Platoon_EFeKT 0 Posted February 17, 2005 Quote[/b] ]I promise I'll get you guys some fresh screenies before the weekend! Maybe forget about the screenies and give us a working MOD before the weekend? No? well at least i tried ;) Share this post Link to post Share on other sites
dabitup 0 Posted February 17, 2005 at leas I try... anybody know who said that line? (leas spelled like that purposly) well, sounds good man! Share this post Link to post Share on other sites
MachoMan 0 Posted February 18, 2005 OK here we go .... Now where did my ammo go? My own little Island! (Look at the UI u dummies!) Man it's dark in here! I'd better light a fire ... Maybee I should light a bigger one ... Ouch that's gotta hurt! That's it for now, I'll get u guys more when i feel like it Share this post Link to post Share on other sites
cozza 24 Posted February 18, 2005 one thing about the ammo caseings coing out of the guns. Does the size change depending on what type of gun it is. I hate in FlashFX that the ammo cassings coing out of the M2 where the size of the m16s  Share this post Link to post Share on other sites
sim 0 Posted February 18, 2005 Those pics are brilliant, can't wait Share this post Link to post Share on other sites
Storm-dk 0 Posted February 18, 2005 guys hurry up hehe we cant waite anymore Share this post Link to post Share on other sites
Rommel 2 Posted February 18, 2005 Things that make you go mmmmmmmmmmmmmmm. I'm Lovin It! Share this post Link to post Share on other sites
Silent N Deadly 0 Posted February 19, 2005 Hmmm, I see new pointer icon thingy. Share this post Link to post Share on other sites
sektor 2 Posted February 20, 2005 I hope you guys changed the bullet impact efect (you know that litlle brown cloud that looks like the smoke from the pipe ). This is the one thing that could look much better. Explosiond are great, but you shoot ten times more bullets than granates or rockets. The size of the efect is too small, on land and especially on the water. Keep the great work! Share this post Link to post Share on other sites
Thunderbird 0 Posted February 21, 2005 I really don't know how you guys you'll do to introduce ALL those scripts without any lag... magic? Share this post Link to post Share on other sites
Thunderbird 0 Posted February 21, 2005 hmm , I don't find that very realistic because all the cartridges have the same direction , why don't you do something like that that would be more realistic Win$e's created this script Share this post Link to post Share on other sites
zayfod 1 Posted February 21, 2005 I really don't know how you guys you'll do to introduce ALL those scripts without any lag...magic? Nope, hard work. Quote[/b] ]why don't you do something like that Thanks for the heads up about the casings. Perhaps you could look into that particular code for us and help to provide the team with a plugin solution? We are very hard pressed for time atm. Zay Share this post Link to post Share on other sites
Thunderbird 0 Posted February 21, 2005 Yeah off couarse , I'm doing the eventhandler Share this post Link to post Share on other sites
gandalf the white 0 Posted February 21, 2005 NHOOOOO!!!! Release it as an update! don't you dare to script / implement / test / improve / rewrite / test again that script! not now! not now the release has been imminent for months now! Share this post Link to post Share on other sites
jolivan77 0 Posted February 21, 2005 This project is starting to look like Duke Nukem Forever. Share this post Link to post Share on other sites
cozza 24 Posted February 21, 2005 This project is starting to look like Duke Nukem Forever. NOOO that going to far I remenber reading that when I was in Primary school, NOW I'M IN YEAR 10 If OFP2 turns into something like that...............I cant even type what I was saying Share this post Link to post Share on other sites
Thunderbird 0 Posted February 21, 2005 Hmm , that's a little bit complicated , so one may use "the special class ammo" done by Win$e , so if you want to have "cartridges" for the M16 , you may create a new class ammo under the Cfgammo of the .cpp and you may add those lines Quote[/b] ]class wse_m16_semi_ammo: BulletSingle { hit=9; indirectHit=2; indirectHitRange=0.1; initSpeed=950; visibleFire=8; audibleFire=8; visibleFireTime=2; minRange=0; minRangeProbab=0.20; midRange=200; midRangeProbab=0.6; maxRange=400; maxRangeProbab=0.2; <span style='color:Red'>cartridge="wse_556_west_shell";</span> tracerColor[]={0.8,0.5,0.1,0.04}; tracerColorR[]={0.8,0.5,0.1,0.04}; cost = 4; }; class wse_m16_auto_ammo: wse_m16_semi_ammo { minRange=0; minRangeProbab=0.20; midRange=100; midRangeProbab=0.8; maxRange=200; maxRangeProbab=0.4; cost = 5; }; After that , you may add the "class of the mag" under the class name of the M16 in the Cfgweapons Quote[/b] ] class wse_m16a2mag: wse_m16a2 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine = "$STR_DNM_M16"; shortNameMagazine = "wse_m16a2mag"; picture="\wse_west\m16a2\m_m16a2.paa"; modelMagazine="\wse_west\misc\wse_m16a2mag"; count=30; initSpeed=930; modes[]={"Single","FullAuto"}; class Single { ammo="wse_m16_semi_ammo"; multiplier=1; burst=1; displayName="$STR_DNF_556_SEMI"; dispersion=0.0002; soundContinuous=0; sound[]={"\wse_west\m16a2\sound\m16a2_fire.wss",1,1}; reloadTime=0.085; ffCount=1; recoil="wse_Recoilm16a2"; autoFire=0; aiRateOfFire=1.0; aiRateOfFireDistance=250; useAction=0; useActionTitle=""; }; class FullAuto { ammo="wse_m16_auto_ammo"; multiplier=1; burst=1; displayName="$STR_DNF_556_AUTO"; dispersion=0.0010; soundContinuous=0; sound[]={"\wse_west\m16a2\sound\m16a2_fire.wss",1,1}; reloadTime=0.085; ffCount=30; recoil="wse_Recoilm16a2"; autoFire=1; aiRateOfFire=0.2; aiRateOfFireDistance=200; useAction=0; useActionTitle=""; }; uiPicture="ivojak"; canDrop = true; }; And finaly you may replace entirely the class of M16 by those lines Quote[/b] ] class M16:Riffle { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model="\c8x_usmc\C8XM16A2.p3d"; modelOptics="\C8X_USMC\optic_m16.p3d"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; displayName="$STR_DN_M16"; displayNameMagazine="$STR_MN_M16"; shortNameMagazine="$STR_SN_M16"; drySound[]={"weapons\M16dry",0.01,1}; magazines[]={"wse_m16a2mag","Mortar"}; }; You need Pack That'll be tedious to do that for each weapons ,I'm sure that you're enough "strong" to find a shorter way Share this post Link to post Share on other sites
sanctuary 19 Posted February 21, 2005 You are wrong It is not a script or something triggered by eventhandlers, it is simply defined in the bullet P3D itself You just have to replace the original bullet model in the class FxCartridge:ThingEffect by those ones Share this post Link to post Share on other sites
Thunderbird 0 Posted February 21, 2005 LOL, I know that is not an Eventhandler, but it's impossible to use the line "fired" in the evenhandler in the "class man:land",maybe the ecp team is able to do it...I hope so Totaly forgot one important thing , don't forget to to replace the magazines Quote[/b] ] class SoldierWB:Soldier { model="\HYK_USsol\wl\HYK_USsol_wl85.p3d"; hiddenSelections[]={"medic","mic","holster"}; moves="CfgMovesMC"; vehicleClass="Men"; scope=2; side=1; accuracy=0.7; displayName="$STR_DN_SOLDIER"; magazines[]={<span style='color:Red'>"wse_m16a2mag","wse_m16a2mag","wse_m16a2mag","wse_m16a2 mag"</span>,"HandGrenade","HandGrenade","HandGrenade","HandGrenade ","HandGrenade","HandGrenade"}; cost=40000; }; Share this post Link to post Share on other sites
Thunderbird 0 Posted February 21, 2005 Quote[/b] ]You just have to replace the original bullet model in the class FxCartridge:ThingEffect Yeah , lol , totaly forgot...thanks ps : but win$e's created a different cartridge for each caliber so the cartridge of the M21 is bigger than MP5 one, that shouldn't be realistic to have "one" model of cartridge for all weapons... Share this post Link to post Share on other sites
sanctuary 19 Posted February 21, 2005 LOL, I know that is not an Eventhandler, but it's impossible to use the line "fired" in the evenhandler in the "class man:land",maybe the ecp team is able to do it...I hope so Totaly forgot one important thing , don't forget to to replace the magazines What are you talking about ? It is just a model replacement, no need to change names , ad new class definitions or whatever, just change the line model="nabojnice"; in the FXCartridge class definition by model="\wse_west\misc\wse_556_shell.p3d"; while having the wse_west in your addons folder of course and you are setup to use those bumping bullets that take random directions. EDIT : i see you finally noticed while i was writing this Share this post Link to post Share on other sites
Thunderbird 0 Posted February 21, 2005 yop , I agree ... so here's the lines for each caliber cartridge="wse_556_west_shell"; cartridge="wse_9mm_west_shell"; cartridge="wse_762_west_shell"; cartridge="wse_127_west_shell"; Share this post Link to post Share on other sites
sanctuary 19 Posted February 21, 2005 Quote[/b] ]You just have to replace the original bullet model in the class FxCartridge:ThingEffect Yeah , lol , totaly forgot...thanks ps : but win$e's created a different cartridge for each caliber so the cartridge of the M21 is bigger than MP5 one, that shouldn't be realistic to have "one" model of cartridge for all weapons... Remember that those bullets will stay on the ground ,and that in a firefight lots of people are firing , multiplying the number of objects in a relatively small area, and if the model maker has not thought about making distance lods for objects that are away, you can go into trouble when using custom bullet models. Then, usually as you don't lose your time watching at the caliber of empty shells on the ground, a generic model for all calibers will not look out of place. It is always preferable to not add too many new classes in your config and not changing existing names for the existing ones if you don't want to run into some compatibility surprises while playing some existing missions Share this post Link to post Share on other sites
Thunderbird 0 Posted February 21, 2005 Yes , you're right , on mp , that'll make some problems if the cartidges stay on the ground , that'll be better if the cartridges desappear at contact Quote[/b] ] class FxCartridge:ThingEffect { model="\wse_west\misc\wse_556_shell.p3d"; displayName="$STR_DN_FX_CARTRIDGE"; submerged=0; submergeSpeed=0; timeToLive=20; disappearAtContact=1; }; Share this post Link to post Share on other sites