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ardvarkdb

Special Forces Detachment Alpha

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and thats why i wanted black..lol... geeze..i am getting old... retired military since 98...

i will run with these still..

smile_o.gif

edit: at least i wasn't asking for a wooden stock... tounge2.gif

but.. the dark variants sound cool.

? any idea why the addaction for the Shole NVG's disappears when i use the car addon?

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? any idea why the addaction for the Shole NVG's disappears when i use the car addon?

huh? what do you mean?

I'm not sure how it could possibly affect it. I'm also not sure what the Shole NVGs are. smile_o.gif

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sry.. yeah

http://www.ofpec.com/forum/index.php?topic=31384.0

it allows a person to have auto adjust NVG's.

i didn't know if the nwd_scopefix.pbo is using any keyevent handlers that might not be sharing...

i will look further into it.

confused_o.gifcrazy_o.gif

after taking everything out.. since the sNVG still wasn't working. i found out that somehow.. the snvg.pbo was modified yesterday..? i have no idea how or why.. but i just re-installed the pbo and.. bingo.

i am very sorry to have put you though this.. except the night variants part... smile_o.gif

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I have to agree with Loki, a dark version would be sweet.. i havent rly seen any real scars but ive seen some toy airsoft ones and the dark one undenieable blends in better smile_o.gif

But as a sf weapon a 'painted' version dosnt seem unlikely.. (like the M16/M4's from AimPoint)

Keep up the good work!

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Hi, the SCARs L can't use the standard 5.56x45mm magazines. Let's C ya

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I believe the decision was made to maintain consistency.

The mags in the the SCAR are tan. The default BIS ones are not. Therefore, the SCAR L was configured to only work with SCAR L mags.

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Its another on the long list of ArmA engine limitations, which forces the addon maker to choose between one of two types of realism.

100% realism on how the model should look

or

100% realism on how the model should function

Usually I will err on the side of function over form in this case, we did not.

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But it would add functionality if you could use normal mags for it. I know that it wouldn't have the proper colours if used, but it still makes sense. Each weapon has their own magazine model which doesn't transfer to other weapons, AFAIK. Like the Mk12 has a 20rnd stanag, but can still use 30rnd mags, but still uses the 20rnd model.

EDIT: Oh yes, don't forget the problem I mentioned earlier. When the bolt is open, you can see through the weapon.

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just edit the config and its done

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Yes its simple.

Change:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class SIX_SCAR_L_CQB_rifle  : Rifle {

scope = 2;

model = "\SF_SCAR\SIX_SCAR_L_CQB_rifle";

modelOptics = "-";

optics = 1;

dexterity = 1.800000;

displayName = "Scar L CQB";

picture = "\SF_SCAR\i\SIX_SCAR_L_CQB_rifle.paa";

UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

reloadSound[] = {"",1,1 };

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\m4_reload",0.031623,1 };

magazines[] = {"30Rnd_556x45_B_SCAR" };

modes[] = {"SCAR_L_Single","SCAR_L_FullAuto" };

class SCAR_L_Single  {

sound[] = {"\SF_SCAR\sound\223rem.ogg",10.000000,1 };

soundBurst = 1;

soundContinuous = 0;

displayName = "$STR_DN_MODE_SEMIAUTO";

multiplier = 1;

burst = 1;

dispersion = 0.001500;

reloadTime = 0.100000;

recoil = "SF_SCAR_LRecoil";

recoilProne = "SF_SCAR_LRecoilProne";

ffCount = 1;

ffMagnitude = 0.500000;

ffFrequency = 11;

autofire = 0;

flash = "gunfire";

flashSize = 0.100000;

useAction = 0;

useActionTitle = "";

showToPlayer = 1;

aiRateOfFire = 0.500000;

aiRateOfFireDistance = 500;

minRange = 2;

minRangeProbab = 0.100000;

midRange = 300;

midRangeProbab = 0.800000;

maxRange = 660;

maxRangeProbab = 0.010000;

};

class SCAR_L_FullAuto  {

sound[] = {"\SF_SCAR\sound\223rem.ogg",10.000000,1 };

soundBurst = 1;

soundContinuous = 0;

displayName = "$STR_DN_MODE_FULLAUTO";

multiplier = 1;

burst = 1;

dispersion = 0.004000;

reloadTime = 0.100000;

recoil = "SF_SCAR_LRecoil";

recoilProne = "SF_SCAR_LRecoilProne";

ffCount = 1;

ffMagnitude = 0.500000;

ffFrequency = 11;

autofire = 2;

flash = "gunfire";

flashSize = 0.100000;

useAction = 0;

useActionTitle = "";

showToPlayer = 1;

aiRateOfFire = 0.200000;

aiRateOfFireDistance = 350;

minRange = 2;

minRangeProbab = 0.800000;

midRange = 150;

midRangeProbab = 0.800000;

maxRange = 400;

maxRangeProbab = 0.800000;

};

};

Into:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class SIX_SCAR_L_CQB_rifle  : Rifle {

scope = 2;

model = "\SF_SCAR\SIX_SCAR_L_CQB_rifle";

modelOptics = "-";

optics = 1;

dexterity = 1.800000;

displayName = "Scar L CQB";

picture = "\SF_SCAR\i\SIX_SCAR_L_CQB_rifle.paa";

UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

reloadSound[] = {"",1,1 };

reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\m4_reload",0.031623,1 };

magazines[] =  {"30Rnd_556x45_B_SCAR","20Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD"};

modes[] = {"SCAR_L_Single","SCAR_L_FullAuto" };

class SCAR_L_Single  {

sound[] = {"\SF_SCAR\sound\223rem.ogg",10.000000,1 };

soundBurst = 1;

soundContinuous = 0;

displayName = "$STR_DN_MODE_SEMIAUTO";

multiplier = 1;

burst = 1;

dispersion = 0.001500;

reloadTime = 0.100000;

recoil = "SF_SCAR_LRecoil";

recoilProne = "SF_SCAR_LRecoilProne";

ffCount = 1;

ffMagnitude = 0.500000;

ffFrequency = 11;

autofire = 0;

flash = "gunfire";

flashSize = 0.100000;

useAction = 0;

useActionTitle = "";

showToPlayer = 1;

aiRateOfFire = 0.500000;

aiRateOfFireDistance = 500;

minRange = 2;

minRangeProbab = 0.100000;

midRange = 300;

midRangeProbab = 0.800000;

maxRange = 660;

maxRangeProbab = 0.010000;

};

class SCAR_L_FullAuto  {

sound[] = {"\SF_SCAR\sound\223rem.ogg",10.000000,1 };

soundBurst = 1;

soundContinuous = 0;

displayName = "$STR_DN_MODE_FULLAUTO";

multiplier = 1;

burst = 1;

dispersion = 0.004000;

reloadTime = 0.100000;

recoil = "SF_SCAR_LRecoil";

recoilProne = "SF_SCAR_LRecoilProne";

ffCount = 1;

ffMagnitude = 0.500000;

ffFrequency = 11;

autofire = 2;

flash = "gunfire";

flashSize = 0.100000;

useAction = 0;

useActionTitle = "";

showToPlayer = 1;

aiRateOfFire = 0.200000;

aiRateOfFireDistance = 350;

minRange = 2;

minRangeProbab = 0.800000;

midRange = 150;

midRangeProbab = 0.800000;

maxRange = 400;

maxRangeProbab = 0.800000;

};

};

That should do it.. goodnight.gif

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Really nice looking addon(S) will give em a try soon

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Guest

Best unit addon that is just so ideal for player usage I have seen yet. Wonderful personalized looking group of units, I mean a number of them in particular look really cool, and tough, the kind of unit Id personally like to be playing in a mission smile_o.gif

And the weapons are great addition, really well done, great looking, and great sounds, great functionality smile_o.gif

Nice job on this, truly great

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Thanks for the support.

Expect an update shortly with a fix or two. And support for default mags.

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The Cars have been updated. See the first post for a new download link.

Fixes include (b/c you probably won't read the readme):

-Fixed optics on all weapons to have accurate real-world zoom levels

-Added standard M4 magazine capabilities to the Car L's

-Removed the bolt animation until a fix can be found, eliminated the "see through the gun" issue.

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Seeing as the CQ/T is 1-3x maybe you could implement a scope view like on the RH M14? as to get the 1x aspect and zoom instead of a 2d optic? That'd it mean editing the CQ/T model (Dasquades?) though =|

Also the short dot isn't fixed power IIRC it's 1-4x20 or 24.

Otherwise all is good in CAR land ^^

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Seeing as the CQ/T is 1-3x maybe you could implement a scope view like on the RH M14? as to get the 1x aspect and zoom instead of a 2d optic? That'd it mean editing the CQ/T model (Dasquades?) though =|

Also the short dot isn't fixed power IIRC it's 1-4x20 or 24.

Otherwise all is good in CAR land ^^

Nope, its my MK4 model and that's exactly why I didn't implement the feature you're suggesting. I don't want to modify the model again. I modified the SpecterDR model to be actually 3D but this method has complications that I didn't want to deal with.

You're right about the Shortdot - except its not really a Shortdot, its supposed to be a Zenith (basically a "2nd gen Shortdot), which is 1.1-4x24mm.

The texture in-game should say "Zenith" on the top of the model.

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-Removed the bolt animation until a fix can be found, eliminated the "see through the gun" issue.

What was the problem with the bolt animation? If there's now a textured face behind the bolt, couldn't you just keep the bolt animation in?

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I believe Scuba has a fix in mind, he just hasn't had a chance to implement it yet. We decided for the time being we would just disable that specific animation until the fix was implemented, since several people seemed to have issue with the bug.

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