riffleman 20 Posted March 28, 2010 @sanctuary how can i add dma supersniper ability to this mod sniper? Share this post Link to post Share on other sites
sanctuary 19 Posted March 28, 2010 Open the config.cpp of the dma sniper and compare with your own to see the differences. Share this post Link to post Share on other sites
riffleman 20 Posted March 28, 2010 (edited) i want that ability in this mod sniper? Open the config.cpp of the dma sniper and compare with your own to see the differences. [/Quote]where i have to make change in ww4mode config? Edited March 28, 2010 by riffleman re Share this post Link to post Share on other sites
sanctuary 19 Posted March 28, 2010 I don't remember the values in the sniper config, don't have the addon anymore. Look into the sniper cfgweapon and cfgammo classes, i remember having modified things regarding the engagement distance, damage, etc... Then you have the sniper class itself with the sensitivity high enough. Those are certainly values you need to use and report to whatever config you want to use. Share this post Link to post Share on other sites
riffleman 20 Posted March 28, 2010 class CfgAmmo { class Default {}; class BulletSingle:Default {}; class BulletSniper:BulletSingle {}; class BulletSniperW:BulletSniper {}; class BulletSniperE:BulletSniper {}; class HuntingRifle:BulletSingle {}; class DMABulletSniperW:BulletSniperW { maxSpeed=2000; hit=12; indirectHit=3; indirectHitRange=0.15; minRange=5; minRangeProbab=0.95; midRange=1200; midRangeProbab=0.95; maxRange=2500; maxRangeProbab=0.95; tracerColor[]={0,0,0,0}; tracerColorR[]={0,0,0,0}; }; class DMABulletSniperE:BulletSniperE { hit=12; indirectHit=3; indirectHitRange=0.15; maxSpeed=2000; minRange=5; minRangeProbab=0.95; midRange=1200; midRangeProbab=0.95; maxRange=2500; maxRangeProbab=0.95; tracerColor[]={0,0,0,0}; tracerColorR[]={0,0,0,0}; }; class DMARemingBullet:BulletSniperE { hit=12; indirectHit=3; indirectHitRange=0.15; maxSpeed=2000; minRange=5; minRangeProbab=0.95; midRange=1200; midRangeProbab=0.95; maxRange=2500; maxRangeProbab=0.95; tracerColor[]={0,0,0,0}; tracerColorR[]={0,0,0,0}; }; }; class CfgWeapons { class Default {}; class MGun:Default {}; class Riffle:MGun {}; class SniperRiffle:Riffle {}; class M21:SniperRiffle {}; class SVDDragunov:SniperRiffle {}; class HuntingRifleBase:SniperRiffle {}; class HuntingRifleMag:HuntingRifleBase {}; class HuntingRifle:HuntingRifleBase {}; class DMAsM21:M21 { scopeWeapon=2; scopeMagazine=2; opticsZoomMin=0.01; opticsZoomMax=0.12; distanceZoomMin=1600; distanceZoomMax=80; aiDispersionCoefX=0; aiDispersionCoefY=0; ammo="DMABulletSniperW"; reloadTime=5; displayName="SupM21"; displayNameMagazine="SupM21 Mag"; shortNameMagazine="SupM21 Mag"; dispersion=0; initSpeed=1800; picture="m21"; }; class DMAsSVD:SVDDragunov { scopeWeapon=2; scopeMagazine=2; opticsZoomMin=0.01; opticsZoomMax=0.12; distanceZoomMin=1600; distanceZoomMax=80; aiDispersionCoefX=0; aiDispersionCoefY=0; ammo="DMABulletSniperE"; reloadTime=5; displayName="SupSVD"; displayNameMagazine="SupSVD Mag"; shortNameMagazine="SupSVD Mag"; dispersion=0; initSpeed=1800; picture="SVDDragunov"; }; class DMAsRemingBase:HuntingRifleBase { scopeWeapon=1; scopeMagazine=1; opticsZoomMin=0.01; opticsZoomMax=0.12; distanceZoomMin=1600; distanceZoomMax=80; aiDispersionCoefX=0; aiDispersionCoefY=0; ammo="DMARemingBullet"; reloadTime=5; displayName="SupReming"; displayNameMagazine="SupReming Mag"; shortNameMagazine="SupReming Mag"; initSpeed=1800; dispersion=0; }; [/Quote] this is ammo config of those supersnipers, Share this post Link to post Share on other sites
sanctuary 19 Posted March 28, 2010 Report those values to the corresponding classes in whatever main config you want to modify (class BulletSniper:BulletSingle, class M21:SniperRiffle and class SVDDragunov:SniperRiffle). Share this post Link to post Share on other sites
riffleman 20 Posted March 28, 2010 you want to say that copy these value in sniper config? Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 29, 2010 Thanks a lot for your answer about .obj files, Sanc. I'm using anim8tor to create the Kraft data dummy section of 3ds files, but i didn't notice you could convert .3ds to .obj. Share this post Link to post Share on other sites
mjolnir66 48 Posted March 30, 2010 I mean WGL with the model replacement system they have in place, so every WGL unit will use a WW4 model.And hopefully the animations too. If you wanted, to save you time and effort I could do the WGL model replacement for you. Share this post Link to post Share on other sites
sanctuary 19 Posted March 30, 2010 Thank you for the offer, that would indeed help me greatly. I'll leave the choice of what replace what to you, as if you take the time to do it, at least do it the way it will be interesting for you ;) Share this post Link to post Share on other sites
riffleman 20 Posted March 30, 2010 (edited) @ sanctuary where can i alter ww4mod1 sniper config, i know about bis sniper config? Edited March 30, 2010 by riffleman mistake Share this post Link to post Share on other sites
sanctuary 19 Posted March 30, 2010 SoldierWSniper for the west SoldierESniper for the east etc... Share this post Link to post Share on other sites
riffleman 20 Posted March 30, 2010 (edited) where are these lines in folder of ww4mode1? its looking hard for me to find them. Edited March 30, 2010 by riffleman mistake Share this post Link to post Share on other sites
chops 111 Posted March 30, 2010 where are these lines in folder of ww4mode1?its looking hard for me to find them. Try pressing ctrl and F at the same time. Share this post Link to post Share on other sites
sanctuary 19 Posted March 30, 2010 Your "question" : where are these lines in folder of ww4mode1?its looking hard for me to find them. and an earlier message from you : http://forums.bistudio.com/showpost.php?p=1598036 where i have to make change in ww4mode config? So you know exactly the answer to your own question, stop wasting my time with spamming nonsense then. Share this post Link to post Share on other sites
riffleman 20 Posted March 30, 2010 (edited) that day i did't find that thing,because i did't get sucees in changing them class wesniper:wesoldier { }; [/Quote]that day i find this line only. what i did that day just copy that dmasupersniper config there,but it did't make any change,i make these changes to all west,east and resistance snipers. i raise a question,if it is spaming than sorry man, @sanctuary i fin these line class SoldierESniper:SoldierEB { nameSound="sniper"; displayName="$STR_DN_SNIPER"; sensitivity=3; sensitivityEar=0.7; accuracy=3.5; nightVision=1; cost=250000; weaponSlots="1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[]={"SVDDragunov","Throw","Put"}; magazines[]={"SVDDragunov","SVDDragunov","SVDDragunov","SVDDragunov"}; model="\ww4_rpl\easniper.p3d"; picture="\misc\sniper.paa"; camouflage=0.6; threat[]={1,0.1,0.1}; };[/Quote]this is config of eastsniper i have found in ww4mode1 config. class DMAsniperEast:SoldierESniper { camouflage=0.3; displayName="SupSniper"; weapons[]={"DMAsSVD","Binocular","NVGoggles","Throw","Put"}; magazines[]={"DMAsSVD","DMAsSVD","DMAsSVD","DMAsSVD"}; moves="CfgMovesDMASniper"; sensitivity=20; sensitivityEar=10; };[/Quote] i find this dmasniper config this, i replace ww4mode1 line with this dmasniper but it did't make any change. Edited March 30, 2010 by riffleman information Share this post Link to post Share on other sites
Addonis 10 Posted March 30, 2010 @riffleman: Try to make something on your own. I've changed almost all configs in my OFP and asked for help just few times. It's not very hard work. There is just 1 rule: you have to THINK! Share this post Link to post Share on other sites
riffleman 20 Posted March 30, 2010 @riffleman: Try to make something on your own. I've changed almost all configs in my OFP and asked for help just few times. It's not very hard work. There is just 1 rule: you have to THINK! one thing is that i daily walk 16 km to my college when going and return,iam not a expert in computer knowledge programming,my stream is finance and finance,i have 1 year of ofp experience of now, i try to alter many time man,in result i have to reinstall my ofp goty copy agan:confused: Share this post Link to post Share on other sites
anguis 4 Posted March 30, 2010 riffleman, if you limit your adjustments to only the modfolder, you should not have to reinstall the entire game, if something goes wrong. Try this: copy the ww4 folder, rename it to something like "ww4testing" and create a shortcut that reflects the changed modfolder name. Do all your tests in that changed modfolder - you'll be able to compare results to the original ww4, and, if you screw up, you can simply re-copy the original modfolder and start again with your tests, without having to reinstall the game. Share this post Link to post Share on other sites
tiket 0 Posted April 1, 2010 @sanctuary in upcoming version is there a planning about 2 cameo like GRAA mode. Share this post Link to post Share on other sites
EliasComando 10 Posted April 2, 2010 hey sanc , i need you help how can made a ammo in the a custom config for example an type of ammo for M203 and GP25 Greanades Launchers? Share this post Link to post Share on other sites
sanctuary 19 Posted April 3, 2010 to make custom m433 and GP25 grenade for ww4, in your config, you can do that : Somewhere in your CfgAmmo section : class Grenade: Default {}; class WW4_40MM_Grenade: Grenade {}; class WW4_West_M433_Grenade: WW4_40MM_Grenade {}; class YOURTAG_West_M433_Grenade: WW4_West_M433_Grenade { hit=20;indirectHit=18;indirectHitRange=5; minRange=15;minRangeProbab=0.01; midRange=100;midRangeProbab=0.4; maxRange=400;maxRangeProbab=0.5; cost=15; visibleFire=2; // how much is visible when this weapon is fired audibleFire=0.25; visibleFireTime=0; // how long is it visible }; class WW4_East_VOG25_Grenade: WW4_40MM_Grenade {}; class YOURTAG_East_VOG25_Grenade: WW4_East_VOG25_Grenade { hit=20;indirectHit=18;indirectHitRange=5; minRange=15;minRangeProbab=0.01; midRange=100;midRangeProbab=0.4; maxRange=500;maxRangeProbab=0.5; cost=15; visibleFire=2; // how much is visible when this weapon is fired audibleFire=0.25; visibleFireTime=0; // how long is it visible }; Somewhere in your CfgWeapons section : class GrenadeLauncher:Default {}; class WW4_M433grenade: grenadelauncher {}; class YOURTAG_YOURM433grenade: WW4_M433grenade { cursor="t_select.paa"; scopeMagazine=2; weaponType=0; magazineType="256"; ammo=YOURTAG_West_M433_Grenade; picture="\WW4_Magazines\pics\WW4_M433HEDP.paa"; displayName="Your M433 Grenade name"; displayNameMagazine="Your M433 Grenade name"; shortNameMagazine="Your M433 Grenade name"; count=1; initSpeed=85; reloadTime=0; sound[]={"\WW4_Sounds\sounds\M203Fire.wss",0.000316,1}; reloadMagazineSound[]={"\WW4_Sounds\sounds\M203reload.ogg",0.010316,1}; canDrop = true; }; class WW4_VOG25grenade: grenadelauncher {}; class YOURTAG_YOURGP25grenade: WW4_VOG25grenade { cursor="t_select.paa"; scopeMagazine=2; weaponType=0; magazineType="256"; ammo=YOURTAG_East_VOG25_Grenade; picture="\WW4_Magazines\pics\WW4_VOGmag.paa"; displayName="Your gp25 Grenade name"; displayNameMagazine="Your gp25 Grenade name"; shortNameMagazine="Your gp25 Grenade name"; sound[]={"\WW4_Sounds\sounds\GP30_Fire.wss",0.000316,1}; reloadMagazineSound[]={"\WW4_Sounds\sounds\GP30reload.ogg",0.010316,1}; count=1; initSpeed=85; reloadTime=0; canDrop = true; }; class WW4_AK74M: AK74 {}; class WW4_AK74MGP25: AK74GrenadeLauncher {}; class YOURTAG_YOURAK74MGP25: WW4_AK74MGP25 { scopeWeapon = 2; scopeMagazine = 0; weaponType = WeaponSlotPrimary; displayName = "You AKGP25 name"; model="\ww4_wpn\ww4_AK74MGP25.p3d"; picture="\WW4_Magazines\gear\ak74mgp25.paa"; uiPicture = igrenadier; muzzles[] = {YOURTAG_AK74Muzzle, YOURTAG_GP30Muzzle}; class YOURTAG_AK74Muzzle : WW4_AK74M { magazines[]={"WW4_E545_30mag","WW4_E545_30HDmag"}; modelOptics="\ww4_wpn\mi\optic_ak.p3d"; }; class YOURTAG_GP30Muzzle : GrenadeLauncher { displayName="GP-30"; modelOptics="\ww4_wpn\mi\optic_gl.p3d"; reloadSound[]={"",1,1}; reloadMagazineSound[]={"\WW4_Sounds\sounds\GP30reload.ogg",0.010316,1}; magazines[] = {"YOURTAG_YOURGP25grenade","WW4_VOG25grenade","GrenadeLauncher","Flare","FlareGreen","FlareRed","FlareYellow"}; }; canDrop = true; }; class RiffleGrenadeLauncher {}; class M16GrenadeLauncher {}; class WW4_M4: M4 {}; class WW4_M4M203: M16GrenadeLauncher {}; class YOURTAG_YOURM4M203: WW4_M4M203 { scopeWeapon = 2; scopeMagazine = 0; weaponType = WeaponSlotPrimary; displayName = "Your M4-M203 name"; model="\ww4_wpn\ww4_M4M203.p3d"; picture="\WW4_Magazines\gear\m4m203.paa"; uiPicture = igrenadier; muzzles[] = {YOURTAG_M4Muzzle, YOURTAG_M4M203Muzzle}; class YOURTAG_M4Muzzle : WW4_M4 { magazines[] = {"WW4_W556_30mag","WW4_W556_30HDmag"}; modelOptics="\ww4_wpn\mi\optic_m16.p3d"; }; class YOURTAG_M4M203Muzzle : GrenadeLauncher { displayName="M203"; modelOptics="\ww4_wpn\mi\optic_m203.p3d"; sound[]={weapons\M16GrenadeLaunch, db-70,1}; reloadSound[]={"",1,1}; reloadMagazineSound[]={"\WW4_Sounds\sounds\M203reload.ogg",0.010316,1}; magazines[] = {"YOURTAG_YOURM433grenade","WW4_M433grenade","GrenadeLauncher","Flare","FlareGreen","FlareRed","FlareYellow"}; }; canDrop = true; }; then remember to add the WW4_Weaponry in the required addon line of your CfgPatches. Share this post Link to post Share on other sites
Addonis 10 Posted April 4, 2010 Hello Sanctuary. I'm using your animations in my OFP. Today I've noticed that they are little slower in my game than in your mod. This is real or I have hallucination because hour is late and I'm little tired? ;) Share this post Link to post Share on other sites
sanctuary 19 Posted April 4, 2010 Maybe the CFgMovesMC section of your config does not use the same speed= values for each of the animations as they do in my config. Share this post Link to post Share on other sites
Addonis 10 Posted April 4, 2010 (edited) Everything seems to be just the same in both configs. Can be any other reason? Or it's just my imagination? I have to make something with "turnspeed" in every animation? Edit: Problem is solved. But I have still one question. Are there different anims speed values between your mod and your single addon with animations (@ww4bis)? Edited April 4, 2010 by Addonis Share this post Link to post Share on other sites