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Galil SAR

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About Galil SAR

  • Rank
    Recruit - 3rd Class

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  • Location
    New York
  • Interests
    Weapons owned:<br /> <br />IMI Galil AR<br />Valmet M76<br />FN FAL Para<br />Steyr AUG<br />HK 93A2<br />HK 94A3<br />Armalite AR-180<br />IMI Mini-Uzi<br />Ruger Mini-14<br /><br />Sig Sauer P225<br />Sig Sauer P220<br />Sig Sauer P228<br />HK P9S<br />Walther PPK/S<br />

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  1. You need to read this thread http://www.ghostrecon.net/forums/index.php?showtopic=35599
  2. Go to link and just hit refresh
  3. Is there a way to lower the volume of the actor in the mission brief? And raise the sound level of the weapons? I'll assume it's in the Data/sound folder.
  4. Galil SAR

    HK PSG-1 almost

    This weapon is not fragile. I've shot the civilian version HK 91A2 and it kicks way more than a FN FAL or M14, due the delayed roller blowback system. Very reliable weapon. I assume the PSG-1 would be no different just more refined. Probably kick less due to the extra weight and more accurate due to the hand select barrel. But way too expensive $10,000.00 for a sniper rifle. http://www.hkpro.com/psg1.htm http://www.remtek.com/arms/hk/mil/psg1/psg1.htm Now I just want to get this weapon to work in the game since it's there. If you guys have talent just change it to a G3/SG-1. I'm happy just to get as many different weapons in the game. Of coarse I am trying to make my favorite a Galil SAR. Let's make some of the latest weapons. HK 416, HK 417 http://www.hkdefense.us/pages/military-le/...ines/hk416.html http://www.hkpro.com/hk417.htm Sig 556 http://www.sigarms.com/Products/ShowCatalo...5&productid=114 DSA Z4 GTC http://www.dsarms.com/item-detail.cfm?ID=D...mage=Z4CROS.gif Alexander Arms 6.5mm Grendel http://www.65grendel.com/index.htm KAC 6mm PDW http://www.defensereview.com/modules.php?n...article&sid=878 KAC M110 http://www.pointofexistence.com/forums/ind...hp?showtopic=64 Most of these weapons are being field tested by the special forces, so they maybe our future rifles. Perfect for this game. Listening Grin. Now has anybody figure how to get rid of the scope in the texture files and issue it to our teamates.
  5. Here are some pics of my team with 3 weapons. Primary, secondary and backpack. http://www.asianavenue.com/gateway/canvas/...mage_id=2351356 http://www.asianavenue.com/gateway/canvas/...mage_id=2351357 http://www.asianavenue.com/gateway/canvas/...mage_id=2351358
  6. Galil SAR

    gun acuracy?

    Just go to units, weapons folder and open u_scar_light.xml and look for the spread. Here are stock settings <!-- Spread --> <var name="spread_normal" value="1.87"/> <!-- spread in normal mode + mods affect this --> <var name="spread_zoom" value="0.35"/> <!-- spread in zoomed mode + mods affect this --> Just lower the value= for less spread or more accuracy. Here are my modded file. <!-- Spread --> <var name="spread_normal" value="1.00"/> <!-- spread in normal mode + mods affect this --> <var name="spread_zoom" value="0.25"/> <!-- spread in zoomed mode + mods affect this --> You can change each weapon to your liking.
  7. Galil SAR

    HK PSG-1 almost

    First you need to change the u_psg1.xml file a little <?xml version="1.0" encoding="ISO-8859-1"?> <units> <xdefine name="psg1( name_ext )"> <unit type="weapon" name="psg1$name_ext" slot="12"> <model file="/weapons/psg1/psg1$name_ext.xml"/> <depends_on unit="psg1_mag_3rd"/> <script_class name="base" class="BulletWeapon"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="ammo_type" value="762"/> <var name="length_from_root" value="90"/> <var name="clip_max" value="20"/> <var name="owner_align" value="primary_align"/> <var name="public_name" value="PSG1"/> <var name="anim_name" value="scarh"/> <var name="hud_name" value="scar_heavy"/> <!-- Objects / Units --> <var name="object_ejector" value="shell"/> <!-- name of the ejector object --> <var name="object_muzzle" value="fire"/> <!-- name of the ejector object --> <var name="object_clip_align" value="mag_align"/> <!-- name of the ejector object --> <var name="unit_clip" value="psg1_mag_3rd"/> <!-- name of the casing unit --> <var name="body_drop" value="main_body"/> <!-- name of the body to activate when dropping the gun --> <!-- Spread --> <var name="spread_normal" value="0.8"/> <!-- spread in normal mode + mods affect this --> <var name="spread_zoom" value="0.1"/> <!-- spread in zoomed mode + mods affect this --> <!-- Recoil --> <var name="recoil_normal" value="1.0"/> <!-- spread in zoomed mode + mods affect this --> <var name="recoil_zoom" value="0.6"/> <!-- spread in zoomed mode + mods affect this --> <!-- Fire modes --> <var name="fire_modes" value="1"/> <!-- 1 = semi, 2 = semi+auto, 3 = semi+auto+burst --> <var name="fire_rate_semi" value="0.3"/> <!-- minimum time between bullets in semi mode --> <var name="fire_rate_auto" value="0.08333"/> <!-- time between bullets on full auto --> <var name="fire_rate_burst" value="0.1"/> <!-- time between bullets in burts mode --> <var name="fire_burst_count" value="1"/> <!-- the amount of bullets to fire in a row in burst mode --> <var name="fire_offensive" value="3"/> <!-- what thread in SGunLogics this weapon uses when when in offensive --> <var name="fire_defensive" value="2"/> <!-- what thread in SGunLogics this weapon uses when when in defensive --> <var name="fire_suppresive" value="3"/> <!-- Sniperrifles wount ever fire more than 1 round, even in this mode --> <var name="weapon_min_range" value="35000"/> <!-- --> <var name="weapon_max_range" value="60000"/> <!-- --> <!-- AI --> <var name="ai_shoot_delay" value="0.1"/> <!-- normal aim time for ai --> <var name="ai_reload_delay" value="3.8"/> <!-- relaod time --> <var name="ai_angle_req_near" value="20"/> <var name="ai_angle_req_far" value="5"/> <var name="fire_sound" value="3.0"/> <var name="fire_supressed" value="3.0"/> <var name="ai_precision" value="0.08"/> <var name="ai_fire_until" value="0.5"/> <var name="ai_fire_until_rand" value="0.5"/> <!-- Effects --> <var name="effect_semi_flash" value="g36_muzzle_flash"/> <!-- muzzle effect on semi --> <var name="effect_auto_flash" value="g36_muzzle_flash"/> <!-- muzzle effect on auto --> <var name="effect_auto_end" value="g36_muzzle_smoke"/> <!-- smoke effect on barrel after auto --> <var name="effect_casing" value="762_shell_ejection"/> <!-- name of the casing effect --> <var name="effect_hit" value="bullet_hit"/> <!-- name of the hit effect --> <var name="effect_hit_physics" value="bullet_hit_rifle"/> <!-- name of the hit physics effect --> <var name="bolt_lockup_time" value="0.033"/> <!-- bolt anim --> <var name="bolt_fire_start_time" value="0.033"/> <var name="bolt_fire_end_time" value="0.166"/> <var name="bolt_eject_start_time" value="0.16"/> <var name="bolt_eject_end_time" value="0.5"/> <var name="bolt_chamber_start_time" value="0.5"/> <var name="bolt_chamber_end_time" value="0.8"/> <var name="bolt_lock_time" value="0.033"/> <!-- bolt lock anim -->--> <!-- Moddable stats --> <var name="damage" value="5"/> <!-- weapon damage + mods affect this --> <var name="weight" value="4"/> <!-- weapon weight + mods affect this --> <var name="stability" value="0.5"/> <!-- weapon stability + mods affect this --> <!-- Mods --> <var name="top_mount" value=""/> <var name="top_mod" value=""/> <var name="front_mod" value=""/> <var name="bottom_mod" value=""/> <var name="grenade_mod" value=""/> <var name="grenade_mod_actions" value="true"/> <var name="anim_auto_to_semi_start_time" value="0.0"/> <var name="anim_auto_to_semi_end_time" value="0.266"/> <var name="anim_semi_to_auto_start_time" value="0.266"/> <var name="anim_semi_to_auto_end_time" value="0.433"/> </stats> <stats block="item_data"> <var name="inventory_slot" value="primary"/> </stats> <sounds> <soundbank name="scar762_sound$name_ext"/> <soundbank name="foley_rifle_sound"/> <default_soundsource source="sound"/> </sounds> </unit> <unit type="weapon" name="psg1_mag_3rd" slot="12"> <model file="/weapons/psg1/psg1_mag.xml"/> <sounds> <soundbank name="foley_rifle_sound"/> <default_soundsource source="sound"/> </sounds> </unit> </xdefine> @psg1() @psg1( _3rd ) </units> Then go to lib, managers, xml and open weapons_data.xml and add <weapon_data unit="psg1" name="psg1" weapon_id="49" inventory_slot="primary" gui_unit="scar_h" price="60" damage="5" player_weapon="1" grenade="0" cal="762" wizby="2"> <stats caliber="7.62 x 51 mm" rpm="600" velocity="860 m/s" firemodes="SA" capacity="20" info="info_psg1" /> <bar_stats accuracy="1.0" stability="0.7" weight="7" impact="0.8" /> <mods front="false" top="false" bottom="false"> </mods> </weapon_data> Now go to strings folder and open weapons.xml and add <string id="weapon_psg1" value="HK PSG1"/> Go to strings folder and open inventory.xml and add <string id="stats_caliber_psg1" value="7.62 x 51 mm" /> <string id="stats_firemode_psg1" value="SA" /> <string id="info_psg1" value="Sniper Rifle"/> Again I put this in my local, english folder and it works fine. Still can't issue it to my teamates yet. Haven't had a chance to work on that. Need someone to delete the scope on the texture files if that is possible. So I can mount workable scope.
  8. I have a M8 in my primary, secondary and backpack. Here's what you do. Go to units, weapons and open u_m8.xml and make a duplicate copy and name it u_m8_2.xml, then change the line <unit type="weapon" name="m8$name_ext" to "m8_2$name_ext" <xdefine name="m8( name_ext )"> <unit type="weapon" name="m8_2$name_ext" slot="12"> <model file="/weapons/m8/m8$name_ext.xml"/> <depends_on unit="m8_mag$name_ext"/> <depends_on unit="m8_ironsight$name_ext"/> <depends_on unit="m8_combatsight$name_ext"/> <depends_on unit="xm320$name_ext"/> <script_class name="base" class="BulletWeapon"/> <stats block="base_data"/> <stats block="weapon_data"> Go to <var name="inventory_slot" value="primary"/> and change to "secondary" </stats> <stats block="item_data"> <var name="inventory_slot" value="secondary"/> </stats> <sounds> <soundbank name="m8_sound$name_ext"/> <soundbank name="foley_rifle_sound"/> <default_soundsource source="sound"/> Then go to lib, managers, xml and open weapon_data.xml make dup <weapon_data unit="m8" and change to <weapon_data unit="m8_2" then change weapon id="6" to "43" <weapon_data unit="m8" name="m8" weapon_id="6" inventory_slot="primary" gui_unit="m8" price="60" damage="2" player_weapon="1" grenade="0" cal="556" wizby="2"> <stats caliber="5.56 x 45 mm" rpm="750" velocity="885 m/s" firemodes="SA 3RB FA" capacity="30" info="info_m8" /> <bar_stats accuracy="0.6" stability="0.7" weight="2.66" impact="0.6" /> <mods front="true" top="true" bottom="true"> <mod mod_id="7" default="1" /> <mod mod_id="15" /> <mod mod_id="8" /> <mod mod_id="9" /> </mods> </weapon_data> <weapon_data unit="m8_2" name="m8" weapon_id="43" inventory_slot="secondary" gui_unit="m8" price="60" damage="2" player_weapon="1" grenade="0" cal="556" wizby="2"> <stats caliber="5.56 x 45 mm" rpm="750" velocity="885 m/s" firemodes="SA 3RB FA" capacity="30" info="info_m8" /> <bar_stats accuracy="0.6" stability="0.7" weight="2.66" impact="0.6" /> <mods front="true" top="true" bottom="true"> <mod mod_id="7" default="1" /> <mod mod_id="15" /> <mod mod_id="8" /> <mod mod_id="9" /> </mods> </weapon_data> For the backpack i use u_m8_3.xml remember to change inventory to "backpack" and weapon id. Also i could only get one sight to work. No options so i use the red dot sight as default. To do that go to the u_m8_3.xml and change <var name="top_mod" value="iron_sight" to "m8_combatsight" <!-- Mods --> <var name="top_mount" value=""/> <var name="top_mod" value="m8_combatsight"/> <var name="front_mod" value=""/> <var name="bottom_mod" value=""/> <var name="grenade_mod" value=""/> Now I have both scar's in primary and secondary. m8 and m8compact in primary, secondary and backpack; and mp5sd in secondary and backpack. I put all this in local, english folder and it works fine.
  9. Galil SAR

    HK PSG-1 almost

    Been working on this PSG-1. Got it to play first person, but no working scope yet. Can't seem to issue it to my team. http://www.asianavenue.com/gateway/canvas/...mage_id=2348295
  10. Galil SAR

    Smoke grenades

    Is there a way to choose smoke grenades instead of frags in co-op ? Or is it mission specific ?
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