I made a machinegunner addon with a custom machinegun I had made also, the point of them was to serve as an alternative replacement, functioning exactly the same way a normal machinegunner would. However... it doesn't. It won't shoot at certain aerial targets, including the cessna, and the BAS mh47 which I did most of my comparison tests. The default east machinegunner would respond actively to both threats... mine did not. What gives? I don't see what I'm doing wrong. Help anyone? Please?
// 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 CfgModels
{
class Default{};
class Weapon: Default{};
class ALTM60 : Weapon{};
};
class CfgRecoils
{
//ALTM60Single[]={0.0990,0.010000,0.069000,0.03000,0,0};
ALTM60Single[]={0.075,0.05000,0.0500,0.04000,0,0};
};
class CfgPatches
{
class ALTM60
{
units[] = {AltM60soldier};
weapons[] = {ALTM60};
requiredVersion = 1.40;
};
};
class CfgAmmo
{
class default {};
class BulletSingle : default{};
class M60Bullet : BulletSingle
{
hit=11;
indirectHit=1;
indirectHitRange=0.100000;
tracerColor[]={2.1,2.5,2.4,0.500000};
tracerColorR[]={0,0,0,0.00000};
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class Riffle: MGun {};
class MachineGun7_6: MGun{};
class MachineGun7_6Manual: MachineGun7_6{};
class M60: MachineGun7_6Manual{};
class ALTM60: M60
{
displayName = "M60";
displayNameMagazine = "M60 Mag";
shortNameMagazine = "M60";
aiRateOfFire=0.900000;
aiRateOfFireDistance=30
scopeWeapon=2;
scopeMagazine=0;
weaponType = WeaponSlotPrimary + WeaponSlotSecondary;
model="M60_MG_proxy";
modelOptics="optika_M60_MG";
picture="\dtaext\equip\w\w_pk.paa";
initspeed=850;
magazineType="2 * 256";
optics=true;
opticsZoomMin=0.3500;
opticsZoomMax=0.3500;
count=100;
magazines[]={"ALTM60Mag"};
modes[]={"Single","FullAuto"};
magazineReloadTime=5;
class Single
{
ammo="M60Bullet";
multiplier=1;
burst=1;
displayName="M60 Semi";
dispersion=0.00200000;
sound[]={"\AltM60\M60RAuto.wav",db-0,1};
soundContinuous=0;
reloadTime=0.1500000;
ffCount=1;
recoil="mgunBurst3";
autoFire=0;
aiRateOfFire=5.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
opticsFlare=1
};
class FullAuto
{
ammo="M60Bullet";
multiplier=1;
burst=1;
displayName="M60 Auto";
dispersion=0.0020000;
sound[]={"\AltM60\M60RAuto.wav",db-0,1};
soundContinuous=0;
reloadTime=0.109000;
ffCount=32;
recoil="altm60single";
autoFire=1;
aiRateOfFire=0.150000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
};
class ALTM60Mag: ALTM60
{
scopeWeapon=0;
scopeMagazine=2;
displayNameMagazine="M60 Mag";
shortNameMagazine="M60";
picture="\dtaext\equip\m\m_m60.paa";
};
};
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierWB:Soldier{};
class SoldierWMG:SoldierWB{};
class AltM60: SoldierWMG
{
displayName="Soldier (M60)";
weapons[]={"ALTM60","KasaThrow","Put"};
magazines[]={ALTM60Mag,ALTM60Mag,ALTM60Mag,ALTM60Mag,ALTM60Mag};
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyAltM60: ProxyWeapon {};
};