Cantora 10 Posted January 2, 2011 Hey dude, really awesome work. The only bugs worth reporting are laser bugs. I tested out all the M4s and SCARs. All weapons that have a laser sight shoot the laser off at 90 degrees to the right. On top of this all M4s and SCARs that don't have a laser sight still shoot a laser off at 90 degrees to the right. I tested the XM8s,M14s and AKs. none of these have the issue (none have the laser sight) Cheerz, Cantora Share this post Link to post Share on other sites
pre-Vet 10 Posted January 2, 2011 What classnames are the Mk43 and M60 with eotech? getting:no enty 'bin\config.bin/Cfgweapons.RH_m60e4eotech' while runnig a script saying _unit = _this select 0 removeAllWeapons _unit _unit addWeapon "RH_m60e4eotech" _unit selectWeapon "RH_m60e4eotech" (or did I just mess it up?) Share this post Link to post Share on other sites
roberthammer 582 Posted January 2, 2011 (edited) Oh sry - on M60e4's and Mk43's its like RH_m60e4_eotech Edited January 2, 2011 by RobertHammer Share this post Link to post Share on other sites
pre-Vet 10 Posted January 2, 2011 Thnx for the quick reply! those mk43s and m60a are really nice :) good to see the units use the grip! And the sound is just amazing!! Share this post Link to post Share on other sites
Robalo 465 Posted January 2, 2011 (edited) Hey dude, really awesome work. The only bugs worth reporting are laser bugs. I tested out all the M4s and SCARs. All weapons that have a laser sight shoot the laser off at 90 degrees to the right. On top of this all M4s and SCARs that don't have a laser sight still shoot a laser off at 90 degrees to the right. I tested the XM8s,M14s and AKs. none of these have the issue (none have the laser sight) Cheerz, Cantora Make sure you don't mix this with an older version. Lasers should be working fine. XM8s have them, as some of the M4s an SCARs, while M14 and AK do not. Edited January 2, 2011 by Robalo_AS Share this post Link to post Share on other sites
AnimalMother92 10 Posted January 3, 2011 @RH You have answered my prayers! :) I'm overjoyed to see my dear friend in game. thankyouthankyouthankyou Share this post Link to post Share on other sites
styxx42 0 Posted January 6, 2011 These seriously ROCK Robert H. Question. Any chance on getting these to work with ACE 1.7XX? They work fine in my single player or hosted but as soon as I try and use my Ded server I get "no entry model\optics" on any mission and my server stops loading the missions. DANG. Either way, Really great job. Thanks Share this post Link to post Share on other sites
Robalo 465 Posted January 6, 2011 These seriously ROCK Robert H.Question. Any chance on getting these to work with ACE 1.7XX? They work fine in my single player or hosted but as soon as I try and use my Ded server I get "no entry model\optics" on any mission and my server stops loading the missions. DANG. Either way, Really great job. Thanks This is already compatible with ACE. Just a guess, maybe you did not upload the MGS addons on your dedi ? That could be the problem. Share this post Link to post Share on other sites
TasmanianDevil 10 Posted January 6, 2011 Hello, I have a little problem and would appreciate any help. I have Arma 2:Co on two computers. I've downloaded the MGS pack to one of them then transferred it with a usb to the other. The problem is that on one of the PCs the recoils are much weaker (feels like the standard bis ones). I also noticed when AI fired the mk 48 it had the sound of the bis m240. But when player fires the sound effect is different. Both computers have the latest patch. The only difference is that the one with the problems have both BAF and PMC. As I said, I would really appreciate some help with this. Share this post Link to post Share on other sites
styxx42 0 Posted January 27, 2011 This is already compatible with ACE.Just a guess, maybe you did not upload the MGS addons on your dedi ? That could be the problem. Conflicted with another addon i had. got rid of that and works like a charm. Was an easy choice, Roberts addon or.. GONE. Thanks for your AWESOME work. I love the M14 EBR Wow. I never leave base with out it. Any chance we can get the bi-pod added so i can rest it on the ground in ACE? A fabulous release Robert. Thanks so much. Share this post Link to post Share on other sites
strac_sapper 1 Posted January 18, 2012 (edited) All of you who have made these weapons are very much appreciated. The weapon models are spectacular and have added much to this game. I have created a small replacement addon that replaces the SCAR H CCO with RH's ACOG version; should I post a link for this for others to use? I really appreciate all the work others have done and would like to contribute a bit! EDIT: see three posts forward (39) for a link to the webpage for the replacement. Edited January 19, 2012 by strac_sapper removed url and referenced post below Share this post Link to post Share on other sites
roberthammer 582 Posted January 18, 2012 I have created a small replacement addon that replaces the SCAR H CCO with RH's ACOG version; should I post a link for this for others to use? I really appreciate all the work others have done and would like to contribute a bit! You can if you want ;) Share this post Link to post Share on other sites
folgore_airborne 1 Posted January 18, 2012 Where can we find all the replacement packs for RH's weapons? Share this post Link to post Share on other sites
strac_sapper 1 Posted January 19, 2012 (edited) Where can we find all the replacement packs for RH's weapons? There are some floating around. I just put up this and a Mk14 replacement here at Armaholic: RH SCAR H and M14 Replacement It has two .pbo's in it; one for the Mk17 CCO replacement and one for the M14 Aimpoint replacement. These models are just too good. Thanks again for the permission to put these out. Edited January 19, 2012 by strac_sapper fixed text Share this post Link to post Share on other sites
PFC Magician 10 Posted January 19, 2012 (edited) HI strac_sapper here i have the problem with mk17 cco in laser show my nigthvision dnot work when aiming too zoom on the reticle check this only happen when add your .pbo http://img208.imageshack.us/img208/3811/mk17ccoaiming.png >100kb! Edited January 19, 2012 by Foxhound removed hotlinked image over 100kb Share this post Link to post Share on other sites
strac_sapper 1 Posted January 19, 2012 (edited) HI strac_sapperhere i have the problem with mk17 cco in laser show my nigthvision dnot work when aiming too zoom on the reticle check this only happen when add your .pbo Hi, thanks for point this out. It occurs because i redefine the attributes of CCO in the Mk17 as an ACOG; the CCO should have no zoom. I am going to place the ACOG on the silenced version too to fix the problem. Nothing except a night scope should have zoom capabilities with night vision. Lets take the discussion over to the thread i created HERE [edit] Hi PFC Magician. It is fixed! The problem was that overwriting the optics on the mk17 cco also overwrote the optics on the cco SD. So it thought it was an ACOG:p Now we have a silenced ACOG SCAR H as well. They are excellent models. p.s. if the moderators could let me know what I should do to avoid my posts going to moderation please pm me! thanks :) EDIT: The BIS thread for the replacements is HERE Edited January 19, 2012 by Foxhound double post Share this post Link to post Share on other sites
Guest Posted January 19, 2012 p.s. if the moderators could let me know what I should do to avoid my posts going to moderation please pm me! thanks :) It only happened cause you had less than 6 posts, this is to stop spammerts. You should be fine now since you have 9 posts. Share this post Link to post Share on other sites
strac_sapper 1 Posted January 19, 2012 It only happened cause you had less than 6 posts, this is to stop spammerts. You should be fine now since you have 9 posts. I thought it had something to do with that. Thanks for clearing up my mess of posts, it was probably rather annoying :p Share this post Link to post Share on other sites
goose63 0 Posted May 21, 2012 Hi mate, great guns as always! any chance we could see mk16-SCAR L] with RCO [specter DR],mini red dot and suppressor in 12.5 and 16.5 barrel's ? or a M4/HK416/417 in this config. cheers. Share this post Link to post Share on other sites
Remi .A 8 Posted November 24, 2012 (edited) I was wondering if there might possibly be a any idea of adding the Elcan Spectre optic to the m4/m16 variants? This would be a nice addition because I play with a special operations unit in which emulates a realistic unit, and the unit in real world conflicts uses this optic on their m4/m16s. Hit me up would love to know if you are thinkin about this or if there might be a way to get this done :). Edited November 24, 2012 by mumblz Share this post Link to post Share on other sites
RabidStoat 39 Posted November 25, 2012 Hope they only use desert camo, because - as far as I can tell - that optic only comes in yellow in arma Share this post Link to post Share on other sites
Gripfire 10 Posted November 27, 2012 Hi guys! I absolutely LOVE this Mod. Thank you RH for all your hard work in putting such time and energy into your passion for this release and many others. You make my ARMA experience all the better! I hope someone can help me. I run with current ACE and newest Arma OA version. Will this cause any issues? I have looked around on the forum and could not find any thing. I have installed the mod and all is fine however not all weapon models are showing in game after my installation for some reason. For instance all the M-60's and Mk-43's are listed in the armory with no picture beside the name and when I try it out in the armory my character has no weapon in his hands and his hands are all distorted like a graphical glitch? This is the same for M27 IAR CCO and HOLO, all the SCAR AK's, the SCAR H CQC Specter DR and the EGLM version too in game. Has anyone else had this issue? This has had me stumped all week as I have been trying to get to the bottom of this. Is this an ACE issue? I also run Robalo's ACE configs. As I mentioned before, all other weapons are fine with no issues except these ones are not showing up! Thanks in advance Gripfire Share this post Link to post Share on other sites
eggbeast 3673 Posted November 27, 2012 (edited) hi RH not sure if you want this, but we've been experimenting a lot with the MG and m107 ammo and made up some incendiary and AP rounds... anyway here's the relevant parts of the script - we have mag icons with blue and red dots too - can send over if you want them. we made the ammo work like this: m249/m240/Mk48/mk43 (M60) - 100rnd box = 2 slots, 200 rnd box = 3 slots M240/Mk43 - 600rnd = 6 slots normal, HE/AP rounds for all MGs added zeroing where it was missing tweaked some ofthe scopes to work with nvg/thermal m249's allow you to also carry secondary weapon/backpack feel free to borrow anything you like from this //class cfgAmmo class cfgAmmo { class Default; class BulletBase; class B_127x99_Ball; class B_127x99_Ball_noTracer: B_127x99_Ball { hit = 26; visibleFire = 20; audibleFire = 22; visibleFireTime = 3; tracerColor[] = {0,0,0,0}; tracerColorR[] = {0,0,0,0}; tracerStartTime = -1; airFriction = -0.0005; muzzleEffect = "BIS_Effects_HeavySniper"; }; class EB_B_127x99_Ball_HE: B_127x99_Ball_noTracer { hit = 26; indirectHit = 20; indirectHitRange = 1.25; explosive = 0.6; CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; cartridge = "FxCartridge_127"; model = "\ca\Weapons\Data\bullettracer\tracer_red"; muzzleEffect = "BIS_Effects_HeavySniper"; cost = 20; tracerScale = 1.5; tracerEndTime = 2.3; caliber = 2.07; visibleFire = 20; audibleFire = 22; visibleFireTime = 3; tracerColor[] = {0,0,0,0}; tracerColorR[] = {0,0,0,0}; tracerStartTime = -1; airFriction = -0.0005; }; class EB_B_127x99_Ball_AP: B_127x99_Ball_noTracer { hit = 50; indirectHit = 20; indirectHitRange = 0.2; caliber = 3.67; explosive = 0; cartridge = "FxCartridge_127"; model = "\ca\Weapons\Data\bullettracer\tracer_red"; muzzleEffect = "BIS_Effects_HeavySniper"; cost = 20; tracerScale = 1.5; tracerEndTime = 2.3; visibleFire = 20; audibleFire = 22; visibleFireTime = 3; tracerColor[] = {0,0,0,0}; tracerColorR[] = {0,0,0,0}; tracerStartTime = -1; airFriction = -0.0005; }; class B_762x51_Ball: BulletBase { hit = 12; indirectHit = 0; indirectHitRange = 0; cartridge = "FxCartridge_762"; visibleFire = 22; audibleFire = 18; visibleFireTime = 3; cost = 1.2; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 1.2; tracerStartTime = 0.075; tracerEndTime = 1; airFriction = -0.00096; }; class B_762x51_Ball_I: B_762x51_Ball { hit = 15; indirectHit = 9; indirectHitRange = 1.0; explosive = 0.6; fuseDistance = 10; CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; cartridge = "FxCartridge_762"; visibleFire = 22; audibleFire = 18; visibleFireTime = 3; cost = 1.2; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 1.2; tracerStartTime = 0.075; tracerEndTime = 1; airFriction = -0.00096; }; class B_762x51_Ball_AP: B_762x51_Ball { hit = 20; indirectHit = 10; indirectHitRange = 0.2; caliber = 1.11; explosive = 0; cartridge = "FxCartridge_762"; visibleFire = 22; audibleFire = 18; visibleFireTime = 3; cost = 1.2; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 1.2; tracerStartTime = 0.075; tracerEndTime = 1; airFriction = -0.00096; }; class B_556x45_Ball: BulletBase { hit = 8; indirectHit = 0; indirectHitRange = 0; cost = 1; airFriction = -0.001425; caliber = 0.5; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 1; tracerStartTime = 0.05; tracerEndTime = 1; nvgOnly = 1; }; class B_556x45_Ball_I: B_556x45_Ball { hit = 12; indirectHit = 6; indirectHitRange = 0.8; explosive = 0.6; caliber = 1.11; fuseDistance = 10; CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; cost = 1; airFriction = -0.001425; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 1; tracerStartTime = 0.05; tracerEndTime = 1; // nvgOnly = 1; }; class B_556x45_Ball_AP: B_556x45_Ball { hit = 15; indirectHit = 8; indirectHitRange = 0.2; caliber = 1.11; explosive = 0; cost = 1; airFriction = -0.001425; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 1; tracerStartTime = 0.05; tracerEndTime = 1; // nvgOnly = 1; }; //cfgmags class CfgMagazines { class Default; class CA_Magazine; class 200Rnd_556x45_M249: CA_Magazine { type = "3* 256"; }; class 200Rnd_556x45_L110A1: 200Rnd_556x45_M249 { type = "3* 256"; }; class 100Rnd_556x45_M249: 200Rnd_556x45_M249 { type = "2* 256"; displayName = "100Rnd. M249 Box"; }; class EB_200Rnd_556x45_M249_I: 200Rnd_556x45_M249 { displayName = "200Rnd. M249 Incendiary"; picture = "\GLmod\data\equip\m_m249_I_ca.paa"; ammo = "B_556x45_Ball_I"; count = 200; tracersEvery = 1; lastRoundsTracer = 4; type = "3* 256"; }; class EB_200Rnd_556x45_M249_AP: 200Rnd_556x45_M249 { displayName = "200Rnd. M249 AP"; picture = "\GLmod\data\equip\m_m249_AP_ca.paa"; ammo = "B_556x45_Ball_AP"; count = 200; tracersEvery = 4; lastRoundsTracer = 4; type = "3* 256"; }; class 100Rnd_762x51_M240: CA_Magazine { count = 100; type = "2* 256"; }; class 200Rnd_762x51_M240: 100Rnd_762x51_M240 { count = 200; type = "3* 256"; displayName = "200Rnd. M240"; }; class EB_600Rnd_762x51_M240: 100Rnd_762x51_M240 { count = 600; type = "6* 256"; picture = "\GLmod\data\equip\m_m240belt_ca.paa"; displayName = "600Rnd. M240 Belt"; }; class EB_200Rnd_762x51_M240_I: 200Rnd_762x51_M240 { scope = 2; displayName = "200Rnd. M240 Incendiary"; ammo = "B_762x51_Ball_I"; tracersEvery = 2; count = 200; initSpeed = 900; descriptionShort = "$STR_DSS_100RND_M240"; picture = "\GLmod\Data\Equip\m_m240_I_ca.paa"; type = "3* 256"; }; class EB_200Rnd_762x51_M240_AP: 200Rnd_762x51_M240 { scope = 2; displayName = "200Rnd. M240 AP"; ammo = "B_762x51_Ball_AP"; count = 200; initSpeed = 900; descriptionShort = "$STR_DSS_100RND_M240"; picture = "\GLmod\Data\Equip\m_m240_AP_ca.paa"; type = "3* 256"; //cfgweapons class cfgWeapons { class Default; class RifleCore; class Rifle; class M16_base; class SCAR_Base; class m8_base; class m8_sharpshooter: m8_base { class OpticsModes { class Scope { visionMode[] = {"Normal","NVG"}; }; }; irDistance = 100; }; class BAF_L110A1_Aim: Rifle { weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,700,800}; discreteDistanceInitIndex = 2; magazines[] = {"200Rnd_556x45_M249","200Rnd_556x45_L110A1","100Rnd_556x45_M249","EB_200Rnd_556x45_M249_I","EB_200Rnd_556x45_M249_AP","30Rnd_556x45_Stanag","20Rnd_556x45_Stanag","100Rnd_556x45_BetaCMag","100Rnd_556x45_BetaCMag_airLock","30Rnd_556x45_StanagSD","30Rnd_556x45_G36","30Rnd_556x45_G36SD"}; irDistance = 100; type = "1 + 0"; }; class m8_SAW: m8_sharpshooter { magazines[] = {"100Rnd_556x45_BetaCMag","100Rnd_556x45_BetaCMag_airLock","30Rnd_556x45_G36","30Rnd_556x45_G36SD","100Rnd_556x45_M249","30Rnd_556x45_Stanag","20Rnd_556x45_Stanag","30Rnd_556x45_StanagSD"}; class Scope { visionMode[] = {"Normal","NVG"}; discreteDistance[] = {100,200,300,400,500,600,700,800}; discreteDistanceInitIndex = 2; }; }; class M249: Rifle { weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,700,800}; discreteDistanceInitIndex = 2; magazines[] = {"200Rnd_556x45_M249","200Rnd_556x45_L110A1","100Rnd_556x45_M249","EB_200Rnd_556x45_M249_I","EB_200Rnd_556x45_M249_AP","30Rnd_556x45_Stanag","20Rnd_556x45_Stanag","100Rnd_556x45_BetaCMag","100Rnd_556x45_BetaCMag_airLock","30Rnd_556x45_StanagSD","30Rnd_556x45_G36","30Rnd_556x45_G36SD"}; type = "1 + 0"; }; class M249_TWS_EP1: M249 { type = "1 + 0"; visionMode[] = {"Normal","Ti"}; thermalMode[] = {0,6}; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1400}; discreteDistanceInitIndex = 2; magazines[] = {"200Rnd_556x45_M249","200Rnd_556x45_L110A1","100Rnd_556x45_M249","EB_200Rnd_556x45_M249_I","EB_200Rnd_556x45_M249_AP","30Rnd_556x45_Stanag","20Rnd_556x45_Stanag","100Rnd_556x45_BetaCMag","100Rnd_556x45_BetaCMag_airLock","30Rnd_556x45_StanagSD","30Rnd_556x45_G36","30Rnd_556x45_G36SD"}; class OpticsModes { class MTWS { visionMode[] = {"Normal","Ti"}; thermalMode[] = {0,2,6}; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1400}; discreteDistanceInitIndex = 2; }; }; }; class M249_m145_EP1: M249 { type = "1 + 0"; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1400}; discreteDistanceInitIndex = 2; magazines[] = {"200Rnd_556x45_M249","200Rnd_556x45_L110A1","100Rnd_556x45_M249","EB_200Rnd_556x45_M249_I","EB_200Rnd_556x45_M249_AP","30Rnd_556x45_Stanag","20Rnd_556x45_Stanag","100Rnd_556x45_BetaCMag","100Rnd_556x45_BetaCMag_airLock","30Rnd_556x45_StanagSD","30Rnd_556x45_G36","30Rnd_556x45_G36SD"}; class OpticsModes { class M145 { visionMode[] = {"Normal","NVG"}; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1400}; discreteDistanceInitIndex = 2; }; }; }; class M240: Rifle { magazines[] = {"200Rnd_762x51_M240","100Rnd_762x51_M240","EB_200Rnd_762x51_M240_I","EB_200Rnd_762x51_M240_AP","EB_600Rnd_762x51_M240"}; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,700,800}; discreteDistanceInitIndex = 2; }; class m240_scoped_EP1: m240 { magazines[] = {"200Rnd_762x51_M240","100Rnd_762x51_M240","EB_200Rnd_762x51_M240_I","EB_200Rnd_762x51_M240_AP","EB_600Rnd_762x51_M240"}; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1400}; discreteDistanceInitIndex = 2; class OpticsModes { class M145 { visionMode[] = {"Normal","NVG"}; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1400}; discreteDistanceInitIndex = 2; }; }; }; class BAF_L7A2_GPMG: m240 { weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1400}; discreteDistanceInitIndex = 2; magazines[] = {"200Rnd_762x51_M240","100Rnd_762x51_M240","EB_200Rnd_762x51_M240_I","EB_200Rnd_762x51_M240_AP","EB_600Rnd_762x51_M240"}; }; class Mk_48: M240 { weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,700,800}; discreteDistanceInitIndex = 2; magazines[] = {"200Rnd_762x51_M240","100Rnd_762x51_M240","EB_200Rnd_762x51_M240_I","EB_200Rnd_762x51_M240_AP"}; // displayName = "$STR_DN_MK48"; displayName = "Mk.48(W) GPMG"; }; class Mk_48_DES_EP1: Mk_48 { weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,700,800}; discreteDistanceInitIndex = 2; magazines[] = {"200Rnd_762x51_M240","100Rnd_762x51_M240","EB_200Rnd_762x51_M240_I","EB_200Rnd_762x51_M240_AP"}; displayName = "Mk.48(D) GPMG"; }; class M60A4_EP1: Rifle { weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {100,200,300,400,500,600,700,800}; discreteDistanceInitIndex = 2; magazines[] = {"200Rnd_762x51_M240","100Rnd_762x51_M240","EB_200Rnd_762x51_M240_I","EB_200Rnd_762x51_M240_AP","EB_600Rnd_762x51_M240"}; displayName = "Mk.43 GPMG"; }; }; released here http://forums.bistudio.com/showthread.php?143142-static-and-turret-weapons-improvements-HE-and-AP-ammo-searchlights Edited December 14, 2012 by eggbeast Share this post Link to post Share on other sites
Robalo 465 Posted November 27, 2012 Has anyone else had this issue? This has had me stumped all week as I have been trying to get to the bottom of this. Is this an ACE issue? I also run Robalo's ACE configs. Make sure you load the mod folder with the ACE configs last. Share this post Link to post Share on other sites
Skarin_Faith 10 Posted February 27, 2014 I've been using is mod packs for a while now and I really enjoy it the guns are gorgeous and the sounds are rather nice as well, but one thing I was wondering about is if there was any way to reduce the recoil on the weapons as the SCAR H and mk14 rifles are almost useless in close to mid-range combat as they kick like a mule. I was wondering if it was because I had an old version of the mods or if it was just something that was overlooked or not thought about, you don't have to reply but if you do thanks ahead of time. Share this post Link to post Share on other sites