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Author Topic: GRAA Mod pack extra GUN...  (Read 2324 times)

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Offline Kendo J

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GRAA Mod pack extra GUN...
« on: 02 Sep 2008, 11:47:07 »
This is not Sactuary's official release. The release download for those without is the first link
Quote
IMPORTANT :
To play with this mod you must have OFP Resistance patched to 1.96
You must have the official BIS camel addon available there :
http://www.flashpoint1985.com/addons/addons.html



GRAA mod pack
http://www.armaeditingcenter.com/files/ofp/addon/mod/graa/
-------------------------------------------------------------
Here is a replacement config for the GRAA mod pack
While investigating the features of the GRAA addons I stumbled across an addon that contains an RPK the light/support weapon of the Russian military.

I posted an enquiry with Sanctury on the BIS forums and he kindly sent me the config for thr RPK.

All I have done is cut and paste. But I have posted it for all to use.

Partly because a new gun is always fun to play with and partly because my missions will include RPK's from now on.

Anyway just replace your existing config with this one, make a copy of your original if you don't trust me. You may have to go over the user options as the ones here are options I have been using recently.

this will give you the weapon as "RPK" and "RPKmag"

and a soldier called "SoldierERPK"

Kind Regards
Kendo


Edit: attachment (GRAA wRPK CONFIG.rar) lost in the crash of 2009; see below for what to do - WEK
« Last Edit: 19 Jan 2011, 23:01:27 by Walter_E_Kurtz »

Walter_E_Kurtz

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Re: GRAA Mod pack extra GUN...
« Reply #1 on: 02 Sep 2008, 12:10:15 »
Wouldn't it be better to put it in its own config.cpp in its own pbo?

That way you'd only have to redistribute a tiny addon pbo with your missions that use it. I'd expect the majority of OFP players would find it simpler than keeping track of configs.

Also, you could easily edit it to include an RPK gunner for the Resistance. And, I would think, you'll find it convenient to update when Sanctuary's successor to GRAA finally arrives.



Furthermore, in my opinion GRAA does not require the BIS Camel addon as it only uses the name entry from its stringtable: "$STR_BISCAMEL_PILOT" can be replaced by "Camel Pilot". Fair enough, it won't display the name in a variety of languages, but it's one less thing to worry about.

Offline Kendo J

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Re: GRAA Mod pack extra GUN...
« Reply #2 on: 02 Sep 2008, 12:27:31 »
this config is not pbo.ed in the graa mod pack it is part of the user options so basically you just cut and paste the file in your GRAA/dta (or bin, can't remember where it is).

as for the camel I didn't know the GRAA didn't need it, but I just put that there to be sure...

It doesn't really matter it is here if people want it... I mean who doesn't want a new gun?

Oh and making it for the Resistance to have an RPK soldier is bloody brilliant, i have given them RPK's by adding manually, but it completely slipped my mind to do it for an extra soldier.... will do that tonight! great

kendo

Walter_E_Kurtz

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Re: GRAA Mod pack extra GUN...
« Reply #3 on: 02 Sep 2008, 13:12:27 »
Quote
this config is not pbo.ed in the graa mod pack it is part of the user options so basically you just cut and paste the file in your GRAA/dta (or bin, can't remember where it is).
I apologise for not being clear. I meant that, rather than editing the GRAA config, you put the RPK details in a separate config that can be pbo'd and installed as an addon. It would hopefully be less hassle for tinkering with.


Update
On reflection, given that "#ifdef ENABLE_HD_BATTLE" and "#ifdef ENABLE_MAP_WEPSND" conditions are involved editing the GRAA config is the correct way to go.
I've not been able to get these statements to work in configs for addons.

Could you please post the code you use to add the Resistance RPK gunner? I use my own "4Eyes patch for GRAA" config and am confident in splicing new bits in.
« Last Edit: 02 Sep 2008, 14:39:50 by Walter_E_Kurtz »

Offline Kendo J

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Re: GRAA Mod pack extra GUN...
« Reply #4 on: 02 Sep 2008, 15:07:38 »
It is all in the BIS forum... you even replied to the Sanctuary post on how to add the RPK config...

in response to your BIS reply from today (in regards to sharing RPK, mags with AK74 mags)... Yeah i know the pureists will complain you can't have an RPK with Burst fire... but I am leaving my config as dedicated RPK mags only... I think that for single player this is better and leaves the Config allot simpler...

It would probably be much better for interchangeable mags for Multi-player only... feel free to post an alternative config here with interchangeable mags... but I suggest this would be more suited to MP.

I will keep my config the way it is...

kendo

Walter_E_Kurtz

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Re: GRAA Mod pack extra GUN...
« Reply #5 on: 02 Sep 2008, 16:03:02 »
Quote
Could you please post the code you use to add the Resistance RPK gunner?
It's just that if you add an RPK gunner to the Resistance, I, and anyone coming along later, will know how you defined him.

What config name you give him (SoldierGRPK presumably),
if he's derived from SoldierGB or SoldierGMG (affects his in-game name),
what his loadout is - eg. do you add binoculars or smoke grenades?
if you affect his accuracy or cost in some way,
if you tinker with his threat levels (so that he shoots at choppers).


Quote
I will keep my config the way it is...
I respect that; I just trying to find out what way is that  :)

Offline Kendo J

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Re: GRAA Mod pack extra GUN...
« Reply #6 on: 02 Sep 2008, 16:27:42 »
This is what Sanctury sent me... For east soldier, not Guer

Quote
if you want to add it in your GRAA config, just follow those steps :

In the class CfgAmmo, look for :

Code Sample
Quote
class Bullet12_7G:Bullet12_7
{
tracerColor[]={0.7,0.7,0.5,0.04};
tracerColorR[]={0.7,0.7,0.5,0.04};
};


just after that , copy paste the following :

Code Sample
class RPKAmmo:BulletSingle
{
airLock=1;
hit=8;
indirectHit=2;
indirectHitRange=0.1;
minRange=1;
minRangeProbab=0.9;
midRange=100;
midRangeProbab=0.5;
maxRange=450;
maxRangeProbab=0.05;
cost=4;
tracerColor[]={0.2,0.8,0.1,0.04};
tracerColorR[]={0,0,0,0.005};
};
(airlock=1; will allow the AI to fire on air vehicles, as long as the armor of such vehicle is way too high in comparison with the bullet damage, an annoying OFP AI limitation)

In the class CfgWeapons, look for :

Code Sample
Quote
class AK74SU:AK74
{
scopeWeapon=2;
scopeMagazine=0;
model="\EST_Weapons\EST_AK74M1P29.p3d";
modelOptics="\EST_Weapons\EST_optic_1p29.p3d";
optics=1;
opticsZoomMin=0.35;
opticsZoomMax=0.35;
valueWeapon=1;
valueMagazine=1;
displayName="AKs74u-Kobra";
drySound[]={"weapons\AK74Dry",0.01,1};
modes[]={"Single","Burst","FullAuto"};
magazines[]={"AK74"};
};



Just after that copy paste the following :
Code Sample
class RPKBase:AK74
{
model="\EST_Weapons\EST_RPK.p3d";
modelOptics="\EST_Weapons\EST_optic_ak.p3d";
picture="\EST_Weapons\rpk74mb.paa";
optics=1;
opticsZoomMin=0.28;
opticsZoomMax=0.28;
count=45;
distanceZoomMin=300;
distanceZoomMax=300;
displayName="RPK";
displayNameMagazine="RPK Mag";
shortNameMagazine="RPK Mag";
drySound[]={"weapons\AK74Dry",1.0,1};
magazines[]={"RPKMag"};
modes[]={"Single","Fullauto"};

class Single
{
ammo="RPKAmmo";
multiplier=1;
burst=1;
displayName="RPK Single";
#ifdef ENABLE_HD_BATTLE
dispersion=0.02;
#endif

#ifndef ENABLE_HD_BATTLE
dispersion=0.0002;
#endif


#ifndef ENABLE_MAP_WEPSND
sound[]={"Weapons\AK74Single",1.0,1};
soundContinuous=0;
#endif

#ifdef ENABLE_MAP_WEPSND
sound[]={"\sanc_fx\mapsn\esnd\ak47shot.wss","db0",1};
soundContinuous=0;
#endif
reloadTime=0.1;
ffCount=1;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=0.5;
aiRateOfFireDistance=200;
useAction=0;
useActionTitle="";
};

class FullAuto
{
ammo="RPKAmmo";
multiplier=1;
burst=1;
displayName="RPK Auto";
#ifdef ENABLE_HD_BATTLE
dispersion=0.02;
#endif

#ifndef ENABLE_HD_BATTLE
dispersion=0.0003;
#endif

#ifndef ENABLE_MAP_WEPSND
sound[]={"Weapons\AK74Single",1.0,1};
soundContinuous=0;
#endif

#ifdef ENABLE_MAP_WEPSND
sound[]={"\sanc_fx\mapsn\esnd\ak47shot.wss","db0",1};
soundContinuous=0;
#endif
reloadTime=0.07;
ffCount=1;
recoil="riffleBurst3";
autoFire=1;
aiRateOfFire=0.5;
aiRateOfFireDistance=200;
useAction=0;
useActionTitle="";
};
};

class RPKMag:RPKBase
{
scopeMagazine=2;
picture="ak74";
};

class RPK:RPKBase
{
scopeWeapon=2;
magazines[]={"RPKMag"};
uiPicture="ismg";
};

Now you have a weapon class name
RPK
and the magazine class name
RPKMag


You can add a soldier in the editor menu that comes with this weapon by doing the following :
look for
Code Sample
Quote
class SoldierEG:SoldierEB
{
cost=50000;
accuracy=1000;
displayName="$STR_DN_GRENADIER";
weapons[]={"AK74GrenadeLauncher","Throw","Put"};
magazines[]={"AK74","AK74","AK74","AK74","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher"};
};


Just after that, copy paste the following :
Code Sample
class SoldierERPK:SoldierEB
{
cost=60000;
accuracy=1000;
displayName="RPK Soldier";
weapons[]={"RPK","Throw","Put"};
magazines[]={"RPKMag","RPKMag","RPKMag","RPKMag","RPKMag","RPKMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};

};

The soldier class name is
SoldierERPK
and is available as " RPK Soldier " in East side

That should be all.