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Thread: Special Forces Detachment Alpha

  1. #31

    Angry

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

  2. #32

  3. #33
    Master Gunnery Sergeant
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    Quote Originally Posted by (scubaman3D @ Oct. 24 2008,19:57)
    That was intentional.
    why??
    2001-now.. ive seen it all :P

  4. #34
    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.

  5. #35
    Master Gunnery Sergeant
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    yee.. but come on.. its a painted stanag

  6. #36
    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.




  7. #37
    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.




  8. #38
    I found something rather odd with the CQT on the CQC CAR.

    "There is only one god and his name is Death. And there is only one thing we say to Death: "Not today".

  9. #39
    just edit the config and its done

  10. #40
    Master Gunnery Sergeant
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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 ***&#58; Rifle {
    scope = 2;
    model = &#34;&#92;SF_SCAR&#92;SIX_SCAR_L_CQB_rifle&#34; ;
    modelOptics = &#34;-&#34;;
    optics = 1;
    dexterity = 1.800000;
    displayName = &#34;Scar L CQB&#34;;
    picture = &#34;&#92;SF_SCAR&#92;i&#92;SIX_SCAR_L_CQB_rifle.p aa&#34;;
    UiPicture = &#34;&#92;CA&#92;weapons&#92;data&#92;Ico&#92;i_re gular_CA.paa&#34;;
    reloadSound&#91;&#93; = {&#34;&#34;,1,1 };
    reloadMagazineSound&#91;&#93; = {&#34;&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;m 4_reload&#34;,0.031623,1 };
    magazines&#91;&#93; = {&#34;30Rnd_556x45_B_SCAR&#34; };
    modes&#91;&#93; = {&#34;SCAR_L_Single&#34;,&#34;SCAR_L_FullAuto&#3 4; };

    class SCAR_L_Single ***{
    sound&#91;&#93; = {&#34;&#92;SF_SCAR&#92;sound&#92;223rem.ogg&#34;,1 0.000000,1 };
    soundBurst = 1;
    soundContinuous = 0;
    displayName = &#34;&#036;STR_DN_MODE_SEMIAUTO&#34;;
    multiplier = 1;
    burst = 1;
    dispersion = 0.001500;
    reloadTime = 0.100000;
    recoil = &#34;SF_SCAR_LRecoil&#34;;
    recoilProne = &#34;SF_SCAR_LRecoilProne&#34;;
    ffCount = 1;
    ffMagnitude = 0.500000;
    ffFrequency = 11;
    autofire = 0;
    flash = &#34;gunfire&#34;;
    flashSize = 0.100000;
    useAction = 0;
    useActionTitle = &#34;&#34;;
    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&#91;&#93; = {&#34;&#92;SF_SCAR&#92;sound&#92;223rem.ogg&#34;,1 0.000000,1 };
    soundBurst = 1;
    soundContinuous = 0;
    displayName = &#34;&#036;STR_DN_MODE_FULLAUTO&#34;;
    multiplier = 1;
    burst = 1;
    dispersion = 0.004000;
    reloadTime = 0.100000;
    recoil = &#34;SF_SCAR_LRecoil&#34;;
    recoilProne = &#34;SF_SCAR_LRecoilProne&#34;;
    ffCount = 1;
    ffMagnitude = 0.500000;
    ffFrequency = 11;
    autofire = 2;
    flash = &#34;gunfire&#34;;
    flashSize = 0.100000;
    useAction = 0;
    useActionTitle = &#34;&#34;;
    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 ***&#58; Rifle {
    scope = 2;
    model = &#34;&#92;SF_SCAR&#92;SIX_SCAR_L_CQB_rifle&#34; ;
    modelOptics = &#34;-&#34;;
    optics = 1;
    dexterity = 1.800000;
    displayName = &#34;Scar L CQB&#34;;
    picture = &#34;&#92;SF_SCAR&#92;i&#92;SIX_SCAR_L_CQB_rifle.p aa&#34;;
    UiPicture = &#34;&#92;CA&#92;weapons&#92;data&#92;Ico&#92;i_re gular_CA.paa&#34;;
    reloadSound&#91;&#93; = {&#34;&#34;,1,1 };
    reloadMagazineSound&#91;&#93; = {&#34;&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;m 4_reload&#34;,0.031623,1 };
    magazines&#91;&#93; = ***{&#34;30Rnd_556x45_B_SCAR&#34;,&#34;20Rnd_556x45 _Stanag&#34;,&#34;30Rnd_556x45_Stanag&#34;,&#34;30 Rnd_556x45_StanagSD&#34;};
    modes&#91;&#93; = {&#34;SCAR_L_Single&#34;,&#34;SCAR_L_FullAuto&#3 4; };

    class SCAR_L_Single ***{
    sound&#91;&#93; = {&#34;&#92;SF_SCAR&#92;sound&#92;223rem.ogg&#34;,1 0.000000,1 };
    soundBurst = 1;
    soundContinuous = 0;
    displayName = &#34;&#036;STR_DN_MODE_SEMIAUTO&#34;;
    multiplier = 1;
    burst = 1;
    dispersion = 0.001500;
    reloadTime = 0.100000;
    recoil = &#34;SF_SCAR_LRecoil&#34;;
    recoilProne = &#34;SF_SCAR_LRecoilProne&#34;;
    ffCount = 1;
    ffMagnitude = 0.500000;
    ffFrequency = 11;
    autofire = 0;
    flash = &#34;gunfire&#34;;
    flashSize = 0.100000;
    useAction = 0;
    useActionTitle = &#34;&#34;;
    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&#91;&#93; = {&#34;&#92;SF_SCAR&#92;sound&#92;223rem.ogg&#34;,1 0.000000,1 };
    soundBurst = 1;
    soundContinuous = 0;
    displayName = &#34;&#036;STR_DN_MODE_FULLAUTO&#34;;
    multiplier = 1;
    burst = 1;
    dispersion = 0.004000;
    reloadTime = 0.100000;
    recoil = &#34;SF_SCAR_LRecoil&#34;;
    recoilProne = &#34;SF_SCAR_LRecoilProne&#34;;
    ffCount = 1;
    ffMagnitude = 0.500000;
    ffFrequency = 11;
    autofire = 2;
    flash = &#34;gunfire&#34;;
    flashSize = 0.100000;
    useAction = 0;
    useActionTitle = &#34;&#34;;
    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..

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