Guest, answer to:
Dmitriy Pause the game, select a weapon and switch shooting modes.
You fix my set?
Dmitriy, answer to:
Guest Try to put your upgrade.
Not enough More fixes for the grenade launcher at OICW, tell me which line to add this weapon_events
Guest, answer to:
Dmitriy And OICW what's wrong? Sound like a shot there.
Dmitriy, answer to:
Guest gap grenades on the ground fired from grenade launcher, you need to add to weapon_events like M203, M-79, BG-15.
Cam tried fails.
Guest, answer to:
Dmitriy Do not OICW grenades 40mm, and much smaller caliber. By the way, OCSW also prevents the explosion.
Dmitriy, answer to:
Guest OCSW suitable for 20 mm ammunition, armor-piercing and high-explosive
Guest, answer to:
Dmitriy 25mm
Guest, answer to:
Dmitriy I looked on YouTube video: 20mm Grenade OICW works without fiery explosion. Ie in the game at the moment - realism.
I noticed a problem with the monks of the desert: for those who are written scripts to clean weapons (}
"DESERT_MONK_7": {# Waffe reinigen
"00:00:00": {
S_START: [start_clean_weapon ()],
S_LOOP: [clean_weapon ()]}
after the attack on them they do not want to take up arms and fight a run. How can I fix this?
Sergey A. Zhukov, answer to:
Dmitriy I think you can, because the trigger occurs when they flee fighting. I get the scoop on these days, how to do it, if no one did not make.
answer to
and GMG OCSW also break grenades without animatsii..V weapon_events there is a line for this:"" "
if objects.get_attribute (weapon_id, "typeid") == "SET_M_79":
fx_object_id = random.choice ([fx_explosion])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = fx_object_id)
sounds.play_3d_sound ("grenade_explo_frag", location [0], location [1], location [2])
else:
if objects.get_attribute (weapon_id, "typeid") == "SET_M_16_M203_UNDERGUN":
fx_object_id = random.choice ([fx_explosion])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = fx_object_id)
sounds.play_3d_sound ("grenade_explo_frag", location [0], location [1], location [2])
else:
if objects.get_attribute (weapon_id, "typeid") == "SET_AK_74_BG_15_UNDERGUN":
fx_object_id = random.choice ([fx_explosion])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = fx_object_id)
sounds.play_3d_sound ("grenade_explo_frag", location [0], location [1], location [2])
else:
if objects.get_attribute (weapon_id, "weapon_type") in ["leicht", "schwer", "sniper"]:
if hit:
sounds.play_3d_sound (random.choice (flesh_wound_sounds), location [0], location [1], location [2])
else:
sounds.play_3d_sound (random.choice (hit_sounds), location [0], location [1], location [2])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = [FX_BULLET_HIT, 0,0,0.25])def do_explosives_dam (pShooter, pWeapon):
"" "Calculates and distributes the area damage for bombs.Parameters:
pShooter - Id of the char using the weapon.
pWeapon - Id of the weapon.
"" "
only need to add the correct OICW, GMG OCSW to existing