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Author Topic: Will we ever see?  (Read 949 times)

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Schoeler

  • Guest
Will we ever see?
« on: 26 Sep 2002, 01:57:25 »
Will we ever see some of the excellent addons made for 1.46 optimized for 1.75?  Some addons that need coversion are:

Weapons:
Fliper's M82 Barret
FILO's M99, V94, and Swedish SMG.
Hubba and Skaven's M24
Lost Brothers Weapons.
Kegety's AGS 17 Grenade Launcher and his Hawk fighter.
Wistler's SVN 98 Rifle


Units:
Rangerteam's 93 Somalia Rangers
Inquisitor's Pilots
SPD's jungle and desert Special Forces units
Maac and Marfy's units (all of them)
Bibmi's units (all of them)
Many of skaven's units
UCE's Russian units
ALE's Russian paratroopers
Select This and Ebud's units

All of these set standards for quality and I hope to see them for Resistance soon.  If any of these addon makers read this and are working on updates, could you kindly post in response and let us know where you stand.  Or alternatively, if you are not planning updates, are you willing to grant permission for someone else to update your work provided they give credit where it is due.

OCOM_LMLVLM

  • Guest
Re:Will we ever see?
« Reply #1 on: 26 Sep 2002, 03:37:30 »
here's a cpp for Fliper's M82 Barret......


//Barret M82A1 SASR "Light fifty"; final version (V.1.0);
//By WFW => Wulf&FlipeR Workshop: FlipeR(Barret model), LoneWulf(.CPP);
//Special TNX to InQUIsiTOr(90% of textures);
//www.natosoldier.com;
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot         0
#define WeaponSlotPrimary      1
#define WeaponSlotSecondary      16
#define WeaponSlotItem         256
#define WeaponSlotBinocular      4096
#define WeaponHardMounted      65536

class CfgModels
{
class Default{};
class Weapon: Default{};
class WFW_Barret: Weapon{};
};

class CfgPatches
{
   class WFWSniperWM82A1
   {
      units[] = {WFWSniperWM82A1};
      weapons[] = {};
      requiredVersion = 1.01;
   };

   class WFWMBarretM82A1
   {
      units[] = {};
      weapons[] = {WFWBarretM82A1};
      requiredVersion = 1.01;
   };
};

class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierWB:Soldier{};
   class SoldierWSniper:SoldierWB{};
   class WFWSniperWM82A1:SoldierWSniper
   {
      displayName="Heavy Sniper (M82A1)";
      weapons[]={WFWM82A1,binocular};
      magazines[]={WFWM82A1mag,WFWM82A1mag,WFWM82A1mag,WFWM82A1mag};
      nightVision=1;
      camouflage=0.600000;
   };
};

class CfgRecoils
{
   WFWBarret[]={0.022000,0,0,0.060000,0.014000,0.020000,0.050000,0.006000,0.060000,0.340000,0,0};
};

class CfgAmmo
{
   class default {};
        class BulletSingle:default {};
   class WFWM82A1:BulletSingle
   {
      hit=100;
         indirectHit=6;
         indirectHitRange=0.100000;
         explosive=0;
         cost=40;
         maxSpeed=854;
         minRange=1;
         minRangeProbab=0.100000;
         midRange=750;
         midRangeProbab=0.300000;
         maxRange=1800;
         maxRangeProbab=0.90000;
      visibleFire=300;
      audibleFire=2000;
      visibleFireTime=2;
   };              
};

class CfgWeapons
{
   class default {};
   class MGun:default {};
   class Riffle:MGun {};   
   class SniperRiffle:Riffle {};
   class WFWM82A1:SniperRiffle
   {
      scopeWeapon=2;
      scopeMagazine=0;
      weaponType=WeaponSlotPrimary;
      model="\WFW_M82A1\WFW_Barret.p3d";
      
      displayName="WFW Barret M82A1";
      picture="\WFW_M82A1\pic\w_WFWBarretM82A1.paa";
      sound[]={\WFW_M82A1\sound\WFWM82A1.wav,1,1};
      
      optics = true;
      modelOptics="\WFW_M82A1\scope\WFWBarretscope.p3d";
      ///flashSize=2.500000;
      
      opticsZoomMin=0.05000;
      opticsZoomMax=0.05000;
      distanceZoomMin=400;
      distanceZoomMax=400;
      
      ammo=WFWM82A1;
      count=10;
      initSpeed=854;
      multiplier=1;
      division=1;
      burst=1;
      dispersion=0.0007;
      maxLeadSpeed=854;
         
      soundContinuous=0;
      reloadTime=0.9;
      magazineReloadTime=2.5;   
      magazines[]={WFWM82A1mag};
      recoil=WFWBarret;
      autoFire=0;
      autoReload=0;
      
      aiRateOfFire=5.0;
      aiRateOfFireDistance=1100;
      aiDispersionCoefX=0.000009;
      aiDispersionCoefY=0.000007;
      threat[]={1,0.5,0.1};
      enableAttack=1;
      
      useAction=0;
      useActionTitle="";
   };
   
   class WFWM82A1mag: WFWM82A1
   {
      displayNameMagazine = M82mag;
      shortNameMagazine = M82mag;
      picture="\WFW_M82A1\pic\m_WFWBarretM82A1Mag.paa";
      scopeWeapon=0;
           scopeMagazine=2;
   };
};

class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxyWFWM82A1: ProxyWeapon {};
};

DrMeatballs

  • Guest
Re:Will we ever see?
« Reply #2 on: 27 Sep 2002, 01:45:46 »
Actually both of keg's addons work fine with resistance seeing how they were made with oxgen and properly coded(or what ever). And yes i have tried them both under 1.75