OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: Marksman on 17 Sep 2002, 21:01:47
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I'm trying to create a new type of mine, using the existing mine model:
class CfgPatches
{
class MYNewMine
{
units[] = {};
weapons[] = {"MYNewMine"};
requiredVersion = 1.30;
};
};
class CfgAmmo
{
class Default {};
class TimeBomb: Default {};
class Mine: TimeBomb {};
class MYNewMineAmmo: Mine
{
hit=700;
indirectHit=700;
indirectHitRange=7;
minRange=0;
minRangeProbab=0.950000;
midRange=5;
midRangeProbab=0.900000;
maxRange=10;
maxRangeProbab=0.000000;
cost=2000;
simulationStep=0.100000;
visibleFire=0;
audibleFire=0;
visibleFireTime=0;
};
};
class CfgWeapons
{
class Default {};
class TimeBomb: Default {};
class Mine: TimeBomb {};
class MYNewMine: Mine
{
scopeWeapon=0;
scopeMagazine=2;
magazineType="2 * 256";
ammo="MYNewMineAmmo";
//ammo="Mine";
displayName="MYNewMine";
displayNameMagazine="MYNewMineAmmo";
shortNameMagazine="MYNewMine";
enableAttack=1;
count=1;
initSpeed=0;
maxLeadSpeed=0;
useAction=1;
useActionTitle="Place MYNewMine";
};
};
But when ingame, the guy kneels down to place the mine, but nothing appears.
Do i need a CfgModels section? If i do, how do i know which bits i need??
Cheers,
Marksman
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Are we talkin' an AP mine? any way, why not leave it Invisible? Cause I know the AT Mines stand out like Sore Thumbs! only the AI would Trip on em!
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Because you can't see it, or place it. So it never goes off >:(
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OOOOOOOOOOHHHHHHHHH! :-\
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The >:( wasn't aimed at you Punker, it'd be good to have a mine that you can't see.
But if you can't place it and set it off, then its kinda pointless... :-\