YO 0 Posted December 14, 2008 Hi there, I've modelled and config'd some weapons for the russians and now I'm trying to reproduce an AN-94 Abakan assault rifle, wich has a standard single-fire mode, a two-rounds-burst mode at 1800 rpm and full-automatic fire mode, at 600 rpm. I've made the model but I fail in config. First I set all 3 fire modes with different 'reloadTime' parameter (0.1 seconds for 600rpm single and full, and 0.033 for 1800rpm burst), but I've noticed that the weapon takes the first one defined and applies it to every fire mode, so If single mode is set with 'reloadTime' 0.1, every fire mode will shot at that rate of fire. Always. As I saw no solution that way I tried to make different muzzles in the same weapon that coud assume different rates of fire. I made a non-public muzzle called AN94base with two fire modes, single shot and two-rounds burst, both at reloadTime=0.033. After that I declare the 'true' AN94 with two muzzles, for the first one I inherit all properties from AN94base changing nothing, and the second one also innherits from AN94base but I set for it the modes[] with only the 600rpm full-automatic mode, with reloadTime=0.1. And that works, all fire modes appears in order and with their correct rate of fire, but now I have problems with magazines. Sometimes the ammo spend in one muzzle appears to be spent on the other one and sometimes not and maybe you run out of ammo to shot full-automatic fire but can shot single and burst shots without reloading... it seems to fail every time I reload from second muzzle, but not only. I know there are weapons in arma with different rates of fire so I assume it must be possible, but I have no idea of how shoud it be done, so I really appreciate any suggestion about that matter. And if you find the way to make that first 2 rounds of every full-automatic shot go at 1800 rpm and the rest of bullets while trigger is pulled at 600rpm that woud be perfect but I don't think that coud be done, and it will be enough with a different rate of fire for each fire mode. Well, thanks to everyone in this forum, specially those who coud answer my question cheers, YO Share this post Link to post Share on other sites
vilas 477 Posted December 14, 2008 2 rates of fire is not a problem, just use in burst other reload time and no muzzle need than concerning muzzles - i tried, no way, every magazine spents ammo independable, i wanted do such G36 with dual scopes using 2 muzzles i suggest you to not make multiple muzzles Share this post Link to post Share on other sites
YO 0 Posted December 14, 2008 That's the first thing I tried but coudn't do it. I first declared Mode_SemiAuto and I inherited all fire modes from that, changing a few parameters, including reloadTime, but once in game, in all fire modes it always fired at reloadTime set in the first fire mode (Single shot), no matter what are the values in other fire modes. Here's the cfgVehicle: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class YO_AN94 : AK74 { displayName = "AN-94"; model = "\YO_SLA_WP\YO_AN94"; picture = "\YO_SLA_WP\data\yo_an94.paa"; reloadMagazineSound[] = {"\YO_SLA_WP\sound\AK47Reload", 0.001000, 1}; dexterity = 1.98; distanceZoomMin = 200; distanceZoomMax = 200; //magazines[] = {""}; modes[] = {"YO_AN94_Single", "YO_AN94_Burst", "YO_AN94_Full"}; class YO_AN94_Single : Mode_SemiAuto { sound[]={\YO_SLA_WP\sound\AK47Fire,db20,1}; // sound[]={\ca\Weapons\Data\Sound\AK74_1_SS_A,db20,1}; displayName = "$STR_DN_MODE_SEMIAUTO"; dispersion=0.0015; recoil = "YO_AN94Recoil"; recoilProne = "YO_AN94Recoil"; soundBurst = 1; soundContinuous = 0; burst = 1; multiplier = 1; reloadTime = 0.1; ffCount = 1; ffMagnitude = 0.5; ffFrequency = 11; flash = "gunfire"; flashSize = 0.1; useAction = 0; useActionTitle = ""; showToPlayer = 1; aiRateOfFire = 0.50; aiRateOfFireDistance = 500; minRange=2; minRangeProbab=0.10; midRange=250; midRangeProbab=0.7; maxRange=500; maxRangeProbab=0.05; }; class YO_AN94_Burst : Mode_SemiAuto { sound[]={\YO_SLA_WP\sound\AK47Fire,db20,1}; // sound[]={\ca\Weapons\Data\Sound\AK74_1_SS_A,db20,1}; soundBurst = 0; soundContinuous = 0; displayName = "$STR_DN_MODE_BURST"; multiplier = 1; burst = 2; dispersion=0.0022; reloadTime=0.033; recoil = "YO_AN94Recoil"; recoilProne = "YO_AN94Recoil"; ffCount = 1; ffMagnitude = 0.5; ffFrequency = 11; flash = "gunfire"; flashSize = 0.1; useAction = 0; useActionTitle = ""; showToPlayer = 1; aiRateOfFire = 0.1; aiRateOfFireDistance = 300; minRange = 2; minRangeProbab = 0.1; midRange = 50; midRangeProbab = 0.65; maxRange = 150; maxRangeProbab = 0.05; }; class YO_AN94_Full : Mode_SemiAuto { sound[]={\YO_SLA_WP\sound\AK47Fire,db20,1}; // sound[]={\ca\Weapons\Data\Sound\AK74_1_SS_A,db20,1}; soundBurst = 1; soundContinuous = 0; displayName = "$STR_DN_MODE_FULLAUTO"; multiplier = 1; burst = 1; dispersion=0.0022; reloadTime= 0.1; recoil = "YO_AN94Recoil"; recoilProne = "YO_AN94Recoil"; ffCount = 1; ffMagnitude = 0.5; ffFrequency = 11; autofire = 1; flash = "gunfire"; flashSize = 0.1; useAction = 0; useActionTitle = ""; showToPlayer = 1; aiRateOfFire = 0.1; aiRateOfFireDistance = 100; minRange = 2; minRangeProbab = 0.1; midRange = 50; midRangeProbab = 0.65; maxRange = 100; maxRangeProbab = 0.05; }; }; Share this post Link to post Share on other sites
vilas 477 Posted December 15, 2008 i see your problem in game burst is not "3 times single fire" it is other sound file with edited wave if you have sound A.wav for 3 fire modes, you will get single shot in burst just make another file for shot, like i made for my Abakan by the way i see it will be fifth Abakan in ARMA while we still do not have CETME, AMELI , IMBEL for Brazilian mod people double and double addons while there are holes in other Area, i saw sceens of Brazilian mod - they lack weapons other mod need help too RACS mod needs some weapons , new, while you try to make weapons released by : RH, RHS, VIL, and probably one person more my advice - more orginal and not existing weapons we need maybe SMG KRISS ?? maybe FN 2000 < people ask for FN 2000 in game Share this post Link to post Share on other sites
YO 0 Posted December 15, 2008 Thanks for your answer, I didn't know that abakan was already made for Arma, I'll take a look at these ones you mentioned, btw I'm just starting modelling and configuring so don't expect from it such high level of detail as I take it as a kind of training. Back to my AN94, the problem is not with sound, as I set the parameter 'soundBurst' to 0 it plays the sound twice (one per bullet). The problem is that if I set 'reloadTime' to 0.1 in the first mode (YO_AN94_Single) it ignores any change I make in others fire modes... you can see in that config that reloadTime is set to 0.1 for single and full-auto, and it's set to 0.033 for the burst mode, but once in game bullets are shot with a delay of 0.1 seconds in EVERY fire mode, including burst... And also the inverse process, setting reloadTime=0.033 in SINGLE fire mode, it makes even the full-auto mode shots at that speed, wich means spending a whole magazine in less than 3 seconds. Checking vehicle weapons config I saw that that's the way it's done, for example in M134 gun the only difference between both fire modes are reloadTime and ranges, so I think I must be missing something else, but dunno what... PD: the config posted above is the one I'm currently using, it's cfgWeapons instead of cfgVehicles, and class Mode_SemiAuto is declared before cfgWeapons. Share this post Link to post Share on other sites
modemmaik 53 Posted December 15, 2008 I would suggest to counter-check the ingame-values by the use of HeliJunkie's Config-Explorer. I have only discovered the MP5SD (BI sample wepons) in the config where the single mode has 0.07 and the burst has 0.1 reloadTime. Share this post Link to post Share on other sites
YO 0 Posted December 15, 2008 thx dude, I tried that program and it shows the same values I gave in config, it shows differents reloadTime but in fact all fire modes still shoting at same rate. I've checked MP5SD config and can't see enything I've not done yet, even i've tried to inherit from Rifle instead from AK74 as in MP5SD but it doesn't solve it. At least I've checked I can change the multiplier value to spend 2 rounds in a one-bullet-burst and coud try to add the second bullet via EH, but that will be after exploring existing abakan configs. Thanks guys Share this post Link to post Share on other sites
General Barron 0 Posted December 15, 2008 You can not specify different reloadTimes (rates of fire) for different firing modes. Well, you can, but there is a bug: only one rate of fire will be used for all the modes. So, like I said: it is bugged; all modes will use the same rate of fire, even if you specify different ones in the config. Share this post Link to post Share on other sites
vilas 477 Posted December 16, 2008 it is bug ? Â look at M134 low and high rate of fire i think it works in game, of course now i am not sure 100% but for 90% that such feature works, because BIS made such thing in M134 in choppers as i remember (althought my memory can be wrong cause i don't use planes in this game as i cannot fly) i remember that M134 in game had something like this if not, than maybe use "multiplier" function ? Share this post Link to post Share on other sites
YO 0 Posted December 16, 2008 in BIS default weapons that feature is used in M134, twinM134 and MP5SD changing only the reloadTime parameter, but I cannot apply it to new weapons i make. I'm gonna test if that may be some property inherited from Rifle or it's simply an irreversible bug, btw i'll start learning how to apply EH cause it seems i'll need them. Thanks for your answers. PD: multiplier function makes you spend the set ammount of bullets per every bullet shot, so, I can make it shots one bullet at normal rate, make it discounts 2 bullets from magazine and then create the second fast bullet with a fired EH, that way I think I coud make it working. By itself, multiplier only makes we spend more ammo, no extra bullets are shot. PD2: woud it be possible to discount a bullet from magazine using a fired EH? that woud be great to make the first 2 rounds in full-automatic to be shot at extra speed as it's in reality. once again, thank you all. Share this post Link to post Share on other sites
Q1184 0 Posted December 16, 2008 As General Barron saif, it is impossible to have different reloadtimes on one muzzle. Don't let M134/2A42/whatnot deceive you - they do have different reloadtimes set, but the actual rate of fire stays the same. They just use different sounds and sometimes the 'multiplier' to make you believe you change something when you switch the rates  Quote[/b] ]PD: multiplier function makes you spend the set ammount of bullets per every bullet shot, so, I can make it shots one bullet at normal rate, make it discounts 2 bullets from magazine and then create the second fast bullet with a fired EH, that way I think I coud make it working. By itself, multiplier only makes we spend more ammo, no extra bullets are shot. I believe the solution you described is the only way to simulate the weapon's behaviour accurately enough. It will work fine in multiplayer too. Quote[/b] ]PD2: woud it be possible to discount a bullet from magazine using a fired EH? that woud be great to make the first 2 rounds in full-automatic to be shot at extra speed as it's in reality. I don't think it's possible. However, you might want to experiment with Useweapon command. There might be a remote chance that using this command from the Fired EH script will cause your weapon to fire one extra time. Share this post Link to post Share on other sites
YO 0 Posted December 22, 2008 thanks for your replies, I've been taking a look at EH and scripting for addons and it doesn't seem so hard and also there's a lot of docs here, but by the moment my model looks to me quite poor, and also I'm afraid I have no idea of how to animate barrel with every shot, so i'm gonna discard abakan from my russian weapons pack by the moment. Btw, thank u again, you gave me value comments that sure i'll consider once i be back on that AN94. Share this post Link to post Share on other sites
Daniel 0 Posted December 22, 2008 concerning muzzles - i tried, no way, every magazine spents ammo independable, i wanted do such G36 with dual scopes using 2 muzzles Vilas, check out AAW Mod Steyrs, they have both scopes and ironsights on the same rifles. Share this post Link to post Share on other sites