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Модератор форума: Slon |
Форум РЕДАКТОР - ArmA 2 Вопрос-Ответ Конфиг оружия |
Конфиг оружия |
› Понедельник
› 19.03.2012
› 22:40
› Сообщение #
3 дня думал как сделать агс-17 для армы 2 отдельно ото всяких аддонов. Намалевал только конфиг. В нем есть ошибка но найти не могу. Если кому интересно, помогите чем сможете.
Code class CfgPatches { class ru_ags17 { units[] = {"ru_ags17"}; weapons[] = {}; requiredVersion = 1.4; requiredAddons[] = {"CAWeapons","CA_Magazine"}; }; }; class CfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class VehicleMagazine : CA_Magazine {}; class CA_29rnd_VOG17 : VehicleMagazine { displayName = 29rnd_VOG17; model = "\ags_17\csla_ags17mag.p3d"; picture = "\ags_17\icons\m_ags17_full.paa"; ammo = "G_30mm_HE"; count = 29; initSpeed = 185; }; }; class CfgVehicles { class Land; // External class reference class LandVehicle : Land { class NewTurret; // External class reference class ViewOptics; // External class reference }; class StaticWeapon : LandVehicle { class Turrets; // External class reference }; class StaticGrenadeLauncher : StaticWeapon { class NewTurret; // External class reference }; class AGS_base : StaticGrenadeLauncher }; }; class ru_ags17 : AGS_base { scope = public; type = VSoft; side = TEast; faction = RU; vehicleClass = "Static"; displayName = "AGSru_17"; nameSound = "grenadelauncher"; picture = "\ags_17\icons\ags17.paa"; icon = "\Ca\weapons\Data\map_ico\icomap_ags_CA.paa"; mapSize = 4; model = "\ags_17\csla_ags17.p3d"; expansion = 1; camouflage = 1; // how dificult to spot - bigger - better spotable accuracy = 2; // accuracy needed to recognize type of this target cost = 1000; armor = 100; canBeShot = false; ejectDamageLimit = 0.833333; irScanRange = 1500; irTarget = true; crew = "RU_Soldier"; transportSoldier = 1; cargoIsCoDriver[] = {1}; gunnerAction = "AGS_Gunner"; viewGunnerInExternal = true; castGunnerShadow = true; castCargoShadow = true; viewCargoShadow = true; getInAction = "GetInLow"; getOutAction = "GetOutLow"; getInRadius = 1.5; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; gunnerCanSee = "2 + 8 + CanSeePeripheral + 4"; }; }; class Turrets { class MainTurret : NewTurret { castGunnerShadow = true; irScanRange = 1500; body = "MainTurret"; gun = "MainGun"; memoryPointsGetInGunner = "pos_gunner"; memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointGunnerOptics = "gunnerview"; memoryPointGun = "usti hlavne"; outGunnerMayFire = true; gunnerOpticsModel = "\ca\weapons\optika_AGS30"; minElev = -7; maxElev = 30; minTurn = -37.5; maxTurn = 37.5; initTurn = 0; weapons[] = {rU_ags17}; magazines[] = {"CSLA_29rnd_VOG17", "CSLA_29rnd_VOG17", "CSLA_29rnd_VOG17", "CSLA_29rnd_VOG17", "CSLA_29rnd_VOG17", "CSLA_29rnd_VOG17"}; gunnerAction = "AGS_Gunner"; ejectDeadGunner = false; gunnerForceOptics = false; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.475; minFov = 0.0625; maxFov = 0.475; }; discreteDistanceInitIndex = 4; discreteDistance[] = {100, 200, 300, 400, 600, 800, 1000}; }; }; class HitHull { armor = 1; material = 0; name = "telo"; visual = "telo"; passThrough = true; }; class Damage { tex[] = {}; mat[] = {"ags_17\data\ags17.rvmat", "ags_17\data\ags17.rvmat", "ags_17\data\ags17_d.rvmat"}; }; }; class ru_ags17 : AGS_base { scope = 2; side = 0; crew = "RU_Soldier"; faction = "RU"; typicalCargo[] = {"RU_Soldier"}; }; };
Есть скрипт распаковки и упаковки бэкпаков с кордом
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