DirtySanchez Posted January 31, 2017 Report Share Posted January 31, 2017 Hey Epoch Its time to give some back, I had a few reports of some errors with getting the stats from the CfgWeapons for the M1911. After investigating this config, I noticed some differences between the current ACP and the M1911. I have made several adjustments to follow suit with the Arma 3 pistol weapon. I have tested this weapon for several hours and do not see any issues. As testing continues I might be able to remove the redundant configs now that we are using the proper Modes. I see the ruger is the same way and will be testing that next. Here are the changes based on the original config in Epoch_configs class 1911_pistol_epoch: Pistol_Base_F { scope = 2; author = "kiory"; model = "\x\addons\a3_epoch_weapons\1911.p3d"; picture = "\x\addons\a3_epoch_weapons\gear\gear_1911_x_ca.paa"; magazines[] = {"9rnd_45X88_magazine"}; displayname = "$STR_EPOCH_1911"; descriptionShort = "$STR_A3_CFGWEAPONS_HGUN_ACPC2_F_2"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_01_F_Library0"; }; drySound[] = {"A3\Sounds_F\weapons\pistol_heavy_02\dry",0.39810717,1,20}; reloadMagazineSound[] = {"A3\Sounds_F\weapons\pistol_heavy_02\reload",0.56234133,1,30}; modes[] = {"Single"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\Sounds_F\weapons\closure\closure_handgun_3",0.3,1,30}; closure2[] = {"A3\Sounds_F\weapons\closure\closure_handgun_3",0.3,1.1,30}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"x\addons\a3_epoch_weapons\sounds\SoundA",1.3,1,1000}; begin2[] = {"x\addons\a3_epoch_weapons\sounds\SoundB",1.3,1,1000}; soundBegin[] = {"begin1",0.4,"begin2",0.3}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",0.56234133,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",0.56234133,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.01; reloadAction = "GestureReloadPistol"; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.01; reloadAction = "GestureReloadPistol"; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3",1.4125376,1,10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3",1.4125376,1.1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; class GunParticles { class FirstEffect { effectName = "PistolCloud"; positionName = "Usti hlavne"; directionName = "Konec hlavne"; }; class PistolAmmoCloud { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "epoch_ammocloud"; }; class SmokeEffect { positionName = "usti hlavne"; directionName = "usti hlavne"; effectName = "epoch_smoketrail"; }; }; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 20; class CowsSlot{}; class MuzzleSlot{}; }; }; Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 31, 2017 Author Report Share Posted January 31, 2017 and the ruger class ruger_pistol_epoch: Pistol_Base_F { scope = 2; author = "kiory"; model = "\x\addons\a3_epoch_weapons\ruger.p3d"; picture = "\x\addons\a3_epoch_weapons\gear\gear_ruger_x_ca.paa"; magazines[] = {"10rnd_22X44_magazine"}; displayname = "$STR_EPOCH_Ruger"; descriptionShort = "$STR_EPOCH_22caliberpistol"; class Library { libTextDesc = ".22 caliber pistol"; }; drySound[] = {"A3\Sounds_F\weapons\pistol_heavy_02\dry",0.39810717,1,20}; reloadMagazineSound[] = {"A3\Sounds_F\weapons\pistol_heavy_02\reload",0.56234133,1,30}; modes[] = {"Single"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\Sounds_F\weapons\closure\closure_handgun_3",0.3,1,30}; closure2[] = {"A3\Sounds_F\weapons\closure\closure_handgun_3",0.3,1.1,30}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",0.56234133,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",0.56234133,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-23",0.56234133,1,600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-24",0.56234133,1,600}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.01; reloadAction = "GestureReloadPistol"; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.01; reloadAction = "GestureReloadPistol"; soundBegin[] = {"begin1",0.5,"begin2",0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3",1.4125376,1,10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3",1.4125376,1.1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; class GunParticles { class FirstEffect { effectName = "PistolCloud"; positionName = "Usti hlavne"; directionName = "Konec hlavne"; }; class PistolAmmoCloud { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "epoch_ammocloud"; }; class SmokeEffect { positionName = "usti hlavne"; directionName = "usti hlavne"; effectName = "epoch_smoketrail"; }; }; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 40; class CowsSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; displayName = "$STR_A3_CowsSlot0"; compatibleItems[] = {"optic_Aco","optic_Aco_smg","optic_ACO_grn_smg","optic_Holosight","optic_Holosight_smg"}; }; class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {}; }; class PointerSlot: PointerSlot{}; }; }; Link to comment Share on other sites More sharing options...
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