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!
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