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peteweir

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About peteweir

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  1. What script command did you use to decrease aiming sensitivity? I'm trying to do this for dual render scopes which still use ARMAs base fov=sensitivity so it's way to high when in the internal-3d scope view. I can't find any commands for player aim sensitivity?
  2. Hi, im relatively new to editing, and have recently been tweaking a few of the weapon config addons in the ac130 mod. I been using note pad, and have adjusted a few values, e.g. bullet spread, burst length, BUT whenever I try to run arma2 with these slightly moddified files, it always comes up with the same error message saying something like.... Data file too short 'addons\L60_bofors_cannon.pbo'. Expected - 1874627749 B, got 6163440 B It's really starting to irritate me now because I only want to change tiny features!! Any help would be much apreciated cheers ---------- Post added at 05:36 PM ---------- Previous post was at 05:06 PM ---------- class CfgPatches { class Bofors_cannon { units[] = {"Bofors_cannon"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWeapons"}; }; }; class CfgVehicles { class LandVehicle; // External class reference class StaticWeapon : LandVehicle { class Turrets; // External class reference }; class StaticCanon : StaticWeapon { class Turrets : Turrets { class MainTurret; // External class reference }; }; class Bofors_cannon: StaticCanon { cargoAction[] = {"Hilux_cargo01"}; displayname = Bofors_cannon; model = "\ca\weapons\ZU23\zu23"; class Library { libTextDesc = $STR_LIB_ZU23; }; picture = "\ca\Weapons\data\ico\zu23_CA.paa"; faction = "USMC"; vehicleClass = "Static"; crew = "USMC_Soldier_Pilot"; icon = "\Ca\weapons\Data\map_ico\icomap_zu23_CA.paa"; transportSoldier = 1; class Turrets : Turrets { class MainTurret : MainTurret { minElev = -40; maxElev = 85; weapons[] = {Bofors_cannon_gun}; [] = {"5000Rnd_40x311mmR_Bofors_HEI_2"}; gunnerAction = "Hilux_cargo01"; gunnerOpticsModel = "\ca\air\optika_AH1Z"; gunnerOpticsEffect[] = {"OpticsCHAbera1", "OpticsBlur2"}; gunnerForceOptics = 0; class ViewGunner { initAngleX = 5; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; class ViewOptics { initAngleX = 8; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.093; minFov = 0.093; maxFov = 0.093; }; }; }; class AnimationSources { class fire_anim { source = "revolving"; weapon = 2A14; }; }; }; class Bofors_cannon_Gunship : Bofors_cannon { faction = "USMC"; vehicleClass = "Static"; crew = "USMC_Soldier_Pilot"; scope = 2; side = 1; typicalCargo[] = {"USMC_Soldier_Pilot"}; }; }; class CfgAmmo { class Default; // External class reference class TimeBombCore; // External class reference class MineCore; // External class reference class BulletCore; // External class reference class BombCore; // External class reference class 40x311mmR : BulletCore { soundHit[] = {"Ca\sounds\Weapons\explosions\GP25_explosion", 3.16228, 1, 1300}; hit = 100; indirectHit = 40; CraterEffects = "ATRocketCrater"; explosionEffects = "ATRocketExplosion"; indirectHitRange = 5; visibleFire = 32; audibleFire = 32; visibleFireTime = 4; explosive = 0.6; cost = 40; airLock = 0; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 5.0; tracerStartTime = 0.1; tracerEndTime = 2; airFriction = -0.00086; muzzleEffect = "BIS_Effects_HeavyCaliber"; caliber = 3; }; }; class cfgMagazines { class Default; // External class reference class CA_Magazine : Default { scope = 1; value = 1; displayName = ""; model = "\ca\weapons\mag_univ.p3d"; picture = ""; modelSpecial = ""; useAction = 0; useActionTitle = ""; reloadAction = "ManActReloadMagazine"; ammo = ""; count = 30; type = 256; initSpeed = 900; selectionFireAnim = "zasleh"; nameSound = "magazine"; maxLeadSpeed = 23; }; class VehicleMagazine : CA_Magazine { type = 0; reloadAction = ""; maxLeadSpeed = 100; }; class 5000Rnd_40x311mmR_Bofors_HEI_2 : VehicleMagazine { scope = 2; displayName = 1000Rnd_40x311mmR_Bofors_HEI_2; ammo = "40x311mmR"; count = 5000; initSpeed = 980; maxLeadSpeed = 300; tracersEvery = 1; nameSound = "cannon"; }; }; class cfgWeapons { class Default; // External class reference class PistolCore; // External class reference class RifleCore; // External class reference class MGunCore; // External class reference class LauncherCore; // External class reference class GrenadeCore; // External class reference class CannonCore; // External class reference class Bofors_cannon_gun : CannonCore { scope = 1; displayName = Bofors_cannon_gun; nameSound = "cannon"; cursor = "Air_E_MG"; cursorAim = "\ca\Weapons\Data\clear_empty"; cursorSize = 1; canLock = 0; magazines[] = {"5000Rnd_40x311mmR_Bofors_HEI_2"}; autoFire = 1; reloadTime = 0.3; dispersion = 0.002; soundContinuous = 0; burst = 1; begin1[] = {"\Ca\sounds\Weapons\cannon\242_single", 10.0, 1, 1200}; soundBegin[] = {"begin1", 1}; soundBurst = 0; ffCount = 1; minRange = 50; minRangeProbab = 0.5; midRange = 12000; midRangeProbab = 0.5; maxRange = 19000; maxRangeProbab = 0.5; }; };
  3. Aircraft holding pattern script

    AW i would SSOOO love this download but the link is dead :( ---------- Post added at 07:08 PM ---------- Previous post was at 06:55 PM ---------- sorry i just realized this is for OPF not arma :( any way you could get hold of the script so i can use it in arma ?
  4. hey, someone said on this that you wrote a script that made the c130 circle waypoints or targets??

    if so, i would much like you thread on it :D cheers

  5. Ac130 circling

    AW if this works i will be soo greatful :P i've been waiting for a long time :D
  6. Hey guys, new here :P Just wondering, has any body else, besides me, had a problem with the sharp turns the ac130 AI makes? it jolts the gun view up and makes me lose sight of the target. I love the whole ac130 gunship mod but i would love it if someone could make a script/command that made the ac130 turn at a given radius, smoothly around one point (the enemy). I've been trying to find some script for ages now for the ac130 but also for the UAV. Any help would be much apreciated
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