Jump to content

swtx

Member
  • Content Count

    471
  • Joined

  • Last visited

  • Medals

Everything posted by swtx

  1. Just FYI, I spoke with Laxman and he told me that the reason my config is not working is that the part of the config that deals with handling the sounds is outdated and is being overwritten by the new sound engine config. See this page for details on how to build the correct config with sound shaders. BIS WIKI
  2. Please take a look at my custom config. Everything works except custom sounds. I must be doing something wrong. Thx in advance for your help. class cfgPatches { class PG_Zubr_357 { authors[] = {"Project Genesis Team"}; author = "SWTX"; name="Rhino .357 Magnum"; requiredAddons[]={"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion=0.1; units[]={}; ammo[]={"B_357_JHP"}; magazines[]={"6Rnd_357magnum_Cylinder"}; weapons[]={"hgun_Pistol_heavy_02_357_F"}; }; }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP: B_762x51_Ball { hit=12; caliber=1.6 deflecting=15; audibleFire=50; cost=1.2; typicalSpeed=825; }; }; class CfgMagazines { class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder: 6Rnd_45ACP_Cylinder { ammo="B_357_JHP"; author="Project Genesis Team"; picture="\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa"; displayName=".357 Magnum 6Rnd Speed Loader"; descriptionShort="$STR_A3_CfgMagazines_6Rnd_45ACP_Cylinder1"; initSpeed=825; count=6; mass=6; }; }; class Mode_SemiAuto; class SlotInfo; class CowsSlot; class CfgWeapons { class hgun_Pistol_heavy_02_F; class hgun_357_Magnum : hgun_Pistol_heavy_02_F { class WeaponSlotsInfo; }; class hgun_Pistol_heavy_02_357_F: hgun_357_Magnum { author="Project Genesis Team"; _generalMacro="hgun_Pistol_heavy_02_357_F"; baseWeapon="hgun_Pistol_heavy_02_357_F"; scope=2; model="\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d"; picture="\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa"; magazines[]= { "6Rnd_357magnum_Cylinder" }; displayname="Rhino .357 Magnum"; descriptionShort="A Zubr Rhino Revolver designed to chamber .357 Magnum."; initSpeed=825; class WeaponSlotsInfo: WeaponSlotsInfo { mass=40; holsterScale=0.85000002; class CowsSlot: CowsSlot { compatibleItems[]= { "optic_Yorris", }; iconPosition[]={0.40000001,0.30000001}; iconScale=0.15000001; }; class MuzzleSlot { }; }; class hgun_Pistol_heavy_02_357_F; // External class reference class hgun_Pistol_heavy_02_357_Yorris_F: hgun_Pistol_heavy_02_357_F { author="Project Genesis Team"; _generalMacro="hgun_Pistol_heavy_02_357_Yorris_F"; class LinkedItems { class LinkedItemsOptic { slot="CowsSlot"; item="optic_Yorris"; }; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600}; begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600}; begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1400}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1400}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1400}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1400}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1400}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; }; }; }; };
  3. swtx

    Help with mod

    The best way to start is with a config template. You can use mine. You will have to study it and notice that most of the custom items in the config are referred to by class name. This will get you started. This config will pack and compile just fine. Should work in-game. Enjoy ! Scott Out ! class CfgPatches { class NSWU_Config { units[] = {"NSWU_2035, Seal Team Six"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; //************************************************************************************************************************************************************************************************ //***** Factions ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class cfgFactionClasses { class Custom_Faction { displayName = "NSWU_2035, Seal Team Six"; priority = 1; // Position in list. side = 1; // Opfor = 0, Blufor = 1, Indep = 2. icon = "Forest Assets\UI\seal_t700.paa"; //Custom Icon }; }; class UniformSlotInfo { slotType = 0; linkProxy = "-"; }; class CfgVehicles { //************************************************************************************************************************************************************************************************ //***** Units ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class B_Soldier_F; class B_medic_F; class Custom_Uniform: B_soldier_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Seal Team Six, Team Commander (EBR)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; backpack = "Custom_Backpack_Carryall"; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Custom_Camo_SS"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"srifle_EBR_ARCO_pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"srifle_EBR_ARCO_pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","SmokeShellYellow"}; respawnMagazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","SmokeShellYellow"}; linkedItems[] = {"Custom_Backpack_Carryall", "H_Cap_blk_CMMG","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","Laserdesignator_02","acc_pointer_IR","FirstAidKit"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","H_Cap_blk_CMMG","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","Laserdesignator_02","acc_pointer_IR","FirstAidKit"}; }; class Custom_Uniform_SS: B_soldier_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Master Chief, (SPAR 16 GL)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS"; backpack = "Custom_Backpack_Carryall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"arifle_SPAR_01_GL_blk_ACO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"arifle_SPAR_01_GL_blk_ACO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_556x45_Stanag_Tracer_Yellow","1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell"}; respawnMagazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_556x45_Stanag_Tracer_Yellow","1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell"}; linkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","Laserdesignator_02","acc_pointer_IR","FirstAidKit"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","Laserdesignator_02","acc_pointer_IR","FirstAidKit"}; }; class Custom_Uniform_SS1: B_soldier_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Petty Officer, First Class (HMG)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS1"; backpack = "Custom_Backpack_Carryall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"MMG_01_hex_ARCO_LP_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"MMG_01_hex_ARCO_LP_F","Throw","hgun_Pistol_heavy_01_MRD_F","Put"}; magazines[] = {"150Rnd_93x64_Mag","150Rnd_93x64_Mag","150Rnd_93x64_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen"}; respawnMagazines[] = {"150Rnd_93x64_Mag","150Rnd_93x64_Mag","150Rnd_93x64_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen"}; linkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","optic_tws_mg","FirstAidKit"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","CUstom_Helmet2","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","optic_tws_mg","optic_Holosight","FirstAidKit"}; }; class Custom_Uniform_SS2: B_soldier_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Petty Officer, 3rd Class (AT)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO uniformClass = "Custom_Camo_SS2"; backpack = "Custom_Backpack_Carryall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"arifle_SPAR_01_blk_ERCO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","launch_B_Titan_short_tna_F","Throw","Put"}; respawnWeapons[] = {"arifle_SPAR_01_blk_ERCO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","launch_B_Titan_short_tna_F","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Titan_AT","Titan_AP","Titan_AT","Titan_AT","Titan_AT"}; respawnMagazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Titan_AT","Titan_AP","Titan_AT","Titan_AT","Titan_AT"}; linkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","acc_pointer_IR","FirstAidKit"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_acp","acc_pointer_IR","FirstAidKit"}; }; class Custom_Uniform_SS3: B_medic_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Petty Officer, First Class (Medic)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS3"; backpack = "Custom_Backpack_Carryall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"arifle_SPAR_01_GL_blk_ACO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"arifle_SPAR_01_blk_ERCO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen"}; respawnMagazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen"}; linkedItems[] = {"Custom_Backpack_Carryall","CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","acc_pointer_IR","Medikit"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_acp","muzzle_snds_M","acc_pointer_IR","Medikit"}; }; class Custom_Uniform_SS4: B_soldier_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Petty Officer, First Class (Demo)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_bootcamp\Guerrilla\ig_guerrilla_6_1.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS4"; backpack = "Custom_Backpack_Carryall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"arifle_SPAR_01_blk_ERCO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"arifle_SPAR_01_blk_ERCO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","DemoCharge_Remote_Mag","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","SatchelCharge_Remote_Mag","ATMine_Range_Mag"}; respawnMagazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","DemoCharge_Remote_Mag","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","SatchelCharge_Remote_Mag","ATMine_Range_Mag"}; linkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_M","acc_pointer_IR","FirstAidKit"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","acc_pointer_IR","FirstAidKit"}; }; class Custom_Uniform_SS5: B_soldier_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Petty Officer, 2nd Class (Scout)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_bootcamp\Guerrilla\ig_guerrilla_6_1.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS5"; backpack = "Custom_Backpack_Carryall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"srifle_DMR_06_camo_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"srifle_DMR_06_camo_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] ={"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","SmokeShellYellow"}; respawnMagazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","SmokeShellYellow"}; linkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_B","muzzle_snds_M","optic_Hamr","Laserdesignator_02","FirstAidKit"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_B","muzzle_snds_acp","optic_Hamr","Laserdesignator_02","FirstAidKit"}; }; class Custom_Uniform_SS6: B_soldier_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Chief Petty Officer, (Sniper)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_bootcamp\Guerrilla\ig_guerrilla_6_1.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS6"; backpack = "Custom_Backpack_Carryall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"SMG_05_F","srifle_LRR_tna_LRPS_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"SMG_05_F","srifle_LRR_tna_LRPS_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] = {"30Rnd_9x21_Mag_SMG_02_Tracer_Yellow","30Rnd_9x21_Mag_SMG_02_Tracer_Yellow","30Rnd_9x21_Mag_SMG_02_Tracer_Yellow","30Rnd_9x21_Mag_SMG_02_Tracer_Yellow","7Rnd_408_Mag","7Rnd_408_Mag","7Rnd_408_Mag","7Rnd_408_Mag","7Rnd_408_Mag","7Rnd_408_Mag","HandGrenade","MiniGrenade","SmokeShell","SmokeShellGreen","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag"}; respawnMagazines[] = {"30Rnd_9x21_Mag_SMG_02_Tracer_Yellow","30Rnd_9x21_Mag_SMG_02_Tracer_Yellow","30Rnd_9x21_Mag_SMG_02_Tracer_Yellow","30Rnd_9x21_Mag_SMG_02_Tracer_Yellow","7Rnd_408_Mag","7Rnd_408_Mag","7Rnd_408_Mag","7Rnd_408_Mag","7Rnd_408_Mag","7Rnd_408_Mag","HandGrenade","MiniGrenade","SmokeShell","SmokeShellGreen","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag"}; linkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","Rangefinder","muzzle_snds_L","optic_Nightstalker","FirstAidKit","optic_Aco_smg","optic_LRPS"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","Rangefinder","muzzle_snds_acp","optic_LRPS","optic_Nightstalker","FirstAidKit","optic_Aco_smg","optic_LRPS"}; }; class Custom_Uniform_SS7: B_soldier_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Petty Officer, Third Class (LMG)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_bootcamp\Guerrilla\ig_guerrilla_6_1.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS7"; backpack = "Custom_Backpack_Carryall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"LMG_03_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"LMG_03_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] = {"200Rnd_556x45_Box_Tracer_Red_F","200Rnd_556x45_Box_Tracer_Red_F","200Rnd_556x45_Box_Tracer_Red_F","200Rnd_556x45_Box_Tracer_Red_F","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","MiniGrenade","SmokeShell","SmokeShellOrange"}; respawnMagazines[] = {"200Rnd_556x45_Box_Tracer_Red_F","200Rnd_556x45_Box_Tracer_Red_F","200Rnd_556x45_Box_Tracer_Red_F","200Rnd_556x45_Box_Tracer_Red_F","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","HandGrenade","HandGrenade","MiniGrenade","SmokeShell","SmokeShellOrange"}; linkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_acp","FirstAidKit","optic_Aco","optic_tws_mg"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_acp","optic_tws_mg","optic_Aco","FirstAidKit"}; }; class Custom_Uniform_SS8: B_soldier_F { author = "Phase One Interactive"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "Petty Officer, First Class (SPAR 16 GL)"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "Custom_Faction"; model = "\A3\characters_f_bootcamp\Guerrilla\ig_guerrilla_6_1.p3d"; //NATO Rolled Up Sleeves uniformClass = "Custom_Camo_SS8"; backpack = "Custom_Backpack_Carryall"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\custom_forest_clothing_co.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\clothing1.rvmat"}; weapons[] = {"arifle_SPAR_01_GL_blk_ACO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"arifle_SPAR_01_GL_blk_ACO_Pointer_F","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_556x45_Stanag_Tracer_Yellow","1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell"}; respawnMagazines[] = {"30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_556x45_Stanag_Tracer_Yellow","1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell"}; linkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","acc_pointer_IR","FirstAidKit"}; respawnLinkedItems[] = {"Custom_Backpack_Carryall","CUstom_helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio","muzzle_snds_M","muzzle_snds_acp","acc_pointer_IR","FirstAidKit"}; }; class B_Carryall_Base; class Custom_Backpack_Carryall: B_Carryall_Base { author = "Phase One Interactive"; scope = 2; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_tortila"; displayName = "Carry All (Forest)"; picture = "Forest Assets\Forest_DCU\data\Tortilla_Icon_Forest.paa"; hiddenSelectionsTextures[]={"Forest Assets\Forest_DCU\data\textures\backpack_tortila_co.paa"}; maximumLoad = 260; mass = 40; }; }; class cfgWeapons { class ItemCore; // External class reference class UniformItem; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; // External class reference class Uniform_Base : ItemCore { class ItemInfo; // External class reference }; class Custom_Camo_SS: Uniform_Base { scope = 2; displayName = "[NSWU 2035] Forest Camo (RS)"; picture = "Forest Assets\Forest_DCU\data\UI\Combat_Fatigues_FOREST_UI_RS.paa"; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; class ItemInfo : UniformItem { uniformClass = "Custom_Uniform_SS"; containerClass = "Supply50"; mass = 50; }; }; //************************************************************************************************************************************************************************************************ //***** Vests ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class VestItem; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class Custom_Vest1: Vest_Camo_Base { scope=2; displayName="[NSWU 2035] Plate Carrier - Forest"; picture="Forest_DCU\data\textures\Forest_Plate_Carrier.paa"; model="A3\Characters_F\BLUFOR\equip_b_Vest01"; descriptionShort="$STR_A3_SP_AL_IV"; hiddenSelections[]= {"camo"}; hiddenSelectionsTextures[]= {"Forest Assets\Forest_DCU\data\textures\vest_forest_co.paa"}; class ItemInfo: VestItem { uniformModel="A3\Characters_F\BLUFOR\equip_b_Vest01"; containerClass="Supply120"; mass=100; hiddenSelections[]= {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=20; PassThrough=0.2; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=20; PassThrough=0.2; }; class Abdomen { hitpointName="HitAbdomen"; armor=20; passThrough=0.2; }; class Body { hitpointName="HitBody"; passThrough=0.2; }; }; }; }; //************************************************************************************************************************************************************************************************ //***** Headgear ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class H_HelmetB: ItemCore { class ItemInfo; }; class CUstom_Helmet1: H_HelmetB { displayName = "Gun Fighter Helmet - Forest"; picture = "Forest_DCU\data\UI\Forest_Helmet_ui.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Forest Assets\Forest_DCU\data\textures\equip1_coforest.paa"}; hiddenSelectionsMaterials[] = {"Forest Assets\Forest_DCU\data\textures\custom_helmet.rvmat"}; class ItemInfo: ItemInfo { mass = 20; allowedSlots[] = {901,605}; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic.p3d"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = "3*0.4"; passThrough = 0.65; }; }; class NSWU_Booniehat: H_HelmetB { scope = 2; displayName = "Booniehat Forest"; picture = "Forest Assets\Forest_DCU\data\UI\Icon_Boonie_Forest.paa"; model = "\A3\characters_f\common\booniehat"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Forest_DCU\data\texturesa\booniehat_co.paa"}; class ItemInfo : ItemInfo { mass = 15; allowedslots[] = {801, 901, 701, 605}; uniformModel = "\A3\characters_f\common\booniehat"; modelSides[] = {3,1}; hiddenSelections[] = {"camo"}; hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 0; passThrough = 0.75; }; }; };
  4. swtx

    Tanoa structure release to all

    Eventually, the assets will be released when BIS deems it appropriate to do so. Be patient and stay tuned :)
  5. Thanks for the help. Tried your fix and it compiles and runs just fine in-game however my custom sounds still don't play in-game. Still not sure what's going on. Thanks again for taking a look.
  6. To the Dev’s, I am a Modder and avid player, I noticed while on the forums the other day, over on the Community Made Utilities thread, t_d released a debinerization web app that converts all weapon and ARMA 3 models to MLOD format for viewing. Under the current format, the web app distorts the models so they cannot be stolen or modified by community members. As a Modder, Would it be possible to get permission from the BIS decision maker who would be responsible for this matter, to allow t_d to provide me with undistorted MLOD models of small arms only, for adding custom weapon inspection animations and press check animations of pistols and rifles? I understand that I might be fighting an uphill battle asking this question. If you agreed to this I would not distribute the MLOD’s in any form, period! I understand the actual models used in ARMA 3 are property of BIS, solely. I would simply modify the MLOD’s slightly to be included in an upcoming mod release called Project Genesis for A3. I would add suppressor models to the M320 Intervention and the GM6 12.7 mm anti-material rifle. The rest would just be adding a round inside the chamber of each rifle and pistol for press checking animations so the player can see a round in the chamber when the bolt or slide are pulled back slightly. This would be added for immersion and overall gameplay coolness. I just want to add before I sign off, as Dev’s, you could add this feature in an upcoming release or the TAC-OPS DLC. (Just a suggestion). Thank you for your time and consideration on this matter. I look forward to your response on this matter and your help, Scott Out!
  7. I would love to see BIS add suppressor models to the M320 Intervention and the GM6 12.7 mm anti-material rifle (I would personally shorten the barrels on each). They could also add a round inside the chamber of each rifle and pistol on all Apex and default A3 weapons for press checking animations so the player can see a round in the chamber when the bolt or slide are pulled back slightly. This would be added for immersion and overall gameplay coolness.
  8. That is WICKED COOL, Sammael ! I would love to do that to the default M320. So tell me, is that your own M200 Intervention model? Or are you using the "attach to" command to get that result? Nice shot BTW :)
  9. My suggestion would be to De-Pbo Dynasound and have a look and see how Laxxman did his. You could even have a look at Enhanced Soundscape too. Just a thought.
  10. the Train Simulator ,when that had reached a certain maturity. BI made changes to the assets that helped this guy along. the Train Simulator ,when that had reached a certain maturity. BI made changes to the assets that helped this guy along. the Train Simulator ,when that had reached a certain maturity. BI made changes to the assets that helped this guy along. B2B means Business to Business. I am a salesman and I sell products and services to the oil and gas industry. You are correct, sir!. It never hurts to ask. Remember, asking if you are not sure will serve you well in life or whatever situation you are in. That is a great point. I will keep that in mind moving forward.
  11. The first rule in B2B sales guys, always ask for the business. The close is the most important part of the deal. You either go home with a nice commission or your go home with nothing. Swinging away is part of the sales game. Remember, all they can say is "NO". If that happens you move on to the next goal or potential client. It's about having confidence in yourself, your product or your service(in this case my vision for my Mod), and I do! All things are possible, as Neo said in the Matrix, "There is no spoon". Especially where it benefits Project Genisis and my own title using UE4. This philosophy also works on Women, Life and any sales position. Hey, I'm engaged to a lingerie model, I must be doing something right. Scott Out !
  12. Could some post names of at least one Dev so I can PM the request. Doesn't look like this open request is going to work. Thx, Scott
  13. If I can get permission from BIS to add to the GM6 model, I will add a suppressor. That's the whole point of this request. Cheers !
  14. There it is folks! A PGW LRT suppressed .50 AntiMaterial Rifle. And I want one in A3 :) I changed the topic title. :)
  15. BIS collision detection is causing your problem. I'm not sure if there is a way to disable or cause AI to ignore it.
  16. That tells you a lot about my terrain building knowledge, lol. I'm glad you got it ! Scott Out !
  17. You have a class name or are using a name that leads back to its self in the config. units[] = {my_terrain}; // try changing the name in these curly brackets. You already have my_terrain defined in the class above. Circular dependency errors work the same in MS excel as well. You have a cell with data or formula or in your case in the config pointing back to its self. Causes an error every time. Hope that helps. Scott Out !
  18. I use Addon Builder included with ARMA 3 tools on Steam. It works well for me. I also use PBO Manager for browsing PBO's without extracting everything. You can also extract individual files. Hope that helps, Scott Out !
  19. You have to initialize the SQF. Create another SQF file, name it Init.sqf inside the mission folder. copy and paste this [] execVM "MyScript.sqf" It should execute next time you play your mission. Scott Out !
  20. swtx

    Laptop specs

    Those are pretty impressive specs for a gaming laptop. You should not have any problem running A3 on a MP server or playing single player. You should get FPS in the 60's to 70's I would think (Maybe higher). With ultra settings, it will be lower. Maybe in the 40's to 50's. Scott out !
  21. Trying to get my custom ammo and mag to be seen in the virtual arsenal and usable in game. So far I'm not having any luck. I'll post my config below. Gotta be something I'm doing wrong. Thx in advance for your help. class CfgPatches { class BCTracers_Edited { units[] = {""}; weapons[] = {""}; ammo[]={ "B_762x51_Tracer_Yellow_DIM"}; magazines[]={"20Rnd_762x51_Mag_Yellow_Tracer"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F", "A3_Weapons_F_Beta", "A3_Weapons_F_Gamma", "A3_weapons_f_exp"}; }; }; class CfgAmmo { class BulletBase; // External class reference class SubmunitionCore; // External class reference class B_762x51_Ball; // External class reference class SubmunitionBase : SubmunitionCore {}; class B_65x39_Caseless; // External class reference class SubmunitionBullet : SubmunitionBase {}; class B_762x51_Tracer_Yellow_DIM : B_762x51_Ball { model = "BCTracers_Edited\Data\Bullettracer\yellow"; tracerScale = 0.08; airFriction=-0.00082029; caliber=1.8; hit=16; typicalSpeed=805; nvgOnly=0; tracerStartTime=0.01; tracerEndTime=6; tracersEvery = 1; }; class CfgMagazines { class CA_Magazine; // External class reference class ItemCore; // External class reference class VehicleMagazine; // External class reference 20Rnd_762x51_Mag; // External class reference class 20Rnd_762x51_Mag_Yellow_Tracer : 20Rnd_762x51_Mag { tracersEvery = 1; author="SWTX"; picture = "\A3\weapons_f\data\UI\M_20Rnd_762x51_CA.paa"; ammo="B_762x51_Tracer_Yellow_DIM"; scope=2; initSpeed=910; lastRoundsTracer=20; displayName="(BCT) 7.62x51mm 20Rnd Mag Tracer Mag"; displayNameShort="7.62 Mk316 Tracer Yellow"; descriptionShort = "Caliber: 7.62x51mm NATO Tracer<br />Rounds: 20<br />Used in: Mk18 ABR"; }; };
  22. Got another issue with my 100 rnd MX SW mag not showing up in the virtual arsenal. Thx in advance for your help. class CfgPatches { class BCTracers_Edited { units[] = {""}; weapons[] = {""}; ammo[]={ "B_762x51_Tracer_Yellow_DIM"}; magazines[]={"20Rnd_762x51_Mag_Yellow_Tracer"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F", "A3_Weapons_F_Beta", "A3_Weapons_F_Gamma", "A3_weapons_f_exp"}; }; }; class CfgAmmo { class BulletBase; // External class reference class SubmunitionCore; // External class reference class B_762x51_Ball; // External class reference class SubmunitionBase : SubmunitionCore {}; class B_65x39_Caseless; // External class reference class SubmunitionBullet : SubmunitionBase {}; class B_65x39_Caseless_red : B_65x39_Caseless { model = "BCTracers_Edited\Data\Bullettracer\red"; tracerScale = 0.08; airFriction=-0.00082029; caliber=1.8; hit=13; typicalSpeed=805; nvgOnly=0; tracerStartTime=0.05; tracerEndTime=6; tracersEvery = 1; }; }; class CfgMagazines { class CA_Magazine; // External class reference class ItemCore; // External class reference class VehicleMagazine; // External class reference class 30Rnd_9x21_Mag_SMG_02; // External class reference class 16Rnd_9x21_Mag; // External class reference class 100Rnd_65x39_caseless_mag; // External class reference class 100Rnd_65x39_caseless_mag_Tracer : 100Rnd_65x39_caseless_mag { tracersEvery = 1; author="SWTX"; picture = "\A3\weapons_f\data\UI\M_100Rnd_65x39_red_CA.paa"; ammo="B_65x39_Caseless_red"; scope=2; initSpeed=875; lastRoundsTracer=100; displayName="(BCT) 6.5x39mm 100Rnd Tracer Red"; displayNameShort="6.5x39mm T Red"; descriptionShort = "Caliber: 6.5x39mm NATO Tracer<br />Rounds: 100<br />Used in: MX SW Rifles and variants"; }; }; class cfgWeapons { // External class references class Pistol_Base_F; class Rifle_Base_F; class Rifle_Long_Base_F; class SMG_01_Base; class SMG_02_base_F; // MX SW 6.5 mm class arifle_MX_SW_F : Rifle_Base_F { magazines[]+={"100Rnd_65x39_caseless_mag_Tracer"}; }; };
×