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Hi guys terribly new to modding just decided to crack on with she released arma 2 models in an attempt to create an L110A3 Maximi (7.62mm) Minimi allegedly in service with UKSF. UK community could do with some love.

 

 

 

http://i.imgur.com/Vg6jZ4G.jpg

Final model (until something breaks and I have to change it)

 

 

http://i.imgur.com/UF1rc1w.jpg

Final Final model until I get some more guidence. Hopefully figure out how to make the Bipod deployable.

 

 

http://i.imgur.com/8I37FiS.jpg

Insperation behind my Mod a light role compact GPMG for SF Operations

 

 

If any one is willing to lend me a hand it would be greatly appreciated (experianced modders, texturers), on completion of this mod I intend to release a public version complete with MLODS etc, for further enrichment of the community.

Edited by jonathoncross888@gmail.com
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for the resolution LOD's you just repeat the process you did (i assume you copied parts from different weapons together). It's alot more economic than doing them from scratch. You can just copy the proxy triangles to all the resolution LODs of course.

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for the resolution LOD's you just repeat the process you did (i assume you copied parts from different weapons together). It's alot more economic than doing them from scratch. You can just copy the proxy triangles to all the resolution LODs of course.

 

Way ahead of you good sir, I'm just attempting to do the config and get a texture artist.

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Way ahead of you good sir, I'm just attempting to do the config and get a texture artist.

 

I can take a look if you send the UV, I'm not a ver experienced texturer but I can try something, might be good. =)

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It may be of interest to know that there is an L110A3 7.62mm completed and ready for the next release of our 3CB BAF Weapons pack:

 

iToHG81.png

 

That's nice to know, but how does that contribute to OP who's looking for assistance in creating one himself? Are you offering your assistance through the current one you've developed? I doubt so.

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It was in direct response to him apparently saying he was going to make one because such a thing doesn't exist. If that was his primary reason it could save him significant time and effort.

If he wants to crack on with his own version anyway, great. The community is always better with more active modellers, and as you can see by checking my posts, yes, I would help him if he has specific modelling questions that I know the answers to.

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Thanks Uk_Apollo? However I don't really want to download a full weapon pack for one weapon, also theirs a few discrepencys with your L110A3.

 

http://www.defencejobs.gov.au/static/army/images/about-the-army/technology/equipment/640x480_0010_Maximi-machine-gun.jpg

 

http://i.imgur.com/8I37FiS.jpg

 

I'm going for the C9A2 or the Australian Maximi Machine Gun, as a light weight GPMG for UKSF troops.

The main discrepency is the heat sheild makes it nails to change the barrel after 400 rounds, and also I hate the carryhandle being in the up position. You have no idea howmany crows I've beasted for leaving it in the up position.

Also the heavier longer barrel is better for depth engagements ie 800m contacts. Idea of the L110A3 was to have a lighter Jimpy for airborne ands SF troops that complements our own internal weapons pack.

 

Also are you aware that the L85A3 has been deployed to spear head battalions?

 

http://www.thefirearmblog.com/blog/2016/09/12/wont-die-l85a3-prototypes-released-public/

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We included 3 variants of the 5.56mm L110 (a1, a2, a3) in the pack, with different combinations of side and top rails (or none) depending on the variant. We also included a UKSF 7.62mm version.

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We included 3 variants of the 5.56mm L110 (a1, a2, a3) in the pack, with different combinations of side and top rails (or none) depending on the variant. We also included a UKSF 7.62mm version.

 

That's why I don't want to download the 3CB pack, I don't want 3 Minmi's my weapons pack already has two varients of the L110, I'm focusing on creating a standalone Maximi. I do like your HMG and GMG, its a shame its not stand alone as a support weapons PBO. :(

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I understand. I was just explaining that we included more variants than Apollo posted in his image. I wish you well on your project. The more British kit, the better! :)

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Not saying its perfect but to help you a bit, here is our config for our "standalone" Ksp 90 (same weapon, Swedish designation).

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

#define true	1
#define false	0

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 sfp_machineguns 
	{
		units[] = {};
		weapons[] = {"sfp_ksp90b","sfp_ksp90b_aimpoint","sfp_ksp90c","sfp_ksp90c_aimpoint_dbal2"};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Weapons_F","A3_Weapons_F_Machineguns_M200"};
	};
};

class Mode_SemiAuto;
class Mode_FullAuto;
class SlotInfo;
class CowsSlot;
class PointerSlot;

class CfgMagazines
{
	class 150Rnd_762x51_Box;
// KSP 90 - 200 Rounds
	class sfp_200Rnd_556x45_ksp90 : 150Rnd_762x51_Box 
	{
		dlc = "sfp";
		ammo = "sfp_556x45_ball";
		author = "Swedish Forces Pack";
		count = 200;
		descriptionShort = "Caliber: 5.56x45mm<br />Rounds: 200<br />Used in: KSP 90<br />Swedish designation: Sk ptr 5 slnband";
		displayName = "5.56mm 200Rnd Mag";
		displayNameShort = "5.56mm";
		initSpeed = 930;
		lastRoundsTracer = 0;
		//mass=8;
		maxLeadSpeed=30;
		maxThrowHoldTime=2;
		maxThrowIntensityCoef = 1.4;
		minThrowIntensityCoef = 0.3;
		model = "\sfp_machineguns\sfp_m_ksp90b.p3d";
		picture = "\sfp_machineguns\ui\m_ksp90_ca.paa";
		scope = 2;
		tracersEvery = 4;
		
		class Library 
		{
			libTextDesc = "Standard Ksp 90 magazine.";
		};
	};
};
class CfgWeapons
{
	class Rifle_Base_F;
	class Rifle_Long_Base_F: Rifle_Base_F
	{
		class GunParticles;
		class WeaponSlotsInfo;
	};
	class sfp_ksp90b: Rifle_Long_Base_F
	{
		ACE_Overheating_allowSwapBarrel = 1;
        ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
        ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
        ACE_Overheating_JamChance[] = {0, 0.00004, 0.0002, 0.001};	//MRBS 25 000 as cited by an american source for M249 SAW. 
		ACE_barrelTwist = 178;
		ACE_twistDirection = 1;
		ACE_barrelLength = 457;
		jsrs_soundeffect = "JSRS2_Distance_Effects_M249";
		inertia=0.7;
		dlc = "sfp";
		author = "Swedish Forces Pack";
		tmr_autorest_deployable = 1;
		hasBipod = 1;
		deployedPivot   = "bipod";
		soundBipodDown[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_down",db-3, 1, 20}; /// sound of unfolding the bipod
        soundBipodUp[]   = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_up",db-3, 1, 20}; /// sound of folding the bipod
		scope = 2;
		scopeArsenal = 2;
		recoil = "recoil_mk200";
		magazines[] = {"sfp_200Rnd_556x45_ksp90","30Rnd_556x45_Stanag","sfp_30Rnd_556x45_Stanag","sfp_30Rnd_556x45_Stanag_Tracer"};
		reloadAction = "GestureReloadMMG01";
		handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F_Mark\Machineguns\MMG_02\Data\Anim\mmg_02.rtm"};
		dexterity = 100;
		class ItemInfo
		{
			priority = 1;
			RMBhint = "Ksp 90B";
			onHoverText = "Ksp 90B";
		};
		model = "\sfp_machineguns\sfp_ksp90b.p3d";
		displayName = "Ksp 90B";
		descriptionShort = "FN Minimi Para (Swedish military designation KSP 90B) is a Belgian 5.56mm light machine gun";
		nameSound = "Mgun";
		UiPicture = "A3\weapons_f\data\UI\icon_mg_CA.paa";
		class Library
		{
			libTextDesc = "The FN Mini";
		};
		picture = "\sfp_machineguns\ui\ksp90b_ca.paa";
		cursor = "mg";
		cursoraim = "CursorAim";
		class WeaponSlotsInfo: WeaponSlotsInfo
		{
			mass = 140;
			class MuzzleSlot: SlotInfo{compatibleItems[] = {};};
			class CowsSlot : CowsSlot {compatibleItems[] = {"sfp_optic_kikarsikte90b_10x","sfp_optic_aimpoint","sfp_optic_3x_aimpoint","sfp_optic_aimpoint_twist","optic_Nightstalker","optic_tws","optic_tws_mg","optic_NVS","optic_DMS","optic_LRPS","optic_ams","optic_AMS_snd","optic_AMS_khk","optic_KHS_blk","optic_KHS_tan","optic_KHS_hex","optic_KHS_old","optic_SOS","optic_MRCO","optic_Arco","optic_aco","optic_ACO_grn","optic_aco_smg","optic_ACO_grn_smg","optic_hamr","optic_Holosight","optic_Holosight_smg"};};
			class PointerSlot : PointerSlot {compatibleItems[] = {};};
		};
		modes[] = {"manual","close","short","medium","far","far_optic1","far_optic2"};
		bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01",0.1,1,15};
		bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02",0.1,1,15};
		bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03",0.17782794,1,15};
		bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04",0.17782794,1,15};
		bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01",0.1,1,15};
		bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02",0.1,1,15};
		bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03",0.1,1,15};
		bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04",0.1,1,15};
		bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01",0.01,1,15};
		bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02",0.01,1,15};
		bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03",0.01,1,15};
		bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04",0.01,1,15};
		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};
		changeFiremodeSound[] = {"",1,1};
		class GunParticles : GunParticles
		{
			class AmmoBeltEject
			{
				directionName = "ejectend";
				effectName = "MachineGunEject2";
				positionName = "ejectstart";
			};
		};
		
		class manual: Mode_FullAuto
		{
			sounds[] = {StandardSound, SilencedSound};
	 
				class BaseSoundModeType 
				{
					weaponSoundEffect  = "DefaultRifle";
	 
					closure1[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Closure_zafir_01",0.562341,1,10};
					closure2[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Closure_zafir_02",0.562341,1,10};
					soundClosure[]={closure1,0.5, closure2,0.5};
				};
	 
				class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
				{
					begin1[] = {"sfp_machineguns\sound\ksp90_fire1", db0, 1,1400};
					begin2[] = {"sfp_machineguns\sound\ksp90_fire2", db0, 1,1400};
					begin3[] = {"sfp_machineguns\sound\ksp90_fire3", db0, 1,1400};
					begin4[] = {"sfp_machineguns\sound\ksp90_fire4", db0, 1,1400};
					soundBegin[] = {begin1,0.25, begin2,0.25, begin1,0.25, begin2,0.25};
				};
	 
				class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]
				{
					begin1[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Mk200\Silencer_Mk200_01",0.891251,1,400};
					begin2[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Mk200\Silencer_Mk200_02",0.891251,1,400};
					begin3[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Mk200\Silencer_Mk200_03",0.891251,1,400};
					soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin1",0.34};
				};
				
			reloadTime = 0.075;
			recoil = "recoil_auto_mk200";
			recoilProne = "recoil_auto_prone_mk200";
			dispersion = 0.00101;
			minRange = 0;
			minRangeProbab = 0.3;
			midRange = 5;
			midRangeProbab = 0.58;
			maxRange = 10;
			maxRangeProbab = 0.04;
			showToPlayer = 1;
		};
		class close: manual
		{
			burst = 10;
			aiRateOfFire = 0.5;
			aiRateOfFireDistance = 50;
			minRange = 0;
			minRangeProbab = 0.05;
			midRange = 20;
			midRangeProbab = 0.7;
			maxRange = 50;
			maxRangeProbab = 0.04;
			showToPlayer = 0;
		};
		class short: close
		{
			burst = 8;
			aiRateOfFire = 2;
			aiRateOfFireDistance = 300;
			minRange = 50;
			minRangeProbab = 0.05;
			midRange = 150;
			midRangeProbab = 0.7;
			maxRange = 300;
			maxRangeProbab = 0.04;
		};
		class medium: close
		{
			burst = 7;
			aiRateOfFire = 4;
			aiRateOfFireDistance = 600;
			minRange = 200;
			minRangeProbab = 0.05;
			midRange = 400;
			midRangeProbab = 0.7;
			maxRange = 600;
			maxRangeProbab = 0.04;
		};
		class far: close
		{
			burst = 5;
			aiRateOfFire = 5;
			aiRateOfFireDistance = 1000;
			minRange = 400;
			minRangeProbab = 0.05;
			midRange = 700;
			midRangeProbab = 0.7;
			maxRange = 900;
			maxRangeProbab = 0.01;
		};
		class far_optic1: far
		{
			requiredOpticType = 1;
			showToPlayer = 0;
			burst = 3;
			aiRateOfFire = 10;
			aiRateOfFireDistance = 1000;
			minRange = 400;
			minRangeProbab = 0.05;
			midRange = 850;
			midRangeProbab = 0.7;
			maxRange = 1000;
			maxRangeProbab = 0.01;
		};
		class far_optic2: far_optic1
		{
			requiredOpticType = 2;
		};
		aiDispersionCoefY = 20.0;
		aiDispersionCoefX = 18.0;
		drySound[] = {"A3\sounds_f\weapons\Other\dry_1.wss",0.01,1,10};
		reloadMagazineSound[] = {"A3\sounds_f\weapons\reloads\new_M200.wss",0.1,1};
	};
	class sfp_ksp90b_aimpoint: sfp_ksp90b
	{
		picture = "\sfp_machineguns\ui\ksp90b_scope_ca.paa";
		class LinkedItems
		{
			class LinkedItemsOptic
			{
				slot = "CowsSlot";
				item = "sfp_optic_aimpoint";
			};
		};
	};
	
	class sfp_ksp90c: sfp_ksp90b
	{
		scope = 2;
		scopeArsenal = 2;
		author = "Swedish Forces Pack";
		displayname="Ksp 90C";
		model = "\sfp_machineguns\sfp_ksp90c.p3d";
		handAnim[] = {"OFP2_ManSkeleton","\A3\weapons_f\Machineguns\M200\data\Anim\M200.rtm"};
		
		class WeaponSlotsInfo: WeaponSlotsInfo
		{
			class PointerSlot : PointerSlot {compatibleItems[] = {"sfp_dbal2", "acc_pointer_IR","acc_flashlight"};};
		};	
	};
	class sfp_ksp90c_aimpoint_dbal2: sfp_ksp90c
	{	
		class LinkedItems
		{
			class LinkedItemsOptic 
			{
				slot = "CowsSlot";
				item = "sfp_optic_aimpoint";
			};
			class LinkedItemsAcc 
			{
				slot = "PointerSlot";
				item = "acc_pointer_IR";
			};	
		};
	};
};
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Not saying its perfect but to help you a bit, here is our config for our "standalone" Ksp 90 (same weapon, Swedish designation).

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

#define true	1
#define false	0

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 sfp_machineguns 
	{
		units[] = {};
		weapons[] = {"sfp_ksp90b","sfp_ksp90b_aimpoint","sfp_ksp90c","sfp_ksp90c_aimpoint_dbal2"};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Weapons_F","A3_Weapons_F_Machineguns_M200"};
	};
};

class Mode_SemiAuto;
class Mode_FullAuto;
class SlotInfo;
class CowsSlot;
class PointerSlot;

class CfgMagazines
{
	class 150Rnd_762x51_Box;
// KSP 90 - 200 Rounds
	class sfp_200Rnd_556x45_ksp90 : 150Rnd_762x51_Box 
	{
		dlc = "sfp";
		ammo = "sfp_556x45_ball";
		author = "Swedish Forces Pack";
		count = 200;
		descriptionShort = "Caliber: 5.56x45mm<br />Rounds: 200<br />Used in: KSP 90<br />Swedish designation: Sk ptr 5 slnband";
		displayName = "5.56mm 200Rnd Mag";
		displayNameShort = "5.56mm";
		initSpeed = 930;
		lastRoundsTracer = 0;
		//mass=8;
		maxLeadSpeed=30;
		maxThrowHoldTime=2;
		maxThrowIntensityCoef = 1.4;
		minThrowIntensityCoef = 0.3;
		model = "\sfp_machineguns\sfp_m_ksp90b.p3d";
		picture = "\sfp_machineguns\ui\m_ksp90_ca.paa";
		scope = 2;
		tracersEvery = 4;
		
		class Library 
		{
			libTextDesc = "Standard Ksp 90 magazine.";
		};
	};
};
class CfgWeapons
{
	class Rifle_Base_F;
	class Rifle_Long_Base_F: Rifle_Base_F
	{
		class GunParticles;
		class WeaponSlotsInfo;
	};
	class sfp_ksp90b: Rifle_Long_Base_F
	{
		ACE_Overheating_allowSwapBarrel = 1;
        ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
        ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
        ACE_Overheating_JamChance[] = {0, 0.00004, 0.0002, 0.001};	//MRBS 25 000 as cited by an american source for M249 SAW. 
		ACE_barrelTwist = 178;
		ACE_twistDirection = 1;
		ACE_barrelLength = 457;
		jsrs_soundeffect = "JSRS2_Distance_Effects_M249";
		inertia=0.7;
		dlc = "sfp";
		author = "Swedish Forces Pack";
		tmr_autorest_deployable = 1;
		hasBipod = 1;
		deployedPivot   = "bipod";
		soundBipodDown[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_down",db-3, 1, 20}; /// sound of unfolding the bipod
        soundBipodUp[]   = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_up",db-3, 1, 20}; /// sound of folding the bipod
		scope = 2;
		scopeArsenal = 2;
		recoil = "recoil_mk200";
		magazines[] = {"sfp_200Rnd_556x45_ksp90","30Rnd_556x45_Stanag","sfp_30Rnd_556x45_Stanag","sfp_30Rnd_556x45_Stanag_Tracer"};
		reloadAction = "GestureReloadMMG01";
		handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F_Mark\Machineguns\MMG_02\Data\Anim\mmg_02.rtm"};
		dexterity = 100;
		class ItemInfo
		{
			priority = 1;
			RMBhint = "Ksp 90B";
			onHoverText = "Ksp 90B";
		};
		model = "\sfp_machineguns\sfp_ksp90b.p3d";
		displayName = "Ksp 90B";
		descriptionShort = "FN Minimi Para (Swedish military designation KSP 90B) is a Belgian 5.56mm light machine gun";
		nameSound = "Mgun";
		UiPicture = "A3\weapons_f\data\UI\icon_mg_CA.paa";
		class Library
		{
			libTextDesc = "The FN Mini";
		};
		picture = "\sfp_machineguns\ui\ksp90b_ca.paa";
		cursor = "mg";
		cursoraim = "CursorAim";
		class WeaponSlotsInfo: WeaponSlotsInfo
		{
			mass = 140;
			class MuzzleSlot: SlotInfo{compatibleItems[] = {};};
			class CowsSlot : CowsSlot {compatibleItems[] = {"sfp_optic_kikarsikte90b_10x","sfp_optic_aimpoint","sfp_optic_3x_aimpoint","sfp_optic_aimpoint_twist","optic_Nightstalker","optic_tws","optic_tws_mg","optic_NVS","optic_DMS","optic_LRPS","optic_ams","optic_AMS_snd","optic_AMS_khk","optic_KHS_blk","optic_KHS_tan","optic_KHS_hex","optic_KHS_old","optic_SOS","optic_MRCO","optic_Arco","optic_aco","optic_ACO_grn","optic_aco_smg","optic_ACO_grn_smg","optic_hamr","optic_Holosight","optic_Holosight_smg"};};
			class PointerSlot : PointerSlot {compatibleItems[] = {};};
		};
		modes[] = {"manual","close","short","medium","far","far_optic1","far_optic2"};
		bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01",0.1,1,15};
		bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02",0.1,1,15};
		bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03",0.17782794,1,15};
		bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04",0.17782794,1,15};
		bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01",0.1,1,15};
		bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02",0.1,1,15};
		bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03",0.1,1,15};
		bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04",0.1,1,15};
		bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01",0.01,1,15};
		bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02",0.01,1,15};
		bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03",0.01,1,15};
		bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04",0.01,1,15};
		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};
		changeFiremodeSound[] = {"",1,1};
		class GunParticles : GunParticles
		{
			class AmmoBeltEject
			{
				directionName = "ejectend";
				effectName = "MachineGunEject2";
				positionName = "ejectstart";
			};
		};
		
		class manual: Mode_FullAuto
		{
			sounds[] = {StandardSound, SilencedSound};
	 
				class BaseSoundModeType 
				{
					weaponSoundEffect  = "DefaultRifle";
	 
					closure1[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Closure_zafir_01",0.562341,1,10};
					closure2[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Closure_zafir_02",0.562341,1,10};
					soundClosure[]={closure1,0.5, closure2,0.5};
				};
	 
				class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
				{
					begin1[] = {"sfp_machineguns\sound\ksp90_fire1", db0, 1,1400};
					begin2[] = {"sfp_machineguns\sound\ksp90_fire2", db0, 1,1400};
					begin3[] = {"sfp_machineguns\sound\ksp90_fire3", db0, 1,1400};
					begin4[] = {"sfp_machineguns\sound\ksp90_fire4", db0, 1,1400};
					soundBegin[] = {begin1,0.25, begin2,0.25, begin1,0.25, begin2,0.25};
				};
	 
				class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]
				{
					begin1[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Mk200\Silencer_Mk200_01",0.891251,1,400};
					begin2[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Mk200\Silencer_Mk200_02",0.891251,1,400};
					begin3[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Mk200\Silencer_Mk200_03",0.891251,1,400};
					soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin1",0.34};
				};
				
			reloadTime = 0.075;
			recoil = "recoil_auto_mk200";
			recoilProne = "recoil_auto_prone_mk200";
			dispersion = 0.00101;
			minRange = 0;
			minRangeProbab = 0.3;
			midRange = 5;
			midRangeProbab = 0.58;
			maxRange = 10;
			maxRangeProbab = 0.04;
			showToPlayer = 1;
		};
		class close: manual
		{
			burst = 10;
			aiRateOfFire = 0.5;
			aiRateOfFireDistance = 50;
			minRange = 0;
			minRangeProbab = 0.05;
			midRange = 20;
			midRangeProbab = 0.7;
			maxRange = 50;
			maxRangeProbab = 0.04;
			showToPlayer = 0;
		};
		class short: close
		{
			burst = 8;
			aiRateOfFire = 2;
			aiRateOfFireDistance = 300;
			minRange = 50;
			minRangeProbab = 0.05;
			midRange = 150;
			midRangeProbab = 0.7;
			maxRange = 300;
			maxRangeProbab = 0.04;
		};
		class medium: close
		{
			burst = 7;
			aiRateOfFire = 4;
			aiRateOfFireDistance = 600;
			minRange = 200;
			minRangeProbab = 0.05;
			midRange = 400;
			midRangeProbab = 0.7;
			maxRange = 600;
			maxRangeProbab = 0.04;
		};
		class far: close
		{
			burst = 5;
			aiRateOfFire = 5;
			aiRateOfFireDistance = 1000;
			minRange = 400;
			minRangeProbab = 0.05;
			midRange = 700;
			midRangeProbab = 0.7;
			maxRange = 900;
			maxRangeProbab = 0.01;
		};
		class far_optic1: far
		{
			requiredOpticType = 1;
			showToPlayer = 0;
			burst = 3;
			aiRateOfFire = 10;
			aiRateOfFireDistance = 1000;
			minRange = 400;
			minRangeProbab = 0.05;
			midRange = 850;
			midRangeProbab = 0.7;
			maxRange = 1000;
			maxRangeProbab = 0.01;
		};
		class far_optic2: far_optic1
		{
			requiredOpticType = 2;
		};
		aiDispersionCoefY = 20.0;
		aiDispersionCoefX = 18.0;
		drySound[] = {"A3\sounds_f\weapons\Other\dry_1.wss",0.01,1,10};
		reloadMagazineSound[] = {"A3\sounds_f\weapons\reloads\new_M200.wss",0.1,1};
	};
	class sfp_ksp90b_aimpoint: sfp_ksp90b
	{
		picture = "\sfp_machineguns\ui\ksp90b_scope_ca.paa";
		class LinkedItems
		{
			class LinkedItemsOptic
			{
				slot = "CowsSlot";
				item = "sfp_optic_aimpoint";
			};
		};
	};
	
	class sfp_ksp90c: sfp_ksp90b
	{
		scope = 2;
		scopeArsenal = 2;
		author = "Swedish Forces Pack";
		displayname="Ksp 90C";
		model = "\sfp_machineguns\sfp_ksp90c.p3d";
		handAnim[] = {"OFP2_ManSkeleton","\A3\weapons_f\Machineguns\M200\data\Anim\M200.rtm"};
		
		class WeaponSlotsInfo: WeaponSlotsInfo
		{
			class PointerSlot : PointerSlot {compatibleItems[] = {"sfp_dbal2", "acc_pointer_IR","acc_flashlight"};};
		};	
	};
	class sfp_ksp90c_aimpoint_dbal2: sfp_ksp90c
	{	
		class LinkedItems
		{
			class LinkedItemsOptic 
			{
				slot = "CowsSlot";
				item = "sfp_optic_aimpoint";
			};
			class LinkedItemsAcc 
			{
				slot = "PointerSlot";
				item = "acc_pointer_IR";
			};	
		};
	};
};

Thank you, you didn't have to do that, very gratefull. (Y)

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