Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×
Sign in to follow this  
raedor

Mapfact Weaponpack v1.0 by Marco-Polo-IV

Recommended Posts

Fudging hell people nowi have LSR, SJB and now MAP what next!

Dwnlding now looks great.

Helping_Hand wink_o.gif

Share this post


Link to post
Share on other sites

Bugs found until now (With the excellent help of my community members):

(All Tests were done with an ammo box containing all MAP ammo and weapons. I hope the list will help!!wink_o.gif

c7a1 all models - when switching to auto fire, there is no text left upper corner (firemode).

c8 aim - when switching to CMag, error: no entry config.cpp/cfgweapons.map_c8a2_betac_aim

All FAMAS Guns - Burst fire mode does not show up when in use in the ammo counter.

- also noted some crashes when picking up FAMAS, more info if possible soon!

Famas F1 - Does not change fire modes from Semi

All RPK weapons - do not become your weapon when you pick them up, you press select it from

a box and it just dissapears from your choices and you still have your previous weapon and

ammo. The REALLY strange thing is, when you press space (even from new weapons you've chosen

etc,) to change fire modes, the RPK weapons are there (in the fire mode area) and you can look

through their sights. When you drop all weapons for some reason you can still look through the RPK scopes.

All AKM/AKMS weapons EXCLUDING the Silenced variation w. GP25 and AKM - For some reason

does'nt let you switch to auto fire, press space and you quickly see the

auto fire blink on for a second then it goes back to Semi, you dont have time to fire inbetween the flicker.

AKM SD - Is a loud weapon, and when you press F it turns into a standard AKM

akms_GP25_SD - when removing the silencer, it gives an error, no entry config.cpp/cfgweapons.map_akms_gp25

G3SG1 - No Full auto

M60E4 - No reload sound

M4A1 guns - In Fire mode area, it says that its M16 when its M4A1, (not really a bug)

Magazine CAL 50 round R - No sound when fireing

Share this post


Link to post
Share on other sites

Maybe I should had read first before downloading sad_o.gif

It`s on my HD already I`ll check them out later smile_o.gif

They do look nice.

Share this post


Link to post
Share on other sites

Is there any chance to release it as a weapons pack, not as a mod?

Don't understand me wrong, the weapons are great, I love the megazines anims, but they look a little bit strange on old bis units.

Share this post


Link to post
Share on other sites
Don't understand me wrong, the weapons are great, I love the megazines anims, but they look a little bit strange on old bis units.

You can assign the weapons also to addon units.. by either editing the addon config or by using removeAllWeapons/AddWeapon etc. etc. commands in init.sqs or init of the unit in the mission..

Besides, I guess they choose it to be a mod instead of an addon due to the tricks that are done with fwatch, the modelSpecial Magazines etc. etc. Taking a quick peek at the config shows not really a reason why it could not be an Addon, except that it requires some additional configuration here and there..

But i'm not Expert enough to create a valid opinion about this, I'm sure they had good reasons to choose the current way smile_o.gif

Share this post


Link to post
Share on other sites

@Ingram

to use other Units, enter in the Initline

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[This] exec "\map_inf_weap\init.sqs"

@sickboy

i check it

Share this post


Link to post
Share on other sites

@sickboy

i test it, only the Error with the AKMS GP25 SD  i found,

all other no errors.

for the CTD-bug when you picup a FAMAS; drop down your Weapon, typeof 5.56 x 45mm (M4, M16, G36 etc... ), befor you picup a FAMAS

plz tell me your OFP startline.

regreetz

Marco

Share this post


Link to post
Share on other sites
Marco-Polo-IV @ July 24 2006,16:51)]@sickboy

plz tell me your OFP startline.

regreetz

Marco

C:\Program Files\Codemasters\OperationFlashpoint\fwatch.EXE -nomap -nosplash -mod=@ECP

copied dta and addons contents from @Mapfact_WP into @ECP dta and addons

Weird...did you u also test with the ECP config?

Thanks for any help!

Share this post


Link to post
Share on other sites

@sickboy,

you need from the Mapfact_WP Folder the Addons and DTA Folder, and copy die @ECP\BIN folder in your @ECP\BIN folder (befor save your org. ECP\BIN folder)

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

ECP_MOD Installation:

===================

copie and paste the contents of ECP_Config Folders into the ECP_Mod \BIN Folder.

(Important: make a backup of your ECP_Config before you paste).

Then copie the Addons from \Addons into ECP_Mod \ADDONS.

Then copie the contents of the DTA Folder into ECP_Mod \DTA.

Share this post


Link to post
Share on other sites
I was wondering if it would be possible to add weapons manually... so let's say I would like a LSR/SJB weapon to use MAP ammo, would I do this the normal way (defining the corresponding magazines), or do I have to add extra script parts for such to work properly, and if so, where? (Do you hand out support on this matter??) smile_o.gif

Thanks for any help smile_o.gif

Afair it is not possible to add a weapon easily, you have to change some things (not sure, but it should be about: config (mag defs), stringtable). Marco is probably releasing an update sometime in the future, maybe he can include some more weapons.

Share this post


Link to post
Share on other sites

Before I Begin/Continue:

1. I only try to give constructive critisism... I totally love this pack and all it's aspects & features, and I love you guys for it smile_o.gif)

2. Please excuse me if I am reporting things that are by design smile_o.gif

Marco-Polo-IV @ July 24 2006,23:44)]@sickboy, ECP ...
That's what I was saying/meaning... That's how I installed it smile_o.gif

FOUND THE RPK PROBLEM!!

The RPK uses a define of weapontype: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weaponType = WeaponSlotPrimary;but the define: WeaponSlotPrimary is not defined in the ECP config, whereas in the normal config you will find:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Basic define Weapopns

#define WeaponNoSlot 0 // dummy weapons

#define WeaponSlotPrimary 1 // primary weapons

#define WeaponSlotSecondary 16 // secondary weapons

#define WeaponSlotHandGun 2 // HandGun

#define WeaponSlotHandGunItem 32 // HandGun magazines

#define WeaponSlotItem 256 // items

#define WeaponSlotBinocular 4096 // binocular

#define WeaponHardMounted 65536So that's all that needed to be added...

Optimization Ideas:

I was wondering, looking at the config for ECP, the weapon pack init script gets called at any init so also at vehicle inits, shouldnt the script only run on infantry? Or is there a special reason why it would run on vehicles aswell, I know about ECP's combined eventhandlers, but maybe a line saying if vehicle type != man .. exit in the init script is an idea? smile_o.gif

Also, on each vehicle/soldier init, all the (mag) arrays get redefined, Like:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">MAP_PathWeap="\MAP_Inf_Weap_Scripts\"

MAP_Weap_OFP_556_30rd=["MAP_556x45_Mag","M16","M4","G36aMag","SteyrMag"]

because the init script does not make use of a boolean to skip init arrays if it has already been loaded before. I am not an expert on how much performance gain/loss this could have.. But also considering that DAC is making new units and removing units all the time, maybe a boolean check at the start of the init and make the boolean true after the arrays are loaded in etc?

(Possible) Bug Reports:

In ECP config: stringtable doesnt contain: STR_DN_ADD_FAMASBURST

V 94 is callled in ECP: OSV 96. Both are static defined in the config instead of with a stringtable item.

Some Dispersion Values are different between ECP/Normal config: Differences like: 0.001000 vs 0.000100 (so there is an extra 0 which makes the number 10 times smaller)

Differences spotted so far: MAP_M249SPW_ACOG_SD, MAP_MP5 all of them, MAP_PK, MAP_XM8_CC_SD

Some Distance Zoommin and max are different between ECP/Normal Config:

G36

SR25 (There is a setting set in ECP config, but no setting set in Normal config)

Missing Model: MAP_Inf_Weap\762x51_50.p3d

The Update v101 package (not the v101 full package), did not contain the changed: map_762x51_5.hpp file

So someone with v1.0 that upgraded with upgrade v1.01 has a different map_762x51_5.hpp file than someone that installs the v1.01 full rar.

The other reported bugs, few posts back, I will look into myself aswell again to check... I actually copied over the map weapons from the normal config into the ecp config, to ensure both are using the same values etc... maybe that fixed a few of those errors... Will look into that when im back home.

Share this post


Link to post
Share on other sites

Thanks a lot, sickboy, very appreciated. smile_o.gif

Share this post


Link to post
Share on other sites

bug : when shooting a mag to half way or so and then switching to melee mode , when you come back to shooting ur gun the mag has gone full again.

I like the features of this pack like the mags when empty etc,

i dont like it when people make guns with the same noises just because the use the same amunition :S

Just because they have the same ammo doesnt mean they are the same : there is barrel lenth , internal noises and other factors to take into acount

Share this post


Link to post
Share on other sites

sounds are with the mags in ofp not with the weapons...

since v1 so why do you complain bout that huh.gif

Share this post


Link to post
Share on other sites
Quote[/b] ]bug : when shooting a mag to half way or so and then switching to melee mode , when you come back to shooting ur gun the mag has gone full again.

thats OFP Engine, only way to kill this "Bug" we must create 100 Mags for one weapon, then not more playable sad_o.gif

Share this post


Link to post
Share on other sites
Marco-Polo-IV @ July 25 2006,17:31)]THX for Bugreport, i will fix this Bugs very fast.
Thanks a lot, sickboy, very appreciated.

No Problem at all fellows, gladly done... You might consider using a program like Ultra Compare. I copied invidiual parts of the configs to some text files from both ecp and the normal config, and then just ran a compare on it. This doesn't work in many occasions due to configs being different from eachother not just in values but also structure, but the cfgweapons MAP_ part was nearly identical in both, so the comparison was working smile_o.gif

About the optimizations of the scripts part of my post... Was I right in the assumption that the boolean etc. would save performance, aswell as the check for vehicle type = man? It sounds logical to assume it will save performance, especially in DAC-enabled missions with many de-activating zones and groups..But is my assumption true? smile_o.gif (Learning, trial and error is cool, but hearing it from other peoples experiences is nice at times aswell)

PS: The MAP_Rucksack addon contained in the weapondeal addon folder... is probably configured only for that mission or sth? It contains the ammo/mag definitions for this current weapon pack (whereas the original did not afaik), but only the Custom Mags where usable and defined in: MAP_MagType.sqf

Do you guys have an officially updated version of the MAP_Ruck addon with the new mags incorporated, including the map_magtype.sqf?

I fastly added them myself, but I could've overlooked one or more, didn't have time to check it yet smile_o.gif

Share this post


Link to post
Share on other sites

@Ultra Compare: Sounds good, we'll do it next time wink_o.gif

@Optimisation: Dunno, didn't check the config for a bit less than a year now biggrin_o.gif The "man" things sounbds very good, to skip the variables I do usually in my scripts, but I also don't know how much performance it saves (a bit at least...). You'll find it in the update.

@Rucksack: We were very close before releasing the latest Rucksack with full support of the weaponpack, but BadAss, the project leader, left our team. it depends on what he wants and if somebody of us has the time to finalise it. smile_o.gif

Share this post


Link to post
Share on other sites
@Ultra Compare: Sounds good, we'll do it next time wink_o.gif

@Optimisation: Dunno, didn't check the config for a bit less than a year now biggrin_o.gif The "man" things sounbds very good, to skip the variables I do usually in my scripts, but I also don't know how much performance it saves (a bit at least...). You'll find it in the update.

@Rucksack: We were very close before releasing the latest Rucksack with full support of the weaponpack, but BadAss, the project leader, left our team. it depends on what he wants and if somebody of us has the time to finalise it. smile_o.gif

Bad Ass left the team? Ouch...

If you need any assistence, just ask, i'm very busy, but it's in the line of what I can use for my Community aswell, so I would be glad to put some time in it, depending on what is needed of coarse smile_o.gif

Share this post


Link to post
Share on other sites
@Ultra Compare: Sounds good, we'll do it next time wink_o.gif

@Optimisation: Dunno, didn't check the config for a bit less than a year now biggrin_o.gif The "man" things sounbds very good, to skip the variables I do usually in my scripts, but I also don't know how much performance it saves (a bit at least...). You'll find it in the update.

@Rucksack: We were very close before releasing the latest Rucksack with full support of the weaponpack, but BadAss, the project leader, left our team. it depends on what he wants and if somebody of us has the time to finalise it. smile_o.gif

Bad Ass left the team? Ouch...

If you need any assistence, just ask, i'm very busy, but it's in the line of what I can use for my Community aswell, so I would be glad to put some time in it, depending on what is needed of coarse smile_o.gif

I'll ask him on more details.

Share this post


Link to post
Share on other sites
Bad Ass left the team? Ouch...

If you need any assistence, just ask, i'm very busy, but it's in the line of what I can use for my Community aswell, so I would be glad to put some time in it, depending on what is needed of coarse smile_o.gif

I'll ask him on more details.

Done. He gives the permission to finish it, he says it is close to be done, he adds that it just needs testing. I'll dicuss with him on closer things in the near future. Can you help out with testing, sickboy? whistle.gif

Share this post


Link to post
Share on other sites
Can you help out with testing, sickboy? whistle.gif

Of coarse, I can implement it into our Pack and start using it. Please send a link to my PM, otherwise i'll pm you my e-mail addy.

The only tests that can be done in every round played (every evening 4-6 rounds, depending on length) is the MAP additions since first release (I dont have all the other addons for which the rucksack also works tounge2.gif).

// removed the ps, i'll move it to the rucksack topic for BadAss to see smile_o.gif

Share this post


Link to post
Share on other sites
Can you help out with testing, sickboy? whistle.gif

Of coarse, I can implement it into our Pack and start using it. Please send a link to my PM, otherwise i'll pm you my e-mail addy.

The only tests that can be done in every round played (every evening 4-6 rounds, depending on length) is the MAP additions since first release (I dont have all the other addons for which the rucksack also works tounge2.gif).

ps, offtopic for this thread, and I searched my a. off in the original rucksack topic and thought I read it was fixed... but I still get lawlaunchers on the back when the rucksack is used, and deactivate mine sign when placing an item on the ground, using ecp... Did I screw something up or is this still a known bug..

@Testing: That's what we need, fine. I'll PM you as soon as the addon is ready for testing.

@Bugs: I don't know, gotta ask BadAss.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×