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Author Topic: No Entry ".ModelSpecial."  (Read 1213 times)

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SpclFrcsSnpr

  • Guest
No Entry ".ModelSpecial."
« on: 02 Feb 2003, 06:46:18 »
Well I was able to get it to show up on the menu but that error occured. here is my new config.




// some basic defines
#define TEast 1
#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 SFSM4
   {
      units[] = {SFSSoldierWM4};
      weapons[] = {SFSM4};
      requiredVersion = 1.75;
   };

};


///CfgModels definitions
class CfgModels
{
   class Default{};
   class Weapon: Default{};
   class SFSM4: Weapon{};
   
};


///Ammo definitions;
class CfgAmmo
{
   class Default{};
   class BulletSingle: Default{};
   class BulletSingleW: BulletSingle{};
   class SFSBulletSingleW: BulletSingleW
   {
      indirectHitRange=0.100000;
      visibleFire=0.035000;
      audibleFire=0.035000;
      visibleFireTime=2;
      tracerColor[]={0,0,0,0.050000};
      tracerColorR[]={0,0,0,0.050000};
   };

   class BulletBurst: BulletSingle{};
   class BulletFullAuto: BulletBurst{};
   class BulletFullAutoW: BulletFullAuto{};
   class SFSBulletFullAutoW: BulletFullAutoW
   {
      indirectHitRange=0.100000;
      visibleFire=0.050000;
      audibleFire=0.050000;
      visibleFireTime=2;
      tracerColor[]={0,0,0,0.050000};
      tracerColorR[]={0,0,0,0.050000};
   };
};


///Weapon definitions;
class CfgWeapons
{
   class Default   {};
   class MGun: Default {};
   class Riffle: MGun {};


   ///M4A1 basic;
   class SFS4A1: Riffle
   {
      scopeWeapon=2;
      scopeMagazine=0;
      displayName="M4";
      model="\M4\M4.p3d";
      modelOptics="\M4\M4_Optic.p3d";
      picture="\M4\w_m4a1.paa";
      optics=true;
      opticsZoomMin=0.35;
      opticsZoomMax=0.35;
      magazines[]={M4mag};
      reloadMagazineSound[]={"\M4\sound\m4a1_reload.wav",1.000000,1};
      modes[]={"Single","FullAuto"};
      class Single
      {
         ammo="SFSBulletSingleW";
         multiplier=1;
         burst=1;
         displayName="M4 Semi";
         dispersion=0.002000;
         sound[]={"\M4\sound\m4a1.wav",1.000000,1};
         soundContinuous=0;
         reloadTime=0.150000;
         ffCount=1;
         recoil="riffleSingle";
         autoFire=0;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
      class FullAuto
      {
         ammo="SFSBulletFullAutoW";
         multiplier=1;
         burst=1;
         displayName="M4 Auto";
         dispersion=0.004000;
         sound[]={"\M4\sound\m4a1.wav",1.000000,1};
         soundContinuous=0;
         reloadTime=0.100000;
         ffCount=100;
         recoil="riffleBurst3";
         autoFire=1;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
   };
};


///Soldier definitions;
class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierWB:Soldier{};
   class SFSSoldierWM4: SoldierWB
   {
   
   model="mc saboteurday.p3d";
   displayName="Soldier w/ M4";
   weapons[]={"SFSM4","Binocular","NVGoggles","Throw","Put"};
   magazines[]={M4mag,M4mag,M4mag,M4mag,M4mag,M4mag,HandGrenade,HandGrenade,HandGrenade,SmokeShell};
   };
};


class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxySFSM4: ProxyWeapon {};
};  

SpclFrcsSnpr

  • Guest
Re:No Entry ".ModelSpecial."
« Reply #1 on: 02 Feb 2003, 19:20:08 »
So no one is gonna help eh! Well I guess I will just retry with a new config.

SpclFrcsSnpr

  • Guest
Re:No Entry ".ModelSpecial."
« Reply #2 on: 03 Feb 2003, 03:47:54 »
Well I found My problem. It was in the CfgModels section. I have the line class sfsm4: weapon {}; And I realise dI had the class name and not the model name. The class _____: Weapon {}; , where the ___ is you need the name of your model. But It looks realy cool ingame. Sorry no pics yet. But I am now taking on the task of making a new soldier to go with. And maybe new anims since the updates anim editor is out. Seeya