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sanctuary

WW4 Modpack 1

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Open the config.cpp of the dma sniper and compare with your own to see the differences.

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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 by riffleman
re

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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.

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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,

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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).

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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.

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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.

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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 ;)

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@ sanctuary

where can i alter ww4mod1 sniper config, i know about bis sniper config?

Edited by riffleman
mistake

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SoldierWSniper for the west

SoldierESniper for the east

etc...

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where are these lines in folder of ww4mode1?

its looking hard for me to find them.

Edited by riffleman
mistake

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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.

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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.

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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 by riffleman
information

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@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!

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@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:

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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.

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@sanctuary

in upcoming version is there a planning about 2 cameo like GRAA mode.

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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?

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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.

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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? ;)

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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.

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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 by Addonis

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