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JoCreation

JoC-Slingshot-Mod BETA-Release

have you test this mod and can you give me suggestions to optimize this mod  

28 members have voted

  1. 1. have you test this mod and can you give me suggestions to optimize this mod

    • No interests, because its ancient!
      10
    • Nice idea, I could help you!
      1
    • Very good! Its useful for creating violent demonstrants and rebels
      12
    • no ideas! Very bad
      5


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Hi all

Slingshot-Mod © 2010 By JoCreation

arma2promo2.jpg

arma2promo1.jpg

ONLY FOR NON-COMMERCE USING!

This is a BETA-VERSION

This is my first ARMA2-Mod to release. Its a beta-release. I need professional help to finish this mod.

Only the model.cfg makes trouble (The speed of the sling, during the shot-procedure, its to slow! Maybe I forgot

to use any parameters?) I don't know.

At First the Class-Names of all (to use in scripts)

Slingshot (german: Steinschleuder) = JoC_Flitsche

Magazine of slingshot (german: Kugelsack) = JoC_FlitschMag

The simple steelball (german: Stahlkugel) = JoC_FlitschBul

Reammobox with Slingshot and Mun (german: Munitionskiste) = JoC_Crate

I add a "open-source"-Pack of my Mod to find the bugs. I tried to implement a black-tracer bullet (p3d-model inside)

but my first problem is the speed of the sling.

You have all permissions to modified the mod, even the config.cpp and the model.cfg

Joc_Handgun (Main

-Data (paa-files, rvmat-files)

-picture (small picture-files to explain for the ammobox inside )

-Joc_Flitsche (main p3d-File with the model.cfg, model of the slingshot)

-SchleuderMag (p3d-Model of the small Bag with the steelballs (Magazine))

-sound (ogg-soundfiles, shot, dry-shot, magazine-reload)

-icons (paa-icon for the ammobox, using in missioneditor)

-crate (p3d-modell of the ammobox)

-JoC_Cartridge (p3d-modell of bullet and bullet with black tracer)

don't forget to give me credits and don't forget to give credits yourselve

download here:

http://www.filefront.com/15898875/JoC-Slingshot-Mod.rar/

have fun

JoTheising

---------- Post added at 10:56 AM ---------- Previous post was at 10:52 AM ----------

Hi

please share this mod to other forums, like ArmA2-Info.com, Armaholic.com, Arma2.de etc

thanks

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Nice thanks JoCreation :smile_o:

ArmA2Base.de Mirror:

JoC Slingshot beta by JoCreation

a little bit tested: :)

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=8QmknB3QqAs&hl=de_DE&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=8QmknB3QqAs&hl=de_DE&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Kind regards

Miller

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Hi JoCreation, Did some chk's ingame nice concept, i will modify the animation and think if you use a user Recoil action you can get the effect with animPeriod eith smaller values, I would also combine translation to give it a more relastic animation. O and ill down the Hit value! Anyway will send it to you when done! Cheerz

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@All

Many Thanks to you all

@SAAP

Hi JoCreation, Did some chk's ingame nice concept, i will modify the animation and think if you use a user Recoil action you can get the effect with animPeriod eith smaller values, I would also combine translation to give it a more relastic animation. O and ill down the Hit value! Anyway will send it to you when done! Cheerz

I had the same idea. but i tried to find the solutions on the other way. Here my Chart:

cfgchart.jpg

The Result should be this:

bullettracer.jpg

The "FX-Cartridge9mm"-Class contains the Tracer-Parameter with the model.

I hope, You have any ideas

:)

JoTheising

Edited by JoCreation
wrong picture

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That´s changing the tracer object, not the anim. Right?

You want to have it like this:

class CfgAmmo {
/*extern*/ class Default;
/*extern*/ class BulletCore;
/*extern*/ class BulletBase;
class cal68_Ball: BulletBase
{
	model = "\cal68w\cal68_ball_grun.p3d";	// Declares path to model. 
};
class cal68_propaint: cal68_Ball {
	airFriction = -0.020000;
	model = "\cal68w\cal68_ball_rotgelb.p3d";
};
};

Without the cal68 prefixes of course :p

http://community.bistudio.com/wiki/CfgAmmo_Config_Reference

Edited by Mr Burns

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@burns

I will test it at evening in my config.cpp. Im on the way to solve my problem

many thanks Mr. Burns

JoCreation

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