arremba_san_zorzo
Nov 12 2007, 07:49
Hi, i have three last bugs with my beretta rifle WIP.
1)The position of zasleh is unstable, sometime is in the right position, sometime is at the foots of the soldier.
2)I have setted new magaziens and ammo, my rifle shoots regular and have the right number of magazines but the soldier says "Out of ammo".
3)As the tutorial of AOS, i have setted the soldier. He run, but have not wounds.
Someone knows this kinds of problems and knows how to help me?
Thank
Arremba San Zorzo
below an extract of the config:
\\\\\\\\\\\\\\\\\STARTOF CONFIG FILE\\\\\\\\\\\\\\\\\\\\\\\\\\\
#define private 0
#define protected 1
#define public 2
#define true 1
#define false 0
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
class CfgPatches
{
class ar7090
{
units[] =
{
ASZ_rifleman_ar7090,
.................................................. ......
};
weapons[] =
{
ar7090,
.................................................. ......
};
requiredVersion = 1.07;
*** *** *** *** *** *** *** ***requiredAddons[]={};
};
};
class CfgAddons
{
access = ReadOnly;
class PreloadBanks {};
class PreloadAddons
{
class ASZ_AR7090_Added
{
list[] = {"ar7090_rifle"};
};
};
};
class CfgVehicleClasses
{
class ar7090_rifle
{
displayName = "PedagneMOD - EI weapons";
};
};
class CfgSkeletons
{
*** *** *** ***class Default;
*** *** *** ***class Head
*** *** *** ***{
*** *** *** *** *** *** *** ***isDiscrete = 0;
*** *** *** *** *** *** *** ***skeletonInherit = "";
*** *** *** *** *** *** *** ***skeletonBones[] = {
"neck","","neck1","neck","head","ne
ck1","lBrow","head","mBrow","head","rBro
w","head","lMouth","head","mMouth","head
","rMouth","head","eyelids","head","LLip
","head"
};
*** *** *** ***};
*** *** *** ***class OFP2_ManSkeleton
*** *** *** ***{
*** *** *** *** *** *** *** *** isDiscrete = 0;
*** *** *** *** *** *** *** *** skeletonInherit = "Head";
*** *** *** *** *** *** *** *** skeletonBones[] =
{"weapon","","launcher","","Camera",&
;quo
t;","Spine","","Spine1","","Spine2"
,"","Spine3","","Pelvis","","LeftSh
oulder","","LeftArm","","LeftArmRoll","&
amp;
quot;,"LeftForeArm","","LeftForeArmRoll","","
LeftHand","",
"LeftHandRing","","LeftHandRing1","","LeftHan
dRing2","","LeftHandRing3","","LeftHandPinky1"
;
;,"","LeftHandPinky2","","LeftHandPinky3","&a
mp;q
uot;,"LeftHandMiddle1","","LeftHandMiddle2","",
"LeftHandMiddle3","","LeftHandIndex1","","Lef
tHandIndex2","","LeftHandIndex3","","LeftHandThumb
1","","LeftHandThumb2","","LeftHandThumb3",&a
mp;q
uot;","RightShoulder","","RightArm","",
"RightArmRoll","","RightForeArm","","RightFor
eArmRoll","","RightHand","","RightHandRing",&
amp;
quot;","RightHandRing1","","RightHandRing2",""
;
;,"RightHandRing3","","RightHandPinky1","",
"RightHandPinky2","","RightHandPinky3","","Ri
ghtHandMiddle1","","RightHandMiddle2","","RightHan
dMiddle3","","RightHandIndex1","","RightHandIndex2
","","RightHandIndex3","",
"RightHandThumb1","","RightHandThumb2","","Ri
ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&am
p;qu
ot;,"","LeftLeg","","LeftLegRoll","",&am
p;qu
ot;LeftFoot","","LeftToeBase","","RightUpLeg"
,"",
"RightUpLegRoll","","RightLeg","","RightLegRo
ll","","RightFoot","","RightToeBase","&a
mp;q
uot;};
*** *** *** ***};
*** *** *** ***class Flag: Default {};
*** *** *** ***class FlagCarrier: Default
*** *** *** ***{
*** *** *** *** *** *** *** *** skeletonInherit = "Default";
*** *** *** *** *** *** *** *** skeletonBones[] = {"stozar","","vlajka",""};
*** *** *** ***};
class ar7090
{
isDiscrete=0;
skeletonInherit="";
skeletonBones[]=
{
"bolt","","trigger","","magazine","
","follower","magazine","bullet01","magazine"
,"bullet02","magazine","bullet03","magazine"
};
};
.................................................. ........................................
........
};
class CfgMovesMaleSdr;
class BI_PeopleMoves : CfgMovesMaleSdr
{
*** *** *** *** *** ***skeletonName = "OFP2_ManSkeleton";
*** *** *** *** *** ***collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"};
*** *** *** *** *** ***collisionGeomCompPattern[] = {1, 3, 6};
};
class CfgModels
{
*** *** *** ***class Default
{
sections[] = {};
sectionsInherit="";
};
*** *** *** ***class flag_vojak : Default
*** *** *** ***{
*** *** *** *** *** *** *** ***sections[] = {"latka"};
*** *** *** ***};
*** *** *** ***class Head: Default
*** *** *** ***{
*** *** *** *** *** *** *** ***skeletonName = "Head";
*** *** *** *** *** *** *** ***sections[] = {"swap_hhl","hide_eyewear"};
*** *** *** *** *** *** *** ***sectionsInherit="";
*** *** *** ***};
*** *** *** ***class ASZ_EIsoldier: Default
*** *** *** ***{
*** *** *** *** *** *** *** ***skeletonName = "OFP2_ManSkeleton";
*** *** *** *** *** *** *** ***sectionsInherit="Head";
*** *** *** *** *** *** *** ***sections[] =
{"weapon","","launcher","","Camera",&
;quo
t;","Spine","","Spine1","","Spine2"
,"","Spine3","","Pelvis","","LeftSh
oulder","","LeftArm","","LeftArmRoll","&
amp;
quot;,"LeftForeArm","","LeftForeArmRoll","","
LeftHand","",
"LeftHandRing","","LeftHandRing1","","LeftHan
dRing2","","LeftHandRing3","","LeftHandPinky1"
;
;,"","LeftHandPinky2","","LeftHandPinky3","&a
mp;q
uot;,"LeftHandMiddle1","","LeftHandMiddle2","",
"LeftHandMiddle3","","LeftHandIndex1","","Lef
tHandIndex2","","LeftHandIndex3","","LeftHandThumb
1","","LeftHandThumb2","","LeftHandThumb3",&a
mp;q
uot;","RightShoulder","","RightArm","",
"RightArmRoll","","RightForeArm","","RightFor
eArmRoll","","RightHand","","RightHandRing",&
amp;
quot;","RightHandRing1","","RightHandRing2",""
;
;,"RightHandRing3","","RightHandPinky1","",
"RightHandPinky2","","RightHandPinky3","","Ri
ghtHandMiddle1","","RightHandMiddle2","","RightHan
dMiddle3","","RightHandIndex1","","RightHandIndex2
","","RightHandIndex3","",
"RightHandThumb1","","RightHandThumb2","","Ri
ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&am
p;qu
ot;,"","LeftLeg","","LeftLegRoll","",&am
p;qu
ot;LeftFoot","","LeftToeBase","","RightUpLeg"
,"",
"RightUpLegRoll","","RightLeg","","RightLegRo
ll","","RightFoot","","RightToeBase","&a
mp;q
uot;};
*** *** *** ***};
*** *** *** ***class ASZ_rifleman_ar7090: ASZ_EIsoldier{};
class Weapon: default {};
//AR7090
class ar7090: Weapon
{
skeletonName="ar7090";
class Animations
{
class reload_magazine_hide
{
type="hide";
source="reloadMagazine";
selection="magazine";
hidevalue="0.2";
};
class reload_magazine_release
{
type="rotationZ";
source="reloadMagazine";
selection="magazine";
axis="magazine_axis";
minValue=0.1;
maxValue="1";
angle0="0";
angle1="rad -2";
};
class hide_bullet_01
{
type="hide";
source="reloadMagazine";
selection="bullet01";
hidevalue="0.01";
};
class hide_bullet_02 : hide_bullet_01
{
selection="bullet02";
};
class hide_bullet_03 : hide_bullet_01
{
selection="bullet03";
};
class bolt
{
type="translationX";
source="reload";
selection="bolt";
axis="bolt_axis";
begin="bolt_axis_begin";
end="bolt_axis_end";
minValue=0;
maxValue=".065";
offset0="0";
offset1=".2";
};
class bolt_back
{
type="translationX";
source="isEmpty";
selection="bolt";
axis="bolt_axis";
begin="bolt_axis_begin";
end="bolt_axis_end"; ***
minValue=0;
maxValue=".065";
offset0="0";
offset1=".2";
};
class trigger
{ type="rotationZ";
source="reload";
selection="trigger";
axis="trigger_axis";
minValue=0;
maxValue="2";
angle0="0";
angle1="-2";
};
class follower
{
type="rotation";
source="revolving";
selection="follower";
begin="bullets_axis_begin";
end="bullets_axis_end";
minValue=0;
maxValue="1";
angle0="rad .06";
angle1="0";
};
class bullet_01
{
type="rotation";
source="revolving";
selection="bullet01";
begin="bullets_axis_begin";
end="bullets_axis_end";
minValue=0.8;
maxValue="1";
angle0="rad .02";
angle1="0";
};
class bullet_02
{
type="rotation";
source="revolving";
selection="bullet02";
begin="bullets_axis_begin";
end="bullets_axis_end";
minValue=0.33;
maxValue="1";
angle0="rad .04";
angle1="0";
};
class bullet_03
{
type="rotation";
source="revolving";
selection="bullet03";
begin="bullets_axis_begin";
end="bullets_axis_end";
minValue=0;
maxValue="1";
angle0="rad .06";
angle1="0";
};
};
sectionsInherit = "weapon";
sections[] = {"zasleh"}; ***
};
.................................................. ........................
};
class CfgAmmo
{
class Default; // External class reference
class BulletBase; // External class reference
class B_9x19_SD; // External class reference
class B_9x19_Ball; // External class reference
class B_556x45_Ball; // External class reference
class B_556x45_SD; // External class reference
class B_9x19_PM12_Ball : B_9x19_Ball
{
hit = 8;
cartridge = "FxCartridge_Small";
cost = 5;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
typicalSpeed = 365;
airFriction = -0.001000;
};
class B_9x19_PM12_SD : B_9x19_SD
{
hit = 7;
cartridge = "FxCartridge_Small";
visibleFire = 0.035;
audibleFire = 0.035;
visibleFireTime = 2;
cost = 5;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
typicalSpeed = 320;
airFriction = -0.001000;
};
class B_556x45_AR7090_Ball : B_556x45_Ball
{
hit = 8; //edit was 8
cartridge = "FxCartridge";
indirectHit = 0;
indirectHitRange = 0;
visibleFire = 18;
audibleFire = 18;
visibleFireTime = 3;
cost = 1;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
airFriction = -0.000850;
};
class B_556x45_AR7090_SD : B_556x45_SD
{
hit = 7; //edit was 8
cartridge = "FxCartridge";
indirectHit = 0;
indirectHitRange = 0;
visibleFire = 0.1;
audibleFire = 0.1;
visibleFireTime = 2;
cost = 1;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
typicalSpeed = 320;
airFriction = -0.000850;
};
};
class CfgMagazines
{
*** *** class Default; // External class reference
class CA_Magazine; // External class reference
class 20Rnd_556x45_Stanag; // External class reference
class 30Rnd_556x45_Stanag; // External class reference
class 30Rnd_556x45_StanagSD; // External class reference
class 30Rnd_9x19_MP5; // External class reference
class 30Rnd_9x19_MP5SD; // External class reference
class 30Rnd_9x19_PM12 : 30Rnd_9x19_MP5
{
displayName = "9mm x19 PM12 30 Rounds Magazine";
ammo = "B_9x19_PM12_Ball";
count = 30;
initSpeed = 450;
picture="\ASZ_Beretta\data\ico\m_pm12_ca.paa";
};
class 30Rnd_9x19SD_PM12 : 30Rnd_9x19_MP5SD
{
displayName = "9mm x19 PM12 SD 30 Rounds Magazine";
ammo = "B_9x19_PM12_SD";
count = 30;
initSpeed = 320;
picture="\ASZ_Beretta\data\ico\m_pm12_ca.paa";
};
class 30Rnd_AR7090mag : 30Rnd_556x45_Stanag
{
scope = 2;
displayName = 5.56 Nato 30;
type = 16;
ammo = "B_556x45_AR7090_Ball";
count = 30;
initSpeed = 938;
picture = "\ca\weapons\data\equip\m_30stanag_CA.paa";
};
class 20Rnd_AR7090mag : 20Rnd_556x45_Stanag
{
scope = 2;
displayName = 5.56 Nato 30;
type = 16;
ammo = "B_556x45_AR7090_Ball";
count = 20;
initSpeed = 938;
picture = "\ca\weapons\data\equip\m_20stanag_CA.paa";
};
class 30Rnd_AR7090mag_SD : 30Rnd_556x45_StanagSD
{
scope = 2;
displayName = 5.56 Nato 30SD;
type = 16;
ammo = "B_556x45_AR7090_SD";
count = 30;
initSpeed = 320;
picture = "\ca\weapons\data\equip\m_30stanag_CA.paa";
};
class 20Rnd_AR7090mag_SD : 30Rnd_556x45_StanagSD
{
scope = 2;
displayName = 5.56 Nato 20SD;
type = 16;
ammo = "B_556x45_AR7090_SD";
count = 20;
initSpeed = 320;
picture = "\ca\weapons\data\equip\m_20stanag_CA.paa";
};
};
class Mode_SemiAuto; // External class reference
class Mode_FullAuto; // External class reference
class Mode_Burst; // External class reference
class cfgWeapons
{
class Default; // External class reference
class Rifle; ***//External class reference
class GrenadeLauncher : Default {};
class M4 : Rifle {};
class M4SPR : M4 {};
//AR7090
class M16A2 : Rifle {};
class ar7090 : M16A2
{
scope = 2;
value = 0;
model = "\ASZ_Beretta\ar7090";
displayName = Beretta AR 7090;
initSpeed=938;
opticsZoomMin = 0.3;
opticsZoomMax = 0.42;
optics = 1;
picture = "\ASZ_Beretta\data\ico\w_ar7090_ca.paa";
drySound[] = {"\ASZ_Beretta\sound\scsdry.wav",0.000316,1};
reloadMagazineSound[] = {"\ASZ_Beretta\scs90Reload.wav",0.010000,1};
magazines[] = {"30Rnd_AR7090mag","30Rnd_AR7090mag_SD","30Rnd_556x45_Stanag"
;
;,"30Rnd_556x45_StanagSD","20Rnd_AR7090mag","20Rnd_AR7090mag_SD&a
mp;q
uot;,"20Rnd_556x45_Stanag"};
modes[]={"Single","Burst","FullAuto"};
class Single : Mode_SemiAuto
{
sound[] = {"\ASZ_Beretta\sound\scs90Single.wav",7.943283,1};
reloadTime = 0.1;
recoil = "assaultRifleBase";
recoilProne = "assaultRifleBase";
dispersion = 0.001;
minRange = 2;
minRangeProbab = 0.1;
midRange = 250;
midRangeProbab = 0.7;
maxRange = 400;
maxRangeProbab = 0.05;
};
class Burst: Mode_Burst
*** {
*** sound[] = {"\ASZ_Beretta\sound\scs90Burst2.wav",10.000000,1};
*** recoil = "assaultRifleBase";
*** recoilProne = "assaultRifleBase";
*** dispersion = 0.002500;
*** };
class FullAuto : Mode_FullAuto
{
sound[] = {"\ASZ_Beretta\sound\scs90Burst.wav",5.623414,1};
reloadTime = 0.08;
ffCount = 30;
recoil = "assaultRifleBase";
recoilProne = "assaultRifleBase";
dispersion = 0.0035;
minRange = 2;
minRangeProbab = 0.1;
midRange = 50;
midRangeProbab = 0.7;
maxRange = 60; ***
maxRangeProbab = 0.05;
};
class Library
{
libTextDesc = "The Beretta AR7090 assault rifle is the basic rifle of Italian Army. It uses a small, high velocity round with low recoil and good armor penetration, effective to about 500m.";
};
};
.................................................. ......................................
};
class CfgVehicles
{
*** *** *** *** *** *** class Land;
*** *** *** *** *** *** class Man: Land
*** *** *** *** *** *** {
*** *** *** *** *** *** *** *** *** *** *** *** class ViewPilot;
*** *** *** *** *** *** };
*** *** *** *** *** *** class CAManBase;
*** *** *** *** *** *** class SoldierWB;
class All
{
hideWeaponsCargo = 1;
};
//AR7090
class ASZ_rifleman_ar7090 : SoldierWB
{
vehicleClass = "ar7090_rifle";
*** *** *** *** *** *** *** *** *** *** *** ***moves="BI_PeopleMoves";
*** *** *** *** *** *** *** *** *** *** *** ***accuracy=5;
displayName = "E.I. soldier (BDU) with AR7090";
model = "\ASZ_Beretta\ASZ_EIsoldier";
scope = public;
weapons[] = {"ar7090","M9", "throw", "Put"};
magazines[] = {"30Rnd_AR7090mag","30Rnd_AR7090mag","30Rnd_AR7090mag", "30Rnd_AR7090mag","30Rnd_AR7090mag","30Rnd_AR7090mag","
15Rnd_9x19_M9", "15Rnd_9x19_M9","15Rnd_9x19_M9","HandGrenade","HandGren
ade","HandGrenade","HandGrenade"};
*** *** *** *** *** *** *** *** *** *** *** ***threat[] = {1, 0.1, 0.1};
*** *** *** *** *** *** *** *** *** *** *** ***class Wounds
{
*** *** *** *** *** *** *** *** *** *** *** *** tex[]={};
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***mat[] =
{
"ASZ_Beretta\soldier\ei_molle_webbings.rvmat",
"ca\characters\data\np_hhl_wound2.rvmat",
"ASZ_Beretta\soldier\ei_soldier_body.rvmat",
"ASZ_Beretta\soldier\ei_soldier_equip.rvmat",
"ca\characters\data\np_soldier_b_body_wound2.rvmat",
"ASZ_Beretta\soldier\ei_soldier_equip.rvmat",
"ASZ_Beretta\soldier\us_hhl.rvmat"
};
*** *** *** *** *** *** *** *** *** *** *** ***};
};
.................................................. ........................................
...
};
\\\\\\\\\\\\\\\\\END OF CONFIG FILE\\\\\\\\\\\\\\\\\\\\\\\\\\\\
1)The position of zasleh is unstable, sometime is in the right position, sometime is at the foots of the soldier.
2)I have setted new magaziens and ammo, my rifle shoots regular and have the right number of magazines but the soldier says "Out of ammo".
3)As the tutorial of AOS, i have setted the soldier. He run, but have not wounds.
Someone knows this kinds of problems and knows how to help me?
Thank
Arremba San Zorzo
below an extract of the config:
\\\\\\\\\\\\\\\\\STARTOF CONFIG FILE\\\\\\\\\\\\\\\\\\\\\\\\\\\
#define private 0
#define protected 1
#define public 2
#define true 1
#define false 0
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
class CfgPatches
{
class ar7090
{
units[] =
{
ASZ_rifleman_ar7090,
.................................................. ......
};
weapons[] =
{
ar7090,
.................................................. ......
};
requiredVersion = 1.07;
*** *** *** *** *** *** *** ***requiredAddons[]={};
};
};
class CfgAddons
{
access = ReadOnly;
class PreloadBanks {};
class PreloadAddons
{
class ASZ_AR7090_Added
{
list[] = {"ar7090_rifle"};
};
};
};
class CfgVehicleClasses
{
class ar7090_rifle
{
displayName = "PedagneMOD - EI weapons";
};
};
class CfgSkeletons
{
*** *** *** ***class Default;
*** *** *** ***class Head
*** *** *** ***{
*** *** *** *** *** *** *** ***isDiscrete = 0;
*** *** *** *** *** *** *** ***skeletonInherit = "";
*** *** *** *** *** *** *** ***skeletonBones[] = {
"neck","","neck1","neck","head","ne
ck1","lBrow","head","mBrow","head","rBro
w","head","lMouth","head","mMouth","head
","rMouth","head","eyelids","head","LLip
","head"
};
*** *** *** ***};
*** *** *** ***class OFP2_ManSkeleton
*** *** *** ***{
*** *** *** *** *** *** *** *** isDiscrete = 0;
*** *** *** *** *** *** *** *** skeletonInherit = "Head";
*** *** *** *** *** *** *** *** skeletonBones[] =
{"weapon","","launcher","","Camera",&
;quo
t;","Spine","","Spine1","","Spine2"
,"","Spine3","","Pelvis","","LeftSh
oulder","","LeftArm","","LeftArmRoll","&
amp;
quot;,"LeftForeArm","","LeftForeArmRoll","","
LeftHand","",
"LeftHandRing","","LeftHandRing1","","LeftHan
dRing2","","LeftHandRing3","","LeftHandPinky1"
;
;,"","LeftHandPinky2","","LeftHandPinky3","&a
mp;q
uot;,"LeftHandMiddle1","","LeftHandMiddle2","",
"LeftHandMiddle3","","LeftHandIndex1","","Lef
tHandIndex2","","LeftHandIndex3","","LeftHandThumb
1","","LeftHandThumb2","","LeftHandThumb3",&a
mp;q
uot;","RightShoulder","","RightArm","",
"RightArmRoll","","RightForeArm","","RightFor
eArmRoll","","RightHand","","RightHandRing",&
amp;
quot;","RightHandRing1","","RightHandRing2",""
;
;,"RightHandRing3","","RightHandPinky1","",
"RightHandPinky2","","RightHandPinky3","","Ri
ghtHandMiddle1","","RightHandMiddle2","","RightHan
dMiddle3","","RightHandIndex1","","RightHandIndex2
","","RightHandIndex3","",
"RightHandThumb1","","RightHandThumb2","","Ri
ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&am
p;qu
ot;,"","LeftLeg","","LeftLegRoll","",&am
p;qu
ot;LeftFoot","","LeftToeBase","","RightUpLeg"
,"",
"RightUpLegRoll","","RightLeg","","RightLegRo
ll","","RightFoot","","RightToeBase","&a
mp;q
uot;};
*** *** *** ***};
*** *** *** ***class Flag: Default {};
*** *** *** ***class FlagCarrier: Default
*** *** *** ***{
*** *** *** *** *** *** *** *** skeletonInherit = "Default";
*** *** *** *** *** *** *** *** skeletonBones[] = {"stozar","","vlajka",""};
*** *** *** ***};
class ar7090
{
isDiscrete=0;
skeletonInherit="";
skeletonBones[]=
{
"bolt","","trigger","","magazine","
","follower","magazine","bullet01","magazine"
,"bullet02","magazine","bullet03","magazine"
};
};
.................................................. ........................................
........
};
class CfgMovesMaleSdr;
class BI_PeopleMoves : CfgMovesMaleSdr
{
*** *** *** *** *** ***skeletonName = "OFP2_ManSkeleton";
*** *** *** *** *** ***collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"};
*** *** *** *** *** ***collisionGeomCompPattern[] = {1, 3, 6};
};
class CfgModels
{
*** *** *** ***class Default
{
sections[] = {};
sectionsInherit="";
};
*** *** *** ***class flag_vojak : Default
*** *** *** ***{
*** *** *** *** *** *** *** ***sections[] = {"latka"};
*** *** *** ***};
*** *** *** ***class Head: Default
*** *** *** ***{
*** *** *** *** *** *** *** ***skeletonName = "Head";
*** *** *** *** *** *** *** ***sections[] = {"swap_hhl","hide_eyewear"};
*** *** *** *** *** *** *** ***sectionsInherit="";
*** *** *** ***};
*** *** *** ***class ASZ_EIsoldier: Default
*** *** *** ***{
*** *** *** *** *** *** *** ***skeletonName = "OFP2_ManSkeleton";
*** *** *** *** *** *** *** ***sectionsInherit="Head";
*** *** *** *** *** *** *** ***sections[] =
{"weapon","","launcher","","Camera",&
;quo
t;","Spine","","Spine1","","Spine2"
,"","Spine3","","Pelvis","","LeftSh
oulder","","LeftArm","","LeftArmRoll","&
amp;
quot;,"LeftForeArm","","LeftForeArmRoll","","
LeftHand","",
"LeftHandRing","","LeftHandRing1","","LeftHan
dRing2","","LeftHandRing3","","LeftHandPinky1"
;
;,"","LeftHandPinky2","","LeftHandPinky3","&a
mp;q
uot;,"LeftHandMiddle1","","LeftHandMiddle2","",
"LeftHandMiddle3","","LeftHandIndex1","","Lef
tHandIndex2","","LeftHandIndex3","","LeftHandThumb
1","","LeftHandThumb2","","LeftHandThumb3",&a
mp;q
uot;","RightShoulder","","RightArm","",
"RightArmRoll","","RightForeArm","","RightFor
eArmRoll","","RightHand","","RightHandRing",&
amp;
quot;","RightHandRing1","","RightHandRing2",""
;
;,"RightHandRing3","","RightHandPinky1","",
"RightHandPinky2","","RightHandPinky3","","Ri
ghtHandMiddle1","","RightHandMiddle2","","RightHan
dMiddle3","","RightHandIndex1","","RightHandIndex2
","","RightHandIndex3","",
"RightHandThumb1","","RightHandThumb2","","Ri
ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&am
p;qu
ot;,"","LeftLeg","","LeftLegRoll","",&am
p;qu
ot;LeftFoot","","LeftToeBase","","RightUpLeg"
,"",
"RightUpLegRoll","","RightLeg","","RightLegRo
ll","","RightFoot","","RightToeBase","&a
mp;q
uot;};
*** *** *** ***};
*** *** *** ***class ASZ_rifleman_ar7090: ASZ_EIsoldier{};
class Weapon: default {};
//AR7090
class ar7090: Weapon
{
skeletonName="ar7090";
class Animations
{
class reload_magazine_hide
{
type="hide";
source="reloadMagazine";
selection="magazine";
hidevalue="0.2";
};
class reload_magazine_release
{
type="rotationZ";
source="reloadMagazine";
selection="magazine";
axis="magazine_axis";
minValue=0.1;
maxValue="1";
angle0="0";
angle1="rad -2";
};
class hide_bullet_01
{
type="hide";
source="reloadMagazine";
selection="bullet01";
hidevalue="0.01";
};
class hide_bullet_02 : hide_bullet_01
{
selection="bullet02";
};
class hide_bullet_03 : hide_bullet_01
{
selection="bullet03";
};
class bolt
{
type="translationX";
source="reload";
selection="bolt";
axis="bolt_axis";
begin="bolt_axis_begin";
end="bolt_axis_end";
minValue=0;
maxValue=".065";
offset0="0";
offset1=".2";
};
class bolt_back
{
type="translationX";
source="isEmpty";
selection="bolt";
axis="bolt_axis";
begin="bolt_axis_begin";
end="bolt_axis_end"; ***
minValue=0;
maxValue=".065";
offset0="0";
offset1=".2";
};
class trigger
{ type="rotationZ";
source="reload";
selection="trigger";
axis="trigger_axis";
minValue=0;
maxValue="2";
angle0="0";
angle1="-2";
};
class follower
{
type="rotation";
source="revolving";
selection="follower";
begin="bullets_axis_begin";
end="bullets_axis_end";
minValue=0;
maxValue="1";
angle0="rad .06";
angle1="0";
};
class bullet_01
{
type="rotation";
source="revolving";
selection="bullet01";
begin="bullets_axis_begin";
end="bullets_axis_end";
minValue=0.8;
maxValue="1";
angle0="rad .02";
angle1="0";
};
class bullet_02
{
type="rotation";
source="revolving";
selection="bullet02";
begin="bullets_axis_begin";
end="bullets_axis_end";
minValue=0.33;
maxValue="1";
angle0="rad .04";
angle1="0";
};
class bullet_03
{
type="rotation";
source="revolving";
selection="bullet03";
begin="bullets_axis_begin";
end="bullets_axis_end";
minValue=0;
maxValue="1";
angle0="rad .06";
angle1="0";
};
};
sectionsInherit = "weapon";
sections[] = {"zasleh"}; ***
};
.................................................. ........................
};
class CfgAmmo
{
class Default; // External class reference
class BulletBase; // External class reference
class B_9x19_SD; // External class reference
class B_9x19_Ball; // External class reference
class B_556x45_Ball; // External class reference
class B_556x45_SD; // External class reference
class B_9x19_PM12_Ball : B_9x19_Ball
{
hit = 8;
cartridge = "FxCartridge_Small";
cost = 5;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
typicalSpeed = 365;
airFriction = -0.001000;
};
class B_9x19_PM12_SD : B_9x19_SD
{
hit = 7;
cartridge = "FxCartridge_Small";
visibleFire = 0.035;
audibleFire = 0.035;
visibleFireTime = 2;
cost = 5;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
typicalSpeed = 320;
airFriction = -0.001000;
};
class B_556x45_AR7090_Ball : B_556x45_Ball
{
hit = 8; //edit was 8
cartridge = "FxCartridge";
indirectHit = 0;
indirectHitRange = 0;
visibleFire = 18;
audibleFire = 18;
visibleFireTime = 3;
cost = 1;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
airFriction = -0.000850;
};
class B_556x45_AR7090_SD : B_556x45_SD
{
hit = 7; //edit was 8
cartridge = "FxCartridge";
indirectHit = 0;
indirectHitRange = 0;
visibleFire = 0.1;
audibleFire = 0.1;
visibleFireTime = 2;
cost = 1;
tracerColor[] = {0, 0, 0, 0};
tracerColorR[] = {0, 0, 0, 0};
typicalSpeed = 320;
airFriction = -0.000850;
};
};
class CfgMagazines
{
*** *** class Default; // External class reference
class CA_Magazine; // External class reference
class 20Rnd_556x45_Stanag; // External class reference
class 30Rnd_556x45_Stanag; // External class reference
class 30Rnd_556x45_StanagSD; // External class reference
class 30Rnd_9x19_MP5; // External class reference
class 30Rnd_9x19_MP5SD; // External class reference
class 30Rnd_9x19_PM12 : 30Rnd_9x19_MP5
{
displayName = "9mm x19 PM12 30 Rounds Magazine";
ammo = "B_9x19_PM12_Ball";
count = 30;
initSpeed = 450;
picture="\ASZ_Beretta\data\ico\m_pm12_ca.paa";
};
class 30Rnd_9x19SD_PM12 : 30Rnd_9x19_MP5SD
{
displayName = "9mm x19 PM12 SD 30 Rounds Magazine";
ammo = "B_9x19_PM12_SD";
count = 30;
initSpeed = 320;
picture="\ASZ_Beretta\data\ico\m_pm12_ca.paa";
};
class 30Rnd_AR7090mag : 30Rnd_556x45_Stanag
{
scope = 2;
displayName = 5.56 Nato 30;
type = 16;
ammo = "B_556x45_AR7090_Ball";
count = 30;
initSpeed = 938;
picture = "\ca\weapons\data\equip\m_30stanag_CA.paa";
};
class 20Rnd_AR7090mag : 20Rnd_556x45_Stanag
{
scope = 2;
displayName = 5.56 Nato 30;
type = 16;
ammo = "B_556x45_AR7090_Ball";
count = 20;
initSpeed = 938;
picture = "\ca\weapons\data\equip\m_20stanag_CA.paa";
};
class 30Rnd_AR7090mag_SD : 30Rnd_556x45_StanagSD
{
scope = 2;
displayName = 5.56 Nato 30SD;
type = 16;
ammo = "B_556x45_AR7090_SD";
count = 30;
initSpeed = 320;
picture = "\ca\weapons\data\equip\m_30stanag_CA.paa";
};
class 20Rnd_AR7090mag_SD : 30Rnd_556x45_StanagSD
{
scope = 2;
displayName = 5.56 Nato 20SD;
type = 16;
ammo = "B_556x45_AR7090_SD";
count = 20;
initSpeed = 320;
picture = "\ca\weapons\data\equip\m_20stanag_CA.paa";
};
};
class Mode_SemiAuto; // External class reference
class Mode_FullAuto; // External class reference
class Mode_Burst; // External class reference
class cfgWeapons
{
class Default; // External class reference
class Rifle; ***//External class reference
class GrenadeLauncher : Default {};
class M4 : Rifle {};
class M4SPR : M4 {};
//AR7090
class M16A2 : Rifle {};
class ar7090 : M16A2
{
scope = 2;
value = 0;
model = "\ASZ_Beretta\ar7090";
displayName = Beretta AR 7090;
initSpeed=938;
opticsZoomMin = 0.3;
opticsZoomMax = 0.42;
optics = 1;
picture = "\ASZ_Beretta\data\ico\w_ar7090_ca.paa";
drySound[] = {"\ASZ_Beretta\sound\scsdry.wav",0.000316,1};
reloadMagazineSound[] = {"\ASZ_Beretta\scs90Reload.wav",0.010000,1};
magazines[] = {"30Rnd_AR7090mag","30Rnd_AR7090mag_SD","30Rnd_556x45_Stanag"
;
;,"30Rnd_556x45_StanagSD","20Rnd_AR7090mag","20Rnd_AR7090mag_SD&a
mp;q
uot;,"20Rnd_556x45_Stanag"};
modes[]={"Single","Burst","FullAuto"};
class Single : Mode_SemiAuto
{
sound[] = {"\ASZ_Beretta\sound\scs90Single.wav",7.943283,1};
reloadTime = 0.1;
recoil = "assaultRifleBase";
recoilProne = "assaultRifleBase";
dispersion = 0.001;
minRange = 2;
minRangeProbab = 0.1;
midRange = 250;
midRangeProbab = 0.7;
maxRange = 400;
maxRangeProbab = 0.05;
};
class Burst: Mode_Burst
*** {
*** sound[] = {"\ASZ_Beretta\sound\scs90Burst2.wav",10.000000,1};
*** recoil = "assaultRifleBase";
*** recoilProne = "assaultRifleBase";
*** dispersion = 0.002500;
*** };
class FullAuto : Mode_FullAuto
{
sound[] = {"\ASZ_Beretta\sound\scs90Burst.wav",5.623414,1};
reloadTime = 0.08;
ffCount = 30;
recoil = "assaultRifleBase";
recoilProne = "assaultRifleBase";
dispersion = 0.0035;
minRange = 2;
minRangeProbab = 0.1;
midRange = 50;
midRangeProbab = 0.7;
maxRange = 60; ***
maxRangeProbab = 0.05;
};
class Library
{
libTextDesc = "The Beretta AR7090 assault rifle is the basic rifle of Italian Army. It uses a small, high velocity round with low recoil and good armor penetration, effective to about 500m.";
};
};
.................................................. ......................................
};
class CfgVehicles
{
*** *** *** *** *** *** class Land;
*** *** *** *** *** *** class Man: Land
*** *** *** *** *** *** {
*** *** *** *** *** *** *** *** *** *** *** *** class ViewPilot;
*** *** *** *** *** *** };
*** *** *** *** *** *** class CAManBase;
*** *** *** *** *** *** class SoldierWB;
class All
{
hideWeaponsCargo = 1;
};
//AR7090
class ASZ_rifleman_ar7090 : SoldierWB
{
vehicleClass = "ar7090_rifle";
*** *** *** *** *** *** *** *** *** *** *** ***moves="BI_PeopleMoves";
*** *** *** *** *** *** *** *** *** *** *** ***accuracy=5;
displayName = "E.I. soldier (BDU) with AR7090";
model = "\ASZ_Beretta\ASZ_EIsoldier";
scope = public;
weapons[] = {"ar7090","M9", "throw", "Put"};
magazines[] = {"30Rnd_AR7090mag","30Rnd_AR7090mag","30Rnd_AR7090mag", "30Rnd_AR7090mag","30Rnd_AR7090mag","30Rnd_AR7090mag","
15Rnd_9x19_M9", "15Rnd_9x19_M9","15Rnd_9x19_M9","HandGrenade","HandGren
ade","HandGrenade","HandGrenade"};
*** *** *** *** *** *** *** *** *** *** *** ***threat[] = {1, 0.1, 0.1};
*** *** *** *** *** *** *** *** *** *** *** ***class Wounds
{
*** *** *** *** *** *** *** *** *** *** *** *** tex[]={};
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***mat[] =
{
"ASZ_Beretta\soldier\ei_molle_webbings.rvmat",
"ca\characters\data\np_hhl_wound2.rvmat",
"ASZ_Beretta\soldier\ei_soldier_body.rvmat",
"ASZ_Beretta\soldier\ei_soldier_equip.rvmat",
"ca\characters\data\np_soldier_b_body_wound2.rvmat",
"ASZ_Beretta\soldier\ei_soldier_equip.rvmat",
"ASZ_Beretta\soldier\us_hhl.rvmat"
};
*** *** *** *** *** *** *** *** *** *** *** ***};
};
.................................................. ........................................
...
};
\\\\\\\\\\\\\\\\\END OF CONFIG FILE\\\\\\\\\\\\\\\\\\\\\\\\\\\\