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takealready

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Posts posted by takealready


  1. Here's a copy of my config. It's a 30 round variant of the underwater magazine.

    class Mode_SemiAuto ;
    class Mode_Burst ;
    class Mode_FullAuto ;
    class SlotInfo ;
    class CowsSlot ;
    class PointerSlot ;
    
    class CfgMagazines 
    {
    class Default ;
    class 20Rnd_556x45_UW_mag  ;
    class 30Rnd_65x39_UW_mag : 20Rnd_556x45_UW_mag 
    {
    	picture = "\A3\weapons_F\data\UI\m_30stanag_CA.paa";
    	tracersEvery = 1;
    	lastRoundsTracer = 30;
    	count = 30;
    	displayName = "30Rnd 65x39 UW Magazine";
    	descriptionShort = "30Rnd UW Magazine";
    	displaynameshort = "30Rnd 65x39 UW Mag";
    };
    };

    and here's how's I have my weapon configured with custom optics (the optics came from FHQ Accessories Pack http://www.armaholic.com/page.php?id=20393).

    class GunParticles;
    class cfgWeapons 
    {
    class arifle_Katiba_GL_ACO_F_diver: arifle_Katiba_GL_F
    {
    	displayName = "KH-2002 Khaybar-CD";
    	magazines[] = {"20Rnd_556x45_UW_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_mag_Tracer", "30Rnd_65x39_UW_mag"};
    	canShootInWater = 1;  ///This allows your weapon to shoot underwater
    
    	class GunParticles : GunParticles  //You'll need this if you want the underwater effect when the weapon is fired.
    	{
    		class SecondEffect 
    		{
    			effectName = "ShotUnderwater";
    			positionName = "usti hlavne";
    			directionName = "konec hlavne";
    		};
    	};
    	class LinkedItems 
    	{
    		class LinkedItemsOptic 
    		{
    			item = "FHQ_optic_HWS_G33";
    			slot = "CowsSlot";
    		};
    		class LinkedItemsAcc 
    		{
    			item = "FHQ_acc_ANPEQ15";
    			slot = "PointerSlot";
    		};
    		class LinkedItemsMuzzle
    		{
    			item = "muzzle_snds_H";
    			slot = "MuzzleSlot";
    		};
    	};
    };

    Hope this helps and good luck with your mod.

    Side note: Anyone that wants to have custom optics on their weapons this is how, just copy this config and change it :D

    • Thanks 1

  2. Try this.

    class TransportWeapons {
    
    		class _xx_shotgun_a {
    			weapon = "shotgun_a";
    			count = 1;
    		};
    	};

    Thank you for saving my sanity. I've been trying to figure out for four days why my extra 5Rnd_127x108_Mag ammo would appear in my custom backpack, but not the srifle_GM6_F. All I was missing from my class TransportWeapons was weapon = "srifle_GM6_F" then it worked. You sir deserve a beer.


  3. Ok come a long way and made a ton of progress Completely scraped the first project . Been tweaking for the last few weeks and now we are porting into game. Have had a lot of help from 7CMBG on this project. Moding is complete for the time being (still things i want to add/fix/update/ I.e. Gauges and GPS not to mention PIP camera as well as a controllable searchlight). Now all to CFG's are going in. Trial and error for the most part (which is why SpectreRSG is doing it and not me).

    http://i849.photobucket.com/albums/ab59/hankyanik/MKV4_zps11200ada.jpg

    http://i849.photobucket.com/albums/ab59/hankyanik/MKV_zps2e0b5fae.jpg

    I wasn't able to get Pook_SocR to work in game (the mlod version that he released for the community to use). When I ported it over using all Arma 3 configs (I used the armed boat class) the ship would sink to the bottom of the ocean. But if I were to put it on land it would stay. I haven't been able to figure out what I'm doing wrong on my config.

    BUT

    When I use my Arma2 mod folder, the ship works perfectly fine, it can move, the water effects and everything else works.

    lastly, that's a nice looking ship. Good luck on the config part, you discover a lot of things when you do trial and error (I know I have).


  4. Hi Genpatton043

    Same way you turn the car lights on, with the default key--> L

    turns off the same way.

    Are you using COWarMod with ACE?, or are you using my COWarModACE compatible version which I hope you are using.

    Your welcome Orcinus. Thing is with the pdf, I'd have to sit down and learn how to do it, and right now Im not really interested in doing it,

    as i'd rather update the other 2 CWM compatible versions and then get them all on SU and PW6.

    If you would be interested in creating a pdf readme system for COWarMod,I would be indebt to you.

    As for me the part I dont care for much about updating mod in the WarMod series mostly CoWarMod nowadays , lol is updating, and building

    readmes, its tedious, boring, and its one of the biggest reasons it takes me so long just to get updates out.

    For me with my testing experience and familiarity of all these mods since 2009, it takes me very little time to test each mod individually,

    and then test the mod in whole to see whats working and whats not.

    I'd prefer to have someone else build the readmes if i could get someone to, as I'd rather not do it to a point, but they need

    to be streamlined maybe and basically updated, and or made and added.

    ==========

    UPDATE - Conflict found!

    COWarMod v 1.4 conflict found with COWarMod v 1.3

    I had discovered a conflict between 2 mods.

    v 1.4 adds the scopefx to the existing CWM full version

    1.3 which has TGW Zeroing already in it.

    When you apply v 1.4 and then play there is a feature without scopefx that TGW Zeroing adds which is the feature to adjust the range of your shots,

    it will give a default number for specific weapons, so for example a default range for the m240 machine gun is 300m.

    With Scope fx it is overwritten and instead you get like a snipers elevation sites towards the middle right of the screen,

    from there using the same buttons you used to adjust the gun sites range.

    So if you want the Scopefx features, then remove this file:

    tgw_zeroing.pbo

    If you want the tgw zerioing feature with the range numbers under the weapon switching at the top right of the screen then remove:

    Scopefx.pbo

    You decide but you cant have both, Scopefx makes tgw zeroing not work.

    ================

    Thank you so much for working so hard to keep this excellent mod so current.


  5. I Figured out (after a week) how to stop your Grenadiers guns from switching to an MA16a2. All you have to do is:

    1. Remove any file starts with "tbr" from the @COWarMod addons folder

    2. Remove tbr from the user config folder

    3. Remove the fnc_muzzlevelocity from the addons folder.

    4. Remove fnc_ballistics and fnc_muzzlevelocity folders from the userconfig folder.

    Attached is a screenshot of my recycle bin (I'm using Windows 7). You can see what exactly to delete from the @COWarMod addons folder and from the userconfig because what is in my recycle bin should be in your recycle bin.

    recyclebin.jpg

    Happy playing :yay::bounce3:


  6. Not really much I can tell you other then remove the fnc_muzzlevelocity and see if that works for you.

    If you want to really figure this out then contact the modder and see if he can tell you, as I really cannot.

    His thread here:

    http://forums.bistudio.com/showthread.php?87648-Muzzlevelocity

    I removed it and all of my Grenadiers still had a M16a2. Thanks for the help, I guess some other addon with this mod triggers the change.


  7. I still can't get any weapon to appear with my grenadiers. Instead the M16A2 appears every time.

    I did with editing the muzzlevelocity_weapons.hpp

    Here is a screenshot of how my hpp looks. I'm using the RH 416pack.

    Thank you for your help in advance. I tried to see if switching the M16a2 to a M4 would work. But even that does't work. What I want to do

    is have my solders use the RH416 pack of weapons.

    still%2520problem.JPG

    still%2520prblem%25202.JPG

    Thank you in advance.


  8. Some of these may have already been mentioned, other may not.

    Here I go...

    1. Fast Roping
    2. HALO jumping
    3. Parachuting
    4. Standing within a moving Plane/Helicopter
    5. Shooting from Helicopter door
    6. AI that can drive better on land
    7. AI that can pilot better in their air
    8. Two or more turrets on wheeled vehicles (this for example)
    9. Mid Air refueling
    10. Different walking animations for a holstered/upholstered sidearm (especially if it's your only weapon as if you were doing a protection detail)
    11. Enter/Exit vehicle animations that do not "skip"
    12. Carry two primary weapons or two secondary weapons
    13. Chaffs & Flairs
    14. More Air to Air Combat
    15. More Sea based combat
    16. AI can land/take from Aircraft Carrier
    17. Faster Insertions/Extractions when AI is driving/Piloting
    18. Vehicle towing another Vehicle
    19. Lifting/Slinging items to Helicopters
    20. Better Wounded Animations & side effect
    21. Ability to carry Medical Equipment (IV, gauges, morphine, etc..)
    22. Various attachments for Riffles, Handguns & Sniper Riffles

    These are some of the things I'd like to see Standard on Arma3


  9. Thanks for sharing your experience. Still, what you write sound a bit strange, as -exThreads=3 -cpucount=2 should be the default for dual cores since build 76122. I would like to understand more about what is happening here. Are the results repeatable? What is the exact CPU model you have?

    It's strange for me too. I have an Intel P8400

    Link to spec sheet

    everything loads faster. I still haven't updated my nvidia drivers (I'm still using 275.33 for Win7 x64).

    My gaming Laptop is a Gateway P-7805u (with the 1440x900 screen and a 9800m GTS GPU).


  10. Amazing how I've been playing this game since 2009 and just now I find out about this.

    On my Gateway p7805u FX gaming laptop p8400 2.26ghz dual core/ 9800m GTS (at stock speeds):

    before using -exThreads=3 -cpucount=2

    fps on bechmark 1 = 25

    after using -exThreads=3 -cpucount=2

    fps on bechmark 1 = 32

    :yay::bounce3::eek::D

    I've noticed that the missions I've created (especially my largest one, which is a beach landing assault) loads much faster. Their is also no stuttering or a long pause when I'm driving quickly through a map in a car.

    I haven't tried this out on my gaming desktop (AMD 940 Black edition 3.0ghz + 8600 GTS SLI), :mad: it's still in storage.

    anyway...thank you for this. I'm not feeling brave enough to test it out with other "-exThreads=" settings.


  11. I don't know if this is even possible,...

    Is there a way to have a random weapon script within a units:

    class EventHandlers

    {

    };

    section of the config.cpp?

    I've found some random weapon scripts from arma 1(none that I can get to work properly within arma2), that I have to put in the "init" of a unit.

    I'm tired of having to put the script in the "init" of my units.

    Thank you for your help in advance.

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