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LOL aphex twin. Nothing beats Richard D. James' Selected Ambient Works series... mmmmm... mellow...

But does anyone yet know which files need to be put in my scenario folder to play the missions?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hellfish6 @ Aug. 18 2002,06:17)</td></tr><tr><td id="QUOTE">LOL aphex twin. Nothing beats Richard D. James' Selected Ambient Works series... mmmmm... mellow...

But does anyone yet know which files need to be put in my scenario folder to play the missions?<span id='postcolor'>

\OperationFlashpoint\MPMissions:

1-16_D_BWMOD_Demo.Noe.pbo

BW-MOD Bienenstich.Noe.pbo

BW-Mod Deep Forest.Noe.pbo

\OperationFlashpoint\Missions\BWMod:

[bW]Firestarter.Noe.pbo

BW-MOD Credits.Eden.pbo

Naechste Tankstelle Modrava.Noe.pbo

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Overall I thought this was a great demo pack for the mod...I feel like I've been cheated because they only showed me this much...the rest must be even better.

Though a few things seemed a little off to me.

The tank seems a little overpowered. It has a 105mm gun, according to the weapon selector on the HUD, but it does far more damage than the Abrams' 120mm gun. Plus its armor seems overdone. Just for testing I set up me in a Leopard, and an empty T80, Abrams, and Leopard. I took out the Abrams in 2 shots, the T80 in 2, and the Leopard in 1. But, in a Abrams, it took like 4 shots to destroy a Leopard. Odd.

The rocket launcher has some blue tint on it that makes it very noticable at long range. I set myself up as a PK gunner and had a German squad attack my town, and I saw the RL guy first because of the slight blue shade. Plus I think the rocket flies too fast and is too accurate. There was no sensation of the rocket actually leaving the tube...when I fired it it just wasn't there anymore.

I agree on the faces...at least make them beardless.

The rocketjump thing is funny as hell. I rocketjumped from Saint Pierre all the way to the airport on Everon without touching the ground...took me almost half an hour.

But anway it's a good demo and I can't wait for the rest of it!

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There will be a Patch for the known Bugs and wrong config settings this week I think.

(and maybe it kills this Face, too. tounge.gif )

The Problem with the overpowered Leopard is that our coder used the real data for penetration and Armor strength but the Tanks in ofp for some reason seem to use lower values. sad.gif

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er...ofp doesnt have a set armour/damage value so its not mm penetration etc, so how could he use real world data? he should have known to scale it against the ingame units...

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Well i dont know how such things are configured in ofp, so I can only repeat what he told me.

But im sure that this stuff will be fixed, too because he tries to make it as realistic as possible...

So lets see what the patch brings and what else comes along... wink.gif no! I really dont know what this could be! tounge.gifbiggrin.gif

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I know it is stupid to be destructive, but I realy want to emphasise that the mod is great so far. The Intros are great and especially the music is what all of us were waiting for. But 2 things that realy realy need to be changed. The faces are good not tough enough! And the voices are terrible (sorry if those voices are yours but you have to accept that we all play with certain images in our minds). The voices are too soft, too indifferent. Damn get a few rusty smokey deeper voices for your Mod! (und wechselt wenigstens mal die Tonlage) smile.gif

Aber alles in allem super Leistung, und ihr wart wirklich verdammt schnell!

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Oh, and since you decided to equip the german soldiers with backpacks then at least you should show the terrible truth about how heavy those thing can be! Your soldiers run too fast with that stuff!

This is what I call a heavily loaded german soldier

0,1020,187330,00.jpg

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CrunchyFrog @ Aug. 21 2002,15:45)</td></tr><tr><td id="QUOTE">Damn! Thats alot of beer!<span id='postcolor'>

Yeah, but what else is there to do when having to guard Kabul? They dont even have Strip-clubs down there! tounge.gif

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bitching about uniform color ? smile.gif

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Ooh, a leopard tank... I need a leopard tank... maybe I can steal one from the base down the street.

I'm still downloading the demo, but it looks cool from the shots... but oh my I cannot help but inquire if the maker would mind if I 'paid homage' to his work by retexturing the huey and the leopard to be the CH146 Griffon and C1 Leopard for the Canadian Armed Forces. Please? I dare not beg, but... oh well... Please smile.gif

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@Albert: I saw your Screens @ ofp-zone.de! Stop doing such evil things to our poor models! sad.giftounge.gif

(mir kommen gleich die Tränen! der schöne Huey!wink.gif

@nuddicrous:

I dont think that anybody can stop you from making your own Skins for our models... smile.gifwink.gif

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I wish someone could retexture the Huey for the Air Cavalry and mount a M60 in the door.. biggrin.gif

After all, the 2nd Nam pack is still about a month away.

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Yesterday they presented the BW-MOD at NBC GIGA (german TV). The developers were in the studio and explained their work. It looked really cool. Is the finished version out now (or still only the demo)

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I've finaly modified the units so i can use them in 1.46, and they are great! i specialy like the msg90 and the uh-1 (it could use a mounted mg, though). The Leopard is a bit too powerful and the mg3 has no iron sights (maybe i did something wrong when converting the cpp's to 1.46). Too bad i haven't been able to make the missions work without resistance...

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sadico @ Aug. 26 2002,16:29)</td></tr><tr><td id="QUOTE">I've finaly modified the units so i can use them in 1.46, and they are great! i specialy like the msg90 and the uh-1 (it could use a mounted mg, though). The Leopard is a bit too powerful and the mg3 has no iron sights (maybe i did something wrong when converting the cpp's to 1.46). Too bad i haven't been able to make the missions work without resistance...<span id='postcolor'>

I totally agree. The Leo is too powerful (but the sound of that thing kicks ass). Great work Sadico, maybe you should post a sort of instructions somewhere so people know what to do in case they dont have Resistance! It think that would be of great help. But lets wait and see if anyone asks at all!

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I have the bell/bornier uh-1d huey from bw-mod with new config.cpp. Remaking cpp is very easy. Change two places and add-on is working with ofp 1.46 wink.gif. I can public this huey.

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If you want i can post the 11 modified cpp's here. It's a lot easier than telling people how to make the changes for themselves. Note that you will not be able to play the missions or use the new pistol, and surely there will be bugs.

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BWMOD_Easteregg.pbo

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

//BW-MOD

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class BWMOD_Waffen

{

units[]={"BWMOD_RocketJumper"};

weapons[]={BWMOD_RPanzerfaust};

requiredVersion=1.40;

};

};

class CfgAmmo

{

class default{};

class AT3: Default{};

class LAW: AT3 {};

class BWMOD_RPzFst3Granate: LAW

{

hit=100;

indirectHit=100;

indirectHitRange=500;

model="\BWMOD_PzFst3\Panzerfaust_Projektil";

picture="\BWMOD_PzFst3\BWMOD_PzFst3mageq.paa";

simulation="shotRocket";

simulationStep=0.050000;

cost=5000;

soundHit[]={"Explosions\explosion_at3",31.622778,1};

soundFly[]={"objects\noise",0.000100,4};

irLock=1;

manualControl=1;

maxControlRange=0;

initTime=0;

maneuvrability=0;

maxLeadSpeed=3000;

maxSpeed=3000;

thrustTime=200000;

thrust=2000000;

};

};

class CfgWeapons

{

class default {};

class LAWLauncher: Default{};

class BWMOD_RPanzerfaust: LAWLauncher

{

scopeWeapon = private;

scopeMagazine = public;

optics=true;

modelOptics="\BWMOD_PzFst3\bwmod_pzfst3optik";

weaponType=16;

model="\BWMOD_PzFst3\panzerfaust";

displayName="Rocketjump";

magazines[]={"RPanzerfaust"};

magazineReloadTime=12;

reloadMagazineSound[]={"Weapons\at_load",0.000316,1};

picture="\BWMOD_PzFst3\BWMOD_PzFst3eq.paa";

canLock=0;

autoFire=1;

initSpeed=500;

autoReload=0;

ffMagnitude=0.100000;

ffFrequency=1;

ffCount=1;

recoil="LAWSingle";

aiRateOfFire=10.000000;

aiRateOfFireDistance=500;

primary=0;

opticsZoomMin=0.180000;

opticsZoomMax=0.180000;

distanceZoomMin=100;

distanceZoomMax=100;

};

class RPanzerfaust: BWMOD_RPanzerfaust

{

scopeWeapon=2;

scopeMagazine=2;

modelOptics="\BWMOD_PzFst3\bwmod_pzfst3optik";

magazineType="2 * 256";

ammo="BWMOD_RPzFst3Granate";

displayName="RocketJump";

picture="\BWMOD_PzFst3\BWMOD_PzFst3mageq.paa";

displayNameMagazine="Rocketjump";

shortNameMagazine="Rocketjump";

modelSpecial="\BWMOD_PzFst3\Panzerfaustloaded";

reloadTime=0.350000;

count=10000;

sound[]={"Weapons\at_launch",0.010000,1};

};

};

class CfgVehicles {

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Man: Land {};

class Soldier: Man {};

class BWMOD_Soldier: Soldier {};

class BWMOD_RocketJumper: BWMOD_Soldier

{

picture="igrenadier";

scope=2;

displayName="BWMOD_RocketJump";

cost=50000000;

armor="10000000";

nightVision=1;

weapons[]={"BWMOD_G3A3","Throw","Put","BWMOD_RPanzerfaust"}; magazines[]={"BWMOD_G3Mag","BWMOD_G3Mag","RPanzerfaust","RPanzerfau

st","RPanzerfaust","RPanzerfaust"};

};

}

class CfgNonAIVehicles

{

class ProxySecWeapon

{

autocenter=0;

scope=2;

model="law_proxy";

simulation="ProxySecWeapon";

};

class Proxypanzerfaust: ProxySecWeapon

{};

};

<span id='postcolor'>

BWMOD_G3A3.pbo

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

//BWMOD

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class BWMOD_Waffen

{

units[]={};

weapons[]={"BWMOD_G3A3"};

requiredVersion=1.3;

};

};

class CfgAmmo

{

class default{};

class BulletSingle: default{};

class BulletBurst: BulletSingle{};

class BulletFullAuto: BulletBurst{};

class BWMOD_Bullet762: BulletFullAuto

{

hit=11;

indirectHit=1;

indirectHitRange=0.1;

minRange=1;

minRangeProbab=0.200000;

midRange=400;

midRangeProbab=0.800000;

maxRange=3500;

maxRangeProbab=0.100000;

thrustTime=1.5;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class M16:Riffle {};

class BWMOD_G3A3Basis : M16

{

ammo="BWMOD_Bullet762";

displayName="G3A3";

displayNameMagazine="G3 Magazin";

shortNameMagazine="G3 Magazin";

sound[]={"\BWMOD_G3A3\G3Single.wav",db +5,1};

soundContinuous=0;

opticsZoomMin=0.2000;

opticsZoomMax=0.2000;

reloadTime=0.055000;

dispersion=0.005000;

initSpeed=600;

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

class Single

{

ammo="BWMOD_Bullet762";

multiplier=1;

burst=1;

displayName="G3 Einzelschuss";

dispersion=0.000200;

sound[]={"\BWMOD_G3A3\G3Single.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.150000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="BWMOD_Bullet762";

multiplier=1;

burst=1;

displayName="G3 Vollauto";

dispersion=0.005000;

sound[]={"\BWMOD_G3A3\G3Single.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=30;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

magazines[]={"BWMOD_G3Mag"};

model="\BWMOD_G3A3\g3a3";

picture="\BWMOD_G3A3\G3A3.paa"

recoil="G3A3";

count=20;

aiRateOfFire=0.000000;

aiRateOfFireDistance=300;

};

class BWMOD_G3Mag: BWMOD_G3A3Basis

{

picture="\BWMOD_G3A3\G3mag.paa"

};

class BWMOD_G3A3: BWMOD_G3A3Basis

{

scopeWeapon=2;

magazines[]={"BWMOD_G3Mag"};

};

class CfgRecoils

{

G3A3[]={0.0005,0.05,0.02,0.06,0.02,0.005,0,0};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class Proxyg3a3: ProxyWeapon {};

}

<span id='postcolor'>

BWMOD_G3TGS.pbo

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class G3TGS

{

units[] = {};

weapons[] = {BWMOD_G3TGS};

requiredVersion = 1.01;

};

};

class CfgAmmo

{

class default {};

class Grenade : default{};

class BWMOD_Grenade : Grenade {

hit=25;

indirectHit=23;

indirectHitRange=8;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class M16:Riffle {};

class M16Muzzle: M16 {};

class BWMOD_G3A3Basis : M16 {};

class BWMOD_G3A3 : BWMOD_G3A3Basis {};

class BWMOD_G3Mag: BWMOD_G3A3Basis {};

class BWMOD_40mmGranate: Default

{

cursor="t_select.paa";

scopeMagazine=2;

weaponType=0;

magazineType="2 * 256";

ammo="BWMOD_Grenade";

displayName="G3A3 und HK79";

displayNameMagazine="40mm Granate";

shortNameMagazine="40mm Granate";

count=1;

picture="\bwmod_g3tgs\40mm.paa";

reloadTime=0;

sound[]={"\bwmod_g3tgs\shot.wav",0.000316,1};

reloadSound[]={"\bwmod_g3tgs\reload.wav",0.000316,1};

initSpeed=60;

canLock=0;

autoReload=0;

ffMagnitude=0.100000;

ffFrequency=1;

ffCount=1;

recoil="Empty";

dispersion=0.015000;

aiDispersionCoefY=2.000000;

maxLeadSpeed=15;

optics=0;

muzzlePos="usti granatometu";

muzzleEnd="konec granatometu";

};

class RiffleGrenadeLauncher

{

scopeWeapon=0;

scopeMagazine=0;

weaponType=1;

displayName="G3A3 und HK79";

model="";

picture="\bwmod_g3tgs\g3mag.paa";

muzzles[]={"RiffleMuzzle","GrenadesMuzzle"};

class RiffleMuzzle: Riffle

{

modelOptics="";

magazines[]={"Riffle"};

};

class GrenadesMuzzle: BWMOD_40mmGranate

{

modelOptics="";

magazines[]={"GrenadeLauncher","Flare","FlareGreen","FlareRed"

,"FlareYellow"};

};

canDrop=1;

};

class BWMOD_G3TGS

{

scopeWeapon=2;

scopeMagazine=0;

weaponType=1;

displayName="G3A3 und HK79";

displayNameMagazine="40mm Granate";

model="\bwmod_g3tgs\g3tgs";

modelspecial="";

picture="\bwmod_g3tgs\g3tgs.paa";

muzzles[]={"BWMOD_G3Muzzle","BWMOD_HK79Muzzle"};

class BWMOD_G3Muzzle: BWMOD_G3A3

{

magazines[]={"BWMOD_G3Mag"};

};

class BWMOD_HK79Muzzle: BWMOD_40mmGranate

{

displayName="HK79";

sound[]={"weapons\M16GrenadeLaunch",0.000316,1};

magazines[]={"BWMOD_40mmGranate","Flare","FlareGreen","FlareRed&quo

t;,"FlareYellow"};

};

class BWMOD_40mmGranate:BWMOD_40mmGranate

{

scopeWeapon=0;

scopeMagazine=2;

magazineType=2*32;

displayName = "40mm Granate";

ammo="bwmod_grenade";

count="1";

};

canDrop=1;

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class Proxyg3tgs: ProxyWeapon {};

};

<span id='postcolor'>

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BWMOD_Kuebel.pbo

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class BWMOD_Kuebel

{

units[] = {"BWMOD_Kuebel"};

weapons[] = {};

equiredVersion = 1.42;

};

};

class CfgVehicles

{

class All{};

class AllVehicles: All{};

class Land: AllVehicles{};

class LandVehicle: Land{};

class Car: LandVehicle{};

class BWMOD_Kuebel: Car

{

scope=2;

crew="BWMOD_Soldier";

picture="ijeepMUTT";

maxSpeed=100;

side=1;

displayName="BWMOD_Kuebel";

nameSound="jeep";

accuracy=0.500000;

armor=20;

cost=30000;

fuelCapacity=50;

transportSoldier=3;

transportAmmo=0;

model="\BWMOD_Kuebel\kuebel";

armorWheels=0.120000;

driverAction="ManActJeepDriver";

cargoAction[]={"ManActJeepCoDriver","ManActJeepCoDriverBack"};

cargoIsCoDriver[]={1,0};

soundEngine[]={\BWMOD_Kuebel\Motor.wav,db+5,1};

typicalCargo[]={"BWMOD_Soldier"};

weapons[]={"CarHorn"};

magazines[]={};

class IndicatorSpeed

{

selection="ukaz_rychlo";

axis="osa_rychlo";

angle=-240;

min=0;

max=40;

};

class IndicatorRPM

{

selection="ukaz_rpm";

axis="osa_rpm";

angle=-240;

min=0;

max=1;

};

class Reflectors

{

class Left

{

color[]={0.800000,0.800000,1.000000,1.000000};

ambient[]={0.070000,0.070000,0.070000,1.000000};

position="svetla L";

direction="konec svetla L";

hitpoint="svetla L";

selection="svetla L";

size=0.500000;

brightness=1.000000;

};

class Right

{

color[]={0.800000,0.800000,1.000000,1.000000};

ambient[]={0.070000,0.070000,0.070000,1.000000};

position="svetla P";

direction="konec svetla P";

hitpoint="svetla P";

selection="svetla P";

size=0.500000;

brightness=1.000000;

};

};

};

};

<span id='postcolor'>

BWMOD_Leo1A5.pbo

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

//Leopard 1A5 © 2002 by Bundeswehr Mod

//Read the readme.txt for more informations

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class BWMOD_Leo1A5

{

units[] = {BWMOD_Leo1A5};

weapons[] = {BWMOD_MG3koax, BWMOD_L7A3, BWMOD_L7A3KE, BWMOD_L7A3MZ};

requiredVersion = 1.40;

};

};

class CfgAmmo

{

class Default{};

//120mm KE Munition

class BWMOD_DM53: Default

{

hit=750;

indirectHit=150;

indirectHitRange=1.5;

tracerColor[]={0.700000,0.700000,0.500000,1.00000};

tracerColorR[]={0.700000,0.700000,0.500000,1.00000};

model="shell";

simulation="shotShell";

simulationStep=0.050000;

cost=1000;

soundHit[]={"\bwmod_leo1a5\Shell-Hit.wav",100.000008,1};

soundFly[]={"\bwmod_leo1a5\Prjtl-Flg.wav",0.031623,4};

minRange=20;

minRangeProbab=0.900000;

midRange=150;

midRangeProbab=0.950000;

maxRange=4000;

maxRangeProbab=0.400000;

visibleFire=16;

audibleFire=16;

visibleFireTime=10;

acces=3;

};

//105mm KE Munition

class BWMOD_MunL7A3KE: BWMOD_DM53

{

hit=700;

indirectHit=20;

indirectHitRange=1.3;

soundFly[]={"\bwmod_leo1a5\Prjtl-Flg.wav",10.000000,1};

soundHit1[]={"\bwmod_leo1a5\Shell-Hit.wav",10.000000,1};

hitArmor[]={soundHit1,1};

soundHit2[]={"\bwmod_leo1a5\Shellground.wav",10.000000,1};

hitGround[]={soundHit2,1};

soundHit3[]={"\bwmod_leo1a5\Shellground.wav",10.000000,1};

hitBuilding[]={soundHit3,1};

acces=3;

};

//105mm MZ Munition

class BWMOD_MunL7A3MZ: BWMOD_DM53

{

hit=580;

indirectHit=10;

indirectHitRange=1.1;

soundFly[]={"\bwmod_leo1a5\Prjtl-Flg.wav",10.000000,1};

soundHit4[]={"\bwmod_leo1a5\Heat-Hit.wav",10.000000,1};

hitArmor[]={soundHit4,1};

soundHit5[]={"\bwmod_leo1a5\Explosion4.wav",10.000000,1};

hitGround[]={soundHit5,1};

soundHit6[]={"\bwmod_leo1a5\Explosion3.wav",10.000000,1};

hitBuilding[]={soundHit6,1};

acces=3;

};

//MG3 Munition für Panzer

class MGun: default{};

class MachineGun7_6: MGun{};

class BWMOD_MG3koax: MachineGun7_6

{

displayName="MG3";

displayNameMagazine="MG3";

shortNameMagazine="MG3";

ammo="BWMOD_MG3Bullet762";

count=4800;

dispersion=0.000500;

reloadTime=0.055000;

initspeed=800;

sound[]={"\bwmod_leo1a5\BWMOD_MG3.wav",db -10,1};

soundContinuous=0;

flashSize=1.100000;

maxLeadSpeed=550;

optics=1;

acces=3;

};

};

class CfgWeapons

{

class Default{};

class MGun: Default{};

class MachineGun7_6: MGun{};

//MG3koax für Panzer

class BWMOD_MG3koax: MachineGun7_6

{

ammo="BWMOD_Bullet762";

displayName="MG3 A1";

displayNameMagazine="MG3 A1";

shortNameMagazine="MG3 A1";

sound[]={"\bwmod_leo1a5\BWMOD_MG3.wav",db +0,1};

soundContinuous=0;

reloadTime=0.06000;

backgroundReload=1;

dispersion=0.003000;

initspeed=1100;

count=4800;

acces=3;

aiRateOfFire=0.00000;

aiRateOfFireDistance=2000;

};

//120mm Geschütz

class BWMOD_L7A3:Default

{

scopeWeapon=2;

scopeMagazine=0;

backgroundReload=1;

opticsFlare=0;

ffMagnitude=1;

ffFrequency=5;

sound[]={"\bwmod_leo1a5\BWMOD_105.wav",10.000000,1};

reloadSound[]={"Weapons\missload",0.000316,1};

magazines[]={"BWMOD_L7A3KE","BWMOD_L7A3MZ"};

acces=3;

};

//105mm KE Panzerkanone

class BWMOD_L7A3KE:BWMOD_L7A3

{

scopeWeapon=0;

scopeMagazine=2;

displayName="105 mm KE";

displayNameMagazine="105 mm KE";

shortNameMagazine="105 mm KE";

nameSound="shell";

ammo="BWMOD_MunL7A3KE";

count=32;

initSpeed=1700;

reloadTime=5.500000;

sound[]={"\bwmod_leo1a5\BWMOD_105.wav",10.000000,1};

soundFly[]={"\bwmod_leo1a5\Prjtl-Flg.wav",10.000000,1};

soundHit1[]={"\bwmod_leo1a5\Shell-Hit.wav",10.000000,1};

hitArmor[]={soundHit1,1};

soundHit2[]={"\bwmod_leo1a5\Shellground.wav",10.000000,1};

hitGround[]={soundHit2,1};

soundHit3[]={"\bwmod_leo1a5\Shellground.wav",10.000000,1};

hitBuilding[]={soundHit3,1};

ffCount=1;

acces=3;

};

//105mm MZ Panzerkanone

class BWMOD_L7A3MZ:BWMOD_L7A3KE

{

displayName="105 mm MZ";

displayNameMagazine="105 mm MZ";

shortNameMagazine="105 mm MZ";

ammo="BWMOD_MunL7A3MZ";

count=12;

initSpeed=1000;

soundFly[]={"\bwmod_leo1a5\Prjtl-Flg.wav",10.000000,1};

soundHit4[]={"\bwmod_leo1a5\Heat-Hit.wav",10.000000,1};

hitArmor[]={soundHit4,1};

soundHit5[]={"\bwmod_leo1a5\Explosion4.wav",10.000000,1};

hitGround[]={soundHit5,1};

soundHit6[]={"\bwmod_leo1a5\Explosion3.wav",10.000000,1};

hitBuilding[]={soundHit6,1};

acces=3;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Tank: LandVehicle {};

class M1Abrams: Tank {};

//Leopard1A5

class BWMOD_Leo1A5: M1Abrams

{

displayName="BWMOD Leopard 1A5";

model="\BWMOD_leo1A5\Leo1A5";

soundEngine[]={\BWMOD_Leo1A5\Leo2-engine.wav,db+20,1};

nameSound="tank";

picture="\BWMOD_leo1A5\Leo1a5.paa";

crew="BWMOD_SoldierWCrew2";

maxSpeed=72;

armor=500;

forceHideGunner=0;

hasCommander=1;

hasdriver=1;

hasgunner=1;

unloadInCombat=1;

vehicleClass="Armored";

dammageHalf[]=

{

"\bwmod_leo1a5\turm_ob.pac", "\bwmod_leo1a5\turm_obC.pac,"

};

dammageFull[]=

{

"\bwmod_leo1a5\turm_ob.pac", "\bwmod_leo1a5\turm_obC.pac,"

};

class ViewGunnerBase

{

initAngleX=5;

minAngleX=-30;

maxAngleX=30;

initAngleY=0;

minAngleY=-100;

maxAngleY=100;

initFov=0.550000;

minFov=0.320000;

maxFov=0.850000;

};

weapons[]={BWMOD_L7A3, BWMOD_MG3koax};

magazines[]={BWMOD_L7A3KE, BWMOD_L7A3MZ, BWMOD_MG3koax};

class TurretBase

{

gunAxis = "OsaHlavne";

turretAxis = "OsaVeze";

soundServo[]={"\BWMOD_Leo1A5\Elevate.wav",db+20,1};

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

minElev=-4; maxElev=+20;

minTurn=-360; maxTurn=+360;

body = "OtocVez";

gun = "OtocHlaven";

};

//Luke Fahrer

class HatchDriver

{

selection="poklop_driver";

axis="osa_poklop_driver";

angle=-130;

};

//Luke Commander

class HatchCommander

{

selection="poklop_commander";

axis="osa_poklop_commander";

angle=190;

};

//Luke Gunner

class HatchGunner

{

selection="poklop_gunner";

axis="osa_poklop_gunner";

angle=-180;

};

class Reflectors

{

class Left

{

color[]={0.900000,0.800000,0.800000,1.000000};

ambient[]= {0.100000,0.100000,0.100000,1.000000};

position="svetlo PL";

direction="konec L svetla";

hitpoint="svetlo PL";

selection="svetlo PL";

size=0.500000;

brightness=0.250000;

};

class Right

{

color[]={0.900000,0.800000,0.800000,1.000000};

ambient[]={0.100000,0.100000,0.100000,1.000000};

position="svetlo PP";

direction="konec P svetla";

hitpoint="svetlo PP";

selection="svetlo PP";

size=0.500000;

brightness=0.250000;

};

};

};

<span id='postcolor'>

BWMOD_MG3.pbo

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

//BWMOD

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class BWMOD_Waffen

{

units[]={};

weapons[]={"BWMOD_MG3"};

requiredVersion=1.3;

};

};

class CfgAmmo

{

class default{};

class BulletSingle: default{};

class BulletBurst: BulletSingle{};

class BulletFullAuto: BulletBurst{};

class BWMOD_Bullet762: BulletFullAuto

{

hit=18;

indirectHit=1;

indirectHitRange=0.1;

minRange=1;

minRangeProbab=0.200000;

midRange=20;

midRangeProbab=0.550000;

maxRange=2000;

maxRangeProbab=0.600000;

tracerColor[]={0.1,0.1,0.1,1};

tracerColorR[]={0.1,0.1,0.1,1};

};

class BWMOD_leuchtBullet762: BulletFullAuto

{

hit=18;

indirectHit=1;

indirectHitRange=0.1;

minRange=1;

minRangeProbab=0.200000;

midRange=20;

midRangeProbab=0.550000;

maxRange=2000;

maxRangeProbab=0.600000;

tracerColor[]={0.7,0.7,0.5,1};

tracerColorR[]={0.7,0.7,0.5,1};

};

};

class CfgWeapons

{

class Default{};

class MGun: Default{};

class MachineGun7_6: MGun{};

class MachineGun7_6Manual: MachineGun7_6{};

class M60:MachineGun7_6Manual{};

class BWMOD_MG3basis:M60

{

optics = false;

modelOptics="";

displayName="MG3";

displayNameMagazine="MG3";

shortNameMagazine="MG3";

initspeed=1150;

magazines[]={"BWMOD_MG3"};

model="\BWMOD_MG3\mg3";

picture="\BWMOD_MG3\BWMOD_MG3eq.paa"

count=100;

modes[] = {FullAuto, FullAuto_leuchtspur};

class FullAuto

{

ammo = "BWMOD_Bullet762";

multiplier=1;

burst=1;

displayName="MG3 Stahlmantel";

dispersion=0.005000;

sound[]={"\BWMOD_MG3\BWMOD_MG3.wav",db -10,1};

soundContinuous=0;

recoil="mg3";

reloadTime=0.055000;

aiRateOfFire=0.000000;

aiRateOfFireDistance=300;

ffMagnitude=0.5;

ffFrequency=11;

ffCount=100;

autoFire = true;

autoReload = false;

useAction = false;

useActionTitle = "";

};

class FullAuto_leuchtspur

{

ammo = "BWMOD_leuchtBullet762";

multiplier=1;

burst=1;

displayName="MG3 Leuchtspur";

dispersion=0.005000;

sound[]={"\BWMOD_MG3\BWMOD_MG3.wav",db -10,1};

soundContinuous=0;

recoil="mg3";

reloadTime=0.055000;

aiRateOfFire=0.000000;

aiRateOfFireDistance=300;

ffMagnitude=0.5;

ffFrequency=11;

ffCount=100;

autoFire = true;

autoReload = false;

useAction = false;

useActionTitle = "";

};

};

class BWMOD_MG3Mag: BWMOD_MG3basis

{

picture="\BWMOD_MG3\BWMOD_MG3Mageq.paa";

};

class BWMOD_MG3: BWMOD_MG3Basis

{

scopeWeapon=2;

magazines[]={"BWMOD_MG3Mag"};

};

};

class CfgRecoils

{

mg3[]={0.0005,0.05,0.02,0.06,0.02,0.005,0,0};

};

};

<span id='postcolor'>

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BWMOD_Modell70B1.pbo

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

//BWMOD

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class BWMOD_Waffen

{

units[]={};

weapons[]={"BWMOD_Modell70B1"};

requiredVersion=1.3;

};

};

class CfgAmmo

{

class default{};

class BulletSingle: default{};

class BulletBurst: BulletSingle{};

class BulletFullAuto: BulletBurst{};

class 7_62x39: BulletFullAuto

{

hit=8;

indirectHit=2;

indirectHitRange=0.1;

minRange=1;

minRangeProbab=0.200000;

midRange=20;

midRangeProbab=0.550000;

maxRange=400;

maxRangeProbab=0.600000;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class M16:Riffle {};

class BWMOD_Modell70B1Basis : M16

{

ammo="7_62x39";

displayName="Modell70B1";

displayNameMagazine="Modell70B1";

shortNameMagazine="Modell70B1";

sound[]={"\BWMOD_Modell70B1\AK47Single.wav",db +5,1};

soundContinuous=0;

opticsZoomMin=0.2000;

opticsZoomMax=0.2000;

reloadTime=0.055000;

dispersion=0.005000;

initSpeed=600;

modes[]={"Single","Burst","FullAuto"};

class Single

{

ammo="7_62x39";

multiplier=1;

burst=1;

displayName="Modell70B1";

dispersion=0.000200;

sound[]={"\BWMOD_Modell70B1\AK47Single.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo="7_62x39";

multiplier=1;

burst=3;

displayName="Modell70B1-Salve";

dispersion=0.0020000;

sound[]={"\BWMOD_Modell70B1\AK47Rate.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=3;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="7_62x39";

multiplier=1;

burst=1;

displayName="Modell70B1 Vollautomatisch";

dispersion=0.005000;

sound[]={"\BWMOD_Modell70B1\AK47Single.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=30;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

magazines[]={"BWMOD_Modell70B1"};

model="\BWMOD_Modell70B1\Modell70B1";

recoil="Modell70B1";

count=30;

aiRateOfFire=0.000000;

aiRateOfFireDistance=300;

};

class BWMOD_Modell70B1Mag: BWMOD_Modell70B1Basis

{

scopemagazine=2;

picture="\BWMOD_Modell70B1\zastava.paa";

};

class BWMOD_Modell70B1: BWMOD_Modell70B1Basis

{

scopeWeapon=2;

magazines[]={"BWMOD_Modell70B1Mag"};

picture="\BWMOD_Modell70B1\zastavamag.paa";

};

class CfgRecoils

{

Modell70B1[]={0.0005,0.05,0.02,0.06,0.02,0.005,0,0};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxyModell70B1: ProxyWeapon {};

}

<span id='postcolor'>

BWMOD_MSG90.pbo

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

//BWMOD

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class BWMOD_Waffen

{

units[]={};

weapons[]={"BWMOD_msg90"};

requiredVersion=1.45;

};

};

class CfgAmmo

{

class default{};

class BulletSingle: default{};

class BulletSniper: BulletSingle{};

class BWMOD_Bullet762x51: BulletSniper

{

hit=20;

indirectHit=2;

indirectHitRange=0.200000;

tracerColor[]={10,0,0,0.050000};

tracerColorR[]={10,0,0,0.050000};

minRange=10;

minRangeProbab=0.800000;

midRange=600;

midRangeProbab=0.950000;

maxRange=1200;

maxRangeProbab=0.800000;

};

};

class CfgWeapons

{

class Default{};

class MGun: Default{};

class Riffle: MGun{};

class SniperRiffle: Riffle{};

class BWMOD_msg90basis: SniperRiffle

{

scopeWeapon=2;

scopeMagazine=2;

model="\BWMOD_msg90\MSG90";

picture="\BWMOD_msg90\BWMOD_MSG90eq.paa";

modelOptics="\BWMOD_MSG90\BWMOD_MSG90Optik";

opticsZoomMin=0.0120000;

opticsZoomMax=0.100000;

distanceZoomMin=400;

distanceZoomMax=200;

displayName="MSG90";

magazines[]={"BWMOD_MSG90"};

displayNameMagazine="MSG90";

shortNameMagazine="MSG90";

ammo="BWMOD_Bullet762x51";

sound[]={"\BWMOD_MSG90\BWMOD_MSG90.wav",db+0,1};

initspeed=1400;

dispersion=0.0002000

count=20;

recoil=MSG90;

aiRateOfFire=5.000000;

aiRateOfFireDistance=1200;

};

class BWMOD_MSG90Mag: BWMOD_MSG90basis

{

picture="\BWMOD_MSG90\G3mag.paa";

};

class BWMOD_MSG90: BWMOD_MSG90Basis

{

scopeWeapon=2;

magazines[]={"BWMOD_MSG90Mag"};

};

};

class CfgRecoils

{

MSG90[]={0.020000,0,0,0.040000,0.070000,0.030000,0.100000,0.008000,0.019000,0.200000,0,0};

};

<span id='postcolor'>

BWMOD_PzFst3.pbo

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

//BW-MOD

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class BWMOD_Waffen

{

units[]={};

weapons[]={BWMOD_Panzerfaust};

requiredVersion=1.40;

};

};

class CfgAmmo

{

class default{};

class AT3: Default{};

class LAW: AT3 {};

class BWMOD_PzFst3Granate: LAW

{

hit=500;

indirectHit=50;

indirectHitRange=2.500000;

minRange=30;

minRangeProbab=0.500000;

midRange=200;

midRangeProbab=0.950000;

maxRange=500;

maxRangeProbab=0.500000;

model="\BWMOD_PzFst3\Panzerfaust_Projektil";

picture="\BWMOD_PzFst3\BWMOD_PzFst3mageq.paa";

soundHit[]={"Explosions\explosion_at3",31.622778,1};

soundFly[]={"objects\noise",0.000100,4};

initTime=0;

thrustTime=0.7;

thrust=4000;

manualControl=0;

maxControlRange=1000;

maneuvrability=5.0;

};

class BWMOD_Bunkerfaust: LAW

{

hit=500;

indirectHit=500;

indirectHitRange=3.500000;

model="\BWMOD_PzFst3\Bunkerfaust_Projektil";

picture="\BWMOD_PzFst3\BWMOD_BFstmageq.paa";

simulation="shotRocket";

simulationStep=0.050000;

soundHit[]={"Explosions\explosion_at3",31.622778,1};

soundFly[]={"objects\noise",0.000100,4};

initTime=0;

thrustTime=0.7;

thrust=4000;

manualControl=0;

maxControlRange=1000;

maneuvrability=5.0;

};

};

class CfgWeapons

{

class default {};

class LAWLauncher: Default{};

class BWMOD_Panzerfaust: LAWLauncher

{

scopeWeapon = private;

scopeMagazine = public;

optics=true;

modelOptics="\BWMOD_PzFst3\bwmod_pzfst3optik";

weaponType=16;

model="\BWMOD_PzFst3\panzerfaust";

picture="\BWMOD_PzFst3\BWMOD_PzFst3eq.paa";

displayName="Panzerfaust 3";

magazines[]={"Panzerfaust","Bunkerfaust"};

magazineReloadTime=12;

reloadMagazineSound[]={"Weapons\at_load",0.000316,1};

canLock=0;

initSpeed=400;

autoReload=0;

ffMagnitude=0.1;

ffFrequency=1;

ffCount=1;

recoil="LAWSingle";

aiRateOfFire=10.000000;

aiRateOfFireDistance=500;

primary=0;

opticsZoomMin=0.180000;

opticsZoomMax=0.180000;

distanceZoomMin=100;

distanceZoomMax=100;

count=1;

};

class Panzerfaust: BWMOD_Panzerfaust

{

scopeWeapon=2;

scopeMagazine=2;

modelOptics="\BWMOD_PzFst3\bwmod_pzfst3optik";

magazineType="2 * 256";

ammo="BWMOD_PzFst3Granate";

displayName="Panzerfaust 3";

displayNameMagazine="PzFst3Granate";

shortNameMagazine="PzFst3Granate";

modelSpecial="\BWMOD_PzFst3\Panzerfaustloaded";

picture="\BWMOD_PzFst3\BWMOD_PzFst3mageq.paa";

reloadTime=0.500000;

count=1;

sound[]={"Weapons\at_launch",0.010000,1};

};

class Bunkerfaust: Panzerfaust

{

scopeWeapon=2;

scopeMagazine=2;

modelOptics="\BWMOD_PzFst3\bwmod_pzfst3optik";

ammo="BWMOD_Bunkerfaust";

displayName="Bunkerfaust";

displayNameMagazine="Bunkerfaust";

modelSpecial="\BWMOD_PzFst3\Bunkerfaustloaded";

picture="\BWMOD_PzFst3\BWMOD_BFstmageq.paa";

shortNameMagazine="Bunkerfaust";

sound[]={"Weapons\at_launch",0.010000,1};

count=1;

};

};

class CfgNonAIVehicles

{

class ProxySecWeapon

{

autocenter=0;

scope=2;

model="law_proxy";

simulation="ProxySecWeapon";

};

class Proxypanzerfaust: ProxySecWeapon

{};

};

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