OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: bioxx on 14 Oct 2002, 05:27:21
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I have everything in the cpp right i think, but it doesn't shoot any bullets, and when i look in the scope it constantly spins. How would i go about fixing this? ???
Here is the config// Sniper by Bioxx
// Basic def.
#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
class CfgPatches
{
class CCSniperRifle
{
units[]={NODSniper};
weapons[]={CCS};
requiredVersion=1.00000;
};
};
class CfgModels
{
class Default{};
class Weapon: Default{};
class CCS : Weapon{};
};
class CfgAmmo
{
class default {};
class BulletSingle: default {};
class BulletSniper: BulletSingle {};
class CCSAmmo: BulletSniper {};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class Riffle: MGun {};
class SniperRiffle : Riffle {};
class M21 : SniperRiffle{};
class CCS: M21
{
model="\CCS\sniper";
displayName="NOD Sniper Rifle";
displayNameMagazine="CCS Mag";
magazines[]={"CCS"};
ammo=BulletSniper;
picture="\CCS\hires037.pac";
};
};
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{}
class SoldierEB:Soldier{};
class NODSniper: SoldierEB
{
access=2
displayName="NOD Sniper";
weapons[]={"Throw","Put","CCS"};
magazines[]={"CCS","CCS","CCS","CCS"};
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyNODSniper : ProxyWeapon {};
};
Thanks in advance.
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Well I Got it in the game right now but It still spins in scope view and shoots behind me. Any suggestions?
Heres my cpp.
// 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 NODSniper
{
units[] = {NODSniper};
weapons[] = {};
requiredVersion = 1.01;
};
class NODSniperRifle
{
units[] = {NODSniperRifle};
weapons[] = {};
requiredVersion = 1.01;
};
};
class CfgAmmo
{
class default {};
class BulletSingle : default {};
class NODCCSES : BulletSingle
{
hit=50;indirectHit=0.1;indirectHitRange=0.1;
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class Riffle: MGun {};
class CCSES: Riffle
{
scopeWeapon = private;
scopeMagazine = public;
modelOptics="optika_snpierw";
picture="\dtaext\equip\m\w_M21.pac";
optics = true;
opticsZoomMin=0.21; //was 0.21
opticsZoomMax=0.30;
displayName = NOD Sniper Rifle;
displayNameMagazine = CCSES clip;
shortNameMagazine = CCSES clip;
ammo = NODCCSES;
count = 40;
multiplier=1;
burst=0;
dispersion=0.00;
sound[]={"\CCS\Garand_shoot.wav",db0,1};
reloadMagazineSound[]={"\CCS\reload.wav",db-40,1};
drySound[]={"weapons\M16dry",db-40,1};
soundContinuous=false;
reloadTime=0.065;
ffCount=1;
recoil=sniperSingle;
recoilFixed=riffleSingleFixed;
autoFire = false;
aiRateOfFire=0.01; // delay between shots at given distance
aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero
useAction = false;
useActionTitle = "";
};
class NODSniperRifle
{
scopeWeapon = public;
scopeMagazine = private;
weaponType = WeaponSlotPrimary;
displayName = "NOD Sniper Rifle";
model="\CCS\sniper.p3d";
picture="\dtaext\equip\w\w_M21.paa"
muzzles[] = {CCSMuzzle};
class CCSMuzzle : CCSES
{
magazines[] = {CCSES};
};
};
};
class CfgVehicles
{
class All{};
class AllVehicles : All{};
class Land : AllVehicles{};
class Man : Land{};
class Soldier : Man{};
class SoldierEB : Soldier{};
class NODSniper : SoldierEB{
displayName="NOD Sniper";
weapons[]={"NODSniperRifle","Throw","Put"};
magazines[]={"CCSES","CCSES","CCSES","CCSES","CCSES","CCSES"};
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyNODSniperRifle : ProxyWeapon {};
};
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NM people i fixed my problem thx