit=11;
      indirectHit=1;
      indirectHitRange=0.1;
   };
};

class CfgWeapons
{

   class Default {};
   class MGun:Default {};
   class Riffle:MGun {};
   class G36aBase:Riffle
   class g36: G36aBase
   {
      scopeWeapon=2;
      scopeMagazine=2;
      model="\G36A\g36.p3d"; // You may need to change this to your model .p3d filename
      modelOptics="\G36A\G36_optics";
      picture="\G36A\w_g36.paa";
      optics=1;
      opticsZoomMin=0.28;
      opticsZoomMax=0.28;
      distanceZoomMin=300;
      distanceZoomMax=300;
      displayName="G36 BW";
      magazines[]={"g36"};
      modes[]={"Single","Burst","Fullauto"};

      class Single
      {
         ammo="g36";
         multiplier=1;
         burst=1;
         displayName="$STR_DN_ADD_G36";
         dispersion=0.0002;
         sound[]={"\G36A\g36a.wss",1.0,1};
         soundContinuous=0;
         reloadTime=0.1;
         ffCount=1;
         recoil="riffleSingle";
         autoFire=0;
         aiRateOfFire=0.5;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };

      class Burst
      {
         ammo="g36";
         multiplier=1;
         burst=3;
         displayName="$STR_DN_ADD_G36_BURST";
         dispersion=0.001;
         sound[]={"\G36A\g36a_burst",1.0,1};
         soundContinuous=0;
         reloadTime=0.1;
         ffCount=3;
         recoil="riffleBurst3";
         autoFire=0;
         aiRateOfFire=0.5;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };

      class FullAuto
      {
         ammo="g36";
         multiplier=1;
         burst=1;
         displayName="G36 Auto";
         dispersion=0.0003;
         sound[]={"\G36A\g36a_full",1.0,1};
         soundContinuous=0;
         reloadTime=0.07;
         ffCount=1;
         recoil="riffleBurst3";
         autoFire=1;
         aiRateOfFire=0.5;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
   };

   class G36aMag:G36aBase
   class g36Mag: G36aMag
   {
      scopeMagazine=2;
      picture="\G36a\m_G36.paa";
   };

   class G36a:G36aBase
   class g36: G36a
   {
      scopeWeapon=2;
      magazines[]={"g36Mag"};
   };

   class g36short: g36
   {
      model="\G36A\g36short.p3d"; // You may need to change this to your model .p3d filename
      displayName="G36 Short BW";

   class GrenadeLauncher: Default {};
   class M16GrenadeLauncher: GrenadeLauncher {};
   class g36gren: M16GrenadeLauncher
   {
      //--
      scopeWeapon = public;
      scopeMagazine = private;

      weaponType = WeaponSlotPrimary;

      valueWeapon = 2;
      valueMagazine = 2;

      displayName = "G36 w/ Grenade;
      model="\G36BW\g36gren.p3d"; // You might need to change this to suit your .p3d filename
      picture="";
      uiPicture = igrenadier;

      muzzles[] = {g36Muzzle, g36grenMuzzle};
      class M16Muzzle : M16
      class g36Muzzle : M16Muzzle
      {
         magazines[] = {g36};
      };
      class M203Muzzle : GrenadeLauncher
      class g36grenMuzzle : M203Muzzle
      {
         displayName="G36 Grenade";
         sound[]={weapons\M16GrenadeLaunch, db-70,1};
         magazines[] = {GrenadeLauncher, Flare, FlareGreen, FlareRed, FlareYellow};
         //optics = true;

         //opticsZoomMin=0.40;
         //opticsZoomMax=0.40;

         //modelOptics="optika_m16_granatomet";
      }

      canDrop = true;
   };
   
   class g36shortgren: g36gren
   {
      //--
      scopeWeapon = public;
      scopeMagazine = private;

      displayName = "G36 Short w/ Grenade;
      model="\G36BW\g36shortgren.p3d"; // You might need to change this to suit your .p3d filename
      picture="";
      uiPicture = igrenadier;
   };
};

class CfgVehicles
{

   class All {};
   class AllVehicles:All {};
   class Land:AllVehicles {};
   class Man:Land {};
   class Soldier:Man {};
   class SoldierWB:Soldier {};
   class SoldierWG36a:SoldierWB {};
   class g36Man: SoldierWG36a
   {
      displayName="BW G36 Soldier";
      vehicleClass"BW Men";
      weapons[]={"g36","Throw","Put"};
      magazines[]={"g36Mag","g36Mag","g36Mag","g36Mag","g36Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};
   };
   class g36shortMan: g36Man
   {
      displayName="BW G36 Short Soldier";
      weapons[]={"g36short","Throw","Put"};
      magazines[]={"g36Mag","g36Mag","g36Mag","g36Mag","g36Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};
   };
   class g36grenMan: g36Man
   {
      displayName="BW G36 Grenade Soldier";
      weapons[]={"g36gren","Throw","Put"};
      magazines[]={"g36Mag","g36Mag","g36Mag","g36Mag","GrenadeLauncher","GrenadeLauncher","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};
   };   
   class g36shortgrenMan: g36Man
   {
      dislplayName="BW G36 S G SOldier";
      weapons[]={"g36shortgren","Throw","Put"};
      magazines[]={"g36Mag","g36Mag","g36Mag","g36Mag","GrenadeLauncher","GrenadeLauncher","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};
   };   
};
   
class CfgNonAIVehicles
{

   class ProxyWeapon {};
   class ProxyG36:ProxyWeapon
   {
   };
};