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M1911 and Ruger EPOCH Pistols


DirtySanchez

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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{};
        };
    };

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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{};
        };
    };

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