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stgn

Silent guns

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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 confused.gif

STGN

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i think u have to add this to the ammo class

audibleFire=0;

it is how noisy the gun is (or ammo)

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This is an exemple to how make a good Sniper riffle silenced wink.gif

</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 tounge.gif

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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?

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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.

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