purple 11 Posted February 17, 2014 @sickboy & Foxhound: thanks mates! Share this post Link to post Share on other sites
Flipper 1 Posted February 22, 2014 ASDG Rails support: the final step to glory!;) Now, this mod is nearly perfect! All works very well! Thanks again! Share this post Link to post Share on other sites
purple 11 Posted February 25, 2014 you're welcome Flipper, im now working on to update the textures and fix a few things... so more updates will come in the future cheers, Purple Share this post Link to post Share on other sites
purple 11 Posted February 27, 2014 Hello guys, i released the version 0.6 with a quick fix for a script bug Share this post Link to post Share on other sites
Guest Posted February 27, 2014 New version frontpaged on the Armaholic homepage. Benelli M4 Super 90 Pack v0.6 betaASDG Joint Rails =================================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
sonsalt6 105 Posted February 27, 2014 update v0.6 available at withSIX. Download now by clicking: @ Purple; Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work. For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites
armatech 8 Posted March 1, 2014 Hi i get this when im using it maybe you need to add a nil check Error in expression <) displayRemoveEventHandler ["KeyDown", keyDownBenelli_EHId];_origPrimWeap = > Error position: <keyDownBenelli_EHId]; _origPrimWeap = > Error Undefined variable in expression: keydownbenelli_ehid File prpl_benelliM4\s\STOCK\STOCKwep.sqf, line 30 Share this post Link to post Share on other sites
sergeant rock 3 Posted March 1, 2014 Hi i get this when im using it maybe you need to add a nil check Same here. Otherwise a brilliant addon! Share this post Link to post Share on other sites
armatech 8 Posted March 2, 2014 this is what you need todo if(!(isNil "keyDownBenelli_EHId"))then { (findDisplay 46) displayRemoveEventHandler ["KeyDown", keyDownBenelli_EHId]; }; Share this post Link to post Share on other sites
sergeant rock 3 Posted March 2, 2014 this is what you need todo That fixed it, thanks armatech. Share this post Link to post Share on other sites
purple 11 Posted March 2, 2014 @armatech: thanks for the feedback mate ... i'll include the fix in the next update, cheers, Purple. Share this post Link to post Share on other sites
armatech 8 Posted March 3, 2014 there is also 2 error in the STOCK_deployed and STOCK_raised functions retract: if (_secWeapMag != "") then { player addMaga> Error position: <_secWeapMag != "") then { player addMaga> Error Undefined variable in expression: _secweapmag File prpl_benelliM4\s\STOCK\STOCK_deployed.sqf, line 123 Extend: if (_secWeapMag != "") then { player addMaga> Error position: <_secWeapMag != "") then { player addMaga> Error Undefined variable in expression: _secweapmag File prpl_benelliM4\s\STOCK\STOCK_raised.sqf, line 143 To fix STOCK_deployed Line 92 add if(isNil "_secWeapMag")then{_secWeapMag = "";};if(isNil "_handGunMag")then{_handGunMag = "";}; STOCK_raised Line 108 add if(isNil "_secWeapMag")then{_secWeapMag = "";};if(isNil "_handGunMag")then{_handGunMag = "";}; Share this post Link to post Share on other sites
Robalo 465 Posted March 6, 2014 Hey Purple, Thanks for making this and using ASDG JR! Quick config advice: Because you're referencing these external classes: class asdg_FrontSideRail; // External class reference class asdg_OpticRail1913; // External class reference You should list the mod they belong to into your requiredaddons cfgpatches class: requiredAddons[] = {"Extended_EventHandlers", "asdg_jointrails"}; This will prevent having warnings in the RPT and possibly game save corruption. For maximum compatibility, for every external class you're referencing/inheriting in your config, you should find which addon it belongs to and add that to requiredaddons. Cheers! Share this post Link to post Share on other sites
purple 11 Posted March 10, 2014 hello Robalo! ok thanks for the tip! I'll fix it ... also thanks a lot for your addons! cheers, Purple. Share this post Link to post Share on other sites
distractor2004 14 Posted April 26, 2014 I am noticing on this mod and your FAMAS mod that the standard NATO sniper is missing his scope and so is the standard AAF sniper when those mods are activated. I believe you had fixed it awhile back but it looks like it reappeared (maybe I am confusing the fix with the R3F Armes, because they too had a similar problem, but it was fixed, something with the rifles scope sway config I think). Keep up the great work and both mods are spectacular, especially this one due to there being no shotguns in the vanilla Arma 3. If no one else is receiving this bug, then please ignore this post and I will mull through the game settings on my own machine. Share this post Link to post Share on other sites
Chopper1987 10 Posted April 27, 2014 Is it possible to have pre made ammo boxes for your Benelli and your FAMAS packs, for ease of use, Like many other weapons mods have? Just Curious? I don't have much knowledge on how to make my own with the weapons in them. Thanks! Share this post Link to post Share on other sites
arthuro12 10 Posted April 27, 2014 Is it possible to have pre made ammo boxes for your Benelli and your FAMAS packs, for ease of use, Like many other weapons mods have? Just Curious? I don't have much knowledge on how to make my own with the weapons in them. Thanks! Hey dude, watch made by Jester814.The classnames for the different weapons and ammo types are included in the readme that comes with the pack! ~ Purple, it seems you can't reload these shotguns while being in the prone. My character seems to stand up straight and then start to reload, thank the holy lord the characters hitbox stays in prone form! Also the reload animation (the bit at the end when he loads the chamber) seems a tad lengthy. Great work so far and thank you for bringing shotguns back to the Armaverse! (Oh and the sounds are really nice as well, watching npc's flop to the floor after a good strike with a sluground has never been this satisfying.. ) Share this post Link to post Share on other sites
scruffy 22 Posted April 27, 2014 (edited) Purple, it seems you can't reload these shotguns while being in the prone. My character seems to stand up straight and then start to reload, thank the holy lord the characters hitbox stays in prone form! I just came here to see if this bug was already reported. Edit: And I see it's an unused BIS animation. Now we have to wait until BIS adds the prone animation. About the reloads: It's always the 8 round animation, will you do a shorter one for 6 rounds? I don't think you can change it per magazine, so it wouldn't help when using 6rd mags in the long version, but it would be a good reason to use the short one. Even with the same animation, you could speed up the reload time per gun. Edit: Well, I guess in A3 you now can change the reloadanim (and so -time) per magazine: https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Custom_reload_animations New animations are needed though. As arthuro said: Nice work and thank you. Edited May 1, 2014 by Scruffy Share this post Link to post Share on other sites
purple 11 Posted May 17, 2014 (edited) Hi guys, sorry i was quite busy IRL lately, i'm releasing the version 1.0 of the benelli pack. I've added a removeable muzzle break you can add to your rifles... and mainly updated materials and textures. Check the first post for links... A screenshot: @Scruffy & arthuro12 : looking into those reload animations thing will be my next task; Im not happy at all with the long and boring animation, especially since you can't interrupt it ... stay tuned Edited May 17, 2014 by Purple Share this post Link to post Share on other sites
scruffy 22 Posted May 17, 2014 Nice work Purple, again. Will you try to do a "just" new animation or something scripted? I wanted to try something myself and found you kind of use the way I wanted it to work with your collapsible stock already. Didn't get very far when I remembered my talent for scripting. Anyway i'm excited :) Share this post Link to post Share on other sites
sonsalt6 105 Posted May 17, 2014 New update v1.0 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
purple 11 Posted May 17, 2014 @Scruffy: thanks; ideally i would like to find a way to simulate reloading shells one by one and have a single animation for reloading one round; Im thinking of binding a shortcut to "override" standard reload to reload a single round and not a whole "mag". If i can figure out how to do it, you'll have to press that shortcut 8 times to reload 8 rounds (or keep it pressed until the gun is full), or press R to reload all 8 rounds at once the standard way Share this post Link to post Share on other sites
scruffy 22 Posted May 17, 2014 (edited) Neat :) That's the way I wanted to try. Since you can't manipulate a loaded magazine you need to remove the weapon, add a first mag and the gun again. You hide the normal 6/8rnd ones and make a second "magazine" that's just a simple shell to give to the player. When the player reloads remove one of his 1rnd mags from inventory and the gun, add a normal mag with 2 shots, repeat +1. Even fancier possibility to add if this even works: Save which ammo was reloaded, buckshot or slug and after firing change the mag accordingly. Maybe you need to remove all the 1rnd mags so Arma doesn't load them first when they are already in the inventory. That might shuffle your inventory quite a bit. You could also not allow the 1rnd mags to be loaded inside the gun and check a custom_magazines[]={}; array and the inventory. Instead of a "proper" reload, because you have no working mags, the script could fake it and have the player play a hand gesture, after all that's what it already does when reloading. Using this Arma might do strange stuff though and throw out the 1rnd mags when dropping/picking up weapons because they are useless to the game. That were just some ideas I had what could work and could go wrong. Never tested any of it, but I saw you use most components already in your scripts, checking inventory/config and removing/adding the weapon. Edit: Also found this to check for reload key, but not action menu reload: http://forums.bistudio.com/showthread.php?173330-Execute-code-when-unit-reloads-weapon&p=2625285&viewfull=1#post2625285 Edited May 17, 2014 by Scruffy Share this post Link to post Share on other sites
distractor2004 14 Posted May 17, 2014 (edited) I am noticing on this mod and your FAMAS mod that the standard NATO sniper is missing his scope and so is the standard AAF sniper when those mods are activated. I believe you had fixed it awhile back but it looks like it reappeared (maybe I am confusing the fix with the R3F Armes, because they too had a similar problem, but it was fixed, something with the rifles scope sway config I think).Keep up the great work and both mods are spectacular, especially this one due to there being no shotguns in the vanilla Arma 3. If no one else is receiving this bug, then please ignore this post and I will mull through the game settings on my own machine. I am showing that the vanilla Sniper units are no longer missing their scopes since the update, but the FAMAS pack still has the same problem, maybe whatever you corrected on this mod's attachment inheritance(if that's what's causing it) can be applied to the FAMAS pack as well? Keep up the great work! Edited May 17, 2014 by distractor2004 bug still persisting with FAMAS Pack Share this post Link to post Share on other sites
purple 11 Posted May 17, 2014 (edited) @Scruffy: Yes that's the idea... since you can also add a new mag and specify the amound of ammo in it; Let's say you have a 8rnds mag in your inventory: then when you "reload" a single shell, you can remove that mag, add a new one with only 1 round, remove add the weapon again so the gun is loaded with the 1 rnd mag; and add a new 7 rnds mag instead of the 8 rnds mag... For each iteration, you can get the number of ammo in the weapon, remove the loaded mag, replace it with a new mag + 1 rnd, and add a new mag in the inventory decremented of 1. The only limitation, is that once you've loaded a round type, all the following rounds will be of the same type. But if you track all the mag in memory, you could theoretically have multiple ammo types mag... anyway, i don't know why Bohemia coded the weapons and mags like they did, this is so poorly designed... and it is like this since OFP, that's depressing; It would have been so easy to code it right from the start and simulate ammo, magazines load, weapon, chamber ... etc ... correctly All those realism issues related to weapon handling in ARMA are just that: poor coding design from the start. Im almost sure most of the source code of ARMA3 is basically OFP code that they never touched... @distractor2004: i'll look into it; I thought i corrected that bug already with the famas pack ... ---------- Post added at 10:05 PM ---------- Previous post was at 09:44 PM ---------- @distractor2004: i release version 0.13 of the famas pack to fix the issue Edited May 17, 2014 by Purple Share this post Link to post Share on other sites