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blazenchamber

(SMA) Specialist Military Arms

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I do not understand what I see wrong, is right when you attach the charger with hand on gun. In the standard weapons in the game you see the full animation to remove and put the magazine in the gun, here only see when you remove the charger by hand, but not when you are going to put.

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I see what you mean Metralla

I will look into the mag animation and see what i can do to fix.

Also about the keys , i had never done keys before so i winged it but seems it's not quite right.

I will go over it and try get it to work.

---------- Post added at 01:13 ---------- Previous post was at 01:07 ----------

Updtaing the graphic drivers has solved my problem too.

Your welcome Speedy..lol

---------- Post added at 01:57 ---------- Previous post was at 01:13 ----------

The charging handle can be easily animated, as far as the actual hand animation pulling it is a different ballgame. Could be achieved through scripts, but even then you have to time the sound with the movement

Glad to see everyone enjoying the weapons so far :)

Just like warlord said.

but you will find the charging handle is already animated just can not get the hands to do the animation.. just the way it is.

Edited by blazenchamber

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Hey,blazen,I just noticed that the inside of the Tan and black Eclan scope are not the same.Will you also add another version of the Eclan in another color version?

And any more scopes in the future?

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Is it just me or FN SCARH/MK 17 is missing a suppressor?

It's not just you. There's no suppressor for any of the 7.62 rifles at the moment. At least, I don't think.

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Thank you for taking the time to produce and share these, they are fantastic. Just setup my US desert units with these new weapons. Keep up the great work.

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Thank you for taking the time to produce and share these, they are fantastic. Just setup my US desert units with these new weapons. Keep up the great work.

Totally agree very nice mods thank you

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since suppressors are on the way for the beloved SCARs, is there a planned black variant?

Also, I asked this on the armaholic forum so sorry if you've seen that but; Would it be possible to make the 5.56 weapons use the Vanilla 5.56 mags as well? Maybe not super realistic but it would be awesome for people running damage mods based on magazine classnames. Just a thought!

Thanks for the truly awesome gear! Love the ELCAN!

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since suppressors are on the way for the beloved SCARs, is there a planned black variant?

Also, I asked this on the armaholic forum so sorry if you've seen that but; Would it be possible to make the 5.56 weapons use the Vanilla 5.56 mags as well? Maybe not super realistic but it would be awesome for people running damage mods based on magazine classnames. Just a thought!

Thanks for the truly awesome gear! Love the ELCAN!

Well,if you wanna use the damage to this mod ,you can simply add the ammo from this mod to the damage mod yourself.I've just add the ammo from SMA to the damage mod and it worked well.

I'm using the Nato 5.56 and 7.62 damage mod,and here's the script to add the ammo from SMA to it,just copy them to the config.cpp and make a .PBO then you can use it.Hope this can help you.(you can change the value of the damage by yourself,the value in the below script are set by my unit and may not suit yours,just change to a value you want.)

class B_SMA_762x39_SKS_Ball: B_762x51_Ball

{

hit = 15 + hitvaluecoef;

};

class B_SMA_762x39_SKS_Red_Ball: B_SMA_762x39_SKS_Ball

{

hit = 15 + hitvaluecoef;

};

class B_SMA_556x45_M855A1_Ball: B_556x45_Ball

{

hit = 8 + hitvaluecoef;

};

class B_SMA_556x45_M855A1_IR_Ball: B_SMA_556x45_M855A1_Ball

{

hit = 8 + hitvaluecoef;

};

class B_SMA_556x45_Mk262_Ball: B_556x45_Ball

{

hit = 12 + hitvaluecoef;

};

class B_SMA_556x45_Mk262_Green_Ball: B_SMA_556x45_Mk262_Ball

{

hit = 12 + hitvaluecoef;

};

class B_SMA_556x45_Mk262_IR_Ball: B_SMA_556x45_Mk262_Ball

{

hit = 12 + hitvaluecoef;

};

class B_SMA_556x45_Mk318_Ball: B_556x45_Ball

{

hit = 8 + hitvaluecoef;

};

class B_SMA_556x45_Mk318_IR_Ball: B_SMA_556x45_Mk318_Ball

{

hit = 8 + hitvaluecoef;

};

class B_SMA_556x45_Mk318_Red_Ball: B_SMA_556x45_Mk318_Ball

{

hit = 8 + hitvaluecoef;

};

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The Ballistics used for this Mod are done by Spartan.

They are very realistic i would recommend leaving them as they are , but each to their own .

I will not be supporting Bi's Ballistics as they seem way out of touch, so SMA will continue to use Spartans ballistics for all weapons.

but this is a debate for another forum post not here.

On a better note Just had an update from one of my devs today BigSal , He just sent me through the new ARX 160 model. looks unreal can not wait to get this beast in game for us all..

An update is imminent for SMA in the next few days with some fixes. so keep an eye out guys.

Thanks

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The Ballistics used for this Mod are done by Spartan.

They are very realistic i would recommend leaving them as they are , but each to their own .

I will not be supporting Bi's Ballistics as they seem way out of touch, so SMA will continue to use Spartans ballistics for all weapons.

but this is a debate for another forum post not here.

On a better note Just had an update from one of my devs today BigSal , He just sent me through the new ARX 160 model. looks unreal can not wait to get this beast in game for us all..

An update is imminent for SMA in the next few days with some fixes. so keep an eye out guys.

Thanks

I agree with you.And I think Spartan's Ballistics is good enough and better than Bi's(well,maybe everyting is better than Bi's,lol).Thanks for tell us the fixes is on the way.My unit have used these weapon in a complete mission, they worked nice and we wiped out three enemy camps in just 45 minutes.

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OK, no worries. Just thought I would ask. I agree that BIS ballistics are not so hot. JinougaF, I am using the same script. I was just being lazy lol. Thanks for going through that effort though. I imagine someone will use that who didn't know that! I love this community

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OK, no worries. Just thought I would ask. I agree that BIS ballistics are not so hot. JinougaF, I am using the same script. I was just being lazy lol. Thanks for going through that effort though. I imagine someone will use that who didn't know that! I love this community

Yep,everything can be easy in this community,no problem!

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Is it intended for the 7.62 mag to take up the amount of space that they do. It seems they take up alot more space than the 5.56 and is there any plan to add GL versions for the rest of the weapons or even some?

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Your weapons are great gents, especially the rare ones, and I just love you Shooting Range, remind me Kronzky's shooting range from Arma2.

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Hey guys nearly finished V1.5 update..

- fixed animations for reloads

- added new suppressors

- redone sounds

- fixed keys

- fixed configs

- added 7.62 suppressor compatability

- added SCAR suppressor compatability

- tweaked suppressor ballistics slighly

- fixed the error when placing units

- fixed showcase

----------------

Teaser pics

----------------

http://i.cubeupload.com/fm8cf7.jpg

http://i.cubeupload.com/0sUW42.jpg

http://i.cubeupload.com/QsD0gF.jpg

http://i.cubeupload.com/wG6yHG.jpg

http://i.cubeupload.com/ZAVwYj.jpg

Edited by blazenchamber

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Great details! You guys are Bullpup heroes!

Could you please release an MP Showcase or even just an MP firing range?

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Great details! You guys are Bullpup heroes!

Could you please release an MP Showcase or even just an MP firing range?

mmm yea good idea i might do this .

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Great update!One of my man in my unit is a real fan of the scars and he love the update a lot.Any Scar with GL in plan?

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Any chance of seeing a 416 with Magpul CTR stock?

Not the HKs but we have MK 18s and m4s all of which have different buttstock CTR is one of them.

Hold out for V2

The only updates to the SCAR's will be the mounting of the new suppressors no GL for these.

GLs will be on the following weapons

-F90 thales

-MK.18

-M4

-ARX 160

cheers guys

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