kasrkin85th 1 Posted May 5, 2014 hey nice package and nice guns. could you also include the "normal" Drum mag for the U100 and versions with upfolded bipods? oh and any chance to see this one in the next update: http://www.imfdb.org/images/d/db/Elysium2013chemrail.jpg (896 kB) :-) Share this post Link to post Share on other sites
EricJ 759 Posted May 5, 2014 Maybe down the road with the folded bipods but honestly it's moire of a cosmetic thing so yeah... As for the Chem Rail? I've thought about it early on, and now I'm just focused on J-SERE and some responsibilities I have within the group. Share this post Link to post Share on other sites
kasrkin85th 1 Posted May 5, 2014 okay. thx for considering. :-) would be nice to have the chemrail. there are some other cool versions of it in the concept art book also^^ so say a word if you want to do it later and i dig for the pics^^ but in the end it is your choice what you do with your time^^ Share this post Link to post Share on other sites
EricJ 759 Posted May 5, 2014 No problem! I've actually developed some "railguns" for personal use (which got me back into the Arma series games) based off my stories, but that's about as far as its going to go for now. But if I decide to add some sci-fi guns that may be the first :) Share this post Link to post Share on other sites
kasrkin85th 1 Posted May 6, 2014 maybe i´m stretching my luck a bit right know, but how about this one: or something similar on base of the Masada Share this post Link to post Share on other sites
EricJ 759 Posted May 6, 2014 I keep wanting to bring up the ACR thing, I thought somebody was doing that already? In any case thanks for the suggestion but still... going to just chill on the modding for a bit. Share this post Link to post Share on other sites
kgino1045 12 Posted May 11, 2014 Did you wrote right class name precisely? because i doubt you place some wrong capital letter at class name such as scar_mag I found this things by latest scripting VAS When i wrote 30rnd_556x45_stanag like this it only apply to VAS half so i can't see magazine at quick magazine screen but if i wrote as class name as shown 30Rnd_556x45_Stanag as you can see there is only one difference, the Capital letters it work 100% apply Not sure it is only VAS problem but i think it could affect to other scripts. If you don't mind can you please wrote down precise class name. Share this post Link to post Share on other sites
EricJ 759 Posted May 11, 2014 From the config: magazines[] = {"scar_mag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow"}; So I'm not sure what the issue with VAS as I've never had an issue with loading 5.56 mags or them showing up in VAS. Share this post Link to post Share on other sites
kgino1045 12 Posted May 11, 2014 From the config: magazines[] = {"scar_mag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow"}; So I'm not sure what the issue with VAS as I've never had an issue with loading 5.56 mags or them showing up in VAS. Sorry i didn't make this clear. The Latest VAS make restrict Everything just like former version but the difference is Now it even restrict and hide attachment and magazine at quick attachment, magazine screen. So i have to place magazine and attachment classname at VAS config for displace at quick screen. And here is the problem I can see "scar_mag", "scarh_mag", "scarhnt_mag", at Magazine Tab But can't see at quick screen. Since this is depend on Precise class name such as Capital letters, in my guess. I'm really not sure it caused by Capital letters but other class name like Vanila and Rh's m4/m16, they were depended at Capital letters So i ask you if this class name really right. I'm going to tell Tonic -_- to talk about this because for displace the quick screen need lots of class name, that make VAS heavy and it take too much time to load. Share this post Link to post Share on other sites
EricJ 759 Posted May 11, 2014 Okay VAS is configurable so if you're not seeing other mags then it's a mission, not a mod setting. Whoever made the mission needs to be contacted instead of me in regards to VAS issues. Share this post Link to post Share on other sites
baddazs 10 Posted May 11, 2014 Hey Ericj, Since the update with the l85, I've been having an issue. I use your weapons (the scars) in a personal addon. I had been using your weapons with FHQ optics for a long time. However, since the update, the units now spawn with no optics. I had not changed anything in my config. I experimented with it a little bit and I cannot get ANY optics (vanilla or modded) to add to your weapons via the addon. However, they work fine if scripted in via "addprimaryweaponitem" command. Any ideas for me? Edit: It is only your weapons that are affected Share this post Link to post Share on other sites
EricJ 759 Posted May 11, 2014 Is this through the Initialization or through VAS? Reason I ask is that through =BTC= Warstorm I can't add certain optics onto the weapon as well so I have to use say, FHQ sights rather than the RH one I like to use. Share this post Link to post Share on other sites
baddazs 10 Posted May 12, 2014 this is through a config.cpp. It works fine with a units init or if you manually put a sight on in game. Share this post Link to post Share on other sites
EricJ 759 Posted May 12, 2014 Hmmm I see, I never tried making preset optic/weapon configurations since I didn't have any optics to add to the pack, so it never crossed the mind to see if that worked. As for technical help... I'm not sure to be honest with you. I have theories but probably not practical for your mod, or what you're trying to do. As far as I understand as well you're using FHQ optics? Share this post Link to post Share on other sites
baddazs 10 Posted May 12, 2014 I've been using FHQ yes, but when I noticed that they no longer worked I tried RH, and even vanilla ones and can't get them to add via the config. It's quite strange. Maybe someone else out there is seeing this? Share this post Link to post Share on other sites
EricJ 759 Posted May 12, 2014 Maybe, but you're the first person to bring the issue up as well. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted May 12, 2014 Baddazs, are you using ASDG? Try installing it and all the plugins for weapons mods you´ve installed and probably the problem will be gone... maybe you could add GsVE MP7 and the plugin it comes as optional to accept FHQ optics, they´ll add them to most generic weapons! Cheers! Share this post Link to post Share on other sites
EricJ 759 Posted May 12, 2014 If he wasn't he'd get the "addon requires asdg_jointrails" error. If he's clicking OK and it still works... that could be the issue as well as they're configured for ASDG, and can accept vanilla sights THROUGH ASDG. Share this post Link to post Share on other sites
baddazs 10 Posted May 12, 2014 yes, I am using ASDG, so this is an increasingly interesting mystery haha Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted May 13, 2014 Baddazs, I may have found your issue: I was trying EricJ SCARS, everything was working, then I wondered if you could be spawning then via VAS and maybe confunding EricJs SCARs with BTC SCARs or even KAelis SCARs... just tested and TADAAAAAHHHH Kaelis SCARS (and some of his weapons) aren´t accepting any scopes since the last update, which was the same day EriCJ updated his pack... so you may be trying to attach scopes to Kaelis SCAR, and not to EricJs... go in the editor, place his Ultimax ammobox (or spawn then with MCC) and probably you´ll see that EricJ´s SCAR are fine, the problem is Kaeli´s =) Share this post Link to post Share on other sites
EricJ 759 Posted May 13, 2014 Good point and thanks CorporalLib[bR]. It should be noted that the weapons are derived from the A2 released models so that hopefully is the problem as said, this is the first I heard about it. Share this post Link to post Share on other sites
baddazs 10 Posted May 13, 2014 ;2688908']Baddazs' date=' I may have found your issue: I was trying EricJ SCARS, everything was working, then I wondered if you could be spawning then via VAS and maybe confunding EricJs SCARs with BTC SCARs or even KAelis SCARs... just tested and TADAAAAAHHHH Kaelis SCARS (and some of his weapons) aren´t accepting any scopes since the last update, which was the same day EriCJ updated his pack... so you may be trying to attach scopes to Kaelis SCAR, and not to EricJs... go in the editor, place his Ultimax ammobox (or spawn then with MCC) and probably you´ll see that EricJ´s SCAR are fine, the problem is Kaeli´s =)[/quote']I appreciate the effort, but the only weapon mods i run right now are ericj and RH m4. And I just want to reiterate that the issue isnt with attaching optics in game (as through VAS) which works fine. The issue i'm having is when trying to add any optic FHQ, Vanilla or RH to ericj's weapons (none of them will work for me) via a config.cpp Share this post Link to post Share on other sites
EricJ 759 Posted May 13, 2014 class A3_Weapons_F_Rifles_MX { units[]={}; weapons[]= { "arifle_MXC_F", "arifle_MX_F", "arifle_MX_GL_F", "arifle_MX_SW_F", "arifle_MXM_F", "arifle_MX_Hamr_pointer_F", "arifle_MX_ACO_pointer_F", "arifle_MX_GL_ACO_pointer_F", "arifle_MX_GL_Hamr_pointer_F", "arifle_MXC_Holo_F", "arifle_MXC_Holo_pointer_F", "arifle_MX_SW_Hamr_pointer_F", "arifle_MXM_Hamr_pointer_F" }; class arifle_MX_ACO_pointer_F: arifle_MX_F { class LinkedItems { class LinkedItemsOptic { slot="CowsSlot"; item="optic_ACO"; }; class LinkedItemsAcc { slot="PointerSlot"; item="acc_pointer_IR"; }; }; }; That's taken from the MX config, maybe that'll help as beyond that I have no idea... Share this post Link to post Share on other sites
EricJ 759 Posted May 16, 2014 Okay... got a report on the J-SERE teamspeak and want to confirm... is the sound being intermittent with my mod activated? I think I'm experiencing the same thing but want to ask everybody if its happening as well. I double checked vs. the MX config and added what was there and I think I fixed that issue. Share this post Link to post Share on other sites
EricJ 759 Posted May 17, 2014 Tested a new candidate release and seems better after spending hours on the J-SERE Recruitment server and looks to be a good release, so I'll upload in a few hours. Share this post Link to post Share on other sites