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blazenchamber

(SMA) Specialist Military Arms

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I haven't used BCT but I'm guessing it sets the models for tracers. I also can't really see anything in those tiny screenshots, but I'm guessing with SMA it's just keeping the vanilla tracer models and not using your BCT ones? The models for most or all of the SMA tracers is specified in the SMA CfgAmmo configs, so to change them you'd have to override the model in each SMA tracer bullet in CfgAmmo.

These are the class names in CfgAmmo as of the current version as well as what they inherit from (you can see this in the config viewer in game):

    B_SMA_762x39_SKS_FMJ: B_762x51_Ball
    B_SMA_762x39_SKS_Red_FMJ: B_SMA_762x39_SKS_FMJ
    B_SMA_762x39_SKS_7N23_AP: B_762x51_Ball
    B_SMA_762x39_SKS_Red_7N23_AP: B_SMA_762x39_SKS_FMJ
    B_SMA_M80A1_EPR: B_762x51_Ball
    B_SMA_M80A1_EPR_Yellow: B_SMA_M80A1_EPR
    B_SMA_M80A1_EPR_IR: B_SMA_M80A1_EPR
    B_SMA_Mk316_Mod_O_Long_Range: B_762x51_Ball
    B_SMA_Mk316_Mod_O_Long_Range_Yellow: B_SMA_Mk316_Mod_O_Long_Range
    B_SMA_Mk316_Mod_O_Long_Range_IR_Ball: B_SMA_Mk316_Mod_O_Long_Range
    B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC: B_762x51_Ball
    B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC_Yellow: B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC
    B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC_IR_Ball: B_SMA_Lapua_Full_Metal_Jacket_SUBSONIC
    B_SMA_556x45_M855A1_Ball: B_556x45_Ball
    B_SMA_556x45_M855A1_Yellow_Ball: B_SMA_556x45_M855A1_Ball
    B_SMA_556x45_M855A1_IR_Ball: B_SMA_556x45_M855A1_Ball
    B_SMA_556x45_Mk318_Ball: B_556x45_Ball
    B_SMA_556x45_Mk318_Red_Ball: B_SMA_556x45_Mk318_Ball
    B_SMA_556x45_Mk318_IR_Ball: B_SMA_556x45_Mk318_Ball
    B_SMA_556x45_Mk262_Ball: B_556x45_Ball
    B_SMA_556x45_Mk262_Green_Ball: B_SMA_556x45_Mk262_Ball
    B_SMA_556x45_Mk262_IR_Ball: B_SMA_556x45_Mk262_Ball
    B_SMA_68x43_FMJ_BT: B_65x39_Caseless
    B_SMA_68x43_FMJ_BT_green: B_SMA_68x43_FMJ_BT
    B_SMA_68x43_FMJ_BT_IR: B_SMA_68x43_FMJ_BT
    B_SMA_68x43_BT: B_65x39_Caseless
    B_SMA_68x43_BT_green: B_SMA_68x43_BT
    B_SMA_68x43_BT_IR: B_SMA_68x43_BT
    B_SMA_68x43_sub: B_65x39_Caseless
    B_SMA_68x43_sub_green: B_SMA_68x43_sub
    B_SMA_68x43_sub_IR: B_SMA_68x43_sub

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Quote

ese are the class name CfgAmmo as of the current version as well as what they inherit from (you can see this in the config viewer in game):

 

 

Yea I got that in the Mod but it's not working correctly.  Still seeing really light tracers.  I think it might help resolve this if I can try some magazine class names instead of ammo class names.  Might be a good workaround for this problem.

 

Blazenchamber will be in touch when he figures out what's going on or he wants to try the possible workaround.

 

Thx for your input.

 

Scott

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Blazenchamber asked me to answer because he's short of time.

 

Magazine class names are under Class Names at http://smaproject.com/support/ (or also in the config viewer in CfgMagazines as SMA_****). They don't have any tracer models in them though, they just point to the CfgAmmo.

 

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I'm using the EOTech 552 + 3x Magnifier optic, which has worked just fine in the past... but now it won't flip the magnifier.  There is a click, and a hint, but the magnifier doesn't change position (and the hint is correct - it always says Magnifier Down, whether I press SHIFT+NUM/ or CTRL+NUM/ - which I verified were still the correct keybindings).  Any thoughts on what's happening?  mrt_accfncs is installed and loaded before SMA.  

 

EDIT: Just confirmed it happened with update of CBA from 3.12 to 3.21.  

Edited by BB_Frost
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Remove the MRT functions addon, as CBA has them built in now.

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Brilliant.  Thanks for the quick answer - that worked perfectly. :)

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9 hours ago, road runner said:

Remove the MRT functions addon, as CBA has them built in now.

Thanks mate-I was having the same problem. Spent ages removing mods trying to find the cause!

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3 hours ago, ineptaphid said:

Thanks mate-I was having the same problem. Spent ages removing mods trying to find the cause!

I took MRT off Workshop (RIP my subscriber-driven ego :thumb_down:). So for some users at least that should clear up the launcher to only call for CBA when running SMA (seems to have removed the dependency from the page, and AFAIK it should remove the mod for workshop subscribers).

 

Still waiting to hear from the chap I asked at Six about whether it was safe to do likewise, or just general advise on transitioning people to CBA alone.

 

Obviously some people will need to manage themselves if they have the mod from non-automated sources or their modset is manually managed to include MRT rather than by initialised through dependency of some other mod.

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21 hours ago, road runner said:

Remove the MRT functions addon, as CBA has them built in now.

I literally just logged on to find out what had happened and here you are with the answer.

 

Thank you very much for immediately informing the community! 

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No worries, I noticed it in the CBA Readme on steam, and forgot to do the same, once the addon was removed it was perfect.

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Still, who knows how long any of us would've been digging around looking for the answer. This was clutch.

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Nice mod man, Love your SCARs so far. Just wonder is there any way to just use the SCAR from this mod? I also use RHS and there is just too many M4s in the Arsernal

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59 minutes ago, dauhaanh said:

Nice mod man, Love your SCARs so far. Just wonder is there any way to just use the SCAR from this mod? I also use RHS and there is just too many M4s in the Arsernal

Order by MOD. Problem solved.

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1 hour ago, Scotty_Z said:

Fuck'n steam workshop man no respect.

I'm reading this in a Rodney Dangerfield voice :f: No respect I tell her.

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On ‎03‎/‎03‎/‎2017 at 1:47 AM, road runner said:

No worries, I noticed it in the CBA Readme on steam, and forgot to do the same, once the addon was removed it was perfect.

 

On ‎02‎/‎03‎/‎2017 at 4:10 AM, road runner said:

Remove the MRT functions addon, as CBA has them built in now.

 

road runner - having exactly the same problem with the scopes - and do not have the MRT app installed separately just SMA and CBA through steam workshop....

so to assists noobs can you explain how exactly and where exactly do you remove the MRT function addon? (note I am seeing no reference to MRT in any of my mod screens (not surprising as I never installed it!)).....any help appreciated?

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1 hour ago, mac1 said:

 

 

road runner - having exactly the same problem with the scopes - and do not have the MRT app installed separately just SMA and CBA through steam workshop....

so to assists noobs can you explain how exactly and where exactly do you remove the MRT function addon? (note I am seeing no reference to MRT in any of my mod screens (not surprising as I never installed it!)).....any help appreciated?

Not sure about the scopes issue, MRT was mainly used for flipping the magnifiers, up/down/on/off, and was a separate addon, which made the scope flipping a possibility.

When you say scopes, are you talking about the difference between standard view's?

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10 minutes ago, road runner said:

Not sure about the scopes issue, MRT was mainly used for flipping the magnifiers, up/down/on/off, and was a separate addon, which made the scope flipping a possibility.

When you say scopes, are you talking about the difference between standard view's?

road runner thanks for the reply!
actually I do mean the magnifier issue - please can you explain how I can get them to work? (note through steam workshop I have cba and SMA installed that's all - I notice in the controls section of options in game there also seems to be a key bindings for MRT - although I do not have the MRT add on installed (from workshop or standalone) - so how do I get the magnifiers to work?

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Base keybind should be CTRL+Numpad / .  Try that and see if it works for you.

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1 hour ago, ski2060 said:

Base keybind should be CTRL+Numpad / .  Try that and see if it works for you.

ski

 

thanks for the reply - yes I seem to have a keybind already setup for magnifier up and down - it is attached to the MRT add on drop down (eventhough the mod is not installed! standalone MRT appears!!!!!) - but when I press it the magnifier is stuck to down (will not flip up when u press ctrl and /...)

the point of the post is not find out what road runner means when he says.............."Remove the MRT functions addon" - does he mean the default key bindings in the in game key map for MRT need to be deleted? then it will work!

 

update: seems you need to unbind the keys that are bound in game to MRT - then the magnifier will work as the magnifier is already bound in the cba drop down in game!

Edited by mac1
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Yeah i noticed the 3x eotech switch optic function with ctrl + num/ stopped working with the latest patch.

 

You are seeing MRT options without running the mod because it is now integrated into CBA which u are running.

 

So i guess we wait for a fix

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On 3/31/2017 at 6:11 PM, Azza FHI said:

Yeah i noticed the 3x eotech switch optic function with ctrl + num/ stopped working with the latest patch.

 

You are seeing MRT options without running the mod because it is now integrated into CBA which u are running.

 

So i guess we wait for a fix

 

Weird we haven't noticed any issues with the mod in our mission we are currently running. When CBA updated I removed the mod from our modpack and launched the mission and it still functions using the ctrl + num + / to change the weapons magnifier. It works with the Aimpoint and the Eotech versions from what I have seen and no complaints from our player base yet either.

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7 hours ago, Nichols said:

 

Weird we haven't noticed any issues with the mod in our mission we are currently running. When CBA updated I removed the mod from our modpack and launched the mission and it still functions using the ctrl + num + / to change the weapons magnifier. It works with the Aimpoint and the Eotech versions from what I have seen and no complaints from our player base yet either.

 

Same here.

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