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Offline The-Architect

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DEFAULT WEAPONS Change?
« on: 04 Apr 2004, 15:17:10 »
If I change the config file around will it affect the addon? I mean are there some things I should keep and some things I should be able to change?
I want to change the displayed weapon name. See below.
Cheers
« Last Edit: 06 Apr 2004, 14:00:23 by The-Architect »
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Viking

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Re:Can I change the config file?
« Reply #1 on: 04 Apr 2004, 15:47:06 »
Depends what config you mean...
Do you mean the original BIS game config, or some config that came with/you made with an addon?
VIKING
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Offline The-Architect

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Re:Can I change the config file?
« Reply #2 on: 04 Apr 2004, 15:58:20 »
Tha addon config that came with the addon.
I want to change a helo from east to west. To change it's crew to default BIS West pilots and I want to change its weapons to default BIS zunilauncher.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Viking

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Re:Can I change the config file?
« Reply #3 on: 04 Apr 2004, 20:07:20 »
could you post the config code here? Easier for me to edit it and repost it here, then;-)

Just post it as a quote, or in pure text (quote is best)
« Last Edit: 04 Apr 2004, 20:07:45 by Viking »
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Offline oyman

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Re:Can I change the config file?
« Reply #4 on: 04 Apr 2004, 23:13:11 »
if you just change the pilot,side and weapons then it will stay the same ;D

Offline The-Architect

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Re:Can I change the config file?
« Reply #5 on: 06 Apr 2004, 02:30:42 »
OK, here's a big chunk of the Malvinas Gazelle, config file.
I want to change the displayed name of the LAU10A ROcket Launcher
to 68mm SNEB. As you can see I have tried but it won't display the name ingame. What do I alter?

class CfgPatches
{
   class MLV_gazelle
   {
      units[] = {MLV_gazelle};
      weapons[] = {CWK_LAU10A_Launcher};
      requiredVersion = 1.30;
   };
   class MLV_gazelleM
   {
      units[] = {MLV_gazelleM};
      weapons[] = {mg50};
      requiredVersion = 1.30;
   };
};

class CfgAmmo
{
   class default {}
   class AT3: Default {}
   class Hellfire: default {};
   class CWK_LAU10A : Hellfire // rocket (unguided)
   {
      
      hit=400;indirectHit=250;indirectHitRange=3;
      minRange=50;minRangeProbab=0.20;
      midRange=250;midRangeProbab=0.20;
      maxRange=1000;maxRangeProbab=0.05;
      maxSpeed=1000;
      simulation=shotRocket;
      simulationStep=0.05;
      //soundHit[]={Explosions\hellfire,db80,1};
      cost=2000;
      soundHit[]={Explosions\expl1,db80,1};
      model = ZUNI;
      irLock=false;
      laserLock=false;
      maneuvrability=0.0;
      maxControlRange=0; // max range for manual control
      initTime=0.05;
      thrustTime=3.5;
      thrust=500;

   };   
};

class CfgWeapons
{
   class default {}
   class LAWLauncher: Default {};
   class CarlGustavLauncher : LAWLauncher {};
   class AT3Launcher: CarlGustavLauncher {};
   class CWK_LAU10A_Launcher: AT3Launcher
   {
      //--
      scopeWeapon = public;
      scopeMagazine = public;
      ammo=CWK_LAU10A;
      displayName="68mm SNEB";
      displayNameMagazine="68mm SNEB";
      shortNameMagazine="SNEB";
      count=14;
      reloadTime=0.1;
      aiRateOfFire=0.4; // delay between shots at given distance
      aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero
      sound[]={Weapons\rocket1,db+60,1};
      reloadSound[]={Weapons\missload,db-70,1};
      initSpeed=44;
//      magazine=4;
      magazineReloadTime=0.1;
      autoFire = true;
   };
   class MGun: Default{};
   class MachineGun7_6: MGun{};
   class mg50: MachineGun7_6
   {
      ammo="Bullet7_6W";
      count=1000;
      initSpeed=1000;
      reloadTime=0.10000;
      sound[]={"\MLV_Gazelle\Bang.wav",db10,1};
      soundContinuous=0;
      flash=gunfire;
      flashSize=0.9;
      dispersion=0.002500;
      maxLeadSpeed=300;
      aiDispersionCoefX=5;
      aiDispersionCoefY=2;
      ffMagnitude=0.5;
      ffFrequency=11;
      ffCount=6;
      recoil=mgunBurst3;
      aiRateOfFire=0.5;
      aiRateOfFireDistance=1000;
      autoFire = true;
      optics = true;
      muzzlePos="usti hlavne";
      muzzleEnd="konec hlavne";
      
   };
};


class CfgModels
{
   class Default
   {
      sections[] = {};
      sectionsInherit="";
   };
   class Air: default {};
   class Helicopter: Air
   {
      sectionsInherit="Vehicle";
      sections[]=
      {
         "sklo predni p",
         "sklo predni l",
         "velka vrtule staticka",
         "velka vrtule blur",
         "mala vrtule staticka",
         "mala vrtule blur"
      };
   };

   class mlv_gazelle: Helicopter {};
   class mlv_gazelle2: Helicopter {};
};

class CfgNonAIVehicles
{
   class ProxyWeapon {};
};

class CfgVehicles
{
   class All {};
   class AllVehicles: All {};
   class Air: AllVehicles {};
   class Helicopter: Air {};

   class MLV_gazelle: Helicopter
   {
      picture=\MLV_Gazelle\picture.paa;
                //icon=
      crew =soldierwpilot;
      scope=public;
      side=TWest;
      displayName="Westland Gazelle - Army";
      vehicleClass="GB - Air";
      nameSound="chopper";   // ??,??,?,??
      accuracy=0.30;
      gunnerUsesPilotView = true;
      typicalCargo[]={Soldier, Soldier, SoldierLAW, SoldierLAW};
      transportSoldier = 2;
      weapons[]={CWK_LAU10A_Launcher};
      magazines[]={CWK_LAU10A_Launcher};
      driverAction = ManActUH60Pilot;
      gunnerAction = ManActUH60Pilot;
      maxSpeed = 270;


Cheers.
« Last Edit: 06 Apr 2004, 02:31:21 by The-Architect »
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Viking

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Re:DEFAULT WEAPONS Change?
« Reply #6 on: 06 Apr 2004, 17:07:09 »
I can see one mistake, but i don't know if that'll solve it, though... You have named what the chopper carries as ammo the same as the gun, and not the ammo name...
I.e.:

You have:
magazines[]={CWK_LAU10A_Launcher};

It should be:
magazines[]={CWK_LAU10A};

(the following code is the corrected one)

Quote
class CfgPatches
{
   class MLV_gazelle
   {
      units[] = {MLV_gazelle};
      weapons[] = {CWK_LAU10A_Launcher};
      requiredVersion = 1.30;
   };
   class MLV_gazelleM
   {
      units[] = {MLV_gazelleM};
      weapons[] = {mg50};
      requiredVersion = 1.30;
   };
};

class CfgAmmo
{
   class default {}
   class AT3: Default {}
   class Hellfire: default {};
   class CWK_LAU10A : Hellfire // rocket (unguided)
   {
     
      hit=400;indirectHit=250;indirectHitRange=3;
      minRange=50;minRangeProbab=0.20;
      midRange=250;midRangeProbab=0.20;
      maxRange=1000;maxRangeProbab=0.05;
      maxSpeed=1000;
      simulation=shotRocket;
      simulationStep=0.05;
      //soundHit[]={Explosions\hellfire,db80,1};
      cost=2000;
      soundHit[]={Explosions\expl1,db80,1};
      model = ZUNI;
      irLock=false;
      laserLock=false;
      maneuvrability=0.0;
      maxControlRange=0; // max range for manual control
      initTime=0.05;
      thrustTime=3.5;
      thrust=500;

   };  
};

class CfgWeapons
{
   class default {}
   class LAWLauncher: Default {};
   class CarlGustavLauncher : LAWLauncher {};
   class AT3Launcher: CarlGustavLauncher {};
   class CWK_LAU10A_Launcher: AT3Launcher
   {
      //--
      scopeWeapon = public;
      scopeMagazine = public;
      ammo=CWK_LAU10A;
      displayName="68mm SNEB";
      displayNameMagazine="68mm SNEB";
      shortNameMagazine="SNEB";
      count=14;
      reloadTime=0.1;
      aiRateOfFire=0.4; // delay between shots at given distance
      aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero
      sound[]={Weapons\rocket1,db+60,1};
      reloadSound[]={Weapons\missload,db-70,1};
      initSpeed=44;
//      magazine=4;
      magazineReloadTime=0.1;
      autoFire = true;
   };
   class MGun: Default{};
   class MachineGun7_6: MGun{};
   class mg50: MachineGun7_6
   {
      ammo="Bullet7_6W";
      count=1000;
      initSpeed=1000;
      reloadTime=0.10000;
      sound[]={"\MLV_Gazelle\Bang.wav",db10,1};
      soundContinuous=0;
      flash=gunfire;
      flashSize=0.9;
      dispersion=0.002500;
      maxLeadSpeed=300;
      aiDispersionCoefX=5;
      aiDispersionCoefY=2;
      ffMagnitude=0.5;
      ffFrequency=11;
      ffCount=6;
      recoil=mgunBurst3;
      aiRateOfFire=0.5;
      aiRateOfFireDistance=1000;
      autoFire = true;
      optics = true;
      muzzlePos="usti hlavne";
      muzzleEnd="konec hlavne";
     
   };
};


class CfgModels
{
   class Default
   {
      sections[] = {};
      sectionsInherit="";
   };
   class Air: default {};
   class Helicopter: Air
   {
      sectionsInherit="Vehicle";
      sections[]=
      {
         "sklo predni p",
         "sklo predni l",
         "velka vrtule staticka",
         "velka vrtule blur",
         "mala vrtule staticka",
         "mala vrtule blur"
      };
   };

   class mlv_gazelle: Helicopter {};
   class mlv_gazelle2: Helicopter {};
};

class CfgNonAIVehicles
{
   class ProxyWeapon {};
};

class CfgVehicles
{
   class All {};
   class AllVehicles: All {};
   class Air: AllVehicles {};
   class Helicopter: Air {};

   class MLV_gazelle: Helicopter
   {
      picture=\MLV_Gazelle\picture.paa;
                //icon=
      crew =soldierwpilot;
      scope=public;
      side=TWest;
      displayName="Westland Gazelle - Army";
      vehicleClass="GB - Air";
      nameSound="chopper";   // ??,??,?,??
      accuracy=0.30;
      gunnerUsesPilotView = true;
      typicalCargo[]={Soldier, Soldier, SoldierLAW, SoldierLAW};
      transportSoldier = 2;
      weapons[]={CWK_LAU10A_Launcher};
      magazines[]={CWK_LAU10A};
      driverAction = ManActUH60Pilot;
      gunnerAction = ManActUH60Pilot;
      maxSpeed = 270;


Best i could do :-\
Hope it helps!

Cheers
VIKING
Modeller/Skinner/Coder
NORFOR

Offline The-Architect

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Re:DEFAULT WEAPONS Change?
« Reply #7 on: 06 Apr 2004, 17:57:14 »
No, it didn't work. I changed the line you mentioned and it didn't allow me to use the unit in game. I got an error message.

Is it something to do with this bit?

class CfgAmmo
{
   class default {}
   class AT3: Default {}
   class Hellfire: default {};
   class CWK_LAU10A : Hellfire // rocket (unguided)
   {

Cheers.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Kuro

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Re:DEFAULT WEAPONS Change?
« Reply #8 on: 08 Apr 2004, 05:51:25 »
Hi,

maybe i did not understand the question right:
To change the side of a unit, make a mission place the unit. Then go into the mission.sqm with a text-editor and set the unit the desired side.
To change the weapon load: Use the Remove command in the init line to remove all weapons and ammo you do not like. Then us the add command to add all the weapons and ammo you wish to have.

Greatings
Kuro

Offline The-Architect

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Re:DEFAULT WEAPONS Change?
« Reply #9 on: 08 Apr 2004, 17:49:28 »
No, thats not it Kuro.
When you are playing the game and are using a vehicle with weapons, the name of the selected weapon is displayed in green in the top left of the screen. I wish to change the name ie, "Maverick" for the A10, to AGM 64 for instance.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Viking

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Re:DEFAULT WEAPONS Change?
« Reply #10 on: 13 Apr 2004, 10:12:06 »
Hmmm... :-\
Sorry man, but that's the best i could do...
I'll try out some more, ut I can't promise anything :-[
VIKING
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