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Satchel

New quality flashpoint addons-

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hovmand @ May 02 2002,22:14)</td></tr><tr><td id="QUOTE">Actually i found a way around the muzzle bug, just pick up another weapon, drop it, and pick up the modified weapon again. It works, i usually create an ammo box with a m16 in just were i start.<span id='postcolor'>

I'll be damned! You are right! Great, this will be useful.

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Many thanks for that!!!

A few words: M40 is bolt action 5 rounds magazine sniper rifle. It has x3-x9 Redfield scope or Leupold Ultra x10 (in game it would be little bigger than "x4" PSO-1 of SWD). I have never heard it was supported with silencer.

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Does anyone have the range, accuracy and damage details on the M21 in OFP, so I can base my (reduced) figures around this?

This is a really great addon, but I just can't bring myself to use it "as is". It's too accurate (about 2-3 inches at maximum range, it puts the M21 and SVD to shame!), too much zoom and too much damage. Add to that the fact it as quiet as an MP5SD, and you have a weapon that throws game balance out the window. How can the enemy compete with it? I tried it a few times in the mission editor and consistently managed to wipe out 4 or 5 enemy squads without them even returning fire!

Also, I don't like the sniper having heal and hide body abilities (way too powerful, he's a one man squad!).

I don't mean to rag on the creator, the weapon looks great, as does the new sniper model. And the concept of the M40A1 is awesome, I've posted a few times in the past that I'd really like to see it ingame. But if it is to be the suppressed version (I hadn't heard of this either, but I looked it up and did find some pics), it has to be more realistic, with reduced range and hitting power.

With a few tweaks, this has the potential to be one of the greatest pre-oxygen addons ever.

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These are the classes concerning the standard M-21 as weapon (sound entries are modified only):

class SniperRiffle: Riffle

{

ammo="BulletSingle";

displayName="$STR_DN_SNIPER_RIFFLE";

dispersion=0.000030;

optics=1;

opticsZoomMin=0.160000;

opticsZoomMax=0.160000;

drySound[]={"weapons\M16dry",0.000316,1};

reloadSound[]={"\DynamicRange\weapons\ARcarrier.ogg",0.000316,1};

reloadMagazineSound[]={"\DynamicRange\weapons\Sniperreload.ogg",0.000316,1};

sound[]={"\DynamicRange\Weapons\SVD.ogg",6.350000,1};

soundContinuous=0;

reloadTime=0.300000;

recoil="sniperSingle";

opticsFlare=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

maxLeadSpeed=50;

};

class M21: SniperRiffle

{

scopeWeapon=2;

scopeMagazine=2;

model="M21_proxy";

modelOptics="optika_snpierw";

reloadSound[]={"\DynamicRange\weapons\ARcarrier.ogg",0.000316,1};

sound[]={"\DynamicRange\Weapons\M-21.ogg",6.350000,1};

count=20;

ammo="BulletSniperW";

opticsZoomMin=0.040000;

opticsZoomMax=0.120000;

distanceZoomMin=400;

distanceZoomMax=80;

displayName="$STR_DN_M21";

displayNameMagazine="$STR_MN_M21";

shortNameMagazine="$STR_SN_M21";

};

And the according ammo class:

class BulletSniper: BulletSingle

{

hit=10;

indirectHit=2;

indirectHitRange=0.100000;

minRange=1;

minRangeProbab=0.100000;

midRange=200;

midRangeProbab=0.800000;

maxRange=900;

maxRangeProbab=0.050000;

cost=2;

tracerColor[]={0,0,0,0.050000};

tracerColorR[]={0,0,0,0.050000};

};

However, i´m sure there are also some other entries in the USMC sniper addon, havn´t looked at the .cpp file yet.

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Thanks Satchel, here is the config.cpp file for the USMC sniper:

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class ghilliegungig

{

units[] = {};

weapons[] = {ghilliegungig};

requiredVersion = 1.30;

};

class gitg2gig

{

units[] = {gitg2gig};

weapons[] = {};

requiredVersion = 1.30;

};

};

class CfgVehicles

{

class All{};

class AllVehicles : All{};

class Land : AllVehicles{};

class Man : Land{};

class Soldier : Man{};

class SoldierWB : Soldier{};

class SoldierWSniper : SoldierWB{};

class gitg2gig : SoldierWSniper

{

scope=2;

sensitivity=2.5;

displayName="USMC Ghillie Sniper (GIG)";

weapons[]={GhillieM40A1gig,NVGoggles,Throw,Put};

magazines[]={ghilliegunmaggig,ghilliegunmaggig,ghilliegunmaggig,ghilliegunmaggig,ghilliegunmaggig};

camouflage=0.25;

accuracy=1000;

namesound= "sniper"

attendant= 1;

moves="CfgMovesMC";

canhidebodies= 1;

laserscanner=1;

hiddenSelections[]={"medic"};

model="\gitg2\gitg2gig.p3d";

picture="\gitg2\gitg2.paa";

wounds[]={

"\gitg2\_hrud_p","\gitg2\xhrud_p",

"\gitg2\_nohy_p","\gitg2\xnohy_p",

"\gitg2\_nohy_z","\gitg2\xnohy_z",

"\gitg2\_helma_side2","\gitg2\xhelma_side2",

"\gitg2\_zadaruce_z","\gitg2\xzadaruce_z",

"\gitg2\_vojak_nohy_bok_l","\gitg2\xvojak_nohy_bok_l",

"\gitg2\_vojak_ruka_bok_l","\gitg2\xvojak_ruka_bok_l",

"\gitg2\_vojak_hrud_bok_p","\gitg2\xvojak_hrud_bok_p",

"\gitg2\_helma_front","\gitg2\xhelma_front"};

};

};

class CfgAmmo

{

class default {};

      class BulletSingle: default {};

class BulletSniper: BulletSingle {};

class ghilliesilencedgig: BulletSniper

{

hit=11;

indirectHit=1;

indirectHitRange=0.5;

visibleFire=0.025000;

audibleFire=0.025000;

tracerColor[]={0,0,0,0.000000};

tracerColorR[]={0,0,0,0.000000};

};  

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class M21: Riffle{};

class GhillieM40A1gig: M21

{

scopeWeapon=2;

scopemagazine=0;

model="\gitg2\ghilliegungig";

modelOptics="\gitg2\optics.p3d";

ammo=ghilliesilencedgig;

opticsZoomMin=0.01;

opticsZoomMax=0.5;

distanceZoomMin=2000;

distanceZoomMax=80;

recoil=riffleSilenced;

recoilfixed=empty;

count=15;

magazines[]={ghilliegunmaggig};

reloadTime=1.1;

displayName = Silenced M40A1;

displayNameMagazine = "M40A1 Mag.";

picture="\gitg2\ghilliegunpic.paa";

accuracy=1000;

initspeed=5000;

sound[]={\gitg2\shot.wav,0.003,1};

drySound[]={\gitg2\empty.wav,db-40,1};

};

class ghilliegunmaggig: ghillieM40A1gig

{

scopeWeapon=2;

scopeMagazine=2;

displayNameMagazine = "M40A1";

shortNameMagazine = "M40A1";

picture="\dtaext\equip\m\m_m21.paa";

    };

};

class CfgFaces

{

class Ghilliefacegig

{

name="Ghillie Sniper";

texture="\gitg2\face.paa";

east=1;

west=1;

};

};

class CfgNonAIVehicles

{

class ProxyWeapon{};

class Proxygitg2gig: ProxyWeapon{};

};

I'm assuming the bold lines are the ones I need to modify, but I'm not 100% on how the figures reflect ingame...

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Satchel @ May 02 2002,12:09)</td></tr><tr><td id="QUOTE">Yes, there is sadly no way around the muzzle flash bug currently , all new addons that use modified weapons models suffer from this, until someone finds a way that is really  working to eliminate it.

Personally i can´t see a difference between HW T&L and normal D3D in Flashpoint anyway, also i was used to enable this (as someone said "out of psychological reasons") before starting to check out user made weapons.

If you dislike the weapon, you can always assign a different one via the OFP Editor, i.e. standard M21 or any other weapon to the USMC sniper character.

On a test map i did a sniper/spotter team, both having the USMC sniper player model, but using different weapons (sniper: M82 Barret/ Spotter: CAR-15 Commando), works extremely well biggrin.gif.<span id='postcolor'>

i found a way too

remove the weapon in the init then give it back via trigger. you'll have to select the weapon again but no muzzle flash unless there is another unit on the mission with that weapon and it was not removed in the init

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Back to the topic:

Nobody mentioned the nice outhouse (toilet cabin)?

Imagine General Guba walking to his own personal "war room" wink.gif and you blew it with an few satchel charges to the moon... biggrin.gif

And west get´s one of this plastic chemical toilet cabins. wink.gif

With an outhouse the option "sit down" now makes sense.

Do we got views from the inside like with the tanks and other vehicles?

An view through the heart shaped hole and an view over the top of an newspaper through the heart shaped hole? wink.gifbiggrin.gif

The style of the outhouse and the guard tower reminds me of an old Wild West Fort.

When the Resistance AddOn is out change the motorbike to an horse, the artillery to an cannon, the RPG`s to an bow, the Ural to an covered trek wagon... wink.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mora2 @ May 02 2002,19:48)</td></tr><tr><td id="QUOTE">i can´t use HW T&L because i see the flash in the weapon constantly if it´s enabled... sad.gif  sad.gif<span id='postcolor'>

If you see the flash...

....it's already too late :-)

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Satchel @ May 02 2002,23:38)</td></tr><tr><td id="QUOTE">These are the classes concerning the standard M-21 as weapon (sound entries are modified only):

class SniperRiffle: Riffle

{

ammo="BulletSingle";

displayName="$STR_DN_SNIPER_RIFFLE";

dispersion=0.000030;

optics=1;

opticsZoomMin=0.160000;

opticsZoomMax=0.160000;

drySound[]={"weapons\M16dry",0.000316,1};

reloadSound[]={"\DynamicRange\weapons\ARcarrier.ogg",0.000316,1};

reloadMagazineSound[]={"\DynamicRange\weapons\Sniperreload.ogg",0.000316,1};

sound[]={"\DynamicRange\Weapons\SVD.ogg",6.350000,1};

soundContinuous=0;

reloadTime=0.300000;

recoil="sniperSingle";

opticsFlare=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

maxLeadSpeed=50;

};

class M21: SniperRiffle

{

scopeWeapon=2;

scopeMagazine=2;

model="M21_proxy";

modelOptics="optika_snpierw";

reloadSound[]={"\DynamicRange\weapons\ARcarrier.ogg",0.000316,1};

sound[]={"\DynamicRange\Weapons\M-21.ogg",6.350000,1};

count=20;

ammo="BulletSniperW";

opticsZoomMin=0.040000;

opticsZoomMax=0.120000;

distanceZoomMin=400;

distanceZoomMax=80;

displayName="$STR_DN_M21";

displayNameMagazine="$STR_MN_M21";

shortNameMagazine="$STR_SN_M21";

};

And the according ammo class:

class BulletSniper: BulletSingle

{

hit=10;

indirectHit=2;

indirectHitRange=0.100000;

minRange=1;

minRangeProbab=0.100000;

midRange=200;

midRangeProbab=0.800000;

maxRange=900;

maxRangeProbab=0.050000;

cost=2;

tracerColor[]={0,0,0,0.050000};

tracerColorR[]={0,0,0,0.050000};

};

However, i´m sure there are also some other entries in the USMC sniper addon, havn´t looked at the .cpp file yet.<span id='postcolor'>

Where did you find this file?  I've gone and De-pbo'd practically everything, and cant find the data for the original weapons or vehicles anywhere in my folders.  Can you lend a guy a hand?  sad.gif

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Quote (Mora2 @ May 02 2002,19:48)

i can´t use HW T&L because i see the flash in the weapon constantly if it´s enabled...    

If you see the flash...

....it's already too late :-)

Shit... i thought of that when writing the reply biggrin.gifbiggrin.gifbiggrin.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Aaron Kane @ May 03 2002,22:34)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Satchel @ May 02 2002,23:38)</td></tr><tr><td id="QUOTE">These are the classes concerning the standard M-21 as weapon (sound entries are modified only):

class SniperRiffle: Riffle

{

ammo="BulletSingle";

displayName="$STR_DN_SNIPER_RIFFLE";

dispersion=0.000030;

optics=1;

opticsZoomMin=0.160000;

opticsZoomMax=0.160000;

drySound[]={"weapons\M16dry",0.000316,1};

reloadSound[]={"\DynamicRange\weapons\ARcarrier.ogg",0.000316,1};

reloadMagazineSound[]={"\DynamicRange\weapons\Sniperreload.ogg",0.000316,1};

sound[]={"\DynamicRange\Weapons\SVD.ogg",6.350000,1};

soundContinuous=0;

reloadTime=0.300000;

recoil="sniperSingle";

opticsFlare=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

maxLeadSpeed=50;

};

class M21: SniperRiffle

{

scopeWeapon=2;

scopeMagazine=2;

model="M21_proxy";

modelOptics="optika_snpierw";

reloadSound[]={"\DynamicRange\weapons\ARcarrier.ogg",0.000316,1};

sound[]={"\DynamicRange\Weapons\M-21.ogg",6.350000,1};

count=20;

ammo="BulletSniperW";

opticsZoomMin=0.040000;

opticsZoomMax=0.120000;

distanceZoomMin=400;

distanceZoomMax=80;

displayName="$STR_DN_M21";

displayNameMagazine="$STR_MN_M21";

shortNameMagazine="$STR_SN_M21";

};

And the according ammo class:

class BulletSniper: BulletSingle

{

hit=10;

indirectHit=2;

indirectHitRange=0.100000;

minRange=1;

minRangeProbab=0.100000;

midRange=200;

midRangeProbab=0.800000;

maxRange=900;

maxRangeProbab=0.050000;

cost=2;

tracerColor[]={0,0,0,0.050000};

tracerColorR[]={0,0,0,0.050000};

};

However, i´m sure there are also some other entries in the USMC sniper addon, havn´t looked at the .cpp file yet.<span id='postcolor'>

Where did you find this file?  I've gone and De-pbo'd practically everything, and cant find the data for the original weapons or vehicles anywhere in my folders.  Can you lend a guy a hand?  sad.gif<span id='postcolor'>

Pfff! Mere peasant! Remember, Satchle is one of the OFP gods, he knows everything! mad.gif

smile.gif

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You failed to note 1 impotant property, the line with initSpeed=5000 dictates the gun's bullet's speed in meters/second.

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OK, hows does bullet speed effect things? And what is a realistic speed for suppressed .308 ammo?

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