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Author Topic: Realistic M72 LAW  (Read 1636 times)

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Offline SEAL84

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Realistic M72 LAW
« on: 03 Oct 2003, 15:25:14 »
We all know that the LAW in the game is horribly unrealistic - it can't do crap against modern armor and can't be reloaded.

So how about somebody makes a new one?

We've got the tools to make it work - there was a Colt .45 with a moving slide, so I see no reason why somebody can't make a LAW that actually opens when you prep it.

Here's how it might work - you see a tank.  You select your LAW launcher, and the guy drops to a knee and slings his rifle.  Before you bring it to your shoulder, you use the reload animation and a custom sound to simulate the guy opening the tube - a LAW makes a pretty distinctive sound when opened.  Then you use it as normal, but as soon as you do, your player automatically drops the launcher.  That should be hard-coded in there somehow because the launcher is then useless.

So let's say you find a dead LAW soldier and he has one on his back - then you simply take his weapon, which you then open and use as normal.  No reloading involved.

You could use the base LAW model and tweak it so that it actually telescopes out when you prep it, and only then would the front sight pop up.  In addition to that, the round it should be coded as a single inventory slot, since it's not at all heavy or bulky.  

I suppose it's a problem though....in a weapons selection screen you *could* take more than one round, but it would be useless.  Hmmmm...there has to be a way around that.

Whaddya think?

KyleSarnik

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Re:Realistic M72 LAW
« Reply #1 on: 03 Oct 2003, 20:53:51 »
there is one like that in the SEBNAM 2 pack, but it carrys more than 1 rocket. Besides I thought LAWs could be reloaded... Or at least be used twice (2 rockets)... well anyway all you have to do is get the LAW p3d file, open it in o2, and make a new version in the "closed" position. Then in the config make a new magazine for it and for the weapon model, use the default LAW p3d, and add the following to the magazine part in CfgWeapons:

Code: [Select]
modelSpecial="mylaw.p3d"
where mylaw.p3d would be the p3d (and directory, ex: \Folder\mylaw.p3d)
of your new closed model. Folder would be the name of the folder, witch would also be the name of the PBO, but w/ out the .pbo extention.....

Confused? Don't worry, its easier than it looks  :P
« Last Edit: 03 Oct 2003, 20:55:03 by KyleSarnik »

KyleSarnik

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Re:Realistic M72 LAW
« Reply #2 on: 03 Oct 2003, 20:56:11 »
 :-[Im sorry it should be the other way around, use mylaw.p3d as the weapon model, and the default LAW p3d for the modelSpecial part....   ;)

Offline SEAL84

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Re:Realistic M72 LAW
« Reply #3 on: 03 Oct 2003, 21:12:34 »
But would that animate it or would that just give you 2 different models without any sort of transition?

I had played with the Nam Pack and didn't notice any improvements on the LAW - but it was a long time ago and I probably forgot about it.

LAWs cannot be reloaded; they were issued as single rounds of ammunition and once you fired it, you threw it away.

KyleSarnik

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Re:Realistic M72 LAW
« Reply #4 on: 03 Oct 2003, 21:33:36 »
It would work like so:

When your out of ammo (or if its a player, also when its on your back) it will apear closed, when you have the magazine selected (ex: the law is loaded) it will apear open. It works the same way as the RPG-7s do...

btw: It is in SEBNAM 2....
« Last Edit: 03 Oct 2003, 21:35:35 by KyleSarnik »

KyleSarnik

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Re:Realistic M72 LAW
« Reply #5 on: 03 Oct 2003, 22:13:34 »
Here ya go, a lil script I made to go along w/ the addon, it requires some modifcations to suit your needs tho....

First step tho is to make a closed version of your LAW that doesnt take any magazin types. Write this at the end of the config

Code: [Select]
Class mylawclassnameUsed: mylawclassname
{
  magazines[] = {}
}

(not sure if that would work but you get the point)

and in the script change the following:

"LAWLauncher" <--- Everyhere it says this, change it to "mylawclassname"
"RPGLauncher"  <--- Replace with "mylawclassnameUsed"

then in a units INIT:

this addeventhandler ["Fired",{if (_this select 2 in ["mylawclassname"]) then {_this exec "LAW.sqs"}}]

and your all set to go  ;)

SCRIPT:
« Last Edit: 03 Oct 2003, 22:14:16 by KyleSarnik »