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Author Topic: Removing Constant Muzzle Flash  (Read 4339 times)

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Gweedo

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Removing Constant Muzzle Flash
« on: 20 Aug 2002, 20:35:15 »
How do you get rid of the constant muzzle flash in Resistance? Can you do it in the .cpp file?

SharkDog

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Re:Removing Constant Muzzle Flash
« Reply #1 on: 20 Aug 2002, 20:37:47 »
You can do it with changing somthing in the options of the video stuff not with resolution but the other stuff

Gweedo

  • Guest
Re:Removing Constant Muzzle Flash
« Reply #2 on: 20 Aug 2002, 21:04:25 »
I've tried, but nothing works. I've turned off Hardware T&L and that didn't do anything.

I saw something on the old forums about it but I didn't get a chance to read it.

Offline KTottE

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Re:Removing Constant Muzzle Flash
« Reply #3 on: 20 Aug 2002, 21:08:42 »
Should have been posted in Addons...

Anyway, there is a solution, can't remember it now though. I'll check back when I remember it.
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

danbryant4

  • Guest
Re:Removing Constant Muzzle Flash
« Reply #4 on: 20 Aug 2002, 21:38:28 »
De-PBO the addon, and add these lines to the config.cpp file

class CfgModels
{
   class default {};
   class Weapon: default {};
   class weapon-name: Weapon {};
};

Compress it, and it should work.

Daniel J Bryant

Offline Artak

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Re:Removing Constant Muzzle Flash
« Reply #5 on: 20 Aug 2002, 21:43:08 »
Some addon makers have made a fix.pbo to their addons to solve this.
Not all is lost.

Gweedo

  • Guest
Re:Removing Constant Muzzle Flash
« Reply #6 on: 20 Aug 2002, 21:54:59 »
Add it where? Just anywhere?

crow

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Re:Removing Constant Muzzle Flash
« Reply #7 on: 20 Aug 2002, 22:12:09 »
 :)This is a fix done by selectthis.
class CfgPatches
{
   class sebnam_ofpR_fix
   {
      units[] = {};
      weapons[] = {};
      requiredVersion = 1.75;
   };
Placement I beleive does not matter because it is a class by its self.  You can try it without the class sebnam_ofpr_fix line.  Not sure abot this but I hope this helps people.   :cheers:

Gweedo

  • Guest
Re:Removing Constant Muzzle Flash
« Reply #8 on: 20 Aug 2002, 22:22:51 »
 >:( It's not working. I've gotta go get something to eat, so have at it.

// some basic defines
#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

// type scope
#define private 0
#define protected 1
#define public 2


class CfgPatches
{
   class Gimbal_Minimi_beta
   {
      units[] = {Gim_soldierMinimi,GIM_blopPara,GIM_blopParaDay};
      weapons[] = {Gim_MinimiMag,Gim_MinimiMagPara,Gim_Minimi,Gim_MinimiPara};
      requiredVersion = 1.42;
   };
};


// AMMO -------------------------------------
// ------------------------------------------

class cfgAmmo
{
   class Default {};
   class BulletSingle: Default {};
   class Gim_Bullet556: BulletSingle
   {
      airLock=1;
      hit=7.500000;
      indirectHit=2;
      indirectHitRange=0.100000;
      minRange=1;
      minRangeProbab=0.900000;
      midRange=200;
      midRangeProbab=0.500000;
      maxRange=600;
      maxRangeProbab=0.050000;
      tracerColor[]={0.250000,0.650000,1,2};
      cost=4;
   };


// ------------------------------------------

};   // end of ammo

// WEAPONS ----------------------------------
// ------------------------------------------

class cfgWeapons
{

   class Default {};
   class MGun: Default {};
   class MachineGun7_6: MGun {};
   class MachineGun7_6Manual: MachineGun7_6 {};
   class GIM_MinimiMag: MachineGun7_6Manual
   {
      scopeWeapon=0;
      scopeMagazine=2;
      model="\Gimbal_Minimi\wmodel\SNSSAWP3D.p3d";
      displayName="M249 SAW";
      displayNameMagazine="Minimi Mag.";
      shortNameMagazine="Minimi Mag.";
      picture="\Gimbal_Minimi\tex_minimi\m_minimi.paa";

      modelOptics="\Gimbal_Minimi\wmodel\optic_minimi";
      ammo="GIM_Bullet556";
      burst=1;
      autoFire=1;
      count=200;
      reloadTime=0.070000;
      magazineReloadTime=7;
      reloadMagazineSound[]={"\Gimbal_Minimi\sound\MinimiLoad.wav",0.003300,0.960000};
      sound[]={"\Gimbal_Minimi\sound\minimi.wav",0.856000,1.090000};
      soundContinuous=0;
      dispersion=0.004500;
      aiDispersionCoefX=0.820000;
      aiDispersionCoefY=0.820000;
      recoil="GIM_MinimiRecoil";

      aiRateOfFire=0.001000;
      aiRateOfFireDistance=900;
   };

// ------------------------------------------

   class GIM_MinimiMagPara: GIM_MinimiMag
   {
      weaponType=1;
      displayName="FN Minimi Para";
      displayNameMagazine="Minimi Para Mag.";
      shortNameMagazine="Para Mag.";
      picture="\Gimbal_Minimi\tex_minimi\m_MinimiPara.paa";
      magazineReloadTime=5.500000;
      count=100;
      dispersion=0.005300;
      sound[]={"\Gimbal_Minimi\sound\minimi.wav",0.880000,1.170000};
      reloadMagazineSound[]={"\Gimbal_Minimi\sound\MinimiparaLoad.wav",0.003150,0.960000};
      aiDispersionCoefX=0.800000;
      aiDispersionCoefY=0.800000;
      recoil="GIM_MinimiParaRecoil";

      aiRateOfFire=0.001000;
      aiRateOfFireDistance=800;
   };

// ------------------------------------------

   class GIM_Minimi: GIM_MinimiMag
   {
      scopeWeapon=2;
      scopeMagazine=0;

      picture="\Gimbal_Minimi\tex_minimi\w_minimi.paa";

      muzzles[] = {GIM_minMuzzle};

      class GIM_minMuzzle : GIM_MinimiMag
      {
         magazines[] = {GIM_MinimiMag};
      }
   };

// ------------------------------------------

   class GIM_MinimiPara: GIM_MinimiMagPara
   {
      scopeWeapon=2;
      scopeMagazine=0;

      picture="\Gimbal_Minimi\tex_minimi\w_MinimiPara.paa";

      muzzles[] = {GIM_minPaMuzzle};

      class GIM_minPaMuzzle : GIM_MinimiMagPara
      {
         magazines[] = {GIM_MinimiMagPara};
      }
   };


// ------------------------------------------

};   // end of weapons

// VEHICLES ---------------------------------
// ------------------------------------------

class CfgVehicles
{
   class All {};
   class AllVehicles: All {};
   class Land: AllVehicles {};
   class Man: Land {};
   class Soldier: Man {};
   class SoldierWB: Soldier {};
   class SoldierWMG: SoldierWB {};
   class GIM_soldierMinimi: SoldierWMG
   {
      displayName="GIM Soldier (Minimi)";
      weapons[]={"GIM_Minimi","Throw","Put"};
      magazines[]={"GIM_MinimiMag","GIM_MinimiMag","GIM_MinimiMag","GIM_MinimiMag","GIM_MinimiMag"};
   };

// ------------------------------------------

   class SoldierWSaboteur: SoldierWB {};
   class GIM_blopPara: SoldierWSaboteur
   {
      scope=2;
      picture="\Gimbal_Minimi\isaboteurPara.paa";
      displayName="GIM BlackOp (Para)";
      weapons[]={"GIM_MinimiPara","LAWLauncher","NVGoggles","binocular","Throw","Put"};
      magazines[]={"GIM_MinimiMagPara","GIM_MinimiMagPara","GIM_MinimiMagPara","LAWLauncher","LAWLauncher"};
   };

// ------------------------------------------

   class GIM_blopParaDay: GIM_blopPara
   {
      displayName="GIM BlackOp Day (Para)";
      model="mc saboteurday.p3d";
      weapons[]={"GIM_MinimiPara","LAWLauncher","binocular","Throw","Put"};
      magazines[]={"GIM_MinimiMagPara","GIM_MinimiMagPara","GIM_MinimiMagPara","LAWLauncher","LAWLauncher"};
   };

// ------------------------------------------

};   // end of vehicles

// ------------------------------------------
// ------------------------------------------

class CfgRecoils
{
   GIM_MinimiRecoil[]={0.050000,0.020000,"0.04*0.82",0.050000,0.010000,"0.01*0.30",0.050000,0.030000,"0.04*0.65",0.010000,0,0};
   GIM_MinimiParaRecoil[]={0.050000,0.020000,"0.04*0.92",0.050000,0.010000,"0.01*0.35",0.050000,0.030000,"0.04*0.82",0.010000,0,0};
};

Offline Tomb

  • Contributing Member
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  • in2 Metal? Go 2 my sig
Re:Removing Constant Muzzle Flash
« Reply #9 on: 21 Aug 2002, 00:20:53 »
;D


*cough* uuum, gweedlydodyboy, listen up!  :) I think it's the p3d fileName  :)
The BUGFIX should be well placed after the "CfgPatches" part of the .cpp file  :)

Laterz  :-*

------------------------------

[mod] :  What?! ...what is it now?!  ::) :beat:



« Last Edit: 21 Aug 2002, 03:47:03 by Tomb »

Gweedo

  • Guest
Re:Removing Constant Muzzle Flash
« Reply #10 on: 21 Aug 2002, 02:15:40 »
OH YEAH! It works!

It's the model name not the weapon name. Like this...

class GIM_MinimiMag: MachineGun7_6Manual
   {
      scopeWeapon=0;
      scopeMagazine=2;
      model="\Gimbal_Minimi\wmodel\SNSSAWP3D.p3d"; <--Model name
      displayName="M249 SAW";
      displayNameMagazine="Minimi Mag.";
      shortNameMagazine="Minimi Mag.";
      picture="\Gimbal_Minimi\tex_minimi\m_minimi.paa";

----------------------------------------

class CfgModels
{
class Default{};
class Weapon: Default{};
class SNSSAWP3D: Weapon{}; <--Model name
};

----------------------------------------

I should have thought of that before since it's CfgModels. I just took a look at another addon that's been fixed and realized what they did. But thanks a lot for the help, I appreciate it.

Offline Tomb

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  • in2 Metal? Go 2 my sig
Re:Removing Constant Muzzle Flash
« Reply #11 on: 21 Aug 2002, 03:42:50 »













                                                   ::)                                                





.....so, he wuz awake then.... *ahem*  :beat:  ;D  Neat, m8, off course it's the p3d  ;) ::)

( I need a beer now! )




Gweedo

  • Guest
Re:Removing Constant Muzzle Flash
« Reply #12 on: 21 Aug 2002, 03:52:43 »
Hey! Shut up! You guys started off saying weapon-name.  

class CfgModels
{
   class default {};
   class Weapon: default {};
   class weapon-name: Weapon {};
};

See. I just kinda skimmed through your part because I figured it would be the same as what was above.

Offline Tomb

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  • in2 Metal? Go 2 my sig
Re:Removing Constant Muzzle Flash
« Reply #13 on: 21 Aug 2002, 04:56:18 »
yer welcome, m8  :)  ( ::) )