Because two different weapons with different classnames can share the same muzzle classes, its alot better to do it that way then to make new muzzles for each weapon. Also, classnames are better when they are short, and muzzle is a long word to put into a classname. I mean imagine "BAS_M4desReflexSM203_Muzzle", thats just too long for convenience (well so is the original classname too, I would have used "M4RXSM203d" or something).
Depends on your approach and the way you use classnames in a script etc.
You only have to look at bedges problem above, if this was a community wide script he was making then simply look at how many query lines his script has to run
If a standardisation approach was used (Its too late now anyway) then all those lines could have been changed to a simple
Call {classname + "Muzzle"} command and that script would work for any addon released
and all thats needed to do that is a few additions to a config, which is simply text
It isnt just about muzzle names its about dozens of things they get up too when making addons.
Oily looking weapons / config attribiutes that differ so much, addon dependencies that shouldnt be there and oh yeah, another version M4A1 to add to the list of weapons
Too high a polygon count for mp usage, fine if you just want half a dozen units on your typical BAS SF blow something up and fly away in a helo, but when you try to do a full scale maxed out to the limit ai on demand mission its simply lags the hell out of it without large numbers of units present.
Problem i see with the average addon maker, they spend so much time creating a fantastic looking model, and they do a cracking job of it too in a lot of cases
That they forget why they are actually creating them.
About 8 months ago we started looking at addon units as a basis for a mod i was involved with, some of the units looked awesome, but when we tried to test them as per fps and cpu load, they were just too much, better option was to have a lower polygon count model and more of them on the map.
Thats a massive problem that i see in the addon community
are they making models to show their true prowess off or are they making models for use in OFP
Oh and dont get me wrong, i admire the work that any addon maker does, it requires hours and hours of effort, frutration and in return they get nothing but unconstructive criticism by those that have no idea what is involved.
I just think taking a step back and thinking about the end product from a different perspective would allow their work to be used and appreciated by a more widespread audience.
All that effort going to waste!!!!!