diesel5187 73 Posted February 14, 2014 Why does it need TMR? Share this post Link to post Share on other sites
EricJ 765 Posted February 14, 2014 For the bipod resting. Months ago I wanted as well as other channels wanted a bipod that actually did something rather than be just "dressing" so I opted for TMR because it's the system that I use myself and most familiar with. Share this post Link to post Share on other sites
diesel5187 73 Posted February 15, 2014 For the bipod resting. Months ago I wanted as well as other channels wanted a bipod that actually did something rather than be just "dressing" so I opted for TMR because it's the system that I use myself and most familiar with. I am aware what TMR does, my unit is using VTS Weapon Resting, can I use your mod with it without issues? Is TMR 100% required? Share this post Link to post Share on other sites
EricJ 765 Posted February 15, 2014 For the moment yes, it is required, unless you unpack the PBO and remove the "Harris", "HarrisSureFire", and "HarrisLaser" folders, repack it and upload it to the server as such, then it will not require TMR as those folders (and configs) reference TMR. Next update will feature the TMR bipods separate so it's not a requirement. Share this post Link to post Share on other sites
diesel5187 73 Posted February 15, 2014 For the moment yes, it is required, unless you unpack the PBO and remove the "Harris", "HarrisSureFire", and "HarrisLaser" folders, repack it and upload it to the server as such, then it will not require TMR as those folders (and configs) reference TMR. Next update will feature the TMR bipods separate so it's not a requirement. Perfect! That is going into our mod pack as soon as it doesn't have the TMR mod dependency! I appreciate the quick response, thank you, and of course, great mod, my guys are really enjoying playing with the SCARS. Share this post Link to post Share on other sites
EricJ 765 Posted February 15, 2014 Well in all actuality.... I've been sitting on the issue for a day and can let it go for now: ///////////////////////////////////////////////////////////////////////////////////////////////////////// New Download Link: https://www.dropbox.com/s/bx259jdf6oap8gu/%40U100RC16.7z ///////////////////////////////////////////////////////////////////////////////////////////////////////// - Fixed caliber bug for Lapua Magazines (doesn't show "5.56mm" in the bottom left of the window). - Added Woodland inventory images courtesy of Modder for the L115A1 and A3. - Added TMR bipod resting to the M107 and M24 (NOTE: If the "U100_TMR_Bipod.pbo" is not installed, then there will be NO TMR function, I had to do what I could to get it work). It should be noted that not adding a bipod to the Barret will still allow users to use the TMR function. If you add the bipod however, it will look pretty weird when it's mounted. - TMR Compatible bipods are now in their own separate PBO so if you do not have TMR-Autorest then you simply do not have to use the "U100_TMR_Bipods.pbo" file. - Included the "Stringtable.csv" so the "SAFETY" words appear (no longer needing R3F to utilize it). Share this post Link to post Share on other sites
gatordev 219 Posted February 15, 2014 Fair enough but I don't like optional configs as I have enough issues with one :), so I can still check it out but I wouldn't hold my breath. No sweat. After messing with RC15 last night, I'm not nearly as concerned about JSRS with your stuff, or specifically the SCARS. They sound fantastic. Two things I've noticed is still going on, though: -The M110 shooting suppressed is using a vanilla sound. -The M110 will have recoil/muzzle flip without the suppressor, but with it, all recoil/flip goes away. Share this post Link to post Share on other sites
EricJ 765 Posted February 15, 2014 Not sure about the recoil issue, maybe because I associated it with the 9mm suppressor it "inherits" the low recoil of that weapon/suppressor, etc. I'll check it with the 7.62mm suppressor and see if that fixes the recoil issue. - ---------- Post added at 00:55 ---------- Previous post was at 00:38 ---------- And my theory was correct, using the 7.62mm suppressor values actually created recoil when mounted, learning new things everyday... Share this post Link to post Share on other sites
Scruffs 10 Posted February 15, 2014 Perfect! That is going into our mod pack as soon as it doesn't have the TMR mod dependency!I appreciate the quick response, thank you, and of course, great mod, my guys are really enjoying playing with the SCARS. Just saying. IMO TMR is way better than VTS weapon resting. With TMR you actually have a bipod use. With VTS you dont. All VTS does is simulate that you are in the prone when you use the function. TMR with bipod simulates bipod for better accurate shots...just saying Share this post Link to post Share on other sites
Guest Posted February 15, 2014 Updated/fixed RC16 frontpaged on the Armaholic homepage. EricJ Weapons Pack RC16ASDG Joint RailsTMR Modular Realism - Alternate (If you wish to use TMR Autorest) ================================================ You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
lukrop 10 Posted February 15, 2014 I just threw together a config for JSRS. Maybe you want to include it. Though I'm not sure about the sound ranges. LJ says to reduce them to 130 meters so there are no overlapping sounds if using JSRS. But 130 meters don't seem right in any way if there are no distance sounds (e.g. players not using jsrs). Anyways it's working perfectly with JSRS here. :) class CfgPatches { class lkr_u100_sound { requiredaddons[]= { "Ej_u100" }; requiredversion=0.1; units[]={}; weapons[]={}; magazines[]={}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Rifle_Base_F; class Ej_u100_base: Rifle_Base_F { class Single: Mode_SemiAuto { begin1[]= { "A3\sounds_f\weapons\MX\mx-st-full-1", 1.4125376, 1, 1200 }; begin2[]= { "A3\sounds_f\weapons\MX\mx-st-full-2", 1.4125376, 1, 1200 }; }; class AKMSingle: Mode_SemiAuto { begin1[]= { "U100\sound\ak_single1.wss", 1.7782794, 1, 130 }; begin2[]= { "U100\sound\ak_single2.wss", 1.7782794, 1, 130 }; begin3[]= { "U100\sound\ak_single3.wss", 1.7782794, 1, 130 }; }; class SCARHSingle: Mode_SemiAuto { begin1[]= { "U100\sound\Scarh.wav", 1.7782794, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 1.7782794, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 1.7782794, 1, 130 }; }; class SCAR65Single: Mode_SemiAuto { begin1[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; }; class BarretSingle: Mode_SemiAuto { begin1[]= { "u100\sound\m107.wav", 1.7782794, 1, 130 }; begin2[]= { "u100\sound\m107.wav", 1.7782794, 1, 130 }; begin3[]= { "u100\sound\m107.wav", 1.7782794, 1, 130 }; }; class SCARLSingle: Mode_SemiAuto { begin1[]= { "U100\sound\ScarL.wav", 1.5848932, 1, 130 }; begin2[]= { "U100\sound\ScarL.wav", 1.5848932, 1, 130 }; begin3[]= { "U100\sound\ScarL.wav", 1.5848932, 1, 130 }; }; class SASSSingle: Mode_SemiAuto { begin1[]= { "U100\sound\m110.wav", 1.4125376, 1, 130 }; begin2[]= { "U100\sound\m110.wav", 1.4125376, 1, 130 }; begin3[]= { "U100\sound\m110.wav", 1.4125376, 1, 130 }; }; class M24Single: Mode_SemiAuto { begin1[]= { "u100\sound\M24.wav", 1.9952624, 1, 130 }; begin2[]= { "u100\sound\M24.wav", 1.9952624, 1, 130 }; begin3[]= { "u100\sound\M24.wav", 1.9952624, 1, 130 }; }; class L115Single: Mode_SemiAuto { begin1[]= { "u100\sound\as50.wss", 1.7782794, 1, 130 }; begin2[]= { "u100\sound\as50.wss", 1.7782794, 1, 130 }; begin3[]= { "u100\sound\as50.wss", 1.7782794, 1, 130 }; }; class FullAuto: Mode_FullAuto { begin1[]= { "A3\sounds_f\weapons\MX\mx-st-full-1", 1.4125376, 1, 130 }; begin2[]= { "A3\sounds_f\weapons\MX\mx-st-full-2", 1.4125376, 1, 130 }; begin3[]= { "A3\sounds_f\weapons\MX\mx-st-full-1", 1.4125376, 1, 130 }; begin4[]= { "A3\sounds_f\weapons\MX\mx-st-full-2", 1.4125376, 1, 130 }; }; class SCARHFullAuto: Mode_FullAuto { begin1[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; begin4[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; }; class SCAR65FullAuto: Mode_FullAuto { begin1[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin4[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; }; class SCARLFullAuto: Mode_FullAuto { begin1[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; begin2[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; begin3[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; begin4[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; }; class AKMFullAuto: Mode_FullAuto { begin1[]= { "U100\sound\ak_single1.wss", 1.7782794, 1, 130 }; begin2[]= { "U100\sound\ak_single2.wss", 1.7782794, 1, 130 }; begin3[]= { "U100\sound\ak_single3.wss", 1.7782794, 1, 130 }; begin4[]= { "U100\sound\ak_single3.wss", 1.7782794, 1, 130 }; }; }; class ej_u100sb: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_zafir"; }; class ej_u100old: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_zafir"; }; class ej_u100old30: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_zafir"; }; class ej_scar: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandard: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarblack: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandardblack: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_h_short: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_h_shortafg: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_longbarrel: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_h_shortblack: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandardeglm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarshorteglm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_m110: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_DMR"; }; class ej_scar65: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarlsw: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandardafg: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_HK417: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Fal"; }; class ej_scar65eglm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Fal"; }; class ej_HK41712: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Fal"; }; class ej_m107: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_BigSniper"; }; class ej_m24d: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_scoped: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_w: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_noscoped: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_noscopew: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_akm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Ak47"; }; }; And here is a .pbo of the above config. e: if you just want to provide basic support for jsrs, all the "jsrs_soundeffect = " stuff is enough. 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corporal_lib[br] 396 Posted February 15, 2014 (edited) EricJ, since the last update, the bipod LOD is missing (they have the functionality, but no 3D object) [and yes, I´m using both .pbos] look -> http://steamcommunity.com/profiles/76561197981406053/screenshot/3282299796643375586 and the light beam and laser beam have wrong axis -> http://steamcommunity.com/sharedfiles/filedetails/?id=228365739 cheers! Edited February 15, 2014 by Corporal_Lib[BR] Share this post Link to post Share on other sites
.kju 3245 Posted February 15, 2014 New update RC 16 available at withSIX. Download now by clicking: @ EricJ: 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
EricJ 765 Posted February 15, 2014 ;2623199']EricJ' date=' since the last update, the bipod LOD is missing (they have the functionality, but no 3D object) [and yes, I´m using both .pbos']look -> http://steamcommunity.com/profiles/76561197981406053/screenshot/3282299796643375586 and the light beam and laser beam have wrong axis -> http://steamcommunity.com/sharedfiles/filedetails/?id=228365739 cheers! Try downloading it again, initially it had the model errors but should be fixed. And it will solve the second issue as there is a 3D model for it to work. ---------- Post added at 12:33 ---------- Previous post was at 12:30 ---------- I just threw together a config for JSRS. Maybe you want to include it. Though I'm not sure about the sound ranges. LJ says to reduce them to 130 meters so there are no overlapping sounds if using JSRS. But 130 meters don't seem right in any way if there are no distance sounds (e.g. players not using jsrs). Anyways it's working perfectly with JSRS here. :) class CfgPatches { class lkr_u100_sound { requiredaddons[]= { "Ej_u100" }; requiredversion=0.1; units[]={}; weapons[]={}; magazines[]={}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Rifle_Base_F; class Ej_u100_base: Rifle_Base_F { class Single: Mode_SemiAuto { begin1[]= { "A3\sounds_f\weapons\MX\mx-st-full-1", 1.4125376, 1, 1200 }; begin2[]= { "A3\sounds_f\weapons\MX\mx-st-full-2", 1.4125376, 1, 1200 }; }; class AKMSingle: Mode_SemiAuto { begin1[]= { "U100\sound\ak_single1.wss", 1.7782794, 1, 130 }; begin2[]= { "U100\sound\ak_single2.wss", 1.7782794, 1, 130 }; begin3[]= { "U100\sound\ak_single3.wss", 1.7782794, 1, 130 }; }; class SCARHSingle: Mode_SemiAuto { begin1[]= { "U100\sound\Scarh.wav", 1.7782794, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 1.7782794, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 1.7782794, 1, 130 }; }; class SCAR65Single: Mode_SemiAuto { begin1[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; }; class BarretSingle: Mode_SemiAuto { begin1[]= { "u100\sound\m107.wav", 1.7782794, 1, 130 }; begin2[]= { "u100\sound\m107.wav", 1.7782794, 1, 130 }; begin3[]= { "u100\sound\m107.wav", 1.7782794, 1, 130 }; }; class SCARLSingle: Mode_SemiAuto { begin1[]= { "U100\sound\ScarL.wav", 1.5848932, 1, 130 }; begin2[]= { "U100\sound\ScarL.wav", 1.5848932, 1, 130 }; begin3[]= { "U100\sound\ScarL.wav", 1.5848932, 1, 130 }; }; class SASSSingle: Mode_SemiAuto { begin1[]= { "U100\sound\m110.wav", 1.4125376, 1, 130 }; begin2[]= { "U100\sound\m110.wav", 1.4125376, 1, 130 }; begin3[]= { "U100\sound\m110.wav", 1.4125376, 1, 130 }; }; class M24Single: Mode_SemiAuto { begin1[]= { "u100\sound\M24.wav", 1.9952624, 1, 130 }; begin2[]= { "u100\sound\M24.wav", 1.9952624, 1, 130 }; begin3[]= { "u100\sound\M24.wav", 1.9952624, 1, 130 }; }; class L115Single: Mode_SemiAuto { begin1[]= { "u100\sound\as50.wss", 1.7782794, 1, 130 }; begin2[]= { "u100\sound\as50.wss", 1.7782794, 1, 130 }; begin3[]= { "u100\sound\as50.wss", 1.7782794, 1, 130 }; }; class FullAuto: Mode_FullAuto { begin1[]= { "A3\sounds_f\weapons\MX\mx-st-full-1", 1.4125376, 1, 130 }; begin2[]= { "A3\sounds_f\weapons\MX\mx-st-full-2", 1.4125376, 1, 130 }; begin3[]= { "A3\sounds_f\weapons\MX\mx-st-full-1", 1.4125376, 1, 130 }; begin4[]= { "A3\sounds_f\weapons\MX\mx-st-full-2", 1.4125376, 1, 130 }; }; class SCARHFullAuto: Mode_FullAuto { begin1[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; begin4[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; }; class SCAR65FullAuto: Mode_FullAuto { begin1[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin4[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; }; class SCARLFullAuto: Mode_FullAuto { begin1[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; begin2[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; begin3[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; begin4[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; }; class AKMFullAuto: Mode_FullAuto { begin1[]= { "U100\sound\ak_single1.wss", 1.7782794, 1, 130 }; begin2[]= { "U100\sound\ak_single2.wss", 1.7782794, 1, 130 }; begin3[]= { "U100\sound\ak_single3.wss", 1.7782794, 1, 130 }; begin4[]= { "U100\sound\ak_single3.wss", 1.7782794, 1, 130 }; }; }; class ej_u100sb: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_zafir"; }; class ej_u100old: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_zafir"; }; class ej_u100old30: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_zafir"; }; class ej_scar: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandard: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarblack: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandardblack: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_h_short: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_h_shortafg: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_longbarrel: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_h_shortblack: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandardeglm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarshorteglm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_m110: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_DMR"; }; class ej_scar65: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarlsw: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandardafg: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_HK417: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Fal"; }; class ej_scar65eglm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Fal"; }; class ej_HK41712: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Fal"; }; class ej_m107: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_BigSniper"; }; class ej_m24d: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_scoped: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_w: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_noscoped: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_noscopew: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_akm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Ak47"; }; }; And here is a .pbo of the above config. e: if you just want to provide basic support for jsrs, all the "jsrs_soundeffect = " stuff is enough. Much appreciated! But I'll still see about including it. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted February 15, 2014 (edited) Indeed, I had downloaded it yesterday, didn´t noticed it was update meanwhile... about the issues I´ve talked week ago, mostly cosmetic, are these: (that´s what it take to be a Q&A lol) Strange texture in the heatshield of the SCAR-L black (first black in your ammobox) -> http://steamcommunity.com/sharedfiles/filedetails/?id=228473891 Hand inside GL barrel in SCAR-L /-H/6.5CL GL (first person) -> http://steamcommunity.com/sharedfiles/filedetails/?id=228473707 Thumb inside heatshield on SCAR-L/-H AFG -> http://steamcommunity.com/sharedfiles/filedetails/?id=228473522 Hand parcially inside M110 and M107 magwell -> http://steamcommunity.com/sharedfiles/filedetails/?id=228473367 and http://steamcommunity.com/sharedfiles/filedetails/?id=228473051 Hand inside M24/L115 frame -> http://steamcommunity.com/sharedfiles/filedetails/?id=228472836 Just one hole in HK417 barrel frame (shouldn´t be 4 or more???) -> http://steamcommunity.com/sharedfiles/filedetails/?id=228473267 at last, AK47 muzzleflash is misplaced (below the barrel) -> http://steamcommunity.com/sharedfiles/filedetails/?id=228475911 (1st and 3rd person view) and Modern art lol -> http://steamcommunity.com/sharedfiles/filedetails/?id=228471022 All these issues are just cosmetic and 1st person, it´s up to you to correct some or none of them, but I´m OK if you just let it be (still love your work, your SCAR rocks, Eric) ;) [Edit: the bipods work alright now, just to confirm... and the Ak shouldn´t accept attachments, as they doesn´t have a LOD in it and, when you aim, all you can see is the butt of the receiver lol] cheers! Edited February 15, 2014 by Corporal_Lib[BR] Share this post Link to post Share on other sites
EricJ 765 Posted February 16, 2014 (edited) M24'/L115 hand issue. Talk to BIS as when I go to edit the RTM it's not positioned for easy editing, nor do I particularly feel the need to sit there and make a new rtm when it's okay enough. Unless the hand anim makes it look like an alien, then minor fingers almost in heat shield, no I won't fix. The GL versions use the M16GL.rtm and no, it's not a killer to me as far as gameplay goes. Gotcha on the AK and attachments, reason being is that it fell through the cracks and missed it, got it. And if you look through the attachment it'll give you the view through the body of the weapon, as it's looking for the "eye" and it materializes there. For now don't put attachments on it. Modern art... you tell me how it happened unless your buddies decided to just pile the weapons nearby, other than that I never see that online as we use VAS and I don't see SCARs like that lying around. Texture issue on SCAR, got it, and fixed. RE: HK417 http://www.hk-usa.com/military_products/hk417_general.asp ---------- Post added at 19:50 ---------- Previous post was at 19:31 ---------- And AK issues fixed. Again thanks for the heads up :D ---------- Post added at 20:01 ---------- Previous post was at 19:50 ---------- Just wanted to let you know, your mod on SIX is pulling TMR and not TMR alternate. This one slipped by.... I'll have to see what the issue is, as I thought the lines were the same... maybe not... ---------- Post added at 20:03 ---------- Previous post was at 20:01 ---------- I just threw together a config for JSRS. Maybe you want to include it. Though I'm not sure about the sound ranges. LJ says to reduce them to 130 meters so there are no overlapping sounds if using JSRS. But 130 meters don't seem right in any way if there are no distance sounds (e.g. players not using jsrs). Anyways it's working perfectly with JSRS here. :) class CfgPatches { class lkr_u100_sound { requiredaddons[]= { "Ej_u100" }; requiredversion=0.1; units[]={}; weapons[]={}; magazines[]={}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Rifle_Base_F; class Ej_u100_base: Rifle_Base_F { class Single: Mode_SemiAuto { begin1[]= { "A3\sounds_f\weapons\MX\mx-st-full-1", 1.4125376, 1, 1200 }; begin2[]= { "A3\sounds_f\weapons\MX\mx-st-full-2", 1.4125376, 1, 1200 }; }; class AKMSingle: Mode_SemiAuto { begin1[]= { "U100\sound\ak_single1.wss", 1.7782794, 1, 130 }; begin2[]= { "U100\sound\ak_single2.wss", 1.7782794, 1, 130 }; begin3[]= { "U100\sound\ak_single3.wss", 1.7782794, 1, 130 }; }; class SCARHSingle: Mode_SemiAuto { begin1[]= { "U100\sound\Scarh.wav", 1.7782794, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 1.7782794, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 1.7782794, 1, 130 }; }; class SCAR65Single: Mode_SemiAuto { begin1[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; }; class BarretSingle: Mode_SemiAuto { begin1[]= { "u100\sound\m107.wav", 1.7782794, 1, 130 }; begin2[]= { "u100\sound\m107.wav", 1.7782794, 1, 130 }; begin3[]= { "u100\sound\m107.wav", 1.7782794, 1, 130 }; }; class SCARLSingle: Mode_SemiAuto { begin1[]= { "U100\sound\ScarL.wav", 1.5848932, 1, 130 }; begin2[]= { "U100\sound\ScarL.wav", 1.5848932, 1, 130 }; begin3[]= { "U100\sound\ScarL.wav", 1.5848932, 1, 130 }; }; class SASSSingle: Mode_SemiAuto { begin1[]= { "U100\sound\m110.wav", 1.4125376, 1, 130 }; begin2[]= { "U100\sound\m110.wav", 1.4125376, 1, 130 }; begin3[]= { "U100\sound\m110.wav", 1.4125376, 1, 130 }; }; class M24Single: Mode_SemiAuto { begin1[]= { "u100\sound\M24.wav", 1.9952624, 1, 130 }; begin2[]= { "u100\sound\M24.wav", 1.9952624, 1, 130 }; begin3[]= { "u100\sound\M24.wav", 1.9952624, 1, 130 }; }; class L115Single: Mode_SemiAuto { begin1[]= { "u100\sound\as50.wss", 1.7782794, 1, 130 }; begin2[]= { "u100\sound\as50.wss", 1.7782794, 1, 130 }; begin3[]= { "u100\sound\as50.wss", 1.7782794, 1, 130 }; }; class FullAuto: Mode_FullAuto { begin1[]= { "A3\sounds_f\weapons\MX\mx-st-full-1", 1.4125376, 1, 130 }; begin2[]= { "A3\sounds_f\weapons\MX\mx-st-full-2", 1.4125376, 1, 130 }; begin3[]= { "A3\sounds_f\weapons\MX\mx-st-full-1", 1.4125376, 1, 130 }; begin4[]= { "A3\sounds_f\weapons\MX\mx-st-full-2", 1.4125376, 1, 130 }; }; class SCARHFullAuto: Mode_FullAuto { begin1[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; begin4[]= { "U100\sound\Scarh.wav", 2.2387211, 1, 130 }; }; class SCAR65FullAuto: Mode_FullAuto { begin1[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin2[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin3[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; begin4[]= { "U100\sound\Scarh.wav", 1.4125376, 1, 130 }; }; class SCARLFullAuto: Mode_FullAuto { begin1[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; begin2[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; begin3[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; begin4[]= { "U100\sound\ScarL.wav", 1.9952624, 1, 130 }; }; class AKMFullAuto: Mode_FullAuto { begin1[]= { "U100\sound\ak_single1.wss", 1.7782794, 1, 130 }; begin2[]= { "U100\sound\ak_single2.wss", 1.7782794, 1, 130 }; begin3[]= { "U100\sound\ak_single3.wss", 1.7782794, 1, 130 }; begin4[]= { "U100\sound\ak_single3.wss", 1.7782794, 1, 130 }; }; }; class ej_u100sb: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_zafir"; }; class ej_u100old: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_zafir"; }; class ej_u100old30: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_zafir"; }; class ej_scar: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandard: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarblack: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandardblack: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_h_short: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_h_shortafg: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_longbarrel: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scar_h_shortblack: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandardeglm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarshorteglm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_m110: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_DMR"; }; class ej_scar65: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarlsw: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_scarstandardafg: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Scar"; }; class ej_HK417: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Fal"; }; class ej_scar65eglm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Fal"; }; class ej_HK41712: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Fal"; }; class ej_m107: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_BigSniper"; }; class ej_m24d: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_scoped: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_w: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_noscoped: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_lrr_noscopew: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_M24"; }; class ej_akm: Ej_u100_base { jsrs_soundeffect = "JSRS2_Distance_Effects_Ak47"; }; }; And here is a .pbo of the above config. e: if you just want to provide basic support for jsrs, all the "jsrs_soundeffect = " stuff is enough. So I just add this to the folder as a "JSRS" folder and you can just drop it in and it will work? Edited February 16, 2014 by EricJ Share this post Link to post Share on other sites
disco.modder 116 Posted February 16, 2014 Modern art... you tell me how it happened unless your buddies decided to just pile the weapons nearby, other than that I never see that online as we use VAS and I don't see SCARs like that lying around. I think he was just joking around with that. It happens to me too when I just swap heaps of weapons on the same ammoboxes and its discarded onto the ground. It seems like a problem with the game engine. Nevertheless 'modern art' indeed. :D Share this post Link to post Share on other sites
EricJ 765 Posted February 16, 2014 Yeah i realized that... afterwards. I'm so used to worrying about bugs and stuff that it came up as a "bug" in my mind while it was an honest attempt at humor :D Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted February 16, 2014 (edited) Take it easy EricJ, the bizarre pile it was indeed a joke (kinda monty python nonsense lol), and as I said, the issues I´ve pointed out were mostly cosmetical - I´ve being a pain in the ass for the title of Q&A lol - and generally engine wise as you´ve enlightened me (only the Ak and bizarre texture were "fixable", which is fine for me =), so - BIS: this shame is on you ;) About the HK 417 -> this picture (longer barrel frame), has 4 holes per section lol ;) cheers, buddy! Edited February 16, 2014 by Corporal_Lib[BR] Share this post Link to post Share on other sites
EricJ 765 Posted February 16, 2014 (edited) :D That's also the 20-inch barrel, I'm too lazy right now to play with it ;) Edited February 16, 2014 by EricJ Share this post Link to post Share on other sites
lukrop 10 Posted February 16, 2014 So I just add this to the folder as a "JSRS" folder and you can just drop it in and it will work? Basically yes. Put the code in a config.cpp and binarize it. Shouldn't matter in which directory/subdirectory it's in. But I'd suggest creating it as a single .pbo and adding it as optional to the whole pack. Like you did with the bipod stuff. :) AFAIK most modders add their jsrs configs as optional single .pbo Share this post Link to post Share on other sites
EricJ 765 Posted February 16, 2014 Okay, I'll see how it goes then, thanks! Share this post Link to post Share on other sites
EricJ 765 Posted February 17, 2014 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// New Download Link: https://www.dropbox.com/s/oe13ix48mvwmg3j/%40U100RC17.7z /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - Fixed AKM, can no longer accept ANY attachments - Fixed SCAR panel texture issue. - JSRS compatible config included in the "Optional JSRS Sound config" folder, simply add the PBO to the Addons folder and it should support JSRS. Share this post Link to post Share on other sites
sonsalt6 105 Posted February 17, 2014 Congrats on your new release :) New mod or update RC 17 available at withSIX. Download now by clicking: @ EricJ; 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