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WIP: stuff you are working on!

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add another 10k  thumbs-up.gif

some people dont really seem to understand that we modders arent the community slaves/b!tches to get new supper leet

deltanavysealgreenberetacudcudpdufsbomonspetsnazwhatevertheyrejustretext addons just for their friggen sake!

What!?!?!?!?! you're kidding right? That's why I come here! Aww man, guess I have to learn how to model and texture.... drats! biggrin_o.gif

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Hi, someday i'll release my M4A1's pack with two M16A4's inside,

rightnow im thinking in what promo screen will look pimp enough.

But is hard to judge wich's the most pimp. Let's C ya

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Both look great mate - very artistic smile_o.gif Good luck with the project! smile_o.gif

Stew

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Hi, someday i'll release my M4A1's pack with two M16A4's inside,

rightnow im thinking in what promo screen will look pimp enough.

But is hard to judge wich's the most pimp. Let's C ya

why do you put so much advertising in your pics. 3/4 the pic is ads and other is 1 little pic of the guns

ya C Let's

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looking nice wipman you leg3nd, but i hope the pack is quite extensive with every sort of m4 and m16 you can possibly have biggrin_o.gif

never mind the smiley, thats not a joke.

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Hi, the M4's pack that im working on don't gonna have that much

M4A1 versions... i want to do (with time) woodland and desert

versions of each one in the pack too, wasted and all used, but that

with alot of time; rightnow im having troubles to make some of the

weapons reload in the same way that the BIS weapons do (removing

the mag when you reload) and something worst... i can't get to do

the m4a1 acog sighted to display propperly the muzzle flash; right

now is allways On, and i don't know why, the model have the selections:

zasleh and proxy_weapon whatever. Well done and placed, but yet still

it keeps displaying permanently the muzzle flash, and as i've said...

i don't know why, everything in the config looks right (to me) and

in the model too.

As soon as i short this two things, i'll release the weapons pack

so all the players that want, can have fun with it.

wip_m4a1_ArmA_01-1.jpg

Let's C ya

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Thanks for the info, Wip - hope it all works out - I'm a big fan biggrin_o.gif

Let's C Ya! tounge2.gif

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@wipman... I suggest you start a thread about it and someone, could answer you're questions regarding muzzleflash., etc. - It's not hard.

But, in the interests of saving time... You're using 2D optics I imagine for the ACOG sight? If so, it's a model... so it needs a CfgSkeleton and CfgModel classes... as zasleh/muzzleflash is just an animation... and you're Mag will need just need a 'hide' anim and all that it entails.

-You should be able to 'get it' from that little info... if not then make a thread...

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Hi, yes Synide that's done, but still not working, and i don't know

why; i gonna keep trying to fix that and getting help too, but's

hard for me. Let's C ya

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Hi, i've spot a very sad bug in my ACOG sighted weapons; if you

use standard (not supressed) magazines, the bullet's drop point

is the same than in the rest of the weapons; but... if you use SD

magazines... then the bullet's drop point rasises at the middle of

the upper quadrant of the ACOG sight aiming cross, i don't know

if this can be aboided somehow, if it's a thing of the BIS ammo

"ballistic values" or if it's something that i've made wrong; but it

sucks. And again... i don't know how to fix this if it can be really

fixed without the need of create it's own SD ammo with better

ballistic values adjusted to the BIS ACOG sight.

This is what happens with the SD & not SD magazines in game:

wip_m4acog_bug.jpg

Let's C ya

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Thats a zeroing issue Wipman, the SD version is compensating for the slower muzzle velocity (and thus shorter range of the sd ammo) by cranking the elevation up, which is why the bullet appears to strike above the target. Same "problem" as in OFP, same "problem" as in real life.

If you find the range they're zeroed at, you'll find the bullet ought to hit dead center for both.

Cant remember exactly what the config value for zeroing is, but it'll have 300 or so as a value. Tweak that to satisfaction (but remember, the slower SD ammo will always take that higher ballistic arc)

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Hi,

This effect also happened when I recently defined my C8A1GD with Elcan sight for a distanceZoomMin and distanceZoomMax other than that of the class they were inheriting from. Apparently the value needs to be set to 100 meters such as used by the M4A1SD with Aimpoint from which it inherited most of its characteristics. So I think if you alter the config for the weapon and use the values below, the optical sight will be properly aligned.

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

distanceZoomMin = 100;

distanceZoomMax = 100;

Regards,

Sander

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It looks like what's happening there is your weapon is calibrated for some range beyond that wall, and in order to get there, the slow SD ammo has to arc up pretty high. Confirm your rifle's zero and the range to that wall.. I'm pretty sure you'll find that the wall is about halfway there. If that is not the case, then it must be a bug.

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nisse. that sr 47 looks badass.

BUT they are kinda looking like they just came out of the factory. Some wear and tear wouldnt be too wrong :P

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Hi, DeadMeatXM2 & Sander thanks men, now the ACOG sigthed

M4A1's and the Aimpoint sight M16A4's are well zeroed, the ACOG

sighted M4's are almost useless with the SD magazines beyond

250m,

the bullets fall at the 600m marks of the sight. But at CQB ranges

they fall where they should; so now your're booth in the "proper"

credits of the weapons pack, ever that you don't ashamed of go

out in the same big lights than me... "of course...". Thanks again.

Let's C ya

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wow, looks lol, I mean, I never knew that bullets can go up without aiming there biggrin_o.gif (expect if your sight is adjusted by retard) I thought only airsoft guns do that. make an airsoft mod rofl.gif

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Hi, this is the config as it's; all the weapons work/shoot in game,

but only the ACOG sighted ones don't make the magazine dissapear

when you reload, and the wip_m4acog displays all the time the

muzzle flash.

My Weapons COnfig:

Quote[/b] ]class CfgPatches

{

class wip_m4m16

{

Units[]= {"wip_AmmoBox"};

weapons[]= {"wip_m4cqb",

"wip_m4cqb_sd",

"wip_m4acog",

"wip_m4acog_sd",

"wip_m4acogm203_sd",

"wip_m4aim",

"wip_m4aim_m203",

"wip_m4aim_m203_sd",

"wip_m16a4aim",

"wip_m16a4aim_m203"};

requiredVersion = 1.05;

requiredAddons[]= {"CACharacters","CAWeapons","CAWeapons3"};

};

};

class Mode_SemiAuto {};

class Mode_Burst : Mode_SemiAuto {};

class Mode_FullAuto : Mode_SemiAuto {};

class CfgSkeletons

{

class Default;

class wip_m4aim

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

class wip_m4a1acog

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

class wip_m4a1acog_sd

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

class wip_m4a1acogm203_sd

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

class wip_m4cqb

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

class wip_m4cqb_sd

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

class wip_m4m68m203

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

class wip_m4m68m203_sd

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

class wip_m16a4aim

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

class wip_m16a4m68m203

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]={

"trigger", "",

"bolt", "",

"bolt_catch", "",

"magazine", "",

};

};

};

class CfgModels

{

class Default;

class wip_m4a1aim

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m4aim";

class Animations

{

class trigger

{

type="rotationZ";

source="reload";

selection="trigger";

axis="trigger_axis";

minValue=0;

maxValue="3";

angle0="0";

angle1="-3";

};

class bolt

{

type="translation";

source="reload";

selection="bolt";

axis="bolt_axis";

begin="bolt_axis_begin";

end="bolt_axis_end";

minValue=0;

maxValue="1";

offset0="0";

offset1="1";

};

class bolt_open:bolt

{

source="isEmpty";

};

class bolt_catch

{

type="rotationX";

source="isEmpty";

selection="bolt_catch";

axis="bolt_catch_axis";

minValue=0;

maxValue="1";

angle0="0";

angle1="rad 7";

};

class reload_magazine

{

type="rotationZ";

source="reloadMagazine";

selection="magazine";

axis="magazine_axis";

minValue="0";

maxValue="1";

angle0="0";

angle1="rad -90";

};

};

};

class wip_m4acog

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m4acog";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

};

};

class wip_m4acog_sd

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m4acog_sd";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

};

};

class wip_m4acogm203_sd

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m4acogm203_sd";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

};

};

class wip_m4a1cqb

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m4cqb";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

};

};

class wip_m4a1cqb_sd

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m4cqb_sd";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

};

};

class wip_m4a1m68m203

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m4m68m203";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

};

};

class wip_m4a1m68m203_sd

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m4m68m203_sd";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

};

};

class wip_m16a4aim

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m16a4aim";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

};

};

class wip_m16a4m68m203

{

sections[]=

{

"zasleh"

};

sectionsInherit="";

skeletonName="wip_m16a4aim";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

};

};

};

class CfgWeapons

{

class Default;

class RifleCore;

class GrenadeLauncher : Default {};

class Rifle : Riflecore{};

class M4: Rifle {

class Single: Mode_SemiAuto {};

class Burst: Mode_Burst {};

class FullAuto: Mode_FullAuto {};

};

class M4AIM: M4 {};

class M4A1SD: M4AIM {};

class M16A2: Rifle {};

class M16A4: M16A2 {};

class wip_m4cqb : M4 {

scope = 2;

picture = "\wip_m4a1\inv\m4cqb.paa";

model = "\wip_m4a1\wip_m4a1cqb.p3d";

displayName = "M4A1 CQB";

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

class Single: Single {

dispersion = 0.003;

};

class FullAuto: FullAuto {

dispersion = 0.003;

};

};

class wip_m4cqb_sd : M4A1SD {

scope = 2;

picture = "\wip_m4a1\inv\m4cqb_sd.paa";

model = "\wip_m4a1\wip_m4a1cqb_sd.p3d";

displayName = "M4A1 CQB SD";

};

class wip_m4acog : M4 {

scope = 2;

picture = "\wip_m4a1\inv\m4acog.paa";

model = "\wip_m4a1\wip_m4a1acog.p3d";

modelOptics = "\ca\Weapons\optika_ACOG";

opticsZoomMin = 0.0625;

opticsZoomMax = 0.0625;

distanceZoomMin = 80;

distanceZoomMax = 80;

opticsFlare = 1;

opticsDisablePeripherialVision = 1;

displayName = "M4A1 ACOG";

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

};

class wip_m4acog_sd : M4A1SD {

scope = 2;

fireLightDuration = 0;

fireLightIntensity = 0;

picture = "\wip_m4a1\inv\m4acog_sd.paa";

model = "\wip_m4a1\wip_m4a1acog_sd.p3d";

modelOptics = "\ca\Weapons\optika_ACOG";

opticsZoomMin = 0.0625;

opticsZoomMax = 0.0625;

distanceZoomMin = 80;

distanceZoomMax = 80;

displayName = "M4A1 ACOG SD";

opticsFlare = 1;

opticsDisablePeripherialVision = 1;

};

class wip_m4acogm203_sd : M4A1SD {

scope = 2;

fireLightDuration = 0;

fireLightIntensity = 0;

picture = "\wip_m4a1\inv\m4acogm203_sd.paa";

model = "\wip_m4a1\wip_m4a1acogm203_sd.p3d";

displayName = "M4A1/M203 ACOG SD";

dexterity = 1.59;

distanceZoomMin = 80;

distanceZoomMax = 80

muzzles[] = {"M4Muzzle","M203Muzzle"};

class M4Muzzle: wip_m4acog_sd {};

class M203Muzzle: GrenadeLauncher

{

displayName = "$STR_DN_M203";

magazines[] = {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","Fl

areRed_M203","FlareYellow_M203"};

sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch2_A",0.562341,1};

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316228,1};

magazineReloadTime = 0;

reloadTime = 0.1;

optics = 1;

modelOptics = "-";

cameraDir = "GL look";

memoryPointCamera = "GL eye";

opticsZoomMin = 0.22;

opticsZoomMax = 0.95;

opticsZoomInit = 0.42;

};

};

class wip_m4aim : M4AIM {

scope = 2;

picture = "\wip_m4a1\inv\m4m68.paa";

model = "\wip_m4a1\wip_m4a1aim.p3d";

displayName = "M4A1 Aimpoint";

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

};

class wip_m4aim_m203 : wip_m4aim {

scope = 2;

picture = "\wip_m4a1\inv\m4m68m203.paa";

model = "\wip_m4a1\wip_m4a1m68m203.p3d";

displayName = "M4A1/M203 Aimpoint";

dexterity = 1.59;

muzzles[] = {"M4Muzzle","M203Muzzle"};

class M4Muzzle: wip_m4aim {};

class M203Muzzle: GrenadeLauncher

{

displayName = "$STR_DN_M203";

magazines[] = {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","Fl

areRed_M203","FlareYellow_M203"};

sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch2_A",0.562341,1};

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316228,1};

magazineReloadTime = 0;

reloadTime = 0.1;

optics = 1;

modelOptics = "-";

cameraDir = "GL look";

memoryPointCamera = "GL eye";

opticsZoomMin = 0.22;

opticsZoomMax = 0.95;

opticsZoomInit = 0.42;

};

};

class wip_m4aim_m203_sd : wip_m4aim_m203 {

scope = 2;

fireLightDuration = 0;

fireLightIntensity = 0;

picture = "\wip_m4a1\inv\m4m68m203_sd.paa";

model = "\wip_m4a1\wip_m4a1m68m203_sd.p3d";

displayName = "M4A1/M203 Aimpoint SD";

muzzles[] = {"M4Muzzle","M203Muzzle"};

class M4Muzzle: M4A1SD {};

};

class wip_m16a4aim : M16A4 {

scope = 2;

picture = "\wip_m4a1\inv\m16a4m68.paa";

model = "\wip_m4a1\wip_m16a4aim.p3d";

displayName = "M16A4 Aimpoint";

distanceZoomMin = 100;

distanceZoomMax = 100;

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

};

class wip_m16a4aim_m203 : wip_m16a4aim {

scope = 2;

picture = "\wip_m4a1\inv\m16a4m68m203.paa";

model = "\wip_m4a1\wip_m16a4m68m203.p3d";

displayName = "M16A4/M203 Aimpoint";

distanceZoomMin = 100;

distanceZoomMax = 100;

muzzles[] = {"M16Muzzle","M203Muzzle"};

dexterity = 1.59;

class M16Muzzle: wip_m16a4aim {};

class M203Muzzle: GrenadeLauncher

{

displayName = "$STR_DN_M203";

magazines[] = {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","Fl

areRed_M203","FlareYellow_M203"};

sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch2_A",0.562341,1};

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload",0.000316228,1};

magazineReloadTime = 0;

reloadTime = 0.1;

optics = 1;

modelOptics = "-";

cameraDir = "GL look";

memoryPointCamera = "GL eye";

opticsZoomMin = 0.22;

opticsZoomMax = 0.95;

opticsZoomInit = 0.42;

};

};

};

class CfgVehicles

{

/*extern*/ class AmmoBoxWest;

class wip_AmmoBox: AmmoBoxWest {

displayName="wip-m4a1 Crate";

class TransportMagazines

{

class _xx_30Rnd_556x45_stanag {magazine = "30rnd_556x45_stanag";count = 200;};

class _xx_30Rnd_556x45_stanagSD {magazine = "30rnd_556x45_stanagSD";count = 200;};

class _xx_handgrenadetimed {magazine = "handgrenadetimed";count = 200;};

class _xx_1Rnd_HE_M203 {magazine = "1Rnd_HE_M203";count = 200;};

class _xx_FlareRed_M203 {magazine = "FlareRed_M203";count = 200;};

class _xx_FlareGreen_M203 {magazine = "FlareGreen_M203";count = 200;};

class _xx_FlareYellow_M203 {magazine = "FlareYellow_M203";count = 200;};

class _xx_FlareWhite_M203 {magazine = "FlareWhite_M203";count = 200;};

class _xx_200Rnd_556x45_M249 {magazine = "200Rnd_556x45_M249";count = 100;};

class _xx_5Rnd_762x51_M24 {magazine = "5Rnd_762x51_M24";count = 100;};

class _xx_15Rnd_9x19_M9 {magazine = "15Rnd_9x19_M9";count = 100;};

class _xx_15Rnd_9x19_M9SD {magazine = "15Rnd_9x19_M9SD";count = 100;};

class _xx_Laserbatteries {magazine = "Laserbatteries";count = 60;};

class _xx_PipeBomb {magazine = "PipeBomb";count = 60;};

};

class TransportWeapons

{

class _xx_wip_m4cqb {weapon = "wip_m4cqb";count = 12;};

class _xx_wip_m4cqb_sd {weapon = "wip_m4cqb_sd";count = 12;};

class _xx_wip_m4acog {weapon = "wip_m4acog";count = 12;};

class _xx_wip_m4acog_sd {weapon = "wip_m4acog_sd";count = 12;};

class _xx_wip_m4acogm203_sd {weapon = "wip_m4acogm203_sd";count = 12;};

class _xx_wip_m4aim {weapon = "wip_m4aim";count = 12;};

class _xx_wip_m4aim_m203 {weapon = "wip_m4aim_m203";count = 12;};

class _xx_wip_m4aim_m203_sd {weapon = "wip_m4aim_m203_sd";count = 12;};

class _xx_wip_m16a4aim {weapon = "wip_m16a4aim";count = 12;};

class _xx_wip_m16a4aim_m203 {weapon = "wip_m16a4aim_m203";count = 12;};

class _xx_laserdesignator {weapon = "laserdesignator";count = 12;};

class _xx_binocular {weapon = "binocular";count = 12;};

class _xx_nvgoggles {weapon = "nvgoggles";count = 12;};

};

};

};

Known issues...? the ACOG sighted SD weapons display the muzzle

flash in the optic even when they're supposedly supressed weapons.

I don't get to see what's wrong with the config, looks right to

me. Let's C ya

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wow, looks lol, I mean, I never knew that bullets can go up without aiming there biggrin_o.gif (expect if your sight is adjusted by retard) I thought only airsoft guns do that. make an airsoft mod rofl.gif

Clearly you have little to no ballistic and range understanding wink_o.gif

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