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M4A1


Brettzies

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Wait, digi could you do an ak-47?

I can do it, but the problem is..I have no idea how it works :rolleyes:

in graw not only you need to create the 3d model, you also need to know how actually the weapon works to make animated components and honestly I haven' t enough knowledge on that matter :) I did this test only to show you that importing weapons is possible so you can start working on 3d models and collecting datas (specifics, sounds, texture,etc)

It seems that in this forum there are really expert people with military experience, I can only hope they join their force to produce a great and realistic weapon mod :thumbsup:

Rent the movie Avalon. It has alot of Russian weapons, and I learned how to clear AKs in Iraq by watching the movie. But just in case...

1. Point weapon of course in safe direction

2. Move selector lever down (all the way up is Safe), Semi or Auto will allow you to clear the weapon.

3. You have to then push the lever behind the magazine towards the front, and while holding it, move the magazine forward along with a downward motion.

4. Pull charging handle (it's part of the bolt) and inspect chamber. Note the AK series weapons do not have a bolt locking feature. Some may actually have them, but the ones I encountered surely did not. Note the charging handle is on the right side.

Animation wise it shouldn't be too diffucult, as it operates much like the G36/M8 cycle when firing it Dry. And of course, since GRAW weapons are never on safe, the selector lever cycle, unless you're changing modes, shouldn't be necessary.

I'm too tired and lazy (it's getting late and about to go to bed) but somebody may have a nice image to orient it by. Or just rent the movie and see for yourself. Oh yeah, watch it with subtitles, it's much better IMHO.

Recoil on Semi is okay, with enough concentration you can hit targets fairly well. Burst (if present) and Fulll Auto? It's like firing the Mk48, you really aren't going to hit much with either modes, due to the fact that it's a light weapon firing a heavy caliber. But it's sure as heck reliable :D

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Oh my bad Commander Outcast, I naturally assumed that since you quoted me, that you were talking to me. No worries bro.

I wouldn't say it was a pleasure to fire. However if you hook it up enough with gear, it would be a GREAT close quarters weapon. I assume you'll be doing just a plain vanilla one DiGiTALY -TC-?

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Np eric, I think ak-47 are one of the koolist guns out there. I was playin Battefield 2 and its got anims for lots of weapons including the ak, but idk if you can import anims.

But I had another cool idea. Maybe we could take the m-8, and extend the barrel so its like the M-8 sharpshooter thing, Increase the accuracy, and skin it diffrently.

maybe like this:

dscf0047fo2.th.jpg

wait, im kinda high-jacking this thread arent I? lol

Edited by Commander Outcast
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Like Eric said reloading an AK is a fairly simple matter, pop out the mag (there is a thumb lever right behind the mag like the G-36 or MP-5) and drop it, stick in a fresh one and then pull back the cocking lever and let go - it should run forward on it's own - if it doesn’t you need to clean your weapon! Also like Eric said since the fire selector is on the right side of the weapon I really don't think you would be able to see it in the first person view - so no need to animate it. The only firing animation you might need is the cocking handle, this is attached directly to the bolt carrier and will recoil with it when the weapon is fired; though I'm not sure if you would be able to see this from the first-person view ... although I suppose you can see it on the SCAR if you don't have a scope mounted so it should probably be animated.

AKs are really simple weapons - pain in the ass to shoot though, strong recoil that is not centered on-axis with the buttstock, all metal receiver with a wooden buttstock and metal buttplate ... ouch. I have also never seen an AKM or AK-74 with either a bolt catch or a three-round burst. The AK-109 I believe has (or had) a 3-round burst, if I remember right that was supposed to work kinda like the G-11 - firing 3 rounds very quickly in the same recoil stroke and then shooting full-auto as normal. But is used cased ammo and no-one in the west could ever figure out how it was supposed to work :huh:

I'd love to help however I can, but I'm no 3D modeler. If anyone needs help with the weapon scripting though drop me a line!

Clark

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Dont know about Raven Shield (never played it :whistle: ), but yeah its also called a TAR-21.

It is currently about to start replacing the m16 in the Israeli army. Its cool because the barrel runs all the way back into the stock, and the action is back in there. That makes is heavy in the back and light in the front. The handle and trigger are up near the front, and the magazine is actually way behind the trigger. Its supposed to be really accurate because it has a pretty long barrel, but because of the way the barrel is the gun is actually quite short, so its ideal for urban combat. It also has a built in red dot sight of some sort, with at attachment point for night vision, etc.

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Swat4 Screenshots

Well, I finished integrating the weapon for Swat4, but I already figured out how to do all that including animations a while ago, so it was just a matter of process. Check out the above link if you are interested at all.

Since that is out of the way and with the useful information gathered from this thread, I'm going to see about incorporating it into GRAW now.

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which program is used to create custom contents in swat (weapons and characters)?

and how detailed are the animations for an assault rifle? I mean is it just the reloading or there are moving parts while firing?

It's Max. But I use Maya so I imported their provided first person hands rig, re-rigged it in Maya(so it's animator friendly) and used that to drive the original, insuring the orientations are correct. Then go back through Max to get it into swat.

In this case, only the Mag is being animated on the weapon, though you can certainly animate moving parts if necessary. However, I animated the hands to fit properly and reload correctly as well. There are 9 animations to do, such as equip, unequip, lowready, reload, fire, etc. You can use the provided ones if you want, but they won't match up correctly. Better to do it right if you're going to do it at all.

Edited by Brettzies
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So far no luck getting the actual objects into the game.

I've been able to duplicate the M249 dir structure in the local/english mod method Digitaly suggested. I picked the m249 to base this off because it has no attachemnts and thought it'd be simpler to follow starting out. However, I renamed them all to m4v2 as well as the info in the xml's and some other things like the inventory xml. So, essentially it shows up in the weapon selection screen as an additional weapon with the name M4A1 Carbine(but it's really just the saw).

I can select it and equip it and start a mission. Once in game, everything works except reloading. That causes the game to crash. Not concerned about that.

Now I'm trying to change the model to be my M4. I export two diesel files, the base and the mag. When I select it in the weapons screen and equip it, the game crashes.

I won't be able to work on this for a few days, but if anyone has any suggestions, they'd be much appreciated. So far there are 22dirs, 20 xmls, 8 textures, and 2 models I've counted and modified in the dir structure.

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  • 3 weeks later...

I love the look of it so far, can't wait to see it in-game. After the MP Pack 3 patch I'm sure you'll figure out how to add custom weapons and what not ;)

You mean you can have custom weapons (mods, evt. cheat tested) or reject them by limiting weapon allowance on the dedi-server :thumbsup:

Or am I premature in that assumption :wacko:

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