marseille77 53 Posted February 9, 2012 German weapons for ArmA 2: These packs represents the handguns of the German Police Forces/early Bundeswehr since 1920. Most of the models are made by vilas. The SIG 220/226 are from Switzerland Mod. The H&K 4, P7, P30, SIG Sauer P225, Walther P88 and the UZI wooden buttstock made by me. Overviews:HandgunsRiflesSpecial RiflesLaunchersVersion 1.95 (31-08-2016) Download -------------------------------------------------------------------------------East Germany - Makarow M - PM-63 SMG - MPi KM 72, KMS 72, AK 74, AKS 74, AK 74K - MPi-KmK (Specialversion of 9. Volkspolizei Company)* - PSL sniper rifle (for 9. Volkspolizei Company)West Germany - Walther P1***- Walther P38SD* - H&K Model 4* - Walther P5* - H&K P7* - H&K P2000* - Walther P88* - Walther P99 - SIG P220, P226** - SIG Sauer P225 (Police P6)* - H&K P30* - H&K MP5A3* - H&K MP5A3SD - H&K G38 (HK 416) - H&K G38/AG40-2 (HK 416 GL) - H&K G3A2, G3A3, G3A4, G3A3/ZF, G3SG1, G3 DMR - HK G36A2, HK G36A4 - HK G36A2/AG40-2 - HK G36A2/LLM01 - Glock 17 - Rheinmetall MG2, MG3, MG3 Eotech - Pistole 52 (M1911A1) - Gewehr G1 - MP2* (wooden stock version) - MP2A1 - DM11 Panzermine* - DM41 Handgranate* - H&K 32 Gewehr (uses AK47 Magazines)* - SIG P210-4* (P2) - G22 (German AWM-F) - G27 (modified HK 417) - G82 (German Barrett M82) - MBB Armbrust* - German MAAWS (Leuchtfeuerbuechse 84mm) - German Stinger (Fliegerfaust 2)- G3A3/Z51 (G3 with Hensoldt/Zeiss NVG) - G3A2 ZF (West German wooden Scoped G3) - Panzerfaust 44 (West German AT Launcher 1960 - 1992) - FIM-43 Redeye (Fliegerfaust 1, 1973 - 1992) - DM31 (West German AT mine, 1985 -) - DM51 (West German Handgrenade, 1974/75 -) - DM21 (West German Handgrenade, 1950's - 1980) - DM25, DM32 (West German Smoke grenades) --------------------------------------------------------------------------------German Weapon Pack 2 - 1920 til 1960 (28-08-2016)Download -------------------------------------------------------------------------------East Germany (first Army weapons) - Pistol T (Tokarew 33) - Karabiner S (SKS-45) - MG D (RPD) - Mosin Nagant M91* - Mosin Nagant M91 PU* - MPi-41 (PPSh-41)* - MPi-K (AK-47) - RPG-2West Germany (first Army weapons) - Pistole 52 (M1911A1) - M1 Carbine* - M1 Garand* - M1A1 Thompson* - B.A.R. 1918A2* - M20A1B1 Bazooka* - Beretta MP38 (MP1)German Empire - Walther P38/ P38k*** - Walther PP* - Mauser HSc* - Sauer 38* - Stgw 44 (MP 44) - Panzerfaust 60* - Handgrenade 24* - Handgrenade 39* - Raketenpanzerbüchse 54 (Panzerschreck)* - Walther PPK* - Astra 600 (P3)* -------------------------------------------------------------------------------- * own work ** Switzerland Mod ***new model Rest by vilas, but many models are overworked M1911A1 (BIS, config name change only) DM31 AT Mine by Thunder Beretta MP38 by Cimalex ------------------------------------------------------------------------------- historical sources: Schuetzenwaffen heute (1945 - 1985), book 1&2, Brandenburgisches Verlagshaus, 1986 (version 1996) Military Rifles Encyclopadia, Doerfler Verlag www.hkpro.com wikipedia Share this post Link to post Share on other sites
Angus S 10 Posted February 9, 2012 Your overview links are broken Share this post Link to post Share on other sites
gossamersolid 155 Posted February 9, 2012 Your overview links are broken They work for me. Share this post Link to post Share on other sites
Nofty 10 Posted February 9, 2012 I'm a big Fan of the H&K P7 which is used by the police in Bavaria! Thank you much, Marseille! Share this post Link to post Share on other sites
marseille77 53 Posted February 12, 2012 Today a new version is out now... Version 1.25 New content: - Walther P5 - HK P8 - HK P2000 The new version is needed for the new updates of Police Pack 1&2. Have Fun :) Share this post Link to post Share on other sites
Guest Posted February 12, 2012 Updated version frontpaged on the Armaholic homepage. German Weapons Pack v1.25 Share this post Link to post Share on other sites
dragon01 902 Posted February 13, 2012 Does it have a silenced variant of PPK? :) Share this post Link to post Share on other sites
marseille77 53 Posted March 5, 2012 Does it have a silenced variant of PPK? :) No, the PPK not included at the time, only WIP. Today a new version (1.4) uploaded, see first post. - G3 series added - HK32 added (a weapon who was specially manufactured to use eastern bloc 7.62x39 ammo). Download Share this post Link to post Share on other sites
oldbear 390 Posted March 5, 2012 New on front page at Armed Assault.info Link to mirror : German Weapon Pack (v 1.4): http://www.armedassault.info/index.php?game=1&cat=addons&id=1902 Share this post Link to post Share on other sites
R0adki11 3949 Posted March 5, 2012 No, the PPK not included at the time, only WIP.- HK32 added (a weapon who was specially manufactured to use eastern bloc 7.62x39 ammo). that HK32 sound interesting, would be a good addition for my Nogovan Forces, is there any visible changes to the G3? Share this post Link to post Share on other sites
Guest Posted March 5, 2012 Updated version frontpaged on the Armaholic homepage. German Weapons Pack v1.4 Share this post Link to post Share on other sites
marseille77 53 Posted March 8, 2012 that HK32 sound interesting, would be a good addition for my Nogovan Forces, is there any visible changes to the G3? The HK32 has only AK47 mags instead HK mags and shorter muzzle barrel like the HK 53 SMG guns. On this site you can see some pictures of the gun in two variations. Share this post Link to post Share on other sites
fingolfin 1972 Posted March 8, 2012 I hear no sound while firing the MG-1. Maybe you could check that. Otherwise great work! Share this post Link to post Share on other sites
twisted 128 Posted March 10, 2012 thanks for great pack. any chance of an ammo box to make trying them out individualy easier? Share this post Link to post Share on other sites
IvoLv 1 Posted March 11, 2012 How can I access them? I did not notice if there was a readme, now I don't have the files. Share this post Link to post Share on other sites
Varou 1 Posted March 19, 2012 Yeap, an ammo box could be better . :) Share this post Link to post Share on other sites
cyclone83 6 Posted March 31, 2012 (edited) Also the H&K P8 + specific ammo isn't listet in your readmes' "classes"; I had to open the KPFS_weapons.pbo to find the right classnames. By comparing your included P8 model to ?Vilas? USP model, I recognized yours has the wrong amount of bullets (13) where 15 would be right - and the slide is not kept back after the last bullet ;) The sound of the G3 also sounds quite unrealistic, way to quiet. Maybe these tiny bugs can be fixed? ^^ Otherwise outstanding work! Edited May 29, 2012 by Cyclone83 Share this post Link to post Share on other sites
Silveressa 1 Posted May 26, 2012 (edited) Yeap, an ammo box could be better . :) +1 for an ammo box for these weapons, it'd make life so much easier Actually, without an ammo box how do you use these weapons? :confused: Edited May 26, 2012 by Silveressa Share this post Link to post Share on other sites
behemeth 16 Posted July 9, 2012 Thank you very much! I love the pack! Here are the classnames - hope I didn't forget any: // CfgMagazines //Handgrenade class HandGrenade_dm41 //TimeBomb class Mine_DM11 //Ammo class kpfs_8Rnd_9x17 class KPFS_120Rnd_MG1 class KPFS_32Rnd_MP2 class KPFS_8Rnd_9x19_P5 class kpfs_8Rnd_9x19 class KPFS_15Rnd_9x19_P8 class KPFS_8Rnd_9x19_P1 class KPFS_16Rnd_9x19_para class kpfs_9Rnd_9x19 class kpfs_15Rnd_9x19 class KPFS_13Rnd_9x19_P2000 class KPFS_25Rnd_pm class KPFS_10Rnd_PSL class KPFS_100Rnd_762x39_RPD class KPFS_10Rnd_762x39_SKS class KPFS_30Rnd_762x43_STG44 class KPFS_8Rnd_762x25_TT33 // CfgWeapons class KPFS_G1 class KPFS_G3SG1 class kpfs_G3a3 class kpfs_g3a2 class kpfs_g3a4 class kpfs_hk32 class KPFS_HK4 class KPFS_HK416_Aim class KPFS_Makarov class KPFS_MG1 class KPFS_MP2 class KPFS_MP2A1 class KPFS_MP5A3SD class KPFS_MP5A3 class KPFS_MPi_KMKIX class KPFS_P5 class KPFS_HKP7 class KPFS_P8 class KPFS_HKP30 class KPFS_P1 class KPFS_P88 class KPFS_P99QA class KPFS_P220 class KPFS_P225 class KPFS_P226 class KPFS_P2000 class KPFS_PM63 class KPFS_PSL class KPFS_RPD class KPFS_KarS class KPFS_MP44 class KPFS_TT33 class kpfs_glock17 class KPFS_P52 Share this post Link to post Share on other sites
A-SUICIDAL 11 Posted August 13, 2012 I'm having a few small problems with this addon. First off, I created a new ammobox script using the class names from the reply above. I tested it in the game and I did not receive any errors upon launching the test mission. I then started to grab guns and test fire them, but I immediately received an error that said... "Picture \kpsf_weapons\data\icons\w_rpd_ca.paa not found", so there was no picture of the RPD in the ammobox and when I chose the weapon, I was holding an invisible gun. Also, only the Assault Rifle 44 and the Uzi's had ammo. The MG42 had ammo, but it did not have the pictures of the magazines and the gun had no sound at all when fired. I installed this addon because I wanted to use the RPD and the MG42 in a mission that I am making. Is there a way to get this addon working correctly? Could somebody please help me with this? I added an ammobox to my mission and put this in its init: null = this execVM "german_ammobox.sqf"; german_ammobox.sqf: while {alive _this} do { clearMagazineCargo _this; clearWeaponCargo _this; _this addWeaponCargo ["KPFS_G1", 8]; _this addWeaponCargo ["KPFS_G3SG1", 8]; _this addWeaponCargo ["kpfs_G3a3", 8]; _this addWeaponCargo ["kpfs_g3a2", 8]; _this addWeaponCargo ["kpfs_g3a4", 8]; _this addWeaponCargo ["kpfs_hk32", 8]; _this addWeaponCargo ["KPFS_HK4", 8]; _this addWeaponCargo ["KPFS_HK416_Aim", 8]; _this addWeaponCargo ["KPFS_Makarov", 8]; _this addWeaponCargo ["KPFS_MG1", 8]; _this addWeaponCargo ["KPFS_MP2", 8]; _this addWeaponCargo ["KPFS_MP2A1", 8]; _this addWeaponCargo ["KPFS_MP5A3SD", 8]; _this addWeaponCargo ["KPFS_MP5A3", 8]; _this addWeaponCargo ["KPFS_MPi_KMKIX", 8]; _this addWeaponCargo ["KPFS_P5", 8]; _this addWeaponCargo ["KPFS_HKP7", 8]; _this addWeaponCargo ["KPFS_P8", 8]; _this addWeaponCargo ["KPFS_HKP30", 8]; _this addWeaponCargo ["KPFS_P1", 8]; _this addWeaponCargo ["KPFS_P88", 8]; _this addWeaponCargo ["KPFS_P99QA", 8]; _this addWeaponCargo ["KPFS_P220", 8]; _this addWeaponCargo ["KPFS_P225", 8]; _this addWeaponCargo ["KPFS_P226", 8]; _this addWeaponCargo ["KPFS_P2000", 8]; _this addWeaponCargo ["KPFS_PM63", 8]; _this addWeaponCargo ["KPFS_PSL", 8]; _this addWeaponCargo ["KPFS_RPD", 8]; _this addWeaponCargo ["KPFS_KarS", 8]; _this addWeaponCargo ["KPFS_MP44", 8]; _this addWeaponCargo ["KPFS_TT33", 8]; _this addWeaponCargo ["kpfs_glock17", 8]; _this addWeaponCargo ["KPFS_P52", 8]; //Ammo _this addMagazineCargo ["kpfs_8Rnd_9x17", 100]; _this addMagazineCargo ["KPFS_120Rnd_MG1", 100]; _this addMagazineCargo ["KPFS_32Rnd_MP2", 100]; _this addMagazineCargo ["KPFS_8Rnd_9x19_P5", 100]; _this addMagazineCargo ["kpfs_8Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_15Rnd_9x19_P8", 100]; _this addMagazineCargo ["KPFS_8Rnd_9x19_P1", 100]; _this addMagazineCargo ["KPFS_16Rnd_9x19_para", 100]; _this addMagazineCargo ["kpfs_9Rnd_9x19", 100]; _this addMagazineCargo ["kpfs_15Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_13Rnd_9x19_P2000", 100]; _this addMagazineCargo ["KPFS_25Rnd_pm", 100]; _this addMagazineCargo ["KPFS_10Rnd_PSL", 100]; _this addMagazineCargo ["KPFS_100Rnd_762x39_RPD", 100]; _this addMagazineCargo ["KPFS_10Rnd_762x39_SKS", 100]; _this addMagazineCargo ["KPFS_30Rnd_762x43_STG44", 100]; _this addMagazineCargo ["KPFS_8Rnd_762x25_TT33", 100]; //Handgrenade _this addMagazineCargo ["HandGrenade_dm41", 100]; //TimeBomb _this addMagazineCargo ["Mine_DM11", 100]; sleep 3600; }; ---------- Post added at 11:39 PM ---------- Previous post was at 10:05 PM ---------- Nevermind. I took a closer look at this mod. It's all screwed up. Tons of problems and errors. My RPT file looks like a nightmare of errors. I figured out the missing ammo problem, but most the guns just look terrible, sorry. Did you take these weapons from an old Cold Crisis addon from 12 years ago? Most the aimsights don't line up center at all either. What's the point of having a high powered scope on the G3 if it's off to the left by 8 millimeters? That will cause you to miss a headshot by about 8 feet to the right at 400 meters. I was really hoping this addon was going to work out well. Now I have to go find some good enemy MG's someplace else. Anybody know where I can find a good MG42, RPD or similar? The ones in this addon do not work at all. Share this post Link to post Share on other sites
marseille77 53 Posted August 14, 2012 Nevermind. I took a closer look at this mod. It's all screwed up. Tons of problems and errors. My RPT file looks like a nightmare of errors. I figured out the missing ammo problem, but most the guns just look terrible, sorry. Did you take these weapons from an old Cold Crisis addon from 12 years ago? Most the aimsights don't line up center at all either. What's the point of having a high powered scope on the G3 if it's off to the left by 8 millimeters? That will cause you to miss a headshot by about 8 feet to the right at 400 meters. I was really hoping this addon was going to work out well. Now I have to go find some good enemy MG's someplace else. Anybody know where I can find a good MG42, RPD or similar? The ones in this addon do not work at all. The most of the weapons are by vilas. You can also use this addon for MG42 or RPD http://www.armaholic.eu/vilas/other/vilas_aks.7z http://www.armaholic.eu/vilas/other/vilas_wwp.7z http://www.createforum.com/vilas/viewtopic.php?t=24&mforum=vilas Today i've uploaded an update with following changes: 1.41 - boxes added (under ammo in the editor) - mg1 has now sound - P8 ammo from 13 to 15 rounds - p220/226 bug fixed Download see first post Share this post Link to post Share on other sites
Guest Posted August 14, 2012 Updated version frontpaged on the Armaholic homepage. German Weapons Pack v1.41 Share this post Link to post Share on other sites
A-SUICIDAL 11 Posted August 15, 2012 Awesome. Thanks Marseille. You too Fox, thank you. Sorry I came off sounding like such a dik, lol, I get like that sometimes when I spend over 30 hours missions creating and banging my head against a wall. Oh, I also had some strange issue with the Trizonesian weapons pack, which has similar problems. I asked for help about it a couple of days ago in this thread. If you could take a moment to check out that page it would be greatly appreciated. Thanks again. ~ thumbs up I will try the updated German Weapons Pack right now. Share this post Link to post Share on other sites
oldbear 390 Posted August 15, 2012 New on front page at Armed Assault.info Link to updated mirror : German Weapon Pack (v 1.41): http://www.armedassault.info/index.php?game=1&cat=addons&id=1902 Share this post Link to post Share on other sites
A-SUICIDAL 11 Posted August 15, 2012 I tested some more today. I am still having a few problems. This reply is long, but I am trying to help out, so please don't jab me for the long reply. The MPi KMK won't appear at all in the crate(error). The RPD shows only the name in the crate, but there is no picture and the gun is still invisible(error). The MG42 still does not have a icon gear picture for the magazine in the crate(error). The PSL rifle shows no ammo when you take the weapon, yet it shows full ammo on your remaining ammo count in the top right corner of the screen, which is really weird(no error, but there should be an error). My RPT files shows this: Warning Message: No entry 'bin\config.bin/CfgWeapons.KPFS_MPi_KMK'. Warning Message: No entry '.scope'. Warning Message: '/' is not a value Warning Message: Error: creating weapon KPFS_MPi_KMK with scope=private Warning Message: No entry '.displayName'. Warning Message: '/' is not a value Warning Message: No entry '.nameSound'. Warning Message: '/' is not a value Warning Message: No entry '.type'. Warning Message: '/' is not a value Warning Message: No entry '.picture'. Warning Message: '/' is not a value Warning Message: No entry '.Library'. Warning Message: No entry '.libTextDesc'. Warning Message: '/' is not a value Warning Message: No entry '.model'. Warning Message: '/' is not a value Warning Message: No entry '.simulation'. Warning Message: '/' is not a value Warning Message: No entry '.fireLightDuration'. Warning Message: '/' is not a value Warning Message: No entry '.fireLightIntensity'. Warning Message: '/' is not a value Warning Message: No entry '.weaponLockDelay'. Warning Message: '/' is not a value Warning Message: No entry '.weaponLockSystem'. Warning Message: '/' is not a value Warning Message: No entry '.cmImmunity'. Warning Message: '/' is not a value Warning Message: No entry '.lockingTargetSound'. Warning Message: Size: '/' not an array Warning Message: No entry '.lockedTargetSound'. Warning Message: Size: '/' not an array Warning Message: No entry '.muzzles'. Warning Message: Size: '/' not an array Warning Message: Picture \kpfs_weapons\data\icons\w_rpd_ca.paa not found Warning Message: Picture \kpfs_bw_retro\weapons\data\icons\m_mg1_ca.paa not found My goal wasn't to just make an ammobox and stick it to my mission. The enemy in my coop mission are Russians and there are a few ammoboxes in the enemy objective areas that contain strictly enemy weapons that cannot be obtained from any of the ammoboxes at my base. I've gone ahead and edited the loadouts of all of the enemy so they use a lot of addon weapons. I wanted very badly to give the enemy machine gunners a deadly machine gun, like the MG42. The problem is... they won't use your addon machine guns correctly at all. With the MG42 they will not fire it until you are within 165 meters and they fire it in wimpy single shots with long pauses between. As you run closer they shoot faster, but they never seem to fire bursts and often it still sounds like a single shot was fired but you might see 3 muzzle flashes and three bullets ricochet near you. The whole point of shooting that gun is to rip everything in half, so single fire just doesn't cut it, nor does it scare anybody at all. They enemy also need to fire at me even if I am 400 meters away or more, just like a normal Russian machinegunner would with a standard PKP or a Takistani with a PKM. They need to start firing longer bursts as I get closer. I actually prefer the MG69 from your Trizonesian weapons pack more, but the enemy won't fire the MG69 at me at all unless I am within 50 meters or less, but at least once you are within 50 meters the enemy will fire the gun in long bursts, which they will not do with the MG42 at all. I much prefer the look of the MG42, but I do not like the white dot reticle and it doesn't sound much like an MG42 at all even when fired full auto, but I do like the fact that it has a 120 round magazine, but there is no icon picture for the magazine when you look at your gear - it just shows a green stripe (error). The Trizonesian MG69 sounds much more like an MG42 and it does not have a white dot reticle(I prefer that it doesn't), it also only has a 100 round magazine, unlike the 120 round MG42 (I wish they both had 200 round mags - wish list) and when you look at your gear it shows a brown shoulder stock, which the MG69 does not have, but the MG42 does(they both use the MG42 icon picture). I've never heard of an MG69 before. Google images comes up with nothing for an MG69, lol. You should call both machine guns MG42 and get rid of the 69 and the MG1, it's just confusing, especially when the MG42 is showing 2 different weapon names for 1 gun in the crate. I think you should merge the MG69 and the MG42 from both the addons. Use the MG42 model, the MG69 sounds, the MG42 120 round magazine (or make a 200 round box), use the MG69 magazine icon picture, remove the white dot reticle, fix the range so enemy will fire at you from far away and change the burst rate so they will fire longer burst. You should maybe steal the sound from the Invasion 1944 MG42 if you can, it's sounds friggin amazing. Sounds are very crucial to making a good weapon addon, if it doesn't sound awesome - then it isn't. Invasion 1944 even uses a different fire sound when you hear the gun from far away - it's sounds more realistic like a muffled echo of the gun. I can even supply you with several sounds since I used to make sound packs for other games and I do have several good MG42 sounds recorded from a real MG42. I also have the Day of Defeat: Source MG42 sound files which are very nice too and would probably work great. To get the errors to go away I had to comment out: KPFS_MPi_KMK KPFS_RPD KPFS_120Rnd_MG1 I added an ammobox to my mission and put this in the init: null = this execVM "german_weapons.sqf"; this is my german_weapons.sqf (with errors): while {alive _this} do { clearMagazineCargo _this; clearWeaponCargo _this; _this addWeaponCargo ["KPFS_MP44", 8]; _this addWeaponCargo ["KPFS_HK4", 8]; _this addWeaponCargo ["KPFS_P220", 8]; _this addWeaponCargo ["KPFS_P226", 8]; _this addWeaponCargo ["KPFS_glock17", 8]; _this addWeaponCargo ["KPFS_P88", 8]; _this addWeaponCargo ["KPFS_P225", 8]; _this addWeaponCargo ["KPFS_HKP7", 8]; _this addWeaponCargo ["KPFS_P99QA", 8]; _this addWeaponCargo ["KPFS_HKP30", 8]; _this addWeaponCargo ["KPFS_MP5A3", 8]; _this addWeaponCargo ["KPFS_MP5A3SD", 8]; _this addWeaponCargo ["KPFS_G3SG1", 8]; _this addWeaponCargo ["KPFS_HK416_Aim", 8]; _this addWeaponCargo ["KPFS_P1", 8]; _this addWeaponCargo ["KPFS_G1", 8]; _this addWeaponCargo ["KPFS_MG1", 8]; _this addWeaponCargo ["KPFS_MP2", 8]; _this addWeaponCargo ["KPFS_MP2A1", 8]; _this addWeaponCargo ["KPFS_P52", 8]; _this addWeaponCargo ["KPFS_G3A2", 8]; _this addWeaponCargo ["KPFS_G3A3", 8]; _this addWeaponCargo ["KPFS_G3A4", 8]; _this addWeaponCargo ["KPFS_HK32", 8]; _this addWeaponCargo ["KPFS_Makarov", 8]; //this next line gives errors _this addWeaponCargo ["KPFS_MPi_KMK", 8]; _this addWeaponCargo ["KPFS_PM63", 8]; _this addWeaponCargo ["KPFS_PSL", 8]; //this next line gives errors _this addWeaponCargo ["KPFS_RPD", 8]; _this addWeaponCargo ["KPFS_KarS", 8]; _this addWeaponCargo ["KPFS_TT33", 8]; _this addWeaponCargo ["KPFS_G3A2", 8]; _this addWeaponCargo ["KPFS_G3A3", 8]; _this addWeaponCargo ["KPFS_G3A4", 8]; _this addWeaponCargo ["KPFS_HK32", 8]; _this addMagazineCargo ["KPFS_30Rnd_762x43_STG44", 100]; _this addMagazineCargo ["KPFS_8Rnd_9x17", 100]; _this addMagazineCargo ["KPFS_9Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_15Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_15Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_8Rnd_9x19", 100]; _this addMagazineCargo ["KPFS_16Rnd_9x19_para", 100]; _this addMagazineCargo ["KPFS_8Rnd_9x19_P1", 100]; //this next line gives errors _this addMagazineCargo ["KPFS_120Rnd_MG1", 100]; _this addMagazineCargo ["KPFS_32Rnd_MP2", 100]; _this addMagazineCargo ["KPFS_32Rnd_MP2", 100]; _this addMagazineCargo ["KPFS_25Rnd_pm", 100]; _this addMagazineCargo ["KPFS_10Rnd_PSL", 100]; _this addMagazineCargo ["KPFS_100Rnd_762x39_RPD", 100]; _this addMagazineCargo ["KPFS_10Rnd_762x39_SKS", 100]; _this addMagazineCargo ["KPFS_8Rnd_762x25_TT33", 100]; _this addMagazineCargo ["7Rnd_45ACP_1911", 100]; _this addMagazineCargo ["8Rnd_9x18_Makarov", 100]; _this addMagazineCargo ["8Rnd_9x18_MakarovSD", 100]; _this addMagazineCargo ["KPFS_10Rnd_PSL", 100]; _this addMagazineCargo ["15Rnd_9x19_M9", 100]; _this addMagazineCargo ["17Rnd_9x19_glock17", 100]; _this addMagazineCargo ["20Rnd_762x51_FNFAL", 100]; _this addMagazineCargo ["20Rnd_762x51_DMR", 100]; _this addMagazineCargo ["30Rnd_762x39_AK47", 100]; _this addMagazineCargo ["30Rnd_762x39_AK47", 100]; _this addMagazineCargo ["30Rnd_556x45_Stanag", 100]; _this addMagazineCargo ["30Rnd_9x19_MP5", 100]; _this addMagazineCargo ["30Rnd_9x19_MP5SD", 100]; _this addMagazineCargo ["HandGrenade_dm41", 100]; _this addMagazineCargo ["Mine_DM11", 100]; sleep 3600; }; Here's a sample mission I made that you can test yourself to see how the enemy fire the MG42 and the MG69. Of course you will need to have both the German weapons pack and the Trizonesian weapons pack addons installed. sample mission In the sample mission I placed 4 prone enemy machinegunners far away. ^You have a waypoint where they are located so you can see the exact distance. One enemy is holding an MG42, another with an MG69, another with a standard PKP and another with a standard PKM. You are unable to take damage, so fire a few rounds to get their attention. Only the PKP and PKM will shoot back at you. Move closer and the MG42 will start to fire slow single shots at 165 meters. Run towards the enemy and you will notice how they increase their rate of fire. The PKP and PKM begin to fire longer bursts but the MG42 does not. When you are 49 meters away the MG69 will finally begin to start shooting at you and he will fire very long bursts. Walk a bit closer and the MG69 will fire nonstop, while the MG42 is still firing single fire. I had to remove the sidearm Skorpion 9mm from enemy that uses the MG69, because he would usually switch to his sidearm when I got to close to him - and when I would back away he would switch back to his MG69, but for some reason it would still show his Skorpion in his hand, yet you could see his MG69 on his back firing (really weird bug) lol. I think you should dedicate a mod to just the MG42. A lot of people would use it. Right now there are very few addons that offer Heavy machine guns and the ones that do offer mostly just MG's for WEST and not OPFOR. We need more OPFOR heavy MG's, or at least one really badass MG like the MG42. Watch this and you know what I mean: Facing the German MG-42 Machine Gun! Honestly, I wish I knew how to make addons so I could help. Share this post Link to post Share on other sites