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Offline Plane

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Minigun magazine
« on: 11 Jan 2005, 12:25:39 »
Now I'm making a M134 minigun and I want the Picture of it's magazine take 4 places (As size of 4 M16 mags).
And I used the "magazinetype="4*256";" in the config.cpp.
But OFP crashed when reading my addon.

 ???
What's the problem? Can anyone help me?
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline RujiK

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Re:Minigun magazine
« Reply #1 on: 11 Jan 2005, 19:25:26 »
Woah! That thing is sweet!
Personally I have no experience in object editing so I cant help you, but I look forward too the release of that gun!
I like your approach, lets see your departure.
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Offline Pilot

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Re:Minigun magazine
« Reply #2 on: 11 Jan 2005, 20:37:59 »
Try changing magazinetype to:
Quote
magazineType = WeaponSlotItem;

I'm assuming 256 means the number of bullets per magazine.  To have each magazine contain 256 bullets, put this in the CfgWeapon part of the config:
Quote
count=256;

Hopefully this will keep OFP from crashing, but I'm not sure if it will solve your problem.  I'm not sure what defines how many slots a magazine takes up.

EDIT:

Ok, I have been looking through the commented config, and hopefully have the answer to your question
Quote
magazineType = WeaponSlotItem;
This will make the magazine take up one slot

Quote
magazineType = 2 * WeaponSlotItem;
This will make the magazine take up two slots.

So adjusting the multiplier will adjust the number of slots the magazine takes up.

« Last Edit: 11 Jan 2005, 20:41:37 by Student Pilot »

Offline Plane

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Re:Minigun magazine
« Reply #3 on: 12 Jan 2005, 11:12:22 »
Good! :thumbsup:
I used the following command:

magazineType = 2 * WeaponSlotItem;

And it works, but I change the multiplier to 3 and I've tried 4, OFP also crashes.

If someone reply me,you can also leave your e-mail address.I'll sent you when release! :gunman:
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #4 on: 12 Jan 2005, 14:52:20 »
This may be a game engine limitation.  Operation Flashpint may only allow magazines to take up 1, 2, and 6 slots.  I haven't seen any other magazine that takes up 3, 4, or 5 slots.  I'll keep checking and see if I can find a definite answer.

Offline greg147

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Re:Minigun magazine
« Reply #5 on: 12 Jan 2005, 19:10:57 »
The UKF law launcher has a round that takes up 4 spaces. I think  :P
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Offline Pilot

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Re:Minigun magazine
« Reply #6 on: 13 Jan 2005, 02:40:41 »
Really?  Ok, then forget my last post :P

Make sure you typed it exactly as I have it here:

Code: [Select]
magazineType = 4 * WeaponSlotItem;
If that doesn't work, download the UKF law launcher and see how they did it.

Offline Plane

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Re:Minigun magazine
« Reply #7 on: 13 Jan 2005, 05:48:52 »
I also found ICP's RPG-26 magazine take 4 places, it uses "magazinetype= 4 * 256;" in config.

I also tried "magazinetype= 4 * 100;" in my Minigun config, OFP didn't crash but Magazine take only one slot but not 4 slots.
And "magazinetype= 4 * WeaponSlotItem;" also cause OFP crashes. ???

Is the problem in the head of config:
"#denife WeaponSlotItem     256//"
 ???
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Planck

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Re:Minigun magazine
« Reply #8 on: 13 Jan 2005, 05:58:00 »
denife???

I think that should be define


Planck
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Offline Plane

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Re:Minigun magazine
« Reply #9 on: 13 Jan 2005, 12:06:36 »
Yeah,sorry for the spelling mistake.

I tried "magazinetype= 6 * 100" but it only take 2 slots.
"magazinetype= 4 * WeaponSlotItem;" will cause OFP crashes.

And is MM-1 take 8 slots?but its config use bin file. I can't open it.
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #10 on: 13 Jan 2005, 14:59:11 »
Can you post the config for ICP's RPG-26?

Offline Planck

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Re:Minigun magazine
« Reply #11 on: 14 Jan 2005, 03:13:00 »
Here is a portion of the relevant config for MM-1.

Code: [Select]
class Mm1Base:GrenadeLauncher
      {
      scopeWeapon=1;
      scopeMagazine=1;
      weaponType="1 +    16";
      magazineType="8 *          256";
      displayName="$STR_DN_MM1";
      displayNameMagazine="$STR_DN_MM1";
      shortNameMagazine="$STR_DN_MM1";
      count=12;
      reloadTime=0.5;
      magazineReloadTime=12;
      model="\MM-1\MM-1";
      modelOptics="\MM-1\optika_MM-1";
      picture="\MM-1\mm-1.paa";
      revolving="buben";
      revolvingAxis="osa_buben";
      };

Planck
« Last Edit: 14 Jan 2005, 03:14:35 by Planck »
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Offline Plane

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Re:Minigun magazine
« Reply #12 on: 14 Jan 2005, 17:03:45 »
Code: [Select]
// RPG-26 "Aglen" By Rus_Partizan & ORCS Development Studios. ORCS Development Studios' 2004 "Operation Flashpoint : Resistance" Addon Series. All rights reserved.
#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 WeaponNoSlot0 // dummy weapons
#define WeaponSlotPrimary1 // primary weapons
#define WeaponSlotSecondary16 // secondary weapons
#define WeaponSlotHandGun2 // HandGun
#define WeaponSlotHandGunItem32 // HandGun magazines
#define WeaponSlotItem256 // items
#define WeaponSlotBinocular4096 // binocular
#define WeaponHardMounted65536

class CfgPatches
{
   class ICP_RPG26
   {
      units[]={""};
      weapons[]={"RPG26","RPG26mag", "RPG26AI","RPG26AImag"};
      requiredVersion=1.750000;
   };
};

class CfgModels
{

   class default {};
   class Weapon: default {};
   class rpg26: Weapon {};
   class rpg26e: Weapon {};


};
class CfgAmmo
{
   class default {};
   class AT3: Default {};
   class LAW : AT3 {};
   class ICPrpg26ammo: LAW
      {
      thrustTime=0.10000000;
      thrust=150;
      maxSpeed=200;
      initTime=0.05;
      hit=800;
      indirectHit=40;
      indirectHitRange=0.500000;
      minRange=20;minRangeProbab=0.50;
      midRange=100;midRangeProbab=0.95;
      maxRange=200;maxRangeProbab=0.05;
      simulation=shotRocket;
      simulationStep=0.05;
      soundHit[]={"\rp_rpg26\sound\ground.wss",db+25,1.0};
                 SoundHitArmor1[]={"\rp_rpg26\sound\arm1.wss",db+25,1};
                 SoundHitArmor2[]={"\rp_rpg26\sound\arm2.wss",db+25,1};
                 SoundHitArmor3[]={"\rp_rpg26\sound\arm3.wss",db+25,1};
                hitArmor[]={soundHitArmor1,0.33, soundHitArmor2,0.33, soundHitArmor3,0.33};
                soundFly[]={"\rp_rpg26\sound\fly.ogg",db+0,1.0};      
   };
   class ICPrpg26AIammo: LAW
      {
      thrustTime=0.10000000;
      thrust=550;
      maxSpeed=750;
      initTime=0.1;
      hit=800;
      indirectHit=40;
      indirectHitRange=0.500000;
      minRange=20;minRangeProbab=0.50;
      midRange=150;midRangeProbab=0.95;
      maxRange=300;maxRangeProbab=0.05;
      simulation=shotRocket;
      simulationStep=0.05;
      soundHit[]={"\rp_rpg26\sound\ground.wss",db+25,1.0};
                 SoundHitArmor1[]={"\rp_rpg26\sound\arm1.wss",db+25,1};
                 SoundHitArmor2[]={"\rp_rpg26\sound\arm2.wss",db+25,1};
                 SoundHitArmor3[]={"\rp_rpg26\sound\arm3.wss",db+25,1};
                hitArmor[]={soundHitArmor1,0.33, soundHitArmor2,0.33, soundHitArmor3,0.33};
                soundFly[]={"\rp_rpg26\sound\fly.ogg",db+0,1.0};      
   };
};

class CfgWeapons
{
   class Default {};
   class LAWLauncher: Default {};
   class RPGLauncher: Default {};
   class RPG26: LAWLauncher
   {
      model="\rp_rpg26\rpg26E";
      modelOptics="\rp_rpg26\optics";
      opticsZoomMin=0.55000;
      opticsZoomMax=0.550000;
      picture="\rp_rpg26\rpg26.paa";
      sound[]={"\rp_rpg26\sound\fire.wss",db18,1.0};                  
      displayName="RPG-26";
      shortNameMagazine="RPG-26";
      magazines[]={"RPG26mag"};
      initSpeed=70;
      canDrop = true;      
   };
   
   class RPG26mag: RPG26
   {
      modelSpecial="\rp_rpg26\rpg26";
      picture="\rp_rpg26\rpg26.paa";
      ammo="icprpg26ammo";
      displayName="RPG-26 'Aglen' ";
      displayNameMagazine="RPG-26";
      magazineType="4 * 256";
      canLock=LockYes;
      canDrop = false;
   };
   class RPG26AI: LAWLauncher
   {
      model="\rp_rpg26\rpg26E";
      modelOptics="\rp_rpg26\optics";
      opticsZoomMin=0.55000;
      opticsZoomMax=0.550000;
      picture="\rp_rpg26\rpg26.paa";
      sound[]={"\rp_rpg26\sound\fire.wss",db18,1.0};                  
      displayName="RPG-26";
      shortNameMagazine="RPG-26 (AI)";
      magazines[]={"RPG26AImag"};
      initSpeed=150;
      canDrop = false;      
   };
   
   class RPG26AImag: RPG26AI
   {
      modelSpecial="\rp_rpg26\rpg26";
      picture="\rp_rpg26\rpg26.paa";
      ammo="icprpg26AIammo";
      displayName="RPG-26 'Aglen'  (AI) ";
      displayNameMagazine="RPG-26 (AI)";
      magazineType="4 * 256";
      canLock=LockYes;
      canDrop = false;
   };
};
class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierEB: Soldier{};
   class SoldierESaboteur: SoldierEB{};

   class rpg26_soldier: SoldierESaboteur
   {
      displayName="AT Soldier (RPG-26)";
      moves="CfgMovesMC";
      scope=public;
      side=0;
      nightVision=1;
      accuracy=5.0;
      sensitivity=3.5;
      sensitivityEar=0.7;
      weapons[]={"ak74","RPG26","binocular","Throw","Put"};
      magazines[]={"AK74","AK74","AK74","AK74","RPG26mag","HandGrenade","HandGrenade"};         
};
   class rpg26_soldierAI: SoldierESaboteur
   {
      displayName="AT Soldier (RPG-26) - AI";
      moves="CfgMovesMC";
      scope=public;
      side=0;
      nightVision=1;
      accuracy=5.0;
      sensitivity=3.5;
      sensitivityEar=0.7;
      weapons[]={"ak74","RPG26AI","binocular","Throw","Put"};
      magazines[]={"AK74","AK74","AK74","AK74","RPG26AImag","HandGrenade","HandGrenade"};         
   };

};   
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #13 on: 15 Jan 2005, 01:40:37 »
Uh, this is only a guess, but:

Maybe your weapon has to be defined as a lawlauncher or a grenade launcher?
Code: [Select]
class CfgWeapons
{
   class Default {};
   class LAWLauncher: Default {};
   class Yourweapon: LAWLauncher


Offline Plane

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Re:Minigun magazine
« Reply #14 on: 15 Jan 2005, 06:35:18 »
if I config my gun to LAWlauncher,it will be on the shoulder then.

Then I config weapon to "weapontype=1+16;" and magazine to "magazinetype= 4 * WeaponSlotItem;" will cause it crash again.

So I think its "class Default{};" problem, so is anyone know much about "Parents-child-relation" on weapon type, please help me! ;)
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

bennyboy

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Re:Minigun magazine
« Reply #15 on: 15 Jan 2005, 13:00:06 »
WeaponSlotItem is a definition to tell ofp how many slots to take up.  OFP defines one slot taken up as having a value of 256, so for 4 slots you'd need a value of 1024.  

Make sure you have the definition line correct and use a multiplier as stated above.  Your config appears to have 2 errors:

1) The config below seems to be missing a correct definition for WeaponSlotItem - you've configured a definition called WeaponSlotItem256 instead.  You need to put a space between the variable name you are defining and it's value.  OFP is probably crashing (when you have tried to use the correct variable name) beacuse it is being told to multiply 4*0 since it can't find a correct definition of WeaponSlotItem.

2) Looking closer at the config, you have this line:

      magazineType="4 * 256"

that will set magazineType to the string of "4 * 256", the quotes should be left out to get a numerical value of 4*256.

You could always just hardcode it to magazineType = 1024;

Hope this helps.

Offline Plane

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Re:Minigun magazine
« Reply #16 on: 16 Jan 2005, 05:38:50 »
All right,where is the problem.It still crash...

Here is my config:

// 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 CfgPatches
{
   class hh_minigun_Soldier   {units[] = {hh_minigun_Soldier};   weapons[] = {};   requiredVersion = 1.75;   };
   class m134_minigun      {units[] = {m134_minigun};   weapons[] = {};   requiredVersion = 1.75;   };
};


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

class CfgAmmo
{
   class Default {};
   class BulletSingle : Default {};
   class hh_minigunAmmo: BulletSingle
        {
      hit=10;
                indirectHit=0.4;
      indirectHitRange=1.000000;
      minRange=4;
      minRangeProbab=0.900000;
      midRange=200;
      midRangeProbab=0.500000;
      maxRange=800;
      maxRangeProbab=0.050000;
      cost=30;
   };
};

class CfgWeapons

{
   class Default{};
   class MGun: Default{};
   class MachineGun7_6: MGun{};  
   class MachineGun7_6Manual: MachineGun7_6{};
   class PK: MachineGun7_6Manual{};
        class m134_minigun: PK
        {
             ammo=hh_minigunAmmo;
             count=100;
             model="\minigun\minigun";
             modelOptics="optika_PK";
             displayName="M134";
             displayNameMagazine="M134 Magazine";
             shortNameMagazine="M134";
             drySound[]={"weapons\m16dry",0.000316,1};
        initSpeed=600;
        reloadTime=0.0100000;
        magazineReloadTime=0.0500000;
             magazines[] = {"m134_mag"};
             magazineType = 1024;
        autoReload=1;
        dispersion=0.0015;
        sound[]={"\minigun\minigun.wss",db0,1};
        soundContinuous=true;
        maxLeadSpeed=865;
           picture="\minigun\M134.paa";
        revolving="barrels";
        revolvingAxis="barrels_axis";
        };

        class m134_mag: m134_minigun
   {
      displayNameMagazine = M134 Magazine;
      shortNameMagazine = M134mag;
                picture="\minigun\M134Ammobox.paa";
      
   };

};
class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class Proxyhh_minigun: ProxyWeapon {};
};

//Vehicle Settings

class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierWB:Soldier{}
   class hh_minigunSoldier: SoldierWB
   {
      displayName="M134 Machine Gunner";
      weapons[]={"m134_minigun"};
      magazines[]={"m134_mag","m134_mag","m134_mag","m134_mag","m134_mag"};
   };

};
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #17 on: 16 Jan 2005, 15:04:11 »
I think what bennyboy is suggesting is to change this define:

Code: [Select]
#define WeaponSlotItem         256// items
to:

Code: [Select]
#define WeaponSlotItem         1024// items
And in the CfgWeapons part of the config, change this value:

Code: [Select]
magazineType = 1024;
to:

Code: [Select]
magazineType = WeaponSlotItem;
Try that and see if it helps.

Offline Plane

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Re:Minigun magazine
« Reply #18 on: 17 Jan 2005, 11:30:01 »
So sorry,it still crash. :joystick:

Is it a weapon type limitation,PK type weapon at most take 2 slots? ???

If it is, can we try other weapon types but not Secondary weapon?
 :help:
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Infierie Blou

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Re:Minigun magazine
« Reply #19 on: 17 Jan 2005, 11:53:23 »

#define WeaponNoSlot0 // dummy weapons
#define WeaponSlotPrimary1 // primary weapons
#define WeaponSlotSecondary16 // secondary weapons
#define WeaponSlotHandGun2 // HandGun
#define WeaponSlotHandGunItem32 // HandGun magazines
#define WeaponSlotItem256 // items
#define WeaponSlotBinocular4096 // binocular
#define WeaponHardMounted65536

that's what you want (I think ???)

Offline Infierie Blou

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Re:Minigun magazine
« Reply #20 on: 17 Jan 2005, 11:55:19 »
(Sorry didn't read 2nd page)

Offline Pilot

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Re:Minigun magazine
« Reply #21 on: 17 Jan 2005, 20:18:45 »
It may be a weapon type limitation, I really don't know. ???

If you want to try another weapon type, try this, change:
Quote
class CfgWeapons

{
   class Default{};
   class MGun: Default{};
   class MachineGun7_6: MGun{};  
   class MachineGun7_6Manual: MachineGun7_6{};
   class PK: MachineGun7_6Manual{};
   class m134_minigun: PK
to:
Code: [Select]
class CfgWeapons

{
   class Default{};
   class LAWLauncher: Default{};
   class class m134_minigun: LAWLauncher

or:
Code: [Select]
class CfgWeapons

{
   class Default{};
   class LAWLauncher: Default{};
   class CarlGustavLauncher : LAWLauncher{};
   class m134_minigun: CarlGustavLauncher

Offline Plane

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Re:Minigun magazine
« Reply #22 on: 18 Jan 2005, 05:35:27 »
Yes this may works,but it's on the secoundary weapon and fires on the shoulder with one bullet.
Not full auto mode anymore! ???

 :help:
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #23 on: 18 Jan 2005, 19:04:47 »
put this into your CfgWeapons section:

Code: [Select]
weapontype= WeaponSlotPrimary;

Offline Pilot

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Re:Minigun magazine
« Reply #24 on: 23 Jan 2005, 18:23:33 »
If that doesn't work, you can try one of the following:
Code: [Select]
class CfgWeapons

{
  class Default{};
  class MGun: Default{};
  class MachineGun7_6: MGun{};  
  class MachineGun7_6Manual: MachineGun7_6{};
  class m134_minigun: MachineGun7_6Manual
or
Code: [Select]
class CfgWeapons

{
  class Default{};
  class MGun: Default{};
  class MachineGun7_6: MGun{};  
  class m134_minigun: MachineGun7_6

I hope one of those works!

Offline Plane

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Re:Minigun magazine
« Reply #25 on: 28 Jan 2005, 09:55:22 »
I used the following...

class Default{};
 class MGun: Default{};
 class MachineGun7_6: MGun{};  
 class MachineGun7_6Manual: MachineGun7_6{};
 class m134_minigun: MachineGun7_6Manual
And add
weapontype= WeaponSlotPrimary;

But it has no picture now
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #26 on: 28 Jan 2005, 16:22:39 »
Damn!  If it isn't one thing it's another! ::)

Anyway, does the weapon work the way it's supposed to?

Also, does the magazine picture show up properly?  Or do both pictures not work?

Offline Pilot

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Re:Minigun magazine
« Reply #27 on: 28 Jan 2005, 16:43:08 »
I've been looking through the commented config, and found this command.  I pretty sure it defines the picture.  Put it in your CfgWeapons Section:
Code: [Select]
uiPicture = \YourAddonFolder\YourPictureName;Make sure to put in this command for both your weapon and magazine

If you have any other command that calls the picture, delete it.

I hope that fixes the problem!

EDIT:
I've been looking at your config you posted above.  In the CfgVehicles section, you assigned the soldier 5 mags.  If each mag takes up 4 slots, 5 mags will take up 20 slots.  Operation Flashpoint only allows 10 slots for ammo.  Delete 3 of the mags, so you only have 2 mags assigned to the soldier.  It should look like this:
Code: [Select]
magazines[]={"m134_mag","m134_mag"};The two mags will take up 8 slots, allowing two more slots for handgrenades or flares.  Don't know if this was causing a problem, but it sure couldn't be helping anything.
« Last Edit: 28 Jan 2005, 16:58:35 by Student Pilot »

Offline Plane

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Re:Minigun magazine
« Reply #28 on: 29 Jan 2005, 08:28:16 »
Thanks! Student Pilot :thumbsup:

The problem is the overload of soldior's magazine, it cause OFP crashes.
Now it solved! ;D
Well done guys! :cheers:

I have another small question:
M134 minigun have a max speed of 4200 shot/min, it means 70 shot/sec, so the reload time is 0.0142s.
So...
Code: [Select]
reloadTime=0.0142;
But I test its speed, still not reached, only 800 shots per minite...
Even I change to
Code: [Select]
reloadTime=0.0100000;
So how can I add the firing speed? :gunman:
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #29 on: 29 Jan 2005, 19:09:03 »
Glad to hear it's working! :gunman:

Well, you math is right, and reload time appears to be the time it takes to reload each bullet.  So I am not sure what is wrong ???

Try an experiment. Put this in instead:
Code: [Select]
reloadTime=0.0010000;And see if the firing rate increases.

btw, what class does you weapon inherit in the CfgWeapons section?

Offline Pilot

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Re:Minigun magazine
« Reply #30 on: 29 Jan 2005, 19:17:19 »
You can also try this if only you want, put this in the CfgWeapons section:
Code: [Select]
modes[] = {FullAuto};
class FullAuto
      {
         multiplier=1;
         burst=1;
         soundContinuous=false;
         reloadTime=0.0142;
         autoFire = true;
         useAction = false;
         useActionTitle = "";
      };

This is definately not guarenteed to work!  It is only a suggestion if my above post doesn't work!  Also, you may have to delete the other reloadtime.
« Last Edit: 29 Jan 2005, 19:17:46 by Student Pilot »

Offline Plane

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Re:Minigun magazine
« Reply #31 on: 30 Jan 2005, 06:41:09 »
Ok, I found the problem.
To add the firing speed, just adjust multiplier number.
For example:
Code: [Select]
multiplier=2;And then its firing speed is faster! ;D

Another question:
How to make the gun barrels revolves faster as my firing speed? ???
I used the code:
Code: [Select]
revolving="barrels";
revolvingAxis="barrels_axis";
But not fast enough. ???
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #32 on: 30 Jan 2005, 13:27:45 »
Quote
Ok, I found the problem.
To add the firing speed, just adjust multiplier number.

Oh, ok, good thing you did that instead of what I suggested! ::)

I don't know much about the barrel animation.  I will do some looking and see if I can find an answer.  In the meantime, how much slower is the barrel than it should be.  Is it way too slow, or only a little too slow?

Offline Pilot

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Re:Minigun magazine
« Reply #33 on: 30 Jan 2005, 22:05:14 »
Ok, I have done some looking, and it seems there is no way to adjust the speed of the animation. :(  However, I think I might have a workaround :), but it might take me a day or two to figure out.  Hopefully the work around will work, but there are no guarentes! :-\

EDIT:
I have tried a work-around to no avail.  Apparently, event-handlers can't be used on weapons. :(  You may want to get in contact with Lean Bear, as he said he has found a way to accomplish custom animations on guns.  Check out this thread:
http://www.ofpec.com/yabbse/index.php?board=13;action=display;threadid=19642;start=0
Sorry I couldn't help you on this :'(
« Last Edit: 30 Jan 2005, 22:39:05 by Student Pilot »

Offline oyman

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Re:Minigun magazine
« Reply #34 on: 31 Jan 2005, 03:42:41 »
Ok, I found the problem.
To add the firing speed, just adjust multiplier number.
For example:
Code: [Select]
multiplier=2;And then its firing speed is faster! ;D

Another question:
How to make the gun barrels revolves faster as my firing speed? ???
I used the code:
Code: [Select]
revolving="barrels";
revolvingAxis="barrels_axis";
But not fast enough. ???


they could be spinning fast enough, its just they are going so fast it looks slow
« Last Edit: 31 Jan 2005, 03:43:04 by oyman »

Offline Plane

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Re:Minigun magazine
« Reply #35 on: 31 Jan 2005, 05:44:05 »
No it is really slow,I'm sure. 8)
It turns 360 degreeds as it shot up a whole magazine!(500 bulltes)

You can check out the MM-1  heavy Grenadelauncher, its barral turns 360 degreeds when shots up 12 grenades!(A magazine)
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Plane

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Re:Minigun magazine
« Reply #36 on: 31 Jan 2005, 05:54:26 »
My last post attached a Minigun picture, its the pic before fire.

Then a picture when fire and after shot up the whole mag...
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Plane

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Re:Minigun magazine
« Reply #37 on: 31 Jan 2005, 05:59:01 »
And here is the picture when shot up the whole mag...
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #38 on: 31 Jan 2005, 19:10:24 »
Yeah, this is how the animation works.

The barrel makes one revolution for every magazine, which means if you have a magazine with 500 rounds, it will turn very slow.

Offline Plane

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Re:Minigun magazine
« Reply #39 on: 01 Feb 2005, 09:22:14 »
Yeah so if I want it works as a real thing, then I have to assign 6 bullets to each magazine!
But that's impossible, is there a way makes it revolunes faster by using other code. Such as animation or eventhandler... :help:
The propeller is just a big fan in front of the plane used to keep the pilot cool. When it stops, you can actually watch the pilot start sweating.

Offline Pilot

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Re:Minigun magazine
« Reply #40 on: 01 Feb 2005, 15:03:20 »
Hmmm, six rounds per magazine, 70 rounds a second, a magazine of six rounds would be finished in .08 sec!  Yeah, that's impossible! :P

Unfortunately, I don't think eventhandlers work with weapons.  I was hoping to add a fired eventhandler which would call a script, and the script would call an animation to turn the barrel.  But I couldn't get the eventhandler to work, I heard it's a game limitation, and my crappy scripting doesn't help! :P  However, Lean Bear said he found a way around it, you may want to send him a private message, and ask him if he can help you:
http://www.ofpec.com/yabbse/index.php?board=;action=imsend;to=Lean%20Bear