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Badassdom

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Everything posted by Badassdom

  1. Badassdom

    Desert-Rat Addons

    is it om my no i was saying......... ah nevermind
  2. Badassdom

    Desert-Rat Addons

    just not tease and no release like eurofighter
  3. Badassdom

    OFP Navy

    got any more pics ?
  4. Badassdom

    OFP Navy

    There is a gunboat/corvette by punkrocker and a corvette in the swedish forces pack
  5. Badassdom

    OFP Navy

    is it christmas already ?
  6. Badassdom

    OFP Navy

    Yes i know :P just thought you might have some use for the model
  7. Badassdom

    Anyone play free onlie games

    I just recently found the joy of playing free online mmog's, anyone else play free mmog(massif multiplayer online game)?
  8. Badassdom

    OFP Navy

    yes i know, they are making a type 21 frigate, i saw pic of it i think it was in the falklands progres topic, but i coundn't find as some of the pics are down i did find an older one but im sure there's a newer pic the ofp-info site says this is a type 22
  9. Badassdom

    OFP Navy

    what is the seconde east destroyer/cuiser going too be Gnat ? as your going to use the type 45 des as east? Anyone have a pic of the Falklands type 23 or 21 frigate? I saw one of them somewhere coudn't find again
  10. Badassdom

    OFP Navy

    a soviet CSG. Kuntzov(or something) Type 45 Akula
  11. Badassdom

    Anyone play free onlie games

    i did play nationstates aswell, at least i think, wasn't that a tekst game mad by an author to promote his book ? I like travian my self anyone play thats ?
  12. Badassdom

    BWMod Dingo, Unimog and Marder

    In a word: Yes Great units guys keep up the good work! Â great stuff no doubt, but it feels a bit under equiped, the infantry that is
  13. Badassdom

    BWMod Dingo, Unimog and Marder

    nice ,love your stuff Does the basispack represent German combat infantry?
  14. Badassdom

    X-02Wyvern

    nice..... keep up the goodwork
  15. Badassdom

    OFP Navy

    maybe this ship is still around somewhere, one of my earlier nagg threads on ofrp forum i thimk it was by REMO Thread
  16. Badassdom

    OFP Navy

    a tought, why not use more stealth features to get down the poly like this frig1 frig2 but hot ofcourse
  17. Badassdom

    Ikar french planes and chooper

    wasn't he making a rafale also ?
  18. Badassdom

    SJB Weapons Pack Released

    what is a LR3000? is it a pre or new m4?
  19. Badassdom

    walks like a fairy

    if tryed to edit a addon for personal use but i can't make the units stop walking like women how do i fix this? original addon can be found here download
  20. Badassdom

    walks like a fairy

    didn't work on of the three unit type's does walk like a man (Imperial Guardsmen)
  21. Badassdom

    A flag for Everon

    wasn't the nafp's flag for all the islands for the repbulic of M.E.N?
  22. Badassdom

    walks like a fairy

    where in the config should this be defined. i took a look in the p3d of the units and the unit that doesn't walk like a woman has ad different stand in ogygen aswell. // Imperial Guardsmen in Blue Urban Camo, no Grenades, only armed with Lasgun // This is an Operation-SciFi Mod Centre creation // Created by ArchAngel // This is a Beta Test Version only, not to be redistributed by any // means without the expressed permission of ArchAngel // Please Find any Bugs and Let me know // Custom Sounds are on the way! // Most importantly, enjoy #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 #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 #define WeaponSlotPrimary 1 #define WeaponSlotSecondary 16 #define WeaponSlotItem 256 #define WeaponSlotBinocular 4096 #define WeaponHardMounted 65536 class CfgPatches { //Weapons class BWeapons { units[] = {}; weapons[] = {"lasgunmk2","lasgunmk1","Las_Round","Bolt_Pistol" ,"Autogunmk2","Autogunmk1","AutogunMag","AutogunSmk2&qu ot;,"AutogunSmk1","AutogunSMag","CLasgunmk2","CLasgunmk 1","Hellgunmk2","Hellgunmk1","HellgunMag","Triplex mk2","Triplexmk1","TriplexMag","Longlasmk2","Longl asmk1","LonglasMag","IG_GrenLauncher"}; requiredVersion = 1.75; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class Mars_Lasgun: Weapon{}; class Man: Default {}; class Cadian_Guardsmen: Man { sectionsInherit="Man"; sections[]= { "Fuel_Tanks" }; }; class Bolt_Pistol: Weapon {}; class Autogun: Weapon {}; class AutogunS: Weapon {}; class CLasgun: Weapon {}; class Lasgun: Weapon {}; class Hellgun: Weapon {}; class Triplex: Weapon {}; class CLonglas: Weapon {}; class Longlas: Weapon {}; class GrenadeLauncher: Weapon {}; class CGrenadeLauncher: Weapon {}; class CFlamer: Weapon {}; class Flamer: Weapon {}; }; class CfgSounds { access = ReadAndCreate; sounds[] = {FlamerFlames2, FuelTankFire}; class FlamerFlames2 { name = "FlamerFlames2"; sound[] = {\Cadian_Soldier\Sounds\Ignite.wav, db+10, 1.0}; titles[] = {}; }; class FuelTankFire { name = "FuelTankFire"; sound[] = {\Cadian_Soldier\Sounds\LargeFire.wav, db+50, 1.0}; titles[] = {}; }; }; class CfgAmmo { class default {}; class BulletSingle : Default {}; class BulletSingleW: BulletSingle {}; class Grenade: Default {}; class StrokeFistHit: Default {}; class StrokeGunHit: StrokeFistHit {}; class LasGun_Strike: StrokeGunHit { hit=8;indirectHit=8;indirectHitRange=0.65; explosive=0; minRange=0; minRangeProbab=0.500000; midRange=1; midRangeProbab=0.800000; maxRange=2; maxRangeProbab=0.800000; }; class BoltPistol_Strike: StrokeFistHit { hit=8;indirectHit=8;indirectHitRange=0.65; explosive=0; minRange=0; minRangeProbab=0.500000; midRange=1; midRangeProbab=0.800000; maxRange=2; maxRangeProbab=0.800000; }; class FlamerProjectile: Grenade { hit=0; indirectHit=0; indirectHitRange=0; minRange=0; minRangeProbab=0.500000; midRange=10; midRangeProbab=0.800000; maxRange=20; maxRangeProbab=0.200000; model="empty"; soundHit[]={}; soundFly[]={}; soundEngine[]={,db-80,4}; explosive=0; visibleFire=0; // how much is visible when this weapon is fired audibleFire=0.0; visibleFireTime=0; // how long is it visible }; class Shell: Default {}; class Shell73: Shell {}; class Heat: Shell {}; class Heat73: Heat {}; class FlamerDamage: Shell73 { hit=0.55;indirectHit=0.5;indirectHitRange=3; cost=1; soundHit[]={}; soundFly[]={}; soundEngine[]={,db-80,4}; visibleFire=0; audibleFire=0.0; visibleFireTime=0; // how long is it visible explosive=0; }; class Las_Ammo: BulletSingleW { hit=20; indirectHit=5; indirectHitRange=0.1; visibleFire=1.000; audibleFire=0.035000; visibleFireTime=30; tracerColor[]={0.94,0.76,0.5,10.10000}; tracerColorR[]={0.94,0.76,0.5,10.10000}; minRange=5; minRangeProbab=0.500000; midRange=30; midRangeProbab=0.800000; maxRange=50; maxRangeProbab=0.200000; }; class CLas_Ammo: Las_Ammo { tracerColor[]={0.2,0.2,1,10.10000}; tracerColorR[]={0.2,0.2,1,10.10000}; }; class TLas_Ammo: Las_Ammo { tracerColor[]={1,0.3,0.3,10.10000}; tracerColorR[]={1,0.3,0.3,10.10000}; }; class LLas_Ammo: Las_Ammo { tracerColor[]={1,0.15,0.15,10.10000}; tracerColorR[]={1,0.15,0.15,10.10000}; }; class SLas_Ammo: Las_Ammo { tracerColor[]={0.2,0.8,1,10.10000}; tracerColorR[]={0.2,0.8,1,10.10000}; }; class AutogunBullet : BulletSingleW { hit=11; indirectHit=2; indirectHitRange=0.100000; tracerColor[]={0.800000,0.200000,0.000000,0.3500000}; }; class AutogunSBullet : BulletSingleW { hit=18; indirectHit=2; indirectHitRange=0.100000; tracerColor[]={0.800000,0.200000,0.000000,0.3500000}; soundFly[]={"\AutogunS\Sounds\bulletwhip.wav",1,1}; }; class HellgunBullet : BulletSingleW { hit=25; indirectHit=2; indirectHitRange=0.150000; tracerColor[]={0.800000,0.200000,0.000000,0.3500000}; soundFly[]={"\TLasgun\Sounds\bulletwhip.wav",1,1}; }; class Bolt_Pistol_Ammo: BulletSingleW { hit=10; indirectHit=8; indirectHitRange=0.4; initspeed="50"; visibleFire=1.000; audibleFire=0.035000; visibleFireTime=30; tracerColor[]={0.8,0.8,0.8,10.10000}; tracerColorR[]={0.8,0.8,0.8,10.10000}; minRange=0; minRangeProbab=0.500000; midRange=300; midRangeProbab=0.800000; maxRange=900; maxRangeProbab=0.200000; }; class IG_Grenade: Grenade { hit=15;indirectHit=8;indirectHitRange=5; }; class GrenadeLauncher : Default {}; class HandGrenade : GrenadeLauncher {}; class SmokeShell : HandGrenade {}; class FlamerFlames: Smokeshell { model="empty"; minRange=2; minRangeProbab=0.900000; midRange=10; midRangeProbab=0.950000; maxRange=15; maxRangeProbab=0.3000000; hit=200; indirectHit=200; indirectHitRange=5.0000; count=100; cost=10; simulation="shotsmoke"; dispersion=0.0003; aiDispersionCoefX=1.000000; aiDispersionCoefY=1.000000; class Smoke { interval=0.005000; cloudletDuration=0.600000; cloudletAnimPeriod=1; cloudletSize=0.2500000; cloudletAlpha=0.080000; cloudletGrowUp=0.1; cloudletFadeIn=0.2; cloudletFadeOut=0.10000000; cloudletAccY=0; cloudletMinYSpeed=0; cloudletMaxYSpeed=0; cloudletMinxSpeed=80; cloudletMaxXSpeed=100.000; cloudletShape="cl_fire"; cl_basic=0; cloudletColor[]={1,1,1,0}; initT=1000; deltaT=-175; class Table { class T1 { maxT=0; color[]={0,0,0,1}; }; class T2 { maxT=.5; color[]={1,0.50000,0.200000,1}; }; class T3 { maxT=1; color[]={1,0.500000,0,0.5000}; }; }; density=0.3000000; size=0.00500000; in=0; out=0; initYSpeed=0.00000; initXSpeed=80.00000; timetolive=0.3000000; }; class Light { Shape="kouleSvetlo"; color[] = {0.5000, 0.200, 0.0, 0.0}; ambient[] = {0.30000, 0.15000, 0.0000, 0.0}; position = "light"; size = 1.7; brightness = 1.500; }; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; //*************************** Lasgun ******************************* class Lasgun: Riffle { scopeWeapon=2; scopeMagazine=2; model="\Cadian_Soldier\Lasgun.p3d"; optics=1; opticsZoomMin=0.150; opticsZoomMax=0.950; opticsFlare = false; modelOptics="\Cadian_Soldier\Las_Scope.p3d"; displayName="Mars Pattern Lasgun"; displayNameMagazine="Lasgun Mag."; shortNameMagazine="Lasgun"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[]={"Single","Burst","FullAuto"}; dispersion=0.035; initSpeed=300; picture="\Cadian_Soldier\Las_Pic.paa"; class Single { ammo = "Las_Ammo"; multiplier=1; burst=1; displayName="Lasgun"; dispersion=0.035; sound[]={\Cadian_Soldier\CLsingle.wav,db0,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=650; useAction=0; useActionTitle=""; }; class Burst { ammo="Las_Ammo"; multiplier=1; burst=3; displayName="Lasgun Burst"; dispersion=0.04; sound[]={\Cadian_Soldier\CLburst.wav,db0,1}; soundContinuous=0; reloadTime=0.100000; ffCount=5; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo = "Las_Ammo"; multiplier=1; burst=1; displayName = "Lasgun Auto"; dispersion=0.05; sound[]={\Cadian_Soldier\CLsingle.wav,db0,1}; soundContinuous=false; reloadTime=0.1; ffCount=50; recoil=riffleBurst3; autoFire = true; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero useAction =0; useActionTitle =""; }; }; class Lasgunmk1: Lasgun {}; class Lasgunmk2: Lasgunmk1 { scopeWeapon=2; scopeMagazine=0; }; class LasgunMag: Lasgunmk1 { scopeWeapon=0; scopeMagazine=2; }; //*************************** Cadian Lasgun ******************************* class CLasgunmk1: Riffle { scopeWeapon=2; scopeMagazine=2; model="\Cadian_Soldier\CLasgun.p3d"; optics=true; modelOptics="\Cadian_Soldier\CLas_Scope.p3d"; opticsZoomMin=0.350; opticsZoomMax=0.550; opticsFlare = false; displayName="Cadia Pattern Lasgun"; displayNameMagazine="Lasgun Mag."; shortNameMagazine="Lasgun"; sound[]={\Cadian_Soldier\CLsingle.wav,db0,1}; drySound[]={\Sound\weapons\M16dry.wss,0.010000,1}; modes[]={"Single","Burst","FullAuto","Strike"}; magazines[]={"CLasgunMag"}; initSpeed=240; picture="\Cadian_Soldier\CLas_Pic.pac"; class Single { ammo="CLas_Ammo"; multiplier=1; burst=1; displayName="Lasgun"; dispersion=0.0400; sound[]={\Cadian_Soldier\CLsingle.wav,db0,1}; soundContinuous=1; reloadTime=0.04; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=600; useAction=0; useActionTitle=""; }; class Burst { ammo="CLas_Ammo"; multiplier=1; burst=2; displayName="Lasgun Burst"; dispersion=0.045; sound[]={\Cadian_Soldier\CLburst.wav,db0,1}; soundContinuous=true; reloadTime=0.05; ffCount=2; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=550; useAction=0; useActionTitle=""; }; class FullAuto { ammo = "CLas_Ammo"; multiplier=1; burst=1; displayName = "Lasgun Auto"; dispersion=0.05; sound[]={\Cadian_Soldier\CLsingle.wav,db0,1}; soundContinuous=0; reloadTime=0.1; ffCount=30; recoil=riffleBurst3; autoFire = true; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero useAction =0; useActionTitle =""; }; class Strike: Single { ammo = "LasGun_Strike"; displayName = "Lasgun Strike"; scopeWeapon = protected; // do not show in briefing scopeMagazine = protected; // enable weapon selection weaponType = WeaponNoSlot; magazineType = WeaponNoSlot; sound[]={Weapons\grenade_launch,db-50,1}; reloadSound[]={,db-70,1}; aiDispersionCoefX=2.0; aiDispersionCoefY=2.0; autoFire = true; aiRateOfFire=10.000000; aiRateOfFireDistance=3; enableAttack=false; primary = 100; // very high priority showEmpty = false; autoReload = true; burst=0; // do not waste any ammo multiplier=0; // do not show any ammo reloadTime=0; initSpeed=0; canLock=LockNo; ffMagnitude=0.1; ffFrequency=1; ffCount=1; recoil=Empty; dispersion=0.015; maxLeadSpeed = 15; optics = false; muzzlePos=""; muzzleEnd=""; count=100; canDrop = false; }; }; class CLasgunmk2: CLasgunmk1 { scopeWeapon=2; scopeMagazine=0; }; class CLasgunMag: CLasgunmk1 { scopeWeapon=0; scopeMagazine=2; }; //*************************** Long-Lasgun ******************************* class SniperRiffle : Riffle {}; class Longlasmk1: SniperRiffle { scopeWeapon=2; scopeMagazine=2; model="\Cadian_Soldier\Longlas.p3d"; modelOptics = "optika_snpierw"; opticsZoomMin=0.04; opticsZoomMax=0.12; distanceZoomMin=400; distanceZoomMax=80; opticsFlare = false; displayName="Long-Las Sniper Rifle"; displayNameMagazine="Lasgun Mag."; shortNameMagazine="Lasgun"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[]={"Single","FullAuto"}; magazines[]={"LonglasMag"}; initSpeed=900; picture="\Cadian_Soldier\LongLas_Pic.pac"; class Single { ammo="LLas_Ammo"; multiplier=1; burst=1; displayName="Long-Las Single"; dispersion=0.004; sound[]={"\Cadian_Soldier\Sounds\hotshot.wav",db0,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=600; useAction=0; useActionTitle=""; }; class FullAuto { ammo = "LLas_Ammo"; multiplier=1; burst=1; displayName = "Long-Las Auto"; dispersion=0.005; sound[]={"\Cadian_Soldier\Sounds\hotshot.wav",db0,1}; soundContinuous=false; reloadTime=0.1; ffCount=30; recoil=riffleBurst3; autoFire = true; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero useAction =0; useActionTitle =""; }; }; class CLonglasmk1: Longlasmk1 { model="\Cadian_Soldier\CLonglas.p3d"; picture="\Cadian_Soldier\CLongLas_Pic.pac"; }; class Longlasmk2: Longlasmk1 { scopeWeapon=2; scopeMagazine=0; }; class LonglasMag: Longlasmk1 { scopeWeapon=0; scopeMagazine=2; }; //*************************** Triplex Lasgun ******************************* class Triplexmk1: Riffle { scopeWeapon=2; scopeMagazine=2; model="\Cadian_Soldier\Triplex.p3d"; modelOptics=""; optics=1; opticsZoomMin=0.150; opticsZoomMax=0.950; opticsFlare = false; displayName="Triplex Pattern Lasgun"; displayNameMagazine="Triplex Mag."; shortNameMagazine="Triplex"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[]={"Single","FullAuto"}; magazines[]={"TriplexMag"}; initSpeed=600; picture="\Cadian_Soldier\Triplex_Pic.pac"; class Single { ammo="TLas_Ammo"; multiplier=1; burst=1; displayName="Triplex Lasgun"; dispersion=0.01; sound[]={"\Cadian_Soldier\Sounds\LTsingle.ogg",db+10,1}; soundContinuous=0; reloadTime=0.025; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo = "TLas_Ammo"; multiplier=1; burst=1; displayName = "Triplex Lasgun Auto"; dispersion=0.015; sound[]={"\Cadian_Soldier\Sounds\LTsingle.ogg",db+15,1}; soundContinuous=false; reloadTime=0.1; ffCount=50; recoil=riffleBurst3; autoFire = true; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction =0; useActionTitle =""; }; }; class Triplexmk2: Triplexmk1 { scopeWeapon=2; scopeMagazine=0; }; class TriplexMag: Triplexmk1 { scopeWeapon=0; scopeMagazine=2; }; //*************************** AutoGun ******************************* class Autogunmk1: Riffle { scopeWeapon=2; scopeMagazine=2; model="\Cadian_Soldier\Autogun.p3d"; modelOptics="\Cadian_Soldier\optic_m16.p3d"; count=40; optics=1; opticsZoomMin=0.350; opticsZoomMax=0.350; opticsFlare = false; displayName="Autogun"; displayNameMagazine="Autogun Mag."; shortNameMagazine="Autogun"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[]={"FullAuto","Burst"}; magazines[]={"AutogunMag"}; initSpeed=300; picture="\Cadian_Soldier\Autogun_Pic.pac"; class FullAuto { ammo = "AutogunBullet"; multiplier=1; burst=1; displayName = "Autogun"; dispersion=0.04; sound[]={"\Cadian_Soldier\Sounds\AGsingle.ogg",db0,1}; soundContinuous=false; reloadTime=0.1; ffCount=40; recoil=riffleBurst3; autoFire = true; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction =0; useActionTitle =""; }; class Burst { ammo="AutogunBullet"; multiplier=1; burst=5; displayName="Autogun Burst"; dispersion=0.05; sound[]={"\Cadian_Soldier\Sounds\AGburst.ogg",db0,1}; soundContinuous=0; reloadTime=0.100000; ffCount=5; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class Autogunmk2: Autogunmk1 { scopeWeapon=2; scopeMagazine=0; }; class AutogunMag: Autogunmk1 { scopeWeapon=0; scopeMagazine=2; }; //*************************** AutoGun - Sniper ******************************* class AutogunSmk1: Riffle { scopeWeapon=2; scopeMagazine=2; model="\Cadian_Soldier\AutogunS.p3d"; count=40; optics=1; opticsZoomMin=0.350; opticsZoomMax=0.950; opticsFlare = false; displayName="Autogun Sniper"; displayNameMagazine="AutogunS Mag."; shortNameMagazine="AutogunS"; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[]={"Single","Burst"}; magazines[]={"AutogunSMag"}; initSpeed=700; picture="\Cadian_Soldier\AutogunS_Pic.pac"; class Single { ammo="AutogunSBullet"; multiplier=1; burst=1; displayName="Autogun Semi"; dispersion=0.025; sound[]={"\Cadian_Soldier\Sounds\AGSsingle.ogg",db0,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=700; useAction=0; useActionTitle=""; }; class Burst { ammo="AutogunSBullet"; multiplier=1; burst=5; displayName="Autogun Burst"; dispersion=0.03; sound[]={"\Cadian_Soldier\Sounds\AGSburst.ogg",db0,1}; soundContinuous=0; reloadTime=0.100000; ffCount=5; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=450; useAction=0; useActionTitle=""; }; }; class AutogunSmk2: AutogunSmk1 { scopeWeapon=2; scopeMagazine=0; }; class AutogunSMag: AutogunSmk1 { scopeWeapon=0; scopeMagazine=2; }; //*************************** BOLT PISTOL ******************************* class HandGunBase: Riffle {}; class Bolt_Pistol: HandGunBase { access=2; scopeWeapon=0; scopeMagazine=0; weaponType=2; magazineType=32; initSpeed=250; model="\Cadian_Soldier\Bolt_Pistol"; ammo="Bolt_Pistol_Ammo"; multiplier=1; burst=1; dispersion=0.05; soundContinuous=0; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; picture="\Cadian_Soldier\BoltPistol_Pic.pac"; sound[]={\Cadian_Soldier\Bolt_Pistol.wav,db+10,1}; reloadMagazineSound[]={\Cadian_Soldier\Reload.wav,db0,1}; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=0.500000; aiRateOfFireDistance=50; useAction=0; useActionTitle=""; optics=1; opticsZoommin=0.350000; opticsZoomMax=0.350000; distanceZoomMin=300; distanceZoomMax=300; displayName="Bolt Pistol"; displayNameMagazine="Bolt Pistol - Clip"; shortNameMagazine="Bolt"; count=15; reloadTime=0.25000; magazineReloadTime=1; drySound[]={"weapons\M16dry",0.003162,1}; magazines[]={"Bolt_Pistol"}; canDrop = false; }; //*************************** HellGun ******************************* class Hellgunmk1: Riffle { scopeWeapon=2; scopeMagazine=2; model="\Cadian_Soldier\hellgun.p3d"; optics=1; opticsZoomMin=0.550; opticsZoomMax=0.550; opticsFlare = false; displayName="Hellgun"; displayNameMagazine="Hellgun Mag."; shortNameMagazine="Hellgun"; sound[]={\Cadian_Soldier\Hsingle.wav,db-25,1}; drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1}; modes[]={"Single","Burst","FullAuto"}; magazines[]={"HellgunMag"}; initSpeed=400; picture="\Cadian_Soldier\HellGun_Pic.pac"; class Single { ammo="HellgunBullet"; multiplier=1; burst=1; displayName="Hellgun"; dispersion=0.04; sound[]={\Cadian_Soldier\Hsingle.wav,db0,1}; soundContinuous=1; reloadTime=0.010000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=650; useAction=0; useActionTitle=""; }; class Burst { ammo="HellgunBullet"; multiplier=1; burst=3; displayName="Hellgun Burst"; dispersion=0.05; sound[]={\Cadian_Soldier\Hburst.wav,db0,1}; soundContinuous=0; reloadTime=0.4; ffCount=3; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo = "HellgunBullet"; multiplier=1; burst=1; displayName = "Hellgun Auto"; dispersion=0.06; sound[]={\Cadian_Soldier\Hsingle.wav,db0,1}; soundContinuous=0; reloadTime=0.1; ffCount=30; recoil=riffleBurst3; autoFire = true; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero useAction =0; useActionTitle =""; }; }; class Hellgunmk2: Hellgunmk1 { scopeWeapon=2; scopeMagazine=0; }; class HellgunMag: Hellgunmk1 { scopeWeapon=0; scopeMagazine=2; }; //*************************** Grenade Launcher ******************************* class GrenadeLauncher: Default {}; class IG_GrenLauncher : GrenadeLauncher { ammo="IG_Grenade"; model="\cadian_soldier\grenadelauncher.p3d"; modelSpecial=""; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; scopeWeapon=2; scopeMagazine=2; reloadtime=2.5; magazineReloadTime=5; autofire=1; autoreload=1; weaponType = WeaponSlotPrimary; count=8; picture="\Cadian_Soldier\GrenLauncher_Pic.pac"; }; class C_IG_GrenLauncher : IG_GrenLauncher { model="\cadian_soldier\CGrenadeLauncher.p3d"; picture="\Cadian_Soldier\CGrenLauncher_Pic.pac"; }; //*************************** Las_Round ******************************* class Las_Round: Lasgun { scopeWeapon=0; scopeMagazine=2; shortNameMagazine="Las Round"; displayNameMagazine="Lasgun Round"; picture="\Cadian_Soldier\LasClip.jpg"; }; //*************************** cLas_Round ******************************* class cLas_Round: CLasgunmk1 { scopeWeapon=0; scopeMagazine=2; shortNameMagazine="CLas Round"; displayNameMagazine="CLasgun Round"; picture="\Cadian_Soldier\LasClip.jpg"; }; //*************************** Flamer ******************************* class HandGrenade : GrenadeLauncher {}; class SmokeShell : HandGrenade {}; class Flamer: GrenadeLauncher { model="\cadian_soldier\Flamer.p3d"; modelSpecial=""; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; ammo="FlamerProjectile"; autofire=1; autoreload=1; showempty=0; scopeMagazine=0; scopeWeapon=2; weapontype=1; reloadtime=0.2; initspeed=40; count=100; sound[]={\Cadian_Soldier\FlamerD.wav,db+20,1 }; soundContinuous=1; reloadSound[]={,1,1}; reloadMagazineSound[]={\Cadian_Soldier\Reload.wav,db0,1}; displayName="Flamer"; displayNameMagazine="Flamer Fuel"; shortNameMagazine="Flamer Fuel"; magazines[]={"Flamer"}; useAction=0; useActionTitle=""; picture="\Cadian_Soldier\Flamer_Pic.pac"; }; class CFlamer: Flamer { model="\cadian_soldier\CFlamer.p3d"; picture="\Cadian_Soldier\CFlamer_Pic.pac"; }; }; class CfgVehicles { class All{}; class AllVehicles : All{}; class Land : AllVehicles{}; class Man : Land{}; class Soldier : Man{}; class SoldierWB : Soldier{}; class OfficerW : SoldierWB{}; //****************************************************************************************** *** //********************************* Soldier Configuration ************************************* //****************************************************************************************** *** //********************************* Imperial Guardsmen ****************************************** class ImpGuardsmen : SoldierWB { VehicleClass="Imperial Guard"; displayName="Imperial Guardsmen"; model="\Cadian_Soldier\Imperial_Guardsmen.p3d"; weapons[]={"Lasgun","Throw","Put"}; magazines[]={"Lasgun","Lasgun","Lasgun","Lasgun","Lasgun& quot;}; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; class SoundEnvironExt { normalExt[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1}}; normal[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1}}; road[] = {{"\Cadian_Soldier\ENV\Road1.wav",db-68,1},{"\Cadian_Soldier\ENV\Road2.wav",db-68,1}}; rock[] = {{"\Cadian_Soldier\ENV\Rock1.wav",db-68,1},{"\Cadian_Soldier\ENV\Rock2.wav",db-68,1}}; water[] = {{"\Cadian_Soldier\ENV\Wat1.wav",db-68,1},{"\Cadian_Soldier\ENV\Wat2.wav",db-68,1}}; gravel[] = {{"\Cadian_Soldier\ENV\Grav1.wav",db-68,1},{"\Cadian_Soldier\ENV\Grav2.wav",db-68,1}}; sand[] = {{"\Cadian_Soldier\ENV\Sand1.wav",db-68,1},{"\Cadian_Soldier\ENV\Sand2.wav",db-68,1}}; drygrass[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1}}; lnggrass[] = {{"\Cadian_Soldier\ENV\Bush1.wav",db-68,1},{"\Cadian_Soldier\ENV\Bush2.wav",db-68,1}}; grass[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1}}; forest[] = {{"\Cadian_Soldier\ENV\Bush1.wav",db-68,1},{"\Cadian_Soldier\ENV\Bush2.wav",db-68,1}}; mud[] = {{"\Cadian_Soldier\ENV\Mud1.wav",db-68,1},{"\Cadian_Soldier\ENV\Mud2.wav",db-68,1}}; wood[] = {{"\Cadian_Soldier\ENV\Wood1.wav",db-68,1},{"\Cadian_Soldier\ENV\Wood2.wav",db-68,1}}; metal[] = {{"\Cadian_Soldier\ENV\Metal1.wav",db-68,1},{"\Cadian_Soldier\ENV\Metal2.wav",db-68,1}}; fallbody[]={{"\Cadian_Soldier\ENV\Fall.wav",db-68,1}}; laydown[]={{"\Cadian_Soldier\ENV\Lay.wav",db-68,1}}; standup[]={{"People\up",db-110,1}}; crawl[]={{"People\crawl",db-115,1}}; }; hitSound1[]={\Cadian_Soldier\Ouch\Pain1.ogg,db-0,1}; hitSound2[]={\Cadian_Soldier\Ouch\Pain2.ogg,db-0,1}; hitSound3[]={\Cadian_Soldier\Ouch\Pain3.ogg,db-0,1}; hitSound4[]={\Cadian_Soldier\Ouch\Pain4.ogg,db-0,1}; hitSound5[]={\Cadian_Soldier\Ouch\Pain5.ogg,db-0,1}; hitSound6[]={\Cadian_Soldier\Ouch\Pain6.ogg,db-0,1}; hitSound7[]={\Cadian_Soldier\Ouch\Pain7.ogg,db-0,1}; hitSound8[]={\Cadian_Soldier\Ouch\Pain8.ogg,db-0,1}; hitSound9[]={\Cadian_Soldier\Ouch\Pain9.ogg,db-0,1}; hitSound10[]={\Cadian_Soldier\Ouch\Pain10.ogg,db-0,1}; hitSound11[]={\Cadian_Soldier\Ouch\Pain11.ogg,db-0,1}; hitSound12[]={\Cadian_Soldier\Ouch\Pain12.ogg,db-0,1}; hitSound13[]={\Cadian_Soldier\Ouch\Pain13.ogg,db-0,1}; hitSound14[]={\Cadian_Soldier\Ouch\Pain14.ogg,db-0,1}; hitSound15[]={\Cadian_Soldier\Ouch\Pain15.ogg,db-0,1}; hitSound16[]={\Cadian_Soldier\Ouch\Pain16.ogg,db-0,1}; hitSound17[]={\Cadian_Soldier\Ouch\Pain17.ogg,db-0,1}; hitSound18[]={\Cadian_Soldier\Ouch\Pain18.ogg,db-0,1}; hitSound19[]={\Cadian_Soldier\Ouch\Pain19.ogg,db-0,1}; hitSound20[]={\Cadian_Soldier\Ouch\Pain20.ogg,db-0,1}; hitSound21[]={\Cadian_Soldier\Ouch\Medic2.ogg,db-0,1}; hitSounds[]={hitSound1,0.04,hitSound2,0.04,hitSound3,0.04,hitSound4,0.04, hitSound5,0.04,hitSound6,0.04,hitSound7,0.04,hitSound8,0.04, hitSound9,0.04,hitSound10,0.04,hitSound11,0.04,hitSound12,0.04, hitSound13,0.04,hitSound14,0.04,hitSound15,0.04,hitSound16,0.04, hitSound17,0.04,hitSound18,0.04,hitSound19,0.04,hitSound20,0.04, hitSound21,0.04}; }; class Imperial_Sergent : ImpGuardsmen { VehicleClass="Imperial Guard"; displayName="Imperial Sergent"; model="\Cadian_Soldier\Imperial_Guardsmen.p3d"; weapons[]={"Bolt_Pistol","Throw","Put"}; magazines[]={"Bolt_Pistol","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol ","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol"}; picture=\misc\frcky.paa; nameSound="officer"; accuracy=2.0; cost=500000; moves="CfgMoves_CadianO"; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; }; class Imperial_Flamer : ImpGuardsmen { VehicleClass="Imperial Guard"; cost=15000; displayName="Imperial Guardsmen - Flamer"; model="\Cadian_Soldier\Imperial_Guardsmen.p3d"; accuracy=1.400000; threat[]={1,0.900000,0.500000}; weaponSlots="1+2*4096+10*256"; weapons[]={"Flamer","Throw","Put"}; magazines[]={"Flamer","Flamer","Flamer"}; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\FTBurn.sqs" }; }; class Imperial_Marksmen : ImpGuardsmen { VehicleClass="Imperial Guard"; displayName="Imperial Marksmen"; model="\Cadian_Soldier\Imperial_Guardsmen.p3d"; weapons[]={"Triplexmk1","Throw","Put"}; magazines[]={"TriplexMag","TriplexMag","TriplexMag","TriplexMag&quo t;,"TriplexMag"}; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; }; class Imperial_GrenLauncher : ImpGuardsmen { VehicleClass="Imperial Guard"; displayName="Imperial Guardsmen - Grenade Launcher"; model="\Cadian_Soldier\Imperial_Guardsmen.p3d"; weapons[]={"IG_GrenLauncher","Throw","Put"}; magazines[]={"IG_GrenLauncher","IG_GrenLauncher","IG_GrenLauncher",&quot ;IG_GrenLauncher","IG_GrenLauncher"}; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; }; class Imperial_Sniper : ImpGuardsmen { VehicleClass="Imperial Guard"; displayName="Imperial Sniper"; model="\Cadian_Soldier\Imperial_Sniper.p3d"; weapons[]={"Longlasmk1","Throw","Put"}; magazines[]={LonglasMag,LonglasMag,LonglasMag,LonglasMag,LonglasMag}; camouflage=0.4; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; }; //********************************* Cadian Guardsmen ****************************************** class Cadian_Sergent : ImpGuardsmen { VehicleClass="Imperial Guard"; displayName="Cadian Sergent"; model="\Cadian_Soldier\Cadian_Serg.p3d"; weapons[]={"Bolt_Pistol","Throw","Put"}; magazines[]={"Bolt_Pistol","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol ","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol"}; picture=\misc\frcky.paa; nameSound="officer"; accuracy=2.0; cost=500000; moves="CfgMoves_CadianO"; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; }; class Cadian_Soldier : ImpGuardsmen { VehicleClass="Imperial Guard"; displayName="Cadian Guardsmen"; model="\Cadian_Soldier\Cadian_Guardsmen.p3d"; weapons[]={"CLasgunmk1","Throw","Put"}; magazines[]={CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag}; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; }; class Cadian_Marksmen : ImpGuardsmen { VehicleClass="Imperial Guard"; displayName="Cadian Marksmen"; model="\Cadian_Soldier\Cadian_Guardsmen.p3d"; weapons[]={"Triplexmk1","Throw","Put"}; magazines[]={"TriplexMag","TriplexMag","TriplexMag","TriplexMag&quo t;,"TriplexMag"}; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; }; class Cadian_Flamer : ImpGuardsmen { VehicleClass="Imperial Guard"; cost=15000; displayName="Cadian Guardsmen - Flamer"; model="\Cadian_Soldier\Cadian_Flamer.p3d"; hiddenSelections[] = {"Fuel_Tanks"}; weapons[]={"CFlamer","Throw","Put"}; accuracy=1.400000; magazines[]={"Flamer","Flamer","Flamer"}; threat[]={1,0.900000,0.500000}; weaponSlots="1+2*4096+10*256"; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0,_this select 1] exec "\Cadian_Soldier\FTBurn.sqs" }; }; class Cadian_GrenLauncher : ImpGuardsmen { VehicleClass="Imperial Guard"; displayName="Cadian Guardsmen - Grenade Launcher"; model="\Cadian_Soldier\Cadian_Guardsmen.p3d"; weapons[]={"C_IG_GrenLauncher","Throw","Put"}; magazines[]={"C_IG_GrenLauncher","C_IG_GrenLauncher","C_IG_GrenLauncher" ,"C_IG_GrenLauncher","C_IG_GrenLauncher"}; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; }; class Cadian_Sniper : ImpGuardsmen { VehicleClass="Imperial Guard"; displayName="Cadian Sniper"; model="\Cadian_Soldier\Cadian_Sniper.p3d"; weapons[]={"CLonglasmk1","Throw","Put"}; magazines[]={LonglasMag,LonglasMag,LonglasMag,LonglasMag,LonglasMag}; camouflage=0.4; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" }; }; //*************************** Kasrkin Storm Troopers ******************************* class Kasrkin_Sergent : ImpGuardsmen { armor=6; VehicleClass="Imperial Guard"; displayName="Kasrkin Sergent"; model="\Cadian_Soldier\ST_Serg.p3d"; weapons[]={"Autogunmk1" ,"Bolt_Pistol" , "Throw","Put"}; magazines[]={"AutogunMag","AutogunMag","AutogunMag","AutogunMag&quo t;,"AutogunMag","Bolt_Pistol","Bolt_Pistol","Bolt_Pisto l"}; class eventhandlers { Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" }; }; class Kasrkin_StormTrooper : ImpGuardsmen { armor=6; VehicleClass="Imperial Guard"; displayName="Kasrkin StormTrooper"; model="\Cadian_Soldier\ST.p3d"; weapons[]={"Hellgunmk1","Throw","Put"}; magazines[]={HellgunMag,HellgunMag,HellgunMag,HellgunMag,HellgunMag,HellgunMag}; class eventhandlers { Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" }; }; class Kasrkin_StormTrooperAG : ImpGuardsmen { armor=6; VehicleClass="Imperial Guard"; displayName="Kasrkin StormTrooper - Autogun"; model="\Cadian_Soldier\ST.p3d"; weapons[]={"Autogunmk1","Throw","Put"}; magazines[]={AutogunMag,AutogunMag,AutogunMag,AutogunMag,AutogunMag,AutogunMag}; class eventhandlers { Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" }; }; class Kasrkin_StormTrooperSAG : ImpGuardsmen { armor=6; VehicleClass="Imperial Guard"; displayName="Kasrkin StormTrooper - Autogun Sniper"; model="\Cadian_Soldier\ST.p3d"; weapons[]={"AutogunSmk1","Throw","Put"}; magazines[]={AutogunSMag,AutogunSMag,AutogunSMag,AutogunSMag,AutogunSMag,AutogunSMag}; class eventhandlers { Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" }; }; class Kasrkin_StormTrooperLL : ImpGuardsmen { armor=6; VehicleClass="Imperial Guard"; displayName="Kasrkin StormTrooper - LongLas Sniper"; model="\Cadian_Soldier\ST.p3d"; weapons[]={"Longlasmk1","Throw","Put"}; magazines[]={LonglasMag,LonglasMag,LonglasMag,LonglasMag,LonglasMag}; class eventhandlers { Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" }; }; class Kasrkin_StormTrooperGL : ImpGuardsmen { armor=6; VehicleClass="Imperial Guard"; displayName="Kasrkin StormTrooper - Grenade Launcher"; model="\Cadian_Soldier\ST.p3d"; weapons[]={"IG_GrenLauncher","Throw","Put"}; magazines[]={"IG_GrenLauncher","IG_GrenLauncher","IG_GrenLauncher",&quot ;IG_GrenLauncher","IG_GrenLauncher"}; class eventhandlers { Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs" Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" }; }; class Kasrkin_Flamer : ImpGuardsmen { armor=6; VehicleClass="Imperial Guard"; displayName="Kasrkin StormTrooper - Flamer"; model="\Cadian_Soldier\ST.p3d"; weapons[]={"Flamer","Throw","Put"}; magazines[]={"Flamer","Flamer","Flamer"}; class eventhandlers { Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";" Dammaged = [_this select 0] exec "\Cadian_Soldier\FTBurn.sqs" }; }; class Static:All{}; class Building:Static{}; class Strategic:Building{}; class Target : Strategic {}; class FlamerFire: Target { scope=public; sound="Fire"; simulation="fire"; model="empty"; displayName="Flamer Fire"; timetToLive = 6.0; class Smoke { interval=0.060000; cloudletDuration=3.000000; cloudletAnimPeriod=3.0000; cloudletSize=0.30000; cloudletAlpha=1.00000; cloudletGrowUp=0.300000; cloudletFadeIn=0.100000; cloudletFadeOut=0.500000; cloudletAccY=0.200000; cloudletMinYSpeed=0; cloudletMaxYSpeed=10; cloudletShape="cl_fire"; cloudletColor[]={1,1,1,1}; initT=1000; deltaT=-500; class Table { class T1 { maxT=0; color[]={0.000000,0.000000,0.100000,1}; }; class T2 { maxT=300; color[]={0.600000,0.200000,0.000000,1}; }; class T3 { maxT=1000; color[]={0.700000,0.700000,0.000000,1}; }; }; density=0.70000; size=0.30000; initYSpeed=2.000000; timeToLive=6.00000; in=0.000000; out=0.000000; }; class Light { Shape="koulesvetlo"; color[] = {0.3000, 0.150, 0.0, 0.0}; ambient[] = {0.30000, 0.150, 0.0000, 0.0}; position = "light"; size = 0.001; brightness = 0.01000; timetolive=6.00000; }; }; class FlamerFlames: Target { scope=public; sound="Fire"; simulation="fire"; model="empty"; displayName="Flamer Fire"; timetToLive = 3.0; class Smoke { interval=0.060000; cloudletDuration=0.600000; cloudletAnimPeriod=1.0000; cloudletSize=0.60000; cloudletAlpha=1.00000; cloudletGrowUp=0.1; cloudletFadeIn=0.2; cloudletFadeOut=0.1; cloudletAccY=0; cloudletMinYSpeed=0; cloudletMaxYSpeed=10; cloudletShape="cl_fire"; cloudletColor[]={1,1,1,1}; initT=1000; deltaT=-500; class Table { class T1 { maxT=0; color[]={0.000000,0.000000,0.100000,1}; }; class T2 { maxT=300; color[]={0.600000,0.200000,0.000000,1}; }; class T3 { maxT=1000; color[]={0.700000,0.700000,0.000000,1}; }; }; density=0.90000; size=0.60000; initYSpeed=0.000000; timeToLive=3.00000; in=0.000000; out=0.000000; }; class Light { Shape="koulesvetlo"; color[] = {0.3000, 0.150, 0.0, 0.0}; ambient[] = {0.30000, 0.150, 0.0000, 0.0}; position = "light"; size = 0.005; brightness = 1.00000; timetolive=6.00000; }; }; class FlamerFlames2: FlamerFlames { scope=public; sound="FlamerFlames2"; simulation="fire"; model="empty"; displayName="RDFire"; timetToLive = 1.5; class Smoke { interval=0.060000; cloudletDuration=0.600000; cloudletAnimPeriod=1.0000; cloudletSize=0.500000; cloudletAlpha=1.00000; cloudletGrowUp=0.0; cloudletFadeIn=0.0; cloudletFadeOut=0.0; cloudletAccY=0; cloudletMinYSpeed=0; cloudletMaxYSpeed=2; cloudletShape="cl_fire"; cloudletColor[]={1,1,1,1}; initT=1000; deltaT=-500; class Table { class T1 { maxT=0; color[]={0.000000,0.000000,0.100000,1}; }; class T2 { maxT=300; color[]={0.600000,0.200000,0.000000,1}; }; class T3 { maxT=1000; color[]={0.700000,0.700000,0.000000,1}; }; }; density=0.50000; size=0.50000; initYSpeed=0.000000; timeToLive=1.5; in=0.000000; out=0.000000; }; class Light { Shape="koulesvetlo"; color[] = {0.3000, 0.150, 0.0, 0.0}; ambient[] = {0.30000, 0.150, 0.0000, 0.0}; position = "light"; size = 0.015; brightness = 1.00000; timetolive=2.00000; }; }; class FuelTankFire: Target { scope=public; sound="FuelTankFire"; simulation="fire"; model="empty"; displayName="RDFire"; timetToLive = 5.0; class Smoke { interval=0.060000; cloudletDuration=0.600000; cloudletAnimPeriod=1.0000; cloudletSize=2.50000; cloudletAlpha=1.00000; cloudletGrowUp=0.3; cloudletFadeIn=0.2; cloudletFadeOut=0.1; cloudletAccY=0; cloudletMinYSpeed=0; cloudletMaxYSpeed=10; cloudletShape="cl_fire"; cloudletColor[]={1,1,1,1}; initT=1000; deltaT=-500; class Table { class T1 { maxT=0; color[]={0.000000,0.000000,0.100000,1}; }; class T2 { maxT=300; color[]={0.600000,0.200000,0.000000,1}; }; class T3 { maxT=1000; color[]={0.700000,0.700000,0.000000,1}; }; }; density=1.00000; size=2.50000; initYSpeed=0.000000; timeToLive=3.0; in=0.000000; out=0.000000; }; class Light { Shape="koulesvetlo"; color[] = {0.3000, 0.150, 0.0, 0.0}; ambient[] = {0.30000, 0.150, 0.0000, 0.0}; position = "light"; size = 0.015; brightness = 2.00000; timetolive=3.00000; }; }; class FlamerSmoke: Target { scope=public; sound="Fire" simulation="fire"; model="Empty"; displayName="Flamer Smoke"; timetolive=20.0; class Smoke { interval=0.050000; cloudletDuration=4.000000; cloudletAnimPeriod=3.0000; cloudletSize=0.30000; cloudletAlpha=1.00000; cloudletGrowUp=1.000000; cloudletFadeIn=0.000000; cloudletFadeOut=0.500000; cloudletAccY=0.200000; cloudletMinYSpeed=0; cloudletMaxYSpeed=10; cloudletShape="cl_basic"; cloudletColor[]={1,1,1,1}; initT=1000; deltaT=-500; class Table { class T1 { maxT=0; color[]={0.300000,0.300000,0.300000,1}; }; class T3 { maxT=1000; color[]={0.000000,0.000000,0.000000,1}; }; }; density=0.70000; size=0.30000; initYSpeed=2.000000; timeToLive=20.00000; in=0.000000; out=0.000000; }; class Light { Shape="koulesvetlo"; color[] = {0.3000, 0.150, 0.0, 0.0}; ambient[] = {0.30000, 0.150, 0.0000, 0.0}; position = "light"; size = 0.001; brightness = 0.00000; timetolive=10.00000; }; }; }; class CfgManActions{}; class CfgMovesMC{}; class CfgMoves_CadianO: CfgMovesMC { class Default // default state { access = ReadOnlyVerified; actions = StandActions; file=""; // default - no file looped=true; speed=5.5; disableWeapons=false; enableOptics=true; // note: this is tested only when disableWeapons is false disableWeaponsLong=false; showWeaponAim=true; enableMissile = false; enableBinocular = false; showItemInHand = false; showItemInRightHand = false; showHandGun = false; onLandBeg=false; onLandEnd=false; onLadder=false; duty=-0.5; visibleSize = 1; aimPrecision = 1; recoilSuffix = ""; relSpeedMin=1.0; relSpeedMax=1.0; soundEnabled=true; soundOverride=""; // default - no override soundEdge1=0.5;soundEdge2=1; // in what relative positions sound should start terminal = false; // all movement stops here limitGunMovement=1; variantsPlayer[]={}; // variants for player variantsAI[]={""}; // variants for AI - default is to use players variants equivalentTo=""; // whioch move is this variant of connectAs=""; // connection same as some other state variantAfter[]={5,10,20}; // min, mid, max: time after which variant should be run connectFrom[]={}; // after which state may be this one played connectTo[]={}; // which state may be played after this one interpolateWith[]={}; // which states may we interpolate with interpolateTo[]={}; // which states may we interpolate with interpolateFrom[]={}; // which states may we interpolate with aiming = aimingDefault; legs = legsDefault; head = headDefault; interpolationSpeed=6; // inverse of interpolation time interpolationRestart=false; // only some animations need to be resident preload = false; }; class StatesExt { class Weapon: Default { actions="WeaponActions"; file="atstat.rtm"; speed=10000000000.000000; looped=1; soundEnabled=0; enableMissile=1; duty=-1; visibleSize=0.600000; aimPrecision=0.500000; recoilSuffix="halffixed"; }; class WeaponWalkF: Weapon { file="at0l.rtm"; speed=-0.800000; looped=1; duty=-0.500000; }; class HandGunStandWalkF: WeaponWalkF { actions = HandGunStandActions; file="\Cadian_Soldier\Animations\NewPistolWalk0.rtm"; looped=true; enableMissile = true; duty=RunDuty; visibleSize = 0.6; aimPrecision = 0.5; recoilSuffix = "halffixed"; showWeaponAim=true; showHandGun = true; disableWeapons=false; enableOptics=true; }; class HandGunStandWalkLF: HandGunStandWalkF { actions = HandGunStandActions; file="\Cadian_Soldier\Animations\NewPistolWalk-45.rtm"; }; class HandGunStandWalkRF: HandGunStandWalkF { actions = HandGunStandActions; file="\Cadian_Soldier\Animations\NewPistolWalk45.rtm"; }; class HandGunStandWalkL: HandGunStandWalkF { actions = HandGunStandActions; file="\Cadian_Soldier\Animations\NewPistolWalk-90.rtm"; }; class HandGunStandWalkR: HandGunStandWalkF { actions = HandGunStandActions; file="\Cadian_Soldier\Animations\NewPistolWalk90.rtm"; }; class HandGunStandWalkLB: HandGunStandWalkF { actions = HandGunStandActions; file="\Cadian_Soldier\Animations\NewPistolWalk-135.rtm"; }; class HandGunStandWalkRB: HandGunStandWalkF { actions = HandGunStandActions; file="\Cadian_Soldier\Animations\NewPistolWalk135.rtm"; }; class HandGunStandWalkB: HandGunStandWalkF { actions = HandGunStandActions; file="\Cadian_Soldier\Animations\NewPistolWalk180.rtm"; }; }; }; //Proxy The Weapons class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyLasgun:ProxyWeapon {}; class ProxyBolt_Pistol:ProxyWeapon {model = "\Cadian_Soldier\Bolt_Pistol";} its for personal use
  23. Badassdom

    request: KSK WITH WEAPONS PACK

    just use the existing ksk pack and unpbo it, add weapon use and re-pbo it. just for personal use
  24. Badassdom

    error reading

    thanks for the tips but it was just a driver problem i know noob
  25. Badassdom

    error reading

    when i start ofp res under beta 1.96 i get a error reading Adapter 0 (RADEON x600 series) Fullscreen Resolution 1024x768, format X8R8G8B8/D24S8, refresh 75 Hz. Error D3DERR_outofvideomemory (patch 1.96 won't install, error missing mpmissions) i have Microstar pentium 4 3GHz Radeon x600 pro  3dcard res worked fine on my old pc? other games (Rome Total War) work with out a problem. that is until i try to start ofp, my driver stops functioning whats causing this and how do i fix it ?
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