nephilim 0 Posted December 15, 2007 well if you pay me 500 bucks cash sure Share this post Link to post Share on other sites
EricJ 759 Posted December 15, 2007 add another 10k  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! Share this post Link to post Share on other sites
wipman 1 Posted December 15, 2007 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 Share this post Link to post Share on other sites
Stewy 1 Posted December 16, 2007 Both look great mate - very artistic Good luck with the project! Stew Share this post Link to post Share on other sites
oyman 0 Posted December 16, 2007 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 Share this post Link to post Share on other sites
wipman 1 Posted December 16, 2007 Hi, the reply it's simple; because i want. Let's C ya Share this post Link to post Share on other sites
Zadoff1880 0 Posted December 16, 2007 Outstanding work! But why add M16s to the M4 pack - make it a separate file! Best wishes! Share this post Link to post Share on other sites
Blackbuck 9 Posted December 16, 2007 They are the same weapon system so why go through the trouble of making 2 pbos for it. Share this post Link to post Share on other sites
nephilim 0 Posted December 16, 2007 indish voice: "theyre same... , but different" Share this post Link to post Share on other sites
Commando84 0 Posted December 16, 2007 why complicate stuff with having tens of files for weapons when one pbo is enough Share this post Link to post Share on other sites
ryankaplan 1 Posted December 17, 2007 looking nice wipman you leg3nd, but i hope the pack is quite extensive with every sort of m4 and m16 you can possibly have never mind the smiley, thats not a joke. Share this post Link to post Share on other sites
wipman 1 Posted December 18, 2007 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. Let's C ya Share this post Link to post Share on other sites
Stewy 1 Posted December 18, 2007 Thanks for the info, Wip - hope it all works out - I'm a big fan Let's C Ya! Share this post Link to post Share on other sites
Synide 0 Posted December 18, 2007 @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... Share this post Link to post Share on other sites
wipman 1 Posted December 19, 2007 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 Share this post Link to post Share on other sites
wipman 1 Posted December 19, 2007 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: Let's C ya Share this post Link to post Share on other sites
dm 9 Posted December 19, 2007 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) Share this post Link to post Share on other sites
sander 14 Posted December 19, 2007 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 Share this post Link to post Share on other sites
max power 21 Posted December 19, 2007 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. Share this post Link to post Share on other sites
oyman 0 Posted December 19, 2007 somethings i be working on http://img.photobucket.com/albums/v331/oyman/Untitled123-1.jpg closer look of one http://img.photobucket.com/albums/v331/oyman/Untitl123ed-2.jpg fictional RACS copy of ntw-20 http://img.photobucket.com/albums/v331/oyman/U123ntitled-1.jpg Share this post Link to post Share on other sites
Johannes 10 Posted December 19, 2007 somethings i be working onhttp://img.photobucket.com/albums/v331/oyman/Untitled123-1.jpg closer look of one http://img.photobucket.com/albums/v331/oyman/Untitl123ed-2.jpg fictional RACS copy of ntw-20 http://img.photobucket.com/albums/v331/oyman/U123ntitled-1.jpg 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 Share this post Link to post Share on other sites
wipman 1 Posted December 19, 2007 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 Share this post Link to post Share on other sites
Kristian 47 Posted December 20, 2007 wow, looks lol, I mean, I never knew that bullets can go up without aiming there (expect if your sight is adjusted by retard) I thought only airsoft guns do that. make an airsoft mod Share this post Link to post Share on other sites
wipman 1 Posted December 20, 2007 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 Share this post Link to post Share on other sites
dm 9 Posted December 20, 2007 wow, looks lol, I mean, I never knew that bullets can go up without aiming there (expect if your sight is adjusted by retard) I thought only airsoft guns do that. make an airsoft mod Clearly you have little to no ballistic and range understanding Share this post Link to post Share on other sites