txalin 2 Posted May 21, 2009 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.... :\ Share this post Link to post Share on other sites
W0lle 1048 Posted May 21, 2009 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 cwr2_editor is obsolete and is not included.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. Share this post Link to post Share on other sites
max power 21 Posted May 21, 2009 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: Share this post Link to post Share on other sites
mr burns 131 Posted May 21, 2009 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: Share this post Link to post Share on other sites
andersson 285 Posted May 21, 2009 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. Share this post Link to post Share on other sites
manzilla 1 Posted May 21, 2009 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. Share this post Link to post Share on other sites
W0lle 1048 Posted May 21, 2009 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. Share this post Link to post Share on other sites
Thunderbird 0 Posted May 21, 2009 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 Share this post Link to post Share on other sites
Peter_Bullet 0 Posted May 21, 2009 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 Share this post Link to post Share on other sites
sgt gul 0 Posted May 21, 2009 (edited) 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 May 21, 2009 by Sgt Gul Share this post Link to post Share on other sites
Thunderbird 0 Posted May 21, 2009 Well, I would simply upload the file if CWR does allow it. Regards, TB Share this post Link to post Share on other sites
sgt gul 0 Posted May 21, 2009 you mean the whole rifle pbo file? going to bed now, ill download it tomorrow after work. Share this post Link to post Share on other sites
law-giver 190 Posted May 21, 2009 @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 Share this post Link to post Share on other sites
W0lle 1048 Posted May 21, 2009 (edited) 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. @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 May 21, 2009 by W0lle Share this post Link to post Share on other sites
Clavicula_nox4817 0 Posted May 22, 2009 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! Share this post Link to post Share on other sites
Flanker15 0 Posted May 22, 2009 (edited) 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)! 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 May 22, 2009 by Flanker15 Share this post Link to post Share on other sites
wipman 1 Posted May 22, 2009 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 Share this post Link to post Share on other sites
mr burns 131 Posted May 22, 2009 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: Share this post Link to post Share on other sites
txalin 2 Posted May 22, 2009 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... :( Share this post Link to post Share on other sites
wipman 1 Posted May 22, 2009 Hi, Mr. Burns, i think that "it's name" is Michael Jackson, but i could be wrong. Let's C ya Share this post Link to post Share on other sites
von_paulus 0 Posted May 22, 2009 Hi, Mr. Burns, i think that "it's name" is Michael Jackson, but i could be wrong. Let's C ya Eheheheh. Share this post Link to post Share on other sites
RUDOLF 9 Posted May 22, 2009 (edited) 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 May 22, 2009 by W0lle quoted picture Share this post Link to post Share on other sites
Mark XIII (DayZ) 18 Posted May 22, 2009 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. Share this post Link to post Share on other sites
sgt gul 0 Posted May 22, 2009 thats wonderfull, cant wait for it Mark Share this post Link to post Share on other sites
KKB 0 Posted May 22, 2009 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: Share this post Link to post Share on other sites