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falcao

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About falcao

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  1. falcao

    ATLAS Mod: LHD Plus

    That would be great. It makes no sense to my group to use CUP vehicles and RHS together, a lot of duplicate content. And the Nimitz it's just too much for us.
  2. After 1.56 I can't get the interactions menus to open either. Am I being dumb in some way?
  3. Yeeeeees! Thank you my friend, it`s all about the uniformType = "Neopren"; I've changed only one value at a time to see what would be effective, and the first one I made was the right one. Thank you, love this community.
  4. Hey guys, I've searched the forum and the config guide made by Bohemia and still I don't know what to do with this issue: - I've retextured the BIS's Survival Fatigues (the one one with the swimfins hanging) with success, but despite the fact the once underwater he is wearing his fins he is not swimming like he was using them. Here is the sample of the config: The CfgWeapons: The CfgVehicles: Can you guys please help me, I don't know what I should do. Thanks in advance, Falcão.
  5. falcao

    GLT Mod for ArmA 3 - Release Thread

    Hi Corporal_Lib, it's nice to see you very active here, helping everybody. I came to the conclusion that the file "ca.pbo" (present in this addon) is causing a lot of issues for those that use the A3MP (from Alduric) and other maps that uses things ported from Arma 2. A lot of constructions was all messed up with black textures, from the maps like zargabad, takistan, etc. I got a few texture erros that pop up and that kind of stuff. So I deleted the file and until now it seems that everything is OK, I'd like to ask the dev if deleting this file I will get some kind of error. Thanks a lot guys.
  6. falcao

    GLT Mod for ArmA 3 - Release Thread

    Hi [GLT] Legislator, first of all I'd like to congratulate you for the excelent addon you made. I was using the 1.16 version and updated to 1.17 but I'm getting these errors while the game is starting: "Addon 'Desert_E' requires addon 'CA_E'" "No entry 'bin\config.bin/CfgSurfaceCharacters.SparseWeedsClutter'." And when I get into the game this error pops up: "Cannot load texture ca\data\data\unknown_object.paa." I was using your mod in my community and we would like a lot to be able to continue using it. Again, congrats brother.
  7. Hi Ckrauslo. I'm not the leader of the project but I'll try to answer your questions. We are trying not to retexture a lot and create somehing completey original you know. As we said before we want to first finish the army and then proceed to the marines and air force, and yes we have in mind doing the whole thing but first we must establish a solid base and that kind of stuff. I mean, we have to think and create one thing at a time, and right now we are finishing the weapons and the basic army units. Later for sure we'll need permissions and suggestions of what we can use. Thanks for the kind words.
  8. Hi guys, I'm Falcão and I've been helping John with the mod. We are so excited to be able to make this because this is our home country and we didn't know nothing about modeling and some advanced aspects of creating an addon. I mean, we did know how to retexture stuff and create some configs and stuff, but creating something from scratch is a whole new world opening before our eyes. We are making some good progress and learning a lot throughout the process. So let's get to it and show an in-depth portrait of what we've been doing: (and prepare for a long post) This is the overall view of the units: The knee pads: Camelback: The radio on the vest: The battle knife: And in the below pictures you can see other details from the vest and the weapons and it's variants: We intend to make a FN FAL and after finishing IA2, FAL and the units itself we want to focus on secondary weapons, lauchers and that kind of stuff. So, our first priority is finishing the army and it's weapons and then go to marines and air force. And we are still studiyng the possibility of creating vehicles, aircrafts, etc. Hope you guys like it, we still have a few minor details to fix and add(like UN in the blue helmet), but in overall the hard part for the units an weapons is behind our backs. Cheers and goodnight to you all.
  9. falcao

    MK18 Mod 1

    Hey guys, I'm sorry if I'm disturbing the thread, but I'm having some trouble with the model.cfg file for a weapon I'm developing, can someone help me? We can talk via skype. Thanks in advance and congrats on the job here, these weapons just look amazing!!!
  10. Hey guys, I'm having now the same problem. A static muzzle flash. I've been messing around with the model.cfg and I can't solve this, I'm getting very frustrated thinking about not doing this anymore. It's a goddamn simple little cfg file, but it's giving me headaches for a week now. @BlackPixxel Can you help me man and tell me please what have you done? Below you can find the model.cfg: (the model name is BRAF_Imbel_IA2_556_Carbine.p3d) #define BULLET_HIDE(x,from,count) class Bullet##x\ {\ type="hide";\ source="revolving";\ sourceAddress="mirror";\ selection=bullet##x;\ minValue=-1.000000;\ maxValue= 0.000000;\ hideValue=((count+x-from-2)/count)+0.00001;\ }; class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class BRAF_Imbel_IA2_556_Carbine_base: Default { isDiscrete=1; skeletonInherit="Default"; skeletonBones[]= { "bullet_cover","", "aimpoint_cover","", "aimpoint_cover02","", "charging_handle","", "misc_cover","", "trigger", "", /// not in this model, but good to use "bolt", "", "bolt_catch", "", "magazine", "", "safety", "", "muzzleFlash", "", "OP", "", "ForeSight", "", "BackSight", "" }; }; }; class CfgModels { class Default; class BRAF_Imbel_IA2_556_Carbine_base: Default { sections[]= { "zasleh" }; sectionsInherit=""; skeletonName="BRAF_Imbel_IA2_556_Carbine_base"; class Animations { class muzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="muzzleFlash"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; class trigger /// not in this model, but good to use { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "1"; angle0 = "0"; angle1 = "rad -30"; }; class bolt { type = "translation"; source = "reload"; sourceAddress = clamp; selection = "bolt"; axis = "bolt_axis"; minValue = 0.5; maxValue = 1; offset0 = 0; offset1 = 0.3; }; class bolt_2: bolt { minValue = 0; maxValue = 0.5; offset0 = 0; offset1 = 0.7; }; class bolt_empty: bolt{ source = "isEmptyNoReload"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 1; }; class bolt_reload_move_1: bolt_empty { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0; maxValue=0.00001; }; class bolt_reload_move_2: bolt_reload_move_1 { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0.78; maxValue=0.80; offset1 = -1; }; class bolt_catch: bolt { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_2: bolt_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_empty: bolt_empty { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_1: bolt_reload_move_1 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_2: bolt_reload_move_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.188; unhideValue = 0.663; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.673; maxValue = 0.702; offset0 = 0.0; offset1 = -0.5; }; class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0=0.000000; angle1=(rad 90); }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1=(rad 90); }; // Rotation of fire mode switch class safety_mode_rot { type = rotation; source = weaponMode; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0.25; angle0 = 0; angle1 = (rad -52); }; }; }; class BRAF_Imbel_IA2_556_Carbine: BRAF_Imbel_IA2_556_Carbine_base { }; };
  11. Hey guys. I created a weapon mod, made the model, the configs and etc. But I'm having two issues that intrigued me: 1) When I shoot with my weapon the muzzleflash appear a little bit beneath the correct place of the muzzle. (So as the gases) 2)When I attach an optic it goes a little bit beneath the right place also. This is a problem often being discussed here in the forums, but I created this thread because all these issues just disappear if I put down that first weapon and get a new one from the box, you know? It's like the first time I get the weapon it has all these issues but if I just get another one all the problems go away. I'm not like the master of config, pretty newbie by the way, but I just can't understand why those issues are there in the first place and them they disappear. I'll put a picture and samples of the config files: This is the model.cfg: class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class BRAF_Imbel_IA2_556_Carbine_base: Default { skeletonBones[]= { "magazine", "muzzleFlash", "bolt", "trigger", }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class BRAF_Imbel_IA2_556_Carbine_base: Default { skeletonName="BRAF_Imbel_IA2_556_Carbine_base"; sections[]= { "zasleh","magazine","bolt" }; htMin = 1; // Minimum half-cooling time (in seconds) htMax = 600; // Maximum half-cooling time (in seconds) afMax = 0; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 100; // Metabolism temperature of the model (in celsius) class Animations { class reload_magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=-0.40000001; maxValue=0.40000001; minPhase=-0.40000001; maxPhase=0.40000001; hideValue=0.75; sourceAddress="mirror"; }; class bolt { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; memory = 1; minValue=0; maxValue="1"; offset0="0"; offset1="1"; }; class unloaded_magazine_hide { type = "hide"; source = "hasMagazine"; selection = "magazine"; hideValue = 0.1; }; class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="zasleh"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; }; }; class BRAF_Imbel_IA2_556_Carbine : BRAF_Imbel_IA2_556_Carbine_base { class Animations: Animations { }; }; }; And this one is the CfgWeapons.hpp: class CfgWeapons { class BRAF_Imbel_IA2_556_Carbine_base { access = 3; afmax = 0; aidispersioncoefx = 8; aidispersioncoefy = 10; airateoffire = 0.5; airateoffiredistance = 500; ammo = ""; artillerycharge = 1; artillerydispersion = 1; autofire = 1; autoreload = 0; backgroundreload = 0; ballisticscomputer = 0; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15}; candrop = 1; canlock = 0; canshootinwater = 0; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; cmimmunity = 1; count = 0; cursor = "arifle"; cursoraim = "CursorAim"; cursoraimon = ""; cursorsize = 1; changeFiremodeSound[] = {}; descriptionshort = "Assault Rifle<br />Caliber: 5.56x45 mm"; detectrange = 0; dexterity = 1.64; discretedistance[] = {100, 300, 400, 600, 800}; discretedistanceinitindex = 1; dispersion = 0.0001; displayname = "IA2 C 5.56mm"; disposableweapon = 0; distancezoommax = 300; distancezoommin = 300; drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1}; emptysound[] = {"", 1, 1}; enableattack = 1; ffcount = 3; fffrequency = 11; ffmagnitude = 0.5; fireanims[] = {}; firelightambient[] = {0, 0, 0}; firelightdiffuse[] = {0.937, 0.631, 0.259}; firelightduration = 0.05; firelightintensity = 0.2; firespreadangle = "3.0f"; flash = "gunfire"; flashsize = 0.5; forceoptics = 0; handAnim[] = {"OFP2_ManSkeleton", "BRAF_Imbel_IA2\data\Anim\Handanim_IA2_556_Carbine.rtm"}; hiddenselections[] = {}; hiddenselectionstextures[] = {}; hiddenunderwaterselections[] = {}; hiddenunderwaterselectionstextures[] = {}; htmax = 600; htmin = 1; initspeed = 0; irdistance = 0; irdotintensity = 0.001; irlaserend = "laser dir"; irlaserpos = "laser pos"; laser = 0; lockacquire = 1; lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6}; lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2}; magazinereloadtime = 0; magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_Tracer_Green"}; maxleadspeed = 23; maxrange = 500; maxrangeprobab = 0.04; maxrecoilsway = 0.008; memorypointcamera = "eye"; mfact = 1; mfmax = 0; midrange = 150; midrangeprobab = 0.58; minrange = 1; minrangeprobab = 0.3; model = "BRAF_Imbel_IA2\BRAF_Imbel_IA2_556_Carbine.p3d"; modelmagazine = ""; modeloptics = "-"; modelspecial = ""; modes[] = {"Single", "FullAuto"}; multiplier = 1; muzzleend = "konec hlavne"; muzzlepos = "usti hlavne"; muzzles[] = {"this"}; namesound = "rifle"; optics = 0; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommax = 1.1; opticszoommin = 0.375; picture = "\BRAF_Imbel_IA2\data\UI\gear_imbel_566_x_ca.paa"; primary = 10; recoil = "assaultRifleBase"; recoilprone = "assaultRifleBase"; reloadaction = "GestureReloadEBR"; reloadMagazineSound[] = {"A3\sounds_f\weapons\sdar\sdar_reload_2",0.398107,1,15}; reloadsound[] = {"", 1, 1}; reloadtime = 0.15; scope = public; selectionfireanim = "zasleh"; showaimcursorinternal = 1; showempty = 1; shownunderwaterselections[] = {}; showswitchaction = 0; showtoplayer = 1; simulation = "Weapon"; sound[] = {}; soundbegin[] = {"sound", 1}; soundbeginwater[] = {"sound", 1}; soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; soundburst = 0; soundclosure[] = {"sound", 1}; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {"sound", 1}; swaydecayspeed = 2; tbody = 100; texturetype = "default"; type = 1; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; useaction = 0; useactiontitle = ""; useasbinocular = 0; usemodeloptics = 1; value = 4; weaponinfotype = "RscWeaponZeroing"; weaponlockdelay = 0; weaponlocksystem = 0; weaponpoolavailable = 1; weaponsoundeffect = ""; weight = 0; class Library { libtextdesc = "The assault rifle,IA2, manufactured and designed in the Brazil by the company IMBEL to be the replacement of the FAL, it will be used by Army, Navy and Air Force of Brazil."; }; class GunFire { access = 0; cloudletaccy = 0; cloudletalpha = 1; cloudletanimperiod = 1; cloudletcolor[] = {1, 1, 1, 0}; cloudletdensitycoef = -1; cloudletduration = 0.2; cloudletfadein = 0.01; cloudletfadeout = 0.5; cloudletgrowup = 0.2; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletFire"; cloudletsize = 1; deltat = -3000; initt = 4500; interval = -0.01; size = 3; sourcesize = 0.5; timetolive = 0; class Table { class T0 { color[] = {0.82, 0.95, 0.93, 0}; maxt = 0; }; class T1 { color[] = {0.75, 0.77, 0.9, 0}; maxt = 200; }; class T2 { color[] = {0.56, 0.62, 0.67, 0}; maxt = 400; }; class T3 { color[] = {0.39, 0.46, 0.47, 0}; maxt = 600; }; class T4 { color[] = {0.24, 0.31, 0.31, 0}; maxt = 800; }; class T5 { color[] = {0.23, 0.31, 0.29, 0}; maxt = 1000; }; class T6 { color[] = {0.21, 0.29, 0.27, 0}; maxt = 1500; }; class T7 { color[] = {0.19, 0.23, 0.21, 0}; maxt = 2000; }; class T8 { color[] = {0.22, 0.19, 0.1, 0}; maxt = 2300; }; class T9 { color[] = {0.35, 0.2, 0.02, 0}; maxt = 2500; }; class T10 { color[] = {0.62, 0.29, 0.03, 0}; maxt = 2600; }; class T11 { color[] = {0.59, 0.35, 0.05, 0}; maxt = 2650; }; class T12 { color[] = {0.75, 0.37, 0.03, 0}; maxt = 2700; }; class T13 { color[] = {0.88, 0.34, 0.03, 0}; maxt = 2750; }; class T14 { color[] = {0.91, 0.5, 0.17, 0}; maxt = 2800; }; class T15 { color[] = {1, 0.6, 0.2, 0}; maxt = 2850; }; class T16 { color[] = {1, 0.71, 0.3, 0}; maxt = 2900; }; class T17 { color[] = {0.98, 0.83, 0.41, 0}; maxt = 2950; }; class T18 { color[] = {0.98, 0.91, 0.54, 0}; maxt = 3000; }; class T19 { color[] = {0.98, 0.99, 0.6, 0}; maxt = 3100; }; class T20 { color[] = {0.96, 0.99, 0.72, 0}; maxt = 3300; }; class T21 { color[] = {1, 0.98, 0.91, 0}; maxt = 3600; }; class T22 { color[] = {1, 1, 1, 0}; maxt = 4200; }; }; }; class GunClouds { access = 0; cloudletaccy = 0; cloudletalpha = 0.3; cloudletanimperiod = 1; cloudletcolor[] = {1, 1, 1, 0}; cloudletduration = 0.05; cloudletfadein = 0; cloudletfadeout = 0.1; cloudletgrowup = 0.05; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletClouds"; cloudletsize = 1; deltat = 0; initt = 0; interval = -0.02; size = 0.3; sourcesize = 0.02; timetolive = 0; class Table { class T0 { color[] = {1, 1, 1, 0}; maxt = 0; }; }; }; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot { access = 1; compatibleitems[] = {"muzzle_snds_M"}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 0; }; class CowsSlot { access = 1; compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr","optic_NVS","optic_Holosight","optic_MRCO"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 0; }; class PointerSlot { access = 1; compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 0; }; }; class GunParticles { class FirstEffect { directionname = "Konec hlavne"; effectname = "RifleAssaultCloud"; positionname = "Usti hlavne"; }; }; class Single: Mode_SemiAuto { aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; begin1[] = {"braf_imbel_ia2\data\sound\Imbel_IA2_556_Shot.wav",1.12202,1,900}; begin2[] = {"braf_imbel_ia2\data\sound\Imbel_IA2_556_Shot.wav",1.12202,1,900}; begin3[] = {"braf_imbel_ia2\data\sound\Imbel_IA2_556_Shot.wav",1.12202,1,900}; burst = 1; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6",1.12202,1,30}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7",1.12202,1,30}; dispersion = 0.00093; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_trg"; recoilprone = "recoil_single_prone_trg"; reloadtime = 0.065; requiredoptictype = -1; showtoplayer = 1; sound[] = {"", 10, 1}; soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; class FullAuto: Mode_FullAuto { aidispersioncoefx = 2; aidispersioncoefy = 3; airateoffire = "1e-006"; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 1; begin1[] = {"braf_imbel_ia2\data\sound\Imbel_IA2_556_Shot.wav",1,1,900}; begin2[] = {"braf_imbel_ia2\data\sound\Imbel_IA2_556_Shot.wav",1,1,900}; begin3[] = {"braf_imbel_ia2\data\sound\Imbel_IA2_556_Shot.wav",1,1,900}; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500}; dispersion = 0.00093; displayname = "Full Auto"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 30; maxrangeprobab = 0.05; midrange = 15; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.9; multiplier = 1; recoil = "recoil_auto_trg"; recoilprone = "recoil_auto_prone_trg"; reloadtime = 0.07; requiredoptictype = -1; showtoplayer = 1; sound[] = {"", 10, 1}; soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {}; textureType = "fullAuto"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; }; class BRAF_Imbel_IA2_556_Carbine: BRAF_Imbel_IA2_556_Carbine_base { scope = 2; }; class BRAF_Imbel_IA2_556_Carbine_OPS : BRAF_Imbel_IA2_556_Carbine { scope = 2; class LinkedItems { class LinkedItemsOptic { item = "optic_Hamr"; slot = "CowsSlot"; }; }; }; };
  12. falcao

    MK18 Mod 1

    Sure. I said that because it's good to have like a "complete" weapon pack that you can use with a fire team, not having to add other weapons mods. Anyway buddy, those suggestions above would be very welcome. Thanks again.
  13. falcao

    MK18 Mod 1

    Hi my friend. First of all I'd like to thank you for these great weapons. I have a few suggestions aside from the GL: make it compatible with ASDG Jointrails(an extra opcional file) and please, a Mk12 Special purpose rifle. Or any other DMR like SAM-R or SDM-R, so we can have a complete weapons pack. And maybe a light machine gun like a M249.
  14. falcao

    EricJ Release thread

    Thanks for the answer buddy. I'm asking this because we thought that this would not affect anything, but actually we ended up with some broken ALIVE missions when using our dedicated server you know. And I'm really sad right now that we can't use your weapons.
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