Cool thanx.
Since the attachments don't seem to work I'll post the peacemeal config here.
// 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
class CfgPatches
{
class JeepResMG
{
units[] = {JeepResMG};
weapons[] = {};
requiredVersion = 1.75;
};
};
class CfgModels
{
class default {};
class Vehicle: default {};
class Car: Vehicle {};
class JeepResMG: Car {};
};
class CfgAmmo
{
class Default {};
class BulletSingle : Default {};
class Bullet7_6: BulletSingle {};
class Bullet12_7: Bullet7_6 {};
class VIKHeavyBullet12_7: Bullet12_7
{
explosive=0;
hit=30;indirectHit=20;indirectHitRange=0.20;
minRange=4;
minRangeProbab=0.900000;
midRange=200;
midRangeProbab=0.500000;
maxRange=1000;
maxRangeProbab=0.050000;
soundHit1[]={"weapons\bulletricochet1",0.031623,1};
soundHit2[]={"weapons\bulletricochet2",0.031623,1};
soundHit3[]={"weapons\bulletricochet3",0.031623,1};
soundHitMan1[]={"weapons\bullethitman1",0.012589,1};
soundHitMan2[]={"weapons\bullethitman2",0.012589,1};
soundHitArmor1[]={"weapons\small_impact1",0.031623,1};
soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1};
soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1};
soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1};
hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330000};
hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000};
hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000};
hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000};
cost=1;
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class MachineGun7_6: MGun {};
class MachineGun30: MachineGun7_6 {};
class VIKHeavyM113Cannon: MachineGun30
{
ammo=VIKHeavyBullet12_7;
// sound[]={"Weapons\m2-50-loop",31.622778,1};
count=500;
initSpeed=900;
flashSize=1.1;
sound[]={\VIKheavyM2\cal.50.wav,db0,1};
soundContinuous=false;
reloadTime=0.150000;
displayName = "M2";
displayNameMagazine = "M2";
shortNameMagazine = "M2";
dispersion=0.0070;
maxLeadSpeed=350; // max estimated speed km/h
aiRateOfFire=0.5; // delay between shots at given distance
aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Car: LandVehicle {};
class Jeep: Car {};
class jeepMG: jeep {};
class JeepResMG: jeepMG
{
displayName= "LR";
model=\JeepResMG\JeepResistance.p3d;
camouflage=5;
armor = 40;
side = 1;
type=VArmor
cost=100000
weapons[]={"M2"}; // change to "LRmgun" as you haven't listed "LRmgun50" in "cfgweapon"
magazines[]={"M2"}; // change to "LRmgun"
dammageHalf[]={}; //as posted before
armorGlass=0.6;
armorWheels=0.2;
soundEngine[]={Vehicles\uazloop,db-30,1.25};
maxSpeed=120; // Max speed
transportSoldier=7; // Right now just driver, no cargo
unitInfoType="UnitInfoCar";
class TurretBase
{
gunAxis = "OsaHlavne";
turretAxis = "OsaVeze";
soundServo[]={"",1.0};
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
minElev=-10;
maxElev=+20;
minTurn=-360;
maxTurn=+360;
body = "OtocVez";
gun = "OtocHlaven";
};
driverAction="ManActJeepDriver";
gunnerAction="ManActJeepGunner";
hasCommander=0;
};
};
};
it crashes to desktop when in mission editor and going into preview mode.