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Jackal326

SJB Weapons Pack

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I've just uploaded a short video of the M4A1 in action (check out the working ejection port wink_o.gif )

Right-click the following link and select 'Save-As':

Video

Bear in mind that this is not a complaint.

You mentioned a working ejection port - were you referring to the movement of the bolt, or is the ejection port cover supposed to be sealed at the start and then open once a round has been fired? If it's the latter, the video didn't show that off as far as I saw.

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Hey Jackal, are all the guns going to have their own unique sounds or is it going to be more guns with arma's existing sounds, don't know if anyone has asked something similar to this yet.

I use your pack in OFP all the time in the editor, looking forward to it again in Arma.

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when the tools are released it will most likely be like the first one and most weapons will have there own sounds

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I've just uploaded a short video of the M4A1 in action (check out the working ejection port wink_o.gif )

Right-click the following link and select 'Save-As':

Video

Hey look at dat. The hands actually look like they fit the gun now :-)

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Hey Jackal, are all the guns going to have their own unique sounds or is it going to be more guns with arma's existing sounds, don't know if anyone has asked something similar to this yet.

   I use your pack in OFP all the time in the editor, looking forward to it again in Arma.

Sorry for not replying sooner, haven't been too well these past few days. Anyway, I may use some of Armed Assaul'ts existing sounds for some of the weapons. That said, I am thinking of overhauling some of the firing sounds as it has been mentioned on numerous occasions that some of the sounds aren't that brillaint, so I might find some better sounds elsewhere, or attempt to mix my own wink_o.gif

@gunterland: Yeah, I did my best to try and get the positioning practically spot on.

In other news, I've got the cfgmagazines section defined now, and most of the weapons now have correct magazines, though they still need the weapon defines working on quite a bit (especially weapons with grenade launchers), but work will be done on that in time.

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The M4/M16 original from Armed Assault should suit you nice wink_o.gif

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Any chance of you releasing a basic rifle for some people to use as a base to work ontop of?

Simply put, no. I will however give information on how I got the weapon models to actually work using currently available tools. But keep in mind, things are far from done perfectly/correct. All the information I used to edit my models/config.cpps was taken from the BIS WIKI, the ArmA config.bin and these very forums, so if I miss something out and your model/config still doesn't work, search the wiki and/or these forums.

Quote[/b] ]<'Updating' the Model'> Assuming you already have a weapon model done, you only need to do two things to it. The first is add a memory point called 'eye' to the 'Memory Lod' which should be a ways back from the rear sight, and lined up with the two memory points defining the source point and direction point of the rounds it fires, as well as lined up with the front sight. The second thing required is to make sure none of the faces (including the 'zasleh'wink_o.gif are set to shining, otherwise they'll show up as black.

<'The Hard Part - The Config.cpp'> There are a few things to be aware of when writing/editing your config.cpp. Firstly, is the cfgmodel section, which needs some extra info in it to work (so I've found anyway - my existing cfgmodels section needed some editing to work in ArmA compared to the OFP version).

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

{

class Default

{

sections[] = {""};

sectionsInherit="";

};

class Weapon: Default

{

sections[] = {"zasleh"};

sectionsInherit="";

};

class WEAPONMODEL_NAME: Weapon

{

sections[] = {"zasleh"};

sectionsInherit="";

};

};

Now that your cfgmodels section is sorted, its onto defining the firing modes, which should be done outside of any other section:

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

ammo = "Bullet";

multiplier = 1;

burst = 1;

displayName = $STR_DN_MODE_SEMIAUTO;

dispersion = 0.0002;

sound[] = {"", 10.0, 1};

soundContinuous = 0;

reloadTime = 0.1;

ffCount = 1;

ffMagnitude = 0.5;

ffFrequency = 11;

flash = "gunfire";

flashSize = 0.1;

recoil = "Empty";

recoilProne = "Empty";

autoFire = 0;

aiRateOfFire = 0.5;

aiRateOfFireDistance = 500;

useAction = 0;

useActionTitle = "";

showToPlayer = 1;

minRange = 30;

minRangeProbab = 0.1;

midRange = 300;

midRangeProbab = 0.58;

maxRange = 600;

maxRangeProbab = 0.04;

};

class Mode_Burst : Mode_SemiAuto {

displayName = $STR_DN_MODE_BURST;

sound[] = {"", 10.0, 1};

burst = 3;

dispersion = 0.0005;

minRange = 10;

minRangeProbab = 0.1;

midRange = 60;

midRangeProbab = 0.58;

maxRange = 150;

maxRangeProbab = 0.04;

};

class Mode_FullAuto : Mode_SemiAuto {

displayName = $STR_DN_MODE_FULLAUTO;

dispersion = 0.0005;

sound[] = {"", 10.0, 1};

soundContinuous = 0;

reloadTime = 0.08;

autoFire = 1;

minRange = 1;

minRangeProbab = 0.1;

midRange = 30;

midRangeProbab = 0.58;

maxRange = 80;

maxRangeProbab = 0.04;

};

With these defined, you can move on to defining the weapon itself - the new/edoted (ArmA specific parts) are in BOLD:

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

{

class Default {};

class RifleCore: Default {};

class M4: RifleCore {};

class M16: RifleCore {};

// M4A1 VARIANTS DEFINES

class SJB_TOS_M4: M4

{

//scopeWeapon=2;

//scopeMagazine=0;

scope=public;

cursorAim = "\SJB_TOSM4\ret_red.paa";

displayName="M4A1";

model="\SJB_TOSM4\SJB_M4A1_proxy.p3d";

modelMagazine="\SJB_TOSM4\m4_mag.p3d";

modelOptics="-"; // enables game to use 'eye' memory point for optics

picture="\SJB_TOSM4\inventory\w_m4a1.paa";

muzzlePos = "usti hlavne"; // added to prevent bugs

muzzleEnd = "konec hlavne"; // added to prevent bugs

primary = true; // added to prevent bugs

optics = 1; // enables optics

opticsDisablePeripherialVision = 0; //0 = blurs edge of screen during optics/1 = no blur

value = 2;

opticsZoomMin=0.35;

opticsZoomMax=0.35;

magazines[]={"30Rnd_556x45_Stanag"}; //as its an M4, it uses default STANAG magazines

drySound[]={"\SJB_TOSM4\sound\Dry.wss",0.010316,1};

reloadMagazineSound[]={"\SJB_TOSM4\sound\Reload.wss",1.000000,1};

modes[]={"Single","FullAuto"};

class Single: Mode_SemiAuto inherits from the firemodes defined earlier

{

ammo="SJB_TOS_M4_Round"; //rounds defined the same was as in OFP

multiplier=1;

burst=1;

displayName="Semi";

dispersion=0.0008;

sound[]={"\SJB_TOSM4\sound\M16_Fire.wss",1.000000,1};

soundContinuous=0;

reloadTime=0.07;

ffCount=1;

recoil="SJB_TOS_M4_Single_Recoil";

autoFire=0;

aiRateOfFire=5.0; // delay between shots at given distance

aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero

useAction=0;

useActionTitle="";

};

class FullAuto: Mode_FullAuto //inherits from firemodes defined earlier

{

ammo="SJB_TOS_M4_Round";

multiplier=1;

burst=1;

displayName="Auto";

dispersion=0.00085;

sound[]={"\SJB_TOSM4\sound\M16_Fire.wss",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=100;

recoil="SJB_TOS_M4_Full_Recoil";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

};

Thats the basics done, defing a unit that carries the weapon is the same as OFP, so I don't think I need cover that.

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The M4/M16 original from Armed Assault should suit you nice wink_o.gif

Thye're ODOL and cannot be converted, so thats not going to work is it?

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The M4/M16 original from Armed Assault should suit you nice wink_o.gif

Thye're ODOL and cannot be converted, so thats not going to work is it?

It will when the tools come out :O.

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I agree (well, I hope its true anyway), but with current technology its not possible, and the discussion was referring to using currently available tools to work on addons (because we're impatient :P).

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Im guessing that they'll either release them at christmas to be BIS or when 505 releases the game...

but what youve done so far is excellent, much more than i've done...

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Im guessing that they'll either release them at christmas to be BIS or when 505 releases the game...

but what youve done so far is excellent, much more than i've done...

More likely the latter, but here is hoping you're right[/hint2BIS]

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The M4/M16 original from Armed Assault should suit you nice wink_o.gif

Thye're ODOL and cannot be converted, so thats not going to work is it?

It will when the tools come out :O.

If the ArmA tools are anything like the OFP tools, then we still wont be able to open ODOL models.

It would be reliant on either dschulle updating odol explorer, or someone writing a new tool for it... wink_o.gif

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Are magazines pretty much the same as OFP or are there some changes?

nope, you will have to make an cfgmagazines

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I don't understand why you want to make new Stanag magazines. Where is the problem with the BIS ones?

Is it really necessary?

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well jackal has allways like his custom sounds whistle.gif

Sounds are no longer related to magazines, but to the weapons themselves.

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Excellent.

On an ot note how many people are becoming moderators all of a sudden or have i just not noticed.

Regards Mark smile_o.gif

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The M4s are only going to use the BIS STANAG mags...the config exerts I posted above are still very much work in progress, so any mentions of the SJB M4 magazines will be removed.

As Sniperwolf said, the firing sounds etc are defined to the weapon, not the magazine, so I can use the BIS STANAG mags with the SJB M4, and have it sound totally different to the BIS M4.

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