slatts 1978 Posted June 15, 2014 (edited) NOTE THIS IS A BETA Hey guys. A few weeks back I set about porting the M27 IAR I made using Vilas' models for arma 2 over to arma 3. Yet again my PC decides to go and troll me by not starting up so this isn't fully complete yet but it's more then enjoyable and usable so knock yourself out. Due to the PC crash it isn't fully ASDG compatible nor can AI use it similar to a MX SW as I intended. Just because I could. I also made two basic HK416 models. One standard, and one GL variant. Feedback is as always, more than welcome and when I get my PC back from the doctor I will of course do my best to update it :) Credits: Massive credit to Vilas. Without his permission or excellent work this wouldn't have happened BIS. For the sample models for arma 3 and public content for accessories Sleazy Company: For their testing and suggestions. Picture: http://i296.photobucket.com/albums/mm180/guitaro-man/arma32014-05-3022-02-00-40_zps0b71dc55.png http://i296.photobucket.com/albums/mm180/guitaro-man/2014-05-30_00005_zps73e2cc41.jpg Link: https://www.mediafire.com/?ez1i1le7669s287 ASDG joint rails is required! Classnames: SLTS_HK416 SLTS_HK416_GL SLTS_M27 License notice: This work contains data from another source. You may not modify this addon in anyway that violates the original author or my own work. Seek original authors permission. Have fun :cool: Slatts Edited April 24, 2015 by Slatts Share this post Link to post Share on other sites
-lordsoth- 15 Posted June 15, 2014 Looks nice. Thanks dude. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted June 15, 2014 Thanks man :) btw: you should troll your pc, and not PC you ^^ Share this post Link to post Share on other sites
Guest Posted June 16, 2014 Release frontpaged on the Armaholic homepage. M27 IAR & basic HK416's beta 0.1 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
slatts 1978 Posted June 16, 2014 I forgot I didnt make an ammo box yet Classmames are hk416 hk416_gl m27 Share this post Link to post Share on other sites
sonsalt6 105 Posted June 16, 2014 New mod v0.1 beta available at withSIX. Download now by clicking: @ Slatts; 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
lao fei mao 21 Posted June 16, 2014 The ironsight texture is poor, incompatible with the body texture. Share this post Link to post Share on other sites
slatts 1978 Posted June 16, 2014 Yeah thats something I want to look at. I got them off the CZ805 and cant remember them being that bad. Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted June 16, 2014 (edited) [Edit] Slatts, are you sure it isn´t fully ASDG compactible? I´ve tested a lot of optics and TMR animated bipods even the Muzzle breakers are working, check it out: http://steamcommunity.com/sharedfiles/filedetails/?id=271751249 http://steamcommunity.com/sharedfiles/filedetails/?id=271751105 For me it is great, and if you manage to make the firemode selector and the M27 bipod animated, it would be awesome! About the ironsight, shouldn´t the Hk416 have one similar to the MP5? cheers! Edited June 16, 2014 by Corporal_Lib[BR] Share this post Link to post Share on other sites
boke 10 Posted June 17, 2014 Thanks for your addon!.. But, I hope, you to make HK416 CQB.. I really want this weapon.. I was hoping the silencer also... Please... Share this post Link to post Share on other sites
evromalarkey 150 Posted June 17, 2014 (edited) great, nice to see HK416 in Arma 3, however I get some feedback for you. - HK416 seems to have the same sound as your scars, do you plan to change that? - Could you do animated bipod for M27? Lots of mods has this option on fire selector key (F) - All guns seems to have transparent icon (eg. inventory, VAS) - You should always make unique classnames for your mods, eg. slts_hk416 (you will prevent conflicts with other mods) However I get it, it's just beta and you could have all of these in plans. :D Keep up in good work! Cheers! Edited June 17, 2014 by EvroMalarkey Share this post Link to post Share on other sites
slatts 1978 Posted June 21, 2014 Thanks for the feedback guys :) Still no word on my PC Share this post Link to post Share on other sites
HorbeySpector 164 Posted June 21, 2014 Really enjoying these weapons. :) Can you maybe add custom reload animations? like these, for example: Share this post Link to post Share on other sites
slatts 1978 Posted September 4, 2014 Sneak peak at an update coming soon (ish)! Using the modelSpecial command, I've made a 100 round magazine that will appear when you load it. It's not perfect as it will revert back to the normal model when empty but it's a small price to pay :) Also added in the AI usage https://pbs.twimg.com/media/Bws3LD1IEAAnNv8.jpg:large Share this post Link to post Share on other sites
EricJ 743 Posted September 4, 2014 Nice catch, never thought of that... Share this post Link to post Share on other sites
slatts 1978 Posted September 4, 2014 Nice catch, never thought of that... Have to do something to take the wind from your sails ;) jk Share this post Link to post Share on other sites
Alwarren 2766 Posted September 4, 2014 Sneak peak at an update coming soon (ish)!Using the modelSpecial command, I've made a 100 round magazine that will appear when you load it. It's not perfect as it will revert back to the normal model when empty but it's a small price to pay :) Also added in the AI usage https://pbs.twimg.com/media/Bws3LD1IEAAnNv8.jpg:large Be aware that using the modelSpecial command (at least on a launcher I tried) will cause issues with model.cfg based animation. I had a lot of weird issues with this trying to hide the CLU of the Javelin when it is on the back. Ended up ditching the whole modelSpecial stuff. Share this post Link to post Share on other sites
EricJ 743 Posted September 4, 2014 Yeah I just spent the last half hour with it and got what you talked about Alwarren, so no good idea but yeah the issue is that you can use the same model but you'll get some graphical glitches, and in some cases, immediate CTD. Share this post Link to post Share on other sites
slatts 1978 Posted September 4, 2014 Fuuuuuu thats what I get for trying to be being clever. Maybe thats what messes with my Rpg 7 Share this post Link to post Share on other sites
Alwarren 2766 Posted September 4, 2014 Believe me, I found out the hard way. I spent around three days trying to figure out this, only to find out that it was caused by modelSpecial :) ---------- Post added at 21:15 ---------- Previous post was at 21:11 ---------- Fuuuuuu thats what I get for trying to be being clever. Maybe thats what messes with my Rpg 7 If you try to hide the rocket via isSelected, yeah, that's the problem. I had the same idea with the Javelin, thinking that since the model on the back in Arma 3 is the loaded model and the Javelin's CLU essentially replaces the carrier's head, I'd remove it via isSelected hide animation. Result was the orbiting CLU. The Javelin, M130, SMAW and MAAWS work, but the RPG-7 with its multitude of differently shaped warheads will not. Share this post Link to post Share on other sites
EricJ 743 Posted September 4, 2014 I managed to get my SRAW working that way, but yeah it really goes berserk with the IARs in my pack, but it sounded like a done deal :) Share this post Link to post Share on other sites
slatts 1978 Posted September 4, 2014 Hm well I'm not using isSelected or anything fancy in the model.cfg. Just solely modelSpecial in CfgMagazines. IS that what you did Eric? Share this post Link to post Share on other sites
EricJ 743 Posted September 4, 2014 Yeah, it was okay but when I tested it first-hand, it was "okay" but it showed just the 3D model of the magazine, animations were correct but no weapon, just the magazine. Then I added the model of the weapon and it "worked" but it was like you didnt' have the model.cfg working, so I set it up with the model.cfg and then I had all those texture glitch errors, and when I went from first to third-person to see how it looked, instant CTD. If you have the Mapfact XM8 source models (and wouldn't mind sharing) I got all the scripts as they did it with their XM8 back in OFP of all games, so if it can work then, it can work now. And that was a great mod, and did what we're trying to do with just one model. Share this post Link to post Share on other sites
slatts 1978 Posted September 4, 2014 Yep just happened there. Guess I jumped the gun a bit on this :P (pun intended) Share this post Link to post Share on other sites
Alwarren 2766 Posted September 4, 2014 Hm well I'm not using isSelected or anything fancy in the model.cfg. Just solely modelSpecial in CfgMagazines. IS that what you did Eric? It happened for me even if there wasn't any animation defined. Just defining a bone for the launcher was enough to trigger the weird behavior, even if I commented out all the animations in the model.cfg. Share this post Link to post Share on other sites