DragoFire 0 Posted November 7, 2004 Ammo Done; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Standard rounds; class 4_7_FMJ: // 4.7mm Caseless FMJ class 4_7_JHP: // 4.7mm Caseless JHP class 4_7_AP: // 4.7mm Caseless AP class 300M_FMJ: // 300 Winchester Magnum FMJ class 300M_JHP: // 300 Winchester Magnum JHP class 300M_AP: // 300 Winchester Magnum AP class 7_62x39_FMJ: // 7.62mm x 39mm FMJ class 7_62x39_JHP: // 7.62mm x 39mm JHP class 7_62x39_AP: // 7.62mm x 39mm AP class 7_62x54_FMJ: // 7.62mm x 54mm FMJ class 7_62x54_JHP: // 7.62mm x 54mm JHP class 7_62x54_AP: // 7.62mm x 54mm AP class 7_62NATO_FMJ: // 7.62mm NATO FMJ class 7_62NATO_JHP: // 7.62mm NATO JHP class 7_62NATO_AP: // 7.62mm NATO AP class 7_62NATORL_FMJ: // 7.62mm NATO reduced load FMJ class 7_62NATORL_JHP: // 7.62mm NATO reduced load JHP class 7_62NATORL_AP: // 7.62mm NATO reduced load AP class 5_45x39_5_FMJ: // 5.45mm x 39.5mm FMJ class 5_45x39_5_JHP: // 5.45mm x 39.5mm JHP class 5_45x39_5_AP: // 5.45mm x 39.5mm AP class 5_56NATO_FMJ: // 5.56mm NATO FMJ class 5_56NATO_JHP: // 5.56mm NATO JHP class 5_56NATO_AP: // 5.56mm NATO AP class 9_PAR_FMJ: // 9mm Parabellum FMJ class 9_PAR_JHP: // 9mm Parabellum JHP class 9_PAR_AP: // 9mm Parabellum AP class 45ACP_FMJ: // 45ACP FMJ class 45ACP_JHP: // 45ACP JHP class 45ACP_AP: // 45ACP AP class 32ACP_FMJ: // 32ACP FMJ class 32ACP_JHP: // 32ACP JHP class 32ACP_AP: // 32ACP AP class 7_62x25_FMJ: // 7.62mm x 25mm FMJ class 7_62x25_JHP: // 7.62mm x 25mm JHP class 7_62x25_AP: // 7.62mm x 25mm AP class 9x18_FMJ: // 9mm x 18mm FMJ class 9x18_JHP: // 9mm x 18mm JHP class 9x18_AP: // 9mm x 18mm AP class 5_45x18_FMJ: // 5.45mm x 18mm FMJ class 5_45x18_JHP: // 5.45mm x 18mm JHP class 5_45x18_AP: // 5.45mm x 18mm AP Heavy MG rounds; class 12_7x107_FMJ: // 12.7mm x 107mm FMJ class 12_7x107_JHP: // 12.7mm x 107mm JHP class 12_7x107_AP: // 12.7mm x 107mm AP class 50_FMJ: // 0.50 Browning FMJ class 50_JHP: // 0.50 Browning JHP class 50_AP: // 0.50 Browning AP 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 AutoCannon Rounds; 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 Tank Gun Rounds; 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 AT Missiles; 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 Rockets; class Zuni_5: // 5inch rocket class Hydra_2_75: // 2_75inch rocket Missiles; class AIM_7: // Sparrow class AIM_9H: // Sidewinder class AIM_9LM: // Sidewinder models L & M class AIM_54: // Phoenix class AIM_120: // AMRAAM Slammer class AIM_132: // ASRAAM class FIM_922: // Stinger class AGM_65AB: // Air Force Maverick models A,B class AGM_65D: // Air Force Maverick model D class AGM_65E: // Marine Corp Maverick model E class AGM_65GF: // Air Force Maverick model G & NAVY model F class AGM_45A: // Shrike model A class AGM_84: // AirLaunched Harpoon Bombs; class MK_81: // 250lb GP BOMB class MK_82: // 500lb GP BOMB class MK_83: // 1000lb GP BOMB class MK_84: // 2000lb GP BOMB class GBU_12D: // 500lb Laser Guided BOMB class GBU_16B: // 1000lb Laser Guided BOMB class GBU_10E: // 2000lb Laser Guided BOMB GBU-24E & B use this class MK77 : // Mk77 Fire-Bomb Grenades; class M67: // FRAG Grenade Weapons done; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Assault Rifles; 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 M14: // USA M14 7.62mm NATO Semi-automatic rifle class M16A1: // USA M16A1 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 AC556: // USA Ruger AC556 5.56mm NATO Assault Rifle class CAR_15: // USA Colt CAR 15 5.56mm NATO Assault Rifle class XM-177E1: // USA Colt XM-177E1 5.56mm NATO Assault Rifle class XM-177E2: // USA Colt XM-177E2 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 MG's and Miniguns; class M14A1_SAW: // USA M14A1 7.62mm NATO SAW 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 XM207_SAW: // USA XM207 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 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 Rocket Pods; class LAU10_4: // single 4 Zuni rocket launcher pod class LAU10_8: // dual 4 Zuni rocket launcher pods class LAU61_19 : // single 19 hydra rocket launcher pod class LAU61_7: // single 7 hydrarocket launcher pod class LAU61_14: // dual 7 hydra rocket launcher pods class LAU61_32: // dual 19 hydra rocket launcher pods I'm hoping to add pitols, SMG's, Sniper Rifles, more grenades, more MG's and Assault Rifles, Howitzers, Mortors, AT's, by the week's end. This will include more different nation's weapons. Also hoping to release a beta version soon, including models and a set of instructions to apply weapons to vehicles and aircraft. DragoFire Share this post Link to post Share on other sites
General Barron 0 Posted November 8, 2004 Quote[/b] ]So weapons will default to Safety On mode when selected or picked-up. I can only imagine how annoying a "safety on" mode would be... I can't imagine it adding anything good to the game... Share this post Link to post Share on other sites
DragoFire 0 Posted November 8, 2004 Quote[/b] ]So weapons will default to Safety On mode when selected or picked-up. I can only imagine how annoying a "safety on" mode would be... I can't imagine it adding anything good to the game... True, but it adds that nice touch of realism to the combat situation. I know as it happened to me once, having just jumped out of the back of the truck, and having to quickly get into cover, and totaly forgot to take styler "off" safety. Good thing it was only a training exersice. :P But it's only a five minute job to remove if , no-one wants it! DragoFire Share this post Link to post Share on other sites
sanctuary 19 Posted November 8, 2004 Have you tried the "safety" mode on the AI to see if it does not give problems to them ? Share this post Link to post Share on other sites
DragoFire 0 Posted November 10, 2004 Have you tried the "safety" mode on the AI to see if it does not give problems to them ? No yet! But plan to this week-end, once I've PBO'd what I've done. DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted November 14, 2004 Testing being done with AI and safety. Also doing up a few Flamethrowers, just trying to work a nice look for the flametream before it hits it's target. Beta release due in a few days, just need time to sort out models and sounds. note that some weapons will be using standard models, till a model made for them. DragoFire Share this post Link to post Share on other sites
stgn 39 Posted January 29, 2005 Is this still being worked on? Would be to bad if it is dead I was realy looking forward to the Magazines to be used in different weapons thing. STGN Share this post Link to post Share on other sites
DragoFire 0 Posted February 6, 2005 Is this still being worked on?Would be to bad if it is dead I was realy looking forward to the Magazines to be used in different weapons thing. STGN It is being worked on still, but is a bit on the back burner atm. Due another project in the works. DragoFire image over 100kb Share this post Link to post Share on other sites
stgn 39 Posted February 7, 2005 Is this still being worked on?Would be to bad if it is dead I was realy looking forward to the Magazines to be used in different weapons thing. STGN It is being worked on still, but is a bit on the back burner atm. Due another project in the works. http://homepages.maxnet.co.nz/ajp_hay/redline/images/Redline-Title.gif DragoFire oh okay nice to hear. STGN Share this post Link to post Share on other sites
Big Dawg KS 6 Posted February 8, 2005 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; [ig]http://homepages.maxnet.co.nz/ajp_hay/images/weapons.jpg[/img] 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 I have some hellfires and a stinger model if you want em. Share this post Link to post Share on other sites
TermiPete 0 Posted February 8, 2005 DragoFire - another Kiwi OFP die-hard eh ? Have you had a look at the ACES project? Maybe you should work in with Hardrock and crew? TP Share this post Link to post Share on other sites
Placebo 29 Posted February 9, 2005 KyleSarnik remove image tags when quoting please Share this post Link to post Share on other sites
DragoFire 0 Posted February 11, 2005 I might put what I've done up here for you all to have a play with. DragoFire Share this post Link to post Share on other sites
panzergrenadier3 39 Posted February 11, 2005 That would be very, very great! Share this post Link to post Share on other sites
DragoFire 0 Posted September 8, 2005 Ok here's a brief copy of what I had started to do. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgAmmo { access=1; class Default { access=3; hit=0; indirectHit=0; indirectHitRange=1; minRange=0.5; minRangeProbab=0.5; midRange=100; midRangeProbab=0.8; maxRange=450; maxRangeProbab=0.05; model=""; proxyShape=""; simulation=""; cost=0; maxSpeed=0; cartridge=""; simulationStep=0.05; tracerColor[]={0.7,0.7,0.5,0.04}; tracerColorR[]={0.7,0.7,0.5,0.04}; soundFly[]={"",1,1}; soundEngine[]={"",1,1}; soundHit[]={"",1,1}; hitGround[]={"soundHit",1}; hitMan[]={"soundHit",1}; hitArmor[]={"soundHit",1}; hitBuilding[]={"soundHit",1}; explosive=1; irLock=0; airLock=0; laserLock=0; manualControl=0; maxControlRange=350; maneuvrability=1.0; sideAirFriction=1; visibleFire=0; audibleFire=0; visibleFireTime=0; initTime=0; thrustTime=1.5; thrust=210; }; class BulletSingle:Default { hit=9; indirectHit=2; indirectHitRange=0.1; model="shell"; simulation="shotBullet"; simulationStep=0.05; soundFly[]={"objects\bulletnoise",0.251189,0.7}; explosive=0; visibleFire=16; audibleFire=16; visibleFireTime=3; minRange=10; minRangeProbab=0.1; midRange=50; midRangeProbab=0.38; maxRange=200; maxRangeProbab=0.04; soundHit1[]={"weapons\bulletricochet1",0.031623,1}; soundHit2[]={"weapons\bulletricochet2",0.031623,1}; soundHit3[]={"weapons\bulletricochet3",0.031623,1}; soundHitMan1[]={"weapons\bullethitman1",0.012589,1}; soundHitMan2[]={"weapons\bullethitman2",0.012589,1}; soundHitArmor1[]={"weapons\small_impact1",0.031623,1}; soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1}; soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1}; soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1}; hitGround[]={"soundHit1",0.33,"soundHit2",0.33,"soundHit3",0.33}; hitMan[]={"soundHitMan1",0.5,"soundHitMan2",0.5}; hitArmor[]={"soundHitArmor1",0.7,"soundHitArmor2",0.3}; hitBuilding[]={"soundHitBuilding1",0.5,"soundHitBuilding2",0.5}; cartridge="FxCartridge"; cost=0.7; }; class BulletBurst:BulletSingle { minRange=0.5; minRangeProbab=0.25; midRange=70; midRangeProbab=0.5; maxRange=250; maxRangeProbab=0.08; visibleFire=25; audibleFire=25; visibleFireTime=5; cost=2.0999999; }; class BulletFullAuto:BulletBurst { cost=2.5; }; class 7_62NATO_FMJ:BulletSingle // 7.62mm NATO FMJ { hit=8; indirectHit=2; indirectHitRange=0.1; model="shell"; simulation="shotBullet"; simulationStep=0.05; soundFly[]={"objects\bulletnoise",0.251189,0.7}; explosive=0; visibleFire=16; audibleFire=16; visibleFireTime=3; minRange=10; minRangeProbab=0.1; midRange=50; midRangeProbab=0.38; maxRange=200; maxRangeProbab=0.04; soundHit1[]={"weapons\bulletricochet1",0.031623,1}; soundHit2[]={"weapons\bulletricochet2",0.031623,1}; soundHit3[]={"weapons\bulletricochet3",0.031623,1}; soundHitMan1[]={"weapons\bullethitman1",0.012589,1}; soundHitMan2[]={"weapons\bullethitman2",0.012589,1}; soundHitArmor1[]={"weapons\small_impact1",0.031623,1}; soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1}; soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1}; soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1}; hitGround[]={"soundHit1",0.33,"soundHit2",0.33,"soundHit3",0.33}; hitMan[]={"soundHitMan1",0.5,"soundHitMan2",0.5}; hitArmor[]={"soundHitArmor1",0.7,"soundHitArmor2",0.3}; hitBuilding[]={"soundHitBuilding1",0.5,"soundHitBuilding2",0.5}; cartridge="FxCartridge"; cost=0.7; }; class 7_62NATO_JHP:7_62NATO_FMJ // 7.62mm NATO JHP { hit=9; indirectHit=1.9; indirectHitRange=0.1; }; class 7_62NATO_AP:7_62NATO_FMJ // 7.62mm NATO AP { hit=8; indirectHit=2.8; indirectHitRange=0.1; }; class 7_62NATORL_FMJ:7_62NATO_FMJ // 7.62mm NATO reduced load FMJ { hit=7; indirectHit=1.3; indirectHitRange=0.1; thrust=641.3; }; class 7_62NATORL_JHP:7_62NATORL_FMJ // 7.62mm NATO reduced load JHP { hit=9; indirectHit=1.3; indirectHitRange=0.1; }; class 7_62NATORL_AP:7_62NATORL_FMJ // 7.62mm NATO reduced load AP { hit=7; indirectHit=1.9; indirectHitRange=0.1; }; class 4_7_FMJ:7_62NATO_FMJ // 4.7mm Caseless FMJ { hit=5; indirectHit=1.8; indirectHitRange=0.1; thrust=929.6; }; class 4_7_JHP:4_7_FMJ // 4.7mm Caseless JHP { hit=7; indirectHit=1.8; indirectHitRange=0.1; }; class 4_7_AP:4_7_FMJ // 4.7mm Caseless AP { hit=5; indirectHit=2.6; indirectHitRange=0.1; }; class 300M_FMJ:7_62NATO_FMJ // 300 Winchester Magnum FMJ { hit=8; indirectHit=2.8; indirectHitRange=0.1; thrust=960.1; }; class 300M_JHP:300M_FMJ // 300 Winchester Magnum JHP { hit=10; indirectHit=2.6; indirectHitRange=0.1; }; class 300M_AP:300M_FMJ // 300 Winchester Magnum AP { hit=8; indirectHit=3.9; indirectHitRange=0.1; }; class 7_62x39_FMJ:7_62NATO_FMJ // 7.62mm x 39mm FMJ { hit=7; indirectHit=1.1; indirectHitRange=0.1; thrust=730.3; }; class 7_62x39_JHP:7_62x39_FMJ // 7.62mm x 39mm JHP { hit=8; indirectHit=1.1; indirectHitRange=0.1; }; class 7_62x39_AP:7_62x39_FMJ // 7.62mm x 39mm AP { hit=7; indirectHit=1.6; indirectHitRange=0.1; }; class 7_62x54_FMJ:7_62NATO_FMJ // 7.62mm x 54mm FMJ { hit=8; indirectHit=2.3; indirectHitRange=0.1; thrust=848.9; }; class 7_62x54_JHP:7_62x54_FMJ // 7.62mm x 54mm JHP { hit=10; indirectHit=2.2; indirectHitRange=0.1; }; class 7_62x54_AP:7_62x54_FMJ // 7.62mm x 54mm AP { hit=8; indirectHit=3.2; indirectHitRange=0.1; }; class 5_45x39_5_FMJ:7_62NATO_FMJ // 5.45mm x 39.5mm FMJ { hit=6; indirectHit=1.4; indirectHitRange=0.1; thrust=894.9; }; class 5_45x39_5_JHP:5_45x39_5_FMJ // 5.45mm x 39.5mm JHP { hit=7; indirectHit=1.3; indirectHitRange=0.1; }; class 5_45x39_5_AP:5_45x39_5_FMJ // 5.45mm x 39.5mm AP { hit=6; indirectHit=1.9; indirectHitRange=0.1; }; class 5_56NATO_FMJ:7_62NATO_FMJ // 5.56mm NATO FMJ { hit=6; indirectHit=1.5; indirectHitRange=0.1; thrust=987.9; }; class 5_56NATO_JHP:5_56NATO_FMJ // 5.56mm NATO JHP { hit=8; indirectHit=1.5; indirectHitRange=0.1; }; class 5_56NATO_AP:5_56NATO_FMJ // 5.56mm NATO AP { hit=6; indirectHit=2.1; indirectHitRange=0.1; }; class 12_7x107_FMJ:7_62NATO_FMJ // 12.7mm x 107mm FMJ { hit=10; indirectHit=4.5; indirectHitRange=0.1; thrust=860.1; }; class 12_7x107_JHP:12_7x107_FMJ // 12.7mm x 107mm JHP { hit=10; indirectHit=4.3; indirectHitRange=0.1; }; class 12_7x107_AP:12_7x107_FMJ // 12.7mm x 107mm AP { hit=10; indirectHit=6.3; indirectHitRange=0.1; }; class 50_FMJ:7_62NATO_FMJ // 0.50 Browning FMJ { hit=10; indirectHit=4; indirectHitRange=0.1; thrust=938.8; }; class 50_JHP:50_FMJ // 0.50 Browning JHP { hit=10; indirectHit=3.8; indirectHitRange=0.1; }; class 50_AP:50_FMJ // 0.50 Browning AP { hit=10; indirectHit=5.6; indirectHitRange=0.1; }; class 14_5x115_AP:7_62NATO_FMJ //BS41 14.5mm x 115mm AP { hit=10; indirectHit=105; indirectHitRange=0.1; thrust=1012; }; class 14_5x115_API-T:14_5x115_AP//BZT 14.5mm x 115mm API-T { hit=10; indirectHit=114; indirectHitRange=0.1; }; class 14_5x115_IncAP:14_5x115_AP//ZP 14.5mm x 115mm Inc. AP-T { hit=10; indirectHit=175; indirectHitRange=0.1; }; class 9_PAR_FMJ:7_62NATO_FMJ // 9mm Parabellum FMJ { hit=3; indirectHit=3; indirectHitRange=0.1; thrust=457.2; }; class 9_PAR_JHP:9_PAR_FMJ // 9mm Parabellum JHP { hit=5; indirectHit=2.2; indirectHitRange=0.1; }; class 9_PAR_AP:9_PAR_FMJ // 9mm Parabellum AP { hit=3; indirectHit=3.2; indirectHitRange=0.1; }; class 45ACP_FMJ:7_62NATO_FMJ // 45ACP FMJ { hit=3; indirectHit=1.7; indirectHitRange=0.1; thrust=381; }; class 45ACP_JHP:45ACP_FMJ // 45ACP JHP { hit=4; indirectHit=1.6; indirectHitRange=0.1; }; class 45ACP_AP:45ACP_FMJ // 45ACP AP { hit=3; indirectHit=2.4; indirectHitRange=0.1; }; class 32ACP_FMJ:7_62NATO_FMJ // 32ACP FMJ { hit=2; indirectHit=1.2; indirectHitRange=0.1; thrust=275.8; }; class 32ACP_JHP:32ACP_FMJ // 32ACP JHP { hit=3; indirectHit=1.1; indirectHitRange=0.1; }; class 32ACP_AP:32ACP_FMJ // 32ACP AP { hit=2; indirectHit=1.7; indirectHitRange=0.1; }; class 7_62x25_FMJ:7_62NATO_FMJ // 7.62mm x 25mm FMJ { hit=3; indirectHit=2.7; indirectHitRange=0.1; thrust=335.3; }; class 7_62x25_JHP:7_62x25_FMJ // 7.62mm x 25mm JHP { hit=5; indirectHit=2.6; indirectHitRange=0.1; }; class 7_62x25_AP:7_62x25_FMJ // 7.62mm x 25mm AP { hit=3; indirectHit=3.8; indirectHitRange=0.1; }; class 9x18_FMJ:7_62NATO_FMJ // 9mm x 18mm FMJ { hit=2; indirectHit=1.2; indirectHitRange=0.1; thrust=326.1; }; class 9x18_JHP:9x18_FMJ // 9mm x 18mm JHP { hit=3; indirectHit=1.2; indirectHitRange=0.1; }; class 9x18_AP:9x18_FMJ // 9mm x 18mm AP { hit=2; indirectHit=1.7; indirectHitRange=0.1; }; class 5_45x18_FMJ:7_62NATO_FMJ // 5.45mm x 18mm FMJ { hit=1; indirectHit=1.2; indirectHitRange=0.1; thrust=315.2; }; class 5_45x18_JHP:5_45x18_FMJ // 5.45mm x 18mm JHP { hit=2; indirectHit=1.2; indirectHitRange=0.1; }; class 5_45x18_AP:5_45x18_FMJ // 5.45mm x 18mm AP { hit=1; indirectHit=1.7; indirectHitRange=0.1; }; class ExplosiveBullet:BulletSingle { airLock=1; explosive=1; soundHit[]={"Explosions\explosivebullet",1.0,1}; soundFly[]={"objects\bulletnoise",0.017783,4}; hitGround[]={"soundHit",1}; hitMan[]={"soundHit",1}; hitArmor[]={"soundHit",1}; hitBuilding[]={"soundHit",1}; }; class 25mm_API-T:ExplosiveBullet //M791 25mm API-T cannon round { explosive=0; hit=30; indirectHit=219; indirectHitRange=0.5; minRange=20; minRangeProbab=0.2; midRange=100; midRangeProbab=0.5; maxRange=1000; maxRangeProbab=0.05; cost=10; }; class 25mm_HEI-T:25mm_AP //M792 25mm HEI-T cannon round { explosive=1; hit=250; indirectHit=74; indirectHitRange=2; }; class 30mm_HEI-T:25mm_AP //30mm HEI-T cannon round { explosive=1; hit=260; indirectHit=113; indirectHitRange=2; }; class 30mm_API-T:25mm_AP //30mm API-T cannon round { hit=49; indirectHit=291; indirectHitRange=2; }; class Bullet30:ExplosiveBullet { hit=100; indirectHit=20; indirectHitRange=2; minRange=20; minRangeProbab=0.2; midRange=100; midRangeProbab=0.5; maxRange=1000; maxRangeProbab=0.05; cost=10; }; class Bullet30W:Bullet30 { tracerColor[]={0.8,0.5,0.1,0.25}; tracerColorR[]={0.8,0.5,0.1,0.25}; }; class Bullet30A10:Bullet30W { hit=100; indirectHit=50; indirectHitRange=2; }; class Bullet30E:Bullet30 { tracerColor[]={0.2,0.8,0.1,0.25}; tracerColorR[]={0.2,0.8,0.1,0.25}; }; class Bullet4x23:ExplosiveBullet { hit=40; indirectHit=20; indirectHitRange=2; minRange=20; minRangeProbab=0.8; midRange=500; midRangeProbab=0.95; maxRange=3000; maxRangeProbab=0.05; cost=30; tracerColor[]={0.2,0.8,0.1,0.25}; tracerColorR[]={0.2,0.8,0.1,0.25}; }; class Bullet4x20:ExplosiveBullet { access=2; hit=30; indirectHit=15; indirectHitRange=2; minRange=20; minRangeProbab=0.8; midRange=500; midRangeProbab=0.95; maxRange=3000; maxRangeProbab=0.05; cost=30; tracerColor[]={0.8,0.5,0.1,0.25}; tracerColorR[]={0.8,0.5,0.1,0.25}; }; class BulletSingleW:BulletSingle { tracerColor[]={0.8,0.5,0.1,0.04}; tracerColorR[]={0,0,0,0.005}; }; class BulletBurstW:BulletBurst { tracerColor[]={0.8,0.5,0.1,0.04}; tracerColorR[]={0,0,0,0.005}; }; class BulletFullAutoW:BulletFullAuto { tracerColor[]={0.8,0.5,0.1,0.04}; tracerColorR[]={0,0,0,0.005}; }; class BulletSilencedSingleW:BulletSilencedSingle { tracerColor[]={0,0,0,0.005}; tracerColorR[]={0,0,0,0.005}; }; class BulletSilencedBurstW:BulletSilencedBurst { tracerColor[]={0,0,0,0.005}; tracerColorR[]={0,0,0,0.005}; }; class BulletSniperW:BulletSniper { tracerColor[]={0,0,0,0.005}; tracerColorR[]={0,0,0,0.005}; }; class Bullet7_6W:Bullet7_6 { tracerColor[]={0.8,0.5,0.1,0.04}; tracerColorR[]={0.8,0.5,0.1,0.04}; }; class Bullet12_7W:Bullet12_7 { tracerColor[]={0.8,0.5,0.1,0.04}; tracerColorR[]={0.8,0.5,0.1,0.04}; }; class BulletSingleE:BulletSingle { tracerColor[]={0.2,0.8,0.1,0.04}; tracerColorR[]={0,0,0,0.005}; }; class BulletBurstE:BulletBurst { tracerColor[]={0.2,0.8,0.1,0.04}; tracerColorR[]={0,0,0,0.005}; }; class BulletFullAutoE:BulletFullAuto { tracerColor[]={0.2,0.8,0.1,0.04}; tracerColorR[]={0,0,0,0.005}; }; class BulletSilencedSingleE:BulletSilencedSingle { tracerColor[]={0,0,0,0.005}; tracerColorR[]={0,0,0,0.005}; }; class BulletSilencedBurstE:BulletSilencedBurst { tracerColor[]={0,0,0,0.005}; tracerColorR[]={0,0,0,0.005}; }; class BulletSniperE:BulletSniper { tracerColor[]={0,0,0,0.005}; tracerColorR[]={0,0,0,0.005}; }; class Bullet7_6E:Bullet7_6 { tracerColor[]={0.2,0.8,0.1,0.04}; tracerColorR[]={0.2,0.8,0.1,0.04}; }; class Bullet12_7E:Bullet12_7 { tracerColor[]={0.2,0.8,0.1,0.04}; tracerColorR[]={0.2,0.8,0.1,0.04}; }; class BulletSingleG:BulletSingle { tracerColor[]={0.7,0.7,0.5,0.04}; tracerColorR[]={0,0,0,0.005}; }; class BulletBurstG:BulletBurst { tracerColor[]={0.7,0.7,0.5,0.04}; tracerColorR[]={0,0,0,0.005}; }; class BulletFullAutoG:BulletFullAuto { tracerColor[]={0.7,0.7,0.5,0.04}; tracerColorR[]={0,0,0,0.005}; }; class BulletSilencedSingleG:BulletSilencedSingle { tracerColor[]={0,0,0,0.005}; tracerColorR[]={0,0,0,0.005}; }; class BulletSilencedBurstG:BulletSilencedBurst { tracerColor[]={0,0,0,0.005}; tracerColorR[]={0,0,0,0.005}; }; class BulletSniperG:BulletSniper { tracerColor[]={0,0,0,0.005}; tracerColorR[]={0,0,0,0.005}; }; class Bullet7_6G:Bullet7_6 { tracerColor[]={0.7,0.7,0.5,0.04}; tracerColorR[]={0.7,0.7,0.5,0.04}; }; class Bullet12_7G:Bullet12_7 { tracerColor[]={0.7,0.7,0.5,0.04}; tracerColorR[]={0.7,0.7,0.5,0.04}; }; class Shell:Default { model="shell"; simulation="shotShell"; simulationStep=0.05; cost=1000; soundHit[]={"Explosions\explosion_large1",100.0000076,1}; soundFly[]={"objects\bulletnoise",0.031623,4}; indirectHitRange=8; minRange=20; minRangeProbab=0.75; midRange=400; midRangeProbab=0.95; maxRange=4000; maxRangeProbab=0.05; visibleFire=16; audibleFire=16; visibleFireTime=10; }; class Shell73:Shell { hit=100; indirectHit=90; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 73_HEAT:Shell //Russain 73mm Shell HEAT { explosive=1; hit=140; indirectHit=360; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 105_HEAT:73_HEAT //M456 105mm Shell HEAT { hit=310; indirectHit=380; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 105_APFSDS:105_HEAT //M774 105mm Shell APFSDS-T { explosive=0; hit=40; indirectHit=280; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 105_HEP:105_HEAT //M393 105mm Shell HEP { hit=550; indirectHit=21.2; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 105_APDS:105_HEAT //M392A2 105mm Shell APDS { explosive=0; hit=34; indirectHit=250; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 115_HEAT:105_HEAT //BK-4M 115mm Shell HEAT { hit=460; indirectHit=410; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 115_APFSDS:115_HEAT //BM-6 115mm Shell APFSDS-T { explosive=0; hit=59; indirectHit=280; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 115_HE:115_HEAT //OF-18 115mm Shell HE { hit=850; indirectHit=27.2; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 120_HEAT:105_HEAT //M830 120mm Shell HEAT-T { hit=560; indirectHit=460; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 120_APFSDS:120_HEAT //M829 120mm Shell APFSDS-T { explosive=0; hit=73; indirectHit=310; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 120_HESH:120_HEAT //L31 105mm Shell HESH-T { hit=880; indirectHit=22.8; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 120_APDS-HE:120_HEAT //L15 105mm Shell APDS-T { hit=84; indirectHit=270; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 125_HEAT:120_HEAT //BK-14M 125mm Shell HEAT-T { hit=290; indirectHit=470; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 125_HE:120_HEAT //OF-19 125mm Shell HE { hit=1100; indirectHit=43.7; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class 125_APFSDS:120_HEAT //BM-9 125mm Shell APFSDS-T { explosive=0; hit=72; indirectHit=300; indirectHitRange=2; cost=500; soundHit[]={"Explosions\expl1",100.0000076,1}; }; class Shell105:Shell73 { hit=150; indirectHit=110; cost=200; soundHit[]={"Explosions\expl2",100.0000076,1}; }; class Shell120:Shell105 { hit=200; indirectHit=150; cost=300; soundHit[]={"Explosions\expl4",100.0000076,1}; }; class Shell125:Shell120 { hit=180; indirectHit=100; cost=300; }; class Heat:Shell { indirectHitRange=1; }; class Heat73:Heat { hit=400; indirectHit=100; cost=500; }; class Heat105:Heat73 { hit=450; indirectHit=150; cost=600; }; class Heat120:Heat105 { hit=700; indirectHit=300; cost=1000; }; class Heat125:Heat120 { hit=600; indirectHit=300; cost=1000; }; class AT3:Default { hit=500; indirectHit=150; indirectHitRange=2.5; minRange=30; minRangeProbab=0.5; midRange=200; midRangeProbab=0.95; maxRange=500; maxRangeProbab=0.3; model="AT1"; simulation="shotMissile"; simulationStep=0.01; cost=10000; soundHit[]={"Explosions\explosion_at3",100.0000076,1}; soundFly[]={"weapons\rocketflying",0.01,2}; soundEngine[]={"objects\noise",0.001,1}; maxSpeed=200; irLock=1; manualControl=1; maxControlRange=250; initTime=0.15; thrustTime=2.5; thrust=350; maneuvrability=3.0; visibleFire=32; audibleFire=32; visibleFireTime=20; }; class LAW:AT3 { hit=500; indirectHit=150; indirectHitRange=2.5; minRange=20; minRangeProbab=0.5; midRange=75; midRangeProbab=0.95; maxRange=250; maxRangeProbab=0.1; model="LAW"; simulation="shotRocket"; simulationStep=0.05; cost=5000; soundHit[]={"Explosions\explosion_at3",31.6227779,1}; soundFly[]={"objects\noise",0.0001,4}; maxSpeed=350; irLock=1; manualControl=1; maxControlRange=0; initTime=0; thrustTime=0.2; thrust=2000; maneuvrability=0; }; class RPG:LAW { model="RPG"; }; class CarlGustav:AT3 { hit=800; indirectHit=200; indirectHitRange=2.5; minRange=20; minRangeProbab=0.5; midRange=150; midRangeProbab=0.95; maxRange=600; maxRangeProbab=0.1; model="LAW"; simulation="shotMissile"; cost=5000; soundHit[]={"Explosions\explosion_at3",31.6227779,1}; soundFly[]={"weapons\rocketflying",0.01,2}; maxSpeed=200; irLock=1; manualControl=1; maxControlRange=200; initTime=0; thrustTime=1.5; thrust=300; maneuvrability=1.0; }; class AT4:CarlGustav { model="RPG"; }; class AA:CarlGustav { hit=400; indirectHit=150; indirectHitRange=2; minRange=50; minRangeProbab=0.5; midRange=400; midRangeProbab=0.95; maxRange=1200; maxRangeProbab=0.3; airLock=1; cost=20000; manualControl=0; maxControlRange=1000; maxSpeed=350; thrustTime=3.0; thrust=1000; maneuvrability=4.0; }; class 9K32:AA { }; class AT-4:AT3 //Russain Spigot AT-4 { explosive=1; hit=640; indirectHit=600; indirectHitRange=2.5; minRange=50; minRangeProbab=0.5; midRange=300; midRangeProbab=0.95; maxRange=1500; maxRangeProbab=0.5; maxSpeed=350; soundHit[]={"Explosions\explosion_at3",100.0000076,1}; cost=20000; model="TOW"; irLock=1; laserLock=1; manualControl=0; maxControlRange=100000; maneuvrability=20.0; initTime=0.15; thrustTime=5.5; thrust=1200; }; class AT-5:AT3 //Russian Spandrel AT-5 { explosive=1; hit=640; indirectHit=860; indirectHitRange=2.5; minRange=50; minRangeProbab=0.5; midRange=300; midRangeProbab=0.95; maxRange=1500; maxRangeProbab=0.5; maxSpeed=350; soundHit[]={"Explosions\explosion_at3",100.0000076,1}; cost=20000; model="TOW"; irLock=1; laserLock=1; manualControl=0; maxControlRange=100000; maneuvrability=20.0; initTime=0.15; thrustTime=5.5; thrust=1200; }; class BGM-71D:AT3 //USA TOW2 { explosive=1; hit=110; indirectHit=890; indirectHitRange=2.5; minRange=50; minRangeProbab=0.5; midRange=300; midRangeProbab=0.95; maxRange=3750; maxRangeProbab=0.5; maxSpeed=329; soundHit[]={"Explosions\explosion_at3",100.0000076,1}; cost=20000; model="TOW"; irLock=1; laserLock=1; manualControl=0; maxControlRange=100000; maneuvrability=20.0; initTime=0.15; thrustTime=24; thrust=1200; }; class BGM-71A:BGM-71D //USA Basic TOW { hit=83; indirectHit=790; maxSpeed=299; soundHit[]={"Explosions\explosion_at3",100.0000076,1}; cost=20000; model="TOW"; irLock=0; laserLock=0; manualControl=1; maxControlRange=100000; maneuvrability=20.0; initTime=0.15; thrustTime=20; thrust=1200; }; class Hellfire:AT3 { hit=900; indirectHit=600; indirectHitRange=2.5; minRange=50; minRangeProbab=0.5; midRange=300; midRangeProbab=0.95; maxRange=1500; maxRangeProbab=0.5; maxSpeed=350; soundHit[]={"Explosions\explosion_at3",100.0000076,1}; cost=20000; model="TOW"; irLock=1; laserLock=1; manualControl=0; maxControlRange=100000; maneuvrability=20.0; initTime=0.15; thrustTime=5.5; thrust=1200; }; class HellfireApach:Hellfire { model="\Apac\hellfire"; proxyShape="\Apac\Hellfire_proxy"; }; class Zuni:Hellfire { hit=700; indirectHit=300; indirectHitRange=3; minRange=50; minRangeProbab=0.2; midRange=250; midRangeProbab=0.2; maxRange=1000; maxRangeProbab=0.05; maxSpeed=1000; simulation="shotRocket"; simulationStep=0.05; cost=2000; soundHit[]={"Explosions\expl1",100.0000076,1}; model="ZUNI"; irLock=0; laserLock=0; maneuvrability=0.0; maxControlRange=0; initTime=0.05; thrustTime=3.5; thrust=500; }; class Rocket57:Zuni { soundHit[]={"Explosions\expl2",100.0000076,1}; hit=400; indirectHit=250; indirectHitRange=3; }; class AT6:Hellfire { model="TOW"; hit=750; indirectHit=350; indirectHitRange=2.5; minRange=50; minRangeProbab=0.3; midRange=300; midRangeProbab=0.8; maxRange=2000; maxRangeProbab=0.3; soundHit[]={"Explosions\hellfire",100.0000076,1}; maxSpeed=200; irLock=1; laserLock=0; maneuvrability=7.0; }; class Maverick:Hellfire { hit=1900; indirectHit=800; indirectHitRange=2.5; model="Maverik"; minRange=200; minRangeProbab=0.3; midRange=600; midRangeProbab=0.8; maxRange=2000; maxRangeProbab=0.5; thrust=700; laserLock=0; proxyShape="Maverik_proxy"; }; class Ch29T:Maverick { model="\Su25\Ch_29T_shine"; proxyShape="\Su25\Ch_29T"; }; class LaserGuidedBomb:Default { hit=5000; indirectHit=3500; indirectHitRange=15; minRange=50; minRangeProbab=0.5; midRange=300; midRangeProbab=0.95; maxRange=2500; maxRangeProbab=0.5; soundHit[]={"\LaserGuided\expl2",100.0000076,1}; cost=20000; model="Snake"; proxyShape="Snake"; irLock=0; laserLock=1; maxControlRange=100000; maneuvrability=16.0; sideAirFriction=0.1; simulation="shotMissile"; maxSpeed=100; initTime=0; thrustTime=0; thrust=0; }; class Grenade:Default { hit=20; indirectHit=18; indirectHitRange=7; minRange=15; minRangeProbab=0.3; midRange=80; midRangeProbab=0.55; maxRange=150; maxRangeProbab=0.0; model="granat"; cost=40; simulation="shotShell"; simulationStep=0.05; soundHit[]={"Explosions\expl3",10.0,1}; soundFly[]={"objects\noise",0.000032,1}; soundEngine[]={"",0.0001,4}; visibleFire=2; audibleFire=0.25; visibleFireTime=0; }; class GrenadeHand:Grenade { model="handgrenade.p3d"; minRange=40; minRangeProbab=0.1; midRange=45; midRangeProbab=0.3; maxRange=60; maxRangeProbab=0.5; visibleFire=2; audibleFire=0.25; visibleFireTime=1; }; class StrokeFistHit:Default { hit=2; indirectHit=0.5; indirectHitRange=0.2; minRange=0; minRangeProbab=0.3; midRange=0.5; midRangeProbab=0.8; maxRange=1; maxRangeProbab=0.0; model="granat"; simulation="shotStroke"; cost=1; simulationStep=0.05; soundHit[]={"",0.000032,1}; soundFly[]={"objects\noise",0.000032,4}; soundEngine[]={"",0.0001,4}; visibleFire=2; audibleFire=0.25; visibleFireTime=1; }; class StrokeGunHit:StrokeFistHit { hit=8; indirectHit=1; indirectHitRange=0.4; }; class MortarShell:Grenade { hit=50; indirectHit=40; indirectHitRange=10; minRange=45; minRangeProbab=0.5; midRange=240; midRangeProbab=0.55; maxRange=450; maxRangeProbab=0.0; model="mortarShell"; soundHit[]={"Explosions\expl4",10.0,1}; cost=120; }; class Flare:Grenade { hit=5; indirectHit=2; indirectHitRange=0.2; cost=100; simulation="shotIlluminating"; simulationStep=0.05; explosive=0; soundHit[]={"",0,1}; lightColor[]={1,1,1,0}; }; class FlareGreen:Flare { lightColor[]={0,1,0,0}; }; class FlareRed:Flare { lightColor[]={1,0,0,0}; }; class FlareYellow:Flare { lightColor[]={1,1,0,0}; }; class SmokeShell:GrenadeHand { hit=5; indirectHit=2; indirectHitRange=0.2; cost=100; simulation="shotSmoke"; explosive=0; soundHit[]={"",0,1}; smokeColor[]={1,1,1,0}; class Smoke { interval=0.01; cloudletDuration=4.0; cloudletAnimPeriod=1.0; cloudletSize=0.25; cloudletAlpha=1.0; cloudletGrowUp=1.5; cloudletFadeIn=0.0; cloudletFadeOut=5.0; cloudletAccY=-0.3; cloudletMinYSpeed=0; cloudletMaxYSpeed=10; cloudletShape="cl_basic"; cloudletColor[]={1,1,1,0}; initT=1000; deltaT=-500; density=1.0; size=1.5; initYSpeed=1.0; timeToLive=1.00000002004088E+20; in=3.0; out=0.0; class Table { class T1 { maxT=0; color[]={0.7,0.7,0.7,1}; }; class T2 { maxT=1000; color[]={0.4,0.4,0.4,1}; }; }; }; }; class SmokeShellRed:SmokeShell { smokeColor[]={1,0.25,0,0}; }; class SmokeShellGreen:SmokeShell { smokeColor[]={0.2,0.8,0.2,0}; }; class TimeBomb:Default { hit=700; indirectHit=700; indirectHitRange=7; minRange=0; minRangeProbab=0.95; midRange=5; midRangeProbab=0.9; maxRange=10; maxRangeProbab=0.0; model="satchel.p3d"; cost=2000; simulation="shotTimeBomb"; simulationStep=0.1; soundHit[]={"Explosions\timebomb",100.0000076,1}; soundFly[]={"",0,1}; soundEngine[]={"",0,1}; visibleFire=0; audibleFire=0; visibleFireTime=0; }; class PipeBomb:TimeBomb { simulation="shotPipeBomb"; }; class Mine:TimeBomb { hit=750; indirectHit=750; indirectHitRange=5; simulation="shotMine"; model="m19_at_proxy.p3d"; defaultMagazine="Mine"; }; class MineE:Mine { model="tm_62m.p3d"; defaultMagazine="MineE"; }; class FuelExplosion:Default { hit=100; indirectHit=80; indirectHitRange=8; minRange=10; minRangeProbab=0.9; midRange=20; midRangeProbab=0.99; maxRange=30; maxRangeProbab=0.8; model=""; simulation=""; cost=1; soundHit[]={"Explosions\fuel_explosion",100.0000076,1}; soundFly[]={"",1,1}; soundEngine[]={"",1,4}; }; class AIM_7: AA // Sparrow { hit=1239; indirectHit=531; indirectHitRange=4.5; maxSpeed=1750; midRange=2000; midRangeProbab=0.950000; maxRange=6000; maxRangeProbab=0.300000; }; class AIM_9H: AA // Sidewinder { hit=795.2; indirectHit=340.8; indirectHitRange=4.5; maxSpeed=2750; midRange=4000; midRangeProbab=0.950000; maxRange=12000; maxRangeProbab=0.300000; }; class AIM_9LM: AIM_9H // Sidewinder models L & M { hit=661.5; indirectHit=283.5; indirectHitRange=3; maneuvrability=2.000000; // better than the AIM_9H }; class AIM_54: AA // Phoenix { hit=1932; indirectHit=828; indirectHitRange=5; maxSpeed=4800; midRange=14000; midRangeProbab=0.950000; maxRange=20000; maxRangeProbab=0.300000; model=""; proxyShape=""; }; class AIM_120: AA // AMRAAM Slammer { hit=1239; indirectHit=531; indirectHitRange=4.5; maxSpeed=3800; midRange=14000; midRangeProbab=0.950000; maxRange=20000; maxRangeProbab=0.300000; model=""; proxyShape=""; }; class AIM_132: AA // ASRAAM { hit=154; indirectHit=66; indirectHitRange=6; maxSpeed=1500; midRange=4000; midRangeProbab=0.950000; maxRange=8000; maxRangeProbab=0.300000; }; class FIM_922: AA // Stinger { hit=156; indirectHit=66; indirectHitRange=6; maxSpeed=3800; midRange=7000; midRangeProbab=0.950000; maxRange=15000; maxRangeProbab=0.300000; model=""; proxyShape=""; }; class Zuni_5: Hellfire // 5inch rocket { hit=700; indirectHit=300; indirectHitRange=10; minRange=50; minRangeProbab=0.200000; midRange=250; midRangeProbab=0.200000; maxRange=1000; maxRangeProbab=0.050000; maxSpeed=1500; simulation="shotRocket"; simulationStep=0.050000; cost=2000; soundHit[]={"Explosions\expl1",100.000008,1}; model="ZUNI"; irLock=0; airLock=1; laserLock=0; manualControl=0; maneuvrability=0.000000; maxControlRange=0; initTime=0.050000; thrustTime=1.500000; thrust=500; }; class Hydra_2_75: Zuni // 2_75inch rocket { soundHit[]={"Explosions\expl2",100.000008,1}; hit=154; indirectHit=66; indirectHitRange=10; thrustTime=1.00000; thrust=500; airLock=0; }; class AGM_65AB: Hellfire // Air Force Maverick models A,B { hit=1967; indirectHit=843; indirectHitRange=2.500000; model="Maverik"; minRange=200; minRangeProbab=0.300000; midRange=6000; midRangeProbab=0.800000; maxRange=10000; maxRangeProbab=0.500000; thrust=700; laserLock=0; irLock=0; maxSpeed=1150; proxyShape="Maverik_proxy"; }; class AGM_65D: AGM_65 // Air Force Maverick model D { irLock=1; }; class AGM_65E: AGM_65 // Marine Corp Maverick model E { laserLock=1; }; class AGM_65GF: AGM_65 // Air Force Maverick model G & NAVY model F { irLock=1; hit=4725; indirectHit=2025; indirectHitRange=4.500000; }; class AGM_45A: AGM_65 // Shrike model A { hit=2205; indirectHit=945; indirectHitRange=3; model="\DrF_Intruder\AGM_45"; minRange=200; minRangeProbab=0.300000; midRange=6000; midRangeProbab=0.800000; maxRange=10000; maxRangeProbab=0.500000; thrust=700; laserLock=0; irLock=1; maxSpeed=2150; proxyShape="\DrF_Intruder\AGM_45"; }; class AGM_84: Hellfire // AirLaunched Harpoon { hit=7590.8; indirectHit=3253; indirectHitRange=5.500000; model="\DrF_Intruder\AGM_84"; minRange=300; minRangeProbab=0.300000; midRange=10000; midRangeProbab=0.800000; maxRange=25000; maxRangeProbab=0.500000; thrust=700; laserLock=0; irLock=1; maxSpeed=885; proxyShape="\DrF_Intruder\AGM_84"; }; class MK_81: Default // 250lb GP BOMB { hit=2065; indirectHit=885; indirectHitRange=4.5; minRange=50; minRangeProbab=0.500000; midRange=300; midRangeProbab=0.950000; maxRange=2500; maxRangeProbab=0.500000; soundHit[]={"\LaserGuided\expl2",100.000008,1}; model="\DrF_Intruder\mk_81"; proxyShape="\DrF_Intruder\mk_81"; irLock=0; laserLock=0; maxControlRange=0; maneuvrability=0; sideAirFriction=0.100000; simulation="shotMissile"; maxSpeed=600; initTime=0; thrustTime=0; thrust=0; }; class MK_82: MK_81 // 500lb GP BOMB { hit=3115; indirectHit=1335; indirectHitRange=6; model="\DrF_Intruder\mk_82"; proxyShape="\DrF_Intruder\mk_82"; }; class MK_83: MK_81 // 1000lb GP BOMB { hit=7070; indirectHit=3030; indirectHitRange=7.575; model="\DrF_Intruder\mk_83"; proxyShape="\DrF_Intruder\mk_83"; }; class MK_84: MK_81 // 2000lb GP BOMB { hit=14700; indirectHit=6300; indirectHitRange=15.75; model="\DrF_Intruder\mk_84"; proxyShape="\DrF_Intruder\mk_84"; }; class GBU_12D: MK_82 // 500lb Laser Guided BOMB { minRange=50; minRangeProbab=0.500000; midRange=2500; midRangeProbab=0.950000; maxRange=5000; maxRangeProbab=0.500000; soundHit[]={"\LaserGuided\expl2",100.000008,1}; cost=20000; model="\DrF_Intruder\GBU_12"; proxyShape="\DrF_Intruder\GBU_12P"; irLock=0; laserLock=1; maxControlRange=100000; maneuvrability=16.000000; sideAirFriction=0.100000; simulation="shotMissile"; }; class GBU_16B: MK_83 // 1000lb Laser Guided BOMB { minRange=50; minRangeProbab=0.500000; midRange=2500; midRangeProbab=0.950000; maxRange=5000; maxRangeProbab=0.500000; soundHit[]={"\LaserGuided\expl2",100.000008,1}; cost=20000; model="\DrF_Intruder\GBU_16"; proxyShape="\DrF_Intruder\GBU_16P"; irLock=0; laserLock=1; maxControlRange=100000; maneuvrability=16.000000; sideAirFriction=0.100000; simulation="shotMissile"; }; class GBU_10E: MK_84 // 2000lb Laser Guided BOMB GBU-24E & B use this { minRange=50; minRangeProbab=0.500000; midRange=2500; midRangeProbab=0.950000; maxRange=5000; maxRangeProbab=0.500000; soundHit[]={"\LaserGuided\expl2",100.000008,1}; cost=20000; model="\DrF_Intruder\GBU_10"; proxyShape="\DrF_Intruder\GBU_10P"; irLock=0; laserLock=1; maxControlRange=100000; maneuvrability=16.000000; sideAirFriction=0.100000; simulation="shotMissile"; }; class Grenade: Default { hit=20; indirectHit=18; indirectHitRange=7; minRange=15; minRangeProbab=0.300000; midRange=80; midRangeProbab=0.550000; maxRange=150; maxRangeProbab=0.000000; model="granat"; cost=40; simulation="shotShell"; simulationStep=0.050000; soundHit[]={"Explosions\expl3",10.000000,1}; soundFly[]={"objects\noise",0.000032,1}; soundEngine[]={"",0.000100,4}; visibleFire=2; audibleFire=0.250000; visibleFireTime=0; }; class MK77 : LaserGuidedBomb { hit=3000;indirectHit=3000;indirectHitRange=10; minRange=600; minRangeProbab=0.3; midRange=900; midRangeProbab=0.9; maxRange=1600; maxRangeProbab=0.5; model=\rkta6\wep\mk77_mesh; proxyshape=\rkta6\wep\mk77_mesh; sideAirFriction = 0.1; irLock = true; cost =175; }; class MK77Burner : SmokeShell { class smoke {    interval=0.3; cloudletDuration=1; cloudletAnimPeriod=3;    cloudletSize=5; cloudletAlpha=0.08; cloudletGrowUp=0.5;    cloudletFadeIn=0; cloudletFadeOut=40;    cloudletAccY=1; cloudletMinYSpeed=3; cloudletMaxYSpeed=9; cloudletMaxXSpeed=1;    cloudletShape="cl_fire"; cl_basic=0; cloudletColor[]={1,1,1,0};    initT=1000; deltaT=-200;    class Table {    class T1 { maxT=0; color[]={0,0,0,.4}; };    class T2 { maxT=600; color[]={.8,.6,.3,.75}; };    class T3 { maxT=1000; color[]={.9,.5,.1,.5}; };  };    density=1; size=3; in=0; out=0; initYSpeed=1.5; timetolive=30;    }    class light    { Shape="kouleSvetlo"; color[] = {0.5000, 0.200, 0.0, 0.0}; ambient[] = {0.30000, 0.15000, 0.0000, 0.0}; position = "light"; size = 0.7; brightness = 0.7500;    }; }; class GrenadeHand: Grenade // HE { model="handgrenade.p3d"; minRange=40; minRangeProbab=0.100000; midRange=45; midRangeProbab=0.300000; maxRange=60; maxRangeProbab=0.500000; visibleFire=2; audibleFire=0.250000; visibleFireTime=1; }; class M67: GrenadeHand // FRAG Grenade { hit=6.37; indirectHit=2.73; indirectHitRange=15; }; }; class CfgRecoils { access=1; empty[]={}; impulse[]={0.05,0.02,0.2,0.1,0.03,-0.1,0.3,0,0}; riffleSingle[]={0.05,0.02,0.04,0.05,0,0}; riffleSilenced[]={0.01,0.004,0.01,0.05,0,0}; LAWSingle[]={0.02,0,0,0.05,0.08,0.03,0.1,0.03,0.015,0.2,0,0}; sniperSingle[]={0.02,0,0,0.05,0.01,0.02,0.1,0.008,0.018,0.2,0,0}; riffleBurst3[]={0.05,0.02,0.04,0.05,0,0}; mgunBurst3[]={0.03,0.02,"0.04*1.35",0.03,0.01,"0.01*0.5",0.03,0.03,"0.04*1.35& quot;,0.03,0.02,"0.02*0.5",0.01,0,0}; }; class CfgWeapons { access=1; class Default { access=3; scopeWeapon=0; scopeMagazine=0; valueWeapon=2; valueMagazine=2; picture=""; uiPicture="ivojak"; ammo=""; cursor="w_weapon"; cursorAim="w_lock"; weaponType=65536; magazineType=0; displayName=""; displayNameMagazine=""; shortNameMagazine=""; nameSound="weapon"; count=0; multiplier=1; burst=1; magazineReloadTime=0; reloadTime=1.0; sound[]={"",1,1}; soundContinuous=0; drySound[]={"",1,1}; reloadSound[]={"",1,1}; reloadMagazineSound[]={"",1,1}; initSpeed=0; maxLeadSpeed=50; flash=""; flashSize=0; dispersion=0.002; aiDispersionCoefX=1.0; aiDispersionCoefY=1.0; canLock=2; enableAttack=1; ffMagnitude=0; ffFrequency=1; ffCount=1; recoil="Empty"; model=""; modelSpecial=""; modelMagazine="\misc\mag_univ.p3d"; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; cartridgePos="nabojnicestart"; cartridgeVel="nabojniceend"; modelOptics=""; opticsFlare=1; optics=1; forceOptics=0; opticsZoomMin=0.35; opticsZoomMax=0.35; distanceZoomMin=400; distanceZoomMax=400; primary=10; showEmpty=1; autoFire=0; autoReload=1; aiRateOfFire=5.0; aiRateOfFireDistance=500; backgroundReload=0; reloadAction=manactreloadmagazine; muzzles[]={"this"}; magazines[]={"this"}; modes[]={"this"}; useAction=0; useActionTitle=""; canDrop=1; }; class Shell73:Default { scopeWeapon=0; scopeMagazine=2; displayName="$STR_DN_SHELL"; displayNameMagazine="$STR_MN_SHELL"; shortNameMagazine="$STR_SN_SHELL"; nameSound="shell"; ammo="Shell73"; count=15; initSpeed=700; reloadTime=16.0; sound[]={"Weapons\gun73",10.0,1}; reloadSound[]={"Weapons\reload",0.001,1}; ffCount=1; }; class Heat73:Shell73 { ammo="Heat73"; displayName="$STR_DN_HEAT"; displayNameMagazine="$STR_MN_HEAT"; shortNameMagazine="$STR_SN_HEAT"; nameSound="heat"; }; class Gun73:Default { scopeWeapon=2; scopeMagazine=0; displayName="$STR_DN_GUN"; sound[]={"Weapons\gun73",10.0,1}; reloadSound[]={"Weapons\reload",0.001,1}; backgroundReload=1; ffMagnitude=1; ffFrequency=5; magazines[]={"Heat73","Shell73"}; }; class Shell105:Shell73 { ammo="Shell105"; count=35; initSpeed=900; reloadTime=16.0; sound[]={"Weapons\gun105",10.0,1}; reloadSound[]={"Weapons\missload",0.000316,1}; }; class Heat105:Shell105 { ammo="Heat105"; displayName="$STR_DN_HEAT"; displayNameMagazine="$STR_MN_HEAT"; shortNameMagazine="$STR_SN_HEAT"; nameSound="heat"; sound[]={"Weapons\gun105",10.0,1}; reloadSound[]={"Weapons\missload",0.000316,1}; }; class Gun105:Gun73 { sound[]={"Weapons\gun105",10.0,1}; reloadSound[]={"Weapons\missload",0.000316,1}; magazines[]={"Heat105","Shell105"}; }; class Shell120:Shell105 { ammo="Shell120"; count=35; initSpeed=1500; reloadTime=8.0; sound[]={"Weapons\gun120",10.0,1}; reloadSound[]={"Weapons\missload",0.000316,1}; }; class Heat120:Shell120 { ammo="Heat120"; displayName="$STR_DN_HEAT"; displayNameMagazine="$STR_MN_HEAT"; shortNameMagazine="$STR_SN_HEAT"; nameSound="heat"; sound[]={"Weapons\gun120",10.0,1}; reloadSound[]={"Weapons\missload",0.000316,1}; }; class Gun120:Gun105 { sound[]={"Weapons\gun120",10.0,1}; reloadSound[]={"Weapons\missload",0.000316,1}; magazines[]={"Heat120","Shell120"}; }; class Shell125:Shell120 { ammo="Shell125"; count=35; initSpeed=1200; reloadTime=8.0; sound[]={"Weapons\gun125",10.0,1}; reloadSound[]={"Weapons\missload",0.000316,1}; }; class Heat125:Shell125 { ammo="Heat125"; displayName="$STR_DN_HEAT"; displayNameMagazine="$STR_MN_HEAT"; shortNameMagazine="$STR_SN_HEAT"; nameSound="heat"; sound[]={"Weapons\gun125",10.0,1}; reloadSound[]={"Weapons\missload",0.000316,1}; }; class Gun125:Gun120 { sound[]={"Weapons\gun125",10.0,1}; reloadSound[]={"Weapons\missload",0.000316,1}; magazines[]={"Heat125","Shell125"}; }; class MGun:Default { ammo="BulletSingle"; displayName="$STR_DN_MGUN"; displayNameMagazine="$STR_MN_MGUN"; shortNameMagazine="$STR_SN_MGUN"; nameSound="mgun"; count=100; reloadTime=0.25; sound[]={"Weapons\M60mgun",1.0,1}; soundContinuous=1; reloadSound[]={"",1,1}; initSpeed=900; flash="gunfire"; flashSize=0.5; optics=0; }; class Riffle:MGun { cursor="w_weapon_T"; cursorAim="w_weapon_S"; valueWeapon=4; valueMagazine=4; ammo="BulletSingle"; displayName="$STR_DN_RIFLE"; displayNameMagazine="$STR_MN_MGUN"; shortNameMagazine="$STR_SN_MGUN"; weaponType=1; magazineType=256; count=30; reloadTime=0.15; magazineReloadTime=5; sound[]={"42m16",1.0,1}; reloadSound[]={"",1,1}; reloadMagazineSound[]={"weapons\m16load",0.000316,1}; opticsFlare=0; autoReload=0; flash="gunfire"; flashSize=0.5; dispersion=0.0001; aiDispersionCoefX=2.0; aiDispersionCoefY=2.0; maxLeadSpeed=23; canLock=0; ffMagnitude=0.5; ffFrequency=11; ffCount=3; }; class StrokeFist:Default { scopeWeapon=1; scopeMagazine=1; ammo="StrokeFistHit"; weaponType=0; magazineType=0; displayName="$STR_DN_FIST"; displayNameMagazine="$STR_MN_FIST"; shortNameMagazine="$STR_SN_FIST"; sound[]={"Weapons\grenade_launch",0.003162,1}; reloadSound[]={"",0.000316,1}; aiDispersionCoefX=2.0; aiDispersionCoefY=2.0; enableAttack=0; primary=1; showEmpty=0; autoReload=1; burst=0; multiplier=0; magazines[]={"StrokeFist"}; reloadTime=0; initSpeed=0; canLock=0; ffMagnitude=0.1; ffFrequency=1; ffCount=1; recoil="Empty"; dispersion=0.015; maxLeadSpeed=15; optics=0; muzzlePos=""; muzzleEnd=""; count=100; canDrop=0; }; class StrokeGun:StrokeFist { ammo="StrokeGunHit"; scopeWeapon=0; scopeMagazine=1; displayName="$STR_DN_STRIKE"; displayNameMagazine="$STR_MN_STRIKE"; shortNameMagazine="$STR_SN_STRIKE"; count=100; modelOptics=""; magazines[]={"StrokeGun"}; primary=1; }; class M16:Riffle { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model="m16_proxy"; modelOptics="optika_m16"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; displayName="$STR_DN_M16"; displayNameMagazine="$STR_MN_M16"; shortNameMagazine="$STR_SN_M16"; drySound[]={"weapons\M16dry",0.01,1}; magazines[]={"M16","Mortar"}; modes[]={"Single","Burst"}; class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="$STR_DN_M16"; dispersion=0.0002; sound[]={"Weapons\M16Single",1.0,1}; soundContinuous=0; reloadTime=0.07; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class Burst { ammo="BulletBurstW"; multiplier=1; burst=3; displayName="$STR_DN_M16_BURST"; dispersion=0.0004; sound[]={"Weapons\M16Burst",1.0,1}; soundContinuous=0; reloadTime=0.1; ffCount=3; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class FAL_20FMJ:Default { scopeWeapon=0; scopeMagazine=2; displayName="FAL_20FMJ"; displayNameMagazine="FAL_20FMJ"; shortNameMagazine="FAL_20FMJ"; nameSound="shell"; ammo="7_62NATO_FMJ"; count=20; initSpeed=730.3; reloadTime=0.07; sound[]={""weapons\M16dry",0.01,1}; ffCount=1; }; class 7_62NATO_Belt_100FMJ:FAL_20FMJ { magazineType="2 * 256"; displayName="7_62NATO_Belt_100FMJ"; displayNameMagazine="7_62NATO_Belt_100FMJ"; shortNameMagazine="7_62NATO_Belt_100FMJ"; count=100; }; class FAL_20JHP:FAL_20FMJ { ammo="7_62NATO_JHP"; displayName="FAL_20JHP"; displayNameMagazine="FAL_20JHP"; shortNameMagazine="FAL_20JHP"; nameSound="heat"; }; class 7_62NATO_Belt_100JHP:FAL_20JHP { magazineType="2 * 256"; displayName="7_62NATO_Belt_100JHP"; displayNameMagazine="7_62NATO_Belt_100JHP"; shortNameMagazine="7_62NATO_Belt_100JHP"; count=100; }; class FAL_20AP:FAL_20FMJ { ammo="7_62NATO_AP"; displayName="FAL_20AP"; displayNameMagazine="FAL_20AP"; shortNameMagazine="FAL_20AP"; nameSound="heat"; }; class 7_62NATO_Belt_100AP:FAL_20AP { magazineType="2 * 256"; displayName="7_62NATO_Belt_100AP"; displayNameMagazine="7_62NATO_Belt_100AP"; shortNameMagazine="7_62NATO_Belt_100AP"; count=100; }; class BAR_20FMJ:FAL_20FMJ { displayName="BAR_20FMJ"; displayNameMagazine="BAR_20FMJ"; shortNameMagazine="BAR_20FMJ"; count=20; }; class BAR_10FMJ:BAR_20FMJ { displayName="BAR_10FMJ"; displayNameMagazine="BAR_10FMJ"; shortNameMagazine="BAR_10FMJ"; count=10; }; class BAR_20JHP:BAR_20FMJ { ammo="7_62NATO_JHP"; displayName="BAR_20JHP"; displayNameMagazine="BAR_20JHP"; shortNameMagazine="BAR_20JHP"; nameSound="heat"; }; class BAR_10JHP:BAR_20JHP { displayName="BAR_10JHP"; displayNameMagazine="BAR_10JHP"; shortNameMagazine="BAR_10JHP"; nameSound="heat"; count=10; }; class BAR_20AP:BAR_20FMJ { ammo="7_62NATO_AP"; displayName="BAR_20AP"; displayNameMagazine="BAR_20AP"; shortNameMagazine="BAR_20AP"; nameSound="heat"; }; class BAR_10AP:BAR_10FMJ { ammo="7_62NATO_AP"; displayName="BAR_10AP"; displayNameMagazine="BAR_10AP"; shortNameMagazine="BAR_10AP"; nameSound="heat"; }; class L1A1-F1:Riffle // Australia L1A1 - F1 7.62mm NATO Assault Rifle { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model=""; modelOptics=""; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; displayName="L1A1-F1"; displayNameMagazine="FAL_20"; shortNameMagazine="FAL_20"; drySound[]={"weapons\M16dry",0.01,1}; magazines[]={"FAL_20FMJ","FAL_20JHP","FAL_20AP"}; modes[]={"Safety","Single"}; class Safety { multiplier=1; burst=0; displayName="L1A1-F1_Safety-On"; dispersion=0.0002; sound[]={"Weapons\M16dry",1.0,1}; soundContinuous=0; reloadTime=0.07; ffCount=0; recoil="riffleSingle"; autoFire=0; aiRateOfFire=0; aiRateOfFireDistance=0; useAction=0; useActionTitle=""; }; class Single { multiplier=1; burst=1; displayName="L1A1-F1"; dispersion=0.0002; sound[]={"Weapons\M16Single",1.0,1}; soundContinuous=0; reloadTime=0.07; ffCount=1; recoil="riffleSingle"; autoFire=1; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class FN_FAL:L1A1-F1 // Belgium FN FAL 7.62mm NATO Assault Rifle { displayName="FN_FAL"; model=""; modelOptics=""; modes[]={"Safety","Single","Burst"}; class Safety { multiplier=1; burst=0; displayName="FN_FAL_Safety-On"; dispersion=0.0002; sound[]={"Weapons\M16dry",1.0,1}; soundContinuous=0; reloadTime=0.07; ffCount=0; recoil="riffleSingle"; autoFire=0; aiRateOfFire=0; aiRateOfFireDistance=0; useAction=0; useActionTitle=""; }; class Single { multiplier=1; burst=1; displayName="FN_FAL"; dispersion=0.0002; sound[]={"Weapons\M16Single",1.0,1}; soundContinuous=0; I'll post an link to the config file soon, for those interested. DragoFire Share this post Link to post Share on other sites
DragoFire 0 Posted September 8, 2005 Ok here's the master ammo and mag config.cpp as a txt file for those interested. Ammo.txt You may want to remove "Safety" from "class CfgWeapons;" as AI might have issues with it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> modes[]={"Safety","Burst","FullAuto"}; class Safety DragoFire Share this post Link to post Share on other sites
panzergrenadier3 39 Posted September 8, 2005 Very big thanks!!! That is beautifull! Â Â Â But I can't model anything. Without the models for missiles, bombs etc. it's useless for me (alone) Â Is there a chance to get this public? Share this post Link to post Share on other sites
Martin_BM 0 Posted September 8, 2005 Any chance to include this weapons ? Durandal AGM-130 GBU-15 AGM-154 GBU-28 Mk82 in this version and some culsters will be great  And i think that you make wrong wings in mk bomb family, they have 90 degree on back section like this : http://i16.photobucket.com/albums/b35/Martin_BM/bomb.jpg Correct me if i'am wrong  Share this post Link to post Share on other sites
Baphomet 0 Posted September 8, 2005 Quote[/b] ]As most of us don't want some making a great addon that can't be used, due to it's weapons being too powerful and making OPF unplayable. Or just edit it for your own personal needs.... All this talk of standards seems really inconsequential unless you're playing with a large group of people online and need to compromise... ugh, such a terrible word. Share this post Link to post Share on other sites
DragoFire 0 Posted September 14, 2005 I've got the missile and bomb file somewhere. Once found I'll make it public. DragoFire Share this post Link to post Share on other sites
panzergrenadier3 39 Posted September 14, 2005 PERFECT!!!! Â Â Â Â Â Â Â Merci bien! Share this post Link to post Share on other sites
DragoFire 0 Posted September 14, 2005 might take me a day or two to find. DragoFire Share this post Link to post Share on other sites
panzergrenadier3 39 Posted September 15, 2005 Will wait for that, no problem! Share this post Link to post Share on other sites
[frl]myke 14 Posted June 19, 2008 To be honest, i didn't read through the whole thread, was getting here by the A-6E topic. I've started working on some kind of weapon standards, basically Guided missiles and bombs. It is at a very early stage right now as i've started maybe 2 weeks ago but maybe you might take a look at it what i've done so far and maybe (hopefully) it might be something you could be interested from. BIS Forum topic: http://www.flashpoint1985.com/cgi-bin....t=73913 Website i've put on a few hours ago.: http://iaws.armaholic.eu Please read through it and i would appreciate to get some comments. Kind regards Myke Share this post Link to post Share on other sites