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Offline Gunny24

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Changing Gunner Weapons in AMV
« on: 10 Jul 2015, 14:52:34 »
hey,

i have a little project
it is basicly a reskin of the Marshall APC
but i would also like to change the weapons for the gunner
and i´m stuck could someone helpout?
i´m really dont know what have to be added to the config.
[spoiler]
class cfgVehicles {
   
   class B_APC_Wheeled_01_cannon_F;   // External class reference
   
   class BEAST_BOXER : B_APC_Wheeled_01_cannon_F {
      _generalMacro = "B_APC_Wheeled_01_cannon_F";
      author = "1stBEAST";
      scope = public;
      displayName = Boxer ;
      side = 1;
      faction = "BWA3_Faction";
      vehicleClass = "BWA3_VehClass_Wheeled_Fleck";
      crew = "BWA3_Rifleman_Fleck";
      typicalCargo[] = {"BWA3_Rifleman_Fleck"};
      hiddenSelectionsTextures[] = {"BEAST_BOXER\data\apc_wheeled_01_base_co.paa", "BEAST_BOXER\data\apc_wheeled_01_adds_co.paa", "BEAST_BOXER\data\apc_wheeled_01_tows_co.paa"};
      availableForSupportTypes[] = {"Drop", "Transport"};
   
   class TransportMagazines {
         class _xx_BWA3_30Rnd_556x45_G36 {
            magazine = "BWA3_30Rnd_556x45_G36";
            count = 15;
         };
         
         class _xx_BWA3_200Rnd_556x45 {
            magazine = "BWA3_200Rnd_556x45";
            count = 6;
         };
         
         class _xx_HandGrenade {
            magazine = "HandGrenade";
            count = 10;
         };
         
         class _xx_1Rnd_HE_Grenade_shell {
            magazine = "1Rnd_HE_Grenade_shell";
            count = 20;
         };
         
         class _xx_1Rnd_Smoke_Grenade_shell {
            magazine = "1Rnd_Smoke_Grenade_shell";
            count = 3;
         };
         
         class _xx_1Rnd_SmokeGreen_Grenade_shell {
            magazine = "1Rnd_SmokeGreen_Grenade_shell";
            count = 3;
         };
         
         class _xx_1Rnd_SmokeOrange_Grenade_shell {
            magazine = "1Rnd_SmokeOrange_Grenade_shell";
            count = 3;
         };
         
         class _xx_1Rnd_SmokeBlue_Grenade_shell {
            magazine = "1Rnd_SmokeBlue_Grenade_shell";
            count = 3;
         };
         
         class _xx_SmokeShell {
            magazine = "SmokeShell";
            count = 8;
         };
         
         class _xx_SmokeShellGreen {
            magazine = "SmokeShellGreen";
            count = 8;
         };
         
         class _xx_SmokeShellOrange {
            magazine = "SmokeShellOrange";
            count = 8;
         };
         
         class _xx_SmokeShellBlue {
            magazine = "SmokeShellBlue";
            count = 8;
         };
         
         class _xx_NLAW_F {
            magazine = NLAW_F;
            count = 0;
         };
         
         class _xx_Titan_AT {
            magazine = "Titan_AT";
            count = 4;
         };
         
         class _xx_Titan_AP {
            magazine = "Titan_AP";
            count = 0;
         };
         
         class _xx_Titan_AA {
            magazine = "Titan_AA";
            count = 0;
         };
      };
      
      class TransportItems {
         class _xx_FirstAidKit {
            name = "FirstAidKit";
            count = 1;
         };
         
               };
      
      class TransportWeapons {
         class _xx_arifle_MX_F {
            weapon = "arifle_MX_F";
            count = 0;
         };
         
         class _xx_BWA3_G36_equipped {
            weapon = "BWA3_G36_equipped";
            count = 0;
         };
      };
   };
};
[/spoiler]


this is the "clean" reskin config without any tries to change the gunner weapons
after a longer search i found this thread:
http://www.ofpec.com/forum/index.php/topic,34666.0.html

i think it pointed me in the correct direction

and i changed my config to:
[spoiler]


class CfgVehicles {
   class Car;   // External class reference
   
   class Car_F : Car {
      class NewTurret;   // External class reference
      class Sounds;   // External class reference
      
      class HitPoints {
         class HitBody;   // External class reference
         class HitEngine;   // External class reference
         class HitFuel;   // External class reference
         class HitLFWheel;   // External class reference
         class HitLBWheel;   // External class reference
         class HitLMWheel;   // External class reference
         class HitLF2Wheel;   // External class reference
         class HitRFWheel;   // External class reference
         class HitRBWheel;   // External class reference
         class HitRMWheel;   // External class reference
         class HitRF2Wheel;   // External class reference
      };
   };
   
   class Wheeled_APC_F : Car_F {
      class ViewOptics;   // External class reference
      class ViewCargo;   // External class reference
      
      class Sounds : Sounds {
         class Engine;   // External class reference
         class Movement;   // External class reference
      };
      class NewTurret;   // External class reference
      
      class Turrets {
         class MainTurret : NewTurret {
            class ViewOptics;   // External class reference
            
            class Turrets {
               class CommanderOptics;   // External class reference
            };
         };
      };
      class AnimationSources;   // External class reference
   };
   
   class APC_Wheeled_01_base_F : Wheeled_APC_F{};
   class B_APC_Wheeled_01_cannon_F : B_APC_Wheeled_01_base_F{};
   
   class BEAST_BOXER : B_APC_Wheeled_01_cannon_F {
      _generalMacro = "B_APC_Wheeled_01_cannon_F";
      author = "1stBEAST";
      scope = public;
      displayName = Boxer ;
      side = 1;
      faction = "BWA3_Faction";
      vehicleClass = "BWA3_VehClass_Wheeled_Fleck";
      crew = "BWA3_Rifleman_Fleck";
      typicalCargo[] = {"BWA3_Rifleman_Fleck"};
      hiddenSelectionsTextures[] = {"BEAST_BOXER\data\apc_wheeled_01_base_co.paa", "BEAST_BOXER\data\apc_wheeled_01_adds_co.paa", "BEAST_BOXER\data\apc_wheeled_01_tows_co.paa"};
      availableForSupportTypes[] = {"Drop", "Transport"};
       class Turrets  : Turrets
      {

         class MainTurret  : MainTurret {
            weapons[] = {"BWA3_MK30","BWA3_MG5_vehicle"};
            magazines[] = {"BWA3_240Rnd_APFSDS_shells", "BWA3_160Rnd_ABM_shells", "BWA3_1200Rnd_762x51", "BWA3_1200Rnd_762x51"};
         };
      };      
   class TransportMagazines {
         class _xx_BWA3_30Rnd_556x45_G36 {
            magazine = "BWA3_30Rnd_556x45_G36";
            count = 15;
         };
         
         class _xx_BWA3_200Rnd_556x45 {
            magazine = "BWA3_200Rnd_556x45";
            count = 6;
         };
         
         class _xx_HandGrenade {
            magazine = "HandGrenade";
            count = 10;
         };
         
         class _xx_1Rnd_HE_Grenade_shell {
            magazine = "1Rnd_HE_Grenade_shell";
            count = 20;
         };
         
         class _xx_1Rnd_Smoke_Grenade_shell {
            magazine = "1Rnd_Smoke_Grenade_shell";
            count = 3;
         };
         
         class _xx_1Rnd_SmokeGreen_Grenade_shell {
            magazine = "1Rnd_SmokeGreen_Grenade_shell";
            count = 3;
         };
         
         class _xx_1Rnd_SmokeOrange_Grenade_shell {
            magazine = "1Rnd_SmokeOrange_Grenade_shell";
            count = 3;
         };
         
         class _xx_1Rnd_SmokeBlue_Grenade_shell {
            magazine = "1Rnd_SmokeBlue_Grenade_shell";
            count = 3;
         };
         
         class _xx_SmokeShell {
            magazine = "SmokeShell";
            count = 8;
         };
         
         class _xx_SmokeShellGreen {
            magazine = "SmokeShellGreen";
            count = 8;
         };
         
         class _xx_SmokeShellOrange {
            magazine = "SmokeShellOrange";
            count = 8;
         };
         
         class _xx_SmokeShellBlue {
            magazine = "SmokeShellBlue";
            count = 8;
         };
         
         class _xx_NLAW_F {
            magazine = NLAW_F;
            count = 0;
         };
         
         class _xx_Titan_AT {
            magazine = "Titan_AT";
            count = 4;
         };
         
         class _xx_Titan_AP {
            magazine = "Titan_AP";
            count = 0;
         };
         
         class _xx_Titan_AA {
            magazine = "Titan_AA";
            count = 0;
         };
      };
      
      class TransportItems {
         class _xx_FirstAidKit {
            name = "FirstAidKit";
            count = 1;
         };
         
               };
      
      class TransportWeapons {
         class _xx_arifle_MX_F {
            weapon = "arifle_MX_F";
            count = 0;
         };
         
         class _xx_BWA3_G36_equipped {
            weapon = "BWA3_G36_equipped";
            count = 0;
         };
      };
   };
};
[/spoiler]
looks like i´m stuck. i need help :weeping:
but now it isnt working at all


Offline h-

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Re: Changing Gunner Weapons in AMV
« Reply #1 on: 11 Jul 2015, 09:50:36 »
You should probably post your full config so that we can test it because now all you get is errors about missing definitions as we don't have the weapon, faction, etc definitions. :)

EDIT:
Use your last posted config.

The first typo is this:
Code: [Select]
class B_APC_Wheeled_01_cannon_F : B_APC_Wheeled_01_base_F{};Should be:
Code: [Select]
class B_APC_Wheeled_01_cannon_F : APC_Wheeled_01_base_F{};
The next is
Code: [Select]
displayName = Boxer ;Should be
Code: [Select]
displayName = "Boxer";
And the final one:
Code: [Select]
scope = public;Should be
Code: [Select]
scope = 2;
That gets the vehicle appear in the unit list but of course I can't get any further due to all the missing definitions (I used the game's default faction and vehicleclass for that vehicle instead of yours).
« Last Edit: 11 Jul 2015, 10:15:56 by h- »
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