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Jackal326

SJB Weapons Pack Released

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Bunkerslusken,

...you can NOT use these weapons in the original missions... I'm VERY sorry to hear that sad_o.gif , but the absolute CLARITY of what you just told me is greatly appreciated. That'll keep me from wasting a TON of time looking for a solution that just isn't possible! My wife will appreciate that too! biggrin_o.gif

Law-Giver,

Is there any possibility that you, or anybody else for that matter, would be willing to share some of the custom .cfg files? Playing around with someone else's configurations may just be the thing I need to give me the courage to go tinkering around myself!

A great BIG thank you for everyone's who's responded to my query! A very friendly community indeed!

Kyle

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Yeah, I'd love to get some SJB weapons in the Resistance campaign...  smile_o.gif

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Kyle_K_ski

No problem mate. I will change 1 weapon and 1 vehicle so you can see how it works. As you may not have the addons i have in mine. I have HYK soldiers, Csla, Vit And franz and nodunits choppers, CBT Hmmwv's, ICP Bmp's and SJB's weapons and so on and so on. Hope that helps mate!

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Sounds good to me! I'll be eagerly awaiting your customized config! I'm sure that it'll be enough to get me started on my own such endeavors!

Yours,

Kyle

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Back on topic, over the past few days I've been attempting to successfully intergrate JAM Compatability into the pack, and as of last night, I believe I have succeeded. It still needs testing, but that was the second to last thing on my 'To Do' list for v1.1 of the pack. The last thing being to find out why the MP5A4 has a constant muzzle flash. It has a correct CfgModels entry, and the muzzle flash is definately defined as the 'zasleh' in the model, so it will require some deep investigation. But rest assured, once that is fixed, the pack will more than likely (bar any major bugs I discover) be sent for testing.

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I have included scripts (created by Monty) in the 'SJB_TOSM4_cpp.pbo' file which, when executed from the init line of a crate and/or vehicle which is able to carry weapons/ammo, adds the various types (Assault Rifles, Sub-Machineguns, Machineguns, Pistols, Sniper-Rifles and Misc) to that ammo-crate. Details will be outlined in the readme.txt of v1.1 on how to run the scripts correctly. I feel these scripts would make the inclusion of an 'SJB ammo-crate' redundant.

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The release of v1.1 draws ever closer (only a few days at the most now unless last-minute testing brgings out any huge bugs), so I figured I'd just give you all a quick run-down on the changes you can expect to see.

The following is a quote from the readme:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">- VERSION 1.1 (This Release)

> JAM Compatability Added for the majority of weapons.

> Fixed various optic views (ELCAN, Eotech etc) which were incorrectly mirrored and/or not glowing.

> Added a new AK47 optic (courtesy of the CSLA-II Mod Team).

> Tweaked various config.cpp values (Recoil, ROF etc).

> Fixed the detection rate of the suppressed PSG1, which, in v1.0 was higher than the M82A1 (whoops!).

> Corrected the trigger grouping of the 'MP5 Navy' in the pack - now fires in semi-auto.(Old 'SJB_TOS_MP5_Mag' now fires in semi-burst-auto for the MP5A4, and a new magazine define has been included for the semi-auto trigger grouping - 'SJB_TOS_MP5_Navy_Mag').

> Added an MP5A4 which fires in semi-burst-auto as the MP5 Navy (incorrectly) did in v1.0.

> Added scripts for adding the weapons to ammo crates more easily without the need for a lot of init line editing - see ADDON USAGE for more information.

Only some of the weapons will be JAM Compliant, as not all of the weapons are supported (the UMP45 doesn't have a burst fire mode in JAM, so I've left it as "Jackalacious" as Cornhelium called it on the JAM3 thread).

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Hiya Jackal,

Quote[/b] ]I have included scripts...which...adds the various types (Assault Rifles, Sub-Machineguns, Machineguns, Pistols, Sniper-Rifles and Misc) to that ammo-crate.

Great idea.

If the total contents of an ammocrate are more than about 140 lines, it'll kill saving/reloading times. I recommend testing the save times with and without the script running on a few ammocrates.

Cheers mate,

CH

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Thanks for the information Cornhelium. The longest script is 94 lines and thats the Assault-Rifle script. The rest of the scripts average out at roughly 30 lines, so I think, if any, the Assault Rifle script/crate will be the one to cause me issues. I will test them all later just to be sure, and have my testers (when it is issued for testing later today) test them, so I have a wider spectrum of results, other than from solely my computer, which I like to think is fairly powerful (Pentium 4 2.8GHz, 1.0GB RAM, GeForce FX 5900 XT 128MB).

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I have included scripts (created by Monty) in the 'SJB_TOSM4_cpp.pbo' file which, when executed from the init line of a crate and/or vehicle which is able to carry weapons/ammo, adds the various types (Assault Rifles, Sub-Machineguns, Machineguns, Pistols, Sniper-Rifles and Misc) to that ammo-crate. Details will be outlined in the readme.txt of v1.1 on how to run the scripts correctly. I feel these scripts would make the inclusion of an 'SJB ammo-crate' redundant.

I think the above quote explains why I'm not going to be adding ammo crates as previously mentioned multiple times, so lets leave it there shall we.

In response to your question PSYCHOSIM, the update is going well. Its currently undergoing testing, and a release should, if all goes well, be sometime early next week (monday/tuesday). The reason its been quiet, is because I haven't had much to post tounge2.gif

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In response to your question PSYCHOSIM, the update is going well. Its currently undergoing testing, and a release should, if all goes well, be sometime early next week (monday/tuesday). The reason its been quiet, is because I haven't had much to post tounge2.gif

looking forward to teh update .

one of my fave weapon packs ever.

smile_o.gifsmile_o.gifsmile_o.gif

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Back on topic, over the past few days I've been attempting to successfully intergrate JAM Compatability into the pack, and as of last night, I believe I have succeeded. It still needs testing, but that was the second to last thing on my 'To Do' list for v1.1 of the pack. The last thing being to find out why the MP5A4 has a constant muzzle flash. It has a correct CfgModels entry, and the muzzle flash is definately defined as the 'zasleh' in the model, so it will require some deep investigation. But rest assured, once that is fixed, the pack will more than likely (bar any major bugs I discover) be sent for testing.

Hi Jackal,

if i got this right i need Jam3 for your new version ?

I'd want to use your jam weapons in my custom config (which has Jam weapon names already included).

So if my standard west soldier uses 'JAM_M16' as a weapon, will your M16 appear ingame when i DL your weapon pack ? Or do you use other weapon-names ?

Thx smile_o.gif

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Cheers for the update fella, if you've nothing to post you've nothing to post.

Looking forward to the release....

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Hi ])rStrangelove,

Quote[/b] ]So if my standard west soldier uses 'JAM_M16' as a weapon, will your M16 appear ingame when i DL your weapon pack ?

No mate. You'd have to edit that config entry to 'SJB_M16' (dunno the exact classname for Jackal's M16 - you'll have to check this in his ReadMe). Then, you must replace the soldier's magazines with the relevant JAM mags (in this case JAM_W556_30Bmag or JAM_W556_30BHDmag).

Quote[/b] ]Or do you use other weapon-names ?

Yes - his weapons use their own classnames (you can look them up in his readme). Jackal is simply making his weapons able to use JAM magazines, which is what JAM is there for.  thumbs-up.gif

Cheers,

CH

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Just to let you know, that the testing is progressing well, and the release is still on track for sometime in the next couple of days (monday/tuesday). A few minor bugs have presented themselves, but have been quickly fixed.

In other news, I've begun work on v1.2 (yes, I know its early seeing as how v1.1 hasn't even been released yet, but I like to plan ahead). One of the weapons I hope to feature in the pack is the Walther WA2000 rifle (seen below).

Click here for a preview of the WA2000

The model is still very early in its OFP life, and will hopefully be completed within the next few weeks. To avoid confusion, I'll say this, the WA2000 will NOT be in v1.1, as it is more of a "patch" to fix bugs with v1.0, where as v1.2 will be the "expansion" adding more weapons/variants.

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Just to let you know, I've just released v1.1 of the pack. It can be downloaded from THIS LINK. As always, mirrors are welcome. A list of changes can be found in the readme.txt, as can a full list of classnames for weapons and their respective magazines.

NOTE: This addon now requires JAM3.

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