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Joint ammo and magazines (jam)

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If you split up the config.cpp like various different mods have done (if you need a template just see my exploded config.cpp set wink_o.gif ), that would make it easier to farm out sections for community development. Also, please consider spliting the pack into three parts (files): 1) configs, 2) weapons, 3) sounds and scripts. That way any future changes or bugfixes would be much easier to digest for dialup users and hosting ISP's alike. I.e. 2~5mb patches, instead of ~110mb replacement packs.

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If you split up the config.cpp like various different mods have done (if you need a template just see my exploded config.cpp set  wink_o.gif  ), that would make it easier to farm out sections for community development. Also, please consider spliting the pack into three parts (files): 1) configs, 2) weapons, 3) sounds and scripts. That way any future changes or bugfixes would be much easier to digest for dialup users and hosting ISP's alike. I.e. 2~5mb patches, instead of ~110mb replacement packs.

I tried doing this but I couldn't manage to edit JAM's P3D files to alter the paths therein. I tried editing them with both O2 and Odol Explorer. Note that I have zero experience in editing addons.

I did, however, easily manage to move all sound and pic folders outside of the addon PBO.

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I did, however, easily manage to move all sound and pic folders outside of the addon PBO.

I belive that they are the biggest files in the JAM2 pbo, isn't that so?

Regards.

@CERO.

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I did, however, easily manage to move all sound and pic folders outside of the addon PBO.

I belive that they are the biggest files in the JAM2 pbo, isn't that so?

Well, all of the texture files add up, too. But they are a respectable part and separating them will simply make future customization that much simpler.

My problem is editing the P3D and changing file path pointers therein. If anyone thinks they can do this, PM me and let's get this done.

I'll be calling it a night soon so my replies might not get to anyone interested until tomorrow.

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My problem is editing the P3D and changing file path pointers therein. If anyone thinks they can do this, PM me and let's get this done.

To change the textures paths you don't need OdolEx or O2. All you need is a Hex Editor and Search&Replace smile_o.gif

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Hi Avon,

Thanks for this initiative.

One thing I always miss about JAM weapons is that the standard OFP hiss of the flying bullet is gone, and I can't get the ECP bullet whiz to work with JAM weapons (due to the fired EH I suppose).

Would you consider addressing this in the MAAM config, or is outside the remit you've set?

Thanks,

Cornhelium

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My problem is editing the P3D and changing file path pointers therein. If anyone thinks they can do this, PM me and let's get this done.

To change the textures paths you don't need OdolEx or O2. All you need is a Hex Editor and Search&Replace smile_o.gif

but this does not work with every hex editor and not with every model. i tried with "tiny hexer": i was able to change all t-55 models (texture path from SIG_x to RHS_x). i just had to open the model with o2, save it and then it worked in ofp. but on our weapons this did not work. o2 and ofp crashed when i tried one of the modified models... but your tool works on all models so far biggrin_o.gif

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just un-binze the models. for the most part there is only liek 3 or 4 models in JAM. like just the m79, sks, m16A1, m14 and mosin nag.

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Hex editing is easier with ODOL format p3ds, no need to maintain the same letter count as you do with MLOD and less chance of corrupting the p3d...which happens alot with MLODs. I use Ultraedit and that works fine with the replace function.

In JAM 2 the sounds were moved to a seperate PBO to allow people to change the sounds to what they wanted without affecting any CRC checks on the main config (to prevent cheating).

SelectThis

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SelectThis, while you're here (hello? hello? tounge_o.gif ), could you help me out in in transitional work. Please PM me about this. TIA. smile_o.gif

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but this does not work with every hex editor and not with every model. i tried with "tiny hexer": i was able to change all t-55 models (texture path from SIG_x to RHS_x). i just had to open the model with o2, save it and then it worked in ofp. but on our weapons this did not work. o2 and ofp crashed when i tried one of the modified models... but your tool works on all models so far   biggrin_o.gif

Glad to hear, my tool works biggrin_o.gif

I only use Hex-Editing for ODOL-format files, since for MLOD you have to account for the 32-character-limit (therefore I made the tool).

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ok, next time i'll try it with odol and a hex editor. thx @select this & vektorboson. smile_o.gif

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Using HexToolBox, I cannot change references of "jam" to "maam", for example, because the program refuses to isert 4 characters in place of 3.

This is pathetic - or am I missing something elementary?

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just unbinze it and rename everything in o2.

that is the easiest way to go

the odel explore does not mess up weapons

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How about the old BIS bullet hiss or making it compatible with the ECP whizz sound? Is there anything that can be done about that?

Sorry to bang on about it smile_o.gif

Cheers,

Cornhelium

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cornhelium,

If you want to change the hiss sounds then you will have to edit the JAM_Magazines.pbo (not the JAM_Sounds.pbo).

The hiss sounds can be found in JAM_Magazines\soundhit\ and are named fly1.wss - fly4.wss.

Replace with the ones you want.

SelectThis

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I was wondering if many would ask people to expand the JAM max engagement range of ammo for the rifles and Machine Guns for 5.56mm, 5.45mm, and the 7.62x39mm ammo?

+300 meters for the 7.62x39, but accuracy and flight path makes it less accurate.

+350 meters for the 5.45x39mm, but accuracy is less after 350 meters.

+400 meters for the 5.56mm, somewhat less accurate after 400 meters.

MachineGuns should be able to effectively suppress an area at about 800 meters or so.

I really long for the Variability of the weapon's aim at long range provided by the WGL Mod.  It gives more of a realistic feel to the combat.  You could also get the AI to engage the enemy farther than 500 meters, a big plus factor for me.

The only problem with WGL weapons is telling how accurate your shots are.  I guess that's got to do with the TactEvents of the Mod.

Anyways, that's just my POV about it.  A great project but the enemy or your own men seem to be helpless at +200 meters without a machinegunner or sniper.

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just unbinze it and rename everything in o2.

that is the easiest way to go

the odel explore does not mess up weapons

it is maybe easier, but much more work, too...

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I was wondering if many would ask people to expand the JAM max engagement range of ammo for the rifles and Machine Guns for 5.56mm, 5.45mm, and the 7.62x39mm ammo?

+300 meters for the 7.62x39, but accuracy and flight path makes it less accurate.

+350 meters for the 5.45x39mm, but accuracy is less after 350 meters.

+400 meters for the 5.56mm, somewhat less accurate after 400 meters.

MachineGuns should be able to effectively suppress an area at about 800 meters or so.

I really long for the Variability of the weapon's aim at long range provided by the WGL Mod. It gives more of a realistic feel to the combat. You could also get the AI to engage the enemy farther than 500 meters, a big plus factor for me.

The only problem with WGL weapons is telling how accurate your shots are. I guess that's got to do with the TactEvents of the Mod.

Anyways, that's just my POV about it. A great project but the enemy or your own men seem to be helpless at +200 meters without a machinegunner or sniper.

There are now quite a few Western weapons that fire the 7.62x39mm, and can be accurate out to 500m. The SR-47, RAV02, and Ruger Mini-30 Tactical are good examples.

In general, I do agree with most of your statement though.

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Hey!

I've just found something that was broke in JAM, causing the flying bullet sounds not to sound!

Unpack JAM_Magazines.pbo[/]. In the class CfgAmmo section of Config.cpp, find this section:

soundfly1[]={"\JAM_Magazines\soundhit\fly1.wss",0.031623,1};

soundfly2[]={"\JAM_Magazines\soundhit\fly2.wss",0.031623,1};

soundfly3[]={"\JAM_Magazines\soundhit\fly3.wss",0.031623,1};

soundfly4[]={"\JAM_Magazines\soundhit\fly4.wss",0.031623,1};

soundfly5[]={"\JAM_Magazines\soundhit\fly4.wss",0.031623,1};

soundfly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"sound

fly4",0.2,"soundfly5",0.2};

Now, paste this in over it:

soundFly1[]={"\JAM_Magazines\soundhit\fly1.wss",0.031623,1};

soundFly2[]={"\JAM_Magazines\soundhit\fly2.wss",0.031623,1};

soundFly3[]={"\JAM_Magazines\soundhit\fly3.wss",0.031623,1};

soundFly4[]={"\JAM_Magazines\soundhit\fly4.wss",0.031623,1};

soundFly5[]={"\JAM_Magazines\soundhit\fly5.wss",0.031623,1};

fly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"sound

fly4",0.2,"soundfly5",0.2};

Voilŕ!, repack the pbo using MakePbo and the air is alive again with the sound of flying bullets.

biggrin_o.gif

(I've personally borrowed some bullet whiz sounds from Goldmember's old mod and renamed them fly1.wss -> fly5.wss - JAM firefights are now even busier!)

Ps. The fly1.wss->fly5wss sounds are in the JAM_Magazines/soundhit folder (tks STT!). Gotta go Gump  ghostface.gif

Pps. Same deal for the MARPAT Marines! Alter the config in the c8xmag.pbo in exactly the same way for the same result  biggrin_o.gif

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I was wondering if many would ask people to expand the JAM max engagement range of ammo for the rifles and Machine Guns for 5.56mm, 5.45mm, and the 7.62x39mm ammo?

+300 meters for the 7.62x39, but accuracy and flight path makes it less accurate.

+350 meters for the 5.45x39mm, but accuracy is less after 350 meters.

+400 meters for the 5.56mm, somewhat less accurate after 400 meters.

MachineGuns should be able to effectively suppress an area at about 800 meters or so.

I really long for the Variability of the weapon's aim at long range provided by the WGL Mod.  It gives more of a realistic feel to the combat.  You could also get the AI to engage the enemy farther than 500 meters, a big plus factor for me.

The only problem with WGL weapons is telling how accurate your shots are.  I guess that's got to do with the TactEvents of the Mod.

Anyways, that's just my POV about it.  A great project but the enemy or your own men seem to be helpless at +200 meters without a machinegunner or sniper.

easy unpbo and look for this in the cpp

in this one i already changef my engagements

class JAM_Medium_Rifle_Single_Bullet : JAM_Bullet

{

hit=9;indirectHit=2;indirectHitRange=0.1;

visibleFire=16; // how much is visible when this weapon is fired

audibleFire=16;

visibleFireTime=3; // how long is it visible

minRange=0.5;minRangeProbab=0.10;

midRange=50;midRangeProbab=0.38;

maxRange=400;maxRangeProbab=0.04;

cost = 0.7;

};

class JAM_Medium_Rifle_Burst_Bullet: JAM_Medium_Rifle_Single_Bullet

{

// changed

// parametes to make AI decide what mode should be used

minRange=0.5;minRangeProbab=0.10;

midRange=50;midRangeProbab=0.38;

maxRange=400;maxRangeProbab=0.04;

visibleFire=25; // how much is visible when this weapon is fired

audibleFire=25;

visibleFireTime=5; // how long is it visible

cost = 2.1;

};

class JAM_Medium_Rifle_Auto_Bullet: JAM_Medium_Rifle_Burst_Bullet

{

// for AI full auto is the same as burst, only more expensive

cost = 2.5;

};

class JAM_Medium_Silenced_Rifle_Single_Bullet : BulletSingle

{

hit=8;indirectHit=2;indirectHitRange=0.1;

visibleFire=0.035; // how much is visible when this weapon is fired

audibleFire=0.035;

visibleFireTime=2; // how long is it visible

minRange=0.5;minRangeProbab=0.10;

midRange=50;midRangeProbab=0.38;

maxRange=200;maxRangeProbab=0.04;

cost = 0.7;

};

class JAM_Medium_Silenced_Rifle_Burst_Bullet: JAM_Medium_Silenced_Rifle_Single_Bullet

{

// changed

// parametes to make AI decide what mode should be used

minRange=0.5;minRangeProbab=0.25;

midRange=70;midRangeProbab=0.50;

maxRange=200;maxRangeProbab=0.08;

cost = 2.1;

};

class JAM_Medium_Silenced_Rifle_Auto_Bullet: JAM_Medium_Silenced_Rifle_Burst_Bullet

{

// for AI full auto is the same as burst, only more expensive

cost = 2.5;

};

class JAM_Medium_Mgun_Bullet: JAM_Bullet // machine gun bullet

{

airLock=true;

hit=9;indirectHit=2;indirectHitRange=0.1;

minRange=1;minRangeProbab=0.90;

midRange=100;midRangeProbab=0.50;

maxRange=550;maxRangeProbab=0.05;

cost=4;

};

class JAM_Large_Rifle_Single_Bullet : JAM_Bullet

{

hit=10.5;indirectHit=2;indirectHitRange=0.1;

visibleFire=16; // how much is visible when this weapon is fired

audibleFire=16;

visibleFireTime=3; // how long is it visible

minRange=0.5;minRangeProbab=0.10;

midRange=75;midRangeProbab=0.38;

maxRange=450;maxRangeProbab=0.04;

cost = 0.7;

};

class JAM_Large_Rifle_Burst_Bullet: JAM_Large_Rifle_Single_Bullet

{

// changed

// parametes to make AI decide what mode should be used

minRange=0.5;minRangeProbab=0.10;

midRange=75;midRangeProbab=0.38;

maxRange=450;maxRangeProbab=0.04;

visibleFire=25; // how much is visible when this weapon is fired

audibleFire=25;

visibleFireTime=5; // how long is it visible

cost = 4;

};

class JAM_Large_Rifle_Auto_Bullet: JAM_Large_Rifle_Burst_Bullet

{

// for AI full auto is the same as burst, only more expensive

cost = 2.5;

};

class JAM_Large_Sniper_Single_Bullet : JAM_Bullet

{

//hit=11;indirectHit=2;indirectHitRange=0.1;

hit=12;indirectHit=2;indirectHitRange=0.1;

visibleFire=16; // how much is visible when this weapon is fired

audibleFire=16;

visibleFireTime=3; // how long is it visible

minRange=1;minRangeProbab=0.10;

midRange=400;midRangeProbab=0.80;

maxRange=900;maxRangeProbab=0.15;

cost = 0.7;

};

class JAM_Large_Sniper_Auto_Bullet: JAM_Large_Sniper_Single_Bullet

{

// changed

// parametes to make AI decide what mode should be used

minRange=1;minRangeProbab=0.10;

midRange=300;midRangeProbab=0.80;

maxRange=500;maxRangeProbab=0.15;

visibleFire=25; // how much is visible when this weapon is fired

audibleFire=25;

visibleFireTime=5; // how long is it visible

cost = 2.5;

};

class JAM_Large_Silenced_Sniper_Single_Bullet : JAM_Bullet

{

//hit=10;indirectHit=2;indirectHitRange=0.1;

hit=11;indirectHit=2;indirectHitRange=0.1;

visibleFire=0.035; // how much is visible when this weapon is fired

audibleFire=0.035;

visibleFireTime=2; // how long is it visible

minRange=1;minRangeProbab=0.10;

midRange=350;midRangeProbab=0.80;

maxRange=750;maxRangeProbab=0.10;

cost = 0.7;

};

class JAM_Large_Silenced_Sniper_Auto_Bullet: JAM_Large_Silenced_Sniper_Single_Bullet

{

// changed

// parametes to make AI decide what mode should be used

minRange=1;minRangeProbab=0.10;

midRange=300;midRangeProbab=0.80;

maxRange=500;maxRangeProbab=0.15;

visibleFire=0.035; // how much is visible when this weapon is fired

audibleFire=0.035;

visibleFireTime=2; // how long is it visible

cost = 2.5;

};

class JAM_Large_Mgun_Bullet: JAM_Bullet

{

airLock=true;

hit=10.5;indirectHit=2;indirectHitRange=0.1;

minRange=1;minRangeProbab=0.90;

midRange=100;midRangeProbab=0.50;

maxRange=550;maxRangeProbab=0.05;

cost=4;

};

class JAM_50_Cal_Sniper_Bullet : JAM_Bullet

{

hit=15;indirectHit=12;indirectHitRange=0.2;

visibleFire=16; // how much is visible when this weapon is fired

audibleFire=16;

visibleFireTime=3; // how long is it visible

minRange=1;minRangeProbab=0.10;

midRange=400;midRangeProbab=0.80;

maxRange=900;maxRangeProbab=0.15;

cost = 2.5;

};

class Grenade: Default{};

class JAM_40MM_Grenade: Grenade

{

hit=20;indirectHit=18;indirectHitRange=7;

minRange=15;minRangeProbab=0.01;

midRange=100;midRangeProbab=0.4;

maxRange=250;maxRangeProbab=0.5;

cost=30;

visibleFire=2; // how much is visible when this weapon is fired

audibleFire=0.25;

visibleFireTime=0; // how long is it visible

};

class JAM_West_9x19_Bullet: JAM_Pistol_Bullet {TRACER_N_ALWAYS;};

class JAM_West_9x19_Silenced_Bullet: JAM_Pistol_Silenced_Bullet {TRACER_N_ALWAYS;};

class JAM_West_45ACP_Bullet: JAM_Pistol_Bullet

{

hit=7.5;

TRACER_N_ALWAYS;

};

class JAM_West_45ACP_Silenced_Bullet: JAM_Pistol_Silenced_Bullet

{

hit=7.5;

TRACER_N_ALWAYS;

maxrange=(max distance u want the bullet to be used)

this part of cpp is already changed so that 5.56 ammo engages at 400

7.62 450

machineguns 550

ak = large rifle bullet

m16 = medium rifle bullet

m249 = medium mgun bullet

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I've just found something that was broke in JAM, causing the flying bullet sounds not to sound!

Congratulation! A corrected full install of JAM2 with your correction can be downloaded from here, courtesy of The FAQ. smile_o.gif

The ReadMe:

Quote[/b] ]*****************************************************

JAM2: Joint Ammo & Magazines Addon Version 2

With Cornhelium's correction for flying bullet sounds

*****************************************************

November 15, 2004

---------------------------------------------------

A corrected version of Ballistic Addon Studio's (BAS) and Digital

Grenade's Joint Ammo and Magazines (JAM) Addon version 2.

The corrected configuration code was inserted by The Avon Lady.

Email: theavonlady@theavonlady.org

<span style='color:red'>===================

W A R N I N G ! ! !

===================

If you play OFP multiplayer missions that use JAM2, you may be

denied access to play by the OFP server, if the server is still

using the uncorrected JAM2 version.

It is therefore recommended that you notify the OFP server

administrator of the availability of this corrected version of

JAM2 in order to avoid the problem in the future.</span>

---------------------------------------------------

The enclosed files are exactly the same as the original JAM

version 2 files, with an added correction made by OFP player

Cornhelium to fix flying bullet sounds, which were not working

because of a configuration coding error.

Otherwise, there are no differences between this version of JAM2

and the one officially released by BAS and Digital Grenade in

October 2003.

---------------------------------------------------

Original code in error:

soundfly1[]={"\JAM_Magazines\soundhit\fly1.wss",0.031623,1};

soundfly2[]={"\JAM_Magazines\soundhit\fly2.wss",0.031623,1};

soundfly3[]={"\JAM_Magazines\soundhit\fly3.wss",0.031623,1};

soundfly4[]={"\JAM_Magazines\soundhit\fly4.wss",0.031623,1};

soundfly5[]={"\JAM_Magazines\soundhit\fly4.wss",0.031623,1};

soundfly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"sound

fly4",0.2,"soundfly5",0.2};

Replacement code inserted:

soundFly1[]={"\JAM_Magazines\soundhit\fly1.wss",0.031623,1};

soundFly2[]={"\JAM_Magazines\soundhit\fly2.wss",0.031623,1};

soundFly3[]={"\JAM_Magazines\soundhit\fly3.wss",0.031623,1};

soundFly4[]={"\JAM_Magazines\soundhit\fly4.wss",0.031623,1};

soundFly5[]={"\JAM_Magazines\soundhit\fly5.wss",0.031623,1};

fly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"sound

fly4",0.2,"soundfly5",0.2};

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Tks MOM biggrin_o.gif

One more question - I'd like to make a version where the tracers are near-transparent, just for my own personal use. Can anybody point me to the lines I should alter please?

Many thanks.

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