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raduban

ArmA 2 VSS Vintorez Help

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Hey I am currently making a config file that will modify a few weapons, I am using a program to view ArmA 2 config files within .pbo's where I would originally get the code to edit and I was wondering where the coding for the VSS_vintorez is located, I have checked weapons.pbo to weapons2.pbo and couldn't find it, weapons.pbo seems to contain the code for the ammo of the VSS but not the gun itself, so does anyone know where it may be located?

Thanks,

Rad

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weapons\vss_vintorez\config.bin

Or right here:

class CfgPatches
{
class CAWeapons_VSS_vintorez
{
 units[] = {};
 weapons[] = {};
 requiredVersion = 0.1;
 requiredAddons[] = {"CAweapons"};
};
};
class Mode_SemiAuto;
class Mode_FullAuto;
class CfgWeapons
{
class Rifle;
class VSS_vintorez: Rifle
{
 scope = 2;
 model = "\ca\weapons\VSS_vintorez\VSS_vintorez";
 picture = "\CA\weapons\data\Equip\W_VSS_vintorez_CA.paa";
 UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
 magazines[] = {"10Rnd_9x39_SP5_VSS","20Rnd_9x39_SP5_VSS"};
 dexterity = 1.7;
 modelOptics = "\ca\weapons\VSS_vintorez\VSS_optics";
 opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur3"};
 opticsFlare = 1;
 opticsDisablePeripherialVision = 1;
 opticsZoomMin = 0.0623;
 opticsZoomMax = 0.0623;
 distanceZoomMin = 200;
 distanceZoomMax = 200;
 displayname = "$STR_DN_VSS";
 modes[] = {"Single","Full"};
 class Single: Mode_SemiAuto
 {
  dispersion = 0.0018;
  soundContinuous = 0;
  reloadTime = 0.1;
  recoil = "recoil_single_primary_4outof10";
  recoilProne = "recoil_single_primary_prone_4outof10";
  begin1[] = {"ca\sounds\weapons\rifles\rifle-silence-single1",1.0,1,50};
  begin2[] = {"ca\sounds\weapons\rifles\rifle-silence-single2",1.0,1,50};
  soundBegin[] = {"begin1",0.5,"begin2",0.5};
  minRange = 2;
  minRangeProbab = 0.1;
  midRange = 250;
  midRangeProbab = 0.7;
  maxRange = 500;
  maxRangeProbab = 0.05;
 };
 class Full: Mode_FullAuto
 {
  dispersion = 0.0018;
  soundContinuous = 0;
  reloadTime = 0.08;
  recoil = "recoil_auto_primary_3outof10";
  recoilProne = "recoil_auto_primary_prone_3outof10";
  begin1[] = {"ca\sounds\weapons\rifles\rifle-silence-single1",1.0,1,50};
  begin2[] = {"ca\sounds\weapons\rifles\rifle-silence-single2",1.0,1,50};
  soundBegin[] = {"begin1",0.5,"begin2",0.5};
  minRange = 0;
  minRangeProbab = 0.1;
  midRange = 60;
  midRangeProbab = 0.7;
  maxRange = 100;
  maxRangeProbab = 0.05;
 };
 class Library
 {
  libTextDesc = "$STR_LIB_VSS";
 };
 descriptionShort = "$STR_DSS_VSS";
};
};

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Ok heres another thing I've been wondering about:

Making a "primary" weapon e.g a Rifle into a "secondary" slot weapon such as a M9 or UZI?

here is the coding for my custom VSS Vintorez:

class VSS_vintorez: Rifle

{

autoFire = 1;

reloadAction = "ManActReloadMagazine";

soundContinuous = 0;

optics = 0;

cursor = "RifleCursor";

maxLeadSpeed = 23;

canLock = 0;

flash = "gunfire";

flashSize = 0.5;

dispersion = 0.0001;

recoil = "assaultRifleBase";

recoilProne = "assaultRifleBase";

ffMagnitude = 0.5;

ffFrequency = 11;

ffCount = 3;

nameSound = "rifle";

aiDispersionCoefX = 6;

aiDispersionCoefY = 6;

cursoraim = "Foresight";

cursorSize = 1;

opticsFlare = 0;

scope = 2;

model = "\ca\weapons\VSS_vintorez\VSS_vintorez";

picture = "\CA\weapons\data\Equip\W_VSS_vintorez_CA.paa";

UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

magazines[] = {"10Rnd_9x39_SP5_VSS","20Rnd_9x39_SP5_VSS","30Rnd_9x39_SP5_VSS"};

dexterity = 1.9;

modelOptics = "\ca\weapons\VSS_vintorez\VSS_optics";

opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur3"};

opticsFlare = 1;

opticsDisablePeripherialVision = 1;

opticsZoomMin = 0.0623;

opticsZoomMax = 0.1125;

distanceZoomMin = 220;

distanceZoomMax = 520;

displayname = "$STR_DN_VSS";

modes[] = {"Single","Full"};

class Single: Mode_SemiAuto

{

dispersion = 0.0018;

soundContinuous = 0;

reloadTime = 0.1;

recoil = "recoil_single_primary_4outof10";

recoilProne = "recoil_single_primary_prone_4outof10";

begin1[] = {"ca\sounds\weapons\rifles\rifle-silence-single1",1.0,1,50};

begin2[] = {"ca\sounds\weapons\rifles\rifle-silence-single2",1.0,1,50};

soundBegin[] = {"begin1",0.5,"begin2",0.5};

minRange = 2;

minRangeProbab = 0.1;

midRange = 250;

midRangeProbab = 0.7;

maxRange = 1000;

maxRangeProbab = 0.05;

};

class Full: Mode_FullAuto

{

dispersion = 0.0018;

soundContinuous = 0;

reloadTime = 0.08;

recoil = "recoil_auto_primary_3outof10";

recoilProne = "recoil_auto_primary_prone_3outof10";

begin1[] = {"ca\sounds\weapons\rifles\rifle-silence-single1",1.0,1,50};

begin2[] = {"ca\sounds\weapons\rifles\rifle-silence-single2",1.0,1,50};

soundBegin[] = {"begin1",0.5,"begin2",0.5};

minRange = 0;

minRangeProbab = 0.1;

midRange = 60;

midRangeProbab = 0.7;

maxRange = 100;

maxRangeProbab = 0.05;

};

class Library

{

libTextDesc = "$STR_LIB_VSS";

};

descriptionShort = "$STR_DSS_VSS";

};

my attempt was to make it part of the pistol class i.e changing the:

class VSS_vintorez: Rifle into class VSS_vintorez: Pistol

but ingame the person would rather amusingly hold it the weapon like a pistol among other undesired effects.

what must I do to make it work right?

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My guess would be to add a custom animation?, or perhaps force it to use the default rifle animation.

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