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Grokk
Nov 4 2002, 18:45
Hi,
I'm working on a Fokker E.III for No Man's Land mod, but I can't get it working. Got it in air allright, it isnt a flight problem, but I cant get the machine gun on front working.
When I run ofp, nothing goes wrong, but as soon as I put the plane in the editor, and press preview, the game crashes.
I put the cpp I'm using below, hope that's the problem, but I guess it isnt, for normally ofp wont startup if the cpp file isnt correct.
Are there special selection names you should use when using a machine-gun on a plane? Or aren't they important at all and is everything defined in the cpp file?

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">#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

#define private 0
#define protected 1
#define public 2

class CfgPatches
{
class NMLFokE3
{
units[] = { NMLFokkerE3};
weapons[] = {};
requiredVersion = 1.46;
};
       
};

class CfgAmmo
{
class Default {};
class BulletSingle: Default {};
class Bullet7_6: BulletSingle {};
class nmlbullet7_9: Bullet7_6
{

};
};



class CfgWeapons
{
class Default {};
class MGun: Default {};
class MachineGun7_6: MGun {};
class nmlMg7_9: MachineGun7_6
{
displayName="7.9mm machinegun";
displayNameMagazine="7.9mm machinegun";
shortNameMagazine="7.9mm Mgun";
ammo="nmlbullet7_9";
};
};

class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Air: AllVehicles {};
class Plane: Air {};
       
class NMLFokkerE3: Plane
{
scope=public;
crew = "civilian2";
               side = 0;
displayName="NML Fokker E.III";
driverAction = ManActA10Pilot;
accuracy=0.50;

weapons[]={nmlmgun7_9};
magazines[]={nmlbullet7_9};                

armor=20;
               maxSpeed = 141;
model="&#92;NML_fokkerE3&#92;NML_fokkerE3.p3d";
               type=VAir;
//threat[] VSoft, VArmor, VAir
threat[]={0.2, 0.2, 1.0};
aileronSensitivity = 0.5;
elevatorSensitivity = 1;
gearRetracting = false;
ejectSpeed[]={0,0,0};
fov=0.5;
noseDownCoef = 1; // how much goes nose down during turns
brakeDistance=300;


};
};[/QUOTE]<span id='postcolor'>

Grokk

Frugo_PL
Nov 4 2002, 19:40
1.) Define the new weapon in CfgPatches in Weapon section
2.) Put in "Count = number of butllets" in the weapon section of the machinegun.

I don&#39;t see anything else that&#39;s wrong here.

Grokk
Nov 5 2002, 16:00
Tried it, but it still doesnt work http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/sad.gif
It keeps quitting.
Gonna test if it still works if I remove weapons stuff from the config.
Ok, I&#39;ve traced the problem. It is somewhere in the weapons stuff, for I&#39;ve removed it all from the config, and it worked again.
Hmm.. Tried some more.. Because it still is based on a10 (gonna change that in cessna), and I removed weapons and magazines from the cfgvehicles part, I got the original a10 loadout. Good news, and also, the m-gun fires from the right place. (Not sure because of wich memory point it is, for I&#39;ve inserted some from a tank m-gun, hoping the plane would work then). If it&#39;s not kulomet, then it&#39;s one of the othere memory-lod points.

Anyway, this means the problem is in the cfgweapons part or cfgammo or cfgpatches, and cfgvehicles is ruled out. Anyone knows what could be wrong?


Grokk