been trying to make my own ammunition (only done it on vehicles so far) for a sniper rifle of ours... now it was initially based on the Jam 7.62x51 5 round magazine for the west, and calibrated to that effect, hence i sniffed around in Jam to get the same values etc... we just wanted our own sound to work for the weapon firing... im not sure where i'm going wrong, but i get the error:
no configbin: UKF_L96A1Mag
or something to that effect - i've double checked my spelling, and cant find anything obvious... but most of this ammo thing is beyond me
// AI L96A1 made by Tim for Project: UK Forces
#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
#define WeaponSlotPrimary 1
#define WeaponSlotSecondary 16
#define WeaponSlotItem 256
#define WeaponSlotBinocular 4096
#define WeaponHardMounted 65536
class CfgPatches
{
class UKF_L96A1pack
{
units[] = {UKF_L96A1Marksman,UKF_L96A1Sniper};
weapons[] = {"UKF_L96A1", "UKF_L96A1Camo", "UKF_L96A1Black", "UKF_L96A1Desert"};
requiredVersion = 1.91;
};
};
class CfgModels
{
class Default{};
class Weapon: Default{};
class L96A1: Weapon {};
class L96A1camo: Weapon {};
class L96A1Black: Weapon {};
class L96A1Desert: Weapon {};
};
class CfgRecoils
{
UKF_L96A1[]={0.012000,0,0,0.060000,0.014000,0.005000,0.050000,0.006000,0.060000,0.100000,0,0};
};
class CfgAmmo
{
class default {};
class M21: default {};
class UKF_L96A1Mag: M21
{
tracercolor[]= {0,0,0,0};
hit=8;indirectHit=0.5;indirectHitRange=0.5;
minRange=0;minRangeProbab=100;
midRange=1000;midRangeProbab=0.90;
maxRange=2500;maxRangeProbab=0.1;
cost=30;
cartridge="FxCartridgeSmall";
scopeWeapon=0;
scopeMagazine=2;
displayNameMagazine = "10x 7.62x51 Round";
shortNameMagazine = "10x 7.62x51 Round";
picture="";
initspeed=792;
maxLeadSpeed=50;
drySound[]={"\JAM_Sounds\sounds\Dry.wss",0.010316,1};
count=10;
modes[]= {"Single"};
class Single
{
ammo=UKF_L96A1Mag;
multiplier=1;
burst=1;
displayName="7.62x51";
soundContinuous= 0;
sound[]={"\UKF_L96A1\L96A1_single.wav",db0,1};
ffCount=1;
dispersion=0.00004275;
reloadTime=2.300000;
autofire=0;
aiRateOfFire=5.0000;
aiRateOfFireDistance = 500;
UseAction=0;
useActionTitle="";
recoil=UKF_L96A1;
};
canDrop = true;
};
};
class CfgWeapons
{
class Default {};
class MGun : Default {};
class Riffle: MGun {};
class SniperRiffle: Riffle {};
class UKF_L96A1Camo : SniperRiffle
{
scopeWeapon=2;
scopeMagazine=2;
weaponType=WeaponSlotPrimary;
modelOptics="\UKF_L96A1\L96A1_optic.p3d";
model="\UKF_L96A1\L96A1camo.p3d";
picture="\UKF_L96A1\L96A1_texture.paa";
displayName="L96A1 (Camo)";
cursor="w_weapon";
cursorAim="w_lock";
modes[] = {Single};
count=5;
magazines[]={UKF_L96A1Mag};
recoil=UKF_L96A1;
reloadTime=3.0;
reloadMagazineSound[]={"\UKF_L96A1\L96A1_reload.wav",0.05,1};
opticsZoomMin=0.025;
opticsZoomMax=0.025;
};
class UKF_L96A1 : SniperRiffle
{
scopeWeapon=2;
scopeMagazine=2;
weaponType=WeaponSlotPrimary;
modelOptics="\UKF_L96A1\L96A1_optic.p3d";
model="\UKF_L96A1\L96A1.p3d";
picture="\UKF_L96A1\L96A1_texture.paa";
displayName="L96A1";
cursor="w_weapon";
cursorAim="w_lock";
modes[] = {Single};
count=5;
magazines[]={UKF_L96A1Mag};
recoil=UKF_L96A1;
reloadTime=3.0;
reloadMagazineSound[]={"\UKF_L96A1\L96A1_reload.wav",0.05,1};
opticsZoomMin=0.025;
opticsZoomMax=0.025;
};
class UKF_L96A1Black : SniperRiffle
{
scopeWeapon=2;
scopeMagazine=2;
weaponType=WeaponSlotPrimary;
modelOptics="\UKF_L96A1\L96A1_optic.p3d";
model="\UKF_L96A1\L96A1black.p3d";
picture="\UKF_L96A1\L96A1_texture.paa";
displayName="L96A1 (Black & Green)";
cursor="w_weapon";
cursorAim="w_lock";
modes[] = {Single};
count=5;
magazines[]={UKF_L96A1Mag};
recoil=UKF_L96A1;
reloadTime=3.0;
reloadMagazineSound[]={"\UKF_L96A1\L96A1_reload.wav",0.05,1};
opticsZoomMin=0.025;
opticsZoomMax=0.025;
};
class UKF_L96A1Desert : SniperRiffle
{
scopeWeapon=2;
scopeMagazine=2;
weaponType=WeaponSlotPrimary;
modelOptics="\UKF_L96A1\L96A1_optic.p3d";
model="\UKF_L96A1\L96A1Desert.p3d";
picture="\UKF_L96A1\L96A1_texture.paa";
displayName="L96A1 (Desert)";
cursor="w_weapon";
cursorAim="w_lock";
modes[] = {Single};
count=5;
magazines[]={UKF_L96A1Mag};
recoil=UKF_L96A1;
reloadTime=3.0;
reloadMagazineSound[]={"\UKF_L96A1\L96A1_reload.wav",0.05,1};
opticsZoomMin=0.025;
opticsZoomMax=0.025;
};
};
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierWB:Soldier{};
class UKF_L96A1Marksman:SoldierWB
{
side=1;
displayName="Marksman (L96A1)";
weapons[]={UKF_L96A1,binocular,GlockS};
nightVision=1;
canHideBodies=1;
magazines[]={JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W
762_5mag,JAM_W762_5mag,Glocksmag,Glocksmag,Glocksmag};
};
class SoldierWSniper:SoldierWB{};
class UKF_L96A1Sniper:SoldierWSniper
{
side=1;
displayName="Sniper (L96A1 Camo)";
weapons[]={UKF_L96A1Camo,binocular,GlockS};
nightVision=1;
canHideBodies=1;
magazines[]={JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W762_5mag,JAM_W
762_5mag,JAM_W762_5mag,Glocksmag,Glocksmag,Glocksmag};
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyUKF_L96A1: ProxyWeapon {};
};
hope that all makes sense to you... the jam magazine worked nicely, but the sound was pants with what we needed - i was hoping i could do a copy and paste job of the ammo it used intially, but the config of jam is somewhat confusing - all over the place etc... i'm also asuming i need to add some sounds in the config for where it hits a bloke, soil, etc
cheers