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Bnae

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Posts posted by Bnae


  1. I haven't seen any tutorials that i could share.

     

    With the pistol you just do the same thing. Go to the pistols config > check what type of magazine it's using > look at the magazine config and check what type of ammo it's using > and lastly you copy the ammo config and customize it.

    If you're using the same ammo class name as the original config you will override the original one and the weapon will use it.

     

    If you cannot figure it out just ask and i will help more.


  2. Well you can do that as well. Just remember that you're now unable to use the default 93x64 ammo

    class CfgPatches
    {
    	class BNAE_Weapons_F_Mark
    	{
    		author="Bnae";
    		name="Custom ammo";
    		url="";
    		requiredAddons[]=
    		{
    			"A3_Data_F_Mark",
    			"A3_Weapons_F_Bootcamp",
    			"A3_Weapons_F_Mark"
    		};
    		requiredVersion=0.1;
    		units[]={};
    		weapons[]={};
    	};
    };
    class CfgAmmo
    {
    	class BulletBase;
    	class B_93x64_Ball: BulletBase
    	{
    		hit=9999;
    		indirectHit=0;
    		indirectHitRange=0;
    		cartridge="FxCartridge_93x64_Ball";
    		audibleFire=80;
    		visibleFireTime=3;
    		dangerRadiusBulletClose=10;
    		dangerRadiusHit=14;
    		suppressionRadiusBulletClose=8;
    		suppressionRadiusHit=10;
    		cost=6;
    		airLock=1;
    		caliber=2.2;
    		typicalSpeed=785;
    		timeToLive=10;
    		model="\A3\Weapons_f\Data\bullettracer\tracer_green";
    		tracerScale=1.2;
    		tracerStartTime=0.075000003;
    		tracerEndTime=1;
    		airFriction=-0.00075000001;
    		class CamShakeExplode
    		{
    			power="(10^0.5)";
    			duration="((round (10^0.5))*0.2 max 0.2)";
    			frequency=20;
    			distance="((10^0.5)*3)";
    		};
    		class CamShakeHit
    		{
    			power=10;
    			duration="((round (10^0.25))*0.2 max 0.2)";
    			frequency=20;
    			distance=1;
    		};
    	};
    };
    

     

    Copy these lines to empty config.cpp. You should have something like @psrkallez06\addons\custom_ammo\config.cpp

    • Like 1

  3. I thought about making 85 at the beginning but i decided to not. Mostly because there is only few people who even know that rifle

     

    New texture for RK 95.

    For those who think why i'm wasting time making all the textures again > i'm also creating new templates for the textures so i can do camos much easier. And of course the textures looks better :P

    rk95.png

    • Like 9

  4. There is not attachments to RK 95 at the moment. I'm working on with six different weapons so it will take a time to make some attachments for each.

    And to say RK62 and RK95 are different assault rifles.

     

    I'm trying to get all the weapons out soon and after that i'll start making attachments and variations. Be patient :)

    • Like 1

  5. It should be, if there is any issues let me know and i'll fix em.

     

    Update on the function:

    - Light damage if not in vehicle or face is not covered.

    - Posibility to change the duration of the effect

     

    How to use?

    [1, 1] spawn BNAE_fnc_sandstorm 

    The first number defines the volume of the effect > 1 medium, 2 full

    The second number is the duration > Min. 1, Max 10

     

    https://dl.dropboxusercontent.com/u/96309521/%40BFunction.rar

    • Like 1

  6. Hello,

     

    just a quick question. Is there a simple way to destroy the effect with fade?

     

    Example

    _handleblur = ppEffectCreate ["DynamicBlur", 405]; 
    _handleblur ppEffectAdjust [0.5]; 
    _handleblur ppEffectCommit 10;
    _handleblur ppEffectEnable true;
    
    Sleep 10;
    
    _handleblur ppEffectEnable false; ppEffectDestroy _handleblur;
    

    -Bnae

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