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Cold War Rearmed - Public Beta Release

Have you found any eastereggs yet?  

190 members have voted

  1. 1. Have you found any eastereggs yet?

    • Yes
      111
    • No
      82


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I have the resistance error too, here you have my arma-rpt

Missing addons detected:

cwr2_editor

cwr_units_guer

Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.cwr2_editor, cwr_units_guer

strange, i didnt have cwr2_editor or cwr_units_guer on my cwr folder.... :\

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Now that explains a lot, they are included however in the package. Download again and then follow the instructions on our Wiki page.

cwr2_editor is obsolete and is not included. Maybe some mission that still has it in the required addons list.

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They were but I'm not sure if this can be done again in ArmA. Same with the smoke and dust, that's an engine thing we most probably can't change.

From my understanding of the problem, all missiles and rockets have the same effect applied to them hard-coded, so taking away the missile trails from the LAW will result in the guided missiles having no trail.

none of the people left in the team is either a pro modeller nor texturer

What am I, chopped liver? :pet5:

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Now that explains a lot, they are included however in the package. Download again and then follow the instructions on our Wiki page.

Doesn´t that method break the uninstaller function from the Softwarebla menu? :eek:

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What am I, chopped liver? :pet5:

Mmmm, chopped liver.. :p

Finally got home last night and had a quick try after DL today, good job CWR-team!

I am so looking forward to play the campaigns again (have to change to good old soundsfiles though). I also had a quick look at the configs and its annoyingly tempting to sit up this night to make a HiFi-plugin.. To bad my plane is leaving tomorrow, will be back 5-6th of june. I will try to fix it then... Sorry for the bad news for the HiFi-users out there.

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Am I blind or just illiterate at this moment? I just DL'd this fix over at ArmAholic.com:

http://www.armaholic.com/page.php?id=5678

I can't seem to find anything about this here. I'm probably missing it somewhere but the search didn't seem to see anything either, though the search function seems to be doing strange stuff for me this afternoon.

My question is... Do I just put these files in my CWR folder? I don't seem to see anything to overwrite so I'm guessing I just toss em in there.

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Foxhound announced it earlier for me here, I had no time yet to update the first post though.

Yes these files you just extract into your cwr\addons folder.

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For people interested in replacing CWR/BIS Weapon Sounds by HIFI ones, find cwr_rifles.pbo and unbin the config then replace the whole config content by the following lines:

// config.bin - 23:20:29 05/21/09, generated in 0.10 seconds
// Generated by unRap v1.05 by Kegetys
// Separate rootclasses: Disabled, Automatic comments: Enabled

#define true	1
#define false	0

#define private		0
#define protected		1
#define public		2

#define VSoft		0
#define VArmor		1
#define VAir		2

#define LockNo		0
#define LockCadet		1
#define LockYes		2

class CfgPatches {
class CWR_weapons_rifles {
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.14;
	requiredAddons[] = {"Cold_War_Rearmed", "CAWeapons"};
};
};
class Mode_SemiAuto;	// External class reference
class Mode_Burst;	// External class reference
class Mode_FullAuto;	// External class reference

class CfgAmmo {
class Default;	// External class reference
class Grenade;	// External class reference
class BulletBase;	// External class reference
class B_9x18_Ball;	// External class reference
class B_9x19_SD;	// External class reference
class B_545x39_Ball;	// External class reference
class B_762x51_Ball;	// External class reference
class B_762x54_Ball;	// External class reference

class StrokeFistHit : Default {
	hit = 2;
	indirectHit = 0.5;
	indirectHitRange = 0.2;
	simulation = "shotStroke";
	model = "\ca\Weapons\granat";
	cost = 1;
	simulationStep = 0.05;
	soundHit[] = {"", db-90, 1};
	soundFly[] = {"\ca\weapons\sound\noise.wss", db-90, 4};
	soundEngine[] = {"", db-80, 4};
	visibleFire = 2;	// how much is visible when this weapon is fired
	audibleFire = 0.25;
	visibleFireTime = 1;	// how long is it visible
};

class StrokeGunHit : StrokeFistHit {
	hit = 8;
	indirectHit = 1;
	indirectHitRange = 0.4;
};

class B_762x39_Ball : BulletBase {
	hit = 9;
	indirectHit = 0;
	indirectHitRange = 0;
	visibleFire = 12;	// how much is visible when this weapon is fired
	audibleFire = 12;
	visibleFireTime = 3;	// how long is it visible
	cost = 1.1;
	airLock = true;
	tracerColor[] = {0.2, 0.8, 0.1, 0.04};
	tracerColorR[] = {0.2, 0.8, 0.1, 0.04};
};

class Bizon : B_9x19_SD {
	hit = 7;
	indirectHit = 1;
	indirectHitRange = 0.1;
};

class Steyr : B_545x39_Ball {
	hit = 10;
	indirectHit = 1;
	indirectHitRange = 0.1;
	tracerColor[] = {0.8, 0.1, 0.1, 0.04};
	tracerColorR[] = {0, 0, 0, 0};
};

class G36a : Steyr {
	hit = 11;
};

class XMS : Steyr {};

class KozliceBall : B_9x18_Ball {
	hit = 9;
	indirectHit = 6;
	indirectHitRange = 0.1;
	tracerColor[] = {0.7, 0.7, 0.5, 0.04};
	tracerColorR[] = {0.7, 0.7, 0.5, 0.04};
};

class KozliceShell : KozliceBall {
	visibleFire = 25;	// how much is visible when this weapon is fired
	audibleFire = 25;
	visibleFireTime = 5;	// how long is it visible
	cost = 2.1;
};

class MortarShell : Grenade {
	hit = 50;
	indirectHit = 40;
	indirectHitRange = 10;
	model = "\CWR\CWR_weapons\cwr_rifles\mortarShell.p3d";
	soundHit[] = {"\ca\weapons\sound\expl4.wss", db20, 1};
	cost = 120;
};
};

class CfgMagazines {
class Default;	// External class reference
class CA_Magazine;	// External class reference
class VehicleMagazine;	// External class reference
class 30Rnd_556x45_Stanag;	// External class reference
class 30Rnd_556x45_G36;	// External class reference
class 5Rnd_762x51_M24;	// External class reference
class 10Rnd_762x54_SVD;	// External class reference
class 30Rnd_9x19_MP5SD;	// External class reference
class 30Rnd_545x39_AK;	// External class reference
class 100Rnd_762x54_PK;	// External class reference
class 1Rnd_HE_M203;	// External class reference
class 100Rnd_762x51_M240;	// External class reference

class StrokeFist : Default {
	scope = protected;
	ammo = "StrokeFistHit";
	display = $STR_MN_FIST;
	maxLeadSpeed = 15;	// max estimated speed km/h
	count = 100;
};

class StrokeGun : StrokeFist {
	scope = protected;
	ammo = "StrokeGunHit";
	display = $STR_MN_STRIKE;
	count = 100;
};

class MachineGun7_6 : VehicleMagazine {
	scope = public;
	displayName = "500 Rnd. 7.6mm MG";
	count = 500;
	ammo = "B_762x51_Ball";
	initSpeed = 1000;
};

class MachineGun12_7 : MachineGun7_6 {
	displayName = "500 Rnd. 12.7mm MG";
};

class MachineGun7_6E : MachineGun7_6 {
	ammo = "B_762x54_Ball";
};

class MachineGun12_7E : MachineGun7_6E {
	displayName = "500 Rnd. 12.7mm MG";
};

class Browning : MachineGun7_6 {
	displayName = "500 Rnd. Browning MG";
};

class M16 : 30Rnd_556x45_Stanag {
	displayName = $STR_MN_M16;
};

class M4 : M16 {
	displayName = $STR_MN_M4;
};

class AK74 : 30Rnd_545x39_AK {
	displayName = $STR_MN_AK74;
};

class AK47 : CA_Magazine {
	scope = public;
	displayName = $STR_MN_AK47;
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\m_ak47.paa";
	ammo = "B_762x39_Ball";
	count = 30;
	initSpeed = 715;
};

class G36aMag : 30Rnd_556x45_G36 {};

class GrenadeLauncher : 1Rnd_HE_M203 {};

class M21 : 5Rnd_762x51_M24 {
	displayName = $STR_DN_M21;
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\m_m21.paa";
	count = 20;
};

class SVDDragunov : 10Rnd_762x54_SVD {};

class M60 : 100Rnd_762x51_M240 {
	displayName = $STR_DN_M60_MG_MAG;
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\m_m60.paa";
};

class PK : 100Rnd_762x54_PK {};

class BizonMag : CA_Magazine {
	scope = public;
	initSpeed = 400;
	ammo = "Bizon";
	displayName = $STR_DN_ADD_BIZON_MAG;
	count = 64;
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\m_bizon.paa";
};

class HK : 30Rnd_9x19_MP5SD {
	displayName = $STR_MN_HK;
	value = 1000;
	picture = "\ca\weapons\Data\Equip\m_HKM5_CA.paa";
};

class SteyrMag : CA_Magazine {
	scope = public;
	initSpeed = 400;
	ammo = "Steyr";
	displayName = $STR_DN_ADD_STEYR_AMMO;
	count = 30;
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\m_steyr.paa";
};

class KozliceBall : CA_Magazine {
	scope = public;
	type = 256;
	initSpeed = 320;
	ammo = "KozliceBall";
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\m_kozlice2.paa";
	displayName = $STR_MN_KOZLICE_BALL;
	count = 1;
};

class KozliceShell : CA_Magazine {
	scope = public;
	type = 256;
	initSpeed = 320;
	ammo = "KozliceShell";
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\m_kozlice1.paa";
	displayName = $STR_MN_KOZLICE_SHELL;
	count = 7;
};

class Mortar : 1Rnd_HE_M203 {
	scope = public;
	value = 5;
	type = 2 * 		256;
	ammo = "MortarShell";
	modelSpecial = "\CWR\CWR_weapons\cwr_rifles\m16a1mortar.p3d";
	displayName = $STR_MN_MORTAR_W;
	count = 1;
	initSpeed = 70;
};

class AK47Mortar : Mortar {
	modelSpecial = "\CWR\CWR_weapons\cwr_rifles\akm_mortar_proxy.p3d";
};

class AK74Mortar : Mortar {
	modelSpecial = "\CWR\CWR_weapons\cwr_rifles\ak74_mortar_proxy.p3d";
};
};

class cfgRecoils {
sniperSingle[] = {0.02, 0, 0, 0.05, 0.01, 0.02, 0.1, 0.008, 0.018, 0.2, 0, 0};
mgunBurst3[] = {0.03, 0.02, 0.04*1.35, 0.03, 0.01, 0.01*0.5, 0.03, 0.03, 0.04*1.35, 0.03, 0.02, 0.02*0.5, 0.01, 0, 0};
};

class CfgWeapons {
class Default;	// External class reference
class Rifle;	// External class reference
class GrenadeLauncher;	// External class reference
class MGun;	// External class reference
class PKT;	// External class reference
class M240_veh;	// External class reference
class M16A2;	// External class reference
class M16A2GL;	// External class reference
class M4AIM;	// External class reference
class AKS74U;	// External class reference
class M24;	// External class reference
class MP5SD;	// External class reference
class SVD;	// External class reference

class StrokeFist : Default {
	scope = protected;
	type = VSoft;
	displayName = $STR_DN_FIST;
	sound[] = {"\ca\weapons\sound\grenade_launch.wss", 0.0031623, 1};
	reloadSound[] = {"", 0.0003162, 1};
	aiDispersionCoefX = 2.0;
	aiDispersionCoefY = 2.0;
	enableAttack = false;
	primary = true;
	showEmpty = 0;
	burst = 0;
	multiplier = 0;
	magazines[] = {"StrokeFist"};
	reloadTime = 0;
	canLock = LockNo;
	ffMagnitude = 0.1;
	dispersion = 0.015;
	minRange = 0;
	minRangeProbab = 0.3;
	midRange = 0.5;
	midRangeProbab = 0.8;
	maxRange = 1;
	maxRangeProbab = 0.0;
	optics = false;
	muzzlePos = "";	// position and direction of muzzle
	muzzleEnd = "";
	canDrop = false;
};

class StrokeGun : StrokeFist {
	scope = private;
	displayName = $STR_DN_STRIKE;
	modelOptics = "";
	magazines[] = {"StrokeGun"};
	primary = true;
};

class M16 : M16A2 {
	optics = true;
	displayName = $STR_DN_M16;
	drySound[] = {"\ca\weapons\sound\M16dry", 0.01, 1};
	magazines[] = {M16, "Mortar"};
	modes[] = {"Single", "Burst"};

	class Single : Mode_SemiAuto {
		displayName = $STR_DN_M16;
		dispersion = 0.0002;
		recoil = "assaultRifleBase";
		recoilProne = "assaultRifleBase";
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 250;
		midRangeProbab = 0.7;
		maxRange = 400;
		maxRangeProbab = 0.05;
		sound[] = {"\hifi_Novus_Aevum_weapons\m16a2_s", db10, 1};
		reloadTime = 0.07;
		aiRateOfFire = 5.0;	// delay between shots at given distance
	};

	class Burst : Mode_Burst {
		displayName = $STR_DN_M16_BURST;
		dispersion = 0.0004;
		recoil = "assaultRifleBase";
		recoilProne = "assaultRifleBase";
		soundBurst = 0;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 85;
		midRangeProbab = 0.7;
		maxRange = 250;
		maxRangeProbab = 0.05;
		sound[] = {"\hifi_Novus_Aevum_weapons\m16a2_b", db10, 1};
		reloadTime = 0.1;
		aiRateOfFire = 5.0;	// delay between shots at given distance
	};
};

class M16S : M16 {
	muzzles[] = {"M16Muzzle", "M16StrikeMuzzle"};
	picture = M16;

	class M16Muzzle : M16 {
		magazines[] = {M16};
	};

	class M16StrikeMuzzle : StrokeGun {};
};

class M16GrenadeLauncher : M16A2GL {
	type = VArmor;
	value = 2;
	canDrop = true;
	displayName = $STR_DN_CWR_M203;
	muzzles[] = {"M16Muzzle", "M203Muzzle"};

	class M16Muzzle : M16 {
		magazines[] = {M16};
	};

	class M203Muzzle : GrenadeLauncher {
		magazines[] = {"GrenadeLauncher", "Flare", "FlareGreen", "FlareRed", "FlareYellow"};
		displayName = $STR_DN_CWR_M203;
		reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload", 0.000316228, 1};
	};
};

class G36a : Rifle {
	magazines[] = {"G36aMag"};
	displayName = $STR_DN_G36;
	modes[] = {"Single", "Burst", "Fullauto"};

	class Single : Mode_SemiAuto {
		displayName = $STR_DN_G36;
		sound[] = {"\hifi_Novus_Aevum_weapons\g36_s", db10, 1};
		reloadTime = 0.1;
		recoil = "assaultRifleBase";
		recoilProne = "assaultRifleBase";
		dispersion = 0.0002;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 250;
		midRangeProbab = 0.7;
		maxRange = 400;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
	};

	class Burst : Mode_Burst {
		displayName = $STR_DN_G36_BURST;
		sound[] = {"\hifi_Novus_Aevum_weapons\g36_b", db10, 1};
		soundBurst = 0;
		reloadTime = 0.1;
		ffCount = 3;
		recoil = "assaultRifleBase";
		recoilProne = "assaultRifleBase";
		dispersion = 0.001;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 75;
		midRangeProbab = 0.7;
		maxRange = 200;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
	};

	class FullAuto : Mode_FullAuto {
		displayName = $STR_DN_G36_AUTO;
		sound[] = {"\hifi_Novus_Aevum_weapons\g36_a", db10, 1};
		soundContinuous = 0;
		reloadTime = 0.1;
		recoil = "assaultRifleBase";
		recoilProne = "assaultRifleBase";
		dispersion = 0.003;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 60;
		midRangeProbab = 0.7;
		maxRange = 125;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
	};

	class Library {
		libTextDesc = $STR_LIB_G36;
	};
};

class M4 : Rifle {
	model = "\ca\Weapons\M4_Ironsight";
	magazines[] = {"M4"};
	displayName = $STR_DN_M4;
	drySound[] = {"\ca\weapons\sound\M16dry", 0.01, 1};
	modes[] = {"Single", "Fullauto"};

	class Single : Mode_SemiAuto {
		displayName = $STR_DN_M4;
		sound[] = {"\hifi_Novus_Aevum_weapons\m4a1_s", db10, 1};
		reloadTime = 0.09;
		recoil = "M4Recoil";
		recoilProne = "M4Recoil";
		dispersion = 0.0003;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 150;
		midRangeProbab = 0.7;
		maxRange = 400;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
	};

	class FullAuto : Mode_FullAuto {
		displayName = $STR_DN_M4_AUTO;
		sound[] = {"\hifi_Novus_Aevum_weapons\m4a1_a", db10, 1};
		soundBurst = 0;
		reloadTime = 0.09;
		recoil = "M4Recoil";
		recoilProne = "M4Recoil";
		dispersion = 0.0035;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 30;
		midRangeProbab = 0.7;
		maxRange = 60;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
	};

	class Library {
		libTextDesc = $STR_LIB_M4;
	};
};

class XMS : M4AIM {
	modelOptics = "\CWR\CWR_weapons\cwr_rifles\optika_XMS.p3d";
	magazines[] = {"M4"};
	displayName = $STR_DN_XMS;
	modes[] = {"Single", "FullAuto"};

	class Single : Mode_SemiAuto {
		sound[] = {"\hifi_Novus_Aevum_weapons\m4a1_s", db10, 1};
		reloadTime = 0.09;
		recoil = "M4Recoil";
		recoilProne = "M4Recoil";
		dispersion = 0.0005;
		displayName = $STR_DN_XMS;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 150;
		midRangeProbab = 0.7;
		maxRange = 400;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
	};

	class FullAuto : Mode_FullAuto {
		displayName = $STR_DN_XMS_AUTO;
		sound[] = {"\hifi_Novus_Aevum_weapons\m4a1_a", db10, 1};
		soundBurst = 0;
		reloadTime = 0.09;
		recoil = "M4Recoil";
		recoilProne = "M4Recoil";
		dispersion = 0.003;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 30;
		midRangeProbab = 0.7;
		maxRange = 60;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
	};

	class Library {
		libTextDesc = $STR_LIB_XM177S;
	};
};

class AK74 : Rifle {
	model = "\CWR\CWR_weapons\cwr_rifles\ak_74.p3d";
	magazines[] = {AK74, "AK74Mortar"};
	displayName = $STR_DN_AK74;
	modes[] = {"Single","FullAuto"};

	class Single : Mode_SemiAuto {
		displayName = $STR_DN_AK74;
		sound[] = {"\hifi_Novus_Aevum_weapons\ak74_s", db10, 1};
		reloadTime = 0.1;
		recoil = "AK74Recoil";
		recoilProne = "AK74Recoil";
		dispersion = 0.0002;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 250;
		midRangeProbab = 0.7;
		maxRange = 400;
		maxRangeProbab = 0.04;
		aiRateOfFire = 5.0;	// delay between shots at given distance
	};

	class FullAuto : Mode_FullAuto {
		displayName = $STR_DN_AK74_AUTO;
		sound[] = {"\hifi_Novus_Aevum_weapons\ak74_a", db10, 1};
		reloadTime = 0.1;
		ffCount = 30;
		recoil = "AK74Recoil";
		recoilProne = "AK74Recoil";
		dispersion = 0.0008;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 30;
		midRangeProbab = 0.7;
		maxRange = 60;
		maxRangeProbab = 0.05;
		aiRateOfFire = 5.0;	// delay between shots at given distance
	};

	class Library {
		libTextDesc = $STR_LIB_AK74;
	};
};

class AK74SU : AK74 {
	model = "\ca\weapons\AKs74u";
	picture = "\CA\weapons\data\equip\w_aks74u_ca.paa";
	value = 1;
	dexterity = 1.78;
	displayName = $STR_DN_AK74SU;
	drySound[] = {"\ca\Weapons\Sound\AK74Dry.wss", 0.01, 1};
	magazines[] = {AK74};
	modes[] = {"Single","FullAuto"};

	class Single : Single {
		sound[] = {"\hifi_Novus_Aevum_weapons\ak74_s", db10, 1};
		dispersion = 0.0004;
		displayName = $STR_DN_AK74SU;
	};

	class FullAuto : FullAuto {
		sound[] = {"\hifi_Novus_Aevum_weapons\ak74_a", db10, 1};
		dispersion = 0.001;
		displayName = $STR_DN_AK74SU_AUTO;
	};

	class Library {
		libTextDesc = $STR_LIB_AK74SU;
	};
};

class AK74GrenadeLauncher : AK74 {
	model = "\ca\Weapons\ak_74_granatomet_proxy";
	type = VArmor;
	value = 2;
	displayName = $STR_DN_AK74GL;
	picture = "\CA\weapons\data\equip\w_ak74gp25_ca.paa";
	UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";
	dexterity = 1.5;
	muzzles[] = {"AK74Muzzle", "GP25Muzzle"};

	class AK74Muzzle : AK74 {};

	class GP25Muzzle : GrenadeLauncher {
		displayName = $STR_DN_AK74GL;
		reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload", 0.000316228, 1};
		magazines[] = {"GrenadeLauncher", "Flare", "FlareGreen", "FlareRed", "FlareYellow"};
		magazineReloadTime = 0;
		reloadTime = 0.1;
		modelOptics = "-";
		cameraDir = "GL look";
		memoryPointCamera = "GL eye";
		opticsZoomMin = 0.22;
		opticsZoomMax = 0.95;
		opticsZoomInit = 0.42;
	};

	class Library {
		libTextDesc = $STR_DN_AK74_GRENADE;
	};
};

class AK47 : Rifle {
	scope = public;
	value = 0;
	model = "\CWR\CWR_weapons\cwr_rifles\akm";
	displayName = $STR_DN_AK47;
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\w_ak47.paa";
	UiPicture = "\CA\weapons\data\Ico\i_regular_ca.paa";
	drySound[] = {"\CA\weapons\sound\AK74dry", 0.01, 1};
	magazines[] = {AK47, "AK47Mortar"};
	modes[] = {"Single","FullAuto"};

	class Single : Mode_SemiAuto {
		sound[] = {"\hifi_Novus_Aevum_weapons\ak74_s", db10, 1};
		reloadTime = 0.1;
		displayName = $STR_DN_AK47;
		recoil = "AK74Recoil";
		recoilProne = "AK74Recoil";
		dispersion = 0.0002;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 250;
		midRangeProbab = 0.7;
		maxRange = 400;
		maxRangeProbab = 0.04;
		aiRateOfFire = 5.0;	// delay between shots at given distance
	};

	class FullAuto : Mode_FullAuto {
		sound[] = {"\hifi_Novus_Aevum_weapons\ak74_a", db10, 1};
		reloadTime = 0.1;
		displayName = $STR_DN_AK47_AUTO;
		recoil = "AK74Recoil";
		recoilProne = "AK74Recoil";
		dispersion = 0.0008;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 30;
		midRangeProbab = 0.7;
		maxRange = 60;
		maxRangeProbab = 0.05;
		autoFire = true;
		aiRateOfFire = 5.0;	// delay between shots at given distance
	};

	class Library {
		libTextDesc = $STR_LIB_AKM;
	};
};

class AK47GrenadeLauncher : AK47 {
	model = "\CWR\CWR_weapons\cwr_rifles\ak_47_granatomet_proxy.p3d";
	displayName = $STR_DN_AK47_GRENADE;
	type = VArmor;
	value = 2;
	dexterity = 1.5;
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\w_ak47grenadelauncher.paa";
	muzzles[] = {"AK47Muzzle", "GP25Muzzle"};

	class AK47Muzzle : AK47 {};

	class GP25Muzzle : GrenadeLauncher {
		magazines[] = {"GrenadeLauncher", "Flare", "FlareGreen", "FlareRed", "FlareYellow"};
		displayName = $STR_DN_AK47_GRENADE;
		reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload", 0.000316228, 1};
		magazineReloadTime = 0;
		reloadTime = 0.1;
		modelOptics = "-";
		cameraDir = "GL look";
		memoryPointCamera = "GL eye";
		opticsZoomMin = 0.22;
		opticsZoomMax = 0.95;
		opticsZoomInit = 0.42;
	};

	class Library {
		libTextDesc = $STR_LIB_AK47_GP25;
	};
};

class AK47CZ : AK47 {
	model = "\CWR\CWR_weapons\cwr_rifles\AK_47_v58_proxy";
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\w_ak47cz.paa";
	displayName = $STR_DN_AK47_CZ;

	class Single : Single {
		displayName = $STR_DN_AK47_CZ;
	};

	class FullAuto : FullAuto {
		displayName = $STR_DN_AK47_CZ_AUTO;
	};

	class Library {
		libTextDesc = $STR_LIB_AK47_CZ;
	};
};

class MachineGun7_6 : PKT {
	scope = public;
	displayName = $STR_DN_MGUN;
	reloadTime = 0.1;
	sound[] = {"\ca\Weapons\Sound\M60mgun.wss", db10, 1};
	magazines[] = {"MachineGun7_6", "MachineGun7_6E"};
	dispersion = 0.0007;
	maxLeadSpeed = 300;	// max estimated speed km/h
	aiDispersionCoefX = 5;
	aiDispersionCoefY = 5;
	ffMagnitude = 0.5;
	ffFrequency = 11;
	ffCount = 6;
	recoil = "mgunBurst3";
	aiRateOfFire = 0.5;	// delay between shots at given distance
	autoFire = true;
	optics = true;
	uiPicture = "\CA\weapons\data\Ico\i_mg_ca.paa";
};

class MachineGun12_7 : MachineGun7_6 {
	displayName = "12.7mm MG";
	magazines[] = {"MachineGun12_7", "MachineGun12_7E"};
	sound[] = {"\ca\Weapons\Sound\m2_50_loop.wss", db15, 1};
	maxLeadSpeed = 350;	// max estimated speed km/h
};

class Browning : MachineGun12_7 {
	displayName = "Browning MG";
	magazines[] = {"Browning", "Browning"};
};

class Browning_2 : Browning {};

class M21 : M24 {
	model = "\CWR\CWR_weapons\cwr_rifles\M21_proxy.p3d";
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\w_m21.paa";
	modelOptics = "\CWR\CWR_weapons\cwr_rifles\optika_sniperw.p3d";
	opticsZoomMin = 0.04;
	opticsZoomMax = 0.12;
	distanceZoomMin = 400;
	distanceZoomMax = 80;
	reloadTime = 0.3;
	recoil = "sniperSingle";
	recoilProne = "sniperSingle";
	aiRateOfFire = 5.0;	// delay between shots at given distance
	sound[] = {"\ca\Weapons\Sound\m21", db0, 1};
	displayName = $STR_DN_M21;
	magazines[] = {M21};

	class Library {
		libTextDesc = $STR_LIB_M21;
	};
};

class SVDDragunov : SVD {
	magazines[] = {"SVDDragunov"};
	model = "\CWR\CWR_weapons\cwr_rifles\CWR_SVD_dragunov_proxy.p3d";
	opticsZoomMin = 0.04;
	opticsZoomMax = 0.04;
	distanceZoomMin = 300;
	distanceZoomMax = 300;
};

class M60 : Rifle {
	scope = public;
	model = "\CWR\CWR_weapons\cwr_rifles\M60.p3d";
	displayName = $STR_DN_M60_MG;
	cursor = "MGCursor";
	cursoraim = "\ca\Weapons\Data\w_lock";
	reloadTime = 0.1;
	recoil = "mgunBurst3";
	recoilProne = "M240RecoilProne";
	dispersion = 0.0038;
	aiRateOfFire = 0.5;	// delay between shots at given distance
	aiRateOfFireDistance = 1000;
	minRange = 2;
	minRangeProbab = 0.1;
	midRange = 200;
	midRangeProbab = 0.7;
	maxRange = 600;
	maxRangeProbab = 0.01;
	aiDispersionCoefY = 5.0;
	aiDispersionCoefX = 5.0;
	autoFire = true;
	dexterity = 0.96;
	type = 1	 + 	4;
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\w_m60.paa";
	UiPicture = "\CA\weapons\data\Ico\i_mg_ca.paa";
	sound[] = {"\hifi_Novus_Aevum_weapons\m249_s", db11, 1};
	reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\M60gun_reload", 0.000316228, 1};
	magazines[] = {M60};

	class Library {
		libTextDesc = $STR_LIB_M60;
	};
};

class PK : M60 {
	model = "\ca\weapons\PK_MG_proxy";
	displayName = $STR_DN_PK;
	recoilProne = "PKMRecoilProne";
	dispersion = 0.0038;
	aiDispersionCoefY = 7;
	aiDispersionCoefX = 7;
	dexterity = 0.96;
	picture = "\CA\weapons\data\equip\w_pk_ca.paa";
	sound[] = {"\hifi_Novus_Aevum_weapons\pk_s", db12, 1};
	magazines[] = {"PK"};

	class Library {
		libTextDesc = $STR_LIB_PK;
	};
};

class HK : MP5SD {
	displayName = $STR_DN_HK;
	magazines[] = {"HK"};
	modes[] = {"Single", "Burst", "FullAuto"};

	class Single : Mode_SemiAuto {
		displayName = $STR_DN_HK;
		sound[] = {"\ca\Weapons\Data\Sound\MP5_silenced_SS", db-40, 1};
		reloadTime = 0.07;
		recoil = "subMachineGunBase";
		recoilProne = "subMachineGunBase";
		dispersion = 0.002;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 40;
		midRangeProbab = 0.7;
		maxRange = 150;
		maxRangeProbab = 0.05;
		aiRateOfFire = 5.0;	// delay between shots at given distance
	};

	class Burst : Mode_Burst {
		displayName = "$STR_DN_HK_Burst";
		sound[] = {"\ca\Weapons\Data\Sound\MP5_silenced_SS", db-40, 1};
		soundContinuous = 0;
		soundBurst = 0;
		reloadTime = 0.1;
		ffCount = 1;
		recoil = "subMachineGunBase";
		recoilProne = "subMachineGunBase";
		dispersion = 0.004;
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 30;
		midRangeProbab = 0.7;
		maxRange = 60;
		maxRangeProbab = 0.05;
		aiRateOfFire = 5.0;	// delay between shots at given distance
	};

	class FullAuto : Mode_FullAuto {
		displayName = $STR_DN_HK_AUTO;
		sound[] = {"\ca\Weapons\Data\Sound\MP5_silenced_SS", db-40, 1};
		soundContinuous = 0;
		reloadTime = 0.1;
		ffCount = 1;
		recoil = "subMachineGunBase";
		recoilProne = "subMachineGunBase";
		dispersion = 0.006;
		minRange = 2;
		minRangeProbab = 0.2;
		midRange = 20;
		midRangeProbab = 0.7;
		maxRange = 40;
		maxRangeProbab = 0.05;
		aiRateOfFire = 5.0;	// delay between shots at given distance
	};

	class Library {
		libTextDesc = $STR_LIB_HK;
	};
};

class BizonBase : Rifle {
	scope = protected;
	model = "\CWR\CWR_weapons\cwr_rifles\bizon.p3d";
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\w_bizon.paa";
	optics = true;
	displayName = $STR_DN_ADD_BIZON;
	drySound[] = {"\ca\Weapons\Sound\M16dry.wss", 0.003162, 1};
	modes[] = {"Single", "Fullauto"};

	class Single : Mode_SemiAuto {
		displayName = $STR_DN_ADD_BIZON;
		dispersion = 0.01;
		sound[] = {"\ca\weapons\sound\bizon.wss", db-70, 1};
		reloadTime = 0.1;
		recoil = "subMachineGunBase";
		recoilprone = "subMachineGunBase";
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 40;
		midRangeProbab = 0.7;
		maxRange = 150;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
		showToPlayer = true;
	};

	class FullAuto : Mode_FullAuto {
		displayName = $STR_DN_ADD_BIZON_AUTO;
		dispersion = 0.015;
		sound[] = {"\ca\weapons\sound\bizon.wss", db-70, 1};
		reloadTime = 0.07;
		recoil = "subMachineGunBase";
		recoilprone = "subMachineGunBase";
		minRange = 2;
		minRangeProbab = 0.2;
		midRange = 20;
		midRangeProbab = 0.7;
		maxRange = 40;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
		showToPlayer = true;
	};
};

class Bizon : BizonBase {
	scope = public;
	displayName = $STR_DN_ADD_BIZON;
	magazines[] = {"BizonMag"};

	class Library {
		libTextDesc = $STR_LIB_CWR_BIZON;
	};
};

class SteyrBase : Rifle {
	scope = protected;
	model = "\CWR\CWR_weapons\cwr_rifles\steyr.p3d";
	modelOptics = "\CWR\CWR_weapons\cwr_rifles\optika_steyr";
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\w_steyr.paa";
	shortNameMagazine = $STR_DN_ADD_STEYR_AMMO_SHORT;
	drySound[] = {"\ca\Weapons\Sound\M16dry.wss", 0.003162, 1};
	modes[] = {"Single", "Fullauto"};

	class Single : Mode_SemiAuto {
		displayName = $STR_DN_ADD_STEYR;
		dispersion = 0.0002;
		sound[] = {"\ca\weapons\sound\Steyr.wss", db0, 1};
		reloadTime = 0.1;
		recoil = "assaultRifleBase";
		recoilProne = "assaultRifleBase";
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 250;
		midRangeProbab = 0.7;
		maxRange = 400;
		maxRangeProbab = 0.05;
		aiRateOfFire = 2.5;	// delay between shots at given distance
		showToPlayer = true;
	};

	class FullAuto : Mode_FullAuto {
		displayName = $STR_DN_ADD_STEYR_AUTO;
		dispersion = 0.0003;
		sound[] = {"\ca\weapons\sound\Steyr.wss", db0, 1};
		reloadTime = 0.07;
		recoil = "assaultRifleBase";
		recoilFixed = "assaultRifleBase";
		recoilProne = "assaultRifleBase";
		minRange = 2;
		minRangeProbab = 0.1;
		midRange = 80;
		midRangeProbab = 0.7;
		maxRange = 200;
		maxRangeProbab = 0.05;
		aiRateOfFire = 0.5;	// delay between shots at given distance
		showToPlayer = true;
	};
};

class Steyr : SteyrBase {
	scope = public;
	displayName = $STR_DN_ADD_STEYR;
	magazines[] = {"SteyrMag"};

	class Library {
		libTextDesc = $STR_LIB_STEYR;
	};
};

class KozliceBall : Rifle {
	scope = private;
	displayName = $STR_DN_KOZLICE_BALL;
	sound[] = {"\ca\Weapons\Sound\kozl_single.wss", db0, 1};
	drySound[] = {"\ca\Weapons\Sound\M16dry.wss", 0.01, 1};
	reloadMagazineSound[] = {"\ca\Weapons\Sound\kozl_load.wss", 0.000316, 1};
	ammo = "KozliceBall";
	count = 1;
	multiplier = 1;
	burst = 1;
	dispersion = 0.0002;
	soundContinuous = 0;
	reloadTime = 0.05;
	ffCount = 1;
	recoil = "sniperSingle";
	recoilFixed = "riffleSingleFixed";
	autoFire = false;
	aiRateOfFire = 5.0;	// delay between shots at given distance
	aiRateOfFireDistance = 500;
	useAction = false;
	useActionTitle = "";
};

class KozliceShell : Rifle {
	scope = private;
	displayName = $STR_DN_KOZLICE_SHELL;
	sound[] = {"\ca\Weapons\Sound\kozl_single.wss", db0, 1};
	drySound[] = {"\ca\Weapons\Sound\M16dry.wss", 0.01, 1};
	reloadMagazineSound[] = {"\ca\Weapons\Sound\kozl_load.wss", 0.000316, 1};
	ammo = "KozliceShell";
	count = 7;
	multiplier = 1;
	burst = 7;
	division = 7;
	dispersion = 0.0001;
	soundContinuous = 0;
	reloadTime = 0.001;
	magazineReloadTime = 3;
	ffCount = 1;
	recoil = "sniperSingle";
	recoilFixed = "riffleSingleFixed";
	autoFire = false;
	aiRateOfFire = 5.0;	// delay between shots at given distance
	aiRateOfFireDistance = 500;
	useAction = false;
	useActionTitle = "";
};

class Kozlice {
	scope = public;
	type = VArmor;
	displayName = $STR_DN_KOZLICE;
	model = "\CWR\CWR_weapons\cwr_rifles\kozlice.p3d";
	picture = "\CWR\CWR_weapons\cwr_rifles\data\equip\w_kozlice.paa";
	nameSound = "rifle";
	fireLightDuration = 0.0;
	fireLightIntensity = 0.0;
	selectionFireAnim = "zasleh";
	muzzles[] = {"KozliceBallMuzzle", "KozliceShellMuzzle"};

	class KozliceBallMuzzle : KozliceBall {
		magazines[] = {"KozliceBall"};
	};

	class KozliceShellMuzzle : KozliceShell {
		magazines[] = {"KozliceShell"};
	};

	class Library {
		libTextDesc = $STR_LIB_KOZLICE;
	};
};

class Mortar : GrenadeLauncher {
	scope = protected;
	displayName = $STR_DN_MORTAR_W;
	minRange = 45;
	minRangeProbab = 0.5;
	midRange = 240;
	midRangeProbab = 0.55;
	maxRange = 450;
	maxRangeProbab = 0.0;
	modes[] = {this, this};
};

class AK47Mortar : Mortar {};

class AK74Mortar : Mortar {};
};

class CfgNonAIVehicles {
class ProxyWeapon {};
};

Of course, you have to make sure to have HIFI addons within your CWR\Addons folder or by using HIFI MOD alongside CWR.

And don't forget to delete the previous config.bin.

Believe me, the experience is way better with HIFI SFX pack.

Regards,

TB

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We had then to decide: Release what we have, or abandon all the work and donations and wait for ArmA2.

Hey c'mon! Not releasing would have been Duke Nukem forever - They have made propably three DNFs and not released a single one of them. So thank you for doing the right thing! This news made my Jaw drop!

Downloading now.

I tried out the demo while ago. I think it caught the atmosphere of the original OFP very well. I used to think ArmA wasn't that good-- that is, BEFORE I played CWR. :)

If you ever make CWR for ArmA2 I don't think no-one will ever care if you use the same models and textures, as they are such high quality. I think it's about shaders these days. :P

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how can i unbin the pbo? open with notepad?

or can someone upload the file? so members could easily play it with the hifi sound mod

Oke i managed to open the file, and i now have text file named config with the content above. how do i repack it in the pbo again?

Edited by Sgt Gul

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you mean the whole rifle pbo file?

going to bed now, ill download it tomorrow after work.

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@Thunderbird

Thanks for the config mate, works a charm. ;)

@CWR

Was playing the credits and it CTD. It was the scene with the A10s in the hangers. Loved the dancing scene near the beginning, cracked me up. :D

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Guys, as much as I understand you but... playing around with our configs and addons does make hunting bugs down much, much more harder because we simply don't know who caused an issue, you by editing the configs or us.

We're open to any suggestions re. better sounds and if one of the many soundmods around wants to work with us, we're more than happy to include their sounds in the next patch - depending on how much work it is.

But please: Do not modify our files at the moment to 'pimp' the Mod, it's counterproductive, really. :unhappy:

@Law-Giver

We're aware of the CTD, however we're not sure what is causing it. Sometimes it appear twice and then the scene runs 5 times without CTD.

Edited by W0lle

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I'm having a lot of fun with it, but I don't find the Resistance campaign to be playable. Oh, it works, but I am not able to scavenge weapons, or arm my troops with anything other than Ak47 Czech. Many missions require you to be able to give RPGs to various troops, otherwise you run into Soviet BMPs and get slaughtered with nothing bigger than the rare Ak-74 to take them on.

Other than that, CWR is amazing. The Flashpoint campaign is beautiful, and again filled me with the same wonder I felt all those years ago. Well done, guys!

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From my understanding of the problem, all missiles and rockets have the same effect applied to them hard-coded, so taking away the missile trails from the LAW will result in the guided missiles having no trail.

Some ideas:

Perhapse having less rocket smoke might look better?

Treat the RPG/LAW as a grenade launcher?

Ask ACEmod how they got it to work (they seem to have rockets on helicopters with smoke and launchers without)?

I'm up to the Pathfinder mission but I think I'll wait unitl the patch so the AI stops using rockets on infantry since the start turns into a massive rocket fest! (funny watching my guys go flying though)!:yay:

The main gripe at the moment isn't a problem with the mod but with ARMA, I've not been able to rely on my AI units at all so far. Things like pointing in the wrong direction or not seeing enemies until they're right infront of them means that most friendly AI is killed at the first engagment (had to do the tank stages by myself since all the friendly tanks got killed by the first group of rpgs).

Edited by Flanker15

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HI, yeah, that's the big problem of the ArmA, that the AI is much less effective than the

OFP's AI, so you've to do it all by yourself and it makes it all harder; as an OFP behviour

that the AI use the RPG weapons againist infantry, which was a bad point. Let's C ya

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Seeing the already closed poll remembered me of some pics i forgot to show ..

th_emoattack1.jpg th_emoattack.jpg

Now who the hell is that? :D

PS: thx for the 'fix' thunderbird! :dance1:

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Regarding my "resistance problem": It's very strange, i downloaded it again from a different mirror (armedassault.info), the installation goes ok but i didn't have that po on my cwr addons folder... :(

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Hi, Mr. Burns, i think that "it's name" is Michael Jackson, but i could be wrong. Let's C ya

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Hi, Mr. Burns, i think that "it's name" is Michael Jackson, but i could be wrong. Let's C ya

Eheheheh.

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Seeing the already closed poll remembered me of some pics i forgot to show ..

Now who the hell is that? :D

PS: thx for the 'fix' thunderbird! :dance1:

Hehe, Me too. I just thought it was a customized face in new Mod.

Edited by W0lle
quoted picture

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I would have happily worked on this mod from the begining, but never got asked. We're not mind readers....LOL, anyways not to worry, andersson asked me to make some new CWR specific sounds for our CWR replacement. Expect it in afew weeks CWR/HiFi fans.

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I'm playing the CWC Campaign and I can't get past the Camping mission :o

AI falls like flys (of course only my side), and me shortly after. It's a little ridiculous to see them watching every direction except the one the enemy is firing from (but thats an Arma thing ;) ). Maybe I'm too old for these games, it's been nearly 10 years and I'm over 30 now, but I don't remember this mission to be so hard. I guess it's a mix of AI being able to see more in the new engine and the old missions simply not designed to account for this and me being a little rusty :)

Oh well, the fact that I care enough to write this should be testament to the outstanding work you guys did with the conversion, I love it, the old Islands are beautiful in the newer engine, two thumbs up :bounce3:

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