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bmgarcangel

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Everything posted by bmgarcangel

  1. bmgarcangel

    Configing animation tutorial?

    Ok........anyway, I will try and get all this animation coding into order...its really confusing seriously. I hope like some mod will create a tutorial to help other mods with animation processess I mean since because they have already gone through the hours trying to figure it out, why not create a tutorial so myself and others don't have to go through that again. ~Bmgarcangel
  2. bmgarcangel

    Gw2 mod

    I agree. Don't be going and judging people on their models. That SAM system looks pretty tight guys and I really can't wait for it to come out! Also I got another idea. This is Gulf War II right? Well include stuff from The Second Gulf War too then, eh? ~Bmgarcangel
  3. bmgarcangel

    Configing animation tutorial?

    **EDITED** Thats alot of SHIT! Well...do you mind putting it into like:Prone, Stand-combat, aware, and safe and careless areas
  4. bmgarcangel

    New tfw:cik modification thread

    Hey Got two pictures of my most recent work for the mod. First picture is a Sten Mark II while the second is a Sten Mark V
  5. bmgarcangel

    Battlefield 2 announced by ea gamges

    I like...
  6. bmgarcangel

    Vbs 1 released

    So I found that no one to my knowledge has yet released a topic here so I guess i'll try it out. Everyone has heard that VBS1 has been released right? Well, anyone get it yet? I mean it looks totally alot better then OFP:RES! ~Bmgarcangel
  7. bmgarcangel

    Battlefield 2 announced by ea gamges

    I guessing you mean the "moving in vehicles" its not possable in ofp without scripts. NO, i mean the video we saw anyway if i am goin to have a chopper ride IRL i wont do that stupid seatbeltless thing(even with a only a safity line which dont help at all i will take it, as you might still have a chance if you goin to fall)flying by chopper in game is much the same also i hope that the flight control of the choppers wont be the same as BF:V nor DC as they really suck up big time Not really. I can fly a helicopter like prefectly in those games, its like so fricken fun!
  8. bmgarcangel

    Configing animation tutorial?

    Well i've written a huge config already and I know a bunch about doing it already Just need to know all the basics for configing da animations!!!
  9. bmgarcangel

    Configing animation tutorial?

    ya ya ya....i'll look in the tutorial section in the forums...since no one knows how to
  10. I call for a better engine bassically, a really good engine, with better lighting and not some crappy old modified one, a completely new engine for this game. Getting some stuff from the recent E3 Presentation I found some new and incredible stuff. Half-life 2 looks ok, but it still looks a little behind along with the new Quake. But then I glanced at the best engine that I have ever seen in my life. Unreal Engine 0.3 is the best i've ever seen for a computer. It looks ultimatley...real as can be for a computer game. Think that movie final fantasy graphics in a computer game. They also have created an awesome new way of building human models. Using about 1 million something polygons at first and then putting a lower polly over that thenn adjusting it or something so that its down to 85,000 polygons and then it human looks like........OH MY GOD!! INCREDIBLE!!! Every single detail is there!!! Now I wish for Bohemia to use better skill at making animations and making models. Use a human body using the motion capture technology and make several different types of models. Women, Childern, and others but make it so that it can be more polygons, better details, more faces but edit the engine so that even though it has more detail it can still make it so the computer hardler even slows down. Also, i'd like the soldier to look into my eyes but not have like big pixels as his eye lids. You think Unreal 2 had big pixels as eye lids? No. They had perfect eyes that would swivel and look at you and the detail was amazing. I expect the same from OFP 2. I hope I don't ask too much for the Bohemia team but its the future, not the past anymore, time to live it! Cheers! ~Bmgarcangel
  11. bmgarcangel

    Irish army

    FOr building your soldiers? Good luck dude... Send me a pay check and sure i'll help and you'll get like everyone else to help too
  12. bmgarcangel

    Animator needed

    J-man does animations for TFW:CIK Mod and The Unsung Mod. I'll talk to him when he gets back from his vacation. ~Bmgarcangel
  13. bmgarcangel

    Configing animation tutorial?

    Well...doesn't explain the weapon animation stuff.....
  14. Hey I've been like looking on ofpec and stuf, I havent been able to find a tutorial on getting animation into the config so that my new custom animations will work with my new gun and stuff....I was wondering if either any of you guys know how to do this or if you know where i can find a tutorial (instructions) on how to do it. ~Bmgarcangel
  15. bmgarcangel

    New island in progress

    I concure  One thing...perhaps include Major Fubars sex world in the island too!
  16. bmgarcangel

    Configging until my brain explodes

    LOL Leone, you avatar looks like the Mamonth* from C&C: Tiberium Son Put your head in the view of my sights and i'll do so   Anyone know how to get animations into the cpp.?
  17. bmgarcangel

    New tfw:cik modification thread

    M1928 Thompson with drum has been canceled Here is a picture of our M1911 .45 Colt made by Cympatheey. Textures by Sgt. Strker
  18. bmgarcangel

    Configging until my brain explodes

    OH MY GOD!! I'm like missing the simplest of things...
  19. Hey I have a question. If I copy the regular BIS anim pbo into my mod folder, then replace a few of their animations to suit my needs, will they work? Also do I have to have all their anim in the folder or can I just put a few in and expect everything else to still work? ~Bmgarcangel
  20. bmgarcangel

    Mod folders and animations

    LOL Ok other question: How do I change the version of OFP that my mod folder uses? I want it to use Version 1.96 because then people don't have to use the cd to start it up... ~Bmgarcangel
  21. bmgarcangel

    Bayonet animation on a rifle

    wtf ..... na guys, we have to wait sadly Happens with all mods
  22. bmgarcangel

    Configging until my brain explodes

    Man I hate working on these...we need a cpp. expert! Well, I only got this error after like last night.  So Cympatheey finished our M1911 .45 Colt and I was adding the TFW_M1911 parts into the config.  Now, i've skimmed through the M1911 part a few times now and I can't find a error.  Sorry to bring it back, but do you see it? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//****************************************/ //CPP by TFW:CIK Modification //Animations by TFW:CIK Modification //Soldiers by TFW:CIK Modification //Weapons by TFW:CIK Modification //Textures by TFW:CIK Modification //© 2003 - 2004 Copyright The Forgotten War: Conflict in Korea Modification //****************************************/ // 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 #define CanSeeRadar 1 #define CanSeeRye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeAll 31 class CfgPatches { class TFW_Weapons { units[] = {}; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgModels  {  class Default{};  class Weapon: Default{}; class TFW_ppsha41: Weapon{}; class TFW_thompson: Weapon{}; class TFW_SKS: Weapon{}; class TFW_30cala4: Weapon{}; class TFW_bunk_30cala4: Weapon{};  class TFW_30cala6: Weapon{}; class TFW_30cala4notri: Weapon{}; class TFW_StenMK2: Weapon{}; class TFW_M1911A1: Weapon{}; }; class CfgAmmo {     class default {}; class BulletSingle :default{}; class Bullet7_6: BulletSingle {}; class TFW_ThompsonAmmo :BulletSingle { hit=9; indirectHit=0.5; indirectHitRange=0.090000; visibleFire=21 audibleFire=25 visibleFireTime=2 tracerColor[]={0.700000,0.700000,0.500000,0.400000}; tracerColorR[]={0.700000,0.700000,0.500000,0.400000}; model="shell"; simulation="shotBullet"; simulationStep=0.050000; soundFly[]={"objects\bulletnoise",0.251189,0.700000}; explosive=0; minRange=1; minRangeProbab=0.100000; midRange=160; midRangeProbab=0.380000; maxRange=290; maxRangeProbab=0.040000; cartridge="FxCartridgeSmall"; cost=0.700000; initSpeed=700; }; class TFW_PPSH41Ammo :BulletSingle { hit=9; indirectHit=2; indirectHitRange=0.100000; visibleFire=20 audibleFire=26 visibleFireTime=3 tracerColor[]={0.700000,0.700000,0.500000,0.400000}; tracerColorR[]={0.700000,0.700000,0.500000,0.400000}; model="shell"; simulation="shotBullet"; simulationStep=0.050000; soundFly[]={"objects\bulletnoise",0.251189,0.700000}; explosive=0; minRange=1; minRangeProbab=0.100000; midRange=200; midRangeProbab=0.380000; maxRange=400; maxRangeProbab=0.040000; cartridge="FxCartridgeSmall"; cost=0.700000; initSpeed=400; }; class TFW_StenAmmo :BulletSingle { hit=9.7; indirectHit=0.3; indirectHitRange=0.090000; visibleFire=19 audibleFire=18 visibleFireTime=1 tracerColor[]={0.700000,0.700000,0.500000,0.400000}; tracerColorR[]={0.700000,0.700000,0.500000,0.400000}; model="shell"; simulation="shotBullet"; simulationStep=0.050000; soundFly[]={"objects\bulletnoise",0.251189,0.700000}; explosive=0; minRange=1; minRangeProbab=0.100000; midRange=60; midRangeProbab=0.380000; maxRange=190; maxRangeProbab=0.040000; cartridge="FxCartridgeSmall"; cost=0.700000; initSpeed=1250; }; class TFW_SKSAmmo: BulletSingle { // changed // parametes to make AI decide what mode should be used hit=10; indirectHit=1; indirectHitRange=0.100000; minRange=1; minRangeProbab=0.10; midRange=400; midRangeProbab=0.80; maxRange=600; maxRangeProbab=0.15; visibleFire=25; // how much is visible when this weapon is fired audibleFire=25; visibleFireTime=5; // how long is it visible cost = 2.5; }; class 30cala4a6Base : Bullet7_6 { hit=9; indirectHit=2; indirectHitRange=0.1; tracerColor[]={0.900000,0.000000,0.000000,8.000000}; tracerColorR[]={0.900000,0.000000,0.000000,8.000000}; visibleFire=9; audibleFire=27; visibleFireTime=2; cartridge="FxCartridge"; minRange=0; minRangeProbab=0.100000; midRange=520; midRangeProbab=0.700000; maxRange=800; maxRangeProbab=0.040000; }; class TFW_M1911Ammo: BulletSingle { access=2; hit=7.9; indirectHit=1; indirectHitRange=0.050000; visibleFire=14; audibleFire=14; visibleFireTime=2; minRange=0; minRangeProbab=0.100000; midRange=10; midRangeProbab=0.700000; maxRange=100; maxRangeProbab=0.040000; cartridge="FxCartridgeSmall"; tracerColor[]={0.800000,0.500000,0.100000,0.040000}; tracerColorR[]={0,0,0,0.005000}; }; }; }; class CfgRecoils { //time, rear, up 30calrecoil[]= {0.050000,0.020000,"0.04*1.35",0.050000,0.010000,"0.01*0.5",0.050000,0.030000,"0.04*1.35",0.050000,0.020000,"0.02*0.5",0.050000,0.040000,"0.04*1.35",0.010000,0,0}; 30cala4recoil[]= {0.050000,0.020000,"0.04*1.35",0.050000,0.010000,"0.01*0.5",0.050000,0.030000,"0.04*1.35",0.050000,0.020000,"0.02*0.5",0.050000,0.040000,"0.04*1.35",0.020000,0,0}; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class HandGunBase: Riffle {}; class MachineGun7_6: MGun {}; class MachineGun7_6Manual: MachineGun7_6 {}; class M60: MachineGun7_6Manual {}; class MachineGun12_7: MachineGun7_6{}; class Browning: MachineGun12_7{}; class TFW_thompson:Riffle { displayName = M1A1; displayNameMagazine="M1A1 Mag"; shortNameMagazine="M1A1"; scopeWeapon = public; scopeMagazine = public; model="\TFW_Weapons\SMG\TFW_thompson.p3d"; modelOptics="optika_m16"; optics = true; opticsZoomMin=0.35; opticsZoomMax=0.35;         picture="\TFW_Weapons\Pics\Thompson.pac";        count=30; ammo="TFW_ThompsonAmmo"; magazines[]={"TFW_thompsonmag"}; reloadMagazineSound[]={\TFW_Sounds\ThompsonReload.ogg,0.0316,1}; modes[]={"FullAuto"}; class FullAuto { ammo="TFW_ThompsonAmmo"; multiplier=1; burst=1; dispersion=0.009; displayName="M1A1 (Auto)"; sound[]={"\TFW_Sounds\Thompson.ogg",db0,1.95}; soundContinuous=0; reloadTime=0.10; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=0.10; aiRateOfFireDistance=40; useAction=0; useActionTitle=""; }; }; class TFW_STENMK2:Riffle { displayName = Sten Mark II; displayNameMagazine="Sten Mag"; shortNameMagazine="Sten Mag"; scopeWeapon = public; scopeMagazine = public; model="\TFW_Weapons\SMG\TFW_StenMK2.p3d"; modelOptics="optika_HK";        picture="\TFW_Weapons\Pics\ppsh.pac"; optics = true; opticsZoomMin=0.35; opticsZoomMax=0.35;         count=32; magazines[]={"TFW_Stenmag"}; reloadMagazineSound[]={\TFW_Sounds\Stenreload.ogg,0.0316,1}; modes[]={"FullAuto"}; class FullAuto { ammo="BulletSingleG"; multiplier=1; burst=1; dispersion=0.0015; displayName="Sten Mark II"; sound[]={"\TFW_Sounds\sten.ogg",db0,1.95}; soundContinuous=0; reloadTime=0.09; ffCount=32; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=0.085; aiRateOfFireDistance=90; useAction=0; useActionTitle=""; }; }; class TFW_PPSH41:Riffle { displayName = PPSH 41; displayNameMagazine="PPSH Mag"; shortNameMagazine="PPSH Mag"; scopeWeapon = public; scopeMagazine = public; model="\TFW_Weapons\SMG\TFW_ppsha41.p3d"; modelOptics="optika_PK"; optics = true; opticsZoomMin=0.35; opticsZoomMax=0.35;         picture="\TFW_Weapons\Pics\ppsh.pac";        count=71; ammo="TFW_PPSH41Ammo"; magazines[]={"TFW_PPSH41mag"}; reloadMagazineSound[]={\TFW_Sounds\PPSHreload.ogg,0.0316,1}; modes[]={"FullAuto","Single"}; class FullAuto { ammo="TFW_PPSH41Ammo"; multiplier=1; burst=1; dispersion=0.015; displayName="PPSH-41 (Auto)"; sound[]={"\TFW_Sounds\PPSH.ogg",db0,1.95}; soundContinuous=0; reloadTime=0.11; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=0.01; aiRateOfFireDistance=70; useAction=0; useActionTitle=""; }; class Single { ammo="TFW_PPSH41Ammo"; multiplier=1; burst=0; displayName="PPSH-41 (Single)"; dispersion=0.000200; soundContinuous=0; reloadTime=0.10; sound[]={"\TFW_Sounds\PPSH.ogg",db0,1.95}; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.100000; aiRateOfFireDistance=200; useAction=0; useActionTitle=""; }; }; class TFW_SKS:Riffle { displayName = SKS Rifle; displayNameMagazine="7.62 x 39 Clip"; shortNameMagazine="7.62 x 39 Clip"; scopeWeapon = public; scopeMagazine = public; model="\TFW_Weapons\Rifles\TFW_SKS.p3d"; modelOptics="optika_m16"; optics = true; opticsZoomMin=0.35; opticsZoomMax=0.35;         picture="\TFW_Weapons\Pics\SKS.pac";        count=10; ammo="TFW_SKSAmmo"; magazines[]={"TFW_SKSmag"}; reloadMagazineSound[]={\TFW_Sounds\SKSreload.ogg,0.0316,1}; modes[]={"Single"}; class Single { ammo="TFW_SKSAmmo"; multiplier=1; burst=0; displayName="SKS (Single)"; dispersion=0.000200; soundContinuous=0; reloadTime=0.10; sound[]={"\TFW_Sounds\SKS.ogg",db0,2.00}; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=200; useAction=0; useActionTitle=""; }; }; class TFW_30calA6: M60 { scopeWeapon=2; scopeMagazine=2;       model="\TFW_Weapons\Machine Guns\TFW_30cala6.p3d"; optics = true; opticsZoomMin=0.35; picture="\TFW_Weapons\pics\Ma6_w.paa"; opticsZoomMax=0.35; displayName = "M1919A6 Bipod"; displayNameMagazine = "7.62mm 150 Round belt"; shortNameMagazine = "7.62mm belt"; modelOptics="optika_m16"; magazineType = 2 * WeaponSlotItem; magazines[]={"tfw_30calmag"};     count = 150; multiplier=1; magazineReloadTime=4.8; burst=1; dispersion=0.0017; reloadMagazineSound[]={\TFW_Sounds\30cal_Reload.ogg,0.0316,1}; drySound[]={"weapons\m16dry",0.000316,1}; modes[]={"Fullauto"};       class Fullauto  {    ammo="30cala4a6Base"; multiplier=1;    burst=1;   displayName="M1919A6 Bipod"; reloadTime=0.09; sound[]={"\TFW_Sounds\30cal_shoot.ogg",db0,1.96}; soundContinuous=0; dispersion=0.005000; aiDispersionCoefX=4.000000; aiDispersionCoefY=3.000000; ffCount=150; recoil=riffleSingle; autoFire=1; aiRateOfFire=0.9000; aiRateOfFireDistance=1000; useAction=0; useActionTitle=""; };    }; class TFW_30calA4: M60 { scopeWeapon=2; scopeMagazine=2;       model="\TFW_Weapons\Machine Guns\TFW_30cala4notri.p3d"; optics = true; opticsZoomMin=0.35; picture="\TFW_Weapons\pics\ma4_w.paa"; opticsZoomMax=0.35; displayName = "M1919A4"; displayNameMagazine = "7.62mm 150 Round belt"; shortNameMagazine = "7.62mm belt"; modelOptics="optika_m16"; magazineType = 2 * WeaponSlotItem; magazines[]={"tfw_30cala4Mag"};     count = 150; multiplier=1; magazineReloadTime=4.8; burst=1; dispersion=0.0017; reloadMagazineSound[]={\TFW_Sounds\30cal_Reload.ogg,0.0316,1}; drySound[]={"weapons\m16dry",0.000316,1}; modes[]={"Fullauto"};       class Fullauto  {    ammo="30cala4a6Base"; multiplier=1;    burst=1;   displayName="M1919A4"; reloadTime=0.09; sound[]={"\TFW_Sounds\30cal_shoot.ogg",db0,1.96}; soundContinuous=0; dispersion=0.005000; aiDispersionCoefX=4.000000; aiDispersionCoefY=3.000000; ffCount=150; recoil=riffleSingle; autoFire=1; aiRateOfFire=0.9000; aiRateOfFireDistance=1000; useAction=0; useActionTitle=""; };    }; class TFW_30calA4tri: Browning { ammo=30cala4a6Base; displayName="M1919A4 Tripod"; displayNameMagazine="7.62mm 250 Round belt"; shortNameMagazine="7.62mm belt"; count=250; reloadTime=0.107; magazineReloadTime=4.8; sound[]={"\TFW_Sounds\30cal_shoot.ogg",db0,1.96};          soundContinuous=0; initSpeed=1000; autoReload = false; aiRateOfFire=0.4; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero reloadMagazineSound[]={\TFW_Sounds\30cal_Reload.ogg,db-0,1}; }; class TFW_30calA4bunker: Browning { ammo=30cala4a6Base; displayName="M1919A4 Tripod"; displayNameMagazine="7.62mm 250 Round belt"; shortNameMagazine="7.62mm belt"; count=250; reloadTime=0.107; magazineReloadTime=4.8; sound[]={"\TFW_Sounds\30cal_shoot.ogg",db0,1.96};          soundContinuous=0; initSpeed=1000; autoReload = false; aiRateOfFire=0.4; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero reloadMagazineSound[]={\TFW_Sounds\30cal_Reload.ogg,db-0,1}; }; class TFW_M1911: HandGunBase { access=2; scopeWeapon=0; scopeMagazine=0; weaponType=2; magazineType=32; model="\TFW_Weapons\Hand Guns\TFW_M1911.p3d"; modelOptics="\O\Guns\optika_glock17"; picture="\TFW_Weapons\Pics\M1911.pac"; optics=1; opticsZoomMin=0.350000; opticsZoomMax=0.350000; distanceZoomMin=300; distanceZoomMax=300; displayName=".45 Colt"; displayNameMagazine=".45 mag"; shortNameMagazine=".45 mag"; count=8; reloadTime=0.100000; magazineReloadTime=1; reloadMagazineSound[]={"\TFW_Sounds\SKSreload.ogg",0.004623,1.000000}; drySound[]={"weapons\M16dry",0.003162,1}; magazines[]={"TFW_M1911mag"}; modes[]={"Single"}; class Single { ammo="TFW_M1911Ammo"; multiplier=1; burst=1; displayName=".45 Colt"; dispersion=0.002000; sound[]={"\TFW_Sounds\45colt.ogg",db0,1.96}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSilenced"; autoFire=0; aiRateOfFire=0.500000; aiRateOfFireDistance=50; useAction=0; useActionTitle=""; }; }; class tfw_30calMag: TFW_30calA6 {               picture="\TFW_Weapons\pics\ma4_a.paa"; scopeWeapon=0; scopeMagazine=2; }; class tfw_30cala4Mag: TFW_30calA4 {               picture="\TFW_Weapons\pics\ma4_a.paa"; scopeWeapon=0; scopeMagazine=2; }; class TFW_SKSmag: TFW_SKS {               picture="\TFW_Weapons\Pics\SKSm.pac"; scopeWeapon=0; scopeMagazine=2; }; class TFW_PPSH41mag: TFW_PPSH41 {               picture="\TFW_Weapons\Pics\ppshm.pac"; scopeWeapon=0; scopeMagazine=2; }; class TFW_Thompsonmag: TFW_Thompson {               picture="\TFW_Weapons\Pics\thompsonM.pac"; scopeWeapon=0; scopeMagazine=2; }; class TFW_Stenmag: TFW_StenMK2 {               picture="\TFW_Weapons\Pics\ppshm.pac"; scopeWeapon=0; scopeMagazine=2; }; class TFW_M1911Mag: TFW_M1911 { scopeMagazine=2; picture="\TFW_Weapons\Pics\M1911m.pac"; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierEB:Soldier{}; class SoldierWB:Soldier{}; class tfw_CSoldierPPSHA: SoldierEB { displayName="PPSHA-41"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"TFW_PPSH41","Throw","Put"}; accuracy=5; magazines[]={TFW_PPSH41Mag,TFW_PPSH41Mag,TFW_PPSH41Mag,TFW_PPSH41Mag,TFW_PPSH41Mag}; }; class tfw_CSoldiertype56: SoldierEB { displayName="SKS Rifle"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"TFW_SKS","Throw","Put"}; accuracy=5; magazines[]={TFW_SKSMag,TFW_SKSMag,TFW_SKSMag,TFW_SKSMag,TFW_SKSMag}; }; class tfw_USSoldierThompson: SoldierWB { displayName="M1A1 Thompson SMG"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"tfw_thompson","Throw","Put"}; accuracy=5; magazines[]={tfw_thompsonMag,tfw_thompsonMag,tfw_thompsonMag,tfw_thompsonMag,tfw_thompsonMag}; }; class tfw_USSoldierM19a4: SoldierWB { displayName="M1919A4"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"tfw_30calA4","Throw","Put"}; accuracy=5; magazines[]={tfw_30cala4Mag,tfw_30cala4Mag,tfw_30cala4Mag,tfw_30cala4Mag,tfw_30cala4Mag}; }; class tfw_USSoldierM19a6: SoldierWB { displayName="M1919A6 Bipod"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"tfw_30calA6","Throw","Put"}; accuracy=15; magazines[]={tfw_30calMag,tfw_30calMag,tfw_30calMag,tfw_30calMag,tfw_30calMag}; }; class tfw_BRITSoldierSten: SoldierWB { displayName="Sten Mark II SMG"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"tfw_stenmk2","Throw","Put"}; accuracy=15; magazines[]={tfw_stenMag,tfw_stenMag,tfw_stenMag,tfw_stenMag,tfw_stenMag}; }; class tfw_Colt45: SoldierWB { displayName=".45 Colt"; vehicleclass="TFW:CIK ( Men ) "; weapons[]={"tfw_M1911","Throw","Put"}; accuracy=15; magazines[]={tfw_M1911Mag,tfw_M1911Mag,tfw_M1911Mag,tfw_M1911Mag,tfw_M1911Mag}; }; class LandVehicle: Land{}; class Tank: LandVehicle{};  class APC: Tank{}; class M113:APC{}; class M2StaticMG: M113{}; class M2StaticMGW: M2StaticMG{}; class tfw_USarmorM19a4: M2StaticMGW {  vehicleclass="TFW:CIK ( Armored )";  displayName="M1919A4 on Tripod";  class reflectors {};           picture="m2";           model="\TFW_Weapons\Machine Guns\TFW_30cala4.p3d";  cost=3000;  weapons[]={"TFW_30calA4tri"}; magazines[]={"TFW_30calA4tri","TFW_30calA4tri","TFW_30calA4tri"};       side=1;  getInAction="ManActLying";     getOutAction="ManActStand";     gunnerAction="ManActm19a4gunner";     gunnerInAction="ManActm19a4gunner";  camouflage=3;  secondaryExplosion = 1;  gunnerCanSee=31;  threat[]={1,1,0.400000};  crew="SoldierWB";  armor=90;  armorStructural=20.000000;  icon="kulomet.paa";  class Turret { gunAxis = "osahlavne"; turretAxis = "osaveze"; soundServo[]={Vehicles\gun_elevate2,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; body = "OtocVez"; gun = "OtocHlaven"; minElev=-15; maxElev=+15; minTurn=-34; maxTurn=+34; }; }; class tfw_USbunkerM19a4: M2StaticMGW {  vehicleclass="TFW:CIK ( Armored )";  class reflectors {};  displayName="M1919A4 On Box";           picture="m2";           model="\TFW_Weapons\Machine Guns\TFW_bunk_30cala4.p3d";  cost=15000;  weapons[]={"TFW_30calA4bunker"}; magazines[]={"TFW_30calA4bunker","TFW_30calA4bunker","TFW_30calA4bunker","TFW_30calA4bunker"};       side=1;  getInAction="ManActStand";     getOutAction="ManActStand";     gunnerAction="ManActSandBagGunner";     gunnerInAction="ManActSandBagGunner";  camouflage=8;  gunnerCanSee=31;  secondaryExplosion = 1;  threat[]={1,1,0.400000};  crew="SoldierWB";  armor=120;  armorStructural=50.000000;  icon="kulomet.paa";  class Turret { gunAxis = "osahlavne"; turretAxis = "osaveze"; soundServo[]={Vehicles\gun_elevate2,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; body = "OtocVez"; gun = "OtocHlaven"; minElev=-15; maxElev=+15; minTurn=-34; maxTurn=+34; }; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyTFW_ppsh41: ProxyWeapon {}; class ProxyTFW_thompson: ProxyWeapon {}; class ProxyTFW_30calA6: ProxyWeapon {}; class ProxyTFW_30calA4: ProxyWeapon {}; class Proxytpillbox: ProxyWeapon{}; class ProxyTFW_30calA4bunker: ProxyWeapon{}; class ProxyTFW_SKS: ProxyWeapon {}; class ProxyTFW_StenMK2: ProxyWeapon {}; class ProxyTFW_M1911: ProxyWeapon {}; }; class CfgVehicleActions { m19a4gunner="m19a4gunner"; SandBagGunner="Crouch"; }; class CfgMovesMC { class Default {};    class DefaultDie: Default {};     class States     { class DeadState: Default {};     class Driver: Default {}; class m19a4gunner: Driver { file="\TFW_Anim\m19a4gunner.rtm"; speed=10000000000.000000; looped=1; variantsAI[]={"m19a4gunnerV1",0.700000,"m19a4gunner"}; interpolateWith[]={"m19a4gunnerV1",0.500000}; equivalentTo="m19a4gunner"; interpolationSpeed=1; connectTo[]={"m19a4gunnerDying",1}; }; class m19a4gunnerV1: m19a4gunner { file="\TFW_Anim\m19a4gunner.rtm"; speed=-4; looped=1; }; class m19a4gunnerDying: DefaultDie { actions="NoActions"; file="plazenismrt.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={"m19a4gunner",1}; }; class m19a4gunnerDead: m19a4gunnerDying { actions="DeadActions"; file="plazenismrt2.rtm"; speed=10000000000.000000; terminal=1; connectFrom[]={"m19a4gunnerDying",1}; connectTo[]={"DeadState",1}; }; }; };
  23. How do I config animations. Â I have a SKS rifle, and some safe/careless animations for it and danger/stealth animations for it now...how i get it all to work? Oh ya....how do I put smaller casings with the guns....I mean, most of them are pretty big for the size of the guns that i have...like handgun casings and stuff... Please help ~Bmgarcangel
  24. WHOA!! Make your own ones!! TIGHT! Thanks man! Now...what about configing animations?
  25. bmgarcangel

    Configging until my brain explodes

    since this is about configging, I got a problem...i got an error that says: Config tfw_weapons\config.cpp: some input after EndOfFile What would this signify? ~Bmgarcangel
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