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Iron+Cross
May 23 2007, 10:03
Hi all,  http://forums.bistudio.com/oldsmileys/welcome.gif

ok so i get the rifle in game & i got a muzzle flash bug again
(& i have it defined in cfg) but ill work on that later, the real problem is this error when i try to take the rifle from the crate, apart from that no other errors & the rifle works when i take the scope reference out of the config.


Quote[/b] ]WARNING: preNLOD format in object scoped_rifle\w\scopetexture.paa
this is what i get on the desktop it crashes every time i try to take it from crate.

texture info..
1024x1024 DXT5 i based it on Swissmod Leopold.paa

any ideas?

yours kindly mike.

p.s i checked the wiki couldent find anything relating to it..

p.p.s
a little of topic but could some one tell me what type=256
means? & what dose it affect? (just a shot in the dark & again cant see it in wiki)


Quote[/b] ]class CfgMagazines {
class Default; // External class reference

class CA_Magazine : Default {
scope = protected;
value = 1;
displayName = "";
picture = "";
modelSpecial = "";
useAction = false;
useActionTitle = "";
reloadAction = "ManActReloadMagazine";
ammo = "";
count = 30;
type = 256;
initSpeed = 900;
selectionFireAnim = "zasleh";
nameSound = "";
maxLeadSpeed = 23; // max estimated speed kph
};


----------------------------------------------------
UPDATE http://forums.bistudio.com/oldsmileys/crazy_o.gif hehe its ok i figured it out it was a corrupt .Paa i was using, funny that i would have thought it would have given an 'cannot load' error message instead..

Big Dawg KS
May 24 2007, 20:43
The type part determines what type of (in this case) magazine it is, or basically what inventory slots it will use (if any). 256 is a single primary item slot, like most primary weapon magazines. You can multiply it by X for it to take up X amount of those slots, ex:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">type = &#34;4 * 256&#34;;[/QUOTE]
That would take up 4 of those slots.

Iron+Cross
May 24 2007, 21:15
Ahhh thanks i remember seeing a page on wiki explaining that&#33;
but i couldent find a refernce for it when i looked this time&#33;


Thanks m8  http://forums.bistudio.com/oldsmileys/thumbs-up.gif

also could you help with this? i cant get flash to animate.


Quote[/b] ]

#define true 1
#define false 0

#define VSoft 0
#define VArmor 1
#define VAir 2

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

#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 ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3

#define LockNo 0
#define LockCadet 1
#define LockYes 2

//config addon, units and weapons list
class CfgPatches {
class ConfederateArmory {
units[] = {};
weapons[] = {"sg550sr"};
requiredVersion = 1.0000;
};
};

//config addon with preload
class CfgAddons {
access = ReadOnly;
class PreloadBanks {};
class PreloadAddons {
class Confederate_arms {
list[] = {"ConfederateArmory"};
};
};
};

class CfgTextureToMaterial //Material configuration part #1 texture -> material -> texture + nohq and smdi (normal map and gloss map)
{
class flashf3 { textures[]= { "sa-7sr&#92;flashf3.paa" }; material = "#flashf3" };
class flashf { textures[]= { "sa-7sr&#92;flashf.paa" }; material = "#flashf" };
class flashs { textures[]= { "sa-7sr&#92;flashs.paa" }; material = "#flashs" };
};

class CfgMaterials
{

class flashf3
{
ambient[] = {0.0, 0.0, 0.0, 5.0};
diffuse[] = {0.0, 0.0, 0.0, 1.0};
forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};
emmisive[] = {0.5, 0.5, 0.5, 1.0};
specular[] = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
};

class flashf
{
ambient[] = {0.0, 0.0, 0.0, 5.0};
diffuse[] = {0.0, 0.0, 0.0, 1.0};
forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};
emmisive[] = {0.5, 0.5, 0.5, 1.0};
specular[] = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
};

class flashs
{
ambient[] = {0.0, 0.0, 0.0, 5.0};
diffuse[] = {0.0, 0.0, 0.0, 1.0};
forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};
emmisive[] = {0.5, 0.5, 0.5, 1.0};
specular[] = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

};


};


// Config models, with section list (for the muzzleflash anim : zasleh)
class CfgModels {
class Default { sections[] = {}; sectionsInherit=""; };
class Weapon: default {};
class sg550sr:Weapon { sectionsInherit = "weapon"; sections[] = {"zasleh"}; };
};

class CfgAmmo {
class Default; // External class reference
class BulletCore; // External class reference



class BulletBase : BulletCore
{
hit = 8;
indirectHit = 0;
indirectHitRange = 0;
model = "&#92;ca&#92;Weapons&#92;shell";
soundFly[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bulletnoise1", db-19, 1.2};
soundHit1[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_01", db-40, 1};
soundHit2[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_02", db-30, 1};
soundHit3[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_03", db-40, 1};
soundHit4[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_04", 0.0316228, 1};
soundHit5[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_05", 0.01, 1};
soundHit6[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_06", 0.01, 1};
soundHit7[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_07", 0.01, 1};
soundHit8[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_08", 0.0316228, 1};
soundHit9[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_09", 0.0177828, 1};
soundHit10[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_10", 0.01, 1};
soundHit11[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_13", 0.0316228, 1};
soundHit12[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_16", 0.01, 1};
soundHitMan1[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_man_hit_01", db-10, 1};
soundHitMan2[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_man_hit_02", db-10, 1};
soundHitMan3[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_man_hit_03", 0.316228, 1};
soundHitMan4[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_man_hit_04", 0.316228, 1};
soundHitMan5[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_man_hit_05", 0.316228, 1};
soundHitMan6[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_man_hit_06", 0.316228, 1};
soundHitMan7[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_man_hit_07", 0.316228, 1};
soundHitArmor1[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_01", db-20, 1};
soundHitArmor2[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_02", db-20, 1};
soundHitArmor3[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_03", 0.1, 1};
soundHitArmor4[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_04", 0.1, 1};
soundHitArmor5[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_05", 0.1, 1};
soundHitArmor6[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_06", 0.1, 1};
soundHitArmor7[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_07", 0.1, 1};
soundHitArmor8[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_08", 0.1, 1};
soundHitArmor9[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_09", 0.1, 1};
soundHitArmor10[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_10", 0.1, 1};
soundHitArmor11[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_11", 0.1, 1};
soundHitArmor12[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_12", 0.1, 1};
soundHitArmor13[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_13", 0.1, 1};
soundHitArmor14[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_armor_hit_14", 0.1, 1};
soundHitBuilding1[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_02", db-35, 1};
soundHitBuilding2[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_04", db-35, 1};
soundHitBuilding3[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_10", 0.0177828, 1};
soundHitBuilding4[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_12", 0.0177828, 1};
soundHitBuilding5[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_13", 0.00562341, 1};
soundHitBuilding6[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_14", 0.0177828, 1};
soundHitBuilding7[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_15", 0.0177828, 1};
soundHitBuilding8[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;bullet_ricochet_16", 0.0177828, 1};
supersonicCrackNear[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;supersonic_crack_close.wss", 1, 1};
supersonicCrackFar[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;supersonic_crack_50meters.wss", 1, 1};
hitGround[] = {"soundHit1", 0.083, "soundHit2", 0.083, "soundHit3", 0.083, "soundHit4", 0.083, "soundHit5", 0.083, "soundHit6", 0.083, "soundHit7", 0.083, "soundHit8", 0.083, "soundHit9", 0.083, "soundHit10", 0.083, "soundHit11", 0.083, "soundHit12", 0.083};
hitMan[] = {"soundHitMan1", 0.143, "soundHitMan2", 0.143, "soundHitMan3", 0.143, "soundHitMan4", 0.143, "soundHitMan5", 0.143, "soundHitMan6", 0.143, "soundHitMan7", 0.143};
hitArmor[] = {"soundHitArmor1", 0.071, "soundHitArmor2", 0.071, "soundHitArmor3", 0.071, "soundHitArmor4", 0.071, "soundHitArmor5", 0.071, "soundHitArmor6", 0.071, "soundHitArmor7", 0.071, "soundHitArmor8", 0.071, "soundHitArmor9", 0.071, "soundHitArmor10", 0.071, "soundHitArmor11", 0.071, "soundHitArmor12", 0.071, "soundHitArmor13", 0.071, "soundHitArmor14", 0.071};
hitBuilding[] = {"soundHitBuilding1", 0.125, "soundHitBuilding2", 0.125, "soundHitBuilding3", 0.125, "soundHitBuilding4", 0.125, "soundHitBuilding5", 0.125, "soundHitBuilding6", 0.125, "soundHitBuilding7", 0.125, "soundHitBuilding8", 0.125};
cartridge = "FxCartridge";
cost = 0.7;
deflecting = 10;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
};

class 7_62x51mm : BulletBase
{
cartridge = "FxCartridge";
cost = 5;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
typicalSpeed = 200; //edit was 100

class Library {
libTextDesc = "";
};
};
};



class cfgRecoils
{
sg550srbase[] = {0.025000,0.015000,0.14500,0.325000,0,0};
};
//config magazine (use ammo)

class CfgMagazines {
class Default; // External class reference

class CA_Magazine : Default {
scope = protected;
value = 1;
displayName = "";
picture = "";
modelSpecial = "";
useAction = false;
useActionTitle = "";
reloadAction = "ManActReloadMagazine";
ammo = "";
count = 30;
type = 256;
initSpeed = 900;
selectionFireAnim = "zasleh";
nameSound = "";
maxLeadSpeed = 23; // max estimated speed kph
};

class CSA7_62_20_rnd_Mag : CA_Magazine {
scope = public;
displayName = "CSA7.62(20)rnd Mag";
type = 16;
modelSpecial = "";
picture = "&#92;sa-7sr&#92;pics&#92;SA-7sr_20rnd_mag.pac";
ammo = "7_62x51mm";
count = 20;
initSpeed = 500; //meters per second? or feet? was 421

class Library {
libTextDesc = "";
};
};
};

//fire mode import external class
class Mode_SemiAuto; // External class reference
class Mode_FullAuto; // External class reference
class Mode_Burst; // External class reference

//weapon configuration start
class CfgWeapons {
class MGunCore; //External class reference
class MGun; //External class reference
class Rifle; //External class reference
class Pistol; //External class reference
class Grenadelauncher; //External class reference
class Launcher; //External class reference

class sg550sr : Rifle {
scope = 2;
model = "&#92;sa-7sr&#92;sg550_sniper.p3d";
modelOptics = "&#92;sa-7sr&#92;leopold.p3d";
opticsZoomMin = 0.035; //10x zoom
opticsZoomMax = 0.035; //10x zoom
distanceZoomMin = 300;
distanceZoomMax = 300;
opticsFlare = "true";
opticsDisablePeripherialVision = "true";
optics = 1;
dexterity = 1.60;
displayName = "SSG550sr";
picture = "&#92;sa-7sr&#92;pics&#92;w_SA-7SR_ca.paa";
drySound[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;G36_dry_v1", db-90, 1};
reloadMagazineSound[] = {"&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;AK47_fill_v3", db-85, 1};
magazines[] = {"CSA7_62_20_rnd_Mag"};
initSpeed = 905;
modes[] = {"Single"};

class Single : Mode_SemiAuto {
sound[] = {"sa-7sr&#92;sound&#92;SA-7_single.wav", db-10, 1};
reloadTime = 0.0857;
recoil = "assaultRifleBase";
recoilProne = "assaultRifleBase";
dispersion = 0.0009;
minRange = 2;
minRangeProbab = 0.1;
midRange = 300; //edit was 300
midRangeProbab = 0.7;
maxRange = 500;
maxRangeProbab = 0.05;

};
class Library {
libTextDesc = "The SSG550 SNIPER was developed from the standard SG550 rifle by fitting it with a heavy hammer-forged barrel and altering the mechanism for semi-automatic fire only.";
};
};



//END OF FILE


its the swiss SG550 sniper varient im using it for practice,

Big Dawg KS
May 24 2007, 22:33
Your cfgModel class must match your model filename minus the .p3d extension, so:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class sg550_sniper&#58; Weapon[/QUOTE]

Iron+Cross
May 25 2007, 08:11
http://forums.bistudio.com/oldsmileys/notworthy.gif
http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif


oh man if i werent piss poor excuse for an RC i&#39;d call your a rock god&#33;