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xceptionZERO

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  1. xceptionZERO

    Arma 2 Sound Modding 101.

    trying to figure out why i can hear this from 100 meters away: begin1[] = {"tw_rifle_mxf\sound\TWFiring.wav", 1, 1, 2}; what gives?
  2. I am using the existing MX rifle GL model etc for an addon. I want a grenade shell that fires like a shotgun. So i created a new grenade launcher weapon (which is referenced as a muzzle in my main rifle cpp). then in a seperate cpp i created the grenade launcher weapon, a magazine and ammo. However when loaded up the rifle works fine and the grenade launcher does work but only with existing grenades. So i am not sure what i missed. heres the config: class CfgPatches { class tw_gl_launcher { requiredaddons[] = {}; requiredversion = 0.1; units[] = {}; weapons[] = {tw_gl_launcher}; magazines[] = {1Rnd_BB_Shell}; }; }; class CfgWeapons { /*extern*/ class GrenadeLauncher; class tw_gl_launcher: GrenadeLauncher { cameradir = "UGL look"; displayname = "EGLM"; drysound[] = {"A3\sounds_f\Weapons\other\sfx5", 1, 1, 400}; magazinereloadtime = 0; magazines[] = {"1Rnd_BB_Shell"}; memorypointcamera = "UGL eye"; modeloptics = "-"; optics = 1; opticszoominit = 0.75; opticszoommax = 1.1; opticszoommin = 0.375; reloadmagazinesound[] = {"A3\sounds_f\Weapons\grenades\ugl_reload", 0.1, 1, 20}; reloadtime = 0.1; sound[] = {"A3\sounds_f\Weapons\grenades\ugl_shot_1", 1, 1, 400}; }; }; class CfgMagazines { /*extern*/ class CA_Magazine; class 1Rnd_BB_Shell: CA_Magazine { ammo = "Tw_6mm_bb_shower"; count = 1; descriptionshort = "Type: High Explosive Grenade Round<br />Caliber: 40 mm<br />Rounds: 1<br />Used in: EGLM, 3GL"; displayname = "6mm BB Grenade Round"; displaynameshort = "BB Grenade"; initspeed = 80; mass = 3; namesound = "grenadelauncher"; picture = "\A3\Weapons_f\Data\ui\gear_UGL_slug_CA.paa"; reloadaction = "GestureReloadTrgUGL"; scope = 2; type = 16; }; }; class CfgAmmo { /*extern*/ class BulletBase; class tw_6mm_bb_shower: BulletBase { airfriction = -0.001425; caliber = 0.800000; cartridge = "FxCartridge_65_caseless"; cost = 1; hit = 10; model = "\A3\Weapons_f\Data\bullettracer\tracer_white"; nvgonly = 0; craterEffects = "bb_impact_Null"; simulation = "shotSpread"; simulationstep = 0.05; timetolive = 0.15; tracerendtime = 1; tracerscale = 1.00000; tracerstarttime = 0.0000500; typicalspeed = 396; }; }; below for reference is the main weapon: class CfgPatches { class tw_rifle_mxf_g { requiredaddons[] = {}; requiredversion = 0.1; units[] = {}; weapons[] = {tw_rifle_mxf_g}; magazines[] = {"Tw_130rnd_6mm_bb"}; }; }; /*external*/ class Mode_SemiAuto; /*external*/ class Mode_Burst; /*external*/ class Mode_FullAuto; class CfgWeapons { /*extern*/ class Rifle; class Rifle_Base_F: Rifle { /*extern*/ class WeaponSlotsInfo; }; /*extern*/ class GunParticles; /*extern*/ class ItemCore; /*extern*/ class InventoryMuzzleItem_Base_F; class Airsoft_Adapter: ItemCore { scope = 2; displayName = "Airsoft Adapter"; picture = "\tw_airsoft_effects\Data\UI\Airsoft_Adapter_CA.paa"; model = ""; class ItemInfo: InventoryMuzzleItem_Base_F { mass = 1; class MagazineCoef { initSpeed = 0.000000; }; class AmmoCoef { hit = 0.000000; visibleFire = 0.000000; audibleFire = 0.000000; visibleFireTime = 0.000000; audibleFireTime = 0.000000; cost = 1.000000; typicalSpeed = 0.600000; airFriction = 1.000000; }; muzzleEnd = ""; alternativeFire = "Zasleh2"; modes[] = {"Single", "FullAuto", "Burst", "DummyMode1", "DummyMode2", "DummyMode3", "DummyMode4", "DummyMode5"}; class Single: Mode_SemiAuto { begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300}; begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300}; begin3[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300}; recoil = "testrecoild"; recoilprone = "testrecoild"; soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 1.000000, 1, 200}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 1.000000, 1, 200}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class FullAuto: Mode_FullAuto { begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300}; begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300}; begin3[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300}; recoil = "testrecoild"; recoilprone = "testrecoild"; soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 1.000000, 1, 200}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 1.000000, 1, 200}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class Burst: Mode_Burst { begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300}; begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300}; begin3[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.000000, 1, 300}; recoil = "testrecoild"; recoilprone = "testrecoild"; soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 1.000000, 1, 200}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 1.000000, 1, 200}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class DummyMode1: Single { }; class DummyMode2: Single { }; class DummyMode3: Single { }; class DummyMode4: Single { }; class DummyMode5: Single { }; }; }; /*extern*/ class arifle_MX_GL_F; class tw_rifle_mxf_g: arifle_MX_GL_F { begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.778280, 1, 700}; begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.778280, 1, 700}; begin3[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1.778280, 1, 700}; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav", 1, 1, 300}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav", 1, 1.100000, 300}; descriptionshort = "Handgun<br />Caliber: 6 mm"; dexterity = 2; dispersion = 0.0090; displayname = "rifle 6mm"; drysound[] = {"A3\sounds_f\weapons\other\dry1.wav", 0.010000, 1, 20}; cratereffects = ""; fireLightIntensity = 0.000; initspeed = 100; magazines[] = {"Tw_130rnd_6mm_bb"}; model = "\A3\Weapons_F\Rifles\MX\MX_GL_F.p3d"; muzzles[] = {"this", "tw_gl_launcher"}; maxrange = 50; maxrangeprobab = 0.2; midrange = 25; midrangeprobab = 0.7; minrange = 1; minrangeprobab = 0.5; picture = "\A3\weapons_F\Rifles\MX\data\UI\gear_mx_rifle_gl_X_CA.paa"; recoil = "testrecoild"; recoilprone = "testrecoild"; reloadaction = "GestureReloadPistol"; reloadmagazinesound[] = {"tw_rifle_mxf_g\sound\HicappaReload3.wav", 1, 1, 30}; reloadtime = 0.130000; scope = 2; hitarmor[] = {"soundVehiclePlate1", 0.125, "soundVehiclePlate2", 0.125, "soundVehiclePlate3", 0.125, "soundVehiclePlate4", 0.125}; hitbuilding[] = {"soundHitBuilding1", 0.2, "soundHitBuilding2", 0.2, "soundHitBuilding3", 0.1, "soundHitBuilding4", 0.1}; hitconcrete[] = {"soundConcrete1", 0.125, "soundConcrete2", 0.125, "soundConcrete3", 0.125, "soundConcrete4", 0.125}; hitdefault[] = {"soundDefault1", 0.2, "soundDefault2", 0.2, "soundDefault3", 0.1, "soundDefault4", 0.1}; hitfoliage[] = {"soundHitFoliage1", 0.125, "soundHitFoliage2", 0.125, "soundHitFoliage3", 0.125, "soundHitFoliage4", 0.125}; hitglass[] = {"soundGlass1", 0.125, "soundGlass2", 0.125, "soundGlass3", 0.125, "soundGlass4", 0.125}; hitglassarmored[] = {"soundGlassArmored1", 0.125, "soundGlassArmored2", 0.125, "soundGlassArmored3", 0.125, "soundGlassArmored4", 0.125}; hitgroundhard[] = {"soundGroundHard1", 0.2, "soundGroundHard2", 0.2, "soundGroundHard3", 0.1, "soundGroundHard4", 0.1}; hitgroundsoft[] = {"soundGroundSoft1", 0.2, "soundGroundSoft2", 0.2, "soundGroundSoft3", 0.1, "soundGroundSoft4", 0.1}; hitman[] = {"soundHitBody1", 0.125, "soundHitBody2", 0.125, "soundHitBody3", 0.125, "soundHitBody4", 0.125}; hitmetal[] = {"soundMetal1", 0.125, "soundMetal2", 0.125, "soundMetal3", 0.125, "soundMetal4", 0.125}; hitmetalplate[] = {"soundVehiclePlate1", 0.125, "soundVehiclePlate2", 0.125, "soundVehiclePlate3", 0.125, "soundVehiclePlate4", 0.125}; hitplastic[] = {"soundPlastic1", 0.125, "soundPlastic2", 0.125, "soundPlastic3", 0.125, "soundPlastic4", 0.125}; hitrubber[] = {"soundRubber1", 0.125, "soundRubber2", 0.125, "soundRubber3", 0.125, "soundRubber4", 0.125}; hitwater[] = {"soundWater1", 0.125, "soundWater2", 0.125, "soundWater3", 0.125, "soundWater4", 0.125}; hitwood[] = {"soundWood1", 0.125, "soundWood2", 0.125, "soundWood3", 0.125, "soundWood4", 0.125}; soundconcrete1[] = {"tw_rifle_mxf_g\sound\concrete_1.wav", 0.177828, 1, 35}; soundconcrete2[] = {"tw_rifle_mxf_g\sound\concrete_2.wav", 0.177828, 1, 35}; soundconcrete3[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.177828, 1, 35}; soundconcrete4[] = {"tw_rifle_mxf_g\sound\concrete_4.wav", 0.177828, 1, 35}; sounddefault1[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.316228, 1, 30}; sounddefault2[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.316228, 1, 30}; sounddefault3[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.316228, 1, 30}; sounddefault4[] = {"tw_rifle_mxf_g\sound\concrete_3.wav", 0.316228, 1, 30}; soundglass1[] = {"tw_rifle_mxf_g\sound\glass_3.wav", 0.177828, 1, 25}; soundglass2[] = {"tw_rifle_mxf_g\sound\glass_3.wav", 0.177828, 1, 25}; soundglass3[] = {"tw_rifle_mxf_g\sound\glass_4.wav", 0.177828, 1, 25}; soundglass4[] = {"tw_rifle_mxf_g\sound\glass_4.wav", 0.177828, 1, 25}; soundglassarmored1[] = {"tw_rifle_mxf_g\sound\glass_arm_1.wav", 0.177828, 1, 40}; soundglassarmored2[] = {"tw_rifle_mxf_g\sound\glass_arm_2.wav", 0.177828, 1, 40}; soundglassarmored3[] = {"tw_rifle_mxf_g\sound\glass_arm_3.wav", 0.177828, 1, 40}; soundglassarmored4[] = {"tw_rifle_mxf_g\sound\glass_arm_4.wav", 0.177828, 1, 40}; soundgroundhard1[] = {"tw_rifle_mxf_g\sound\hard_ground_1.wav", 0.125893, 1, 40}; soundgroundhard2[] = {"tw_rifle_mxf_g\sound\hard_ground_1.wav", 0.125893, 1, 40}; soundgroundhard3[] = {"tw_rifle_mxf_g\sound\hard_ground_3.wav", 0.125893, 1, 40}; soundgroundhard4[] = {"tw_rifle_mxf_g\sound\hard_ground_3.wav", 0.125893, 1, 40}; soundgroundsoft1[] = {"tw_rifle_mxf_g\sound\soft_ground_3.wav", 0.0562341, 1, 30}; soundgroundsoft2[] = {"tw_rifle_mxf_g\sound\soft_ground_3.wav", 0.0562341, 1, 30}; soundgroundsoft3[] = {"tw_rifle_mxf_g\sound\soft_ground_3.wav", 0.0562341, 1, 30}; soundgroundsoft4[] = {"tw_rifle_mxf_g\sound\soft_ground_3.wav", 0.0562341, 1, 30}; soundhitbody1[] = {"tw_rifle_mxf_g\sound\body_2.wav", 0.0177828, 1, 25}; soundhitbody2[] = {"tw_rifle_mxf_g\sound\body_2.wav", 0.0177828, 1, 25}; soundhitbody3[] = {"tw_rifle_mxf_g\sound\body_2.wav", 0.0177828, 1, 25}; soundhitbody4[] = {"tw_rifle_mxf_g\sound\body_2.wav", 0.0177828, 1, 25}; soundhitbuilding1[] = {"tw_rifle_mxf_g\sound\building_3.wav", 0.251189, 1, 30}; soundhitbuilding2[] = {"tw_rifle_mxf_g\sound\building_3.wav", 0.251189, 1, 30}; soundhitbuilding3[] = {"tw_rifle_mxf_g\sound\building_3.wav", 0.251189, 1, 30}; soundhitbuilding4[] = {"tw_rifle_mxf_g\sound\building_3.wav", 0.251189, 1, 30}; soundhitfoliage1[] = {"tw_rifle_mxf_g\sound\foliage_1.wav", 0.177828, 1, 25}; soundhitfoliage2[] = {"tw_rifle_mxf_g\sound\foliage_2.wav", 0.177828, 1, 25}; soundhitfoliage3[] = {"tw_rifle_mxf_g\sound\foliage_1.wav", 0.177828, 1, 25}; soundhitfoliage4[] = {"tw_rifle_mxf_g\sound\foliage_4.wav", 0.177828, 1, 25}; soundmetal1[] = {"tw_rifle_mxf_g\sound\metal_3.wav", 0.316228, 1, 45}; soundmetal2[] = {"tw_rifle_mxf_g\sound\metal_3.wav", 0.316228, 1, 45}; soundmetal3[] = {"tw_rifle_mxf_g\sound\metal_3.wav", 0.316228, 1, 45}; soundmetal4[] = {"tw_rifle_mxf_g\sound\metal_3.wav", 0.316228, 1, 45}; soundplastic1[] = {"tw_rifle_mxf_g\sound\plastic_1.wav", 0.177828, 1, 25}; soundplastic2[] = {"tw_rifle_mxf_g\sound\plastic_2.wav", 0.177828, 1, 25}; soundplastic3[] = {"tw_rifle_mxf_g\sound\plastic_3.wav", 0.177828, 1, 25}; soundplastic4[] = {"tw_rifle_mxf_g\sound\plastic_4.wav", 0.177828, 1, 25}; soundrubber1[] = {"tw_rifle_mxf_g\sound\tyre_1.wav", 0.316228, 1, 25}; soundrubber2[] = {"tw_rifle_mxf_g\sound\tyre_1.wav", 0.316228, 1, 25}; soundrubber3[] = {"tw_rifle_mxf_g\sound\tyre_1.wav", 0.316228, 1, 25}; soundrubber4[] = {"tw_rifle_mxf_g\sound\tyre_1.wav", 0.316228, 1, 25}; soundvehicleplate1[] = {"tw_rifle_mxf_g\sound\metal_plate_1.wav", 0.562341, 1, 45}; soundvehicleplate2[] = {"tw_rifle_mxf_g\sound\metal_plate_4.wav", 0.562341, 1, 45}; soundvehicleplate3[] = {"tw_rifle_mxf_g\sound\metal_plate_1.wav", 0.562341, 1, 45}; soundvehicleplate4[] = {"tw_rifle_mxf_g\sound\metal_plate_4.wav", 0.562341, 1, 45}; soundwater1[] = {"tw_rifle_mxf_g\sound\water_01.wav", 0.316228, 1, 25}; soundwater2[] = {"tw_rifle_mxf_g\sound\water_02.wav", 0.316228, 1, 25}; soundwater3[] = {"tw_rifle_mxf_g\sound\water_03.wav", 0.316228, 1, 25}; soundwater4[] = {"tw_rifle_mxf_g\sound\water_04.wav", 0.316228, 1, 25}; soundwood1[] = {"tw_rifle_mxf_g\sound\wood_1.wav", 0.316228, 1, 30}; soundwood2[] = {"tw_rifle_mxf_g\sound\wood_5.wav", 0.316228, 1, 30}; soundwood3[] = {"tw_rifle_mxf_g\sound\wood_1.wav", 0.316228, 1, 30}; soundwood4[] = {"tw_rifle_mxf_g\sound\wood_5.wav", 0.316228, 1, 30}; soundbegin[] = {"begin1", 0.330000, "begin2", 0.330000, "begin3", 0.340000}; soundclosure[] = {"closure1", 0.500000, "closure2", 0.500000}; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; weaponsoundeffect = "DefaultRifle"; class Library { libtextdesc = "an aeg."; }; class GunParticles: GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = ""; }; }; class WeaponSlotsInfo { mass = 40; class MuzzleSlot { compatibleitems[] = {"Airsoft_Adapter"}; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; fireLightIntensity = 0.000; }; class CowsSlot { }; class PointerSlot { }; }; class Single: Mode_SemiAuto { airateoffire = 2; airateoffiredistance = 20; begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1, 1, 1200}; begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1, 1, 1200}; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav", 3.16228, 1, 300}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7.wav", 3.16228, 1, 300}; dispersion = 0.00100; maxrange = 20; maxrangeprobab = 0.2; midrange = 15; midrangeprobab = 0.7; minrange = 5; minrangeprobab = 0.5; recoil = "testrecoild"; recoilprone = "testrecoild"; reloadtime = 0.096; soundbegin[] = {"begin1", 0.5, "begin2", 0.5}; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; weaponsoundeffect = "DefaultRifle"; }; class FullAuto: Mode_FullAuto { airateoffire = 0.2; airateoffiredistance = 5; begin1[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1, 1, 1200}; begin2[] = {"tw_rifle_mxf_g\sound\TWFiring.wav", 1, 1, 1200}; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6.wav", 3.16228, 1, 300}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7.wav", 3.16228, 1, 300}; dispersion = 0.05000; maxrange = 10; maxrangeprobab = 0.1; midrange = 10; midrangeprobab = 0.7; minrange = 5; minrangeprobab = 0.9; recoil = "testrecoild"; recoilprone = "testrecoild"; reloadtime = 0.096; soundbegin[] = {"begin1", 0.5, "begin2", 0.5}; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; weaponsoundeffect = "DefaultRifle"; }; class single_medium_optics1: Single { airateoffire = 6; airateoffiredistance = 600; maxrange = 50; maxrangeprobab = 0.1; midrange = 25; midrangeprobab = 0.7; minrange = 5; minrangeprobab = 0.2; requiredoptictype = 1; showtoplayer = 0; }; class single_far_optics2: single_medium_optics1 { requiredoptictype = 2; }; class fullauto_medium: FullAuto { airateoffire = 2; burst = 3; maxrange = 200; maxrangeprobab = 0.05; midrange = 125; midrangeprobab = 0.7; minrange = 5; minrangeprobab = 0.5; showtoplayer = 0; }; }; }; class CfgMagazines { /*extern*/ class CA_Magazine; class Tw_130rnd_6mm_bb: CA_Magazine { ammo = "Tw_6mm_bb"; count = 120; descriptionshort = "Caliber: 6mm<br />Rounds: 30<br />Used in: "; displayname = "13rnd 6mm mag"; initspeed = 500; lastroundstracer = 0; mass = 5; picture = "\A3\weapons_f\data\ui\m_30stanag_caseless_CA.paa"; model = "\A3\weapons_F\ammo\mag_univ.p3d"; scope = 2; tracersevery = 1; }; }; class CfgAmmo { /*extern*/ class BulletBase; class tw_6mm_bb: BulletBase { airfriction = -0.001425; caliber = 0.800000; cartridge = "FxCartridge_65_caseless"; cost = 1; hit = 10; model = "\A3\Weapons_f\Data\bullettracer\tracer_white"; nvgonly = 0; craterEffects = "bb_impact_Null"; timetolive = 0.15; tracerendtime = 1; tracerscale = 1.00000; tracerstarttime = 0.0000500; typicalspeed = 500; }; }; class GunFire { access = 0; cloudletaccy = 0; cloudletalpha = 1; cloudletanimperiod = 1; cloudletcolor[] = {1, 1, 1, 0}; cloudletdensitycoef = -1; cloudletduration = 0.2; cloudletfadein = 0.01; cloudletfadeout = 0.5; cloudletgrowup = 0.2; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletFire"; cloudletsize = 0; deltat = -3000; initt = 4500; interval = -0.01; size = 0; sourcesize = 0.5; timetolive = 0; };
  3. xceptionZERO

    Disable/remove muzzle flash ?

    genius. Yup created a new silencer accesory thats invisible with no muzzleflash. thanks, im now back on the road
  4. xceptionZERO

    Disable/remove muzzle flash ?

    Brain. Apologises for that (thought as i wasnt requesting an addon it wouldnt be right to post there, but thanks for the heads up) gvse, thanks I suspected so. looks like i will have to design all my own weapons rather than use the ingame ones. Gonna be a long and painful process. I may have to rethink everything if i cant get the ingame weapons into o2 (as they are binarized) and the engine doesnt allow modification or de-activation of the muzzle feature. mmm..wonder if the flash/dust effect from the muzzle could be changed to achieve the same effect?
  5. looking for a way to disable/remove muzzle flash effects from a weapon also to stop the smokecloud from the weapon (in essence to remove the firing effects) anyone have a handy pointer on either to help with my mod?
  6. thanks guys. Will tweak the cpp as soon as I get home :)
  7. I have been playing about with trying to get a bullet to fly at 100m/s (for a mod) below is my config. Waht happens is when fired the bullet arcs instantly from the muzzle in a trajectory, but i would prefer it to leave the muzzle straight and then dip later on
  8. I have created some weapon mods to simulate training weapons (airsoft guns) however i still have 2 things i need to work on and at a bit of dead end. - remove impact cloudets, when a projectile from one of my cfgammo's hits something i dont want a cloudlet. Wether its a man or a wall..no cloudlets. - when someone is "killed" i want no blood/wound textures to show. Anyone know a starting point for this at all? Current mod progress: My airsoft weapons so far have no recoil(aegs) some recoil(gas blowback) kill with one hit and all sound effects changed to match. They fire at 100m/s and drop off at range like a BB would behave.
  9. Hi, Its been along time since i made a mod (OFP: Warhammer 40k Boltgun and Lasrifle) Getting started again and want to start off making a new ammo type to get myself familiar again. May sound odd but i'm interested in making an airsoft mod as a project. Though I would start with ammunition. Anyone have a link or info on just making an ammo type that could be used as a an addition to the regular ammo in the game for say the 6.5mm ammunition. Would be greatly appreciated for an old timer coming back. :)
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