twisted 128 Posted August 26, 2006 hi i am trying to figure out how to define rounds per minute fired by the weapons in ofp and make them exactly the same as real weapoms. where is this defined? and 2ndly. how does this influence the time setting in the cng recoils settings (ie. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">riffleSingle[]= {0.05,0.02,0.05, 0.35,0,-0.006, 0.07,0,-0.006, 0.13,0,0}; the 0.05 0.35 0.07 and 0.13 settings in this example). f you can help then thanks. Share this post Link to post Share on other sites
Messiah 2 Posted August 26, 2006 the values in the recoil you've written are the basis of what defines a weapons recoil, the first figure is a value of how much the weapon kicks back, the 2nd is how much it kicks up (you can have minus figures if you want too), the 3rd is the time it takes for the recoil to subside, and the 4th is whether the weapon returns to its original position or not... although im rusty on the recoils, so its best to do a search on recoils - i know kegetys wrote a quick tute on how to make them. RPM is defined in the cfgweapons, and is classes as reload time between rounds, even if its full auto (autoFire=1): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadTime=1; that value would produce a RPM of 60. Share this post Link to post Share on other sites
twisted 128 Posted August 26, 2006 thanks. so i guess that reloadTime=3 = 20 rpm? so to get a rpm of 600 = 60/600 = 0.1 and a rpm of 720 = 60/720 = 0.083333 Share this post Link to post Share on other sites
Messiah 2 Posted August 26, 2006 bingo the value is in seconds, and represents the gap between shots - just use the calculations you've used to work out what timings you require. Share this post Link to post Share on other sites