So, I was boring and decided just to stick a random model, that I made in 2 secs (a weapon), in ArmA II: OA...
I don't have no textures to it yet due to it's a TOTALLY invented model... I've extracted this piece of config.cpp (that I'm using here) from my other post in this section:
CODE
class cfgWeapons
{
class AK_74;
{
model="\ownweapon"; //The directory of the model for the weapon
displayname="OWN_WEAPON"; //The display name ingame
class Single: Mode_SemiAuto //The semiautomatic firemode class
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; //The firing sound
soundBegin[] = {"begin1",1}; //As above, this is a coding relic, to when weapons made different sounds for semi or auto fire back in OFP
reloadTime = 0.1; //How fast the weapon fires
recoil = "recoil_single_primary_4outof10"; //The recoil, as defined in cfgrecoils, you'll usually just want to use one of the predefined values for this
recoilProne = "recoil_single_primary_prone_4outof10"; //As above, but for prone-firing
dispersion = 0.00125; //The dispersion
minRange = 2;minRangeProbab = 0.3; //For AI, the minimum engagement range with this weapon
midRange = 300;midRangeProbab = 0.7; //For AI, the medium engagement range with this weapon
maxRange = 600;maxRangeProbab = 0.04; //For AI, the maximum engagement range with this weapon
};
class Burst: Mode_Burst
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
soundBegin[] = {"begin1",1};
soundBurst = 0;
reloadTime = 0.1;
ffCount = 3;
recoil = "recoil_auto_primary_3outof10";
recoilProne = "recoil_auto_primary_prone_3outof10";
dispersion = 0.00125;
minRange = 50;minRangeProbab = 0.3;
midRange = 200;midRangeProbab = 0.7;
maxRange = 500;maxRangeProbab = 0.05;
};
class FullAuto: Mode_FullAuto
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
soundBegin[] = {"begin1",1};
reloadTime = 0.1;
ffCount = 30;
recoil = "recoil_auto_primary_4outof10";
recoilProne = "recoil_auto_primary_prone_4outof10";
dispersion = 0.00125;
minRange = 0;minRangeProbab = 0.1;
midRange = 150;midRangeProbab = 0.7;
maxRange = 300;maxRangeProbab = 0.05;
};
};
};
{
class AK_74;
{
model="\ownweapon"; //The directory of the model for the weapon
displayname="OWN_WEAPON"; //The display name ingame
class Single: Mode_SemiAuto //The semiautomatic firemode class
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; //The firing sound
soundBegin[] = {"begin1",1}; //As above, this is a coding relic, to when weapons made different sounds for semi or auto fire back in OFP
reloadTime = 0.1; //How fast the weapon fires
recoil = "recoil_single_primary_4outof10"; //The recoil, as defined in cfgrecoils, you'll usually just want to use one of the predefined values for this
recoilProne = "recoil_single_primary_prone_4outof10"; //As above, but for prone-firing
dispersion = 0.00125; //The dispersion
minRange = 2;minRangeProbab = 0.3; //For AI, the minimum engagement range with this weapon
midRange = 300;midRangeProbab = 0.7; //For AI, the medium engagement range with this weapon
maxRange = 600;maxRangeProbab = 0.04; //For AI, the maximum engagement range with this weapon
};
class Burst: Mode_Burst
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
soundBegin[] = {"begin1",1};
soundBurst = 0;
reloadTime = 0.1;
ffCount = 3;
recoil = "recoil_auto_primary_3outof10";
recoilProne = "recoil_auto_primary_prone_3outof10";
dispersion = 0.00125;
minRange = 50;minRangeProbab = 0.3;
midRange = 200;midRangeProbab = 0.7;
maxRange = 500;maxRangeProbab = 0.05;
};
class FullAuto: Mode_FullAuto
{
begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
soundBegin[] = {"begin1",1};
reloadTime = 0.1;
ffCount = 30;
recoil = "recoil_auto_primary_4outof10";
recoilProne = "recoil_auto_primary_prone_4outof10";
dispersion = 0.00125;
minRange = 0;minRangeProbab = 0.1;
midRange = 150;midRangeProbab = 0.7;
maxRange = 300;maxRangeProbab = 0.05;
};
};
};
I don't care what sound it has, or if it has muzzleflash or not, or any detail... I just want my weapon to appear and being able to fire it.
Now the error that turns out to be the title of my post is the error that I get when trying to initialize the game
Really have no idea of what's going on, so if any of you got the idea, post it and also (if you feel kindfull) explain how to give my weapon to a unit.
Thanks to ya'll