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Author Topic: No entry modelSpecial ???  (Read 1412 times)

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imemyself

  • Guest
No entry modelSpecial ???
« on: 09 Oct 2002, 03:46:20 »
OK, I've edited two weapons the LAW, and RPG, so that they would only take up one space in the Gear tab thingy, and so that it would take forever to reaload them, since IRL they cannot be.  The units are in the editor and when I have them in a mission it says " No entry '.modelSpecial'. ".  I didn't edit the models and there is just this config.cpp in the pbo:
Code: [Select]
// 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 CfgPatches
{
   class RealLaunchers
   {
      units[]={RealLAW,RealRPG};
      weapons[]={RLAW,RRPG};
      requiredVersion=1.75;
   };
};
class CfgAmmo
{
 class default {};
 class AT3: default {};
 class LAW: AT3 {};
 class RLAW: LAW
 {
 picture="\dtaext\equip\w\w_lawlauncher.paa";
 };
 class RPG : LAW {};
 class RRPG : RPG
 {
 picture="\dtaext\equip\w\w_rpglauncher.paa";
 };
};
class CfgWeapons
{
   class default {};
   class LAWLauncher : default {};
   class RLAW : LAWLauncher
   {
    picture="\dtaext\equip\m\m_lawlauncher.paa";
     magazineType="6 *          256";
   displayname="LAW";
   displayNameMagazine="LAW";
   shortNameMagazine="LAW";
    magazineReloadTime=999;
    ammo="RLAW";
      };
   class RPGLauncher : LAWLauncher  {};
   class RRPG : RPGLauncher
   {
    picture="\dtaext\equip\m\m_rpgLauncher.paa";
   magazineType="6 *          256";
   displayname="RPG";
   displayNameMagazine="RPG";
   shortNameMagazine="RPG";
    magazineReloadTime=999;
    ammo="RRPG";
   };
};
class CfgVehicles
{
   class All {};
   class AllVehicles : All {};
   class Land : AllVehicles {};
   class Man : Land {};
   class Soldier : Man {};
   class SoldierWB : Soldier {};
   class SoldierWLAW : SoldierWB {};
   class RealLAW : SoldierWLAW
   {
   displayName="Realistic LAW"
   armor=3;
      armorStructural=2.000000;
      armorHead=0.700000;
      armorBody=0.900000;
      armorHands=0.500000;
      armorLegs=0.500000;
   weapons[]={"M16","RLAW","Beretta"};
      magazines[]={"M16","M16","BerettaMag","BerettaMag","BerettaMag","BerettaMag","M16","RLAW"};
   };
   class SoldierEB : Soldier {};
   class SoldierELAW : SoldierEB {};
   class RealRPG : SoldierELAW
   {
   displayName="Realistic RPG"
   armor=3;
      armorStructural=2.000000;
      armorHead=0.700000;
      armorBody=0.900000;
      armorHands=0.500000;
      armorLegs=0.500000;
   weapons[]={"AK74","RRPG","Tokarev"};
   magazines[]={"AK74","AK74","TokarevMag","TokarevMag","TokarevMag","TokarevMag","AK74","RRPG"};
   };
};

Oh yeh, I also want it to make it tougher to kill you by shooting you in the chest-kinda like body armor.






      
« Last Edit: 11 Oct 2002, 00:21:48 by imemyself »

Offline Jahve

  • Former Staff
  • ****
    • Jahwerks
Re:No entry modelSpecial ???
« Reply #1 on: 10 Oct 2002, 11:53:06 »
you need to use the classes wich you use in cfg patches weapons section.. i see you used RealLAW and RealRPG. YOu used classes such as RRPGR and RPGR other places..

imemyself

  • Guest
Re:No entry modelSpecial ???
« Reply #2 on: 11 Oct 2002, 00:20:26 »
THANK YOU SO MUCH.  :) :) :) :cheers:
There are still 2 problems though:the pictures for the weapon and ammo don't show up and it doesn't take forever to reload which I want it to because the LAW is not reloadable IRL.  The cpp I posted at the begininng is now updated to look like it does now.  You can d/l my more realistic MM1 and 6G30 and the more realistic LAW/RPG in one zip here:http://members.cox.net/olrbengax/OFPStuff/RealPack.zip
« Last Edit: 11 Oct 2002, 00:35:13 by imemyself »