Doc_69 0 Posted March 14, 2007 Hi folks, Maybe there is someone out there who can help me out on the following problem; I am working on an addon for alternate PDWs and was messing around trying to maek a handgun that will fire all 3 modes. Singleshot, Burst and FullAuto. I was able to get the M9SD to be able to fire both single and fullauto but not burst mode. Is there an inherent limitation built in limiting handguns to only 2 modes? When I switch through firemodes I do not even see the burst mode. I may be going at this backwards but decided to get the config.cpp parts down right before I continue on the modelling portion. Doc_69 Stop reading here if you hate long posts. The following is the section of the config.cpp relating to the M9 and M9SD class M9 : Pistol { scope = public; model = "\ca\weapons\M9_Beretta"; modelOptics = "-"; picture = "\CA\weapons\data\equip\w_M9_ca.paa"; minRange = 2; minRangeProbab = 0.1; midRange = 30; midRangeProbab = 0.8; maxRange = 50; maxRangeProbab = 0.04; optics = true; distanceZoomMin = 50; distanceZoomMax = 50; displayName = $STR_DN_M9; sound[] = {"\ca\Weapons\Data\Sound\Glock2_A", db0, 1}; drySound[] = {"\ca\Weapons\Data\Sound\T33_dry_v1", 0.0001, 1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\pistol_reload", 0.0316228, 1}; magazines[] = {"15Rnd_9x19_M9", "15Rnd_9x19_M9SD"}; dispersion = 0.02; ffCount = 1; recoil = "pistolBase"; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; class Library { libTextDesc = $STR_LIB_M9; }; }; class M9SD : M9 { scope = public; model = "\ca\weapons\M9_Beretta_SD"; picture = "\CA\weapons\data\equip\w_M9SD_ca.paa"; sound[] = {"\ca\Weapons\Data\Sound\Glock_Silenced_final", db-35, 1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\pistol_reload", 0.0316228, 1}; displayName = $STR_DN_M9SD; drySound[] = {"\ca\Weapons\Data\Sound\T33_dry_v1", 0.0001, 1}; minRange = 2; minRangeProbab = 0.1; midRange = 15; midRangeProbab = 0.8; maxRange = 20; maxRangeProbab = 0.04; magazines[] = {"15Rnd_9x19_M9", "15Rnd_9x19_M9SD"}; modes[]={"Single","Burst","FullAuto"}; class Single : Mode_SemiAuto { multiplier=1 burst=1 displayName="M9SD Single"; dispersion=0.003000; sound[] = {"\ca\Weapons\Data\Sound\Glock_Silenced_final", db-35, 1}; soundContinuous=0 reloadTime=0.100000; ffCount=1 autoFire=0 aiRateOfFire=0.500000; aiRateOfFireDistance=100 useAction=0 useActionTitle=""; }; class Burst : Mode_Burst { multiplier=1 burst=3 displayName="M9SD Burst"; dispersion=0.003000; sound[] = {"\ca\Weapons\Data\Sound\Glock_Silenced_final", db-35, 1}; soundContinuous=0 reloadTime = 0.1; ffCount = 3; aiRateOfFire=2.500000; aiRateOfFireDistance=100 showToPlayer = false; useAction=0 useActionTitle=""; }; class FullAuto : Mode_FullAuto { multiplier=1 burst=1 displayName="M9SD Fullauto"; dispersion=0.004000; sound[] = {"\ca\Weapons\Data\Sound\Glock_Silenced_final", db-35, 1}; soundContinuous=0 reloadTime=0.100000; ffCount=30 autoFire=1 aiRateOfFire=5.000000; aiRateOfFireDistance=100 useAction=0 useActionTitle=""; }; class Library { libTextDesc = $STR_LIB_M9SD; }; }; Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 14, 2007 Quote[/b] ]class Burst : Mode_Burst { multiplier=1 burst=3 displayName="M9SD Burst"; dispersion=0.003000; sound[] = {"\ca\Weapons\Data\Sound\Glock_Silenced_final", db-35, 1}; soundContinuous=0 reloadTime = 0.1; ffCount = 3; aiRateOfFire=2.500000; aiRateOfFireDistance=100 showToPlayer = false; useAction=0 useActionTitle=""; }; That means only AI can use this fire mode. Change it to true (or just remove it so it inherets the value from Mode_Burst). Anyway I'm assuming you copied this from the AK74, but as you'll notice the Burst mode on the AK74 is for AI only (to control their ammo consumption). But no, there's definately no limitation. This is a new feature that wasn't in OFP too, quite useful I'd say. Share this post Link to post Share on other sites
Doc_69 0 Posted March 14, 2007 Thanks, I appreciate the help. Doc_69 Share this post Link to post Share on other sites