shinRaiden 0 Posted October 3, 2004 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 ), 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. Share this post Link to post Share on other sites
theavonlady 2 Posted October 3, 2004 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   ), 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. Share this post Link to post Share on other sites
@cero 0 Posted October 3, 2004 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. Share this post Link to post Share on other sites
theavonlady 2 Posted October 3, 2004 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. Share this post Link to post Share on other sites
vektorboson 8 Posted October 3, 2004 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 Share this post Link to post Share on other sites
cornhelium 0 Posted October 3, 2004 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 Share this post Link to post Share on other sites
raedor 8 Posted October 3, 2004 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 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 Share this post Link to post Share on other sites
calm_terror 0 Posted October 4, 2004 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. Share this post Link to post Share on other sites
SelectThis 0 Posted October 4, 2004 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 Share this post Link to post Share on other sites
theavonlady 2 Posted October 4, 2004 SelectThis, while you're here (hello? hello? ), could you help me out in in transitional work. Please PM me about this. TIA. Share this post Link to post Share on other sites
vektorboson 8 Posted October 4, 2004 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  Glad to hear, my tool works 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). Share this post Link to post Share on other sites
raedor 8 Posted October 4, 2004 ok, next time i'll try it with odol and a hex editor. thx @select this & vektorboson. Share this post Link to post Share on other sites
theavonlady 2 Posted October 4, 2004 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? Share this post Link to post Share on other sites
calm_terror 0 Posted October 4, 2004 just unbinze it and rename everything in o2. that is the easiest way to go the odel explore does not mess up weapons Share this post Link to post Share on other sites
cornhelium 0 Posted October 5, 2004 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 Cheers, Cornhelium Share this post Link to post Share on other sites
SelectThis 0 Posted October 5, 2004 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 Share this post Link to post Share on other sites
cornhelium 0 Posted October 5, 2004 Thanks STT, that's exactly what I was after Cheers, Cornhelium Share this post Link to post Share on other sites
havocsquad 0 Posted October 5, 2004 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. Â It gives more of a realistic feel to the combat. Â 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. Â I guess that's got to do with the TactEvents of the Mod. Anyways, that's just my POV about it. Â A great project but the enemy or your own men seem to be helpless at +200 meters without a machinegunner or sniper. Share this post Link to post Share on other sites
raedor 8 Posted October 5, 2004 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... Share this post Link to post Share on other sites
FerretFangs 0 Posted October 5, 2004 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. Share this post Link to post Share on other sites
shinRaiden 0 Posted October 5, 2004 Maybe it's time to fork the thread? Share this post Link to post Share on other sites
cornhelium 0 Posted November 14, 2004 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. (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  Pps. Same deal for the MARPAT Marines! Alter the config in the c8xmag.pbo in exactly the same way for the same result  Share this post Link to post Share on other sites
ruff 102 Posted November 15, 2004 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. Â It gives more of a realistic feel to the combat. Â 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. Â I guess that's got to do with the TactEvents of the Mod. Anyways, that's just my POV about it. Â 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 Share this post Link to post Share on other sites
theavonlady 2 Posted November 15, 2004 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. 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}; Share this post Link to post Share on other sites
cornhelium 0 Posted November 15, 2004 Tks MOM 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. Share this post Link to post Share on other sites