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zayfod

ECP 1.075...The countdown begins.

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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? tounge_o.gifbiggrin_o.gif

No? well at least i tried ;)

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at leas I try... anybody know who said that line?

(leas spelled like that purposly)

well, sounds good man!

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OK here we go ....

Now where did my ammo go?

ecp_ammo1.jpg

My own little Island!

(Look at the UI u dummies!)

ecp_map.jpg

Man it's dark in here! I'd better light a fire ...

ecp_nv1.jpg

Maybee I should light a bigger one ...

ecp_nv2.jpg

Ouch that's gotta hurt!

ecp_dead1.jpg

That's it for now, I'll get u guys more when i feel like it tounge_o.gif

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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  smile_o.gif

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Things that make you go mmmmmmmmmmmmmmm.

I'm Lovin It!

tounge_o.gif

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I hope you guys changed the bullet impact efect (you know that litlle brown cloud that looks like the smoke from the pipe smile_o.gif ). 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! biggrin_o.gif

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I really don't know how you guys you'll do to introduce ALL those scripts without any lag...

magic? tounge_o.gif

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hmm , I don't find that very realistic because all the cartridges have the same direction , why don't you do something like that rock.gif

douilles.jpg

that would be more realistic smile_o.gif

Win$e's created this script wink_o.gif

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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

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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! crazy_o.gif

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This project is starting to look like Duke Nukem Forever. biggrin_o.gif

NOOO that going to far tounge_o.gifbiggrin_o.gif I remenber reading that when I was in Primary school, NOW I'M IN YEAR 10 crazy_o.gif If OFP2 turns into something like that...............I cant even type what I was saying sad_o.gif

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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 wink_o.gif

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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

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LOL, I know that is not an Eventhandler, smile_o.gif

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;

};

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Quote[/b] ]You just have to replace the original bullet model in the class FxCartridge:ThingEffect

Yeah , lol , totaly forgot...thanks tounge_o.gif

ps : but win$e's created a different cartridge for each caliber wink_o.gif

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...

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LOL, I know that is not an Eventhandler, smile_o.gif

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 biggrin_o.gif

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yop smile_o.gif , 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";

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Quote[/b] ]You just have to replace the original bullet model in the class FxCartridge:ThingEffect

Yeah , lol , totaly forgot...thanks tounge_o.gif

ps : but win$e's created a different cartridge for each caliber wink_o.gif

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

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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 wink_o.gif

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;

};

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