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ASDG Joint Rails

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Robalo, what about old ASDG JR 0.9 configs? Will they work fine with 0.10 (for example, the 0.9 RH M4 config)?

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Robalo, what about old ASDG JR 0.9 configs? Will they work fine with 0.10 (for example, the 0.9 RH M4 config)?

I was curious about the same, at first sight looks like they work...I don't have RH MK18, so I can't say anything about it. HLC, RH and Massi weapons working fine.

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since 0.1 I cannot use most of the optics for RH Mk18 anymore

Johnny, Robalo updated the RH Mk18 config, look at the op (first page) grab the new file and everything should be fine (I´ve used yesterday, worked alright)

cheers!

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Thanks Robalo, single most essential A3 mod.

As far as we know the array addition operator (+=) is still bugged? If so is there a feedback tracker job for it?

Honestly don't even care, since with only being able to add to arrays you will never have the same flexibility that the class system allows.

Robalo, what about old ASDG JR 0.9 configs? Will they work fine with 0.10 (for example, the 0.9 RH M4 config)?

Yes they will work fine. There is no reason for existing JR configs to stop working with this update (see what was changed).

So what was in opt:

- iansky cfg - use from 0.9

- rh m4 cfg - use from 0.9

- mp7 - obsolete, not needed anymore

- mk18 - use the new improved config

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Is it your modified Arsenal function that allows us to hide private and protected attachments from the Arsenal, or is that something that BIS fixed in a recent patch? I only just noticed that Arsenal has stopped showing those classes from the MRT testbed attachments that we were trying to hide before.

If it's something you added: firstly, well done! :) and secondly, which config parameter is it using? scopeArsenal = or plain old scope =?

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Is it your modified Arsenal function that allows us to hide private and protected attachments from the Arsenal, or is that something that BIS fixed in a recent patch? I only just noticed that Arsenal has stopped showing those classes from the MRT testbed attachments that we were trying to hide before.

If it's something you added: firstly, well done! :) and secondly, which config parameter is it using? scopeArsenal = or plain old scope =?

Yes, I have replaced the compatible attachments code with mine, which takes into account only scope = 2 items.

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I found an issue with the HLC AR15 pack: suppressors are no more displayed in Arsenal since the last update. Pretty sure it is, I switched again to 0.9 and the Gemtech Halo suppressor was right back there. Could you please fix this ? I'm sure many would appreciate...at least me and all the guys I often play with^^

Thanks for your time, Robalo ;)

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I found an issue with the HLC AR15 pack: suppressors are no more displayed in Arsenal since the last update. Pretty sure it is, I switched again to 0.9 and the Gemtech Halo suppressor was right back there. Could you please fix this ? I'm sure many would appreciate...at least me and all the guys I often play with^^

Thanks for your time, Robalo ;)

Arsenal uses the bis_fnc_itemType function to determine type of attachment.

"hlc_muzzle_556NATO_KAC" call bis_fnc_itemType returns ["Item","UnknownEquipment"]

It is caused by HLC AR15 having muzzle parent classes referenced incorrectly in the config.

Example:

Current HLC config:

class ItemInfo;	// <-- incorrect external class reference
class muzzle_snds_H;
class hlc_muzzle_556NATO_KAC : muzzle_snds_H {
class ItemInfo : ItemInfo {

Correct config code would be like:

class ItemCore;
class muzzle_snds_H : ItemCore {
class ItemInfo;
};
class hlc_muzzle_556NATO_KAC : muzzle_snds_H {
class ItemInfo : ItemInfo {

Then hlc_muzzle_556NATO_KAC will properly inherit ItemInfo >> type = 101 which would lead to

"hlc_muzzle_556NATO_KAC" call bis_fnc_itemType returning ["Item","AccessoryMuzzle"] and then show up in arsenal.

In conclusion, this is not mine to fix.

EDIT: why it works with JR 0.9.

In 0.10 I reduced requiredAddons to the minimum. It was just a matter of luck that in 0.9, due to listing a bunch of cfgweapons addons in there it changed the class loading order and it kept the config problem in HLC hidden. Simple test: run the HLC AR15 mod without JointRails, you will see the issue is there. Muzzles missing in Arsenal.

Edited by Robalo

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I deleted my 0.9 backup before noticing the issue with HLC. Would it be possible for you to host it somewhere so we can revert?

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I deleted my 0.9 backup before noticing the issue with HLC. Would it be possible for you to host it somewhere so we can revert?

Second link in first post.

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Has the STEAM Workshop version been updated? I noticed it was last updated back in September.

Updated on Steam just now.

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Updated JR to v0.11

Arsenal weapon attachment fix updated for version 1.36

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i have been working on a config to use joint rails and joint muzzles with the operator pack mod. Everything works except the msr.

	class srifle_MSR_F : MSR_base {	
	class WeaponSlotsInfo {
		allowedSlots[] = {801, 701, 901};
//			class asdg_FrontSideRail_msr: asdg_FrontSideRail {};
		class asdg_OpticRail_msr: asdg_OpticRail1913 {};
//			class msr_MuzzleSlot: asdg_MuzzleSlot_762 {};
	};

};

Now as long as those two lines are commented out it works. if i uncomment one of those 2 lines; when selected in virtual arsnel the game crashes(just exits the game no error msg or anything). Any idea what i'm doing wrong? if need be i can get the whole config file to you.

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Guest

New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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i have been working on a config to use joint rails and joint muzzles with the operator pack mod. Everything works except the msr.

	class srifle_MSR_F : MSR_base {	
	class WeaponSlotsInfo {
		allowedSlots[] = {801, 701, 901};
//			class asdg_FrontSideRail_msr: asdg_FrontSideRail {};
		class asdg_OpticRail_msr: asdg_OpticRail1913 {};
//			class msr_MuzzleSlot: asdg_MuzzleSlot_762 {};
	};

};

Now as long as those two lines are commented out it works. if i uncomment one of those 2 lines; when selected in virtual arsnel the game crashes(just exits the game no error msg or anything). Any idea what i'm doing wrong? if need be i can get the whole config file to you.

Nothing wrong there. Need to see the whole config to get a better picture.

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ok so this is my joint rails/ sound fix config for the operator pack

class CfgPatches {
class asdg_jointrails_Operators_pack {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};
class Mode_SemiAuto;	// External class reference
class Mode_Burst;	// External class reference
class Mode_FullAuto;	// External class reference
class PointerSlot;	// External class referenceclass asdg_FrontSideRail;
class asdg_FrontSideRail;
class asdg_OpticRail1913;
class asdg_OpticRail1913_short;
class asdg_MuzzleSlot;



class CfgWeapons {
class Rifle;	// External class reference

class Rifle_Base_F : Rifle {
	class WeaponSlotsInfo;	// External class reference
	class GunParticles;	// External class reference
};
class Pistol;	// External class reference

class Pistol_Base_F : Pistol {
	class WeaponSlotsInfo;	// External class reference
};
class Rifle_Long_Base_F;	// External class reference
class srifle_LRR_F;	// External class reference
class hgun_P07_F;	// External class reference
class arifle_Katiba_F;	// External class reference
class Slotinfo;
class asdg_MuzzleSlot_762: asdg_MuzzleSlot {
	class compatibleItems {
		muzzle_snds_H = 1;
//			muzzle_snds_B = 1;
	};
};
class asdg_MuzzleSlot_9MM: asdg_MuzzleSlot {
	class compatibleItems {
		muzzle_snds_L = 1;
	};
};
class arifle_ak_12 : arifle_Katiba_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_ak12: asdg_FrontSideRail {};
		class asdg_OpticRail_ak12: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

	class Burst : Mode_Burst {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};

	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};
};

class hgun_G18_F : Pistol_Base_F {

	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_G18: asdg_FrontSideRail {};
		class asdg_OpticRail_G18: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500};
			begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500};
			begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500};
			soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
				soundBegin[]={begin1,0.5, begin2,0.5};
		};
	};

	class Burst : Mode_Burst {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500};
			begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500};
			begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500};
			soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
				soundBegin[]={begin1,0.5, begin2,0.5};
		};

	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500};
			begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500};
			begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500};
			soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
				soundBegin[]={begin1,0.5, begin2,0.5};
		};
	};
};

class arifle_ak5 : arifle_Katiba_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_ak5: asdg_FrontSideRail {};
		class asdg_OpticRail_ak5: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};
};

class arifle_HB : arifle_Katiba_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_hb: asdg_FrontSideRail {};
		class asdg_OpticRail_hb: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};
};

class arifle_MK18_Mod_0 : arifle_Katiba_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_mk18mod0: asdg_FrontSideRail {};
		class asdg_OpticRail_mk18mod0: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.41254, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.41254, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.41254, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.41254, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.41254, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.41254, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};
};

class srifle_cs5_F : srifle_LRR_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_cs5: asdg_FrontSideRail {};
		class asdg_OpticRail_cs5: asdg_OpticRail1913 {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\rahim\rahim_shot_1", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\rahim\rahim_shot_2", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\rahim\rahim_shot_3", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

};

class MSR_base : Rifle_Long_Base_F {


	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200};
			soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

};

class srifle_MSR_F : MSR_base {	

	class WeaponSlotsInfo {
		allowedSlots[] = {901}; // means I can store this anywhere if there's room for it // adjust this
//			class asdg_FrontSideRail_msrf: asdg_FrontSideRail {};
		class asdg_OpticRail_msr: asdg_OpticRail1913 {};
//			class msr_MuzzleSlot: asdg_MuzzleSlot_762 {}; // has the ASDG compatible muzzle mounting system

	};

};

class hgun_P226_F : Pistol_Base_F {

	modes[] = {"Single"};

	class WeaponSlotsInfo {
		allowedSlots[] = {801, 701, 901};
		class asdg_FrontSideRail_p226: asdg_FrontSideRail {};
		class asdg_OpticRail_p226: asdg_OpticRail1913_short {};
		class p226_MuzzleSlot: asdg_MuzzleSlot_9mm {}; // has the ASDG compatible muzzle mounting system
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.03514, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.03514, 1.1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\pistols\pistol_st_1", 1.0, 1, 700};
			begin2[] = {"A3\sounds_f\weapons\pistols\pistol_st_2", 1.0, 1, 700};
			begin3[] = {"A3\sounds_f\weapons\pistols\pistol_st_3", 1.0, 1, 700};
			soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
				soundBegin[]={begin1,0.5, begin2,0.5};
		};
	};

};

class T50_base : Rifle_Long_Base_F {


	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200};
			soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

};

class srifle_T50_F : T50_base {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_t50: asdg_FrontSideRail {};
		class asdg_OpticRail_t50: asdg_OpticRail1913 {};
	};

};
};
class CfgAmmo {
	class B_408_Ball;	// External class reference
	class B_762x51_Ball;	// External class reference

	class 308_Winchester : B_408_Ball {
		hit = 22;
		maxSpeed = 2962;	// max speed on level road, km/h
		model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
	};

	class B_MSR_867_Ball : B_762x51_Ball {
		hit = 25;
	};
};

class CfgMagazines {
	class 7Rnd_408_Mag;	// External class reference
	class 20Rnd_762x51_Mag;	// External class reference

	class CS5_Mag : 7Rnd_408_Mag {
		//scope = public;
		count = 10;
		descriptionshort = "Caliber: .308<br />Rounds: 10<br />Used in: McMillan CS5";
		displayname = "10Rnd .308";
		ammo = "308_Winchester";
		picture = "\McMillan CS5\ui\UI\enfield_mag.paa";
		lastroundstracer = 0;
		tracersevery = 0;
	};

	class 10Rnd_338_Mag : 20Rnd_762x51_Mag {
		ammo = "B_MSR_867_Ball";
		count = 10;
		descriptionshort = "Caliber: .338 Lapua Magnum<br />Rounds: 10<br />Used in: Remington MSR";
		displayname = "10rnd .338 Lapua Magnum Mag";
		picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa";
	};
};

No it builds and binanize and everything

Now this is the orignal config from the operator pack(not my work, used for reference only, and class names etc.)

// config.bin - 23:23:57 10/24/14, generated in 0.01 seconds
// Generated by unRap v1.06 by Kegetys
// Separate rootclasses: Disabled, Automatic comments: Enabled

#define private		0
#define protected		1
#define public		2

#define true	1
#define false	0

#define ReadAndWrite		0
#define ReadAndCreate		1
#define ReadOnly		2
#define ReadOnlyVerified		3

enum {
 //  = 2,	// Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};

class CfgPatches {
class srifle_MSR_F {
	units[] = {};
	weapons[] = {"srifle_MSR_F"};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Weapons_F"};
};
};
class Mode_SemiAuto;	// External class reference
class Mode_Burst;	// External class reference
class Mode_FullAuto;	// External class reference
class Slotinfo;	// External class reference

class CfgWeapons {
class Rifle_Long_Base_F;	// External class reference

class MSR_base : Rifle_Long_Base_F {
	scope = private;
	magazines[] = {"10Rnd_338_Mag", "20Rnd_762x51_Mag"};
	reloadAction = "GestureReloadLRR";
	cursor = "srifle";
	dexterity = 1.2;
	initSpeed = 910;
	handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"};
	opticsPPEffects[] = {};
	opticsFlare = true;
	opticsDisablePeripherialVision = true;

	class GunParticles {
		class FirstEffect {
			effectName = "SniperCloud";
			positionName = "Usti hlavne";
			directionName = "Konec hlavne";
		};
	};
	opticsZoomMin = 0.375;
	opticsZoomMax = 1.1;
	opticsZoomInit = 0.75;
	distanceZoomMin = 300;
	distanceZoomMax = 300;
	bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.891251, 1, 25};
	bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.891251, 1, 25};
	bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.891251, 1, 25};
	bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.891251, 1, 25};
	bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.794328, 1, 25};
	bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.794328, 1, 25};
	bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.794328, 1, 25};
	bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.794328, 1, 25};
	bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.707946, 1, 25};
	bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.707946, 1, 25};
	bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.707946, 1, 25};
	bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.707946, 1, 25};
	soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
	modes[] = {"Single", "far_optic1", "medium_optic2", "far_optic2"};

	class Single : Mode_SemiAuto {
		dispersion = 0.00018;
		soundContinuous = 0;
		reloadTime = 1.5;
		recoil = "recoil_single_gm6";
		recoilProne = "recoil_single_prone_gm6";
		begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200};
		begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200};
		soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
		closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10};
		closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10};
		soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
		weaponSoundEffect = "DefaultRifle";
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 250;
		midRangeProbab = 0.7;
		maxRange = 350;
		maxRangeProbab = 0.05;
		aiRateOfFire = 3;	// delay between shots at given distance
		aiRateOfFireDistance = 500;
	};

	class far_optic1 : Single {
		showToPlayer = false;
		minRange = 150;
		minRangeProbab = 0.1;
		midRange = 500;
		midRangeProbab = 0.7;
		maxRange = 1000;
		maxRangeProbab = 0.3;
		aiRateOfFire = 5;	// delay between shots at given distance
		aiRateOfFireDistance = 700;
		requiredOpticType = 1;
	};

	class medium_optic2 : Single {
		showToPlayer = false;
		minRange = 250;
		minRangeProbab = 0.1;
		midRange = 750;
		midRangeProbab = 0.7;
		maxRange = 1000;
		maxRangeProbab = 0.3;
		aiRateOfFire = 6.0;	// delay between shots at given distance
		aiRateOfFireDistance = 1000;
		requiredOpticType = 2;
	};

	class far_optic2 : far_optic1 {
		minRange = 500;
		minRangeProbab = 0.1;
		midRange = 1050;
		midRangeProbab = 0.7;
		maxRange = 2000;
		maxRangeProbab = 0.3;
		aiRateOfFire = 8;	// delay between shots at given distance
		aiRateOfFireDistance = 2000;
		requiredOpticType = 2;
	};
	reloadMagazineSound[] = {"A3\Sounds_F\weapons\M320\M320_reload", 0.501187, 1, 10};
	drySound[] = {"A3\sounds_f\weapons\Other\dry_1", 0.501187, 1, 20};
};

class srifle_MSR_F : MSR_base {
	scope = public;
	model = "\MSR\MSR.p3d";
	dexterity = 1.68;
	displayName = "Remington MSR";
	picture = "\A3\Weapons_F\LongRangeRifles\M320\Data\UI\gear_M320_LRR_X_CA.paa";
	UiPicture = "\A3\weapons_f\data\UI\icon_sniper_CA.paa";
	descriptionShort = "The Modular Sniper Rifle, or MSR, is a bolt-action sniper rifle recently developed and produced by Remington Arms for the United States Army.";

	class WeaponSlotsInfo {
		allowedslots[] = {901};
		mass = 4;

		class MuzzleSlot : Slotinfo {
			linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
			compatibleItems[] = {"muzzle_snds_H_SW"};
		};

		class CowsSlot {
			access = ReadAndCreate;
			compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight", "optic_mas_pso", "optic_mas_pso_nv", "optic_mas_pso_eo", "optic_mas_pso_nv_eo", "optic_mas_acog", "optic_mas_acog_eo", "optic_mas_acog_rd", "optic_mas_aim", "optic_mas_pso_eo_c", "optic_mas_pso_nv_eo_c", "optic_mas_acog_eo_c", "optic_mas_aim_c", "optic_SOS", "optic_MRCO", "optic_ACO_grn_smg", "optic_Holosight_smg", "optic_mas_term", "optic_NVS", "optic_Nightstalker", "optic_tws", "optic_mas_Holosight_blk", "optic_mas_Arco_blk", "optic_DMS", "optic_LRPS"};
			displayname = "Optics Slot";
			linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
			scope = private;
		};

		class PointerSlot {
			access = ReadAndCreate;
			compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"};
			displayname = "Pointer Slot";
			linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE";
			scope = private;
		};

		class ItemInfo {
			priority = 1;
		};
	};
};

class CfgMagazines {
	class 20Rnd_762x51_Mag;	// External class reference

	class 10Rnd_338_Mag : 20Rnd_762x51_Mag {
		ammo = "B_MSR_867_Ball";
		count = 10;
		descriptionshort = "Caliber: .338 Lapua Magnum<br />Rounds: 10<br />Used in: Remington MSR";
		displayname = "10rnd .338 Lapua Magnum Mag";
		picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa";
	};
};

class CfgAmmo {
	class B_762x51_Ball;	// External class reference

	class B_MSR_867_Ball : B_762x51_Ball {
		hit = 20;
	};
};
};

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You have MuzzleSlot, PointerSlot in your original config and when you add asdg_FrontSideRail_msrf and msr_MuzzleSlot you end up with 2 muzzleslots and 2 pointerslots. That tends to lead to CTD (100% repro when using 2 muzzle slot classes).

You could move the original, non-JR class WeaponSlotsInfo to the base class MSR_base then completely override it in the JR config under class srifle_MSR_F. That way you will maintain same functionality without mixing slot classes.

Some other issues I spotted in your JR/JM config:

class PointerSlot;	// External class referenceclass asdg_FrontSideRail;

Useless reference.

	class Slotinfo;

Useless and placed in wrong place. it's a root class not subclass of cfgWeapons.

	class asdg_MuzzleSlot_762: asdg_MuzzleSlot {
	class compatibleItems {
		muzzle_snds_H = 1;
//			muzzle_snds_B = 1;
	};
};
class asdg_MuzzleSlot_9MM: asdg_MuzzleSlot {
	class compatibleItems {
		muzzle_snds_L = 1;
	};
};

That's bad: 1. they are root classes and do not belong to cfgWeapons. 2. You should not copy default properties (like muzzle_snds_H = 1;) because if something changes upstream you're going to break it.

Correct reference would be, outside of cfgWeapons:

class asdg_MuzzleSlot_762;
class asdg_MuzzleSlot_9MM;

Then you can remove class asdg_MuzzleSlot; reference, not needed anymore.

When you set up weapon slots without inheritance, like that: class WeaponSlotsInfo {

you should also add the mass property inside it.

You are mixing JR and JM in one config. Be aware that JM is not all that popular and may cause issues with addons not configured for it. Might be better to provide JR and JM configs separately, if you're making a public release.

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so i changed the config file to this and still does the same thing :(

class CfgPatches {
class asdg_jointrails_Operators_pack {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};
class Mode_SemiAuto;	// External class reference
class Mode_Burst;	// External class reference
class Mode_FullAuto;	// External class reference
class Slotinfo;	// External class reference
class asdg_FrontSideRail;
class asdg_OpticRail1913;
class asdg_OpticRail1913_short;
class asdg_MuzzleSlot_762;
class asdg_MuzzleSlot_9MM;


class CfgWeapons {
class Rifle;	// External class reference

class Rifle_Base_F : Rifle {
	class WeaponSlotsInfo;	// External class reference
	class GunParticles;	// External class reference
};
class Pistol;	// External class reference

class Pistol_Base_F : Pistol {
	class WeaponSlotsInfo;	// External class reference
};
class Rifle_Long_Base_F;	// External class reference
class srifle_LRR_F;	// External class reference
class hgun_P07_F;	// External class reference
class arifle_Katiba_F;	// External class reference

class arifle_ak_12 : arifle_Katiba_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_ak12: asdg_FrontSideRail {};
		class asdg_OpticRail_ak12: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

	class Burst : Mode_Burst {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};

	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};
};

class hgun_G18_F : Pistol_Base_F {

	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_G18: asdg_FrontSideRail {};
		class asdg_OpticRail_G18: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500};
			begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500};
			begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500};
			soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
				soundBegin[]={begin1,0.5, begin2,0.5};
		};
	};

	class Burst : Mode_Burst {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500};
			begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500};
			begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500};
			soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
				soundBegin[]={begin1,0.5, begin2,0.5};
		};

	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500};
			begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500};
			begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500};
			soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
				soundBegin[]={begin1,0.5, begin2,0.5};
		};
	};
};

class arifle_ak5 : arifle_Katiba_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_ak5: asdg_FrontSideRail {};
		class asdg_OpticRail_ak5: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};
};

class arifle_HB : arifle_Katiba_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_hb: asdg_FrontSideRail {};
		class asdg_OpticRail_hb: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};
};

class arifle_MK18_Mod_0 : arifle_Katiba_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_mk18mod0: asdg_FrontSideRail {};
		class asdg_OpticRail_mk18mod0: asdg_OpticRail1913_short {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.41254, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.41254, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.41254, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

	class FullAuto : Mode_FullAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30};
			closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.41254, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.41254, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.41254, 1, 1200};
			soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};
};

class srifle_cs5_F : srifle_LRR_F {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_cs5: asdg_FrontSideRail {};
		class asdg_OpticRail_cs5: asdg_OpticRail1913 {};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\rahim\rahim_shot_1", 1.12202, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\rahim\rahim_shot_2", 1.12202, 1, 1200};
			begin3[] = {"A3\sounds_f\weapons\rahim\rahim_shot_3", 1.12202, 1, 1200};
			soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

};

class MSR_base : Rifle_Long_Base_F {

	class WeaponSlotsInfo {
		allowedslots[] = {901};
		mass = 4;

		class MuzzleSlot : Slotinfo {
			linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
			compatibleItems[] = {"muzzle_snds_H_SW"};
		};

		class CowsSlot {
			access = ReadAndCreate;
			compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight", "optic_mas_pso", "optic_mas_pso_nv", "optic_mas_pso_eo", "optic_mas_pso_nv_eo", "optic_mas_acog", "optic_mas_acog_eo", "optic_mas_acog_rd", "optic_mas_aim", "optic_mas_pso_eo_c", "optic_mas_pso_nv_eo_c", "optic_mas_acog_eo_c", "optic_mas_aim_c", "optic_SOS", "optic_MRCO", "optic_ACO_grn_smg", "optic_Holosight_smg", "optic_mas_term", "optic_NVS", "optic_Nightstalker", "optic_tws", "optic_mas_Holosight_blk", "optic_mas_Arco_blk", "optic_DMS", "optic_LRPS"};
			displayname = "Optics Slot";
			linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
			scope = private;
		};

		class PointerSlot {
			access = ReadAndCreate;
			compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"};
			displayname = "Pointer Slot";
			linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE";
			scope = private;
		};

		class ItemInfo {
			priority = 1;
		};
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200};
			soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

};

class srifle_MSR_F : MSR_base {	

	class WeaponSlotsInfo {
		allowedSlots[] = {801, 701, 901}; 
		class asdg_FrontSideRail_msr: asdg_FrontSideRail {};
		class asdg_OpticRail_msr: asdg_OpticRail1913 {};
		class msr_MuzzleSlot: asdg_MuzzleSlot_762 {}; // has the ASDG compatible muzzle mounting system

	};

};

class hgun_P226_F : Pistol_Base_F {

	modes[] = {"Single"};

	class WeaponSlotsInfo {
		allowedSlots[] = {801, 701, 901};
		class asdg_FrontSideRail_p226: asdg_FrontSideRail {};
		class asdg_OpticRail_p226: asdg_OpticRail1913_short {};
		class p226_MuzzleSlot: asdg_MuzzleSlot_9mm {}; // has the ASDG compatible muzzle mounting system
	};

	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.03514, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.03514, 1.1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\pistols\pistol_st_1", 1.0, 1, 700};
			begin2[] = {"A3\sounds_f\weapons\pistols\pistol_st_2", 1.0, 1, 700};
			begin3[] = {"A3\sounds_f\weapons\pistols\pistol_st_3", 1.0, 1, 700};
			soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
				soundBegin[]={begin1,0.5, begin2,0.5};
		};
	};

};

class T50_base : Rifle_Long_Base_F {


	class Single : Mode_SemiAuto {
		sounds[] = {"StandardSound", "SilencedSound"};

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10};
			closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

		};

		class StandardSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200};
			begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200};
			soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
		};

		class SilencedSound : BaseSoundModeType {
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100};
			soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
		};
	};

};

class srifle_T50_F : T50_base {
	class WeaponSlotsInfo {
		allowedSlots[] = {901};
		class asdg_FrontSideRail_t50: asdg_FrontSideRail {};
		class asdg_OpticRail_t50: asdg_OpticRail1913 {};
	};

};
};
class CfgAmmo {
	class B_408_Ball;	// External class reference
	class B_762x51_Ball;	// External class reference

	class 308_Winchester : B_408_Ball {
		hit = 22;
		maxSpeed = 2962;	// max speed on level road, km/h
		model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
	};

	class B_MSR_867_Ball : B_762x51_Ball {
		hit = 25;
	};
};

class CfgMagazines {
	class 7Rnd_408_Mag;	// External class reference
	class 20Rnd_762x51_Mag;	// External class reference

	class CS5_Mag : 7Rnd_408_Mag {
		//scope = public;
		count = 10;
		descriptionshort = "Caliber: .308<br />Rounds: 10<br />Used in: McMillan CS5";
		displayname = "10Rnd .308";
		ammo = "308_Winchester";
		picture = "\McMillan CS5\ui\UI\enfield_mag.paa";
		lastroundstracer = 0;
		tracersevery = 0;
	};

	class 10Rnd_338_Mag : 20Rnd_762x51_Mag {
		ammo = "B_MSR_867_Ball";
		count = 10;
		descriptionshort = "Caliber: .338 Lapua Magnum<br />Rounds: 10<br />Used in: Remington MSR";
		displayname = "10rnd .338 Lapua Magnum Mag";
		picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa";
	};
};

Anything else i might be doing wrong. also if i don't use my config the suppressers that are in the compatible list from the orignal config don't show up in VA either, this is the main reason why i am trying to use add your joint muzzle's into my config

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