OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: swccbuddy on 16 Apr 2004, 09:17:51
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short and simple. when i put my addon in editor and preview ofp closes with no error message. i am using beta 1.96
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Check the modelpath. maybe you miss a
"\" in the beginning of your path.
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Post your config (equally as short and simple) ;D
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Well, i was just trying to enlarge an existing Challenger but now, whenever i put in ANY new addon i made. They don't work. heres the config for the big challenger.
// some basic defines
#define TEast 0
#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 Challenger {
units[] = {Challenger};
weapons[] = {};
requiredVersion = 1.02;
};
};
class CfgModels
{
class default{};
class Vehicle: default{};
class Car: Vehicle{};
class Challenger: Car{};
};
class CfgWeapons
{
class Default {};
class CarHorn: Default {};
class yeeha: Carhorn
{
displayName=ANNOY;
displayNameMagazine=ANNOY;
shortNameMagazine=yeeha;
scopeWeapon=public;
scopeMagazine=public;
drySound[]={\challenger\yeeha.wav,db-0,1};
soundContinuous=1;
};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle : Land {};
class Car: LandVehicle {};
class SkodaHelper: Car {};
class SkodaBase: SkodaHelper {};
class Challenger: SkodaBase
{
vehicleClass="Car";
scope=public;
hasGunner=1;
driverIsCommander=1;
picture=\CHALLENGER\RT;
maxSpeed=1000;
displayName=Challenger;
wheelCircumference=3.600;
steerAheadSimul=100,000000;
steerAheadPlan=100,000000;
predictTurnSimul=100,00000;
predictTurnPlan=100,000000;
sensitivity=9.00000;
preferRoads=false;
unitInfoType="UnitInfoShip";
type=Armor;
cost=10000000;
armor=500;
terrainCoef=0.000001;
armorBody=50.400000;
armorFuel=50.400000;
armorLights=0.400000;
armorWheels=50.050000;
armorGlass=50.500000;
fuelCapacity=34;
damperForce =50.5;
transportSoldier=3;
precision=100.00;
brakeDistance=100.00;
turnCoef=9.750000;
model=\challenger\challenger;
soundEngine[]={"\challenger\motor.wav",8.809333,1.5};
weapons[]={"yeeha"};
magazines[]={};
transportAmmo=100;
transportWeapon=100;
class TransportWeapons
{
class ITA_M113_W1
{
Weapon="GrenadeLauncher";
count=4;
};
class ITA_M113_W3
{
Weapon="LAWLauncher";
count=4;
};
};
class TransportMagazines
{
class ITA_M113_A1
{
magazine="AALauncher";
count=20;
};
class ITA_M113_A2
{
magazine="LAWLauncher";
count=20;
};
class ITA_M113_A3
{
magazine="HandGrenade";
count=20;
};
class ITA_M113_A4
{
magazine="GrenadeLauncher";
count=20;
dammageHalf[]=
{
jeep_kab_sklo1.paa,jeep_kab_sklo1B.paa
};
dammageFull[]=
{
jeep_kab_sklo1.paa,jeep_kab_sklo1C.paa
};
class IndicatorSpeed
{
selection = "ukaz_rychlo";
axis = "osa_rychlo";
angle =-245;
min = 0;
max = 250 / 4.0;
};
class IndicatorRPM
{
selection="ukaz_rpm";
axis="osa_rpm";
angle=-190;
min=0;
max=1;
};
};
};
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I have a similar problem attempting to compile addons for my new vietnam CTI mod. One thing you need to change is the paths of the .p3d models. Texture swap or objektiv can do this. I am still having the problem unfortunatly so any help would be greatly appreciated
Cheers Ron