OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: Pathy on 06 Nov 2003, 15:38:09
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Ok i need help badly, after about a total of 20 hours on this, i dont think i can do this alone. ive had about 20 different error messages, some ingame, some before it loads, hell i even got it to load without any, only for it not to appear in the units list in the editor.
Current error message:
"drg_sa80\config.cpp/cfgweapons/drg_sa80/drgsa80gl/: undefined base class drg_sa80"
Plz dont send me to any tutes, ive been there already, what i need is someone who knows what they are doing to tell me what ive missed or overlooked.
Thanks, here it is:
// some basic defines
#define TEast 1
#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 CfgPatches
{
class DRG_SA80
{
units[] = {SoldierWBSA80,SoldierWBSA80GL};
weapons[] = {DRG_SA80,DRG_SA80GL};
requiredVersion = 1.75;
};
};
class CfgModels
{
class Default {};
class Weapon: Default {};
class DRG_SA80: Weapon {};
class DRG_SA80GL: Weapon {};
};
class CfgRecoils
{
DRG_SA80ecoil[]={0.900000,0.700000,0.500000,0.300000,0,0};
};
class CfgAmmo
{
class default {};
class BulletSingle:default {};
class DRG_SA80mag:BulletSingle
{
hit=13;
indirectHit=8;
indirectHitRange=0.200000;
tracerColor[]={1,0,0,0.010000};
tracerColorR[]={1,0,0,0.010000};
minRange=10;
minRangeProbab=0.800000;
midRange=500;
midRangeProbab=0.950000;
maxRange=800;
maxRangeProbab=0.800000;
thrustTime=2.0;
thrust=400;
maxSpeed=1400;
};
class Grenade: Default{};
class DRG_SA80GLmag: Grenade
{
hit=60;
indirectHit=30;
indirectHitRange=4;
minRange=15;
minRangeProbab=1.000000;
midRange=100;
midRangeProbab=1.00000;
maxRange=300;
maxRangeProbab=1.000000;
soundHit[]={"Explosionsexpl4",10.000000,1};
};
};
class CfgWeapons
{
class default{};
class MGun: default {};
class Riffle: MGun {};
class GrenadeLauncher: Default {};
class DRG_SA80:Riffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\DRG_SA80\DRG_SA80.p3d";
modelOptics="optika_m16";
optics=1;
opticsZoomMin=0.600000;
opticsZoomMax=0.600000;
distanceZoomMin=400;
distanceZoomMax=400;
displayName="SA80";
drySound[]={"weaponsM16dry",0.010000,1};
modes[]={"Single","FullAuto"};
magazines[]={"DRG_SA80mag"};
count=30;
class Single
{
ammo="BulletSingleW";
multiplier=1;
burst=1;
displayName="SA80 Semi";
dispersion=0.000200;
sound[]={"\DRG_SA80\SA80shot.ogg",1.000000,1};
soundContinuous=0;
reloadTime=0.200000;
ffCount=1;
recoil="DRG_SA80recoil";
autoFire=0;
aiRateOfFire=5.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
class FullAuto
{
ammo="BulletFullAutoW";
multiplier=1;
burst=1;
displayName="SA80 Auto";
dispersion=0.0004000;
sound[]={"\DRG_SA80\SA80shot.ogg",1.000000,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=30;
recoil="DRG_SA80recoil";
autoFire=1;
aiRateOfFire=1.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
class DRG_SA80GL:GrenadeLauncher
{
scopeWeapon=public;
scopeMagazine=public;
displayName="SA80+Grenade Launcher";
model="\DRG_SA80\DRG_SA80.p3d";
modelOptics="optika_m16";
picture="";
optics=true;
opticsZoomMin=0.35;
opticsZoomMax=0.35;
muzzles[]={"SA80Muzzle","SA80GLMuzzle"};
class SA80Muzzle:DRG_SA80
{
magazines[]={"DRG_SA80mag"};
};
class SA80GLMuzzle:DRG_SA80GL
{
displayName="SA80 Grenade Launcher";
optics=1;
modelOptics="optika_m16_granatomet";
opticsZoomMin=0.7;
opticsZoomMax=0.7;
sound[]={"weaponsM16GrenadeLaunch",0.000316,1};
magazines[]={"SA80GLmag","Flare","FlareGreen","FlareRed","FlareYellow"};
};
};
class DRG_SA80mag:DRG_SA80
{
scopeWeapon=0;
scopeMagazine=2;
displayNameMagazine="SA80 Mag";
shortNameMagazine="SA80 Mag";
picture="";
};
class DRG_SA80GLmag:DRG_SA80GL
{
cursor="t_select.paa";
scopeMagazine=2;
weaponType=0;
magazineType="256";
ammo="SA80GL";
picture="DTAEXTEQUIPMm_grenadelauncher.paa";
displayName="SA80 Grenade";
displayNameMagazine="SA80 Grenade";
shortNameMagazine="SA80Grenade";
count=1;
reloadTime=0;
sound[]={"Weaponsgrenade_launch",0.000316,1};
canDrop = true;
};
};
class CfgVehicles
{
class All{};
class AllVehicles: All{};
class Land: AllVehicles{};
class Man: Land{};
class SoldierWB: Man{};
class SoldierWBSA80:SoldierWB
{
displayName="Soldier (SA80)";
vehicleClass="Men";
weaponSlots="1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32";
weapons[]={"DRG_SA80","NVGoggles","Throw","Put","Beretta"};
magazines[]={"DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80mag"," DRG_SA80mag","Handgrenade","Handgrenade","Handgrenade","Handgrenade","BerettaMag", "BerettaMag","BerettaMag","BerettaMag"};
};
class SoldierWBSA80GL: SoldierWB
{
displayName="Soldier (SA80 + Grenade Launcher)";
vehicleClass="Men";
weaponSlots="1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32";
weapons[]={"DRG_SA80GL","NVGoggles","Throw","Put","Beretta"};
magazines[]={"DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80GLmag",&quo t;DRG_SA80GLmag","DRG_SA80GLmag","BerettaMag","BerettaMag","BerettaMag","BerettaMag" };
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyDRG_SA80: ProxyWeapon {};
class ProxyDRG_SA80GL: ProxyWeapon {};
};
};
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First off, I should note that I've never tried this stuff, but from a layman's point of view the only thing that springs to mind is that you're using "DRG_SA80" in the file, but it's "drg_sa80" in the error message. Perhaps the different case is the problem?
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I likewise am no expert, but, the following I noticed:
class DRG_SA80:Riffle
Should maybe read:
class DRG_SA80: Riffle
Planck
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And shouldn't it be "rifle" instead? Unless it's another case of BIS' creative spelling....
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thats BIS' spelling, and sorry guys im sure thats not the answer. The case is definately not, the configs are not case sensitive and even if they were ive been consistant thruout. I will try putting the space in tho.
Thanks for trying anyway guys :D
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I think your problem has to do with this:
class CfgWeapons
{
class default{};
class MGun: default {};
class Riffle: MGun {};
class GrenadeLauncher: Default {};
class DRG_SA80:Riffle
{
notice how every class is based off of the one before it ... like this:
class default;
class MGun: default;
class Riffle: MGun
now when you get to that point you throw in a new one
Grenade Launcher: Default;
....
and I think that's what throws it off .......
I'll bet you that if you make it look like this:
class CfgWeapons
{
class default{};
class MGun: default {};
class Riffle: MGun {};
class DRG_SA80:Riffle
as for how to add the grenade launcher into it I'm not sure.. but I'm just about positive that is what's wrong with your config
You can take a look at the BAS M4/M203 combo for how to properly configure a MG/GL combo weapon I would imagine.
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Ok this is what you probably did wrong...
class CfgAmmo
{
class default {};
class BulletSingle:default {};
class DRG_SA80mag:BulletSingle
thats the same classname as your magazine, that could be causing some of the errors. Also, you put ammo= in the weapon classname, but it goes in the mag classname. And also:
class DRG_SA80GL:GrenadeLauncher
{
scopeWeapon=public;
scopeMagazine=public;
displayName="SA80+Grenade Launcher";
model="\DRG_SA80\DRG_SA80.p3d";
modelOptics="optika_m16";
picture="";
optics=true;
opticsZoomMin=0.35;
opticsZoomMax=0.35;
muzzles[]={"SA80Muzzle","SA80GLMuzzle"};
class SA80Muzzle:DRG_SA80
{
magazines[]={"DRG_SA80mag"};
};
class SA80GLMuzzle:DRG_SA80GL
{
displayName="SA80 Grenade Launcher";
optics=1;
modelOptics="optika_m16_granatomet";
opticsZoomMin=0.7;
opticsZoomMax=0.7;
sound[]={"weaponsM16GrenadeLaunch",0.000316,1};
magazines[]={"SA80GLmag","Flare","FlareGreen","FlareRed","FlareYellow"};
};
};
*Should be based from GrenadeLauncher
*Use M16GrenadeLauncher (not exactly sure of name) because GrenadeLauncher is ONLY a grenade launcher, and does not have all the proper atributes
There could be more but I didnt see them, and not to sound offensive in any way, but that config is real mess, maybe you should find some tuts, or do what I do, look in the comented config files. Or if the config files are too confusing (because they use the same classnames and stringtables and etc.) unpbo some addons and see how other people do it....
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No the ammo thing isnt wrong, i CHANGED it to that to see if it would work...same with the ammo class name in the weapon class...
As for the rest, shouldnt it inherit the properties from above which is what i want, and when configging a magazine for a normal gun, you inherit the mag from gun name.
Urmm i do take offence, Ive done alot of config, including things like shotguns and other things that are a bitch to config, ive just never done a Nade launcher combo. I know what everything means and the contents i am not confused by, even if you are...most configs are just like this, better get used to it....but alot of it is down to };'s....you can spent ages changing attributes when all u need to do is remove or add one of those :)
Kaliyuga, ive looked at other configs, and, they seem to do it how i have. There probably is a mistake somewhere there, but, its not due to having more than one thing inherit off "default"
Other than that, im pretty sure the actuall weapon codes are fine, except maybe the sections inherit that kali said, its probably some };'s....
Thanks anyway.
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I think there may be a '};' missing from the end of the CfgWeapons block:
picture="DTAEXTEQUIPMm_grenadelauncher.paa";
displayName="SA80 Grenade";
displayNameMagazine="SA80 Grenade";
shortNameMagazine="SA80Grenade";
count=1;
reloadTime=0;
sound[]={"Weaponsgrenade_launch",0.000316,1};
canDrop = true;
};
};
}; <----------HERE
class CfgVehicles
And possibly one too many at the end of the CfgNonAIVehicles block.
Planck
-
Cheers ill try that
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shouldnt it inherit the properties from above
No...
class DRG_SA80GL:GrenadeLauncher
should be DRG_SA80 instead of GrenadeLauncher and
class SA80GLMuzzle:DRG_SA80GL
Should be GrenadeLauncher instead of DRG_SA80GL, trust me ive configed GLs before.....
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Oh and Plank, I think he is missing one but not there:
class FullAuto
{
ammo="BulletFullAutoW";
multiplier=1;
burst=1;
displayName="SA80 Auto";
dispersion=0.0004000;
sound[]={"\DRG_SA80\SA80shot.ogg",1.000000,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=30;
recoil="DRG_SA80recoil";
autoFire=1;
aiRateOfFire=1.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
}; <----------- Try adding this
class DRG_SA80GL:GrenadeLauncher
-
OK that might work, ive added that second }; in before and it hasnt worked, but then the inherits may have been wrong...
-
Still getting the attached error message (so see the attachment at the bottom!)
This is what my config is like at the mo
// some basic defines
#define TEast 1
#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 CfgPatches
{
class DRG_SA80
{
units[] = {SoldierWBSA80,SoldierWBSA80GL};
weapons[] = {DRG_SA80,DRG_SA80GL};
requiredVersion = 1.75;
};
};
class CfgModels
{
class Default {};
class Weapon: Default {};
class DRG_SA80: Weapon {};
class DRG_SA80GL: Weapon {};
};
class CfgRecoils
{
DRG_SA80ecoil[]={0.900000,0.700000,0.500000,0.300000,0,0};
};
class CfgAmmo
{
class default {};
class BulletSingle:default {};
class SA80mag:BulletSingle
{
hit=13;
indirectHit=8;
indirectHitRange=0.200000;
tracerColor[]={1,0,0,0.010000};
tracerColorR[]={1,0,0,0.010000};
minRange=10;
minRangeProbab=0.800000;
midRange=500;
midRangeProbab=0.950000;
maxRange=800;
maxRangeProbab=0.800000;
thrustTime=2.0;
thrust=400;
maxSpeed=1400;
};
class Grenade: Default{};
class SA80GLmag: Grenade
{
hit=60;
indirectHit=30;
indirectHitRange=4;
minRange=15;
minRangeProbab=1.000000;
midRange=100;
midRangeProbab=1.00000;
maxRange=300;
maxRangeProbab=1.000000;
soundHit[]={"Explosionsexpl4",10.000000,1};
};
};
class CfgWeapons
{
class default{};
class MGun: default {};
class Grenadelauncher: default {};
class Riffle: MGun{};
class SA80: Riffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\DRG_SA80\DRG_SA80.p3d";
modelOptics="optika_m16";
optics=1;
opticsZoomMin=0.600000;
opticsZoomMax=0.600000;
distanceZoomMin=400;
distanceZoomMax=400;
displayName="SA80";
drySound[]={"weaponsM16dry",0.010000,1};
modes[]={"Single","FullAuto"};
magazines[]={"DRG_SA80mag"};
count=30;
class Single
{
ammo="BulletSingleW";
multiplier=1;
burst=1;
displayName="SA80 Semi";
dispersion=0.000200;
sound[]={"\DRG_SA80\SA80shot.ogg",1.000000,1};
soundContinuous=0;
reloadTime=0.200000;
ffCount=1;
recoil="DRG_SA80recoil";
autoFire=0;
aiRateOfFire=5.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
class FullAuto
{
ammo="BulletFullAutoW";
multiplier=1;
burst=1;
displayName="SA80 Auto";
dispersion=0.0004000;
sound[]={"\DRG_SA80\SA80shot.ogg",1.000000,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=30;
recoil="DRG_SA80recoil";
autoFire=1;
aiRateOfFire=1.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
};
class DRG_SA80GL:DRG_SA80
{
scopeWeapon=public;
scopeMagazine=public;
displayName="SA80+Grenade Launcher";
model="\DRG_SA80\DRG_SA80.p3d";
modelOptics="optika_m16";
ammo="SA80GLmag"
picture="";
optics=true;
opticsZoomMin=0.35;
opticsZoomMax=0.35;
muzzles[]={"SA80Muzzle","SA80GLMuzzle"};
class SA80Muzzle: DRG_SA80
{
magazines[]={"DRG_SA80mag"};
};
class default{};
class Grenadelauncher: default {};
class SA80GLMuzzle: GrenadeLauncher
{
displayName="SA80 Grenade Launcher";
optics=1;
modelOptics="optika_m16_granatomet";
opticsZoomMin=0.7;
opticsZoomMax=0.7;
sound[]={"weaponsM16GrenadeLaunch",0.000316,1};
magazines[]={"SA80GLmag","Flare","FlareGreen","FlareRed","FlareYellow"};
};
};
class DRG_SA80mag: DRG_SA80
{
scopeWeapon=0;
scopeMagazine=2;
ammo="SA80mag"
displayNameMagazine="SA80 Mag";
shortNameMagazine="SA80 Mag";
picture="";
};
};
class DRG_SA80GLmag: DRG_SA80GLmuzzle
{
cursor="t_select.paa";
scopeMagazine=2;
ammo="SA80GLmag"
weaponType=0;
magazineType="256";
picture="DTAEXTEQUIPMm_grenadelauncher.paa";
displayName="SA80 Grenade";
displayNameMagazine="SA80 Grenade";
shortNameMagazine="SA80Grenade";
count=1;
reloadTime=0;
sound[]={"Weaponsgrenade_launch",0.000316,1};
canDrop = true;
};
};
class CfgVehicles
{
class All{};
class AllVehicles: All{};
class Land: AllVehicles{};
class Man: Land{};
class SoldierWB: Man{};
class SoldierWBSA80:SoldierWB
{
displayName="Soldier (SA80)";
vehicleClass="Men";
weaponSlots="1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32";
weapons[]={"DRG_SA80","NVGoggles","Throw","Put","Beretta"};
magazines[]={"DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80mag"," DRG_SA80mag","Handgrenade","Handgrenade","Handgrenade","Handgrenade","BerettaMag", "BerettaMag","BerettaMag","BerettaMag"};
};
class SoldierWBSA80GL: SoldierWB
{
displayName="Soldier (SA80 + Grenade Launcher)";
vehicleClass="Men";
weaponSlots="1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32";
weapons[]={"DRG_SA80GL","NVGoggles","Throw","Put","Beretta"};
magazines[]={"DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80GLmag",&quo t;DRG_SA80GLmag","DRG_SA80GLmag","BerettaMag","BerettaMag","BerettaMag","BerettaMag" };
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyDRG_SA80: ProxyWeapon {};
class ProxyDRG_SA80GL: ProxyWeapon {};
};
};
-
OK forget that one
Again, error is attached at the bottom, this time the error is ingame (which i figure is progress)
// some basic defines
#define TEast 1
#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 CfgPatches
{
class DRG_SA80
{
units[] = {SoldierWBSA80,SoldierWBSA80GL};
weapons[] = {DRG_SA80,DRG_SA80GL};
requiredVersion = 1.75;
};
};
class CfgModels
{
class Default {};
class Weapon: Default {};
class DRG_SA80: Weapon {};
class DRG_SA80GL: Weapon {};
};
class CfgRecoils
{
DRG_SA80ecoil[]={0.900000,0.700000,0.500000,0.300000,0,0};
};
class CfgAmmo
{
class default {};
class BulletSingle:default {};
class SA80mag:BulletSingle
{
hit=13;
indirectHit=8;
indirectHitRange=0.200000;
tracerColor[]={1,0,0,0.010000};
tracerColorR[]={1,0,0,0.010000};
minRange=10;
minRangeProbab=0.800000;
midRange=500;
midRangeProbab=0.950000;
maxRange=800;
maxRangeProbab=0.800000;
thrustTime=2.0;
thrust=400;
maxSpeed=1400;
};
class Grenade: Default{};
class SA80GLmag: Grenade
{
hit=60;
indirectHit=30;
indirectHitRange=4;
minRange=15;
minRangeProbab=1.000000;
midRange=100;
midRangeProbab=1.00000;
maxRange=300;
maxRangeProbab=1.000000;
soundHit[]={"Explosionsexpl4",10.000000,1};
};
};
class CfgWeapons
{
class default{};
class MGun: default {};
class Grenadelauncher: default {};
class Riffle: MGun{};
class DRG_SA80: Riffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\DRG_SA80\DRG_SA80.p3d";
modelOptics="optika_m16";
optics=1;
opticsZoomMin=0.600000;
opticsZoomMax=0.600000;
distanceZoomMin=400;
distanceZoomMax=400;
displayName="SA80";
drySound[]={"weaponsM16dry",0.010000,1};
modes[]={"Single","FullAuto"};
magazines[]={"DRG_SA80mag"};
count=30;
};
class Single
{
ammo="BulletSingleW";
multiplier=1;
burst=1;
displayName="SA80 Semi";
dispersion=0.000200;
sound[]={"\DRG_SA80\SA80shot.ogg",1.000000,1};
soundContinuous=0;
reloadTime=0.200000;
ffCount=1;
recoil="DRG_SA80recoil";
autoFire=0;
aiRateOfFire=5.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
class FullAuto
{
ammo="BulletFullAutoW";
multiplier=1;
burst=1;
displayName="SA80 Auto";
dispersion=0.0004000;
sound[]={"\DRG_SA80\SA80shot.ogg",1.000000,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=30;
recoil="DRG_SA80recoil";
autoFire=1;
aiRateOfFire=1.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
};
class DRG_SA80GL:DRG_SA80
{
scopeWeapon=public;
scopeMagazine=public;
displayName="SA80+Grenade Launcher";
model="\DRG_SA80\DRG_SA80.p3d";
modelOptics="optika_m16";
ammo="SA80GLmag"
picture="";
optics=true;
opticsZoomMin=0.35;
opticsZoomMax=0.35;
muzzles[]={"SA80Muzzle","SA80GLMuzzle"};
};
class SA80Muzzle: DRG_SA80
{
magazines[]={"DRG_SA80mag"};
};
class SA80GLMuzzle: GrenadeLauncher
{
displayName="SA80 Grenade Launcher";
optics=1;
modelOptics="optika_m16_granatomet";
opticsZoomMin=0.7;
opticsZoomMax=0.7;
sound[]={"weaponsM16GrenadeLaunch",0.000316,1};
magazines[]={"SA80GLmag","Flare","FlareGreen","FlareRed","FlareYellow"};
};
class DRG_SA80mag: DRG_SA80
{
scopeWeapon=0;
scopeMagazine=2;
ammo="SA80mag";
displayNameMagazine="SA80 Mag";
shortNameMagazine="SA80 Mag";
picture="";
};
class DRG_SA80GLmag: DRG_SA80GL
{
cursor="t_select.paa";
scopeMagazine=2;
ammo="SA80GLmag";
weaponType=0;
magazineType="256";
picture="DTAEXTEQUIPMm_grenadelauncher.paa";
displayName="SA80 Grenade";
displayNameMagazine="SA80 Grenade";
shortNameMagazine="SA80Grenade";
count=1;
reloadTime=0;
sound[]={"Weaponsgrenade_launch",0.000316,1};
canDrop = true;
};
};
class CfgVehicles
{
class All{};
class AllVehicles: All{};
class Land: AllVehicles{};
class Man: Land{};
class SoldierWB: Man{};
class SoldierWBSA80:SoldierWB
{
displayName="Soldier (SA80)";
vehicleClass="Men";
weaponSlots="1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32";
weapons[]={"DRG_SA80","NVGoggles","Throw","Put","Beretta"};
magazines[]={"DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80mag"," DRG_SA80mag","Handgrenade","Handgrenade","Handgrenade","Handgrenade","BerettaMag", "BerettaMag","BerettaMag","BerettaMag"};
};
class SoldierWBSA80GL: SoldierWB
{
displayName="Soldier (SA80 + Grenade Launcher)";
vehicleClass="Men";
weaponSlots="1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32";
weapons[]={"DRG_SA80GL","NVGoggles","Throw","Put","Beretta"};
magazines[]={"DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80mag","DRG_SA80GLmag",&quo t;DRG_SA80GLmag","DRG_SA80GLmag","BerettaMag","BerettaMag","BerettaMag","BerettaMag" };
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyDRG_SA80: ProxyWeapon {};
class ProxyDRG_SA80GL: ProxyWeapon {};
};
};
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i presume u change this to drg_sa80
class CfgAmmo
{
class default {};
class BulletSingle:default {};
class DRG_SA80mag:BulletSingle
{
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Error #3:
Bad base class but I guess you fixed it
Error #4:
You most likely forgot a }; so it won't recognize your magazine class, so check that... Or it could be that your ammo classname is the same as your mag classname? But most likely a missing };
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Erm ok just saw this:
class Single
{
ammo="BulletSingleW";
Thats a NO NO, your trying to use 2 different ammo types... and also, because that you DO have a seperate classname for the mags, all of that single, burst, full auto crap goes under the mag classname.... That only works when your mag is the same classname as the weapon witch is waht BIS did at first but with the newer weapons the stoped doing it because of bugs I guess or it just does't work anymore but I don't know but its not important to you so ill shut up now ::)....
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Thankin you's, ive gone and got it ingame, turns out it was a problem with the soldiers and their ammo loads after i got the correct positioning of the };'s right. I went round in circles for 2 weeks due to the soldiers loadoouts being wrong......
Thanks for all your help, thanks to trenchfeet as well :)
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Well, if its all fixed, might as well solve the topic then.
Glad you got it working.
Planck