DragoFire 0 Posted September 21, 2004 Erm as I have sugested before if it's posible script for the gun so that you can can define which mags can be used in the gun and then ghanging those you pick up to the ones that is calculated for you gun so M16A2 mags could be used in M4A1.then offcause you would have to define acouple of mag's for you gun if you wanted it to fire differently whit another kind of ammo. STGN Yes I've worked on this for one of my addons, which had one main delivery system and had 4 bomb types (Mk81-84) and 8 missile types (sparrow-harpoon). It seemed to work well, BUT I lost the lot when my primary OFP drive dies . DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted September 22, 2004 Friday night NZTime, I'll be releasing a test PBO which will include one rifle, a config for a soldier to have all required items and a set of targets. The Rifle will be configured to fire different rounds ranging from the 22mm through to 50cal. The targets will be labeled with range and thinkness (armor rating ) so they can be placed out at range. The goal of this is to get a few players to test a basic CPP and give feed back on the effects of the rounds hitting different thinkness targets at each range marker. Ranges will by; 10m 20m 50m 100m 200m 500m 1000m Thinkness of targets will be; 2mm 5mm 10mm 15mm 20mm 30mm* 50mm* 75mm* 100mm* * some targets will only be labeled to 500m or below, depending on the thinkness of it. DragoFire Share this post Link to post Share on other sites
panzergrenadier3 39 Posted September 22, 2004 Do I understand right? You have lost your great work on the bombs and missiles? Share this post Link to post Share on other sites
DragoFire 0 Posted September 22, 2004 Do I understand right? You have lost your great work on the bombs and missiles? Yes I lost the lot that were on my working directory. But luckly I'd given the lot to an m8 to do some testing with and have arranged for him to send it back to me. So the bombs and missile pbos arn't lost. DragoFire Share this post Link to post Share on other sites
Status_cz 0 Posted September 22, 2004 btw: I found on my hdd some amraam and sidewinder,I done them a long time ago and don´t use them...maybe some1 likes to use them... -both rockets are on 1 texture. -Sidewinder polycount: 86 -Amraam polycount : 114 -There is also some new flash... Download Share this post Link to post Share on other sites
DragoFire 0 Posted September 23, 2004 btw:I found on my hdd some amraam and sidewinder,I done them a long time ago and don´t use them...maybe some1 likes to use them... [ig]http://status.webz.cz/pics/weapons.jpg[/img] -both rockets are on 1 texture. -Sidewinder polycount: 86 -Amraam polycount : 114 -There is also some new flash... Download Thanks Status_cz, I'll add them to the air_weapon pack. Along with the others; If anyone else wants to add any "large ammo", just contact me. Ohh!!! By the way I'll be adding the Snake-eye model and script soon too, for all the guys that asked about it, along with the MK-77. ;) DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted September 23, 2004 Ok I hate to ask this question. :{ I've remembered that most models have a structure and an armour ratings, eg... Tanks: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> armor=400; armorStructural=2.0; armorHull=1; armorTurret=0.8; armorGun=0.6; armorEngine=0.8; armorLights=0.4; armorTracks=0.6; Man: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">armor=3; armorStructural=2.0; armorHead=0.7; armorBody=0.8; armorHands=0.5; armorLegs=0.5; etc... I'm hoping someone can refresh my memory on how this works again. I know it's a dumb question, but after lossing most of my info. it's going to take a week or so to get back upto speed, like I was a year ago. DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted September 24, 2004 Ok just had a brain flash (a bit odd for me on a Friday afternoon), well the goes; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Armour = the base armour rating of the model/addon ArmourStructure = is the core damage points or hit points of the unit (this is a major guess here) Armour*location name= percentage rating of that location's armour value where location rating of 0.9, and armour of 200, then the location's actual armour is 180 (=200x0.9) As you can see from the above post there is armour locations for soldiers, Quote[/b] ]<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">armor=3;armorStructural=2.0; armorHead=0.7; armorBody=0.8; armorHands=0.5; armorLegs=0.5; so once I've finished working out the base damage level, I'll be able to supply correct CPP class ratings for body-armour. COMBAT JACKET US PASGT JACKET ASSAULT VEST And with some help might be able to supply the means to let players to equipment themselfs with bodyarmour from ammocrates. Share this post Link to post Share on other sites
chops 111 Posted September 24, 2004 Im probably blundering into something I know nothing about... but anyway... Would it be possible to create a NATO or West air weapon pack, with all the correct dammage, smoke trail effects etc and using the best missile/bomb models from existing aircraft addons? Perhaps the pack could be used to add weapons as the mission maker desired, to existing aircraft addons, as with the Coc torpedos. Could the weapons from such a pack then be loaded on to aircraft using scripts similiar to that on Hawk's Ka-50 addon and on BKM's G-4 Super Galeb? I think this would add a lot more flexability and depths to missions, keep every one happy regarding the loadouts on addons released and bring some standardization to the game. Or is this exactly what your trying to do? Share this post Link to post Share on other sites
DragoFire 0 Posted September 24, 2004 Im probably blundering into something I know nothing about...but anyway... Would it be possible to create a NATO or West air weapon pack, with all the correct dammage, smoke trail effects etc and using the best missile/bomb models from existing aircraft addons? Perhaps the pack could be used to add weapons as the mission maker desired, to existing aircraft addons, as with the  Coc torpedos. Could the weapons from such a pack then be loaded on to aircraft using scripts similiar to that on Hawk's Ka-50 addon and on BKM's G-4 Super Galeb? I think this would add a lot more flexability and depths to missions, keep every one happy regarding the loadouts on addons released and bring some standardization to the game. Or is this exactly what your trying to do? It is possible once the standards are set, as all thats required is a set of good models and scripts for effects. There is a few ways to allow different payloads on a aircraft. But I'm planing to also not only do aircraft weapons, but also weapon for ALL classes (eg.. LAND, WATER and AIR). So this will cover weapons from a 22cal pistol to a Tact-nuc and also sort out the armour rating issue. This will make for a more realistic OFP. DragoFire Share this post Link to post Share on other sites
Guest RKSL-Rock Posted September 24, 2004 I'd support this...when will we see something out of this? Website? Models etc? Iask becuase hardrock was talking about the ACES system but nothing ever seemed to come of it. I'd be happy to support you if you need it Drago. Share this post Link to post Share on other sites
DragoFire 0 Posted September 25, 2004 I'd support this...when will we see something out of this? Website? Models etc?Iask becuase hardrock was talking about the ACES system but nothing ever seemed to come of it. I'd be happy to support you if you need it Drago. RockofSL I have already released a few models and config's that have been used used in a few mods and addons. On Monday I hope to be able to post a good bit of an update for everyone, including settings for handguns and cannons. And then I'll be revising the bomb, rocket and missile settings. And as a little treat I might find time to do some testing on personal body-armour and release the info. later this week. ;) DragoFire Share this post Link to post Share on other sites
Locke@Germany 0 Posted September 27, 2004 any progress ? I'm really curious about the bodyarmour. Share this post Link to post Share on other sites
DragoFire 0 Posted September 28, 2004 Update on how weapon damage and Armour (including Structure) works. Damage done by weapon; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> damage inflected = WD/(AL* x AS) AL = AL% x A WD = Weapon Damage (from CPP/BIN) AL = Armour Location AS = Armour Structure (from CPP/BIN) AL% = Armour Location % (from CPP/BIN) A = Armour (from CPP/BIN)** * in target has no Armour locations, then Armour is used ** Armour is measured in mm's Chance of weapon destroying target is the out come of the above formula, if the result equals 1.0 or better the target is destroyed, if not the damage is taken away from the ArmourStructure, till it reaches 0.0. Remmeber there are more locations to hit, eg..; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> armorHull=1; armorTurret=0.8; armorGun=0.6; armorEngine=0.8; armorLights=0.4; armorTracks=0.6; armorGun=0.6; For tanks default definition (which is used unless you provide your own) is as follows (simplified): class HitEngine {material=60;name=engine;} class HitHull {material=50;name=hull;}; class HitTurret {material=51;name=turet;}; class HitGun {material=52;name=gun;}; class HitLTrack {material=53;name=pasL;}; class HitRTrack {material=54;name=pasP;}; Material numbers are defined in material=xxx properties of the vehicle class in CfgVehicles. And these are numbers that you put in the user defined slot within Face Properties in Oxygen. This allows a hit to that spot to darken the face, showing damage level. This is how the tanks / APCs show damage as you hit them. This must coincide with the hit points LOD so it knows you have actually struck the track / turret / etc. To make an AP round the ammo MOST have a indirectdamage/range. If a standard handgun weapon; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Damage=2; Indirectdamage=4; indirectrange=0.2; For bigger weapons the Damages increase, but the indirectrange doesn't increase at the same rate. Only Cannons and HE type weapon ammo should have a larger indirectrange than 0.75 I will provide in the next few days ammo values, for the following; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 32ACP (FMJ/JHP/AP) 45ACP (FMJ/JHP/AP) 4.7mm caseless (FMJ/JHP/AP) 5.45x18mm (FMJ/JHP/AP) 5.45x39.5mm (FMJ/JHP/AP) 5.56mm NATO (FMJ/JHP/AP) 7.5x54mm (FMJ/JHP/AP) 7.62mm NATO (FMJ/JHP/AP) 7.62mm NATO (reduced load) (FMJ/JHP/AP) 7.62x25mm (FMJ/JHP/AP) 7.62x39mm (FMJ/JHP/AP) 7.62x54mm (FMJ/JHP/AP) 9mm parabellum (FMJ/JHP/AP) 10mm (AP) (for the Alien boys for Pulse Rifle/Sniper/SmartGun) 12.7x107mm (FMJ/JHP/AP) .50" Browning (FMJ/JHP/AP) 30mm Grenade (HE & HEAT) 40mm Grenade (HE & HEAT) 25mm+ Cannons/guns FMJ= Full Metal Jacket JHP= Jacketed Hollow Point AP= Armor Piercing HE= High Explosive HEAT= High Explosive Anti-Tank As part of this I'll provide a set of standards for pistols, short barrels (carbines and smaller) and long barrels for everything longer. I also hope to provide the Config for personal bodyarmour a few days after! DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted October 12, 2004 Ok, here's an update and question in one! :P I've done a bit of work on this, as most can see from post of late! What I'd like to know is, how detailed do I go on weapons and what weapons does everyone want?? I will be including the following; FR F2 FN Mk1/FAL/FNC/MAG H&K G3/G41/G11/P7M13/VP70M/MP5/MP5K/53/13E/11E/23E/21E/CAWS/69A1/79 Walther PPK/P1/2000 Type 51/64 S&W M469 Steyr AUG/LSW Beretta M1951/M93R/M951R/M92F/M12S/BM59/SC70/M70-78 M134 XM214 Armburst - to - RPG 7V Anti-armour weapons HG78 - to - Mk A3 grenades AAM/AGM/GBU/Mk8*/ZUNI/Hydra (and other versions) plus more! (including WW1, WW2 and SciFi weapons) If you have anything worth including plus let me know(must include link to data). I'm also looking for the BEST addon models to include in the pack, photorealistic would be nice. So if anyone can proved me with these, please contact me. DragoFire Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 12, 2004 INQ weapon pack in paa/pac textures it doesnt come anymore photo-realistic then that Share this post Link to post Share on other sites
theavonlady 2 Posted October 12, 2004 This sounds like a great potential to add this to what could become JAM3, namely the current MAAM addon I've started discussing. I didn't know about this thread until now but just yesterday I asked if MAAM should include global attributes for recognized armor and aircraft weaponry. Merge forces? Share this post Link to post Share on other sites
DragoFire 0 Posted October 12, 2004 This sounds like a great potential to add this to what could become JAM3, namely the current MAAM addon I've started discussing.I didn't know about this thread until now but just yesterday I asked if MAAM should include global attributes for recognized armor and aircraft weaponry. Merge forces? Yes I've seen the JAM/2/3 and MAAM topics, interesting idea. But at the moment I've got to finish the damages and ranges of ammo rd's and ord's, then touch-up the delivery systems (pistols, SMG, rifles, Assault rifles, sniper rifles, MG's, mortors, gren. launchers, shotguns, autocannons, cannons, rocket pods, payload launchers for bombs/missiles/mine layers, etc...). Have already done most of the ammo for handguns and most to the mag.s with different capacities, each mag is named and sorted. And heres the important part for you guys interested in interchangable mag.s, each weapon includes a list of mag.s it will accepted without having to unload each round from a mag to be put into a new mag. Quote[/b] ]eg..M4 mag.s are interchangable with M16/M16A2/M203 & CAR 16 mag.s and versua, plus all can be used by the M249 SAW, but reduces round count from 100rds to 30rds. There will be a script included with this to allow ammo rds to be transfered from one manufactures mag.s to anothers. Quote[/b] ]eg..Taking 7.62mm NATO rds out of a FR F2 sniper rifle's mag and putting into H&K G3 Assault Rifle. Note it'd take 3x FR F2 mags to fill 1x G3 mag. The script will run and take the amount of time to empty one mag and put those rds into the new mag. It will not work on MG 100+rd mag/drums, due to the fact these are beltfeed rds. and the time & consraction to put rds into the ribben would not be possible in combat situations. As it is to take rd's from one mg to another would take @5minutes depending on the number of rds. Remember this project is to make OFP as realistic as we can, so having weapons using the SAMEammo rounds, doesn't mean you and put one weapons mag into another weapon and have it firing in a few sec's. If that is what you want then your better off playing CS, DC or one of the other games that doesn't have any realistics to it. This project will include ALL weapon types and ammo types. It hopefully when finished will interduce new methods of delivering the rd/payload to it target, whether it be a bullet, grenade, rocket, shell, bomb or missile. But that's me for tonight, getting late here. So good night all and I'll catch you'll on the flip side. DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted October 15, 2004 I'm currently wondering how far I go on types of ammo cal.s? I can do from 8mm MLe 92 pistol rounds to .50in Browning MG rounds for the WW2 boys and girls. 4.7mm Caseless to 30mm rounds for modern combat boys and girls. The modern ammo types are done and being tested now. But most of the WW2 types haven't been done yet and there's about 20+ types not including actual projectile type (eg. FMJ, AP, JHP, plus a few odd WW2 types). If any of the WW2 guys could post what types of ammo or weapons they want in this "project", it would help heaps. As a side note; have also started on the LFV and Tank rounds and weapons, along with Artillery rounds and weapons. At present count there is 49 types of ammo done for handguns, SMGs, rifles of all types and MGs and about 20 types of ordiance (bombs, missiles and rockets) for aircraft done. Some include models, others require models (both for the projectile and weapon alike). I have information on 60+ pistols, 65+ rifles, 24+ MGs, plus more. So if you looking for a weapon to be added just ask. Any help welcomed on the model front. DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted November 3, 2004 Currently completed ammo are (not including the already completed missiles, bombs and rockets): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class 7_62NATO_FMJ:BulletSingle // 7.62mm NATO FMJ class 7_62NATO_JHP:7_62NATO_FMJ // 7.62mm NATO JHP class 7_62NATO_AP:7_62NATO_FMJ // 7.62mm NATO AP class 7_62NATORL_FMJ:7_62NATO_FMJ // 7.62mm NATO reduced load FMJ class 7_62NATORL_JHP:7_62NATORL_FMJ // 7.62mm NATO reduced load JHP class 7_62NATORL_AP:7_62NATORL_FMJ // 7.62mm NATO reduced load AP class 4_7_FMJ:7_62NATO_FMJ // 4.7mm Caseless FMJ class 4_7_JHP:4_7_FMJ // 4.7mm Caseless JHP class 4_7_AP:4_7_FMJ // 4.7mm Caseless AP class 300M_FMJ:7_62NATO_FMJ // 300 Winchester Magnum FMJ class 300M_JHP:300M_FMJ // 300 Winchester Magnum JHP class 300M_AP:300M_FMJ // 300 Winchester Magnum AP class 7_62x39_FMJ:7_62NATO_FMJ // 7.62mm x 39mm FMJ class 7_62x39_JHP:7_62x39_FMJ // 7.62mm x 39mm JHP class 7_62x39_AP:7_62x39_FMJ // 7.62mm x 39mm AP class 7_62x54_FMJ:7_62NATO_FMJ // 7.62mm x 54mm FMJ class 7_62x54_JHP:7_62x54_FMJ // 7.62mm x 54mm JHP class 7_62x54_AP:7_62x54_FMJ // 7.62mm x 54mm AP class 5_45x39_5_FMJ:7_62NATO_FMJ // 5.45mm x 39.5mm FMJ class 5_45x39_5_JHP:5_45x39_5_FMJ // 5.45mm x 39.5mm JHP class 5_45x39_5_AP:5_45x39_5_FMJ // 5.45mm x 39.5mm AP class 5_56NATO_FMJ:7_62NATO_FMJ // 5.56mm NATO FMJ class 5_56NATO_JHP:5_56NATO_FMJ // 5.56mm NATO JHP class 5_56NATO_AP:5_56NATO_FMJ // 5.56mm NATO AP class 12_7x107_FMJ:7_62NATO_FMJ // 12.7mm x 107mm FMJ class 12_7x107_JHP:12_7x107_FMJ // 12.7mm x 107mm JHP class 12_7x107_AP:12_7x107_FMJ // 12.7mm x 107mm AP class 50_FMJ:7_62NATO_FMJ // 0.50 Browning FMJ class 50_JHP:50_FMJ // 0.50 Browning JHP class 50_AP:50_FMJ // 0.50 Browning AP class 9_PAR_FMJ:7_62NATO_FMJ // 9mm Parabellum FMJ class 9_PAR_JHP:9_PAR_FMJ // 9mm Parabellum JHP class 9_PAR_AP:9_PAR_FMJ // 9mm Parabellum AP class 45ACP_FMJ:7_62NATO_FMJ // 45ACP FMJ class 45ACP_JHP:45ACP_FMJ // 45ACP JHP class 45ACP_AP:45ACP_FMJ // 45ACP AP class 32ACP_FMJ:7_62NATO_FMJ // 32ACP FMJ class 32ACP_JHP:32ACP_FMJ // 32ACP JHP class 32ACP_AP:32ACP_FMJ // 32ACP AP class 7_62x25_FMJ:7_62NATO_FMJ // 7.62mm x 25mm FMJ class 7_62x25_JHP:7_62x25_FMJ // 7.62mm x 25mm JHP class 7_62x25_AP:7_62x25_FMJ // 7.62mm x 25mm AP class 9x18_FMJ:7_62NATO_FMJ // 9mm x 18mm FMJ class 9x18_JHP:9x18_FMJ // 9mm x 18mm JHP class 9x18_AP:9x18_FMJ // 9mm x 18mm AP class 5_45x18_FMJ:7_62NATO_FMJ // 5.45mm x 18mm FMJ class 5_45x18_JHP:5_45x18_FMJ // 5.45mm x 18mm JHP class 5_45x18_AP:5_45x18_FMJ // 5.45mm x 18mm AP And I will be adding later today the WW2 ammo and the tank ammo. Currently working on scripts to enhance the damage features of all ammo, and looking into a way of adding shell shock-wave damage to anyone standing in front of any shell firing weapon. DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted November 3, 2004 Current list of completed weapons; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class L1A1-F1 // Australia L1A1 - F1 7.62mm NATO Assault Rifle class FN_FAL // Belgium FN FAL 7.62mm NATO Assault Rifle class L1A1 // UK L1A1 7.62mm NATO Assault Rifle class M16A1 // USA M16A1 5.56mm NATO Assault Rifle class M249_SAW // USA Minimi M249 SAW 5.56mm NATO Squad Automatic Weapon class M249_SAW_SPW // USA Minimi M249 SAW SPW 5.56mm NATO Squad Automatic Weapon class M60_GPMG // USA M60 7.62mm NATO GPMG class M60E3_GPMG: // USA M60E3 7.62mm NATO GPMG class MG3_GPMG: // Germany MG3 7.62mm NATO GPMG class HK_21E_GPMG // Germany H&K 21E 7.62mm NATO GPMG class CAR_15 // USA CAR 15 5.56mm NATO Assault Rifle class M16A2 // USA M16A2 5.56mm NATO Assault Rifle class M16A3 // USA M16A3 5.56mm NATO Assault Rifle class M16A4 // USA M16A4 5.56mm NATO Assault Rifle class Colt_M4 // USA Colt M4 5.56mm NATO Carbine class Colt_M4A1 // USA Colt M4A1 5.56mm NATO Carbine class AC556 // USA Ruger AC556 5.56mm NATO Assault Rifle class M14 // USA M14 7.62mm NATO Semi-automatic rifle class M14A1_SAW // USA M14A1 7.62mm NATO SAW class XM214 // USA XM214 Microgun 5.56mm NATO 6 Barrel gatling gun class M134 // USA M134 Minigun 7.62mm NATO 6 Barrel gatling gun class GShG-7_62 // Russia GShG-7.62 7.62x54mm 4 Barrel gatling gun class YakB-12_7 //Russia YakB-12.7 12.7x108mm 4 Barrel gatling gun class XM207_SAW // USA XM207 5.56mm NATO Squad Automatic Weapon Note: HK 21 and 23 MG will be able to support box magazine of 20 or 30 rounds, drum 80 rounds or belt 50 or 100 rounds and also support 5.56mm NATO rounds(requires barrel change) once I've finished The BAR Mag's are use by the M14 series of rifles and the  FAL Mag's are used by FAL's & L1A1's, the belts can be used by "ANY" MG that uses 7.62mm NATO rounds(providing they don't use a special box to hold the belt); <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 7.62mm NATO Mag’s & Belt’s class FAL_20FMJ class FAL_20JHP class FAL_20AP class BAR_10FMJ class BAR_10JHP class BAR_10AP class BAR_20JHP class BAR_20FMJ class BAR_20AP class 7_62NATO_Belt_100FMJ class 7_62NATO_Belt_100JHP class 7_62NATO_Belt_100AP Note; the last set of numbers on the magazines is the amount of ammo in it. FMJ = Full Metal Jacket round JHP = Jacketed Hollow Point round AP = Armour Piercing round The following Mini-14 Mag's are used by the AC556 and the AR-15 Mag's are used by M16's and M4's, note that the M249 SAW's can also use the AR-15's if required (eg, no 200rd boxes available) and the 200rd plastic ammo boxes for the M249's; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 5.56mm NATO Mag’s & Belt’s class AR-15_30FMJ class AR-15_30JHP class AR-15_30AP class AR-15_40FMJ class AR-15_40JHP class AR-15_40AP class Mini-14_30FMJ class Mini-14_20FMJ class Mini-14_10FMJ class Mini-14_40FMJ class Mini-14_30JHP class Mini-14_20JHP class Mini-14_10JHP class Mini-14_40JHP class Mini-14_30AP class Mini-14_20AP class Mini-14_10AP class Mini-14_40AP class SAW_200FMJ class SAW_200JHP class SAW_200AP Also tooling with idea of adding the 90-rounds helical, 100-rounds dual drums (Beta-C) and 120-rounds single drums for the Colt's. I'll update this post with new items. :P DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted November 4, 2004 Note; I've also added a new feature to the fire modes. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">modes[]={"Safety On","Single","Burst","FullAuto"}; So only following weapons won't have the Safety On mode; LAW's RPG's Bolt-action rifles Revolvers Single-shot grenade launcher and a few other weapons So weapons will default to Safety On mode when selected or picked-up. Some weapons, will have all four modes, others have only one. eg.. M2A1 Flamethrower has "Safety On","FullAuto" XM214 5.56mm NATO Minigun has "Safety On","Burst","FullAuto" M16A1 5.56mm NATO Assault Rifle has "Safety On","Single","Burst" M14 7.62mm NATO Assault Rifle has "Safety On","Single","Burst" Dragunov SVD 5.45x39.5mm Sniper Rifle has "Safety On","Single" M249 Minimi (SAW) 5.56mm NATO has "Safety On","Burst","FullAuto" H&K MP5 9mm Parabellum SMG has "Safety On","Single","Burst","FullAuto" Walther P1 9mm Parabellum Automatic Pistol has "Safety On","Single" M93R 9mm Parabellum Automatic Pistol has "Safety On","Single", "Burst" etc... Share this post Link to post Share on other sites
DragoFire 0 Posted November 6, 2004 Have done some heavier caliber ammo rounds; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class 14_5x115_AP //BS41 14.5mm x 115mm AP class 14_5x115_API-T //BZT 14.5mm x 115mm API-T class 14_5x115_IncAP //ZP 14.5mm x 115mm Inc. AP-T class 25mm_API-T //M791 25mm API-T cannon round class 25mm_HEI-T //M792 25mm HEI-T cannon round class 30mm_HEI-T //30mm HEI-T cannon round class 30mm_API-T //30mm API-T cannon round class 73_HEAT: //Russain 73mm Shell HEAT class 105_HEAT: //M456 105mm Shell HEAT class 105_APFSDS: //M774 105mm Shell APFSDS-T class 105_HEP: //M393 105mm Shell HEP class 105_APDS: //M392A2 105mm Shell APDS class 115_HEAT: //BK-4M 115mm Shell HEAT class 115_APFSDS: //BM-6 115mm Shell APFSDS-T class 115_HE: //OF-18 115mm Shell HE class 120_HEAT: //M830 120mm Shell HEAT-T class 120_APFSDS: //M829 120mm Shell APFSDS-T class 120_HESH: //L31 105mm Shell HESH-T class 120_APDS-HE: //L15 105mm Shell APDS-T class 125_HEAT: //BK-14M 125mm Shell HEAT-T class 125_HE: //OF-19 125mm Shell HE class 125_APFSDS //BM-9 125mm Shell APFSDS-T I will be adding more all the way to 150mm, and maybe higher if I can find more info. Also done the TOW and AT series of Antiarmour missiles; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class AT-4: //Russain Spigot AT-4 class AT-5: //Russian Spandrel AT-5 class BGM-71D: //USA TOW2 class BGM-71A: //USA Basic TOW Will be adding the French "HOT2" & "Milan2", the USA ""Dragon", Russian " Songstar" and a few others as I find info. Remember these still have to be tested, but the main config is done, and only the models, sounds and damage balancing has to be done. DragoFire Quote[/b] ]Tank Commander " Well, I can't find the jumper cables. We'll have to push start it." Share this post Link to post Share on other sites
stgn 39 Posted November 6, 2004 you meant M16A2 right well unless SAFE is only when you pick up the weapon then please do not include it because I already hate scroling thru semi, burst, Auto, granade, handgranade and on and on. And unestly even tho SAFE is present on most weapons it isen't neede in OFP as there is no shuch thing as a weapon fireing by it self and it will only be anoing. Besides you don't need to put you weapon on SAFE to put it on Semi, B.... Another thing if I remember correct Ak goes SAFE > AUTO > SEMI unlike m16 whit SAFE > SEMI > AUTO/BURST STGN Share this post Link to post Share on other sites
DragoFire 0 Posted November 6, 2004 you meant M16A2 rightwell unless SAFE is only when you pick up the weapon then please do not include it because I already hate scroling thru semi, burst, Auto, granade, handgranade and on and on. And unestly even tho SAFE is present on most weapons it isen't neede in OFP as there is no shuch thing as a weapon fireing by it self and it will only be anoing. Besides you don't need to put you weapon on SAFE to put it on Semi, B.... Another thing if I remember correct Ak goes SAFE > AUTO > SEMI unlike m16 whit SAFE > SEMI > AUTO/BURST STGN There is the Quote[/b] ] M16A1/2/3/4, then the CAR 15, then the Colt M4's. The M16's fire selector / safety switch is located at the left side of the receiver, above the pistol grip, and is easily operated by the right hand thumb. This switch has 3 positions: "safe", "semi" (single shots), and "auto" (full automatic on M16A1 and A3) or "burst" (3 rounds bursts, on M16A2 and A4). In the latter case (on the M16A2 and A4 rifles), the trigger unit also includes the ratchet device to count the shots fired. So the yes it is the correct model for a burst mode. The actual modes for the M16A1 would be "Safety On","Single","Auto". Most have type-o'd :P As for the "Safety On" mode, it's still up for debate, the idea was to add alittle bit of realism to the weapons. nothing like the panic when your forgeting to take the "safety off" and coming around a corner and running into enemy soldiers. DragoFire Share this post Link to post Share on other sites