Im trying to add Mini Guns onto my MH-47E but i've had no luck so far. There modeled into the p3d itself but i just cant get it to work in the config or model.cfg. Everytime i start game it keeps throwing me this same dam error code :
"File kyo_mh47\config.cpp, line 221:/CfgVehicles/kyo_mh47.Turrets: Member already defined."
Heres my config in this Spoiler box below:
Spoiler:
PHP Code:class CfgPatches
{
class kyo_MH47
{
units[] = {"kyo_MH47"};
weapons[] = {};
requiredVersion = 1.02;
requiredAddons[] = {"CAAir","CA_Anims_Char","CAData","CACharacters"};
};
};
class CfgMagazines {
class VehicleMagazine; // External class reference
class STIDummyMag : VehicleMagazine {
scope = 2;
ammo = "";
count = 0;
nameSound = "";
cursor = "";
cursorAim = "";
};
};
class cfgWeapons {
class MGun; // External class reference
class STIDummyLauncher : MGun {
scope = 2;
displayName = "";
sound[] = {""};
magazines[] = {"STIDummyMag"};
reloadTime = 3;
magazineReloadTime = 60;
canLock = 0;
autoFire = 0;
};
};
class Turrets;//new
class MainTurret;
class CfgVehicles
{
class Helicopter;
class kyo_MH47: Helicopter
{
displayName = "MH-47E";
side = 1;
scope = 2;
faction ="BIS_US";
crew = "US_Soldier_Pilot_EP1";
picture = "\kyo_MH47\Ch47\Textura\ch47_ico_ca.paa";
Icon = "\kyo_MH47\Ch47\Textura\icomap_ch47.paa";
vehicleClass = "Air";
simulation = "helicopter";
model = "\kyo_MH47\kyo_MH47.p3d";
maxSpeed = 200;
accuracy = 9;
armor = 40;
enableManualFire = 0;
rotorBig = "vrtule_uh_v";
rotorBigBlend = "vrtule_uh_v_bl";
rotorSmall = "vrtule_uh_m";
rotorSmallBlend = "vrtule_uh_m_bl";
transportSoldier = 23;
fuelCapacity = 1300;
hasGunner = 0;
driverAction = "UH60_Pilot";
soundEngine[] = {"\kyo_MH47\Ch47\Sound\ch47engine",50,1};
cargoAction[] = {"UH60_Cargo02","UH60_Cargo02"};
typicalCargo[] = {"US_Soldier_Crew_EP1","US_Soldier_Medic_EP1","US_Soldier_EP1","US_Soldier_AR_EP1"};
nameSound = "chopper";
mainRotorSpeed = 1;
backRotorSpeed = 1;
minMainRotorDive = -9;
maxMainRotorDive = 15;
neutralMainRotorDive = -5;
minBackRotorDive = -15;
maxBackRotorDive = 9;
neutralBackRotorDive = -5;
selectionHRotorStill = "velka vrtule staticka";
selectionHRotorMove = "velka vrtule blur";
selectionVRotorStill = "mala vrtule staticka";
selectionVRotorMove = "mala vrtule blur";
gearRetracting = 0;
transportVehiclesMass = 5000;
lockDetectionSystem = 8 + 4;
incommingMisslieDetectionSystem = 1;
weapons[] = {"CMFlareLauncher", "Laserdesignator"};
magazines[] = {"120Rnd_CMFlareMagazine", "Laserbatteries"};
class Turrets: Turrets//new
{
class MainTurret: MainTurret
{
gunnerOpticsModel = "\ca\weapons\optika_empty";
gunnerName = "Co-Pilot";
weapons[] = {"FakeWeapon"};
magazines[] = {};
};
};
class Library
{
libTextDesc = "The current model used by US Army Special Operations is the MH-47E. E models were conversions from existing CH-47C model airframes. The MH-47E has similar capabilities as the MH-47D, but includes an increased fuel capacity similar to the CH-47SD and terrain following/terrain avoidance radar.";
};
class HitLGlass
{
armor = 1.7;
material = -1;
name = "sklo predni L";
visual = "sklo predni L";
passThrough = 0;
};
class HitRGlass
{
armor = 1.7;
material = 1;
name = "sklo predni P";
visual = "sklo predni P";
passThrough = 0;
};
dammageHalf[] = {"\kyo_MH47\Ch47\textura\Transp.paa","\kyo_MH47\Ch47\textura\Transp_roto1.paa"};
dammageFull[] = {"\kyo_MH47\Ch47\textura\Transp.paa","\kyo_MH47\Ch47\textura\Transp_roto2.paa"};
class Damage
{
tex[]={};
mat[]=
{
"kyo_MH47\Ch47\textura\ch47_body.rvmat",
"kyo_MH47\Ch47\textura\ch47_body.rvmat",
"kyo_MH47\Ch47\textura\ch47_body_destru1_rv.rvmat",
"kyo_MH47\Ch47\textura\panelinte.rvmat",
"kyo_MH47\Ch47\textura\panelinte.rvmat",
"kyo_MH47\Ch47\textura\ch47_body_destru1_rv.rvmat",
"kyo_MH47\Ch47\textura\cargo.rvmat",
"kyo_MH47\Ch47\textura\cargo.rvmat",
"kyo_MH47\Ch47\textura\ch47_body_destru1_rv.rvmat",
"kyo_MH47\Ch47\textura\asientos.rvmat",
"kyo_MH47\Ch47\textura\asientos.rvmat",
"kyo_MH47\Ch47\textura\ch47_body_destru1_rv.rvmat",
"kyo_MH47\Ch47\textura\asientos.rvmat",
"kyo_MH47\Ch47\textura\asientos.rvmat",
"kyo_MH47\Ch47\textura\ch47_body_destru1_rv.rvmat"
};
};
class AnimationSources
{
class Ani_Ramp
{
source = "user";
animPeriod = 2;
initPhase = 0;
};
class Gatling_1 {
source = "revolving";
weapon = M134;
};
class Gatling_2 {
source = "revolving";
weapon = M134_2;
};
};
class Turrets : Turrets {
class LeftDoorGun : Turrets {
body = "mainTurret";
gun = "mainGun";
minElev = -80;
maxElev = 25;
initElev = -80;
minTurn = 30;
maxTurn = 150;
initTurn = 90;
soundServo[] = {"", 0.01, 1.0};
stabilizedInAxes = "StabilizedInAxesNone";
gunBeg = "muzzle_1";
gunEnd = "chamber_1";
weapons[] = {"M134"};
magazines[] = {"2000Rnd_762x51_M134"};
gunnerName = $STR_POSITION_CREWCHIEF;
gunnerOpticsModel = "\ca\weapons\optika_empty";
gunnerOutOpticsShowCursor = 1;
gunnerOpticsShowCursor = 1;
gunnerAction = "MH60_Gunner";
gunnerInAction = "MH60_Gunner";
gunnerCompartments = "Compartment2";
primaryGunner = 1;
class ViewOptics {
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.7;
minFov = 0.25;
maxFov = 1.1;
};
};
class RightDoorGun : Turrets {
body = "Turret_2";
gun = "Gun_2";
animationSourceBody = "Turret_2";
animationSourceGun = "Gun_2";
animationSourceHatch = "";
selectionFireAnim = "zasleh_1";
proxyIndex = 2;
gunnerName = $STR_POSITION_DOORGUNNER;
commanding = -2;
minTurn = -150;
maxTurn = -30;
initTurn = -90;
weapons[] = {"M134_2"};
stabilizedInAxes = "StabilizedInAxesNone";
gunBeg = "muzzle_2";
gunEnd = "chamber_2";
primaryGunner = 0;
gunnerCompartments = "Compartment2";
memoryPointGun = "machinegun_2";
memoryPointGunnerOptics = "gunnerview_2";
};
};
class UserActions
{
class LAOpenRear
{
displayName = "Lower Ramp";
position = "pos pilot";
radius = 10;
condition = "(this animationPhase ""Ani_Ramp"" < 0.5)&& (alive this)";
statement = "this animate[""Ani_Ramp"",1]";
onlyforplayer = 1;
priority = 4.7;
showWindow = 1;
};
class CloseRear
{
displayName = "Raise Ramp";
position = "pos pilot";
radius = 10;
condition = "(this animationPhase ""Ani_Ramp"" > 0.5)&& (alive this)";
statement = "this animate[""Ani_Ramp"",0]";
onlyforplayer = 1;
priority = 4.7;
showWindow = 1;
};
};
// ACE specific values
ACE_SYS_EJECT_EJECT = 0;
ACE_SYS_EJECT_JUMP = 1;
};
class Civilian;
class ht_rope: Civilian
{
//Used model: "\ca\buildings\misc\DD_pletivo_sl.p3d";
model = "\kyo_MH47\rope\bone.p3d";
armor = 999999;
};
class ht_rope_inv: ht_rope
{
//Invisible bone for vertical attach
model = "\kyo_MH47\Animals\mosquito.p3d";
};
};
And my model cfg. in this box below:
Spoiler:
PHP Code:class CfgSkeletons
{
class Helicopter; //Define base class.
class kyo_Mh47: Helicopter
{
isDiscrete=1;
skeletonInherit = "";
skeletonBones[] = {"alt", "", "alt2", "", "mph", "", "mph2", "", "vert_speed", "", "vert_speed2", "", "nm_alt", "", "hud_alt", "", "hud_speed", "", "rpm", "", "kompas", "", "kompas2", "", "hodinova", "", "hodinova2", "", "minutova", "", "minutova2", "", "horizont_dive", "", "horizont", "horizont_dive", "horizont_dive2", "", "horizont2", "horizont_dive2", "dampers", "", "damper_rear", "", "damageHide", "", "velka vrtule", "", "mala vrtule", "", "An_Ramp", "", "Ani_Door01", "An_Ramp", "Ani_Door02", "An_Ramp", "gatling_1", "otochlaven", "otocvez_1", "", "otochlaven_1", "otocvez_1", "gatling_2", "otochlaven_1", "damage_glass",};
};
};
class Rotation;
class cfgModels
{
class Helicopter;
class kyo_Mh47: Helicopter
{
skeletonName = "kyo_Mh47";
sectionsInherit = "";
sections[] = {"damage", "trup", "damageHide", "velka vrtule staticka", "velka vrtule blur", "velka vrtule", "mala vrtule staticka", "mala vrtule blur", "mala vrtule", "zasleh", "zasleh_1", "podsvit pristroju", "poskozeni", "konec L svetla", "konec P svetla", "L svetlo", "P svetlo", "motor", "elektronika", "munice", "zbran", "vez", "clan", "clan_sign", "podsvit pristroju", "sklo predni P", "sklo predni L", "damage_glass"};
class Animations {
class damage_glass {
type = "hide";
selection = "damage_glass";
source = "damage";
damageValue = 0.3;
};
class HRotor {
type = "rotation";
source = "rotorH";
selection = "velka vrtule";
axis = "velka osa";
memory = 1;
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = -2 * 3.1415;
};
class VRotor {
type = "rotation";
source = "rotorH";
selection = "mala vrtule";
axis = "mala osa";
memory = 1;
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 2 * 3.1415;
};
class damageHide {
type = "hide";
source = "damage";
selection = "damageHide";
};
class dampers : Rotation {
type="translation";
source = "altRadar";
selection = "dampers";
axis = "dampers_axis";
memory=1;
sourceAddress="clamp";
minValue=0.000000;
maxValue = 0.4;
offset0=0.000000;
offset1=-0.250000;
};
class dampers_rear : dampers {
type="translation";
source = "altRadar";
selection = "damper_rear";
axis = "damper_rear_axis";
memory=1;
sourceAddress="clamp";
minValue=0.000000;
maxValue = 0.4;
offset0=0.000000;
offset1=-0.250000;
};
class Ani_Ramp {
type = "rotation";
source = "Ani_Ramp";
animPeriod = 3;
selection = "An_Ramp";
axis = "Ax_Ramp";
angle0 = 0;
angle1 = "rad 36";
};
class Ani_Door01 : Ani_Ramp {
type = "rotation";
source = "Ani_Ramp";
animPeriod = 3;
selection = "An_Door01";
axis = "Ax_Door01";
angle0 = 0;
angle1 = "rad 75";
};
class Ani_Door02 : Ani_Ramp {
type = "rotation";
source = "Ani_Ramp";
animPeriod = 3;
selection = "An_Door02";
axis = "Ax_Door02";
angle0 = 0;
angle1 = "rad -155";
};
class HorizonBank {
type = "rotationZ";
source = "horizonBank";
selection = "horizont";
axis = "osa_horizont";
memory = "false";
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};
class HorizonDive {
type = "rotationX";
source = "horizonDive";
selection = "horizont_dive";
axis = "osa_horizont";
memory = 0;
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};
class IndicatorCompass : Rotation {
type = "rotation";
source = "direction";
selection = "kompas";
axis = "osa_kompas";
memory = 0;
minValue = -3.14159;
maxValue = 3.14159;
angle0 = 3.14159;
angle1 = -3.14159;
};
class MainTurret
{
type="rotationY";
source="mainTurret";
selection="OtocVez";
axis="OsaVeze";
animPeriod=0;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};
class MainGun: MainTurret
{
type="rotationX";
source="mainGun";
selection="OtocHlaven";
axis="OsaHlavne";
};
class Turret_2: MainTurret
{
source="Turret_2";
selection="OtocVez_1";
axis="OsaVeze_1";
};
class Gun_2: MainGun
{
source="Gun_2";
selection="OtocHlaven_1";
axis="OsaHlavne_1";
};
class MachineGun_1
{
type="rotation";
selection="gatling_1";
axis="gatling_1_axis";
angle0="";
angle1="-600 * 3.141592654";
source="Gatling_1";
};
class MachineGun_2: MachineGun_1
{
selection="gatling_2";
axis="gatling_2_axis";
source="Gatling_2";
};
class otocvez_damage: damageHide
{
selection="otocvez";
};
class otocvez_1_damage: damageHide
{
selection="otocvez_1";
};
};
};
};
Can someone please help me, ive tryed everything to get it right but everytime i change the turrets main code that always come up.
Will really appreciate it
Thanks in advance,
konyo
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