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Thread: Custom Satchel Charges

  1. #1
    Master Sergeant
    Join Date
    Feb 11 2005
    Location
    Korengal/Pech River Valley, Afghanistan
    Posts
    643
    I've been trying to make up a Breaching charge for a weapons pack, as well as one for the XDF weapons pack. Problem is, I get it configged right (i.e. it shows up how it's supposed to, but when I try to place it on the ground, it doesn't work:

    Quote Originally Posted by [b
    Quote[/b] ]

    CfgAmmo:

    class M38Charge: PipeBomb
    {
    hit=600;indirectHit=1;indirectHitRange=1;
    minRange=1;minRangeProbab=0.30;
    midRange=2;midRangeProbab=0.55;
    maxRange=4;maxRangeProbab=0.00;
    cost=40;
    model=satchel.p3d;
    visibleFire=2;
    audibleFire=0.25;
    visibleFireTime=0;
    picture="\M4-16C\inv\m16Mag.paa";
    };

    CfgWeapons:


    class M38A1 : Default
    {
    //--
    scopeWeapon = private;
    scopeMagazine = public;

    enableAttack = true;

    valueMagazine = 5;

    magazineType = 1 * WeaponSlotItem;
    ammo=M38Charge;
    displayName=Wall Breaching Charge;
    displayNameMagazine=Wall Breaching Charge;
    shortNameMagazine=Breaching Charge;

    count=1;
    initSpeed=0;
    maxLeadSpeed=0;

    showEmpty = false;

    useAction = true;
    useActionTitle = Set Breaching Charge;

    sound[]={People\gravel_L,db-70,1};
    magazines[] = {this};
    /*
    magazines[] = {this};
    modes[] = {this, TouchOff};
    class TouchOff : Default
    {
    ammo = "";
    displayName="Touch Off";
    reloadTime=0.0;
    sound[]={,0,1};
    magazines[] = {};

    useAction = true;
    useActionTitle = "Touch Off Breaching Charge(s)";
    };
    */
    };
    Like I said, there's no errors, just it won't place it on the ground so I can use it.



    JFO, 3-1 Infanty Division, Korengal/Pech River Valley, Afghanistan | DCS: Black Shark Texture Artist | http://562.50megs.com/LOMAC | http://www.virtualnavairops.com/

  2. #2

  3. #3
    Master Sergeant
    Join Date
    Feb 11 2005
    Location
    Korengal/Pech River Valley, Afghanistan
    Posts
    643
    Author of the Thread
    Thanks, could you just send the config rather than me having to download 116MB to look at a vastly smaller file?

  4. #4
    In SFP mod they have breaching charges, try there to
    The time is coming, are you ready?

  5. #5
    Master Sergeant
    Join Date
    Feb 11 2005
    Location
    Korengal/Pech River Valley, Afghanistan
    Posts
    643
    Author of the Thread
    SFP mod?

  6. #6
    Warrant Officer
    Join Date
    Sep 16 2002
    Location
    Lidköping, Sweden
    Posts
    2,139
    Swedish Forces Pack
    yes, they have a couple of custom satchel/breaching charges...

  7. #7
    Master Sergeant
    Join Date
    Feb 11 2005
    Location
    Korengal/Pech River Valley, Afghanistan
    Posts
    643
    Author of the Thread
    Ahh thanks

  8. #8
    I fear that OFP doesn't like entirely new weapon class. As it must be done with the throw and several kind of grenades.

    First, as it concerns satchel charge, instead of basing it on default class, base it on the pipebomb class.

    Second, a satchel can be used if the soldier has the weapon "Put". Inside the "Put" weapon, your weapon can't be defined as possible magazine for this weapon :
    Quote Originally Posted by [b
    Quote[/b] ]
    class Put : Default
    {
    //--
    scopeWeapon = protected;
    scopeMagazine = private;

    valueWeapon = 0;

    weaponType = WeaponNoSlot;
    displayName=$STR_DN_PUT;
    sound[]={,db-70,1};
    reloadSound[]={,db-70,1};

    canLock=LockNo;
    enableAttack=false;
    optics = false;
    primary=false;
    showEmpty = false;

    magazines[] = {TimeBomb, PipeBomb, Mine, MineE};

    canDrop = false;
    };
    So you should create a weapon as Put2 for exemple :
    Quote Originally Posted by [b
    Quote[/b] ]
    class Put : Default{};
    class Put2 : Put
    {
    //--
    scopeWeapon = protected;
    scopeMagazine = private;

    valueWeapon = 0;

    weaponType = WeaponNoSlot;
    displayName=$STR_DN_PUT;
    sound[]={,db-70,1};
    reloadSound[]={,db-70,1};

    canLock=LockNo;
    enableAttack=false;
    optics = false;
    primary=false;
    showEmpty = false;

    magazines[] = {"TimeBomb","PipeBomb","M38A1","Mine","MineE"};

    canDrop = false;
    };
    This way, your soldier should be able to use all OFP satchels, mine, and your weapon...

    Well I hope so

  9. #9
    Master Sergeant
    Join Date
    Feb 11 2005
    Location
    Korengal/Pech River Valley, Afghanistan
    Posts
    643
    Author of the Thread
    Thanks , then I'm assuming my actual weapon's classname should be, and this is what I did:

    Quote Originally Posted by [b
    Quote[/b] ]

    class cfgWeapons
    {
    class Default {};
    class MGun: Default {};
    class Riffle: MGun {};
    class M16: Riffle {};
    class M4 : Riffle{};
    class AK47: Riffle {};
    class AK74: Riffle {};
    class MachineGun7_6: MGun {};
    class MachineGun7_6Manual: MachineGun7_6 {};
    class Put: Default {};


    class Put2 : Put
    {
    //--
    scopeWeapon = protected;
    scopeMagazine = private;

    valueWeapon = 0;

    weaponType = WeaponNoSlot;
    displayName=$STR_DN_PUT;
    sound[]={,db-70,1};
    reloadSound[]={,db-70,1};

    canLock=LockNo;
    enableAttack=false;
    optics = false;
    primary=false;
    showEmpty = false;

    magazines[] = {"TimeBomb","PipeBomb","M38A1","Mine","MineE&
    amp;
    quot;};

    canDrop = false;
    };

    class Pipebomb: Put2{};

    class M38A1 : Pipebomb
    {
    //--
    scopeWeapon = private;
    scopeMagazine = public;

    enableAttack = true;

    valueMagazine = 5;

    magazineType = 1 * WeaponSlotItem;
    ammo=M38Charge;
    displayName=Wall Breaching Charge;
    displayNameMagazine=Wall Breaching Charge;
    shortNameMagazine=Breaching Charge;

    count=1;
    initSpeed=0;
    maxLeadSpeed=0;

    showEmpty = false;

    useAction = true;
    useActionTitle = Set Breaching Charge;

    sound[]={People\gravel_L,db-70,1};
    magazines[] = {this};
    /*
    magazines[] = {this};
    modes[] = {this, TouchOff};
    class TouchOff : Default
    {
    ammo = "";
    displayName="Touch Off";
    reloadTime=0.0;
    sound[]={,0,1};
    magazines[] = {};

    useAction = true;
    useActionTitle = "Touch Off Breaching Charge(s)";
    };
    */
    };



  10. #10

    Smile

    Most important, does it work ?

    Don't forget to add ind your soldier's configVehicle :

    weapons[]={M16, Put2, DefaultManWeapons};
    or
    weapons[]={M16, Throw, Put2};

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