stgn 39 Posted March 25, 2003 I had just made my own MP5SD3 and was about to try it on a night mission, I snog up behind a spetnaz and shot his head of. then I wanted to kill the other gaurds but they where all lying around an looking for me. pritty anoing when you have a hard time hearing the gun i 3. person view. i tryed yousing the OFP's HK and it worked fine so how do I make my gun silent STGN Share this post Link to post Share on other sites
Gummi 0 Posted March 25, 2003 i think u have to add this to the ammo class audibleFire=0; it is how noisy the gun is (or ammo) Share this post Link to post Share on other sites
PicVert 0 Posted March 25, 2003 This is an exemple to how make a good Sniper riffle silenced </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgModels { class Default{}; class Weapon: Default{}; class XXXXXP3D : Weapon{}; }; class CfgPatches { class XXXXX_Weapon { units[] = {}; weapons[] = {XXXXX_Weapon}; requiredVersion = 1.75; }; }; class CfgAmmo { class default {}; class BulletSingle : Default{}; class BulletBurst : BulletSingle{}; class XXXXX_Bullet : BulletSingle { hit=15; indirectHit=2; indirectHitRange=0.100000; visibleFire=10; audibleFire=10; visibleFireTime=2; minRange=1.000000; minRangeProbab=1.000000; midRange=200; midRangeProbab=1.000000; maxRange=900; maxRangeProbab=0.650000; thurst=2000; thrusttime=0.2; cost=0.500000; tracerColor[]={0,0,0,0.005000}; tracerColorR[]={0,0,0,0.005000}; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class SniperRiffle : Riffle {}; class M21 : SniperRiffle {}; class XXXXX_Weapon:M21 { scopeWeapon=2; scopeMagazine=2; optics=1; opticsZoomMin=0.02; opticsZoomMax=0.1; picture="\XXXXX\weapon.paa"; model="XXXXX"; modelOptics="XXXXX"; modelspecial = ""; displayName="XXXXX"; drySound[]={"weapons\m16dry",0.000316,1}; initSpeed=1300; modes[]={"one"}; magazines[]={"XXXXX_mag"}; class one { ammo="XXXXX_Bullet"; multiplier=1; burst=1; displayName="Sniper"; dispersion=0.0000200; sound[]={"\XXXXX\shoots.wav",2,1}; soundContinuous=0; reloadTime=0.0500; recoil="riffleSilenced"; ffCount=1; autoFire=0; useAction=0; useActionTitle=""; aiRateOfFire=10.0000; aiRateOfFireDistance=1000; }; }; class XXXXX_mag: XXXXX_Weapon { scopeWeapon=0; scopeMagazine=2; count=30; picture="\XXXXX\mag.paa"; displayNameMagazine="XXXXX"; shortNameMagazine="XXXXX"; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyXXXXXP3D: ProxyWeapon {}; }; <span id='postcolor'> You just have to replace the XXXXX by your models. Have a nice day Share this post Link to post Share on other sites
Messiah 2 Posted August 15, 2005 i'm having a similiar problem with the weapon being silenced... i've set the audible fire and visible fire to 2, yet the soldiers still react to it like its a normal weapon... anything else that needs changing? Share this post Link to post Share on other sites
Footmunch 0 Posted August 15, 2005 As a guide, the values in the commented configs are: BulletSingle - audibleFire=16; BulletBurst - audibleFire=25; SilencedSingle - audibleFire=0.035; SilencedBurst - audibleFire=0.05; So, Messie, it looks like 2 is high as well. Share this post Link to post Share on other sites
Messiah 2 Posted August 15, 2005 ok... that would explain alot thanks as per usual footie Share this post Link to post Share on other sites