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Nope as honestly I haven't used an AFG to differentiate between the two yet. And as a matter of fact I have one coming to me (AFG) for my RRA M4. So in essence they're all the same to me, like white people :)

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Okay unless I'm getting the vibe wrong I'm going to hold off the next update until the Marksman DLC/1.42 gets introduced. Right now given the setup which is fairly easy to setup so far I'm going to only make the Harris Bipod the only active bipod accessory so far. Right now with the Barretts having their own integral bipod I may, or may not include it as an attachment. Given the outlook on people's views there won't be a separate bipod/non-bipod version of the same weapon. It makes no sense and so on. Yes I'll see how it looks for the DLC but overall support is going to be for it more than likely.

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It's a tough choice for now, I'll get back with you or realistically everybody on that. If the resting feature is equivalent or better (was pretty good when I checked it out weeks ago) probably.

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even thougha weapon may not have a bi-pod attatchment on it one could still surmise that the shooter could rest his weapon on a rock or log or wall etc... so it would be awesome to still be able to rest the weapons

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Right, the weapon resting feature is pretty good when I tried it a few weeks ago, so as long as people stop having philosophical discussions about it hopefully BIS will maybe implement it in 1.42

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Weapon resting is supposed to happen alongside deployment, no reason to expect that it won't be in v1.42, and I do like that bipod config seems to be relatively simple (call a memory point and hasBipod = true; in either the weapon with integral bipod or in an attachable bipod, then mass and inertia for an attachable bipod).

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As a matter of fact I do have a bipod setup but again that's only waiting on 1.42 to be released along with the DLC so right now it's "there" but not doing anything also. Model setup was fairly easy and have to get the model.cfg working and go from there. But again just waiting for the next update.

On the RVMAT front I've been making some better tweaks to the effects, where the shine actually works decent and the underlying texture isn't looking as funky as it used to. Given I'm doing some classes right now I'll post pics on here later on.

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Okay here's some stuff I'm working on in the background:

Mk12 SPR:

wip755.jpg

Somehow I ended up with an SPR in my file repository of 3D models and decided to bring it in the pack. I've always had a thing for it so I figured what the hell. The rear sight may get reworked but the weapon will be in "as is"

Also a "Barrett M103". I was re-watching Appleseed: Alpha (decent movie of the series) and Bri's rifle kinda inspired this design. The muzzle brake is oriented upwards (as in the movie his gun was basically a redone M102) but can't be seen with te massive suppressor installed. This is going to be definitely oriented for the Marksman DLC as the rail bottom piece will mount an attachable bipod:

wip758.jpg

I know a lot of people will philosophize about the rear portion (bolt travel, etc) but essentially it's a "cooler" Barret M99 and as you can see more "compact" and so on. The anim is from the SCAR so it looks a bit more "assault rifle" than a sniper rifle but hey I can always change the appearance.

And the RVMAT work I managed to tweak so it looks better:

wip757.jpg

wip756.jpg

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Lol I'll see what I can do :)

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If not LMK. Nothing to whip one up for ya. I need to make one for ours anyhow

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If you want knock yourself out. In-between client work and the public pack (mainly really getting the RVMATs where they're at now) it'll be some time, as once the Marksman DLC comes out I'll still be working on it to get the Harris bipod to look right as far as anims, though I may get a model from Turbosquid, but that's up in the air right now until I get to test it.

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wip763.jpg

Some ACOG work with RVMATs... looking much better.

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Okay one thing that really annoyed me was the M24 Woodland and to be honest with you I never liked the result that came out. So I dug in my repository of stuff and found this:

wip764.jpg

I've also spent some time getting more stuff RVMATed, and frankly a lot needed to be done. I'm pondering releasing an update within a couple days irrespective of 1.42 as soon as I get some more things redone prior to the laptop replacement. And I've gotten a better internet connection (finally) and so able to get shit done a bit faster...

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There's still some work I need to do on it, like getting the LODs right (basically a heavily modified M107 so changing it will be easier, etc.

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Erm... I don't think I was being rash...

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Great work, man.

Sorry if it's already been asked, but would it be possible to include an alternate config for the M32 so that it takes up the launcher slot instead of the primary weapon slot? Thanks in advance.

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No, there is no possibility for it to be set as a launcher. Use a Carryall backpack and throw it in there.

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Bleagh... just another update, I spent the better part of yesterday fixing mainly geometry and Fire Geometry LODs for all the guns in the pack. I even updated some stuff and instead of dirt sand when you shoot the weapon, it sparks and such, and found that out up close when I got shot at in a Takistan Insurgency mission I found... Other than that I've had a good person hook me up with some cool little images to add some spice to the pack and for the small image for the Armaholic/PWS version of my mod. So plans are is maybe to upload a vastly improved (some texture tweaks as well) pack probably on Sunday or Monday. Then it'll be some more stuff such as tweaking based on feedback, etc.

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Some suppressor RVMAT work:

http://562.50megs.com/Arma3/wip766.jpg

And a WIP Desert texture, kinda like a really bright FDE, the intent is to get the weapon like the FHQ scope, sort of:

wip767.jpg

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Looks good Eric. Can't wait to see the improvements you've made.

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No, there is no possibility for it to be set as a launcher. Use a Carryall backpack and throw it in there.

Will do. Thanks for the reply.

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