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GodHammer

Custom bullet ejection

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Still working on my .50 caliber rifle, and was wondering if it would be possible adding an animation for the right shell to be expelled ( .50 instead of 7.62 or 5.56 ).

If I remember well I've already seen such a thing, but have not a clue on how to do it.

Any suggestion would be really apreciated notworthy.gif

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if it's a static weapon (like 50 cal mounted MG) then you have to do it via scripting, otherwise if it's a carried sniper riffle, you have to add the memory points:

Nabojniceend

Nabojnicestart

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No Linker, you didn't read carefully.

He's asking is it possible to use a custom shell model.

It is, I think you define it in cfgweapons.

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Yes, maybe I did not explain it clearly.

I need my model to spit out a .50 shell instead of a 7.62, so it would be bigger and ejected when the bolt is carried back.

Also, would be nice adding a manual reloading command, it would make the whole action similar to reality.

Thanks for answering mates wink_o.gif

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i havent been able to get it working.

you need to define the shell in cfgvehicles

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class shell50: ThingEffect

{

model = "\folder\shell.p3d";

displayName=$STR_DN_FX_CARTRIDGE;

submerged = -0; // initial submersion, <0 inital delaty

submergeSpeed = 0;

timeToLive = 5; // always disappear after certain period of time

disappearAtContact=true;

};

};

then put this in Cfgammo

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> cartridge = "shell50";

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Thank you all very much, I really apreciate all this help, it makes me work faster notworthy.gif

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