colonel_klink 0 Posted November 30, 2003 Because we cannot place machinegun positions in buildings/bunkers etc without using either the jeepmg or the m2static classes this raises the problem of eliminating the metallic clunk when the "new building/bunker etc" is hit by a bullet. What i would like to know, is there any way in which the models material (so something) can be changed to wood, dirt, rock etc? Here are some examples of what i am striving: http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker6.jpg http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker5.jpg http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker4.jpg Share this post Link to post Share on other sites
DaSquade 0 Posted November 30, 2003 Don't know if this helps ( me no expert ), but something like this (?): class CfgSurfaces { class CarrierDeck { files="blackbit"; rough=0.0001500; dust=0.0010000; soundEnviron="metal"; }; PS: exemple of CBFASI's hermes. But this is for surface (and is static). So nothing to do with bullet "hit". Share this post Link to post Share on other sites
tracy_t 0 Posted December 10, 2003 Straight from config190.cpp. This is for class Man but I expect it will work with other classes. hitSound1[]={"voices\Hit11",0.056234,1}; hitSound2[]={"voices\Hit12",0.056234,1}; hitSound3[]={"voices\Hit13",0.056234,1}; hitSound4[]={"voices\Hit14",0.056234,1}; hitSound5[]={"voices\Hit15",0.056234,1}; hitSound6[]={"voices\Hit16",0.056234,1}; hitSound7[]={"voices\Hit17",0.056234,1}; hitSound8[]={"voices\Hit18",0.056234,1}; hitSound9[]={"voices\Hit19",0.056234,1}; hitSound10[]={"voices\Hit20",0.056234,1}; hitSound11[]={"voices\Hit21",0.056234,1}; hitSound12[]={"voices\Hit22",0.056234,1}; hitSound13[]={"voices\Hit23",0.056234,1}; hitSound14[]={"voices\Hit24",0.056234,1}; hitSound15[]={"voices\Hit25",0.056234,1}; hitSound16[]={"voices\Hit26",0.056234,1}; hitSound17[]={"voices\Hit27",0.056234,1}; hitSound18[]={"voices\Hit28",0.056234,1}; hitSound19[]={"voices\Hit29",0.056234,1}; hitSound20[]={"voices\Hit30",0.056234,1}; hitSounds[]={"hitSound1",0.050000,"hitSound2",0.050000,"hitSound3",0.050 000,"hitSound4",0.050000,"hitSound5",0.050000,"hitSound6",0. 050000,"hitSound7",0.050000,"hitSound8",0.050000,"hitSound9" ,0.050000,"hitSound10",0.050000,"hitSound11",0.050000,"hitSound12 ",0.050000,"hitSound13",0.050000,"hitSound14",0.050000,"hitS ound15",0.050000,"hitSound16",0.050000,"hitSound17",0.050000,& ;quo t;hitSound18",0.050000,"hitSound19",0.050000,"hitSound20",0.05000 0}; moves="NoDefaultMoves"; soundEnviron[]={"People\dirt_L",0.000316,1}; Share this post Link to post Share on other sites
colonel_klink 0 Posted December 12, 2003 Thanks tracy_t, I will try that out. Cheers. Share this post Link to post Share on other sites