Hi, the SCARs L can't use the standard 5.56x45mm magazines. Let's C ya
Hi, the SCARs L can't use the standard 5.56x45mm magazines. Let's C ya
why??Originally Posted by (scubaman3D @ Oct. 24 2008,19:57)
ArmA2 community rule #1:
Never have too high hopes for a addon until you actually see it being downloadeable.
- Shadow NX
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.
yee.. but come on.. its a painted stanag![]()
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.
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.
I found something rather odd with the CQT on the CQC CAR.
![]()
"That which does not kill me has made a grave tactical error"
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just edit the config and its done
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.p aa";
UiPicture = "\CA\weapons\data\Ico\i_re gular_CA.paa";
reloadSound[] = {"",1,1 };
reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\m 4_reload",0.031623,1 };
magazines[] = {"30Rnd_556x45_B_SCAR" };
modes[] = {"SCAR_L_Single","SCAR_L_FullAuto 4; };
class SCAR_L_Single ***{
sound[] = {"\SF_SCAR\sound\223rem.ogg",1 0.000000,1 };
soundBurst = 1;
soundContinuous = 0;
displayName = "$STR_DN_MODE_SEMIAUTO";
multiplier = 1;
burst = 1;
dispersion = 0.001500;
reloadTime = 0.100000;
recoil = "SF_SCAR_LRecoil";
recoilProne = "SF_SCAR_LRecoilProne";
ffCount = 1;
ffMagnitude = 0.500000;
ffFrequency = 11;
autofire = 0;
flash = "gunfire";
flashSize = 0.100000;
useAction = 0;
useActionTitle = "";
showToPlayer = 1;
aiRateOfFire = 0.500000;
aiRateOfFireDistance = 500;
minRange = 2;
minRangeProbab = 0.100000;
midRange = 300;
midRangeProbab = 0.800000;
maxRange = 660;
maxRangeProbab = 0.010000;
};
class SCAR_L_FullAuto ***{
sound[] = {"\SF_SCAR\sound\223rem.ogg",1 0.000000,1 };
soundBurst = 1;
soundContinuous = 0;
displayName = "$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;
};
};
[/QUOTE]
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.p aa";
UiPicture = "\CA\weapons\data\Ico\i_re gular_CA.paa";
reloadSound[] = {"",1,1 };
reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\m 4_reload",0.031623,1 };
magazines[] = ***{"30Rnd_556x45_B_SCAR","20Rnd_556x45 _Stanag","30Rnd_556x45_Stanag","30 Rnd_556x45_StanagSD"};
modes[] = {"SCAR_L_Single","SCAR_L_FullAuto 4; };
class SCAR_L_Single ***{
sound[] = {"\SF_SCAR\sound\223rem.ogg",1 0.000000,1 };
soundBurst = 1;
soundContinuous = 0;
displayName = "$STR_DN_MODE_SEMIAUTO";
multiplier = 1;
burst = 1;
dispersion = 0.001500;
reloadTime = 0.100000;
recoil = "SF_SCAR_LRecoil";
recoilProne = "SF_SCAR_LRecoilProne";
ffCount = 1;
ffMagnitude = 0.500000;
ffFrequency = 11;
autofire = 0;
flash = "gunfire";
flashSize = 0.100000;
useAction = 0;
useActionTitle = "";
showToPlayer = 1;
aiRateOfFire = 0.500000;
aiRateOfFireDistance = 500;
minRange = 2;
minRangeProbab = 0.100000;
midRange = 300;
midRangeProbab = 0.800000;
maxRange = 660;
maxRangeProbab = 0.010000;
};
class SCAR_L_FullAuto ***{
sound[] = {"\SF_SCAR\sound\223rem.ogg",1 0.000000,1 };
soundBurst = 1;
soundContinuous = 0;
displayName = "$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;
};
};
[/QUOTE]
That should do it..![]()