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Victor_S.

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Everything posted by Victor_S.

  1. Victor_S.

    New Police Cars for OFP

    lol reedkiller arnt you the guy who suggested a shrip warfare mod on topic - Yes I dont think It would be worth the work to import all the models and fix it up. Like jaguar said 2 min in the editor then you get tired of it and thats it. Just my opinion though.
  2. Well this is the first addon that Ive made that looked semi good so what do you guys think(yea I know ofp doesnt need another m4 but oh well) M4 pic 2 M4 pic 3 and this is a revolver I made to go with them I also made a regular M4 with the stock not extended and it will also fire exploding rounds.
  3. Photoshop is like PSP on steriods lol
  4. Victor_S.

    STH like Age of Empires?

    Yea I you liked age of empires I would go with Empire Earth. It is just like an updated form of the series.
  5. Victor_S.

    Mini-Earth Map

    I think that is a really great idea, and maybe towns to represent major cities. lol I want to learn to make maps now!
  6. Victor_S.

    What do you guys think

    It uses non exploding rounds aswell and also high powered rounds
  7. Victor_S.

    What do you guys think

    They are not jam compaitble, I might be able to make them so, but for the moment no.
  8. Victor_S.

    EventHandlers

    I have a revolver and I want to have the shells fall to the ground when you reload. Is there a was to set an eventhandler to activate a script when I reload?
  9. Victor_S.

    What do you guys think

    yes its fixed, now I just gotta work on the view lods
  10. Victor_S.

    What do you guys think

    I made a new pistol (not nearly as sexy as first, but just to test some stuff) that has a slide that kicks back when you fire it. It fires regular 9mm, magnum bullets and explosive bullets.
  11. Victor_S.

    What do you guys think

    Allright I solved the problem of the gun firing too high. My bullet start and end points were too far apart for the int speed of the bullet. So basicly the bullet wasnt leaving the gun until it was aiming higher because of recoil
  12. Victor_S.

    What do you guys think

    Well i still have the problem of the revolver shooting high. Â If youve shot the revolver from the corsairs pilot thats how mines shooting. its funny that this revolver turned out so well because I made up the model as I went along
  13. Victor_S.

    What do you guys think

    here are some more pics of the revolver, and like I said the the mag rotates nicely when you fire it.
  14. Victor_S.

    What do you guys think

    What do you mean -5 the lods?? well Ill tell you the polly counts for the weapons revolver- 1099(I guess alot for a handgun) M4- 740(less than revolver ) M4sd- 898 M4magnum- 1002 M870(shotgun)- 276(this model has 4 view lods) Im not sure what is alot but there it is. I will eventually get around to putting view lods on all of them.
  15. Victor_S.

    Overclocking

    Is overclocking worth it? will it dramaticly shorten the life of my pc? I have an option to overclock in my Bios and was wondering if i should enable it.
  16. Victor_S.

    What do you guys think

    Well If i release these would it make a diff to any of you If ther was only one view lod? except shot gun which has 4 view lods. and yea ill make it an option to shoot exploding bullets from pistol, and I need to fix the problem of it shooting too high. Anyone know how to fix it?
  17. Victor_S.

    What do you guys think

    @Hotshot not this isnt my first addon this is the first addon that looked decent, and I just made a shot gun. I shoots like a real shot gun not like the standard ofp ones and it sounds good. Only problem is if you wanted to you could use it like a minigun cause I can put a reload time in between shots
  18. Victor_S.

    What do you guys think

    lol no but Ive heard of james bond well redline here is the gun you asked for it has a flash hider, bipod,and a giant ass scope (it zooms far) M4 magnum another one personally I like how the gun fits in their hands
  19. Victor_S.

    What do you guys think

    My m4sd has a scope  but I could make one. EDIT: should the bipod be extended? Do you mean a M4 SOPMOD?
  20. Victor_S.

    Hidden selections

    ty will do
  21. Victor_S.

    Hidden selections

    Well I could find what I was looking for by searching so... Do hidden selections work on guns? The reason im asking is because I have a gun that has a regular skin and a desert skin and I want to have two diffrent guns in game. Would it be better to have 2 p3ds of same model just with diff textures or have 1 p3d and some how change the textures. Im not sure if it is possible to do that. ps- how do you make a seperate class for addons in the editor? ex. FDF or CSLA so all my custom addons will be together?
  22. Victor_S.

    What do you guys think

    Well i really should go ahead and put some more view lods on these cause I only have 1 right now . I was thinkin about making a pistol but maybe I will make a shotgun or maybe an ak of some sort.
  23. Victor_S.

    What do you guys think

    I just put desert skins on both of them. Does anyone know if you have to have hidden selections to use setobjecttexture or not? anyways here are some pics. M4a1(Des) M4a1sds(Des)
  24. Victor_S.

    What do you guys think

    yes I do have a version without them and a custom grenade(made the grenade in like 5 min so...) The m4s only have one lod right now. they are mad up of about 800 polies oh and the revolvers umm...mag? well I forgot what its called well it revolves correctly though it does shoot a little high which I havent been able to fix M4a1 BTW- thank you all for the replies
  25. Victor_S.

    Config prob

    I have made 2 m4's but im having trouble with the config. My M4a1 model works but my M4a1sds(with a scope) model does not. Im getting a model special with the m4sd every time. Ive tried every thing i can think of so my configs a bit messed up. Oh and i have another question about diffrent ammo types. I searched on how to have the same gun with two ammo types and all that i found was to make two ammos in the ammocfg and put the two ammo types like: magazine[]={"ammoa","ammob"}; which i did but it would not work in the game so i had to make two diffrent guns with the same model. What im asking is did i do it right or is there an easier way because it will not let me switch back and forth between ammo. It keeps the ammo count of the first mag and will not let me switch back in the editor. Well that was a lot so ill tell you again what im askin- 1. why am i getting the model special error 2. what is the correct way to config two diff mags of ammo for 1 gun. here is my config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class CTunits { units[]={CTunitM4, CTunitM4he, CTsniper}; weapons[]={M4a1, M4a1he, M4a1sds}; requiredVersion=1.00000; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class M4a1 : Weapon{}; class M4a1he: M4a1{}; class M4a1sds: M4a1he{}; }; class CfgRecoils { M4a1Recoil[]={0.01,0.01,0.05,0.05,0,0}; M4sdRecoil[]={0.01,0.01,0.03,0.03,0,0}; }; class CfgAmmo { class default {}; class BulletSingle: default {}; class M4a1: BulletSingle { tracercolor[]= {0,1,0,1}; hit=8;indirectHit=1;  indirectHitRange=0.050000; minRange=1;  minRangeProbab=0.100000;midRange=50; midRangeProbab=0.900000;  maxRangeProbab=0.050000; cartridge="FxCartridgeSmall"; }; class M4a1he: BulletSingle { tracercolor[]= {1,0,0,1}; hit=20; indirectHit= 4;  indirectHitRange= 5; minRange= 1;  minRangeProbab= 0.1;  midRange= 50; midRangeProbab= 0.9;  maxRange= 500;  maxRangeProbab= 0.05; soundHit[]={"\M4a1\Explosion.wav",db+30,1}; hitGround[]={soundHit,1}; hitMan[]={soundHit,1}; hitArmor[]={soundHit,1}; hitBuilding[]={soundHit,1}; explosive= true; airLock= true; }; class M4a1sd: BulletSingle { tracercolor[]={0,1,0,0.5}; hit= 6;  indirectHit= 1;  indirectHitRange= 0.05; visibleFire=0.035; audibleFire=0.035; visibleFireTime=2; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class M16 : Riffle {}; class M4a1: M16 { access=2; autoReload=0; model="\M4a1\M4a1.p3d"; modelOptics="optika_m16"; displayName="M4a1"; displayNameMagazine="M4a1mag"; magazines[]={"M4a1","M4a1he"}; dexterity=2; flash=gunfire; flashSize=3; shortNameMagazine="M4mag"; MagazineType=32; count=34; initSpeed=450; magazineReloadTime=12; picture="\MP5dc2\mp5k.pac"; drySound[]={"\M4a1\DryFire.wav",0.000316,1}; modes[]={"Single","FullAuto"}; reloadMagazineSound[]={"\M4a1\M4a1Reload.wav",0.000316,1}; class Single { ammo=M4a1; multiplier=1; burst=1; displayName="M4a1 Single"; dispersion=.000800; sound[]={"\M4a1\M4a1outside.wav",db+45,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil=M4a1Recoil; autoFire=0; aiRateOfFire=0.700000; aiRateOfFireDistance=250; }; class FullAuto      {       ammo=M4a1;       multiplier=1;       burst=1;       displayName="M4a1 Full Auto";       dispersion=0.008000;       sound[]={"\M4a1\M4a1outside.wav",db+45,1};       soundContinuous=0;       reloadTime=0.08000;       ffCount=1;       recoil=M4a1Recoil;       autoFire=true;       aiRateOfFire=1.000000;       aiRateOfFireDistance=250;      }; }; class M4a1he: M4a1 { access=2; autoReload=0; model="\M4a1\M4a1.p3d"; modelOptics="optika_m16"; displayName="M4a1he"; displayNameMagazine="M4a1hemag"; magazines[]={"M4a1","M4a1he"}; dexterity=2; flash=gunfire; flashSize=10; shortNameMagazine="M4hemag"; MagazineType=32; count=10; initSpeed=300; magazineReloadTime=12; picture="\MP5dc2\mp5k.pac"; drySound[]={"\M4a1\DryFire.wav",0.000316,1}; modes[]={"Single"}; reloadMagazineSound[]={"\M4a1\M4a1Reload.wav",0.000316,1}; class Single { ammo=M4a1he; multiplier=1; burst=1; displayName="M4a1 HE Single"; dispersion=.000800; sound[]={"\M4a1\M4a1outside.wav",db+45,1}; soundContinuous=0; reloadTime=1; ffCount=1; recoil=M4a1Recoil; autoFire=0; aiRateOfFire=0.700000; aiRateOfFireDistance=250; }; }; class SniperRiffle : Riffle {}; class M21 : SniperRiffle{}; class M4a1sds: M21 { model="\M4a1\M4a1sds.p3d"; displayName="M4a1sds"; displayNameMagazine="M4a1sdsmag"; magazines[]={"M4a1","M4a1he","M4a1sd"}; shortNameMagazine="M4sdmag"; initSpeed=600; opticsZoomMin=0.04; opticsZoomMax=0.12; distanceZoomMin=400; distanceZoomMax=80; modes[]={"Single","FullAuto"}; class Single { ammo=M4a1sd; multiplier=1; burst=1; displayName="M4a1sd Single"; dispersion=.000500; sound[]={"\M4a1\M4a1sd.wav",db+45,1}; soundContinuous=0; reloadTime=1; ffCount=1; recoil=M4sdRecoil; autoFire=0; aiRateOfFire=0.700000; aiRateOfFireDistance=250; }; class FullAuto      {       ammo=M4a1sd;       multiplier=1;       burst=1;       displayName="M4a1sd Full Auto";       dispersion=0.005000;       sound[]={"\M4a1\M4a1sd.wav",db+45,1};       soundContinuous=0;       reloadTime=0.08000;       ffCount=1;       recoil=M4sdRecoil;       autoFire=true;       aiRateOfFire=1.000000;       aiRateOfFireDistance=250;      }; }; }; class CfgVehicles { class All {}; class Static: All{}; class Building: Static{}; class NonStrategic: Building{}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Civilian: Man {}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierEB:Soldier{}; class OfficerE:SoldierEB{}; class SoldierGB:Soldier{}; class OfficerW:SoldierWB{}; class CTunitM4: OfficerW { access=2 displayName="CTunitM4"; weapons[]={"Throw","Put","M4a1","nade"}; magazines[]={"M4a1","M4a1","M4a1","M4a1","nade","nade"}; }; class CTunitM4he: OfficerW { access=2 displayName="CTunit HE"; weapons[]={"Throw","Put","M4a1he","nade"}; magazines[]={"M4a1he","M4a1he","M4a1he","M4a1he","nade","nade"}; }; class CTsniper: OfficerW { access=2 displayName="CTsniper"; weapons[]={"Throw","Put","M4a1sds"}; magazines[]={"M4a1sd","M4a1sd","M4a1sd","M4a1sd"}; }; };
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