Red Barron Posted November 24, 2007 Share Posted November 24, 2007 I read have used the extracter and it does not extract wav sounds. The modding forums last entry's are in June. Are thier way to add new ammo with sounds, allowing us to add new guns for teams. Link to comment Share on other sites More sharing options...
SlapHappy Posted November 24, 2007 Share Posted November 24, 2007 If you used the most current extractor you should see a folder called "samples". The WAV files are in that folder. Link to comment Share on other sites More sharing options...
SlapHappy Posted November 24, 2007 Share Posted November 24, 2007 The biggest problem with adding new small arms is not sound effects, rather it is dealing with animation issues and modelling the weapon itself. Link to comment Share on other sites More sharing options...
Red Barron Posted November 24, 2007 Author Share Posted November 24, 2007 Found them, did not see them right away because of the empty folders at the top. Thier all located at the bottom. MP 34 going to default to use MP-40 animation Going to use 007_009mm Cartridge 9 x 19 mm Action Blowback, open bolt Rate of fire 450 round/min Muzzle velocity 365 m/s MP 38 going to use MP-40 Close MG.37(t) which used 7.92 use the mg34 for the timebeing just use different sounds Add these to the Polish and French Campaigns. Also give the germans a 75mm Inf Gun, which they did use. The idea is to create squads that had weapons that they used at the time. Mot Squad GDR squad for 1940 1 Officer MP38 1 Asst Officer MP38 1 Kar98 Scoped 6 Kar98 35-t Tank MG.37(t) Machine gun Not MG34 [base] Class WEAPON_ITEM Name MP_40 MeshName 3dobj\weapons\ger\mp_40\mono.sim IconName WeaponItem\MP_40.mat [MoveType] Class GROUND [Properties] AnimType mgn WeaponType Submachine_Gun RatingType Submachine_Gun Gun Ger\MP_40 Hooks GunHook SignNode GunHook Magazines Magazines\Ger\MP_40 visZoom 1 [base] Class MAGAZINE IconName Magazines\MP_40.mat Name MP_40 [MoveType] Class FLY [Properties] AIAmmoType AP BulletPattern Ger\9x19_Luger Capacity 32 StackSize 7 //AmmoInStack 224 TracerIndex 3 Seems the only thing I can change is skins, sounds, number of rounds. Just may add a few for game flavor or maybe just stick to scripting for missions. [ November 24, 2007, 01:24 PM: Message edited by: Red Barron ] Link to comment Share on other sites More sharing options...
SlapHappy Posted November 24, 2007 Share Posted November 24, 2007 If you need anymore help, let me know via this thread. I'm pretty familiar with the game files. Link to comment Share on other sites More sharing options...
Red Barron Posted November 24, 2007 Author Share Posted November 24, 2007 Reload time, weight and cool rate, if they have it. Thanks Link to comment Share on other sites More sharing options...
SlapHappy Posted November 24, 2007 Share Posted November 24, 2007 Reload time is changeable, I believe. There are no weight or cooling rate values used in the game, to my knowledge.... You could make the MG's fire 6000 RPM if it turned you on. For small arms, I think the reload time is part of human.cpp script. It is probably some fixed number for all small arms types, so you probably can't set a variable number which will allow you to differentiate between different small arms. I did find a ReloadWeapon.ini FOLDER, but no file (not extracted)? Link to comment Share on other sites More sharing options...
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