roberthammer 582 Posted April 13, 2013 Hello , I have some small problems with new custom muzzle items - 1 suppressor and 1 stock (i will explain ) about the suppressor- they have own iron sights on top of it , so i wanted to use those after suppressor is mounted on gun so am trying to use the memoryPointCamera = "sdeye"; ,but it seems it is not working with class ItemInfo class RH_qd9 : muzzle_snds_L { displayName = "QD Suppressor"; picture = "\A3\weapons_F\Data\UI\gear_acca_snds_l_CA.paa"; model = "\RH_test\RH_qd9.p3d"; class ItemInfo: InventoryMuzzleItem_Base_F { mass = 5; class MagazineCoef { initSpeed = 0.6; }; class AmmoCoef { hit = 0.7; visibleFire = 0.5; audibleFire = 0.3; visibleFireTime = 0.5; audibleFireTime = 0.5; cost = 1.0; typicalSpeed = 0.6; airFriction = 1.0; }; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh2"; modes[] = {"Single","FullAuto","Burst","DummyMode1","DummyMode2","DummyMode3","DummyMode4","DummyMode5"}; class Single: Mode_SemiAuto { begin1[] = {"A3\sounds_f\weapons\silenced\silent-07.wav",1.0,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-08.wav",1.0,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_4.wav",1.0,1,200}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_5.wav",1.0,1,200}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultHandgun"; memoryPointCamera = "sdeye"; }; class FullAuto: Mode_FullAuto { begin1[] = {"A3\sounds_f\weapons\silenced\silent-07.wav",1.0,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-08.wav",1.0,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_4.wav",1.0,1,200}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_5.wav",1.0,1,200}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultHandgun"; }; class Burst: Mode_Burst { begin1[] = {"A3\sounds_f\weapons\silenced\silent-07.wav",1.0,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-08.wav",1.0,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_4.wav",1.0,1,200}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_5.wav",1.0,1,200}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultHandgun"; }; class DummyMode1: Single{}; class DummyMode2: Single{}; class DummyMode3: Single{}; class DummyMode4: Single{}; class DummyMode5: Single{}; }; }; and about the stock - there is a pistol when you attach the stock then the gun is able to shoot in burst ,but i have no idea how to do that :/ class RH_ppstock: muzzle_snds_L { scope = 2; displayName = "PP stock"; picture = "\A3\weapons_F\Data\UI\gear_acca_mzls_l_ca.paa"; model = "\RH_test\RH_ppstock.p3d"; class ItemInfo: InventoryMuzzleItem_Base_F { mass = 5; class MagazineCoef { initSpeed = 1.0; }; class AmmoCoef { hit = 1.0; visibleFire = 1.0; audibleFire = 1.0; visibleFireTime = 1.0; audibleFireTime = 1.0; cost = 1.0; typicalSpeed = 1.0; airFriction = 1.0; }; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh2"; modes[] = {"Single","Burst"}; class Single: Mode_SemiAuto { begin1[] = {"\RH_test\Sound\pp.wss",0.794328,1,700 }; soundBegin[] = {"begin1",1 }; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_4.wav",1.0,1,200}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_5.wav",1.0,1,200}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultHandgun"; }; class Burst: Mode_Burst { begin1[] = {"\RH_test\Sound\pp.wss",0.794328,1,700 }; soundBegin[] = {"begin1",1 }; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_4.wav",1.0,1,200}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_5.wav",1.0,1,200}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultHandgun"; showToPlayer = 1; }; }; }; and gun itself is not using the burst just the Single - so anybody have idea how to do this? ahead thx :p 1 Share this post Link to post Share on other sites