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 {};
};