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Author Topic: What is the muzzle flash bug?  (Read 1261 times)

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earl_laamanen

  • Guest
What is the muzzle flash bug?
« on: 22 Dec 2002, 08:15:48 »
I've read about some addons that have a muzzle flash bug where it is always visible.

What is this, why does it happen, and how do I make my weapon fully compatible with every version of OFP?

registered_fugitiv

  • Guest
Re:What is the muzzle flash bug?
« Reply #1 on: 22 Dec 2002, 11:46:00 »
ok what it is is the muzzle flash that suppose to be thier when u fire remains thier the hole time
it only occurs in 1.75+ to what i know
and its fixed in the config.cpp but i dont know how to fix it if it does come up

STGN

  • Guest
Re:What is the muzzle flash bug?
« Reply #2 on: 22 Dec 2002, 21:21:24 »
wll it has been seen before 1.75 i thinkand it is funny how it acures
here it dosent acures whit eny patch(as fare as I know).
// some basic defines
#define TEast 1
#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

#define WeaponNoSlot            0// dummy weapons
#define WeaponSlotPrimary      1// primary weapons
#define WeaponSlotSecondary   16// secondary weapons
#define WeaponSlotItem         256// items
#define WeaponSlotBinocular   4096// binocular
#define WeaponHardMounted      65536

class CfgModels
{
   class Default{};
   class Weapon: Default{};
   class M4A1SPR: Weapon{};
};
class CfgPatches
{
   class STGNM4A1SPR
   {
      units[] = {SoldierWM4A1SPR};
      weapons[] = {STGNM4A1SPR};
      requiredVersion = 1.30;
   };
};

class CfgWeapons

{
   class Default   {};
   class MGun: Default {};
   class Riffle: MGun {};
   class STGNM4A1SPR: Riffle
   {
      displayName = M4A1SPR;
      displayNameMagazine = M4A1SPRmag;
      shortNameMagazine = STGNM4A1SPR;

      scopeWeapon=public;
      scopeMagazine=public;
      model="\STGNSPR\M4A1SPR.p3d";
      modelOptics="\M4a1SPR\optika_mildot.p3d";
      picture="\dtaext\equip\w\w_m4.paa";
      optics=true;
      opticsZoomMin=0.0120000;
      opticsZoomMax=0.100000;
      distanceZoomMin=400;
      distanceZoomMax=200;
      modes[]={"Single","FullAuto"};

      class Single
      {
         ammo="BulletSingleW";
         multiplier=1;
         burst=1;

         displayName="M4A1 SPR Semi";

         dispersion=0.002000;
         sound[]={"Weapons\M16Single",1.000000,1};
         soundContinuous=0;
         reloadTime=0.150000;
         ffCount=1;
         recoil="riffleSingle";
         autoFire=0;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
      class Burst
      {
         ammo="BulletBurstW";
         multiplier=1;
         burst=3;

         displayName="M4A1 SPR Burst";

         dispersion=0.002600;
         sound[]={"Weapons\M16Burst",1.000000,1};
         soundContinuous=0;
         reloadTime=0.100000;
         ffCount=3;
         recoil="riffleBurst3";
         autoFire=0;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };
      class FullAuto
      {
         ammo="BulletFullAutoW";
         multiplier=1;
         burst=1;

         displayName="M4A1 SPR Auto";

         dispersion=0.004000;
         sound[]={"Weapons\xm-loop2",1.000000,1};
         soundContinuous=1;
         reloadTime=0.100000;
         ffCount=30;
         recoil="riffleBurst3";
         autoFire=1;
         aiRateOfFire=5.000000;
         aiRateOfFireDistance=500;
         useAction=0;
         useActionTitle="";
      };

   };

};
class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierWB:Soldier{};
   class SoldierWM4A1SPR: SoldierWB
   {
   displayName="Soldier (M4A1SPR)STGN";
   weapons[]={"STGNM4A1SPR","Binocular","NVGoggles","Throw","Put"};
   magazines[]={STGNM4A1SPR,STGNM4A1SPR,STGNM4A1SPR,STGNM4A1SPR,STGNM4A1SPR,STGNM4A1SPR,HandGrenade,HandGrenade,HandGrenade,SmokeShell};
   };

};




class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxySTGNM4A1SPR: ProxyWeapon {};
};

STGN

STGN

  • Guest
Re:What is the muzzle flash bug?
« Reply #3 on: 22 Dec 2002, 21:24:33 »
while on this it accures and itf eny body spot the problem please say.
// 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

#define WeaponNoSlot            0// dummy weapons
#define WeaponSlotPrimary      1// primary weapons
#define WeaponSlotSecondary   16// secondary weapons
#define WeaponSlotItem         256// items
#define WeaponSlotBinocular   4096// binocular
#define WeaponHardMounted      65536

class CfgModels
{
   class Default{};
   class Weapon: Default{};
   class STGNSPRtb: Weapon{};
   class STGNSPRtbsd: Weapon{};
};

class CfgPatches
{
   class STGNSPRtb
   {
   units[] = {"BlackOpSTGNSPRtb","BlackOpSTGNSPRtbsd"};
   weapons[] = {STGNSPRtb,STGNSPRtbsd,STGNSPRtbMAG,STGNSPRtbsdMAG};
   requiredVersion = 1.30;
   };
};

class CfgAmmo
{
   class default {};
   class BulletSingle : default {};
   class BulletSingleW : BulletSingle {};
   class STGNSPRtba   : BulletSingleW
   {
      hit=10;indirectHit=0.100000;indirectHitRange=0.100000;
   };

   class BulletBurst : BulletSingle {};
   class BulletFullAuto : BulletBurst {};
   class BulletFullAutoW : BulletFullAuto {};
   class STGNSPRtbfa   : BulletFullAutoW
   {
      hit=10;indirectHit=0.100000;indirectHitRange=0.100000;
   };

   class STGNSPRtbsda: STGNSPRtba   
   {
      indirectHitRange=0.100000;
      visibleFire=0.035000;
      audibleFire=0.035000;
      visibleFireTime=2;
   };

   class STGNSPRtbsdfa: STGNSPRtbfa
   {
      indirectHitRange=0.100000;
      visibleFire=0.040000;
      audibleFire=0.040000;
      visibleFireTime=2;
   };
};

class CfgWeapons
{
   class Default   {};
   class MGun: Default {};
   class Riffle: MGun {};
   class M16: Riffle {};

   class STGNSPRtb : M16
   {
      scopeWeapon=2;
      scopeMagazine=2;
      model="\STGNSPRtb\M4A1SPRtb.P3D";
         modelOptics="\STGNSPRtb\optika_mildot.P3D";
      picture="\dtaext\equip\w\w_m4.paa";
      optics=1;
      opticsFlare=0;
         opticsZoomMin=0.0120000;
      opticsZoomMax=0.100000;
      distanceZoomMin=400;
      distanceZoomMax=200;
      displayName="M4A1SPRtb";
      displayNameMagazine="M4A1 Mag.";
      shortNameMagazine="M4";
      drySound[]={"weapons\M16Dry",0.010000,1};
      magazines[]={STGNSPRtbmag};
      modes[]={"Single","FullAuto"};

      class Single
      {
         ammo="STGNSPRtba";
         multiplier=1;
         burst=1;
         displayName="Semi";
         dispersion=0.000240;
         sound[]={"\STGNSPRtb\SPR.wav",1.000000,1};
         soundContinuous=0;
         reloadTime=0.098000;
         ffCount=1;
         recoil="riffleSingle";
         autoFire=0;
         aiRateOfFire=2.000000;
         aiRateOfFireDistance=950;
         useAction=0;
         useActionTitle="";
      };
      class FullAuto
      {
         ammo="STGNSPRtba";
         multiplier=1;
         burst=1;
         displayName="Auto";
         dispersion=0.000240;
         sound[]={"\STGNSPRtb\SPR.wav",1.000000,1};
         soundContinuous=0;
         reloadTime=0.080000;
         ffCount=30;
         recoil="riffleBurst3";
         autoFire=1;
         aiRateOfFire=0.100000;
         aiRateOfFireDistance=100;
         useAction=0;
         useActionTitle="";
      };
   };

   class STGNSPRtbsd : STGNSPRtb
   {
      scopeWeapon=2;
      scopeMagazine=2;
      model="\STGNSPRtb\M4A1SPRtbsd.P3D";
         modelOptics="\STGNSPRtb\optika_mildot.P3D";
      picture="\dtaext\equip\w\w_m4.paa";
      optics=1;
      opticsFlare=0;
         opticsZoomMin=0.0120000;
      opticsZoomMax=0.100000;
      distanceZoomMin=400;
      distanceZoomMax=200;
      displayName="M4A1SPRtb-SD";
      displayNameMagazine="M4A1 Mag.";
      shortNameMagazine="M4";
      drySound[]={"weapons\M16Dry",0.010000,1};
      magazines[]={STGNSPRtbsdmag};
      modes[]={"Single","FullAuto"};

      class Single
      {
         ammo="STGNSPRtba";
         multiplier=1;
         burst=1;
         displayName="Semi";
         dispersion=0.000280;
         sound[]={"\STGNSPRtb\SPRsd.wav",1.000000,1};
         soundContinuous=0;
         reloadTime=0.098000;
         ffCount=1;
         recoil="riffleSingle";
         autoFire=0;
         aiRateOfFire=2.000000;
         aiRateOfFireDistance=950;
         useAction=0;
         useActionTitle="";
      };
      class FullAuto
      {
         ammo="STGNSPRtba";
         multiplier=1;
         burst=1;
         displayName="Auto";
         dispersion=0.000280;
         sound[]={"\STGNSPRtb\SPRsd.wav",1.000000,1};
         soundContinuous=0;
         reloadTime=0.080000;
         ffCount=30;
         recoil="riffleBurst3";
         autoFire=1;
         aiRateOfFire=0.100000;
         aiRateOfFireDistance=100;
         useAction=0;
         useActionTitle="";
      };
   };
   class STGNSPRtbmag: STGNSPRtb
   {
      displayNameMagazine="M4A1 mag.";
      shortNameMagazine= "M4 mag.";
      picture="\DTAEXT\EQUIP\M\m_m4.paa";
      count=30;
      scopeWeapon=0;
           scopeMagazine=2;
   };

   class STGNSPRtbsdmag: STGNSPRtbsd
   {
      displayNameMagazine="M4A1-SD mag.";
      shortNameMagazine= "M4 mag.";
      picture="\DTAEXT\EQUIP\M\m_m4.paa";
      count=30;
      scopeWeapon=0;
           scopeMagazine=2;
   };

};


class CfgVehicles
{   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierWB:Soldier{};
   class BlackOpSTGNSPRtb: SoldierWB
   {
   model="mc saboteurday.p3d";
      displayName="BlackOp Day (M4A1SPRtb)";
      weapons[]={"STGNSPRtb","Binocular","NVGoggles","Throw","Put"};
      magazines[]={"STGNSPRtbmag","STGNSPRtbmag","STGNSPRtbmag","STGNSPRtbmag","STGNSPRtbmag","STGNSPRtbmag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"};

   };
   class BlackOpSTGNSPRtbsd:   BlackOpSTGNSPRtb
   {      
      displayName="BlackOp Day (M4A1SPRtbsd)";
      weapons[]={"STGNSPRtbsd","Binocular","NVGoggles","Throw","Put"};
      magazines[]={"STGNSPRtbsdmag","STGNSPRtbsdmag","STGNSPRtbsdmag","STGNSPRtbsdmag","STGNSPRtbsdmag","STGNSPRtbsdmag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"};

   };
};
class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxySTGNSPRtb: ProxyWeapon {};
   class ProxySTGNSPRtbsd: ProxyWeapon {};
};
STGN