shinRaiden 0 Posted November 4, 2004 If you want an easier way to manage all your files try this. I chopped up the config.cpp classes so that you can find the one you want a lot quicker, and maintain the code a lot better. Share this post Link to post Share on other sites
sputnik monroe 102 Posted November 5, 2004 Just a little update. Things are going a tad slower now. Replacing the weapon models and their sounds is a bit problematic. Â Â Â I can't seem to replace the inventory pics for the weapons. Every time I test it out they either are invisible on the map screen inventory or they appear but all the magazines are invisible. Just out of curiosity how did you manage to fix that problem with M16 in your marine config Sanctuary? Â Â Â The one thing I simply cannot figure out is the M60. I've been trying to replace it's sound effect for 2 days now and it doesn't work right. When I go in the game and fire the M60 it uses the new sound but only once every few seconds. So instead of going iratatatatatat it goes rat *pause*rat *pause*rat *pause*rat *pause* Â Â Any solution? Â Â Sancuary I copy and pasted from your marine config the following so I could edit the XMS in mine(I hope that's ok). : class XMS:M4 { model="\c8x_usmc\C8XM4acog.p3d"; modelOptics="\c8x_usmc\optic_acog.p3d"; picture="\c8x_usmc\inv_pics\m4acog.paa"; optics=1; opticsZoomMin=0.28; opticsZoomMax=0.28; displayName="$STR_DN_ADD_XMS"; displayNameMagazine="$STR_DN_ADD_XMS_AMMO"; shortNameMagazine="$STR_DN_ADD_XMS_AMMO"; modes[]={"SingleS","FullAutoS"}; class Single { }; Â class SingleS:Single { displayName="$STR_DN_ADD_XMS"; }; class FullAuto { }; class FullAutoS:FullAuto { displayName="$STR_DN_ADD_XMS_AUTO"; }; }; Â Â Â Â How did you figure out to do that so you can edit the XMS? I'm curious as I would like to add the G36 and Steyr AUG into the config so I can edit their sounds. Â They aren't in the main config and I just don't know exactly how to go about doing it. PS... Does any one know of a good replacement model for the M60, FAL, and G3? I found Inquisitors pack has a exellent M60 but I have trouble justifying using it just for one weapon. Share this post Link to post Share on other sites
sanctuary 19 Posted November 5, 2004 To fix the M16, i put back the default BIS picture, as i tried several things to use the MAP picture without any success (running into the same invisible pic problme as you) I really don't understand what is happening, as the picture replacement worked without problem for the MAP M249 as an example. At least as i used a M16 , the BIS picture remains actual. For the M60 , i noticed the problem , as i had the same tact... pause ... tac ... etc , go in the M60 class definition, look for the line SoundContinuous=... If it is set SoundContinuous=1 , set it to SoundContinuous=0 and vice-versa. It will solve the problem. The XMS with aimpoint was not in the default config, because it did not came with OFP 1.0 but was added by a patch (like the G36 and the Steyr AUG) , so as i had to add the weapon definition to be able to change the model, i opened in ...\Res\AddOns\ the file XMS.pbo then i took the following lines from its own config.bin (i had to open it with Binview) class XMS:M4 { model="\XMS\XMS"; modelOptics="\XMS\optika_XMS"; picture="\XMS\w_XMS.paa"; optics=1; opticsZoomMin=0.28; opticsZoomMax=0.28; displayName="$STR_DN_ADD_XMS"; displayNameMagazine="$STR_DN_ADD_XMS_AMMO"; shortNameMagazine="$STR_DN_ADD_XMS"; }; and reported them in my own config (as the XMS is defined as a child of the parent M4 , you must add this XMS defintion AFTER the class M4:Riffle definition. For the G36 and the Steyr, you must open in the ...\Res\AddOns\ the 2 files G36a.pbo and Steyr.pbo and take their weapon definition from their own config.bin and report them to your own config.cpp. To speed up things for you here are what you need to add class G36aBase:Riffle { scopeWeapon=2; scopeMagazine=2; model="\G36A\G36"; modelOptics="\G36A\G36_optics"; picture="\G36A\w_g36.paa"; optics=1; opticsZoomMin=0.28; opticsZoomMax=0.28; distanceZoomMin=300; distanceZoomMax=300; displayName="$STR_DN_ADD_G36"; displayNameMagazine="$STR_DN_ADD_G36_AMMO"; shortNameMagazine="$STR_DN_ADD_G36_AMMO"; drySound[]={"weapons\M16dry",0.0031623,1}; magazines[]={"G36a"}; modes[]={"Single","Burst","Fullauto"}; class Single { ammo="G36a"; multiplier=1; burst=1; displayName="$STR_DN_ADD_G36"; dispersion=0.0002; sound[]={"\G36A\g36a.wss",1.0,1}; soundContinuous=0; reloadTime=0.1; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=0.5; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class Burst { ammo="G36a"; multiplier=1; burst=3; displayName="$STR_DN_ADD_G36_BURST"; dispersion=0.001; sound[]={"\G36A\g36a_burst",1.0,1}; soundContinuous=0; reloadTime=0.1; ffCount=3; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=0.5; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="G36a"; multiplier=1; burst=1; displayName="G36 Auto"; dispersion=0.0003; sound[]={"\G36A\g36a_full",1.0,1}; soundContinuous=0; reloadTime=0.07; ffCount=1; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=0.5; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; And for the Steyr AUG class SteyrBase:Riffle { scopeWeapon=1; scopeMagazine=1; model="\steyr\steyr"; modelOptics="\steyr\optika_steyr"; picture="\Steyr\w_steyr.paa"; optics=1; opticsZoomMin=0.28; opticsZoomMax=0.28; distanceZoomMin=300; distanceZoomMax=300; displayName="$STR_DN_ADD_STEYR"; displayNameMagazine="$STR_DN_ADD_STEYR_AMMO"; shortNameMagazine="$STR_DN_ADD_STEYR_AMMO_SHORT"; drySound[]={"weapons\M16dry",0.0031623,1}; modes[]={"Single","Fullauto"}; class Single { ammo="Steyr"; multiplier=1; burst=1; displayName="$STR_DN_ADD_STEYR"; dispersion=0.0002; sound[]={"\Steyr\Steyr",1.0,1}; soundContinuous=0; reloadTime=0.1; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=2.5; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="Steyr"; multiplier=1; burst=1; displayName="$STR_DN_ADD_STEYR_AUTO"; dispersion=0.0003; sound[]={"\Steyr\Steyr",1.0,1}; soundContinuous=0; reloadTime=0.07; ffCount=1; recoil="riffleBurst3"; recoilFixed="riffleSingleFixed"; autoFire=1; aiRateOfFire=0.5; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; Notice that both class definition are child from the parent class Riffle:MGun , so you must add them in your own config AFTER this class Riffle:MGun (where you want, after the XMS , before it etc.. but all of them must be in the category class CfgWeapons of course (as you certainly already understood) Notice the line SoundContinuous of those classes , remember to change it if you change their sounds and the tac..pause...tac occurs. Share this post Link to post Share on other sites
sputnik monroe 102 Posted November 6, 2004 Thanks again. It's interesting learning exactly how all this stuff works. It is a bummer about the inventory pictures. It seems to work fine for some guns but not for others, like the M249 in yours. A little off topic, but do you use ECP? Share this post Link to post Share on other sites
sanctuary 19 Posted November 6, 2004 Yes, i have made some replacement configs using the ECP editable config too . It is not harder to modify their config than the BIS one as the ECP content is already in and so you don't have to focus about making the ECP scripts working yourself. But when i want to play some more ressource intensive missions, i prefer to use one of my no-ECP replacement config to have a more smooth experience, as ECP can be a bit heavy in intense firefights. Until now, i have no idea about the source of the problem with some equipment pictures, i will give a look when i will have more time, there is no reason something can't be done ... i hope Share this post Link to post Share on other sites
sputnik monroe 102 Posted November 7, 2004 Well I found another niggle. I've replaced the AK74's sounds with Suchey&Earls MAP ones. Problem is there is no burst mode on theirs so hence no burts sound effect either. I noticed playing your MAP replacement config that you have the same problem. So basically on both of ours when the Russians fire one of their AK74s in burst mode you just hear one shot. I've tried messing with some of the numbers in the burst section in the config for the Ak74 but no luck. Short of getting a new c8xak74m burst .wss I'm stumped. I'm considering just removeing the burst feature from the AK74, AK47, AK74SU,and CZ.58 in my config, but wont that break original and user missions(which is exactly what I don't want to do)? Any one got any suggestions? Share this post Link to post Share on other sites
sanctuary 19 Posted November 7, 2004 Watch your PM about another solution about this AK burst fire problem. The public solution you can use You can delete the burst fire definition (to have only single and auto), it seems that i forgot to do that in the MAP replacement , thanks for the report, i will update it. I assume you are using MAP ak74 model with the sounds ? so actually it looks like this class AK74:Riffle { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model="\C8X_RUSS\C8XAK74M.p3d"; modelOptics="\C8X_RUSS\optic_ak.p3d"; Â Â Â Â Â Â reloadMagazineSound[]={"\C8Xmag\sounds\ak74reload.wss",0.010316,1}; drySound[]={"weapons\AK74Dry",db-40,1}; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; displayName="$STR_DN_AK74"; displayNameMagazine="$STR_MN_AK74"; shortNameMagazine="$STR_SN_AK74"; modes[]={"Single","Burst","FullAuto"}; class Single { ammo="BulletSingleE"; multiplier=1; burst=1; displayName="$STR_DN_AK74"; dispersion=0.0002; sound[]={"\c8xmag\sounds\AK74Fire.wss",db0,1}; soundContinuous=0; reloadTime=0.1; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class Burst { ammo="BulletBurstE"; multiplier=1; burst=3; displayName="$STR_DN_AK74_BURST"; dispersion=0.0004; sound[]={"\c8xmag\sounds\AK74Fire.wss",db0,1}; soundContinuous=0; reloadTime=0.1; ffCount=3; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoE"; multiplier=1; burst=1; displayName="$STR_DN_AK74_AUTO"; dispersion=0.0008; sound[]={"\c8xmag\sounds\AK74Fire.wss",db0,1}; soundContinuous=0; reloadTime=0.1; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; To delete the burst fire ability, you must change the line modes[]={"Single","Burst","FullAuto"}; into modes[]={"Single","FullAuto"}; and delete the following from the previous AK74 definition class Burst { ammo="BulletBurstE"; multiplier=1; burst=3; displayName="$STR_DN_AK74_BURST"; dispersion=0.0004; sound[]={"\c8xmag\sounds\AK74Fire.wss",db0,1}; soundContinuous=0; reloadTime=0.1; ffCount=3; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; It should work very well. Share this post Link to post Share on other sites
AliMag 0 Posted January 23, 2005 Sanctuary, Every time I try your link at the digitalgrenade site is giving me a corrupt zip file. Can you PM me the config file (MAP replacement)? Thanks in advance Share this post Link to post Share on other sites
sanctuary 19 Posted January 23, 2005 I just added a mirror to download the config, so click on the MAP replacement pack link on my signature again and try to download the mirror (this time the host is not lycos anymore and so it should work for you). Share this post Link to post Share on other sites
AliMag 0 Posted January 24, 2005 Thanks, Download OK - Zip Ok I'll have a look later... Share this post Link to post Share on other sites
-)rStrangelove 0 Posted February 9, 2005 Hey guys, i followed this thread closely and would like to get started on my personal config in a week or so. I want everything changed to Vietnam units (Sepnam II pack and the NVA vehicles released lately). But i'm a bit concerned about the high-deflection weapons the SepNamII units had, these were really taking the fun away imo cause i couldn't hit a VC beyond 200m. Therefore my question: Would it be possible to use the sepnam2 units, but with normal sepnam2 ammo ? Share this post Link to post Share on other sites
sanctuary 19 Posted February 10, 2005 It has been a lot of time i have not played with the SebNam pack 2 addons If we give a look to the M16A1, as an example (config.cpp from the sebnam_wp.pbo), especially the fire modes section <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class sebm16a1: Riffle { bla, bla, bla..... class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="M16A1- Single"; dispersion=0.01; sound[]={"Weapons\M16Single",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.00000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="M16A1- Full Auto"; dispersion=0.02; sound[]={"Weapons\xm-loop2",1.000000,1}; //sound[]={"\sebnam_wp\commando.wav",1.000000,0.90}; soundContinuous=0; reloadTime=0.1; ffCount=20; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=1.0000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; canDrop = true; }; We can notice a specific line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dispersion=blablabla in the single and ful auto firemode now let's compare those dispersion= .... values with, for the example, the BIS M4 class definition <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class M4:Riffle { bla, bla, bla......... class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="$STR_DN_M4"; dispersion=0.002; sound[]={"Weapons\M16Single",1.0,1}; soundContinuous=0; reloadTime=0.07; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="$STR_DN_M4_AUTO"; dispersion=0.004; sound[]={"Weapons\M16Single",1.0,1}; soundContinuous=0; reloadTime=0.1; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; Notice the difference For the single fire mode the sebnam M16A1 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dispersion=0.01; the BIS M4 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dispersion=0.002; For the full auto fire mode the sebnam M16A1 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dispersion=0.02; the BIS M4 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dispersion=0.004; This dispersion values is what is causing the bullet to not hit exactly where you aim at the distance , and is how HD JAM weapons are working. The difference between the sebnam M16A1 seems to be negligeable (0,02 or 0,004 that 's just near 0) , but in fact they are big ingame. So if you lower the M16A1 dispersion values to match the M4 ones , ingame you will have a Sebnam M16A1 as accurate as the BIS M4 at the distance. Briefly, in the weapons class definition if you change the dispersion=..... (that can be found in the each firemodes definition) to a very low value , the weapon will be very accurate, and if you put a high value, you should not be able to hit anything other than with tons of luck. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted February 10, 2005 Hey that sounds easy. So apart from changing all soldiers and weapons to their appropiate Nam versions, i just use the normal sepnam weapons and change the dispersion, right ? I think i could do it. Share this post Link to post Share on other sites
sanctuary 19 Posted February 10, 2005 )rStrangelove @ Feb. 10 2005,16:56)]Hey that sounds easy. So apart from changing all soldiers and weapons to their appropiate Nam versions, i just use the normal sepnam weapons and change the dispersion, right ?I think i could do it. Yes you can just change the dispersion line in the Sebnam pack Or if you want to replace units in the config , you can just replace the model=..... line in the BIS M16 class definition by the model=..... from the Sebnam M16, while keeping all the other BIS properties like they are. This way, ingame only the model itself would change from BIS M16 to Sebnam M16 , all the other BIS M16 values would stay unchanged (and so the dispersion). Share this post Link to post Share on other sites
-)rStrangelove 0 Posted February 11, 2005 Okaaay, ill give it a try next week. Assuming everything goes well, my next step would be replacing islands: (Might be off topic here) Can i take the *.wrp files from JungleEveron and JungleMalden out of the *.pbo's and replace the normal abel.wrp and eden.wrp ? Share this post Link to post Share on other sites
sanctuary 19 Posted February 11, 2005 When an island has new objects (not only replacements) they can have different ID from the default ones, while on most of the mission there is no problem, if some scripts/triggers in a mission use the object ID , it can lead into a problem/crash. Now, on the replacement, i take an example : I only replaced the default everon/malden/kolgujev by SpaceAlex versions (Resistance trees/bushes instead of the default ones) on one of my mod folders by doing the following I have a folder named @MYMODFOLDER I have inside of the @MYMODFOLDER a folder named "bin" that has my modified config.cpp/bin I have inside of the @MYMODFOLDER a folder named "Worlds" Inside of the "Worlds" folder i put the SpaceAlex abel.wrp, eden.wrp and cain.wrp Now i edit my config that i have in ..\@MYMODFOLDER\bin\ I just look for the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">worldName="eden.wrp"; and then i replace it by <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> worldName="\@MYMODFOLDER\Worlds\eden.wrp"; etc... for the 2 other island. I am not sure how to do for jungle everon/malden but i guess it should work , with some tweaks that i don't know, like this. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted February 12, 2005 Thx, that's very useful info and certainly saved me hours of testing & frustration. I already started switching the US Soldiers to Namsoldiers. I used your nice MarineAssaultPack- config.cpp. Only changed the models for now, so the Westside uses the MAP-weapons. I noticed that most soldiers have medic crosses appearing on their helmets and satchels. I think when changing your config to use the MAP you disabled the hiddenselection={"medic"} for the SoldierWB, didn't you ? (It's hiddenselection={""} in your config) Share this post Link to post Share on other sites
sanctuary 19 Posted February 12, 2005 )rStrangelove @ Feb. 12 2005,18:36)]I noticed that most soldiers have medic crosses appearing on their helmets and satchels. I think when changing your config to use the MAP you disabled the hiddenselection={"medic"} for the SoldierWB, didn't you ? (It's hiddenselection={""} in your config) Suchey made a different model for the average soldier and the medic soldier , (that is why in my config there is hiddenselection={""} , as the 2 different models has no hidden selection defined) BIS (and certainly from what you say Sebnam units too) use the same model for the average soldier and the medic soldier (so the model has the red cross in hidden selection , defined with the hiddenselection={"medic"} line to hide it on the SoldierWB) Share this post Link to post Share on other sites
-)rStrangelove 0 Posted February 13, 2005 Ok, got everything right, works like a charm. Before i also switch the russians to vietcong/nva, i'd like to sort out the us weapons. Many of the sebnam weapons (models and sound) are totally outdated, compared to the awesome ones from the MAPack. Had the idea of using MAAM weapons (soon to be Jam3 if i got this right) and already did a test. Everything worked ingame but i get error messages ("cant find maam_magazines.pbo") when starting Opf and after starting a mission. That is because the maam pbo isn't mentioned in the header of the mission file. Do you know how to get rid of this ? Maam is like Jam, so i guess the same errors would appear with Jam, too. But it's out so long now, i don't think nobody noticed this error yet. Any hints / tips ? [edit] Oh, just noticed ur animation pack on ofp.gamezone.cz, will try this out asap! Share this post Link to post Share on other sites
sanctuary 19 Posted February 13, 2005 How did you made the replacement with MAAM weapons, just changing the model in your config, or in addition changing the magazine to MAAM magazine ? In that last case, i think you will need to edit the mission.sqm (unpbo if it is in .pbo format) of the mission you play (it is a text file) and look at the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Mission { addOns[]= { "addon needed 1", "addon needed 2", "addon needed 3" }; By changing the line "addon needed 1/2/3..." by the ones OFP ask you If it don't work, change like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Mission { addOns[]= { "addon needed 1", "addon needed 2", "addon needed 3" } addOnsAuto[]= { "same addon needed 1", "same addon needed 2", "same addon needed 3" }; Maybe there is a solution in the config itself , without needing to editing the mission.sqm , in those lines of the config.bin/config.cpp , adding the MAAM references can probably help : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class PreloadAddons { class WeaponBIStudio { list[]={"LaserGuided","6G30","Kozlice","G36A","MM1","Steyr","Bizon","XMS","M41a"}; }; class MiscBIStudio { list[]={"Flags1","VoiceRH"}; }; class ResistanceBIStudio { list[]={"Noe"}; }; }; But i have not tested this myself , and i can be wrong. About my anim pack, be sure to try the fixed version that has just been uploaded thanks to Hooahman . I overlooked a problem in several of my self made animation, it has been corrected. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted February 13, 2005 I only added the weapon name and magazine to the standard soldier for a quick test. I guess i'll have to include a custom Maam M16a1 weapon class, derived from the standard M16 to get this to work. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class SoldierWB:Soldier { //***DS model="\SUCHusmc\SUCHrifle_new"; model="\sebnam_us\sebmarine1"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; vehicleClass="Men"; scope=2; side=1; accuracy=0.7; displayName="$STR_DN_SOLDIER"; weapons[]={"MAAM_M16A1","Throw","Put"}; magazines[]={"MAAM_W556_20mag","MAAM_W556_20mag","MAAM_W556_20mag","MAAM_W556_20mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; cost=40000; USMC_WOUNDS }; Your Animpack is great. The crouching stance looks kinda cool. I also like the way how he pushes himself up with the hands when getting up from crouched to standing stance. One problem about the weapon in front of your face: part of the M16 becomes invisible when crouching and zooming in (not using Ironsight). Share this post Link to post Share on other sites
sanctuary 19 Posted February 13, 2005 Thanks for the appreciation. for the weapon problem : it depends certainly on the size of the weapon you are using. I made my pack with correctly sized weapons in mind (like the Earl weapons) , not for uncorrectly sized weapons like the ones from BIS. And i guess the M16 you are using is based on the uncorrect weapon size from BIS (i don't remember the size of the Sebnam weapons exactly, but i think they were too big in front of the real counterparts too) For your MAAM problem, try my suggestion, not guarantee it will work though. Find in your config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class PreloadAddons { class WeaponBIStudio { list[]={"LaserGuided","6G30","Kozlice","G36A","MM1","Steyr","Bizon","XMS","M41a"}; }; class MiscBIStudio { list[]={"Flags1","VoiceRH"}; }; class ResistanceBIStudio { list[]={"Noe"}; }; }; and change it by <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class PreloadAddons { class WeaponBIStudio { list[]={"LaserGuided","6G30","Kozlice","G36A","MM1","Steyr","Bizon","XMS","M41a"}; }; class MiscBIStudio { list[]={"Flags1","VoiceRH"}; }; class ResistanceBIStudio { list[]={"Noe","MAAM_Magazines"}; }; }; Share this post Link to post Share on other sites
-)rStrangelove 0 Posted February 13, 2005 Santuary, YOU'RE DA MAN !!! It works !!! Thx again for this great info ! And you're right, the MAAM M16A1 is based on BIS M16. The MarineAssault weapons don't have this problem. Problem is: i need an M16a1, otherwise it'll look weird next to the Nam guys. And Maam is open standard, so i could change the sounds at any time. Although i could change my config, now that i have my own one lol. Aaah so many possibilities ! Another question: FlashFx has its own config.bin, i assume i can't use FlashFx and my Mod folder in 1 OpF session ? I'd like to have extended explosions and smoke that doesn't stop after a minute. Share this post Link to post Share on other sites
sanctuary 19 Posted February 13, 2005 No you can't use both mods without problems, as each one has a main config. But you can use the editable config of the FlashFX mods, reporting your changes there, as all the special effect settings (eventhandlers mostly) are already setup , and the specific settings about the time of smoke/explosions/shells are already made there too. Or you can try to report the eventhandlers classes from the FlashFX config to your own config, and find the other smoke/shell/explosions/debris delay or timetolive settings. Happy to see my suggestion worked to fix your missing addon problem , i was not sure it would be the solution (but as i used this myself in my private replacements and never encountered missing addons message after that, i guessed it has to be why ) That's the only way to play with both mods : you must "mix" both configs in one. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted February 13, 2005 Made a test and got it to work this way: depboed the nmod_effects.pbo, copied the "Nmod_Fires" class name into the preloaded-addons section: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ResistanceBIStudio { list[]={"Noe","MAAM_Magazines","Nmod_Fires"}; }; After that i added the eventhandler call to the end of the LandVehicles class: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class EventHandlers { killed = "(_this select 0) exec {\nmod_effects\DKMM_RSC_Veh_burner.sqs}"; }; ...and it works like a charm. All land vehicles are blowing up in flames and continue to smoke for about 2 minutes. Awesome ! Share this post Link to post Share on other sites