Alwarren 2767 Posted March 31, 2013 (at least assuming the mod is properly configured to set up the requirements?). Placing a "Colt Supply Crate" will make the mission depend on the addon, IIRC this persists (at least in Arma 2 it did) even when the crate is subsequently removed. Just placing a crate way off map will be sufficient. How do the ballistics work with the Arma 3 sights? I'm assuming the elevation markers won't work properly with 5.56? Any chance to include real-world sights that will fit the ballistics of the M4? How true-to-life is the config, anyway? The ammo I use is the standard 5.56 ammo that already comes with Arma 3. I have no idea how it works, to be honest, but given that you can mount each sight on every weapon (which, as I already pointed out earlier, isn't the best idea IMO), it would seem that the drop markers need to be corrected by the game's ballistics. No idea whether that works in reality or not, though. How true to life the config is depends on BIS 5.56 ammo. I haven't considered real-world sights yet because I am still skeptical about the way that attachments work in Arma 3 - namely that each weapon needs to list all attachments it can take, as opposed to listing rail compatibility, which would solve the user addon compatibility issue. Share this post Link to post Share on other sites
Alwarren 2767 Posted April 2, 2013 I just released a new update 1.2 of the M4 pack. New in this release is, among other things a version with an M203 grenade launcher and new custom hand anims: (click for larger) As you can see, the grenade launcher sight flips up only if the grenade launcher is selected, and folds away when firing normally. Other news include new recoil values, model retouches to make it more authentic, new magazine types, new custom silencers, and more. First post updated with download link. Have fun! :) Share this post Link to post Share on other sites
bugkill 7 Posted April 3, 2013 (edited) Great work! Got a question, do you have your weapons broken down in classes where it would have different variants with different attachments, so I can assign them to AI units? ****NEVERMIND***** Found it in the readme. Edited April 3, 2013 by bugkill Share this post Link to post Share on other sites
TFM_Callas 1 Posted April 3, 2013 Archive is corrupt. Downloaded twice. Anyone else have this problem? Share this post Link to post Share on other sites
gvse 10 Posted April 3, 2013 Archive is fine. Congrats man! Everything looks great. I was wondering if there's a way to use your suppressors on other weapons. Is this the limitation of the attachments systems, i.e. that suppressors defined for a weapon can only be used with that weapon, and also that this weapon won't accept default BIS suppressors (e.g. snds_h)? Share this post Link to post Share on other sites
chortles 263 Posted April 3, 2013 There is no default BI suppressor compatible with 5.56 x 45 mm STANAG and thus with this M4-type pack; according to the SIX Config Browser the only four suppressors are in 6.5 mm NATO (the MX rifles except for the MXM*), 6.5 mm "OPFOR" (Mk 200 LMG), 7.62 mm (EBR*) and 9 mm (the pistols). * As of dev build 0.53.103608 the EBR and its magazines has been rechambered to 7.62 x 51 mm NATO with the Sound Suppressor (7.62 mm) remaining compatible, while the MXM is now rechambered to 6.5 x 39 mm STANAG caseless and accepts the MX series magazines but does not accept either of the 6.5 mm sound suppressors. Share this post Link to post Share on other sites
fluttershy 2 Posted April 3, 2013 Good job on the release Al. Here is my short list of bugs i found so far: - 203 Ironsight view is obstructed by some Optics, especially the 4x Optics block of the sight almost completly. - Weapon model on Ground appears to be the same for every M4-203 - Shading error on 203 sights apart from that: insert me gusta face here ^^ Share this post Link to post Share on other sites
Guest Posted April 3, 2013 Release frontpaged on the Armaholic homepage. FHQ M4 pack [ALPHA] v1.2 Share this post Link to post Share on other sites
Selei 1 Posted April 3, 2013 Squeeeeee! I'm excited now. This made my morning. Great work Alwarren! Share this post Link to post Share on other sites
Alwarren 2767 Posted April 3, 2013 Archive is fine.Congrats man! Everything looks great. I was wondering if there's a way to use your suppressors on other weapons. Is this the limitation of the attachments systems, i.e. that suppressors defined for a weapon can only be used with that weapon, and also that this weapon won't accept default BIS suppressors (e.g. snds_h)? The problem with the attachment system as it is now is that there is no general compatibility class that defines the attachments you can add, but rather a list of attachments that will fit. That means that every weapon has to explicitly list all the attachments that it can take, which in turn means that future attachment won't work on the M4's unless I update them. With the suppressor, this isn't really the big issue for the M4 since a 5.56 mm barrel should only work with a 5.56 suppressor. OTOH, every other 5.56 chambered weapon now needs their own suppressor, a fact that could have been rectified by a more generic attachment system. I seriously hope that BIS will change this as soon as possible. There is an issue in the tracker that proposes an alternate model (and I seriously wonder who the two downvotes are, and whether they understood the implications). There is no default BI suppressor compatible with 5.56 x 45 mm STANAG and thus with this M4-type pack; according to the SIX Config Browser the only four suppressors are in 6.5 mm NATO (the MX rifles except for the MXM*), 6.5 mm "OPFOR" (Mk 200 LMG), 7.62 mm (EBR*) and 9 mm (the pistols).* As of dev build 0.53.103608 the EBR and its magazines has been rechambered to 7.62 x 51 mm NATO with the Sound Suppressor (7.62 mm) remaining compatible, while the MXM is now rechambered to 6.5 x 39 mm STANAG caseless and accepts the MX series magazines but does not accept either of the 6.5 mm sound suppressors. Same issue here, the system relies on naming each individual attachment instead of defining a compatibility class for attachment points. I would have loved to see something in the line of "This has a standard Picatinny rail top and side" and "this is a 6.5 MM barrel", so that any attachment that says "I am a Picatinny attachment" or "I fit a 6.5 mm barrel" could be automatically attached. If this isn't changed, I do predict sort of a clusterf*** since every weapon will essentially have to come with their own set of optics. Right now, I am reluctant to put in my ACOG or CompM4 simply because of this issue - it would only fit the M4. Good job on the release Al.Here is my short list of bugs i found so far: - 203 Ironsight view is obstructed by some Optics, especially the 4x Optics block of the sight almost completly.[ - Weapon model on Ground appears to be the same for every M4-203 - Shading error on 203 sights apart from that: insert me gusta face here ^^ Thanks :) I noticed the problem with the optics, I need to see what I can do. Tweaking the eye points for the M203 was a *beeping* mess, but I guess scaling them in from the camera point should work without compromising the functionality. The weapon model on the ground is a game bug. I made an issue here, I hope it will get noticed. Basically, when a weapon is on the ground/in a weapon holder, the hiddenSelections cease to work, and all animations are reset too. You will notice this with the standard weapons too, place one with an optic on the ground and you'll see that the backup iron-sights flip up. I'll look into the shading on the 203 sight. Havnen't noticed the issue, but I might have forgotten to sharpen some edges. Release frontpaged on the Armaholic homepage. http://www.armaholic.com/datas/users/news_download_a3_3.pngFHQ M4 pack [ALPHA] v1.2 Thanks for that, Foxhound :) Much appreciated, and thank you for the continued support of the Arma modders! What you and the other community sites do is way too often taken for granted. Share this post Link to post Share on other sites
kiwi1234 0 Posted April 3, 2013 Mate this is the best addon yet for Arma3. The different colour schemes are awesome, desert, woodland, even snow - they sound great, and the accuracy is great too. you've done a fantastic job on these. Please keep up the great work, its much appreciated - my whole clan will be using these as our new standard weapon from now on! Cant wait to see this mod keep evolving! Share this post Link to post Share on other sites
Alwarren 2767 Posted April 3, 2013 Squeeeeee!I'm excited now. This made my morning. Great work Alwarren! Mate this is the best addon yet for Arma3. The different colour schemes are awesome, desert, woodland, even snow - they sound great, and the accuracy is great too. you've done a fantastic job on these. Please keep up the great work, its much appreciated - my whole clan will be using these as our new standard weapon from now on! Cant wait to see this mod keep evolving! Thank a lot, you know how to motivate ;) Share this post Link to post Share on other sites
brad7 4 Posted April 3, 2013 I cant seem to get the suppressor in the m4, is it because im using VAS (virtual ammobox system)? Share this post Link to post Share on other sites
Alwarren 2767 Posted April 3, 2013 I cant seem to get the suppressor in the m4, is it because im using VAS (virtual ammobox system)? Yes. VAS obviously requires attachment to follow a naming scheme. However, I do not like to use the same names as BIS because that IMO has a lot of potential for class conflicts, I always name my classes with an FHQ prefix (that we registered on OFPEC for that reason). As I said before, VAS should read the config entries of weapons to get their attachments instead of assuming a naming scheme without a prefix. Share this post Link to post Share on other sites
Selei 1 Posted April 3, 2013 (edited) Just a small issue (possibly, or rather, I imagine with the new custom hand animations). The back hand that holds the grip/trigger seems to be held a bit close to the shoulder, making it so the wrist clips through the side of the glove/bottom of the hand. Heres a screenie since my explanation is fairly terrible: http://steamcommunity.com/sharedfiles/filedetails/?id=136475081 http://steamcommunity.com/sharedfiles/filedetails/?id=136477480 (For comparison to the normal Hand placement) I'm sure you already knew this, but still, I figured I would point it out. (Btw, I absolutely love the new M203 variants, and the new silencers are absolutely awesome!) Edited April 3, 2013 by Selei Share this post Link to post Share on other sites
scrim 1 Posted April 3, 2013 I get an error message and no weapon picture in my inventory when I put a flashlight on a winter M4 M203. Other than that, I love it! Share this post Link to post Share on other sites
Alwarren 2767 Posted April 3, 2013 Just a small issue (possibly, or rather, I imagine with the new custom hand animations). The back hand that holds the grip/trigger seems to be held a bit close to the shoulder, making it so the wrist clips through the side of the glove/bottom of the hand. True, I should probably rotate it down a bit so the angle isn't so big. Need to adjust the fingers then, the trigger finger is always a bitch :) (Btw, I absolutely love the new M203 variants, and the new silencers are absolutely awesome!) Glad you like them :) I had made the silencer originally for Arma 2, but since the 6.5 mm silencers are so big, I thought bringing this over might be a good idea. ---------- Post added at 23:00 ---------- Previous post was at 22:57 ---------- I get an error message and no weapon picture in my inventory when I put a flashlight on a winter M4 M203. Other than that, I love it! I suppose that is with an optic mounted? The icon name for that was wrong, it was using "ts" while it should be "st"... doh, 64 inventory icons, making those has become almost more work than making the weapons itself :) Thanks for the heads-up, it should be fixed in the next release. Share this post Link to post Share on other sites
scrim 1 Posted April 3, 2013 Pff, not quite sure actually. I'll fire up the game and take a look at it. Edit: Yep, with optics on. Share this post Link to post Share on other sites
Alwarren 2767 Posted April 3, 2013 Finally got the reload anims working as they should: Expect a new update by the end of the week which should address most of the current issues. Share this post Link to post Share on other sites
Oralos 1 Posted April 4, 2013 For the Virtual Ammo Box the m4 suppressors dont work, if you could hotfix this thatd be great GJ with the mod i love it and so does Task Force 91. Share this post Link to post Share on other sites
Selei 1 Posted April 4, 2013 (edited) Yeah, I can imagine the trigger finger being annoying as all hell. Its a really minor issue, just something I noticed while showing a couple of the clan guys a few screenshots of the new models. I could agree that the 6.5mm silencers were a bit awkward in their length. >.< As for VAS, with the latest version, it seems to work as long as the silencer was equipped before saving a loadout. (I.E. place a colt box, grab a silencer and put it on the weapon, then save the loadout through VAS). While perhaps a bit annoying at first, its the best solution I can think of at the moment. Rather, the silencer will be equipped through VAS if saved as part of a loadout. Also, the reload animation is fantastic! Edited April 4, 2013 by Selei Share this post Link to post Share on other sites
fluttershy 2 Posted April 4, 2013 For the Virtual Ammo Box the m4 suppressors dont work, if you could hotfix this thatd be great GJ with the mod i love it and so does Task Force 91. VAS is incompatible with the way Alwarren is naming the classes on the attachments. As the Script uses the BI set standards for finding classnames. To remove the chance of any classname conflicts Alwarren has a set way to name his stuff. Unless the Virtual Ammobox Script is changed these won't work. Share this post Link to post Share on other sites
Alwarren 2767 Posted April 4, 2013 For the Virtual Ammo Box the m4 suppressors dont work, if you could hotfix this thatd be great GJ with the mod i love it and so does Task Force 91. Well, what flutteshy said. If you look back through this thread, you'll see we had this discussion before, more than once. Every addon maker uses a prefix for their class names to avoid clashes with existing and future addons. Breaking this rule is going to be trouble. Share this post Link to post Share on other sites
Varanon 892 Posted April 4, 2013 For the Virtual Ammo Box the m4 suppressors dont work, if you could hotfix this thatd be great GJ with the mod i love it and so does Task Force 91. It's not the M4 pack that's at fault, but the VAS. Addon makers use prefixes for their class names, to avoid conflicts. FHQ's prefix is registered as "FHQ_", all our addons use this prefix in all public names. Therefore, the M4 pack's weapons and items all begin with FHQ_. VAS assumes a certain name scheme for the silencers, which is plainly a bug. It would have to check the config entry to see whether the addon can be added to the muzzle slot or not. Eidt: Geez, ninja'd by my own brother :D Share this post Link to post Share on other sites
Alwarren 2767 Posted April 4, 2013 Eidt: Geez, ninja'd by my own brother :D Haha! German Ninjas are the best. What, never heard of German Ninjas? Of course not, we're THAT good ^^ Share this post Link to post Share on other sites