*DAMN R6 Forum

*DAMN R6 Community => Cocobolo Mods => Topic started by: CQC on May 20, 2001, 11:47:28 am



Title: Secondaries???
Post by: CQC on May 20, 2001, 11:47:28 am
   First let me say thanks for all the hard work on this mod it's great!!! I have noticed something though. When I play SP and switch the RO mode to infiltrate with the SOCOM my men won't pull out there secondaries. Anything I can do to fix this??
Thanks for the great MOD


Title: Re: Secondaries???
Post by: Cocobolo on May 20, 2001, 01:15:32 pm
Hmmm lemme check that out. I'll post what I find here.. ???


Title: Re: Secondaries???
Post by: Paladin06 on May 20, 2001, 02:24:06 pm
Well RS/UO does not do that with or without the H&K mod.

They only switch to the heat beat sensor for recon.

It's always beeh that way far as I know. ???


Title: Re: Secondaries???
Post by: CQC on May 20, 2001, 03:41:34 pm
 Paladin06,


Just checked to make sure with CO only running. If you have a unsilenced primary and a silenced secondary you can switch to infiltrate and you teammates will pull out there silenced pistols. Give it a try...


Title: Re: Secondaries???
Post by: Paladin06 on May 20, 2001, 04:10:36 pm
CQC,

You are 110% correct. The function you describe works in RS, UO CO and Classic Missions. It does not work with the weapon in question.

It does work with H&k and RS operatives. It even works with a mix of RS and H&K weapons.

Good Catch!!

Hey, After all this time I did learn something today! ;D

Thx ;)


Title: Re: Secondaries???
Post by: Paladin06 on May 20, 2001, 04:46:39 pm
Ok, just for the heck of it I took a look at some of the files for the sw's. The only difference between the SOCOM and the other sw's that work properly is I don't see SD on any file for the SOCOM although it is SD.

Could that be it? ???


Title: Re: Secondaries Problem Solved
Post by: Paladin06 on May 20, 2001, 05:19:18 pm
OK, I found it. The problem is in the .wpn file.

Below are the 13 lines follwing "0.45(FMJ)" on the Coco file.
0.01
0.01
0.01
0.01
0.01
0.01
0.01
0.01
0.01
1
1.80
0
9

I replaced them with these lines from LWM6 SOCOM.

1.923
2.258
4.943
6.285
8.634
1.827
2.590
0.426
0.001
1
1.00
1
11

It works like a champ!!


Title: Re: Secondaries???
Post by: Cobra6 on May 20, 2001, 05:50:21 pm
ahhhh the reason for the 0.01's you saw is that is the only way the reticule will lokk like a laser dot. Otherwise you will get reticule bloom.


Title: Re: Secondaries???
Post by: Cobra6 on May 20, 2001, 05:53:56 pm
This is how the SOCOM should look
"0.45(FMJ)"
0.01
0.01
0.01
0.01
0.01
0.01
0.01
0.01
0.01
1
1.80
1 This is the number to make it silenced
9
"laser"


Title: Re: Secondaries???
Post by: Paladin06 on May 20, 2001, 06:09:48 pm
OK, thanks!! :D


Title: Re: Secondaries???
Post by: CQC on May 20, 2001, 10:12:47 pm
 Cobra6,  Thanks for the help got the problem fixed now. Time to go play....


Title: Re: Secondaries???
Post by: Cobra6 on May 20, 2001, 10:25:33 pm
One of those bugs that most people would not have found. GJ...


Title: Re: Secondaries???
Post by: Ghost on May 20, 2001, 11:53:47 pm
hey coco since the addition of a laser sight does nothing for recoil couldn't you make the center thingy (lol) the red dot and the reticule bars invisible so you still got recoil but it looks like a laser sight?

hope i explained that right.


8)


Title: Re: Secondaries???
Post by: Cocobolo on May 21, 2001, 10:55:55 am
It's possible but to capture the feel of a real laser it wouldn't look right. This is why we mixed it up so much, why we only have lasers on a few weps. I will note this SD issue for a small patch, thanx!