Deadfast 43 Posted March 22, 2009 <span style='font-size:16pt;line-height:100%'>Deadfast's Cartridges</span> <span style='font-size:8pt;line-height:100%'>by Deadfast, based of original work by Mondkalb.</span> MP Compatible? Yes (client-side) Signed? Yes, key included Independent? No, requires Extended Eventhandlers v1.92 Deadfast's Cartridges is a little eye-candy addon for ArmA. Allowing cartridges to stay on the ground and simulating ejected ones from mounted weapons on vehicles it brings the atmosphere to a new level! Nothing better then walking through all that brass at the end of a mission Scripts are pre-compilled and cartridge models do not display in distance to ensure maximal possible performance. <span style='font-size:11pt;line-height:100%'>Images:</span> ^Enlarge ^Enlarge ^Enlarge ^Enlarge ^Enlarge <span style='font-size:13pt;line-height:100%'>Download:</span> (Version 0.2.0 [534.3KB]) # Mirror @ArmedAssault.Info # Mirror @Armaholic.com # Mirror @MediaFire.com <s>(Version 0.1.1 [534.4KB]) # Mirror @Armaholic.com # Mirror @ArmedAssault.Info # Mirror @MediaFire.com</s> <s>(Version 0.1 [534KB]) # Mirror @MediaFire.com</s> Big thanks to all mirror providers! <span style='font-size:11pt;line-height:100%'>Requirements:</span> # ArmA version 1.14 or newer # Extended Eventhandlers v1.92 <span style='font-size:11pt;line-height:100%'>Features:</span> # 8 cartridge models created by Mondkalb (reference photos by Freshman):      o 9x19 Luger      o .45 ACP (not used ATM)      o 5.56x45 NATO      o 7.62x51 NATO      o .50 BMG      o 20mm      o 40mm grenade      o Hand grenade safety pin # Automatic removal system based on time and/or cartridge limit. # Simulation of ejected cartridges for some vehicles (see supported vehicles). <span style='font-size:11pt;line-height:100%'>Supported Ammunition:</span> # All 5.56 ammunition # B_9x19_Ball # B_9x19_SD # B_9x18_Ball # B_9x18_SD # B_762x51_Ball # B_762x51_noTracer # B_762x54_Ball # B_762x54_noTracer # B_127x99_Ball_noTracer # B_127x108_Ball # F_40mm_White # F_40mm_Green # F_40mm_Red # F_40mm_Yellow # _40mm_HE # G_30mm_HE # G_40mm_HE_6G30 # SmokeShellRed # SmokeShellGreen # SmokeShell # GrenadeHandTimed # GrenadeHand <span style='font-size:11pt;line-height:100%'>Supported Vehicles (classnames):</span>   * DSHKM   * M2StaticMG   * HMMWV50   * ACE_HMMWV_50   * HMMWVMK   * ACE_HMMWV_GL   * ACE_HMMWV_GMV   * ACE_HMMWV_GMV2   * Truck5tMG   * M1Abrams   * ACE_M1Abrams   * ACE_M1Abrams_Desert   * ACE_M1A1_HA   * ACE_M1A1_HA_Desert   * ACE_M1A2   * ACE_M1A2_Desert   * ACE_M1A2_SEP   * ACE_M1A2_SEP_Desert   * ACE_M1A2_SEP_TUSK   * ACE_M1A2_SEP_TUSK_Desert   * ACE_M1A2_TUSK   * ACE_M1A2_TUSK_Desert   * Stryker_ICV_M2   * ACE_Stryker_M2   * Stryker_ICV_MK19   * ACE_Stryker_MK19   * UAZMG   * ACE_UAZ_MG   * UAZ_AGS30   * ACE_UAZ_AGS30   * T72   * ACE_T72   * T72_RACS   * LandroverMG   * AH6   * AH6_RACS   * ACE_AH6_TwinM134   * AH1W   * UH60MG   * ACE_AH1W_TOW_TOW_HE   * ACE_AH1W_TOW2   * ACE_AH1W_TOW_HE_F_S_I   * ACE_AH1Z_AGM   * ACE_AH1W_AGM_HE   * ACE_AH1Z_AGM_HE_F   * ACE_AH1Z_AGM_HE_F_S_I   * ACE_AH1Z_HE   * ACE_AH1Z_HE_F   * ACE_AH1Z_HE_S_I   * ACE_AH1Z_TOW   * ACE_AH64_AGM   * ACE_AH64_AGM_AIM   * ACE_AH64_AGM_HE   * ACE_AH64_AGM_HE_F   * ACE_AH64_AGM_HE_F_S_I   * ACE_AH64_HE   * ACE_AH64_HE_F   * ACE_AH64_HE_S_I   * ACE_UH60MG_M240C   * ACE_UH60MG_ESSS   * ACE_UH60MG_M134   * KA50   * ACE_Ka50   * ACE_Ka50_N   * Mi17_MG   * ACE_Mi17_MG <span style='font-size:11pt;line-height:100%'>Future Plans:</span> # Add Queen's Gambit vehicles (technicals) # Add weapons from RobbertHammer's AK, Pistol and M16 pack # Add ACE's weapons and vehicles Share this post Link to post Share on other sites
AKM 0 Posted March 22, 2009 I remember Sebastian Mueller's BTR-T from OFP so well because the 30mm on that would eject its shells as you fired. I can recall screening one's flank in an urban fight, and having brass tumble down next to me while I was bounding up along a wall. Awesome. Gave this a quick test in SP. Lovely, similar atmospherics. Combine it with a good soundmod - one where the .50 really slaps you about the head when it fires - and oh yeah, that's the good stuff. Thanks for your work man, much appreciated on this end. Share this post Link to post Share on other sites
.kju 3245 Posted March 22, 2009 Excellent release post and code! A few suggestion beforehand: * put your readme inside the modfolder * name it "readme_MyProject_vX.X" * .\arma\dta\.. is outdated - the new standard is: .\arma\userconfig\MyProject\* for external files * Not sure if applies to arma / how to make this best: You spawn a new thread for each cartridge creation, if I am correct. Maybe possible and better to use a thread pool management. Thread creation is said to be very costly. Now into testing. Share this post Link to post Share on other sites
Deadeye 1 Posted March 22, 2009 Updated Mirror below ! Share this post Link to post Share on other sites
Deadfast 43 Posted March 22, 2009 Thanks for your kind words an tips BTW, don't know if you've noticed but putting this together at 4am really had it's cost - the stupid me left out half of the supported vehicle from the list In the light of Q's suggestions updated to version 0.1.1! Changelog: # CHANGED: Replaced spawn with call where possible # CHANGED: Default values for despawn are now 300 seconds and 200 cartridges # CHANGED: User config moved from ./Dta to ./userconfig # CHANGED: Readme now located in the modfolder, added version to the name # ADDED: Missing supported vehicles to the readme # ADDED: Link to thread @BI Forums in the readme # FIXED: Ejected cartridges' spread in ...vehicles_air.sqf (Ka50, Mi17, AH1W) <span style='font-size:11pt;line-height:100%'>Download v0.1.1 [534.4KB]</span> First post updated too Share this post Link to post Share on other sites
Deadeye 1 Posted March 22, 2009 ArmedAssault.info Mirror and News: Required Addons : DOWNLOAD - Extended Init Eventhandlers We have also added this release to your personal author profile If a release or contact information is missing, feel free to drop a PM, it will then be added. And here is the BBCode if you want to add our Mirror to your release post : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">http://www.armedassault.info/mirrorgen2/4946948.gif[/IMG] Required Addons : DOWNLOAD - Extended Init Eventhandlers If you prefer a text only BBCode please copy and paste the code below : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ArmedAssault.info Mirror : DOWNLOAD - Deadfast's Cartridges (v.0.1.1) - [534 KB] from ArmedAssault.info Required Addons : DOWNLOAD - Extended Init Eventhandlers Share this post Link to post Share on other sites
Guest Posted March 22, 2009 Release frontpaged at the Armaholic homepage. Deadfast's Cartridges v0.1.1 Extended eventhandlers v1.93 [edit] Pfff, you update quick Share this post Link to post Share on other sites
mikebart 1 Posted March 22, 2009 Awesome, nice work Share this post Link to post Share on other sites
Deadfast 43 Posted March 22, 2009 I'm glad you're enjoying it  Thanks very much for the mirrors and sorry for the trouble with that sudden update, but the bug with wrong ejection for helicopters had to go BTW, if anyone can think of any mod that deserves to be made compatible, let me know (and which is not on the to-do already) Share this post Link to post Share on other sites
Wardog26 0 Posted March 22, 2009 <span style='font-size:16pt;line-height:100%'>Deadfast's Cartridges</span><span style='font-size:8pt;line-height:100%'>by Deadfast, based of original work by Mondkalb.</span> MP Compatible? Yes (client-side) Signed? Yes, key included Independent? No, requires Extended Eventhandlers v1.92 Deadfast's Cartridges is a little eye-candy addon for ArmA. Allowing cartridges to stay on the ground and simulating ejected ones from mounted weapons on vehicles it brings the atmosphere to a new level! Nothing better then walking through all that brass at the end of a mission Scripts are pre-compilled and cartridge models do not display in distance to ensure maximal possible performance. <span style='font-size:11pt;line-height:100%'>Images:</span> ^Enlarge ^Enlarge ^Enlarge ^Enlarge ^Enlarge <span style='font-size:13pt;line-height:100%'>Download:</span> (Version 0.1.1 [534.4KB]) # Mirror @Armaholic.com # Mirror @ArmedAssault.Info # Mirror @MediaFire.com <s>(Version 0.1 [534KB]) # Mirror @MediaFire.com</s> Big thanks to all mirror providers! <span style='font-size:11pt;line-height:100%'>Requirements:</span> # ArmA version 1.14 or newer # Extended Eventhandlers v1.92 <span style='font-size:11pt;line-height:100%'>Features:</span> # 8 cartridge models created by Mondkalb (reference photos by Freshman):      o 9x19 Luger      o .45 ACP (not used ATM)      o 5.56x45 NATO      o 7.62x51 NATO      o .50 BMG      o 20mm      o 40mm grenade      o Hand grenade safety pin # Automatic removal system based on time and/or cartridge limit. # Simulation of ejected cartridges for some vehicles (see supported vehicles). <span style='font-size:11pt;line-height:100%'>Supported Ammunition:</span> # All 5.56 ammunition # B_9x19_Ball # B_9x19_SD # B_9x18_Ball # B_9x18_SD # B_762x51_Ball # B_762x51_noTracer # B_762x54_Ball # B_762x54_noTracer # B_127x99_Ball_noTracer # B_127x108_Ball # F_40mm_White # F_40mm_Green # F_40mm_Red # F_40mm_Yellow # _40mm_HE # G_30mm_HE # G_40mm_HE_6G30 # SmokeShellRed # SmokeShellGreen # SmokeShell # GrenadeHandTimed # GrenadeHand <span style='font-size:11pt;line-height:100%'>Supported Vehicles:</span> # Static DShKM MG # Static M2 MG # Stryker M2 # Stryker Mk19 # T72 # T72 (RACS) # M1A2 Abrams # Landrover M2 # HMMWV M2 # HMMWV Mk19 # 5T Truck M2 # AH1W Cobra # AH6 Littlebrid # AH6 (RACS) # UH60 Blackhawk # UH60 (RACS) - QG # Ka50 Kamov # Mi17 Hid MG <span style='font-size:11pt;line-height:100%'>Future Plans:</span> # Add Queen's Gambit vehicles (technicals) # Add weapons from RobbertHammer's AK, Pistol and M16 pack # Add ACE's weapons and vehicles Not Working for me   gives me HPP not found or something like that i put it in Dta but anyway... i also tried it alone with no other mods still doesn't work why? ='( looks like an awsome mod! i really want this to work so i don't have to see perfectly straight flying shells... Share this post Link to post Share on other sites
Deadfast 43 Posted March 22, 2009 Christ, you don't need to quote my whole post to write 1 sentence to it Make sure you're installing the latest (0.1.1) version - that one needs to config to be in .\userconfig\DFS_cartridges Basically just extract everything in the RAR you download into your ArmA folder and create a shortcut and it will work Share this post Link to post Share on other sites
Alex72 1 Posted March 22, 2009 Is that "userconfig" folder inside the "Dta" folder? Havent downloaded it but thinking of the guy above that didnt get it to work. I know many new people have problems with the Dta folder - not knowing to add files in there etc (even thouhgh explained or RAR that unpacks in the right places lol). Alex Share this post Link to post Share on other sites
the.d 0 Posted March 22, 2009 Deadfast, thank you very much for this beauty! I loved the original "Cartridge Addon" by Mondkalb but this is even better! I really hope you can be bothered to add A.C.E. support! :-) Great work, thanks for sharing! Share this post Link to post Share on other sites
Deadfast 43 Posted March 22, 2009 Well, for firearms the script uses their ammo classname to determine which cartridge model to spawn. If you want a custom offset of landed cartridges for the weapon I need its muzzle and of course the offset (the unit's modelToWorld). Vehicles need their classname, muzzle name, offset of landed cartridges and position of center of the turret relative to the model + distance of the ejection port from the center. There's quite a lot of trial&error going on with finding the correct offsets so the best thing is if you just unPBO the addon and test it out with the scripts yourself. The scripts are mostly commented so it should give you an idea of what you're doing Share this post Link to post Share on other sites
manzilla 1 Posted March 22, 2009 I really hope you can be bothered to add A.C.E. support! :-) Doesn't ACE already incorporate this? I wonder what the difference between this one and the ACE cartridges is? If there is a vast difference maybe contacting them about integrating this version into an upcoming ACE patch would be nice. Share this post Link to post Share on other sites
Deadfast 43 Posted March 22, 2009 My cartridges get ejected from vehicles, ACE's don't Sadly ACE uses different muzzle names even for default BIS' vehicles, so I'm working on getting this to work. ATM this addon is useless in ACE Share this post Link to post Share on other sites
Snake Man 407 Posted March 22, 2009 I couldn't get it to find the userconfig, I had to replace the line in DFS_cartridges_core.sqf with this one:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#include "\dta\userconfig\DFS_cartridges\DFS_performance.hpp" Am I wrong? Okay I'll send you the current ammo classnames, that is a good start. Share this post Link to post Share on other sites
mr.g-c 6 Posted March 22, 2009 Cool.. good job. Is it pure clientside like at ACE? BTW in RL the 50cals eject the casings directly downwards, not to the right. Share this post Link to post Share on other sites
Deadfast 43 Posted March 22, 2009 The config should be in ArmA Root\userconfig\DFS_cartridges\DFS_performance.hpp Yes, pure client-side. I already got told about the M2, sadly it doesn't look like I'm the only one who messed up - BIS got the ejection port covered by the mount so I'm a bit unsure what to do with this... Share this post Link to post Share on other sites
mondkalb 1087 Posted March 22, 2009 Really nice! I also love this addon. Finnaly my bugged cartridge addon has been made "final" :P If you like to support more different calibers, I could contribute some more models. Share this post Link to post Share on other sites
Deadfast 43 Posted March 22, 2009 Mond, that would be really awesome! I'll send you a PM Share this post Link to post Share on other sites
Snake Man 407 Posted March 22, 2009 * .\arma\dta\.. is outdated - the new standard is: .\arma\userconfig\MyProject\* for external files Doesn't ACE place dta\ACE\ dir and ACEIP dta\userconfig\something for the configs or are these really outdated method's I had in place? Share this post Link to post Share on other sites
.kju 3245 Posted March 22, 2009 ACE uses still the outdated dta folder. ACEIP uses the .\arma\userconfig approach. Share this post Link to post Share on other sites
Wardog26 0 Posted March 22, 2009 I couldn't get it to find the userconfig, I had to replace the line in DFS_cartridges_core.sqf with this one:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#include "\dta\userconfig\DFS_cartridges\DFS_performance.hpp" Am I wrong? Okay I'll send you the current ammo classnames, that is a good start. put the Userconfig folder directly in the C:\Program Files\Bohemia Interactive\ArmA basicly ArmA folder. =) and it'll work! goodluck. Share this post Link to post Share on other sites