sonsalt6 105 Posted January 31, 2015 Updated mod v1.9.0.1 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
da12thMonkey 1943 Posted January 31, 2015 You have a little typo in the MRT classname setup for SMA_Spitfire_01_red that means if the player has the red reticle selected and cycles backwards using the 'Previous optics state' keybind ([Shift + NUM/] by default), they'll lose their scope because the function can't find that classname. Works fine if you only cycle forward using the 'Next optics state', but on the occasion that somebody might want to roll backwards, it may cause a problem. MRT_SwitchItemPrevClass = "SMA_Spitfire_01_greeb"; should be MRT_SwitchItemPrevClass = "SMA_Spitfire_01_green"; But yea, otherwise mega! I really love the EOTech 552s - beats the hell out of continuing to use the crappy little magnifier demo attachment I made. They're a nicely made model to boot. Share this post Link to post Share on other sites
alsanjuro 20 Posted January 31, 2015 Thank you very much for this weapons pack and especially incorporating MRT mod as well just fantastic all round. Share this post Link to post Share on other sites
baddazs 10 Posted January 31, 2015 Hey Blaze! loving 1.9! New sounds are amazing and the Eotech with the magnifier is my new go to optic. You've hit one out of the park here man! Can't wait for V 2! Share this post Link to post Share on other sites
blazenchamber 261 Posted February 1, 2015 (edited) da12thMonkey said: You have a little typo in the MRT classname setup for SMA_Spitfire_01_red that means if the player has the red reticle selected and cycles backwards using the 'Previous optics state' keybind ([Shift + NUM/] by default), they'll lose their scope because the function can't find that classname. Works fine if you only cycle forward using the 'Next optics state', but on the occasion that somebody might want to roll backwards, it may cause a problem.MRT_SwitchItemPrevClass = "SMA_Spitfire_01_greeb"; should be MRT_SwitchItemPrevClass = "SMA_Spitfire_01_green"; But yea, otherwise mega! I really love the EOTech 552s - beats the hell out of continuing to use the crappy little magnifier demo attachment I made. They're a nicely made model to boot. Hey ah yea i see, hopefully it dont cause too much trouble i will fix in V2 unless it becomes a real issue.. Thanks Edited February 1, 2015 by blazenchamber Share this post Link to post Share on other sites
ljcsteam 45 Posted February 1, 2015 Great Stuff!Especially the 12-inch HK416.But the HK front iron sight seems overlayed with sound suppressors,could you fix that? Share this post Link to post Share on other sites
rimap-p90 15 Posted February 1, 2015 (edited) First of all, thanx blazenchamber and all the guys on your team for sharing this amazing mod. I've got a problem: I want to use th Eotech 552 with the magnifier. So I press Shift + NUM / but nothing happens... I've downloaded everything Specialist Military Arms (SMA) v1.9 hotfix MRT Accessory Functions Community Base addons A3 I'm in Arma 3 1.28 Edited February 1, 2015 by RiMaP-P90 Share this post Link to post Share on other sites
blazenchamber 261 Posted February 2, 2015 Not sure why it would not be working for you id set your key in configure addons and see if it works with different key bind.? Works for me and seems to be working for everyone else.. Hope you work it out Blaze Share this post Link to post Share on other sites
jinougaf 11 Posted February 2, 2015 RiMaP-P90 said: First of all, thanx blazenchamber and all the guys on your team for sharing this amazing mod.I've got a problem: I want to use th Eotech 552 with the magnifier. So I press Shift + NUM / but nothing happens... I've downloaded everything Specialist Military Arms (SMA) v1.9 hotfix MRT Accessory Functions Community Base addons A3 I'm in Arma 3 1.28 All worked good for me,I'm using Arma3 1.38.Maybe you need to check your key,the NUM/ was the default key,if you've changed it,it may not work then. Share this post Link to post Share on other sites
rimap-p90 15 Posted February 2, 2015 I think MRT Accessory Functions version 1.10 doesn't work in Arma 3 1.28.... :( Thanx anyway... Share this post Link to post Share on other sites
Azza FHI 50 Posted February 2, 2015 Mrt works fine, the key combo is ctrl / by default.... not shift Share this post Link to post Share on other sites
jinougaf 11 Posted February 2, 2015 Azer1234 said: Mrt works fine, the key combo is ctrl / by default.... not shift Shit I just noticed that,he was said shift....fuck my eyes!lol!:) Share this post Link to post Share on other sites
rimap-p90 15 Posted February 2, 2015 I've just tried (ctrl + Num /). It doesn't work. I tried to change the key.. Same results. Like I said earlier, I think the main pb is that I am in Arma 1.28. I've got a small pb with ASDG Joint Rails too. I can't use the Virtual arsenal propely... (pb with the camera). Does anyone have the older version of "MRT Accessory Functions" (version 1.00)? It might still work with the older script... Share this post Link to post Share on other sites
blazenchamber 261 Posted February 2, 2015 Update your ARMA..? :eek: Share this post Link to post Share on other sites
bolo861 166 Posted February 2, 2015 I actually liked the uniforms and gear, maby release it as separate addon? Regards. Share this post Link to post Share on other sites
baddazs 10 Posted February 2, 2015 RiMaP-P90 said: I've just tried (ctrl + Num /). It doesn't work. I tried to change the key.. Same results. Like I said earlier, I think the main pb is that I am in Arma 1.28. I've got a small pb with ASDG Joint Rails too. I can't use the Virtual arsenal propely... (pb with the camera). Does anyone have the older version of "MRT Accessory Functions" (version 1.00)? It might still work with the older script... Not sure why you are having issues. Works perfectly for me. Update Arma as Blaze said and see if it works Share this post Link to post Share on other sites
rimap-p90 15 Posted February 3, 2015 Yeah I guess I need update the game... The reason I didn't update Arma 3 is that I hate BIS's new aiming sway left and right. I Did try a lot of mod to fix that but I also hate that your arms and gun keep moving all arround... It's not like other FPS, where your arms and gun usually stay at the same place. I guess I need to adapt to this new change... Share this post Link to post Share on other sites
baddazs 10 Posted February 3, 2015 RiMaP-P90 said: Yeah I guess I need update the game... The reason I didn't update Arma 3 is that I hate BIS's new aiming sway left and right. I Did try a lot of mod to fix that but I also hate that your arms and gun keep moving all arround... It's not like other FPS, where your arms and gun usually stay at the same place.I guess I need to adapt to this new change... Once you play with it a little while, you get used to it pretty quickly. Share this post Link to post Share on other sites
warlord554 2065 Posted February 3, 2015 Hump the hills for 3 days, squeezing a nap in when you can, carrying over 100lbs, engaged in a 6hr firefight, and see how much your arms and weapon sway haha. But i personally dont think the inertia system is very realistic in a3 Share this post Link to post Share on other sites
chortles 263 Posted February 3, 2015 Note: Recoil changes are incoming "probably" within "the next weeks", presumably accompanying weapon resting's initial iteration (source: SITREP #00092). Share this post Link to post Share on other sites
Subscyed 10 Posted February 3, 2015 After doing a LALO, tabbing a few clicks with your weight (if not more) in gear, you're more worried about dehydration and catching a breather than shooting at that point. Suffice to say, the current state of inertia is a bit wonky. Onto the topic: - With MRT accessories functionalities in this pack, are there any thoughts for illuminated sights? Those would be lovely. Share this post Link to post Share on other sites
jinougaf 11 Posted February 4, 2015 Got some idea for your team form MOHW,look at the pictures blew,maybe you could add this kind of optics to your pack and also use the MRT function.Thought that was a Magnifier with a Trijicon T1.Just a suggestion,cheers.:) http://imgur.com/WeVtnCL,7KzPvSj,RRDBsGf Share this post Link to post Share on other sites
p1nga 23 Posted February 4, 2015 JinougaF said: Got some idea for your team form MOHW,look at the pictures blew,maybe you could add this kind of optics to your pack and also use the MRT function.Thought that was a Magnifier with a Trijicon T1.Just a suggestion,cheers.:)http://imgur.com/WeVtnCL,7KzPvSj,RRDBsGf I won't be doing a Trijcon Red Dot with Magnifier myself, but i definatly have plans on modelling a Vortex Strikefire II + 3x Vortex Magnifier in the very near future Share this post Link to post Share on other sites
jinougaf 11 Posted February 4, 2015 pastor399 said: I won't be doing a Trijcon Red Dot with Magnifier myself, but i definatly have plans on modelling a Vortex Strikefire II + 3x Vortex Magnifier in the very near future http://www.vortexoptics.com/uploads/banner_rd_accessories.jpg cool,I just wanna ask but I forgot the name of it.Keep up good works,cheers! Share this post Link to post Share on other sites
nsnipe 10 Posted February 4, 2015 New sights are osom (finally some magnified red dots done well), few things tho - it doesn't work with ctrl+rmb to change states - need to press ctrl+num/ (is it MRT?). On other hand - I never cared about you weapons. Would it be possible to release sights as separate add-on (downloading 450 megs each update just for sights - a bit excessive...?). Another thing - Like your shooting range - it has workarounds other target scrips cant overcome, also it has not only velocity, grouping but penetration calculations aswell. I'd like to see it as separate script or add-on too. Share this post Link to post Share on other sites