OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: The-Architect on 04 Apr 2004, 15:17:10
-
If I change the config file around will it affect the addon? I mean are there some things I should keep and some things I should be able to change?
I want to change the displayed weapon name. See below.
Cheers
-
Depends what config you mean...
Do you mean the original BIS game config, or some config that came with/you made with an addon?
-
Tha addon config that came with the addon.
I want to change a helo from east to west. To change it's crew to default BIS West pilots and I want to change its weapons to default BIS zunilauncher.
-
could you post the config code here? Easier for me to edit it and repost it here, then;-)
Just post it as a quote, or in pure text (quote is best)
-
if you just change the pilot,side and weapons then it will stay the same ;D
-
OK, here's a big chunk of the Malvinas Gazelle, config file.
I want to change the displayed name of the LAU10A ROcket Launcher
to 68mm SNEB. As you can see I have tried but it won't display the name ingame. What do I alter?
class CfgPatches
{
   class MLV_gazelle
   {
      units[] = {MLV_gazelle};
      weapons[] = {CWK_LAU10A_Launcher};
      requiredVersion = 1.30;
   };
   class MLV_gazelleM
   {
      units[] = {MLV_gazelleM};
      weapons[] = {mg50};
      requiredVersion = 1.30;
   };
};
class CfgAmmo
{
   class default {}
   class AT3: Default {}
   class Hellfire: default {};
   class CWK_LAU10A : Hellfire // rocket (unguided)
   {
     ÂÂ
      hit=400;indirectHit=250;indirectHitRange=3;
      minRange=50;minRangeProbab=0.20;
      midRange=250;midRangeProbab=0.20;
      maxRange=1000;maxRangeProbab=0.05;
      maxSpeed=1000;
      simulation=shotRocket;
      simulationStep=0.05;
      //soundHit[]={Explosions\hellfire,db80,1};
      cost=2000;
      soundHit[]={Explosions\expl1,db80,1};
      model = ZUNI;
      irLock=false;
      laserLock=false;
      maneuvrability=0.0;
      maxControlRange=0; // max range for manual control
      initTime=0.05;
      thrustTime=3.5;
      thrust=500;
   };  ÂÂ
};
class CfgWeapons
{
   class default {}
   class LAWLauncher: Default {};
   class CarlGustavLauncher : LAWLauncher {};
   class AT3Launcher: CarlGustavLauncher {};
   class CWK_LAU10A_Launcher: AT3Launcher
   {
      //--
      scopeWeapon = public;
      scopeMagazine = public;
      ammo=CWK_LAU10A;
      displayName="68mm SNEB";
      displayNameMagazine="68mm SNEB";
      shortNameMagazine="SNEB";
      count=14;
      reloadTime=0.1;
      aiRateOfFire=0.4; // delay between shots at given distance
      aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero
      sound[]={Weapons\rocket1,db+60,1};
      reloadSound[]={Weapons\missload,db-70,1};
      initSpeed=44;
//      magazine=4;
      magazineReloadTime=0.1;
      autoFire = true;
   };
   class MGun: Default{};
   class MachineGun7_6: MGun{};
   class mg50: MachineGun7_6
   {
      ammo="Bullet7_6W";
      count=1000;
      initSpeed=1000;
      reloadTime=0.10000;
      sound[]={"\MLV_Gazelle\Bang.wav",db10,1};
      soundContinuous=0;
      flash=gunfire;
      flashSize=0.9;
      dispersion=0.002500;
      maxLeadSpeed=300;
      aiDispersionCoefX=5;
      aiDispersionCoefY=2;
      ffMagnitude=0.5;
      ffFrequency=11;
      ffCount=6;
      recoil=mgunBurst3;
      aiRateOfFire=0.5;
      aiRateOfFireDistance=1000;
      autoFire = true;
      optics = true;
      muzzlePos="usti hlavne";
      muzzleEnd="konec hlavne";
     ÂÂ
   };
};
class CfgModels
{
   class Default
   {
      sections[] = {};
      sectionsInherit="";
   };
   class Air: default {};
   class Helicopter: Air
   {
      sectionsInherit="Vehicle";
      sections[]=
      {
         "sklo predni p",
         "sklo predni l",
         "velka vrtule staticka",
         "velka vrtule blur",
         "mala vrtule staticka",
         "mala vrtule blur"
      };
   };
   class mlv_gazelle: Helicopter {};
   class mlv_gazelle2: Helicopter {};
};
class CfgNonAIVehicles
{
   class ProxyWeapon {};
};
class CfgVehicles
{
   class All {};
   class AllVehicles: All {};
   class Air: AllVehicles {};
   class Helicopter: Air {};
   class MLV_gazelle: Helicopter
   {
      picture=\MLV_Gazelle\picture.paa;
//icon=
      crew =soldierwpilot;
      scope=public;
      side=TWest;
      displayName="Westland Gazelle - Army";
      vehicleClass="GB - Air";
      nameSound="chopper";   // ??,??,?,??
      accuracy=0.30;
      gunnerUsesPilotView = true;
      typicalCargo[]={Soldier, Soldier, SoldierLAW, SoldierLAW};
      transportSoldier = 2;
      weapons[]={CWK_LAU10A_Launcher};
      magazines[]={CWK_LAU10A_Launcher};
      driverAction = ManActUH60Pilot;
      gunnerAction = ManActUH60Pilot;
      maxSpeed = 270;
Cheers.
-
I can see one mistake, but i don't know if that'll solve it, though... You have named what the chopper carries as ammo the same as the gun, and not the ammo name...
I.e.:
You have:
magazines[]={CWK_LAU10A_Launcher};
It should be:
magazines[]={CWK_LAU10A};
(the following code is the corrected one)
class CfgPatches
{
class MLV_gazelle
{
units[] = {MLV_gazelle};
weapons[] = {CWK_LAU10A_Launcher};
requiredVersion = 1.30;
};
class MLV_gazelleM
{
units[] = {MLV_gazelleM};
weapons[] = {mg50};
requiredVersion = 1.30;
};
};
class CfgAmmo
{
class default {}
class AT3: Default {}
class Hellfire: default {};
class CWK_LAU10A : Hellfire // rocket (unguided)
{
hit=400;indirectHit=250;indirectHitRange=3;
minRange=50;minRangeProbab=0.20;
midRange=250;midRangeProbab=0.20;
maxRange=1000;maxRangeProbab=0.05;
maxSpeed=1000;
simulation=shotRocket;
simulationStep=0.05;
//soundHit[]={Explosions\hellfire,db80,1};
cost=2000;
soundHit[]={Explosions\expl1,db80,1};
model = ZUNI;
irLock=false;
laserLock=false;
maneuvrability=0.0;
maxControlRange=0; // max range for manual control
initTime=0.05;
thrustTime=3.5;
thrust=500;
};
};
class CfgWeapons
{
class default {}
class LAWLauncher: Default {};
class CarlGustavLauncher : LAWLauncher {};
class AT3Launcher: CarlGustavLauncher {};
class CWK_LAU10A_Launcher: AT3Launcher
{
//--
scopeWeapon = public;
scopeMagazine = public;
ammo=CWK_LAU10A;
displayName="68mm SNEB";
displayNameMagazine="68mm SNEB";
shortNameMagazine="SNEB";
count=14;
reloadTime=0.1;
aiRateOfFire=0.4; // delay between shots at given distance
aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero
sound[]={Weapons\rocket1,db+60,1};
reloadSound[]={Weapons\missload,db-70,1};
initSpeed=44;
// magazine=4;
magazineReloadTime=0.1;
autoFire = true;
};
class MGun: Default{};
class MachineGun7_6: MGun{};
class mg50: MachineGun7_6
{
ammo="Bullet7_6W";
count=1000;
initSpeed=1000;
reloadTime=0.10000;
sound[]={"\MLV_Gazelle\Bang.wav",db10,1};
soundContinuous=0;
flash=gunfire;
flashSize=0.9;
dispersion=0.002500;
maxLeadSpeed=300;
aiDispersionCoefX=5;
aiDispersionCoefY=2;
ffMagnitude=0.5;
ffFrequency=11;
ffCount=6;
recoil=mgunBurst3;
aiRateOfFire=0.5;
aiRateOfFireDistance=1000;
autoFire = true;
optics = true;
muzzlePos="usti hlavne";
muzzleEnd="konec hlavne";
};
};
class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
};
class Air: default {};
class Helicopter: Air
{
sectionsInherit="Vehicle";
sections[]=
{
"sklo predni p",
"sklo predni l",
"velka vrtule staticka",
"velka vrtule blur",
"mala vrtule staticka",
"mala vrtule blur"
};
};
class mlv_gazelle: Helicopter {};
class mlv_gazelle2: Helicopter {};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Air: AllVehicles {};
class Helicopter: Air {};
class MLV_gazelle: Helicopter
{
picture=\MLV_Gazelle\picture.paa;
//icon=
crew =soldierwpilot;
scope=public;
side=TWest;
displayName="Westland Gazelle - Army";
vehicleClass="GB - Air";
nameSound="chopper"; // ??,??,?,??
accuracy=0.30;
gunnerUsesPilotView = true;
typicalCargo[]={Soldier, Soldier, SoldierLAW, SoldierLAW};
transportSoldier = 2;
weapons[]={CWK_LAU10A_Launcher};
magazines[]={CWK_LAU10A};
driverAction = ManActUH60Pilot;
gunnerAction = ManActUH60Pilot;
maxSpeed = 270;
Best i could do :-\
Hope it helps!
Cheers
-
No, it didn't work. I changed the line you mentioned and it didn't allow me to use the unit in game. I got an error message.
Is it something to do with this bit?
class CfgAmmo
{
class default {}
class AT3: Default {}
class Hellfire: default {};
class CWK_LAU10A : Hellfire // rocket (unguided)
{
Cheers.
-
Hi,
maybe i did not understand the question right:
To change the side of a unit, make a mission place the unit. Then go into the mission.sqm with a text-editor and set the unit the desired side.
To change the weapon load: Use the Remove command in the init line to remove all weapons and ammo you do not like. Then us the add command to add all the weapons and ammo you wish to have.
Greatings
Kuro
-
No, thats not it Kuro.
When you are playing the game and are using a vehicle with weapons, the name of the selected weapon is displayed in green in the top left of the screen. I wish to change the name ie, "Maverick" for the A10, to AGM 64 for instance.
-
Hmmm... :-\
Sorry man, but that's the best i could do...
I'll try out some more, ut I can't promise anything :-[