pez2k
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Posts posted by pez2k
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If there's an update coming, might I suggest seperating out the configs for the L96 and the other weapons? The L96 could then be optional, and suggested to install only for people who want to use old missions that require it. Another suggestion is to not only remove it from the box but also disable it in the armoury, so it's completely invisible to the player unless a mission specifically requires it. You could also disable the duplicate guns (fgrip, cqb etc.) in the armoury, simply to make things neater.
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Go ahead, fine by me.
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It annoyed me that the Arrowhead FAL had a burst mode and not an automatic mode, so I changed it.Any problems need fixing, let me know.
It's a bit late, but there is one issue. The FAL actually inherits from M16A2, rather than AK_47_M like your mod. That's why it's picked up sight adjustment for some people, it's getting it from the AK. The config can also be stripped down a bit, you don't need to redefine the Single firemode. Here's a fixed-up version:
class CfgWeapons { class Rifle; class M16_base : Rifle {}; class M16A2 : M16_base { class FullAuto; }; class FN_FAL : M16A2 { modes[] = {"Single", "FullAuto"}; class FullAuto : FullAuto { reloadTime = 0.0923; soundBurst = 0; recoil = "recoil_single_primary_4outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; minRange = 0; minRangeProbab = 0.3; midRange = 80; midRangeProbab = 0.7; maxRange = 200; maxRangeProbab = 0.05; dispersion = 0.0005; begin1[] = {"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1", 1.77828, 1, 1500}; begin2[] = {"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2", 1.77828, 1, 1500}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; }; };I've also changed the reloadTime for auto, since the BIS value was for burst fire and much too fast.
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Works fine in vanilla A2 for me. Not looked at the config to see if they're inheriting from anything that you really shouldn't omit, but they fire, aim, reload and so on perfectly fine.
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edit: ignore this post, that was just awkward indenting I spotted.
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The two versions are bipods up and bipods down, switched between by the attached scripts.
edit: doh, 10 seconds too slow.
A fix is to set the 'hidden' versions as disabled in the Armoury:
class Armory {
disabled = 1;
};
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Missing a semicolon too:
class CfgVehicles { class hmmwv; // External class reference class midf_rgm32: HMMWV { scope=2; model = "\sfp_dc_wheeled\rg-32ltv"; displayname="RG-32LTAV"; crew = "IDF1"; picture = "\sfp_dc_wheeled\data\galten_ca.paa"; armor = 50; memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver dir"; memoryPointsGetInCargo = "pos cargo"; memoryPointsGetInCargoDir = "pos cargo dir"; transportsoldier=4; selectionBrakeLights = "light_brake"; selectionBackLights = "light_back"; wheelCircumference=3.316; unitInfoType = UnitInfoShip; class Turrets {}; class TransportWeapons { weap_xx(Javelin ,1); }; class TransportMagazines { mag_xx(Javelin ,1)[color="Red"];[/color] }; }; };
Packing PBO fails with userconfig HELP
in ARMA 2 & OA : ADDONS - Configs & Scripting
Posted
If you're using external files like that, I'm pretty sure you can't binarize your config. Try using something like Eliteness to make the PBO instead of BinPBO.