blackswater 11 Posted July 28, 2014 (edited) thx robalo for the fast answer^^ yes you did an answer in the vas thread :D i asked the bwmod developer and they said it is an issue with ASDG :DD well i post now you comment into the bwmod forum and maybe i get an answer :D greets blackswater i tried it with the comment the block what you said and it work :D thx a lot, i am loggin forward what bwmod now say if they will fix it with the classnames Edited July 28, 2014 by Blackswater Share this post Link to post Share on other sites
Robalo 465 Posted July 28, 2014 ASDG LightSwitch (optional JR addon) Here's a simple addon which allows switching attachments with a press of a button between 2 states. By default the key combination is Shift+L and this can be configured in-game. Requires CBA 1.0.8 or newer and ASDG JointRails. Download: https://dev.withsix.com/attachments/download/22078/asdg_lightswitch-20140728.zip Demo: The zip file also includes a replacement config for ASDG Attachments. Config example (for modders): class ASDG_Atlis_ABR_D : ASDG_Atlis_Bipod_Base { scope = public; asdg_lightswitch[] = {"ASDG_Atlis_ABR_D","ASDG_Atlis_ABR_S"}; }; class ASDG_Atlis_ABR_S : ASDG_Atlis_ABR_D { scope = protected; }; Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 28, 2014 Damn! I was soooo close to releasing something very similar to this :D Nice work Rob. Share this post Link to post Share on other sites
Robalo 465 Posted July 28, 2014 Damn! I was soooo close to releasing something very similar to this :DNice work Rob. Heh, been sitting on it since Hatchet made his bipods, was just too lazy to release it (or dreaming about BIS improving their design) :). Only slightly altered recently to make use of CBA/Tao's neat keybinding feature. Still, hope there's no stopping you from releasing yours, or if you have some ideas about improving this, let me know. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 28, 2014 Heh, no hard feelings mate, honestly! I just found it amusing how similar the setup is with regards to using config parameters to define the class switches, utilising Tao's CBA keybinds (was a big breakthrough to me as well) and ofc. a little bit of ASDG JR compatibility ;) Great minds think alike and all that I'll PM you with what me and Tupolov had in the chamber - I'd like to hear what you think of it. Share this post Link to post Share on other sites
gvse 10 Posted July 28, 2014 Robalo, thank you for expanding the mod! which attachment addons already utilize the "light switch" functionality? Share this post Link to post Share on other sites
EricJ 763 Posted July 28, 2014 If you mean bipods with lights and lasers, it's really not difficult, all you do is make the model, add the laser/light and include the memory points for it to include the functionality. The bipod is just a 3D model and that's it, TMR does all the bipod work. You have to be careful as you may get a light node with the laser, but I am sure I got rid of it. Share this post Link to post Share on other sites
roberthammer 582 Posted July 29, 2014 Great work Robalo - now we need visible lasers from dear BIS Share this post Link to post Share on other sites
warlord554 2065 Posted July 29, 2014 Great work Robalo - now we need visible lasers from dear BIS Still awaiting that day. Been experimenting with no joy. Great addition to an already awesome mod robalo Share this post Link to post Share on other sites
chondo999 1 Posted July 29, 2014 (edited) This mod does not work for me. I placed a laser pointer, the type you used in the video, on my weapon and placed a flash light in my vest. The mod did not work after pressing the hotkey, both the default key and a custom key I made. The bipods do not work as well. :( For does who already have ASDG_attachment, do we replace the its pbo with your modified asdg_attachment or do we run both at the same time? Edited July 29, 2014 by chondo999 Share this post Link to post Share on other sites
Guest Posted July 29, 2014 Release frontpaged on the Armaholic homepage. ASDG LightSwitch v20140728ASDG Joint RailsOrCommunity Base addons A3The following is only required when you want to use the ASDG Attachments replacement config.- ASDG Attachments ================================================ 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
kgino1045 12 Posted July 30, 2014 i did as video and description said but it's not working :(. I put every ASDG files with opt (like mk18 rh m4/m16 etc) but it's not working. is it right to do it? put ASDG files with opt (ofcourse CBA is already based) get in to the game attach lmm-01 light at rifle and put lmm-01 laser in the vest turn on the light and press ASDG light switch key Nothing happen what should i do :*( Share this post Link to post Share on other sites
chondo999 1 Posted July 30, 2014 Same here. I posted a question above yours detailing the same issue. I hope someone with a fix responds. Share this post Link to post Share on other sites
Robalo 465 Posted July 30, 2014 (edited) You only need one attachment. No need to add another in inventory. Then that attachment has to be configured to work with asdg lightswitch. The lightswitch addon, just like jointrails, does not do anything on it's own. It's meant to be used in combination with other addons configured to make use of it's functionality. Anyways, wait and see da12thMonkey's addon once it's out. I think attachment mod authors should support his system instead of asdg lightswitch because it will allow for some really cool features to be implemented. Edited July 30, 2014 by Robalo Share this post Link to post Share on other sites
lawndartleo 109 Posted July 31, 2014 (edited) Robalo, what is the directory structure of the mod installation? asdg_attachments_c.pbo and asdg_attachments_c.pbo.asdg_jointrails.bisign obviously go in the @ASDG_Attachments\addons folder What about asdg_sys_lightswitch.pbo and asdg_sys_lightswitch.pbo.asdg_jointrails.bisign? Where do they go? Same folder or their own @folder of my making? Following up.... I relented and used Play with 6 to load up ASDG JR, ASDG Att, CBA and ASDG LS. There is no question the mods are installed as intended... I guess... No matter if I load LLM-IR or LLM-Flashlight, I only get one or the other. Neither SHIFT+L, ALT+L or CTL+L as assigned thru the UI (controls/configure addons) have any effect other than turning on/off the laser or the light. I am never able to get the laser/light combo. What's the catch? Edited July 31, 2014 by lawndartleo Share this post Link to post Share on other sites
Robalo 465 Posted July 31, 2014 Read the post just before yours. The only mod that is configured to use lightswitch so far is asdg attachments (needs the config provided here). Share this post Link to post Share on other sites
kgino1045 12 Posted July 31, 2014 Thanks for your kind reply, seems like da12thMonkey just upload something great, i'll check at home if this is working. Share this post Link to post Share on other sites
Robalo 465 Posted July 31, 2014 Forget about asdg lightswitch, use this instead: MRT Accessory Functions :cheers: Share this post Link to post Share on other sites
sorophx 25 Posted August 2, 2014 maybe it would be beneficial to all if you incorporated MRT functions into ASDG JR? Share this post Link to post Share on other sites
Flax 397 Posted August 6, 2014 Robalo do you know if it is possible for muzzle accessories to work in the same way as the rails? Or are they 100% required to be defined in the WeaponsCfg? Share this post Link to post Share on other sites
Alwarren 2767 Posted August 6, 2014 Robalo do you know if it is possible for muzzle accessories to work in the same way as the rails? Or are they 100% required to be defined in the WeaponsCfg? It doesn't matter if it's an optics slot, pointer slot, or muzzle slot. They all behave the same. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 6, 2014 They do all behave the same now. Prior to 1.24 though we had the whole "all weapons sound the same and have the same firemodes" thing to contend with when you placed a suppressor on a weapon. So the notion of a common muzzle slot has only recently become viable, and didn't really exist as an option when JR was made. IRL suppressors and muzzle devices aren't really all that universal though (unlike like a picatinny rail standard or something). Lots of weapons have different muzzle threads for screwing the things on the barrel, most QD suppressors only slot on to certain designs of muzzle-brake/flash-hiders (check websites for Surefire, AAC etc. and you'll see that they sell muzzle adapters specific to their suppressors), and of course they're all calibre dependant. One might argue that they benefit more from being weapon-specific and using the compatibleitems[] array in terms of realism, but on the other hand; more flexible customisation possibilities are indeed kind of nice to have. Tough call really. Share this post Link to post Share on other sites
Flax 397 Posted August 6, 2014 @Alwarren - Thanks for the info. @Da12th - Hmm yes I agree it is a tough call my only issue is that with the BFA's / laser attachments for the muzzle slot it would mean writing new config for each addon that comes out. Now I'm happy to do that but as you said in some cases a gameplay priority might be better in some cases. Share this post Link to post Share on other sites
EricJ 763 Posted August 6, 2014 Even BFA's are specific to the weapon, even though some people get it confused, such as putting a red BFA (M16A2) on an M4 (which requires a yellow BFA), or vice versa. Same muzzle characteristics but two different weapons. Or a BFA for a SAW is different of course to an M240B, etc. Personally there isn't much in the way of accessories in the muzzle department to really go ballistic (no pun intended) on worrying about a "Joint Muzzles" adaptation, but that's just my point of view. Share this post Link to post Share on other sites
Flax 397 Posted August 6, 2014 @EricJ - Yea I know the different weapons have different BFA's but I was thinking more along the line of there are so many M4/16 mods that trying to support all of them could become time consuming. Not going to be a problem for the L85's but M4's could become a problem. Anyway back on topic, I understand the reason muzzle attachments weren't included in this. Thanks for all the info guys. Share this post Link to post Share on other sites