Panda-PL- 0 Posted July 15, 2005 Are you doing small arms as well? Hmm? Ain't SWD and AKM small arms? Or do You mean handguns (sidearms)? Offtime? Will You make ones too? They are not really neccesery, so I thouhght You'd - at least for now - skip on them. Anyway: keep up the good work. Share this post Link to post Share on other sites
offtime 0 Posted July 15, 2005 i was finishing lately P64 pistol made by Korzon for LWP mod, also ZoloQ made one for me, probably i will use one of them in WPS. LWP mod P64 : Share this post Link to post Share on other sites
CanadianTerror 0 Posted July 19, 2005 Ya, i wasnt very clear...sorry. I meant handguns and also other Polish rifles besides the akm and the swd. A weapon list basically is what i was looking for. Share this post Link to post Share on other sites
offtime 0 Posted July 20, 2005 for WPS there will be only AKMS PBS-1 SWD PK P-64 expect more modern weapons in Operation Carrot release, and more older ones in LWP mod release. current screen of PK: Share this post Link to post Share on other sites
belgerot 33 Posted July 20, 2005 That PK looks gorgeous Offtime, I cannot wait to see more progress screens of it. I am very impressed by your work as usual, and glad to see this project expand. I've wanted to see Polish troops for OFP for some time, and I started to give up with hope until WPS came around. Thank you Share this post Link to post Share on other sites
offtime 0 Posted July 20, 2005 just few more work hours ;-) Share this post Link to post Share on other sites
sniperuk02 0 Posted July 20, 2005 Wow that looks great Share this post Link to post Share on other sites
belgerot 33 Posted July 22, 2005 The progress on the PK looks amazing, you can actually see the detail in the links themselves. Thank you for such extraordinary effort Offtime! I still have a couple of spent bullet casings that I held on to Share this post Link to post Share on other sites
Panda-PL- 0 Posted July 22, 2005 Will You make custom shells? The BIS yellow sticks won't look good. if You do then you could add a link to the moddel, say 20cm. to the right, next to the shell - it would look cool to see shells and empty links flying in front of Your face when firing . Share this post Link to post Share on other sites
sniperuk02 0 Posted July 22, 2005 That looks really good, nice work Share this post Link to post Share on other sites
offtime 0 Posted July 22, 2005 hmmm.... is it possible to make new shells for specific weapon ? without replacing them in all weapons ? WPS v0.3 first release -28 days. Share this post Link to post Share on other sites
Panda-PL- 0 Posted July 22, 2005 hmmm.... is it possible to make new shells for specific weapon ? without replacing them in all weapons ?WPS v0.3 first release -28 days. Yes. There is a shell definition in config.ccp. normally You don't use it as every weapon simply is a machnegun subclass and so it has it defined. Yet You can redefine it in Your config> cfgammo. Quote[/b] ] class BulletSingle: Default { hit=9; indirectHit=2; indirectHitRange=0.100000; model="shell"; simulation="shotBullet"; simulationStep=0.050000; soundFly[]={"objects\bulletnoise",0.251189,0.700000}; explosive=0; visibleFire=16; audibleFire=16; visibleFireTime=3; minRange=10; minRangeProbab=0.100000; midRange=50; midRangeProbab=0.380000; maxRange=200; maxRangeProbab=0.040000; soundHit1[]={"weapons\bulletricochet1",0.031623,1}; soundHit2[]={"weapons\bulletricochet2",0.031623,1}; soundHit3[]={"weapons\bulletricochet3",0.031623,1}; soundHitMan1[]={"weapons\bullethitman1",0.012589,1}; soundHitMan2[]={"weapons\bullethitman2",0.012589,1}; soundHitArmor1[]={"weapons\small_impact1",0.031623,1}; soundHitArmor2[]={"weapons\Big_Impact2",0.031623,1}; soundHitBuilding1[]={"weapons\bulletricochet4",0.031623,1}; soundHitBuilding2[]={"weapons\bulletricochet5",0.031623,1}; hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330 000}; hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000}; hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000}; hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000}; cartridge="FxCartridge"; cost=0.700000; }; You can even add different shell models (with different stripes - not just blue) for different bullets used . And I was F**'n wondering why noone uses it! . And You also have to add a shell objecn in thingEffect class (CfgVehicles!): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class FxCartridge: ThingEffect { model="nabojnice"; displayName="$STR_DN_FX_CARTRIDGE"; submerged=0; submergeSpeed=0; timeToLive=5; disappearAtContact=1; }; I don't have to explain which property means what. I'd preffer if disappearAtContact was =0 and TimeToLive was a bit longer. Now You do understand what I was talking about adding a separated already belt link to the shell model? Share this post Link to post Share on other sites
offtime 0 Posted July 22, 2005 LoL maybe you know the way to make shells go to left side of MG ? default for ofp weapons is right... and thats wrong for PK :/ hmmm... maybe switching points in memory lod will work... Share this post Link to post Share on other sites
Panda-PL- 0 Posted July 22, 2005 LoLmaybe you know the way to make shells go to left side of MG ? default for ofp weapons is right... and thats wrong for PK :/ hmmm... maybe switching points in memory lod will work... Say, aren't You gettin a bit picky? In class CfgWeapons there are lines: Quote[/b] ] cartridgePos="nabojnicestart"; cartridgeVel="nabojniceend"; You either move "nabojnicestart" to the ejection port and "nabojniceend" to the left side, or define new points if You don't like the chech names so much. The distance between the points sets the shell casings' velocity. [edit]Don't tell me You were about to leave it all at BIS standards. Share this post Link to post Share on other sites
offtime 0 Posted July 22, 2005 @ July 22 2005,21:40)]LoLmaybe you know the way to make shells go to left side of MG ? default for ofp weapons is right... and thats wrong for PK :/ hmmm... maybe switching points in memory lod will work... Say, aren't You gettin a bit picky? In class CfgWeapons there are lines: Quote[/b] ] cartridgePos="nabojnicestart"; cartridgeVel="nabojniceend"; You either move "nabojnicestart" to the ejection port and "nabojniceend" to the left side, or define new points if You don't like the chech names so much. The distance between the points sets the shell casings' velocity. [edit]Don't tell me You were about to leave it all at BIS standards. [...]hmmm... maybe switching points in memory lod will work... made it, funny i never needet to do it :-) we learn everyday something new :-) Share this post Link to post Share on other sites
offtime 0 Posted July 23, 2005 @Panda almost everything is working, almost why shells bounce like crazy up in the sky when they hit the ground ? :/ !Edit: fixed, all you need is big geometry lod, few times bigger than shell ;-) Share this post Link to post Share on other sites
offtime 0 Posted July 24, 2005 http://www.flashpoint.pl/om/public_download/wps/25lipca0.jpg http://www.flashpoint.pl/om/public_download/wps/25lipca1.jpg http://www.flashpoint.pl/om/public_download/wps/25lipca2.jpg http://www.flashpoint.pl/om/public_download/wps/25lipca3.jpg http://www.flashpoint.pl/om/public_download/wps/25lipca4.jpg http://www.flashpoint.pl/om/public_download/wps/25lipca5.jpg http://www.flashpoint.pl/om/public_download/wps/25lipca6.jpg Share this post Link to post Share on other sites
sniperuk02 0 Posted July 24, 2005 This is turning out to be one of my favorite mods, good job. Share this post Link to post Share on other sites
belgerot 33 Posted July 25, 2005 Same here, those soldiers look outstanding. Cannot wait for these, nie dlugo tak? Share this post Link to post Share on other sites
CanadianTerror 0 Posted July 25, 2005 Sweet pics...looking forward to it. Share this post Link to post Share on other sites
offtime 0 Posted July 25, 2005 Same here, those soldiers look outstanding. Cannot wait for these, nie dlugo tak? w przyszlym miesiacu (next month) ;-) Share this post Link to post Share on other sites
Cribban 1 Posted July 25, 2005 looks really good, dunno if this have been asked already, but will u make missions along with this mini mod? yet again, nice work m8 Share this post Link to post Share on other sites