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Sinjuma

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Posts posted by Sinjuma


  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. OFPEC.com and the biki have the information you need for making config edits to weapons.

    ......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.


  3. 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!


  4. 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

    feb9_cg1_2.jpg

    Front

    feb9_cg1_1.jpg

    Front again

    takara_jr12.jpg

    Action posesdscf3962-450x346.jpg

    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.

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