RSF TheCapulet 59 Posted September 27, 2014 Personally, I'd prefer Toadie make every plain ole weapon imaginable. Not because we need more, or that his will be better. But because his animation work contributions to the community are invaluable. Plain boring weapons and high end specialist weapons will all improve because of it. Share this post Link to post Share on other sites
Kaxii 11 Posted October 4, 2014 A problem with the AKS-74 and GL version, if you put "overcast" in the weather options over 90%-ish the wooden foregrip and mag go black, rather than becoming darker due to shadows. That and please make a GL version of the normal AK-74! Share this post Link to post Share on other sites
Spartan0536 189 Posted October 4, 2014 Toadie2k YOU THIEF, YOU STOLE MY BALLISTICS CODE!!! Just kidding, I saw the credits, I am honored that you chose to use my ballistics code, you work is simply outstanding. I do have some good and some bad news for you however... Good News: I am on a 5 day break from work and I am pretty much done with 7.62x51mm NATO and 6.8x43mm SPC.. Bad News: You have lots of config editing work coming to you! :P Thanks again for supporting my ballistics work and I look forward to seeing more of your releases.... BTW .300 Blackout subsonic kicks the crap out of 9x19mm subsonic in a SMG, I think the days of the MP5 are numbered... Share this post Link to post Share on other sites
mordeaniischaos 3 Posted October 4, 2014 I would personally suggest Toadie does whatever he wants to do, no matter what other mods are doing. Please don't take this the wrong way, but I really don't feel like not doing something you want to because someone else is doing it is kinda wrong. It'd be nice if he eventually did every weapon imaginable. But at the end of the day, we benefit more early on from him creating stuff we haven't seen at a high level of quality. To be fair, that means pretty much everything is fair game, because other than RHS, nothing comes close. RHS has great assets even if the animations aren't as good as Toadie's. He can obviously do whatever he wants, but it's hard to deny that it's best for the community if he focuses on bringing us stuff we don't have good options for. But I also think there's a line to be drawn where "exists" becomes "exists at a high quality level" and that's where Toadie could focus if he wanted to be nice. Eventually, we need weapon packs to do most of everything, or at least focus on very broad strokes (all NATO weapons, etc) so we don't need 40 weapon packs. So at the end of the day, I don't think it MATTERS much what is done in the long run. But right now what I'd really like to see are weapons we don't have access to in ArmA 3. Especially some longer range options. I still believe that we, as Toadie's "adoring fans" (because we can't be customers), should be able to express what we'd like to see from him. I've never liked the "NEH LEAVE THEM ALOOOOOONE TO DO WHATEVER THEY WAAAAANNT YOU HAVE NO SAAAAAAY." As long as people are respectful, expressing what they would like to see from Toadie shouldn't be seen as a bad thing. Don't have to agree, but don't put someone down because they want to give their two cents. Things generally get better when you take input from a variety of sources, not worse. And weirdly, Toadie won't be bound by any person's requests. He can still do what he wants to. ---------- Post added at 10:39 ---------- Previous post was at 10:26 ---------- If you're talking abotu Steamworkshop being automagical, Workshop support for ArmA 3 is broken. I won't use it or tell anyone else to use it in my group because it's caused MASSIVE headaches. There's a really nasty bug that has hit me and a few of our members that forces you to scrub ArmA 3 and just about everything relating to it from your PC to get it working again. So if it worked, it'd be awesome and I'd be fine with multiple options there. But it's not functional. It struggles to update properly, it breaks the game on rare occasions, etc. And there's no reason for patches to require entire mods to be put out. Either way, you will always need at least a full pbo. So patches can be released as PBOs, while the core download remains as everything in it's latest form. That'd be a simple way to do addon updates. And later down the road, when there are so many different potential packs from one source (AK, AR, M4, G3, HK, MP5, MG, RPK/PKM, Launchers, Laser Blasters, etc) it gets a little crazy if you want to use all those weapons, but by then it seems safe to assume eventually updates would settle down. And you'd still be able to release patches instead of full releases, which would make things easier, bandwidth wise, for everyone. Eventually, updates will stop, and it'd be nice to have an ACE style asset pack that, yes, is huge, but also only needs to be installed once and will rarely update so it won't matter how updates are handled. And that doesn't have to exist exclusive of separated packs. Share this post Link to post Share on other sites
Spartan0536 189 Posted October 4, 2014 Ok I will enlighten you are to how most developers on here think.... We have our own agenda, this is NOT to say we don't care about public opinion, for most of us its what resources we have available to develop the mod/product that dictates our direction. Case and point from my perspective is... I have many people that ask me either on the public forums, in private messages, or even contacting me through Steam or TeamSpeak who ask.. "can you do this bullet or that caliber, PPPPPLLLLEEEEAAAASSSEEEE"; and to be honest some times their request lines up with a mod that I am assisting with, other times its a NO, like people asking me to write code for a 16.2 inch barrel 5.56x45mm rifle. I have even had some people offer to pay me for my time either to write ballistics code just for them/their group to just to research a single bullet, I have turned ALL offers down as my work is freeware, I am willing to bet that Toadie2k has even had these offers forwarded to him. There are 2 ways to going about getting what you are looking for... 1. Develop it yourself, learn, I started out with nothing, so did Toadie2k, RobertHammer, LordJarhead, EricJ, Xeno, X39, just to name a few, we all started with little to know idea on how to get things going but had the drive and determination to make things happen. 2. Ask the developer what resources they have available and if needed ASSIST the developer with accurate resource information, you might even get a small poll about developing a new addon. Please keep 1 really important thing in mind..... as much as we all love ArmA and its mods, a vast majority of us developers on here are doing this on our FREE SPARE TIME FOR NO PROFIT, its not about the money but about the community and the game, continuously asking for new things and most annoying of all a release date is seriously aggravating to say the least. I hope this has helped some of you see things from a different perspective, and if you do become a developer you may very well see things from the perspective I have just stated. Share this post Link to post Share on other sites
EricJ 765 Posted October 4, 2014 Ok I will enlighten you are to how most developers on here think....We have our own agenda, this is NOT to say we don't care about public opinion, for most of us its what resources we have available to develop the mod/product that dictates our direction. Case and point from my perspective is... I have many people that ask me either on the public forums, in private messages, or even contacting me through Steam or TeamSpeak who ask.. "can you do this bullet or that caliber, PPPPPLLLLEEEEAAAASSSEEEE"; and to be honest some times their request lines up with a mod that I am assisting with, other times its a NO, like people asking me to write code for a 16.2 inch barrel 5.56x45mm rifle. I have even had some people offer to pay me for my time either to write ballistics code just for them/their group to just to research a single bullet, I have turned ALL offers down as my work is freeware, I am willing to bet that Toadie2k has even had these offers forwarded to him. There are 2 ways to going about getting what you are looking for... 1. Develop it yourself, learn, I started out with nothing, so did Toadie2k, RobertHammer, LordJarhead, EricJ, Xeno, X39, just to name a few, we all started with little to know idea on how to get things going but had the drive and determination to make things happen. 2. Ask the developer what resources they have available and if needed ASSIST the developer with accurate resource information, you might even get a small poll about developing a new addon. Please keep 1 really important thing in mind..... as much as we all love ArmA and its mods, a vast majority of us developers on here are doing this on our FREE SPARE TIME FOR NO PROFIT, its not about the money but about the community and the game, continuously asking for new things and most annoying of all a release date is seriously aggravating to say the least. I hope this has helped some of you see things from a different perspective, and if you do become a developer you may very well see things from the perspective I have just stated. Amen to those words brother, Amen. Share this post Link to post Share on other sites
blazenchamber 261 Posted October 5, 2014 (edited) + 1 from SMA... :) Totally agree please have patience. All mod authors spend countless hours of their life creating content and ask nothing in return. Edited October 5, 2014 by blazenchamber Share this post Link to post Share on other sites
Spartan0536 189 Posted October 5, 2014 + 1 from SMA... :)Totally agree please have patience. All mod authors spend countless hours of their life creating content and ask nothing in return. There really is only 1 thing we developers ask in return, and its simple but difficult for some.... patience Again I can not stress enough that if you wish to have something in ArmA you MAY have to create it yourself or wait and hope someone else does it, the only other thing you can do is try to assist the developer if you think you have an authentic resource that may not be very publicly available or something they may have missed. I know it may sound harsh but this is the nature of the beast, we a not a company like BIS with a high specialized crew that gets paid, many of us are either a 1 - 3 man operation for development and for "beta testing" we may have a few others. This bring me to my next point, DO NOT ASK TO BECOME A BETA TESTER UNLESS ASKED BY THE DEVELOPER, most of us have our beta testers hand picked for a variety of reasons, and beta testing is not what many of you think it is. For us Beta testing is about finding audio or visual glitches as well as stability issues, for my ballistics code its ALL about authenticity and replicated accuracy, beta testing is tedious and sometimes down right frustrating (especially if you mis-placed a semicolon in the cfg file). Share this post Link to post Share on other sites
CyDoNgr 28 Posted October 5, 2014 Well this mod currently misses: M240s MG3 PKM M16s and M4s all of course with complete animations. Of course I am kidding (but hoping silently haha) This is the best mod hands down regarding arms in arma. All with sounds logical recoils etc. Way to go toddie! you are the BEST Share this post Link to post Share on other sites
toadie2k 799 Posted October 7, 2014 (edited) Amen to those words brother, Amen. + 1 from SMA... :)Totally agree please have patience. All mod authors spend countless hours of their life creating content and ask nothing in return. There really is only 1 thing we developers ask in return, and its simple but difficult for some.... patienceAgain I can not stress enough that if you wish to have something in ArmA you MAY have to create it yourself or wait and hope someone else does it, the only other thing you can do is try to assist the developer if you think you have an authentic resource that may not be very publicly available or something they may have missed. I know it may sound harsh but this is the nature of the beast, we a not a company like BIS with a high specialized crew that gets paid, many of us are either a 1 - 3 man operation for development and for "beta testing" we may have a few others. This bring me to my next point, DO NOT ASK TO BECOME A BETA TESTER UNLESS ASKED BY THE DEVELOPER, most of us have our beta testers hand picked for a variety of reasons, and beta testing is not what many of you think it is. For us Beta testing is about finding audio or visual glitches as well as stability issues, for my ballistics code its ALL about authenticity and replicated accuracy, beta testing is tedious and sometimes down right frustrating (especially if you mis-placed a semicolon in the cfg file). You know, the fact that this discussion is being had in this thread is pretty encouraging. I echo these sentiments. But yeah, the general gist of order and context of what I work on is basically whatever I feel like working on at the time, taking into consideration available time, resources, and what people want (to a degree.) Things like the Commonwealth weapons that I'm doing are going to take the longest, because none of the available resources are up to a standard I'd want in Arma, so I'm taking my time to do them right(and there's a lot of uniqueness to the planned set, so it's not as easy to reuse stuff), even if that means it takes backburner to something like the MP5 pack, which could be done much faster. Well this mod currently misses:M240s MG3 PKM M16s and M4s all of course with complete animations. Of course I am kidding (but hoping silently haha) This is the best mod hands down regarding arms in arma. All with sounds logical recoils etc. Way to go toddie! you are the BEST Lol, all in good time. Toadie2k YOU THIEF, YOU STOLE MY BALLISTICS CODE!!!Just kidding, I saw the credits, I am honored that you chose to use my ballistics code, you work is simply outstanding. I do have some good and some bad news for you however... Good News: I am on a 5 day break from work and I am pretty much done with 7.62x51mm NATO and 6.8x43mm SPC.. Bad News: You have lots of config editing work coming to you! :P Thanks again for supporting my ballistics work and I look forward to seeing more of your releases.... BTW .300 Blackout subsonic kicks the crap out of 9x19mm subsonic in a SMG, I think the days of the MP5 are numbered... Mate, Can't wait for them .308 loads, I'm assuming you have some cold loads in there? Getting subsonic loads to feel right has never been something I've got right, so I'm curious to see how yours look. I was going to PM you a thanks for the Blackout ballistics you put out recently, because they're top notch. I mean, I don't think the ones I did are bad per-se( velocity and friction were pretty close to yours, which pleased me) but the maths relating to penetration and damage values feel a more solid in your than mine (and that's entirely because I live in a place where access to testing that sort of data is a tough ask at the best of times, let alone with something as "new" as blackout). And yeah, .300 is a legit body dropper, but man 10mm Auto out of an MP5 still has that ability to aboslutely dominate the room-to-room space like a boss, and I'm partial to my pop-guns :D It'd be nice if he eventually did every weapon imaginable. But at the end of the day, we benefit more early on from him creating stuff we haven't seen at a high level of quality.To be fair, that means pretty much everything is fair game, because other than RHS, nothing comes close. RHS has great assets even if the animations aren't as good as Toadie's. He can obviously do whatever he wants, but it's hard to deny that it's best for the community if he focuses on bringing us stuff we don't have good options for. But I also think there's a line to be drawn where "exists" becomes "exists at a high quality level" and that's where Toadie could focus if he wanted to be nice. Eventually, we need weapon packs to do most of everything, or at least focus on very broad strokes (all NATO weapons, etc) so we don't need 40 weapon packs. So at the end of the day, I don't think it MATTERS much what is done in the long run. But right now what I'd really like to see are weapons we don't have access to in ArmA 3. Especially some longer range options. I still believe that we, as Toadie's "adoring fans" (because we can't be customers), should be able to express what we'd like to see from him. I've never liked the "NEH LEAVE THEM ALOOOOOONE TO DO WHATEVER THEY WAAAAANNT YOU HAVE NO SAAAAAAY." As long as people are respectful, expressing what they would like to see from Toadie shouldn't be seen as a bad thing. Don't have to agree, but don't put someone down because they want to give their two cents. Things generally get better when you take input from a variety of sources, not worse. And weirdly, Toadie won't be bound by any person's requests. He can still do what he wants to. ---------- Post added at 10:39 ---------- Previous post was at 10:26 ---------- If you're talking abotu Steamworkshop being automagical, Workshop support for ArmA 3 is broken. I won't use it or tell anyone else to use it in my group because it's caused MASSIVE headaches. There's a really nasty bug that has hit me and a few of our members that forces you to scrub ArmA 3 and just about everything relating to it from your PC to get it working again. So if it worked, it'd be awesome and I'd be fine with multiple options there. But it's not functional. It struggles to update properly, it breaks the game on rare occasions, etc. And there's no reason for patches to require entire mods to be put out. Either way, you will always need at least a full pbo. So patches can be released as PBOs, while the core download remains as everything in it's latest form. That'd be a simple way to do addon updates. And later down the road, when there are so many different potential packs from one source (AK, AR, M4, G3, HK, MP5, MG, RPK/PKM, Launchers, Laser Blasters, etc) it gets a little crazy if you want to use all those weapons, but by then it seems safe to assume eventually updates would settle down. And you'd still be able to release patches instead of full releases, which would make things easier, bandwidth wise, for everyone. Eventually, updates will stop, and it'd be nice to have an ACE style asset pack that, yes, is huge, but also only needs to be installed once and will rarely update so it won't matter how updates are handled. And that doesn't have to exist exclusive of separated packs. Okay, so I'll try and address this as well as I can, going last to first- Yes, eventually updates will stop on things I'd consider done. For example, I think I'm likely to only have one patch more on the AKs(there's a couple of very minor things I want to tweak, but couple probably considered close to their final state now, any plans to add more AKs will be done as exntensions of what's already there, in their own mod). When the point comes when more are in that state, yeah I'll probably start gathering "finished" packs as a single download options, then have ones that are still in development still as separate. I can't speak for all, but I know most organised playergroups basically do this with thier own modsets internally (lump all their mods into a single @modfolder and host it somewhere, or use Arma3Sync,etc), and I generally don't have a problem with this happening with my stuff as long as it's not straight just straight up public redistribution or trying to claim anything as their own. If there was an ACE-like that wanted to do similar, providing they were up-front about it and asked beforehand, I wouldn't be opposed to a similar deal, possibly even some sort of source file sharing deal so they could tighter integrate that should they need it. It would entirely depend. Workshop, yeah I think there's a ways to go with the execution of that. The fact it doesn't seem to lump server keys or signitures with the pbos is a problem, and yeah, there's not a lot of explanation on how to get mods downloaded through there on the whole, but the intent is in the right place. The real bottom line is that the Workshop is significantly more visible to a MUCH larger percentage of the actual Arma playerbase (and it pains me to even say this,) Armaholic, PWS or these forums. Sure, having popular youtubers advertising these as options boosts their profile, but EVERY Arma 3 player has a link to workshop straight from their steam client, so it's certainly very worthwhile for mod-makers to weather at this point as far as I'm concerned, and hope that BI have plans to straighten out integration and execution (and this seems to be the case). Straight up- the amout of people who downloaded my stuff through SW as compared to through my self-hosted version(as it's the only one I have concrete metrics for comparison) in the first week after release was like a 3:1 difference. On the player end, yeah, it's going to be entirely up to your experiences with it at this point. If you've had bad experiences with it, maybe just leave it alone for a few months, noone would fault you for it. Regarding content, I pretty much addressed it above- I do take on board what people want, and thats why you're seeing MP5s and not Stens in the coming week or so, but it's only a guiding factor to what I'll work on. On the flip side, I'm also deliberately not tied to trying to replicate any one specific Armed forces or combat group, so there's no concrete list of things that will or won't get done, so with enough sweetening (could range from linking me to videos through to donating a Valmet)things get shifted around in priority. I also bump things up because sometimes happen. But yeah, I do try and take on board stuff if there's an overarching call for something, even if I want to put my own spin on it, so don't feel that if I don't straight up reply "yes" to something that I'm ignoring it. Anyhows, I was going to do a changelong, but I'm flat out of spare time for video upload this week, so the short story is the MP5s are like 75% done, and I aim to nut off the last of it by the weekend, and get some testing done to make sure I haven't left any glaring bugs in (GP prone reload I'm looking at you), so those should be out within a week at most. The variety of Mp5s pretty much covers the board- Got SEF-trigger packs and 4-position modern ones, Collapsible stocks and solid ones, MP5K-PDW, SDs. Something for everyone, and I have to say, they're the most poppingest pop guns that ever popped. Popped,locked, busted freshes. I'm also going back over the AKs, FALs and M14s and looking at the viability of having the sights adjust Up/down with the zero. There seems to be a siginifcant bug with regards to the way discretedistancecamerapoints are handled with bullet-based weapons (instead of a through-line from the camera-point past the pivot point to the point-of-impact like with GLs, they seem to just straight-tangent from POI to camera, ignoring the front post), and it's an absolute deal-breaker especially for high-offsets like ladder sights on the M60. Normal peep or notch sights seem to be able to function without too much detriment to functionality or reliability.(the point of aim does walk vertically, but not as much) M14- Sights bottomed-out M14- Sights topped-out So those MIGHT be coming if they don't end up ruining functionality in the field OR if Bohemia fix how those work, as it stands now the point of aim shifts enough vertically that you might be a full torso height out at 600m(basiclly- putting the tip of the post on the head to hit the center-mass), which has me leaning on reverting back to static sights (at least the POA is reliable, even if not 100% accurate to function) Edited October 7, 2014 by toadie2k Share this post Link to post Share on other sites
shocknawe 11 Posted October 7, 2014 So I've got a question about the AN/PS4 (M14 Mount) optics included in the HLC M14 pack. It doesn't seem to work right. When looking through these optics, mounted on the M14DMR, I get no actual sight or anything. I just get a zoomed-in view as you'd get by holding NUMPAD +, except with far more zoom. Is this a problem on my end? If not, is it known/can it be fixed? Share this post Link to post Share on other sites
Spartan0536 189 Posted October 7, 2014 (edited) Sadly I do not have subsonic loads for 7.62x51mm NATO at this time, I will be including them in the future, most likely they will be using the same 240 Grain bullet that is used in my .300 AAC Blackout round, with similar results likely as the velocity should be about the same. What concerns me the most is velocity of subsonic rounds from SBR's in 7.62x51mm as most are rated at the 20 inch barrel length, so if its 1000 ft/s in a 20 inch barrel using long burn powders like most 7.62x51mm NATO powders are then in a 13 inch SBR is the bullet moving at 750 ft/s, and if so is it even worth using with that velocity/penetration/damage? Addendum: Lapua makes a subsonic round based off of a 200 grain Sierra MatchKing bullet that is rated at 1066 ft/s out of a 16 inch barrel, now my concerns are for 24 inch barrels because the trans-sonic barrier at mean sea level with a pressure of 29.92 is 1116.43 ft/s and if the round is accelerated to or past that then its no longer a subsonic load and is useless as it will cross the sonic barrier within 25 feet of the barrel causing instability (especially if using ruthbergs mod). These are some of the issues I take into consideration when I develop ballistics code. Edited October 7, 2014 by Spartan0536 Share this post Link to post Share on other sites
snowingjimbob 34 Posted October 7, 2014 Can't wait for those "poppingest pop guns"! Sounds really good. Your work is spectacular. Share this post Link to post Share on other sites
RiskPickles 10 Posted October 8, 2014 Holy shite, that reload is the sexiest thing. :love: Now we can finally be bulldozer of Fallujah, yes? Thank you based Toadie Share this post Link to post Share on other sites
gunny24 46 Posted October 8, 2014 good to hear about the progress of the MP5 package. is a mp5 mith m203 included in the pack?(yes it is/was used in reallife in malaysia) i would also like to see that man portable kord HMG in game^^ :-D Share this post Link to post Share on other sites
garverick 1 Posted October 8, 2014 good to hear about the progress of the MP5 package.is a mp5 mith m203 included in the pack?(yes it is/was used in reallife in malaysia) i would also like to see that man portable kord HMG in game^^ :-D that would be freaking sweet or possibly a minigun variant you like in the movie predator would be pretty sweet just mow down the enemy with a insane ROF Share this post Link to post Share on other sites
miketim 20 Posted October 8, 2014 Woah that heavy MG... if we had weapon resting (no its not one of those posts calm down kids) you could do that stuff like those dumb terrorist videos out of Syria where they take DSHKMs and just rest them on top of window sills and fire.. rofl the best one is this shitty insurgent putting his dshkm tripod on a sanddune and it collapses and the MG falls on his leg.. Whatever stupid stuff you do, its gonna be high quality i'm sure. :cool: Share this post Link to post Share on other sites
janus0104 3 Posted October 10, 2014 If there was an ACE-like that wanted to do similar, providing they were up-front about it and asked beforehand, I wouldn't be opposed to a similar deal, possibly even some sort of source file sharing deal so they could tighter integrate that should they need it. It would entirely depend. Speaking as a worker on one of those total conversion mods(not gonna advertise in here, this is your thread), I can tell you that right now, there's next to zero cooperation going on between mod teams due to Make Arma Not War. It's one of those bad side-effects the contest is having. Once that is done with and proper cooperation is once again possible/allowed, we would very much like to ship a quality extension to the vanilla weaponry with proper credit and collaboration. Unfortunately, that'll still take a few days time to happen :D If and when it comes to that, talks will be had with everyone involved on what their goals going forward are etc. As for steam workshop numbers, remember that those are biased towards steam since with the workshop every player downloads it and goes into your metric. When I download your mod and make it available in our community's modset (do not worry, our distribution tool gives proper credit... damn, I should update that mod's description lol), another 300 players have downloaded it. In any case, keep up the good work :) Share this post Link to post Share on other sites
kukaracho 10 Posted October 10, 2014 Where is HK33? Share this post Link to post Share on other sites
janus0104 3 Posted October 11, 2014 (edited) Uhm... we just did a comparison of weapon packs. Server FPS are dropping with HLC weapon pack. When you just spawn with them you lose a few, when you shoot with them the FPS go from the usual 50 to ~24. Reloading takes it from 50 to ~37. Yea... HLC weapons kill our server fps. Which is not something I can understand from a technical point of view, I see no event handlers and stuff in the configs, the main part of the filesizes is textures which the server doesn't render... Wtf?! Narrowing it down some, it seems the M60 is fine, but both AR and AK pack seem to suffer from this flaw, for which I still lack an explanation. Plus, one dedicated server is not a good sample size, so I'd love to hear from others how their server FPS are performing with HLC. Edited October 12, 2014 by janus0104 Share this post Link to post Share on other sites
Slahinki 10 Posted October 12, 2014 Uhm... we just did a comparison of weapon packs. Server FPS are dropping with HLC weapon pack.When you just spawn with them you lose a few, when you shoot with them the FPS go from the usual 50 to ~24. Reloading takes it from 50 to ~37. Yea... HLC weapons kill our server fps. Which is not something I can understand from a technical point of view, I see no event handlers and stuff in the configs, the main part of the filesizes is textures which the server doesn't render... Wtf?! Narrowing it down some, it seems the M60 is fine, but both AR and AK pack seem to suffer from this flaw, for which I still lack an explanation. Plus, one dedicated server is not a good sample size, so I'd love to hear from others how their server FPS are performing with HLC. Never had that happen. Share this post Link to post Share on other sites
intolerable_pigeon 10 Posted October 13, 2014 I would really love to see bolt action rifles with the cycling animation playing correctly. That would really make sniping more immersive. On a side note does anyone know if these mod packs have any missions created with them? Share this post Link to post Share on other sites
enex 11 Posted October 14, 2014 I believe weapon inertia is on stable branch now.Perhaps you could add it to your weapons if you like it too. Weapon inertia inertia coefficient of the weapon is easily set by the inertia parameter, common values are 0.1 for a pistol, 0.5 for a rifle, 0.7 for machinegun and around 1.0 for a launcher class cfgWeapons { class myWeapon { /// inertia coefficient of the weapon inertia = 0.5; }; }; https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines Share this post Link to post Share on other sites
pd3 25 Posted October 17, 2014 This has possibly been brought up in another post, but is there a reason why the AR-15 pack does strange things such as put suppressors in the headgear slot when equipping it? Is this an HLC-core issue? Because I think I'm updated. Share this post Link to post Share on other sites
marlboro90 10 Posted October 19, 2014 (edited) hey folks...first of all great mod...im suffering from a little problem all the weapons are perfect but my AK47,AKM,and RPK all dont have sounds , they do with a suppressor but when i use them normally there arnt any sounds tried reinstalling the mod and that didnt help...when i place the ammo box in the editor i get the following msg : cant find bin/config.bin/cfgweapons/hlc_rifle_rpk/single.closure1 . im not good at the whole scripting thing ..can any one help me out p.s i went through the pages but i couldnt get an answer ...like i said all is well expect the ak47,akm,and rpk they dont have firing sounds , the ak pack ive got is 1.4...i really need some help here Edited October 19, 2014 by marlboro90 Share this post Link to post Share on other sites