Personally, I'd like to avoid eventhandlers, so I'd go with solution no.1. If you want to avoid AI rapid firing, you could create second magazine, with AI-friendly values, like high dispersion ammo in JAM.
Personally, I'd like to avoid eventhandlers, so I'd go with solution no.1. If you want to avoid AI rapid firing, you could create second magazine, with AI-friendly values, like high dispersion ammo in JAM.
Does that mean the fragmentation radius of the grenade would be doing the damage? I imagine that would create some problems with the weapon being able to hurt people around corners since it could be used for indirect fire.
I would rather not use external scripts/eventhandlers unless there's no alternative that works almost as well.
There's no need for Ai specific magazines I think, as there would have to be a limit on the firing speed for everyone, since it's a pumpaction shotgun = rather slow. The Ai behaviour isn't the problem, the time between which the weapon allows shots is. I think it can be defined for the weapon itself rather than for a unit ... but I've only been doing serious work on configs for a few months, so I'm not sure.
Last edited by JdB; Sep 22 2011 at 20:55.
The Ithaca 37 is one of the oldest shotgun designs in the world that is still in production. As usual there are several groups that use the weapons, and the archive contains an updated version of JdB_Ammoboxes.pbo. Firing a 12 gauge projectile, it comes in two variants, the civilian Ithaca 37 and the law enforcement & military version the Ithaca M37. Both can hold 5 rounds.
There are 4 types of ammunition:
- Buckshot; (simulated by using 10 round bursts, limited recoil and a very high firing rate per round, high dispersion and a high "cost" to prevent the Ai from emptying in under 2 seconds)
- Slug; (an armor piercing projectile)
- SABOT; (a specialist round used to extend the range of armor piercing projectiles fired from a shotgun)
- Frag-12; (or as I like to call it, the "Bambi" round, high explosive fragmentation)
Please let me know what you think of the way the buckshot works.
We of JdB Industries recommend this weapon for use against zombies
Now if only I could simulate Dragon's Breath rounds ...
Last edited by JdB; Oct 1 2011 at 17:00.
Great!
I didn't expected release in this year![]()
Now we can sit and wait for LCA - it will be worth of it.
BTW
Could You upload somewhere this JdB ?
Bielow
I gave it a try, today's morning, and it performs very well.
I've set up three enemies in a distance less then 50 meters. For me it was really fast, even too fast to kill them. But AI was visibly slower - so I don't think that AI will have any handicap over human players.
But on the other hand, slugs, SABOT and Bambi reload time could be a little shorter - experienced shooters can be amazingly fast in real life!
Overall, it's a quality addon! I like very much your way to cross-hairs - kinda "simulated" iron-sight. Also Bambi round makes HUGE explosion with WW4 Mod effects!
But there is one thing that got my attention: M37 have rear sight mounted on the receiver, but search through Google gives me only photos of Ithaca with rear sight mounted on barrel. And it's only on hunter/sporting models. Have I missed something?
My ignore list just keeps growing and growing
It is already uploaded, I assumed OFPR.info were using the link to their own webspace, but back then I was using a temporary host because of server problems.
[D-Day 60th Anniversary Object Pack]
I should really remake it, and make a screenshot or two with the shadows enabled.
Thanks for the feedback. Yeah, unfortunately there isn't any way of limiting the ROF for human players that I know of other than maybe eventhandlers, which I would rather not use at all (I want addons to work straight out of the box without mission making knowledge being required). I tried limiting the speed between bursts like you would for single rounds, but there is no separate setting.
I'll lower the reload time for other shells a bit and test it again. The main reason why the reload between shells is a little longer than usual is because a shotgun is a little different to most weapons in the game, being pumpaction rather than semi-auto, and for the average user that takes some getting used to. Like the way the Kozlice should also have been slower at reloading.
Edit: File updated, reload time for slug, SABOT and Frag-12 reduced by 30%.
That's right, the rear sight isn't like that on any of the Ithacas that I've seen (very few even hav a rear sight), but I went for this option as the M37 is a little fantasy anyway, many real life M37s that have a shorter barrel, and most that have had their barrel sawed don't have any sight at all, just aim down the barrel and pray. I figured that wouldn't work well in ArmA. The front sight has red dots on it only found on hunting models as well, and the engraving is from a hunting model too, police models wouldn't have any fancy engravings.
I also did a little bit of work on the LCA, the lods are now finished. Now to find motivation for everything else ...
Last edited by JdB; Oct 2 2011 at 17:05.
Yep, I know, but I wonder if anybody at BIS, knew in 2001 that someone might have made shotgun addon with buckshots...
That's also an explanation, my assumption was that characters in game are bound to have some experience with their weapon of choice, and should shoot better than average Joe. That's why I asked for lowering the reload time.
Now it's way better!
Let's call it licentia poetica.
All I can say, that your addons keep this game alive, and I wish I'd be so talented as you... Thanks and good luck!
I'm not so sure. The Resistance was made up of locals, and there was even a mention in the campaign IIRC that Nogova doesn't have any military units, only police. That would mean only the police, some farmers and the odd foreigner/retired commando know how to use weapons effectively. With buckshot it might be relatively easy to hit something, even for a novice, but operating any weapon effectively takes practice.
I think you misread, this isn't the WW4 thread![]()
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Oh and that's one thing I forgot to mention in the readme, I use the WW4 animations when figuring out weapon placement for weapons, so it's probably way off when using standard animations (though I haven't got a clue why anyone would want to use those).
Hey! I'm not joking, your addons look really nice, and (AFAIK) you're the first who made working illuminated iron-sights (in Mk 20/01)! I hope that LCA is not your last addon (well you could add Mk10 with wooden stock).
There is problem with female animations, because they're still BIS ones, but this is rather task for Sanctuary.