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gobi42

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Everything posted by gobi42

  1. gobi42

    EricJ Release thread

    It's looking good can't wait to see it with texture :-)
  2. gobi42

    EricJ Release thread

    Iron sights would be a good idea in case anyone want to put it in a survival mission where they may not have an optic to put on it
  3. gobi42

    ASDG Joint Rails

    I can't as I'm not the author of the mod and don't have permission from the author. It an old mod that I'm assuming the author has forgotten. Thus the sound config and adding in joint rails compability. So I'm guessing this isn't a problem I can fix with a config file.
  4. gobi42

    ASDG Joint Rails

    so i changed the config file to this and still does the same thing :( class CfgPatches { class asdg_jointrails_Operators_pack { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class Mode_SemiAuto; // External class reference class Mode_Burst; // External class reference class Mode_FullAuto; // External class reference class Slotinfo; // External class reference class asdg_FrontSideRail; class asdg_OpticRail1913; class asdg_OpticRail1913_short; class asdg_MuzzleSlot_762; class asdg_MuzzleSlot_9MM; class CfgWeapons { class Rifle; // External class reference class Rifle_Base_F : Rifle { class WeaponSlotsInfo; // External class reference class GunParticles; // External class reference }; class Pistol; // External class reference class Pistol_Base_F : Pistol { class WeaponSlotsInfo; // External class reference }; class Rifle_Long_Base_F; // External class reference class srifle_LRR_F; // External class reference class hgun_P07_F; // External class reference class arifle_Katiba_F; // External class reference class arifle_ak_12 : arifle_Katiba_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_ak12: asdg_FrontSideRail {}; class asdg_OpticRail_ak12: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class Burst : Mode_Burst { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class hgun_G18_F : Pistol_Base_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_G18: asdg_FrontSideRail {}; class asdg_OpticRail_G18: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500}; begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500}; begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200}; begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; }; class Burst : Mode_Burst { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500}; begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500}; begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200}; begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500}; begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500}; begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200}; begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; }; }; class arifle_ak5 : arifle_Katiba_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_ak5: asdg_FrontSideRail {}; class asdg_OpticRail_ak5: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class arifle_HB : arifle_Katiba_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_hb: asdg_FrontSideRail {}; class asdg_OpticRail_hb: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class arifle_MK18_Mod_0 : arifle_Katiba_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_mk18mod0: asdg_FrontSideRail {}; class asdg_OpticRail_mk18mod0: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.41254, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.41254, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.41254, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.41254, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.41254, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.41254, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class srifle_cs5_F : srifle_LRR_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_cs5: asdg_FrontSideRail {}; class asdg_OpticRail_cs5: asdg_OpticRail1913 {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\rahim\rahim_shot_1", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\rahim\rahim_shot_2", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\rahim\rahim_shot_3", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class MSR_base : Rifle_Long_Base_F { class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot : Slotinfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_H_SW"}; }; class CowsSlot { access = ReadAndCreate; compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight", "optic_mas_pso", "optic_mas_pso_nv", "optic_mas_pso_eo", "optic_mas_pso_nv_eo", "optic_mas_acog", "optic_mas_acog_eo", "optic_mas_acog_rd", "optic_mas_aim", "optic_mas_pso_eo_c", "optic_mas_pso_nv_eo_c", "optic_mas_acog_eo_c", "optic_mas_aim_c", "optic_SOS", "optic_MRCO", "optic_ACO_grn_smg", "optic_Holosight_smg", "optic_mas_term", "optic_NVS", "optic_Nightstalker", "optic_tws", "optic_mas_Holosight_blk", "optic_mas_Arco_blk", "optic_DMS", "optic_LRPS"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = private; }; class PointerSlot { access = ReadAndCreate; compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = private; }; class ItemInfo { priority = 1; }; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class srifle_MSR_F : MSR_base { class WeaponSlotsInfo { allowedSlots[] = {801, 701, 901}; class asdg_FrontSideRail_msr: asdg_FrontSideRail {}; class asdg_OpticRail_msr: asdg_OpticRail1913 {}; class msr_MuzzleSlot: asdg_MuzzleSlot_762 {}; // has the ASDG compatible muzzle mounting system }; }; class hgun_P226_F : Pistol_Base_F { modes[] = {"Single"}; class WeaponSlotsInfo { allowedSlots[] = {801, 701, 901}; class asdg_FrontSideRail_p226: asdg_FrontSideRail {}; class asdg_OpticRail_p226: asdg_OpticRail1913_short {}; class p226_MuzzleSlot: asdg_MuzzleSlot_9mm {}; // has the ASDG compatible muzzle mounting system }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.03514, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.03514, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\pistols\pistol_st_1", 1.0, 1, 700}; begin2[] = {"A3\sounds_f\weapons\pistols\pistol_st_2", 1.0, 1, 700}; begin3[] = {"A3\sounds_f\weapons\pistols\pistol_st_3", 1.0, 1, 700}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200}; begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; }; }; class T50_base : Rifle_Long_Base_F { class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class srifle_T50_F : T50_base { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_t50: asdg_FrontSideRail {}; class asdg_OpticRail_t50: asdg_OpticRail1913 {}; }; }; }; class CfgAmmo { class B_408_Ball; // External class reference class B_762x51_Ball; // External class reference class 308_Winchester : B_408_Ball { hit = 22; maxSpeed = 2962; // max speed on level road, km/h model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; }; class B_MSR_867_Ball : B_762x51_Ball { hit = 25; }; }; class CfgMagazines { class 7Rnd_408_Mag; // External class reference class 20Rnd_762x51_Mag; // External class reference class CS5_Mag : 7Rnd_408_Mag { //scope = public; count = 10; descriptionshort = "Caliber: .308<br />Rounds: 10<br />Used in: McMillan CS5"; displayname = "10Rnd .308"; ammo = "308_Winchester"; picture = "\McMillan CS5\ui\UI\enfield_mag.paa"; lastroundstracer = 0; tracersevery = 0; }; class 10Rnd_338_Mag : 20Rnd_762x51_Mag { ammo = "B_MSR_867_Ball"; count = 10; descriptionshort = "Caliber: .338 Lapua Magnum<br />Rounds: 10<br />Used in: Remington MSR"; displayname = "10rnd .338 Lapua Magnum Mag"; picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa"; }; }; Anything else i might be doing wrong. also if i don't use my config the suppressers that are in the compatible list from the orignal config don't show up in VA either, this is the main reason why i am trying to use add your joint muzzle's into my config
  5. gobi42

    ASDG Joint Rails

    ok so this is my joint rails/ sound fix config for the operator pack class CfgPatches { class asdg_jointrails_Operators_pack { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class Mode_SemiAuto; // External class reference class Mode_Burst; // External class reference class Mode_FullAuto; // External class reference class PointerSlot; // External class referenceclass asdg_FrontSideRail; class asdg_FrontSideRail; class asdg_OpticRail1913; class asdg_OpticRail1913_short; class asdg_MuzzleSlot; class CfgWeapons { class Rifle; // External class reference class Rifle_Base_F : Rifle { class WeaponSlotsInfo; // External class reference class GunParticles; // External class reference }; class Pistol; // External class reference class Pistol_Base_F : Pistol { class WeaponSlotsInfo; // External class reference }; class Rifle_Long_Base_F; // External class reference class srifle_LRR_F; // External class reference class hgun_P07_F; // External class reference class arifle_Katiba_F; // External class reference class Slotinfo; class asdg_MuzzleSlot_762: asdg_MuzzleSlot { class compatibleItems { muzzle_snds_H = 1; // muzzle_snds_B = 1; }; }; class asdg_MuzzleSlot_9MM: asdg_MuzzleSlot { class compatibleItems { muzzle_snds_L = 1; }; }; class arifle_ak_12 : arifle_Katiba_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_ak12: asdg_FrontSideRail {}; class asdg_OpticRail_ak12: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class Burst : Mode_Burst { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class hgun_G18_F : Pistol_Base_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_G18: asdg_FrontSideRail {}; class asdg_OpticRail_G18: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500}; begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500}; begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200}; begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; }; class Burst : Mode_Burst { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500}; begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500}; begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200}; begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.12202, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.12202, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", 1.0, 1, 500}; begin2[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", 1.0, 1, 500}; begin3[] = {"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", 1.0, 1, 500}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200}; begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; }; }; class arifle_ak5 : arifle_Katiba_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_ak5: asdg_FrontSideRail {}; class asdg_OpticRail_ak5: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-17", 1.0, 1, 300}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class arifle_HB : arifle_Katiba_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_hb: asdg_FrontSideRail {}; class asdg_OpticRail_hb: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class arifle_MK18_Mod_0 : arifle_Katiba_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_mk18mod0: asdg_FrontSideRail {}; class asdg_OpticRail_mk18mod0: asdg_OpticRail1913_short {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.41254, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.41254, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.41254, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1.2, 30}; closure2[] = {"A3\sounds_f\weapons\closure\ebr-3", 1.12202, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1", 1.41254, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2", 1.41254, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3", 1.41254, 1, 1200}; soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class srifle_cs5_F : srifle_LRR_F { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_cs5: asdg_FrontSideRail {}; class asdg_OpticRail_cs5: asdg_OpticRail1913 {}; }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.630957, 1, 50}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.630957, 1, 50}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\rahim\rahim_shot_1", 1.12202, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\rahim\rahim_shot_2", 1.12202, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\rahim\rahim_shot_3", 1.12202, 1, 1200}; soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class MSR_base : Rifle_Long_Base_F { class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class srifle_MSR_F : MSR_base { class WeaponSlotsInfo { allowedSlots[] = {901}; // means I can store this anywhere if there's room for it // adjust this // class asdg_FrontSideRail_msrf: asdg_FrontSideRail {}; class asdg_OpticRail_msr: asdg_OpticRail1913 {}; // class msr_MuzzleSlot: asdg_MuzzleSlot_762 {}; // has the ASDG compatible muzzle mounting system }; }; class hgun_P226_F : Pistol_Base_F { modes[] = {"Single"}; class WeaponSlotsInfo { allowedSlots[] = {801, 701, 901}; class asdg_FrontSideRail_p226: asdg_FrontSideRail {}; class asdg_OpticRail_p226: asdg_OpticRail1913_short {}; class p226_MuzzleSlot: asdg_MuzzleSlot_9mm {}; // has the ASDG compatible muzzle mounting system }; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.03514, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 1.03514, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\pistols\pistol_st_1", 1.0, 1, 700}; begin2[] = {"A3\sounds_f\weapons\pistols\pistol_st_2", 1.0, 1, 700}; begin3[] = {"A3\sounds_f\weapons\pistols\pistol_st_3", 1.0, 1, 700}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200}; begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; }; }; class T50_base : Rifle_Long_Base_F { class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 100}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 100}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 100}; soundBegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333}; }; }; }; class srifle_T50_F : T50_base { class WeaponSlotsInfo { allowedSlots[] = {901}; class asdg_FrontSideRail_t50: asdg_FrontSideRail {}; class asdg_OpticRail_t50: asdg_OpticRail1913 {}; }; }; }; class CfgAmmo { class B_408_Ball; // External class reference class B_762x51_Ball; // External class reference class 308_Winchester : B_408_Ball { hit = 22; maxSpeed = 2962; // max speed on level road, km/h model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; }; class B_MSR_867_Ball : B_762x51_Ball { hit = 25; }; }; class CfgMagazines { class 7Rnd_408_Mag; // External class reference class 20Rnd_762x51_Mag; // External class reference class CS5_Mag : 7Rnd_408_Mag { //scope = public; count = 10; descriptionshort = "Caliber: .308<br />Rounds: 10<br />Used in: McMillan CS5"; displayname = "10Rnd .308"; ammo = "308_Winchester"; picture = "\McMillan CS5\ui\UI\enfield_mag.paa"; lastroundstracer = 0; tracersevery = 0; }; class 10Rnd_338_Mag : 20Rnd_762x51_Mag { ammo = "B_MSR_867_Ball"; count = 10; descriptionshort = "Caliber: .338 Lapua Magnum<br />Rounds: 10<br />Used in: Remington MSR"; displayname = "10rnd .338 Lapua Magnum Mag"; picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa"; }; }; No it builds and binanize and everything Now this is the orignal config from the operator pack(not my work, used for reference only, and class names etc.) // config.bin - 23:23:57 10/24/14, generated in 0.01 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class srifle_MSR_F { units[] = {}; weapons[] = {"srifle_MSR_F"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; class Mode_SemiAuto; // External class reference class Mode_Burst; // External class reference class Mode_FullAuto; // External class reference class Slotinfo; // External class reference class CfgWeapons { class Rifle_Long_Base_F; // External class reference class MSR_base : Rifle_Long_Base_F { scope = private; magazines[] = {"10Rnd_338_Mag", "20Rnd_762x51_Mag"}; reloadAction = "GestureReloadLRR"; cursor = "srifle"; dexterity = 1.2; initSpeed = 910; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"}; opticsPPEffects[] = {}; opticsFlare = true; opticsDisablePeripherialVision = true; class GunParticles { class FirstEffect { effectName = "SniperCloud"; positionName = "Usti hlavne"; directionName = "Konec hlavne"; }; }; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; distanceZoomMin = 300; distanceZoomMax = 300; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.891251, 1, 25}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.891251, 1, 25}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.891251, 1, 25}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.891251, 1, 25}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.794328, 1, 25}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.794328, 1, 25}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.794328, 1, 25}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.794328, 1, 25}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.707946, 1, 25}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.707946, 1, 25}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.707946, 1, 25}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.707946, 1, 25}; 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}; modes[] = {"Single", "far_optic1", "medium_optic2", "far_optic2"}; class Single : Mode_SemiAuto { dispersion = 0.00018; soundContinuous = 0; reloadTime = 1.5; recoil = "recoil_single_gm6"; recoilProne = "recoil_single_prone_gm6"; begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; weaponSoundEffect = "DefaultRifle"; minRange = 2; minRangeProbab = 0.1; midRange = 250; midRangeProbab = 0.7; maxRange = 350; maxRangeProbab = 0.05; aiRateOfFire = 3; // delay between shots at given distance aiRateOfFireDistance = 500; }; class far_optic1 : Single { showToPlayer = false; minRange = 150; minRangeProbab = 0.1; midRange = 500; midRangeProbab = 0.7; maxRange = 1000; maxRangeProbab = 0.3; aiRateOfFire = 5; // delay between shots at given distance aiRateOfFireDistance = 700; requiredOpticType = 1; }; class medium_optic2 : Single { showToPlayer = false; minRange = 250; minRangeProbab = 0.1; midRange = 750; midRangeProbab = 0.7; maxRange = 1000; maxRangeProbab = 0.3; aiRateOfFire = 6.0; // delay between shots at given distance aiRateOfFireDistance = 1000; requiredOpticType = 2; }; class far_optic2 : far_optic1 { minRange = 500; minRangeProbab = 0.1; midRange = 1050; midRangeProbab = 0.7; maxRange = 2000; maxRangeProbab = 0.3; aiRateOfFire = 8; // delay between shots at given distance aiRateOfFireDistance = 2000; requiredOpticType = 2; }; reloadMagazineSound[] = {"A3\Sounds_F\weapons\M320\M320_reload", 0.501187, 1, 10}; drySound[] = {"A3\sounds_f\weapons\Other\dry_1", 0.501187, 1, 20}; }; class srifle_MSR_F : MSR_base { scope = public; model = "\MSR\MSR.p3d"; dexterity = 1.68; displayName = "Remington MSR"; picture = "\A3\Weapons_F\LongRangeRifles\M320\Data\UI\gear_M320_LRR_X_CA.paa"; UiPicture = "\A3\weapons_f\data\UI\icon_sniper_CA.paa"; descriptionShort = "The Modular Sniper Rifle, or MSR, is a bolt-action sniper rifle recently developed and produced by Remington Arms for the United States Army."; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot : Slotinfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_H_SW"}; }; class CowsSlot { access = ReadAndCreate; compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight", "optic_mas_pso", "optic_mas_pso_nv", "optic_mas_pso_eo", "optic_mas_pso_nv_eo", "optic_mas_acog", "optic_mas_acog_eo", "optic_mas_acog_rd", "optic_mas_aim", "optic_mas_pso_eo_c", "optic_mas_pso_nv_eo_c", "optic_mas_acog_eo_c", "optic_mas_aim_c", "optic_SOS", "optic_MRCO", "optic_ACO_grn_smg", "optic_Holosight_smg", "optic_mas_term", "optic_NVS", "optic_Nightstalker", "optic_tws", "optic_mas_Holosight_blk", "optic_mas_Arco_blk", "optic_DMS", "optic_LRPS"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = private; }; class PointerSlot { access = ReadAndCreate; compatibleitems[] = {"acc_flashlight", "acc_pointer_IR"}; displayname = "Pointer Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = private; }; class ItemInfo { priority = 1; }; }; }; class CfgMagazines { class 20Rnd_762x51_Mag; // External class reference class 10Rnd_338_Mag : 20Rnd_762x51_Mag { ammo = "B_MSR_867_Ball"; count = 10; descriptionshort = "Caliber: .338 Lapua Magnum<br />Rounds: 10<br />Used in: Remington MSR"; displayname = "10rnd .338 Lapua Magnum Mag"; picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa"; }; }; class CfgAmmo { class B_762x51_Ball; // External class reference class B_MSR_867_Ball : B_762x51_Ball { hit = 20; }; }; };
  6. gobi42

    MK18 Mod 1

    Glad I could help. Looking forward to the update :-)
  7. gobi42

    MK18 Mod 1

    The dev branch of bi tools work now for binarize files. well it worked for me at least.
  8. gobi42

    ASDG Joint Rails

    i have been working on a config to use joint rails and joint muzzles with the operator pack mod. Everything works except the msr. class srifle_MSR_F : MSR_base { class WeaponSlotsInfo { allowedSlots[] = {801, 701, 901}; // class asdg_FrontSideRail_msr: asdg_FrontSideRail {}; class asdg_OpticRail_msr: asdg_OpticRail1913 {}; // class msr_MuzzleSlot: asdg_MuzzleSlot_762 {}; }; }; Now as long as those two lines are commented out it works. if i uncomment one of those 2 lines; when selected in virtual arsnel the game crashes(just exits the game no error msg or anything). Any idea what i'm doing wrong? if need be i can get the whole config file to you.
  9. gobi42

    EricJ Release thread

    I'm in no rush and with the mk20 coming I'll have plenty to keep me busy :-)
  10. gobi42

    EricJ Release thread

    I was thinking of the sig Mpx smg. I know it borrows some of its DNA from the AR-15 family. But no worries man I understand.
  11. gobi42

    EricJ Release thread

    Man Eric you did it again, the scar pdw is amazing. keep up the great work. Any chance of doing a pdw based on your m4a1?
  12. Np man. As far as play with six I don't know how to upload anything to their servers. But if they read this, they have my permission to upload it to their servers.
  13. Added a sig. to the file and will link both files for you ASDG_JR_SIG55X pbo ASDG_JR_SIG55X bisign
  14. That's awesome. Well if you need help with testing or anything just ask. I'll help out if I can. I have wrote some config files and things like that.
  15. I was wondering if you would be interested in porting you mod over to Arma 3? Or possibly allowing someone else to do it? Thanks.
  16. gobi42

    EricJ Release thread

    He is correct. http://world.guns.ru/sniper/sniper-rifles/usa/mcmillan_cs5-e.html '>McMillan cs5
  17. gobi42

    EricJ Release thread

    Both the a-10 and scar drum mag looks awesome. I've been using the cs5 sniper in some other games I play, and I like it. I would love to use it in Arma, however it's above my abilities at the moment to do it my self. Is there someone who is doing sniper models that would meet your standards? Thanks for any info you can give me. And as always keep up the great work, I really enjoy using all of it.
  18. I'm have the same issue now that I got my other issue fixed.
  19. So in case anyone is intrested i have a made the config file needed to or wanted to use asdg jr support to the sig's ASDG_JR_SIG55X
  20. gobi42

    EricJ Release thread

    Man Chernarus is going to look amazing from that thing :-)
  21. gobi42

    EricJ Release thread

    Hey man just a heads up the m4a1 has no sound when in single fire mode with a suppressor attached, dry fire sound works tho.
  22. Been trying to get this to work in my mission but i keep getting this and can't figure out why or what i need to change. i copied all files and folders to my mission directory, added all the stuff to the description and init files as well
  23. gobi42

    EricJ Release thread

    Sweet man. I'm not going to complain about the fire rate :-) I guess it pays to ask questions some times. Thanks again for your hard work. Have great guns makes mission building way more fun and interesting
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