blackpixxel 53 Posted March 9, 2014 (edited) Hello, I had the spontaneously idea of trying to make own content for the game. I found the UTS-15 very interresting because of the double-magazine for the rounds, which allows the user to have two different types of ammo in his weapon (like the KSG-12). I never tried to bring selfmade things into Arma, so this will be my first attemp. I hope that I will be able to make the two-magazine-system. Maybe someone is able to help me if I am at this point. Latest Video Latest Pictures What needs to be done -Reload animations dependend on current rounds in the weapon -new magazine system, always fill the magazine -dual magazine -more animations -moving pump action of weapon -materials & textures -model improvements -reload interruption -more ammunition types -built-in flashlight -improve scripts to make them work in multiplayer -... Edited August 23, 2014 by BlackPixxel Share this post Link to post Share on other sites
bagpiperguy 74 Posted March 9, 2014 I think the UTS-15 would be great for NATO forces in arma 3. I hope you figure out how to do the 2 magazine system. Too bad I do not know anything about it :P Keep up the great work :D Share this post Link to post Share on other sites
slatts 1978 Posted March 9, 2014 You probably make the two magazine system by having two "muzzles" in you weapons config. It would work similar to the grenade launchers on rifles. Except instead of having a UGL you have another shotgun, able to load slugs while your "rifle" loads buckshot for example. Only downside is when one tube empties you have to automatically switch to the other and it will only fire one tube at a time. Share this post Link to post Share on other sites
blackpixxel 53 Posted March 10, 2014 (edited) Today I tried to import the weapon into Arma 3. I simply used the files of Zach Gibson's Arma 3 Tutorial. So the handanimations aren't correct, but I will try to improve that soon. The next step is to get the weapon mechanics working, like the ammunition and the magazine-system. At the moment there aren't any materials or textures, just black color. [/img] I am also not sure about the size, it is hard to say whether the rifle is too large or too small. Maybe someone could tell his opinion about the size? Edited March 10, 2014 by BlackPixxel Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted March 10, 2014 Jugdging by the BF4 version and this picture (great show, BTW) I think it is about the right size... Share this post Link to post Share on other sites
marksinnerdemon 11 Posted March 10, 2014 Outstanding model. I really wish you hadn't chosen this shotgun to make, but thank god it is arma, and you don't have to worry about it being reliable. If you want to see the shotgun in action I'll have a link, and please don't drop the project because of the guns poor functionality, because your model looks good. Share this post Link to post Share on other sites
naash 0 Posted March 11, 2014 Keep on the good work mate !!! Share this post Link to post Share on other sites
mordeaniischaos 3 Posted March 11, 2014 Looks awesome! I look forward to seeing it textured and mat'ed up! :D Share this post Link to post Share on other sites
blackpixxel 53 Posted March 11, 2014 but thank god it is arma, and you don't have to worry about it being reliable. If you want to see the shotgun in action I'll have a link, and please don't drop the project because of the guns poor functionality, because your model looks good. Yep, I already saw some videos about the reliability. But I am sure they will have fixed it in the year 2035 :cool: 1 Share this post Link to post Share on other sites
blackpixxel 53 Posted March 11, 2014 (edited) For test-purposes I would like to shoot the normal vanilla ammo with this gun. Let's say the 6.5mm. I thought that I would just have to add their magazine-names in the weapon config, like this: magazines[] = {"30Rnd_65x39_caseless_mag_Tracer"}; I was not surprised that it didn't work, so what do I have to do to fire the default 6.5 rounds? Edited March 11, 2014 by BlackPixxel Share this post Link to post Share on other sites
CaptainObvious 95 Posted March 11, 2014 I'm eagerly waiting for this one, one of my favorite modern weapons. Are you planning on making this eventually use buckshots? (I don't even know if that would be feasible to do somehow) Share this post Link to post Share on other sites
blackpixxel 53 Posted March 11, 2014 Are you planning on making this eventually use buckshots? (I don't even know if that would be feasible to do somehow) Of course I will try to do buckshot. Next to Slugs and High Explosive rounds. I think that I would simply have to spawn maybe 12 Bullets with a high dispersion at the same time to simulate the buckshot. The problem is that I never made anything for Arma before, so I am a complete noob. But I try to not give up ;) Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted March 11, 2014 There´s an AA-12 port for ArmA3 and Purple´s M4 shotty, you could take a look at their config to help with your own... we all want this shotgun sooo bad (and well config´d) ;) Share this post Link to post Share on other sites
CaptainObvious 95 Posted March 11, 2014 Of course I will try to do buckshot. Next to Slugs and High Explosive rounds. I think that I would simply have to spawn maybe 12 Bullets with a high dispersion at the same time to simulate the buckshot. Great news :cool: The problem is that I never made anything for Arma before, so I am a complete noob. But I try to not give up ;) Well you certainly seem to be on the right track, good luck! Share this post Link to post Share on other sites
instagoat 133 Posted March 11, 2014 Arma 3 can simulate buckshot already. Why script it? Share this post Link to post Share on other sites
bakerman 247 Posted March 11, 2014 (edited) No need, you can use Bohemian's default ammo classes if you don't want to create anything yourself. B_12Gauge_Slug B_12Gauge_Pellets For HE you'll have to create your own 12G FRAG ammo class, but you can take a shortcut and inherit most of the values from Bohemia's "B_20mm" 20mm explosive shell. I made a quick and rough example for you. cfgAmmo { class Default; class BulletCore; class BulletBase; class B_20mm; class MYCLASSNAME: B_20mm { hit = 15; // Direct hit damage indirectHit = 10; // Indirect hit damage indirectHitRange = 1.5; // Indirect hit range in meters explosive = 0.6; // 0 = Kinetic energy projectile and 1 = Chemical energy projectile (so 0.6 for a explosive projectile with some kinetic force) caliber = 0.3; // Higher value = More penetration (very low because the round explodes on impact) typicalSpeed = 500; // Typical muzzle velocity in m/s (used to calculate kinetic damage) airFriction = -0.011; // Air-friction coefficient cartridge = "FxCartridge_slug"; // Shotgun shell deflecting = 3; // Deflection angle (low for explosive) } } Edited March 11, 2014 by Bakerman Share this post Link to post Share on other sites
blackpixxel 53 Posted March 11, 2014 No need, you can use Bohemian's default ammo classes if you don't want to create anything yourself. There´s an AA-12 port for ArmA3 and Purple´s M4 shotty, you could take a look at their config to help with your own You are awesome, I didn't know that Arma 3 has the buckshot-simulation, because it does not have any vanilla shotguns. But it looks like it is just the same as the simulation that came with the PMC-addon. It works great, now I have to edit the configs and do some animations, like the pump-action (I don't know how to implement that, but I guess that I just have to look how BI made the bold-action of the sniper rifles after every shot). Share this post Link to post Share on other sites
hcpookie 3770 Posted March 11, 2014 Looks great! I don't mean to go off-topic but I've researched these extensively as I intend to purchase one. The first edition (for lack of better description) had the issues, and those have by and large been corrected in the newest versions. E.g. some of the problem pieces were redesigned to be more robust. Things like that. There are some incredibly minor details that aren't noticeable in-game and you appear to have modeled on the "latest" version. Most significant visual is the magazine tubes are now sealed and no longer open... which is what your model appears to be so good job there! :) Now as far as the magazine is concerned, the "two magazine" approach would be simple enough if you have 2x 7-round magazines instead of 1x14-round magazine (14 in the tubes, one in the chamber). However I doubt many people would find that feature as useful as it sounds at first. I recommend going with 1x 15 round magazine and calling it a day ;) Share this post Link to post Share on other sites
blackpixxel 53 Posted March 11, 2014 Here is a short random video of the current state of the gun in action. I made an own recoil in the config. I dont have any ideas of the recoil of real guns, especially shotguns, but I wanted the weapon to answer every shot with a large kick. Maybe someone could tell me if it is too much, or if I could go even further. The next step is to do the pump-action animation after every shot, but I don't know if that is possible. I would like to have a movement of the right hand and a movement of the "pump" on the gun itself. I would appreciate every help. Share this post Link to post Share on other sites
naash 0 Posted March 12, 2014 Recoil seems quite good IMO. ;) Share this post Link to post Share on other sites
bakerman 247 Posted March 12, 2014 The recoil seems pretty good, of course only somebody who has fired one would truly know. Pump action animation is possible, PM incoming your way. Quick question, are you going to implement duel feeds? Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted March 12, 2014 BlackPixxel, take a look at Purple´s M4 Super90 config - it has got pump action and single bullet reload (not magazine feed) animation, it will help you a lot! Share this post Link to post Share on other sites
blackpixxel 53 Posted March 12, 2014 ;2642418']BlackPixxel' date=' take a look at Purple´s M4 Super90 config - it has got pump action and single bullet reload (not magazine feed) animation, it will help you a lot![/quote']It would be perfect if I could make the gun to reload only the amount of bullets that are missing from having a full magazine. At the M4 Pack I always have to reload all the 6 rounds, even if I fired just one. But at the moment it should be enough to reload the full mag. Share this post Link to post Share on other sites
hcpookie 3770 Posted March 12, 2014 Subjectively speaking that recoil looks very good. The height etc. is about what I experience with my pumps. Me likey! Share this post Link to post Share on other sites
blackpixxel 53 Posted March 12, 2014 Now I finally managed to play an own, simple testanimation in the game that I made with Oxygen. But how can I run the animation after every fired shot? I would have to make a short delay after every klick and then I would start the animation. Is this even possible with the config file or do I have to go "deeper" with some SQF-functions? Thank you for your help! Share this post Link to post Share on other sites