Just make it work like a regular scope surely (such as the one on the M21) with 4x set magnification? Wouldn't be too hard to set up.
I could have a shot at it I suppose... But you'd owe me
Send me a PM with what you need exactly.
EDIT: If you could let me know the name of the PBO as well, that'd be a big help.
EDIT2: This the sort of thing you were thinking of?
Would be the same size as the M24 scope ingame. Picture was done in buldozer, so I zoomed out a bit
Can change the triangle to black if you'd rather. IIRC the UKF one was red, but apparently this isn't correct...
EDIT3: Will the pack include an SA80 with ACOG sights suitable for the
FIST system? (If not, I've got the MLOD of the ACOG here, I could send it to you
)
EDIT4: Animating the weapon is easy enough, you just need a simple model.cfg file. Name the magazine in the model "Magazine", then use this code:
CODE
class CfgSkeletons
{
class Default;
class Weapon: Default
{
isDiscrete = 0;
skeletonInherit = "Default";
skeletonBones[]=
{
"magazine",
"",
"ammo_belt",
"",
"ammo_belt_bottom",
""
};
};
};
class CfgModels
{
class Default;
class Weapon: Default
{
sections[]=
{
"zasleh"
};
skeletonName="Weapon";
class Animations
{
class magazine_hide
{
type="hide";
source="reloadMagazine";
selection="magazine";
minValue=0.200000;
maxValue=0.250000;
hideValue=0.100000;
};
class ammobelt_hide
{
type="hide";
source="isEmpty";
selection="ammo_belt";
minValue=0.000000;
maxValue=1.000000;
hideValue=1.000000;
};
class ammobelt_bottom_hide
{
type="hide";
source="isEmpty";
selection="ammo_belt_bottom";
minValue=0.000000;
maxValue=1.000000;
hideValue=1.000000;
};
};
};
class SA80: weapon {};
class AnotherSA80: weapon {};
class AnotherDifferentSA80: weapon {};
class YetAnotherSA80: weapon {};
};
You can ignore all the worky bits before the "class SA80" bit. Replace the classnames, with the names of the weapon's models (so, if your model was called Bert.p3d, then you'd use "class Bert: weapon {}
. If you want to add another, just copy+paste to the line beneath.