Page 2 of 2 FirstFirst 12
Results 11 to 17 of 17

Thread: Problem with recoilless rifle config

  1. #11
    @DanAK47: I took your advice and screwed around with the optic instead of the config. Works sort of fine now, if not very realistic. You can even approximate the distance of a tank using the stadiametric rangefinder up to around 500 meters, though accuracy may vary depending on the size of the tank (used a T72 as a guide.) I can hit tanks often on the first shot, and if I miss, the second always hits.

    Problem now. I don't know why, but the AI now fires too high unlike before. Might be I screwed something up while fixing the optics.

    @Zulu1: Great! This is just what I needed! Much thanks. I'll have to try it out tonight.

    By the way, would I be able to call the script from the weapon's config? or from the AT Rifleman?

    Edit: Just tried it out in a mission. Worked, but the blast came out from the soldier's arse. Still, a big step ahead, no?
    Last edited by sevensixtytwo; Jul 3 2012 at 13:14.
    "New? You must be joking! Future Force Warrior has been around since OFP; it's called Cadet mode."

    Unofficial WW4 Anim Tweak

  2. #12
    I'm assuming you already understand what Zulu mentioned and wanted to "embed" the effect.
    Rather than enter it into a unit's init field.

    You could run the script off a fired eventhandler in a unit's Cfg,with a check for your custom weapon.
    To ensure it only executes with that in particular.

    Code:
    class EventHandlers
    		    {
    			fired="if ((_this select 1) == ""YourWeaponClassName"") Then {[_this select 0] exec {\Blah\Blah\Whatever.sqs}}";
    	        };
    	};
    Someone may come up with a more elegant solution.But in the meantime that should work.


  3. #13
    @Macser: Ah, so if I put the "fired" into my SolBase unit (which all my units inherit) any of them could pick up an M67 RR and have backblast? I'll test it right now.

    EDIT: It works perfectly, though it gives a Error Zero Divisor note on top of the screen everytime someone fires. Much thanks!

    Oh and the reason for the backblast coming out of the trooper ass was the WW4 mod since the default stance of the soldier is now standing instead of kneeling.

    Might do an anim tweak for that.
    Last edited by sevensixtytwo; Jul 3 2012 at 13:30.

  4. #14
    Quote Originally Posted by sevensixtytwo View Post
    EDIT: It works perfectly, though it gives a Error Zero Divisor note on top of the screen everytime someone fires.
    Post the script here if you want.

    WW1 ArmA:CWA Mod || Romans and Barbarians ArmA:CWA Mod
    Goodbye W0lle, we'll miss you

  5. #15
    @ProfTournesol

    The script I used was exactly what Zulu1 posted. I made no changes.

    Spoiler:


    And I put the lines Macser posted in the EH config of all my units as such.

    Spoiler:


    Here be a screenie of the error.

    http://i234.photobucket.com/albums/e...1341333101.png

  6. #16
    Yup, so the way the script is launched (if this is the good weapon, then blabla), you can delete those lines IMO :

    PHP Code:
     _blastweapon=_this select 5
    and

    PHP Code:
    ?_weapon != _blastweapon: exit; 

  7. #17
    @ProfTournesol: That took care of it.

    I also had to comment out several other lines

    _muzzle=_this select 2;
    _mode=_this select 3;
    _ammo=_this select 4;

    They were also causing errors.

    I appreciate the help, sir.

Page 2 of 2 FirstFirst 12

Similar Threads

  1. Make recoilless rifles fire like cannons, not rockets
    By BKnight3 in forum ARMA 2 & OA - SUGGESTIONS
    Replies: 17
    Last Post: Mar 14 2011, 17:04
  2. Problem with config...
    By -Soviet- in forum OFP : CONFIGS & SCRIPTING
    Replies: 2
    Last Post: Jun 6 2008, 13:03
  3. Config problem
    By Bracken in forum ARMA : CONFIGS AND SCRIPTING (addons)
    Replies: 0
    Last Post: Nov 9 2007, 09:28
  4. Config problem
    By Indy in forum OFP : CONFIGS & SCRIPTING
    Replies: 2
    Last Post: May 19 2003, 15:49
  5. Rifle dissapears with config.bin
    By Powerslide in forum ADDONS & MODS: COMPLETE
    Replies: 1
    Last Post: Oct 17 2002, 06:55

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •