raduban 1 Posted August 1, 2012 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 Share this post Link to post Share on other sites
W0lle 1052 Posted August 1, 2012 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 = "$STR_DSS_VSS"; }; }; Share this post Link to post Share on other sites
raduban 1 Posted August 1, 2012 Thanks alot, much appreciated :D Share this post Link to post Share on other sites
raduban 1 Posted August 1, 2012 Ok heres another thing I've been wondering about: Making a "primary" weapon e.g a Rifle into a "secondary" slot weapon such as a M9 or UZI? here is the coding for my custom VSS Vintorez: class VSS_vintorez: Rifle { autoFire = 1; reloadAction = "ManActReloadMagazine"; soundContinuous = 0; optics = 0; cursor = "RifleCursor"; maxLeadSpeed = 23; canLock = 0; flash = "gunfire"; flashSize = 0.5; dispersion = 0.0001; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; ffMagnitude = 0.5; ffFrequency = 11; ffCount = 3; nameSound = "rifle"; aiDispersionCoefX = 6; aiDispersionCoefY = 6; cursoraim = "Foresight"; cursorSize = 1; opticsFlare = 0; scope = 2; model = "\ca\weapons\VSS_vintorez\VSS_vintorez"; picture = "\CA\weapons\data\Equip\W_VSS_vintorez_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa"; magazines[] = {"10Rnd_9x39_SP5_VSS","20Rnd_9x39_SP5_VSS","30Rnd_9x39_SP5_VSS"}; dexterity = 1.9; modelOptics = "\ca\weapons\VSS_vintorez\VSS_optics"; opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur3"}; opticsFlare = 1; opticsDisablePeripherialVision = 1; opticsZoomMin = 0.0623; opticsZoomMax = 0.1125; distanceZoomMin = 220; distanceZoomMax = 520; displayname = "$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? Share this post Link to post Share on other sites
sv5000 127 Posted August 20, 2012 My guess would be to add a custom animation?, or perhaps force it to use the default rifle animation. Share this post Link to post Share on other sites