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SPK

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About SPK

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  1. SPK

    Vietnam Bunkers Addon

    Sorry to hear about your PC. I'll send you an email. SPK
  2. SPK

    Vietnam Bunkers Addon

    Hey Sgt. Anderson, what's the latest? You haven't started play'in something else have you? SPK
  3. SPK

    Vietnam Bunkers Addon

    Very nice work!
  4. SPK

    USMC

    Hey guys, nice AAV7 I was just wondering if you could add the ability of making this one go at actual AAV7 speeds while in the water, around 13 mph/21 kph? This is the one aspect that I've seen missing in every AAV7 addon. I use a script on your older TOW v1.1 AAV7 addon but it has never worked very well. I hope you guys can crack yet another so-called limitation in your next version. Here's to luck Cheers guys, SPK
  5. SPK

    Vietnam Bunkers Addon

    Don't worry he's around, he was just taking a break SPK
  6. SPK

    recoil

    It makes sense to the extent that the person adjusting the recoil is making slight adjustments by percent increases and observing the results. Notice that both riffleBurst3[] and mgunBurst3[] begin nearly the same except that mgunBurst[] has more upward kick on the first cycle than riffleBurst[]. Once your finished making adjustments you should replace the x*y thing with an actual number but sometimes you get tired and just say S(R&W it! Anyway, that's my theory and I'm sticking to it. Cheers twisted SPK
  7. SPK

    recoil

    This was all I could find on the subject, I hope it helps. ******************************************* Using the CfgRecoils class (by Kegetys) In your weapons class definitions you can specify the recoil to be used by a weapon. The pre-defined CfgRecoils class looks as follows: class CfgRecoils { empty[]={}; impulse[]={0.050000,0.020000,0.200000,0.100000,0.030000,-0.100000,0.300000,0,0}; riffleSingle[]={0.050000,0.020000,0.040000,0.050000,0,0}; riffleSilenced[]={0.010000,0.004000,0.010000,0.050000,0,0}; LAWSingle[]={0.020000,0,0,0.050000,0.080000,0.030000,0.100000,0.030000,0.015000,0.200000,0,0}; sniperSingle[]={0.020000,0,0,0.050000,0.010000,0.020000,0.100000,0.008000,0.018000,0.200000,0,0}; riffleBurst3[]={0.050000,0.020000,0.040000,0.050000,0,0}; mgunBurst3[]={0.050000,0.020000,"0.04*1.35",0.050000,0.010000,"0.01*1.35",0.050000, 0.030000,"0.04*1.35",0.050000,0.020000,"0.02*1.35",0.050000,0.040000,& quot;0.04*1.35",0.010000,0,0}; }; In your addons you can make new recoils for your weapons! The basics is this: class CfgRecoils { MyRecoil[]={1.00,0.5,0.7}; }; That creates a new recoild named MyRecoil, that moves the weapon 0.5 units backwards and 0.7 units upwards, and doest that in 1 second. So the first number is how long the movement takes, the second is the amout of kickback and the third is the amout of upwards movement. But, thats not all. You can put many of those in a row, example: class CfgRecoils { shotgun[]={0.02,0,0.01,0.05,0.05,0.15,0.4,0,0}; }; That does a recoil that first does a 0.02 second movement that moves the gun 0.01 units up (very little). Then it does a 0.05 second movement that does a small kickback (0.05 units) and a nice 0.15 units kick upwards. Then, in 0.4 seconds it moves everything back to the normal pos (0,0). That last 0,0 transform is necessary to make it look good. Then, to use this recoil, put these to the CfgWeapons class: recoil=shotgun; recoilFixed=shotgun; The 'recoil' is apparently the recoil used when standing/walkin/running and fixed is for when you are lying on the ground. Sorry if this is a kind of messy explanation, hope you'll get it. Btw. try using some huge numbers on those recoils... you'll get nicely twisted soldiers :PP ********************************************** cheers twisted SPK
  8. SPK

    Vietnam Bunkers Addon

    Anderson has a gift for Under Statement!!!!
  9. SPK

    Vietnam Bunkers Addon

    Maybe...........?
  10. SPK

    Vietnam Bunkers Addon

    Maybe, it's a steel chair ... or maybe, it's just an issue with the soundEnvironment parameter Cheers Everyone
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