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offtime

WPS mini mod

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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? biggrin_o.gif

They are not really neccesery, so I thouhght You'd - at least for now - skip on them. confused_o.gif

Anyway: keep up the good work. notworthy.gif

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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 :

p648xu.jpg

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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.

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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:

pk29qh.jpg

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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 smile_o.gif

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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 smile_o.gif

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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 biggrin_o.gif.

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hmmm.... is it possible to make new shells for specific weapon ? without replacing them in all weapons ?

WPS v0.3 first release -28 days.

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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 biggrin_o.gif.

And I was F**'n wondering why noone uses it! biggrin_o.gif.

And You also have to add a shell objecn in thingEffect class (CfgVehicles!wink_o.gif):

<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?

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LoL

maybe you know the way to make shells go to left side of MG ? tounge2.gif

default for ofp weapons is right... and thats wrong for PK :/

hmmm... maybe switching points in memory lod will work...

pk69ej.jpg

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LoL

maybe you know the way to make shells go to left side of MG ? tounge2.gif

default for ofp weapons is right... and thats wrong for PK :/

hmmm... maybe switching points in memory lod will work...

crazy_o.gif

Say, aren't You gettin a bit picky? wink_o.gif

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. wink_o.gif

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. huh.gif

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@ July 22 2005,21:40)]
LoL

maybe you know the way to make shells go to left side of MG ? tounge2.gif

default for ofp weapons is right... and thats wrong for PK :/

hmmm... maybe switching points in memory lod will work...

crazy_o.gif

Say, aren't You gettin a bit picky? wink_o.gif

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. wink_o.gif

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. huh.gif

[...]

hmmm... maybe switching points in memory lod will work...

made it, funny i never needet to do it :-)

we learn everyday something new :-)

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@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 ;-)

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Same here, those soldiers look outstanding. Cannot wait for these, nie dlugo tak? wink_o.gif

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Same here, those soldiers look outstanding. Cannot wait for these, nie dlugo tak? wink_o.gif

w przyszlym miesiacu (next month) ;-)

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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 smile_o.gif

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