azams 1 Posted May 1, 2013 This is the first weapon i made in Arma (helped by messiah). Here the real picture of this weapon : Courtesy : balisticaltrance.blogspot.com The Vector’s action was originally developed by French engineer Renaud Kerbrat. This action, the so-called KRISS Super V System (KSVS), is an articulated mechanism which allows the block and bolt to recoil off-axis into a recess behind the weapon’s magazine well. The Vector family of weapons is the first to use this action; the company claims the .45 ACP chambering was chosen to demonstrate that the action could “tame†such a powerful round. Variants chambered for the .40 S&W and 9×19mm Parabellum round are currently in development. All KRISS Vectors operate with standard Glock magazines with the .45 ACP caliber weapons using the 10 and 13-round G-21 magazine. and here is the pictures on Arma 3 : Kriss Super Vector - Arma 3 Description : Name class : kriss Shooting Mode : Single, Burst (3 shots) Ammo : 30Rnd_556x45_Stanag (I will create the Ammo for this weapon soon) Optical : Yes (optic_ACO,optic_holosight) ACC Pointer : Yes (acc_pointer_IR,acc_flashlight) Max Range : 500 Zeroing : 200 Bugs : Anim cant handle this gun perfectly. Usage : Put this code on your init player removeAllWeapons this; {this addMagazine ["30Rnd_556x45_Stanag",5]}; this addWeapon "kriss";this additem "optic_ACO";this additem "acc_pointer_IR"; You can download this addons on this link. PS : Thank you so much messiah. you help me a lot. Share this post Link to post Share on other sites
R0adki11 3949 Posted May 1, 2013 looks nice, congrats on your first addon :) Share this post Link to post Share on other sites
gvse 10 Posted May 1, 2013 Thanks, man! Im gonna give it a spin and my impressions. I like smg's. Share this post Link to post Share on other sites
eymerich 11 Posted May 1, 2013 Thanks!! Looks very very interesting... Share this post Link to post Share on other sites
gvse 10 Posted May 1, 2013 Hmm, I get no textures on the model. Share this post Link to post Share on other sites
Agalpaf 1 Posted May 1, 2013 Same as above, no textures, see pic in link. http://static.tumblr.com/3h0t5p2/dSUmm4bkn/arma3_2013-05-01_13-41-41-02.jpg And the hand position seems off .. Share this post Link to post Share on other sites
kilroy the nerd 14 Posted May 1, 2013 At the moment, since there's a 9mm in development, you could make it use the 30 round 9x21mm mags. They seem to be universally utilized by the SMGs, hovering my mouse over them, anyway. Possibly including the Vector already ingame, in locked files. Looks nice though, I think I'll try it. Share this post Link to post Share on other sites
icewindo 29 Posted May 1, 2013 Same as above, no textures, see pic in link. http://static.tumblr.com/3h0t5p2/dSUmm4bkn/arma3_2013-05-01_13-41-41-02.jpgAnd the hand position seems off .. It looks like azams used direct links to the texture paths and not relative ones. @azam The texture shows not up for the others as you defined your texture path like this: e:\arma 3 editing\kriss\data\kriss_tex.paa However it needs to be a relative path: \kriss\data\kriss_tex.paa This way the p3d will load the files from your pbo rather than from your E partition. Share this post Link to post Share on other sites
azams 1 Posted May 2, 2013 @Icewindo I checked the config.cpp, and I used \kriss\data\kriss_tex.paa for texture path. and when i rename the source folder on my disk from e:\arma 3 editing\kriss\ into e:\arma 3 editing\kriss 2\ the textures can be loaded perfectly. Now i'll try to make a binary from P drive. i hope this will solved the textures bug. @all thank you very much... Share this post Link to post Share on other sites
lao fei mao 21 Posted May 3, 2013 Looks great, in my memory, this PDW has very less recoil, did you tweak it in game? Share this post Link to post Share on other sites
liukang168 1 Posted May 4, 2013 (edited) Hi, first of all good work! Here I made an ammo clip for you, its a 30 bullet clip. : Though you need to add a p3d model of it later. If you want I can make the 13 or 10 bullet version too. add this paa file to @kriss/addons/kriss/data/ui http://terminatorrising.com/pics/m_30rnd_45_ca.paa then add this to your config.cfg: class CfgMagazines { class CA_Magazine; class krissm_45x30_30 : CA_Magazine { scope = 2; displayName = .45 Cal.; ammo = krissb_45x30; descriptionshort = "Caliber: .45<br />Rounds: 13<br />Used in: Kriss Vector"; count=30; initSpeed = 930; picture="\kriss\data\UI\m_30rnd_45_ca.paa"; tracersEvery=3; lastRoundsTracer=0; }; }; class CfgAmmo { /*extern*/ class default; /*extern*/ class BulletBase; class krissb_45x30: BulletBase { airfriction = -0.001425; caliber = 0.45; cost = 1; deflecting = 25; hit = 6; indirecthit = 0; indirecthitrange = 0; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; nvgonly = 1; tracerendtime = 1; tracerscale = 1; tracerstarttime = 0.05; typicalspeed = 300; class CamShakeFire { power=0; duration=0; frequency=0; distance=0; }; class CamShakePlayerFire { power=0; duration=0; frequency=0; distance=0; }; }; }; CHANGE: class CfgPatches { class kriss { requiredaddons[]= { "A3_Weapons_F" }; requiredversion=0.1; units[]={}; weapons[]= { "kriss" }; magazines[]= { "krissm_45x30_30" }; }; }; and in class CfgWeapons change to: magazines[]= { "krissm_45x30_30" }; ---------- Post added at 13:52 ---------- Previous post was at 13:46 ---------- @IcewindoI checked the config.cpp, and I used \kriss\data\kriss_tex.paa for texture path. and when i rename the source folder on my disk from e:\arma 3 editing\kriss\ into e:\arma 3 editing\kriss 2\ the textures can be loaded perfectly. Now i'll try to make a binary from P drive. i hope this will solve the textures bug. @all thank you very much... It needs to be done in Oxygen2: Go to: Tools -> Mass Texture & Material Renaming: then click on the textures -> then rename from "e:\arma 3 editing\kriss\data\kriss_tex.paa" to "kriss\data\kriss_tex.paa" and do that for each of the textures ... sometimes the rvmat needs also to be redirected to proper path, I usually do it with notepad ... I advise you to put the "kriss" folder into the p: directly ... that way you allways make sure its wokring properly ... Optional: For more realism until they realease .45 cal shell sounds i rather use the 9mm version from A3: bullet1[]= { "A3\sounds_f\weapons\shells\9mm\metal_9mm_01.wav", 0.1, 1, 15 }; bullet10[]= { "A3\sounds_f\weapons\shells\9mm\grass_9mm_02.wav", 0.0099999998, 1, 15 }; bullet11[]= { "A3\sounds_f\weapons\shells\9mm\grass_9mm_03.wav", 0.0099999998, 1, 15 }; bullet12[]= { "A3\sounds_f\weapons\shells\9mm\grass_9mm_04.wav", 0.0099999998, 1, 15 }; bullet2[]= { "A3\sounds_f\weapons\shells\9mm\metal_9mm_02.wav", 0.1, 1, 15 }; bullet3[]= { "A3\sounds_f\weapons\shells\9mm\metal_9mm_03.wav", 0.177828, 1, 15 }; bullet4[]= { "A3\sounds_f\weapons\shells\9mm\metal_9mm_04.wav", 0.177828, 1, 15 }; bullet5[]= { "A3\sounds_f\weapons\shells\9mm\dirt_9mm_01.wav", 0.1, 1, 15 }; bullet6[]= { "A3\sounds_f\weapons\shells\9mm\dirt_9mm_02.wav", 0.1, 1, 15 }; bullet7[]= { "A3\sounds_f\weapons\shells\9mm\dirt_9mm_03.wav", 0.1, 1, 15 }; bullet8[]= { "A3\sounds_f\weapons\shells\9mm\dirt_9mm_04.wav", 0.1, 1, 15 }; bullet9[]= { "A3\sounds_f\weapons\shells\9mm\grass_9mm_01.wav", 0.0099999998, 1, 15 }; I dont know about the recoil yet. Maybe someone else from community can help you to get realistic recoil settings. P.S. This thread should be in the addons not complete section := Edited May 4, 2013 by liukang168 Share this post Link to post Share on other sites
ziant 14 Posted May 6, 2013 looking good. congrats on your first addons Share this post Link to post Share on other sites
armakwalski 10 Posted May 6, 2013 sweeeeet. going to try it, after the fix :) Share this post Link to post Share on other sites
Pac29 10 Posted May 6, 2013 Nice Job! Definitly going to be using this. :) Share this post Link to post Share on other sites