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B3liar

Need Scripter for my HK G36 addon!

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Hi all

Bevor i start with writing: Sorry for my bad english, its not my first language, you know wink_o.gif

So, some month ago i started doing my second Weapon-addon for OPF. The first one was the HK MP7, wich i had released under my old names (Kommando/Matthias). [Help by Freshman (Souds, Config)].

Now i plan to release the HK MP7 v.1.1 with my new Weapon the HK G36.

Here a screenshot with both of them:

Mp7 & G36

HK G36

Or here some older, from the OFPC.de News some weeks ago:

01

02

Both weapons are nearly finished.

But for my G36 i plan 2 nice & new feautures to realize.

I searched for a scripter wich is able to handle it, for a long time but i haven't found.

sad_o.gif

So i decided to write here, in the biggest OPF Forum ever to get some help. My last chance. wow_o.gif

The Feautures i want to realize are

1, A Magazine u can shot empty

2, 2 Optics per Actionmenue

If someone can help me, plz Email to:

B3liar@gmail.com

post in this Forum smile_o.gif

or ICQ: 320-578-438

thx & greez (B3liar/Kommando etc ^^)

€dit: Sry, the pictures was to big, i think smile_o.gif

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Very nice job on that G36 as well as the updated Mp7. I really hope you do find a scriper and soon!

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I think it is actually not possible to animate weapons in OFP besides with the zashleh selection.

This way, I'm very sure that you will not be able to animate the magazine.

On the other hand, you could use different fire modes with different optics, I don't think you can reach your goal in another way.

btw, what about Schakal?

I thought he was supporting you?

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Guest [B.B.S.] T_D

If you just want an empty magzine this should be no problem but if you want a magazine which bullets decrease every shot, this will be difficult.

The second thing is maybe possible if you exec a script via init eventhandler. Problem: Eventhandlers can't be implemented in Weapons, only in CfgVehicles. So it would only work if you equip a soldier with this weapon and not if you add it via addmagazine.

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Schakal had problems with the counting of fired bullets.

"Hard to say in english" biggrin_o.gif

Er hatte probleme mit der Schusszahlabfrage.

I know, that 2 Optics are possible to realize per config. But i think it would be much better to change the optics per actionmenue.

sad_o.gif

Shakal is a perfrect Modeller and Skinner, i think! rock.gif

But he isn't perfekt in writing scripts. He's still learning it wink_o.gif

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I don't know how the guy who made that HALO gun did it but he had a counter on the gun so it said how meany bullets it had in it but if thats posible you shoulc be able to have a mag which changed its texture all every time you fired. You could also use "modelspecial"(or what it was it was called) so that when you had shot the weapon emty it would show a model whiched had changed the mag texture.

It is posible to have two optics but I think there was some trouble with the magazines and the bullet amount.

download here:

http://ofp.gamezone.cz/index.php?showthis=4341

also rember to have the charging handle move forth and backwards when you fire should be posible if play around with zashleh section.

STGN smile_o.gif

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thx for the link.

But i havent seen any counter sad_o.gif

btw: All opf weapons have a counter wich tells you how many bullets remaining in the magazine. biggrin_o.gif

Thats not the Problem, i think.

But i dont have the faintest idea of scripting.

The Mag is transparent and the bullets in it are modelled. (LOW Details, of course).

So i thougt, it could be possible to hide one Bullet, if you see the muzzleflash one time, second time the next...

crazy_o.gif

Now it seemes to be impossible sad_o.gif

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I can't remmber where it was but I am prity sure I saw a video of a HALO rifle where you could see how meany bullets was in the rifle on the display not the GUI. What i thort if it is posible to show new textures on the rifle every time ist fires then you might be able to show other texture on the rifle or the mag so it would look like the bullets disapered.

I only see on problem(that is not technical) with the way it sounds like you wanted it to happen and that is that it would not be realistic because a mag inside looks like this as you know:

O

 O

O

 O

......

and if the last round suddenly disapere then  it would look this way:

O

 O

O

 X

which is not how it would look in reality.

STGN

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Guest [B.B.S.] T_D

ComRef says:

Quote[/b] ]unit ammo magazine

Operand types:

unit: Object

magazine: String

Type of returned value:

Number

Description:

Count how many shots are left for given magazine type.

Example:

player ammo "M16"

So a display would look like this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#loop

_ammo = player ammo "G36Mag"

@_ammo != player ammo "G36Mag"

hint format["%1",player ammo "G36Mag"]

goto "loop"

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But this is only request, if the unit has a g36 magazine.

It's not about the ammo count, i think sad_o.gif

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KyleSarnik is a great script writer and moddeler he is on this forum PM him for help I think he can do both things you ask wink_o.gif

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crazy_o.gif Woah, that was weird, the whole way down while I was reading I was thinking "Gee I could help this guy", and boom, you allready set me up for it wow_o.gif .

I think I might have some ideas for the ammo in mag thing, and, as for the 2 optics, there are quite a few ways to do it.

Weapons (yes infantry weapons) CAN be animated, but only with a single rotation anim that only has 1 function, to rotate a certain degree on each shot. I have been trying to find a practical use for this (other than revolvers or auto-GLs) for some time, this might work, but I think it might only work on a full magazine. If you made a cover slip inside that magazine that hid the rounds (A simple matter of layering, simmilar to how I did the animations on the M1911 in my JJR Nam troop re-release), and started up inside the receiver of the gun, and everytime the weapon is fired, the slip would move down the distance of a bullet (or a half, maybe, since the mag is set up as STGN demonstrated), this might work, or it might not, I'm not sure, but you should give it a try, and look at the MM-1 or S&W config to find out how the rotation ainimations are done.

Multiple optics can be acheived by a few different methods. You could have A.) Two weapon classes with two different optics, and use a script to replace them via action menu B.) (Not proven) You could try and give the weapon 2 Muzzles, each with its own optic, and make them take the same mags, like I said, this is not provin, so I am not sure if it will work. You also might be able to C.) have two magazine classes that use different optics, and have the gun accept both, and reload different mag types to get different optics (not reccomended)...

Well thats just about all I know, I hope it helps...

And thanks for the introduction there ExtracTioN wink_o.giftounge_o.gif

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@kyle huh... I was just wondering how you got your nam weapons with the working action(not just part of the zasleh) and I realized that I have animated a weapon before. Ive made a revolver with a revolving mag. Ill just make the radius very large and it should look fine tounge_o.gif . 1 quetion for kyle though. Is the finder part of the gun model of is it an animation of the nam man?

on topic: IF you figure this out let me know. I make a halo sniper rifle that displays the ammo in the optics and i want it to show you how many bullets you have left.

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@KyleSarnik

Thx for your help.

Sounds pretty good .

I will test it next time. smile_o.gif

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