Forum Jump :

Author Message

swtx  



Posts: 26
Rank:


Level: Member

Country: us
Location: Texas
Occupation: Oil and Gas Consultant
Age: 51
In-game name:

 
#1 Posted at 2017-06-17 20:14        
     
This config packs and compiles just fine. I can see the gun in VA but when I select it A3 will CTD.

Please take a look and see if you can spot the problem.

I'm doing something illegal but I dont see it.

Thx in advance for your help.




enum {
	DESTRUCTENGINE = 2,
	DESTRUCTDEFAULT = 6,
	DESTRUCTWRECK = 7,
	DESTRUCTTREE = 3,
	DESTRUCTTENT = 4,
	STABILIZEDINAXISX = 1,
	STABILIZEDINAXESXYZ = 4,
	STABILIZEDINAXISY = 2,
	STABILIZEDINAXESBOTH = 3,
	DESTRUCTNO = 0,
	STABILIZEDINAXESNONE = 0,
	DESTRUCTMAN = 5,
	DESTRUCTBUILDING = 1,
};

class CfgPatches {
	class Pistol_Rook18_Select {
		addonRootClass = "A3_Weapons_F";
		authors[] ={"Project Genesis Team"};
		author = "SWTX";
		requiredAddons[] = {"A3_Weapons_F"};
		requiredVersion = 0.1;
		units[] = {};
		weapons[] = {"hgun_Rook18_Select_F", "hgun_Rook18_Select_snds_F"};
	};
};

class Mode_SemiAuto;	// External class reference
class Mode_FullAuto;	// External class reference
class MuzzleSlot;	// External class reference
class hgun_Rook18_Select_F;  // External class reference
class Pistol_Base_F; // External class reference
class Pistol; // External class reference
class BaseSoundModeType; // External class reference
class WeaponSlotsInfo; // External class reference

class CfgWeapons {
	class hgun_Rook40_F;	// External class reference
	class hgun_SelectF_Pistol : hgun_Rook40_F	
	
	{	
		class WeaponSlotsInfo;	// External class reference
	};
	
	class hgun_Rook18_Select_F : hgun_SelectF_Pistol {
		_generalMacro = "hgun_Rook18_Select_F";
		baseWeapon = "hgun_Rook18_Select_F";
		scope = 2;
		model = "\A3\weapons_F\Pistols\Rook40\Rook40_F.p3d";
		picture = "\A3\weapons_F\Pistols\Rook40\data\UI\gear_Rook40_x_ca.paa";
		magazines[] = {"16Rnd_9x21_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_green_Mag", "16Rnd_9x21_yellow_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Red_Mag", "30Rnd_9x21_Yellow_Mag", "30Rnd_9x21_Green_Mag"};
		displayname = "Rook 9mm Select Fire";
		descriptionShort = "Rook 18s";
		
		class Library {
			libTextDesc = "$STR_A3_CfgWeapons_hgun_Rook18_Select_Library0";
		};
		drySound[] = {"\Rook18s\Auto\sounds\Rookdry", 0.223872, 1, 20};
		reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\reload_rook40", 1.0, 1, 10};
		modes[] = {"Single", "FullAuto"};
		
		changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_1", 0.251189, 1, 20};
		
		class Single : Mode_SemiAuto {
			sounds[] = {"StandardSound", "SilencedSound"};
			
			class BaseSoundModeType {
				closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
				closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
				soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
			};
			
			class StandardSound : BaseSoundModeType {
				begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_01", 3.16228, 1, 1200};
				begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_02", 3.16228, 1, 1200};
				begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_03", 3.16228, 1, 1200};
				soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
				
				class SoundTails {
					class TailInterior {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
						frequency = 1;
						volume = "interior";
					};
					
					class TailTrees {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1.0, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};
					
					class TailForest {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1.0, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};
					
					class TailMeadows {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1.0, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};
					
					class TailHouses {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1.0, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};
				};
			};
			
			class SilencedSound : BaseSoundModeType {
				begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_short_01", 0.562341, 1, 400};
				begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_short_02", 0.562341, 1, 400};
				begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_short_03", 0.562341, 1, 400};
				soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin2", 0.34};
				
				class SoundTails {
					class TailInterior {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_interior", 1.0, 1, 400};
						frequency = 1;
						volume = "interior";
					};
					
					class TailTrees {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_trees", 1.0, 1, 400};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};
					
					class TailForest {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_forest", 1.0, 1, 400};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};
					
					class TailMeadows {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_meadows", 1.0, 1, 400};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};
					
					class TailHouses {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_houses", 1.0, 1, 400};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};
				};
			};
	    
	 	 class FullAuto : Mode_FullAuto {
			sounds[] = {"StandardSound", "SilencedSound"};
			
			class BaseSoundModeType {
				closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
				closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
				soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
			};
			
			class StandardSound : BaseSoundModeType {
				begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_01", 3.16228, 1, 1200};
				begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_02", 3.16228, 1, 1200};
				begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_03", 3.16228, 1, 1200};
				soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
				
				class SoundTails {
					class TailInterior {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
						frequency = 1;
						volume = "interior";
					};
					
					class TailTrees {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1.0, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};
					
					class TailForest {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1.0, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};
					
					class TailMeadows {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1.0, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};
					
					class TailHouses {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1.0, 1, 1200};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};
				};
			};
		};
			recoil = "recoil_auto_pdw";
			recoilProne = "recoil_auto_prone_pdw";
			dispersion = 0.095;
			reloadTime = 0.1;
			minRange = 5;
			minRangeProbab = 0.3;
			midRange = 25;
			midRangeProbab = 0.6;
			maxRange = 50;
			maxRangeProbab = 0.1;
			aiRateOfFire = 2;
			aiRateOfFireDistance = 25;
		
		inertia = 0.2;
		aimTransitionSpeed = 1.6;
		dexterity = 1.8;
		initSpeed = 450;
		maxZeroing = 100;
		
		class WeaponSlotsInfo : WeaponSlotsInfo {
			mass = 20;
			
			class CowsSlot {};
			
			
			class MuzzleSlot : MuzzleSlot {
				linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
				compatibleItems[] = {"muzzle_snds_L"};
				iconPosition[] = {0.3, 0.38};
				iconScale = 0.2;
			};
		};
	
		
	class hgun_Rook18_Select_snds_F : hgun_Rook18_Select_F {
		authors[] = {"Project Genesis Team"};
		author = "SWTX";
		_generalMacro = "hgun_Rook18_Select_snds_F";
		
		class LinkedItems {
			class LinkedItemsMuzzle {
				slot = "MuzzleSlot";
				item = "muzzle_snds_L";
					
					};
				
				};	
				
			};
		};		
	};
};