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Sinjuma

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About Sinjuma

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  1. OK, so I've been working on modeling a few new Sets of units and vehicles and porting some of the futuristic looking vehicles and weapons from assorted free 3d model websites trying to compile stuff i think would bring a different new aura to the game rather than take it back to stuff we've all see before in other mainstream video-games and on the history channel or the news. that is just what I've been working on as a whole, my baby project is my R.E.C.A. suit(Re-active Environmental Combat Armor) the idea behind it was to hard-case the human form for "Rambo" missions as well as add a futuristic/ Metal gear solid ninja guy/ Iron-man/ Dead-space looking unit that i hope everyone will enjoy to your arsenal of add-ons.with it I'm going to add a new animation for bino's/LD since I'm integrating those into the helmet's visor just simple one of a guy seeming to press a button on his head. Also don't worry im not making the unit Uber godlike without opposition, the new OPFOR units will have an equivalent of sorts. i figure more tanks, APC's and aircraft brimming with weapons will work. i'll post some pic's of some of the more finished models tomorrow Night all.
  2. Assault rifle from star ship troopers just have to texture.
  3. Ok so ive been working on this for awhile. i suck at putting texture to faces and this model has a crap load i was wonder if anyone wants to take over this model? Points:10304,faces:11666,sections:11 size on disk: 1962 KB
  4. ......not to be rude, i understand most people like to assume someone hasn't checked all possible routes for an answer, i only know basics of config and the explanations on both sites are so short and vague it really doesn't explain it in a way i understand it. Again im not trying to be rude but if you knew the information was at one of those sites its just as easy to put in your own words and say "yeah bro here's one way you can do it. (shows example of how its done)" or something along those lines rather than being lazy and unhelpful with making a reply that really doesn't do anything other than add to your post count and take up space on our screens. a pointless statement is a better saved breath.
  5. how can i make it so it when i fire it always shows a tracer even in the daylight? ive been messing with the CFgAmmo file but i cant get them to work and my difficulty is on regular. help with this would be awesome.
  6. Ok so this is what i did so far, i got it working shooting down Mi-24's. Just a disclaimer this mod is for fun and i used several other fellow Modder's models and sound files without their concent. i am not releasing this as a Addon either for its a simple thing you could do yourself. ok with that out of the way could someone tell what they see that is wrong with the mod. since i added the 30Rnd_127x99_DR the weapon wont fire now and i cant figure out how to fix it. Any suggestions would be very helpful. CfgAmmo.HPP file class CfgAmmo { class Default; // External class reference class BulletCore; // External class reference class RocketCore; // External class reference class MissileCore;// External class reference class BulletBase : BulletCore {}; class R_127x99_HE : BulletBase { cartridge = ""; hit = 140; indirectHit = 40; indirectHitRange = 0.6; visibleFire = 30; // how much is visible when this weapon is fired audibleFire = 50; visibleFireTime = 10; // how long is it visible soundHit[] = {"\ca\Weapons\Data\Sound\AZP85_explosion1", db30, 1}; explosive = 1; airLock = "true"; cost = 3.5; model = "\ca\Weapons\Data\bullettracer\tracer_yellow"; tracerScale = 1; tracerStartTime = 0.01; tracerEndTime = 3; tracersEvery = 1; CraterEffects = "GrenadeCrater"; explosionEffects = "GrenadeExplosion"; airFriction = -0.0004; muzzleEffect = "BIS_Effects_HeavyCaliber"; caliber = 3.67; }; class R_127x99_DR : BulletBase { cartridge = ""; hit = 140; indirectHit = 0; indirectHitRange = 0; visibleFire = 30; // how much is visible when this weapon is fired audibleFire = 50; visibleFireTime = 10; // how long is it visible soundHit[] = {"\ca\Weapons\Data\Sound\AGS30_shot1_A", db38, 1}; explosive = 1; airLock = "true"; cost = 3.5; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 1; tracerStartTime = 0.01; tracerEndTime = 3; tracersEvery = 1; CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; airFriction = -0.0004; muzzleEffect = "BIS_Effects_HeavyCaliber"; caliber = 3.67; }; }; CfgMagazines.HPP class CfgMagazines { class Default; // External class reference class CA_Magazine; // External class reference class CA_LauncherMagazine; // External class reference class 30Rnd_127x99_HE : CA_Magazine { scope = public; displayName = "30 12.7mm x99 HE Rnd`s. "; ammo = "R_127x99_HE "; type = 1* 256; count = 30; initSpeed = 825; picture = "\ATAR_1X\BFA\tmagpic.pac"; descriptionShort = " 30 Round 127x99 HE Magazine for the A.T.A.R. 1X"; }; class 30Rnd_127x99_DR : CA_Magazine { scope = public; displayName = "30 12.7mm x99 DR Rnd`s. "; ammo = "R_127x99_DR "; type = 1* 256; count = 30; initSpeed = 825; picture = "\ATAR_1X\BFA\tmagpic.pac"; descriptionShort = " 30 Round 127x99 DR Magazine for the A.T.A.R. 1X"; }; }; CfgWeapons.HPP class CfgWeapons { class Default; // External class reference class MGunCore; // External class reference class MGun; // External class reference class Rifle; // External class reference class M4A1; // External class reference class GrenadeLauncher; // External class reference class M203muzzle; // External class reference class PistolCore; // External class reference class Pistol; // External class reference class M9; // External class reference class M9SD; // External class reference class M24; // External class reference class M249; // External class reference class M240; // External class reference class LauncherCore; // External class reference class Launcher; // External class reference class M136; // External class reference class Javelin; // External class reference class ATAR_1_X: M4A1 { scope = public; value = 0; model = "\ATAR_1X\ag36\ukf_SA80AG36.p3d"; optics = true; opticsDisablePeripherialVision = false; displayName = "ATAR 1X Tank Killer"; uipicture = "\ATAR_1X\icons\com_ag36.paa"; picture = "\ATAR_1X\icons\l85a2ag36.paa"; modelOptics = "\ATAR_1X\ukf_susat3"; opticsZoomMin = 0.175; opticsZoomMax = 0.245; distanceZoomMin = 40; distanceZoomMax = 55; handanim[] = {"OFP2_ManSkeleton", "\ATAR_1X\ag36\UKF_L123-barrel.rtm"}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\M4_reload", 0.000316, 1}; modes[] = {"Single","FullAuto"}; magazines[] = {"30Rnd_127x99_HE", "30Rnd_127x99_DR"}; class Single : Mode_SemiAuto { sound[] = {"\ATAR_1X\sounds\RO-X2A", 20, 1}; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; }; class FullAuto : Mode_FullAuto { sound[] = {"\ATAR_1X\sounds\RO-X2A", 20, 1}; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; }; class AG36Muzzle : M203muzzle { displayName = AG36; modelOptics = "\ATAR_1X\ag36\ukf_optic_ag36"; modelSpecial = "\ATAR_1X\ag36\ukf_SA80AG36.p3d"; magazines[] = {"1Rnd_HE_M203", "FlareWhite_M203", "FlareGreen_M203", "FlareRed_M203", "FlareYellow_M203"}; sound[] = {"\ca\Weapons\Data\Sound\Grenade_launch2_A", db-5, 1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload", 0.000316, 1}; magazineReloadTime = 0; reloadTime = 0.1; }; }; }; Also the M203 doesnt work ---------- Post added at 10:35 PM ---------- Previous post was at 09:39 PM ---------- Ok i figured it out i had one to many spaces in the mag file. woot any ways off to blow shit up with my new gun peace!
  7. and this is done in editing the .pbo config.cpp?
  8. I would love to see this unit armor in the game maybe with different color scheme and helmet design for both Blufor and Opfor its from the anime "Jin-ROH" great film. Back Front Front again Action poses also i think if anyone wishes to take this on and cammie them up we could also delve into having them have conditional armor to each body part kinda like an overshield in halo except sectioned to different areas of the body. thank you all for your time and hope to talk with a few of you soon.
  9. so i guess in theory you could also make a rifle shoot a burst of rpg's if you got the scripting right?
  10. Its not a request i wanna do it myself i just was wanting to discuss if its possible, and ty for welcoming me to the the forums.
  11. I would love to see a war torn city and futuristic armor, units, etc... for both sides
  12. mind you this is just for fun i know its unrealistic but i was wanting to make a assault rifle shoot tank rounds and i cant figure out how to do it if its even possible. any hints for the script or a simple walk through would be helpful thank you
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