I'm taking the plunge from scripting/mission-making, and trying to do some basic add-on related stuff. I've read a bunch of tutorials, etc. but I can't make my 'sample' work... I wonder if anyone can give me a hand. I'm simply PBO'ing this config.cpp, and dropping it in a modfolder's addons folder, and loading that mod.
The properties are rather 'random' at the moment, so I don't expect the weapon to actually do anything useful - I just would like it to appear in a unit's loadout.
I've fixed all of the errors I was getting in the RPT file, and now when I dono errors occur (either on-screen or in the loadout), etc. but the weapon doesn't show in the unit's loadout.Code:this addWeapon "TestWeapon";
Would someone mind taking a look and let me know what I'm doing wrong? Additionally, can anyone point me in the direction of a good tutorial... I'd rather have something that explains the format a bit better than the Biki (which is very vague in this area), or a bunch of non-specific/too-specific forum threads.
Thanks in advance:
Code:class CfgPatches { class TestWeapon { units[] = {}; weapons[] = {"TestWeapon"}; requiredVersion = 0.1; requiredAddons[] = {"CAData","CA_Anims_Char"}; }; }; class cfgRecoils { ATest_Recoil[] = {0,0,0}; }; class cfgAmmo { class Default; class ATestAmmo: Default { hit = 500; indirectHit = 150; indirectHitRange = 2.5; model = "\ca\weapons\empty"; simulation = "laserDesignate"; simulationStep = 0.1; cost = 5000; timeToLive = 0; soundHit[] = {"Ca\sounds\Weapons\explosions\explosion_mega_09",19.9526,1,1500}; soundFly[] = {"Ca\sounds\Weapons\explosions\rocket_fly1",0.0001,4}; maxSpeed = 350; irLock = 0; manualControl = 1; maxControlRange = 0; aiRateOfFire = 0; aiRateOfFireDistance = 500; initTime = 0; maneuvrability = 0; }; }; class cfgMagazines { class CA_Magazine; class ATestMagazine: CA_Magazine { scope = 2; displayName = "Testing!"; picture = "\CA\weapons\data\equip\m_battery_CA.paa"; ammo = "ATestAmmo"; count = 1; initSpeed = 30; nameSound = "laserdesignator"; descriptionShort = "Testing!"; }; }; class cfgWeapons { class LauncherCore; class TestWeapon: LauncherCore { cursor = "Missile"; cursorAim = "\ca\Weapons\Data\clear_empty"; cursorSize = 0; descriptionShort = "A test."; displayName = "Test!"; fireLightDuration = 0; fireLightIntensity = 0; forceOptics = 0; Laser = 1; magazines[] = {"ATestMagazine"}; model = "\ca\weapons\soflam"; modelOptics = "\ca\weapons\optika_SOFLAM"; muzzles[] = {}; nameSound = "laserdesignator"; opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"}; picture = "\CA\weapons\data\equip\m_satchel_CA.paa"; primary = 0; recoil = "ATest_Recoil"; scope = 1; selectionFireAnim = "zasleh"; showSwitchAction = 1; simulation = "weapon"; type = 0; value = 10; class Library { libTextDesc = "A test!"; }; }; };
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