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Posts: 48
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Level: Member

Country: uk
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In-game name: iNTERBRED

 
#1 Posted at 2014-06-21 18:57        
     
So why oh why is my ammo just not appearing
#define true	1
#define false	0

#define ReadAndWrite		0
#define ReadAndCreate		1
#define ReadOnly		2
#define ReadOnlyVerified		3

#define private		0
#define protected		1
#define public		2

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 srifle_cs5_F {
		units[] = {};
		weapons[] = {"srifle_cs5_F"};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Weapons_F"};
		Magazines[] = {"CS5_Mag"};
		ammo[] = {"308_Winchester"};
	};
};
class Mode_SemiAuto;	// External class reference
class Mode_Burst;	// External class reference
class Mode_FullAuto;	// External class reference
class Slotinfo;	// External class reference

class CfgWeapons {
	class Rifle_Long_Base_F;	// External class reference
	class srifle_LRR_F;	// External class reference
	
	class srifle_cs5_F : srifle_LRR_F {
		displayname = McMillan CS5;
		model = "\McMillan CS5\cs5.p3d";
		handanim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"};
		magazines[] = {"20Rnd_762x51_Mag", "CS5_Mag"};
		picture = "\A3\Weapons_F\LongRangeRifles\M320\Data\UI\gear_M320_LRR_X_CA.paa";
		UiPicture = "\A3\weapons_f\data\UI\icon_sniper_CA.paa";
		descriptionshort = "Sniper Rifle<br />Caliber: 7.62x51 mm";
		reloadAction = "GestureReloadLRR";
		
		class Library {
			libtextdesc = "Its a small ass weapon that does a hell of a lot";
		};
		reloadMagazineSound[] = {"A3\Sounds_F\weapons\M320\M320_reload", 0.501187, 1, 10};
		modes[] = {"Single", "far_optic1", "medium_optic2", "far_optic2"};
		
		class Single : Mode_SemiAuto {
			dispersion = 0.00018;
			soundContinuous = 0;
			reloadTime = 1.5;
			begin1[] = {"A3\sounds_f\weapons\rahim\rahim_shot_1", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\rahim\rahim_shot_2", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\rahim\rahim_shot_3", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
			recoil = "recoil_single_ebr";
			recoilProne = "recoil_single_prone_ebr";
			minRange = 2;
			minRangeProbab = 0.1;
			midRange = 250;
			midRangeProbab = 0.7;
			maxRange = 350;
			maxRangeProbab = 0.05;
			aiRateOfFire = 3;	// delay between shots at given distance
			aiRateOfFireDistance = 500;
		};
		
		class far_optic1 : Single {
			showToPlayer = false;
			minRange = 150;
			minRangeProbab = 0.1;
			midRange = 500;
			midRangeProbab = 0.7;
			maxRange = 1000;
			maxRangeProbab = 0.3;
			aiRateOfFire = 5;	// delay between shots at given distance
			aiRateOfFireDistance = 700;
			requiredOpticType = 1;
		};
		
		class medium_optic2 : Single {
			showToPlayer = false;
			minRange = 250;
			minRangeProbab = 0.1;
			midRange = 750;
			midRangeProbab = 0.7;
			maxRange = 1000;
			maxRangeProbab = 0.3;
			aiRateOfFire = 6.0;	// delay between shots at given distance
			aiRateOfFireDistance = 1000;
			requiredOpticType = 2;
		};
		
		class far_optic2 : far_optic1 {
			minRange = 500;
			minRangeProbab = 0.1;
			midRange = 1050;
			midRangeProbab = 0.7;
			maxRange = 2000;
			maxRangeProbab = 0.3;
			aiRateOfFire = 8;	// delay between shots at given distance
			aiRateOfFireDistance = 2000;
			requiredOpticType = 2;
		};
		
		class WeaponSlotsInfo {
			allowedslots[] = {901};
			mass = 4;
			
			class MuzzleSlot : SlotInfo {
				linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
				compatibleItems[] = {"muzzle_snds_B", "muzzle_mas_snds_SH", "muzzle_mas_snds_SHc"};
			};
			
			class CowsSlot {
				access = ReadAndCreate;
				compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight", "optic_mas_zeiss", "optic_mas_zeiss_eo", "optic_mas_acog", "optic_mas_acog_eo", "optic_mas_acog_rd", "optic_mas_aim", "optic_mas_acog_eo_c", "optic_mas_aim_c", "optic_mas_zeiss_eo_c", "optic_SOS", "optic_MRCO", "optic_mas_term", "optic_NVS", "optic_Nightstalker", "optic_tws", "optic_mas_Holosight_blk", "optic_mas_Arco_blk", "optic_DMS", "optic_LRPS"};
				displayname = "Optics Slot";
				linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
				scope = private;
			};
			
			class PointerSlot {
				access = ReadAndCreate;
				compatibleitems[] = {"acc_flashlight", "acc_pointer_IR", "acc_mas_pointer_IR"};
				displayname = "Pointer Slot";
				linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE";
				scope = private;
			};
		};
	};

class CfgAmmo {
	class B_408_Ball;	// External class reference
	
	class 308_Winchester : B_408_Ball {
		hit = 18;
		maxSpeed = 2962;	// max speed on level road, km/h
		model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
	};
};

class CfgMagazines {
	class 7Rnd_408_Mag;	// External class reference
	
	class CS5_Mag : 7Rnd_408_Mag {
		scope = public;
		count = 10;
		descriptionshort = "Caliber: .308<br />Rounds: 10<br />Used in: McMillan CS5";
		displayname = "10Rnd .308";
		ammo = "308_Winchester";
		picture = "\McMillan CS5\ui\UI\enfield_mag.paa";
		lastroundstracer = 0;
		tracersevery = 0;
	};
     };

};   


Author Message


Posts: 685
Rank:


Level: Member

Country: nl
Location: Amsterdam
Occupation: IT nerd
Age: 43
In-game name: -=XTRA=-Larsiano

 
#2 Posted at 2014-06-21 23:51        
     
quick review.....ammo does not apear unless fires from... a magazine that is visible? anything in the report? also keep this order:

ammo
blabla

magaiznes
blabla

weapon


this way the tree always starts at the top!