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JJonth Cheeky Monkey

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Posts posted by JJonth Cheeky Monkey


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OxPecker @ Feb. 21 2003,02:02)</td></tr><tr><td id="QUOTE">Cool - M16/M4 variant pack # 834  tounge.gif<span id='postcolor'>

    LOL that makes mine #833. biggrin.gif


  2. Ok this is what i am going to do.

    Change the sound

    I think the stock on the AC-556 folder is a bit wrong at the hinge. So Ill try and change that, if it wrong.

    There seems to be slight glitch below the reciever of the AC-556 which only appears when you crawl.

    The optics are slightly wrong. The Model front sights have got no ears, but the optic view shows ears. I don't know how to edit optics though.

    Textures. Maybe, if I can be arsed.

    Make the A-Team and the Van, again I dont think that is going to happen as I can hardly model as it is. biggrin.gif


  3. Finished. Well Kinda. It uses the PK sound at the mo, but i will try to get the sound off The A-Team, the PK sound is actually quite good and I might stick with it, anyway If you wanna try it give us your email and I'll send it you. Then you can tell me how to improve it smile.gif


  4. I originally planned on making my AC-556 to use XM177 mags, but I wanted to use another sound. Ive been told that can't be done, so should I use XM mags and stay with its sound, or make a new magazine type. I dont really Know if it uses M16 type magazines in real life, but it looks like it. At the mo Im going towards a new Magazine type. By the way the AC-556 is the rifle The A-Team used. smile.gif .


  5. I have just made a Mini 14 rifle full stock (ac-556), Ill probably make a folding stock later. Im not too familiar with this rifle, but I think it uses M16 standard magazines, correct me if Im wrong. If it does then I will use the XM177 mags from the game, but use a different sound. Is this possible?


  6. I have replaced the standard M60 sound with a much nicer sound, but it is too quiet in game so I have tried using a few programs to make it louder (cool edit and some other thing you get with the computer). When I convert it to a .wss file it is only 30 bytes big (original was 8.6kb) and is silent in game. Does anyone know how I can fix this?


  7. OK then, look at the XM177 and the M16A2 what BIS made, they have the same reciever. In real life though the XM177 uses the same reciever as the M16A1. So if you think that way it doesn't matter. Also look at Nam Packs A1 and then look at BISs A2, all they have changed is the hand guardand given it a 20rnd mag, nothing else.

    I cant post any pics up myself, so I will have to give them to someone else to post.


  8. Hi

    Ive recently created some weapons I felt where missing from the original game. I know they have been done by tons of other people but I feel some of them look out of place so Ive tried to make them use Magazines, Sounds and textures already in the game, to make them look and feel more uniform. I originally made them for myself, but am just asking if anyone would also like them. Anyway heres the List

    XM177E2/ M203 uses standard BIS magazines Sounds and textures.

    M16A1. Uses XM177E2 magazines and edited the model slighty and changed the grip textures, all the rest of it remains the same as the standard M16A2.

    XM177 with x4 scope. Used XMS model, but changed the scope from a X0 dot sight to a X4 magnification.

    M14. I thought other peoples M14s were a bit unrealistic with very slow cyclic rates, but in reality I believe its around 750 a minute, which is higher than that of the M16. So thats how my version is. I dont know if I should release this though as it uses Invasion 1944's Garand sight wow.gif .

    M21 SD. I dont know If I like this one as it seems too overpowered for a Subsonic 7.62 rifle. And at the mo the sound is pants because it uses the MP5SD sound.


  9. Ok Ive sorted it know. I didn't need half of what I had already typed.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// 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 Soldierxm203

    {

    units[] = {Soldier (XM177E2 + M203)};

    weapons[] = {xm203};

    requiredVersion = 1.75;

    };

    };

    class CfgModels

    {

    class default{sections[] = {};sectionsInherit="";};

    class Weapon: default{sections[] = {"zasleh"};};

    class xm203: Weapon{};

    };

    class CfgWeapons

    {

    class Default {};

    class MGun: Default {};

    class Riffle: MGun {};

    class HK: Riffle {};

    class M4: Riffle {};

    class HandGunBase: Riffle {};

    class G36aBase: Riffle {};

    class G36aMag: G36aBase {};

    class G36a: G36aBase {};

    class GrenadeLauncher: Default {};

    class M16GrenadeLauncher:Default {};

    class LAWLauncher: default {};

    class xm203

    {

    scopeWeapon=2;

    scopeMagazine=0;

    displayName="XM177E2 + M203";

    weaponType=1;

    model="\xm+203\xm203.p3d";

    picture="\xm+203\w_m4a1gl.paa";

    muzzles[]={"XM203Muzzle","M203Muzzle"};

    class XM203Muzzle: M4

    {

    magazines[]={"M4"};

    };

    class M203Muzzle: GrenadeLauncher

    {

    displayName="M203";

    cursor="t_select.paa";

    scopeMagazine=2;

    weaponType=0;

    count=1;

    autoReload=0;

    ffMagnitude=0.100000;

    ffFrequency=1;

    ffCount=1;

    optics=0;

    muzzlePos="usti granatometu";

    muzzleEnd="konec granatometu";

    magazines[]={"GrenadeLauncher","Flare","FlareGreen","FlareRed","FlareYellow"};

    };

    };

    };

    class CfgVehicles

    {

    class All{};

    class AllVehicles:All{};

    class Land:AllVehicles{};

    class Man:Land{};

    class Soldier:Man{};

    class SoldierWB:Soldier{};

    class Soldierxm203:SoldierWB

    {

    displayName="Soldier (XM177E2 + M203)";

    scope=2;

    sensitivity=1.25;

    accuracy=2.500000;

    nightVision=1;

    camouflage=0.750000;

    weaponSlots="1 + 16 + 2 * 4096 + 10 * 256";

    weapons[]={"xm203","Binocular","Throw","Put"};

    magazines[]={"M4","M4","M4","M4","grenadelauncher","grenadelauncher","grenadelauncher"};

    };

    };

    class CfgNonAIVehicles

    {

    class ProxyWeapon {};

    class xm203: ProxyWeapon {};

    <span id='postcolor'>


  10. Right I am trying to make an XM177 with a grenadelauncher, nice and simple, I have made a nice model and I cant get the cpp to work. It comes up with a cant find M4muzzle Display Name bla bla bla crap . Its kinda annoying. crazy.gif . Also I cant seem to get rid of the muzzle flash.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// 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 SoldierM4grenadelauncher

    {

    units[] = {Soldier (XM177E2 + M203)};

    weapons[] = {M4grenadelauncher};

    requiredVersion = 1.75;

    };

    };

    class CfgModels

    {

    class default{sections[] = {};sectionsInherit="";};

    class Weapon: default{sections[] = {"zasleh"};};

    class M4grenadelauncher: Weapon{};

    };

    class CfgWeapons

    {

    class M4grenadelauncher

    {

    scopeWeapon=2;

    scopeMagazine=0;

    displayName="XM177E2 + M203"

    weaponType=1;

    model="\xm+203\xm203.p3d";

    picture="\xm+203\w_m4a1gl.paa";

    muzzles[]={"M4Muzzle","M203Muzzle"};

    class Default {};

    class Riffle: Default {};

    class M4: Riffle {};

    class M4Muzzle: M4;

    class GrenadeLauncher: Default {};

    class M203Muzzle: GrenadeLauncher

    {

    displayName="M203";

    cursor="t_select.paa";

    scopeMagazine=2;

    weaponType=0;

    count=1;

    autoReload=0;

    ffMagnitude=0.100000;

    ffFrequency=1;

    ffCount=1;

    optics=0;

    muzzlePos="usti granatometu";

    muzzleEnd="konec granatometu";

    magazines[]={"GrenadeLauncher","Flare","FlareGreen","FlareRed","FlareYellow"};

    };

    };

    class CfgVehicles

    {

    class All{};

    class AllVehicles:All{};

    class Land:AllVehicles{};

    class Man:Land{};

    class Soldier:Man{};

    class SoldierWB:Soldier{};

    class SoldierM4grenadelauncher:SoldierWB

    {

    displayName="Soldier (XM177E2 + M203)";

    scope=2;

    sensitivity=1.25;

    accuracy=2.500000;

    nightVision=1;

    camouflage=0.750000;

    weaponSlots="1 + 16 + 2 * 4096 + 10 * 256";

    weapons[]={"M4grenadelauncher","Binocular","Throw","Put"};

    magazines[]={"M4","M4","M4","M4","grenadelauncher","grenadelauncher","grenadelauncher"};

    };

    };

    class CfgNonAIVehicles

    {

    class ProxyWeapon {};

    class ProxyM4grenadelauncher: ProxyWeapon {};

    <span id='postcolor'>


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Commander-598 @ Feb. 16 2003,15:55)</td></tr><tr><td id="QUOTE">A 5.56 and a Red X?

    Seriously, theres not much difference in the lead of a .22LR and a .223, except its length.<span id='postcolor'>

    How come nothing works when you want it to. Anyway

    Its not just the lengh, its the shape of the bullet, the weight of the bullet, the size on the bullet.

    The M855 produces 1798 J of energy

    The .22 LR produces 68 J of energy

    Others.

    The 5.45 X 39 (M74) produces 1316 J of energy

    The 7.62 X 39 (M43) produces 1991 j of energy

    The 7.62 X 51 (.308 Win) produces 3352 J of energy max.

    The 7.62 X54 R (M1908/30) produces 4466 J of energy max.

    85 J is the minimum to kill someone by hitting them in a vital organ according to NATO.


  12. M60 fires 7.62 X 51 NATO

    M60 fires 7.62 X 51 NATO

    M60 fires 7.62 X 51 NATO

    I think thats enough proving. smile.gif

    I didn't mean that the SS109 tumbles in mid air, as that would be stupid. As it hits the flesh the round spins round and causes nasty internal wounds. Look at this M855 test here. The 5.7 X28mm SS190 round also does this.

    M885wound.gif

    Also what I meant by the 5.45mm round been good against unarmoured targets like targets not wearing a CRISAT vests or other body armour. The bullet squashes on the target and so causes bad wounds against unarmoured targets and not much against armoured targets.

    22LR.jpg

    M855.gif

    Oh yes, now I see the similarity. confused.gif

    I have fired .22s, .223s, .308s, .44s, .45s, 9mms, .380s etc and anyway why would that affect my knowledge in firearms?

    Also what would you think makes a Bullpup more inaccurate, look at the SA80, its unreliable, but its very accurate. Also look at the WA2000 sniper rifle, its one of the most accurate rifles around.


  13. Does anyone no of a way to add more than 10 slots to a soldiers inventory, the max it goes up to just by changing the cpp is 12, so thats an extra grenade for a launcher. This is already quite usefull, but is there anyway of getting more? I need this for a more realistic grenadier.

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