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roberthammer

Problems with custom items

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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

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