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Oh yeah I use my stuff too man :) It's been working out real good so when Ruthberg gets the stuff done I'll get back into it, don't worry ;)

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Dude... the shit rocks man, especially with the Mk316 ammo, a Suppressor, and an ACOG or M3LR/DMS scope. It's just nice.

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Dude... the shit rocks man, especially with the Mk316 ammo, a Suppressor, and an ACOG or M3LR/DMS scope. It's just nice.

Sweet. I'll be looking forward to that and that m4a1 cqc your going to make some day soon ;-)

Edit: so I was using my dual scar setup when an idea came to me. So I use your m3lr scope and your m68 CCO. The m68 CCO red dot is perfect while the m3lr is messed up. The only difference is that flash suppressor layer. So the idea was this. If you could take the flash suppressor layer from the m68 CCO and apply it to the m3lr and see if that clears it up. Then you would just have to figure out to make the hexagons transparent. This is of course if that is even possible, and I'm not the only one having the red dot issue :-)

Edited by gobi42

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The issue is that the M3LR is a 2D, not a 3D scope that the Aimpoint is, so I can see what I can do but I don't know how "messed up" it is...?

---------- Post added at 02:12 ---------- Previous post was at 00:14 ----------

I still need to fix the designation (Mk316 instead of M316) but here's a shot of the rifle (with safety feature, not shown) while playing Insurgency on LAN:

https://www.dropbox.com/s/7q80n2tw3mqtlx1/arma3%202015-01-20%2001-19-49-79.jpg?dl=0

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I got you on the scope, if you can do something about it cool, if not no worries. I still use it :-). That sure is a pretty view ;-)

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@EricJ - thanks for the update whens the abr coming out?

also gave the mk316 ammo a try and its good! - but a bit confused its listed as m4 ammo but I got it working on a SCAR LSW I have not sure which mod pack the SCAR comes from (note I didn't install any of the .pbo for the mod packs - in fact not sure where there meant to go - guessing into the addon folder for the gun mod it relates to?)

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Once Ruthberg gets the updated Ballistics I'll get cracking back on the mod. I've had to deal with a lot of old personal stuff from awhile ago and that's been one of the reasons I've not touched it. There's a lot to go over and frankly while I am playing, modding is not a priority at the moment. Mk318 is the 5.56mm ammo, Mk 316 ammo is for the 7.62mm. That's cool you got it working on the SCAR LSW but I've already applied (I think anyway) it already for the gun. So yeah... It'll be for the SCAR LSW when I get back into it.

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Thanks for the update - also just to clarify for the lkr ammo mod you get a lot of extra .pbo files for other gun mods do you need to drop these files into the actual gun mod's folder in the addons section to get them to work? for example for the HLC AK pack you need to drop the .pbo into the HLC folder or do I mis understand?

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Correct, the LKR pbo goes in your active mod folder (in the addons folder). For other mods I'm not sure because most of them are relatively self-contained, but for like my mod for instance, you wanted to use the RH config instead of the normal one, you'd put the U100.pbo in one folder, and the RH config PBO in the same folder, and if you like TMR weapon resting, add that as well. Everything else delete. For other gun mods I'd be lying if I knew as I use a small few already, and quite content with it.

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Also I've been mainly discussing this on the Kunduz, Afghanistan topic but I did do a cheap Kunduz Insurgency map.

http://steamcommunity.com/profiles/76561198016000690/myworkshopfiles/

It's fairly basic, 10 player slot with one designated Zeus slot as I don't know how to code when an admin is on the server he or she can use Zeus, so given the size of the map it is what it is. Spawn distance is 400m from the squares to get some mid-range sniping and of course some good CQB stuff. OPFOR is vanilla CSAT, and once I get around to it, CAF Aggressors. Original Insurgency by BangaBob, the FOB with my tweaks is from CallMeSarge, and has VAS/Arsenal at the ammo boxes, as well as a couple vehicles and some helos. I don't mind if you tweak it to your specifications, but at the minimum credit BangaBog and CallMeSarge for their work.

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hey Eric! one question!

do u have any plan for Shotgun in future?

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Nope, Purple's Benelli M4s I'd highly recommend though for a tactical version.

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Well maybe Purple will update them, maybe not but I'm just not interested.

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It's fairly basic, 10 player slot with one designated Zeus slot as I don't know how to code when an admin is on the server he or she can use Zeus, so given the size of the map it is what it is. Spawn distance is 400m from the squares to get some mid-range sniping and of course some good CQB stuff. OPFOR is vanilla CSAT, and once I get around to it, CAF Aggressors.

doesn't work for me, missing some mod, I guess. I can't dePBO it currently, what mods did you use to make it?

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No worries, found it and removed the A3MP dependency.

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thanks!got it

one question what is your RH config for pack? (already know the weapon rest one)

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For Robert Hammer's M4/M16 pack. Some players like his Mk262 ammo and like to use it on my guns. My plans is to remove it due to simply the fact that maintaining three separate configs annoys the shit out of me. I have enough to worry about with one config, so quite honestly he does make good weapons, but overall I just don't have any interest in supporting it. IF however a lot of people still would like it I can deal with it as probably he's updated it and I've been just as lazy seeing where it's at.

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Meh I think the storm of my personal life is over with, and or maybe just more manageable. Anyway, tomorrow after a fresh start and day I'll get back to working on this mod. Things to work on:

-Retexturing the Guided AT4 (no other better name really) so it doesn't look as it does right now, which with the A2 TOW texture it looks like shit.

- Integrate that with the weapons pack

- The ABR modification is already integrated into the pack, just have to get things completely settled down.

Right now ammo conversions are frozen due to Ruthberg's timetable, so the less I pester him the easier it is for him to add his elements to it.

---------- Post added at 19:19 ---------- Previous post was at 18:59 ----------

Also, did some 1.38 testing and the TMR script is still borked, so while I enjoy using the TMR function, if anybody can make a better working script I'm open to options as while there is AGM and VTS, they just don't interest me that much for me to bother.

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Okay maybe even I get tired of being shot at virtually. Anyway some preview images of the weapon in Buldozer. I tweaked the Tow Launcher texture so it's darker, as remapping it wouldn't be efficient:

wip672.jpg

wip673.jpg

wip674.jpg

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For me it's the best weapon resting but given the lack of updates by taosensai it's like "Okay...". Maybe his RL schedule is the culprit but overall its great work.

---------- Post added at 22:57 ---------- Previous post was at 22:23 ----------

And textured. The left hand clips into the 3D mesh of the sensor system (now fixed, just didn't take any pics):

wip675.jpg

wip676.jpg

wip677.jpg

---------- Post added at 23:38 ---------- Previous post was at 22:57 ----------

And what is going to be the final version:

wip678.jpg

wip679.jpg

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I downloaded the source code last night off of git. Not going to make any promises, but I'll see if I can't figure it out. New launcher is looking nice as well.

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