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max

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Everything posted by max

  1. max

    Most wanted choppers

    Why am I not hearing everyone screaming for an MH60/L DAP (or AH60/L DAP) aka Dark Queen? It is the coolest chopper there is!
  2. Screens ----->http://maxswe.tripod.com/workshop/id15.html What do you think?
  3. I'm probably going to release it tonight or tomorrow... (Swedish time). It will have the rust-colored textures in this release. But they will hopefully be replaced when the next version is released.
  4. fighter, It is pretty much finished and I think I will release it this weekend. Maybe... (I need to fix some things first.) About the redish color, it looks that way because of the photo that the textures were made of. I'm trying to change the color so that it will be more dark green, but since I'm not so good with textures I need to get in contact with my texturing-guy.
  5. max

    Pub beta ak5c (swedish fnc)

    Can you make one with an aimpoint sight? It would be more realistic since the real AK5C will have that. And BTW, great work!
  6. Go easy on me, it's my first attempt at making one // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class SoldierWAK5BSD { units[] = {SoldierWAK5BSD}; weapons[] = {AK5BSD}; requiredVersion = 1.75; }; }; class CfgAmmo { class Default{}; class BulletSingle: Default{}; class BulletSingleW: BulletSingle{}; class BulletSilencedSingleW: BulletSingleW { indirectHitRange=0.100000; visibleFire=0.055000; audibleFire=0.055000; visibleFireTime=2; tracerColor[]={0,0,0,0.005000}; tracerColorR[]={0,0,0,0.005000}; }; class BulletBurst: BulletSingle{}; class BulletFullAuto: BulletBurst{}; class BulletFullAutoW: BulletFullAuto{}; class BulletSilencedFullAutoW: BulletFullAutoW { indirectHitRange=0.100000; visibleFire=0.070000; audibleFire=0.070000; visibleFireTime=3; tracerColor[]={0,0,0,0.005000}; tracerColorR[]={0,0,0,0.005000}; }; }; class CfgWeapons { class Default {}; class MGun : Default {}; class Riffle: MGun {}; class M16 : Riffle {}; class AK5BSD: M16 { scopeWeapon=2; scopeMagazine=2; model="\AK5BSD\AK5BLJ.p3d"; modelOptics="optika_snpierw"; picture="\AK5BSD\weapics\w_AK5b.paa"; optics=1; opticsZoomMin=0.050000; opticsZoomMax=0.200000; displayName="AK5B SD"; displayNameMagazine="AK5Bmag"; shortNameMagazine="AK5Bmag"; drySound[]={"weapons\M16dry",0.010000,1}; magazines[]={"AK5Bmag"}; count=20; reloadMagazineSound[]={"\AK5BSD\sound\AK5_reload.wav",1.000000,1}; modes[]={"Single","Fullauto"}; class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="AK5B SD Semi"; dispersion=0.000200; sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="AK5B SD Auto"; dispersion=0.000400; sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=100; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; ///Magazine definitions; class AK5Bmag: AK5BSD { displayNameMagazine = AK5Bmag; shortNameMagazine = AK5Bmag; picture="\AK5BSD\weapics\m_Ak5.paa"; count=30; scopeWeapon=0; scopeMagazine=2; }; }; class CfgVehicles { class All {}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWAK5BLJ: SoldierWB { model="mc vojakw2.p3d"; displayName="Soldier AK5B (Suppressed)"; weapons[]={"AK5BSD","Binocular","NVGoggles","Throw","Pu t"}; magazines[]={AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,HandGrenade,HandGrenade,HandGrenade,Smoke Shell}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxySoldierWAK5BSD: ProxyWeapon { autocenter=0; scope=2; reversed=0; simulation="ProxyWeapon"; model="\AK5BSD\AK5BLJ.p3d"; }; };
  7. Well I got my O2 working again Don't know what was wrong... It just started working again. Anyways: Here it is in-game. Everything is working as it should. The only thing that is left is better textures! As you can see in the pic I'm not very handy with them Would anyone like to help me with them? I've got lots of photos which can be used.
  8. I'm making an AK5D with RIS. http://www.imgstudio.com/IMGphot....230.jpg http://www.imgstudio.com/IMGphot....813.jpg The second pic is of an earlier version, the lasersight was getting inte the way of the aimpoint and as you can see in the the first pic, it is now fixed. As you can see I'm not very good but I'm not a total newbie either The model is finished and I have no problem making an CPP-file, but, something is wrong with my O2 Light. I can't use Bulldozer, I've tried everything and asked lots of people but it is still not working... So I need someone to fit the textures, make the lods and then save it as a p3d-file. I have a nice pic which can be used for textures. Would someone like to help me with this?
  9. Come on guys! Can anyone please take some time to help me?
  10. Thanks for the advice guys! However, that doesn't fix my O2 Light problem From the start the only thing that didn't work was Bulldozer. Now days, the program itself crashes That's why I asked for help Would anyone like to help me on this one? Pleeeease Edit: This must be my personal record for smiles in one message
  11. max

    New weapon problems

    I have the same problem with my weapon. I can't aim the thing. When I enter scope view and I just spin around...
  12. max

    Finnish defence forces

    I am really looking forward to this addon Keep up the good work! Ei saa peittää
  13. max

    -noland - dx line

    I have the same problem.
  14. Oops, forgot to post the problem The problem I am having is that I can't aim the weapon. And when I go into "scope-mode" I begin to spin around very fast. Any ideas?
  15. Go easy on me, it's my first attempt at making one // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class SoldierWAK5BSD { units[] = {SoldierWAK5BSD}; weapons[] = {AK5BSD}; requiredVersion = 1.75; }; }; class CfgAmmo { class Default{}; class BulletSingle: Default{}; class BulletSingleW: BulletSingle{}; class BulletSilencedSingleW: BulletSingleW { indirectHitRange=0.100000; visibleFire=0.055000; audibleFire=0.055000; visibleFireTime=2; tracerColor[]={0,0,0,0.005000}; tracerColorR[]={0,0,0,0.005000}; }; class BulletBurst: BulletSingle{}; class BulletFullAuto: BulletBurst{}; class BulletFullAutoW: BulletFullAuto{}; class BulletSilencedFullAutoW: BulletFullAutoW { indirectHitRange=0.100000; visibleFire=0.070000; audibleFire=0.070000; visibleFireTime=3; tracerColor[]={0,0,0,0.005000}; tracerColorR[]={0,0,0,0.005000}; }; }; class CfgWeapons { class Default {}; class MGun : Default {}; class Riffle: MGun {}; class M16 : Riffle {}; class AK5BSD: M16 { scopeWeapon=2; scopeMagazine=2; model="\AK5BSD\AK5BLJ.p3d"; modelOptics="optika_snpierw"; picture="\AK5BSD\weapics\w_AK5b.paa"; optics=1; opticsZoomMin=0.050000; opticsZoomMax=0.200000; displayName="AK5B SD"; displayNameMagazine="AK5Bmag"; shortNameMagazine="AK5Bmag"; drySound[]={"weapons\M16dry",0.010000,1}; magazines[]={"AK5Bmag"}; count=20; reloadMagazineSound[]={"\AK5BSD\sound\AK5_reload.wav",1.000000,1}; modes[]={"Single","Fullauto"}; class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="AK5B SD Semi"; dispersion=0.000200; sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="AK5B SD Auto"; dispersion=0.000400; sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=100; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; ///Magazine definitions; class AK5Bmag: AK5BSD { displayNameMagazine = AK5Bmag; shortNameMagazine = AK5Bmag; picture="\AK5BSD\weapics\m_Ak5.paa"; count=30; scopeWeapon=0; scopeMagazine=2; }; }; class CfgVehicles { class All {}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWAK5BLJ: SoldierWB { model="mc vojakw2.p3d"; displayName="Soldier AK5B (Suppressed)"; weapons[]={"AK5BSD","Binocular","NVGoggles","Throw","Pu t"}; magazines[]={AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,HandGrenade,HandGrenade,HandGrenade,Smoke Shell}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxySoldierWAK5BSD: ProxyWeapon { autocenter=0; scope=2; reversed=0; simulation="ProxyWeapon"; model="\AK5BSD\AK5BLJ.p3d"; }; };
  16. Since I **** at making textures I was wondering if anyone would like to help me make them. The model is finished and the CPP-file is almost done. Here are some screens of it in-game. http://us.f1.yahoofs.com/users....RpzVoYg Just reply to this thread if you are intrested
  17. Go easy on me, it's my first attempt at making one // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class SoldierWAK5BSD { units[] = {SoldierWAK5BSD}; weapons[] = {AK5BSD}; requiredVersion = 1.75; }; }; class CfgAmmo { class Default{}; class BulletSingle: Default{}; class BulletSingleW: BulletSingle{}; class BulletSilencedSingleW: BulletSingleW { indirectHitRange=0.100000; visibleFire=0.055000; audibleFire=0.055000; visibleFireTime=2; tracerColor[]={0,0,0,0.005000}; tracerColorR[]={0,0,0,0.005000}; }; class BulletBurst: BulletSingle{}; class BulletFullAuto: BulletBurst{}; class BulletFullAutoW: BulletFullAuto{}; class BulletSilencedFullAutoW: BulletFullAutoW { indirectHitRange=0.100000; visibleFire=0.070000; audibleFire=0.070000; visibleFireTime=3; tracerColor[]={0,0,0,0.005000}; tracerColorR[]={0,0,0,0.005000}; }; }; class CfgWeapons { class Default {}; class MGun : Default {}; class Riffle: MGun {}; class M16 : Riffle {}; class AK5BSD: M16 { scopeWeapon=2; scopeMagazine=2; model="\AK5BSD\AK5BLJ.p3d"; modelOptics="optika_snpierw"; picture="\AK5BSD\weapics\w_AK5b.paa"; optics=1; opticsZoomMin=0.050000; opticsZoomMax=0.200000; displayName="AK5B SD"; displayNameMagazine="AK5Bmag"; shortNameMagazine="AK5Bmag"; drySound[]={"weapons\M16dry",0.010000,1}; magazines[]={"AK5Bmag"}; count=20; reloadMagazineSound[]={"\AK5BSD\sound\AK5_reload.wav",1.000000,1}; modes[]={"Single","Fullauto"}; class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="AK5B SD Semi"; dispersion=0.000200; sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="AK5B SD Auto"; dispersion=0.000400; sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=100; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; ///Magazine definitions; class AK5Bmag: AK5BSD { displayNameMagazine = AK5Bmag; shortNameMagazine = AK5Bmag; picture="\AK5BSD\weapics\m_Ak5.paa"; count=30; scopeWeapon=0; scopeMagazine=2; }; }; class CfgVehicles { class All {}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWAK5BLJ: SoldierWB { model="mc vojakw2.p3d"; displayName="Soldier AK5B (Suppressed)"; weapons[]={"AK5BSD","Binocular","NVGoggles","Throw","Pu t"}; magazines[]={AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,HandGrenade,HandGrenade,HandGrenade,Smoke Shell}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxySoldierWAK5BSD: ProxyWeapon { autocenter=0; scope=2; reversed=0; simulation="ProxyWeapon"; model="\AK5BSD\AK5BLJ.p3d"; }; };
  18. Done, thanks bro. Would anyone like to help me with the textures and the LODs? This is my fist time making an addon so I kind of **** at making anything else than the model (and I think I'm getting the hang of making CPP-files also )
  19. Yes, I know. It's a very stealthy weapon (I will fix it later)
  20. Thanks for the tip New try: http://www.imgstudio.com/IMGphot....104.jpg http://www.imgstudio.com/IMGphot....955.jpg
  21. Here is another screen. http://us.f1.yahoofs.com/users....499W3.i
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