JoCreation 10 Posted March 22, 2010 Hi all Slingshot-Mod © 2010 By JoCreation ONLY FOR NON-COMMERCE USING! This is a BETA-VERSION This is my first ARMA2-Mod to release. Its a beta-release. I need professional help to finish this mod. Only the model.cfg makes trouble (The speed of the sling, during the shot-procedure, its to slow! Maybe I forgot to use any parameters?) I don't know. At First the Class-Names of all (to use in scripts) Slingshot (german: Steinschleuder) = JoC_Flitsche Magazine of slingshot (german: Kugelsack) = JoC_FlitschMag The simple steelball (german: Stahlkugel) = JoC_FlitschBul Reammobox with Slingshot and Mun (german: Munitionskiste) = JoC_Crate I add a "open-source"-Pack of my Mod to find the bugs. I tried to implement a black-tracer bullet (p3d-model inside) but my first problem is the speed of the sling. You have all permissions to modified the mod, even the config.cpp and the model.cfg Joc_Handgun (Main -Data (paa-files, rvmat-files) -picture (small picture-files to explain for the ammobox inside ) -Joc_Flitsche (main p3d-File with the model.cfg, model of the slingshot) -SchleuderMag (p3d-Model of the small Bag with the steelballs (Magazine)) -sound (ogg-soundfiles, shot, dry-shot, magazine-reload) -icons (paa-icon for the ammobox, using in missioneditor) -crate (p3d-modell of the ammobox) -JoC_Cartridge (p3d-modell of bullet and bullet with black tracer) don't forget to give me credits and don't forget to give credits yourselve download here: http://www.filefront.com/15898875/JoC-Slingshot-Mod.rar/ have fun JoTheising ---------- Post added at 10:56 AM ---------- Previous post was at 10:52 AM ---------- Hi please share this mod to other forums, like ArmA2-Info.com, Armaholic.com, Arma2.de etc thanks Share this post Link to post Share on other sites
11aTony 0 Posted March 22, 2010 Lol, slingshot. Nice one, thanks. Share this post Link to post Share on other sites
Nightrain 10 Posted March 22, 2010 Release frontpaged on the Armaholic homepage. JoC Slingshot Share this post Link to post Share on other sites
miller 49 Posted March 22, 2010 Nice thanks JoCreation ArmA2Base.de Mirror: JoC Slingshot beta by JoCreation a little bit tested: :) <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=8QmknB3QqAs&hl=de_DE&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=8QmknB3QqAs&hl=de_DE&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Kind regards Miller Share this post Link to post Share on other sites
SAAF 10 Posted March 22, 2010 Hi JoCreation, Did some chk's ingame nice concept, i will modify the animation and think if you use a user Recoil action you can get the effect with animPeriod eith smaller values, I would also combine translation to give it a more relastic animation. O and ill down the Hit value! Anyway will send it to you when done! Cheerz Share this post Link to post Share on other sites
JoCreation 10 Posted March 23, 2010 (edited) @All Many Thanks to you all @SAAP Hi JoCreation, Did some chk's ingame nice concept, i will modify the animation and think if you use a user Recoil action you can get the effect with animPeriod eith smaller values, I would also combine translation to give it a more relastic animation. O and ill down the Hit value! Anyway will send it to you when done! Cheerz I had the same idea. but i tried to find the solutions on the other way. Here my Chart: The Result should be this: The "FX-Cartridge9mm"-Class contains the Tracer-Parameter with the model. I hope, You have any ideas :) JoTheising Edited March 23, 2010 by JoCreation wrong picture Share this post Link to post Share on other sites
mr burns 131 Posted March 25, 2010 (edited) That´s changing the tracer object, not the anim. Right? You want to have it like this: class CfgAmmo { /*extern*/ class Default; /*extern*/ class BulletCore; /*extern*/ class BulletBase; class cal68_Ball: BulletBase { model = "\cal68w\cal68_ball_grun.p3d"; // Declares path to model. }; class cal68_propaint: cal68_Ball { airFriction = -0.020000; model = "\cal68w\cal68_ball_rotgelb.p3d"; }; }; Without the cal68 prefixes of course :p http://community.bistudio.com/wiki/CfgAmmo_Config_Reference Edited March 25, 2010 by Mr Burns Share this post Link to post Share on other sites
JoCreation 10 Posted March 25, 2010 @burns I will test it at evening in my config.cpp. Im on the way to solve my problem many thanks Mr. Burns JoCreation Share this post Link to post Share on other sites