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ASDG Joint Rails

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ASDG Joint Rails is a config addon which defines weapon rails using the new attachment config system available since patch 1.04 came out (31 Oct 2013).
 

Download links removed because standalone release is no longer compatible with the current game version.

Please use CBA instead.

The rails are attached by default to all vanilla weapons. The goal is to provide a common system which can be used by weapon and attachment mod makers in order to prevent mod conflicts.

(Incomplete list of) Mods supporting this system (thanks to the authors for their support !).

Note: it has become difficult to keep track of all mods out there that use JR and I won't be updating this list any more. If you're a mod author that use JR and your mod is not listed please don't feel offended. Thanks for understanding.

Accessory mods
FHQ Accessories
ASDG Attachments
RKSL Attachments Pack
Iansky's scopes - grab opt config from ASDG JR 0.9
RH Acc pack
TMR Modular Realism

Weapon/mixed packs
FHQ M4 for Arma 3
AV_IndUs (US Army inspired units) - provides optional ASDG JR config by Stiltman
Design Mastery Weapons - http://editing.17thmedia.com/Filestore/Arma%203/asdg_jointrails_DM_M4.pbo'>config for ASDG JR provided by JonieTurnock. Note: this config also requires RHARD Mk18 - see link below.
EricJ Weapons Pack
Sham's US Armament Pack
NATO SF and Russian Spetsnaz WEAPONS - since v1.2 it includes an updated JR config provided by Massi.
G36 Pack
Toadie's SmallArms and Animations
Purple Famas pack
benelli m4 super 90 pack by Purple
ADF-UNCUT
Sudden's Russians - a config for ASDG JR compatibility is available: lukrop's customized configs
Hellenic Armed Forces
STI Weapons - Machineguns
GSP Sniper and Marksman Weapons
Kaelies' South Zagorian Army Mod
BWMod (provides compatibility addon for ASDG JR)
Brazilian Defence Forces
Swedish Forces Pack - with JR config provided by Brisse
Trixie's Weapons Pack
Mauser M-20
RH PDW pack
Mp9 by Alwarren and GvsE
Christian.1987's Mp7 ported to A3 - since v2.3.2
Ported Arma 2 SA58
(SMA) Specialist Military Arms
NRF Units
Kiory's L85A2 - with JR config provided by t-800a
Army of the Czech Republic A3 - ACR_A3
UTS-15 Tactical Shotgun
RHARD Mk18 - since v0.3 bundles with ASDG: JR/JM/Atlis bipod configs.
RH M4/M16 pack
SOCMOD - with my JR configs (JM config included too).
Community Upgrade Project - Weapon Pack
RHS: Escalation (AFRF and USAF) Release 0.3.6 - my (now optional) alternative JR config which also provides MRT accesory support.

Changes

 

 

ASDG JR is part of CBA v2.0

 

f9TUPDkl.gif

 

What does this mean ?

 

For players

 

If you have CBA 2.0, you don't need ASDG JR anymore, it becomes redundant.

All your various ASDG compatibility addons are still valid to use.

 

For modders

 

All asdg_* classes remain unchanged. You don't need to update your configs.

Function asdg_fnc_compatibleItems became CBA_fnc_compatibleItems.

Optional but recommended: change asdg_jointrails in requiredaddons to cba_jr

List CBA v2.0+ as a requirement instead of ASDG JR.

 

Future plans for ASDG JR

 

Developed as part of CBA.

No longer maintained as a standalone release.

 

 

-----------

0.17

- this mod is redundant/not needed with CBA v2.0+ (was integrated into CBA)

- new class: asdg_OpticRail1913_short_MG - to be used with most machineguns where most long optics would not work well
- updated vanilla MGs to use asdg_OpticRail1913_short_MG
- updated optional, xtra pbo (reduced to muzzle configs only; initspeed coef changed to 1.0) - find it in the opt dir or here.

0.16
- added CfgPatches class asdg_jointmuzzles for backward compatibility with older mods which require this
- added muzzle_snds_H_MG and muzzle_snds_H_SW as compatible devices for the asdg_MuzzleSlot_762MG slot

0.15
- compatible with Arma 3 v1.42 and Marksmen DLC
- moved DMS and LRPS optics to medium slot
- added Mark DLC optics to asdg_OpticRail1913 and bipods to asdg_UnderSlot
- added new muzzle slots: asdg_MuzzleSlot_338, asdg_MuzzleSlot_93x64, asdg_MuzzleSlot_9MM_SMG, asdg_MuzzleSlot_45ACP_SMG
- no longer includes modified arsenal function (since 1.42 it's no longer possible to mod official functions)
- asdg_jointrails_fnc_getCompatibleAttachments replaced by new function: asdg_fnc_compatibleItems (based on bis_fnc_compatibleItems but filters duplicates and incompatible attachments)
- no longer empties compatibleItems array for vanilla slots
- restructured weapon configs; added/changed to JR slots for Mark DLC weapons
- all JR slots assigned to vanilla weapons preserve vanilla slot names (CowsSlot, PointerSlot etc.) to avoid duplicating slots and changing LinkedItems configs
- muzzle slot for Mk20 (F2000) and TRG (Tavor) parent class changed to asdg_MuzzleSlot_556
- muzzle slot for Vermin (Vector) SMG inherits from asdg_MuzzleSlot_45ACP_SMG
- muzzle slot for Stinger (Scorpion Evo) SMG and PDW2000 (STK CPW) inherit from asdg_MuzzleSlot_9MM_SMG
- added _xtra, optional pbo which filters certain optics on some of the vanilla weapons where they look too weird or unrealistic (like having a sniper scope on most MGs would make them impossible to reload)
- suppressor configs moved to _xtra pbo

0.14
Updated arsenal function with dev branch insignia fix
Updated arsenal function to use a backported (works with 1.38) and fixed (properly recognize compatible items defined in a class) version of the upcoming bis_fnc_compatibleItems function
asdg_jointrails_fnc_getCompatibleAttachments will be deprecated in favor of bis_fnc_compatibleItems
Added new slot: asdg_UnderSlot to be used with upcoming UNDERBARREL proxy

0.13
Added icon info to all slots for the new icon rendering features from 1.40
Weapons use standard slot names where possible
Added common muzzle slots (integrated JointMuzzles)
.45 ACP suppressor uses BIS Osprey model
asdg_jointrails_fnc_getCompatibleAttachments function no longer filters by class scope
Updated arsenal function to include patch 1.40 changes

0.12
Updated arsenal function for Arma3 v1.38

0.11
Updated arsenal function for Arma3 v1.36

0.10
Added modified arsenal function to get compatible attachments detected properly; changes only the routine that detects compatible attachments for a given weapon, making use of the asdg_jointrails_fnc_getCompatibleAttachments function
Fixes and performance optimization for asdg_jointrails_fnc_getCompatibleAttachments function
Emptied default compatibleItems arrays under CowsSlot and PointerSlot, to get rid of duplicates and incompatible attachments
Removed opt configs, will update and release them separately

0.9
Added a function: _myarray = [_myweapon] call asdg_jointrails_fnc_getCompatibleAttachments;
Added class asdg_OpticRail1913_long (for use with longer, 2-in-1 attachments, e.g. scope + clip-on NVS)
Added class asdg_OpticSideMount (for use with AK-style side mounts)

0.8
Updated for Arma 3 v1.08 (added LRPS compatibility with asdg_OpticRail1913)
LMG_Mk200_F uses the short rail (asdg_OpticRail1913_short)
Updated the bonus config for RH M4-M16 pack v1.05 (added RH_ta31rco_2D compatibility with asdg_OpticRail1913)

0.7
Added new base class: asdg_OpticRail1913_short. It will take all the optics from asdg_OpticRail1913 except those which require a long rail to attach, like the DMS. It is used by default on the Tavor and the Zafir. Thanks to Alwarren for the suggestion !
Updated config for RH M4/M16 pack
Removed config for FHQ Accessories (not needed anymore since the latest version added support for ASDG JR)
Added config for TMR (enables attaching bipod for Rahim rifle)

0.6
Removed all changes to the vanilla slots.
Added bonus configs for a few more mods (RH M4, RHARD Mk18, GvsE's Mp7 and Massi's weapon pack).

0.5
Initial release


Common attachment slot classes:
asdg_FrontSideRail
asdg_UnderSlot
asdg_OpticRail1913
asdg_OpticRail1913_short
asdg_OpticRail1913_long
asdg_OpticSideMount
asdg_MuzzleSlot_762
asdg_MuzzleSlot_556
asdg_MuzzleSlot_762MG
asdg_MuzzleSlot_338
asdg_MuzzleSlot_93x64
asdg_MuzzleSlot_9MM
asdg_MuzzleSlot_9MM_SMG
asdg_MuzzleSlot_45ACP
asdg_MuzzleSlot_45ACP_SMG
asdg_MuzzleSlot_545R
asdg_MuzzleSlot_762R



Attachment config example:

class CfgPatches {
class my_cool_attachments {
units[] = {};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] = {"asdg_jointrails"};
};
};

class asdg_SlotInfo;

class asdg_FrontSideRail: asdg_SlotInfo {
class compatibleItems {
my_cool_flashlight = 1;
my_cool_lazer = 1;
};
};

class asdg_OpticRail;

class asdg_OpticRail1913: asdg_OpticRail {
class compatibleItems {
my_cool_acog = 1;
my_cool_aimpoint = 1;
my_cool_scope_which_needs_a_medium_top_rail = 1;
};
};

class asdg_OpticRail1913_short: asdg_OpticRail1913 {
class compatibleItems: compatibleItems {
my_cool_scope_which_needs_a_medium_top_rail = 0;
};
};

class asdg_OpticRail1913_long: asdg_OpticRail1913 {
class compatibleItems: compatibleItems {
my_cool_scope_which_needs_a_long_top_rail = 1;
};
};

class asdg_MuzzleSlot;

class asdg_MuzzleSlot_556: asdg_MuzzleSlot { // for 5.56x45 universal mount suppressors
class compatibleItems {
my_cool_suppressor = 1;
};
};

class asdg_UnderSlot: asdg_SlotInfo {
class compatibleItems {
my_cool_bipod = 1;
};
};

// having the attachments defined compatible with the common rails, they will automatically work on all weapons which use these rails.

// in case some attachments work for most weapons but not for some, I can declare them incompatible as below

class CfgWeapons {
class Rifle_Base_F;

class Rifle_Long_Base_F: Rifle_Base_F {
class WeaponSlotsInfo;
};

class EBR_base_F: Rifle_Long_Base_F {
class WeaponSlotsInfo: WeaponSlotsInfo {
class asdg_OpticRail_EBR: asdg_OpticRail1913 {
class compatibleItems: compatibleItems {
my_cool_aimpoint = 0; // my cool aimpoint's mount doesn't fit here
};
};
};
};
class Tavor_base_F: Rifle_Base_F {
class WeaponSlotsInfo: WeaponSlotsInfo {
class asdg_FrontSideRail_Tavor: asdg_FrontSideRail {
class compatibleItems: compatibleItems {
my_cool_lazer = 0; // my cool lazer doesn't look good on the Tavor
};
};
};
};
};

Weapon config example:

class CfgPatches {
class my_cool_new_rifle {
units[] = {};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] = {"asdg_jointrails"};
};
};

class asdg_FrontSideRail;
class asdg_OpticRail1913;
class asdg_OpticRail1913_short;
class asdg_UnderSlot;
class asdg_MuzzleSlot_556;

class CfgWeapons {
class Rifle_Base_F;

class my_cool_new_rifle_with_side_rail_and_short_picattiny_top_rail_and_under_rail : Rifle_Base_F {
class WeaponSlotsInfo {
mass = 60;
allowedSlots[] = {901};
class PointerSlot: asdg_FrontSideRail {}; // for lights
class CowsSlot: asdg_OpticRail1913_short {}; // for scopes with short mounts
class UnderBarrelSlot : asdg_UnderSlot {}; // for underbarrel attachments like bipods
};
};
class my_cool_new_rifle_with_a_common_556_muzzle_and_medium_picatinny_top_rail : Rifle_Base_F {
class WeaponSlotsInfo {
mass = 60;
allowedSlots[] = {901};
class MuzzleSlot : asdg_MuzzleSlot_556 {}; // for 5.56mm universal muzzle devices
class CowsSlot: asdg_OpticRail1913 {}; // for scopes which require the medium rail
};
};
};

Same as above can be done for AK-style side mounting sights:
 

class asdg_OpticRail;

class asdg_OpticSideMount : asdg_OpticRail {
class compatibleItems {
HLC_Optic_PSO1 = 1;
HLC_Optic_1p29 = 1;
};
};

class asdg_MuzzleSlot;
class asdg_MuzzleSlot_545R: asdg_MuzzleSlot { // for 5.45x39 suppressors
class compatibleItems {
hlc_muzzle_545SUP_AK = 1;
};
};

class CfgWeapons {
class Rifle_Base_F;

class my_cool_AK_with_common_545_muzzle_and_side_mount : Rifle_Base_F {
class WeaponSlotsInfo {
mass = 60;
allowedSlots[] = {901};
class MuzzleSlot : asdg_MuzzleSlot_545R {};
class CowsSlot: asdg_OpticSideMount {};
};
};
};

Here are some example configs for how I see one could provide both non-JR (using compatibleItems[] arrays) and optional JR configs.
The goal is to keep the classes less cluttered and avoid having same attachment proxies used more than once.
First, the non-JR config:

class CfgPatches {
class MY_WEAPON {
requiredaddons[] = {"A3_Weapons_F"};
};
};

class MuzzleSlot;
class PointerSlot;
class CowsSlot;
class UnderBarrelSlot;

class CfgWeapons {
class Rifle_Base_F;

// non-JR base class
class MY_WEAPON_BASE : Rifle_Base_F {
class WeaponSlotsInfo {
allowedSlots[] = {901};
class MuzzleSlot : MuzzleSlot {
compatibleItems[] += {"MY_MUZZLE"};
};
class PointerSlot : PointerSlot {
compatibleItems[] += {"MY_FLASHLIGHT"};
};
class CowsSlot : CowsSlot {
compatibleItems[] += {"MY_SIGHT"};
};
class UnderBarrelSlot : UnderBarrelSlot {
compatibleItems[] += {"MY_BIPOD"};
};
};
};

// reserved base class for alternative optional slot configs
class MY_WEAPON_BASE_2 : MY_WEAPON_BASE {
class WeaponSlotsInfo : WeaponSlotsInfo {};
};

// this is my cool new weapon
class MY_WEAPON : MY_WEAPON_BASE_2 {
scope = 2;
class WeaponSlotsInfo : WeaponSlotsInfo {
mass = 80;
};
};
};

Then, config which adds JR support:

class CfgPatches {
class MY_WEAPON_JR {
requiredaddons[] = {"A3_Weapons_F", "MY_WEAPON", "asdg_jointrails"};
};
};

class asdg_SlotInfo;

class asdg_FrontSideRail : asdg_SlotInfo {
class compatibleItems {
MY_FLASHLIGHT = 1;
};
};

class asdg_OpticRail;

class asdg_OpticRail1913: asdg_OpticRail {
class compatibleItems {
MY_SIGHT = 1;
};
};

class asdg_MuzzleSlot;

class asdg_MuzzleSlot_556: asdg_MuzzleSlot {
class compatibleItems {
MY_MUZZLE = 1;
};
};

class asdg_UnderSlot: asdg_SlotInfo {
class compatibleItems {
MY_BIPOD = 1;
};
};

class CfgWeapons {
class Rifle_Base_F;

class MY_WEAPON_BASE : Rifle_Base_F {
class WeaponSlotsInfo;
};

// add JR support here
class MY_WEAPON_BASE_2 : MY_WEAPON_BASE {
class WeaponSlotsInfo : WeaponSlotsInfo {
class MuzzleSlot : asdg_MuzzleSlot_556 {};
class PointerSlot : asdg_FrontSideRail {};
class CowsSlot : asdg_OpticRail1913 {};
class UnderBarrelSlot : asdg_UnderSlot {};
};
};
};

So the trick is having an interim private class MY_WEAPON_BASE_2 where we can easily mod the slots, making use of this inheritance tree:

CfgWeapons >> Rifle_Base_F >> MY_WEAPON_BASE >> MY_WEAPON_BASE_2 >> MY_WEAPON
CfgWeapons >> Rifle_Base_F >> MY_WEAPON_BASE >> MY_WEAPON_BASE_2 >> MY_WEAPON_2
...



Known limitations

Scripts that rely on hard-coded weapon slot class names only (CowsSlot, PointerSlot) or only checking the compatibleItems array and not the class will not recognize the compatible attachments properly.


ASDG Joint Muzzles - deprecated, integrated into JointRails since 0.13

ASDG JM v0.2 (beta): download link.

Required ASDG JR.

Provides a few common muzzle slots which use the compatibleItems class:
 

class asdg_MuzzleSlot_762: asdg_MuzzleSlot {
class compatibleItems {
muzzle_snds_H = 1;
muzzle_snds_B = 1;
};
};

class asdg_MuzzleSlot_762MG: asdg_MuzzleSlot {
class compatibleItems {
muzzle_snds_H_MG = 1;
muzzle_snds_H_SW = 1;
};
};

class asdg_MuzzleSlot_556: asdg_MuzzleSlot {
class compatibleItems {
muzzle_snds_M = 1;
};
};

class asdg_MuzzleSlot_9MM: asdg_MuzzleSlot {
class compatibleItems {
muzzle_snds_L = 1;
};
};

class asdg_MuzzleSlot_45ACP: asdg_MuzzleSlot {
class compatibleItems {
muzzle_snds_acp = 1;
};
};

Both muzzle_snds_H and muzzle_snds_B are 30cal (7.62mm) suppressors.
Second one is now configured as protected (scope = 1).
Weapons shooting 6.5 use the 7.62 suppressors.

Machineguns (7.62, 6.5 or even 5.56) may use the 7.62 "heavy-duty" suppressors: muzzle_snds_H_MG, muzzle_snds_H_SW (again, scope = 1 on the latter as they're redundant).

Replaced the model used for the 5.56mm suppressor (muzzle_snds_M) with the one for Mk200 because it looks more like a 5.56.

The .45 ACP suppressor (muzzle_snds_acp) now uses the Silencerco Osprey model by BIS. I added an inventory pic for it.

Changed the suppressor muzzle coefficients:

initSpeed = 1.005; // BIS: 1.1
visibleFire = 0.1; // BIS: 0.5
audibleFire = 0.5; // BIS: 0.3
dispersionCoef = "1.1f"; // BIS: 0.8f
recoilCoef = "0.9f"; // BIS: 1.0f
recoilProneCoef = "0.9f"; // BIS: 1.0f

Reconfigured weapons to use the new muzzle slots above.
For some weapons I could not do this without breaking class inheritance so I created new classes which inherit from the originals:

asdg_LMG_Mk200_F
asdg_LMG_Zafir_F
asdg_arifle_MX_SW_F
asdg_hgun_ACPC2_F
asdg_hgun_Pistol_heavy_01_F


Few notes about the weapon configs:
- Tavor with GL can not mount a suppressor (GL mount prevents it)
- Zafir can now use a suppressor
- MX SW uses the same suppressor like the other rifles in it's family do
- ACPC2 and Rook pistols can not mount suppressors (they do not have threaded barrels)

Config usage/examples for JM below
 

// adding a new suppressor compatible with the existing 556 muzzle slot

class asdg_MuzzleSlot;

class asdg_MuzzleSlot_556: asdg_MuzzleSlot {
class compatibleItems {
my_awesome_muzzle_device = 1;
};
};

// configuring a weapon to use the existing 556 muzzle slot - weapon slots not inherited from parent class

class some_parent_class;

class my_awesome_new_rifle: some_parent_class {
class WeaponSlotsInfo { // no inheritance
mass = 46; // adjust this
allowedSlots[] = {801, 701, 901}; // means I can store this anywhere if there's room for it // adjust this

class my_MuzzleSlot: asdg_MuzzleSlot_556 {}; // has the ASDG compatible muzzle mounting system
};
};

// configuring a weapon to use the existing 556 muzzle slot - weapon slots inherited from parent class

class another_parent_class;

class some_other_parent_class : another_parent_class {
class WeaponSlotsInfo;
};

class my_other_awesome_new_rifle: some_other_parent_class {
class WeaponSlotsInfo : WeaponSlotsInfo {
mass = 46; // adjust this

class MuzzleSlot: asdg_MuzzleSlot_556 {}; // has the ASDG compatible muzzle mounting system
};
};

// note how I prefer to use class MuzzleSlot instead of my_MuzzleSlot
// to make sure I do not inherit some already existing MuzzleSlot from
// some_other_parent_class and end up with more than one muzzle slot which leads to CTD


// adding a new suppressor with a proprietary mounting system

class asdg_MuzzleSlot;

class asdg_MuzzleSlot_556_AAC_51T: asdg_MuzzleSlot { // if requested my a mod maker, I can have new muzzle slots like this one added into ASDG JM.
class compatibleItems {
my_m4_2000_suppressor = 1;
};
};

// configuring my weapon for which I have modelled a nice 51T Flash Hider / Brake / Compensator on it's far end

class some_parent_class;

class my_awesome_new_rifle: some_parent_class {
class WeaponSlotsInfo { // no inheritance
// other weapon slot config stuff goes here

class my_MuzzleSlot: asdg_MuzzleSlot_556_AAC_51T {}; // has some AAC 51T Ratchet mount compatible device
};
};

Addons with JM support

EricJ Weapons Pack
SOCMOD - with my JR/JM configs
MK18 Mod 1

JM Changes

0.2
muzzle_snds_H is used as base class for most other suppressors, reverted scope change (now public) and hidden the other one, muzzle_snds_B (scope = protected).
increased audio signature reduction for all suppressors (changed audibleFire ammocoef from 0.7 to 0.5) - AI tweak.

0.1
Initial version

Edited by Robalo
  • Like 1

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The goal is to provide a common system which can be used by weapon and attachment mod makers in order to prevent mod conflicts.

Bear in mind BIS might be working on an alternative method of achieving this in future:

Filip Sádovský has prepared a new version of cfgConvert which is able to handle arrays in a different manner - adding new items into an array is now possible even without knowing the array itself, by defining array[] += {newItem}; This is extremely useful for adjusting shared arrays for example for weapon accessories or the infamous class Throw with its muzzle[]. The option is already working on the executable level, but the tools are needing to be released to make the configs binarizable.

SITREP #31

I suspect this is why they are still using the compatibleitems[] array in official configs rather than adapting them for the recent addition of class compatibleItems.

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@da12thMonkey,

Thanks for the info. That sounds really great and I'll happily get rid of this system in favor of a better one or adapt it as needed.

EDIT

Hmm, ok I tested the "array[] += " system and it's severely limited. You can not use array[] -= to substract elements (needed for some child classes with attachments). Another serious limitation is that it only loads the last loaded array[] += statement so it's pretty much useless in it's current form. I do hope it gets improved.

Edited by Robalo

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Guest

Release frontpaged on the Armaholic homepage.

news_download_a3_3.png

ASDG Joint Rails v0.5

required_addons.png

Arma 3 Development Build

Only required when you use the optional configs:

FHQ Accessories pack

Iansky's Scope Mod A3

================================================

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!

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That's exactly why I started this thread. I'll see about making a config for that pack too. I do not plan on making configs for every mod out there though, but show how it can be done.

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asdg_jointrails requires addon A3_Weapons_F_EPA

Don't know which mod it is. any advice?

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asdg_jointrails requires addon A3_Weapons_F_EPA

Don't know which mod it is. any advice?

It's the BIS .pbo that was distributed with the Dev Branch update when they added new weapons and attachments for testing campaign contents (new pistols, OPFOR DMR etc). It should appear on the main patch branch on the 31st when the campaign is released.

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Thans for this Robalo, I hope other modders pick this up as it'll remove the need to have to have patches to work with other addons etc

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Thank you very much sir :)

------------------------------------------------------------------------------------------------------------------------------

Dose FHQ's related bonus files (Such as config for FHQ Accessories in MP7 or r3f) makes unattach to another addon weapons?

Edited by kgino1045

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Run in normal version (not dev version)

Can't attach FHQ to MK18 but somehow can attach aimpoint and eotech in r3f addons :(

Can't attach FHQ to Vanila weapons

Can't attach FHQ to MP7 / MP9

Can't attach r3f to Nato SF Russian weapon's pack

Can't attach FHQ, r3f to RH M4/M16

Can attach FHQ to Beryl http://forums.bistudio.com/showthread.php?165825-Polish-Armed-Forces-Mod

Can attach FHQ to r3f

And not a single Iansky's scope work with Any weapons (It was same before install yours)

I download all FHQ r3f config that mp7, mp9, FHQ, r3f addons provide

Possible problem weapons

SA80 http://www.armaholic.com/page.php?id=19994

L85A2 http://forums.bistudio.com/showthread.php?167194-L85A2-Release

AV_IndUs's M weapons http://forums.bistudio.com/showthread.php?158193-AV_IndUs-(US-Army-inspired-units)

pistol pack http://www.armaholic.com/page.php?id=20881

Susat scope http://forums.bistudio.com/showthread.php?165896-Susat-Scope

Swedish weapons http://forums.bistudio.com/showthread.php?152536-Swedish-Forces-Pack

RH PDW http://forums.bistudio.com/showthread.php?149966-RH-PDW-pack

Edited by kgino1045

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Read a few posts back, already stated that I'm not going to start making configs for every mod out there. Here's the basic system and how it can be used. From now on it's up to each mod author if they want to use this or not. Or perhaps BIS will come up with a better system.

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I don't ask to you to all config weapons, and i don't want you to feel hard and tired because of this, just hope BI give some new addons tool updated.

but

Just want to know "Is not supported (by your awesome addon) addons could make problem with your addons? so the result i have like this?"

================================================

How can i turn off debug console :(

Edited by kgino1045

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So IN THEORY this would allow the optics from RH's m4/m16 pack to be useable on another weapon addon like RH and Ardy's mk18's? I'm slightly confused as to what this does :S

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So IN THEORY this would allow the optics from RH's m4/m16 pack to be useable on another weapon addon like RH and Ardy's mk18's? I'm slightly confused as to what this does :S

Yeah, It does... just had a blast, pwning CSAT with Ardy´s Mk18 equiped with RH TA-31 and PEQ-15 on the side rail ;) and then using FHQ´s G33 on RH M4A1!

Thanks a lot, Robalo! =)

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;2545658']Yeah' date=' It does... just had a blast, pwning CSAT with Ardy´s Mk18 equiped with RH TA-31 and PEQ-15 on the side rail ;) and then using FHQ´s G33 on RH M4A1!

Thanks a lot, Robalo! =)[/quote']

My dear friend, dose it work properly to you? even install another gun addons?

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Guest

New version frontpaged on the Armaholic homepage.

================================================

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!

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Hi Robalo,

thanks for your impressive work!

One silly question: Can you add support for the mp9 pack by Alwarren & GvsE in a next version? Because you have the mp7 already...

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My dear friend, dose it work properly to you? even install another gun addons?

Not all optics attach to all the guns (R3F optics don´t attach on Mk18 if I recall, other weapons accept R3F but not Iansky and other cases like that) but at least it doesn´t conflicts (no weapon is attach-blocked like happened in addon conflicts) even with GVsE configs activated, so it works quite well for ArmA3 standards =)

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This is a truly epic addon. I hope many/all mod weapon packs adopt their configs/provide configs which make use of this addon. This shows how much potential is in the dynamic attachment system. Even now it offers a whole new world of possibilties. Thanks Robalo!

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I love the idea of this mod, but I'm inclined to think that it will have to support third-party mods itself (maybe with support sourced from the community rather than directly by the author), rather than having third-party mods support it. The reality of the ARMA modding situation is that the drama around modding and the "NEVER OPEN OR REPACK OUR MOD HISS" mentality that a lot of addon creators have would unfortunately make it likely that very few mod authors would go out of their way to support this, even knowing the community benefits it would offer.

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Is this addon dev build only? I get this error: Addon "asdg_jointrails" requires addon "A3_Weapons_F_EPA".

I have just enabled the opt joint rails of the addons i am running (c1987, fhq, iansky, rh_m4).

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